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    The OP3RaT0R

    Call me Op. Or Smooth.
    I can't remember specifically what you had in your KC, but I think it was maybe just the Nords worship the Nine and the Bosmer do their thing? You could use more interaction and more change. The Bosmer worship other gods, but maybe in the chaos of the End War they drop them and expand on Yffre (I guarantee there would be a Wild Hunt during the End War.) Perhaps the Green Pact is the basis for a full druidic religion worshiping earthbones other than Yffre? Maybe they borrow from Breton Druids (which I can supply sources on if you want). And the Nords would be more interesting if they too underwent some changes - if MSD goes with Valora, you two will have some overlap there. And as for give-and-take, how do Nords seeking refuge (I assume) interact with Bosmer, who may well come across as savages to the Nords, but who themselves view the Nords as invaders?

    MSD, I suggest maybe some fusion of Cydonia and Valora. Perhaps claim from Nibenay north through Skyrim, flesh out early Valora, and explore the rise of the Cydonians alongside the "barbarian" Valorans?
     

    Toxius

    Frost Wolf
    Raiders of the Moon
    14l7jf6.jpg
    Name: Raiders of the Moon
    Capital: Aerius
    Affiliated cities: Cautes, Siuerra, and Malliem
    Flag, symbol: Red and orange flag with a blue symbols
    Colours: Red and orange
    Government: Traders Republic
    Population: ~8000 in ports. ~1000 in numerous airships
    Race: Khajiits, some other races but not as numerous.
    Religion: Khajiit Pantheon,

    History
    Khajiits were always wary, always watching for the oddest of events. They lived in peace in their land, with their moon sugar at the side. They respected outsiders, while they saw nothing but trouble from Khajiits. A stereotype that ran deep in the outside lands. True, there were those few that lived up to this idea but there were also a great many that didn't. It was those that complained, and it was those that somehow removed that stereotype from the world. That was until the Mane died, and a great deal of grief struck through the land, and a week's later. The end war fell upon Tamriel.

    The battles were long, hard and dangerous. Those that choose to fight, never seemed to return. Nobody knows how it ended, but the world was left in anarchy. The Khajiits were without their moon sugar, without their mane, and without farms or food. So a group of them started to banditry. Raiders of the Moon formed, just after the End war. They stole food, weapons, clothes and anything they wanted. It was the Strongest that prevailed at this time. They continued, until they drove out nearly all the refugees, and all the survivors but themselves. They had everything to themselves, and they had a stockpile to last them.

    So with nobody to raid, they lead a new path. They fought with themselves, it was long and hard but they gave up their bandit life. Elsweyr wasn't a place for them anymore. So they gathered their knowledge, and supplies to journey to Black marsh.
    On the way there, they found a odd metal ship in the sand. Forgotten from the ages, they decided to explore it, and they decided to excavate it.
    They learned from the airship, the old dwelmer tech. They managed to fix it up, and then they proceeded on to Black marsh.

    The Raiders of the Moon, erected a small city near the ruins of Rockguard. It was among the tall swamp trees, a city supported by the roots of the trees. They built ports, huge towers of wood. They had homes on platforms, they transported soil and built a water reserve. They added rain collectors, and grew their crops on these cities.

    When the first four airships were completed, they decided to explore the lands, they took supplies, paper, and building materials and wanted to charter the land. Which they did, always from a bird's eye view.

    They then constructed similar ports across the land, One port in the Dragontail moutains. One port near the island of Stirk. one far out in the isles by Morrowind. Separated so they could easily form trading routes in the near future.

    Time passed on, supplies grew, and thus The Khajiits decide to try and communicate with other various kingdoms of the lands.
    Just hoping, that the Stereotype of the past is forgotten.

    Diplomancy

    The Raiders of the Moon has had little contact with the outside world, but for good reasons. They wished to develop their towns and cities before fully immersing themselves in the throes of diplomancy. Now is, however the time that they wish to open up to foreign kingdoms, and become traders of Tamriel.

