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    Delusional

    Connoisseur of Hallucinations
    Lol @ canadians.

    Excited to see it, Specter.
     

    Delusional

    Connoisseur of Hallucinations
    Dont worry about it. A well developed KC and sophisticated writing is all you need to be accepted, and from what ive seen/heard, you dont need to worry.
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    Close to being finished, but it is 12:00 am here, and I have class tomorrow. So I will finish what needs to be done by tomorrow night at the latest!
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    One question before I go though. Any preferences on population? Like I said before, my people are based on Native Americans, and they didn't have super high pops.

    Sent from my Samsung GS4
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    Ok. I'm out of class In an hour. Then I've got some college stuff in need to finish. So in about 3 or so hours, my official KC for Valenwood will be ready!

    Sent from my Samsung GS4
     

    Delusional

    Connoisseur of Hallucinations
    Wonderful. Take your time, though. We can wait.
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    standalone
    Farasel Koehrmer
    Full Name: Farasel Koehrmer (Nation of the Tribal Elves)​
    Capital City/Tribe: Elden Root​
    Affiliated Cities/Tribes: Laf Silmoor, Laf Lynpar, Ebon Ro, Tarlin Haven​
    Symbol/Flag: A pair of antlers, with a tri-knot in the center, 5 stars over top, and 2 waning moons​
    Colors: Teal, Brown, and Soft Gold​
    Government Structure: Confederacy/Council/Matrilineal​
    Population: ~ 10,000​
    Race: Koehrmer, Nasaemer​
    Religion: Nazaniin (Animal Spirits)​
    History
    Within the mass destruction of the End War, many started to seek out refuge in places they wouldn't think to retreat to. Many Bosmer of Valenwood and the Moarmer of Pyandonea fled in this search. During this search, all that remained of these people were a small populous of the mixed Mer. Their running took them around Tamriel, and to the coastal islands of Solsthiem.
    When this small populous found that the War, that had taken so much from them, was over, they made their way back to the home they were forced to abandon. Valenwood, was a shell of what it used to be. The forest cities that climbed high into the canopy were destroyed, and any remaining culture and possessions were destroyed.
    However, there was hope in this remaining group of Mer. They came across the site of a long destroyed city, and sought to rebuild their people from the ashes. This great city, called Elden Root, in honor of it's former self, gave new life to a flourishing culture a new advanced people.
    These Mer slowly, but surely expanded themselves, until no more Bosmer or Moarmer remained. Only the ever growing Population of Koehrmer. Strong tribal elves who were to thrive together as one people.
    Relations & Diplomacy
    The Farasel Koehrmer have learned to thrive in the now overgrown forests of Valenwood, in complete isolation from outside influences. Each of the major Tribes have a very open policy when it comes to exploration and peace, but have no knowledge of others outside themselves. If foreign Kingdoms or peoples were to seek diplomacy, the Koehrmer would likely remain distant and hostile, until they saw no reason to be.
    Government
    The Farasel Koehrmer have a very complex hierarchy of organization when it comes to their people. Each major City or Tribe, has 2-5 clans, that represent the major families of the city, minus the city of Elden Root, which only has 1 dominating clan. Due to the Matrilineal Society of the people, every person in a clan, are considered relatives, and all leaders hold equal powers and are accountable to everyone. Within each of the Clans, there is a Clan mother, who holds a powerful leadership role within the entire nation, and has the power to chose a Chief to represent her Clan politically. She also has the power to remove her chief, and replace him with a more promising candidate. Within the entire Farasel Koehrmer, there are 10 clans; all separate families within the Koehrmer people.
    When there is a specific issue within a Tribe, the Chief's of the clans within the Tribe council, to solve the issue. When there is a problem within the entire Farasel, every Chief from each Tribe, meets in the center Tribe; to hold the Grand Council. Within the Grand Council, there are 3 Deliberating parties. The 1st consists of the Chiefs from the Tarlain Haven and Ebon Ro Tribes. The second consisting of Laf Synpar and Laf Silmoor Tribes. And the last consists of the Elden Root Tribe, also called the Shaians, or Keepers of the Moon.
    When there is a matter needed to be discussed, the Tarlain and Ebon Ro Chiefs present the issue to the Synpar and Silmoor Tribes. After a discussion among themselves, the Synpar and Silmoor tribes present a resolution to the Tarlain and Ebon Ro. They then discuss among themselves until they come to a consensus on what to do. Then, the Tribes present the Issue and the Proposed Resolution to the Remaining Shaians, who can agree with the terms, or propose a counter resolution - in which case the process would continue.
    Lands Cities & Regions
    standalone
