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Thread: [UP] The Elder Scrolls GUIDE of Features

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    Icon3 [UP] The Elder Scrolls GUIDE of Features

    The Elder Scrolls Guide of Features
    (Unofficial Patch)


    This thread by no means serve as a full list of mod features of the Unofficial Patch for TES:TW, for that see the official lengthy release article/changelog, but rather as a guide to provide you with more information about specific unique features of the mod and how they work, overview of the events, and also a deeper knowledge of the factional features, i.e., what maks each faction/race different towards the other factions, and of the factional lore in a context of the mod.
    Units and Recruitment
    - Overhauled recruitment is one of the main features of this mod, understanding it and using it to its maximum is imperative for winning.
    - You can recruit better units typically only from castle barracks, cities usually provide just lower tiers, and no cavalry.
    - The units stats were completely rebalanced. There are huge differences between the weakest and strongest units. Therefore, you need to be actively upgrading your barracks to gain access to the most elite units. Most units can also upgrade their armours. Some buildings provide morale, exp, or weapon bonus.
    - To be able to recruit units in a settlement, you must first convert its population to your religion. For basic units you need at least 25%, for medium unit is is 50%, for elite units it is 75%, and for some unique units it is 85%. Therefore, once you take a settlement from a faction of a different religion, the first thing you should do is building your religion buildings and sending in your priests.
    - Basic tier foot units take 1 turn to be recruited and are very cheap, middle tier takes 2 turns, and elite tier takes 3 turns and have way higher upkeep. Unique units and mages may take even more turns and resources. Cavalry takes from 2 turns to 4 and is expensive
    - To be able to recruit mages, you first need to accept mages guild in your settlement (through which you can recruit guild mages occasionally), as it is a pre-requisite for mages barracks.
    - The mod adds many new units, cca about 30-40, and especially many reskins, cca about a 100, to make more differences in armor styles due to the new factions, as well as expanding existing rosters (see the picture previews in the release thread or on moddb)

    - There are many AoR units in this mod, most of them is upper middle or elite tier:
    Spoiler Alert, click show to read: 

    List of AoR units (not mercenaries) and where to find them:
    unit - region - faction
    Knights of The Dragon - Daggerfall/Glenpoint - Daggerfall
    Knights of The Rose - Wayrest/Firebrand Keep/Gauvadon - Wayrest
    Knights of Sain Pelin - Evermore/Bangkorai Garrison/Moile Keep - Evermore
    Knights of The Lily - Anvil/Markarth/Morkul Stronghold/Farrun/Northpoint/Taneth - Nine Divines factions and redguards (though knights guild)
    Knights of The Circle - Cheydinhall/Daggerfall/Sentinel/Kozanset/Hallin's Stand/Skaven - Nine Divines factions and redguards (through knights guild)
    Knight Mentors - Anticler/Wayrest/Abibon-gorah/Skingrad - Nine Divines factions and redguards (trough knights guild)
    Knights of Horn - Dukfron/Lainlyn - Clan of Forebears
    Knights of True Horn - Clan of Crowns lands - Clan of Crowns
    Knights of Candle/Moon - Sentinel - Clan of Forebears
    Rivenspire Vampire Hunters - Sharnhelm/OldGate - Sharnhelm
    Knighs of the Hour - Cyrodiil - Kingdom of Cyrodiil (via The knights Guild)
    Divine Crusaders - Highest level of the Knights Guild - Nine Divines factions and redguards
    Other knights of the Nine units - Skingrad / Taneth - Empire and Cyrodiil / Crowns and Forebears
    Abibon-gorah Knights - Abibon-gorah - Clans of Crowned and Forebears
    Winterhold mages - Winterhold - Haafngar/Eastmarch
    Akavir units - Rimmen - the imperials, altmers, bosmers, khajiits and argonians
    Arcane Archmages - Imperial City - Empire
    Guild Mages - Mages Guild - all "good" factions
    Fighters Guild units - Fighters Guild - all "good" factions
    Blades - Cloud Ruler Temple - Empire, Cyrodiil (Third Era)
    Penitus Oculatus - Aleswell - Empire, Cyrodiil (Fourth Era)
    Wood orc archers - North-western Valenwood - Kigdom of Orsinium
    Wrothgarian orcs - Wrothgar - Orsinium
    Stronghold units - Wrothgar - Orsinium
    Skaal Warriors and Hunters - Solstheim - Northern Factions
    Dawnguard - Fullhelm Fort/Fort Dawnguard - Northern Factions (Second and Fourth Era)
    Restless Lague units - Stros M'Kai and Herne - the bretons and redguards
    Lillmoth fishermen - Lillmoth - Tribes of Black Marsh
    An-xileel units - An-xileel Guild - Blackmarsh
    Ebonheart Guard - Ebonheart city and castle - Empire/Hlaalu
    Buoyant armigers - Ald'ruhn/Ghostgate/Molag Mar - Redoran/Tribunal
    Hands of Almalexia - Vivec city/Mournhold - Tribunal
    Thanes - Skyrim - Haafingar/Eastmarch
    Argonian Slaves - Slavers Guild - the dunmers
    Narsis Guard - Narsis - the dunmers
    Necrom Ordinators - Necrom - Tribunal
    Clockwork units - Morrowind capitals - dunmers (through the Clockwork event)
    Legion Cohort units - Cyrodiil - Empire/Cyrodiil
    Auxillary Cohort unis - non Cyrodiil - Empire/Cyrodiil
    Silstriders - Morrowind - All morrowind factions
    Sadras units - southern Morrowind - the dunmers (Fourth Era)
    Crystal Tower Wizards - Cloudrest - Summerset/Thalmor
    Firsthold Wizards - Firsthold - Summerset/Thalmor
    Royal Chosen units - Summerset Isles - Summerset faction (Thalmor as well, if they kill Summerset faction)
    Ayleid units - Anvil - almers, bosmers (through Gal Malatar event)
    Griffons - Summerset Isles - the altmers
    Telvanni Wizards - Telvanni lands - Telvanni
    Bosmer units - Valenwood - the altmers
    Wood Sench Riders - Elsweyr - Valenwood
    Desert Riders/Sench Bowmen - Elsweyr - Anequina
    Blackwod Guild Units - Blackwood - Empire/Elsweyr/Argonians
    The Companions - Whiterrun - Haafingar/Eastmarch
    Wildhunt - Valenwood Event - Bosmer/Altmer
    Vampire units - High Rock - the daedra/undead (other factions can get it through Vampire event)
    Volkihar Vampire units - Volkihar Castle - the daedra/undead (other factions through Vampire event)
    Vampire Lords - Volkihar Castle - the daedra/undead /other factions through Vampire event)
    Some undead units - Necromancer Guild
    More undead units - special building after you reach the highest level of Necromancer Guild


    - There are also several mercenary units:
    Spoiler Alert, click show to read: 

    Alikr mounted and dismounted Warriors - Alikr
    Reachmen - The Reach
    Ashlander Cavalry - The Ashlands in Vvanderfell
    Roscrea Warriors - northern Skyrim and Morrowind
    Skyrim Mercs - Skyrim
    Dunmer Mercs - Morrowind
    Free Company/Riders - High Rock
    Falinesti Archers - Central Valenwood
    Nomad Archers - Central Elsweyr
    Sea Vipers (Maormer) - Southern Elsweyr
    Ashlander Camps special recruitment - Ashlanders
    Raising the executed enemies via necromancy - Characters that are necromancers
    Mercenary ships - seas of Tamriel

    Buildings and Settlements
    - Settlements are ugradable, cities all up to large city, and castles all the way up to citadels, where you can recruit your most elite units.
    - As implied already in the units section above, you need to put some focus into buildings, as most of buildings have several levels, their availibility depends on a level of a settlement, or other building, or an event. You should properly browse building browser to see what is all availible
    - Ports are availible in all coastal settlements
    - Prices of most buildings was significantly increased, generally, a longer building up campaign is expected. If you dont like this, you can however pick other scenario, as in each there is a different starting developement level (see custom campaigns part)
    Lore Guilds, Missions and Dungeons
    - The mod is largely based on using guild mechanics and missions. There are about 13 lore guilds, they provide access to unique lore missions, rewards, units, events and so on. That topic required an article on its own, therefore check my Lore Guilds, Missions and Dungeons article, that describes each guild in its entirety.

    Therefore, just some basic summary about the guilds:
    - Each settlements can have only one guild (unless already starting with more), and you need at least a stone city/fortress. Therefore, if you are waiting for some guild to be offered, first make sure that it actuallly can be offered to you. Maybe you will have to destroy some other guilds, to make space for the one you want
    - You can have as many of the first level buildings of the same guild as you want, only one 2nd level guild building of the same guild in your faction and only one 3rd level guild building of the same guild on the entire map (this is instrumental especially for example for Mages Guild, as you need the highest level of the guild for the higest level of the mages barracks, where you can get your most powerful mages)
    - The Guild is offered only if you accumulate enough guild points in a settlement. There are several things that affect the points locally (in a specific settlement), as well as faction wide (specific info in the article). Some causes of acquiring/loosing points are kind of generic ones, such as that the settlements was sacked, or that it was upgraded, while some are entirely dependant on your diplomacy and actions. For example, allying with evil factions takes points from the "good" guilds. Being agressive towards factions of other culture may increase your points with factional guilds, ...
    - Spies are availible only through Thieves Guilds, and assassins only through Dark Brotherhood/Morag Tong

    - Good Guilds: Fighters Guild, Mages Guild - Availible to everyone (except evil factions)
    - "Shadow" Guilds: Thieves Guild, Dark Brotherhood/Morag Tong - Availible to everyone
    - Evil Guilds: Necromancers Guild, (in future also Daedric shrines) - Availible to everyone
    - Factional Guilds: Thalmor Guild, Knights Orders Guild, An-xileel Guild, Ordinators Guild, Slavers Guild, Ash Guild, Ashlander Tribal Council (will add more in feature)
    Traits and Ancillaries
    Governor ancillaries
    - All settlements have their own governor ancillaries. Titles are not the same for each faction. For example if a nord becomes lord of Anvil, he is called jarl, while an altmer would become a canonreeve. Your characters must stay in a settlement for two turns to receive its governor ancillary. However, he can receive it only, if the ancillary for the same settlement is not already obtained by some other character on map.

