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Thread: [TAR] Signup Thread

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default [TAR] Signup Thread

    Exactly what it says on the tin, post your faction signups for The Alessian Rebellion here guys.

    Faction creation
    Please use the following format when creating your faction.

    Name:
    Race: You can choose between the following races:

    • Nedes: The native Men of Tamriel, present as disorganized tribes all over the continent from High Rock to Black Marsh. They were later exterminated or assimilated in all of the provinces save High Rock & Cyrodiil, where they evolved into the modern Bretons & Imperials (further divided into the 'pure Nede' Nibeneans & the partly Nord-blooded Colovians) respectively. Naturally, if you play as a Nede you'll be counted among the latter. They enjoy a reduction of unit costs & recruiting time while in rebellion against the Ayleids, and gain access to the Imperial Legionary & Battlemage units post-rebellion.
    • Nords: Ferocious humans from Atmora who have come to Tamriel's northern shores in search of glory and new conquests, and especially despise the Mer since the destruction of their first capital at Saarthal during the 'Night of Tears' (on top of worshiping gods who slew the head of their religious pantheon, Shor/Lorkhan). Their mages are also the Shamans of their pantheon and can use the mighty Thu'um in place of the conventional magics favored by their Mer enemies. Bonus to heavy inf & archers.
    • Ayleids: Descendants of the Aldmer settlers in Cyrodiil who have converted to Daedra worship. Well, not the playable Ayleids, who are the ones who remained true to the Aedra. Bonus to heavy inf & mages.

    Provinces: Please make a copy of the blank map & color the provinces your faction controls. You can take over the territory of ONE of the Cyrodiilic Ayleid kingdoms on the map for your faction.
    Ruling family: Your faction's ruling family. You may have up to five members at the start of the game, the character rules are outlined elsewhere. Spawning new characters is simple - just ask me or another mod to roll the odds of siring a new family member for any of your existing characters. You can ask for one birth roll per turn (NOT per character). A newly-birthed character must reach age 16 before becoming active (so you can deploy them & assign a trait to them), so no you can't have a 1-month old baby convincing rival petty kings to bend their knees to you.
    Religion: You can design your faction's religion here. Wanna worship the Elven Pantheon? Go ahead. Are you a follower of the Nordic Pantheon? Cool. Are you loyal to the Celestials like many Nedes are? OK. You can also follow other faiths' deities within reasonable lore limits: for example, it would only make sense for Alessia to worship the Eight Divines, who are a traditionally Elven pantheon.
    History & culture: Your faction's history and culture. I expect a minimum of at least one six-sentence paragraph, but really this can be as long as you want it. If you want to write a short novel chronicling the rise, triumphs and tragedies of your people, go for it, I might even rep you for it if TWC's Communist repping system permits

    For factions outside Cyrodiil, you should follow the same outline as above, except you don't need to calc provincial income (obviously) or assign traits to your characters. I'll also reduce the minimum for your faction's history & culture from six sentences to three, though as always I wouldn't mind if you choose to write a novel for that anyway. Here's how we'll handle non-Cyrodiil factions: they won't play like a traditional faction where you measure their economy & direct armies around to fight pitched battles, but rather I will divide them into three regional blocs - High Rock, Hammerfell, and Skyrim - and determine the order in which each faction gets to act by dice roll. Then, every three days or so I'll send the players with factions 'acting' that day a PM that's basically a streamlined Decision from past IHs, presenting you with a list of objectives that you can have your faction concentrate on targeting as well as an option to write in your own thing, then do some more rolls to determine how well you did (ex. if you choose to focus on attacking X region, and I roll a 4 for you & a 4 for the faction you're attacking, the result is a stalemate where you make little to no headway). I will then do a little write-up, a paragraph or less usually, describing what just happened in a 'News of Men & Mer' thread. Naturally, if I can't do this then one of the other mods will (actually I'd prefer for there to be one mod ready to take over for each bloc).

    You can set factions outside Cyrodiil to several otherwise unplayable races: Breton/Altmer/Orsimer for High Rock, Deathlander/Yokudan/Dwemer for Hammerfell and Dwemer for Skyrim, in addition to the playable Nords in Skyrim & High Rock and Ayleids in Hammerfell.

  2. #2

    Default Re: [TAR] Signup Thread

    Morihaus-

    Name: Morihaus
    Race: Ada/Demigod
    Provinces: None
    Ruling family: None
    Religion: Demigod and the son of Kyne
    Trait- The Breath of Kyne: Morihaus is the son of Kyne, the Aedric goddess of the heavens, the rain and the elements, who was said to have given Men the Thu'um in the first place and is known by the name of Kynareth to the Nedes of Cyrodiil. As befits a demigod, the winged 'man-bull' is a mighty warrior against whom even the greatest Ayleid sorcerer-kings would have extreme difficulty surviving, and although Pelinal Whitestrake may be a touch stronger than him he has the advantages of flight & perhaps even more importantly, being consistently sane. In duels Morihaus has 35 HP, +3 to combat rolls, the ability to fly (allowing him to bypass walls and natural defenses), and like any other character he can be further enhanced with artifacts. If deployed conventionally, he can & will defeat individual units of anything short of Aurorans unless outnumbered severely. Obviously, this trait is unique to Morihaus.


