-Last TIME, not last night. Sorry. Haven't slept in 36 hours...need to sleep.
*We are always taking new players as assassins, spies, nobility, city rulers, etc.
*You don't have to send an army/navy sheet until you launch or need your military.
*An updated list of important events by week is shown at the bottom and will be updated. All character sheets are in this opening post.
*CURRENT SEASON: Spring
UNITED BRETONY: The Hills and the Highlands
~~~~~~~~~~~~~~ (This takes place 150 years into the 4th era. 4E 150)
Hosts: Woolymammoth45, Darth Ravanger, Webster52402
*I give credit to Person From Anticlere for the original idea. I, Woolymammoth, along with Darth Ravanger, did most of the work. Still, the idea is the most important thing.
Refer to map:
TAMRIEL: http://imperial-library.info/maps/cyrodiillargelowrescr7.jpg
ROLEPLAY AREA: http://www.majhost.com/gallery/Woolymammoth45/UNITED-BRETONY/united_bretony_original.png
This Roleplay takes place at 4E 150. In the words of PFA "it takes generations for new ideas to form and be accepted."
It is 150 years into the 4th Era. Some things in the Empire have changed, mainly various conflicts and wars along with the Empire's loss of power. This does not matter all to the Kingdom's of Wayrest and Daggerfall. Now they have something far more dangerous to worry about. New ideas of representation and "freedom" of the people have spread through Bretony. Soon, a United Bretony was formed, many independent states pulling from Wayrest and High Rock, being led by Anticlere and Camlorn. Orsinium seeks now it is also a time to rise in power. Will Daggerfall and Wayrest retain the region as they have always? Or will a new era of rule fall upon High Rock...
United Bretony
United Bretony may be a new player in the politics of High Rock, but the idea behind it has been the political programme of all the major Bretic realms for many centuries. Briefly united several times, yet never by their own, the Bretons have always failed to attain permanent unity, no matter how close it might’ve seemed... up until now, apparently.
Though its birth was not as bloody as one might’ve expected, the future of the realm promises much bloodshed. Its political system is untested; the differences between the people are many, and the steps that remain until it can truly claim to be one land are even more numerous. Much remains to be done; however the people of United Bretony can take heart from the fact the foundations have already been laid.
Yet, though the people seem supportive of the idea behind the realm (the idea of representation of the people), and the lesser monarchies have fallen into place quite neatly, troubling questions arise before Anticlere and Camlorn. Thought Bretons are ultimately a single people, centuries of living apart have resulted in them drifting apart. Countless wars plague the past between realms and entire regions and some rulers may not be as ready to give up their independence as it might seem. The troubles only grow when one looks outwards, to the rest of High Rock.
3 different military and overall supervised divisions: the Ykalon-Daenia, the Anticlere, and the Camlorn divisions. The respective governors of the former (and still somewhat) monarchy of Camlorn and Anticlere rule their divisions. An individual is selected by the people of Ykalon and Daenia to govern their division of the Bretony. Each of these individuals, along with the councils, appoint another being to lead the military of their area. United Bretony is a triumvirate, like ancient Rome. It has a council, and three different rulers who meet to discuss politics, each ruler with his own "division" or "province" of some type. You have the original Camlorn section, who was a monarchy before United Bretony. You have Anticlere and Urvaius, who used to be with Wayrest, and Daenia and Ykalon, who used to be with Daggerfall.
Daggerfall and Wayrest, the most powerful players of High Rock throughout the whole of its history, do not look upon United Bretony with favour; their monarchs feel threatened. Can Anticlere and Camlorn rely on the centuries of bloodshed between the two to keep them apart, or will compromises be made in order to preserve the old order that favours the giants of the Iliac so?
And then there is another question the rulers of United Bretony must consider, one that is rarely voiced if ever, for now. Is a triumvirate really necessary, or can one of the two seize power from the other? Will the unity of High Rock once more be sacrificed for personal ambition and lust for power in the end..?
Kingdom of Daggerfall
Long years ago, Daggerfall was a power unrivalled among the realms of High Rock. A city that rose during the turbulent First Era, it became the dominant force of southern High Rock long before Wayrest even rose above the status of a village. The leading power in economics, military, politics and culture, Daggerfall’s star shone brightly for nearly four hundred years, its all-eclipsing brightness finally dimming after the siege of Orsinium and the subsequent rise of Daggerfall’s greatest rival – Wayrest.
Those times are long past. Daggerfall, though never disappearing from the political stage, came dangerously close to that during the reign of Queen Elysana of Wayrest. Many believed it only a matter of time before Daggerfall was incorporated into Elysana’s growing realm; however, the death of the queen and the following years returned High Rock to the usual status quo once more. Though unable to eclipse Wayrest, Daggerfall’s star was still shining.
Fourth Era seemed to finally bring good tidings to the realm. High Rock was silently split into spheres of influence by the powerful; years of peace came as both Wayrest and Daggerfall tried to avoid war, sharing the inevitable occasional brush that never erupted into open war. No one expected such a fragile peace to last long; however the way it seems it will be broken came as a surprise to all in High Rock.
Though the nobles of Daggerfall may view United Bretony as inferior to their era-old realm, the uncomfortable truth is that alone, Daggerfall will not be able to weather the coming storm. The monarch’s authority is bound by that of the nobles; though the age of open hostilities between sovereign and vassal has passed, the noble magnates are still a force to be reckoned with and have taken precautions to ensure the king does not reign too freely.
Even if it managed to absorb several minor realms in the turmoil of the realms central southern High Rock uniting, it is obvious that Daggerfall still has not the resources of absolutist Wayrest, and even it should feel threatened by the new player in High Rock politics. As the star of United Bretony rises above High Rock, Daggerfall is faced with a highly uncomfortable dilemma: will the old kingdom risk falling before United Breton out of pride, or will it have to attempt to secure aid from its great rival?
Kingdom of Wayrest
For many years now Wayrest could rightfully claim to be the greatest power in High Rock, having travelled a long way from its origins as a small village under the shadow of Orsinium. Though it never managed to utterly defeat its eternal opponent – Daggerfall – Wayrest dealt it several blows, the harshest of which was during the reign of Queen Elysana when the old kingdom was on the brink of annexation. The people of Wayrest never forgot that they came so close to uniting southern High Rock, and perhaps beyond.
Now, however, times have changed. Though Wayrest is still one of the dominant forces of High Rock, winds of change have swept over the province of the Bretons. But should this really be a cause of great concern for Wayrest? Change only brought about good in the past for the realm. The irony obvious in the kingdom’s birth can come to repeat itself and United Bretony might yet prove to be the factor to tip the scales in Wayrest’s favour.
The king of Wayrest should not, though, dismiss the threat posed by these idealists. Even if they are also enemies of Daggerfall, their rulers eye Wayrest the same way; and if the kingdom’s old adversary should fall before them, there is little doubt who will be on the receiving end of the next blow. If the monarch makes the mistake of treating United Bretony as a mere factor in the battle between Daggerfall and Wayrest, the realm could well end up defeated and facing the same fate its rulers would submit both the other realms to: annexation.
However, though the situation is difficult, the ruler of Wayrest should not despair. His authority in the kingdom is absolute and questioned by none. The hardened professionals that compose much of Wayrest’s army can defend the realm from many a threat. With proper manoeuvring of the political waters, the kingdom may yet come to profit from the conflict at its doorstep.
Perhaps a compromise with its oldest adversary may be necessary, but if Wayrest can make sure it has to bear the brunt of the looming war while ensuring the end of United Bretony and all the dangerous ideas it represents, the future of Wayrest could become the future of High Rock.
Orsinium
Orsinium seeks no loss of power due to the newly formed United Bretony. Now, they see it as a time to gain power. New ideas will never be input into the city of beasts, and now Wayrest has a new focus and a new problem. Now, it is time for Orsinium to gain power: rights, territory, whatever it may be.
~~~~~~~~~~~~~~~~~~~~~~
(Count Anticlere as a red dot since it has grown over 150 years.) MAP: http://imperial-library.info/maps/cyrodiillargelowrescr7.jpg
This is what has happened in the Empire from 4E 1 to 4E 150. It doesn't matter for the RP, so you may disregard it.
By now the Empire is rather weak. They hold most of Cyrodil, and the government is Niben. The colovians don't always follow the strictest of rules. They are independent in a form (but still are under Imperial banner). They hold on to some endangered areas outside of Cyrodil, such as Stirk, but that is about it. Right now, the Imperials have lost Bruma to the Nords. Bruma declared independence and overthrew Imperial officials. Now they are Nordic.
Leyawnin is held by Elyswer, and the area is disputed. The mane has taken the city, but skirmishes to the north take place to this day. The Empire still holds some places in northern Elyswer, but most of their rule and law have been driven out by Khajiit forces.