    Military and Administrative Education
    - Your new generals are mostly divided into two groups, based on whether they have martial or administrative skills (adapted from SSHIP).
    - You should leave your young characters in settlements to study, when they are older, its much harder to archive an education.
    - For military education, you need to leave your characters in castle settlements. The higher settlement level the better.
    - For Administrative education, your characters need to stay in a city with council chambers or higher (2nd level of town hall chain). The higher level the better.
    - If your character already has one of the educations, he will not be very succesful in getting the other one.
    - There are several more triggers of all kinds, such as if a father had a high education, his children are likely to get it as well, etc
    - Military education is mainly useful for leading armies and fighting battles (especially on VH, see the army upkeep section). Administrative education characters are very good at managing settlements.

    Lore Ancillaries for Agents
    - There are many new ancillaries for all agents (most of them by TES TW), such as Glenmoril Witch for priests and so on.

    Ratial traits
    - All major races of Tamriel are in game via traits. Effects of these traits might be slightly changing player's strategy for some factions. All characters start with them, and new characters have them automatically assigned. How each race differs is covered the factions section.

    Birthsign Ancillaries
    - Every new character is randomly born into a certain star constellation, giving him small bonuses.

    Religion traits
    - Characters with high piety might become dedicated followers of one of their deities, giving them small bonuses.

    Armours, swords, banners and shields
    - There are many lore ancillaries of this kind, increasing stats of your generals, most of cultures/races have their own. Each character can have maximaly one piece of the same kind kind of armour (cant have two shields, etc)
    - Armours can a general aquire, if he is staying in a settlement with armourer building or higher.
    - Swords, shields and banners can be aquired depending on number of kills in battle, HP lost in battle and other requirements.
    - Alternatively, you can possibly aquire some of these ancillaries by winning a battle against a general that has some of them.
    - Special armours: Ebony armour set can a general aquire if he is in a settlement with plate armourer or higher. Dwemer set can be aquired by fighting House Dagoth, and Daedric set can be aquired by fighting the Daedra.

    Faction leader traits
    - These traits usually have two levels. The first, basic level is granted when a character becomes faction leader. The second level might be obtained if a faction leader unites the entire province/becomes more powerful. Example - Grandmaster of House Hlaalu/King of Morrowind.
    - In future this will be greatly expanded. When you conquer another realm, your will not be able to use it fully until your leader receives a crown of that land, via a coronation process. Will also tie some special royal units to this, for example only King of Morrowind will be able to recruit Royal Guards (currently under Hlaalu)

    Vampires, Werewolves
    - Vampirism and Lycanthropy is now ingame. Your generals might get bitten by for example when fighting a character inflicted by this disease, or one of the evil factions. If your character get infected, he temporarily loses most of his abilities until he either gets healed (in most cases), or turned into a vampire/werewolf.
    - Werewolves: boost to hitpoints and night battles, ambush (huge), security (huge), movement points. Decrease to governing, loyalty, farming, mining, troop morale and surgery. More advanced werewolves might improve their useful skills, and minimalize their negative effects.
    - Vampires: boost to hitpoints, command bonus when fighting a nigh battle (huge), security, ambush and line of sight. Loses almost all command in day batttles, also decrease to governing, dread, loyalty, farming, surgery and movement points. More advanced vampires might improve their positive effects, and minimalize their negative effects
    - There are many triggers for this, you can get bitten by for example also staying near a vampire, when your faction leader is a vampire, and so on. You can also purposefully turn your characters into a vampire by sending him into Volkihar.
    - If your leader becomes a vampire, a large event will be triggered, where you can choose to unite vampire clans from all of Tamriel, getting an access to a powerful vampire roster. See the Vampire Event for that.

    Special ancillaries
    - For various special military units/guilds/orders (for example the companions, dragonguard, etc) in specific settlements. Similarily as to governor ancillaries, you usually need to wait at least two turns, unless other requirements.

    Rule of Tamriel
    - Stormcrown ancillary is held by an emperor (faction leader of Tamriel Empire). However, if he the faction is destroyed, other factions leaders can receive a similar ancillary by taking Imperial City.

    Character Ancillaries
    - For important lore characters, such as Sotha-Sil, Molag Bal, Hero of Kvatch, etc
    Alchemy Crafting
    Alchemy
    - Alchemy crafting is fully implemented! (via ancillaries)
    - The alchemy tree is divided like this

    Health - Includes potions of Health (bonus to hitpoints) and of Recovery (saves more of your wounded units after battle). On higher level both effects merged into one potion, as a potion of Recovery.

    Magicka - Includes potions of Magicka (increase to command), of Charisma (increases troop morale) and of Magic Shield (increases command when defending). On higher levels merged as a potion of Magicka

    Stamina - Includes potions of Endurance (increase to movement speed), of Invisibility (increased line of sight) and of Night-Eye (enables night battles and command in night battles). On higher levels merged as a potion of Stamina.

    - There are 6 levels: Potion, Solution, Philter, Elixir, Panaca and Essence. They are not for every type of potion, usually the first levels are for each, until they are eventually merged under one type including all the effects of the specific alchemy tree.
    - The first level typically adds +2 of the attribute, and increases by 2 with each level. So its 2, 4, 6, 8, 10 (around 4 - 6 the merging begins, hence there is the additional middle level)
    - There is also a unique vampire cure potion. You need the highest alchemy level for it. The formula is not known ...

    How to craft a potion
    - To be able to start alchemy, your general needs to have an alchemy trait (it also has six levels). It can be obtaind by the general staying in a settlement with a building from Alchemy Academia line (Alchemy Scool, Laboratory, University). Its fairly easy to receive the first level. The general can also improve his alchemy skill by staying in the city longer (all this info is in trait description).
    - Once a general has the trait, send him outside of a settlement. If he has has at least 50% of the movement left, he is able to start collecting ingredients. He has a 5% chance of finding every ingredient every turn, increases greatly with alchemy level.
    - Most basic ingredients can be found this way. However, more powerful ingredients can be found in dungeons. The general with alchemy trait needs to lead the attack against a dungeon.
    - Once you gather many ingredients, you return to a settlement with an alchemy building. The character needs to stay there for a turn or two. If a character has the right ingredients, he will craft a potion (every potion has a different formula of course). If the character has a formula, he will also receive a formula trait, so that you know the formula for next time.
    - Uusually, a formula consists of 3 ingredients. Some more advanced potions might require 4.

    Use of potions
    - The ingredients are tranferrable, the potions are not.
    - Effects of the ancillaries are mainly for military use. Either battle or moving the army. The battle ones will last for 3 battles, whille the other ones will last for 9 turns. Afterwards the ancillary is removed.
    - You can therefore have maxiamlly only 3 potions of the same time (one of each alchemy tree)
    - You can also receive potions from the mages guilds missions as a reward (to the character that accomplished the contract), but only the lower levels of potions
    - In total there are about 40 potions and 33 ingredients

    - You can see video demonstration on moddb - LINK

    - Of course, some aspects of the process are not perfect, but I believe this is the best that the engine offers currently. With the next version of the EOP, it might be possible to improve this process

    Necromancy - Raising the Dead
    - If your general has a necromancer trait, he is able to raise exectuted enemies after battle. The Necromancer trait is a default trait for the undead faction, but it is also possible to get it for normal factions, such as via the Necromancers' Guild. (and getting the highest level of Necromancer's Guild triggers the Mannimarco event. See the events section)
    - The trait has 3 levels, the highest one is calld "Lich"
    Spoiler Alert, click show to read: 

    - As you can see in the preview, the number of executed enemies is directly tied to how many are you able to raise from dead. It goes by 250 (as undead units have 250 men count. If you play on smaller unit scale, it will still be 250 though...). Hence 250, 500, 750, 1000, 1250, 1500+. It includes Skeletons, Skeleton Archers, and Zombies
    - Its communicated through a mercenary window. Again, the engine is a bit limitating in this regard, so you have to go by the following instructions precisely:
    - To be able to raise the executed enemies, the first thing you do after battle is that you double click on your necromancer general that won the battle, and you will be able to raise the dead via the mercenary pool (if it doesnt show up, then click on the characters again, sometimes it seems to show up on second time)
    - However, you musnt click on any other character, or anything else (simply first click on him as I said), otherwise you will no longer be able to raise the dead after clicking on the characer later. Making it this way is to ensure that only the necromancer that just won the battle is able to recruit those undead.

