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    Delusional

    Connoisseur of Hallucinations
    A New Dawn
    Dawn_by_freelancah.jpg

    A new dawn has risen.

    Gleaming sunlight pours over the remnants of a devastated and ravaged Tamriel. The continent has been shattered and bled dry, a shell of its former self. Survivors of the great and destructive conflict known solely as the End War emerge from their shelters to pick up the broken pieces of civilization, ready to rebuild—ready to forge a new world…

    …ready to begin anew.

    Slowly, through the persistence and determination of those who survived, civilization rises from the ashes. What was formerly a bloody and shattered Tamriel has been mended. Cities once razed are rebuilt. Fields once burned are replanted. Landscapes once ravaged are flourishing. The world is new, and it is growing.

    It is growing, and kingdoms are rising from the rubble.

    Across Tamriel, kingdoms rise from the ruins of a past world. It is the beginning of something new, of something much greater. This is the beginning of an era—the era of kingdoms.

    Your kingdom is one of many. Rising from Tamriel’s shell, your kingdom, like all others, has been growing for many years now beyond the End War. You do not know much of your surroundings beyond your kingdom; you do not know what the future holds for your kingdom. All you know is that the world was once in shambles and you were once devastated survivors…

    …but you have survived, and so will your kingdom.


    Welcome to A New Dawn, a role play set in the increasingly popular kingdom fashion, created and organized by Mr.Self Destruct, The OP3RaT0R, and myself, as a rewrite of the original kingdom RP on Skyrim Forums, Dawn of Kingdoms.

    A New Dawn takes place in an altered Tamriel, 70 years after the infamous End War, which demolished order and civilization throughout the continent. With every province shattered and broken as a result of the End War, kingdoms rise from the remnants and survivors of a chaotic and destroyed Tamriel; kingdoms that stake their claim in this new world while discovering other kingdoms exist outside their own boundaries, creating new and troubling issues for these beginning and developing powers.

    A New Dawn is recruiting; however, joining will not be a cakewalk by any means. We mean to select the best possible candidates for this RP in order to ensure its survival and endurance, and as such, we will be selective in our recruiting. Your kingdom must be worthy of inclusion in the world, your writing must be sophisticated and advanced, and you must be active and willing to stay active in this RP.

    To be considered for entry and acceptance into A New Dawn, you must submit a Kingdom Card (KC) that outlines these following details about your kingdom:
    -Name
    -Location/Borders
    -Population
    -History
    -Military
    -Culture/Demographics
    -Religion
    -Factions
    -Major Figures/Royal Family
    -Description of Major Settlements and Landmarks

    Your kingdoms may have some of these, all of these, or none of these. Your kingdom is your own, and you will make it your own. Just be sure that your KC is very thorough and describes your kingdom very well, so everyone else involved in the RP has a good understanding of how it operates and works, what kind of culture it has, where it is, etcetera, so we can effectively communicated and interact with it within the RP.

    All standard RP rules apply. Now go forth and create kingdoms of worth.

    Cast
    Delusional – Azar Harif
    The OP3RaT0R – The Kingdom of Cas’bparo
    Mr.Self Destruct – Cydonia
    Specter of Death Farasel Koehrmer
    Irish – Kingdom of Lyorn
     

    Delusional

    Connoisseur of Hallucinations
    Azar Harif
    Tattoo_Scorpion_Design_by_Th3_j0keRc.jpg

    · Full Name: Azar Harif
    ·Capital City: Mezekesh
    ·Affiliated Cities: Sandstone, Guardian
    ·Symbol/Flag: The Scorpion
    · Colors: Black Scorpion on Yellow, Orange and Red
    · Government Structure: Federal Monarchy
    · Head of State: Sultan Andromolek Dakhlar
    ·Population: ~45,000
    · Race: Developing Ixan
    · Religion: None as of yet