    Government

    Lead by a council of four Khajiits, who foresee all of the duties in each of the port cities. They make all the most important decisions, but mostly leave the traders to govern themselves, unless Council support is needed. There are laws, and most do live by them. A person's property, is completely theirs. Nobody directly owns the city, and each part is there's to do with what they wish with. However, if it puts the city at risk then action will be taken. Slavery is a absolute crime, if slaves enter Khajiit lands. Then under their code, they are a citizen of that port until they leave. A free citizen, who are able to do as they wish.

    Lands

    kb4ooz.jpg


    All cities are nearly of equal size, and usually build upon trees or mountains. They have a port used for docking of airships, and only Aeruis (largest city) has a hanger which they build the airships. They hope to build more by their island ports, so it is easier to construct and do tests for their stability and how water resistant they are.

    Aerius - Main city in Black Marsh, near the ruins of Rockguard.
    It is their biggest city, however it only maintains a population of 4000

    Cautes - Port in the dragontail mountains, has a population of about 1500

    Siuerra - build on the old island of stirk, reliable and isolated. It provides space for storage and outposts. Has a population of 1500

    Malliem - Build on a island off the coast of morrowind, it has a fertile land for growing of crops. Has a population of 1000

    Populace also can live in their airships, only needing to dock for food, water, and fuel. There are currently many doing this. Some are privateers.

    Military

    Besides of their bandit past, the Raiders of the moon have very little in this department.
    Only a few dedicated to protecting their cities from outside threats and don't have a real offensive military power.
    Mostly everybody knows how to defend themselves, and if needed at all can form a stable militia however this would stop their trading, their food supplies and everything they would need to survive. This would only be implemented in emergency situations.

    Culture, Demographics and misc.

    While there are other demographics in the Raiders of the moon's various ports, it is mostly comprised of Khajiit's and they make up a very small percentage of the population.
    Trading is the most common profession, followed by farmers.
    The Khajiits however do enjoy time off to listen to music, view arts and relics of the old world. There are also a number of privately owned airships which can be set out to voyage the skies, which provides a great view in the night.
    Everybody is completely free to do as they please, as long as it's in the port's best interests and harm doesn't come to the occupants. Usually, warning come before it happens but the punishment for going through is complete exile. The accused is left a place of their choosing, but can never return to any port. Their family is also disgraced, but there are ways to earn their honour back.
    The Khajiits also anxiously await for the return of their mane, as it is told in various books of their past. But so far, no Khajiit has been born under a third moon.

    Religion

    The Khajiits still honour their old world gods, and most notably the Bandit god, Baan Dar. They worship him for giving them this future, and without their bandit history. This port, and their air-nation wouldn't be possible.
    They still also believe in the moon phases, and what they are born under. But without a mane, this is slowly dying as a tradition yet there is still the phsyical proof of the moons, as there are a number of different Khaijiits in different standings. They each play a vital role in the community. From trader, privateer, or farmer.

    Factions

    Council of four - The four Khajiit leaders, each of them govern their own port. Size of the port, or population of the port doesn't give them different ruling powers, each of them rule equally. They also don't 'own' their ports. Merely watch over them, and guide them.

    Solace - Privateer group founded by Ra'kira Goladipaw, a Cathay, but don't call him by his last name. They are hired by some airships to protect their wares and good, or they are hired for taking out a rival trader. They also do other sorts of missions and requests, just pay them the gold.

    Traders guild - group of traders that share their wealth with each other, secretly deal in a black market with a means to get whatever you want.

    Blackfoot pirates - A ill fitted crew of pirates, with a barely functioning system of command which only stand with force. Not much of a threat, they target exiles.

    Molavi clan - Clan of the best guard. Recruits who go to this forgo their birth name and upon completion pick a new name, and their clan name. The original founder fell in combat, and is highly honoured.

    Three moons fold - Religious clan dedicated to finding the new mane, however there have been no alignments of the moons and thus there has not been a third moon.