    Forts as Minor Settlements
    Recruitment in Ashlander Camps
    - Ashlanders always start with several ashlander tribes in various camps, represented by permanent forts. (only Zainab Camp is a settlement)
    - I have managed to give the forts an actual purpose, they are now recruitment centers for the ashlander faction.
    - Similarily as with the necromancy, this is done via mercenary windows. Whenever an ashlander general is in one of the starting camps, he can recruit local units (double clicking on the fort opens the merc window), while those units cant be recruited anywhere else in the region, only in the permanent fort.
    - Each Camp might have slightly different roster/pool, they take about 7 turns to replenish.
    - See the preview:
    Spoiler Alert, click show to read: 

    - In future, this will be used to add more "minor settlements" into the map, as its also possible to simulate the income. (putting the permanent forts on a resource, and using merchants as administrators)
    Recruitment Events - "Mercenary Armies"
    Dawnguard
    - Ability to recruit Dawnguard units, an ancient order of vampire hunters.
    - Includes 3 units: Dawnguard Swordsmen, Crossbowmen and Armored Trolls. You also receive a new army and a lore general with a unique battle model.
    - Requirements: Conquering Dawnguard (In some scenarios called Fullhelm Fort). You can recruit the Dawnguard units from the barracks
    - If you lose the settlement, or an AI faction takes it first, your dawnguard units are removed, and eventhough you retake it, you are not able to restrore the recruitment. Therefore, you mustnt lose the settlement.
    - If you become a vampire (see the Vampire event), the recruitment is also disabled.
    - Availible to: Haafingar, Eastmarch, Empire, Redoran
    - Included in a similar form in TES TW

    Skaal
    - Ability to recruit local Solstheim light units, from Skaal tribes.
    - Includes 2 units: Skaal Warriors and Skaal Hunters. You also receive a new army and a lore general with a unique model.
    - Requirements: Conquering Skaal village. You can recruit Skaal units from the barracks
    - If you lose the settlement, or an AI faction takes it first, your dawnguard units are removed, and eventhough you retake it, you are not able to restore the recruitment. Therefore, you mustnt lose the settlement.
    - Availible to: Haafingar, Eastmarch, Empire, Redoran, Tribunal, Hlaalu, Telvanni, Tribunal
    - Included in a similar form in TES TW

    Restless League
    - Ability to recruit Restless League, redguard pirates operating in Stros M'Kai and The Chain
    - Includes 2 units: Restless League swordsmen and archers. You also receive a new army and general with a unique model.
    - Requirement: Conquering Stros M'Kai and and Herne. You can recruit the pirates from the barracks.
    - If you loose the settlement, or an AI faction takes it first, your dawnguard units are removed, and eventhough you retake it, you are not able to restore the recruitment. Therefore, you mustnt loose the settlement
    - Availible to: Haafingar: Crowns, Forebears, Daggerfall, Sharnhelm, Evermore, Wayrest, (Cyrodiil as well in future version)
    - Included in a similar form in TES TW

    Clockwork City
    - Ability to recruit soldiers from the realm of Sotha Sil, semi mechanical warriors and mages
    - Includes 4 units: Factotum Adjudictors, Factotum Arbalests, Factotum Conduits and powerful Imperfects. You also receive powerful mage characters with unique battle models.
    - Requirements: Building a Clockwork portal in either of the dunmer capitals - Narsis, Vivec, Thir, Blacklight, Port Telvannis, Dagoth Ur. The building is availible only once you control at least 15 settlements (20 for Dagoth)
    - Once the portal is built, you will receive a yes/no scroll, where you can accept to help Sotha Sil defeat Dagoth Ur (or vice versa, if you play Dagoth). In the Fourth Era, its Galyn vs Mecinar.
    - If you accept, you will fight an epic battle controlling one of the forces (depending on your side) in Clockwork realm, using a custom battlefield. The battle must be fought the same turn (the battle is enforced, but in case it doesnt work for whatever reason, definitely attack the army).
    - If you win the battle and kill the enemy general, you will receive the unique army in your lands. And once you build a new portal from Clockwork realm, you will be able to recruit Clockwork Factotums. Dagoth will also receive a Brass God (Akulahan unit)
    - Failing/rejecting the mission allows recruitment of your opponent faction. If all the dunmers are AI, Tribunal can recruit Factotums.
    - Two variants based onwhether the event takes after or before the Oblivion Crisis (using different characters, as Sotha Sil and Dagoth Ur eventually died).
    - Availible to: Tribunal Temple, Hlaalu, Redoran, Dres, Telvanni, Dagoth
    - Included in a similar form in TES TW
    - You can see official preview by TES TW for this event

    Rimmen Akaviri
    - Ability to recruit powerful Tsaesci Akaviri descedants in Rimmen
    - Includes 3 units: Syffim with Naginaas, Syffi with Yumi, Syffim with Nodachi. You also receive a new army with a unique akaviri general.
    - Requirements: Conquering Rimmen, and building anctient akaviri temple, Tonenaka (requires large city). You can then recruit akaviri units from the temple. The temple however converts the population to akaviri religion (or daedric culists in non EOP version)
    - Once you build it, you will receive a yes/no event, where choosing yes will spawn you the akaviri general and enable the recruitment
    - Availible to: Empire, Cyrodiil, Summerset, Thalmor, Valenwood, Pelletine, Anequina, Blackmarsh
    - Included in a similar form in TES TW
    - Toneaka building that you have to build is considered a temple (converts populuation to akaviri religion). So in order to build it, you have to destroy your temples in the settlement.

    Wild Hunt
    - Ability to summon Wild Hunt, giving you powerful Wild hunt units, led by avatar of Hircine, Daedric God of Hunt.
    - Includes 1 unit: Wild Hunt missile cavalry
    - Requirements: Controlling all of Valenwood and building altar of Hircine (availible in the most important settlements)
    - Once that is accomplished, you will receive Hircine with Wild Hunt units, money and the recruitment will be enabled in the altar. Rejecting the mission gives Hircine to an opposing faction and enables the recruitment for them
    - Availible to: Valenwood, Summerset, Thalmor
    - Included in a similar for in TESTW

    Garlas Malatar - Ayleid
    - Ability to field powerful ancient ayleid armies, led by ayleid king Umaril the Unfeathered
    - Includes 4 units: Aurorans, Ayleid Wardens, Ayleid Guardians and Ayleid Liches. Unique custom model for Umaril
    - Requirements: Conquering Anvil, and restoring the ancient ayleid Garlas Malatar ruins in the region, so that Umaril could summon the ancient armies
    - Once that is almost done, Knights of the Nine, a religious fanatical Nine Divines order, however attacks Garlas Malatar, to stop this. You receive a yes/no event, where you can choose to help Umaril defend himself. You will control his armyin an epic battle against the Knights of The Nine (controlled by The Empire) in a custom battlefield of Garlas Malatar. The battle must be fought right away (if it for whatever reason doesnt happen automatically, you must attack the army yourself manually)
    - If you win the battle, you will receive Umaril and his army, and you will be able to recruit the mighty ayleid units from Garlas Malatar building. Losing the battle/rejecting event enables the KOTN recruitment for The Empire
    - Availible to: Summerset, Thalmor, Valenwood (only in Third Era)
    - Included in a similar form in TESTW


    Knights of The Nine
    - Ability to field a mighty fanatical knight order of Knights of The Nine, led by the Divine Crusader Pelinal Whitestrike
    - Includes 3 units: Sergeants of the Nine, Knights of The Nine, Pilgrims of The Nine (mages), as well as a unique custom general
    - Requirements: First you have to build wayshrines in the important settlements of your province. In Anvil, Kvatch, Skingrad, Chorrol, Bruma, Cheydinhal, Bravil and Leyaviin as the Empire/Cyrodiil. In Taneth, Verkarth, Skaven/Hallins Stand, Hegathe and Rihad as The Crowns. In Taneth, Sentinel, Skaven, Vulnim/Kozanset and in Lainlyn as the Forebears
    - Afterwards, you have to build the crusader chappel in Skingrad/Taneth (large city required). That triggers the battle against the ayleid king Umaril The Unfeathered
    - You will control Pelinal and his army in the epic battle against Umaril in the ruins of Garlas Malatar. The battle should trigger automatically (it it for whatever reason doesnt, attack Umaril with Pelinal)
    - If you win the battle, you will receive custom general Pelinal and his army, while the recruitment of Knights of The Nine will be enabled in the crusader chappel.
    - Availible to: Empire, Cyrodiil, Crowns, Forebears (Third Era only)
    - Included in a similar form in TES TW
    - You can check out official preview by TESTW for KOTN and Garlas Malatar events

    Vampire Clans
    - If your faction leader becomes a vampire, you will receive an event, where you can choose to create a vampire kingdom, which would be a safe heaven for all vampires from all of Tamriel, and hence various vampire clans would join your army. Or you can choose to stay hidden, hoping that your curse doesnt get revealed... (in that case, the event doesnt happen)
    - Includes 10 powerful units: Vraseth Blood Knights, Garlythi, Lyrezzi, Montalion, Selenu, Khulari, Thrafey, Volkihar Swordsmen, Volkihar Mages and Vampire Lords, as well as a unique general
    - Requirement: Your leader becoming a vampire. That can happen through various means (see the trait section). Though, if you take Volkihar and leave your leader/generals inside, they will eventually turn vampire.
    - Then you receive the yes/no event, where you can choose to reveal yourself. That will give you a mighty vampire army led by a unique general, and will also form an alliance with The Undead, putting you at war with other factions. It will also destroy all your Fighters and Mages guild buildings, and remove all the guild poins that you had with those guilds. You will also receive a small increase to your kings purse
    - Recruitment will be enabled through Vampire Castle building, that you can build in castles. Volkihar units (and Vampire Lords) can be recruited only in Volkihar via other unique building. The building converts the religion to the daedric cults (15% required for the vampire units), along with other negative effects (in future, this will convert your faction to the daedric cult religion)
    - Rejecting puts you at war with the undead, and increases their kings purse
    - If a leader of an AI faction becomes a vampire, the event will happen for the faction as well
    - Availible to: All factions (except the undead/daedra, as they can recruit those units without the event)
    - Vampire Castle (and Volkihar) is considered a temple (it converts the local population to the daedric religion), so you have to destroy your temples in order to build it.
    - Preview:
    Spoiler Alert, click show to read: 


    Joining Mannimarco
    - If you choose the dark path of necromancy and upgrade your Necromancers Guild to the max level, Mannimarco, God of Worms, will offer to guide you, and provide you with necromancer resources
    - Includes 9 units: Skeletons, Skeleton Archers, Draugr Archers, Draugr Infantry, Draugr Spearmen, Liches, Worm Cult Necromancers, Zombies and Gloom Wraiths (large part of the undead roster, but not all of it), as well as a mighty general, an avatar of Mannimarco himself.
    - Requirement: The highest level of the Necromancers Guild (hence, based on guilds mechanics described in the other section, there can be only one in the whole map.), therefore you need to accumulate points as soon as possible. How to do it is described in the guilds article ( basically, you need to do "evil" things and displease the "good" guilds). The Skeletons and zombie units are already availible from the 2nd tier of the guild (without the event).
    - Once you accomplish to build the final level of the guild, Mannimarco's Lair, you will receive the event, where you can choose to accept his guidance, or reject it
    - If you accept, you will receive his mighty army with a unique Mannimarco general model. However, that will declare war on all other factions, and you will also lose all the good guilds, as well most factional guilds (the religious ones). You will receive a bonus to your kings purse. It will also enable the recruitment of the units, via Excavation of Graves buildings, that converts population to the daedric cults and has several other negative buildings. (in a future version, your faction would be converted to the daedric cults)
    - Rejecting will result in a war with the undead, giving a massive increase to kings purse of the Undead
    - Availible to: All factions (except The Undead, as they dont need this event to be able to recruit the units)
    - Excavacation of graves is considered a temple (it converts population to the daedric religion), so you have to destroy your temples in order to build it.