    Items-
    Lord's Mail: The plated mithril cuirass of Morihaus, Breath-of-Kyne. Grants the wearer +10 HP and a 1d8 chance to completely nullify any damage inflicted in every round of combat. Morihaus starts with this artifact, the only way anyone else can get it is by either getting him to give it to you or looting it off his corpse.










    History-
    Morihaus, also known as Morihaus-Breath-of-Kyne or the "First Breath of Man", is a demigod who is the son of Kyne and the creator of the mighty Thuum. He has taken the form of a giant and monstrous winged minotaur while in this plane and he is truly a sight to behold. He is a warrior without peer besides Pelinal and has never known defeat as of yet. He possesses the famous Lord's Mail said to have been crafted by his father Kyne himself. He is Alessia's consort and the two are very close to each other. Pelinal is also a close friend to Morihaus and Morihaus looks up to Pelinal as a nephew would to a favorite uncle.
    Last edited by Pyrrhus the Molossian; June 17, 2016 at 02:28 PM.
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  3. #3

    Default Re: [TAR] Signup Thread

    Zaroi-Ghuațăi


    A humanoid subspecies that evolved from Homo Altus families/clans/tribes that, during their migration, fled northward to Hyperborea, with some historians believe they used the land bridge that the later Hyperborean peoples that the continent is named for would also use before it was submerged beneath the waves, to escape the predators who had plagued their entire migration from Antarctica. The earliest estimates of Homo Pallidus, the scientific name for the children's species, inhabiting the continent of Hyperborea are around 320,000 years befor agriculture, with the latest ones being around 275,000 years. Discovering a massive subterranean landscape and cave system that stretches from the Tuyai Elocui (Home of Fire, the name for the central mountain chain on Hyperborea, named due to the present volcanoes.) to the Tuyai Gheata (Home of Ice, the eastern mountain chain.), the Pallidus would spread out throughout the cave system over the centuries, along with some settlements being founded in the mountains, most of these being located near major entrances to the cave system.

    *The names of the mountain chains are in the early form of the language of the Children. They refer to the twin primary deities of their religion. The names would be changed following the climate changing following the Bronze Age.

    The prehistoric culture of the Zaroi-Ghuațăi would have the few surface settlements be primarily hunter-gatherers who lived in small collections of family groups called Aetyi(Clan), with most settlements being inhabited by a single group on the surface, although those near the entrances to their subterranean home could have somewhere between five and ten clans living in one settlement. The housing of the Children above ground would be made from the wood of the trees of the forests, while those below ground would vary. Some would harvest the trees of the surface of subterranean forests for the material for their dwelling, some would just live in a cave or system of caves that were an offshoot of the main cave their settlement was in, or for the occasionally magically inclined among the children, use their gifts to twist the earth to form a house. The surface dwellers would eat game meat, gathered fruits and grains, and have small herds of livestock that they would fight the Hyperborean peoples for control of prime grazing grounds after they would arrive in Hyperborea. The subterranean Zaroi-Ghuațăi, perhaps due to necessity, would learn how to cultivate several species of plant and fungi that were found in the caves in a primitive form of agriculture mostly consisting of what basic modern gardening is, gathering seeds, planting them in dug holes near their settlement, watering the plants, and occasionally removing weeds, some of which would also be edible and used in cooking. Besides this primitive system, the Zaroi-Ghuațăi would hunt surface and subterranean creatures, gather fruits, nuts, and wild grains from plants, and later on eventually have small herds of livestock. Just as the Arctic wolfhound would be a companion to the Hyperborean peoples, the (wip) would serve as a companion of the Zaroi-Ghuațăi of the caves, while those of the surface would eventually acquire Arctic wolfhounds for themselves.

    Societal roles in the early culture of the Zaroi-Ghuațăi would again vary depending if one was looking at the surface or subterranean settlements. The surface would have a structure rather similar to the Hyperboreans, with the men (and occasional woman) being the gatherers and warriors, while the majority of women tended to their family's home, with some scholars believing this system was adopted after several decades of interactions with the Hyperboreans. The shaman/religious leader of the settlement would be drawn from one, if there was one within the settlement, of the bloodlines with magical ability regardless of gender. The chieftain/head of each settlement was usually a renowned warrior or hunter from their ranks, who are believed to have been chosen by being the victor of some series of challenges that any who would wish to lead their kin would go through following the death of the old chief.

    The societal roles for the Zaroi-Ghuațăi beneath the surface would have both genders contribute to the gathering of food in some manner, with men usually being hunters and the women gathering wild plants or tending to the primitive gardens most settlements have. Males would, besides that, usually be warriors, miners, and other more labor intensive positions, but in the case of the military, there is evidence of female Zaroi-Ghuațăi of the subterranean culture also being warriors. The usual female roles in the subterranean settlements would be either the clergy, tending to the children and their homes, and be gatherers. The leaders of these settlements varied from settlement to settlement, with the head priest/priestess of the settlement, the strongest clan in the settlement in a primitive form of hereditary monarchy, a council of the leaders of the clans, or the champion of a tournament similar to the surface settlements being the most commonly encountered options by historians.

