The Invasion of Hammerfell
It’s been twenty two years since Cyrodill stood a divided province, the Interregnum still runs high in Tamriel and now, the Empire has set its eyes upon Hammerfell. They’ve taken Rihad by sheer coercion and are soon to be upon the Province in force. However out of vengeance for the Massacre of Solitude the Nords of Skyrim have taken Dragonstar and are a force that could fight the Empire, Hamerfell just stands in the middle. Roche Denarius has called a meeting in Taneth and has summoned all nations to discuss what to do with the crisis.-----
This is an RP that takes place in Hammerfell during the Interregnum (2E), it follows previous events of A Province Divided and all factions are custom made.
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We welcome new members, in fact we need them.
Events of A Province Divided:
Spoiler
Accepted Factions (Characters put in the Government Tree)I'll try.
There was first, a meeting at the Imperial city. The people that attened were King Aventius Umbranonx of Anvil, Julius Scipion of Choral, Cassamir Velan of Bruma, Arch-Count Rislau of SKingrad/ Bravil, Flavius Latartus of Lewyain, (AKA, what was left of the Empire at that point.) And various warlords from Cheydinhall/ Valus Mountains.
After that meeting, two alliances merged, an Anti Imperial faction led by Aventius Umbranox, and the Pro Imperial faction led by Flavius. (At the time, Aventius was anti Empire due to the Senate at the time.)
To make it short, Cassamir tried to sieged Cheydinhall, but failed. (He later betrayed Aventius and Scipion after this.) Aventius's army, led by brother Corvus, besieged Skingrad, but was lifted by Imperial reinforcements led by Consul Tiberius. And Julius was captured by Tiberius's army. (His fate remains unknown.)
Anvil was all that was left of this anti Imperial alliance. Aventius was about to make a last stand and was ready for the Legion to invade is kingdom when Flavius entered Anvil, and convinced him that if he joins the Empire, he will be Potentate, and Anvil will be mostly independant, and that Colovians will be treated as equals to the Nibens.
There was first, a meeting at the Imperial city. The people that attened were King Aventius Umbranonx of Anvil, Julius Scipion of Choral, Cassamir Velan of Bruma, Arch-Count Rislau of SKingrad/ Bravil, Flavius Latartus of Lewyain, (AKA, what was left of the Empire at that point.) And various warlords from Cheydinhall/ Valus Mountains.
After that meeting, two alliances merged, an Anti Imperial faction led by Aventius Umbranox, and the Pro Imperial faction led by Flavius. (At the time, Aventius was anti Empire due to the Senate at the time.)
To make it short, Cassamir tried to sieged Cheydinhall, but failed. (He later betrayed Aventius and Scipion after this.) Aventius's army, led by brother Corvus, besieged Skingrad, but was lifted by Imperial reinforcements led by Consul Tiberius. And Julius was captured by Tiberius's army. (His fate remains unknown.)
Anvil was all that was left of this anti Imperial alliance. Aventius was about to make a last stand and was ready for the Legion to invade is kingdom when Flavius entered Anvil, and convinced him that if he joins the Empire, he will be Potentate, and Anvil will be mostly independant, and that Colovians will be treated as equals to the Nibens.
(Continuation of WITYM)
Then, Cassamir Velan the only remaining monarch free of Imperial Rule decided to forge a destiny for himself and betrayed his old god, usurping her power. He hid this for twenty years, only revealing it to Flavius, and now Drake. He made a deal with the Empire that stated that as long as Bruma had its own governor and freedom of religion it would be a state of the Empire, he then served as Bruma's Commandant for twenty years as well as the Emperor's heir, though his status on religion is highly... controversial to say the least.
Then, Cassamir Velan the only remaining monarch free of Imperial Rule decided to forge a destiny for himself and betrayed his old god, usurping her power. He hid this for twenty years, only revealing it to Flavius, and now Drake. He made a deal with the Empire that stated that as long as Bruma had its own governor and freedom of religion it would be a state of the Empire, he then served as Bruma's Commandant for twenty years as well as the Emperor's heir, though his status on religion is highly... controversial to say the least.
Cyrodiil was messed up, and Flavius Latartus led the remains of the Reman Empire to victory, uniting Cyrodiil in about 2 or 3 months, and forming a new Empire. During this time, he found out Cassamir Velan, a northern tyrant, was his illegitimate son.
Flavius then led an army into Imperial City, and declared himself Emperor after a brief civil war.
After that, he, and his good friend Consul Marcus Aurelius led the disastrous invasion of Skyrim. Marcus commited suicide shortly after the massacre in Solitude.
Ever since then, Flavius was a weaker ruler, and the Empire is now on the verge of collapse.
Flavius then led an army into Imperial City, and declared himself Emperor after a brief civil war.
After that, he, and his good friend Consul Marcus Aurelius led the disastrous invasion of Skyrim. Marcus commited suicide shortly after the massacre in Solitude.
Ever since then, Flavius was a weaker ruler, and the Empire is now on the verge of collapse.
Spoiler
Forebear Republic of Sentinel
Forebear Republic of Sentinel
Spoiler
Merchant City of Skaven - CaptainRexFaction Name: Ra’Gada do ugo-no-Yokuda
(Imperialized into ‘the Forebear Republic of Sentinel’, though the direct translation would be ‘The Warrior Wave of Far-Away-From-Yokuda’, with ‘far away’ implying both the literal distance and the difference in rulership)
Occupied Land: The mighty Forebear city of Sentinel and its environs; stretching east to the township of Lainlyn, south to the dreaded Vulnim Gate and the fringes of the Alik’r, and west to the township of Chasetown.
Government Structure: The Ra’Gada do ugo-no-Yokuda has no single ruler; instead, it is governed by the Ra’Gada, the assembly of the Forebears of Sentinel. The ‘councillors’ of the Ra’Gada are referred to simply as ‘warriors’. ‘Chaos’ is an apt word to describe this assembly's usual proceedings, which does little to help the various ministries (relics from Remanite days, the Empire’s apparatus of state twisted and adapted to suit the needs of the local Redguards) concerned with the everyday running of the Republic - dependent as they are upon the Ra’Gada and its decisions in all matters of greater import.
Membership in the Ra’Gada is a complicated business, with no single reliable way to get into it. A joke claims that the only prerequisite for membership is just bothering to show up for the assembly’s meeting – and this is not so far from the truth. Positions can be inherited, won through strength of arms (either granted as recognition for a warrior’s deeds on the field of battle or wrested from an established warrior in a duel); one may also pushed into the Ra’Gada by the people (which some might consider a form of election) or let into it with the agreement of warriors already within.
Despite the chaotic nature of the Ra’Gada, several figures of importance have emerged – as was bound to happen – and it is in their hands that most of the power in Sentinel lies.
High Priest Arslan do Ruptga can be said to represent the city’s priesthood, being as he is the tender of the temple of the chief of Yokudan spirits. It is to him that many commoners turn for guidance in difficult times, which, in the demagogy-fuelled governance of the Forebear Republic, can be a considerable advantage indeed.
Ministry Soldiers are the closest thing to a formal standing military that exists in the Ra’Gada do ugo-no-Yokuda; however, more often than not, rather than being under the command of the ministries, they end up in the hands of individual ministers. As the name suggests, they are tied to the various ministries that exist beneath the Ra’Gada (such as the Ministry of Taxation, the Ministry of Records, etc.). Thanks to the ministries’ wealth, their troops are likely to be well-equipped, serving most often in the capacity of heavy infantry. In peacetime, they serve as guards and muscle for the various bureaucrats whenever they require; in war, they are an effective, disciplined (in comparison to their peers, at least) force whose greatest edge over their fellow soldiers is the unit cohesion drilled into them – something rarely encountered amongst Redguards, who make much better adventurers than soldiers.
Retainers are just that – the armed retinues of the various Forebear nobles that can be found in the Republic. They are a varied lot, just as their masters, ranging from professional mercenaries to landholding warriors somewhat similar in nature to the Bretic knight. War is their craft, and what they may lack in discipline (cohesion being something of an issue, since units are most often formed by lumping together the retinues of many different nobles – few have the wealth needed to raise an entire unit by themselves), they make up for in skill, being as they are the progenies of the Warrior Wave that washed over Hammerfell in a tide of blood in years long past. Their equipment depends on the wealth of their master, but it is mostly a safe presumption that, whether they be cavalry or infantry, they will be better armed than the common rabble, tending towards heavy-medium troops.
Militia Forces are the best representation of the vast majority of the Forebear Republic’s people in war. Usually fighting in massed infantry formations to inspire them with greater confidence, they are not soldiers by trade – but they are Redguards, and so somewhat more capable than you’d expect of a force of this nature, thanks to Hammerfell’s long tradition of internal violence, from fighting between rival city-states to nomad raids upon settled communities. Be that as it may, they are unlikely to be particularly well-equipped, skilled or disciplined.
Economic System: Drakes; adopted from the Remanite Empire and retained since then, replacing more traditional forms of currency. In Sentinel and other urban centres of the Republic, that is; among the simple commoners of the countryside villages and the nomads of the Alik’r, currency of any sort is largely unheard of and barter trade still dominates.
Date of Creation: The incorporation of Hammerfell into the Remanite Empire.
Reason for Creation: The Republic of Sentinel considers itself the direct continuation of the republican rule established during the times of the Reman Emperors, and thus it fights to end the perceived tyranny of the traditional Yokudan ruling class over the Ra’Gada – the Forebears.
Early Years: Though the Forebear republic fell with the Remanite Empire, the Ra’Gada of Hammerfell would not stay silent for long. The decision of the Na-Totambu High King to move his throne to the overwhelmingly Forebear city of Sentinel would prove the straw that broke the camel’s back – resulting in a violent revolt in which most of the Crowns in Sentinel (High King Azel included) were executed, mostly on the spot, without so much as a thought for any sort of formal trial. Chaos reigned for a brief while, until, with the settling of the dust, the most prominent of the local Forebears solidified their hold over the city and its surrounding lands, banding together in the traditional Ra’Gada assembly.
Recent Years: Of late, the Ra’Gada do ugo-no-Yokuda has existed much as it always has – with the chaotic flurry of Ra’Gada politics raging against the backdrop of the Republic’s commoners’ everyday life. With the Imperial Legions sweeping in from the south, however, that is doubtlessly about to change, and mutters have already begun to spread among the Ra’Gada, questioning what the Forebears’ approach to this newly resurgent Cyrodiil should be...
(Imperialized into ‘the Forebear Republic of Sentinel’, though the direct translation would be ‘The Warrior Wave of Far-Away-From-Yokuda’, with ‘far away’ implying both the literal distance and the difference in rulership)
Occupied Land: The mighty Forebear city of Sentinel and its environs; stretching east to the township of Lainlyn, south to the dreaded Vulnim Gate and the fringes of the Alik’r, and west to the township of Chasetown.
Government Structure: The Ra’Gada do ugo-no-Yokuda has no single ruler; instead, it is governed by the Ra’Gada, the assembly of the Forebears of Sentinel. The ‘councillors’ of the Ra’Gada are referred to simply as ‘warriors’. ‘Chaos’ is an apt word to describe this assembly's usual proceedings, which does little to help the various ministries (relics from Remanite days, the Empire’s apparatus of state twisted and adapted to suit the needs of the local Redguards) concerned with the everyday running of the Republic - dependent as they are upon the Ra’Gada and its decisions in all matters of greater import.
Membership in the Ra’Gada is a complicated business, with no single reliable way to get into it. A joke claims that the only prerequisite for membership is just bothering to show up for the assembly’s meeting – and this is not so far from the truth. Positions can be inherited, won through strength of arms (either granted as recognition for a warrior’s deeds on the field of battle or wrested from an established warrior in a duel); one may also pushed into the Ra’Gada by the people (which some might consider a form of election) or let into it with the agreement of warriors already within.
Despite the chaotic nature of the Ra’Gada, several figures of importance have emerged – as was bound to happen – and it is in their hands that most of the power in Sentinel lies.
High Priest Arslan do Ruptga can be said to represent the city’s priesthood, being as he is the tender of the temple of the chief of Yokudan spirits. It is to him that many commoners turn for guidance in difficult times, which, in the demagogy-fuelled governance of the Forebear Republic, can be a considerable advantage indeed.
Spoiler
Baibars Kyel No-Shira is a Forebear aristocrat belonging to one of those many bloodlines that arose during the prosperous times of the Remanite Empire – and one of the few who avoided a sharp decline in the dark days afterwards. A veteran of several wars, he has the ear of many of his fellow warriors, thanks in no small part to House Kyel’s prominent role in the overthrow of the High King – and his sizeable personal forces on whose spears and swords he can rely when his influence fails him.Name: Arslan do Ruptga
Gender: Male
Race: Redguard
Age: 49
Birthsign: The Atronach
Height: 5’8
Appearance: A man already past the prime of his life, Arslan nevertheless has not yet succumbed to age and still remains a fit man of considerable strength – which is perhaps somewhat surprising, for a priest. His broad face tells a different story, however, already having the first deeper wrinkles etched into it and the first white strands running through his lengthy black beard. Much like in his youth, he keeps his hair cropped and retains a steely glint to his dark brown eyes.
Personality: Beneath the outer shell of fierce stubbornness, the High Priest of Ruptga kindles a genuine concern for the common man and a deep reverence for the Yokudan spirits. His disdain for the Na-Totambu is not as complete as that of most his peers in the Ra’Gada, but he makes no apologies – believing firmly that the designs and divisions of mortals have little significance alongside the designs of the spirits, of which he considers himself to have caught the barest glimpse.
Occupation: High Priest of Ruptga (Tall Papa)
Skillset: Arslan is no wizard; like most Redguards, he fears and disdains what is referred to as nudri-hi, or eastern magic. However, he has no need for magic in swaying the masses to his cause, being able to speak with considerable conviction during certain flashes of inspiration. Nor is he entirely defenseless – in his youth, he was quite the swordsman and wrestler, skills he still retains, even lessened as they are by the unyielding march of time.
Apparel: Most often, Arslan will be seen in flowing brown silk robes, festooned with Yokudan religious imagery relating to Ruptga. Apart from the simple wooden staff that he sometimes carries, the High Priest usually goes weaponless, relying on his guards to keep him safe.
Allegiance: The Forebear Republic of Sentinel
History: Born into a family that has been devoted to the Yokudan spirits for generations, Arslan could not be said to be from a Forebear household, exactly – the clergy has long been the province of the Crowns, even in Sentinel, where the invasion of Forebear influences has made only negligible progress. Unlike his father, however - who kept his distance from politics in the interests of avoiding the fate met by most Crowns - Arslan has jumped into the Republic’s Ra’Gada head on, becoming one of its most influential members thanks to having the not inconsiderable power of the clergy at his back.
Gender: Male
Race: Redguard
Age: 49
Birthsign: The Atronach
Height: 5’8
Appearance: A man already past the prime of his life, Arslan nevertheless has not yet succumbed to age and still remains a fit man of considerable strength – which is perhaps somewhat surprising, for a priest. His broad face tells a different story, however, already having the first deeper wrinkles etched into it and the first white strands running through his lengthy black beard. Much like in his youth, he keeps his hair cropped and retains a steely glint to his dark brown eyes.
Personality: Beneath the outer shell of fierce stubbornness, the High Priest of Ruptga kindles a genuine concern for the common man and a deep reverence for the Yokudan spirits. His disdain for the Na-Totambu is not as complete as that of most his peers in the Ra’Gada, but he makes no apologies – believing firmly that the designs and divisions of mortals have little significance alongside the designs of the spirits, of which he considers himself to have caught the barest glimpse.
Occupation: High Priest of Ruptga (Tall Papa)
Skillset: Arslan is no wizard; like most Redguards, he fears and disdains what is referred to as nudri-hi, or eastern magic. However, he has no need for magic in swaying the masses to his cause, being able to speak with considerable conviction during certain flashes of inspiration. Nor is he entirely defenseless – in his youth, he was quite the swordsman and wrestler, skills he still retains, even lessened as they are by the unyielding march of time.
Apparel: Most often, Arslan will be seen in flowing brown silk robes, festooned with Yokudan religious imagery relating to Ruptga. Apart from the simple wooden staff that he sometimes carries, the High Priest usually goes weaponless, relying on his guards to keep him safe.
Allegiance: The Forebear Republic of Sentinel
History: Born into a family that has been devoted to the Yokudan spirits for generations, Arslan could not be said to be from a Forebear household, exactly – the clergy has long been the province of the Crowns, even in Sentinel, where the invasion of Forebear influences has made only negligible progress. Unlike his father, however - who kept his distance from politics in the interests of avoiding the fate met by most Crowns - Arslan has jumped into the Republic’s Ra’Gada head on, becoming one of its most influential members thanks to having the not inconsiderable power of the clergy at his back.
Spoiler
Shia No-Shira has no real claims to nobility; the honorific often appended to her name is merely a show of respect rather than an indication of aristocratic descent. A self-made woman who fought as a mercenary in the Latartan Empire’s ill-fated invasion of Skyrim, she has the backing of many elements of Sentinel who would like to see a return of a Cyrodiilic Empire and the prosperity – and Forebear dominance - that the Remans brought to Hammerfell.Name: Baibars Kyel No-Shira
Gender: Male
Race: Redguard
Age: 38
Birthsign: The Warrior
Height: 5’6
Appearance: Blessed with a muscular physique that he does what he can to maintain through regular exercise and soldierly drills, Baibars is best described as stocky. Numerous scars litter his body, from bare scratches to deeper wounds, including a notable cut across his left cheek. The injury does little to dampen his light brown eyes, which remain as firm as ever, usually staring angrily from beneath his straight, slightly bushy eyebrows and short black hair. As an interesting aside, the noble is always cleanly shaved – not even those who served alongside him in war could name one day when he wasn’t.
Personality: A fierce man to enemy and ally alike, Baibars is quite immovable in his conviction that the ends always justify the means – he will not hesitate to raze a whole settlement if it means undercutting the Crown cause. He is not a person given to pulling his punches, giving his all in whatever endeavours – from war to the expansion of his estates – he might undertake; a quality that draws many to him, and pushes just as many away. However, no matter how polarized public opinion over him may be, no one can deny that he carries himself like a true Forebear warrior should and is completely devoted to the cause of granting the Ra’Gada people the power they deserve; and if this is a goal that can only be achieved through sacrificing thousands of lives – so be it.
Occupation: Forebear Noble
Skillset: Just as with all Forebear nobles, there are many skills that Baibars must master – and none more important than the art of war. As such, he is a capable swordsman, favouring that ancient Redguard weapon above all others. Often, for the purpose of impressing with his warlike appearance as much as for actual protection, one will see him decked out in armour, and that is not merely for show – he is actually quite comfortable in it, a necessary skill for a veteran of several campaigns such as himself. Off the field of battle, he is a decent administrator, having an eye for picking the right people to get the job done in his stead if nothing else, and though he may not be any sort of tactical genius, at least he has experience in leading men to real battle – which is more than most can say.
Apparel: Baibars follows the Forebear trend to dress in things whose plain cut, reminiscent of the dresses of the common people, belies its fine material – thus appearing to be one of the commoners without having to surrender the benefits of wealth. To that end, he will most often be seen in quite militant getup, rarely if ever appearing without his short-sleeved chainmail shirt and almost knee-high boots of hardened leather. Underneath, he is liable to wear somewhat baggy pants (as are common amongst Redguards) and shirts, more often than not silken. In keeping with his warlike image, the nobleman always has a http://www.sailorinsaddle.com/media/images/product/display_1074_MOROCCAN_ISLAMIC_NIMCHA_SAIF_SWORD_WITH_SUPERB_BLADE_634036796629656250.jpg sheathed at his side.
Allegiance: The Forebear Republic of Sentinel
History: House Kyel has been a prominent player of Sentinelian politics ever since the establishment of Hammerfell’s republican rule under the Reman Emperors, rising to fame after the lifting of the restriction on Forebear land ownership. Major landowners with several estates scattered throughout the coastal lands of Sentinel, their influence in the city itself lies in their numerous retainers who reside within; it was through mobilizing them that the Kyels were able to play a significant part in the Forebear rebellion against High King Azel, being one of its main instigators and reaping the benefits in a sharp rise in their political influence afterwards. Baibars Kyel, the current head of this house and the heir to its long tradition of opposing the Crowns, has fought for most of his life to uphold this legacy, hardly ever stepping out of the hallowed halls of the Ra’Gada – and even then only to wage war against the Forebears’ enemies.
Gender: Male
Race: Redguard
Age: 38
Birthsign: The Warrior
Height: 5’6
Appearance: Blessed with a muscular physique that he does what he can to maintain through regular exercise and soldierly drills, Baibars is best described as stocky. Numerous scars litter his body, from bare scratches to deeper wounds, including a notable cut across his left cheek. The injury does little to dampen his light brown eyes, which remain as firm as ever, usually staring angrily from beneath his straight, slightly bushy eyebrows and short black hair. As an interesting aside, the noble is always cleanly shaved – not even those who served alongside him in war could name one day when he wasn’t.
Personality: A fierce man to enemy and ally alike, Baibars is quite immovable in his conviction that the ends always justify the means – he will not hesitate to raze a whole settlement if it means undercutting the Crown cause. He is not a person given to pulling his punches, giving his all in whatever endeavours – from war to the expansion of his estates – he might undertake; a quality that draws many to him, and pushes just as many away. However, no matter how polarized public opinion over him may be, no one can deny that he carries himself like a true Forebear warrior should and is completely devoted to the cause of granting the Ra’Gada people the power they deserve; and if this is a goal that can only be achieved through sacrificing thousands of lives – so be it.
Occupation: Forebear Noble
Skillset: Just as with all Forebear nobles, there are many skills that Baibars must master – and none more important than the art of war. As such, he is a capable swordsman, favouring that ancient Redguard weapon above all others. Often, for the purpose of impressing with his warlike appearance as much as for actual protection, one will see him decked out in armour, and that is not merely for show – he is actually quite comfortable in it, a necessary skill for a veteran of several campaigns such as himself. Off the field of battle, he is a decent administrator, having an eye for picking the right people to get the job done in his stead if nothing else, and though he may not be any sort of tactical genius, at least he has experience in leading men to real battle – which is more than most can say.
Apparel: Baibars follows the Forebear trend to dress in things whose plain cut, reminiscent of the dresses of the common people, belies its fine material – thus appearing to be one of the commoners without having to surrender the benefits of wealth. To that end, he will most often be seen in quite militant getup, rarely if ever appearing without his short-sleeved chainmail shirt and almost knee-high boots of hardened leather. Underneath, he is liable to wear somewhat baggy pants (as are common amongst Redguards) and shirts, more often than not silken. In keeping with his warlike image, the nobleman always has a http://www.sailorinsaddle.com/media/images/product/display_1074_MOROCCAN_ISLAMIC_NIMCHA_SAIF_SWORD_WITH_SUPERB_BLADE_634036796629656250.jpg sheathed at his side.
Allegiance: The Forebear Republic of Sentinel
History: House Kyel has been a prominent player of Sentinelian politics ever since the establishment of Hammerfell’s republican rule under the Reman Emperors, rising to fame after the lifting of the restriction on Forebear land ownership. Major landowners with several estates scattered throughout the coastal lands of Sentinel, their influence in the city itself lies in their numerous retainers who reside within; it was through mobilizing them that the Kyels were able to play a significant part in the Forebear rebellion against High King Azel, being one of its main instigators and reaping the benefits in a sharp rise in their political influence afterwards. Baibars Kyel, the current head of this house and the heir to its long tradition of opposing the Crowns, has fought for most of his life to uphold this legacy, hardly ever stepping out of the hallowed halls of the Ra’Gada – and even then only to wage war against the Forebears’ enemies.
Spoiler
Military: It is difficult to make sense of the mess that is the Forebear Republic’s armed forces; with no single army the likes of the Empire’s Legions, Sentinel’s host consists instead of a varied and colourful assembly of local town militias, aristocratic retinues and ministry troops. About the only thing that unites these disparate forces is that they are Redguards – and thus possessed of a natural aptitude for the arts of war that goes unmatched among most of the rest of Tamriel’s races.Name: Shia No-Shira
Gender: Female
Race: Redguard
Age: 28
Birthsign: The Steed
Height: 5’7
Appearance: Lithe and athletic in build, Shia can be said to be a rather good-looking young woman. It is credit to her skill as a warrior that she is, even after the tumultuous past few years of her life, not excessively scarred, though the small nick under the right of her vivid hazel eyes speaks of an adventurous existence. Her face is gaunt, with a narrow jawline and rounded, slightly pronounced cheekbones; a mess of dark brown hair, usually tied into a tail at the back of her head, matches her thin, slightly arched eyebrows in colour.