    History
    Amidst the destruction and devastation of the End War, a group of exiles embarked on a dangerous journey. Setting out from the besieged Imperial City, where they were banished from for reasons unknown, this small band of Imperials trekked across a war-torn and ravaged Tamriel, their eyes set on the unforgiving deserts of Hammerfell.
    The journey was a perilous one, and not short of casualties, but at last, they reached their destination—the Alik’r Desert, where they would settle down and build a civilization of their own. As the End War drew to a disastrous close, leaving the entire continent a chaotic and disheveled mess, these Imperials, through blood and sweat, had already begun the foundations of a kingdom.
    Years ahead of the rest of Tamriel’s survivors, these Imperials lived and built, secluded to the harsh desert, separated from the remainder of the continent by leagues of unending sand and unbearable heat. There, in the middle of the desert, the Imperials built a great city—Mezekesh.
    Somehow the Imperials were able to survive and prosper in this great city perched upon a massive rock outcropping, surrounded by rolling dunes of sand. Somehow they were able to provide food and wares for themselves. Somehow they were able to create a self-sustaining environment within the walls of the commanding city of Mezekesh, surrounded by a hostile desert teeming with strange beasts and creatures.
    Eventually the Imperials expanded. They built the city of Sandstone from the ruins of the old world city Hegathe, and the city of Guardian from the ruins of the old world city Sentinel. Collectively, the three cities and all the empty, desolate dunes in between became known as Azar Harif.
    Relations and Diplomacy
    Azar Harif survives and thrives in absolute isolation. Unwilling and uninterested in exploring the world outside of their home in the Alik’r Desert, the people of Azar Harif live independently. The leaders of Azar Harif have unanimously decided that if they do come into contact with another kingdom through some stroke of bad luck, they will maintain a hostile and distanced disposition towards them, no matter what.
    Government
    Azar Harif operates on a federal monarchy system. Each city has its own Emir, who controls that city’s affairs and runs independently of the other two cities. Over these three Emirs is the Sultan, who has the power to do anything and undermine any decisions made by the three Emirs.
    While the Sultan has ultimate jurisdiction over matters within the kingdom, he is not required to handle every single decision or event, as the regional Emir are capable of dealing with petty affairs contained within their own city. However, if the need arises for the Sultan to step in, or he decides he wants to take control of a certain situation, he is able to cast the regional Emirs aside and take matters into his own hands.
    Lands, Cities and Regions
    MdDED42.png
    Simply put, Azar Harif controls the entirety of the Alik’r Desert, and nothing else. Wherever there is sand, there is Azar Harif. There are three cities/regions within Azar Harif: Mezekesh, Sandstone and Guardian.
    Mezekesh is where it all began. Rising from the dunes on a commanding rock outcropping in the center of the Alik’r Desert, Mezekesh is a massive city. Built from sandstone and brick, it is a very cultured and luxurious city, with gorgeous and elegant architecture reminiscent of the Italian Renaissance. Often referred to as the “Jewel of the Desert,” Mezekesh has already distinguished itself as a hub for philosophy, science and learning.
    Sandstone, the second city to rise from the sands of the Alik’r, is in many ways similar to Mezekesh. Built atop a large bluff overlooking the ocean, the city is home to the main port of Azar Harif. Rising from the ruins of the old world city of Hegathe, Sandstone takes on many of the same aspects that the old city once had, before being obliterated during the Fourth Siege of Hegathe in the beginning stages of the End War. Sandstone is known for its fishing industry, where a large majority of the food for Azar Harif comes from.
    Guardian, the most recently constructed city, is wildly different from Mezekesh or Sandstone. Built over the ruins of the old world city Sentinel, Guardian could be described as more of a fortress than a city. While contained within the thick walls of Guardian is a city of reasonable size, it is accompanied by a massive, guarded complex that leaves numerous questions among the residents of the city surrounding it.
    While the endless dunes surrounding the cities are officially deemed territory of Azar Harif, they roam with hostile creatures and strange desert-dwelling beasts seemingly born out of the Fall. A very dangerous place to travel, by day and by night, the desert not immediately occupied by the cities has been unofficially deemed "the Wastelands" due to its many dangers and difficult terrain.
    Military
    Realizing the need for some sort of force to support their hostile foreign policy, rulers throughout the years of Azar Harif’s existence have always prioritized military. Composed of legions upon legions of well-disciplined and extensively trained spearmen, swordsmen and archers, Azar Harif’s military is very developed and well-equipped, and with close to half of the population of Azar Harif enlisted and trained, prepared to fight, the kingdom is ready for conflict, should it ever come.
    Culture/Demographics
    Azar Harif’s culture is one of richness and diversity that seems to vary immensely from city to city. Within the walls of Mezekesh, culture flourishes, and the fine arts are well-practiced and prided in. Music, art and education are important tenets of Mezekeshi society, which is very reminiscent of ancient Arabic society (Ottoman Empire). Sandstone, while very similar to Mezekesh in regards to culture, often places less value on the fine arts, and is usually a haven for the middle class, who prefer to steer clear of the refinement of the higher class of Mezekesh. Within the walls of Guardian one will find the least emphasis on culture and class. Rather confined to simple pleasures, the citizenry of Guardian care little of refined arts and what they see as the pompous culture and "flamboyance" of their city’s older sisters.
    However contrasting the three cities may seem in regards to their class and population makeup and the level of interesting in refined liberal arts, they are still held together by common beliefs shared throughout every citizen. The people of Azar Harif are hardworking and persevering, being taught from the generations before them that life is nothing without effort. However, despite this seemingly serious and strict tenet, simple pleasures and compassion towards yourself is also valued. These conflicting beliefs often create issues within society, as this balance of hard work and pleasure is difficult to reach without becoming more of one side of the spectrum than the other. This balance of hard work and self-serving pleasure that plays such a huge part in the society of Azar Harif has been identified as the "Mende Cycle" by Mezekeshi philosophers.
    Throughout all of Azar Harif, the population is predominantly Ixan. Ixan people are Imperials, but with inherently darker skin hues, much like the tan of the people of the Middle East. While this separate race of people has not quite developed as of yet (in regard to appearance), the process has started thanks to the original exiles and founders of Mezekesh, who left their homeland in Cyrodiil for the scorching Alik’r Desert, where the sun tanned their natural olive skin. A few generations later, the inherently darker skin hue is just beginning to develop among the newborns and youth. Perhaps in a few more decades the Ixan race will be fully developed, and these people will become their own race.
    Along with the developing Ixan majority is a small Redguard minority, consisting of Redguard survivors of the End War who stumbled across the budding kingdom of Azar Harif in a desperate search for shelter before perishing in the Alik'r. Of the 45,000 that live in Azar Harif, about 35,000 are Ixan and 10,000 are Redguard.
    Factions
    The Silver Spears – Loyal bodyguards to the Sultan. They are elite warriors, with deadly proficiency in the use of spears, selected from the best of the best of Azar Harif’s military.
    The Brotherhood of Mezekesh – A guild of seasoned and studious scholars well versed in the arts. Reside in the Institution of Knowledge, located in Mezekesh.
    Major Figures/Royal Family
    Sultan Andromolek Dakhlar – Sultan of Azar Harif, the Scorpion, a charming, yet hostile and militaristic man who rules with an iron fist. He is cunning and ruthless, yet respected by his people.
    Queen Arri Dakhlar – Queen of Azar Harif, wife of Andromolek, a beautiful, seductive woman.
    Jericho Dakhlar – Heir to the throne, a hotheaded, emotional teen. His father relentlessly trains him to become a strong and powerful leader.
    Belisari Dakhlar – Jericho’s twin sister, obedient and playful.

    Vizier Theben Ramses –Sultan Andromolek's chief vizier, or adviser. A young, vigorous man with undying loyalty to the Sultan.

    Emir Thuran Ryk – Emir of Guardian, a dutiful and loyal man who takes his position seriously. He is an older man and a veteran warrior, once one of the highest ranked generals among Azar Harif's military.
    Emir Marwan Kahlez – Emir of Sandstone, a carefree and debaucherous man who enjoys himself. A middle aged man, he tries his hardest to not try to run his city, rather focused on indulging in the simple pleasures of life.
    Emir Baharya Thebes – Emir of Mezekesh, an old, wise scholar. He is very passionate in his love for the arts, and is an accomplished artist and writer who spends most of his time writing, reading or painting.