    The discovery of agriculture would impact the subterranean settlements more than the surface ones, by enabling them to create massive fields for their crops and by the end of the Bronze Age, a system similar to terrace farming potentially practiced elsewhere in the world, growing a variety of crops, mostly drawn from the plants of their underground home that were easiest to 'garden', like the (Red Leaf) to name one as a example. Settlements near one of the rare canyons or openings that allow sunlight down would attempt to grow in small amounts the crops of rye and barley, normally acquired through their actions against the Hyperboreans or traded with their surface kin for, who would have their smaller terrace farms filled with them instead of the variety of fungi and plants. Mining would first be used by the Zaroi-Ghuațăi by settlements without other means to expand their caves or by all settlements to acquire resources for their military's weapon and armor, but expand over the course of the Bronze Age with some new settlements being made solely for the mining potential nearby. Hyperborean mining attempts would be yet another source of frequent conflict, with more than one case of a Hyperborean settlement being destroyed by the Zaroi-Ghuațăi due to the humans mining into one of their settlements, passages, or in one case, a fort created to protect against another Hyperborean settlement.

    "With bow in hand, ours is a vengeance rained down from afar, we are death upon the wind. With tall spears held out to our foe's throat, cold fury guiding our aim, we are death upon the wind." - Segment of a battle hymn of the Zaroi-Ghuațăi
    "They roam and kill in darkness called up by their foul sorceries." - A Hyperborean warrior's opinion of the Zaroi-Ghuațăi

    Warfare among the Zaroi-Ghuațăi would begin as skirmishes with iron-tipped javelins, spears, arrows, and other weapons being used with armor being hide, leather, or made out of wood, and evolve from there as the Bronze Age carried on. Due to the lack of copper and tin, the Zaroi-Ghuațăi would, similar to the Hyperborean people, primarily use iron for their weapons and armor either mined from the earth or acquired from deposits of Ironsand within in the cave systems. The smiths of the Children would then use clay vessels to form the weapons, using a process that over the course of history, would become more detailed and complex as technology advanced. They would occasonally also use magic, although the finest weapons and armor of the Zaroi-Ghuațăi would be from the western reaches of their territory. This process would allow them to create iron swords and spears of a better quality than the Hyperborean peoples.

    The arms and armor of the Zaroi-Ghuațăi would shift to be iron hand weapons, with the rare piece of bronze weapon being present, (Not Wych Elm) bows ranging in height from smaller hunting bows to larger bows designed for warfare(ie longbows), and a variety of throwing weapons being the typically recorded arms of the Children. Their armor would be suits of iron armor for the nobility and warriors, partial suits of iron armor with leather or hide pieces to complete it for any warriors who could not afford a full suit of armor, then leather, hide, or wood armor for the rest of their warriors with the occasional piece of iron armor, usually a breastplate or helmet. While the Children would acquire some horses over the course of the Bronze Age, with them being used to pull chariots or ridden into battle in a fashion similar to the Hyperborean peoples by the surface dwellers, the rest of the Children would instead ride the (wip), a reptilian creature that they had domesticated and was normally docile, but the ones they managed to train and equip for warfare are argued by some scholars to be as vicious or worse than warhorses. These mounts would typically be ridden by a single rider.

    Taking advantage of their superior hearing and being mostly nocturnal, the Zaroi-Ghuațăi would prefer to outmanuever their opponents and set up an ambush, sometimes striking at an opposing force, then disengaging to only strike again sometime during the night. So wars between the Zaroi-Ghuațăi would be more of a series of skirmishes instead of a single pitched battle, with what could pass as a battle among the Children typically being fought near the end of the conflict, with the victor of the battle typically being the winner of the conflict if they decisvely win. Otherwise, it would revert to being skirmishes and raids until the victor could force his opponent(s) into a field battle once again. Sending out champions to duel would be a very late Bronze Age development in their warfare, and in one record of a war between two city-states being comprised solely of a duel between five champions on each side.

    The faith of the Children is described as a Mainstream, Martial, and Bastion of the Faith mindset with at least a dozen deities, but several prominent ones that are worshiped in most of the cities of the Children. Most religious services were carried out within the temple of the respective settlement, although some would be carried out at sites sacred to the deity, such as volcanoes for Auraei. The faithful of the Children were encouraged to sacrifice war captives and slaves, leading to martial traditions being developed around these parts of the faith's tenets over time.

    Main Deities of the Children :

    Fjalyvis - God of the Skies, rarely worshiped by the Children, but one of the primary deities of the surface dwellers who claim he is the God of Skies and Storms, and is one of the deities sacrifices are done to before long journeys or marching out to war. He is commonly associated with birds of prey, and the usual sacrifice to him would be a slave or captive with a blood eagle done to them left on a altar near the temple.

