DarkEastwood
Active Member
Before I begin writing my little essay on the info I've gathered from the game, let me get a few things clear....
- Please disregard all of the Dragonborns actions, as well as the entire Dragon invasion. This is involving who would win if the war continued without anything involving the Main Quest occured.
- I'm disregarding anything involving the 'Seasons Unending' quest.
- Disregard all ideology you have on each side. This isn't a 'which one has the more clear and moral goals, as well as who deserves Skyrim' thread. This is to discuss who would win the Civil War.
- Disregard the Dark Brotherhood
Alright, let me get started!
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[h2]Territory[/h2]
-------------------------
[h2]Imperial[/h2]
Solitude - An extremely heavily fortified city, decorated with high walls and a secret passage into one of the watchtowers. The exterior has two layers of guard towers, making it very difficult for any army ti make it through without taking heavy casualties. At the even further exterior, there's the East Empire Trading Company docks. These are very useful for the Empire, allowing for trade along the North coast. This provides Imperial soldiers with a nice increase in supplies, as well as building a mavy to take the other two cities on the Northern coast. The city is dwelling high above the water. This helps keep soldiers very far from their main Palace, with the only way into it being to go straight through the city. The city also houses many citizens and soldiers to keep the city even more secure.
Markarth - The city is home to many citizens, and a decent amount if soldiers. The terrain outside of Markarth is very hard to navigate through due to its rugged, mountain landscape as well as the large and aggressive Forsworn presence. Getting enough the Stormcloak troops to infiltrate the city eould be challenge enough. The outside of the city is an group of fortifications, heading uphill toward the gate. So getting to the gate would be very difficult unless the invaders had an overwhelming amount of troops. The Palace itself, is quite fortified due to its very rocky and maze-y structure, so taking the entire city would be rather difficult. The entire city has a great amount of turns and twists and the city is leveled uphill, making the invaders have a dreadful time making their way through the city without taking very heavy casualties. Plus, the guards have the advantage of the giant surplus of Silver and mines in general. This allows them tofir more soldiers, thus having a larger defensive force.
Falkreath - The city is completely on level with itself, giving the guards a hard time keeping the gates free from invaders. The city is also far away from Solitude and Markarth, leaving it short in reinforcements. They're also really close to the Cyrodiil-Skyrim border, leaving them to be exposed to Cyrodiil, giving direct Imperial reinforcements. The area around the city is wooded and houses many dangerous creatures, making it difficult to transport troops to invade the city. The city seems to be a bit short on guards and fortifications, making it even harder to defend the city.
Morthal - Basically the same case as Falkreath in terms of city layout and guard population, but in even worse shape. Although it is closer to Solitude and Markarth, giving it a good source of reinforcements. The wildlife is somewhat dangerous, but nothing overwhelming.
Whterun* - Although Whiterun is not considered to be sided with the Empire, the city accept all Imperial help while also refusing cooperation with the Stormcloaks. It being in the middle of the whole province, it gets exposed to lots of trade and troop transport. It lies on a plain, so it is very easy to siege. But luckily for the city, they are armed with a strong guard force as well as a nicely fortified front gate. The people of the city are pretty much split twoard each side of the war, so a small civil war within the city isn't impossible.
[h2]Stormcloaks[/h2]
Windhelm - The main city of the Stormcloak resistence, the city is quite fortified. A long stone bridge extends across the river in front of the city, covered with small towers. Getting troops to the gates would require a giant force of soldiers, and even then they have ti deal with the city inside. The city itself is covered with turns, like Markarth, but the city seems rather level and thus removes the uphill advantage from the Stormcloaks. The guard and soldier population, although large, doesn't seem to match that of Solitude. The Palace is basically one big hall with a few rooms branching from it. The docks, leaves another entrance that could be reached by boat, putting the Stormcloaks at the disadvantage of having to face two fronts. But the entrance form the docks leads to a downhill section of the city, giving Stormcloaks an advantage against the invaders coming from the docks.
Riften - The city has some decent fortifications, and carries a good amount a guards. It lies on a flatland, relieving Stormcloaks of the uphill advantage. But the city is also completely surrounded by giant walls, leaving only three entrances open: the Player House exit, the Black Briar Meadery exit, and the main gate. The waters below would likely serve little purpose except to send out naval expeditions. The palace is a bit fortified, but it's nothing special. The land around the Rift is rather wooded, so it would be hard to send large batallions of soldiers to take over the city.
Dawnstar - This town has a big mouth exposed to the Sea of Ghosts, making it highly exposed to naval invasion. This does allow some naval expeditions toward Solitude, but the consequences outweigh the benefits. The guard force is of an average size, but mothing that could stop a large invasion from Solitude, even if they recieved soldier reinforcements. The land around it is prett harsh, frquently generating snow storms that could put a deal of effect of invading troops.