    Builders guild - A clan of highly skilled builders, entirely comprised of Dagi-raht's or Dagi and are known for their skills of climbing and thus are suited for environments they build in.

    (prone to changes)

    Major Figures

    All council members are Suthay-raht, except for Ri'grull. He is a Cathay-raht

    Ri'grull Kain - one of the council members, leading the council of Aerius.

    Ri'ulisa Feakard - one of the council members, leading the council of Cautes

    Ri'helam Magalm - One of the council members, leading the council of Siuerra

    Ri'kale - One of the Council members, leading the council of Malliem.

    Ra'kira Goladipaw - Leader of Solace, A tough Cathay.

    Erius Melgurrie - Main leader and foming member of the Traders guild.

    Skizze - Leader of the blackfoot pirates, very small crew. Less than one airship that barely works.

    Unrduis Molavi - Ri'grull's personal guard, Cathay.

    Unbrus Molavi - Ri'ulisa's personal guard, Pahmar.

    Ri'shor Molavi - Ri'helam's personal guard, Cathay.

    Ri'asli Molavi - Ri'kale's personal guard, Suthay.

    (prone to changes, and additions)




    Here's my non-evil KC. Please understand that the ports are tiny compared to kingdoms or things. They build high towers, ports and cities which exist on multiple levels of trees.
     

    Toxius

    Frost Wolf
    I just think, I'm missing something. Just want to see what you think on this one then.
     

    Mr.Self Destruct

    Chosen Undead
    Toxious, it is an interesting premise having your people spread across Tamriel in different, unconnected cities without any real territorial holdings. However, I have a few concerns. First, these airships seem like a neat idea, but little explanation is given to their purpose, or how a ragtag group of Khajiit were able to stumble upon and repair advanced Dwemer technology and fly to Black Marsh. I'd suggest adding a little more detail and providing some sort of explanation to make it more believable. Also, maybe it'd be best if you had your four cities settled somewhat closer together instead of being spread out across the entirety of Tamriel. I feel like what could set your kingdom apart here is the fact that you could be controlling divided city states with their own agendas and goals, while still being comprised of the same people as Raiders of The Moon.

    Yeah, I'm going to go with Cydonia for this RP. I'd still like to have Valora exist in some form to the North, however if people want to settle in central Skyrim they can.
     

    Mr.Self Destruct

    Chosen Undead
    Cydonia
    Chinese-Dragon-Symbols.jpg


    "From the ashes of the old world, we rise."
    Symbol/Emblem: The phoenix, representing rebirth and the rise of the new Empire, and the Dragon, representing the Empire of old.
    Colors: Gold on black.
    Government Structure: Cydonia is a monarchy governed by a line of Potentates in the absence of a true Emperor. The government also has elements of federalism in place.
    Head of State: Potentate Dracowits Zena
    Population: ~50,000
    Races: Cydonia's population is primarily made up of Colovian and Nibenese Cyrods, with smaller minority groups of Nords and Redguards. Cydonia also has a smaller population of Dunmer, who are descendants of refugees who fled Red Mountain.
    Religion: While worship of the Nine Divines is still prevalent, the worship and reverence of the Emperors and Heroes of the old world Empire has become increasingly widespread throughout Cydonia.


    History
    Few places were as badly ravaged as Cyrodiil following the End War. For years, war raged across the Empire's seat of power, with cataclysmic battles seeing to the destruction and fall of entire cities. Countless soldiers and civilians perished in the fighting, and it seemed as if the conflict only began to come to a close simply because there was none left to fight or be killed. What remained of the Empire's cities became lifeless heaps of rubble and debris. Landscapes became a sea of rusted steel and iron as the corpses of soldiers rotted away, leaving behind their armor and weaponry which adorned their skeletal remains. For years, the province which housed one of the world's mightiest empires was left an empty and desolate land, void of all life. However, within the coming years the former province of Cyrodiil would go on to become the home of many civilizations.