    - There are two/three more events from TES TW that are not featured in the UP:
    - Maormer recruitment - After building a maormer port, you were able to recruit maormer units, and you received custom general Serpent King Orgnum. Not included because the maormer are a new unplayable emergent faction, led by Orgnum. (Sea Vipers can be still hired as mercenaries though)
    - Reachmen recruitment - After building a reachmen camp in The Reach, you were able to recruit reachmen units, as well as custom models of chieftains Madanach and Bran. Not included, because the the reachmen are a new unplayable faction that is present in every campaign (you can still recruit some of the units as mercs)
    (- Volkihar recruitment - After taking Volkihar, you were able to recruit Volkihar units in it, and you received Harkon custom general. Not included, because its part of the larger Vampire event. And lord Harkon is a part of the undead faction)

    Game Lore Events
    - This is a brief list of in game lore events, ordered "almost" chronologicaly (likely forgot something).
    - As en event in this list is considered a large variety of mechanics, but in this context it means that something scripted happens after the start of the game, typically a new army, faction, change in diplomacy and so on. Hence it doesnt include things that are already represented by starting positions of factions (that of course consists of many other lore events, that were adapted into starting positions). Play the game to see how it exactly works in game...
    - Unless in a scenario there is a lore maormer and akavir invasion, there always is a random late game invasion event.

    Second Era
    - Khanatan Flu
    - Akaviri Invasion
    - Maormer Invasion
    - Veiled Heritance Emergence (represented via Thalmor)
    - Colovia rebellion
    (the following doesnt happen even if you play Black Drake long enough. Only present in The Threee Banners War)
    - Planemeld/Soulburst (invasion of Molag Bal) - Dark Anchors spawning all over the map
    - Covenant Events - Vampire script for Sharnhelm, Knights of Flames coup, Withered Hand and Ash'abah, Guimards of Bangkorai last stand
    - Pact Events - Maulborn Cult, Fildgor Orcthane's claim, Worm Cult
    - Dominion Events - Firsthold battle, Elden Root Coronation, Silvenar/Shade of Naemon, Malabar Tor Covenant Invasion, Second Legion, Lunar Champions
    - Arrival of Vestige (triggered by defeating Mannimarco)
    - Tamriel Invasion of Coldharbour and Five Compaions
    - Dragons Raids in Elsweyr

    Third Era
    - Nerevarine (as a dunmer, you can accept Nerevar or join Dagoth Ur)
    - Trade alliance between Hlaalu and Dres
    - King and Crusader Event
    - Oblivion Crisis (death of Septim dynasty)
    - Thalmor Emergence
    - Red Year (destruction of Vvardenfell)
    - Mede Emergence

    Fourth Era
    - Dragon Raids in Skyrim
    - Dragonborn (For Empire, Haafingar and Eastmarch)
    - No heir for Haafingar (the faction doesnt have a faction leader and heir, until Torygg's sons grow up, largely affecting the gameplay due to shadowing)
    - Possible Cyrodiil civil war, once Titus II Mede dies
    - (in future will add some diplomacy scripts that would allow you to choose to sign White Gold Concordat, which would change your religion to Eight Divines, and so on)
    Army Upkeep Script
    What it is
    - On very hard difficulty, there is a major new feature enabled, that creates a whole new challenge for a player. If you dont wish to play with it, play on lower difficulties
    - To represent realism of "medieval" warfare, there are extra costs for when you are marching your army in enemy foreign lands, sailing, and even more so when besieging in foreign lands, as feeding your armies and supplying it has always been a major issue, especially in sieges, as they lasted for months.
    - As an "army" is considered any force led by a general or captain. How much you have to pay depends on logistical and military skills of the leading general (for captains, you pay the same like you would for a bad general). In result, this setting significantly changes your strategy, as have to contract your forces into less armies led by experienced generals, as you will not be able to financially support numerous armies in the same time. Expansions and warfare will need more preparation and planning, for it to not ruin your economy.

    How it works
    - Apart from the scroll on turn 1, the army upkeep is communicated through traits of leading generals (secondary generals dont receive it), telling you how much you pay for that army. The traits are given at the beginning of your turn. The money might not show up in the financial overview immediately, it is directly removed from your treasury. (Adapted from SSHIP)
    - Considering that sieges take longer (in EOP version), the sieges can require lot of money.
    - The trait has 7 levels (3 +2 +2). The levels determine how much you pay:

    - Campaigning in Enemy Lands - Low upkeep: -250 septims per turn - Requires "Logistics Expert" trait (2nd level of LogisticalSkill) or higher, "Commander-in-chief Experience" trait (4th level of Military_edu), and "Born Conqueror" trait (4th level of NaturalMilitarySkill) and Military Engineer ancillary
    - Campaigning in Enemy Lands - Medium upkeep: -500 septims per turn - Requires "Understands Logistics" trait (first level of LogisticalSkill) or higher,"General's Training" trait (3rd level of Military_Edu) or higher, "Born to Command" trait (3rd level NaturalMilitarySkilll) and Military Engineer ancillary
    - Campaigning in Enemy Lands - High upkeep: -1000 septims per turn - Default

    - Besieging Enemy - Low Upkeep: -1500 septims per turn - Requires "Siege Engineer" ancillary, "Admires Technology" trait (first level of GoodEngineer) or higher, and "Commander-in-Chief Experience" trait (4th level of Military_Edu) or higher
    - Besieging Enemy - High Upkeep: -2000 septims per turn - Default

    - Sailing Across the Sea - Low Upkeep: -500 septims per turn - Requires "Understand Logistics" trait (firt level of LogisticalSkill) or higher
    - Sailing Across the Sea - High Upeep: -1000 septims per turn - Default

    - The trait/upkeep is removed once you return to home regions. If during a campaign in enemy lands/siege/sailing the traits are improved enough to guarantee lower prices, it will not take effect until you return to your controlled region and start a new "campaign" against the enemy, i.e., lead a new army into enemy lands. The moment you take control of a region, the upkeep is of course waived.
    Difficulty Settings
    AI factions get different bonuses based on what difficulty are you playing on (plus of course the hardcoded vanilla ones):

    (each difficulty includes the one above it)
    - Easy - AI receives only a small bonus to income
    - Normal - AI turn 1 auto-expansion, income bonus. Additional random family members
    - Hard - Garrison script, Last Stand script (when an AI faction is almost dead, it may receive an elite army), income bonus
    - Very Hard - an additiona starting AI army, income bonus. And the Army Upkeep script (described in the section above)

    Independably on selected difficulty, all AI factions receives various trade, construction and recruitment bonuses.
    Natural Disasters
    - Added several old natural disasters mechanics, to for example properly represent Red Year
    - There are now three actual volcanoes in game. Red Mountain, in Stonefalls and in Topal Isle. They may randomly erupt in any scenario (thats why the tiles are revealed. Otherwise there would be no message). The Red Year is also properly represented by the eruption, with additional mechanics that make Vvardenfell almost useless, as it was supposed to mostly destroyed.
    - Plagues are largely reintroduced. There are lore ones, such as Khanatan Flu, as well as random ones. Some factions are immune to plagues (see the factions section)
    Dragon raids
    - Dragons are now fully ingame as a unit, as well as their raids!
    - Dragons spawn in Skyrim in 4th Era, as well as in Elsweyr in 2nd Era.
    - Its followed by dragons raid events (repurposed earthquakes) that damage specific settlements.
    - See the preview:
    Spoiler Alert, click show to read: 

    Map and Campaign Overhaul
    - Several provinces of the map has been overhauled (regarding terrain as well as settlements), as well as a complete rebelance to starting positions, difficulty, features, AI, and so on (see the other sections)
    - Regarding the map itself, the most redesigned is northern Wrothgar, The Reach, Blackmarsh and Ashlands. But there have been many other minor redesigns elsewhere. There are basically three variants the map, one for each Era.
    - Added realms beyond Nirn - Coldharbour, realm of Molag Bal, and Deadlands, realm of Mehrunes Dagon. They are by the corners of the map, unreachable by normal means.
    - There are also some unexlored islands that you can access only with the best ships. They are targets of special missions from Fighters Guild (Expedition Beyond Tamriel) and Mages Guild (Reclaim Eyeevea)
    - The map can be expanded, therefore in the furure I will probably add also Shivering Isles, possibly a part of Pyandonnea and Akaviri lands.
    - I also intend to make regional custom campaigns, using new maps, focused for example at Vvardenfell, Iliac Bay or Valenwood.

