Create your TES Armies here!
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- PsijicOrder
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- Posts: 200
- Joined: Sun Dec 18, 2011 4:34 am
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Create your TES Armies here!
Here is a place where you can create organized armies for any TES Roleplay on this site! If you're not sure about how to create a realistic armies or the rules of creating one check this link for a guide on how to make your army realistic. A sheet is provided for both your Army itself and it's Officers and also a list of the available Platoons to choose from. Remember officers are not mandatory and are only used for increased realism. (:
http://forums.bethsoft.com/topic/810277 ... attle-rps/
Army Guidelines
The layout for armies on this particular page is set up like so;
Each Army is allowed 30 Platoon Points. You do not have to use all your Platoon Points if you wish for a smaller Army making your more manueverable.
Remember that magic can be used in almost any platoon! Just realistically. ;D
Remember Racial Attributes and use them accordingly. For instance, Nords would not be a good choice for magic based platoons and Bosmer would make exceptionally good ranged platoons.
The available platoons and their costs are listed below:
Infantry Types
Basic Infantry
Cost:1
Description: Your basic Melee cannon fodder troops, lightly armed and equipped.
Heavy Infantry
Cost: 3
Description: Well armed and armored troops, much more capable and resistant to Archer fire.
Elite Infantry
Cost: 5
Description: Heavily armed and armored shock troops capable of mass destruction.
Ranged Types
Archers
Cost: 1
Description: Unarmored archers that fire large inaccurate barrages of arrows.
Skirmishers
Cost: 2
Description: Very lightly armored scouts who lob thrown projectiles into the enemy ranks, very fast.
Crossbowmen
Cost: 2
Description: Very lightly armored men armed with crossbows increasing accuracy of volleys.
Elite Archers
Cost: 3
Description: Armored archers that are trained with deadly precision and carry some melee support.
Elite Crossbowmen
Cost: 4
Description: Lightly armored soldiers wielding far reaching crossbows, more distance and damage than Archers, but no melee support.
Riflemen
Cost: 3
Description: Unarmored soldiers wielding primitive firearms. Cannot be used in bad weather conditions and very slow fire rate yielding high damage.
Elite Riflemen
Cost: 5
Description: Elite shock troops wielding upgraded firearms. Much more trained than standard riflemen, yielding faster fire rates and maintaining high damage. Still not for use with bad weather.
Cavalry Types
Basic Cavalry
Cost: 2
Description: Standard cavalry platoon, lightly armed and equipped.
Heavy Cavalry
Cost: 4
Description: Well armed cavalry platoon.
Elite Cavalry
Cost: 5
Description: Knights mounted on armored horses, very armored and heavily armed. Usually found guarding generals and well renown officers.
Ranged Cavalry
Cost: 3
Description: Lightly armored cavalry wielding ranged weapons from javelins to primitive firearms.
Artillery Types
Light Artillery
Cost: 2
Description: Ranges from bolt lobbing Ballistas, to rock launching Onagers, Nothing too heavy or big.
Heavy Artillery
Cost: 4
Description: Large artillery batteries capable of destroying walls to wiping out mass amounts of soldiers.
Rules
1: No perfect armies.
2: TES Only!! This is specifically made for TES.
3: Customize your platoons as thoroughly as possible!
4: Magic is perfectly fine to add to any platoon or officer.
5: Be creative and have fun. ;D
Army Sheet
Armies
Name:
Platoon Points Used:
Colors:
Emblem:
Battle Cry:
Nationality(s):
Homeland:
Background:
[Use the following layout for each chosen platoon.]
Platoons
Platoon Name:
Platoon Type:
Officers: [If any]
Unit Types: [Name what these warriors are called. Ex. "Nordic Axemen."]
Nationality(s):
Weapons:
Armor:
Magic: [If any]
Equipment: [Special equipment such as poisons/potions or homemade explosives.]
Background: [Maybe this platoon has a special purpose or some history too it.]
[Use the following for each officer you wish to create.]
Officers
Name:
Age:
Race:
Rank:
Class:
Weapon:
Armor:
Magic:
Abilities:
Background:
Alright, Well that's everything you'll need. I put a lot of effort and thought into creating this so feel free to begin creating your armies for TES. Thanks! ;D -Psijic
http://forums.bethsoft.com/topic/810277 ... attle-rps/
Army Guidelines
The layout for armies on this particular page is set up like so;
Each Army is allowed 30 Platoon Points. You do not have to use all your Platoon Points if you wish for a smaller Army making your more manueverable.
Remember that magic can be used in almost any platoon! Just realistically. ;D
Remember Racial Attributes and use them accordingly. For instance, Nords would not be a good choice for magic based platoons and Bosmer would make exceptionally good ranged platoons.
The available platoons and their costs are listed below:
Infantry Types
Basic Infantry
Cost:1
Description: Your basic Melee cannon fodder troops, lightly armed and equipped.
Heavy Infantry
Cost: 3
Description: Well armed and armored troops, much more capable and resistant to Archer fire.
Elite Infantry
Cost: 5
Description: Heavily armed and armored shock troops capable of mass destruction.
Ranged Types
Archers
Cost: 1
Description: Unarmored archers that fire large inaccurate barrages of arrows.
Skirmishers
Cost: 2
Description: Very lightly armored scouts who lob thrown projectiles into the enemy ranks, very fast.
Crossbowmen
Cost: 2
Description: Very lightly armored men armed with crossbows increasing accuracy of volleys.
Elite Archers
Cost: 3
Description: Armored archers that are trained with deadly precision and carry some melee support.
Elite Crossbowmen
Cost: 4
Description: Lightly armored soldiers wielding far reaching crossbows, more distance and damage than Archers, but no melee support.
Riflemen
Cost: 3
Description: Unarmored soldiers wielding primitive firearms. Cannot be used in bad weather conditions and very slow fire rate yielding high damage.
Elite Riflemen
Cost: 5
Description: Elite shock troops wielding upgraded firearms. Much more trained than standard riflemen, yielding faster fire rates and maintaining high damage. Still not for use with bad weather.
Cavalry Types
Basic Cavalry
Cost: 2
Description: Standard cavalry platoon, lightly armed and equipped.
Heavy Cavalry
Cost: 4
Description: Well armed cavalry platoon.
Elite Cavalry
Cost: 5
Description: Knights mounted on armored horses, very armored and heavily armed. Usually found guarding generals and well renown officers.
Ranged Cavalry
Cost: 3
Description: Lightly armored cavalry wielding ranged weapons from javelins to primitive firearms.
Artillery Types
Light Artillery
Cost: 2
Description: Ranges from bolt lobbing Ballistas, to rock launching Onagers, Nothing too heavy or big.
Heavy Artillery
Cost: 4
Description: Large artillery batteries capable of destroying walls to wiping out mass amounts of soldiers.
Rules
1: No perfect armies.
2: TES Only!! This is specifically made for TES.
3: Customize your platoons as thoroughly as possible!
4: Magic is perfectly fine to add to any platoon or officer.
5: Be creative and have fun. ;D
Army Sheet
Armies
Name:
Platoon Points Used:
Colors:
Emblem:
Battle Cry:
Nationality(s):
Homeland:
Background:
[Use the following layout for each chosen platoon.]