    To the North, tucked away in the shadows and fog of Cyrodiil's mountains, life went on within the walls of Cloud Ruler temple. In the final days of the End War, a group of Blades and a legion of Imperial troops were able to repel the enemy and hold the ancient fort. Although victory came with a price, the entire city of Bruma was destroyed and its people slaughtered by enemy forces. Still, the Imperials managed to secure victory. Now, they were all that remained of the Empire.

    Their leader was a Blade named Cyprus Zena. Cyprus was the sole reason the gates of Cloud Ruler held during the battle. It was his leadership and ability to inspire courage that secured victory for the Imperials. However, despite his skills on the battlefield he was regarded as an arrogant and prideful man. He was a no-nonsense, strict disciplinarian of a leader who did not believe in coddling his troops. In short, Cyprus very much resembled your typical Imperial Legate or General.

    Cyprus had become obsessed with the idea of returning to the Imperial City and rebuilding the Empire. Claiming he had seen it in a dream, he urged the other survivors that it was their duty to restore law and order under the banner of a new Empire. Eventually, he was able to garner their support and so they followed his lead as he left the temple. During their journey South, Cyprus and his men encountered many different tribes and groups of survivors. He offered these people a chance to join with him in his mission, and by the time Cyprus reached the mainland the number of people with him had grown a significant amount.

    What they found in mainland Cyrodiil was a civilization of Dunmer refugees. These Dunmer had fled Morrowind following earthquakes and the volcanic eruption of the Red Mountain years prior, and made mainland and eastern Cyrodiil their new home. Upon arriving at Lake Rumare and finding the former Imperial City destroyed; the White-Gold Tower toppled over, Cyprus and his men were welcomed with hospitality by the Dunmer.

    Cyprus responded with an ultimatum, that these Dunmer either bow to him and give up their land or face death. The Dunmer refugees, as it turned out, chose death. With his army, Cyprus marched upon their villages and towns and killed any who did not surrender. The Dunmer could hardly stand against the might of Cyprus' Blades and legionaries, and within weeks he had secured mainland Cyrodiil with any remaining Dunmer having fled or living under his rule.

    He named the land Cydonia, and immediately set upon rebuilding Imperial civilization. From the ruins and debris of the former Imperial City, a new seat of power was constructed. The city of Tiber, named after one of the greatest heroes of the old world. While the new capitol was being constructed, Cyprus had his people spread out to inhabit the land they had claimed. Towns and settlements popped up, with some of them becoming cities of their own, and within the next few years Cydonia had become a united and connected kingom.

    However, Cyprus' work was not finished. Next, a true Dragonborn Emperor would be needed to lead this new Empire to glory. He declared himself a Potentate, who would rule with the authority of an Emperor until the next worthy heir to the throne was found. Cyprus had his elite Blades scour the land in search of any hint or sign of the next Dragonborn, despite the pleas of his counselors and officers that he should not worry himself with fables and legends.

    Cyprus continued having his men search until he passed away from old age.
    Following in his father's footsteps, Cyprus' only son, Dracowits became the next Potentate and ruler of Cydonia. Less concerned with finding the fabled Dragonborn, Dracowits instead set upon expanding Cydonia and making it a stronger and more powerful kingdom.


    Relations and Diplomacy
    Cydonia has a basic policy when it comes to dealing with outside and foreign entities: assume hostility. This attitude of being distrusting of outsiders is especially prevalent under the reign of Potentate Dracowits, and as a general rule the people of Cydonia tend to be rather xenophobic. Currently, Cydonia is embroiled in a war with the neighboring kingdom of Abecea. The conflict began shortly after Dracowits became Potentate. Looking to expand Cydonia's borders, Dracowits sent troops into Abecea and annexed portions of the western Colovian Highlands. Currently, the two forces are locked in a stalemate after three years of fighting.