    - Map of region allegiance (to what faction is the region loyal to by default)
    Map and Campaign Overhaul
    Spoiler Alert, click show to read: 

    Shadow, Horde, Emergent, and Re-Emergent Factions
    Shadow Factions
    - UP has 3 couples of shadow factions - Empire and Cyrodiil, Summerset and Thalmor, Haafingar and Eastmarch. Shadowing means, that generals and settlements from one faction can revolt to the other, based on authority of faction leaders of each faction, as well as on loyalty of generals of course. Works both ways. Therefore its a very reasonable mechanic for factions that clash for the same crown.
    - It also allows the shadow factions to re-emerge after they are destroyed, when there is a revolt in the other faction (they basically replace rebels for the other faction)
    - In every scenario where some of those factions is not a starting faction, they eventually always emerge as part of some lore event (you can use "control" console command to play as them once they do, if you wish). After that they become re-emergent, i.e., even if they are destroyed, they can emerge again if a settlement of the other faction revolts.
    - Thalmor emerges in Black Drake after High king Hidelith dies, led by High Kinlady Estre Errinorne, and in Septim Campaign during Oblivion Crisis, led by Lord Naarifin and Lady Aranneyla. Otherwise its always a starting faction. While in Second Era High Kingdom of Summerset is the ruling power of Summerset Isles and the Thalmor are the vassals/rebels, during the Third Era the situation starts to change, and in the Fourth Era The Thalmor rules the Summerset Isles, while the Summerset monarchy is just a subject to the party.
    - Kingdom of Cyrodiil is used to represent various factions within The Empire, typically Colovia. They emerge in the Septim Campaign after Oblivion Crisis, led by Titus I Mede and his son Atrrebus. in The Fourth Era, they emerge once Titus II Mede dies, bringing a religious civil war into Cyrodiil as well, due to banning Talos worship. Otherwise they are always a starting faction. The Empire faction always represents the liege faction.
    - Haafingar and Eastmarch are always starting factions, sometimes they start at war, at other times as a liege and a vassal

    Horde Factions
    - Several factions can turn horde, when they lose all the settlements, but still have some generals. That means the faction's remaining armies are moved into one place, it possibly receives new units and generals, and is marching around the area to conquer a new home for themselves (similar to the mongols mechanics). A faction can turn horde several times, depending on how many generals they have left.
    - Its used for "tribal" factions with irregular family tree (all generals can inherit) - Tribes of Ashlanders, Tribes of Blackmarsh, Clans of The Reach, Kingdom of Orsinium and The Undead. The factions never start in a horde mode, they first have to lose their settlements.
    - This also works when you are playing the faction yourself. However, it is very uncommon that a player would loose all settlements to AI... But in case it happens that you are losing a camapign, you don have to give up, but instead perhaps let AI take your last settlements and see what new unique gameplay options are given to you. (of course, only if you are playing those factions)

    Emergent Factions
    - Emergent factions use the classical mechanic of emergence, i.e., that a faction is dead/not present on a map, until its emerged by an event, and they cant re emerge after, unless manually enforced by a subsequent event (such factions typically cant die). Such factons are typically unplayable (but you can still use the control command)
    - Hordes of Oblivion - The most powerful faction in game, emerges in Second Era as part of Planemeld, and in 3rd Era as part of Oblivion Crisis. It is actually playable during Oblivion Crisis custom scenario (for a full experience, EOP is recommended, as it enables Oblivion gate travel between Deadlands and Nirn, both ways)
    - Maormer Invaders - They randomly invade in every scenario, either in Summerset Isles, Valenwood or Elsweyr. The starting point after which they can invade can largely differ in each scenario, based on the lore of course. In scenarios where they shouldnt emerge at all, they emerge extremely late in the campaign, as a late challenge event for your powerful empire. However, in Fourth Era they emerge relatively soon after the events of Skyrim, to balance the powerful Aldmeri Dominion. They also emerge early in Black Drake, while in the Three Banners War they already start with some land.
    - Akaviri Invaders - Works similarily as the maormer above. Their lore invasion between Black Drake and The Three Banners War happens as well. Otherwise the dates of their invasions are random as well.
    Custom Campaigns
    - There are 7 campaigns, each of them unique in its own way, and offering very different experience. For example some are meant for longer campaigns (you start very undeveloped), while in some you already start well developed and in the middle of a war...
    - See the article dedicated to custom campaigns - LINK
    General Tips
    - Almost all parts of Tamriel can be reached by ships. Therefore, it is recommended you build a powerful navy.
    - Forts are disabled (as there are many permanent ones, via the dungeons). Will likely be possible to enable it in future, while leaving the dungeons permanent in the next version via EOP
    - Walls are usually giving a significant autoresolve bonus to its defenders.
    - Unlike in the base mod (and other mods) you need to actively manage your buildings and recruitment.
    - Religious unrest tends to be very strong in this mod, thus having capable governors in conquered settlements, and investing into some buildings countering unrest is useful.
    - Only elite ships can sail directly from Summerset Isles to High Rock/Hammerfell, other ships have to sail all the way around Anvil. Same goes for some other parts of the sea by the edges of the map...
    - Due to relatively high upkeep of elite units, it is wise to use your freeupkeep to its maximum.
    - If you play on Very hard, definitely make sure to read the army upkeep scroll. Otherwise your economy will be ruined.
    - Assassins have considerably less movement points than other agents. Thats to stop dungeon contracts being given for dungeons far away, as they are technically an "assassination" mission.
    - If you play with EOP, definitely check all its features. You can for example switch to other faction during a singleplayer campaign, and much more...


    Factional Features and their brief lore
    Imperials

    Factions: Tamriel Empire, Kingdom of Cyrodiil
    Religion: Nine Divines

    Joint Features
    Advantages
    - Have the strongest unit roster from all normally availible factions. Several elite and upper middle units variants of legion cohorts (divided into more elite home legion cohorts and auxillary legion cohorts from the provinces.
    - Can recruit Nine Divines religious knight order units in several of its starting settlement. Can hire one of the best units in game, Blades in Cloud Ruler Temple (3rd era) and later also Penitus Oculatus (4th era). Also can hire Blackwood Company in southern Cyrodiil (3rd era)
    - Cyrodiil, especially Rumare Bay, is one of the places with highest economy potentional. Most of settlements are well developed, and unlike other factions usually start with several high level castles.
    - Imperial City almost always allow imperial player to start with the highest level of port, making it one of factions with better navy.
    - Nine Divines is the most spread religion across Tamriel, making it easier to conquer other factions.
    - Imperial ratial traits improve governing, decreases unrest, increases command when using siege equipement and decreasing cost of units slightly. Also have Imperial Legion ancillaries, further increasing their ratial martial attributes, and other similar attributes.
    - 2 factional mage units.
    - Has access to Knights Guild

    Disadvantages
    - Usually have to fight enemies on several fronts, and tend to face several rebellions
    - In case they would loose naval control of Rumare Bay to an enemy, the faction would be doomed.

    Recruitment Events: Rimmen, KOTN, Dawnguard/Skaal (Only The Empire)

    - The factions are tied by shadowing and various uprisings.

    Empire of Tamriel
    - Typically starts as the most powerful faction, having vassals all across Tamriel. Has several unique generals, including dragonborn ones in Thrid Era, and is usually more developed than other factions
    - In Second Era first represent Durcorach's Empire, of Longhouse dynasty from The Reach. In the Three Banners War represent House Tharn, a pupper of Mannimarco at the time. In Third Era represent the powerful Septim Empire, that ruled all of Tamriel. In Fourth Era represents decaying Mede Empire, that has to deal with various issues due to conditions of White Gold Concordat that the Aldmeri Dominion enforced.

    Kingdom of Cyrodiil
    - Usually starts as a vassal of The Empire, reprenting Colovia. Has the same roster as their liege, but largely redesigned. Can recruit elite Knights of The Hour from Knights Orders Guild
    - Despite being weaker than The Empire, its position is somewhat easier, as they ususally dont have to deal with The Empire's enemies, and in case of war can easily destroy the Empire from within.
    - In Second Era represents Colovian Estates and House Aqularios, that eventually seized the Ruby Throne from the Longhouse reachmen dynasty, with help of House Tharn. In the end of Third Era represent emergence of Titus I Mede, and in Fourth Era represents the opposition to the Concordat.


    Nords

    Factions: Hold of Haafingar, Hold of Eastmarch
    Religion: Nine Divines

    Joint Features
    Advantages
    - Very easily defensible from south, west and east.
    - Have a solid unit roster, including Thegns and The Companions(Whiterrun)
    - Starts with several high level settlements, due to them being unique.
    - Nine Divines is the most spread religion across Tamriel, making it easier to conquer other factions.
    - Nordic ratial traits slightly improve their troop morale, piety, hitpoints, command and mining.
    - Their military is focused at heavy infantry, two-handed weapons and good morale
    - Has access to knights guild

    Disadvantages
    - Vulnerable to invasions from sea, as their own navy recruitment capacity is relatively low.
    - No regular factional mages, only Winterhold mages. A few cavalry units.

    Recruitment Events: Skaal, Dawnguard

    Hold of Haafingar
    - Usually starts as a high king of Skyrim, with Eastmarch as its vassal. Generally better starting position than Eastmarch, but often have to face the reachmen
    - In second Era and Stormcloak Rebellion starts at war with Eastmarch
    - Usually starts as a vassal to The Empire
    - In Second Era represents Kingdom of Western Skyrim that clashed with Eastern kingdom for the high crown, whlile having to deal with the powerful reachmen clans, led by Adr Caddach from Markarth. In Third and Fourth Era their power grew, as under The Empire, the high kings were usually from Solitude. However, by the end of Fourth Era, the reachmen are growing strong again, while the orsimer settleed in Dunlain Mountains, and due to loyalty to The Empire, Solitude now has to deal with a Stormcloak uprising.