Platoons
Platoon Name:
Platoon Type:
Officers: [If any]
Unit Types: [Name what these warriors are called. Ex. "Nordic Axemen."]
Nationality(s):
Weapons:
Armor:
Magic: [If any]
Equipment: [Special equipment such as poisons/potions or homemade explosives.]
Background: [Maybe this platoon has a special purpose or some history too it.]
[Use the following for each officer you wish to create.]
Officers
Name:
Age:
Race:
Rank:
Class:
Weapon:
Armor:
Magic:
Abilities:
Background:
Alright, Well that's everything you'll need. I put a lot of effort and thought into creating this so feel free to begin creating your armies for TES. Thanks! ;D -Psijic
Proud Leader of the SRIG Editing Team!
Roleplaying Ideas for Skyrim??
http://www.uesp.net/wiki/User:PsijicOrd ... ying_Ideas
The beta for the Skyrim Roleplaying Guide!


Roleplaying Ideas for Skyrim??
http://www.uesp.net/wiki/User:PsijicOrd ... ying_Ideas
The beta for the Skyrim Roleplaying Guide!


- PsijicOrder
- Journeyman

- Posts: 200
- Joined: Sun Dec 18, 2011 4:34 am
- ES Games: Daggerfall, Morrowind, Oblivion, Skyrim
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Re: Create your TES Armies here!
Name:Clan Blackwatch
Platoon Points Used: 25
Colors: Dark Blue and Dark Green
Emblem: White X
Battle Cry: "Forward Lad's, We've got none to fear."
Nationality(s): Nord
Homeland: Skyrim, Falkreath Hold
Background: Clan Blackwatch was formed as a militia for the Falkreath Hold when the Thalmor launched their assault in the 5th Era. Clan Blackwatch is renown for it's superb mastery of firearms and skirmish tactics. Most Blackwatch units are fast and light but armed to the teeth. They fight merely due to their lust for being the most honored clan in all of Skyrim, winning many battles through the war against the Thalmor. Their firearms are imported from the Alik'r in Hammerfell. Their mastery in woodland areas and mastery of firearms makes them superb at skirmishing and ambushing. Their battle cry strikes fear to those who march against them as do the war pipes and drums they play when they march into battle. Clan Blackwatch has no cavalry units due to their occupation of mainly wooded areas nor does it posses many heavily armored units due to their need for mobility. The troops are very well trained but lack in numbers.
Platoon Name:21st Falkreath Infantry
Platoon Type: Elite Riflemen
Officers: Cpt. MacKenzie
Unit Types: Blackwatch Infantry
Nationality(s): Nords and the occasional Breton
Weapons: Alik'r Long Rifles capable of hitting targets from far away, Smooth bore rifles for faster loading but less accuracy. Have swords as melee support.
Armor: Padded leather armor with a kilt bearing Blackwatch colors.
Magic: None
Equipment: None
Background: The 21st Blackwatch, served in the war against the Thalmor during the 5th era serving as elite shocktroops for the Stormcloaks. Ambushing Thalmor supply lines and raiding their encampments. Many of the 21st are veterans of the Imperial Legion.
Platoon Name:16th Falkreath Infantry
Platoon Type: Elite Riflemen
Officers: Cpt. Sutherland
Unit Types: Blackwatch Infantry
Nationality(s): Nords and the occasional Breton
Weapons: Alik'r Long Rifles capable of hitting targets from far away, rifled barrels for more accuracy and slower reloads. Have axes as melee support.
Armor: Padded leather armor with a kilt bearing Blackwatch colors.
Magic: None
Equipment: None
Background: Unlike the 21st, the 16th Blackwatch Infantry was recently formed and never got to fight in the war against the Thalmor. They also prefer axe's due to the fact that the 16th was formed mainly from those working Mills in Falkreath and prefer rifled barrels for more accuracy but slower reloads.
Platoon Name:8th Falkreath Grenadiers
Platoon Type: Elite Riflemen
Officers: Maj. Sutherland
Unit Types: Blackwatch Grenadiers
Nationality(s): Nords.
Weapons: Alik'r Long Rifles capable of hitting targets from far away. Have dirks and swords for melee support.
Armor: Padded leather armor with a kilt bearing Blackwatch colors.
Magic: None
Equipment: Casks filled with gunpowder with a long fuse releasing shrapnel upon it's detonation.
Background: The 8th Blackwatch Grenadiers are a well renown yet experimental group of soldiers who use skirmish tactics on the battlefield along with their explosive flasks. They are the most elite of all the Blackwatch Soldiers and have shown their fury in battle against the Thalmor time and time again.
Platoon Name:Falkreath Footmen the 1st and 6th
Platoon Type: Heavy Infantry
Officers: Sgts. McClyde, and McClean
Unit Types: Blackwatch Footmen
Nationality(s): Nords and the occasional Breton
Weapons: Claymores where most common with the occasional sword/axe and shield.
Armor: Chainmail armor/Scale armor with leather padding and a kilt bearing their colors. Warpaint is very common.
Magic: None
Equipment:
Background: These two Platoons are the main fighting force for Clan Blackwatch. They serve many purposes ranging from skirmishing, ambushing, line battle, and even have witnessed a naval battle or two. These soldiers serve as the backbone and shock troops of the Falkreath Army and are well known for their prowess in combat.
Platoon Name:31st Falkreath Artillery
Platoon Type: Heavy Artillery
Officers: Cpt. MacGreggor
Unit Types: Heavy Cannons
Nationality(s): Nord officers and Breton Crewmen
Weapons: None
Armor: Cloth
Magic: None
Equipment: 4 Heavy Cannons imported from the Alik'r.
Background: The 31st Falkreath has fought in many campaigns and is the first gunpowder based artillery regiment to ever be created in the Holds of Skyrim and the only one in Falkreath.
Platoon Points Used: 25
Colors: Dark Blue and Dark Green
Emblem: White X
Battle Cry: "Forward Lad's, We've got none to fear."
Nationality(s): Nord
Homeland: Skyrim, Falkreath Hold
Background: Clan Blackwatch was formed as a militia for the Falkreath Hold when the Thalmor launched their assault in the 5th Era. Clan Blackwatch is renown for it's superb mastery of firearms and skirmish tactics. Most Blackwatch units are fast and light but armed to the teeth. They fight merely due to their lust for being the most honored clan in all of Skyrim, winning many battles through the war against the Thalmor. Their firearms are imported from the Alik'r in Hammerfell. Their mastery in woodland areas and mastery of firearms makes them superb at skirmishing and ambushing. Their battle cry strikes fear to those who march against them as do the war pipes and drums they play when they march into battle. Clan Blackwatch has no cavalry units due to their occupation of mainly wooded areas nor does it posses many heavily armored units due to their need for mobility. The troops are very well trained but lack in numbers.
Platoon Name:21st Falkreath Infantry
Platoon Type: Elite Riflemen
Officers: Cpt. MacKenzie
Unit Types: Blackwatch Infantry
Nationality(s): Nords and the occasional Breton
Weapons: Alik'r Long Rifles capable of hitting targets from far away, Smooth bore rifles for faster loading but less accuracy. Have swords as melee support.