    To the south is the land of Blackwood, a savage land inhabited by Argonian bandits and marauders. And to the North are the Nordic barbarian tribes. Cydonia has avoided conflict with either of the two so far.

    Government
    Cydonia is ruled by the Potentate, who has final say in all matters of military, economics and politics. In the absence of a true Emperor, Potentates hold the same power and sovereignty that a legitimate Emperor would. Beneath the Potentate are the Counts and Countesses which preside over Cydonia's individual cities and handle tasks too small or not important enough to draw the Potentate's attention.

    Lands
    Cydonia encompasses mainland Cyrodiil, which includes Lake Rumare and most of the Niben River. Cydonia lands also include the Jerall mountain range, as well as portions of the Colovian Highlands and the Valus mountains.

    Tamriel.png

    • Tiber - Capital city of Cydonia, built on the same island where the Imperial City once stood. Its central location and the fact that it's surrounded on all sides by Lake Rumare make it both an economic powerhouse, as the city is easily accessible to naval trade, and a military strong point as the city is well fortified and situated on an island. Much of the city is still undergoing construction to fit the late Cyprus' Zena's vision of the new Imperial City: a sprawling utopia of onyx and gold. However, the buildings and structures which have been completed are works of architectural art, as the city is quite beautiful. In the center of the city is the Dragon Spire, which towers over the rest of the city and serves as the seat of power to the Emperor.
    • Cloud Ruler - The oldest surviving structure in Cydonia, Cloud Ruler Temple still serves as a main base of operations for the Blades. This is where the Blades live, and the temple also serves as a fort guarding Cydonia's northern border.
    • Whitestrake - Cydonia's second largest and most populated city behind Tiber. Whitestrake is named after one of Cyrodiil's ancient heroes, and is Cydonia's main source of lumber and other raw materials. Whitestrake grew from a small town which was set up during Cyprus Zena's conquest of mainland Cyrodiil. It has a primarily Colovian population, due to its location in the Highlands.
    • Shale - Shale is a market and fishing city along the Niben, where the river joins Lake Rumare. The city is bustling and alive with activity and life, with a plethora of markets and harbors. This city, along with the port town of Revanite further down the Niben, houses most of the kingdom's Dunmer population.
    • Alessia - Alessia is one of the more luxurious and elegant cities in Cydonia. The city houses the more wealthy and opulent citizens of the kingdom, and its mansions and manors act as resorts for Cydonia's esteemed generals, politicians and other wealthy and powerful individuals. In reality, the small city serves no real purpose other than recreation for those well-off enough to live there.
    • Revanite - Revanite is a port town along the Niben, and is regarded as Cydonia's poorest and most dangerous city. It is a city marred with crime and poverty, with most of Revanite's Dunmer citizens living in squalid and poor conditions.
    • Dromund - Dromund is Cydonia's main source of mined materials. Situated in the Jerall mountains, it is one of Cydonia's smaller cities with a population consisting of mostly Nords. Dromund regularly experiences problems and harassment with the northern barbarian tribes. Though security has been stepped up in recent years following a raid which left several Cydonian citizens dead, Dromund continues to clash with bandits.
    • Fort Havel - Cydonia's main military fort which houses the majority of the kingdom's legionary force. The amount of troops stationed here has grown significantly following conflict with the neighboring kingdom of Abecea.
    Culture
    Cydonia's population is split between two demographics: the races of men, which include the Colovian, Nibenese, Nordic and Redguard groups. And also the elves, the Dunmer which make up a large portion of Cydonia's population. Aside from these two main groups, Cydonia occasionally sees trading caravans of Khajiit merchants. However most Khajiit tend to avoid Cydonia, as they are often treated with discrimination.