    Hold of Eastmarch
    - Less expansive options at the beginning, is often attacked by the dunmers, usually weaker than Haafingar and is its vassal
    - Has more unit variety than Haafingar. Especially in The Fourth Era, when their roster is mostly replaced by the Stormcloak roster.
    - Has its own high king in Second era, and in Stormcloak Rebellion is uprising against Haafingar and The Empire.
    - May be target of Akaviri invasion
    - In Second Era is an independent kingdom of Eastern Skyrim. Akavari invasion however brought the kingdom its knees, resulting into the formation of Ebonheart Pact. For most of Third and Fourth Era the jarls of Eastmarch were loal to the high king and to the Empire, however due to the conditions enforced by The Condordat that The Empire signed, unrest grew and resulted into Stormcloak Rebellion.

    Bretons

    Factions: Kingdom of Wayrest, Kingdom of Daggerfall, Kingdom of Shornhelm, Kingdom of Evermore
    Religion: Nine Divines

    Joint Features
    Advantages
    - Considerable economy potentional, assuming they have trade rights within all of Iliac Bay.
    - Several settlements in High Rock allows them to recruit one of the knight orders.
    - High Rock has many ports, allowing the bretons to build large navies, most of settlements start very well developed.
    - Have access to several classes of factional mage units.
    - Breton ratial traits improves their trade, chivalry, farming, and command when using mages.
    - Knights Guild, and availible Crusader missions against Orsinium

    Disadvantages
    - Regular breton roster is a bit weaker compared to other factions.
    - Each faction usually starts very small.
    - In case they lose naval control, their options are limited.
    - Due to their ratial traits, they have lower loyalty

    Recruitment Events: Restless League

    Kingdom of Daggerfall
    - Fields powerful heavy cavalry and heavy infrantry. Lacks elite archers. Their best unit are Knights of The Dragon
    - One of the safest positions in game, as the control Glenumbra peninusla, and have several options where to expand
    - Usually starts as a vassal to The Empire (except Second Era)
    - Has always one of the most powerful breton kingdoms, ruled by House Deleyn for most of time. Has been mostly stagnant for most of Second and Third Era, but once the power of Wayrest and Sharnhem started to dimish, it allowd Daggerfall to grow in power and by the time of Stormcloak Rebelion they are the most powerful kingdom
    - Claims Glenumbra

    Kingdom of Wayrest
    - Fields powerful heavy cavalry, slightly weaker infantry than Daggerfall. Their best unit are Knights of the Rose
    - Wayrest is a trading hub Iliac Bay, therefore the economical potential is high, especially when trade rights are gained with the city of Sentiel. However, slightly less options where to expand. Often borders every other breton, redguard and orc faction.
    - Usually starts as a vassal to The Empire (except Second era). In The Three Banners War rules other kingdoms as Daggerfall Covenant.
    - Wayrest was at the height of power during Second Era, when new mine resource was discovered in Stormhaven, and due to alliance with redguards of Sentinel and Evermore became the ruler of Daggerfall Covenant under Cumberland dynasty. They remained one of the major powers in High rock till Fourth Era, when the capital city Wayrest was sacked by the pirates. By the time of Stormcloak Rebellion Wayrest is a shadow of its former glory.
    - Claims Stormhaven

    Kingdom of Sharnhelm
    - Focus at heavy infantry and missile units, however doesnt have it own heavy cavalry. Their best unit are Rivenspire Vampire Hunters.
    - Rivenspire is one of the poorest parts of High Rock, therefore economoy grows slower than i other kingdoms. Often has to fight with the orsimer, and also have issues with the vampires. Good defensive position.
    - Usuallly starts as a vassal to The Empire (except Second Era)
    - United Rivenspire under Sharnhelm can be powerful, however ever since the fall Branquette dynasty in Second Era, the region has been fractured into less kingdoms, due to endless disputes between ruling houses. However, Sharnhelm have always remained the true crown city of the North, further consolidated by Lariat dynasty tha ruled it during Third Era, as it was related to the Septim dynasty. By the time of Stormcloak Rebellon, due to the fall of Wayrest and Orsinum, Sharnhelm has a new opportunity to rise to power, and may perhaps challenge Daggerfall.
    - Claims Rivenspire

    Kingdom of Evermore
    - As they are eastern border of High Rock, they are in contact wth several other cultures and often have to defend against them - Mainly the reachmen and redguards, but also the orsimer. Therefore they are more adapted to fighting their enemies, more than other breton factions.
    - Fields a variety of lighter cavalry and infantry, including mouned javelinmen. Their best unit are dismounted Knights of Saint Pelin.
    - Always at war with the reachmen, who can turn horde when they lose their settlements. A good defensive position against the redguards, the orsimers and Wayrest, but less so against the reachmen.
    - Cant leave Bjoulsae river with ships, unless the faction has a military access with Wayrest.
    - Usually starts as a vassal to the Empire (ecept Second Era)
    - Evermore has always been steadily one of the most powerful breton kingdoms, during Second Era under Moile dynasty even clashing with the redguards for northern Hammerfell. However, the kingdom was brought to its knees due to imperial and reachmen invasions, and it was able to restore its power only due to alliance with Cumberland dynasty of Wayrest. The Kingdom remained stable throughout Third Era, and steadily rose in power due to the fall of Orsinium, however by the time of Stormcloak Rebellion the reachen are growing strong again, while the orsimer settled in Dunlain mountains...
    - Claims Bangkorai

    Redguards

    Factions: Clan of Crowns, Clan of Forebears
    Religion: Yokudan Pantheon

    Joint Features
    Advantages
    - Solid economy potentional.
    - Can recruit some of their elite units from cities due to their military culture. They field mostly lighter units, cavalry and archer focus.
    - Several Hammerfall settlements allows them to recruit religious knight orders, each faction also have at least one unique elite unit of their own.
    - Can build a solid navy.
    - Redguard ratial traits improves their hitpoints, command when using cavalry, trade and signifacantly also piety (making it easier for them to receive further religion traits)
    - Knights guild. Crusader missions against the orsimer

    Disadvantages
    - All main settlement are by the coast, making it a relatively easy target for factions with stronger navies.
    - Negative ratial trait effects when fighting the undead (due to their culture) and for farming.
    - Their religion is spread only in Hammerfell
    - No factional mages

    Recruitment Events: Restless League (and Knights of The Nine in 3rd era)

    Clan of Crowns
    - Their land usually starts divided, and they are usually a bit weaker than Forebears.
    - Generally stronger roster in overral than the Forebears. More infantry focused, while also having of the best cavalry in game - Katafracts.
    - Other powerful unique unit are Knights of The True Horn
    - They often clash with The Forebears for the high kingship of Hammerfall
    - Vassal of The Empire in Third Era. Allied with the Forebears in Fourth Era
    - During Second Era, their power was at their lowest, when the capital moved from Hegathe to Sentinel, and several generations of Forebear Kings have ruled large portions of Hammerfall. Under The Empire, the balance of power has been more stabilized, with eternal wars between the two clans. During the Fourth Era, the threat of destruction in the hands of Dominion forced the redguards together, and they created an indepenent kingdom together with the Forebears.

    Clan of Forebears
    - Their land mostly lies by the Iliac Bay, therefore their economy is usually better than of Crowns, especially if trade is signed with the bretons
    - Slightly worse roster than the Crowns, a bit more archers and cavalry. Some of their unique units are Knights of Candle/Moon, and Knights of The Wheel (Abibon Gorah)
    - They often clash with The Crowns
    - In the Second Era aspires to claim high kingship of Hammerfell, especially powerful due to being part of Daggerfall Covenant. Vassal of The Empire in Third era. Allied with The Crowns in Fourth Era
    - Phyllocid dynasty of Sentinel during the Second Era has been succesully growing their influence, even ruling some of the Crowns. During Third Era they clashed with the Crows, as well as with Daggerfall, but managed to retain their power. In The Fourth Era they formed a joint kingdom with the Crowns.


    Orsimers

    Factions: Kingdom of Orsinium
    Religion: Worshippers of Malacath

    Advantages
    - Have the strongest infantry units of the playable factions. All armour upgrades availible. Variety of lighter and heavy infantry, archers can use stakes. Their units mostly move faster than breton and redguard units.
    - Due to their tribal cultures, they can recruit some of their best unis from cities as well
    - Orcish ratial traits significantly improves their troops morale, hitpoints, mining, and command when fighting redguards or bretons. Also a large bonus for looting.
    - Dont use regular family tree. All chieftains can inherit the leadership, based on their attributes.
    - Can horde, when they loose their settlements.

    Disadvantages
    - Their religion is limited only to a few ettlements in Wrothgar, making it difficult to expand.
    - Orcish ratial traits have negative effects on farming, and tax collection. Also increases their dread.
    - Most of their settlements are undeveloped and poor.
    - The bretons and redguards are ussually hostile towards the orsimer. The Orsimer have to face crusader missions against them, while the reachmen are also hostile against everyone
    - No cavalry, and only one factional mage

    - Vassal of The Empire in Third Era. Their capital Orsinium is in different place in each era, due to always being destroyed by their enemies
    - In Second Era also controls Wood Orcs, while in Fourth Era it controls of Skyrim clans.
    - After the destruction of First Orsinium, and most of Wrothgar being occupied by the reachmen, the orsimer have managed to build New Orsinium as part of Daggerfall Covenant. However it eventually fell as well, and more and more of Wrothgar and northern High Rock has been colonized by the bretons, therefore after Orsinum fell once again, the orsimers moved to Dunlain mountains, and by the time of Stormcloak Rebellion they have built another New Orsinium there.