    Miteluma - Goddess of the Moon/Night, Sorcery, Winter/Ice, and one of the three war deities. One of the twin goddesses highly revered by the Children, temples dedicated to her are usually are near the canyons or openings in the subterranean system or spire-like structures that rise up into the mountains. Sacrifices to her vary depending on the phase of the moon. Sacrifices during the new moon are flayed and then their corpses hung from the branches of a (wip), a tree whose leaves glow in the moonlight, during the crescent moon, they are beheaded with a ritual knife/scythe, during the gibbous moon the sacrifice's heart is extracted and then burned, and during the full moon, massive feasts are held while the sacrifices are forced to fight to the death in ritual gladitorial games. The 'winners' are then usually simply beheaded.

    Auraei - Goddess of the Sun/Fire, (wip),Summer, and the second of the three war deities. The other of the twin goddesses of the Children, the temples dedicated to her are either located close to lava flows or are above ground on the side of a volcano in the western part, while the rest normally have her temples near those to her sister, or surrounded by the plant known as Auraei's Gift, due to it's glowing fruits at night having been used as natural lanterns by the children. Sacrifices to her are either thrown into the lava/volcano, or burned alive after their hearts would be extracted, which would also be burned.

    Koriti - Goddess of Fate/Death and Rebirth. Her sacred animal is a (not-barred owl), and the usual sacrifices to her would be either buried alive or on specific nights would sometime involve ritual cannibalism.

    Vendala - God of Waters, Storms, earthly fertility, and the third war deity of the Children. Temples to him are normally located near some form of body of water. Sacrifices to him would normally be drowned in the body of water or be drained of their blood.

    Last edited by Xion; May 17, 2017 at 07:31 PM.

  4. #4
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: [TAR] Signup Thread

    Reserved for:

    Name: Pelinal Whitestrake
    Race: Star Made Knight
    Provinces: N/A
    Ruling Dynasty: N/A
    Religion: N/A
    History: The name Pelinal means "glorious knight".It is a corruption of Pelin-El, which means "the Star-Made Knight". Described by Morihaus as an ada, or "spirit", some believe Pelinal was another in a long line of avatars sent by Shor to champion the cause of mankind. He came across the sea as one of Ysgamor's 500, he built countless kingdoms only to abandon them to burn so he might wander once more. He has been a staunch enemy to these Daedra worshiping elves, he's fought them countless times alone.. but now he hears of a queen favored by the divines who leads some kind of rebellion. With hast he marches toward his camp, slaughtering elves along he way. His business is with these treacherous heathens.. and an ax and a sword. Violent, unrelenting and short tempered - Whitestrakes will fall into fits of rage from time to time in which he will kill everything around him. His face and body are obscured by his helmet and armor.
    Items: Armor of the Crusader: +15 HP, 1d6 chance to nullify damage. Mace of the Crusader: 2x combat damage.
    Trait: Star Made Knight: Madness, 50 HP, +5 Combat Rolls

    &

    Name: Orsinium
    Race: Orc
    Provinces: On Map
    Ruling Dysnasty: Du Ghor
    Relgion: Worship of Malacath
    History: They fear us, they fear the strength Malacath has bestowed upon us and us alone. For their fear we've endured hardships beyond counting; exile, genocide, enslavement. We have suffered a perilous existence, but try as they might our oppressors cannot destroy us, for we have clung to life these past centuries, for we weathered the storm and emerged from the other side stronger for having been tested.

    We had been cursed to exile for generations, twisted monsters unwelcome wherever we may traveled. Men fear us, these native Nedes, they chase us from "their" land. They ostracize our strongholds, they slaughter goblins - look down upon Orcs. But for all their negative traits these men are nothing compared to our fellow Mer, they hunt us across the continent even as we flee from their advance. They burn our strongholds, murder our men, rape our women, enslave our children.. and these monsters have the audacity to call US corrupted!

    We were homeless, but we of Orsinium have made a home with the strength in our arms and the sweat on our brow. And it has been our home for generations. Legends speak of the founders of our great chiefdom, Du Maknok and Du Ghormaz. Legendary warriors that once burned the entire mouth of the lilac bay. Our origins might be shoruded in myth and legend but they will nevebe forgotten.

    Malacath is our creator, our elder brother, our protector. He holds us to the highest standards, but at the same time he protects us, he gives us strength, he helped us keep going when all seemed lost, and most importantly he brought us here.

    But despite everything we've accomplished here our enemies are not content to see us prosperous, free.. at peace. They come for us now, slowly at first, sending merchants and traders to buy our weapons and look over our defenses. But soon they will send more and more, until there is a flood. They will come with mages and swords and arrows, and they will attempt to bring us to our knees. To the north west and to the south the nedes see us as monsters, the kind that break bones and eat children, they will not be content in letting us grow and thrive on their doorstep. Our beloved fellow Mer may not come for our heads, but they will surly come for our strength. If they have it their way our city will burn and the survivors will find themselves in chains along the Liliac Bay. Out only friends lie to the north, the Storm-Bringer Clan.. and the staunchest of friends they've been. Having fought with us for countless generations.. this mountain kingdom is our home, it is ours. And no one will take it from us, not these ebony foreigners nor these native primitives, and certainly not those elves. Let a new age of blood peak over the horizon.
    Last edited by Pericles of Athens; June 27, 2016 at 11:37 PM.