Armor: Padded leather armor with a kilt bearing Blackwatch colors.
Magic: None
Equipment: None
Background: The 21st Blackwatch, served in the war against the Thalmor during the 5th era serving as elite shocktroops for the Stormcloaks. Ambushing Thalmor supply lines and raiding their encampments. Many of the 21st are veterans of the Imperial Legion.
Platoon Name:16th Falkreath Infantry
Platoon Type: Elite Riflemen
Officers: Cpt. Sutherland
Unit Types: Blackwatch Infantry
Nationality(s): Nords and the occasional Breton
Weapons: Alik'r Long Rifles capable of hitting targets from far away, rifled barrels for more accuracy and slower reloads. Have axes as melee support.
Armor: Padded leather armor with a kilt bearing Blackwatch colors.
Magic: None
Equipment: None
Background: Unlike the 21st, the 16th Blackwatch Infantry was recently formed and never got to fight in the war against the Thalmor. They also prefer axe's due to the fact that the 16th was formed mainly from those working Mills in Falkreath and prefer rifled barrels for more accuracy but slower reloads.
Platoon Name:8th Falkreath Grenadiers
Platoon Type: Elite Riflemen
Officers: Maj. Sutherland
Unit Types: Blackwatch Grenadiers
Nationality(s): Nords.
Weapons: Alik'r Long Rifles capable of hitting targets from far away. Have dirks and swords for melee support.
Armor: Padded leather armor with a kilt bearing Blackwatch colors.
Magic: None
Equipment: Casks filled with gunpowder with a long fuse releasing shrapnel upon it's detonation.
Background: The 8th Blackwatch Grenadiers are a well renown yet experimental group of soldiers who use skirmish tactics on the battlefield along with their explosive flasks. They are the most elite of all the Blackwatch Soldiers and have shown their fury in battle against the Thalmor time and time again.
Platoon Name:Falkreath Footmen the 1st and 6th
Platoon Type: Heavy Infantry
Officers: Sgts. McClyde, and McClean
Unit Types: Blackwatch Footmen
Nationality(s): Nords and the occasional Breton
Weapons: Claymores where most common with the occasional sword/axe and shield.
Armor: Chainmail armor/Scale armor with leather padding and a kilt bearing their colors. Warpaint is very common.
Magic: None
Equipment:
Background: These two Platoons are the main fighting force for Clan Blackwatch. They serve many purposes ranging from skirmishing, ambushing, line battle, and even have witnessed a naval battle or two. These soldiers serve as the backbone and shock troops of the Falkreath Army and are well known for their prowess in combat.
Platoon Name:31st Falkreath Artillery
Platoon Type: Heavy Artillery
Officers: Cpt. MacGreggor
Unit Types: Heavy Cannons
Nationality(s): Nord officers and Breton Crewmen
Weapons: None
Armor: Cloth
Magic: None
Equipment: 4 Heavy Cannons imported from the Alik'r.
Background: The 31st Falkreath has fought in many campaigns and is the first gunpowder based artillery regiment to ever be created in the Holds of Skyrim and the only one in Falkreath.
Last edited by PsijicOrder on Wed Dec 28, 2011 3:29 am, edited 1 time in total.
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-
AddictedtoMorrowind
- Grand Master

- Posts: 2470
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Re: Create your TES Armies here!
There are guns in TES? 
- PsijicOrder
- Journeyman

- Posts: 200
- Joined: Sun Dec 18, 2011 4:34 am
- ES Games: Daggerfall, Morrowind, Oblivion, Skyrim
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- Contact:
Re: Create your TES Armies here!
For this particular page I added the use of firearms imported from the Alik'r as I've read it in many other Roleplays, so I thought I'd add the option just in case the roleplay allowed it. (:
Proud Leader of the SRIG Editing Team!
Roleplaying Ideas for Skyrim??
http://www.uesp.net/wiki/User:PsijicOrd ... ying_Ideas
The beta for the Skyrim Roleplaying Guide!


Roleplaying Ideas for Skyrim??
http://www.uesp.net/wiki/User:PsijicOrd ... ying_Ideas
The beta for the Skyrim Roleplaying Guide!


- Crepe the Ashlander
- Journeyman

- Posts: 390
- Joined: Sun Dec 11, 2011 6:13 pm
- Location: Either college or my bedroom
Re: Create your TES Armies here!
I like the idea of this, as I used to play 40k and Fantasy, so i'm used to point systems and such with armies. Although I won't be using firearms until I find them documented in game and actual lore, but I do see where you are coming from:
Name: Morrowind Liberation Front, South-East (MLF-SE)
Platoon Points Used: 23
Colors: Mixes of the colours of the Great Houses, i.e. Yellow, Red, Brown, Blue and White, as well as the colours of the many nomadic tribes
Emblem: No fixed emblem
Battle Cry: "For a unified Morrowind!"
Nationality (s): Morrowind, occasional sympathisers from other races and Dunmer from other close-by countries such as Cyrodiil and Skyrim wishing to free their homeland.
Homeland: See above
Background: The MLF-SE is made up of the remains and reinforcements of the organised Dunmer forces in the south-east of Morrowind fighting a guerilla war with the Argonians who have taken over all the way up to Almalexia. Mostly made up of Dres and Indoril members as the area they operate in is mostly formerly Indoril/Dres lands. The forces also have members of Hlaalu, Redoran and Telvanni wishing to free the holy city of Almalexia, and Necrom. Their underground headquarters are in Almalexia, Necrom and Tear, although they take higher orders from Solstheim.
Platoon Name: Deshaan Outriders
Platoon Type: Basic Cavalry
Leaders: Ahemaissa Zainab
Unit Types: Light Lancers
Nationality(s): Morrowind
Weapons: Lances
Armor: Chitin Armour
Magic: n/a
Equipment: nothing to weigh them down
Background: Members of the Deshaan nomadic tribe, who are determined to push the invading lizards out of their homeland. Zainab, the leader of the Outriders is well respected in Great House society as well the nomads society as he was the Dunmer who single-handedly protected the Tear west gate as the Dres refugees escaped through the dock, he only managed to escape because a powerful Telvanni sorcerer managed to cast a reflect on his as they too escaped through the docks.
Platoon Name: Dres Retainer Cavalry
Platoon Type: Heavy Cavalry
Leaders: Ano Andarys
Unit Types: Heavy Lancers
Nationality(s): Morrowind
Weapons: Lances
Armor: Bonemold
Magic: n/a
Equipment: They carry shields as well so they can combat with other cavalry
Background: Dres Retainer Cavalry are made up of the most combat able Dres Retainer's, one who can also afford horses and the best bonemold armours that can deflect enemy lances. Their leader Ano Andarys is a strong warrior, able of combat with multiple opponents when he is not mounted, and even more able when he is smashing his strong lance against the Argonian invaders. He has been opted for promotion many times, but he would rather be in the lower ranks fighting off the enemy, than in the higher political tiers, backstabbing Argonians not political enemies.