    Avaris Myzeka – Highest ranking general of Azar Harif’s military. He is a brilliant tactician and gifted spearman who takes pride in the kingdom's military, caring for it as if it was his own child.
    Amadeus Dzhar – A prominent scholar in the Brotherhood, one of the few scholars that sits on the Council of Wisdom. Very well versed in the arts, very cultured and very wise. Regarded as perhaps the most influential and most well-known Azar Harifi philosopher.

    (These are just a few important characters that will be crucial in the RP. Some will have POVs, others will not. There may be POVs of characters not on this list.)
     

    Blackdoom59

    BATMAN!
    Might just get a CC up later. Seems most of my older RPs are dying out so it won't be bad to get in new ones.
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    Cas'bparo, Kingdom of the New East, House Harker
    I9bchfT.jpg
    Motto: "Out of an ashen twilight, the bright moon rises"
    Symbol: twin moons cresting Red Mountain
    Colors: red and white
    Government Structure: federal monarchy
    Population: ~ 50,000
    Religion: The Ilaahyo Badan
    History
    Coming out of the End War, the survivors in Morrowind were separated by tectonic activity that had coincided with the Fall; those in the west and on Vvardenfell, who were accessible, did as they always had and subsisted on what they could produce from the ashen land. No redevelopment of the broken civilization occurred for years, and luckily for the people of Morrowind the mountains surrounding them kept them isolated in their weakness.
    Until 40 or so years after the Fall. Small mercenary armies began to form and clash, and out of the bloodshed one name began to emerge: General Alussanah Harker. She was proving to be an excellent tactician and was also said to be a skilled battlemage, but outside of her military qualifications, little was known of the Redguard woman. However, the people of northwest Morrowind would soon learn, as in three years her force managed to wipe out or assimilate all opposition, and with all of the (albeit small) military might of Morrowind behind her, Alussanah named herself Queen-Regent of Cas'bparo, Herald of the New East.
    Talk among the natives of Morrowind was full of rumors of this woman who had proclaimed herself their ruler; her early rule was not very graceful or queen-like, evinced by the fact that the word most often used to describe her by those she encountered and ordered about was "bitch." She was cunning, treated politics (if you could call it that in those times) like war, had a mean temper, and enjoyed the feeling of power and control - factors that led some Dunmer to adore her and pledge loyalty, and others to emigrate elsewhere. All of this won her the lands of Vvardenfell and the northeastern mainland, but what won her the people was her dedication to them.
    While admittedly it was in service of the end of her power, Alussanah was committed to the defense of the people and the rebuilding of civilization. Where she had stamped out the mercenary armies once before, bandits took their place, and in turn, Alussanah proclaimed she would not let them touch her kingdom and her people - and while they initially resented this strange woman claiming them, the populace came to appreciate that she did indeed fulfill what she had said. She led an aggressive struggle against the bandits and came out on top, now hailed as the hope of Morrowind.
    Eager to work with her newfound authority, Alussanah led an expedition to the Telvanni Isles, somehow causing ten Telvanni Mages to stoop to the level of pledging to serve under Alussanah, in her military of course, but also at a more ambitious project: clearing Vvardenfell of ash. The Telvanni had always been known for their arcane prowess, but this seemed a little far fetched. Until it worked, of course, and then many of the people went right along with it all.
    Construction of infrastructure began both on the newly ash-free lands and on the eastern mainland, right up to the Velothi Mountains. In the years that followed, roads, ports, bridges, towns and cities sprang up. Ore mined in the hills and food farmed on flatter lands contributed to the regeneration of the region, and finally Alussanah was able to turn her attention to her own displaced people. She put out a call for anyone who would immigrate to the land of Cas'bparo to do so, with special emphasis on her fellow Redguards. They did come (most surprisingly, Khajiit came in great numbers, though they were said to have scattered across the continent) both weary of the troubles that had followed since the End War and wary of the Dunmer they met - the Dunmer themselves only took Alussanah's word so far too - but Cas'bparo was better than wandering and struggling to survive.
    Cas'bparo was set to grow further into the New East, and as the anniversary of the End War came up on 60 years, Alussanah set to work building a culture to fill the new kingdom up.
    Relations and Diplomacy
    Cas'bparo has had little outside contact, but it maintains an attitude of wariness of outsiders. It is made up of a large population of immigrants, but with tales of other new powers emerging elsewhere, specifically ones that might be hostile to Cas'bparo, chances can't be taken. Alussanah is not exactly a compromising person either.
    Government
    Cas'bparo is led by the Queen-Regent, but has a growing bureaucracy behind it. Below the Queen-Regent in the central government are the Councils of War, the Land, and the Faith. One interesting feature of the government of Cas'bparo is that the monarch must be a female - a small clause written by Alussanah for reasons only she knows. Each city also has a Magistrate who answers to the Queen-Regent.
    Lands
    Cas'bparo consists of the island of Vvardenfell, which is officially called Jae'sradda, and the western mainland of Morrowind, a region officially called Ga'buuraha. A number of fire-riverbeds snake across the land, left from the days when Red Mountain was far more volatile, but these are beginning to be rejuvenated, and are already used as travel routes.
    Cities and Regions
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    • Ebonheart - capitol of Cas'bparo built on the ruins of the old world city of Ebonheart. Chosen for its ease of access via water and land, the capitol is a growing economic power in the kingdom. Known for merchant firms and adventurers aplenty, and home to the main garrison of the kingdom's troops. It was the first city built by the kingdom, and is an imposing city made of volcanic rock.
    • Kantyafir - situated in the forests north of the swamplands, Kantayir is a secluded city that is Cas'bparo's main provider of lumber, and it even manages to produce a small amount of the rare coffee bean. It is a place where many manage to settle down and make a profit either logging or supplying the loggers, but the money comes at a risk - the dense forests are not exactly friendly, and with the army being only so many, it has also become a hub of mercenaries. It also happens to be built primarily of the very wood it supplies.
    • Gaicga - a stronghold city in the Velothi mountains, Gaicga is the capitol of non-ebony mining, smithing, and refining for Cas'bparo. Life in Gaicga is more rugged than anywhere else in the kingdom, and deep in the Velothis can be found the only bandits Queen-Regent did not crush early in her reign. Gaicga also has a good hunting and artisanal base, and has the only significant population of Orcs in the kingdom.