Personality: Shia is a woman who could be described as ‘cheerfully sociopathic’; had she not found herself a soldier, there can be little doubt that she’d have crossed paths with law enforcement more than once. As a mercenary, however, her penchant for the straightforward (and preferably violent) sort of solution to a problem makes her a heroine. It doesn’t hurt her standing with the common warrior that her spirits seem impossible to dampen – indeed, she only seems to grow more cheerful as the odds grow more desperate. Any other people might question her mental well-being; the Redguards, however, are not ‘any other people’ – by their standards, she is blessed by the spirits of war and thus someone worth following.
Occupation: Sellsword
Skillset: A soldier and a warrior first and foremost, Shia is never more comfortable than with a sword in hand. Her skills are what you might call worldly; she knows how to set a fire with damp wood, how much a horse and a person can safely march over the course of a day without risking injury, what exactly to carry on the road so as not to overburden yourself while having all that might be necessary, and so on. And while she may not know the first thing about the ins and outs of the daily functioning of a country, she does know people of her ilk, seemingly able to find common ground with almost any mercenary, sailor or what not that she runs into.
Apparel: Finding herself in the role of a high-profile figure and an influential member of Sentinel’s Ra’Gada has not affected the way Shia dresses in the slightest; she still looks like she’d be right at home seeking employment in a tavern. Never without a lamellar cuirass and a small round shield slung over her back, neither is the sellsword in much of a rush to abandon her habit of never leaving home without her plain steel sword. Most of the time, she avoids wearing armour so heavy as to slow her movements, sticking with protection in the most vital of spots and relying on her agility to keep her safe, but it is a given that whatever combination of metal and cloth she decides to go with at any particular time, she is certainly not going to look all that well-off.
Allegiance: The Forebear Republic of Sentinel
History: Few can claim to know where Shia comes from; the only thing everyone knows for certain is that she is no noble, her way to the top carved out with her own sword and strength of character. A child of the Forebear revolution, her life has been one long and ambitious struggle to improve her lot. Serving as one of the footsoldiers in the war between different parties of the Ra’Gada raging in Sentinel’s streets in her youth, a poor choice of allegiance soon presented her with the choice of fleeing from the city or waving her life goodbye. However, when the gods close the door, they open a window – the world opened itself up even as her home city closed its gates on her. After a long and colourful career as a mercenary in the service of various employers, from corsairs to the Latartan Empire, now she returns at last to the Forebear Republic, a firebrand warrior who might be bringing with her the greatest change Sentinel has been faced with since the revolution itself.
Gender: Female
Race: Redguard
Age: 28
Birthsign: The Steed
Height: 5’7
Appearance: Lithe and athletic in build, Shia can be said to be a rather good-looking young woman. It is credit to her skill as a warrior that she is, even after the tumultuous past few years of her life, not excessively scarred, though the small nick under the right of her vivid hazel eyes speaks of an adventurous existence. Her face is gaunt, with a narrow jawline and rounded, slightly pronounced cheekbones; a mess of dark brown hair, usually tied into a tail at the back of her head, matches her thin, slightly arched eyebrows in colour.
Personality: Shia is a woman who could be described as ‘cheerfully sociopathic’; had she not found herself a soldier, there can be little doubt that she’d have crossed paths with law enforcement more than once. As a mercenary, however, her penchant for the straightforward (and preferably violent) sort of solution to a problem makes her a heroine. It doesn’t hurt her standing with the common warrior that her spirits seem impossible to dampen – indeed, she only seems to grow more cheerful as the odds grow more desperate. Any other people might question her mental well-being; the Redguards, however, are not ‘any other people’ – by their standards, she is blessed by the spirits of war and thus someone worth following.
Occupation: Sellsword
Skillset: A soldier and a warrior first and foremost, Shia is never more comfortable than with a sword in hand. Her skills are what you might call worldly; she knows how to set a fire with damp wood, how much a horse and a person can safely march over the course of a day without risking injury, what exactly to carry on the road so as not to overburden yourself while having all that might be necessary, and so on. And while she may not know the first thing about the ins and outs of the daily functioning of a country, she does know people of her ilk, seemingly able to find common ground with almost any mercenary, sailor or what not that she runs into.
Apparel: Finding herself in the role of a high-profile figure and an influential member of Sentinel’s Ra’Gada has not affected the way Shia dresses in the slightest; she still looks like she’d be right at home seeking employment in a tavern. Never without a lamellar cuirass and a small round shield slung over her back, neither is the sellsword in much of a rush to abandon her habit of never leaving home without her plain steel sword. Most of the time, she avoids wearing armour so heavy as to slow her movements, sticking with protection in the most vital of spots and relying on her agility to keep her safe, but it is a given that whatever combination of metal and cloth she decides to go with at any particular time, she is certainly not going to look all that well-off.
Allegiance: The Forebear Republic of Sentinel
History: Few can claim to know where Shia comes from; the only thing everyone knows for certain is that she is no noble, her way to the top carved out with her own sword and strength of character. A child of the Forebear revolution, her life has been one long and ambitious struggle to improve her lot. Serving as one of the footsoldiers in the war between different parties of the Ra’Gada raging in Sentinel’s streets in her youth, a poor choice of allegiance soon presented her with the choice of fleeing from the city or waving her life goodbye. However, when the gods close the door, they open a window – the world opened itself up even as her home city closed its gates on her. After a long and colourful career as a mercenary in the service of various employers, from corsairs to the Latartan Empire, now she returns at last to the Forebear Republic, a firebrand warrior who might be bringing with her the greatest change Sentinel has been faced with since the revolution itself.
Ministry Soldiers are the closest thing to a formal standing military that exists in the Ra’Gada do ugo-no-Yokuda; however, more often than not, rather than being under the command of the ministries, they end up in the hands of individual ministers. As the name suggests, they are tied to the various ministries that exist beneath the Ra’Gada (such as the Ministry of Taxation, the Ministry of Records, etc.). Thanks to the ministries’ wealth, their troops are likely to be well-equipped, serving most often in the capacity of heavy infantry. In peacetime, they serve as guards and muscle for the various bureaucrats whenever they require; in war, they are an effective, disciplined (in comparison to their peers, at least) force whose greatest edge over their fellow soldiers is the unit cohesion drilled into them – something rarely encountered amongst Redguards, who make much better adventurers than soldiers.
Retainers are just that – the armed retinues of the various Forebear nobles that can be found in the Republic. They are a varied lot, just as their masters, ranging from professional mercenaries to landholding warriors somewhat similar in nature to the Bretic knight. War is their craft, and what they may lack in discipline (cohesion being something of an issue, since units are most often formed by lumping together the retinues of many different nobles – few have the wealth needed to raise an entire unit by themselves), they make up for in skill, being as they are the progenies of the Warrior Wave that washed over Hammerfell in a tide of blood in years long past. Their equipment depends on the wealth of their master, but it is mostly a safe presumption that, whether they be cavalry or infantry, they will be better armed than the common rabble, tending towards heavy-medium troops.
Militia Forces are the best representation of the vast majority of the Forebear Republic’s people in war. Usually fighting in massed infantry formations to inspire them with greater confidence, they are not soldiers by trade – but they are Redguards, and so somewhat more capable than you’d expect of a force of this nature, thanks to Hammerfell’s long tradition of internal violence, from fighting between rival city-states to nomad raids upon settled communities. Be that as it may, they are unlikely to be particularly well-equipped, skilled or disciplined.
Economic System: Drakes; adopted from the Remanite Empire and retained since then, replacing more traditional forms of currency. In Sentinel and other urban centres of the Republic, that is; among the simple commoners of the countryside villages and the nomads of the Alik’r, currency of any sort is largely unheard of and barter trade still dominates.
Date of Creation: The incorporation of Hammerfell into the Remanite Empire.
Reason for Creation: The Republic of Sentinel considers itself the direct continuation of the republican rule established during the times of the Reman Emperors, and thus it fights to end the perceived tyranny of the traditional Yokudan ruling class over the Ra’Gada – the Forebears.
Early Years: Though the Forebear republic fell with the Remanite Empire, the Ra’Gada of Hammerfell would not stay silent for long. The decision of the Na-Totambu High King to move his throne to the overwhelmingly Forebear city of Sentinel would prove the straw that broke the camel’s back – resulting in a violent revolt in which most of the Crowns in Sentinel (High King Azel included) were executed, mostly on the spot, without so much as a thought for any sort of formal trial. Chaos reigned for a brief while, until, with the settling of the dust, the most prominent of the local Forebears solidified their hold over the city and its surrounding lands, banding together in the traditional Ra’Gada assembly.
Recent Years: Of late, the Ra’Gada do ugo-no-Yokuda has existed much as it always has – with the chaotic flurry of Ra’Gada politics raging against the backdrop of the Republic’s commoners’ everyday life. With the Imperial Legions sweeping in from the south, however, that is doubtlessly about to change, and mutters have already begun to spread among the Ra’Gada, questioning what the Forebears’ approach to this newly resurgent Cyrodiil should be...
Spoiler
Hew's Dominion - Yes Man FTW Faction Name: The Merchant City of Skaven
Occupied Land: The City of Skaven and reaches out towards the Dragontail Mountains, the Helkori Plains and the Alik’r Desert, the Hew’s Dominion is to the south.
Current Leader: The Merchant Prince
Government Structure:
The Merchant Prince
The Council of Merchants
Master of the Ansei
Military:
The Merchant Guard – An elite guard force that is responsible for the protection of the city and more importantly the Prince. They are outfitted in steel plate armour; they have halberds and a longsword with shield.
The Sword-Singers – These elite warriors are the most talented warriors in Hammerfell, they have a base of operations known as the Halls of Virtues of War, located just outside the walls of Skaven. They are masters of the sword and the finest protection Skaven has at hand.
The Brotherhood – This group of rangers are the scouts and spies of Skaven. They are dressed in robes that match the surrounding environment; they are masters of the bow.
City Militia – The common rank-and-file troops of Skaven, made up primarily by the citizens. They use chainmail armour, spears, bows and swords and shields.
Alik’r Warriors – These mercenaries hail from the Alik’r Desert, the Merchant Prince has hired them to defend his city but also to attack anything that may threaten the city. They mainly use bows and scimitars.
Orcish Mercenaries – The brutal Orcish warriors have been hired to fight for Skaven, they hail from the Dragontail Mountains and are outfitted in Orcish gear.
Economic System: The Merchant City of Skaven uses a wide variety of currency from all over Tamriel.
What my city looks like: http://static.desktopnexus.com/thumbnails/399097-bigthumbnail.jpg
Date of Creation: 2E 135
Reason for Creation: Expanding the wealth of an already wealthy prince with the other nations.
Early Years (or months): A powerful and wealthy prince of Sentinel abdicates the throne and removes himself and those loyal to him to the town of Skaven. Over the next few months the town grows and grows until it becomes a city. The prince sets trade agreements with the other cities and even other parts of Tamriel. The incoming flow of trade easily makes the city into a merchant capital to rival the might of Sentinel. Around this time the Prince improves relations with the fabled Sword-Singers and can count them among the defenders of the city.
Recent Years (or months dependent upon your faction): The past few years have been interesting for Skaven, while the Empire tore itself apart and then together again the city of Skaven prospered in wealth and trade. Every major city in Hammerfell now buys goods from Skaven, their rivals the city Sentinel slowly falling away. The current Merchant Prince however senses trouble stirring to the east, Cyrodiil now has a new Empire and soon they will start to slowly spread and try and engulf the rest of the continent once more. The Prince has boosted the already mighty forces of his city but has also hired sellswords, notably Alik’r Warriors and Orcs from the Dragontail Mountains. He isn’t keen on joining the Empire but neither is he for the other side.
Occupied Land: The City of Skaven and reaches out towards the Dragontail Mountains, the Helkori Plains and the Alik’r Desert, the Hew’s Dominion is to the south.
Current Leader: The Merchant Prince
Government Structure:
The Merchant Prince
Spoiler
Name: Avidius Al-Skaven, Merchant Prince of Skaven
Gender: Male
Race: Redguard
Height: 5’10
Age: 46
Birthsign: The Lord
Moral Alignment: Neutral
Appearance: Avidius is well framed, he has a long black beard and his hair is done up, his eyes are blue and he has certain nobility in his look.
Personality: Unlike his predecessors Avidius puts his city before himself, he is a kind man and very wise and won’t start fights unless the outcome is in either his or the cities favour. His people revere him and will follow him wherever he leads them.
Class: Merchant Prince
Non-Combat Skills: Avidius is an expert when it comes to making deals with others, especially if it involves coin.
Combat: Avidius was trained at an early age to fight with the sword and the bow, as well as how to fight in heavy armour.
Magic: N/A
Stealth: N/A
Clothing/Armour: He wears blue and gold silk robes when in his palace and when visiting other nations, but in battle he wears this.
Weapons/Equipment: He has a long ebony blade, a bosmeri bow and scimitar.
Miscellaneous: He wears a signet ring which was first worn by the very first Merchant Prince and passed down the line all the way down to Avidius. He was wears a crown which has a ruby set into it.
Allegiance: The Merchant City of Skaven
History: Avidius’ life was that of a pampered child, he grew up to be selfish and expect things to be given to him whenever he asked, however when he took the Merchant Throne after his father’s death he saw what awaited him. Skaven was in debt to many cities and its people lived in poverty. Avidius swore that to his dying breath he would restore Skaven back to the great jewel it once was. He set up trade agreements and once again trade began to flow and wealth permitted Skaven. But during and after Cyrodiil tore itself apart the prince gathered his resources and bolstered his forces and making Skaven into a fortress, he has even hired the Alik’r warriors and the orcs from the Dragontail Mountains to fight for his city. But at the end of the day he wishes for the success of his city and its people and will stay neutral for as long as he can, but eventually he’ll need to make a choice.
Gender: Male
Race: Redguard
Height: 5’10
Age: 46
Birthsign: The Lord
Moral Alignment: Neutral
Appearance: Avidius is well framed, he has a long black beard and his hair is done up, his eyes are blue and he has certain nobility in his look.
Personality: Unlike his predecessors Avidius puts his city before himself, he is a kind man and very wise and won’t start fights unless the outcome is in either his or the cities favour. His people revere him and will follow him wherever he leads them.
Class: Merchant Prince
Non-Combat Skills: Avidius is an expert when it comes to making deals with others, especially if it involves coin.
Combat: Avidius was trained at an early age to fight with the sword and the bow, as well as how to fight in heavy armour.
Magic: N/A
Stealth: N/A
Clothing/Armour: He wears blue and gold silk robes when in his palace and when visiting other nations, but in battle he wears this.
Weapons/Equipment: He has a long ebony blade, a bosmeri bow and scimitar.
Miscellaneous: He wears a signet ring which was first worn by the very first Merchant Prince and passed down the line all the way down to Avidius. He was wears a crown which has a ruby set into it.
Allegiance: The Merchant City of Skaven
History: Avidius’ life was that of a pampered child, he grew up to be selfish and expect things to be given to him whenever he asked, however when he took the Merchant Throne after his father’s death he saw what awaited him. Skaven was in debt to many cities and its people lived in poverty. Avidius swore that to his dying breath he would restore Skaven back to the great jewel it once was. He set up trade agreements and once again trade began to flow and wealth permitted Skaven. But during and after Cyrodiil tore itself apart the prince gathered his resources and bolstered his forces and making Skaven into a fortress, he has even hired the Alik’r warriors and the orcs from the Dragontail Mountains to fight for his city. But at the end of the day he wishes for the success of his city and its people and will stay neutral for as long as he can, but eventually he’ll need to make a choice.
The Council of Merchants
Spoiler
Name: Eldamil, Head Councillor of Skaven
Gender: Male
Race: Altmer
Height: 6’5
Age: 200 (looks 60)
Birthsign: The Mage
Moral Alignment: Neutral
Appearance: Like most Altmer Eldamil is tall and has a pride look on his face, his golden skin and yellow eyes stand out among the natives. He has long auburn hair which is tied into a pony tail.
Personality: Eldamil is wise and isn’t quick to anger, he is used to be patient before his advice and counselling sinks in.
Class: Mage
Non-Combat Skills: Eldamil uses his commanding voice to get his point across.
Combat: N/A
Magic: Eldamil knows spells from all the schools of magic bar Illusion.
Stealth: N/A
Clothing/Armor: Eldamil wears blue silk robes; he also has a matching cloak.
Weapons/Equipment: Eldamil has a staff which he uses to help him walk as well as its useful in combat.
Miscellaneous: Eldamil wears a signet ring which every Council member has.
Allegiance: The Merchant City of Skaven
History: Eldamil was born in the Altmer homeland of Alinor; he was the son of a high officer of the Thalmor. However he wanted nothing to do with the Aldmeri Dominion and moved to the mainland. He studied at the College of Winterhold and made a home in Whiterun, however he was forced to leave as the local Nords were becoming hostile towards outsiders, in particular elves.
He left and moved to Hammerfell and stayed in Sentinel. He stayed in Sentinel for a few years when news arrived of the grandeur that was growing to the east: Skaven. Eldamil travelled to this new Merchant Capital and began to make his way up the ladder; he got a place in the Council and served Avidius’ grandfather and father before him. During the reign of the last prince Eldamil became the High Councillor and now serves Avidius as a loyal servant and advisor.
Gender: Male
Race: Altmer
Height: 6’5
Age: 200 (looks 60)
Birthsign: The Mage
Moral Alignment: Neutral
Appearance: Like most Altmer Eldamil is tall and has a pride look on his face, his golden skin and yellow eyes stand out among the natives. He has long auburn hair which is tied into a pony tail.
Personality: Eldamil is wise and isn’t quick to anger, he is used to be patient before his advice and counselling sinks in.
Class: Mage
Non-Combat Skills: Eldamil uses his commanding voice to get his point across.
Combat: N/A
Magic: Eldamil knows spells from all the schools of magic bar Illusion.
Stealth: N/A
Clothing/Armor: Eldamil wears blue silk robes; he also has a matching cloak.
Weapons/Equipment: Eldamil has a staff which he uses to help him walk as well as its useful in combat.
Miscellaneous: Eldamil wears a signet ring which every Council member has.
Allegiance: The Merchant City of Skaven
History: Eldamil was born in the Altmer homeland of Alinor; he was the son of a high officer of the Thalmor. However he wanted nothing to do with the Aldmeri Dominion and moved to the mainland. He studied at the College of Winterhold and made a home in Whiterun, however he was forced to leave as the local Nords were becoming hostile towards outsiders, in particular elves.
He left and moved to Hammerfell and stayed in Sentinel. He stayed in Sentinel for a few years when news arrived of the grandeur that was growing to the east: Skaven. Eldamil travelled to this new Merchant Capital and began to make his way up the ladder; he got a place in the Council and served Avidius’ grandfather and father before him. During the reign of the last prince Eldamil became the High Councillor and now serves Avidius as a loyal servant and advisor.
Master of the Ansei
Spoiler
Name: Taran, Master of the Ansei
Gender: Male
Race: Redguard
Height: 6’7
Age: 50
Birthsign: The Warrior
Moral Alignment: Neutral
Appearance: http://images3.wikia.nocookie.net/__cb20100404164734/soundboardprankcalls/images/d/d9/Samuel_L_Jackson.jpg
Personality: Taciturn and pragmatic Taran is the wise master of the Ansei, his word is highly respected inside and outside of Skaven.
Class: Sword-Singer
Non-Combat Skills: Taran is an expert in speech craft; he uses his commanding voice to inspire and rally his fellows.
Combat: Taran is an expert in the arts of sword-craft and blocking with a shield, he is also trained to fight in heavy armour.
Magic: N/A
Stealth: N/A
Clothing/Armor: Taran wears steel plate armour.
Weapons/Equipment: Taran fights with a scimitar and a tall shield.
Miscellaneous: An amulet which was first worn by the famous Sword-Singer himself Frandar Hunding.
Allegiance: The Sword-Singers
History: Taran has been the Master of the Ansei for twenty years now; he has led the group with honour and glory. He has made sure that his Order’s connections with Skaven have remained firm, the Sword-Singers are now one of the most trusted defences that Skaven now boasts.
Taran has been given a seat on the Council, although he has little real power his words are taken seriously and when advising the Prince on strategy his word is law. In the end his responsibility is to the Sword-Singers and he doesn’t want to take any part in the coming conflict.
Gender: Male
Race: Redguard
Height: 6’7
Age: 50
Birthsign: The Warrior
Moral Alignment: Neutral
Appearance: http://images3.wikia.nocookie.net/__cb20100404164734/soundboardprankcalls/images/d/d9/Samuel_L_Jackson.jpg
Personality: Taciturn and pragmatic Taran is the wise master of the Ansei, his word is highly respected inside and outside of Skaven.
Class: Sword-Singer
Non-Combat Skills: Taran is an expert in speech craft; he uses his commanding voice to inspire and rally his fellows.
Combat: Taran is an expert in the arts of sword-craft and blocking with a shield, he is also trained to fight in heavy armour.
Magic: N/A
Stealth: N/A
Clothing/Armor: Taran wears steel plate armour.
Weapons/Equipment: Taran fights with a scimitar and a tall shield.
Miscellaneous: An amulet which was first worn by the famous Sword-Singer himself Frandar Hunding.
Allegiance: The Sword-Singers
History: Taran has been the Master of the Ansei for twenty years now; he has led the group with honour and glory. He has made sure that his Order’s connections with Skaven have remained firm, the Sword-Singers are now one of the most trusted defences that Skaven now boasts.
Taran has been given a seat on the Council, although he has little real power his words are taken seriously and when advising the Prince on strategy his word is law. In the end his responsibility is to the Sword-Singers and he doesn’t want to take any part in the coming conflict.
Military:
The Merchant Guard – An elite guard force that is responsible for the protection of the city and more importantly the Prince. They are outfitted in steel plate armour; they have halberds and a longsword with shield.
The Sword-Singers – These elite warriors are the most talented warriors in Hammerfell, they have a base of operations known as the Halls of Virtues of War, located just outside the walls of Skaven. They are masters of the sword and the finest protection Skaven has at hand.
The Brotherhood – This group of rangers are the scouts and spies of Skaven. They are dressed in robes that match the surrounding environment; they are masters of the bow.
City Militia – The common rank-and-file troops of Skaven, made up primarily by the citizens. They use chainmail armour, spears, bows and swords and shields.
Alik’r Warriors – These mercenaries hail from the Alik’r Desert, the Merchant Prince has hired them to defend his city but also to attack anything that may threaten the city. They mainly use bows and scimitars.
Orcish Mercenaries – The brutal Orcish warriors have been hired to fight for Skaven, they hail from the Dragontail Mountains and are outfitted in Orcish gear.
Economic System: The Merchant City of Skaven uses a wide variety of currency from all over Tamriel.
What my city looks like: http://static.desktopnexus.com/thumbnails/399097-bigthumbnail.jpg
Date of Creation: 2E 135
Reason for Creation: Expanding the wealth of an already wealthy prince with the other nations.
Early Years (or months): A powerful and wealthy prince of Sentinel abdicates the throne and removes himself and those loyal to him to the town of Skaven. Over the next few months the town grows and grows until it becomes a city. The prince sets trade agreements with the other cities and even other parts of Tamriel. The incoming flow of trade easily makes the city into a merchant capital to rival the might of Sentinel. Around this time the Prince improves relations with the fabled Sword-Singers and can count them among the defenders of the city.
Recent Years (or months dependent upon your faction): The past few years have been interesting for Skaven, while the Empire tore itself apart and then together again the city of Skaven prospered in wealth and trade. Every major city in Hammerfell now buys goods from Skaven, their rivals the city Sentinel slowly falling away. The current Merchant Prince however senses trouble stirring to the east, Cyrodiil now has a new Empire and soon they will start to slowly spread and try and engulf the rest of the continent once more. The Prince has boosted the already mighty forces of his city but has also hired sellswords, notably Alik’r Warriors and Orcs from the Dragontail Mountains. He isn’t keen on joining the Empire but neither is he for the other side.