Platoon Name: Hlaalu Horse Archers
Platoon Type: Ranged Cavalry
Leaders: Ryn Hlaano
Unit Types: Ranged Cavalry
Nationality(s): Morrowind
Weapons: Composite Bows
Armor: Netch Leather
Magic: n/a
Equipment: not much extras
Background: Sent as reinforcements from Kragenmoor, but are severely exhausted after spending several weeks previous harrying Argonian forces that were attempting to occupy the old Hlaalu capital, Narsis. Their leader Ryn Hlaano is the son of an important Hlaalu noble, who is well respected by his fellow councillors, but his father disowned him when he refused to leave the country to recieve education in Cyrodiil while the warriors fought against the Argonians. So he ran away and joined the Hlaalu forces that were massing at Morrowind's southern border.
Platoon Name: Camonna Resistance Fighters
Platoon Type: Basic Infantry/Archers
Leaders: Ander Sathryn
Unit Types: Guerilla Fighters
Nationality(s): Morrowind
Weapons: Mixed
Armor: Mixed
Magic: Occasionally found in the platoon
Equipment: Mixed
Background: This platoon is made up of brave Dunmer warriors who are followers of the Camonna Tong's ideals. The unit is made up of peasants and knights a like, a mixed unit in reality. They use their tactics to ambush the Argonian forces in the jungles south of Tear.
Platoon Name: Camonna Resistance Fighters
Platoon Type: Basic Infantry/Archers
Leaders: Tleno Anaano
Unit Types: Guerilla Fighters
Nationality(s): Morrowind
Weapons: Mixed
Armor: Mixed
Magic: Occasionally found in the platoon
Equipment: Mixed
Background: This platoon is made up of brave Dunmer warriors who are followers of the Camonna Tong's ideals. The unit is made up of peasants and knights a like, a mixed unit in reality. They use their tactics to ambush the Argonian forces in the jungles south of Tear.
Platoon Name: Camonna Resistance Fighters
Platoon Type: Basic Infantry/Archers
Leaders: Nerest Ohemmusa
Unit Types: Guerilla Fighters
Nationality(s): Morrowind
Weapons: Mixed
Armor: Mixed
Magic: Occasionally found in the platoon
Equipment: Mixed
Background: This platoon is made up of brave Dunmer warriors who are followers of the Camonna Tong's ideals. The unit is made up of peasants and knights a like, a mixed unit in reality. They use their tactics to ambush the Argonian forces in the jungles south of Tear.
Platoon Name: Indoril Paladins
Platoon Type: Elite Infantry
Leaders: Inodrys
Unit Types: Indoril Kinsman
Nationality(s): Morrowind
Weapons: Two-handed swords
Armor: Indoril Armour
Magic: n/a
Equipment: n/a
Background: Highly pious warriors with high-expectations. They are based in Almalexia's sewer system with connections to the Camonna Tong Guerilla fighters harrying th Argonian forces outside the city. The Indoril Paladins deal with the Argonians in Almalexia, they also deal with the evacuations and citizen operations in the Almalexia district, mostly so that the Telvanni sorcerers can bombard the crowds in the trading centers without fearing a number of civilian deaths.
Platoon Name: Telvanni Sorcerers
Platoon Type: Heavy Infantry
Leader: Raven Ulessen
Unit Type: Sorcerers
Nationality(s): Morrowind
Weapons: n/a
Armor: Robes
Magic: Powerful magicians in the schools of Conjuration and Destruction
Equipment: Staves and scrolls
Background: The Telvanni sorcerers have just arrived from Port Telvannis into Tear. With Tear occupied by the Argonians the sorcerers made an impression on the resistance fighters by destroying all the Argonian forces in their way as they fought out of the city. They are now based in Almalexia with the Indoril forces. They work in co-ordination with the Indoril forces, as the sorcerers thin out the Argonians as the Indoril Paladins go in to mop them up.
Platoon Name: Cyrodiilic Relief Forces
Platoon Type: Heavy Infantry
Leader: Legate Valettia Corsinius
Unit Type: Organised mixed weapon wielders from the Nibenay Valleys and Cyrodiilic Heartland.
Weapons: Mixed
Armor: Leather
Magic: n/a
Equipment: Assorted types of bolts for varying tactical approaches, poisons
Background: Valettia Corsinius, a valued Legate in the Imperial forces approached an Imperial general with the idea that freeing Morrowind may provide the Empire with a valuable ally in the eventual war with the Aldmeri Dominiom. So Valettia set off with several regiments to Morrowind.
Name: Morrowind Liberation Front, South-East (MLF-SE)
Platoon Points Used: 23
Colors: Mixes of the colours of the Great Houses, i.e. Yellow, Red, Brown, Blue and White, as well as the colours of the many nomadic tribes
Emblem: No fixed emblem
Battle Cry: "For a unified Morrowind!"
Nationality (s): Morrowind, occasional sympathisers from other races and Dunmer from other close-by countries such as Cyrodiil and Skyrim wishing to free their homeland.
Homeland: See above
Background: The MLF-SE is made up of the remains and reinforcements of the organised Dunmer forces in the south-east of Morrowind fighting a guerilla war with the Argonians who have taken over all the way up to Almalexia. Mostly made up of Dres and Indoril members as the area they operate in is mostly formerly Indoril/Dres lands. The forces also have members of Hlaalu, Redoran and Telvanni wishing to free the holy city of Almalexia, and Necrom. Their underground headquarters are in Almalexia, Necrom and Tear, although they take higher orders from Solstheim.
Platoon Name: Deshaan Outriders
Platoon Type: Basic Cavalry
Leaders: Ahemaissa Zainab
Unit Types: Light Lancers
Nationality(s): Morrowind
Weapons: Lances
Armor: Chitin Armour
Magic: n/a
Equipment: nothing to weigh them down
Background: Members of the Deshaan nomadic tribe, who are determined to push the invading lizards out of their homeland. Zainab, the leader of the Outriders is well respected in Great House society as well the nomads society as he was the Dunmer who single-handedly protected the Tear west gate as the Dres refugees escaped through the dock, he only managed to escape because a powerful Telvanni sorcerer managed to cast a reflect on his as they too escaped through the docks.
Platoon Name: Dres Retainer Cavalry
Platoon Type: Heavy Cavalry
Leaders: Ano Andarys
Unit Types: Heavy Lancers
Nationality(s): Morrowind
Weapons: Lances
Armor: Bonemold
Magic: n/a
Equipment: They carry shields as well so they can combat with other cavalry
Background: Dres Retainer Cavalry are made up of the most combat able Dres Retainer's, one who can also afford horses and the best bonemold armours that can deflect enemy lances. Their leader Ano Andarys is a strong warrior, able of combat with multiple opponents when he is not mounted, and even more able when he is smashing his strong lance against the Argonian invaders. He has been opted for promotion many times, but he would rather be in the lower ranks fighting off the enemy, than in the higher political tiers, backstabbing Argonians not political enemies.