    Most of Cydonia's Dunmer live in poorer conditions and take up subservient roles in society. They are often treated with prejudice, and are generally not as well off as the races of men. Much of this discrimination is in the process of being curved and abolished with Dracowits taking his father's place as Potentate. However, many of the older officials and politicians still harbor animosity towards the elves. The racism and discrimination in Cydonian culture has led to many of the Dunmer developing similar feelings of racial hatred and prejudice against the other races, resulting in racial tension which is especially prevalent in the cities of Shale and Revanite. However, small populations of Dunmer living in Tiber, Whitestrake and Alessia regard themselves as patriots and loyalists, who are happy to serve and live beneath the races of men.

    The people of Cydonia are generally a proud and prideful bunch. They believe in being vigilant and dutiful, and that by faithfully serving the Potentate they are fulfilling the Empire's legacy. The people of Cydonia are noted for their strong sense of public service, and as such a significant amount of the population is comprised of soldiers and guards. This is especially prevalent in Cydonia's Colovian, Nordic, and Redguard population. In the East, the primarily Nibenese population live a more hedonistic lifestyle. The Nibenese tend to be more fond of trade and diplomacy, making them excellent merchants and politicians where as the other races of men take on roles of troops, farmers, and miners.

    Military
    Cydonia's military of 20,000 is modeled after the old world Empire, divided into several legions which are each led by a legate, which answer to a general. Cydonia's troops are well disciplined and undergo intense training to become one of Cydonia's finest, and are well equipped with steel plate armor and weaponry.

    Economy
    Cydonia's economy is based mostly off of internal trading and commerce, as the kingdom has yet to establish any major outlet for trade with foreign kingdoms. However, many of Cydonia's independent merchants trade exotic goods with neighboring realms and other merchant groups such as the Khajiit trading caravans. Much of Cydonia's wealth comes from the kingdom's abundance of raw materials as well.

    Factions

    • The Blades - An ancient order predating the Fall, the Blades act as the personal guards and elite agents of the Potentate and Emperor. Their ranks consist of some of the greatest warriors Cydonia has to offer, and their training and weaponry is unmatched by any in the kingdom. Their headquarters is Cloud Ruler temple, an ancient temple that was once besieged and destroyed in times before the Fall. However as the Blades saw a resurgence and revival under the reign of an old world Emperor, Cloud Ruler and many other temples were rebuilt. Now, their legacy continues on into the world after the End War.
    • House Harland - One of Cydonia's wealthiest families, the Harlands owe their immense wealth to trading and commerce, as well as the fact that one of them is the wife of Potentate Dracowits. They hold immense power and political sway, and are not a family to be trifled with.
    • The Cydonian Legion - A general term for the military of Cydonia, which is comprised of four legions which each consist of approximately 5,000 troops. Each legion is commanded by a single Legate, whom in turn answer to a single Supreme Commander. The Supreme Commander presides over all of Cydonia's military, and his rule is only second to that of the Potentate. The Legion is recognized for its unwavering will and discipline; legionaries are conditioned to keep calm and collected on the battlefield and not break rank or panic.
    • The Redekkin - An order of spiritual and religious monks which are beginning to gain recognition and following. They are a recently formed group which claim that the old world Empire was a heavenly paradise, and that the Emperors and Heroes of the Empire were actually divine beings and gods. Their teachings state that by being faithful to the Potentate/Emperor and playing your part in Cydonian society, you are bringing the kingdom closer and closer to matching the fabled paradise that was the Empire.
    • The Revanchists - An organization of Dunmer based out of Revanite that believe the land of Cydonia belongs to their people, and that it is their duty to drive out the Cydonian establishment using violent and extreme methods. They've managed to disrupt some trade along the Niben, and have proven to be a nuisance for the Potentate.
    • The Church of the Nine - A religious order predating the Fall, the church worships the old world Imperial pantheon of gods. Over the years, their presence in Cydonia has begun to fade away as more and more people begin to follow the Redekkin. Despite this, Church officials and authorities still hold official positions within the Cydonian hierarchy.