Spoiler
Faction Name: The Hew’s Dominion
Occupied Land: Taneth (Capital City) and Gilane
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure: Leader (the Magistrate) ,Leaders of the Military Trees, and a Council of Deacons
Magistrate:
Collectively referred to as the Armada or Legion (changes if they’re speaking of the navy) of the Bay.
The Armada: A flotilla consisting of Banes (Think Colonial British Warships without cannons) and Smaller Boats they call Trinities (smaller faster ships). The Banes carry vast amounts of troops and often carry key political figures, while the Trinities are used in greater number and escort these ships, often carrying small collectives of soldiers.
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The Legion of the Bay:
The Legion is split into three “trees”, each with their own ranking system.
The Conscripted: This branch of the military focuses on brute force and large numbers to annihilate enemy forces. Their troops consist of these types:
Conscript: Cheap militia units that fight in vast quantities with minimal training, their weapons consist only of what they paid for themselves or scavenged.
Commodore: The common soldier, they’ve been in training for two months in addition to the minimal combat experience, those who fail the training fight in the Hubris squads. They wear medium armor and posses swords and shields.
Reavers: The elite infantry trained by the Deacon of War himself, they lead the weaker troops and fight with no remorse. They are armed in heavy armor, shields, and longs words, though those that ride horses use shields instead. Their equipment is crafted individually to fit their weight to ensure high standards.
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The Ranger’s Coalition: These soldiers are high in number and focus on powerful ranged attacks, extreme speed, and a small amount of trickery to survive. They’re split into these categories:
Fleet Foots: Militia units that are equipped with leather armor, simple bows, and shortswords to coat enemies in large volleys of arrows or ambush enemies with large quantities.
Bloodletters: The advanced class of Fleet Foots, they lead the Fleet Foots into battle. They are equipped with crossbows, long swords, and light Chainmail armor. During open conflict they are led by the Rangers and are used as their primary ambush unit.
Rangers: Hew’s Dominion’s Secret weapon, they are agents of stealth and espionage; in times of battle they are rarely seen as they focus on assassination and deceit. Their weapons consist of whatever suits them for the situation, this can consist of everything from short swords to spears, however they always carry a bow, their armor looks similar to this but with a primary color of Dark Slate Grey, and a secondary color of Black (if they’re in their own nation), if they are out of their nation they wear an armor that is the exact same except that it has removed all of its seals and change its color to a solid grey (http://witcher.nexusmods.com/mods/images/90-1-1307313015.jpg)
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The Magister Core: They’re the healers and other forms of mages found in the nation, everything but the healers are treated with immense superstition, and often feared throughout the Dominion.
Revered: Healers, they offer healing to those who need it, in times of war they are medics and wear only a simple grey robe with no hood. When they’d normally be forced to fight (every combatant around them is eliminated) they will surrender, as they don’t believe in killing.
Magisters: Elite mages that wear a similar outfit to the Rangers, but the colors are reversed, and they don’t ever change their outfit. They’re trained to fight with shortswords in addition to their magic talents, but few choose to use it.
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The Royal Guard:
When you've reached the second highest rank in your branch you are offered to join the Royal Guard, their equipment is made, they wear different armor based on the tree they were in originally:
The Ranger’s Coalition: (http://images.wikia.com/witcher/images/3/3f/Tw2_full_Iorveth.png)
The Conscripted:
Plate styled like this but without the tube looking device, if anything’s unclear I’ll find an image of something similar: (http://i175.photobucket.com/albums/w139/Cybran/knightpowerarmor.jpg)
The Magisters Core:
(http://1.bp.blogspot.com/-CImfaXgVH3s/TqTGCii-u2I/AAAAAAAAAO0/RuPl7ygPtPo/s1600/Champion+Mage+Armor+A.jpg)
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Military Ranks (Legion of the Bay)
The Conscripted
Royale Commandant
Commandant
Reaver
Grand Commodore
Commodore
Warrior
Conscript
The Ranger’s Coalition:
Grandmaster
Warden
Ranger
Eliminator
Lieutenant
Bloodletter
Fleet Foot
The Magisters Core:
Grandmaster
Magister
Warlock
Grand Cleric
Cleric
Evoker
Mage
The Royal Guard
Arch Deacon
Royal Protector
Royal Guard
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Military Ranks (Armada of the Bay):
Royal Captain
Royal Lieutenant
Helmsman
Captain
Lieutenant
Crewman
Economic System: Drakes, though they originally used Tanethics which are considered to be worth five Drakes and are used in conjunction to Drakes.
Date of Creation: 2E 150
What your city looks like:
Gilane: Think this but less tropical and more desert like (http://images.gamersyde.com/image_the_witcher_2_assassins_of_kings-13592-2006_0004.jpg)
Taneth:
(http://www.dailygame.net/wp-content/gallery/assassins-creed-revelations/acr_sp_ca_10_constantinople_imperialnorthport.jpg)
Reason for Creation: To overthrow the Warlord at the Time.
2E 150-200: The Hew’s Dominion originally started in Taneth when the current warlord of the city was overthrown after years of barbaric treatment of the citizens there. After this they began to form an adequate military focusing on the equivalent of the Conscripted. The leader of Gilane began to discuss an alliance, their original leader; Nazir Sareen assassinated the leader of the opposing nation and left the new found enemy in a bitter civil war between the nobles. Gilane was simply starved by both opposing conflict, and conflict of their own make. Sareen had only taken the cities, the forts and the surrounding area was occupied by mages and bandits, instead of killing them all he saw an opportunity. He decided that they could train his armies to make them even stronger, this began to convert the land near the cities into Hew's Dominion as more and more of these brigands became a part of the army. This cycle of events continued until 2E 200, when Nazir’s son came into power.
2E 200-270: From 2E 200-230 Nazir’s son, Kaleb ran the Dominion with a strict hand, eradicating citizens on his very whim, a bloody coup occurred, killing Kaleb. The new government quickly put into place the current government structure and formed the military core the Dominion uses to this day. However what became difficult was deciding a leader, and another civil war almost occurred, but a leader was chosen by the Deacons… though like all decisions it wouldn’t last, the Magistrate was killed during a speech by the Grandmaster of the Ranger’s Coalition at the time. The Royal Guard was formed to prevent this from occurring and the Grandmaster was charged with Regicide and executed. Now they’ve focused on discipline and order throughout their lands and have grown their reach significantly, claiming a vast expanse of land while remaining neutral during the Feud between Crowns and Forebears.
The Temple of ElinhirFaction Name: The Hew’s Dominion
Occupied Land: Taneth (Capital City) and Gilane
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure: Leader (the Magistrate) ,Leaders of the Military Trees, and a Council of Deacons
Magistrate:
Spoiler
Name: Vernon Denarius
Gender: Male
Race: Imperial
Height: 5ft 9in
Age: 32
Birthsign: The Thief
Moral Alignment: Neutral
Appearance: http://images4.wikia.nocookie.net/__cb20110524213031/witcher/images/0/06/Tw2_journal_Vernon.png
Personality: Extremely tactical, focuses on using his intelligence to deceive his enemies, maintains an orderly tone with everyone.
Class: Magistrate
Non-Combat Skills: Can talk his way out of most situations well, good at conveying treats, excellent planner, good at well, speaking.
Combat: Strikes with a Blade extremely fast, he dodges and parries rather than worry about blocking, uses throwing weapons with deadly efficiency.
Magic: N/A
Stealth: Admittedly his actual sneaking has deteriorated over the years, but his speech craft is still extremely potent.
Clothing/Armor: http://witcher.nexusmods.com/mods/images/98-1-1307547917.jpg (before) the place where it is normally red is a solid white.
Weapons/Equipment: He carries a shortsword constructed from refined steel; it is engraved with royal seals and the like.
Miscellaneous: Small throwing knives.
Allegiance: Hew’s Dominion.
History: He was born under the Sign of the Thief into a military family, his father, the Grandmaster of the Ranger’s Coalition, trained him for many years until he was put into a squadron of Fleet Foots. His squad, the 3rd Coalition, was ordered to eliminate an envoy of brigands that had harassed the roads between Gilane and Taneth. Their first mission went to hell when the squad leader betrayed them and had the group captured for ransom money. Vernon however broke free of his shackles and rescued his squad mates, for this feat he was promoted to a Ranger. After multiple targets successfully assassinated he was made Grandmaster. A large coup attempt was ordered by the current leader of the Magister Core, Corvus Allende. After Vernon broke their chain of command the Council appointed him Magistrate, he has held the position for ten years and his rule has been only prosperous. His father, no longer the leader of the Ranger’s Coalition gives subtle advice to Vernon, this is frowned upon by the Council and it has caused plenty of debates as to if Vernon leads by himself or not.
Arch-Deacon of the Royal GuardName: Vernon Denarius
Gender: Male
Race: Imperial
Height: 5ft 9in
Age: 32
Birthsign: The Thief
Moral Alignment: Neutral
Appearance: http://images4.wikia.nocookie.net/__cb20110524213031/witcher/images/0/06/Tw2_journal_Vernon.png
Personality: Extremely tactical, focuses on using his intelligence to deceive his enemies, maintains an orderly tone with everyone.
Class: Magistrate
Non-Combat Skills: Can talk his way out of most situations well, good at conveying treats, excellent planner, good at well, speaking.
Combat: Strikes with a Blade extremely fast, he dodges and parries rather than worry about blocking, uses throwing weapons with deadly efficiency.
Magic: N/A
Stealth: Admittedly his actual sneaking has deteriorated over the years, but his speech craft is still extremely potent.
Clothing/Armor: http://witcher.nexusmods.com/mods/images/98-1-1307547917.jpg (before) the place where it is normally red is a solid white.
Weapons/Equipment: He carries a shortsword constructed from refined steel; it is engraved with royal seals and the like.
Miscellaneous: Small throwing knives.
Allegiance: Hew’s Dominion.
History: He was born under the Sign of the Thief into a military family, his father, the Grandmaster of the Ranger’s Coalition, trained him for many years until he was put into a squadron of Fleet Foots. His squad, the 3rd Coalition, was ordered to eliminate an envoy of brigands that had harassed the roads between Gilane and Taneth. Their first mission went to hell when the squad leader betrayed them and had the group captured for ransom money. Vernon however broke free of his shackles and rescued his squad mates, for this feat he was promoted to a Ranger. After multiple targets successfully assassinated he was made Grandmaster. A large coup attempt was ordered by the current leader of the Magister Core, Corvus Allende. After Vernon broke their chain of command the Council appointed him Magistrate, he has held the position for ten years and his rule has been only prosperous. His father, no longer the leader of the Ranger’s Coalition gives subtle advice to Vernon, this is frowned upon by the Council and it has caused plenty of debates as to if Vernon leads by himself or not.
Spoiler
Name: Traven Revos
Gender: Male
Race: Dunmer
Height: 5ft 9in
Age: 113
Birthsign: The Lady
Moral Alignment: Good
Appearance: http://suptg.thisisnotatrueending.com/archive/13841580/images/1297290468049.jpg
Personality: Laughable fellow unless he’s on duty, goes out of his way to be generous, however he is conflicted by war unless it is justified.
Class: Crusader
Non-Combat Skills: Decent smith
Combat: Moves well in medium armor, defends others extremely well, strikes fast with his axe.
Magic: Uses restoration and destruction in addition to his battle skills.
Stealth: N/A
Clothing/Armor: He wears a mix of plate looking like this http://th04.deviantart.net/fs70/PRE/i/2012/047/1/4/witcher_2__aryan_la_valette_by_jakecarver-d4pwxv5.jpg
Weapons/Equipment: An elven axe and a medium kiteshield
Miscellaneous: None of note.
Allegiance: Hew’s Dominion
History: Established himself as the Arch-Deacon and is the personal bodyguard of the Magister.
Grand Master of the Ranger's CoalitionName: Traven Revos
Gender: Male
Race: Dunmer
Height: 5ft 9in
Age: 113
Birthsign: The Lady
Moral Alignment: Good
Appearance: http://suptg.thisisnotatrueending.com/archive/13841580/images/1297290468049.jpg
Personality: Laughable fellow unless he’s on duty, goes out of his way to be generous, however he is conflicted by war unless it is justified.
Class: Crusader
Non-Combat Skills: Decent smith
Combat: Moves well in medium armor, defends others extremely well, strikes fast with his axe.
Magic: Uses restoration and destruction in addition to his battle skills.
Stealth: N/A
Clothing/Armor: He wears a mix of plate looking like this http://th04.deviantart.net/fs70/PRE/i/2012/047/1/4/witcher_2__aryan_la_valette_by_jakecarver-d4pwxv5.jpg
Weapons/Equipment: An elven axe and a medium kiteshield
Miscellaneous: None of note.
Allegiance: Hew’s Dominion
History: Established himself as the Arch-Deacon and is the personal bodyguard of the Magister.
Spoiler
Name: Grand Master Uriel Draconis
Gender: Male
Race: Imperial
Height: 5ft 8in
Age: 34
Birthsign: The Serpent
Moral Alignment: Neutral
Appearance: Blond hair that stops at about neck length, rough beard.
Personality: Not a people pleaser unless it’s absolutely necessary, calculating, intelligent, always planning.
Class: Ranger
Non-Combat Skills: Good at conveying threats.
Combat: During open combat he strikes fast and often, not leaving room for others to strike. He is very accurate with a bow.
Magic: None, absolutely none.
Stealth: Excellent at sneaking, disguises, poisoning, and everything that a Ranger would be expected to know.
Clothing/Armor: His robes are that of a ranger’s but with a solid red coat and several royal seals.
Weapons/Equipment: He carries a recurve bow on him when he’s hunting or during war, however he always carries a stiletto that he has concealed in his sleeve, he does posses an ornate silver short sword engraved with several ancient seals of the Hew’s Dominion, but it’s primarily used for ceremonial purposes as he finds it a bit impractical.
Miscellaneous: Several vials of poison and small throwing knives
Allegiance: Hew’s Dominion
History: Though he isn’t the official leader the Ranger’s Coalition does posses a significant pull with the Deacons, his background is largely unknown and he prefers to keep it that way.
Grandmaster of the Magister CoreName: Grand Master Uriel Draconis
Gender: Male
Race: Imperial
Height: 5ft 8in
Age: 34
Birthsign: The Serpent
Moral Alignment: Neutral
Appearance: Blond hair that stops at about neck length, rough beard.
Personality: Not a people pleaser unless it’s absolutely necessary, calculating, intelligent, always planning.
Class: Ranger
Non-Combat Skills: Good at conveying threats.
Combat: During open combat he strikes fast and often, not leaving room for others to strike. He is very accurate with a bow.
Magic: None, absolutely none.
Stealth: Excellent at sneaking, disguises, poisoning, and everything that a Ranger would be expected to know.
Clothing/Armor: His robes are that of a ranger’s but with a solid red coat and several royal seals.
Weapons/Equipment: He carries a recurve bow on him when he’s hunting or during war, however he always carries a stiletto that he has concealed in his sleeve, he does posses an ornate silver short sword engraved with several ancient seals of the Hew’s Dominion, but it’s primarily used for ceremonial purposes as he finds it a bit impractical.
Miscellaneous: Several vials of poison and small throwing knives
Allegiance: Hew’s Dominion
History: Though he isn’t the official leader the Ranger’s Coalition does posses a significant pull with the Deacons, his background is largely unknown and he prefers to keep it that way.
Spoiler
Name: Dravil Zevothras
Gender: Male
Race: Dunmer
Height: 5ft 6in
Age: 142
Birthsign: The Ritual
Moral Alignment: Neutral
Appearance: http://www.pcgames.de/screenshots/970x546/2012/11/the_elder_scrolls_online_nameless_mage01.jpg
Personality: Extremely devoted to his belief in magic, well read, normally calm but furious if you make him angry.
Class: Magister
Non-Combat Skills: Uses his intellect to convince you of you being wrong.
Combat: Very basic knowledge of dodging a weapon.
Magic: Highly talented in Alteration, Knows a vast amount of Mysticism, Talented in Enchanting and Alchemy.
Stealth: N/A
Clothing/Armor: http://25.media.tumblr.com/tumblr_lxcl3oN3Ve1r9yvn0o1_500.jpg but blue
Weapons/Equipment: His rings boost Magicka, and that is his best weapon.
Miscellaneous: Various potions.
Allegiance: Hew’s Dominion.
History: His past before joining the Hew’s Dominion is unknown but he has professed when he was drunk to being an Ex-Weaver.
Royale CommandantName: Dravil Zevothras
Gender: Male
Race: Dunmer
Height: 5ft 6in
Age: 142
Birthsign: The Ritual
Moral Alignment: Neutral
Appearance: http://www.pcgames.de/screenshots/970x546/2012/11/the_elder_scrolls_online_nameless_mage01.jpg
Personality: Extremely devoted to his belief in magic, well read, normally calm but furious if you make him angry.
Class: Magister
Non-Combat Skills: Uses his intellect to convince you of you being wrong.
Combat: Very basic knowledge of dodging a weapon.
Magic: Highly talented in Alteration, Knows a vast amount of Mysticism, Talented in Enchanting and Alchemy.
Stealth: N/A
Clothing/Armor: http://25.media.tumblr.com/tumblr_lxcl3oN3Ve1r9yvn0o1_500.jpg but blue
Weapons/Equipment: His rings boost Magicka, and that is his best weapon.
Miscellaneous: Various potions.
Allegiance: Hew’s Dominion.
History: His past before joining the Hew’s Dominion is unknown but he has professed when he was drunk to being an Ex-Weaver.
Spoiler
Name: Cyrus
Gender: Male
Race: Redguard
Height: 5ft 10in
Age: 35
Birthsign: The Lady
Moral Alignment: Neutral
Appearance: http://images.uesp.net/0/02/SR-npc-Nazir.jpg (when out of his armor)
Personality: Determined leader, orderly, likes things fit to a plan of action.
Class: Reaver
Non-Combat Skills: Very little other than being able to plan well.
Combat: Extremely good with his mace, his movement in heavy armor is unmatched, and his use of a shield is extremely potent.
Magic: None of any kind, he considers it taboo and often clashes with the Magister’s Core over it.
Stealth: Same as above just with the Ranger’s Coalition.
Clothing/Armor: http://24.media.tumblr.com/tumblr_mavni2JRW51qm1r0ro1_1280.jpg
Weapons/Equipment: He carries a steel mace and a sword bearing the insignia of the Hew’s Dominion.
Miscellaneous: None of note.
Allegiance: The Hew’s Dominion
History: Buried by history, all that is known is that he has fought many wars and many battles, he is not to be trifled with.
Royale Captain of the Armada - CaptainrexName: Cyrus
Gender: Male
Race: Redguard
Height: 5ft 10in
Age: 35
Birthsign: The Lady
Moral Alignment: Neutral
Appearance: http://images.uesp.net/0/02/SR-npc-Nazir.jpg (when out of his armor)
Personality: Determined leader, orderly, likes things fit to a plan of action.
Class: Reaver
Non-Combat Skills: Very little other than being able to plan well.
Combat: Extremely good with his mace, his movement in heavy armor is unmatched, and his use of a shield is extremely potent.
Magic: None of any kind, he considers it taboo and often clashes with the Magister’s Core over it.
Stealth: Same as above just with the Ranger’s Coalition.
Clothing/Armor: http://24.media.tumblr.com/tumblr_mavni2JRW51qm1r0ro1_1280.jpg
Weapons/Equipment: He carries a steel mace and a sword bearing the insignia of the Hew’s Dominion.
Miscellaneous: None of note.
Allegiance: The Hew’s Dominion
History: Buried by history, all that is known is that he has fought many wars and many battles, he is not to be trifled with.
Spoiler
Name: Vladimir Sea-Shield
Gender: Male
Race: Nord
Height: 6 foot
Age: 48
Birthsign: Warrior
Moral Alignment: Neutral
Appearance: Vladimir is your typical Nord, he is tall and broadly muscled, a life aboard ships does that to you, and he has long blonde hair and is shaven. He has blue eyes and a scar on his chest which he earned at his first ocean battle.
Personality: Vladimir is your typical Nord, he loves to fight and drink. He is a fun person to be around but he takes his duty seriously and won’t let anything stand in his way.
Class: Shipmaster
Non-Combat Skills: Vladimir is a tactical genius, he knows how to plan out a good battle, whether it on land or sea. He also knows all the skill required to probably handle either a single ship or a whole armada.
Combat: Vladimir is an expert with a long sword as well as the crossbow.
Magic: N/A
Stealth: N/A
Clothing/Armour: http://oyster.ignimgs.com/mediawiki/apis.ign.com/dishonored/thumb/4/47/Elite_Guard.jpg/228px-Elite_Guard.jpg
Weapons/Equipment: Vladimir has a steel long sword, a steel dagger, a crossbow and bolts.
Miscellaneous: He has badges which represent his rank.
Allegiance: Hew’s Dominion
History: Vladimir was born in Solitude, there like his kin he learned how fish and poach horkers. He was a natural at sea and soon left his homeland and traveled to Hammerfell, he spent time among the Redguards, in the ports of both Stros M’kai and Taneth. Vladimir traveled the many oceans of Tamriel while he was among the merchant ships of Taneth but he would seek more in life and had a bit of ambition. When he was twenty-nine he joined the Legion of the Bay and went on to become great in the Armada.
In the Armada he served with honour and quickly became a high officer, he soon gained the notice of Magistrate Roche Denarius who promoted Vladimir to the lofty title of Royale Captain of the Armada. Now as the highest officer in the Armada Vladimir serves his Magistrate and Taneth with both honour and dedication, the coming conflict between Hammerfell and Cyrodiil was never in Vladimir’s mind but he’d follow his Magistrate on whatever decision he made.
Military:Name: Vladimir Sea-Shield
Gender: Male
Race: Nord
Height: 6 foot
Age: 48
Birthsign: Warrior
Moral Alignment: Neutral
Appearance: Vladimir is your typical Nord, he is tall and broadly muscled, a life aboard ships does that to you, and he has long blonde hair and is shaven. He has blue eyes and a scar on his chest which he earned at his first ocean battle.
Personality: Vladimir is your typical Nord, he loves to fight and drink. He is a fun person to be around but he takes his duty seriously and won’t let anything stand in his way.
Class: Shipmaster
Non-Combat Skills: Vladimir is a tactical genius, he knows how to plan out a good battle, whether it on land or sea. He also knows all the skill required to probably handle either a single ship or a whole armada.
Combat: Vladimir is an expert with a long sword as well as the crossbow.
Magic: N/A
Stealth: N/A
Clothing/Armour: http://oyster.ignimgs.com/mediawiki/apis.ign.com/dishonored/thumb/4/47/Elite_Guard.jpg/228px-Elite_Guard.jpg
Weapons/Equipment: Vladimir has a steel long sword, a steel dagger, a crossbow and bolts.
Miscellaneous: He has badges which represent his rank.
Allegiance: Hew’s Dominion
History: Vladimir was born in Solitude, there like his kin he learned how fish and poach horkers. He was a natural at sea and soon left his homeland and traveled to Hammerfell, he spent time among the Redguards, in the ports of both Stros M’kai and Taneth. Vladimir traveled the many oceans of Tamriel while he was among the merchant ships of Taneth but he would seek more in life and had a bit of ambition. When he was twenty-nine he joined the Legion of the Bay and went on to become great in the Armada.
In the Armada he served with honour and quickly became a high officer, he soon gained the notice of Magistrate Roche Denarius who promoted Vladimir to the lofty title of Royale Captain of the Armada. Now as the highest officer in the Armada Vladimir serves his Magistrate and Taneth with both honour and dedication, the coming conflict between Hammerfell and Cyrodiil was never in Vladimir’s mind but he’d follow his Magistrate on whatever decision he made.
Collectively referred to as the Armada or Legion (changes if they’re speaking of the navy) of the Bay.
The Armada: A flotilla consisting of Banes (Think Colonial British Warships without cannons) and Smaller Boats they call Trinities (smaller faster ships). The Banes carry vast amounts of troops and often carry key political figures, while the Trinities are used in greater number and escort these ships, often carrying small collectives of soldiers.
-----------
The Legion of the Bay:
The Legion is split into three “trees”, each with their own ranking system.
The Conscripted: This branch of the military focuses on brute force and large numbers to annihilate enemy forces. Their troops consist of these types:
Conscript: Cheap militia units that fight in vast quantities with minimal training, their weapons consist only of what they paid for themselves or scavenged.
Commodore: The common soldier, they’ve been in training for two months in addition to the minimal combat experience, those who fail the training fight in the Hubris squads. They wear medium armor and posses swords and shields.