    • Arrada - main seaport of Cas'bparo and a great source of seafood and sea goods, and also the site where Alussanah is constructing her navy. Cas'bparo has been very isolated since its foundation, and Arrada is the one place that does find itself occasionally graced by outsiders and news of the outside world. While lacking the criminal influence more international traffic might bring, Arrada is a rough-and-tumble town - but in a way, it is also a city of peg-leg philosophers. It is home to the famous North Wind Hall, a coffee-and-mead house that has become known for the great ideas and controversies that have surrounded it, in addition to the fact that it is on a docked luxury ship.
    • Fort Saryesa - a solitary fortress-settlement built on a cliffside at the frigid North Sea. It commands the small, rocky span of land that is the only accessible piece of eastern Morrowind, with the rest being blocked off by the massive tectonic upheaval during the End War. It is known for being run tough, and it is responsible for dangerous attempts to penetrate the impossible geologic barrier to the rest of Morrowind.
    • Fort Bodhol'a - a mostly-underground military outpost on the edge of the massive Red Mountain crater. The Telvanni mages enlisted by Alussanah managed also to drastically quiet the activity of the volcano, but since the eruption no one has known what could lie within. The mission of those assigned to Bodhol'a is to find out, something they do with the help of special armor and equipment that allows soldiers to withstand the heat, ash, and sulfur.
    • Fort Magala - a small fort built to fill the wide distance between Arrada and Gaicga, tasked mostly with protecting the single road between the two. A small town has developed around Magala as well.
    There are also a number of other small towns, logging outposts, and mining settlements dotting Cas'bparo, along with the unexplored ruins of many old-world structures and locations.
    Regions
    • Ascadia - lush, fertile isles that extend north from Ebonheart to near the base of Red Mountain. They were confined to the isles before the Telvanni removed the ash, but the climate now extends onto the main body of Jae'sradda, usurping the former Molag Amur region. Plantation farming is a growing industry here.
    • New Coast - the former Ashlands, cleansed of the toxic ash by the Telvanni allies of Cas'bparo. The New Coast extends from the Sea of Ghosts to the base of Red Mountain and doesn't go far beyond to the east and west sides. The ash still in the soil allows for the growing of both ash and normal crops, and there are a number of geologic formations and features to be mined; it is also expected that fishing will become a staple of the New Coast as the ecology of the Sea rights itself.
    • Duur'jasiir - the region encompassing the many small islands and single large one off the northeast of Jae'sradda, known for its wild and alien terrain, flora and fauna. It is inhabited by a great number of various dangerous animals and plants, as well as being dotted by ruins from the various cultures that once existed in Morrowind. For now, the only settlement of the region is in the form of small fishing villages with very little military support or defense; however, it is speculated that one day when the resources are available, the exotic flora and fauna could be harvested profitably.
    • West Gash - the rocky highlands along the western coast of Jae'sradda, marked by unique red rock formations and an abundance of ebony. Fort Bodhol'a lies perhaps ten miles east of the boundaries of the West Gash, and towns in the region are the main suppliers of the Fort.
    • Kantyafir - the forest in the northeast of the island, dense and more wooded in the north but thinning the further south one goes. In the north of the region, logging is king, but the south is more suited to the ranching and farming of more conventional western animals.
    • Azura's Coast - the many rocky, small islands in the south and east of Jae'sradda. For now, they remain largely underutilized and unexplored, but there is talk of using them as a springboard to exploration of the inaccessible cliffs along the southern and eastern coasts of the mainland.
    • Saltport - the salt marshes between the West Gash and Ascadia. A region that proves incredibly difficult to penetrate or develop, and which has so far served as a haven to the small criminal segment of the kingdom and a hampering to travel between Ascadia and new settlements in the West Gash.
    • Kurba - the snowy, mountainous region where the Velothi mountains edge right up to the Inner Sea in the southern half of the Ga'buuraha, ending just north of Gaicga. Kurba is emerging as a good source of many of the ores not found in great quantity on Jae'sradda, like corundum, orichalc, quicksilver, and more, as well as being a source of granite.
    • Qeydhana - the northern part of the Ga'buuraha, which shares many traits with both the West Gash and the neighboring Rift region of Skyrim - the flora and fauna are largely the same as the Rift, albeit with a few unique species, and the stone found in the region is largely the red rock also found in the West Gash.
    Military
    Cas'bparo has a military of about 20,000 - 2/5ths of the entire population of Cas'bparo - and the majority of them are spellswords or battlemages. While other nations might have greater numbers, the martial and arcane knowledge of Cas'bparo behind Cas'bparan ebony, Adamantium, netch, and malachite makes for a formidable force, hard to match on their home turf - though in addition to its numbers, being made up of such a large segment of the population, there are only so many soldiers on duty at one time. Queen-Regent Alussanah has also recently begun the construction of a navy.
    Culture/Demographics
    The two main demographics of Cas'bparo are Dunmer and Redguard, and one rung down is the lesser but still substantial population of Khajiit; the total population is around 50,000, 20,000 of those being at least part-time soldiers. The emerging culture of the land could be summed up as: disciplined liberality. People have a substantial degree of freedom, but they rarely waste time on chaff or excess, an attitude shaped in part by the harsh Alik'r and Elsweyri sands and Velothi ash that make up the kingdom's heritage. It is a common mindset that one must "cut away" at oneself until perfection is achieved, pain is of little consequence - a frontier mindset, if you will. Even the traditionally lax Khajiit population has conformed somewhat to the culture of the land, but not without contributing their own elements. Drug use, moon sugar and otherwise, is common, and in some cases is even encouraged for the stimulation of thought; secrecy and cleverness is also important to the people. Intelligence and cunning are both valued, honor and slyness, and there is a great respect for martial and arcane prowess - they are seen as two sides of the same coin. A trait that the Dunmer and Redguards historically shared, which has been expanded, is the idea of combat and philosophy being corollaries. Art is appreciated in Cas'bparo, and it is generally preferred as a striking and impassioned stylistically depicting scenes of great intensity (think Asian art). Architecture is bold and both artistic and utilitarian, also hinting at a Khajiiti flavor in its common use of repeating geometric patterns. Institutional/familial loyalty is important in Cas'bparo, but having come out of nearly nothing, most familial bonds are by choice rather than blood.
    Economy
    Cas'bparo is still working to develop a good economy and has been so far unable to establish a basis for international trade, but for now its primary products are lumber, ore and building materials, weapons, and enchantmets; it produces more than enough of these for its own needs, but its agricultural and farming industries have further to come along. Artisanal goods are also available in the smaller towns and villages, and efforts are being made to restore the population of the now-rare Silt Striders.