Morrowind is more or less independent. The Empire still states the Morrowind is in their control, but they do not protect or communicate. Morrowind is viewed independent by the rest of the world. Ebonheart is still there, but Morrowind natives skirmish with the Imperials. Some forts are still held by the legions in Morrowind. Southern Morrowind and the Dres skirmish with Argonian tribes. The area to the south is quite violent.
Black Marsh became independent from the Empire 15 years into the 4th era, and had internal tribal conflict. Now they are united as one, and only conflict with the Dres.
Valenwood still skirmishes on its border with Elyswer, and is allied with Summerset isle. There seems to be a bit of a breakthrough, as Summerset does not bother to help the Bosmeri. The Bosmeri are doing their best not to let the Altmer have any influence on their government. It appears these two are allied on paper and do not harm each other. That may change in the future. You are starting to see Altmer influence on the Valenwood coastal area. If the Altmer choose to attack Valenwood, they may very well take control of it and form a solidified Altmeri Dominion.
Skyrim is held by a Nordic council, exchanging skirmishes with the Bretons of Eastern High Rock. They are not in a fighting lane with the Redguards yet, but Dragonstar grows weary. It is possible a conflict may break out soon.
High Rock is more or less High Rock. It is more recognized in pieces as the Kingdoms in it. Western High Rock is in the condition that is shown above.
The Redguards are showing good signs in trade, and are not particularly bothered by anyone but the Nords and a few others. The Illiac bay still runs high tensions as always, and the Ra Gada are ready to take Stirk. They do not want to scare the Altmer, so they have not taken action yet. Skaven seems to be happy with Sentinel's rule as well as the desert nations are, but they do follow their own rules to a degree.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alright, so, here are the factions so far. I think that we will leave the Direnni out of it until unless they are forced into the war. If that happens, either I or PFA will control them temporarily (unless we start to overflow on the signup list (that is unlikely).
Remember, minor cities (especially border ones) play a VERY important key role. Have fun with it.
This is the War/Political/City faction list. We will also let people Roleplay assassins, spies, mercenaries, and really just whoever (even if it is a single character) that plays a role in the conflict.
Major Factions or Cities
Orsinium: Steve the Pirate (sheet in)
Anticlere: Woolymammoth45 (sheet in)
Daggerfall: Webster52402 (sheet in)
Wayrest: Darth Ravanger (sheet in)
Camlorn: DLcam (sheet in)
Moderate Cities
Ilessan:
Koegria:
Minor Cities:
Kambria:
Daenia:
Menevia:
Alcaire:
Bhoriane:
Dwynnen: Verlox (sheet in)
Phyrgias:
Ykalon:
Urvaius: Woolymammoth45 (sheet in)
Northmoor: Bmont3779 (sheet in)
Shalgora:
Glenpoint:
Glenumbra:
Tulune:
Betony:
Mercenaries
The Bastard Legion: Blademaster07 (sheet in)
Andala Twins: Halperin (sheet in)
These can be filled in as time goes. Even when the RP is active, you may take an unfilled spot.
Remember, for you adventure people: you may have a character that is an agent of one faction, or just an officer in the military (that may command 500 men or such). You may have a knight that is a guard for the King/Queen or just a nobleman. You get the point.
*INACTIVE spots can be taken by request after a certain period of inactive time.
~~~~~~~~~~~~~~~~~
Rules
*Some of these are taken from Immortal Blood's Siege of Sentinel. They are some good RP rules that we should all follow.
1. Good spelling/grammar. We make mistakes, but try to make good use of this.
2. Expect to die! Make more then one character. You may be assassinated, stabbed, beaten, drown, buried alive, mauled by scamps or blown up. Or you might just be unlucky and catch an arrow in your throat. Regardless you aren't invincible and I will call you on it if it happens. I'm not against powerful characters, that isn't an issue, but do it because you know how to do it. Don't RP a master mage if you can't write about it in depth and with skill. "Shoots a major fire ball that kills everyone." Doesn't make you a good mage. It makes you a chump and you will be booted. Like wise don't RP and awesome archer if you don't know some basics for archery. The same goes for melee combat.
3. When fighting you almost NEVER write the outcome of your opponent. You don't write "Shoots a volley of arrows and kills all of the cavalry." You would just write that you shot the volley. Like wise if the person who is RPing the cavalry MUST reply to the attack. I've seen a lot of instances were the other guy just ignores what just happened You write in the affect of your enemy's attack, or I let them do it. And if they do, by some miracle all of the arrows will kill all of your cavalry.
4. Do NOT be all knowing. It's just stupid when you have a guy in the RP that just seems to be able to guess everything. RP your character unknowing of something if he really doesn't know even if it means his/her death
5. No werewolves. They have no place in this RP.
6. PM all army/navy sheets to Woolymammoth. PM all character sheets to Woolymammoth once the RP has started; If you choose to sign-up before the RP starts, post the character sheet in the sign-up thread.
~~~~~~~~~~~~~~~~~
Remember, "We will also let people Roleplay assassins, spies, mercenaries, and really just whoever (even if it is a single character) that plays a role in the conflict."
Character Sheet Organization
Name:
Race:
Age:
Gender:
Birthsign:
Physical Appearance:
Apparel (clothing and armor):
Weapons:
Misc:
Misc Info:
History/Bio:
~~~~~~~~~~~
Army Sheet Organization and Information
Our new army system is one based on something like a national military. In the Elder Scrolls, it would be "Royal Military & Navy", unless when referring to United Bretony, who has 3 different military and overall supervised divisions: the Ykalon-Daenia, the Anticlere, and the Camlorn divisions. Each of the divisions have one man who controls the military, appointed by the ruling council or governor/ruler of that division. Military numbers for each nation are listed below.
*GO READ DUVAL's GUIDE: http://www.gamesas.com/bgsforums/index.php?showtopic=810277&st=100&start=100
*Steel is rare as it wasn't there until the 16th century and it was virtually bullet proof.
*Bretons are skilled Cavalry mounts, and skilled Archers. This should cancel each other out.
*Keep in mind of supplies, supply lines, and endurance/fatigue.
*Tell us whether you are using heavy/light bolts for your crossbows if you use crossbows. Lights are fast with more range, Heavies are powerful.
*A longbowman can shoot about 200-300 yards.
*Keep in mind of your troop measurements. State their formation, how long it is, and how the men are put together (To the side? Tight? Loose?)
*Fire arrows don't work. That isn't a realistic thing even though it looks awesome on the movies.
*You can develop creative realistic things of your own, yes.
*Yes Siege Weapons, of course!
*You must have men to run siege weapons and such. You must bring these along.
*You don't have to post out where all of your units are, just the ones that are VISIBLE to the enemy. If you have a question on this see PFA or I about it.
*If you have traps and such, you must not post them up unless they are visible.
*Keep in mind of different factors in the military, such as endurance, supplies etc. We are playing as Tamriel is about the size of Eurasia, thus, it may take a few days to get places. It is hard to move thousands of men.
*The Climate of High Rock:
The Climate is a bit cold, but not as cold as Skyrim. You have warm summers in Daggerfall and the coastal southern cities, and generally the southern cities. As you get farther north, it is more mountainous, and thus colder.
*Yes, Bretons are mages.
Remember these mages are not all powerful. They have mana, and they aren't experts. You will likely have 1/20th of your mages being good experts at magic, and no, they can't kill everyone.
*Yes you can have a knightly order. PFA and I shall improve your knightly orders with your sheets
*We are adding to this list for now. It will be updated and I shall post in the thread when it is updated.
Faction:
Officers:
Troops: (Number) (Description- include armor, weapons, etc.)
Troop Numbers
Land Military Capability for Each Faction
You may be able to raise militia if your people like your ruler's decisions. You may also (later on) pay money (that you have, of course) to hire mercenaries.
Militia Cap:
Red Dots and Anticlere: 20,000
Pink Dots: 10,000
White Dots: 5,000
Please note that these regional militaries are stationed THROUGHOUT the region. They are not all in one place (or they shouldn't be)
NATIONAL/ROYAL (the professional military of the entire territory) Militaries:
Orsinium: 5,000 Bretons, 30,000 Orcs, 5,000 Goblins, and 100 Ogres. 15 Mangonels (Orsinium's are more accurate and sturdy), 20 Scorpios, 5 Large Trebuchets.
Wayrest: 41,000 Bretons, 2,000 Altmer (Direnni Isles support), 2,000 Professional Mercenaries, 25 Mangonels, 50 Scorpios, 5 Large Trebuchets.