Platoon Name: Hlaalu Horse Archers
Platoon Type: Ranged Cavalry
Leaders: Ryn Hlaano
Unit Types: Ranged Cavalry
Nationality(s): Morrowind
Weapons: Composite Bows
Armor: Netch Leather
Magic: n/a
Equipment: not much extras
Background: Sent as reinforcements from Kragenmoor, but are severely exhausted after spending several weeks previous harrying Argonian forces that were attempting to occupy the old Hlaalu capital, Narsis. Their leader Ryn Hlaano is the son of an important Hlaalu noble, who is well respected by his fellow councillors, but his father disowned him when he refused to leave the country to recieve education in Cyrodiil while the warriors fought against the Argonians. So he ran away and joined the Hlaalu forces that were massing at Morrowind's southern border.
Platoon Name: Camonna Resistance Fighters
Platoon Type: Basic Infantry/Archers
Leaders: Ander Sathryn
Unit Types: Guerilla Fighters
Nationality(s): Morrowind
Weapons: Mixed
Armor: Mixed
Magic: Occasionally found in the platoon
Equipment: Mixed
Background: This platoon is made up of brave Dunmer warriors who are followers of the Camonna Tong's ideals. The unit is made up of peasants and knights a like, a mixed unit in reality. They use their tactics to ambush the Argonian forces in the jungles south of Tear.
Platoon Name: Camonna Resistance Fighters
Platoon Type: Basic Infantry/Archers
Leaders: Tleno Anaano
Unit Types: Guerilla Fighters
Nationality(s): Morrowind
Weapons: Mixed
Armor: Mixed
Magic: Occasionally found in the platoon
Equipment: Mixed
Background: This platoon is made up of brave Dunmer warriors who are followers of the Camonna Tong's ideals. The unit is made up of peasants and knights a like, a mixed unit in reality. They use their tactics to ambush the Argonian forces in the jungles south of Tear.
Platoon Name: Camonna Resistance Fighters
Platoon Type: Basic Infantry/Archers
Leaders: Nerest Ohemmusa
Unit Types: Guerilla Fighters
Nationality(s): Morrowind
Weapons: Mixed
Armor: Mixed
Magic: Occasionally found in the platoon
Equipment: Mixed
Background: This platoon is made up of brave Dunmer warriors who are followers of the Camonna Tong's ideals. The unit is made up of peasants and knights a like, a mixed unit in reality. They use their tactics to ambush the Argonian forces in the jungles south of Tear.
Platoon Name: Indoril Paladins
Platoon Type: Elite Infantry
Leaders: Inodrys
Unit Types: Indoril Kinsman
Nationality(s): Morrowind
Weapons: Two-handed swords
Armor: Indoril Armour
Magic: n/a
Equipment: n/a
Background: Highly pious warriors with high-expectations. They are based in Almalexia's sewer system with connections to the Camonna Tong Guerilla fighters harrying th Argonian forces outside the city. The Indoril Paladins deal with the Argonians in Almalexia, they also deal with the evacuations and citizen operations in the Almalexia district, mostly so that the Telvanni sorcerers can bombard the crowds in the trading centers without fearing a number of civilian deaths.
Platoon Name: Telvanni Sorcerers
Platoon Type: Heavy Infantry
Leader: Raven Ulessen
Unit Type: Sorcerers
Nationality(s): Morrowind
Weapons: n/a
Armor: Robes
Magic: Powerful magicians in the schools of Conjuration and Destruction
Equipment: Staves and scrolls
Background: The Telvanni sorcerers have just arrived from Port Telvannis into Tear. With Tear occupied by the Argonians the sorcerers made an impression on the resistance fighters by destroying all the Argonian forces in their way as they fought out of the city. They are now based in Almalexia with the Indoril forces. They work in co-ordination with the Indoril forces, as the sorcerers thin out the Argonians as the Indoril Paladins go in to mop them up.
Platoon Name: Cyrodiilic Relief Forces
Platoon Type: Heavy Infantry
Leader: Legate Valettia Corsinius
Unit Type: Organised mixed weapon wielders from the Nibenay Valleys and Cyrodiilic Heartland.
Weapons: Mixed
Armor: Leather
Magic: n/a
Equipment: Assorted types of bolts for varying tactical approaches, poisons
Background: Valettia Corsinius, a valued Legate in the Imperial forces approached an Imperial general with the idea that freeing Morrowind may provide the Empire with a valuable ally in the eventual war with the Aldmeri Dominiom. So Valettia set off with several regiments to Morrowind.
Re: Create your TES Armies here!
Armies
Name: Anti-Thalmor League
Platoon Points Used: Thirty
Colours: Blue and white
Emblem: A white star flanked by two white swords
Battle Cry: "For Freedom, For Talos, For Sovengarde
Nationality(s): Mainly Skyrim and Hammerfell with some Cyrodillic and High Rock people
Homeland: Skyrim and Hammerfell
Background: Formed at the start of the Great War, it received little attention, however, after the return of Alduin it quickly became famous for defending cities that worshipped Talos, rescuing captured citizens and raiding Thalmor gangs.
[Use the following layout for each chosen platoon.]
Platoons
Platoon Name: 1st Skyrim Offensive Division
Platoon Type: Mixed
Officers: [If any] Jarl Ulfric Stormcloak
Unit Types: [Name what these warriors are called. Ex. "Nordic Axemen."] Nordic Axemen, Nordic Archers
Nationality(s): Skyrim
Weapons: Nordic Steel Axes, Nordic Bows, Steel Arrows
Armour: Steel Armour, Iron Helmet, Steel Nordic Boots.
Magic: [If any] Healing, Frostbite
Equipment: [Special equipment such as poisons/potions or homemade explosives.] Frost Poison
Background: [Maybe this platoon has a special purpose or some history too it.] This was the first and biggest Platoon that the League has. Hundreds of men and women fight for freedom and justice under the lead of Ulfric Stormcloak. Many are ex-Stormcloaks.
[Use the following for each officer you wish to create.]
Officers
Name: Ulfric Stormcloak
Age: ???
Race: Nord
Rank: Leader
Class: Jarl/Warrior
Weapon: His Axe
Armor: Steel
Magic: Healing, frostbite
Abilities: He can use the Voice
Background: In the game
Name: Anti-Thalmor League
Platoon Points Used: Thirty
Colours: Blue and white
Emblem: A white star flanked by two white swords
Battle Cry: "For Freedom, For Talos, For Sovengarde
Nationality(s): Mainly Skyrim and Hammerfell with some Cyrodillic and High Rock people
Homeland: Skyrim and Hammerfell
Background: Formed at the start of the Great War, it received little attention, however, after the return of Alduin it quickly became famous for defending cities that worshipped Talos, rescuing captured citizens and raiding Thalmor gangs.
[Use the following layout for each chosen platoon.]
Platoons
Platoon Name: 1st Skyrim Offensive Division
Platoon Type: Mixed
Officers: [If any] Jarl Ulfric Stormcloak
Unit Types: [Name what these warriors are called. Ex. "Nordic Axemen."] Nordic Axemen, Nordic Archers
Nationality(s): Skyrim
Weapons: Nordic Steel Axes, Nordic Bows, Steel Arrows
Armour: Steel Armour, Iron Helmet, Steel Nordic Boots.