Reavers: The elite infantry trained by the Deacon of War himself, they lead the weaker troops and fight with no remorse. They are armed in heavy armor, shields, and longs words, though those that ride horses use shields instead. Their equipment is crafted individually to fit their weight to ensure high standards.
----------
The Ranger’s Coalition: These soldiers are high in number and focus on powerful ranged attacks, extreme speed, and a small amount of trickery to survive. They’re split into these categories:
Fleet Foots: Militia units that are equipped with leather armor, simple bows, and shortswords to coat enemies in large volleys of arrows or ambush enemies with large quantities.
Bloodletters: The advanced class of Fleet Foots, they lead the Fleet Foots into battle. They are equipped with crossbows, long swords, and light Chainmail armor. During open conflict they are led by the Rangers and are used as their primary ambush unit.
Rangers: Hew’s Dominion’s Secret weapon, they are agents of stealth and espionage; in times of battle they are rarely seen as they focus on assassination and deceit. Their weapons consist of whatever suits them for the situation, this can consist of everything from short swords to spears, however they always carry a bow, their armor looks similar to this but with a primary color of Dark Slate Grey, and a secondary color of Black (if they’re in their own nation), if they are out of their nation they wear an armor that is the exact same except that it has removed all of its seals and change its color to a solid grey (http://witcher.nexusmods.com/mods/images/90-1-1307313015.jpg)
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The Magister Core: They’re the healers and other forms of mages found in the nation, everything but the healers are treated with immense superstition, and often feared throughout the Dominion.
Revered: Healers, they offer healing to those who need it, in times of war they are medics and wear only a simple grey robe with no hood. When they’d normally be forced to fight (every combatant around them is eliminated) they will surrender, as they don’t believe in killing.
Magisters: Elite mages that wear a similar outfit to the Rangers, but the colors are reversed, and they don’t ever change their outfit. They’re trained to fight with shortswords in addition to their magic talents, but few choose to use it.
---
The Royal Guard:
When you've reached the second highest rank in your branch you are offered to join the Royal Guard, their equipment is made, they wear different armor based on the tree they were in originally:
The Ranger’s Coalition: (http://images.wikia.com/witcher/images/3/3f/Tw2_full_Iorveth.png)
The Conscripted:
Plate styled like this but without the tube looking device, if anything’s unclear I’ll find an image of something similar: (http://i175.photobucket.com/albums/w139/Cybran/knightpowerarmor.jpg)
The Magisters Core:
(http://1.bp.blogspot.com/-CImfaXgVH3s/TqTGCii-u2I/AAAAAAAAAO0/RuPl7ygPtPo/s1600/Champion+Mage+Armor+A.jpg)
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Military Ranks (Legion of the Bay)
The Conscripted
Royale Commandant
Commandant
Reaver
Grand Commodore
Commodore
Warrior
Conscript
The Ranger’s Coalition:
Grandmaster
Warden
Ranger
Eliminator
Lieutenant
Bloodletter
Fleet Foot
The Magisters Core:
Grandmaster
Magister
Warlock
Grand Cleric
Cleric
Evoker
Mage
The Royal Guard
Arch Deacon
Royal Protector
Royal Guard
----------
Military Ranks (Armada of the Bay):
Royal Captain
Royal Lieutenant
Helmsman
Captain
Lieutenant
Crewman
Economic System: Drakes, though they originally used Tanethics which are considered to be worth five Drakes and are used in conjunction to Drakes.
Date of Creation: 2E 150
What your city looks like:
Gilane: Think this but less tropical and more desert like (http://images.gamersyde.com/image_the_witcher_2_assassins_of_kings-13592-2006_0004.jpg)
Taneth:
(http://www.dailygame.net/wp-content/gallery/assassins-creed-revelations/acr_sp_ca_10_constantinople_imperialnorthport.jpg)
Reason for Creation: To overthrow the Warlord at the Time.
2E 150-200: The Hew’s Dominion originally started in Taneth when the current warlord of the city was overthrown after years of barbaric treatment of the citizens there. After this they began to form an adequate military focusing on the equivalent of the Conscripted. The leader of Gilane began to discuss an alliance, their original leader; Nazir Sareen assassinated the leader of the opposing nation and left the new found enemy in a bitter civil war between the nobles. Gilane was simply starved by both opposing conflict, and conflict of their own make. Sareen had only taken the cities, the forts and the surrounding area was occupied by mages and bandits, instead of killing them all he saw an opportunity. He decided that they could train his armies to make them even stronger, this began to convert the land near the cities into Hew's Dominion as more and more of these brigands became a part of the army. This cycle of events continued until 2E 200, when Nazir’s son came into power.
2E 200-270: From 2E 200-230 Nazir’s son, Kaleb ran the Dominion with a strict hand, eradicating citizens on his very whim, a bloody coup occurred, killing Kaleb. The new government quickly put into place the current government structure and formed the military core the Dominion uses to this day. However what became difficult was deciding a leader, and another civil war almost occurred, but a leader was chosen by the Deacons… though like all decisions it wouldn’t last, the Magistrate was killed during a speech by the Grandmaster of the Ranger’s Coalition at the time. The Royal Guard was formed to prevent this from occurring and the Grandmaster was charged with Regicide and executed. Now they’ve focused on discipline and order throughout their lands and have grown their reach significantly, claiming a vast expanse of land while remaining neutral during the Feud between Crowns and Forebears.
Spoiler
Faction Name: Bologra do Elinhir (The Temple of Elinhir)
Occupied Land: The crux of the princedom of Elinhir lies within the Nukri Tani (Pretty Valley in Cyrodiilic), a dry coniferous valley lying betwixt the Jerall, Druadach, and Colovian Highlands ranges. At the western edge of the Nukri Tani, perched on a rocky hill is Elinhir itself. Elinhir, by far the smallest provincial capital of Hammerfell, is dominated by the Temple and temple grounds. Around the temple sits a village which occupies itself by laboring for the Temple or accommodating the many pilgrims and merchants that pass through the region.
To the east lies Skyrim through the Sheer Rock Pass, and to the south lies Cyrodiil through the treacherous and underused Pass of Sancre Tor.
To the southwest, the Temple's authority reaches into the Colovian Highlands, Hammerfell-side, where many of Elinhir's citizens raise sheep and goats.
To the west, the Temple's authority only stretches to Fort Let to the south, which sits perched amidst the headwaters of the Brena River, overlooking the Brena canyon and Helkori plains.
To the north, however, the gradual slopes of the southern Druadach contains several notable holdings for the princedom, including the settlement of Belkarth and the vast Dwemer mine ruins of Fang Lair.
Current Leader: High Prophet Hazzan-si
Government Structure:
Elinhir is an Ecclesiocracy, where a religious leader rules and performs both religious and secular duties in the administration of the state. It differs from a theocracy in that the ruler makes no assumption of divine right or claims of divine revelation.
Elinhir is headed by the High Prophet Hazzan-si, whose office holds absolute power. Despite this, Hazzan-si prefers to delegate his responsibilities to subordinates in favor of meditation and writing. When he is called upon to make important decisions, the High Prophet prefers to consult Elinhir's council of elders before taking any action.
Next in line would be the Temple Quartermaster Taslan, who wields the organizational power in the Temple. He runs the Temple's daily non-military affairs, keeping the Temple's books in order and provisioning the Temple with its needed supplies. He also oversees tax collection and acts as high judge and arbiter for the townsfolk of Elinhir.
Elinhir's Governor / Captain of the Guard Lanold oversees Elinhir's military resources and is responsible for both defending the town and directing action in the field. In the past this formerly elected position has held supreme secular authority in Elinhir, but currently only exists as an appointed arm of the Temple's policy.
The Council of Elders is made up of Elinhir's most senior citizens, who generally meet to arbitrate disputes, pass judgement, organize and conduct ceremonies, and in general to look out for Elinhir's general welfare. While they have no real power over the Temple, tradition has long dictated that the High Prophet seek their approval on all important matters.
Military: In keeping with Elinhir's modest size, Elinhir's military is modest as well. It primarily consists of three groups: the disciples-at-arms under the direct authority of the Temple, hired mercenaries, and the local militia and town guard.
Diciples-at-arms: Lightly armored, these soldiers primarily use bows, quarterstaves, and clubs on the battlefield. Although normally such light troops are generally best used for support, the Disciples-at-arms stand above the rest for their discipline, training, and utter loyalty and devotion for the Temple; making them a valuable asset in any situation. Beyond simple warriors, they are devout practitioners, known for their charity and the skill and range of their choir.
Mercenary Men-at-arms: These soldiers generally range from heavy to medium armor, and are skilled and worldly with much experience in combat. Though their loyalty depends upon the coin of the Temple, they are the backbone of the Elinhir military. Wielding a variety of weapons, the mercenary corps contains Colovian archers and cavalry, Nordic two-handed heavy infantry, and the medium armored sword and spearmen of Hammerfell.
Local Guardsmen and Militia: Usually mustered for the towns defense, the militia is made up of local people in the province. Their military experience is mixed, and their equipment is non-standardized. They fight best when defending their homeland, but beyond that their effectiveness is negligible. They are more numerous than both the Temple's disciples and the men-at-arms combined.
Economic System: Drakes are the primary currency of the Temple's holdings, lying as it does at the crossroads between Skyrim, Cyrodiil, and Hammerfell. Its economy largely profits from servicing the many pilgrims and merchants and soldiers that pass through the region. Locally, its citizens depend upon herding and hunting as well as small-scale farming, although the latter was never particularly productive in this dry, nutrient-starved soil. Animal products are its major export, though lumber, iron ore, and Dwemer artifacts also both make their way out of Elinhir to neighboring provinces.
Date of Creation: The Temple (a Crown institution) first took supreme command of Elinhir following the dissolution of the Hammerfell Republic following the fall of the Empire in 2E 431, ousting Elinhir's corrupt governor.
Reason for Creation: Elinhir has long been divided between Crown and Forebear sympathies, and the two groups have long struggled for dominance. During the republic of the Potentate years, Forebear sympathies dominated Elinhir, with the local governor holding much of the power. Upon the dissolution of the Empire, however, the Crowns sensed a moment of weakness and upsurped the corrupt and idle Forebear governor. Led by the High Prophet of Elinhir's powerful temple, the coup established the Temple as the preeminent authority in Elinhir.
Recent Years: High Prophet Hazzan-si assumed his office only ten years ago, at age 58, succeeding his father's long reign. As such, he is the third High Prophet of Elinhir since the original coup following the Empire's dissolution. The Temple's lands have long seen peace, although trouble has always been broiling on the horizon. Recent summers have seen a series of wild fires, a common occurrence in the region, though recently they've been worse than normal. War in Skyrim has also put Hazzan-si on edge. But perhaps most of all the fractured state of Hammerfell is the greatest threat to both Elinhir and Hammerfell itself.
The Principality of Hegathe - OldRPG'sAreGoodFaction Name: Bologra do Elinhir (The Temple of Elinhir)
Occupied Land: The crux of the princedom of Elinhir lies within the Nukri Tani (Pretty Valley in Cyrodiilic), a dry coniferous valley lying betwixt the Jerall, Druadach, and Colovian Highlands ranges. At the western edge of the Nukri Tani, perched on a rocky hill is Elinhir itself. Elinhir, by far the smallest provincial capital of Hammerfell, is dominated by the Temple and temple grounds. Around the temple sits a village which occupies itself by laboring for the Temple or accommodating the many pilgrims and merchants that pass through the region.
To the east lies Skyrim through the Sheer Rock Pass, and to the south lies Cyrodiil through the treacherous and underused Pass of Sancre Tor.
To the southwest, the Temple's authority reaches into the Colovian Highlands, Hammerfell-side, where many of Elinhir's citizens raise sheep and goats.
To the west, the Temple's authority only stretches to Fort Let to the south, which sits perched amidst the headwaters of the Brena River, overlooking the Brena canyon and Helkori plains.
To the north, however, the gradual slopes of the southern Druadach contains several notable holdings for the princedom, including the settlement of Belkarth and the vast Dwemer mine ruins of Fang Lair.
Current Leader: High Prophet Hazzan-si
Spoiler
Name: Hazzan-si
Gender: Male
Race: Redguard
Height: 5' 11''
Age: 68
Birthsign: the Tower
Moral Alignment: Lawful Good
Appearance: An aging man, Hazzan-si still retains a vestige of his grand stature. This often comes as a surprise even to those who know him, since Hazzan-si is most often seen kneeling in meditation or hunched over his writing desk. His face is creviced, with sunken brown eyes and deep age lines that cut across his face like scars. His hair half-way receded across his head. It is a a grey-silvery color and falls to his shoulders, dry and whispy with age. He's also rather emancipated-looking, although this particular feature has been with him his entire life.
Personality: To know Hazzan-si is to become familiar with two distinct sides of him. On one hand, he is a soft-spoken scholar, living a quiet life filled with meditation and gardening, feeble with age and the very opposite of a threatening ruler. On the other hand, however, Hazzan-si is fervently - even fanatically - dedicated to seeing through what he thinks is best for Elinhir and Hammerfell at large. A man with immense self-control and equipped with a steely resolution and an indiscriminate courage, he rarely backs down from a fight. To back him are all the resources of Elinhir and the Temple, which can be quite a formidible force indeed.
Class: Cleric/Monk
Non-Combat Skills: A theologian and politician, Hazzan-si understands the nuances of both. He is a fine speaker and skillful writer, often penning both religious works as well as works on law, politics, and good governance. His works are known throughout Hammerfell, and specifically his recent work "One People, One Future", has ignited debates over Hammerfell's future as an independent state. Hazzan-si is also an avid and excellent gardener and his small garden within the Temple courtyard is said to be "among the most beautiful in Hammerfell".
Combat: Hazzan-si has little or no remaining potential for combat.
Magic: In keeping with the Redguard tradition against magic, Hazzan-si only knows a handful of restorative spells which treat poison, disease, wounds, and general unwellness.
Stealth: No longer very agile in his later years, Hazzan-si's stealth ability is limited. He can, however, sometimes capitalize on the fact that people view him as weak or harmless, which he can sometimes couple with his skill in speech craft.
Clothing/Armor: For most public appearances, Hazzan-si dawns the regalia of the High Prophet, which varies in color and design but essentially always consists of a great flowing robe and cloak, and a tall hat. In private he simply wears a much more modest monk's robe and sandals, coupled with a hood on colder days.
Weapons/Equipment: Generally carries no weapons, except while traveling, during which he keeps a elaborate steel dagger at his side.
Miscellaneous: Often has books, scrolls, inkwells, quills, chalk, and other such things on his person. He has a walking stick that also doubles as a scepter, with intricately designed images of Hammerfell's many gods and goddesses carved into its head.
Allegiance: Hazzan-si, as the supreme authority of the Temple, is both politically and theologically against the Cyrodiilic Empire or any other foreign threat to Hammerfell. His own writings have warned of the growing threat to the south, and until Skyrim began to threaten the Hammerfell homeland itself, Hazzan-si once sought allegiance with the Nords against Cyrodiil. More or less officially; despite these very public actions against the Cyrodiils (and later the Nords as well, see "One People, One Future"), the Temple of Elinhir has assumed a neutral diplomatic stance towards the Cyrodiilic Empire.
History: Born in 2E 426, Hazzan-si has lived most of his life under the Temple's rule. His grandfather, Chrelm-si, was the leader of a coup in 2E 431, threw out both Elinhir's corrupt governor and Imperial rule, establishing a new princedom under the thumb of the Temple's own power. Chrelm-si would eventually pass his position as High Prophet onto his son ---Hazzan-si's own father---Danda-si. Growing up and living under the rule of both his father and grandfather, Hazzan-si was prepared for the Temple's highest position from an early age, being educated in both theology and law. He likewise spent much of his time around the Temple itself, writing and honing his skills. In 2E 470 he married a Redguard woman named Minia, with whom he had only one child, a girl whom they named Mania. He was already a well-known theologian when he ascended to his father's position of High Prophet in 2E 484. And very soon afterwards, in the tradition of Elinhir's High Prophets, an outspoken voice in politics throughout Hammerfell. He is currently grooming his daughter Mania to succeed him as High Prophet.
Gender: Male
Race: Redguard
Height: 5' 11''
Age: 68
Birthsign: the Tower
Moral Alignment: Lawful Good
Appearance: An aging man, Hazzan-si still retains a vestige of his grand stature. This often comes as a surprise even to those who know him, since Hazzan-si is most often seen kneeling in meditation or hunched over his writing desk. His face is creviced, with sunken brown eyes and deep age lines that cut across his face like scars. His hair half-way receded across his head. It is a a grey-silvery color and falls to his shoulders, dry and whispy with age. He's also rather emancipated-looking, although this particular feature has been with him his entire life.
Personality: To know Hazzan-si is to become familiar with two distinct sides of him. On one hand, he is a soft-spoken scholar, living a quiet life filled with meditation and gardening, feeble with age and the very opposite of a threatening ruler. On the other hand, however, Hazzan-si is fervently - even fanatically - dedicated to seeing through what he thinks is best for Elinhir and Hammerfell at large. A man with immense self-control and equipped with a steely resolution and an indiscriminate courage, he rarely backs down from a fight. To back him are all the resources of Elinhir and the Temple, which can be quite a formidible force indeed.
Class: Cleric/Monk
Non-Combat Skills: A theologian and politician, Hazzan-si understands the nuances of both. He is a fine speaker and skillful writer, often penning both religious works as well as works on law, politics, and good governance. His works are known throughout Hammerfell, and specifically his recent work "One People, One Future", has ignited debates over Hammerfell's future as an independent state. Hazzan-si is also an avid and excellent gardener and his small garden within the Temple courtyard is said to be "among the most beautiful in Hammerfell".
Combat: Hazzan-si has little or no remaining potential for combat.
Magic: In keeping with the Redguard tradition against magic, Hazzan-si only knows a handful of restorative spells which treat poison, disease, wounds, and general unwellness.
Stealth: No longer very agile in his later years, Hazzan-si's stealth ability is limited. He can, however, sometimes capitalize on the fact that people view him as weak or harmless, which he can sometimes couple with his skill in speech craft.
Clothing/Armor: For most public appearances, Hazzan-si dawns the regalia of the High Prophet, which varies in color and design but essentially always consists of a great flowing robe and cloak, and a tall hat. In private he simply wears a much more modest monk's robe and sandals, coupled with a hood on colder days.
Weapons/Equipment: Generally carries no weapons, except while traveling, during which he keeps a elaborate steel dagger at his side.
Miscellaneous: Often has books, scrolls, inkwells, quills, chalk, and other such things on his person. He has a walking stick that also doubles as a scepter, with intricately designed images of Hammerfell's many gods and goddesses carved into its head.
Allegiance: Hazzan-si, as the supreme authority of the Temple, is both politically and theologically against the Cyrodiilic Empire or any other foreign threat to Hammerfell. His own writings have warned of the growing threat to the south, and until Skyrim began to threaten the Hammerfell homeland itself, Hazzan-si once sought allegiance with the Nords against Cyrodiil. More or less officially; despite these very public actions against the Cyrodiils (and later the Nords as well, see "One People, One Future"), the Temple of Elinhir has assumed a neutral diplomatic stance towards the Cyrodiilic Empire.
History: Born in 2E 426, Hazzan-si has lived most of his life under the Temple's rule. His grandfather, Chrelm-si, was the leader of a coup in 2E 431, threw out both Elinhir's corrupt governor and Imperial rule, establishing a new princedom under the thumb of the Temple's own power. Chrelm-si would eventually pass his position as High Prophet onto his son ---Hazzan-si's own father---Danda-si. Growing up and living under the rule of both his father and grandfather, Hazzan-si was prepared for the Temple's highest position from an early age, being educated in both theology and law. He likewise spent much of his time around the Temple itself, writing and honing his skills. In 2E 470 he married a Redguard woman named Minia, with whom he had only one child, a girl whom they named Mania. He was already a well-known theologian when he ascended to his father's position of High Prophet in 2E 484. And very soon afterwards, in the tradition of Elinhir's High Prophets, an outspoken voice in politics throughout Hammerfell. He is currently grooming his daughter Mania to succeed him as High Prophet.
Government Structure:
Elinhir is an Ecclesiocracy, where a religious leader rules and performs both religious and secular duties in the administration of the state. It differs from a theocracy in that the ruler makes no assumption of divine right or claims of divine revelation.
Elinhir is headed by the High Prophet Hazzan-si, whose office holds absolute power. Despite this, Hazzan-si prefers to delegate his responsibilities to subordinates in favor of meditation and writing. When he is called upon to make important decisions, the High Prophet prefers to consult Elinhir's council of elders before taking any action.
Next in line would be the Temple Quartermaster Taslan, who wields the organizational power in the Temple. He runs the Temple's daily non-military affairs, keeping the Temple's books in order and provisioning the Temple with its needed supplies. He also oversees tax collection and acts as high judge and arbiter for the townsfolk of Elinhir.
Spoiler
Taslan (Redguard - Male - Crown)
Honest, dependable, and hard-working, this is the man whom everyone goes to for their problems. On a daily basis, he wields the power of the Temple across Bologra do Elinhir, and locally is considered a more powerful man than the High Prophet himself. Yet he sincerely believes in the High Prophet and resolutely stands by all decisions Hazzan-si makes. Apolitical, and a businessman at heart, he is a valuable resource to the Temple.
Taslan (Redguard - Male - Crown)
Honest, dependable, and hard-working, this is the man whom everyone goes to for their problems. On a daily basis, he wields the power of the Temple across Bologra do Elinhir, and locally is considered a more powerful man than the High Prophet himself. Yet he sincerely believes in the High Prophet and resolutely stands by all decisions Hazzan-si makes. Apolitical, and a businessman at heart, he is a valuable resource to the Temple.
Elinhir's Governor / Captain of the Guard Lanold oversees Elinhir's military resources and is responsible for both defending the town and directing action in the field. In the past this formerly elected position has held supreme secular authority in Elinhir, but currently only exists as an appointed arm of the Temple's policy.
Spoiler
Lanold (Redguard - Male - Forebear)
Forebears have traditionally held the post of Governor, and Lanold is no different. However, Lanold was appointed the position primarily due to his dispasionate involvement in politics, rather than simply military skill, making him an obedient general who would stay out of messy Crown/Forebear disputes. He has significant military experience in both Hammerfell and Cyrodiil, where he fought as a mercenary during the war of unification.
Lanold (Redguard - Male - Forebear)
Forebears have traditionally held the post of Governor, and Lanold is no different. However, Lanold was appointed the position primarily due to his dispasionate involvement in politics, rather than simply military skill, making him an obedient general who would stay out of messy Crown/Forebear disputes. He has significant military experience in both Hammerfell and Cyrodiil, where he fought as a mercenary during the war of unification.
The Council of Elders is made up of Elinhir's most senior citizens, who generally meet to arbitrate disputes, pass judgement, organize and conduct ceremonies, and in general to look out for Elinhir's general welfare. While they have no real power over the Temple, tradition has long dictated that the High Prophet seek their approval on all important matters.
Spoiler
The Council consists of many elders, but the following are the most important:
Senynd (Redguard - Female - Forebear)
The leader of the Forebear faction in Elinhir, she is the oldest serving member on the council at the ripe old age of ninety-one. She is weathered and wise, cautious yet tenacious. A strong leader, but one nearing the end of her life.
Jonah (Redguard - Male - Crown)
The leader of the Crown faction in Elinhir, he generally backs the Temple but is far from being a simple yesman. He is the most aggressive member of the council, and the youngest (at a mere sixty years of age) and believes Hazzan-si to be a poor leader.
Depusa Conician (Colovian - Male)
The richest private citizen in Elinhir, this Colovian nobleman found riches in building and maintaining hunting lodges which were to be used as vacation destinations by nobility in Hammerfell, Cyrodiil, and Skyrim. At seventy, he is an old acquaintence of Hazzan's, although the two have rarely ever seen eye-to-eye. He is quite a patriotic and charismatic Cyrodiil, and he has seemingly worked every day of his life to dismantle the Temple, which has gotten him on the wrong side of the law more than once.
Hreiri (Nord - Female)
An older Nord at seventy-nine, she is the most conservative voice on the council, and both its spokesperson and, presumably, the leader of the Nord faction in Elinhir. She abstains from partisan politics, prefering to work on consensus building and arbitrating disputes. She is well-loved by her people, and is perhaps the most honored citizen in Elinhir. Her past military experience also provides the council with a often much-needed veteran's perspective.