FUEDAL (the noblemen make up for MOST of the military, besides the King's royal guard) Militaries:
Daggerfall: 60,000 Bretons (GOVERNMENT IS FUEDAL, THEREFORE NOT ALL NOBLEMEN SHOW UP TO FIGHT! LARGE CAMPAIGNS DIFFICULT TO RUN), 20 Mangonels, 50 Scorpios, 5 Large Trebuchets.
3 different military and overall supervised divisions: the Ykalon-Daenia, the Anticlere, and the Camlorn divisions. The respective governors of the former (and still somewhat) monarchy of Camlorn and Anticlere rule their divisions. An individual is selected by the people of Ykalon and Daenia to govern their division of the Bretony. Each of these individuals, along with the councils, appoint another being to lead the military of their area.
STATE Militaries (UNITED BRETONY)
Camlorn (also includes Dwynnen, Phrygias, and Kambria): 40,000 Bretons, 10 Mangonels, 20 Scorpios, 2 Large Trebuchets
Anticlere (also includes Urvaius): 25,000 Bretons, 5,000 Mercenaries, 10 Mangonels, 20 Scorpios, 2 Large Trebuchets.
Ykalon-Daenia Union: 13,000 Bretons, 5 Mangonels, 10 Scorpios, 1 Large Trebuchet.
Naval Sheet Organization and Information
*Yes, there may be some naval battles. This is the Illiac Bay: Yea, you did sign up for this.
*READ DUVAL's NAVAL SECTION
*Not everyone has a navy
*Ships don't have cannons. They have giant crossbows, catapults (small ones. No, not a huge trebuchet), possibly a greek fire thing, etc.); think before gunpowder age.
Large Ships hold 500 men, Mediums hold 250, and Small ships hold 100. These are combat ships. As many transport ships that you need will be allowed, but the more men you transport the larger chance you will be spotted.
There are two types of naval units: marines, and sailors. Sailors work ships, drive them, shoot things off the ship. Marines board other ships and fight.
Ratio of Sailors to Marines on each ship is 3 to 2.
NATIONAL/ROYAL (the professional military of the entire territory) Navies:
Daggerfall: 15 large ships, 20 mediums, 20 small
Wayrest: 10 large ships, 20 mediums, 30 small
STATE Navies (UNITED BRETONY)
Camlorn (also includes Dwynnen, Phrygias, and Kambria): 7 large ships,15 mediums, 20 small
Anticlere (also includes Urvaius): 2 large ships, 5 medium, 8 small
Ykalon-Daenia Union: 2 large ships, 2 medium, 2 small
Resources
http://i147.photobucket.com/albums/r296/DarthRavanger/resource_map_ub.png
Of course, resources are valuable for any state: timber, metal, farmland, etc. With the warp in the west scorching the earth at the borders of the original Daggerfall and Wayrest, there is very little farmland in the dense woods of United Bretony. With United Bretony still being a newly formed confederacy, they must now know how to spread their resources. They must strive to stay together. Much farmland is in the very middle of where these three divisions meet. Could United Bretony be broken up due to a fight for resources, or forced into war with itself?
With ore in the Wrathgarians, and the Orcs growind more dangerous than ever, attention turns to the potential mines which lie in the mountains. Would it be possible that Wayrest would care enough to go into the Wrathgarians and attempt to mine the ore? Could this cause conflict in itself?
Resources are an important part of the world of war, the world of politics, and the general world of the people. They will play their importance in this RP as well.
Loyalty
Loyalty is one of the most interesting aspects of battlefield command and nation ruling. You cannot command a disloyal man to go to his death, but a loyal man will die for you. Your people have loyalty to many different and conflicting interests. As a people, your citizens and troops feel a certain loyalty to their nation as a concept, with the exception of Daggerfall's feudal government, where nationality does not matter all that much, and it is more on how much bordering nobles like the King or Queen. They also feel some level of loyalty to their national ruler, commanding officer (if a soldier) or regional governors/lords (if applicable). These competing interests effect whether or not your people are willing to betray their ruler, fight enemies they would usually run from, and whether or not they’ll grumble at your taxes. Loyalty is expressed by in-character postings from the hosts, and you must use these reactions to your actions to gauge what the people think of you.
Character Sheets
*Note, everyone will need a military leader (unless your King has the nuts to be the military leader), an admiral (if you have a navy), and a ruler. You may want to make one for emissary too. Remember, your MOST IMPORTANT CHARACTER is your ruler. Your general can be pretty developed too. Naval man doesn't really matter all that much. I am not asking any of you to give me 3 awesome characters that are all just amazingly fleshed out. Your ruler should be good, and maybe your general. That's about it. You can also have a descriptive paragraph for your army leaders instead of a sheet.
Remember, your MOST IMPORTANT CHARACTER is your ruler. Your general can be pretty developed too. Naval man doesn't really matter all that much. I am not asking any of you to give me 3 awesome characters that are all just amazingly fleshed out. Your ruler should be good, and maybe your general. That's about it.
*Post sheets in the thread and we will accept/decline them. We will be soft on the sheets. Also, you do not have to reveal your army sheet until the battle, or make one unless you send it off. In fact, PM all army sheets to Woolymammoth. I will discuss these with PFA, but most of them should be fine ;)
*Will be updated with the characters that participate in this story. Characters in alphabetical order.
Blademaster07
Name: Mattias Kerrick
Race: Imperial
Age: 34
Gender: Male
Birthsign: The Mage
Physical Appearance: Medium height, at 6 feet even and a strong, muscular and toned build at 195 pounds. His skin is tanned heavily, making him look more like a Redguard than an Imperial. His hair is cut short, leaving nothing but some stubble of greyish-brown hair and a hint of a bald spot is developing in the middle of his scalp. His face is always covered in stubble like his head, and it goes "strap-like" from ear to ear, covering his entire chin and jawline plus the area up to his lip as a goatee and a mustache. His eyes are bright and intelligent, colored green and shining when he's in battle. His left leg has a slight limp that is more noticeable when it is cold or when he wakes up.
Apparel (clothing and armor): He has a wide variety of clothes that he has won from looting during the job. His clothes are many, but he keeps them plain with the exception of his "royal" clothes that he wears during "important meetings". His armor consists of a hard leather http://www.skornictwo.pl/english/jpg/armours/Lamellar_leather_armour.jpg (darker in color) reinforced with iron studs that cover his shoulders and bicep area's. The rest is fairly basic leather that include leggings, boots and gauntlets plus no helmet.
Weapons: A steel and simple http://jodysamson.com/images/swords/4-17-06/short-sword.jpg. Small round wooden http://www.4hoplites.com/Pelta%20Front.JPG shield. Also carries three short, throwing javelins when in battle.
Misc: A gilded amulet that has some sort of enchantment in it. He has not discovered what it is exactly, but he always seems stronger and faster when he wears it during a battle.
History/Bio: Growing up a lower-middle class life style, he never had much income at his disposal. When he came of age, he signed up with the Legion and saw lots of action until he turned 31 when he broke his leg in three different places when he squad was set upon by a small band of minotaur. After assessing his injuries, the Legion discharged him, refusing to pay for treatment of his leg because they said he wasn't on a "Legion mission" when the injury occurred. For the next year, as his leg healed, he spent all of his money on treatment and living on his own and by the time the leg healed fully he was broke.
Instead of going back to the Legion, he decided to form a group of sorts that would eventually grow into the mercenary group he calls "The Bastard Legion" because it is made up of discharged veterans of the Legion.
Since that day, roughly a year ago, his band has moved up through the Empire and is now based in High Rock with all of the political tension in the area which promises to fill the purses of the two hundred men. He has also been known to give political advice and military advice to his employers if they ask for it and does know a thing or two about a thing or two.
He is well-spoken, intelligent and worldly-informed. He can be crude however, especially with some of the female members of the group and does enjoy to have a "few" drinks every now and then.
Followers:
Grogius the Bold (Nord, Male, 39) - He is short for a Nord, at only 6 feet tall but he makes up with that in muscle and sheer size, weighing in at 240 pounds. Despite his size, he is surprisingly agile form his training in the Legion and he is a strong rallying point on the battlefield with his thunderous voice. His blond hair is long and untamed and his eyes are icy blue to match his homeland in the cold, harsh mountains of central Skyrim and his face is clean shaven. He is kind, well-spoken and intelligent and enjoys a good drink like any good Nord! He wears the same armor as everyone else (see above or below) but instead of the sword, he wields his one-handed battle-axe with extreme skill and ferocity.
Orgul gro-Jaruk (Orc, Male, 26) - A short, wiry and quick-witted Orc he stands at 5'8" and weighs a meagre (for an Orc) 185 pounds. His skin is a healthy shade of green and his long black hair is tied back in a ponytail which is long enough to reach the middle of his back. He is just as ferocious as his Nord counter-part and is still slightly resentful that the Nord got the promotion to Captain instead of himself. He enjoys looting and drinking contests, especially with Grogius and can get slightly rowdy with the man when they've had a few drinks. He cannot match the strength of the man however, but is just as intelligent and more agile and just as capable as a leader. He fights with the same equipment as everybody else, except his sword has a slight curve to it in exchange for a bit of length.