Magic: [If any] Healing, Frostbite
Equipment: [Special equipment such as poisons/potions or homemade explosives.] Frost Poison
Background: [Maybe this platoon has a special purpose or some history too it.] This was the first and biggest Platoon that the League has. Hundreds of men and women fight for freedom and justice under the lead of Ulfric Stormcloak. Many are ex-Stormcloaks.
[Use the following for each officer you wish to create.]
Officers
Name: Ulfric Stormcloak
Age: ???
Race: Nord
Rank: Leader
Class: Jarl/Warrior
Weapon: His Axe
Armor: Steel
Magic: Healing, frostbite
Abilities: He can use the Voice
Background: In the game
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- i-m-so-ghett0
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Re: Create your TES Armies here!
Any plans for these armies or are they just for fun? And I'm working on mine so I'll post it soon
- PsijicOrder
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Re: Create your TES Armies here!
Possibly yes, i'm atleast getting some ideas going for future events! (:
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Re: Create your TES Armies here!
Name: Guild of Wizards
Platoon Points Used: Thirty
Colours: Blue, yellow and red
Emblem: A firebolt, lightning bolt and an ice bolt on a black background
Battle Cry: "E Magi, delerini e Magi!" "The Magic, For the Magic!"
Nationality(s): Altmer mainly but with many other races.
Homeland: Various
Background: They were founded after the destruction of the Mages' Guild as a successor to it. They have Guild Halls in all provinces excluding Skyrim and Cyrodiil. At first, they were a guild for hire, a Fighters' Guild for Mages but then they evolved into an army.
[Use the following layout for each chosen platoon.]
Platoons
Platoon Name: Glorili Magis Glorious Magicians
Platoon Type: Light
Officers: [If any] Ocoto
Unit Types: [Name what these warriors are called. Ex. "Nordic Axemen."] Altmeri Spellcasters, Battlemages
Nationality(s): Mainly Altmer
Weapons: Elven Daggers, Staffs
Armour: Robes enchanted with extra magicka and Ebonyflesh
Magic: [If any] Fast Healing, Heal Other, Paralyse, Frenzy, Firebolt, Blizzard
Equipment: [Special equipment such as poisons/potions or homemade explosives.] Magicka potions
Background: [Maybe this platoon has a special purpose or some history too it.] This platoon only has the best mages in it. Many are Magisters and the Leader is Arch Magister Ocoto. Thye also control the smaller platoons.
Platoon Points Used: Thirty
Colours: Blue, yellow and red
Emblem: A firebolt, lightning bolt and an ice bolt on a black background
Battle Cry: "E Magi, delerini e Magi!" "The Magic, For the Magic!"
Nationality(s): Altmer mainly but with many other races.
Homeland: Various
Background: They were founded after the destruction of the Mages' Guild as a successor to it. They have Guild Halls in all provinces excluding Skyrim and Cyrodiil. At first, they were a guild for hire, a Fighters' Guild for Mages but then they evolved into an army.
[Use the following layout for each chosen platoon.]
Platoons
Platoon Name: Glorili Magis Glorious Magicians
Platoon Type: Light
Officers: [If any] Ocoto
Unit Types: [Name what these warriors are called. Ex. "Nordic Axemen."] Altmeri Spellcasters, Battlemages
Nationality(s): Mainly Altmer
Weapons: Elven Daggers, Staffs
Armour: Robes enchanted with extra magicka and Ebonyflesh
Magic: [If any] Fast Healing, Heal Other, Paralyse, Frenzy, Firebolt, Blizzard
Equipment: [Special equipment such as poisons/potions or homemade explosives.] Magicka potions
Background: [Maybe this platoon has a special purpose or some history too it.] This platoon only has the best mages in it. Many are Magisters and the Leader is Arch Magister Ocoto. Thye also control the smaller platoons.
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- i-m-so-ghett0
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Re: Create your TES Armies here!
Name: Dawn Patrol
Platoon Points Used: 24
Colors: Blue and white
Emblem: Symbol of Talos between Moon-and-Star.
Battle Cry:
Nationality: Varied, mostly from Cyrodiil, Skyrim, and Morrowind but members come from all across Tamriel.
Homeland: Varied, see above
Background: They are a group of radical revolutionaries formed to fight the Thalmor and liberate their homelands from other threats. There is a broad diversity in the members, including rebels, freedom fighters, Morrowind refugees, Imperial Legion deserters, mercenaries, Daedra worshippers, and outlaws, who all have their own reasons for joining. They are a widespread group aiming for freedom and liberation of all who need it, but their primary enemy is the Thalmor.
Platoon Name: Dawn Patrol Firebrands
Platoon Type: Basic infantry/archers
Officers: Many, depending on where they are operating
Unit Types: Standard footsoldiers and archers
Nationality: Mixed
Weapons: Mixed
Armor: Mixed, with Dawn Patrol emblem
Magic: Sometimes found in the platoon
Equipment: Mixed
Background: The standard infantry and backbone of the army. The Firebrands are made up of the standard soldiers and archers who are the majority of the army, but the diversity of the soldiers and classes make it a mixed unit.
Platoon Name: Dawn Patrol Immortals
Platoon Type: Elite Infantry
Officers: None
Unit Types: Spellswords, battlemages, war wizards
Nationality: Mixed
Weapons: One or two handed weapons, bows, staves
Armor: Mixed, with Dawn patrol emblem
Magic: Destruction, Restoration, Conjuration (bound item, summon), Alteration (ward)
Equipment: Potions, poisons, scrolls
Background: The Immortals are the best mixed-specialization soldiers in Dawn Patrol. They all are proficient in a mix of magic and combat and are the most skilled and versatile soldiers, and the smallest platoon in the army. They have no leader as they do not act as a platoon, but act as squads on missions or leaders of smaller groups of soldiers.
Platoon Name: Hrothran Knighthawks
Platoon Type: Elite archers
Officers: Beraren Maesa
Unit Types: Snipers, long-range support
Nationality: Morrowind
Weapons: Bows, bound bows, backup daggers
Armor: None, Netch leather or chitin, with Dawn Patrol emblem
Magic: Conjuration (bound bows), illusion
Equipment: Poisons for arrows
Background: The Hrothran are comprised of refugees from Morrowind, mainly tribals and bandits. They are led by Ashlander Beraren Maesa, who led his band of outlaws and tribe to join the Dawn Patrol to help fight the Argonians out of Morrowind. They use stealth and archery skills to pick out targets from a distance while not getting into the actual combat, and are used to snipe key targets on the battlefield or long range support or covering fire. Magic wielders may use Conjuration for bound bows and Illusion for chameleon.
Platoon Name: Tall-Trees Blackguards
Platoon Type: Ranged cavalry
Officers: Valdemar Tall-Trees
Unit Types: Guerrilla fighters and ambushers
Nationality: Cyrodiil
Weapons: Bows, backup swords/axes
Armor: Leather armor with Dawn Patrol emblem
Magic: none
Equipment: Poisons for arrows
Background: A group of hunters, bandits, marauders, and militiamen from the Colovian Highlands of Cyrodiil, led by former marauder warlord Valdemar Tall-Trees. They are the most skilled horse riders in the Dawn Patrol, using ambushing and skirmishing tactics to attack the enemy.