    Koehrmer roam the forests of Valenwood, in all their entirety. But their Nation's Territory is limited to the thickest of the ancient forest. Though their numbers are smaller than expected for such a broad Tribal Society, they are located in a vast spread of land. Their are 5 Tribal Cities that the Koehrmer People reside in. Elden Root, Laf Silmoor, Laf Lynpar, Ebon Ro, and Tarlain Haven. There are many settlements of Koehrmer that reside outside these tribal cities, and though their beliefs are held the same, they have no control within the government of their people.
    Elden Root, was the founding city of the Farasel Koehrmer. When they wandered the once destroyed forests of Valenwood, they came across the sight of the fallen Capital of Valenwood. Out of honor and respect of what their Mer ancestors had, they raised the first Tribe in the nation. As with all other tribes, the city is tucked high above the forest floor, as well as deep within the forest roots. Their houses wrap around the thick, ancient trees trunks, and burrow down deep within their ancient roots, providing a well respected and strong defense.
    After the rise of the main city, the Families residing within, discovered the city to become rather crowded as time progressed. And with the agreement of all the clans, the families set out to form the next 4 Tribes. The Tribe of Elden Root, or the Shaians, stayed in the city, to progress their peoples culture further.
    Laf Silmoor and Laf Lynpar, were the first of the Tribes to rise. Silmoor, was born in the marsh portion of the forest, along the Silmoor River. Like Elden Root, they built their houses high in the Canopy of the marshy forest. But rather than dig into the moist earth below, they made floating homes. That sat hidden, atop the still water of the river. Due to them being so close to the coast, this city acts as a major port, but it is definitely not the main port for the people, being that the marsh is impossible to traverse without training. Lynpar, was built in the thinest portion of the forest. Allowing this tribe to carry the responsibility of maintaining one of Farasel Koehrmer's main economy; agriculture and farming. Though the tribal Mer do live high in the canopy, and deep within the roots, their farms are on the forest floor. It is unknown how these farms thrive there, but they do.
    Ebon Ro, was the next to rise in the nation. This city is most comparable to Elden Root, being that it was built atop the ruins of the fallen city of Ebon Ro. Like Elden Root, the city weaves through the canopy, and the roots below. This city however, was settled within the migration range of wild horse, allowing Ebon Ro to raise the Calvary that helps aid the Koehrmer Military. This sparked the production of the Farasel Koehrmer Military. Which mainly focuses on mounted combat, and archery.
    The last city to settle, is that of Tarlain Haven, or 'Home of the Outsiders". The Tribe was named this, because, unlike the other tribes, this City has a higher population of Minority Nasaemer, or 'Gold Mer'. This tribe was raised right on the coast, which allows them to act like the main port of the Koehrmer people. Though the Koermer relay on the bounty they receive from the sea, this Coastal Tribe uses the skins of caught whales and sea life as their own unique clothing and decor, that is highly sought by the land locked tribes deeper in the forest.
    Though the most prominent Families/Clans live within the settled tribal cities throughout the Farasel Koehrmer, there are many Clans that don't belong to the Tribes. These tribes, no matter how many there may be, have no political power when it comes to disputes. Some reasoning behind this could be that these Clans aren't as well settled as most others, or maybe because these clans are split from the major families. These reasonings are mostly unknown, but none the less, these clans are unique in their own ways. Some are strictly held high in the trees, some deep beneath them.
    One may wonder why the peaceful tribes of the Koehrmer make their home high in the trees, or deep beneath the roots. This is because they are not the only dwellers of the forest. Many harsh creatures, born within the fires of the End War, roam the forests, which is mainly why this forest remains unexplored. Minus the monstrous creatures that roam the forests, the terrain within, is nearly impossible to navigate. From the floor of the forest, you cannot see the sky, and from the canopy, you cannot see the floor. This can be a terrifying thought to someone foreign to the land, but for the exotic Forest Mer, these fierce predators are seen as a part of life, and the impossible terrain is dominated by their travels.
    Military
    Though the tribes have known peace for as long as they can remember, they do not lack the knowledge about military importance. From birth, most Koehrmer are trained in the arts of battle, and hunting. Those, who wish to defend the nation, are free to join the legions of their tribes, which vary from level to level. Each Chief has a self chosen guard, that consists of 2 or 3 well trained veterans. The Clan mothers in each tribe, are also designated a personal guard, even though they are seldom used. Each tribe has a trained city guard, that help to limit crime, and keep violence to a limit. This guard is very well trained in multiple arts, until they have proven they are good enough to join. As a constant precaution, early in the settlement of this nation the council developed the Pride Guard. This is a group of highly trained warriors, that specialize in certain skills, and together, they are more effective than a Pride of Lions. They roam throughout the territory of the Koehrmer, carrying out special tasks, to keep the balanced peace of the people. If war is to come upon the Koehrmer, the people can relay on the Ebon Ro Military, as well as the vigorously trained city guard, and their own skills in fighting. Do not underestimate these Mer, they spend their entire lives hunting the beasts of the forests, and though they aren't prone to violence, they very well can be.