    Major Figures

    • Potentate Dracowits Zena - The current ruler of Cydonia, age 45. In his time as Potentate, Dracowits has proven to be a competent and capable leader. He is well received by the majority of the population, especially the Dunmer as Dracowits broke down many of the racial barriers his father instigated and created in his time as ruler. However, his impatience and rashness has made him unfavorable with others in Cydonian society. His desire to expand Cydonia plunged the kingdom into war with the neighboring realm of Abecea, and although Cydonia's military saw early successes the conflict has been locked in a stalemate for the past year.
    • Kendall Harland - Wife of Dracowits, age 38. Coming from an already wealthy family, Kendall's marriage with Dracowits has made House Harland the most powerful family in Cydonia. She is known for her beauty, and is regarded as a kind and generous woman.
    • Kieran Zena - The first and only child of Dracowits and Kendall, Ico is a infant boy of only 3 months.
    • Gordin Hawkford - Current Grandmaster of the Blades, age 72. Gordin is an elderly and wise man, who was part of the original ragtag group of soldiers and Blades which left Cloud Ruler under the lead of Cyprus Zena. Though he was only a child at the time, he still remembers what life was like before Cydonia was officially founded. He is a close friend of Dracowits, and acts as an adviser.
    • Taric Van Dorn - The Supreme Commander of the Cydonian Legion, age 50. His power over the Cydonian Legion is second only to that of Dracowits. Van Dorn is seen as a blunt and unafraid man who does not shy away from speaking his mind. He is hard on his troops, and is regarded by some as a martinet and a man who abuses his power. Still, his ability to keep his composure on the battlefield and his early successes in the war with Abecea have made him favorable with Dracowits.
    • Alma Redekk - Leader of the Redekken movement, age 54. She started her movement upon supposedly experiencing an epiphany in which she witnessed "a city of shining light and white stone." Believing that what she saw was the old world Empire, she began to preach that every Cydonian citizen must play their part in recreating the heavenly paradise that she witnessed.
    • Vayne Madura - Leader of the Revanchist movement, age 28. Vayne is wanted for multiple accounts of treason, murder, disrupting the peace, theft, and other offences. She is a dangerous and cunning individual with a devout group of followers willing to die for their cause.
     
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    Toxius

    Frost Wolf
    They are in fact, controlling divided states with their own agenda's. Soon, there is going to be a eclipse with a mane birth. Each state, or port will throw themselves at the chance of grooming the mane, but at the same time controlling the entirety of the people.

    They didn't quite fly the airship to blackmarsh. They fixed it, went on to blackmarsh, Built a port city in hopes of flying it back. They eventually did. Khajiits are crafty. Plus they were a mixed group of survivors brought into banditry to survive. Their past's could have been that of scientists, priests, mages and such.

    I now know what I'm missing, the inherent connection of airships to Khajiit. There could have been airship plans in the ship, sload's do tend to carry everything with them
    The airships purpose is that of trading, and the various separated ports allow for easy transportation of these good's via airship to across the land.
    My people, do hope to form these trading routes with all/some or however it would be with various kingdoms of Tamriel.

    Plus I do see now, I haven't quite incorporated magic. It shouldn't be combat magic though.
     

    Kimrisvik

    King of Scandinavia
    It would be nice of you if you could give some source on the Breton Druid's, OP :)
     

    Toxius

    Frost Wolf

    The OP3RaT0R

    Call me Op. Or Smooth.

    The OP3RaT0R

    Call me Op. Or Smooth.
    So, what's the situation with Ponder's ideas for Elsweyr and High Rock? I doubt he'll be coming back to claim them anytime soon. I don't know what exactly he had planned for Elsweyr, but I'd be willing to run his High Rock kingdom perhaps.
     

    Delusional

    Connoisseur of Hallucinations
    He had pretty intricate plans for Elsweyr, as far as I know, but he never fully or completely shared those plans here in the OOC, and his High Rock kingdom was very developed, with the beginnings of its own language. I think it'd be pretty hard to run either of those without Ponder, or at the very least without his full notes for Elsweyr and the lexicon for his High Rock language.