    Dunmers

    Factions: Tribunal Temple (Great House Indoril), Great House Hlaalu, Great House Telvanni, Great House Redoran, Great House Dres
    Religion: Tribunal Temple

    Joint Features
    Advantages
    - Solid economy, assuming the houses are not fighting each other. United Morrowind can be very powerful. However, in 4th era their economy is damaged,
    - Solid roster, mostly foot units.
    - Access to many elite unique units.
    - Dunmer ratial trait improves their command when defending and when using mages. Also increase in trade and piety
    - Has access to a whole new roster of House Sadras units in Fourth Era, in Southern Morrowind
    - Has Slavers Guild, Ordinators Guild and Morag Tong Guild. Due to Slavers Guild, the factions receive Slaver's Raids missions against Blackmarsh
    - Their main enemies are usually not every expansive, such as Blackmarsh and Dagoth.
    - As the time goes, the power of the dunmers grow, while the ashlanders are weaker.

    Disadvantages
    - Dunmer ratial traits have small negative effects on farming and fertility.
    - Due to The Inner Sea, and general proximity of all factions to each other, wars can end very quickly here.
    - Most of faction has no, or a very little access to factional mage units (except Telvanni)
    - Dunmer Guar cavalry is much weaker than other factions' cavalries.
    - Ashlanders tribes can often pose a threat when they turn horde, while in The Fourt Era southern Morrowind is conquered by the argonians, severaly damaging Morrowind.
    - May be target of akaviri invasions.

    Recruitment Events: Clockwork City, Skall (all factions except Dres), Dawnguard (Redoran)

    Tribunal Temple (Great House Indoril)
    - Some of the most powerful generals in game (semi gods), except The Fourth Era. One of the strongest units, Hands of Almalexia
    - Also has acess to some other exceptionally strong units - Necrom Ordinators, High Ordinators and Buyont Armigers. Their Ordinator roster has a good morale.
    - Often starts with Ordinators Guild
    - If all the dunmers are AI, it has access to Clockwork roster by default
    - Starts in the middle of Morrowind, so can often be attacked by other dunmers, and also have little space where to expand.
    - Tribunal usually rules over other houses to a certain extent, especially in Second Era. During the Third Era the power over Morrowind was partially held by the kings. By the end of Third Era, their power dimished with Nerevarine, and in the Fourth Era the faction represents just Great House Indoril, the weakest of dunmer great houses at the time.

    Great House Hlaalu
    - They are the least isolationist and most opportunist faction, therfore their roster has a varietty of good units of all types, including pikemen and horse archers. They field royal guard units.
    - Have a better position compared to other dunmers, although less so in case of war with The Empire. Can expand to Blackmarsh. Their holdings are often fractured.
    - Helseth Hlaalu Rules Morrowind in Third Era. They were one of the weaker houses in Second era, often clashing with House Dres. They were destroyed by the argonians during Ascension War, therefore they are not present in Fourth Era.

    Great House Redoran
    - Strong miliary culture due to often having to defend Morrowind from the nords, as well as clashing with the ashlanders. Strong heavy infantry roster, and a large variety of cavalry that is stronger than the cavalry of other houses. Less Archers
    - Loyal to The Tribunal, has access to some of their unique units as well, such as Buyont Armigers.
    - Worse position, as they are often attacked by the nords of Skyrim, while their holdings in Vvardenfell are often targer of Ashlanders and Dagoth. Their holdings are often fractured.
    - Due to their friendship with Tribunal, they got to colonize lof of lands in Vvardenfell, their power have steadily grown, and eventually in Fourth Era they are the most powerful house in Morrowind, claiming the kingship

    Great House Dres
    - Worse roster than other dunmer faction, however has some additional missile units, as well as a cavalry and a mage unit.
    - The best position to attack Blackmarsh from the sea, while their position towards Blackmarsh is well defendable
    - Almost always starts with the Slavers Guild, therefore it has early access to Slaver Raids and can recruit slave units and grow its trade
    - Less focused at clashes with other houses, as their land is also mostly separate from most of them. In Second Era, they had several holdings across Morrowind, however by the Third Era they controlled mostly only their home regions. In Fourth Era, their home regions were destroyed by the argonians, and their holdings have mostly moved to the north.

    Great House Telvanni
    - Fields one of the most powerful mage rosters, as well as several unique generals whose bodyguards are also mages. Good infantry.
    - They have the safest and isolated position in Morrowind, they are usually secure from all the threads. However, might be under thread when the Akaviri invade. Their lands are usuallly all together. Can choose where to expand.
    - Often start with Slavers Guild
    - Usually not participating in clashes with other houses, and rather tending to magic and knowledge. In Fourth Era their homeland was destroyed and most of their power and knowledge was lost. At one point they had only a very few lands left. Eventhough Morrowind was reclaimed, lot of their land went to the ashlanders and Dres.


    Ashlanders

    Factions: Tribes of Ashlanders
    Religion: Daedric Cults

    Advantages
    - Some of the best guar cavalry and archers.
    - Usually starts with several relatively large armies.
    - Their traits give them large bonus to looting, trade, ambush, piety, command when using cavalry,recruiting units and small bonus to movement points. Their ashkhan ancillaries give them even movement bonus.
    - A horde faction, can live without a settlement
    - They can use special feature of recruiting units from their starting camps, i.e., permament named forts to represent locations of various ashlanders tribes.
    - Numerous starting armies.
    - They have their own Ashlanders Tribal Council guild with unique missions.

    Disadvantages
    - They are nomadic tribes, thus large negative effects on farming and tax collection.
    - Starts usually with very smalll numbers of settlements, often with only one. Their tribes are usually spread across both Vvardenfell and mainland Morrowind.
    - They dont share religion with the rest of Morrowind, making it very difficult to recruit new units.
    - No factional mages

    - In Second Era they still control large part of Vvardenfell, however they lost most of it to the Temple and houses by the Third Era.
    - With the Fall of Tribunal and Ascension War, their position improved, as the dunmers started to return to the daedric worship. And the other dunmers also needed their help in the war against argonians, therefore some of the land was returned the ashlanders, and they are one of the more powerful dunmer factions in the Fourth Era.

    Dagoth

    Factions: Great House Dagoth ("evil" faction)
    Religion: Dagoth

    Advantages
    - Have acess to many very undead or creature units, often with 250 soldiers unit count. All their missile units are powerful mages. Powerful high tier house infantry.
    - Their Ash Vampire traits give them large bonus for troop morale, hitpoints, recruitment, mining, surgery and command when using mages.
    - Easily defensible, but may be difficult to break through Ghostgate
    - They have their own unique Ash Guild with unique missions.

    Disadvantages
    - An invasive faction, filled with undead of all kind, thus very bad in governing settlements, farming and fertility. Increase in dread.
    - Can be difficult to break through Ghostfence
    - Due to lore reasons they usually stand alone against all the neighbors, who hate them.
    - Have different religion than the rest of Morrowind

    Recruitment Events: Clockwork City. The Event also gives the facton a Brass God (Akulahan unit)

    -After the death of Indoril Nerevar and formation of the Tribunal, Dagoth had been gaining power in Ashlands. When the The Tribunal found out about his rising power, Ghostefence was built around Ashlanders to contain Dagoth forces. But eventuallly, House Dagoth fell to Neravarine, and the Tribunal fell shortly after-

    Argonians

    Factions: Tribes of Blackmarsh
    Religion: Worshippers of Hist

    Advantages
    - Good light infantry unit roster and access to sea due to rivers. Powerful archer units. Faster movement of units
    - Due to their tribal culture, can hire some of elite units in cities.
    - Their ratial traits give them bonus for ambush, health, and bonus command when fighting the dunmer. Large boost to piety.
    - The Faction can hord, when it looses all its settlements
    - Very good defensive position due to terrain. Though they should never loose their ports, to protect their rivers from dunmer fleets.
    - Their assassins have slight bonus (Shadowscales)
    - They have their own An-Xileel guild, where they can receive unique missions and recruit An-Xileel units.

    Disadvantages
    - Due to their ratial traits bad at farming and mining.
    - Most of settlements usually start undeveloped, and most of Blackmarsh is rebel except he Fourth Era
    - Few cavalry units and factional mages.
    - Their religion is only in Blackmarsh
    - They often have to deal with Slaver Raids from the dunmers, and are generally often attacked by them, while The Empire and The Undead tends to expand into Blackmarsh
    - May be target of Akaviri invasion

    Recruitment Events: Rimmen

    - In Second and Third Era the faction is relatively weak, comprising of only a few tribes, while having to deal with enemy invasions. Although during The Three Banners War they enjoyed greater power due to being supported by The Ebonheart Pact, but large portion of the Blackmarsh was not part of it. During Third Era the slaver raids continued eventhough being part of The Empire. In the Fourth Era, the argonians united under An-xileel, used the Red Year to their advantage and managed to conquer most of Morrowind, until they were eventualy pushed back to Blackmarsh border. By the time of Stormcloak Rebellion, their power starts to crumble.

    Khajiits

    Factions: Kingdom of Pelletine, Kingdom of Anequina
    Religion: Worshippers of Ja-Kha'jay

    Joint Features
    Advantages
    - Generally a safe position, as the Empire is usually busy elsewhere, while the bosmers have weak starting position.
    - A large variety of lighter and missile units in general.
    - Always starts with several high skilled priests - the mane and at least one lunar champion.
    - Their ratial traits increases their trade and command when fighting night battle. Large boost to piety.
    - Has access to several regular mercenaries and AOR units, such as Blackwood guild and Sea Vipers
    - Several wealthy settlements

    Disadvantages
    - Their religion is only in Elsweyr
    - Usually have to deal with several rebel settlements first.
    - Their ratial traits decreases their farming skills.
    - Only one factional mage unit.

    Recruitment Events: Rimmen

    Kingdom of Anequina
    - Stronger roster than Pelletine in most regards, especially strong cavalry and heavy infantry. They also have several missile cavalry units
    - Safer position than Pelletine, though less so in case of an event of war with the Empire.
    - Anequina often controls the mane, hence also Torval, therefore they are usually stronger, especially in Second Era.