  5. #5
    Dirty Chai's Avatar Dux Limitis
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    Default Re: [TAR] Signup Thread



    REBELLION OF THE NEDES
    SANCRE BALAPAR

    Humanfolk have lived in the Nibenean valley for centuries, but the tribes of Nedes that spread out across the region have been enslaved for nearly all of that time. Generations and generations of suffering, despair, wretched life, while their elven masters grow arrogant and decadent, rich and prosperous. Fate and time will not spare the Ayleids, however, and prophecy has heralded the collapse of their kingdoms: all over Cyrodiil, orchards bear bitter fruit, nearly inedible.

    The year is in full bloom, and as the winter snows melt down from the northern ridgelands and flow into the heartlands, so too comes word of slave rebellion in the north; a whole city in far northwest, slaughtered, put to the torch. The jungle tribes of escaped slaves become bold. Slaves look on with malice in their eyes at their masters. Al-Esh, Al-Esh, Al-Esh, cry the unshackled warriors.

    ----------------------------------------------------------------------------------

    Ruling Family: House of Alessia
    Religion: Fanatic Aedra Worship, "The Divines"
    Diplomacy: Indiscriminate war with all elves in Cyrodiil and all who oppose the Nedes' rise, unless negotiated otherwise (Ayleids who wish to ally must do so and establish that)

    Starting Map

    Characters
    Al-Esh

    Illustration by Michael Kirkbride

    AL'ESH

    She is not was she once was. Those who are touched by the gods, are changed forever. She departed from that free tribe at a mountain stream in the high northern reaches of that land.. wandered off alone, and came back alien, estranged. They did not know the woman who returned, and wondered where the girl had went.

    They thought her mad, at first. Such as it is for all those touched by the et'ada. She could've been left to wander, to become another pariah witch. No, that was not her destiny. Her soul is no longer hers. The stars have touched her eyes, kissed her lips, and have spoken to her ears in tongues in lilting grace.

    She will be called many things. She has seen it, just as she has seen many things. Al'Esh, Her Highness, is the foremost of these, which in the great fullness of time will become Alessia. She is also now Paravania, the Perif, the Paravant; the First. The name given her by the mer of Cyrod is long forgotten, for that tortured girl is gone, and now stands in her place, the daughter of the Aka-Tos.

    They will say that she arose upon a hill, without tree cover, arising golden as if in summer out of a wintry highland. The peaks of Jer-Al rose high above, seeking to scratch the stars like stone daggers. The girl knelt in the flowing grass of that hill and cried out to the names of the et'ada who once all mer prayed to. She prayed to those gods of men, whom the northern warriors kept faith in. The girl became the Paravant when she heard the tongue of the dragon. She later would liken it to the sound of a battlehorn, echoing in the deep sky.

    Promises were made, as a father to an adopted daughter. The slave queen has seen as much as Aka-Tos has let her see. The cruelty of the Cyrodiils will end. Men will take their place, led by the sons and daughters of the divine ones. There will be many after her, and the dragon's children will reign over the Nibeneans for ages, a shining civilization to mimic the starlight above. Hers will be the stars, like jewels on a crown, says the dragon to his daughter.

    The daughter of the dragon is afraid, at first, averting her eyes and ears into the tall grass. But then she is pulled to her feet by the unseen, and relief falls over her, as the mysteries of the aurora flow into her. She swears, at that moment, that by all her power and every breath, her people will never betray the divines, and devote their entire beings to the fulfillment of these promises, the terms of this covenant.

    They call her Al'Esh, a corruption of a title that elven queens in their white cities use, meaning "high highness". They flock to her in straggling, starving numbers, bearing torn fetters and broken chains. Wolves are among them, eager to bite in the flesh of the foe. Others are wretched things, souls broken, hope lost.. They fall to their knees before their mother, their empress. There are those who cry, as if laying eyes upon an avatar of Mara.

    The warriors swell. They keep to the jungles. She has seen what to do. The dragon's daughter knows where to strike. The slavers are decadent, the chain is weak. It will break under the strike of the righteous. The cults of the dark gods will be slaughtered, and the idols dashed against the marble, stone floors of their temple-cities. The Paravant prepares to lead her followers south, back to a place where she was raised as a child for breeding... beaten, raped, and sold. They will start there. They will free their brothers and sisters, her children, one by one. She has seen it happen. It will be done.

    Paravania's fate is not her own, her soul is to the dragon. Her life will change the great course of time, as bade by the one who rules it. The King of the Underworld has made alliance with his killer, and the rule of the elf-kings will end.