Platoon Name: Forsworn Reavers
Platoon Type: Heavy infantry
Officers: Briarheart Frizkav Northwode
Unit Types: Forsworn
Nationality: The Reach
Weapons: Mixed
Armor: Armored Forsworn garb with Dawn Patrol emblem
Magic: Used by Forsworn shamans
Equipment: Potions and poisons
Background: Comprised of Forsworn from the Reach in Skyrim who joined Dawn Patrol to further their cause and fight common enemies. They are all Forsworn of varying ranks led by their Briarheart, Frizkav Northwode, an ambitious Forsworn leader. The Reachmen are melee fighters, archers, and mages who are fearless in battle.
Platoon Name: Molag-Ghash Legionnaires
Platoon Type: Heavy Infantry
Officers: Legate Waylas Alwyr
Unit Types: Imperial Legion soldiers and Orcish mercenaries
Nationality: Cyrodiil, High Rock (Orsinium)
Weapons: Claymores, battle-axes, warhammers
Armor: Steel plate or Orcish, with Dawn Patrol emblem
Magic: none
Equipment: none
Background:The Molag-Ghash are made up of made up of former Imperial Legion soldiers and Orc mercenaries led by Waylas Alwyr, a Legion deserter and Legate who left to fight the Thalmor. They are skilled and experienced front line warriors who use brute force and their combat prowess to fight the enemy. They wear heavy armor and wield two-handed weapons, blade or blunt.
Platoon Name: The Veiled Revenant
Platoon Type: Elite infantry
Officers: Spymaster Mazzan-Dar
Unit Types: Assassins, Nightblades, Agents
Nationality: Mixed
Weapons: Daggers, bows, improvised weapons
Armor: None, light armor
Magic: Illusion
Equipment: Smoke bombs, poisons, scrolls
Background: The elite spies, assassins, and operatives of the Dawn Patrol. They are of no particular nationality, but are a mixed group of agents from different backgrounds. They are called upon as assassins, undercover spies, and saboteurs. The Veiled Revenant is led by Spymaster Mazzan-Dar, a former spy and assassin from Elsweyr who rebelled against joining the Thalmor.
Platoon Points Used: 24
Colors: Blue and white
Emblem: Symbol of Talos between Moon-and-Star.
Battle Cry:
Nationality: Varied, mostly from Cyrodiil, Skyrim, and Morrowind but members come from all across Tamriel.
Homeland: Varied, see above
Background: They are a group of radical revolutionaries formed to fight the Thalmor and liberate their homelands from other threats. There is a broad diversity in the members, including rebels, freedom fighters, Morrowind refugees, Imperial Legion deserters, mercenaries, Daedra worshippers, and outlaws, who all have their own reasons for joining. They are a widespread group aiming for freedom and liberation of all who need it, but their primary enemy is the Thalmor.
Platoon Name: Dawn Patrol Firebrands
Platoon Type: Basic infantry/archers
Officers: Many, depending on where they are operating
Unit Types: Standard footsoldiers and archers
Nationality: Mixed
Weapons: Mixed
Armor: Mixed, with Dawn Patrol emblem
Magic: Sometimes found in the platoon
Equipment: Mixed
Background: The standard infantry and backbone of the army. The Firebrands are made up of the standard soldiers and archers who are the majority of the army, but the diversity of the soldiers and classes make it a mixed unit.
Platoon Name: Dawn Patrol Immortals
Platoon Type: Elite Infantry
Officers: None
Unit Types: Spellswords, battlemages, war wizards
Nationality: Mixed
Weapons: One or two handed weapons, bows, staves
Armor: Mixed, with Dawn patrol emblem
Magic: Destruction, Restoration, Conjuration (bound item, summon), Alteration (ward)
Equipment: Potions, poisons, scrolls
Background: The Immortals are the best mixed-specialization soldiers in Dawn Patrol. They all are proficient in a mix of magic and combat and are the most skilled and versatile soldiers, and the smallest platoon in the army. They have no leader as they do not act as a platoon, but act as squads on missions or leaders of smaller groups of soldiers.
Platoon Name: Hrothran Knighthawks
Platoon Type: Elite archers
Officers: Beraren Maesa
Unit Types: Snipers, long-range support
Nationality: Morrowind
Weapons: Bows, bound bows, backup daggers
Armor: None, Netch leather or chitin, with Dawn Patrol emblem
Magic: Conjuration (bound bows), illusion
Equipment: Poisons for arrows
Background: The Hrothran are comprised of refugees from Morrowind, mainly tribals and bandits. They are led by Ashlander Beraren Maesa, who led his band of outlaws and tribe to join the Dawn Patrol to help fight the Argonians out of Morrowind. They use stealth and archery skills to pick out targets from a distance while not getting into the actual combat, and are used to snipe key targets on the battlefield or long range support or covering fire. Magic wielders may use Conjuration for bound bows and Illusion for chameleon.
Platoon Name: Tall-Trees Blackguards
Platoon Type: Ranged cavalry
Officers: Valdemar Tall-Trees
Unit Types: Guerrilla fighters and ambushers
Nationality: Cyrodiil
Weapons: Bows, backup swords/axes
Armor: Leather armor with Dawn Patrol emblem
Magic: none
Equipment: Poisons for arrows
Background: A group of hunters, bandits, marauders, and militiamen from the Colovian Highlands of Cyrodiil, led by former marauder warlord Valdemar Tall-Trees. They are the most skilled horse riders in the Dawn Patrol, using ambushing and skirmishing tactics to attack the enemy.
Platoon Name: Forsworn Reavers
Platoon Type: Heavy infantry
Officers: Briarheart Frizkav Northwode
Unit Types: Forsworn
Nationality: The Reach
Weapons: Mixed
Armor: Armored Forsworn garb with Dawn Patrol emblem
Magic: Used by Forsworn shamans
Equipment: Potions and poisons
Background: Comprised of Forsworn from the Reach in Skyrim who joined Dawn Patrol to further their cause and fight common enemies. They are all Forsworn of varying ranks led by their Briarheart, Frizkav Northwode, an ambitious Forsworn leader. The Reachmen are melee fighters, archers, and mages who are fearless in battle.
Platoon Name: Molag-Ghash Legionnaires
Platoon Type: Heavy Infantry
Officers: Legate Waylas Alwyr
Unit Types: Imperial Legion soldiers and Orcish mercenaries
Nationality: Cyrodiil, High Rock (Orsinium)
Weapons: Claymores, battle-axes, warhammers
Armor: Steel plate or Orcish, with Dawn Patrol emblem
Magic: none
Equipment: none
Background:The Molag-Ghash are made up of made up of former Imperial Legion soldiers and Orc mercenaries led by Waylas Alwyr, a Legion deserter and Legate who left to fight the Thalmor. They are skilled and experienced front line warriors who use brute force and their combat prowess to fight the enemy. They wear heavy armor and wield two-handed weapons, blade or blunt.