    Religion
    The official faith is an amalgam of gods and teachings from all over called the Ilaahyo Badan. Under its canon fall Azura, Mephala, and Boethiah, the HoonDing, Ebonarm, Lorkhan, Baan Dar, as well as the 36 Lessons of Vivec, and a unique god, Juleion'r; the Lunar Lattice is also ceremonially followed by both the Khajiit and others in the kingdom. While the pre-existing gods represent facets of the Dunmer, Khajiit, and Redguards individually (not to mention that the 36 Lessons are taken as good allegorical teachings despite Vivec's false godhood), Juleion'r is a creation of Alussanah. He is a god-of-all-trades, with countless canonical material aspects that are worshiped to various degrees; while Juleion'r the Mage, Juleion'r the Warrior, Juleion'r the Thief are personifications of the three great constellations, other common aspects are Juleion'r the Hammer, Juleion'r the Crown, Juleion'r the Compass, Juleion'r the Coin, and so on and so forth. While the canon is very wide, many people still worship as they did before the new system was introduced, a point of contention.
    Factions
    • Ald Veloth - a small grassroots group of Dunmer opposed to the new system that has been instated and who call for the Dunmer to retake the land for their own. They have yet to gain much of a following or resort to violence, so they pass relatively unnoticed by the government.
    • Twin Moons' Rise - an order of those who have dedicated their lives to the preservation of the kingdom, currently made up largely of veterans who fought alongside the Queen-Regent before her rise to power and whose loyalty to her even surpasses their loyalty to the kingdom at large. They are not the official honor guard of the Queen-Regent, but many of their members are officially affiliated with the government as well.
    • House of Caemir - the merchant house making the greatest monetary investment into the development of Cas'bparo and expansion of trade beyond its borders, founded by Undil Caemir. They currently have the approval and support of the government, but currently they are clearly in line with the interests of the Queen-Regent.
    • Kingdom of Cas'bparo - all those affiliated with the government and military of the kingdom.
    • Dagas'doma Arcanus - the infant scholarly body Alussanah founded, currently based out of Ebonheart, but with plans being made for a separate campus to be built.
    Major Figures:
    • Queen-Regent Alussanah Harker - The founder and Queen-Regent of Cas'bparo, age 50. She is well-liked by many, despite the nature of her consolidation of western Morrowind and her obvious enjoyment of the power she holds; though she may bask in the authority, she does work hard to drive Cas'bparo onward and upward, even if she steps on a few toes (or necks) to do it. However, not everyone is so fond of her, and questions slowly rise about her effectiveness as she ages.
    • General Svadstar the Iron - The highest military authority under the Queen-Regent herself and head of the Council of War, age 77. An old friend and adviser of Alussanah who fought by her side even before her campaign to consolidate the west, he directs the troops of the kingdom full-time, though with the frequent involvement of Alussanah. He is a stoic, hard man, albeit with a soft spot for Alussanah, and he often works behind-the-scenes.
    • Archcanon Wulf - Highest religious authority under Alussanah and head of the Council of Faith, age 33. Born not long before Alussanah took power, Wulf grew up admiring the Queen-Regent and hoped to earn a place in her government one day. However, during his youth, his parents were disparaging of the Queen-Regent and all the changes she was making, and instead pressured him to study theology. Of course, this backfired on them, because when Alussanah began her task of creating a new body of faith for her kingdom, she found Wulf. While Alussanah was the seed of the ideas that formed the new faith, Wulf codified it and zealously defends it.
    • Governor Ernard - Manager of domestic affairs for Alussanah and head of the Council of the Land, age 64. Before Alussanah's rise to power, Ernard was part of a movement that sought to bring civility back to Morrowind, but which failed due to a lack of the means to accomplish this goal. Alussanah recruited him because he had shown promise as a leader despite his failure, and he was liked by many of the native people.
    • Magistrate Helseth - Magistrate of Arrada, age 42. A native of the region with a background in fishing and sailing, assigned to manage Arrada and help encourage growth in its infant naval industries.
    • Magistrate Throngar - Magistrate of Kantyafir, age 50. Originally from Skyrim but moved to Morrowind and joined up with Alussanah's army years before. Served as a captain in the army for years until he was promoted to Magistrate.
    • Magistrate Armand - Magistrate of Gaicga, age 36. Traveled from Hammerfell to Cas'bparo at a young age, a journey on which his father was killed by Nords, instilling in him a dislike for the Valorans to the west. Came to Alussanah's attention for his resolve against the Valorans and thus earned a place at the head of the city they believed to be at the most risk from the west.
    • Voryn Telvanni - One of the Telvanni mages brought back from the Isles by Alussanah, age 229. A great mage and one of the few in the kingdom who can best the Queen-Regent, yet he chooses not to, instead working to further develop the kingdom in hopes that he'll be there when it hits its stride.
    • Mogrul Bear's-Tooth - Leader of a growing bandit faction in the rocky terrain formed by the earthquakes during the End War, age 71. Originally from one of Skyrim's Orc strongholds but shamed and kicked out for murder, Mogrul cast aside the Orcish code and set out to make a way for himself in the post-war world by any means necessary. His bandit forces were crushed once before by Alussanah, but he has been re-amassing them in the mountains which only he and his followers know how to access.
    • Sees-Through-Ash - An Argonian necromancer and rumored vampire known only to live in a private fortress somewhere in the wilds of Cas'bparo - reportedly able to move to anywhere undetected. She has made herself known a few times in the history of the kingdom, and every time she brought with her an omen of the future. Not enough is known to say if she is for or against the kingdom, but she is overdue for an appearance.
    • Undil Caemir - Head of the merchant House of Caemir, age 94. He once before had built a fortune on the Summerset Isles, but was forced to leave most of it behind to escape unrest when the Fall came about. He took what he could to Morrowind, the one place he knew would be mer-friendly and unaffected by the messy breakup of the Dominion, and began to rebuild. He managed to remain secluded as he rebuilt, hoping to avoid the threats posed to a wealthy mer by a land without law and order, and when Cas'bparo was founded he was able to contribute his wealth and resources to the kingdom's growth.
    • Ha'mariir - A representative of the Khajiit, age 88. He has proven at times a nuisance for Alussanah, who finds the insularity of the Khajiit troublesome, especially having taken them in in the tumult following the End War, but who also has been a help to her, for which reason she does keep an ear to the unique needs of the Khajiit. He is a warrior-ascetic who taught her a great deal of the Khajiit and whom she respects for his sense of stubbornness that rivals his own.
     