Winterhold - The landscape is pretty much the same as Dawnstars, except the area between the town and the water is covered by a huge cliff, likely unscalable. But the town really doesn't seem to have much fighting power, having no fortifications (excluding the college), barely any guards, and hardly any houses.
-----------
[h2]Leaders[/h2]
----------
[h2]Imperials[/h2]
General Tullius - Tullius is a very strategic military leader, experienced and calm-headed. He knows how to win wars, prioritizing some places and exploiting the enemies weaknesses. He knows how to really do damage toward the enemy, while maintaining defense for himself. His problem is, him not being native. He's not the most respected member of the Empire, but his soldiers trust him. He's not the source of the Empire's ideas and political actions, for that is the Emperor's (and partly Elisif) job. He doesn't care for Skyrim as much as Ulfric, since it isn't his home.
Legate Rikke - She has a strong sense of patriotism, being a native of the land. She believe in everything she's ben fighting for, knowing the best for Skyrim is the Empires protection. She shows no mercy, and is very cautious.
[h2]Stormcloaks[/h2]
Ulfric Stormcloak - He is the head political and military power of the Stormcloaks. He is the source of all ideology of the them, making him a very valuable asset to the Stormcloaks. He has pretty good military tactics, although not as good as General Tullius. He is vert respected by his people, well the Nords that is. Almost all other races despise him, for he leads a resistence of racists. He is charismatic, but his true intentions for Skyrim are unknown. Some say he only created the Stormcloaks to become High King and to rule Skyrim. Others say he wants to rid of the Thalmor and bring peace to Skyrim, and maybe Tamriel. The problem with him is, if he is captured or dies, the Stormcloaks will likely crumble.
Legate Galmar - He is a true follower of Ulfric. He agrees with all his ideas and thoughts. He is, like Rikke, merciless and knows how to get the job done. He is battle hardened and can lead most battles to victory.
----------------
[h2]Factions[/h2]
----------------
College of Winterhold - They seem to be completely neutral. They appear to defend Winterhold though, so if Imperial troops sent an attack on Winterhold, it isn't impossible that they would fight back.
Companions - Under their current leadership, I believe they would also be completely neutral. A few might go out and join the Lehion or Stormcloaks, but the majority would mind their own business.
Dark Brotherhood - Likely neutral as well. If anything, I'd say they would bend toward the Empire since that would probably end up in Tamriel being Thalmor-free again, more so of a chance than if the Stormcloaks won. This would help them expand.
Thieves Guild - Likely Empire, since it would end up with Maven Black Briar as Jarl, who is one of their most important clients.
Forsworn - Likely Empire. During the Forsworns retaking of the Reach, the Empore almost established them as an independent land. Until Ulfric came and massacred most of them. So it would make sense that they would despise the Stormcloaks, and maybe help the Empire.
Silver Bloods - They root for the Stormcloaks, which really hurts the Empire seeing as they rest in Markarth. Having them in Markarth means the coty is under constant pressure from the Stormcloaks.
East Empire Trading Company - They work for the Empire and would help supply the army in Solitude.
Black Briars - Stormcloaks who pretty much help run Riften. They would just increase defense and security in Riften.
Battle-Born - An Imperial supporting clan in Whiterun. They're stronger than the Greymanes, a Stormcloak supporting clan, and would likely overwhelm their presence in Whiterun if their feud escelated into a battle.
Graymane - See Battleborn
Vigilant of Stendarr - Neither. They're totally independent and work towrad their own goals and purpose of eradicating daedra and abominations.
Thalmor - They would extend the war as long as they could, causing great damage to both sides. They would never fight for the Stormcloaks, but that doesn't mean they won't silently work against the Empire. They'd attack any Stormcloak at will if it's mecessary to prolong the war.
Bards College - They'd improve Imperial strength in Solitude, and would write songs of the Empires glory, spreading their fame across Skyrim.
Blood Horkers- They would likely do some damage on both sides in terms of naval battle. Nothing major though.
Clan Shatter Shield - They would add a few worthy troops to the Stormcloak army. Also, nothing major.
----------------------
[h2]Troops[/h2]
-----------------------
Imperial - The troops are mainly local, making their army mostly Nord. This grants them extra effectiveness in the cold. They're armed with mostly swords and greatswords. They're armor is of a reddish color, making it a bit more camoflauged in the wooded lands down south (Falkreath and Riften). They know the land pretty well, since they're locals. Some of their troops are other races though, joining simply to oppose the Stormcloaks. They're fighting for their place in the land, rather than being bullied around by the Stormcloaks.
Stormcloaks - The troops are largely the same as the Imperials, since they're locals as well. They lack the foreign races though, being racist against most races. The main difference is the armor, being highly visible in the wooded areas, but being slightly more camoflauge in the snowy areas (Dawnstar, Winterhold, partially Windhelm).