    -----------------------------------------------------------------------------------------------------

    Name
    Al-Esh; Alessia; Paravania; Perrif; the Paravant;

    Age
    17 in 1E 242, born in 1E 225

    Trait
    Dragonborn: Al-Esh is the first Dragonborn (as far as anyone knows, anyway), an individual blessed with the soul of a dragon. She cannot wield the Thu'um like the shamans of Skyrim, nor could she consume the souls of other dragons, but she does have a powerful binding covenant with Akatosh, the dragon-god who sits at the head of the Aedric pantheon, who will work miracles through and around her to ensure that she succeeds in her mission - freeing her people from the Ayleid yoke and cleansing Cyrodiil of the sinister Daedra. In battle, Alessia has 20 HP and +2 to combat rolls, and like any other character she can be further enhanced with artifacts.

    Ancillaries
    none
    Last edited by Dirty Chai; June 21, 2016 at 11:25 PM.

  6. #6
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: [TAR] Signup Thread

    TREBONIUS' LEGION




    Race: Nedes, though accepting of Nordic volunteers.

    Provinces: All of Hrotanda Vale

    Religion: Eight Divines (with maybe a little bit of Celestial syncretism)

    History: "Hail Flavius Trebonius Victor, Imperator and Legate of the Third Legion, we, the Forsaken, honor thee!"

    This was the cry that went up from the men of the Third Legion after the successful mutiny of their now-commanding officer, Flavius Trebonius, called Victor. The Third Legion, often called the Forsaken, was mostly composed of slave soldiers, criminals, and prisoners of war sent to the frontier by the reigning Ayleid King Umaril to guard it from Nordic raiders, such men being considered highly expendable. The Legion, though mostly composed of Nedes, was initially commanded by Seridur, a hard and sullen-faced Mer who, having fallen out of Umaril's good graces, was sent to the frontier as punishment for his..."indiscretions." The men were never permitted to know exactly what Seridur's crime had been: But they could be sure that he resented his newfound position, and his men all the more for it. They toiled like animals under the command of Seridur. The Nords were brutish opponents and, savage though they may be, were at least distant kin to the Nedes, more so than their Ayleid masters were at least. Mutual hatred between the legionaries, Seridur, and his cadre of Ayleid officers came to a fever pitch.

    There was one man, one Flavius Trebonius, a slave-soldier of proven loyalty, who had been taken under the wing of Seridur from the start as an ambassador to the Nedic legionaries. In time, came to occupy a position of honor, prestige, and command equivalent to one of Seridur's higher Ayleid officers. Trebonius was given much privilege and the best possible training and weapons, Seridur thinking that this might be a good way to show the other men how loyalty was rewarded. How wrong he was. Trebonius resented the preferential treatment, for it made him unpopular with the men. He hated Seridur and all of the elves as much as any other Nede, and spent much time trying to come up with a way to overthrow Seridur and his Entourage.

    The solution came to Trebonius easily, and unexpectedly. When word of Alessia's Rebellion reached the Third Legion, then camped in the Hrotanda Vale, not far at all from the front lines, Seridur tried to have the rumors silenced. Three whole cohorts were decimated simply for whispering the name "Alessia." The Nedic legionaries, recalling the strength of their numbers, grew outraged. Trebonius seized upon the opportunity and, with a handful of loyal lieutenants, whipped the Legion into a mutinous fury. Rising up, they seized their general and commanding officers as they slept. The legionaries held a show-trial for each and every Ayleid officer - including Seridur himself - before burning them alive.

    A bloody and brutish uprising, to be true, but could the Ayleid foe be deserving of anything better? Assuredly not. In any case, Trebonius proved his worth to his men, and earned the cognomen Victor for his efforts. He and his lieutenants were named the new legate, tribunes, and centurions of the Third Legion, now proudly lauded as Trebonius' Legion. Flavius Trebonius Victor has pledged his complete allegiance to Alessia and her cause, taking up the symbol of Akatosh and Alessia as his own. Trebonius' Legion will march even unto death in the name of Alessia.

    Ruling "Family:"

    Flavius Trebonius Victor
    Spoiler Alert, click show to read: 

    Flavius Trebonius strikes down a Nordic foeman, in the days before the mutiny


    Infantry Captain: +1 to combat rolls for all spearmen & heavy infantry under his command.

    AGE: 38


    Flavius Trebonius was born in unknown circumstances as a slave-child to an Ayleid nobleman. He never knew his parents, and at a young age he was sold to a military officer and made a slave-soldier. He took to army life quickly, showing great aptitude in personal combat and as a leader of men. At some point he was sent to the Third Legion as a junior officer (truly meaningful command positions could only be held by Ayleids, of course) and was patronized by the Legion's then-Legate, Seridur. Resenting his position of privelege, he led a successful mutiny as the aftershock of Alessia's rebellion reverberated throughout Cyrodiil, and now marches forth from his position of strength in the Hrotanda Vale to lend his sword to the rebellion.