    Mr.Self Destruct

    Chosen Undead
    Realm of Valora, House Waymar
    bc5300f734_77185101_o2.jpg
    Full Name: Valora
    Capital City: Valken
    Symbol/Flag: The White Stallion, a mythical spirit of nature
    Government Structure: Monarchy
    Head of State: Taric Waymar
    Population: ~ 9,000
    Race: Proto-Halen (pronounced Ha-Lin)
    Religion: Currently the pantheon of the nine divines
    History
    As war overtook the North, any semblance of law and order crumbled as chaos swept the land. Few remember those dark days, when the End War had come and left in its wake a ruined province. For years, fire and violence engulfed Skyrim as the war raged. Cities were destroyed, and many were killed as the organized conflict declined into madness and turmoil. Immense battles became isolated skirmishes between the remnants of the former armies, determined to eradicate one other. In the end, few were left to pick up the pieces and start anew. Those who had survived rose from the ashes, forming small societies and civilizations. As the years passed, tribes and clans began to form as people began to rebuild and band together. Among them were a group of veterans of the war and survivors which came to inhabit Whiterun.
    They were known the Horselords, a tribe of Nords who specialized in horseback riding and mounted combat. They had survived the End War and took the city of Whiterun as their own. Their leader was a man named Val Waymar, a legendary hero and veteran of the war which collapsed the foundations of an empire and left Tamriel without rule. By all accounts, Val was a paragon of stoicism and bravery, a "true Nord" as any native of Skyrim would put it. He was said to have been one of the greatest generals of his time, renowned for his iron will and strategic cunning. Recognized as an esteemed warrior, he was seen as a strong and true hearted leader noted for his unwavering endurance and fortitude. It was his sense of perseverance which would go on to influence Valora and its future leaders for centuries to come.
    According to the stories, it is said that Val returned from the war to Whiterun with a band of fellow soldiers and other survivors. He had traveled far, venturing through the the scorching deserts of Hammerfell, the heartlands of Cyrodill, and finally Skyrim's southern mountain ranges in an effort to return to his home. When he arrived, he discovered that the city had nearly been completely destroyed. Scorched by arcane fire, Whiterun had been reduced to charred rubble and ashes. Bodies of both soldiers and civilians were strewn across the streets, and not a living soul was to be found. However, still standing was the ancient hall of Dragonsreach, and with it the legendary Skyforge, both of which shown triumphantly in the dawn's light. Despite all that had happened, the palace that had housed Whiterun's nobility for millennia survived the calamitous End War. Sensing this was an omen from the gods, Val struck the ground with his banner and decided this was where they would begin anew.

    Under Val's leadership, the community fared well, though the times after the war were hard. Winters came, taking with them many lives as they went. There was always the threat of other tribes, other survivors with more malicious intentions. Often times, violence would erupt between the emerging kingdom and other tribes. However, Val was quick to strike down any who threatened his people, garnering the reputation of a skilled and decisive warrior who showed no mercy for the wicked. For the first few years the Horselords struggled, but despite it all they endured the hardships. Slowly, their numbers grew. Homes and buildings were rebuilt within Whiterun's walls, and small farms and horse ranches began to appear outside the city walls. The people began to call the Horselord's land Valora, a tribute to their leader, Val.
    Decades past, and Valora continued to grow steadily, yet slowly. Whiterun had become a bustling city with a population in the thousands. Many tribes and clans which had been living off the grid traveled to the kingdom, settling down and contributing to Valora's growing population. The Valorans continued breeding horses, domesticating the wild stallions which inhabited the plains and tundra of central Skyrim. They became well known for their mastery of these creatures, which became a staple of Valoran society.
    Eventually, Val Waymar would pass away, leaving the responsibility of ruling the realm to his son, Taric. The people mourned the loss of their leader, who had done so much to protect and ensure the welfare of his subjects. Val's body was cremated in the Skyforge, and with his ashes a royal blade was forged for his son. Knowing the importance of the task which lay before him, Taric vowed to lead Valora to greatness and make his father proud, renaming the city of Whiterun Valken to pay tribute to his father's legacy.