    Culture/Demographics
    The cultures within the tribes of the Koehrmer, is rather limited in that of the arts. Most Koehrmer, regardless what tribe, believes that the good of the people comes before the needs of yourself. With this ideology, the culture of the Koehrmer is focused on hard work, and passion for keeping the tribe alive. The Koehrmer also carry a strong belief that the Moons Segunda and Masser control the ratio of Work to Play. The Koehrmer almost have seasons specific to the two. During the week, when Masser is more prominent in the sky, full harvest, hunting, fishing and work is demanded. When Segunda is more prominent in the sky, it is almost a day of rest for the Koehrmer, not all Koehrmer people believe in this however.
    Though most Koehrmer have dedication to work and family, some believe they have other responsibilities. Though magicka isn't heavily used within the Koehrmer tribes, Shamans are those who want to practice the forgotten magics of the old age, in order to help agriculture, bounty, expansion, and just experimentation. These Shamans have become almost idealized within the tribes, because only few are gifted with the prowess to speak to the spirits in order to use their other-wordly abilities. In Koehrmer Society, Clan mothers are believed to be the spirits of shamans from the age before, which is why they can speak to the spirits, and how they have the knowledge they do.
    As mentioned before, a large part of all Koehrmer culture, is their Matrilineal Society. Each clan within the Tribes is a single family, coming from the bloodline of the Clan mother, or the Eldest woman within the Clan. In a clan, every single person is considered family, by all means. Each clan is also very tight nit, being no larger than 20 or 30 members of each clan. The only exception to this is the founding clan of Elden root, which is upwards of 100 strong. This gives the Koehrmer a very strong bond to one and other, allowing the utmost unparalleled strength.
    The race that dominates most of the Farasel Koehrmer, are in fact, the Koehrmer. These Koehrmer, Tribal Elves, Forest Elves etc. are speculated to be the descendants of a complex blend of Moarmer, Bosmer and Altmer. With characteristics of each. However, the most prominent of which seem to be that of the Moarmer. Moarmer have a unique chameleon like quality in their skin, which allows them to uncontrollably blend in with their surroundings. All Koehrmer have this characteristic within them. Like the Bosmer, the Koehrmer have large ears, and a very tanned complexion. The one noticeable trait that the Altmer gives the Koehrmer is their build. Rather than being short and skinny, they can be as tall as 6'0", but not much shorter than 5'0".
    The minority within the Farasel Koehrmer are the less progressed Koehrmer. These Nasaemer, or 'Golden Ones' usually carry more traits of Altmer than anything else, with heavily yellowed skin, and striking heights. Most lack the Moarmer Chameleon like skin, but some are known to have a very subtle hue of the trait. Of the entire populous, about 7,500 of the Farasel Koehrmer, are the Koehrmer. Leaving the 2,500 remaining populous as the Nasaemer.
    Religion/Spirituality
    The Koehrmer have a relatively primitive yet complicated belief system. Rather than believing in the 9 Divines or the Daedra of old, these Tribal Elves have a strong belief in spirits. They believe that there is a Grand Animal Spirit that represents every animal of that species, and that each animal has the responsibility to represent their respective life aspects. With this belief in the spirits, the Koehrmer have developed a multitude of customs and ideals following this belief. The Mer believe that when one dies, they become a servant of a Grand Animal Spirit. However, in order to decide which spirit they will serve after death, they have a coming of age ceremony, which depicts which Animal Spirit watches over them. In order to determine this, the Clan mother speaks to the spirits, and they send each Koehrmer their own spiritual guardian. Though these spirits are strictly spiritual in belief, the Koehrmer strongly believe that they help an individual on his or her path. Some believe that the spirits guard their weapons or possessions, so that they are more accurate in battle or in life.
    Factions
    Tisenanae - This small guild, are a group of Koehrmer who hunt large beasts for bounties, as well as large amounts of game for the tribe. They hold part in Ebon Ro and Elden Root
    Tiaven House - This is a smaller group of scholars and shamans, who practice the usage of magicka. They are relatively limited in sky due to the small amount of Mer that are gifted with the ability use this skill. They are located only in Elden Root.
    Major Figures
    (Limited to the Capital for now. All other Clans will be added over time)
    Elden Root Tribe & Clan -
    Sylisela Shaian - Elden Root/Shaian ClanMother
    Idhrenion Shaian - Elden Root Clan Chief
    Arbellason Garlon Shaian - Head of the Shaian Private Guard
    Megildur Pyvia Shaian - Head of the Elden Root Tribe Guard
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    After a ton of editing, in order to make it look good on this forum, I think it came out well. Tell me what you think!
     