The Council consists of many elders, but the following are the most important:
Senynd (Redguard - Female - Forebear)
The leader of the Forebear faction in Elinhir, she is the oldest serving member on the council at the ripe old age of ninety-one. She is weathered and wise, cautious yet tenacious. A strong leader, but one nearing the end of her life.
Jonah (Redguard - Male - Crown)
The leader of the Crown faction in Elinhir, he generally backs the Temple but is far from being a simple yesman. He is the most aggressive member of the council, and the youngest (at a mere sixty years of age) and believes Hazzan-si to be a poor leader.
Depusa Conician (Colovian - Male)
The richest private citizen in Elinhir, this Colovian nobleman found riches in building and maintaining hunting lodges which were to be used as vacation destinations by nobility in Hammerfell, Cyrodiil, and Skyrim. At seventy, he is an old acquaintence of Hazzan's, although the two have rarely ever seen eye-to-eye. He is quite a patriotic and charismatic Cyrodiil, and he has seemingly worked every day of his life to dismantle the Temple, which has gotten him on the wrong side of the law more than once.
Hreiri (Nord - Female)
An older Nord at seventy-nine, she is the most conservative voice on the council, and both its spokesperson and, presumably, the leader of the Nord faction in Elinhir. She abstains from partisan politics, prefering to work on consensus building and arbitrating disputes. She is well-loved by her people, and is perhaps the most honored citizen in Elinhir. Her past military experience also provides the council with a often much-needed veteran's perspective.
Military: In keeping with Elinhir's modest size, Elinhir's military is modest as well. It primarily consists of three groups: the disciples-at-arms under the direct authority of the Temple, hired mercenaries, and the local militia and town guard.
Diciples-at-arms: Lightly armored, these soldiers primarily use bows, quarterstaves, and clubs on the battlefield. Although normally such light troops are generally best used for support, the Disciples-at-arms stand above the rest for their discipline, training, and utter loyalty and devotion for the Temple; making them a valuable asset in any situation. Beyond simple warriors, they are devout practitioners, known for their charity and the skill and range of their choir.
Mercenary Men-at-arms: These soldiers generally range from heavy to medium armor, and are skilled and worldly with much experience in combat. Though their loyalty depends upon the coin of the Temple, they are the backbone of the Elinhir military. Wielding a variety of weapons, the mercenary corps contains Colovian archers and cavalry, Nordic two-handed heavy infantry, and the medium armored sword and spearmen of Hammerfell.
Local Guardsmen and Militia: Usually mustered for the towns defense, the militia is made up of local people in the province. Their military experience is mixed, and their equipment is non-standardized. They fight best when defending their homeland, but beyond that their effectiveness is negligible. They are more numerous than both the Temple's disciples and the men-at-arms combined.
Economic System: Drakes are the primary currency of the Temple's holdings, lying as it does at the crossroads between Skyrim, Cyrodiil, and Hammerfell. Its economy largely profits from servicing the many pilgrims and merchants and soldiers that pass through the region. Locally, its citizens depend upon herding and hunting as well as small-scale farming, although the latter was never particularly productive in this dry, nutrient-starved soil. Animal products are its major export, though lumber, iron ore, and Dwemer artifacts also both make their way out of Elinhir to neighboring provinces.
Date of Creation: The Temple (a Crown institution) first took supreme command of Elinhir following the dissolution of the Hammerfell Republic following the fall of the Empire in 2E 431, ousting Elinhir's corrupt governor.
Reason for Creation: Elinhir has long been divided between Crown and Forebear sympathies, and the two groups have long struggled for dominance. During the republic of the Potentate years, Forebear sympathies dominated Elinhir, with the local governor holding much of the power. Upon the dissolution of the Empire, however, the Crowns sensed a moment of weakness and upsurped the corrupt and idle Forebear governor. Led by the High Prophet of Elinhir's powerful temple, the coup established the Temple as the preeminent authority in Elinhir.
Recent Years: High Prophet Hazzan-si assumed his office only ten years ago, at age 58, succeeding his father's long reign. As such, he is the third High Prophet of Elinhir since the original coup following the Empire's dissolution. The Temple's lands have long seen peace, although trouble has always been broiling on the horizon. Recent summers have seen a series of wild fires, a common occurrence in the region, though recently they've been worse than normal. War in Skyrim has also put Hazzan-si on edge. But perhaps most of all the fractured state of Hammerfell is the greatest threat to both Elinhir and Hammerfell itself.
Spoiler
Faction Name: The Principality of Hegathe
Occupied Land: Hegathe and a roughly circle like spot of land reaching into the Alik'r desert
Current Leader, in actuality:
Prince: The "puppet" ruler of the Principality, currently Charon Miral. Mostly just attends the council meetings and hears the pleas of important people. If the situation arises, oversees battlefields, but is not presumed to involve in the combat.
The Grand Councillor: The second-in-command of the court, the second most powerful member, or in the current situation, the most powerful member of the court. Currently Trivon Uvayn. The Grand Councillor acts as an ambassador, head of the council when in Hegathe and the advisor of the Prince.
Councillors: Lesser members of the court, Hegathean high ups who attend the city meetings, and depending on their other tasks, listen to the pleas of the people, handle troop recruiting, collect taxes of their respective districts and so on. (An open spot(s))
Defender of the City: The acting general and military leader, who handles war plans and has the high command of the battlefield, only topped by the Prince. Has a place in the city council, but is not required to attend unless an open war is on going. (An open spot)
Military:
Knights of the Court, the experienced and well armed soldiers, who are veterans of war, famed adventurers or some even fresh, well achieved freshly knighted men and women drawn from the common lines, and who haven't necessarily even seen a battle, but have shown great skill of combat. Even though their equipment varies, many favor heavy armor, and their armor shows the colors white and red.
Knights of the City, somewhat experienced soldiers who are rather numerous, and serve in high city guard positions. They are armed with two handed axes, maces and swords and armored in heavy plate. They serve as shock and assault troops in war.
Levy men: The soldiers drawn from the city and surrounding countryside to fight for the Principality for a small wage during war time, clad with a simple chainmail and striped red and white tabard, a kettle hat and armed with either a short spear and a short sword, or a crossbow and a short sword. They also carry a small oval shield. Most levy men haven't seen heavy combat before, and while they're numerous, they aren't too effiecient in the battlefield. The most experienced levy men are from the city guard ranks.
The Cult of the Grinning Skull: While this cult isn't an official part of the Principality, the Grinning Skull actively works towards its interests. They are necromancers, who work after the battle more than during it. They raise the left behind dead to trouble the nearby roads, and if a particulary brutal battle has occured and the whole cult is mobilized, might raise a battle worthy group of undead. They're clad in black robes and only carry ceremonial daggers with them alongside with their magic.
The Seadogs: The only official military vessels of the Principality, that mostly aid ridding the sea trade routes of pirates and other outlaws, but may be called out to serve in a war. Though the small and agile Seadog ships might not be very efficient against an actual war navy.
Economic System: The city accepts all manners of currency, and has no restrictions on import and export, but take a trade tax. The city and surrounding country must also pay taxes. Many traders also work directly for the goverment, with a regular, steady wage that is not affected by the profit they get out of selling and buying for the goverment.
Date of Creation: 2E 260
What the city looks like: http://images2.wikia.nocookie.net/__cb20090312015753/forgottenrealms/images/8/83/Athkatla_Waukeen_s_Promenade_by_ElmUnderleaf.jpg
Reason for Creation: The thirst for power and wealth of one Charon Miral
Early Years (or months): After being thrown in the cauldron of the war in Cyrodiil, Charon Miral sailed back to Hammerfell with his band of corsairs, with little gained from the journey to Cyrodiil. With the raising of moral in mind, Charon ordered the band to dock in Hegathe. Once there, Charon discovered that the city was fractured in a political way, and underguarded as a result of the lack of co-operation of the local nobles. Charon siezed the opportunity with his band, slaying influental nobles and crowning himself as a new city ruler during one bloody week when a small scale war flooded the streets as nobles fought each other and Charon fought all with his corsairs.
His "crowning" was not very well accepted by the people, even after Charon revealed his noble roots, and during the following weeks Charons crew members where slain in the night on the streets. During this time Charon was contacted by Trivon Uvayn, a dark elf who promised that he could secure Charon the leadership. Charon agreed to let Trivon try, promising a high position in the soon-to-be state if he succeeded. Trivon mobilized his cult, raising the bodies of the dead corsairs to kill those who opposed Charon openly, and when found, those who opposed him more subtly. Some locals refer to these days as Nights of Horror, as many reported the dead walking the city in the night. Soon any unrest was subdued by horror and threat, and Trivon got the position of power he was promised, but even Charon questioned his methods, though never openly accusing him of necromancy. Years rolled and Charon formed an actual, functioning city council.
Recent Years (or months dependent upon your faction): The four recent years Charon has ruled what he dubbed a Principality on paper, as Trivon Uvayn pulls the strings in the shadows, as he is far more competent politic than Charon'll ever be. Trivon has connected himself well to the court, and now aims to greaten the power of the Principality and the Cult of the Grinning skull. The Principality prosper as trade flows through it, something encouraged by the cult, as they raise the dead to plague the rivaling trade cities traderoutes. Trivons final goal however, is to create a state that allows necromancy and uses it in great extent. But in order to do that, the Principality is gathering wealth by trade and taxes, hoarding coin if a war breaks out, so that it can bribe and equip military.
The Nords of Skyrim - AthellFaction Name: The Principality of Hegathe
Occupied Land: Hegathe and a roughly circle like spot of land reaching into the Alik'r desert
Current Leader, in actuality:
Spoiler
Name: Trivon Uvayn
Gender: Male
Race: Dunmer
Height: 1, 78 m
Age: 168
Birthsign: The Thief
Moral Alignment: Lawful evil
Appearance: A bald shaven head, narrow and "happy" eyes, a mouth that is seemingly drawn into an permament smile, gray and thick eyebrows. Scrawny body structure, long fingers with well treated nails that have been painted white.
Personality: Cold and impulsive, curious, captivating when displaying his false friendliness
Class: Arch necromancer
Non-Combat Skills: Persuasion and deception, also vast knowledge of old graveyards and such
Combat: Doesn't excel in close combat, but knows where to stab with a dagger
Magic: Masters in necromancy, knows some restoration, and also can cast a few basic fire spells
Stealth: N/A
Clothing/Armor: In public, wears an red and white toga and sandals that are tied all the way to his ankles. He also wears an silver ring that depicts a skull at all times. Outside of public, wears a deep black robe with a hood that conceals his face, the foldings of the robe held together by a large silver skull brooch.
Weapons/Equipment: A ceremonial bone dagger which he doesn't carry in public.
Miscellaneous: Various pouches holding his letters and scrolls
Allegiance: The Principality of Hegathe, or rather, the cult of the Grinning skull
History: Trivon was born in Morrowind, where he joined the tribunal temple as soon as he qualified, and dwelled in "holy" necromancy and ancestral worship for years. It did took him a good thirty years to venture into magic outside of the temples preferance, and he soon travelled around Morrowind, learning some "unholy" necromancy by the temples standards, and also educated himself with a few spells with what to burn his enemies. The temple soon caught him while he was practising "false" necromancy, and he became hunted in Morrowind.
For a few years Trivon lived as a fugitive from the temple, but ended up fleeing from Morrowind. He travelled to Skyrim, where he faced persecution and scorn, and he became bittered against the nords. A few people joined Trivon in Skyrim, and Uvayn taught his new found companions the art of necromancy, the cult of the Grinning Skull was born. Trivon left Skyrim, entering into High Rock, where more people started follow him. But, the cult soon became hunted in High Rock, and the whole band fled to Hammerfell.
There they ended up in Hegathe, it's crypts to be exact. Trivon and his cult was there when a bloody take over of the citys rule occured, and soon offered his help to the new ruler in facing the unrest and rebelling in the city. And so, Trivon secured his position in the Hegathean power structure, and assumed the actual position in leading, using Charon Miral as a puppet with what to conceal his true purposes. Trivon also won the court in his favor with favors and bribes and such, so if the occasion arises, he can oust Charon from rule with sheer political power.
Government Structure:Name: Trivon Uvayn
Gender: Male
Race: Dunmer
Height: 1, 78 m
Age: 168
Birthsign: The Thief
Moral Alignment: Lawful evil
Appearance: A bald shaven head, narrow and "happy" eyes, a mouth that is seemingly drawn into an permament smile, gray and thick eyebrows. Scrawny body structure, long fingers with well treated nails that have been painted white.
Personality: Cold and impulsive, curious, captivating when displaying his false friendliness
Class: Arch necromancer
Non-Combat Skills: Persuasion and deception, also vast knowledge of old graveyards and such
Combat: Doesn't excel in close combat, but knows where to stab with a dagger
Magic: Masters in necromancy, knows some restoration, and also can cast a few basic fire spells
Stealth: N/A
Clothing/Armor: In public, wears an red and white toga and sandals that are tied all the way to his ankles. He also wears an silver ring that depicts a skull at all times. Outside of public, wears a deep black robe with a hood that conceals his face, the foldings of the robe held together by a large silver skull brooch.
Weapons/Equipment: A ceremonial bone dagger which he doesn't carry in public.
Miscellaneous: Various pouches holding his letters and scrolls
Allegiance: The Principality of Hegathe, or rather, the cult of the Grinning skull
History: Trivon was born in Morrowind, where he joined the tribunal temple as soon as he qualified, and dwelled in "holy" necromancy and ancestral worship for years. It did took him a good thirty years to venture into magic outside of the temples preferance, and he soon travelled around Morrowind, learning some "unholy" necromancy by the temples standards, and also educated himself with a few spells with what to burn his enemies. The temple soon caught him while he was practising "false" necromancy, and he became hunted in Morrowind.
For a few years Trivon lived as a fugitive from the temple, but ended up fleeing from Morrowind. He travelled to Skyrim, where he faced persecution and scorn, and he became bittered against the nords. A few people joined Trivon in Skyrim, and Uvayn taught his new found companions the art of necromancy, the cult of the Grinning Skull was born. Trivon left Skyrim, entering into High Rock, where more people started follow him. But, the cult soon became hunted in High Rock, and the whole band fled to Hammerfell.
There they ended up in Hegathe, it's crypts to be exact. Trivon and his cult was there when a bloody take over of the citys rule occured, and soon offered his help to the new ruler in facing the unrest and rebelling in the city. And so, Trivon secured his position in the Hegathean power structure, and assumed the actual position in leading, using Charon Miral as a puppet with what to conceal his true purposes. Trivon also won the court in his favor with favors and bribes and such, so if the occasion arises, he can oust Charon from rule with sheer political power.
Prince: The "puppet" ruler of the Principality, currently Charon Miral. Mostly just attends the council meetings and hears the pleas of important people. If the situation arises, oversees battlefields, but is not presumed to involve in the combat.
The Grand Councillor: The second-in-command of the court, the second most powerful member, or in the current situation, the most powerful member of the court. Currently Trivon Uvayn. The Grand Councillor acts as an ambassador, head of the council when in Hegathe and the advisor of the Prince.
Councillors: Lesser members of the court, Hegathean high ups who attend the city meetings, and depending on their other tasks, listen to the pleas of the people, handle troop recruiting, collect taxes of their respective districts and so on. (An open spot(s))
Defender of the City: The acting general and military leader, who handles war plans and has the high command of the battlefield, only topped by the Prince. Has a place in the city council, but is not required to attend unless an open war is on going. (An open spot)
Military:
Knights of the Court, the experienced and well armed soldiers, who are veterans of war, famed adventurers or some even fresh, well achieved freshly knighted men and women drawn from the common lines, and who haven't necessarily even seen a battle, but have shown great skill of combat. Even though their equipment varies, many favor heavy armor, and their armor shows the colors white and red.
Knights of the City, somewhat experienced soldiers who are rather numerous, and serve in high city guard positions. They are armed with two handed axes, maces and swords and armored in heavy plate. They serve as shock and assault troops in war.
Levy men: The soldiers drawn from the city and surrounding countryside to fight for the Principality for a small wage during war time, clad with a simple chainmail and striped red and white tabard, a kettle hat and armed with either a short spear and a short sword, or a crossbow and a short sword. They also carry a small oval shield. Most levy men haven't seen heavy combat before, and while they're numerous, they aren't too effiecient in the battlefield. The most experienced levy men are from the city guard ranks.
The Cult of the Grinning Skull: While this cult isn't an official part of the Principality, the Grinning Skull actively works towards its interests. They are necromancers, who work after the battle more than during it. They raise the left behind dead to trouble the nearby roads, and if a particulary brutal battle has occured and the whole cult is mobilized, might raise a battle worthy group of undead. They're clad in black robes and only carry ceremonial daggers with them alongside with their magic.
The Seadogs: The only official military vessels of the Principality, that mostly aid ridding the sea trade routes of pirates and other outlaws, but may be called out to serve in a war. Though the small and agile Seadog ships might not be very efficient against an actual war navy.
Economic System: The city accepts all manners of currency, and has no restrictions on import and export, but take a trade tax. The city and surrounding country must also pay taxes. Many traders also work directly for the goverment, with a regular, steady wage that is not affected by the profit they get out of selling and buying for the goverment.
Date of Creation: 2E 260
What the city looks like: http://images2.wikia.nocookie.net/__cb20090312015753/forgottenrealms/images/8/83/Athkatla_Waukeen_s_Promenade_by_ElmUnderleaf.jpg
Reason for Creation: The thirst for power and wealth of one Charon Miral
Early Years (or months): After being thrown in the cauldron of the war in Cyrodiil, Charon Miral sailed back to Hammerfell with his band of corsairs, with little gained from the journey to Cyrodiil. With the raising of moral in mind, Charon ordered the band to dock in Hegathe. Once there, Charon discovered that the city was fractured in a political way, and underguarded as a result of the lack of co-operation of the local nobles. Charon siezed the opportunity with his band, slaying influental nobles and crowning himself as a new city ruler during one bloody week when a small scale war flooded the streets as nobles fought each other and Charon fought all with his corsairs.
His "crowning" was not very well accepted by the people, even after Charon revealed his noble roots, and during the following weeks Charons crew members where slain in the night on the streets. During this time Charon was contacted by Trivon Uvayn, a dark elf who promised that he could secure Charon the leadership. Charon agreed to let Trivon try, promising a high position in the soon-to-be state if he succeeded. Trivon mobilized his cult, raising the bodies of the dead corsairs to kill those who opposed Charon openly, and when found, those who opposed him more subtly. Some locals refer to these days as Nights of Horror, as many reported the dead walking the city in the night. Soon any unrest was subdued by horror and threat, and Trivon got the position of power he was promised, but even Charon questioned his methods, though never openly accusing him of necromancy. Years rolled and Charon formed an actual, functioning city council.
Recent Years (or months dependent upon your faction): The four recent years Charon has ruled what he dubbed a Principality on paper, as Trivon Uvayn pulls the strings in the shadows, as he is far more competent politic than Charon'll ever be. Trivon has connected himself well to the court, and now aims to greaten the power of the Principality and the Cult of the Grinning skull. The Principality prosper as trade flows through it, something encouraged by the cult, as they raise the dead to plague the rivaling trade cities traderoutes. Trivons final goal however, is to create a state that allows necromancy and uses it in great extent. But in order to do that, the Principality is gathering wealth by trade and taxes, hoarding coin if a war breaks out, so that it can bribe and equip military.
Spoiler
Faction Name: The Nordic Alliance
Occupied Land: Skryim, the land approaching Dragonstar and some of The West Reach.
Current Leader: High King Hrolthan, Jarl of Windhel and Ysmir the Dragon of the North.
Government Structure: The High King, elected by the Moot, is the highest power in Skyrim. He leads the Nords as one with counsel from his eight Jarls. He also receives collected wisdom from the Militant Tongues in Solitude and the Greybeards of High Hrothgar
The Militant Tongues: a small group of Militant tongues follow the High King’s army to war. Skilled in the use of martial Thu’um these men can make the ground quake with the sheer power of their voices. Apprentices and Water Bearers follow the Masters wherever they go, the Apprentices to learn and the Water Bearers to aid.
The Jarls of Skyrim: Whilst in theory all the Jarls of Skyrim should travel with the High King to war at any one time he can expect to be accompanied by one or two .
The Hold’smen: The warriors of Skyrim’s holds are as ferocious as their reputation suggests. They are split into two groups mainly, heavy soldiers with two handed axes and swords or almost equally heavy men armed with swords and shields. The army of the Hold’smen is not lacking of armor and all of its members wear heavy armor, simple but effective. All carry their own Hold’s colours in some way alongside those of the High King.
The Mages of the College: A few members of the College of Winterhold accompany the High King’s army as it marches, mostly the younger nordic members as the College does its best to remain impartial in wars, claiming the neutrality of Magicka as an excuse.
The Outriders: The Outriders are the horseman of Skyrim and are all from the tundra steppes between Winterhold and Riften. Though a small force and somewhat unruly they serve the High King admirably riding out ahead of the army and providing a fast moving group of scouts.
The Five Hundred Companions: The Five Hundred Companions of Ysgramor the Returned have always formed a tight bond with the High King and have provided a small amount of their shild-brothers for the upcoming war. The Harbinger himself has not come with the force due to his advanced age but two members of the Circle are marching to oversee the rest of the Companions.
Economic System: Drakes
Date of Creation: When the Atmorans arrived in Tamriel.
Reason for Creation: Convenience
Early Years: See the People’s Guide to the Empire 1st Edition for a basic view of their history and the timeline of Tamriel for a little more.
Recent Years : After the collapse and subsequent reformation of the Cyrodiilic Empire the Nords attempted to secede from the Empire. The Empire responded with war, a war that was bloody on both sides and left the Holds reeling from the loss of men and their High King at the time.
Now recovered and under the leadership of a new High King the Nords are marching to war for revenge against the Empire.
The Latartan Empire - Military led by WITYM, Occasional Cameos made by Original CastFaction Name: The Nordic Alliance
Occupied Land: Skryim, the land approaching Dragonstar and some of The West Reach.
Current Leader: High King Hrolthan, Jarl of Windhel and Ysmir the Dragon of the North.
Government Structure: The High King, elected by the Moot, is the highest power in Skyrim. He leads the Nords as one with counsel from his eight Jarls. He also receives collected wisdom from the Militant Tongues in Solitude and the Greybeards of High Hrothgar
Spoiler
Name: High King Hrolthan, Jarl of Winterhold and Ysmir the Dragon of the North.
Gender: Male
Race: Nord
Height: 6”
Age: 35
Birthsign: The Warrior
Appearance: Hrolthan is everything a Nordic king should be, he is as rugged as his homeland but with a benevolence in his eyes. His blond hair reaches down to his shoulders which are as broad as would be expected from a Nordic warrior.
Personality: Hrolthan’s personality would best be described as tempered steel, calm, calculating and strong but also a little inflexible.
Class: High King
Non-Combat Skills: An inspiring leader and a skilled diplomat.
Combat: Hrolthan can use the Thu’um to some extent however his training was cut short by the war with Cyrodiil and his election by the Moot. In battle he wears heavy steel armor and wields a massive double headed axe that lesser men would struggle to lift let alone swing.
Magic: None
Stealth: None
Clothing/Armor: Heavy steel armor emblazoned with his own sigil and those of the nine Holds he represents.
Weapons/Equipment: Yovul his great axe forged on the Skyforge Alter and the ceremonial blade he carries, marking him out as High King.
Miscellaneous: Nothing of note.
History: Hrolthan was born the son of the Jarl of Winterhold at the time Vaniir and his upbringing was appropriate. He spent his younger years being tutored in the history of his people and their struggles. Once he was old enough to carry a weapon he spent as much of his time as possible training under the guidance of the Companions.
Eventually he made the pilgrimage to High Hrothgar where the Greybeards detected an ability in him. He spent two years training under them however it became clear that his nature was too destructive and he was sent to the Militant Tongues in Solitude to complete his training.
When the war broke out he returned to Winterhold to lead her Hold’smen in battle against the Cyrodiils. His ferocity and skill on the battlefield earned him the respect of first Winterhold and eventually all of Skyrim. Winterhold never fell to the imperial invaders and instead became an island surrounded by the enemy. The siege was broken eventually and when the gates of Winterhold were opened Hrolthan’s father Vaniir was dead and he had been named Jarl of Winterhold. He spoke to the arriving nords in a whisper, such was the strength of his Thu’um that after months of use his voice barely worked.