    Relations and Diplomacy
    The people of Valora have been instilled with a sense of suspicion and distrust of outsiders, though they are by no means outright hostile or violent against foreigners. They owe this to years of fending off bandit tribes and barbarian clans which inhabit the North, and having to prosper and grow in a dangerous world with little allies to be held. They tend to stay away and keep their distance from anything unfamiliar or different. However Valora does engage in trade and commerce with the neighboring towns of Shale and Baldur, both of which are governed by chiefs separate from the King.
    Valora is looked upon with spite and animosity by the inhabitants of Cas'bparo, who consider the men of the North savages and barbaric due to the experiences migrants from Hammerfell had while travelling through Skyrim. In truth, Valora had nothing to do with the raids, however the Kingdom of the East still holds a sense of disparagement for the people of the Northern lands.
    Government
    Valora is ruled by a single King, who's duties include protecting the realm and seeing to the general welfare and needs of the people. The government of Valora is a simple one, the King serves as the head of government and holds power over the people. As Valora is still a young and developing kingdom, a complex system of rule has yet to be formed. The current government of Valora has remained largely unchanged since the days of Val Waymar.
    Lands
    The realm consists of the capital city of Valken and a small portion of central Skyrim. It is rather small for a kingdom, however when compared to the tribes and clans inhabiting the North, Valora is rather large. Outside of the city walls, several farms and horse ranches as well as a few very small communities all fall within the kingdom's borders.
    Military
    Valora's military is hardly an organized army, instead consisting of a militia of warriors and hunters who protect the realm. There is a loose hierarchy within Valora's military, with the younger men answering to the more experienced and older warriors of the unit. However, each and everyone of them bow to the King and his orders. These men all have varying levels of capability and experience, with all of them possessing some knowledge of horseback riding, archery and sword combat.
    Culture/Demographic
    The people of Valora are descendants of Nords. With fair hair and pale skin, they hold many similarities with their forefathers and ancestors. The people here consist mostly of warriors, ranchers and farmers who live rough lifestyles where hardship and suffering is commonplace. Living in a region with unforgiving winters and dangerous rival tribes has made them a grizzled and stoic people. They are strong, carrying with them the same endurance and perseverance as Valora itself. However, they are rather generous and honorable, valuing courage and loyalty above all. The Horselords of the North make for exceptional companions, or bitter enemies.
    Major Figures/Royal Family
    • King Taric Waymar - The current ruler of the realm, and only child of Val Waymar. In many ways, Taric resembles his father when it comes to governing the kingdom. He is a stoic and honorable King who seeks what is best for his people.
    • Queen Elise - Taric's wife, Elise is known for her wisdom and kindness.
    • Cedric Waymar - Taric's only son, Cedric is a young man of 14 years of age. He is the heir to the throne, a responsibility he dreads. Cedric is fiercely intelligent and knowledgeable, often acting as his father's adviser and counsel.
    • Aldi Waymar - The princess, renowned for her beauty and charisma. She is Cedric's older sister, a young woman of 16 years.
    • Gordin Vinheim - Gordin is an elderly man who serves as an adviser to Taric, as well as the royal shaman. Gordin delves into ancient magic, conjuring healing spells and blessings.
    • Dormin Kharlyle - One of the senior members of Valora's militia, Dormin acts as the leader of the unit. He is an experienced warrior, and is close friends with the King.
     

    Blackdoom59

    BATMAN!
    (Will add the Major Figures later, just wanted to get the CC up)


    34yuuqs.jpg

    Full Name: The Arishok, Kingdom of Shadows
    Capital City: Ar’Tropo
    Affiliated Cities: Blackrose, Greendale, Erthorn, Archon, Lilmorh
    Symbol: Circled Celtic Knot
    Government Structure: Dynastic MonarchyG
    Head of State: Mentor J’Ram-Ra Kaydes
    Population: ~ 30, 000
    Race: Argonian
    Religion: Hist, Sithis
    History
    To escape the wrath of the End War, many argonians went to the Hist for guidance and protection, on the island that was renamed Ar’Tropo. No living being besides the argonian could walk close to the Hist and still live. For all the years of the end war, the Kaydes dynasty ruled the argonians of Ar’Tropo through many hard times of starvation and attrition. The argonians started a new society on the island of Ar’Tropo, raising walls and starting to grow, they expanded on the mainland of Black Marsh, conquering any small opposition they encountered with cunning and zeal. Most of South Argonia is now in the hands of The Arishok, who had been prosperous so far. The Kaydes dynasty rules the Kingdom of Shadows, with little to no opposition.
    Relations and Diplomacy
    The Kingdom of Shadows started to strengthen it’s navy in order to have good trade relation with other kingdoms that have access to the seas. The Arishok isn’t seen as a reliable and trustworthy kingdom due to the recent argonian culture and ways of life. Regardless, The Arishok is looking for allies and trade partners to increase it’s prosperity.
    Government
    The Kaydes Dynasty rules all of the lands the Arishok rule, facing little to no opposition from the other two Dynasties who are limited on only some small regions in the Kingdom. The Arishok politics aren’t what they are in other lands. In The Kingdom of Shadows whoever clings to the throne is riddled with arrows, blades and poison. The Kaydes Dynasty itself suffers to no internal struggle due to the Mentor’s strong influence on the assassins and spies.
    Lands, Cities and Regions
    hrhbo5.jpg
    The Arishok rules most of South Argonia, and established many cities and settlements. Defensive measures had to be taken due to the aggression of pirates on the sea and the bandits in the north. Those measures include raising fleets and building forts, in order to give the Kingdom of Shadows more influence and protect the argonians from invasion. The capital city is in Ar’Tropo, a city built around The largest Hist trees there ever were. South of the capital there is the island of Blackrose, east of the capital there is the city of Greendale, North-East there lies Erthon. North of the capital there is also the city of Archon, and west of the capital there is Lilmorh. Between those cities there are many minor settlements and some forts. The city of Ar’Tropo is also known as the The City of shadows, due to the many that thieves and assassins that live there. The island of Blackrose is ruled by the Meseus Dynasty, and they have the role of trade and naval dominance. Lilmorh belongs to the Xemsar Dynasty, and the city is the strongest agricultural wonder in the south, having all of the settlements near it focused on livestock and crops. Erthon is the city of mages, where warlocks from all across the Arishok come to learn the schools of magic.