- Please disregard all of the Dragonborns actions, as well as the entire Dragon invasion. This is involving who would win if the war continued without anything involving the Main Quest occured.
- I'm disregarding anything involving the 'Seasons Unending' quest.
- Disregard all ideology you have on each side. This isn't a 'which one has the more clear and moral goals, as well as who deserves Skyrim' thread. This is to discuss who would win the Civil War.
- Disregard the Dark Brotherhood
quest(s) that deal with assassinating the emperor
Alright, let me get started!
------------------------
[h2]Territory[/h2]
-------------------------
[h2]Imperial[/h2]
Solitude - An extremely heavily fortified city, decorated with high walls and a secret passage into one of the watchtowers. The exterior has two layers of guard towers, making it very difficult for any army ti make it through without taking heavy casualties. At the even further exterior, there's the East Empire Trading Company docks. These are very useful for the Empire, allowing for trade along the North coast. This provides Imperial soldiers with a nice increase in supplies, as well as building a mavy to take the other two cities on the Northern coast. The city is dwelling high above the water. This helps keep soldiers very far from their main Palace, with the only way into it being to go straight through the city. The city also houses many citizens and soldiers to keep the city even more secure.
Markarth - The city is home to many citizens, and a decent amount if soldiers. The terrain outside of Markarth is very hard to navigate through due to its rugged, mountain landscape as well as the large and aggressive Forsworn presence. Getting enough the Stormcloak troops to infiltrate the city eould be challenge enough. The outside of the city is an group of fortifications, heading uphill toward the gate. So getting to the gate would be very difficult unless the invaders had an overwhelming amount of troops. The Palace itself, is quite fortified due to its very rocky and maze-y structure, so taking the entire city would be rather difficult. The entire city has a great amount of turns and twists and the city is leveled uphill, making the invaders have a dreadful time making their way through the city without taking very heavy casualties. Plus, the guards have the advantage of the giant surplus of Silver and mines in general. This allows them tofir more soldiers, thus having a larger defensive force.
Falkreath - The city is completely on level with itself, giving the guards a hard time keeping the gates free from invaders. The city is also far away from Solitude and Markarth, leaving it short in reinforcements. They're also really close to the Cyrodiil-Skyrim border, leaving them to be exposed to Cyrodiil, giving direct Imperial reinforcements. The area around the city is wooded and houses many dangerous creatures, making it difficult to transport troops to invade the city. The city seems to be a bit short on guards and fortifications, making it even harder to defend the city.
Morthal - Basically the same case as Falkreath in terms of city layout and guard population, but in even worse shape. Although it is closer to Solitude and Markarth, giving it a good source of reinforcements. The wildlife is somewhat dangerous, but nothing overwhelming.
Whterun* - Although Whiterun is not considered to be sided with the Empire, the city accept all Imperial help while also refusing cooperation with the Stormcloaks. It being in the middle of the whole province, it gets exposed to lots of trade and troop transport. It lies on a plain, so it is very easy to siege. But luckily for the city, they are armed with a strong guard force as well as a nicely fortified front gate. The people of the city are pretty much split twoard each side of the war, so a small civil war within the city isn't impossible.
[h2]Stormcloaks[/h2]
Windhelm - The main city of the Stormcloak resistence, the city is quite fortified. A long stone bridge extends across the river in front of the city, covered with small towers. Getting troops to the gates would require a giant force of soldiers, and even then they have ti deal with the city inside. The city itself is covered with turns, like Markarth, but the city seems rather level and thus removes the uphill advantage from the Stormcloaks. The guard and soldier population, although large, doesn't seem to match that of Solitude. The Palace is basically one big hall with a few rooms branching from it. The docks, leaves another entrance that could be reached by boat, putting the Stormcloaks at the disadvantage of having to face two fronts. But the entrance form the docks leads to a downhill section of the city, giving Stormcloaks an advantage against the invaders coming from the docks.
Riften - The city has some decent fortifications, and carries a good amount a guards. It lies on a flatland, relieving Stormcloaks of the uphill advantage. But the city is also completely surrounded by giant walls, leaving only three entrances open: the Player House exit, the Black Briar Meadery exit, and the main gate. The waters below would likely serve little purpose except to send out naval expeditions. The palace is a bit fortified, but it's nothing special. The land around the Rift is rather wooded, so it would be hard to send large batallions of soldiers to take over the city.
Dawnstar - This town has a big mouth exposed to the Sea of Ghosts, making it highly exposed to naval invasion. This does allow some naval expeditions toward Solitude, but the consequences outweigh the benefits. The guard force is of an average size, but mothing that could stop a large invasion from Solitude, even if they recieved soldier reinforcements. The land around it is prett harsh, frquently generating snow storms that could put a deal of effect of invading troops.