Amarie Kingston (Breton, Female, 33) - A lithe and beautiful Breton girl, she stands extremely short at only 5'1" and weighing no more than 100 pounds. But she is well-toned and extremely intelligent, being the "leader" of the battle mage contingent of the Bastard Legion. She excels at Destruction and Mysticism magicks as well as healing magick and protective spells and is equally as deadly with a blade. Her hair is a fiery shock of red and her small face is heavily freckled and pale, with thin eyebrows and dark, brown eyes that sparkle with mischief and youthful enthusiasm. Many men in the band have lusted after her, and she has fulfilled many of those lusts within the group. A women has needs after all! She is most noted to be "bed-fellows" with Mattias himself. Her sense of humor is quick and sarcastic but she cares deeply for every member of the group like a family member. She fights with the standard armor and weapons of the other battle mages but she is possibly the most deadly with magick of them all.
Faction: The Bastard Legion
Officers: Lieutenant - Mattias Kerrick. Captain - Grogius the Bold. Commander - Orgul gro-Jaruk. Commander - Amarie Kingston
Troops:
Light Infantry (175) - These men and women make (including all officers except for Amarie) up the bulk of the Bastard Legion's soldiers. They are swift, agile warriors who mainly act as reconnaissance and skirmishers but are capable of fighting close quarters for a while. Against cavalry, they will not last long in close combat but against heavy and light infantry they are more than capable of fighting for extended periods of time un-supported.
They carry three throwing javelins, pelte shields and short swords (all like the ones Mattias uses) for close combat. They are protected by hardened leather lamellar cuirasses and leather greaves, gauntlets and boots allowing for mobility and protection.
They are normally split up into squads during scouting missions and led by either one of the officers (minus Amarie) or another appointed man. When forced to battle, they shower their enemies with their javelins while using their speed to keep their distance. This makes them effective against slower troops.
Battle Mages (25) - These men and women act as the "Imperial battlemages" of the Bastard Legion. They are skilled in Destruction, Alteration and Mysticism as well as having self taught themselves some Restoration skills for the sake of acting as medics for the band. These men were the wizards and battlemages in their time with the Legion before being discharged.
They are armed with short blades of iron and steel to augment their skill in magicka. They wear little in armor, only hardened leather chest-pieces and boots. They prefer to protect themselves with their Alteration magick.
Generally, when the Light Infantry is split into squads, an appropriate number of mages accompanies the group as support. They tend to stay back to use their magick form afar, either raining the elements on their enemies or buffing their comrades. If needed however, they are more than able to hold their own in melee combat along side their friends, using touch magicks instead.
Total Troop Number = 200 (includes officers)
Bmont3779
Name: Elbent Fenand (Earl)
Race: Breton
Age: 55
Gender: Male
Birthsign: The Lord
Physical Appearance: 5'8" 185lbs. Elbent has been bald for the last ten years, so he wears a long, curled, white powered wig. Elbent has green eye and pale white skin. When Elbent was younger he was an athlete, and he aging body still shows signs of this. Slight muscle definition can be noticed under the skin, and he walks up right and broad shouldered.
Apparel (clothing and armor): Elbent wears a Red and Burgundy outfit and when on the battlefield he was a set of steel armor.
Weapons: Fine Steel Longsword
Misc: Signet ring
Misc Info: Elbent has no military experience, nor any idea how to effectively lead an army across the field of battle. He is the leading noble in Northmoor with the rank of Earl.
History/Bio: Elbent was born into one of the noble families in Northmoor, on the edge of Daggerfall's territory. Elbent's father was a fur trader. The forests around Northmoor are filled with animals, and Elbent's family was able to cash in on the abundance. As Elbent grew older he became increasingly more popular in politics because of his father's backing. Northmoor is ruled by seven noble families, and with his father's influence Elbent quickly rose in the ranks. Currently Elbent is the head of the noble council and is fully loyal to the King of Daggerfall.
Name: Jesan sixtius (Lord)
Race: Imperial
Age: 27
Gender: Male
Birthsign: The Lady
Physical Appearance: 6'3" 210lbs http://img101.imageshack.us/i/screenshot8pb.png/
Apparel (clothing and armor): http://img693.imageshack.us/i/screenshot11ed.png/
Weapons: Fine Iron Longsword, lance, oak kite shield
Misc: Amulet, signet ring, and wedding ring
Misc Info: Jesan is in command of most of Northmoor's Calvary. He is the second youngest noble on the council and one of two Imperials. Jesan is an experienced Commander and disagrees with Elbent Fenand on most matters of the state. Jesan is also the most outspoken of the three members that are anti-Elbent Fenand group.
History/Bio: Jesan's family moved to the Daggerfall region twenty years ago from the Imperial City. Jesan's father Belisarius set up an estate on the outskirts of the city of Northmoor. Belisarius pulled the surrounding farmer's under his banner elevating him to Lord status. Belisarius and the rest of Jesan's family has returned to the Imperial City and left the estate in Jesan's capable hands. Jesan has been on Northmoor's ruling body for three years now, and feels they are being ignored by Daggerfall. Jesen is Northmoor's Calvary Commander. He and his horseman wear chainmail when they enter combat.
Name: Fadril Indaram (Lord)
Race: Dunmer
Age: 32
Gender: Male
Birthsign: The Shadow
Physical Appearance: Fadril has dark green skin and blood red eyes. He is 5'8" and 180lbs. Fadril has neck length silky black hair. Fadirl is lean and muscular, and has a large scar across his chest from a skirmish with forest raiders.
Apparel: Fadril wears his armor at all times. http://img31.imageshack.us/i/screenshot10n.png/
Weapons: Halberd, Iron mace
Misc: Signet ring
Misc info: Fadril is the only Dunmer noble, a feat in itself. Fadril is also a part of the anti- Elbent Fenand group.
History: Fadril arrived in Northmoor years ago when the town was pledged by forest bandits. Discontent that the council at that time, Elbent Fenand, was doing nothing to combat the problem, Fadril gathered a group of adventures to hunt down the bandits. One year later Fadril dropped the body of the bandit leader into the middle of the Castle courtyard. It was at this time that Fadril gained the support of the farmers. A large group of these farmers convinced Fadril to help them over throw their current Lord. Fadril lead the revolt and took control of the estate, killing the Lord in the process. Fadril is the only noble to ever rise to power through blood.
Remaining council members:
Emusette Gaban - Breton female - Baroness
Helviane Amedee - Breton female -Lady
Varnand- Breton male - Lord
Benuni Scerius - Imperial male - Baron
Darth Ravanger
Name: King Charles-Syagrius
Birth Name: Syagrius
Note: it is considered impolite in the court of Wayrest to refer to the King as simply “Syagrius.” The use of Charles or Charles-Syagrius is considered proper etiquette.
Race: Breton
Gender: male
Position: King of Wayrest
Age: 53
Skills: Mysticism, Alteration, Blade, debate, oration, speechcraft
Appearance: A bald man whose cheeks have started to sag due to age. His blue eyes on the other hand are bright and fierce, and convey the ambition and drive that inhabits his slowly aging body. He is not particularly muscular, though it is quite clear that he has not completely neglected his physique. His skin is pale, and the lack of coloration in his lips and around his eyes makes it clear that Syagrius does not wear make-up.
Items: a mysterious black box, just large enough to hold a crystal or stone.
The Signet Ring of the Wayrest Royal Family.
Weapon: A ceremonial steel sword, bearing the crest of the Wayrest Royal Family. It was originally commissioned by Elysana to commemorate her son’s (one of Charles' ancestors) rise to the Throne.
Clothing: King Charles wears a crown consisting of a large central golden spike, that when properly worn is directly above the nose. The Spike is tipped with bone, and a ruby has been embedded into the front of it. The crown also has 8 minor spikes circling its perimeter, with each one encrusted in jewels. His royal robes consist of a long flowing Blood Red robe with purple, jewel encrusted streaks that widen the farther one goes down the robe. His shoes also match this color scheme, though without any additional adornments like precious gems. The shoulders of his robes are bulkier then one would expect, and metal pauldrons have been integrated into the robe. He also wears a chainmail shirt and pants.
Bio: Born to an Imperial father and a Breton mother, Syagrius is a man of nibenean culture and tastes, despite being born in Wayrest. He is both conniving and cunning, and it is said that if this man gives you a mile, you will soon find yourself without two miles. He has three sons: Titus, age 9, Louis, age 19, and Acridius II, age 20. His wife died 8 years ago, though the King has been strangely up-beat about the whole thing.