    Nicanor Carius
    Spoiler Alert, click show to read: 

    Nicanor, bloodied after yet another frontier skirmish


    Charismatic Recruiter: -1 point to all unit recruitment costs. Costs cannot go below 1 point, however. (so no free recruitment)

    AGE: 56

    Nicanor Carius is an older legionary, closest friend and right hand man to Flavius Trebonius Victor. His past remains mostly unknown, even to Flavius, but it is known that he has been with the Legion for at least thirty years and, if not for his martial talent, probably would have been "retired" long ago. Nicanor stuck by Flavius even during his unwanted patronage by Seridur, and it was with Nicanor that Flavius first conceived the idea of mutiny. Nicanor became his foremost recruiter as the flames of rebellion ignited within the ranks of the Third Legion, and he remains a charismatic and inspiring leader for Trebonius' "rebel legion."


    Spurius Proximo
    Spoiler Alert, click show to read: 

    Spurius, clothed as a light infantryman, stands ready at the front


    Skirmisher Captain: +1 to combat rolls for all archers & light infantry under his/her command.

    AGE: 43

    Spurius Proximo almost deserved being sentenced to the Third Legion. A scoundrel, a thief, and a criminal, Spurius was designated as a public enemy by Umaril himself for acts of smuggling, assassination, and conspiracy to overthrow the monarchy. A rebel at heart, Spurius maintains that all of this was undertaken not for personal gain, but to end the Ayleid oppression of mankind in the land of Cyrodiil. Whether his motives are noble or not, Spurius is at least a loyal servant of his Legate and his ability as a light infantryman makes him a great commander of skirmish troops.


    Antiochus Curio
    Spoiler Alert, click show to read: 

    Antiochus, ready for battle


    Cavalry Captain: +1 to combat rolls for all light & heavy cavalry under his/her command.

    AGE: 32

    Antiochus Curio claims to have been born of a Nedic noble family, though many view such a claim with suspicion as no Nedic noble families are known to exist anymore, excepting maybe a handful of free tribes hidden in the hill country to the north.
    Whatever the case, Antiochus acts the part: He speaks as a man of breeding and education, and is somehow an exceptional horseman and cavalry commander (for the owning and training of a warhorse is a very expensive undertaking, beyond any mere slave). Antiochus has a special hatred for the Ayleids, for stealing away his birthright, and is only too happy to serve under the Legate Trebonius.


    Valens Norbanus
    Spoiler Alert, click show to read: 

    Valens, sporting a freshly-bandaged head wound


    Administrative Genius: Doubles the income & halves the time to upgrade the economy of whichever province this character has been assigned to oversee. You may only assign one AG per province.

    AGE: 40

    Once a freeman and book-keeper to a powerful Ayleid merchant, Valens successes in life unfortunately became his undoing. His employer, growing jealous of his talent, framed Valens for embezzlement, knowing that a Nede could expect only a kangaroo hearing under Ayleid law. Sure enough, Valens was shipped off to the Third Legion. Though he was a poor soldier, his administrative abilities did not go unnoticed and he was quickly appointed quartermaster. He still acts in this duty today, though more happily now, under the command of Flavius Trebonius Victor.
    Last edited by Dan the Man; June 22, 2016 at 12:01 AM.
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  7. #7
    Adamat's Avatar Invertebrate
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    Default Re: [TAR] Signup Thread

    Name: The Platani
    Race: Nedes
    Provinces:
    Ruling family:
    Micon Plata

    Trait: Diplomatic Genius
    Age: 37

    Micon Plata was born a slave along the Gold Coast. His first years were spent with his brothers and sisters and even their mother, an unusual amount of freedom given by the Ayleid overlords. Plata's father had made himself more useful than most slaves in the local Ayleid court, being a gifted merchant. Micon lost many of his siblings to poor treatment of illnesses and a scarcity of food, however, as the old and generous Ayleid administration was replaced by a more efficient, and more cruel magistrate. Micon would survive, however, together with one of his brothers and one of his sisters. He lived a life of servitude, his golden tongue making him valuable to keep the slave populace under control. When word of Al'Esh spread, Micon was one of the leaders of the rebellion in Beldaburo. His abilities to convince others saw him take the reins of the newly established slave realm.


    Valle Plata

    Trait: Charismatic Recruiter
    Age: 33

    The only surviving brother of Micon, Valle is a more martially attuned man. The ease of talking that is prevalent in the family is used by Valle to rally troops, and fire up the rebellion when it is most needed.


    Hora Plata

    Trait: Master Mage
    Age: 29

    Hora, youngest of the Plata family and also the only surviving female, is said to be the greatest mind of them all. She uses her intelligence to command the arcane powers.


    Segon

    Trait: Infantry commander
    Age: 33

    Segon does not have a family, or a history. He is, in all aspects, a common slave. During the uprising, however, Segon proved to be a valuable soldier with considerable tactical insight. One of the leaders of the Beldaburo rebellion, he accepted Micon as nominal leader of their territories.


    Johri the purger

    Trait: Spiritually Attuned
    Age: 19

    Johri is a young freed slave. During the initial uprising, several soldiers reported to have seen the Celestials aid them in their battle wherever Johri was near. It is rumored that the young man has been favored by the Gods. He was appointed Court Diviner to the Platani territories.