    Toxicus, I'm not sure how I feel about a small fleet of Dwemer airships. Don't get me wrong, I love airships, and really anything steampunk related, but it seems out of place. Also, I like the idea of a trading kingdom, spread out over the continent, but in order to establish a spread-out kingdom kingdom like that, I'd imagine you'd have to travel a lot and in turn run into and meet many other kingdoms, and it might be a little early in the timeline to have such distant, established colonies based on trading with powers that they are either avoiding with this isolationist policy (which seems counter-intuitive for a kingdom based on trading and diplomacy) or haven't (or rather shouldn't) met yet. I just feel like there's a lot of small inconsistencies that make this kingdom seem out of place in this specific in the RP.

    Perhaps start with more of a precursor to this trading kingdom, and confine yourself to a single area, and over the course of the RP, you can work to start exploring and establishing those other, distant cities and colonies, at the same time meeting other kingdoms and initiating diplomacy? Just a suggestion.
     
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    Toxius

    Frost Wolf
    So perfectly lore friendly Airships are out of place.

    Isolation is confused with safety of the people, refugees, even slaves are able to become citizens of Raiders of the moon. I would have wished to have diplomatic interests with some of you, set up before the start of the Rp even. So if that's still open, then we can talk. Don't know why it would even seem isolated.

    As to the Precursor, that would mean losing the idea of the city states, the idea of each one of them fighting for control later on. It also, might never reach that state of distant cities and colonies, It might be stuck in that Precursor state or about halfway there. Depends, if the idea stays alive or dies. Everything they built, so far, was to achieve this state of multiple trading hubs across tamriel. Pre-built, so they are reliant and the trading starts as soon as possible.
     

    Delusional

    Connoisseur of Hallucinations
    The lore isn't why they're out of place, it's the environment of this RP, the sort of post-apocalyptic, ruined environment being rebuilt following a cataclysmic war that wasn't too long ago, and airships are pretty advanced pieces of technology, especially this early in the rebuilding process. It's fine, keep the airships. I was just merely offering comments.

    You said isolated in the kingdom card, I was attempting to quote from what you described your kingdom as. Either way, in my opinion, pre-established relations is something I would have liked to avoid, because as I see it, the point of this RP is to show the initial growth of these kingdoms and their first discovery of each other, with the relations and diplomacy that brings. I guess if you wanted to have pre-established relations with kingdoms and run a trading kingdom, go ahead, but to me that defeats the purpose of this RP--exploration and discovery.
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    I'm leaning towards agreement with Del, but if you want to keep the airships, at least try and further incorporate the idea thay these civilizations are only just coming out of the collapse - my biggest suggestion with the airships would be to perhaps follow your civilization prior to the establishment of these ports. For example, maybe there's only one or a few ships, and the early years consists of a wandering refugee civilization trying to reach safety while the one or few airships forge ahead in exploration and in search of a place to establish a safe haven?
     

    Toxius

    Frost Wolf
    I'll slowly advance into airships then. I'll just change some stuff, and instead of getting it fixed they just were able to use Senche-raht to move it to blackmarsh where they keep it in a hanger. Still trying to fix it up.
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    I'm working on revamping my KC, but I have a general idea of things, and I'll be done soon enough that if we started anytime soon I could keep up. However, I'll also be unavailable this weekend, so if we could maybe wait until Sunday at least to start it would be a help.
     

    Delusional

    Connoisseur of Hallucinations
    I'm game whenever.
     

    Ponder

    International Man of Mystery
    Hey guys, sorry for going AWOL. Between school and work, I just have absolutely zero free time.

    But if someone wants my notes--or at least the fraction of them I can dig up--for An Silal Adath and Elsweyr, I'd be more than happy to give them to you.
     

    Ponder

    International Man of Mystery
    So...

    Anybody want my notes? Yes? No? Is the RP still going on? Is it still alive?

    ...did I kill it?

    Why? Why, God!? Why does everything I touch die?

    *cries*
     

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