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Name: Ankus Copperfield
Race: Breton
Gender: Male
Position: Knight Commander of the Knights of the Rose; General of the United Armies of the King; Field Marshal Emeritus of the Western Army.
Age: 41
Skills: Blade, Shield, Restoration, Tactics and Strategy, Oration, fishing (everyone needs a hobby)
Appearance: This Breton has been well bronzed by the light of the sun. His dull, drab, green eyes the only evidence that this man is not a fit, active, and healthy individual. Standing at 6’2”, he is quite muscular and intimidating, despite his Breton heritage. His hair is brown and he has crew cut, with a bit of stubble on his chin and cheeks. (He’s trying to grow a beard)
Items: Medal of Valor, Medal of Service, and the Medal of Sacrifice.
Weapon: An exquisite iron sword awarded to him by King Charles-Syagrius for the pacification of rebel elements in Western Wayrest.
Armor: As General of the United Armies of the King, he wears a suit steel armor featuring pauldrons with long, removable, spikes shaped like an unpside down V. His armor is almost jet black, and on his chest is the Crest of the Army, a Sword surrounded by the vines of a rose, with the point of the sword having penetrated a human skull.
Clothing: when not in battle, he wears a simple cloth shirt and pants, unless called to appear in front of nobles, when he’ll wear a black and burgundy outfit.
Bio: born in Menevia, Ankus joined the army the first chance he got. He quickly rose up the Ranks, and the King personally promoted him to the position of Sector General after successfully pacifying a rebel group near Alcaire. When Field Marshal Hawkfield retired, he was promoted to Field Marshal of the Western Army. His promotion to General of the United Armies of the King followed his quick ascension to Knight Commander of the Knights of the Rose, which he joined after becoming Sector General.
DLcam
Chancellor Gabriel Moreau
Race: Breton
Age: 53
Birthsign: The Lord
Male
Skills: Blade, Oration, Speech craft, and debate.
Weapon: A simple ceremonial rapier that Gabriel carries with him wherever he goes.
Appearance/Clothing:
Gabriel isn’t one for luxury; he usually wears a simple blue robe when not in a meeting. Otherwise he will put on a golden briastplate with red robes. His face is covered in wrinkles due to his age and Gabriel never does much to cover up the whiteness of his hair.
A strong, passionate leader, he can be a bit stubborn at times when his ideas contradict someone else’s view. Some have called him too much of an idealist because Gabriel is willing to do whatever he can to ensure his people are happy. This often means long, drawn out arguments with the other two leaders of United Bretony. Though he may take time to occasionally see reason, he will always eventually do the right thing for all of United Bretony.
General Neo Depaul
Race: Imperial
Birthsign: Knight
Age: 45
Male
Skills: Blade, Shield, Oration, and Charm
Weapon: A fine steel longsword and a simple wooden shield.
Appearance/Clothing:
Neo prefers to wear a steel briastplate and simple chainmail when handling military affairs. Casual attire includes a simple green robe. His hair is black and he shaves regularly. People often like to comment on his dark eyes because they have a certain… intensity to them.
Trained in all forms of tactics and strategy, Neo is a good general. Though better suited to defense than offense he can perform well in either. Neo can be considered at times quite a witty person. His many years of military life have made him laconic and he quickly jokes with his officers when things are going well.
Admiral Mar Desalt
Race: Breton
Birthsign: Mage
Male
Age: 60
Skills: Blade, archery, Oration, and Destruction
Weapons: A simple cutlass and a longbow.
Appearance/Clothing:
Mar won’t wear anything that isn’t formal. He usually wears the red robes of a proper admiral. His hair is white and his eyes blue. He is a bit thin as he spends most of his time traveling on ships.
As old as the wood of the ships he commands Mar Desalt is well versed in naval strategy. He has learned to harness the power of fire in what spare time he has, a useful skill when fighting wooden ships. Desalt is only comfortable aboard his large ship, the Elaine. Any other place would only make him feel homesick. He is disciplined and doesn’t tolerate the crew slacking off.
Halperin
Name(s): Dedave and Bedave Andala
Race: Dunmer
Age: 29
Gender: Male
Birthsign: The Serpent
Physical Appearance: They're lean and fit, both measuring 6"1' and around 150 pounds. Their entire heads and entire bodies are shaved aside from a serpent design that runs from nape to forehead. Their skin is on the darker side of normal dunmer blue, and some spots seem almost permanently dyed black because of extensive use of black body covering. At first sight, their sanguine eyes seem dark and lifeless, but upon closer inspection one can see a mysterious glint in them.
Apparel (clothing and armor): They wear black dyed leather armor, and a black headdress similar to this: http://www1.istockph...201_warrior.jpg . Although they try to avoid them, the twins take off their turbans in heavily populated settlements and try to pass of as hunters.
Weapons: Dedave is a skilled marksman, and therefore carries an elven bow tinted black with charcoal, and uses special handcrafted arrows that have a serpent's mouth as the tip of the arrow. He also carries a steel dagger and 4 iron throwing knives concealed throughout his clothes. Bedave carries a steel short sword.
Misc: While Dedave is the marksman, Bedave is a proficient alchemist. He carries with him several potions and poisons, as well as all the ingredients he can carry. Bedave also knows a few destruction, specifically lightning, spells, although these would not hold up to a standard mage's spells.
History/Bio: The brothers were born as sons of a wealthy, but hated, merchant. When the twins were around 5 years old, their father was assassinated and the vessel he was traveling also destroyed, killing both uncles and their cousin. The boys grew up on an estate near Blacklight, and had a childhood without a father, and spent most of their time away from the estate, in Blacklight, stealing and bullying for fun. Dedave took a liking to hunting squirrels and small animals with a makeshift bow, and Bedave enjoyed experimenting with different herbs attempting to sicken other children. When they were 17, their mother died of disease, one of their distant relatives inherited the estate, and the boys left off on their own.
Pretty soon, they realized what a hard life it was, and first resorted to assault, theft and murder as a way of surviving and obtaining goods. Soon though, they began to take pleasure in death and murder for profit. Within a few months, they had earned their first contract with the second-in-command of a local warlord. Over the next few years, they traveled the continent gaining reputation and experience. During their travels, they learned of their origins as born under the serpent, and of the Daedric Prince of Namira. They 'worship' serpents and Namira with a steadfast devotion. Now, they reside in High Rock, waiting for the coming assassinations in the coming war.
Faction: The Andala Twins, assassins for hire
Steve the Pirate
Orsinium
Name: Orahk Uklar, King of the Orsinium
Race: Orc
Age: 31
Gender: Male
Birthsign: The Tower
Physical Appearance: He is just a little bit taller than the average Orsimer and has a sturdy frame. Black war paint embellishes his face in the shape of the daedric letter http://www.imperial-library.info/daedric/t.png which overlaps his left eye. His hair is remarkably straight for an orc and falls past his shoulders. Hazel eyes dominate his face, giving him an intimidating look to outsiders.
Apparel: Orahk wears a decorative steel briastplate that depicts the daedric letter http://www.imperial-library.info/daedric/o.png Under the briastplate is a mundane royal blue shirt. Pants are dark brown with similarly shaded pair of leather boots.
Weapons: Steel war axe that always remains with him, a long steel scimitar which is carried depending upon the occasion.
Misc: Detailed map of the Orsinium involving roads, resources, forts, and outposts.
History/Bio: Orahk Uklar was born as heir to the throne. The Orsinum has become an Orc monarchy. Not representative of the community-based land that it was intended to be upon its creation in the First Era. The modern Orsinium (Nova Orsinium) follows the pattern of King Gortwog, who rebuilt the region after winning claim to the land.
Orahk, however, is representative of what the Orsinium has become. Certainly more diplomatic than the typical warlord, he brings forward-thinking to the table. The warrior in him is not all lost. While he doesn’t see to the battlefield personally, he commands armies strategically from the war room. He is a skilled martinet and well-versed in managing military campaigns.
Urgamul Ushul, High Priest of Trinimac, 46:
High Priest Ushul is shorter than the average Orc with a completely bald head and wears ornate blue-silver robes which commemorate Trinimac. He is one of very few in the Orsinium that studies magic at an extensive level. The rest are his fifty disciples that serve as shamans. They reside in a large steel dome that acts as a pantheon to Trinimac. He carries a sense of enlightenment and lets others (except for the king) know that he is superior because of it.