    Delusional

    Connoisseur of Hallucinations
    Looks good. When I get home from work I'll sit down and read the whole KC, but from preliminary skims, it looks very nice.
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    It's good, complete, and interesting. I do have a few ideas that you might want to consider including, simply to make sure it really jives logically with the Old World and explains how things changed. For one, the Green Pact - it looks like this is gone, but you might want to explain what happened with it, since it was very important in Valenwood before. Did it somehow get too hard to survive on animal products alone? Did the small population of Bosmer that remained after the End War decide they wanted to do away with it? And then, somewhat related, there's the fact that they no longer worship Y'ffre, who was very important before the End War. This also brings up its own set of questions: did the Bosmer feel that he gave up on them, or maybe they even felt they had let him down by letting the war touch the land? Also, you could probably explore subraces a bit more, and their cultural effects - for one thing, Maormer beliefs are pretty much a blank slate - all we know is that they have an affinity for sea serpents - and you could always go cool and weird with that aspect.

    Also, just a random idea that I find cool that you don't need to run with, but would make for an interesting adversary, would be a faction of the descendants of Legionnaires who were trapped in the uninhabited western part of Valenwood during the End War, and who still believe the Empire is trying to fight its way back to them.
     

    Mr.Self Destruct

    Chosen Undead
    I like it, Specter. You've got some good ideas and an interesting concept set up. However, I'm inclined to agree with Op, touching on some of the major lore aspects of the Bosmer and Valenwood would definitely help your kingdom. Overall I like what you've created, and I think you'd make a great addition to the roleplay. If you'd touch on those details Op mentioned, it'd be even better.