    Military
    The Arishok deals with it’s enemies in a strange way, hence the low number of soliders. There are 5000 solders in the Arishok Army, all spread across the country meant to protect the settlements and cities. All of the solders are archers, and can handle themselves in meele combat as well. There are very few mages in the Military, those from Erthon are sworn to defend only if the kingdom is under attack. But the population knows how to defend itself in general, as by law every argonian must learn how to handle a bow from the age of 7. Bows are primarily the most widely used weapons in the Arishok due to the wood surplus in the kingdom. If The Arishok enters a war, they will not send armies to deal with their enemies, they will use spies, assassins and saboteurs in order to make the enemy submit, as there are over 2000 assassins, 1000 spies and thieves, and 800 saboteurs in the kingdom, all of them known as Shadowscales, and trained since the day they hatched.
    Culture
    The argonians are entertained by the many shows on the street that happen almost daily. Mages from Erhon travel around the Arishok and perform their magic arts on the streets in order to learn their money. There are many jewels in the kingdom, due to the richness of the lands, and almost every argonian wears gems. The argonians are set in multiple social classes that define their pay and who they are. The lowest class is made up of workers – builders, farmers, botanist. Next are the merchants and smiths – weather they make daggers, armor, bows or jewelry, the smiths are a higher class, and usually pride themselves for that. Next are the solders are mages, who earn their pay by doing deeds for the Arishok. Next are the nobles, servants of dynasties. What isn’t known outside of The kingdom of shadows, is that if you are a noble, you must be a shadowscale. Each and every noble must know the ways of an assassin, and they use it to maintain their place in society.
    Factions
    The Kaydes Dynasty – The ruling dynasty of the kingdom of shadows, they decide the most important business of the kingdom and they control the army and 50% of the shadowscales, as well as the agriculture and major points of economy.
    The Meseus Dynasty – The second most powerful dynasty of the Arishok. They are the protectors of Erthorn, and most of them are mages and wizards. They control 25% of the shadowscales, as well as the cultural guilds within the Kingdom
    The Xemsar Dynasty – The 3rd most powerful dynasty, they control the half of the Arishok Fleet, 15% of the shadowscales, the trade and the flow of coins.
    Other Dynasties – There are many more dynasties in the Kingdom of Shadows, but most of them are shadowscales who started their own family. Most of them still serve the higher dynasties and no real power. Overall they control 10% of the shadowscales, but they are not united and instead spread out.
     

    Delusional

    Connoisseur of Hallucinations
    Blackdoom, while your KC is very well put together and the kingdom concept is nice, we're unfortunately going to have the deny the Kingdom of Shadows admittance into this RP. Once again, while it is a very well put together kingdom, we would like to leave Black Marsh open for a kingdom that will exploit all of the wonderful uniqueness to the province's swamps, which unfortunately, you did not accomplish with your kingdom.

    Irishman, I'm not sure settling in the Reach area would be advised. MSD was planning on having some serious conflict with the Forsworn, who are still very prevalent following the Fall, and who would have established themselves in their rightful kingdom, the Reach. High Rock is still very available, but we were planning on having a large contingency of Forsworn settled amongst the Reach.
     

    Blackdoom59

    BATMAN!
    No hard feelings, however if you think there are details I can change about my kingdom so It will be more fitting for Black Marsh, feel free to tell me.
     

    Delusional

    Connoisseur of Hallucinations
    I'll ask OP to perhaps elaborate on some of Black Marsh's unique features you could possibly try to incorporate into your kingdom, as he was one one who originally expressed concern for leaving out such features.
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    The biggest point of interest about Black Marsh is the Hist. They were sort of mentioned as a side note in your KC, but it's impossible for them to be a side note in Argonia. They're sentient trees that, had Alduin successfully eaten the world, would have persisted to the next kalpa, and that engineered a virus in the Second Era that not only cleansed Black Marsh of all outside life, but spread to the rest of Tamriel too. A dynasty doesn't just exist in Argonia like any other place while the Hist are alive - it either works for/with the Hist, or it somehow manages to wipe them out. In the former case, that puts the Hist at the top of the food chain, and in the latter, well, it's hard to say if Argonians could even continue breeding if the Hist were wiped out. And there's the possibility of rogue Hist, which could take the land in any number of unique directions.

    Also, I won't go in depth here, but Black Marsh is weird. There's a forest that moves around constantly and takes an Elder Scroll to pinpoint, for example. Looking into it on the UESP would be helpful. However, for now I think leaving Black Marsh a mystery would be best - it's a pretty shrouded place without an apocalyptic situation, and it really seems like the only thing that would make sense in-world right now would be not to touch on it.
     

    Delusional

    Connoisseur of Hallucinations
    Doesn't really matter. I'd suggest using the predominant color of your kingdom's flag or emblem, but it doesn't hold any relevance.

    EDIT: LOL totally misread that. CC = color, evidently.

    If you're asking if you need separate CCs for major characters in the RP, no.
     

    Delusional

    Connoisseur of Hallucinations
    No, that was me quickly skimming over the post and mashing out a reply.

    But no, individual CCs are not required, nor necessary. You just need to have a general image of each major character, and give us some sort of short, generalized summary in the KC.
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    All Right, Understood. One more question. The maps that ya'll made, what did you use to make them? I can probably just bust one out in photoshop, but I just wanted to see if i could do one relatively the same.
     

    Delusional

    Connoisseur of Hallucinations
    Tamriel.png
     

    Kimrisvik

    King of Scandinavia
    Cool to see this idea getting back up again guys! As I would love to be a part of it again, I', affraid I have sort of a No-Rp-period, where I can't really get myself to write decent posts, and especially not in a rp of this quality. But I'd love to follow up on the story! Had great fun last time!

    Good luck guys! :)
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    Almost done with my KC! I hope you guys will like it, I'm putting a lot of thought into every little detail. My people are a tribal set people, similar to Native Americans/Canadians. And they are setup in Valenwood.
     

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