Ya’Shad Gla’am, Warlord of the Wrothgarian’s, 33:
He earned his title because of his fierce manner and creative tactics. Ya’Shad was assigned to control the armies stationed in the shadows of the Wrothgarian Mountains because the best warriors need to defend the best city. Despite the Orsinium’s walls supposedly being impenetrable, King Uklar has applied the strategy of stopping a threat before they reach the city. A repeat of the Siege of the Orsinium is not desired. Seeing the Warlord of the Wrothgarian’s in person is quite a site. Exceeding six feet in height easily, he is built like an ox. A deep force comforts his unruly appearance. Nearly as legendary as him, is his great war hammer. Made of the finest orcish design, it is much too big for any simple bystander to carry.
Olfim Dreggs, Warlord of the West, 27:
His domain is that which borders Wayrest. Where the Orsinium officially ends and where Wayrest officially starts isn’t very well documented, but Olfim would definitely tell you that he knows. The Warlord of the West’s reputation is largest outside of the Orsinium as his soldiers are known to prejudice against any non-Orcs along the border. His best tactics are off the battlefield, but doesn’t shy from a bloody confrontation. Olfim looks similar to Ya’Shad Gla’am, except of smaller stature.
Buzka Orlaug, Warlord of the Bjoulsae, 35:
He is the most Imperialized of the Warlords as his father and grandfather served in the Imperial Legions. He controls the region surrounding the Bjoulsae River. The Bjoulsae is incredibly important as it allows the Orsinium to trade with the rest of High Rock, Hammerfell, and the eastern edge of Skyrim. With the Bjoulsae they also control trade from eastern High Rock and eastern Hammerfell to the Iliac Bay.
Rimph Khadba, Diplomat, 37:
Rimph is much better mannered than most Orsimer. As a diplomat, it’s in his best interest to be at least presentable to any audience he seeks. He has a relatively clean appearance with an elaborate wardrobe meant to appeal to the posh nobility of the Iliac Bay. The other reason that he was chosen as a diplomat is that he is a former warrior. While having good etiquette is a necessity for a diplomat, King Uklar wants diplomats to still demonstrate the Orsinium’s core values of strength and endurance.
Verlox
Name: Lord Morgan FitzGeoffrey, Baron of Dwynnen
Race: Cyro-Bretic
Age: 32
Gender: Male
Birthsign: The Steed
Rank: Baron of Dwynnen, Head of the Order of the Raven
Physical Appearance: A rough-looking man standing in at 5' 8" and weighing 169 pounds. Lord Morgan has a full head of golden blonde hair and blue-gray eyes. He has white skin, but it has been tanned from exposure to the sun. Unlike a good many of his Breton kin, he is broad-shouldered; oweing to his mother's Colovian ancestry. As has been since the first of Dwynnen's line, Othrok, Morgan left eyelid droops slightly. This gives him an appearance that makes him look drowsy.
Clothing: Whatever suits him at the moment, but he is especially fond of the color red.
Armor: As befitting his personal tastes, and his status as Head of the Order of the Raven and Baron of Dwynnen, Morgan boasts a suit of plate armor tailored to him by the orchish smiths he has brought into his service. The armor is neither ostentatious or overtly large, and fits the man quite well. The brown metal has been further darkened until it is almost black. This armor is considered his "field" armor, and the suit he appears in when making military appearances. His other armor is a chain hauberk padded by leather.
Weapons: Another master-piece of his orchish smiths, Morgan wields a war axe of that race's treated metal lined with silver to give him an edge in combatting the supernatural forces that find their homes in the Baron's borders.
Misc: Has two standards. The first was created especially for Othrok, bearing his personal Raven heraldry, and is used as the Order of the Raven's colors. The other is Morgan's own heraldry, a golden hart upon a green field.
Misc Info: Morgan has an antagonistic relationship with the other lords of United Bretony, and does not agree with the entire system they have acquiesed to. Cares deeply about the weal of Dwynnen. Wants to ally with Orsinium, and likes the orchish people.
History/Bio: Morgan FitzGeoffrey is the latest Baron of Dwynnen, and is able to trace his descent all the way back to the first Baron, Othrok. He became baron after the assassination of his uncle, the former baron, and his own father by the Dark Brotherhood. Whether it is the true or not, the baron believes the scheming lords of United Bretony were behind it; an attempt to place a more "reasonable" person in Wightmoor Castle. After being anointed Baron of Dwynnen, Morgan was compelled to swear homage and fealty to Camlorn and Anticlere, an act he did not take kindly to. Once back in his own land, he quickly set about fortifying the castles and town still under his control, and bolstering the Order of the Raven with new recruits.
The time is approaching to take Dwynnen back.
Groz gro-Bulgun
Groz gro-Bulgun was once in the service of the current baron's father. He served a brief tenure as that man's bodyguard before being made tutor to the young Morgan. He taught the soon-to-be baron his way way around weapons, training the young Breton for years. He was unable to prevent the assassination of the former baron and his brother, but when Morgan became Baron of Dwynnen, he was made the Order of the Raven's main trainer, along with being a liason of sorts with the other orcs in Dwynnen's service.
Constantius Porteus
Constantius Porteus has known the Baron of Dwynnen since they were both children, being a cousin from the lord's mother's side. A pure Colovian by birth and choice, Constantius is a very independant man. He is also very loyal. He was taught alongside Morgan during their younger years under Groz, and took to swordsmanship the way ducks take to water. When it became VERY apparent that their wasn't a warrior in Dwynnen who could best Constantius, Morgan made the Colovian his bodyguard.
Sathmi Giralvel
The Grandmaster of the Order of the Raven, second only to the Baron of Dwynnen, is a Dunmer woman. A child from the broken house of Redoran whose grandparents at first sought refuge in Wayrest after House Redoran was essentially wiped out. Still having noble blood, they were welcomed in that kingdom. Sathmi's father, when he came of age, was made a diplomat and sent into Greater Bretony where he met a Baron of Dwynnen. When he came back, he moved his family to the barony where he became Dwynnen's steward. Sathmi was already a young woman when Morgan was born, but she eventually took to watching over him as he grew older. When Morgan became Baron of Dwynnen, he made the Dunmer woman Grandmaster of the Order of the Raven.
The Baronial Shield
The Order of the Raven
From the UESP: In all modesty, the Order of the Raven is a legendary fighting order. They have the honor of having led the battle against the Camoran Usurper and freed half of Tamriel from his tyranny. They remain the vanguards of the Barony of Dwynnen, protecting the entire region. Given their reputation, they cannot admit any but the greatest warriors, the most loyal servants of the Baron, into their order.
Not since the Knights of the Nine has there been order of chivalrous breathren to equal the illustrious Order of the Raven. But the Order dates back further than the Battle of the Fire Waves, the climatic conflict that finally broke the Camoran Usurper's power.
The Order of the Raven was founded in 3E 254, the year in wake of the Battle of Wightmoor. Dwynnen's new baron, Othrok, knew that thought the lich's power over the region was broken, its undead minions might still prowl the forbidding forests in search of victims. So, the sent out a call for warriors to aid in ridding the land of evil. Despite the fame he had won by freeing Dwynnen, only seven brave (though some would call them foolish) knights answered the lord's summons. Each of them was the paragon of their kind, with the Divine in their hearts, a courteous way, a fierce sword-arm. With these knights before him, he drew from ancient Nord legends of the raven, the bird of death, and named his gathered men such so that they would go out and return the risen dead to rest.
The newly formed Order's fame grew and grew until its members numbered in the hundreds; hundreds of the most fearsome, stalwart warriors to ever grace the land of Tamriel. But it wasn't until 3E 267 that the Order would go from famous to legendary.
The Battle of the Fire Waves was the final conflict fought against the Camoran Usurper, and one which proved the Order of the Raven to the continent of Tamriel. The Order's knights, under their leader and lord, had been fighting skirmishes with the Usurper's vanguard. When it became clear that a massive invasion force would soon attempt to cross the Iliac, the Order went to work in securing allies. Unable to appeal to the great kingdoms of Wayrest or Daggerfall, or the deathly ill lord of Reich Gradkeep, Othrok of Dwynnen banded together with the lords of Ykalon, Phrygia, and Kambria, and gathered the largest navy Tamriel had ever seen, equalled only by Uriel V's invasion fleet of Akavir.
Many brave knights died to the Usurper's fell hordes, and by the end of the battle, the Order had been gutted of its chivalry. But for all the knights that fell, heroes rose as well.
Sir Pernel D'Gant
Sir Raymond of Tulune
Sir Arnulf, the Knight of Alcaire
Sir Henri of White Haven
And many more.
Such was the fame won by the Order at that battle that by the end of 3E 269, not only had the Order of the Raven regained its former numbers, but it had more than doubled.
With the advent of United Bretony, however, many of the knightly orders of Greater Bretony are feeling the strain. Those warriors that are capable of joining are recruited into one of the three army groups, and most new members are foreigners, be they Imperial, Orchish, or Nordic. But still the majority remain Breton, with the Divine in their heart, a courteous way, and a fierce sword-arm.