He was named High King by the moot not long after and has been rebuilding and tempering Skyrim’s armies for war ever since. After hearing that the Cyrodiilians were marching on Hammerfell he forged an alliance with the Redguards of Dragonstar and now his army marches to their defence.
Military:Name: High King Hrolthan, Jarl of Winterhold and Ysmir the Dragon of the North.
Gender: Male
Race: Nord
Height: 6”
Age: 35
Birthsign: The Warrior
Appearance: Hrolthan is everything a Nordic king should be, he is as rugged as his homeland but with a benevolence in his eyes. His blond hair reaches down to his shoulders which are as broad as would be expected from a Nordic warrior.
Personality: Hrolthan’s personality would best be described as tempered steel, calm, calculating and strong but also a little inflexible.
Class: High King
Non-Combat Skills: An inspiring leader and a skilled diplomat.
Combat: Hrolthan can use the Thu’um to some extent however his training was cut short by the war with Cyrodiil and his election by the Moot. In battle he wears heavy steel armor and wields a massive double headed axe that lesser men would struggle to lift let alone swing.
Magic: None
Stealth: None
Clothing/Armor: Heavy steel armor emblazoned with his own sigil and those of the nine Holds he represents.
Weapons/Equipment: Yovul his great axe forged on the Skyforge Alter and the ceremonial blade he carries, marking him out as High King.
Miscellaneous: Nothing of note.
History: Hrolthan was born the son of the Jarl of Winterhold at the time Vaniir and his upbringing was appropriate. He spent his younger years being tutored in the history of his people and their struggles. Once he was old enough to carry a weapon he spent as much of his time as possible training under the guidance of the Companions.
Eventually he made the pilgrimage to High Hrothgar where the Greybeards detected an ability in him. He spent two years training under them however it became clear that his nature was too destructive and he was sent to the Militant Tongues in Solitude to complete his training.
When the war broke out he returned to Winterhold to lead her Hold’smen in battle against the Cyrodiils. His ferocity and skill on the battlefield earned him the respect of first Winterhold and eventually all of Skyrim. Winterhold never fell to the imperial invaders and instead became an island surrounded by the enemy. The siege was broken eventually and when the gates of Winterhold were opened Hrolthan’s father Vaniir was dead and he had been named Jarl of Winterhold. He spoke to the arriving nords in a whisper, such was the strength of his Thu’um that after months of use his voice barely worked.
He was named High King by the moot not long after and has been rebuilding and tempering Skyrim’s armies for war ever since. After hearing that the Cyrodiilians were marching on Hammerfell he forged an alliance with the Redguards of Dragonstar and now his army marches to their defence.
The Militant Tongues: a small group of Militant tongues follow the High King’s army to war. Skilled in the use of martial Thu’um these men can make the ground quake with the sheer power of their voices. Apprentices and Water Bearers follow the Masters wherever they go, the Apprentices to learn and the Water Bearers to aid.
The Jarls of Skyrim: Whilst in theory all the Jarls of Skyrim should travel with the High King to war at any one time he can expect to be accompanied by one or two .
The Hold’smen: The warriors of Skyrim’s holds are as ferocious as their reputation suggests. They are split into two groups mainly, heavy soldiers with two handed axes and swords or almost equally heavy men armed with swords and shields. The army of the Hold’smen is not lacking of armor and all of its members wear heavy armor, simple but effective. All carry their own Hold’s colours in some way alongside those of the High King.
The Mages of the College: A few members of the College of Winterhold accompany the High King’s army as it marches, mostly the younger nordic members as the College does its best to remain impartial in wars, claiming the neutrality of Magicka as an excuse.
The Outriders: The Outriders are the horseman of Skyrim and are all from the tundra steppes between Winterhold and Riften. Though a small force and somewhat unruly they serve the High King admirably riding out ahead of the army and providing a fast moving group of scouts.
The Five Hundred Companions: The Five Hundred Companions of Ysgramor the Returned have always formed a tight bond with the High King and have provided a small amount of their shild-brothers for the upcoming war. The Harbinger himself has not come with the force due to his advanced age but two members of the Circle are marching to oversee the rest of the Companions.
Economic System: Drakes
Date of Creation: When the Atmorans arrived in Tamriel.
Reason for Creation: Convenience
Early Years: See the People’s Guide to the Empire 1st Edition for a basic view of their history and the timeline of Tamriel for a little more.
Recent Years : After the collapse and subsequent reformation of the Cyrodiilic Empire the Nords attempted to secede from the Empire. The Empire responded with war, a war that was bloody on both sides and left the Holds reeling from the loss of men and their High King at the time.
Now recovered and under the leadership of a new High King the Nords are marching to war for revenge against the Empire.
Spoiler
Faction Name:The Latartus Dynasty. (The Cyrodiilic Empire.)
Occupied Land: Rihad.
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure: The Imperial Senate and the Emperor rules the Empire, but a governor is incharge of all Imperial territory in Hammerfell.
The Legion) There are several classes of soldiers in the Legion, all of which are professional, disciplined, and well trained soldiers.
Hastati: Light infantry, useally in the front lines during battles.
Principes: Heavy Infantry, Useally second in line, behind the Hastati.
Triarri: Spearmen, Third in line, behind the Principes
equites: Calvary
Velites: Skirmishers, equiped with several small, but throwable spears. They are Light armored. They useally head infront of the Hastati and snipe the enemy with their spears.
Archers: Equiped in Light armored like the Velites and Hastati, except they do not wear helmets. They are equiped with a long range, powerful, but slow to reload Imperial bow. They are rarely used except to cover retreats, weaken fortifications, and to merely provide assistance. They useally fire behind the Triarri for protection.
Battlemages: Equiped in heavy or light armor, they are trained in both magicka and combat. Their armor is normal Imperial armor except with a hood in place of a helmet. There are useally ten of them per Cohort but there are some Centuries containing entire Battlemages.
Legion Ranks are:
Auxillary: Recruits. Fresh from training and inexperienced at combat.
Decanus/Decurion: Commander of tent groups of eight. They are called Decurions when they are calvary and Decanuses when are infantry.
Centurion: Commander of a Century: (80 men)
Tribune: Commander of a Cohort. (460 to 480 men.)
Legate: Commander of a legion. (around 5,000 men.)
Consul: Commander of multiple Legions or all Legions within a region/province.
The Imperial Navy have a similar ranking structer as the Legion but not as sophisticated. They have two classes of men.
Sailors: Keep the ships nice and clean, fixes it, and overall stay in the ship.
Marines: They defend the ships from hostile boardings or attack enemy ships.
Economic System: The Latartus, sometimes called a drake, is similar to the previous Imperial currency, the Reman, except Emperor Flavius's face is imprinted in it.
Date of Creation:2E 472
Reason for Creation: It was formed after a brief but bloody war between the Cyrods, and The Empire had won the struggled, thus forming a new one.
Early Years (or months): It's first few years were mainly to stabalize Cyrodiil and earn the loyalty of the Lords there.
Recent Years (or months dependent upon your faction): After roughly ten years, Most of Cyrodiil is under the Empire's hand and has a strong military. The Legion marched into Skyrim to take control of the Province, but only a few holds have fallen and there is a massive Nordic revolt. They are also in a cold war with the Aldmeri Dominon and are expanding into Hammerfell. There are currently 4 Legions in the Province.
The Weaver Council - Fisheye98 and Pompous AltmerFaction Name:The Latartus Dynasty. (The Cyrodiilic Empire.)
Occupied Land: Rihad.
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure: The Imperial Senate and the Emperor rules the Empire, but a governor is incharge of all Imperial territory in Hammerfell.
Spoiler
Name: Aventius Umbranox II
Gender: Male
Race: Colovian Cyrod
Height: 6'1
Age: 33
Birthsign: The lord.
Moral Alignment: Neutral, slightly towards good.
Appearance: He has toned muscles, his hair is brown and short with blue eyes. His face is slightly roundish, he has a slightly pointy nose. And his sking is slightly pale.
Personality: Sarcastic, honorable and traditionalist, he is very serious about his job so he is rarely in a joking mood. He is a glory hog, and is stubborn.
Class: Politician.
Non-Combat Skills: Speech.
Combat: He is good with a sword.
Magic:
Stealth:
Clothing/Armor: Back in Cyrodiil, he would wear a Toga during Senate meeting. But in Hamerfell, he wears normal Imperial noble clothing.
Weapons/Equipment: His armor represents his authority in the Empire. It is red, with the Latartan banner on the chest. And his sword is a standard Imperial Gladius.
Miscellaneous: His Senate ring, his wedding ring, and his journal
Allegiance: The Cyrodiilic Empire.
History:Born during The Interregnum, his father was Potentate Aventius Umbranox, who was the King of Anvil at the time. Not much was known about his personal life but that fact that he is married to a Colovian named Helgah and has no children. When Aventius was crowned Potentate to the Empire, despite his efforts to destroy what's left of the dying Reman empire, he was appointed as the next one when his father died. His political career was a sucess, with the support of his father, Aventius II became one of the most influencial Politicians in the Senate and secured the guarantee that the Umbranox family will be a major powerhouse in the Senate for a long time.
One day, The Emperor declared that Hammerfell is to be conquered. Under personal request from his father, Aventius II would take 4 Legions, and invade Hammerfell, conquer it, and be it's governor for four years. Aventius II gladly accepted it, seeing this as a chance to prove he can dominate foreign politics, to contribute glory to the Empire, and to expand his family's influence across the Empire and Tamriel. He had managed to peacefully take the City of Rihad, located on the border to Cyrodiil, and is planning on expanding into the rest of the province.
Military: There are two branches in the Imperial military, The Imperial Legion, and the Imperial Navy.Name: Aventius Umbranox II
Gender: Male
Race: Colovian Cyrod
Height: 6'1
Age: 33
Birthsign: The lord.
Moral Alignment: Neutral, slightly towards good.
Appearance: He has toned muscles, his hair is brown and short with blue eyes. His face is slightly roundish, he has a slightly pointy nose. And his sking is slightly pale.
Personality: Sarcastic, honorable and traditionalist, he is very serious about his job so he is rarely in a joking mood. He is a glory hog, and is stubborn.
Class: Politician.
Non-Combat Skills: Speech.
Combat: He is good with a sword.
Magic:
Stealth:
Clothing/Armor: Back in Cyrodiil, he would wear a Toga during Senate meeting. But in Hamerfell, he wears normal Imperial noble clothing.
Weapons/Equipment: His armor represents his authority in the Empire. It is red, with the Latartan banner on the chest. And his sword is a standard Imperial Gladius.
Miscellaneous: His Senate ring, his wedding ring, and his journal
Allegiance: The Cyrodiilic Empire.
History:Born during The Interregnum, his father was Potentate Aventius Umbranox, who was the King of Anvil at the time. Not much was known about his personal life but that fact that he is married to a Colovian named Helgah and has no children. When Aventius was crowned Potentate to the Empire, despite his efforts to destroy what's left of the dying Reman empire, he was appointed as the next one when his father died. His political career was a sucess, with the support of his father, Aventius II became one of the most influencial Politicians in the Senate and secured the guarantee that the Umbranox family will be a major powerhouse in the Senate for a long time.
One day, The Emperor declared that Hammerfell is to be conquered. Under personal request from his father, Aventius II would take 4 Legions, and invade Hammerfell, conquer it, and be it's governor for four years. Aventius II gladly accepted it, seeing this as a chance to prove he can dominate foreign politics, to contribute glory to the Empire, and to expand his family's influence across the Empire and Tamriel. He had managed to peacefully take the City of Rihad, located on the border to Cyrodiil, and is planning on expanding into the rest of the province.
The Legion) There are several classes of soldiers in the Legion, all of which are professional, disciplined, and well trained soldiers.
Hastati: Light infantry, useally in the front lines during battles.
Principes: Heavy Infantry, Useally second in line, behind the Hastati.
Triarri: Spearmen, Third in line, behind the Principes
equites: Calvary
Velites: Skirmishers, equiped with several small, but throwable spears. They are Light armored. They useally head infront of the Hastati and snipe the enemy with their spears.
Archers: Equiped in Light armored like the Velites and Hastati, except they do not wear helmets. They are equiped with a long range, powerful, but slow to reload Imperial bow. They are rarely used except to cover retreats, weaken fortifications, and to merely provide assistance. They useally fire behind the Triarri for protection.
Battlemages: Equiped in heavy or light armor, they are trained in both magicka and combat. Their armor is normal Imperial armor except with a hood in place of a helmet. There are useally ten of them per Cohort but there are some Centuries containing entire Battlemages.
Legion Ranks are:
Auxillary: Recruits. Fresh from training and inexperienced at combat.
Decanus/Decurion: Commander of tent groups of eight. They are called Decurions when they are calvary and Decanuses when are infantry.
Centurion: Commander of a Century: (80 men)
Tribune: Commander of a Cohort. (460 to 480 men.)
Legate: Commander of a legion. (around 5,000 men.)
Consul: Commander of multiple Legions or all Legions within a region/province.
The Imperial Navy have a similar ranking structer as the Legion but not as sophisticated. They have two classes of men.
Sailors: Keep the ships nice and clean, fixes it, and overall stay in the ship.
Marines: They defend the ships from hostile boardings or attack enemy ships.
Economic System: The Latartus, sometimes called a drake, is similar to the previous Imperial currency, the Reman, except Emperor Flavius's face is imprinted in it.
Date of Creation:2E 472
Reason for Creation: It was formed after a brief but bloody war between the Cyrods, and The Empire had won the struggled, thus forming a new one.
Early Years (or months): It's first few years were mainly to stabalize Cyrodiil and earn the loyalty of the Lords there.
Recent Years (or months dependent upon your faction): After roughly ten years, Most of Cyrodiil is under the Empire's hand and has a strong military. The Legion marched into Skyrim to take control of the Province, but only a few holds have fallen and there is a massive Nordic revolt. They are also in a cold war with the Aldmeri Dominon and are expanding into Hammerfell. There are currently 4 Legions in the Province.
Spoiler
Faction Name: The Weaver Council
Occupied land: Klov'r, a fort in the Corten mountains, and a ten mile radius around it.
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure:
Weaver- There are 12 Weavers in the Weaver Council (Including the Head Weaver). The Weavers control all aspects of the Council and work towards the same goal, "The Initiative". The Weavers take group votes on all decisions, majority rules. The Head Weaver, however, can Veto the decision of the Council, though this is considered rude and may lead to a Vote to kick the Head Weaver out of his position (which the Head Weaver cannot Veto). In the event of a tie the Head Weaver decides the outcome of a vote. Weavers are elected into the Council when one of the members die. The students of the Weavers are raked through until a worthy candidate is stumbled upon. The Council then takes a vote on whether the person should enter the council or not. The new initiate is then blessed by the other members and immediately taken into their ranks.
Head Weaver
Weaver: Though the Weavers dislike violence they are not helpless. In fact the Weavers are anything but helpless. Being among the best Mages in all of Tamriel, second only to the Psijic Order, the Weavers are proficient in different schools of magic (though an individual Weaver usually decides to specialize in one school). One Weaver can potentially bring down a very large amount of enemy troops alone. The Weavers also act as "generals" in a sense to their private army, though their military experience is limited to history tomes. Weavers wear their signature paper-white robes with deep hoods and emerald-green accents.
Saplings: All students to the Weavers are referred to as "Saplings". Though the Saplings aren't exactly "Military" so to speak they are required to defend Klov'r (The fort that the Council resides in). The Saplings vary in specialization and experience, though most have never, and never will see combat. All Saplings are at least apprentices in one or more schools of magic. They lack any real combat organization and act more individually rather than as a unit. Saplings are also sent on expeditions or adventures when ordered by the Weavers, usually to gather tomes or talismans of power. Saplings only take orders from Weavers and are not associated in any way with the private army. Saplings dress in their signature emerald-green robes, though when called to combat some done armor they have bought privately.
Mist Walkers: The most elite of the Weaver's private army. The Mist Walkers are already capable Mages that are further trained by the Weavers. Only a handful of Mist Walkers exist and their purpose is to carry out secretive or difficult tasks such as item retrieval, spying, assassination, aiding of allies, defense, purging of unholy creatures, ruin exploring, and much more. The Mist Walkers main strong suit is Magic (mainly Destruction, Illusion, and Alteration) they also train a little in combat and stealth, though not nearly as much. The Mist Walkers only take personal orders from the Weavers, not other mercenaries, and don't command their own troops. Mist Walkers wear finely-made steel chain-male under a black travel coat or civilian clothes (when on more sensitive duties).
Alphas: The Alphas are the battlefield commanders of the Weaver private army. Though the Weavers have control of the army they are severely lacking in battlefield tactics. In sight of this there are 5 Alphas who direct troops on the battlefield. The Alphas are experts in siege-defense and ambush tactics. The Alphas are picked more for their ability to strategies rather than their military prowess and are appointed by a Weaver vote. The Alphas are dressed in steel plate-male (which is extremely expensive, I know. That's why there's only 5 suits in the whole military).
Hawks: The main body of the Weaver private army. Hawks are archers who are skilled in static defense and volley fire. The Hawks are usually posted on the Klov'r walls. Like all of the private army, the Hawks are trained mainly for defense of Klov'r, though if need be they can go on the attack. The standard weapons for the Hawks is a recurve bow, iron arrows, and a dirk or short-sword (depending on preference). The Hawks are clothed in thin leather armor under a coarse coat.
Bulls: The Bulls are a medium sized (for the private army, which is very small compared to other militaries) unit that specializes in melee combat. The Bulls handle "aggressive defense", or the task of taking out anyone within a few miles radius. The Bulls also defend again invaders under the covering fire of the Hawks until they are forced within the Klov'r walls, where they wait. The Bulls can also go on the attack, though this is rare because of the Council's non-hostile nature. The Bulls heavily utilize the phalanx shield wall tactic along with ambush and guerilla tactics. Standard weapons for the Bulls include; The Pilum javelin, the gladius, and a large, bronze, rounded shield. Bulls wear medium-weight iron armor over a green tunic and green trousers.
Foresters: Foresters work as the scouts and messengers for the private army. The Foresters constantly scout and chart the surrounding Dragontail mountains. When the private army is mobile the Foresters scout the path ahead and look for enemy forces. When a message needs to be sent the Foresters are always present and ready to take the job. The Foresters are equipped with recurve bows, wood axes, and short-swords and wear dark green attire (changes depending on region or job).
Economic System: Because of it's small size The Weaver Council has nearly no economy. The Council funds itself through donations, tuition (Paid by the Saplings), enchantments, and the selling of rare plant-life that they grow within the walls. The Weaver Council uses Drakes though they will occasionally deal in other currency.
Date of Creation: 1E 2890 (Making them 300 years old).
Reason for Creation: To pursue "The Initiative", and take a more active role in Nirn than the Psijic Order.
1E 2890 to 2E 50: The idea for the Weaver Council started among members of the great Psijic Order. These members, spear-headed by a High Elf named Aerith. Aerith and his follower's disliked the fact that the Psijics did not move to aid others and kept to themselves. So the handful of people (6 Psijics) left their brethren for mainland Tamriel. The small group landed on the Hammerfell shore and went inland, looking for a suitable place for a headquarters. The rogue Psijics found what they were looking for in the Corten mountains. The place they found was, in their words "serene". The subject area was a particular rocky, steep-faced granite cliff overlooking a stream. The nearest village was 20 miles away and hostile wildlife was rare. The Psijics went to this nearby village and started recruiting workers and doing magical deeds for the betterment of it. The Psijics repeated this at many villages in the Corten mountains until they had a sizable workforce. Then, slowly and meticulously, the group started to use their workforce to carve at the mountain. After years the fort was complete, a massive complex set into the sheer granite cliff overlooking the natural moat of the stream, complete with a drawbridge. The fort was formidable, if a bit bare, and the 6 ex-Psijics where satisfied. The fort was named Klov'r, meaning "Place of Serenity" in ancient Aylied. The Mages then offered to hire all of the workers to permanently inhabit the fort as either students, servants, or defenders. Though many did not really like magic they saw the opportunity for a secure job and a safe haven. Seven out of ten stayed for positions as servants and defenders while one of ten stayed as students.
Before long word spread of Klov'r and it's powerful inhabitants. People looking for work and students looking for teaching flocked to the Corten Mountains. While this was happening the Mages decided to finally get down to business. The six set up the "Weaver Council" and wrote their belief down onto a book called "The Initiative". The Initiative stated the Weaver's goals;
"The goals of the Weaver Council are now and forever into the future to work towards the betterment of all mortals. We will aid people in need whenever possible and search out ancient magic, talismans, and whatever other methods to further our goals. Under no circumstances will the Council commit unnecessary violence or cause strife towards others. The history of mortals is to be researched to help us learn from our mistakes and avoid them...."
The book continues, touching up on all of the Council's laws, customs, and goals. Eight more students, or "Saplings" with heightened intelligence and magical ability were also selected to become Weavers to bring the Council's numbers up permanently to 14. Before long the Weaver council started searching for ancient tomes and talismans all over Western Tamriel. They took great interest in the Dwemmer, whose ruins dotted Hammerfell, researching them extensively. Word was sent to nearby Hammerfell communities that the Council was looking for more, better trained mercenaries to build up a nice sized defensive private army.
With all of the fighting going on around Tamriel the deal was a lucrative one, a secure job, good protection, peaceful leaders, and a fair amount of coin. The Weavers payed for instructed to train their new fighting force and before long they were an effective, albeit small and inexperience, defensive force. From here on out the main element of the Weavers was research and item retrieval. The Council gathered a great deal of talismans (magical objects/enchanted objects), ancient tomes, Dwarven items, ancient art, and even a wide variety of rare plant life. Slowly, Klov'r started to expand further into the mountains with many secret passages, chambers, and exits. If requested the Weavers helped out when asked and worked to better the villages of the Corten Mountains, earning a little more trust and some good trade partners.
Though most were un-trusting or afraid of magic all mages of Western Tamriel knew that Klov'r was open to them.
2E 50 to 2E 270: Nothing much has changed in the Council. The Weavers continue to pursue new magic and aid those who are willing to except their help. With hostilities increasing daily, however, the Council has started cutting back a bit on exiting the Corten Mountains, their "Comfort Zone". Aerith still leads the Council and many of the original members are still alive (Because their Elven wizards, of course).
New students are becoming rarer and rarer as distrust of magic grows. The private army has even had to take action against a few angered groups from surrounding villages, saying that their magic is "Unnatural". Klov'r continues to expand though the Weaver Council still doesn't plan on taking more land, saying it's useless. The Council has yet to decide which side is better for mortals as a whole, the Empire or the resisters, though they are leaning towards the Empire. The Council has tried to contact the Psijics but are being ignored.
People's Isle of Stros M'kaiFaction Name: The Weaver Council
Occupied land: Klov'r, a fort in the Corten mountains, and a ten mile radius around it.
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure:
Weaver- There are 12 Weavers in the Weaver Council (Including the Head Weaver). The Weavers control all aspects of the Council and work towards the same goal, "The Initiative". The Weavers take group votes on all decisions, majority rules. The Head Weaver, however, can Veto the decision of the Council, though this is considered rude and may lead to a Vote to kick the Head Weaver out of his position (which the Head Weaver cannot Veto). In the event of a tie the Head Weaver decides the outcome of a vote. Weavers are elected into the Council when one of the members die. The students of the Weavers are raked through until a worthy candidate is stumbled upon. The Council then takes a vote on whether the person should enter the council or not. The new initiate is then blessed by the other members and immediately taken into their ranks.
Head Weaver
Spoiler
Name: Aerith
Gender: Male
Race: High Elf
Height: 6'11
Age: 396
Birthsign: The Mage
Moral Alignment: Good
Appearance: Aerith is a tall, lanky Mer, standing at 6'11 but being only "Skin and Bones". The Elf's face is long and consists of all planes, edges, and blades. His cheeks are gaunt and his cheekbones high and well defined. Aerith's long chin stops in a square rather than a point and has a deep dimple on it. The Mer's ears are particularly long, even for a high elf, and hold back his long, silver-white, shoulder length hair well. The Weaver's eyes are an emerald green and seem to shine brightly with youth despite his age. These are set below delicate, high, aristocratic eyebrows. His lips seem to always hold a small smile, even if he is not necessarily happy, a trait he dislikes very much.