    Also, just a random idea that I find cool that you don't need to run with, but would make for an interesting adversary, would be a faction of the descendants of Legionnaires who were trapped in the uninhabited western part of Valenwood during the End War, and who still believe the Empire is trying to fight its way back to them.

    I like this idea, something similar to the Japanese soldiers who were isolated and cut off from contact who were still fighting even after Japan surrendered. Something like this would give you interesting material to write about, as a large portion of these roleplays is writing about the internal aspects and problems of our kingdoms. Interaction between the different kingdoms wouldn't take place until later in the actual RP.
     

    Delusional

    Connoisseur of Hallucinations
    I third that. The CC is refined, complete and well put together, though there is a lot of potential to exploit some interesting lore points in regards to how the Bosmer of the old world compare to these new Koehrmer, and how they developed as a race and ethnicity. There's a lot of rich culture among the Bosmeri, and it would really add depth to your kingdom to include elements of it, or even just explain how it changed through the End War.

    I third the idea of having a contingent of abandoned Legionnaires trapped within the forests as well. It would provide an interesting issue your kingdom would have to deal with in the early stages of the RP, before our kingdoms begin to cross and discover each other.

    Alright Specter, I'll add you to the cast list. Welcome.

    Now that fills the Valenwood/Elsweyr slot. Cyrodiil, Summerset Isles, High Rock and Black Marsh (optional) remain open. I think it's also worth mentioning that the old world borders shouldn't hinder us. Don't feel like you need to contain yourself within a certain province. Feel free to have your borders cross old world borderlines and geography. I feel like that's what always happens, because our perception of Tamriel is so defined by the existing provinces.
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    Oh. This is why I love you guys as writers. I love the Japanese thing. I will also definitely go back and update the green pact into there culture. And You're into there beliefs. I had thoughts on both of those, but I guess I didn't add them..

    They left the green pact behind, because within there small group, wasn't just Bosmer, they had a mix of Moarmer and Altmer as well. When the Koehler developed, the ability to thrive on just agriculture along was way to hard, so they started hunting. And it becomes a large part of there lives. I'll include some about there religion in there too.

    As for Y'ffre, the Bosmer were the only ones who had beliefs in him. So I'd say the small group of them they had, thought that he'd betrayed them and stopped beleiving. I was also thinking about adding a sub race of Moarmer too Tarlain haven.

    But I love that Japanese soldier thing. I will have to include that. Maybe have the Pride Guard make them their main opponent?

    Sent from my Samsung GS4
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    P.s, forgive the slightest spelling errors in my latest post. I'm on my phone.

    Sent from my Samsung GS4
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    I third that. The CC is refined, complete and well put together, though there is a lot of potential to exploit some interesting lore points in regards to how the Bosmer of the old world compare to these new Koehrmer, and how they developed as a race and ethnicity. There's a lot of rich culture among the Bosmeri, and it would really add depth to your kingdom to include elements of it, or even just explain how it changed through the End War.

    I third the idea of having a contingent of abandoned Legionnaires trapped within the forests as well. It would provide an interesting issue your kingdom would have to deal with in the early stages of the RP, before our kingdoms begin to cross and discover each other.

    Alright Specter, I'll add you to the cast list. Welcome.

    Now that fills the Valenwood/Elsweyr slot. Cyrodiil, Summerset Isles, High Rock and Black Marsh (optional) remain open. I think it's also worth mentioning that the old world borders shouldn't hinder us. Don't feel like you need to contain yourself within a certain province. Feel free to have your borders cross old world borderlines and geography. I feel like that's what always happens, because our perception of Tamriel is so defined by the existing provinces.
    Thanks I will add my revisions to my KC ASAP!

    Sent from my Samsung GS4
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    Also, I'd consider High Rock optional because MSD is doing something with the Reach, and later on it might come to encompass High Rock

    And it's important to note that the Green Pact restricted Valenwood to animal products only, no eating plant matter, and only importing wood for building.
     
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