    Kingdom of Pelletine
    -A bit weaker roster than Anequina, but has more lighter units and especially archers. Moon Archers are one of the best archer units in game
    - While their position allow for better trade, are also prone to being attacked by other powers, as well as Maormer raids.
    - They dont start with any huge city, as Torval, the holy city of Mane, is usually held by rebels (as the mane is neutral in elsweyr politics), but Darvulk castle is usually well developed.

    - Powers of Elsweyr have been clashing every since the fall of old capital of Ne'Quinal, however due to the rising prominence of the Mane, peace was brought most fo times, as the power in Elsweyr shifts based on lunar phases. The khajiis were par of the the first Aldmeri Dominion due to altmer help with Khanatan flu in Second Era, and Thalmor help in the beginning of Fourth Era.


    Bosmers

    Factions: Kingdom of Valenwood
    Religion: Bosmer Pantheon

    Advantages
    - Central Valenwood is easily defensible.
    - Powerful archers roster, who are also good in meele. Their units move faster. They are able to recruit some AoR light cavalry.
    - Their ratial traits increases health, piety, line of sight and ambush. Large boost to piety
    - Several special ancillaries (Silvenar, Wilderking...)
    - Due to their tribal culture, they are able to recruit some of the elite units in cities as well.
    - Garlas Malatar even in Third Era provides an excetionally powerful roster of ayleid units.

    Disadvantages
    - Usually dont control all of their territory
    - Not classical heavy infantry, a few cav and no factioan mages.
    - Bad farmers, miners and builders

    Recruitment Events: Rimmen, Wild Hunt, Garlas Malatar (Third Era)

    - In most scenarios start fairly weak, parts of outter Valenwood are often held by other factions. In Second Era, they also have to deal with clans of Wood Orcs, who held significant part of forets, while having to deal with several religous uprisings, such as Blacksap Rebelion. Most of Valenwood has been reclaimed back to bosmers by the Third Era, however Camoran dynasty have always had trouble with enforcing their reign on some parts of Valenwood. They joined the Third Aldmeri Dominion against the imperials. But afterwards, there have been several religious rebellions against the Thalmor and their supporters, but have always been crushed. By the time of Stormcloak Rebellion, the power of Camoran dynasty and bosmers has fallen deep, and Thalmor is close to sezing full power in Valenwood.

    Altmers

    Factions: High Kingdom of Summerset Isles, Council of Thalmor
    Religion: Altmer Pantheon

    Joint Features
    Advantages
    - Easily defensible, usually the second most poweful faction after the empire (if not first), if the isles are united.
    - Very good economy and access to the sea, the strongest navy, making it easy for them to invade other factions, once they upgrade ports to be able to sail to High Rock and Hammerfall directly.
    - Solid unit roster, able to recruit valenwood units (if allied to Valenwood, or conquered all of it)
    - One of the most powerful mages roster. Often start with Mages Guild.
    - Their ratial skills increases their battle surgery, recruitment, tax collection and command when using mages or fighting men.
    - Their expansion into Valenwood is often unopposed.
    - Access to Thalmor Guild and their special missions.
    - Garlas Malater even offers one of the best units in game.
    - They have a special griffon unit.

    Disadvantages
    - Their religion is only in Summerset Isles and cost of Valenwood.
    - Lower fertility due to ratial traits.
    - Oblivion Crisis strikes the altmers hard

    Recruitment Events: Rimmen, Wild Hunt, Garlas Malatar (Third Era)

    High kingdom of Summerset Isles
    - Can recruit Royal Chosen top high tier units
    - Usually has better generals and armies, but is often threatened by Thalmor uprisings.
    - If they are friendly towards other races, they are not likely to receive Thalmor guild
    - Controls a huge city Alinor, as well as usually well developed Firsthold castle

    Council of Thalmor
    - Can recruit Thalmor Justiciars, otherwise a similar roster. Can recruit Royal Chosen only if they destroy Summerset Kingdom first.
    - Can easily get Thalmor Guild. However, they dont start with any huge city. Usually centered around Cloudrest.
    - Bad relations with other races.

    - In Second Era, independent Summerset's monarchy reign is stable, but having to deal with Veield Heritance rebellion and frequent maormer raids. However, being part of Septim Empire weakened then, and during Oblivion Crisis the Thalmor used the opportunity, and eventually seized the power in Summerset Isles, taking almost all the power from the high king. By the time of Stormcloak Rebellion, the destruction of the the high kinship is almost done, with the monarchy controlling only small lands around Alinor.

    Undead

    Factions: Worm Cult ("evil" faction)
    Religion: Daedric Cults

    Advantages
    - The only faction that doesnt need to convert population to recruit.
    - Many powerful and relatively cheap units, that scare other units and hence break their morale, while their own morale is usually unbreakable. Powerful heavy infantry, missile units and mages
    - Can recruit special Vampire units in Volkihar, and even larger vampire roster in High Rock
    - All their generals receive necromancer traits increases their surgery (signifcantly), recruitment and command when using mages.
    - Due to that, they can also raise the executed enemies after battle via the mercenary window
    - Usually start with very poweful generals, including Mannimarco and Harkon. Some of their characters often start as werevoles and vampires.
    - Easy access to Necromancers Guild

    Disadvantages
    - Usually have no allies, and are spread thin across Tarmriel.
    - Very bad in governing settlements. Increase in dread

    - Playable in all scenarios except The Three Banners War

    Daedra

    Factions: Hordes of Oblivion ("evil"faction)
    Religion: Daedric Cults

    Advantages
    - Solely the most powerful unit roster. Some of their units such as daedroth also move similarily fast as cavarly. Less archers, while they have cheap scamp mage units. Their heavy infantry can crush any army in Tamriel.
    - All their generals are very poweful, while they usually also start either with Molag Bal and Mehrunes Dagon
    - Their ratial traits give them huge boost to looting, hitpoints, troop morale and command.
    - They can recruit vampire units in High Rock and Volkihar
    - Easy Access to Necromancers Guild, can also accept Mannimarco.

    Disadvantages
    - Usually have no allies, invading faction.
    - Very bad in governing settlements. Huge increase in dread.
    - Their religion is not much spread, making it difficult for them to recruit new units. Financing their hordes is also not easy

    - Playable only in Oblivion Crisis, preferrably with EOP, as it allows Oblivion gate travel

    Unplayable Factions

    Faction: Clans of The Reach
    Religion: Daedric Cults

    Faction: Akaviri Invaders
    Religion: Akaviri Pantheon

    Faction: Maormer Invaders
    Religion: Maormer Pantheon

    Faction: Dungeon Faction
    Religion: Daedric Cults

    Facton: Minor Factions (Rebels)
    Religion: Daedric Cults



    The Art of War Magic - How to win a war
    by Zurin Arctus
    Source

    The Art of War Magic
    1. The moment to prepare your offense is the moment the enemy becomes vulnerable to attack.
    Leros Chael: Knowledge of the enemy mage's mind is of the foremost importance. Once you know his mind, you will know his weaknesses.
    Sedd Mar: Master Arctus advised Tiber Septim before the battle of Five Bridges not to commit his reserves until the enemy was victorious. Tiber Septim said, “If the enemy is already victorious, what use committing the reserve?” To which Master Arctus replied, “Only in victory will the enemy be vulnerable to defeat.” Tiber Septim went on to rout an enemy army twice the size of his.

    2.The enemy's vulnerability may be his strongest point; your weakness may enable you to strike the decisive blow.
    Marandro Ur: In the wars between the Nords and the Chimer, the Nord shamans invariably used their mastery of the winds to call down storms before battle to confuse and dismay the Chimer warriors. One day, a clever Chimer sorcerer conjured up an ice demon and commanded him to hide in the rocks near the rear of the Chimer army. When the Nords called down the storms as usual, the Chimer warriors began to waver. But the ice demon rose up as the storm struck, and the Chimer turned in fear from what they believed was a Nord demon and charged into the enemy line, less afraid of the storm than of the demon. The Nords, expecting the Chimer to flee as usual, were caught off guard when the Chimer attacked out of the midst of the storm. The Chimer were victorious that day.

    3. When planning a campaign, take account of both the arcane and the mundane. The skillful battlemage ensures that they are in balance; a weight lifted by one hand is heavier than two weights lifted by both hands.

    4. When the arcane and mundane are in balance, the army will move effortlessly, like a swinging door on well-oiled hinges. When they are out of balance, the army will be like a three-legged dog, with one leg always dragging in the dust.

    5. Thus when the army strikes a blow, it will be like a thunderclap out of a cloudless sky. The best victories are those unforeseen by the enemy, but obvious to everyone afterwards.

    6. The skillful battlemage ensures that the enemy is already defeated before the battle begins. A close-fought battle is to be avoided; the fortunes of war may turn aside the most powerful sorcery, and courage may undo the best-laid plans. Instead, win your victory ahead of time. When the enemy knows he is defeated before the battle begins, you may not need to fight.

    7. Victory in battle is only the least kind of victory. Victory without battle is the acme of skill.

    8. Conserving your power is another key to victory. Putting forth your strength to win a battle is no demonstration of skill. This is what we call tactics, the least form of the art of war magic.
    Thulidden dir'Tharkun: By 'tactics', Master Arctus includes all the common battle magics. These are only the first steps in an understanding of war magic. Any hedge mage can burn up his enemies with fire. Destroying the enemy is the last resort of the skillful battlemage.

    9. The battle is only a leaf on the tree; if a leaf falls, does the tree die? But when a branch is lopped off, the tree is weakened; when the trunk is girdled, the tree is doomed.

    10. If you plan your dispositions well, your victories will seem easy and you will win no acclaim. If you plan your dispositions poorly, your victories will seem difficult, and your fame will be widespread.
    Marandro Sul: Those commonly believed to be the greatest practitioners of war magic are almost always those with the least skill. The true masters are not known to the multitude.



    Last edited by Jadli; November 12, 2021 at 12:11 PM. Reason: update

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