    Religion: Free choice, but overwhelmingly Celestial


    History & culture: Wip
    Last edited by Adamat; June 26, 2016 at 12:34 PM.
    #JusticeForCookie #JusticeForCal #JusticeForAkar #JusticeForAthelchan

  8. #8

    Default Re: [TAR] Signup Thread

    Loizav Cerairiki Minavuus - The main city of the Children in the Tuyai Gheata, the city's name means Great Celestial Summit/Reach in the language of the Children, referring to the cave complex it is centered around stretching up the mountain, with one of it's entrances being close to the summit of the mountain, where the great temple complex of Miteluma is located. The lower levels of the city are terrace farms, the bestiaries for animals of war and herding, and homes of the lower classes of the Children. The five gateways into the city are heavily fortified and each have a barracks attaches, with the two leading to the surface having more fortifications, two barracks, and a armory attached. The artisans, smiths, the merchants, wealthier members of the lower class and those of the middle class reside in the caverns above the lower class, with one section overlooking the terrace farms and large underground lake that several created canals bring water to the farms, while the other two sections are cave systems off of the large central section. The warrior class reside in only pathway leading up to the upper city,if they are not assigned to the lower city's entrances, direct retainers of the priesthood or nobility, or decide to live lower in the city for some reason. The sole passage up to the upper city from the middle city would be increasingly fortified over time. The priesthood and nobility reside in the highest sections of the city, usually having magically created balconies overlooking the Tuyai Gheata or the lower districts as part of their houses.

    Kunaen Minavuus - Meaning Moon Summit/Reach in the language of Children, Kunaen Minavuus is a city to the south of Loizav Cerairiki Minavuus founded on the two sides of a canyon one of the rivers had created over the course of time, with a large temple to Miteluma and Vendala being created on the moderately sized island in the middle of the canyon, with bridges stretching out to it.

    Luitu Vendala - Meaning Mouth of Vendala, this city is the primary center of the worship of Vendala for the eastern Children and their main port, located where two of the underground rivers meet the ocean. The main temple of the city is dedicated primarily to Vendala, but has sizable portions dedicated to Koriti and Fjalyvis.

    Taista Sorenitisa - Meaning 'Heart of Darkness', Taista Sorenitisa is located in the levels of the subterranean home of the children somewhere between the two mountain chains, where the only light sources they have is magical in nature or the glowing plants. It is also rumored the Children gave the city this name after a group of Hyperborean miners digging a new tunnel to a source of iron instead had the misfortune of digging into the temple of Koriti in the city during a ritual to the goddess. The guards of the temple quickly descended on the interlopers along with the parishoners and clergy, with the miners, one by one, being dragged onto the sacrifical altar and ritually flayed, then had their hearts removed and eaten. A party of warriors sent to find the missing miners would meet a similar fate besides for a few who were instead enslaved. It is said after hearing the slaves keep muttering something about the place being the root of evil over the weeks of their enslavement before being sacrificed to Koriti, the Children began referring to their city as the Heart of Darkness after a passing merchant from Luitu Vendala who understood little Hyperborean attempted to translate it for them. The city's great temple is dedicated to Koriti, and is the primary barracks of warriors who swear themselves to the goddess of death. It is also one of the more active groups of the Children on the surface, with it's fanatical warriors riding out to bring back slaves for their deity as they lack the ability to acquire slaves through raiding other shores that other cities have.

    Zinatra Auraei - Meaning Hearth of Auraei, Zinatra Auraei is the largest settlement of the Children in the Tuyai Elocui. The cave system the city inhabits are located around several flows of lava from the volcano, with stone bridges stretching over the flows to connect the parts of the city. The first and lowest level of Zinatra Auraei is where the workshops, slave pens, forges, and one of the city's three military quarters are located along with the housing of the lower classes. The second level is where the entrances connecting the city to either the surface where the majority of the city's terrace farms are located, the heat of the volcano making it difficult to grow the usual crops of the Children. Some more workshops, the great slave market of the city, three of the seven temples of Auraei, and the housing for some of the middle class are located on this level. The third level is where the houses of the warrior caste and bestiaries for the beasts of war are located. The fourth level is where the lower part of the great temple of Auraei is located along with the estates of the noble houses of the city, with the retainers of the houses manning the final military quarter that is located at the crossroads of the two pathways leading up to the fourth level and a entrance to the side of the volcano. The final level is where the rest of the temple is located, with a stairway leading up to the peak of the volcano, where some sacrifices are thrown directly into the volcano.

    Loizav Upen Luitu - Meaning Great River Mouth, Loizav Upen Luitu is the western central port of the Children, although it is more of a military port than the Mouth of Vendala, which does have a small amount of merchants who sail out to trade with other peoples along with the ships of the raiding bands who seek slaves to bring back to the markets from foreign shores. The main temple of the city is located overlooking the port, and is dedicated solely to Vendala.
    Last edited by Xion; May 20, 2017 at 01:25 PM.

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