LONG LIVE THE BLOOD OF OTHROK!
***
Faction: The Order of the Raven
Officers:
Morgan FitzGeoffrey, Baron of Dwynnen - Head of the Order
Sathmi Giravle - Grandmaster of the Order
Esquivat d'Cler - First Preceptor
Constantius Porteus - First Companion
Troops:
Knight-Companions of the Order of the Raven(50) - The Knights' Companions of the Order of the Raven are the greatest warrior amongst an order of great warriors. They form the Baron of Dwynnen's Baronial Guard, and never waver from their duty. The requirments to become a member of this illustrious group is greater even than the requirements for entry into the Order itself. One must have served in the Order for a minimum of five years, and have preformed a great service to Dwynnen's baron. Then, one must pass a test put before them by the First Preceptor.
Unlike the knights that make up the majority of the Order, who have a very strict uniform, the Knights' Companions are allowed to use whatever arms and armor they choose. But heavy suits of steel or orchish metal are popular, as are swords and axes along with the traditional lance.
Preceptor Knights of the Order of the Raven (100) - Like most the Order, the Preceptors are fearsome warriors. However, they have put aside their lances to aid in the instruction of new members, and act a priests of Julianos; maintaining the Order's librarys of knowledge. They do not often leave the Chapter Houses, but when they are called to war, they turn out armed in heavy suits of steel armor, and wielding large two-handed weapons. They do not fight mounted anymore.
Knight-Brothers of the Order of the Raven (750) - The standard knight of the Order. Because of the incredibly difficult entry requirments, each Knight-Brother is a fearsome warrior clad head-to-toe is steel and iron plates, painted black. They wield either axes, maces, or swords, and on the charge use their lances.
Knight-Entrants of the Order of the Raven (300) - Trainee knights that have just joined the Order. They are not considered full members, and thus don't have access to the Order's armories or stables. They are capable warriors, but suffer from hot-heads if not watched by a Preceptor. They wear and use a varied assortment of equipment, but chain hauberks of steel enforced with leather tend to be common.
A hand weapon, be it sword, mace, or axe, are very common couple with a shield. They do not use mounts, and fight on foot. They are often lead by Preceptors in combat.
Total Number: 1200
Webster52402
Name: Queen Lirielle Masoriane
Birth Name: Name unchanged.
Note: Similar to Wayrest, it is decidedly rude to refer to the Queen as anything other than 'Your Majesty' or 'Queen Masoriane'. Referring to her by her first name is liable to earn a swift death.
Race: Breton
Gender: Female
Position: Queen of Daggerfall
Age: 37
Skills: Speechcraft, Alchemy (Need poisons!), Mercantile, Short Blade, Restoration, and Debate
Appearance: Still young, the Queen of Daggerfall has gone to great lengths to assure her young beauty is faithfully preserved. Through the use of Restoration magics, the Queen has retained her svelte youth even as her age starts to increase, belying her own ticking clock. Fair-skinned and frail, the Queen relies on her sharp, full curves to awe her onlookers, draping herself in the finest clothing she can afford, which as the head of a country, is quite a lot. Every outfit is designed to show off her body, which she uses to great effect when negotiating.
Items: A gold scepter with silver engravings. Her signet ring, with the emblem of the Daggerfall royal family. A small box, which contains several vials of her favorite poisons.
Weapon: A small jewelled dagger if things get nasty. She prefers to have others fight for her, though.
Clothing: Queen Lirielle absolutely loves the color red, and sees to it that she is wrapped in it at almost all times. Similarly she likes the sight of her own pale flesh, and often has her outfits composed to show equal parts of both crimson fabric and creamy flesh. Her dress is rather un-regal, something more akin to what a noble would wear when trying to seduce a suitor. Long and flowing, with a tantalizing slit up the side to show off her favorite part of her - her legs - her crimson dress is decidedly unarmored, leaving her vulnerable to direct attack... If anyone could ever get close enough to do any harm to the Queen.
Bio: Married to the King through a political move on his part to try and gain favor with one of the noble houses, Queen Lirielle has been raised her entire life in the kingdom of Daggerfall. However, her family's downturn and constant bickering left her rather indisposed towards her new husband, especially when he forewent their marriage to outcast what remained of her family anyway. Thus did the queen launch her own machinations, luring the king to her bed again and again over the years. After finally falling pregnant with and conceiving her son and his heir - a young boy named Fenas - Lirielle was quick to lure the king back to her bedchambers for one final time, assassinating the man as he lay in her arms. Placing the blame firmly on outside assassins, she was equally quick to seize the throne, appointing herself regent until young Fenas would come of age.
The new ruler of Daggerfall showed herself to be cunning and shrewd, pulling the wool over the eyes of her subordinates with little trouble and... 'enticing' those that were not so easily fooled through various other means. She was also shown to be ruthless, as those that would not fall at her side willingly found their heads separated from their shoulders in a series of very public, very brutal executions. After the liberal placement of the 'traitor' band, the Queen has since settled down a bit, focusing her attention on the economic and political stability of Daggerfall, which she again shows a remarkable aptitude for. Her shrewdness, though dangerous in the political world, has made her judgment sound towards the economy, though her ambitious nature has her hungering for more...
Woolymammoth
Anticlere
Darrieux (Called Darius) Pierre (Breton, 42):
Darius is a bold man, wearing his lightly tanned skin and long brown hair with ease (he has slight facial hair going down both ends of his face), along with his facial wrinkles and scars. Even old, his body still is muscular, as he is a bulky, stocky man for his 6 foot height. He sometimes wears green robes as a politician, but he often wears his blemished steel plate armor, which is coated in leather in some parts, looking somewhat raggedy, but not rude, as if to be intimidating. He is often quiet and serious, saying what needs to be said. He is known for his bravery, as he was one of the head leaders of the Anticlerian change of government. He is even a military commander, wielding a steel longsword, which is coated in some dirty serrated bronze. He keeps a steel spear over his back as well, often being mounted on a warhorse, which is clothed in steel. He carries a round iron shield, bearing the symbol of a leviathan with its mouth open, which has become the new military symbol for Anticlere. His deep brown eyes show that he likely has some kind of Redguard ancestry, even though he is mostly Bretic. Now that Gaubert is dead, it is his turn to be the leader of Anticlere. Even though his position has changed, he will protect it as always.
Leonard Fontaine (Breton, 27):
Leonard (often called Leon) yet cunning and courageous, is another serious man. He features short blond hair, which is rounded about the top of his head. It is trimmed in such a way to where it does not curl beyond his hair base, but each waves in his great flat stalk of hair. His head is quite rounded, his squinty blue eyes staring out as an eagle unto the wind. He stands at 5’10, having a rather lean body. Leonard is very prideful of Anticlere, which is his home town. Leonard often wears clean steel plate, mail covering his joints. He fights fiercely in battle with his perfect steel longsword, which boasts a sharp point. The sword itself shows engravings, reading “leviathan” from the hilt to the upper blade on one side, showing the actually leviathan on the other side. He carries a steel round shield similar to Darius’. His other weapon is a lance, which he uses when mounted on his warhorse. Leonard, even though only having a mediocre magic skill, commands the ten “Guards of the Leviathan”.
André Malraux (Breton, 34):
Andre is also another tan man, with a tan similar to Darius’, though it is slightly lighter. He shows brown eyes and brown hair, but both are lighter than that of Darius’. He stands at about 5’11, showing a slight smirk at almost every part of the day. He wears steel plate armor, flames engraved all over it. This symbolizes Andre’s position, the leader of the ancient Knights of the Flame. With his moderate body build, Andre fights with a balance of speed and power, using a steel longsword. This sword has the base of a flame starting above the hilt, carrying on up to the tip of the sword. Other than that, he uses a lance when mounted, along with a large, round shield, which bears the words engraved on the front in front of a flame: “Long live the Restored Flame”.
Napolean DeOrleans (Breton, 22):
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Napolean is moderately built at about 6 feet. His short cut black hair and his deep blue eyes go together perfectly, though, he wears his admiral’s hat quite a lot. Not much is known about this young man, and the citizens of Anticlere are waiting to see what he will accomplish. He is loyal to his city, and is ready to help it become something more.
Urvaius
Count Montierre DeFortescue II (Breton, 24):
Henry is a tall Breton at 6’2, and wears his blond hair slicked back. He normally wears a rich blue jacket over his purple linen shirt, the blue collar flipping down behind his neck. His face is young with hardly any wrinkles, and his deep blue eyes match his shirt perfectly. He is quite skinny and only rules from his castle, not daring to step onto the battlefield. He is a politician after all. His father died recently to natural causes. His father was in his 40’s when his only son was born. Though Montierre has gained much wisdom and seems to patient and clever, rulers around the area are waiting to see what Montierre will make of his father’s small kingdom.