Aerith possesses golden colored, slightly wrinkled skin that is burned around his hands and arms from failed spells when he was young. The Weaver is nearly all legs and walks quickly as a result. He abides by a strict, Magika boosting diet that also keeps him extremely skinny and allows for no muscle (even if it did he is above such things as physical labor). The Altmer's voice holds a typical Summerset Isle accent and he has the habit of speaking very slowly and meticulously (much to his student's disliking). Aerith's face and body posses no hair whatsoever (besides eyebrows of coarse).
Personality: Aerith is a sarcastic man by heart but means nothing by it. The Mer has a kind heart and helps wherever he can. He often tells jokes (though people rarely understand them considering his humor revolves around ancient tomes and magic) but knows how to act proper when the time comes for it. Though he has no children Aerith acts like a father figure to all of his students and is an understanding and forgiving man. The Altmer rarely gets angry, and when he does he usually just simply excuses himself from the situation (unless it's combat, in which case he simply blasts away the offender),
Class: (Custom) Weaver.
Non-Combat Skills: Aerith is a good teacher and understands politics and complicated matters well enough.
Combat: No experience, training, or ability whatsoever.
Magic: Aerith is one of the best Mages in all of Tamriel (Being an Ex-Psijic, and a good one at that). The Elf is a master and teacher in all of the schools but focuses mostly on Illusion magic. Aerith has devoted every minute of every day to the furthering of his and other's magical ability.
Stealth: No experience, training, or skill whatsoever.
Clothing/Armor: Psijic robes except for the base color is paper white and the accent color is emerald green. The robes also have a deep hood that shades Aerith's whole face when pulled up. With this he wears well made leather shoes. Around his neck lies his personal talisman, Skyfeather, a white-gold diamond shaped necklace that holds a massive amount of reserve Magika. He also has a different ring on each finger, all of them boosting his magical skill. When relaxing or tending to his personal garden the elf wears black trousers, and an assortment of cotton tunics under a well-worn deer leather jacket.
Weapons/Equipment: The only "Weapon" Aerith carries around is his signature staff, which is basically a part of the elf. The staff is jet-black wood with emerald green runes enshrined on it. The staff, which is called Kah'tek, serves only as a focus point for his Magicka, it also seems to him when it touches a person of power's hands. Aerith is never seen without it, he says "It's like my arm, I'd never leave it behind".
Miscellaneous: A copy of "The Initiative", a journal, a quill and ink, a flask of fine wine (usually), and one of the 14 keys to the Klov'r sanctum.
Allegiance: Mortals as a whole, the Weaver Council, Ex-Psijic.
History: Aerith was born in Summerset Isle to his parents, an alchemist and a historian. The couple were fairly wealthy and owned their own private manor in northern Summerset. Aerith was a normal child, he enjoyed exploring the surrounding forest, roughhousing with friends, going on make-believe adventures, and most of all, reading. Aerith was completely enchanted by books of all kinds, historical, fictional, romantic, it didn't matter. Slowly this love of books was accompanied by a wonder of magic. Aerith was awestruck by the fact that a mortal could exert so much energy out of thin air. So when Aerith entered schooling his parents sent him to a private school for young Mages.
Before long it became obvious that the boy was extremely proficient in magic. His unnaturally his reserves of Magika and knack for learning things quickly combined to make the perfect cocktail of a Mage. The boy quickly out-shown his peers in all "Schools" of magic particularly the school of illusion. As he matured the Mer still held his love of books, and now, nature. He entered Alchemical and Horticulture classes along with History and Philosophical courses.
He preferred magic and tomes over people but was kind to all and got along well with most. Aerith had to receive advanced schooling from many instructors (payed for by his parents) just to further advance. Then finally, Aerith reached the point where his teachers could no longer teach him anymore. Aerith decided to try to self-teach himself and bought a small house in the countryside of north Summerset within a day or two's ride of his parents manor.
So the Mage stayed there for years, deeply studying the complex folds of magic and long lost history along with some philosophy. He visited his parents often and kept close ties with them but besides that it was just him and a couple hounds. Then finally Aerith grew restless, he needed to learn more, to be taught by capable teachers, so he contacted the Psijic Order.
The complexity of his acceptance of the order is to long a story to go into but to paraphrase, they saw Aerith's will to learn along with his already great knowledge and accepted him into their ranks. Aerith was ecstatic at the development, the Psijics offered great power and knowledge along with a nearly unlimited library of his kryptonite, books.
Aerith was in the order for years. Here he honed his magical skills and even got the first of his two signature talismans, Kah'tek, an ancient Ayleid staff that he got on a personal trip to mainland Tamriel. But somthing was... Wrong. Aerith thought he was learning just to learn. The order never used their magic for useful deeds, just further learning.
It was disappointing, and he found others who agreed. The group, six in total, planned to leave the order and try to actually help the people of Tamriel. So on one winter night the six hired a captain to take them off Artaeum and land on the southern shores of Hammerfell. With them the runaway Psijics stole multiple talismans, tomes, documents, and even a substantial amount of currency, knowing that the Psijics wouldn't risk their own assaulting people of equal ability far from home.
(I already spoke of this part in faction history so refer to that). So the six made Klov'r, the private army, and most notably, the Weaver Council. Since Aerith was the most powerful of the group and had led them so far he was appointed the Head Wever.
After this Aerith basically continued happily with his duties. He taught young mages and helped surrounding communities. He was content.
Secondary WeaverName: Aerith
Gender: Male
Race: High Elf
Height: 6'11
Age: 396
Birthsign: The Mage
Moral Alignment: Good
Appearance: Aerith is a tall, lanky Mer, standing at 6'11 but being only "Skin and Bones". The Elf's face is long and consists of all planes, edges, and blades. His cheeks are gaunt and his cheekbones high and well defined. Aerith's long chin stops in a square rather than a point and has a deep dimple on it. The Mer's ears are particularly long, even for a high elf, and hold back his long, silver-white, shoulder length hair well. The Weaver's eyes are an emerald green and seem to shine brightly with youth despite his age. These are set below delicate, high, aristocratic eyebrows. His lips seem to always hold a small smile, even if he is not necessarily happy, a trait he dislikes very much.
Aerith possesses golden colored, slightly wrinkled skin that is burned around his hands and arms from failed spells when he was young. The Weaver is nearly all legs and walks quickly as a result. He abides by a strict, Magika boosting diet that also keeps him extremely skinny and allows for no muscle (even if it did he is above such things as physical labor). The Altmer's voice holds a typical Summerset Isle accent and he has the habit of speaking very slowly and meticulously (much to his student's disliking). Aerith's face and body posses no hair whatsoever (besides eyebrows of coarse).
Personality: Aerith is a sarcastic man by heart but means nothing by it. The Mer has a kind heart and helps wherever he can. He often tells jokes (though people rarely understand them considering his humor revolves around ancient tomes and magic) but knows how to act proper when the time comes for it. Though he has no children Aerith acts like a father figure to all of his students and is an understanding and forgiving man. The Altmer rarely gets angry, and when he does he usually just simply excuses himself from the situation (unless it's combat, in which case he simply blasts away the offender),
Class: (Custom) Weaver.
Non-Combat Skills: Aerith is a good teacher and understands politics and complicated matters well enough.
Combat: No experience, training, or ability whatsoever.
Magic: Aerith is one of the best Mages in all of Tamriel (Being an Ex-Psijic, and a good one at that). The Elf is a master and teacher in all of the schools but focuses mostly on Illusion magic. Aerith has devoted every minute of every day to the furthering of his and other's magical ability.
Stealth: No experience, training, or skill whatsoever.
Clothing/Armor: Psijic robes except for the base color is paper white and the accent color is emerald green. The robes also have a deep hood that shades Aerith's whole face when pulled up. With this he wears well made leather shoes. Around his neck lies his personal talisman, Skyfeather, a white-gold diamond shaped necklace that holds a massive amount of reserve Magika. He also has a different ring on each finger, all of them boosting his magical skill. When relaxing or tending to his personal garden the elf wears black trousers, and an assortment of cotton tunics under a well-worn deer leather jacket.
Weapons/Equipment: The only "Weapon" Aerith carries around is his signature staff, which is basically a part of the elf. The staff is jet-black wood with emerald green runes enshrined on it. The staff, which is called Kah'tek, serves only as a focus point for his Magicka, it also seems to him when it touches a person of power's hands. Aerith is never seen without it, he says "It's like my arm, I'd never leave it behind".
Miscellaneous: A copy of "The Initiative", a journal, a quill and ink, a flask of fine wine (usually), and one of the 14 keys to the Klov'r sanctum.
Allegiance: Mortals as a whole, the Weaver Council, Ex-Psijic.
History: Aerith was born in Summerset Isle to his parents, an alchemist and a historian. The couple were fairly wealthy and owned their own private manor in northern Summerset. Aerith was a normal child, he enjoyed exploring the surrounding forest, roughhousing with friends, going on make-believe adventures, and most of all, reading. Aerith was completely enchanted by books of all kinds, historical, fictional, romantic, it didn't matter. Slowly this love of books was accompanied by a wonder of magic. Aerith was awestruck by the fact that a mortal could exert so much energy out of thin air. So when Aerith entered schooling his parents sent him to a private school for young Mages.
Before long it became obvious that the boy was extremely proficient in magic. His unnaturally his reserves of Magika and knack for learning things quickly combined to make the perfect cocktail of a Mage. The boy quickly out-shown his peers in all "Schools" of magic particularly the school of illusion. As he matured the Mer still held his love of books, and now, nature. He entered Alchemical and Horticulture classes along with History and Philosophical courses.
He preferred magic and tomes over people but was kind to all and got along well with most. Aerith had to receive advanced schooling from many instructors (payed for by his parents) just to further advance. Then finally, Aerith reached the point where his teachers could no longer teach him anymore. Aerith decided to try to self-teach himself and bought a small house in the countryside of north Summerset within a day or two's ride of his parents manor.
So the Mage stayed there for years, deeply studying the complex folds of magic and long lost history along with some philosophy. He visited his parents often and kept close ties with them but besides that it was just him and a couple hounds. Then finally Aerith grew restless, he needed to learn more, to be taught by capable teachers, so he contacted the Psijic Order.
The complexity of his acceptance of the order is to long a story to go into but to paraphrase, they saw Aerith's will to learn along with his already great knowledge and accepted him into their ranks. Aerith was ecstatic at the development, the Psijics offered great power and knowledge along with a nearly unlimited library of his kryptonite, books.
Aerith was in the order for years. Here he honed his magical skills and even got the first of his two signature talismans, Kah'tek, an ancient Ayleid staff that he got on a personal trip to mainland Tamriel. But somthing was... Wrong. Aerith thought he was learning just to learn. The order never used their magic for useful deeds, just further learning.
It was disappointing, and he found others who agreed. The group, six in total, planned to leave the order and try to actually help the people of Tamriel. So on one winter night the six hired a captain to take them off Artaeum and land on the southern shores of Hammerfell. With them the runaway Psijics stole multiple talismans, tomes, documents, and even a substantial amount of currency, knowing that the Psijics wouldn't risk their own assaulting people of equal ability far from home.
(I already spoke of this part in faction history so refer to that). So the six made Klov'r, the private army, and most notably, the Weaver Council. Since Aerith was the most powerful of the group and had led them so far he was appointed the Head Wever.
After this Aerith basically continued happily with his duties. He taught young mages and helped surrounding communities. He was content.
Spoiler
Name: Velaren
Gender: Male
Race: Wood Elf
Height: 5'10''
Age: 400
Birthsign: The Mage
Moral Alignment: Good
Appearance: Velaren appears 40, although he is actually one of the oldest of the Ex-Psyjics in the Weaver Council; at the ripe old age of 400. The secret is his mastery in the school of Restoration, which allows him to slow down the aging of his cells to almost a halt; it's a spell in constant effect. Some other of his trademark spells from the school of Restoration allows him to control his thyroid gland (which produces hormones to help you grow), in order to make himself taller than your average Bosmer. Velaren stands at 5'10''. Velaren has long light brown hair that is tied into a semi pony tail (think of the type of hair style Qui Gon Jinn had in The Phantom Menace). He has deep, piercing, golden amber eyes that seem to almost look inside of a person. He also has a medium build suggesting he keeps in shape.
Facial Features: Velaren has somewhat full cheeks, very prominent cheek bones, an angular jaw (which is a common trait of Mer races), and a narrow chin. His eye are deep-set and almost have a lazy look to them, which displays a calm demeanor about him. His lips are full and ripe which falsely displays his actual age. He also has a very little amount of wrinkles too.
Personality: Vaelaren has a very calm demeanor about him at all times, even when he is angry. He is very humble and is never one to boast about anything. He is very kind to all of his fellow Weavers and to the Saplings which he teaches to everyday. He is also very wise and acts like sort of an adviser to Aerith.
Class: Sorcerer/Weaver
Non-Combat Skills: Velaren is well gifted in the art of diplomacy and strategy. He is also a good persuader too.
Combat: He is an expert in Achery.
Magic: Being a Ex-Psyjic, Vaelen is a master in all of the schools of Magic. But his preferred schools are Alteration and Mysticism. He is THE supreme Grandmaster in those schools of Magic.
Stealth: Being a Wood Elf, Velaren is a able to move undetected if he so chooses, along with the Alteration spell Muffle, it's like he's not even there.
Clothing/Armor: Psijic robes except for the base color is white and the accent color is emerald green. The robes also have a deep hood, that shades Velaren's whole face. He has a gold diamond ring, where he stores a huge amount of reserve magicka. When not wearing his robes, Velaren wears a silk tunic.
Weapon/Equipment: None
Misc: None
Allegiance: Weaver Council, Aerith
History: Velaren was born to a wealthy Bosmer family in Falnesti, Valenwood. His father was an adviser to the King of Valenwood, who was a descendant of the infamous Camoran the Usurper. Growing up in the King's court, Velaren had access to the whole palace. Many days he spent wandering the palace looking for things to get into and find. One day he stumbled upon the court wizard's personal library. Looking around, he found a book with the title, Reality and Other Falsehoods. Interested, he started reading about magic and its applications in the physical world. That was his introduction into the school of Alteration. He immediately began reading all of the books he could find on magic, but more importantly Alteration. Through the months just by reading the books, Velaren was able to cast apprentice level spells at the age of 9. At the age of 12 he was already casting advanced journeyman spells of all the schools and expert level spells in the schools of Alteration and Mysticism.
The court wizard was helping him with his spell casting when at the age of 19, a Psyjic mage came to the court of the King. The Psyjic ambassador said, his order felt the presence of a very strong magicka influence in the palace. Appalled the King sent for the court wizard, but alas it was not him they were looking for. When the ambassador first laid eyes on young Velaren, he said, "This is the one we were looking for." With that, Velaren was sent off to the island of Artaeum to study to become a Psyjic.
While studying on Artaeum, Velaren met a High Elf mage named Aerith, the two would become life long friends. During his time there, Aerith suggested that him and Velaren and some other Psyjics, leave Artaeum to help the people of Tamriel. Velaren agreed with Aerith and they set off to Hammerfell. After arriving in Hammerfell, Aerith suggested they create a counter Psijic order called the Weaver Council. Velaren and the other Ex-Psyjics agreed and Aerith became the Head Weaver. Velaren was appointed head librarian and in charge of the Weaver's lore.
Military: (Include all troop types; anything not mentioned on here will not be included without permission from me and my CO-GM’s. Do not include population count yet, as me and my GM’s need to draw up the numbers for Hammerfell. Please include the ranks of your troops as well. Explain how they fight as well, your actions should always reflect this.) : Because of their non-violent manor the Weavers only keep a small, private-mercenary army. The Weavers themselves, however, can prove as a challenging enemy.Name: Velaren
Gender: Male
Race: Wood Elf
Height: 5'10''
Age: 400
Birthsign: The Mage
Moral Alignment: Good
Appearance: Velaren appears 40, although he is actually one of the oldest of the Ex-Psyjics in the Weaver Council; at the ripe old age of 400. The secret is his mastery in the school of Restoration, which allows him to slow down the aging of his cells to almost a halt; it's a spell in constant effect. Some other of his trademark spells from the school of Restoration allows him to control his thyroid gland (which produces hormones to help you grow), in order to make himself taller than your average Bosmer. Velaren stands at 5'10''. Velaren has long light brown hair that is tied into a semi pony tail (think of the type of hair style Qui Gon Jinn had in The Phantom Menace). He has deep, piercing, golden amber eyes that seem to almost look inside of a person. He also has a medium build suggesting he keeps in shape.
Facial Features: Velaren has somewhat full cheeks, very prominent cheek bones, an angular jaw (which is a common trait of Mer races), and a narrow chin. His eye are deep-set and almost have a lazy look to them, which displays a calm demeanor about him. His lips are full and ripe which falsely displays his actual age. He also has a very little amount of wrinkles too.
Personality: Vaelaren has a very calm demeanor about him at all times, even when he is angry. He is very humble and is never one to boast about anything. He is very kind to all of his fellow Weavers and to the Saplings which he teaches to everyday. He is also very wise and acts like sort of an adviser to Aerith.
Class: Sorcerer/Weaver
Non-Combat Skills: Velaren is well gifted in the art of diplomacy and strategy. He is also a good persuader too.
Combat: He is an expert in Achery.
Magic: Being a Ex-Psyjic, Vaelen is a master in all of the schools of Magic. But his preferred schools are Alteration and Mysticism. He is THE supreme Grandmaster in those schools of Magic.
Stealth: Being a Wood Elf, Velaren is a able to move undetected if he so chooses, along with the Alteration spell Muffle, it's like he's not even there.
Clothing/Armor: Psijic robes except for the base color is white and the accent color is emerald green. The robes also have a deep hood, that shades Velaren's whole face. He has a gold diamond ring, where he stores a huge amount of reserve magicka. When not wearing his robes, Velaren wears a silk tunic.
Weapon/Equipment: None
Misc: None
Allegiance: Weaver Council, Aerith
History: Velaren was born to a wealthy Bosmer family in Falnesti, Valenwood. His father was an adviser to the King of Valenwood, who was a descendant of the infamous Camoran the Usurper. Growing up in the King's court, Velaren had access to the whole palace. Many days he spent wandering the palace looking for things to get into and find. One day he stumbled upon the court wizard's personal library. Looking around, he found a book with the title, Reality and Other Falsehoods. Interested, he started reading about magic and its applications in the physical world. That was his introduction into the school of Alteration. He immediately began reading all of the books he could find on magic, but more importantly Alteration. Through the months just by reading the books, Velaren was able to cast apprentice level spells at the age of 9. At the age of 12 he was already casting advanced journeyman spells of all the schools and expert level spells in the schools of Alteration and Mysticism.
The court wizard was helping him with his spell casting when at the age of 19, a Psyjic mage came to the court of the King. The Psyjic ambassador said, his order felt the presence of a very strong magicka influence in the palace. Appalled the King sent for the court wizard, but alas it was not him they were looking for. When the ambassador first laid eyes on young Velaren, he said, "This is the one we were looking for." With that, Velaren was sent off to the island of Artaeum to study to become a Psyjic.
While studying on Artaeum, Velaren met a High Elf mage named Aerith, the two would become life long friends. During his time there, Aerith suggested that him and Velaren and some other Psyjics, leave Artaeum to help the people of Tamriel. Velaren agreed with Aerith and they set off to Hammerfell. After arriving in Hammerfell, Aerith suggested they create a counter Psijic order called the Weaver Council. Velaren and the other Ex-Psyjics agreed and Aerith became the Head Weaver. Velaren was appointed head librarian and in charge of the Weaver's lore.
Weaver: Though the Weavers dislike violence they are not helpless. In fact the Weavers are anything but helpless. Being among the best Mages in all of Tamriel, second only to the Psijic Order, the Weavers are proficient in different schools of magic (though an individual Weaver usually decides to specialize in one school). One Weaver can potentially bring down a very large amount of enemy troops alone. The Weavers also act as "generals" in a sense to their private army, though their military experience is limited to history tomes. Weavers wear their signature paper-white robes with deep hoods and emerald-green accents.
Saplings: All students to the Weavers are referred to as "Saplings". Though the Saplings aren't exactly "Military" so to speak they are required to defend Klov'r (The fort that the Council resides in). The Saplings vary in specialization and experience, though most have never, and never will see combat. All Saplings are at least apprentices in one or more schools of magic. They lack any real combat organization and act more individually rather than as a unit. Saplings are also sent on expeditions or adventures when ordered by the Weavers, usually to gather tomes or talismans of power. Saplings only take orders from Weavers and are not associated in any way with the private army. Saplings dress in their signature emerald-green robes, though when called to combat some done armor they have bought privately.
Mist Walkers: The most elite of the Weaver's private army. The Mist Walkers are already capable Mages that are further trained by the Weavers. Only a handful of Mist Walkers exist and their purpose is to carry out secretive or difficult tasks such as item retrieval, spying, assassination, aiding of allies, defense, purging of unholy creatures, ruin exploring, and much more. The Mist Walkers main strong suit is Magic (mainly Destruction, Illusion, and Alteration) they also train a little in combat and stealth, though not nearly as much. The Mist Walkers only take personal orders from the Weavers, not other mercenaries, and don't command their own troops. Mist Walkers wear finely-made steel chain-male under a black travel coat or civilian clothes (when on more sensitive duties).
Alphas: The Alphas are the battlefield commanders of the Weaver private army. Though the Weavers have control of the army they are severely lacking in battlefield tactics. In sight of this there are 5 Alphas who direct troops on the battlefield. The Alphas are experts in siege-defense and ambush tactics. The Alphas are picked more for their ability to strategies rather than their military prowess and are appointed by a Weaver vote. The Alphas are dressed in steel plate-male (which is extremely expensive, I know. That's why there's only 5 suits in the whole military).
Hawks: The main body of the Weaver private army. Hawks are archers who are skilled in static defense and volley fire. The Hawks are usually posted on the Klov'r walls. Like all of the private army, the Hawks are trained mainly for defense of Klov'r, though if need be they can go on the attack. The standard weapons for the Hawks is a recurve bow, iron arrows, and a dirk or short-sword (depending on preference). The Hawks are clothed in thin leather armor under a coarse coat.
Bulls: The Bulls are a medium sized (for the private army, which is very small compared to other militaries) unit that specializes in melee combat. The Bulls handle "aggressive defense", or the task of taking out anyone within a few miles radius. The Bulls also defend again invaders under the covering fire of the Hawks until they are forced within the Klov'r walls, where they wait. The Bulls can also go on the attack, though this is rare because of the Council's non-hostile nature. The Bulls heavily utilize the phalanx shield wall tactic along with ambush and guerilla tactics. Standard weapons for the Bulls include; The Pilum javelin, the gladius, and a large, bronze, rounded shield. Bulls wear medium-weight iron armor over a green tunic and green trousers.
Foresters: Foresters work as the scouts and messengers for the private army. The Foresters constantly scout and chart the surrounding Dragontail mountains. When the private army is mobile the Foresters scout the path ahead and look for enemy forces. When a message needs to be sent the Foresters are always present and ready to take the job. The Foresters are equipped with recurve bows, wood axes, and short-swords and wear dark green attire (changes depending on region or job).
Economic System: Because of it's small size The Weaver Council has nearly no economy. The Council funds itself through donations, tuition (Paid by the Saplings), enchantments, and the selling of rare plant-life that they grow within the walls. The Weaver Council uses Drakes though they will occasionally deal in other currency.
Date of Creation: 1E 2890 (Making them 300 years old).
Reason for Creation: To pursue "The Initiative", and take a more active role in Nirn than the Psijic Order.
1E 2890 to 2E 50: The idea for the Weaver Council started among members of the great Psijic Order. These members, spear-headed by a High Elf named Aerith. Aerith and his follower's disliked the fact that the Psijics did not move to aid others and kept to themselves. So the handful of people (6 Psijics) left their brethren for mainland Tamriel. The small group landed on the Hammerfell shore and went inland, looking for a suitable place for a headquarters. The rogue Psijics found what they were looking for in the Corten mountains. The place they found was, in their words "serene". The subject area was a particular rocky, steep-faced granite cliff overlooking a stream. The nearest village was 20 miles away and hostile wildlife was rare. The Psijics went to this nearby village and started recruiting workers and doing magical deeds for the betterment of it. The Psijics repeated this at many villages in the Corten mountains until they had a sizable workforce. Then, slowly and meticulously, the group started to use their workforce to carve at the mountain. After years the fort was complete, a massive complex set into the sheer granite cliff overlooking the natural moat of the stream, complete with a drawbridge. The fort was formidable, if a bit bare, and the 6 ex-Psijics where satisfied. The fort was named Klov'r, meaning "Place of Serenity" in ancient Aylied. The Mages then offered to hire all of the workers to permanently inhabit the fort as either students, servants, or defenders. Though many did not really like magic they saw the opportunity for a secure job and a safe haven. Seven out of ten stayed for positions as servants and defenders while one of ten stayed as students.