Winterhold - The landscape is pretty much the same as Dawnstars, except the area between the town and the water is covered by a huge cliff, likely unscalable. But the town really doesn't seem to have much fighting power, having no fortifications (excluding the college), barely any guards, and hardly any houses.
-----------
[h2]Leaders[/h2]
----------
[h2]Imperials[/h2]
General Tullius - Tullius is a very strategic military leader, experienced and calm-headed. He knows how to win wars, prioritizing some places and exploiting the enemies weaknesses. He knows how to really do damage toward the enemy, while maintaining defense for himself. His problem is, him not being native. He's not the most respected member of the Empire, but his soldiers trust him. He's not the source of the Empire's ideas and political actions, for that is the Emperor's (and partly Elisif) job. He doesn't care for Skyrim as much as Ulfric, since it isn't his home.
Legate Rikke - She has a strong sense of patriotism, being a native of the land. She believe in everything she's ben fighting for, knowing the best for Skyrim is the Empires protection. She shows no mercy, and is very cautious.
[h2]Stormcloaks[/h2]
Ulfric Stormcloak - He is the head political and military power of the Stormcloaks. He is the source of all ideology of the them, making him a very valuable asset to the Stormcloaks. He has pretty good military tactics, although not as good as General Tullius. He is vert respected by his people, well the Nords that is. Almost all other races despise him, for he leads a resistence of racists. He is charismatic, but his true intentions for Skyrim are unknown. Some say he only created the Stormcloaks to become High King and to rule Skyrim. Others say he wants to rid of the Thalmor and bring peace to Skyrim, and maybe Tamriel. The problem with him is, if he is captured or dies, the Stormcloaks will likely crumble.
Legate Galmar - He is a true follower of Ulfric. He agrees with all his ideas and thoughts. He is, like Rikke, merciless and knows how to get the job done. He is battle hardened and can lead most battles to victory.
----------------
[h2]Factions[/h2]
----------------
College of Winterhold - They seem to be completely neutral. They appear to defend Winterhold though, so if Imperial troops sent an attack on Winterhold, it isn't impossible that they would fight back.
Companions - Under their current leadership, I believe they would also be completely neutral. A few might go out and join the Lehion or Stormcloaks, but the majority would mind their own business.
Dark Brotherhood - Likely neutral as well. If anything, I'd say they would bend toward the Empire since that would probably end up in Tamriel being Thalmor-free again, more so of a chance than if the Stormcloaks won. This would help them expand.
Thieves Guild - Likely Empire, since it would end up with Maven Black Briar as Jarl, who is one of their most important clients.
Forsworn - Likely Empire. During the Forsworns retaking of the Reach, the Empore almost established them as an independent land. Until Ulfric came and massacred most of them. So it would make sense that they would despise the Stormcloaks, and maybe help the Empire.
Silver Bloods - They root for the Stormcloaks, which really hurts the Empire seeing as they rest in Markarth. Having them in Markarth means the coty is under constant pressure from the Stormcloaks.
East Empire Trading Company - They work for the Empire and would help supply the army in Solitude.
Black Briars - Stormcloaks who pretty much help run Riften. They would just increase defense and security in Riften.
Battle-Born - An Imperial supporting clan in Whiterun. They're stronger than the Greymanes, a Stormcloak supporting clan, and would likely overwhelm their presence in Whiterun if their feud escelated into a battle.
Graymane - See Battleborn
Vigilant of Stendarr - Neither. They're totally independent and work towrad their own goals and purpose of eradicating daedra and abominations.
Thalmor - They would extend the war as long as they could, causing great damage to both sides. They would never fight for the Stormcloaks, but that doesn't mean they won't silently work against the Empire. They'd attack any Stormcloak at will if it's mecessary to prolong the war.
Bards College - They'd improve Imperial strength in Solitude, and would write songs of the Empires glory, spreading their fame across Skyrim.
Blood Horkers- They would likely do some damage on both sides in terms of naval battle. Nothing major though.
Clan Shatter Shield - They would add a few worthy troops to the Stormcloak army. Also, nothing major.
----------------------
[h2]Troops[/h2]
-----------------------
Imperial - The troops are mainly local, making their army mostly Nord. This grants them extra effectiveness in the cold. They're armed with mostly swords and greatswords. They're armor is of a reddish color, making it a bit more camoflauged in the wooded lands down south (Falkreath and Riften). They know the land pretty well, since they're locals. Some of their troops are other races though, joining simply to oppose the Stormcloaks. They're fighting for their place in the land, rather than being bullied around by the Stormcloaks.
Stormcloaks - The troops are largely the same as the Imperials, since they're locals as well. They lack the foreign races though, being racist against most races. The main difference is the armor, being highly visible in the wooded areas, but being slightly more camoflauge in the snowy areas (Dawnstar, Winterhold, partially Windhelm).