Charles Martel (Breton, 38):
Called “Charles the Hammer”, Charles is a bulky Breton at average height, boasting long, curly dark brown hair to go with a beard of the same description. His grey-steel plate armor protects him quite well, and he sometimes wears a was helm that covers all of his face, bowling up at the top, a metal strip going down the helmet on the backside of his neck. He is a man of honor, but can be ruthless and cunning. He is known to be brave, fighting in battle with his own troops. For some he is easy to get along with, while for others, he is very objective to their opinion. He carries a battle-axe into battle along with a large circular shield. Charles grew up in the military, as his father was an officer in the army. Montierre’s father appointed him general when he was at the age of 30. The former count said that he did not pick Charles because of friendship or any political factor, but because “He was the only man fit for such a job, who held the discipline, strength, and intelligence to do so”. His horse is a large brown war-steed, clothed in steel mail. On Charles’ armor and shield, the symbol of Urvaius is shown, the head of a bull shown in front of a crossed sword and axe.
Bertrand du Guesclin (Breton, 35):
http://upload.wikimedia.org/wikipedia/commons/4/45/Du_Guesclin_Dinan.jpg
Bertrand is a short, muscular man. He stands at about 5’8, riding a powerful large war-horse who is coated in steel mail. Bertrand himself features no facial hair, his hair being a short black cut. Wearing steel torso plate and greaves along with circular plates that protect his joints, he wears steel mail. He is usually armed with a lance and a steel longsword, bearing the mark of Urvaius. Bertrand is a nobleman, who is competitive and skilled. He always thinks he must prove himself do to the fact that he is short. When he started out in the military, he was first picked on by the larger men, that is, until he proved his toughness and leadership. He rose through the ranks after putting down several loyalists, one making him famous when he stabbed a man into a tree. He is one of Charles’ great friends, Charles often serving as a mentor to him. Virtually, Bertrand is a rival to everyone, or sees it that way do to his shortness. Overall, he is second in command in the army.
Gaston de Foix (Breton, 32):
http://upload.wikimedia.org/wikipedia/en/a/aa/Gaston_de_Foix.jpg
Gaston is a man of average stature, his curly brown hair being decently long, slight facial hair going down his jaw (refer to image). Gaston isn’t muscular like Charles or Bertrand, but is about a normal size, his mass and height fitting perfectly together. His steel armor is carbonated to a grey color (detail shown in picture), bearing the same symbol of Urvaius. He bears a long spear as his primary weapon, along with a steel longsword as his side arm. He may wear a steel helmet in certain instances, which looks somewhat similar to that of an Imperial commander: http://www.swordsdirect.com/PA923.jpg Gaston is usually a quiet man, but is determined. He holds work ethic, and can be a leader when it is needed. He always follows orders, even if it may mean death for him and his men. His steed is covered in steel mail, but he sometimes does not go into battle mounted.
Dayton Allen (Breton, 31):
Dayton is the cunning and deceptive military officer of the army. He holds charge of spies, scouts, assassins, and virtually every unorthodox tactic. His curly sandy-brown hair is short cut, but still shows its curls. Dayton himself stands at 5’9, having a lean body. His light brown eyes almost directly match his hair. Unlike the other officers, he carries a bow and quiver and wears leather armor, which still holds the same symbol of Urvaius. In an actual battle, he commands the archers. His mount nearly naked, using its natural quickness to the best of its ability. In certain instances, he is known to spy himself.
Mercenary Leaders/Important Members
Mohammed Sa’ Kalim (Redguard, 38):
The leader of this group; after spending years of experience in Sentinel’s military, originally coming from the town of Tatambu, Mohammed commands this force of men. His physical body is past its prime, but has not yet hit its breaking point, as he retains some of the young liveliness he once had. His skin tone is somewhere between a normal looking Ra Gada, and a full Yokudian. His head is shaved completely, and his eyes have a strange glow to them. He has slight, coarse, strap like facial hair. He wears lamellar armor and wields a steel longsword. He is said to have a tattoo on his right shoulder, showing a scarab insect. Mohammed is kind to his friends and comrades, but is very disciplinary to his men and very cruel to those who are his enemies. He not only fights for Anticlere for the money, but because he believes it is right for people to have their own freedom. He stands at about 6’0, and is lean.
Timur Alamir (Redguard, 24):
A young ambitious cousin of Mohammed’s, born in Skaven. He appears slightly darker than the usual Redguard, but not as dark as Mohammed. He commands the cataphracts of the army mostly as a good moral keeper. His cousin teaches him the real strategy and guides him. People question if he has learned enough to make good decisions based on his own. His head is also shaven to combat the heat of hammerfell. His eyes appear to be a golden brown, much lighter than usual Ra Gada. He wears the usual attire of a cataphract. He stands at about 5’11, being about a man’s average height.
Sobotai Sahara (Redguard, 32):
Just beginning to leave his prime, Sobotai is a light skinned Ra Gada out of Hegathe. He gained experience as a partial nomad in the Alik’r, and commands the nomads of the army. His head is fully shaven with the exception of a mohawk he had developed. He wears the same attire as the other nomads, and is a fearless military genius. Still, some wonder if he will be able to hold the same level of skill in the forested and plain land of High Rock, rather than a desert.
Ruhk Akbar (Redguard, 28):
Ruhk has entered his prime, gaining a formal amount of experience in Hammerfell. Ruhk’s hair is cropped short on his oval-shaped head, while he stands near 5’11 with a lean shape. His skin tone is ideal for a normal Redguard. He was born in Stros M’kai, and now commands the infantry of this group. He carries the same attire as the others.
Dikembe Motatombu (Redguard, 24):
Young and arrogant are the words to describe Dikembe. A skilled swordsman raised in Stros M’kai, partaking in tournaments and such things. He is decently large standing at 6’1, and quite muscular. He wears black, bladed dreadlocks. His skin is dark, considering he is of full Yoku descent. He is likely the most athletic, skilled warrior in the whole of the group. Even though he is skilled, his own arrogance and foolishness may eventually lead to his ultimate downfall. He wears lamellar armor, and bears a steel longsword, along with another iron shortsword as a side arm. He wears no helmet in battle, and prefers to add nothing else, hopping staying light will aid his agility.
Tralan Domalen of Sentinel (Redguard, 25):
Tralan bears a mix between a moderate Ra Gada tan and an original Yoku tan. His short black hair matches his dark brown eyes almost perfectly. Tralan stands at about 5’10 and is a muscular, though there are larger Redguards by no doubt. His face is a bit thinner than that of Antar’s, and his whole body is well skinnier than that of his fellow Redguard. He wears what appears to be iron mail, along with thin sheets of steel embedded into the mail as plate. Tralan grew up in Sentinel, his father being a professional warrior there. He learned the way of the sword, but more importantly, studied geography and travel. Eventually he took on the job of a guide and transporter, but he longed for something more, more adventure. He joined the group after acting as a guide for them in Hammerfell. They made an offer for him to go with their group and receive his equal share of pay. He took the author, and quickly made friends with most in the group. His weapon is a spatha longsword, which is made of steel and iron. He carries a round iron shield, which most of the time is strapped to his back. He only uses it on rare occasions.
Antar Maroun (Redguard, 27):
Antar holds the usual Ra Gada tan, being at about 5’11. His clean-shaven head has no definite hair, which would normally be a black color. His deep brown eyes match his tan. Antar’s face doesn’t look muscular, his cheeks being well grained into his face. Antar wears a Morrowind-styled iron suit of armor, but doesn’t bother wearing a helmet. He carries a steel one-handed serrated flamberge along with a moderately sized circle-shaped iron shield. The shield shows dragons wrapping around a sword. Antar is mostly noted as a skilled swordsman. He is a serious man and is usually very stern to people when he speaks. He doesn’t laugh at many things, but is a very protective person. Not much is known about his background except that he came from Dragonstar. It is speculated that Antar was a mercenary in a different band before he joined this group. He serves as Mohammed’s personal guardian, and is Tralan’s best friend.
Shagrol mag-Dul (Orc, 35)
One of the fiercest, merciless beings, or Orcs, that a man could know, he is large being well over 6 feet tall. His long, jet black ponytail goes down to the middle of his back. One of the surprising things you will find about the muscular Shagrol is that he is not afraid to die. While he is fierce, he is intelligent and honorable. His green eyes shine out on the battlefield.
Apollo “Felix” Marius (Imperial, 88)
An Imperial with jet black hair and deep blue eyes, standing at a near 6 feet with a stocky build, he has served in the legion for years. Now that his legion cannot be supported, he fights not for money, but for his brothers and the honor of his men. They may be mercenaries, but his legion soldiers are like brothers to each other.
Summary of Events