Before long word spread of Klov'r and it's powerful inhabitants. People looking for work and students looking for teaching flocked to the Corten Mountains. While this was happening the Mages decided to finally get down to business. The six set up the "Weaver Council" and wrote their belief down onto a book called "The Initiative". The Initiative stated the Weaver's goals;
"The goals of the Weaver Council are now and forever into the future to work towards the betterment of all mortals. We will aid people in need whenever possible and search out ancient magic, talismans, and whatever other methods to further our goals. Under no circumstances will the Council commit unnecessary violence or cause strife towards others. The history of mortals is to be researched to help us learn from our mistakes and avoid them...."
The book continues, touching up on all of the Council's laws, customs, and goals. Eight more students, or "Saplings" with heightened intelligence and magical ability were also selected to become Weavers to bring the Council's numbers up permanently to 14. Before long the Weaver council started searching for ancient tomes and talismans all over Western Tamriel. They took great interest in the Dwemmer, whose ruins dotted Hammerfell, researching them extensively. Word was sent to nearby Hammerfell communities that the Council was looking for more, better trained mercenaries to build up a nice sized defensive private army.
With all of the fighting going on around Tamriel the deal was a lucrative one, a secure job, good protection, peaceful leaders, and a fair amount of coin. The Weavers payed for instructed to train their new fighting force and before long they were an effective, albeit small and inexperience, defensive force. From here on out the main element of the Weavers was research and item retrieval. The Council gathered a great deal of talismans (magical objects/enchanted objects), ancient tomes, Dwarven items, ancient art, and even a wide variety of rare plant life. Slowly, Klov'r started to expand further into the mountains with many secret passages, chambers, and exits. If requested the Weavers helped out when asked and worked to better the villages of the Corten Mountains, earning a little more trust and some good trade partners.
Though most were un-trusting or afraid of magic all mages of Western Tamriel knew that Klov'r was open to them.
2E 50 to 2E 270: Nothing much has changed in the Council. The Weavers continue to pursue new magic and aid those who are willing to except their help. With hostilities increasing daily, however, the Council has started cutting back a bit on exiting the Corten Mountains, their "Comfort Zone". Aerith still leads the Council and many of the original members are still alive (Because their Elven wizards, of course).
New students are becoming rarer and rarer as distrust of magic grows. The private army has even had to take action against a few angered groups from surrounding villages, saying that their magic is "Unnatural". Klov'r continues to expand though the Weaver Council still doesn't plan on taking more land, saying it's useless. The Council has yet to decide which side is better for mortals as a whole, the Empire or the resisters, though they are leaning towards the Empire. The Council has tried to contact the Psijics but are being ignored.
Spoiler
Faction Name: The Peoples Isle Of Stros Mkai
Occupied Land: Stros Mkai and all surronding islands (The Spine and the Cape of NGasta etc)
Current Leaders, in actuality:
Head of the People's Isle: Domasnn Weylas fills this position. He can pass laws, control taxes, and everything else in-between. He is expected to meet with foreign diplomats, and negotiate treatys. He has final say on all matters. Most people on the isle think of this role as a fake one, as the man with the real power is Trelas Hawker.
Captian of the Peoples Isle: Trelas Hawker takes this position as he likes to think of the isle as a ship he lords over. He controls the military aspect of the island and is exempt from all laws. Expected to join all battles. He is advisor to the head, but most people know he is the one calling the shots.
The Reprasentatives of the People: This is a council of ten people who are elected by the citizens of Stros MKai. Their main role is to propose laws and regulations for the isle, as well as voice the peoples concerns. They can accompany the Head of the People on his diplomatic missions if they so choose. Many people regard them as the only fair aspect of Stros MKai.
Military:
The Seamen of Stros M'Kai: This is the navy aspect of the military. It is comprised of pirates despite the title of
Seamen. The ships are mainly comprised of large warships, but there are a few smaller ships as well. Warships are divided into groups of three called Waves. Each Wave has one man called a Quarter-Master who oversees all actions within that wave. Below the Quarter-Master is Arms Commander who oversees all combat scenarios within that Wave. Below that the men are given the rank of Seaman, unless they have a specific role. All Waves are controlled by The Captian of the Peoples Isle, who has his own warship which is seperate from the main navy.
The Gaurds of the Isle: This is the footsoldier and gaurd section of the Military. Footsoldiers are dived into groups of 2 by 5, called an Island. Each Island is controlled by a General of the Isle, who oversees all operations within his Island. The soldiers in the Islands are all skilled with swords and shields. Any new recruits are placed in a group called a Rock, which usually keeps combat to a minimum. The gaurds are also part of this section however they are given no ranks except the Head of the Gaurdsmen.
The Magic of the Isle: This is a very small group of mages who are used for combat. They range from using destruction to restoration. Each school of magic has its own group within the section, which is overseen by a master in that school.
Arrows of The Isle: The ranged section of the military. These are comprised of groups of 4 that provid support during combat. If an archer is deemed good enough he is moved up into the rannks of the Bows of the Isle, which are an elite group of archers. Each group in the Bows is comprised of two men who can be used to scout, or get behind enemy lines.
Economic System: The isle accepts all manners of currency, and in certian areas is a barter economy. There is no taxes on pirates who are importing or exporting, however there is one on merchant ships. Any person wishing to use a boat for non-military purposes must also pay a tax, and any merchant wishing to sell wares in the market must pay a small fee.
Date of Creation: 2E 468
Reason for Creation: To allow pirates greater control over the Isle, and to allow Domasnn to follow his father.
Early Years (or months): During the early years many pirates flooded into Stros MKai hearing of its pirate ruler. This resulted in much unrest on the island as the people felt they were losing their rights and privelages, and their way of life. There were several uprisings on the island called the M'Kai Insurgencies but they did not last long. They were brutally put down by Trelas and his pirates, and they showed no mercy. They burned many homes and slaughtered all who stood in their way, to make an example for others. The people feared for their lives during this time, and their living conditions grew less and less pleasing. Gradually more pirates entered the waters of the island, and the navy and previous military was abolished at Trelas's request. It was a vunerable and uneasy time for everyone involved.
Recent Years (or months dependent upon your faction): In recent years things have improved. The people have come to accept the pirates and no longer treat them with as much hostility. The pirates to have come to regard the island and it's people as their own, and have become much more friendly towards the residents of Stros M'Kai. Many of them have even taken an oath to protect the land. Homes have been rebuilt and things are a lot less bleak for the people. The military has been reformed, and several new laws have been introduced to try and keep the peace. There is little unrest and many people are finding things better than ever before, as the pirates are bringing much gold and goods to the island. The market is booming and the economy has taken a turn for the better.
Faction Name: The Peoples Isle Of Stros Mkai
Occupied Land: Stros Mkai and all surronding islands (The Spine and the Cape of NGasta etc)
Current Leaders, in actuality:
Spoiler
Name: Domasnn Waylas
Gender: Male;
Race: Redgaurd
Height: 5 Foot
Age: 54
Birthsign: The Lord
Moral Alignment: Nuetral
Appearance:http://images2.wikia.nocookie.net/__cb20120210012947/elderscrolls/images/5/5d/TrayvondTheRedguard.png
Personality: Domasnn is a very quiet, meek and timid man. He speaks in a very soft tone of voice and often comes across as shy and reclusive. Quite cowardly at times at will shy away from combat. He also suffers from a stutter.
Class: Mage
Non-Combat Skills: Very talented diplomat, and can write very persuasively.
Combat: N/A
Magic: Can use destruction magic and to a lesser extent restoration.
Stealth: N/A
Clothing/Armor: Never wears Armor. For clothing he usually wears robes and leather boots.
Weapons/Equipment: Has a few potions on his person at all times.
Miscellaneous: A small pendant hangs around his neck, a present from his father.
Allegiance: The People's Isle of Stros M'Kai
History: Domasnn was born and raised in Stros M'kai and was born the son of a well known politician. His father would often take Domasnn with him to his speeches and public adresses, and would encourage his son to speak aloud. However, Domasnn developed a stutter from a young age, and could not bear to be in the public eye. Instead he preffered to sit quietly in his room reading books on magic, monsters and everything inbetween.
Eventually, his father grew tired of his son's refusal to do his bidding and grabbed all the books in Domasnn's room and burned them to cinders. He beat the boy over and over, only stopping when he had knocked Domasnn out. After that day, he was forced to appear on stage nearly every day, cowering under his fathers hateful glare. He stammered ver his words barely able to speak, and every speech was an utter disaster. Tears sprand to Domasnn;s eyes every time his father looked at him. But it wasn't the anger in his father's eyes that upset him. It was the dissapointment.
Many years later on his father's deathbed something changed. As Domasnn lay over his dying father, he heard his final words.
"Take this pendant, my son, and may it help you forgive me for what I have done to you" he whispered, shakily handing a pendant into Domasnn's open hand. With a final wheeze his father collapsed onto the bed, breathing no more. Domasnn looked into his father's eyes, and saw a look of regret. Regret for how he had treated his son.
Domasnn filled in his father's role in Stros M'Kai but for many years he completely ignored politics. He sat in his room once more reading, until one fateful day. A pirate named Trelas Hawker approached him, and told him he could make him like his father if he did what he said. Domasnn agreed and obeyed the man';s every word. Within a few months he found himself head of Stros M'kai, but his power came at a cost. Trelas told him he would have to do whatever he was told from now on, unless he wanted the entire island to be burned to the ground. Domasnn accepted his fate, knowing it was the only way to protect his people, and it has been like this ever since.
Name: Domasnn Waylas
Gender: Male;
Race: Redgaurd
Height: 5 Foot
Age: 54
Birthsign: The Lord
Moral Alignment: Nuetral
Appearance:http://images2.wikia.nocookie.net/__cb20120210012947/elderscrolls/images/5/5d/TrayvondTheRedguard.png
Personality: Domasnn is a very quiet, meek and timid man. He speaks in a very soft tone of voice and often comes across as shy and reclusive. Quite cowardly at times at will shy away from combat. He also suffers from a stutter.
Class: Mage
Non-Combat Skills: Very talented diplomat, and can write very persuasively.
Combat: N/A
Magic: Can use destruction magic and to a lesser extent restoration.
Stealth: N/A
Clothing/Armor: Never wears Armor. For clothing he usually wears robes and leather boots.
Weapons/Equipment: Has a few potions on his person at all times.
Miscellaneous: A small pendant hangs around his neck, a present from his father.
Allegiance: The People's Isle of Stros M'Kai
History: Domasnn was born and raised in Stros M'kai and was born the son of a well known politician. His father would often take Domasnn with him to his speeches and public adresses, and would encourage his son to speak aloud. However, Domasnn developed a stutter from a young age, and could not bear to be in the public eye. Instead he preffered to sit quietly in his room reading books on magic, monsters and everything inbetween.
Eventually, his father grew tired of his son's refusal to do his bidding and grabbed all the books in Domasnn's room and burned them to cinders. He beat the boy over and over, only stopping when he had knocked Domasnn out. After that day, he was forced to appear on stage nearly every day, cowering under his fathers hateful glare. He stammered ver his words barely able to speak, and every speech was an utter disaster. Tears sprand to Domasnn;s eyes every time his father looked at him. But it wasn't the anger in his father's eyes that upset him. It was the dissapointment.
Many years later on his father's deathbed something changed. As Domasnn lay over his dying father, he heard his final words.
"Take this pendant, my son, and may it help you forgive me for what I have done to you" he whispered, shakily handing a pendant into Domasnn's open hand. With a final wheeze his father collapsed onto the bed, breathing no more. Domasnn looked into his father's eyes, and saw a look of regret. Regret for how he had treated his son.
Domasnn filled in his father's role in Stros M'Kai but for many years he completely ignored politics. He sat in his room once more reading, until one fateful day. A pirate named Trelas Hawker approached him, and told him he could make him like his father if he did what he said. Domasnn agreed and obeyed the man';s every word. Within a few months he found himself head of Stros M'kai, but his power came at a cost. Trelas told him he would have to do whatever he was told from now on, unless he wanted the entire island to be burned to the ground. Domasnn accepted his fate, knowing it was the only way to protect his people, and it has been like this ever since.
Spoiler
Name: Trelas Hawker
Gender: Male
Race: Redgaurd
Height: 6'2"
Age: 29
Birthsign: The Serpent
Moral Alignment: Evil
Appearance:http://fc08.deviantart.net/fs70/f/2012/005/6/4/kumos_antus_the_redguard_by_1rich1-d4lfwoy.jpg
Personality: Trelas is cruel man, and takes delight in the torment of others. He laughs at others misfortune, and speaks in a comanding tone. He becomes very cold and threatening when he is agressive, and sometimes violent.
Class: Sailor
Non-Combat Skills: His voice can make others fear him when he wants it to.
Combat: Uses a cutlass and scimitar to slice through his foes, but is able to weild most weapons with some skill.
Magic: N/A
Stealth: Can be stealthy when he needs to be, although he is not a master of the art.
Clothing/Armor: Usually wears light leather garbs typical of his people inside and outside of battle (think along the lines of this but without the hood:http://images2.wikia.nocookie.net/__cb20121002001141/elderscrolls/images/c/c7/TESV_Nazir_.png ). Has a blood red cloak that is often seen billowing out behind him.
Weapons/Equipment: Has several throwing knives, and a scimitar and cutlass around his waist. Also carries some poisons for torturing purposes.
Miscellaneous: Nothing noteworthy.
Allegiance: He has no real allegience except to himself and his fellow pirates, however he is more inclined to side with those who will make things better for him. In this case The Peoples Isle of Stros MKai.
History: Trelas was born on the sea, and is proud to call it his home. His father was a reknowned pirate, and he taught Trelas everything he knows. Often his father would take him on raids of merchant ships in the waters near Stros MKai, and the boy showed no mercy to his foes. As time went on he grew more and more heartless and cruel, and even his father began to feel a little afraid of him. Trelas would often simply slice of one of the crews fingers just to amuse himself. However, this dark happiness was not to last.
One morning, the ship spotted a merchant ship on the horizon, ripe for the plundering, and the gang of pirates set course for its riches. It was a quick battle and the crew of the merchant ship went down quickly and swiftly. As Trelas smiled at the last agonizing scream from his most recent victim, shouts and yells filled the deck. Navy men swarmed up from the hold, devouring everything in their path. It was a trap. Frantically Trelas fought his way through the battle, carving a path back to his ship and safety. As he neared the gangplank that joined the two ships, a sword slashed its way across his face, leaving him blinded by blood. Desperately he stumbled into a life boat, and then everything went black.
Trelas was the only survivor of his crew that day, and he vowed that he would take his revenge. He washed up on Stros MKai and began to plot the Isles downfall. After many years scheming on the island, he was ready to put his plan into action. He had located a political figure who was weak and timid. Someone he could manipulate into getting him what he wanted. He told the man, Domasnn, what he wanted to hear, and soon his plan was executed. He bribed or intimidated any opponents, and soon Domasnn was in the spot Trelas wanted him to be in. He then approached the man once again, and told him that Stros MKai belonged to the pirates now, and that Domasnn would do what he was told, or the island would be destroyed. He smiled cruelly. At last things were going his way.
Government Structure: Head of the People's Isle; The Captian of the People's Isle; The Representatives of the People.Name: Trelas Hawker
Gender: Male
Race: Redgaurd
Height: 6'2"
Age: 29
Birthsign: The Serpent
Moral Alignment: Evil
Appearance:http://fc08.deviantart.net/fs70/f/2012/005/6/4/kumos_antus_the_redguard_by_1rich1-d4lfwoy.jpg
Personality: Trelas is cruel man, and takes delight in the torment of others. He laughs at others misfortune, and speaks in a comanding tone. He becomes very cold and threatening when he is agressive, and sometimes violent.
Class: Sailor
Non-Combat Skills: His voice can make others fear him when he wants it to.
Combat: Uses a cutlass and scimitar to slice through his foes, but is able to weild most weapons with some skill.
Magic: N/A
Stealth: Can be stealthy when he needs to be, although he is not a master of the art.
Clothing/Armor: Usually wears light leather garbs typical of his people inside and outside of battle (think along the lines of this but without the hood:http://images2.wikia.nocookie.net/__cb20121002001141/elderscrolls/images/c/c7/TESV_Nazir_.png ). Has a blood red cloak that is often seen billowing out behind him.
Weapons/Equipment: Has several throwing knives, and a scimitar and cutlass around his waist. Also carries some poisons for torturing purposes.
Miscellaneous: Nothing noteworthy.
Allegiance: He has no real allegience except to himself and his fellow pirates, however he is more inclined to side with those who will make things better for him. In this case The Peoples Isle of Stros MKai.
History: Trelas was born on the sea, and is proud to call it his home. His father was a reknowned pirate, and he taught Trelas everything he knows. Often his father would take him on raids of merchant ships in the waters near Stros MKai, and the boy showed no mercy to his foes. As time went on he grew more and more heartless and cruel, and even his father began to feel a little afraid of him. Trelas would often simply slice of one of the crews fingers just to amuse himself. However, this dark happiness was not to last.
One morning, the ship spotted a merchant ship on the horizon, ripe for the plundering, and the gang of pirates set course for its riches. It was a quick battle and the crew of the merchant ship went down quickly and swiftly. As Trelas smiled at the last agonizing scream from his most recent victim, shouts and yells filled the deck. Navy men swarmed up from the hold, devouring everything in their path. It was a trap. Frantically Trelas fought his way through the battle, carving a path back to his ship and safety. As he neared the gangplank that joined the two ships, a sword slashed its way across his face, leaving him blinded by blood. Desperately he stumbled into a life boat, and then everything went black.
Trelas was the only survivor of his crew that day, and he vowed that he would take his revenge. He washed up on Stros MKai and began to plot the Isles downfall. After many years scheming on the island, he was ready to put his plan into action. He had located a political figure who was weak and timid. Someone he could manipulate into getting him what he wanted. He told the man, Domasnn, what he wanted to hear, and soon his plan was executed. He bribed or intimidated any opponents, and soon Domasnn was in the spot Trelas wanted him to be in. He then approached the man once again, and told him that Stros MKai belonged to the pirates now, and that Domasnn would do what he was told, or the island would be destroyed. He smiled cruelly. At last things were going his way.
Head of the People's Isle: Domasnn Weylas fills this position. He can pass laws, control taxes, and everything else in-between. He is expected to meet with foreign diplomats, and negotiate treatys. He has final say on all matters. Most people on the isle think of this role as a fake one, as the man with the real power is Trelas Hawker.
Captian of the Peoples Isle: Trelas Hawker takes this position as he likes to think of the isle as a ship he lords over. He controls the military aspect of the island and is exempt from all laws. Expected to join all battles. He is advisor to the head, but most people know he is the one calling the shots.
The Reprasentatives of the People: This is a council of ten people who are elected by the citizens of Stros MKai. Their main role is to propose laws and regulations for the isle, as well as voice the peoples concerns. They can accompany the Head of the People on his diplomatic missions if they so choose. Many people regard them as the only fair aspect of Stros MKai.
Military:
The Seamen of Stros M'Kai: This is the navy aspect of the military. It is comprised of pirates despite the title of
Seamen. The ships are mainly comprised of large warships, but there are a few smaller ships as well. Warships are divided into groups of three called Waves. Each Wave has one man called a Quarter-Master who oversees all actions within that wave. Below the Quarter-Master is Arms Commander who oversees all combat scenarios within that Wave. Below that the men are given the rank of Seaman, unless they have a specific role. All Waves are controlled by The Captian of the Peoples Isle, who has his own warship which is seperate from the main navy.
The Gaurds of the Isle: This is the footsoldier and gaurd section of the Military. Footsoldiers are dived into groups of 2 by 5, called an Island. Each Island is controlled by a General of the Isle, who oversees all operations within his Island. The soldiers in the Islands are all skilled with swords and shields. Any new recruits are placed in a group called a Rock, which usually keeps combat to a minimum. The gaurds are also part of this section however they are given no ranks except the Head of the Gaurdsmen.
The Magic of the Isle: This is a very small group of mages who are used for combat. They range from using destruction to restoration. Each school of magic has its own group within the section, which is overseen by a master in that school.
Arrows of The Isle: The ranged section of the military. These are comprised of groups of 4 that provid support during combat. If an archer is deemed good enough he is moved up into the rannks of the Bows of the Isle, which are an elite group of archers. Each group in the Bows is comprised of two men who can be used to scout, or get behind enemy lines.
Economic System: The isle accepts all manners of currency, and in certian areas is a barter economy. There is no taxes on pirates who are importing or exporting, however there is one on merchant ships. Any person wishing to use a boat for non-military purposes must also pay a tax, and any merchant wishing to sell wares in the market must pay a small fee.
Date of Creation: 2E 468
Reason for Creation: To allow pirates greater control over the Isle, and to allow Domasnn to follow his father.
Early Years (or months): During the early years many pirates flooded into Stros MKai hearing of its pirate ruler. This resulted in much unrest on the island as the people felt they were losing their rights and privelages, and their way of life. There were several uprisings on the island called the M'Kai Insurgencies but they did not last long. They were brutally put down by Trelas and his pirates, and they showed no mercy. They burned many homes and slaughtered all who stood in their way, to make an example for others. The people feared for their lives during this time, and their living conditions grew less and less pleasing. Gradually more pirates entered the waters of the island, and the navy and previous military was abolished at Trelas's request. It was a vunerable and uneasy time for everyone involved.
Recent Years (or months dependent upon your faction): In recent years things have improved. The people have come to accept the pirates and no longer treat them with as much hostility. The pirates to have come to regard the island and it's people as their own, and have become much more friendly towards the residents of Stros M'Kai. Many of them have even taken an oath to protect the land. Homes have been rebuilt and things are a lot less bleak for the people. The military has been reformed, and several new laws have been introduced to try and keep the peace. There is little unrest and many people are finding things better than ever before, as the pirates are bringing much gold and goods to the island. The market is booming and the economy has taken a turn for the better.
Sample Sheets
Spoiler
Faction Sheet:
Map:Faction Sheet:
Spoiler
Faction Name:
Occupied Land:
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure: (Elaborate on every position and what they do.)
Military: (Include all troop types; anything not mentioned on here will not be included without permission from me and my CO-GM’s. Do not include population count yet, as me and my GM’s need to draw up the numbers for Hammerfell. Please include the ranks of your troops as well. Explain how they fight as well, your actions should always reflect this.)
Economic System: (What currency do they use?) ((Drakes (Equivalent of Septims before the Septim bloodline, which probably will not occur) are permitted.)
Date of Creation:
Reason for Creation:
Early Years (or months):
Recent Years (or months dependent upon your faction):
Character Sheet:Faction Name:
Occupied Land:
Current Leader: (Put their CS on here as well in a spoiler tag)
Government Structure: (Elaborate on every position and what they do.)
Military: (Include all troop types; anything not mentioned on here will not be included without permission from me and my CO-GM’s. Do not include population count yet, as me and my GM’s need to draw up the numbers for Hammerfell. Please include the ranks of your troops as well. Explain how they fight as well, your actions should always reflect this.)
Economic System: (What currency do they use?) ((Drakes (Equivalent of Septims before the Septim bloodline, which probably will not occur) are permitted.)
Date of Creation:
Reason for Creation:
Early Years (or months):
Recent Years (or months dependent upon your faction):
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Name:
Gender:
Race:
Height:
Age:
Birthsign:
Moral Alignment:
Appearance:
Personality:
Class:
Non-Combat Skills:
Combat:
Magic:
Stealth:
Clothing/Armor:
Weapons/Equipment:
Miscellaneous:
Allegiance:
History:
Name:
Gender:
Race:
Height:
Age:
Birthsign:
Moral Alignment:
Appearance:
Personality:
Class:
Non-Combat Skills:
Combat:
Magic:
Stealth:
Clothing/Armor:
Weapons/Equipment:
Miscellaneous:
Allegiance:
History:
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