Platoon Name: The Veiled Revenant
Platoon Type: Elite infantry
Officers: Spymaster Mazzan-Dar
Unit Types: Assassins, Nightblades, Agents
Nationality: Mixed
Weapons: Daggers, bows, improvised weapons
Armor: None, light armor
Magic: Illusion
Equipment: Smoke bombs, poisons, scrolls
Background: The elite spies, assassins, and operatives of the Dawn Patrol. They are of no particular nationality, but are a mixed group of agents from different backgrounds. They are called upon as assassins, undercover spies, and saboteurs. The Veiled Revenant is led by Spymaster Mazzan-Dar, a former spy and assassin from Elsweyr who rebelled against joining the Thalmor.
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Re: Create your TES Armies here!
Kudos, that was pretty badass. x)
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- i-m-so-ghett0
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Re: Create your TES Armies here!
I'm working on officers now so I'll post them soon
- Roadcone
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Re: Create your TES Armies here!
Here goes...
Army Name: An-Xileel Occupation Force
Platoon Points Used: 30
Colors: Dark purple on black.
Emblem: A pair of leathery black wings (Like those of a bat but more reptillian.)
Nationality(s): Mostly Argonian Supplemented by mercenaries.
Background: The An-Xileel (Ruling body of Blackmarsh) have decreed it no longer suitable for the argonian armies to stay inside their captured morrowind keeps and cities. The rebel armies are begining to organise and may pose a threat to the invasion force. As a response to this the argonians have decided to play to their strengths and form a guerilla fighting force of experienced soldiers to eliminate these threats once and for all. The force will be made up of battle hardened veterans from the occupying forces of Almalexia as well as mercenaries and fresh troops out of Blackmarsh.
PLATOONS:
Platoon Name: An-Xileel Spellswords
Platoon Type: Elite infantry
Officers: Night-Runner
Size: Large Platoon (I'd say 3 in one) so 15 points
Weapons:6 foot throwing spears as well as curved shortswords designed for disemboweling.
Armor: Light, mainly made from leather augmented with chitin and sometimes bonemould. Designed to make running easy.
Magic: Extensive training and experience in illusion and alteration schools for disarming and disorienting their enemy. Some training in destruction magic.
Equipment: All soldiers carry lizard and frog poisons from the marshes. Adding it to a blade or spear tip can mean that minor cuts cause prolonged and painful death.
UPSIDES: These soldiers are trained in the bowels of the Black Marsh jungle. Guerrilla and ambush based tactics are their strong suits. Blending into the background these soldiers use unconventional and unpredictable battle tactics. Their ability to quickly climb trees, submerge themselves in a lake or river or even become invisible for short periods of time make them terrfiying to face in combat. they are brothers in all but blood and use teamwork and their knowledge of one-anothers abilities to devastating effect.
DOWNSIDES: These soldiers are effective mostly for ambush tactics, using them in open warfare is inadvisable as they have no advantage over their enemy other than their skill with a sword. Being hidden and being able to strike from the shadows is essential to their success. Another problem with these platoons is the loss of their brothers. The pact they are made to form while training means that losing a member of the platoon is significantly more dimoralising than for many other platoons. Their extensive training also means that it is difficult to replace losses with new recruits as they will not have been present for the sacred rite of brotherhood. This unfortunately means that many platoons end up dwindling and eventually being forced to disband due to low numbers.
Officer:
Name: Night-Runner
Age: 24
Race: Argonian
Rank: Argonian equivilent of Capt.
Deputy: Tide-Runner (His brother) Argonain equivilent of Lt.
Class: Light Spellsword
Weapon: Same as above.
Armor: Same as above although a little more ornate as to show his rank.
Magic: extensive training in alteration, illusion and destruction
Qualities: Inspiring commander, Unrivalled unconventional strategist, loved by his men. Slightly big headed and vain.
Background: Trained with his platoon for many years in Blackmarsh. Chosen to lead by his commanding officers not for his ability in combat (many of the men in his platoon could defeat him with a sword) but for his popularity, intelligence and outstanding ability to command and devise complex, unpredictable strategies. Hand picked by "Setheran-elf-killer" (commander of the argonian forces in the field) to lead the mission to destroy the massed rebel forces.
Platoon Name: Black Marsh Footmen
Platoon Type: Basic Infantry Interspersed with archers.
Size: Large numbers of basic platoons so 6 points
Officers: Kesh the Mighty
Weapons: Spearmen augmented by some swordsmen and archers. Basic and low cost weapons
Armor: Light regulation armour. Easy to run in and reasonably good at warding off attacks.
Magic: No
Equipment: Many carry Poisons and potions from the marsh.
UPSIDES: Hastily recruited in blackmarsh these soldiers are light on their feet and armed with reliable, if cheap, weaponry. They are large in number and boast a variety of soldiers from spearmen to archers. Their ranks are interspersed with experienced officers and mercenaries to boost morale and keep order.
DOWNSIDES:Recruited and hastily trained many of these men have not seen combat before. Athough fit and able bodied they are only light equipped and are left vunerable to cavalry and experienced soldiers if used in the open field.
Officer:
Name: Kesh the Mighty
Age: 40
Race: Argonian
Rank: Lt.
Class: Warrior
Weapon: [&@%!] sword (Hand-and-a-Half Sword)
Armor: Chain and light Plate
Magic: No
Background: A harsh and unforgiving commander, Kesh inspires fear and loyalty into his troops and sews death and dispair into his enemy's.
Platoon Name:The Emporers Fist
Platoon Type: Heavy Infantry
Size: 3 Platoons 9 points
Officers: Ticemius Lex
Unit Types: Mercenaries
Nationality(s): Mainly Deserters from the imperial army during the war but also many soldiers from many different lands.
Weapons: Imperial short swords and light shields along with an assortment of all kinds of other weaponry taken during raids and pillagings.
Armor: plated leather or chainmail.
Magic: limited knowledge of restoration.
Equipment: Mostly Imperial quality weaponry (Which is reasonably good) but also some high quality weaponry taken when raiding wealthy strongholds or farmsteads.
Background: After the war with the Thalmor many imperial Armies were decimated and routed. These battles left few survivers but enough survived to form roaming bands of mercenaries and outlaws. these small armies are a common sight in the warlands of morrowind as they know they are more likely to be hired in a place where they are needed. After the Thalmor war the inherent hatred of elves these men have lead them to mainly side with the argonians.
UPSIDES:Their military Training and discipline make them superior to many mercenary bands, they are heavily armoured in light plate and mail and have good quality weapons. they are made for fighting on the front lines and causing death and destruction where-ever they can.
DOWNSIDES:The fact that they are not Argonian brings their loyalty into question. They are also heavy and slow and cannot move quickly like the rest of the argonain army. They are costly and have been known to cause trouble for the side they are supposed to be fighting on.
Officer:
Name: Ticemius Lex
Age: About 40.
Race: Imperial
Rank: Was an offiicer in the imperial army. Now leads the band of mercenaries "The Emporer's Fist."
Class: Soldier
Weapon: Ebony longsword taken during a raid of a dunmer town. Steel and Wood Shield.
Armor: Imperial light Plate
Magic: Mid-level knowledge of combat restoration magic.
Abilities: Good soldier and tactician, inspires loyalty in his men. Has been known to disobey orders and deviate from argonian plans in the past.
Background: After the defeat of the army he served in during the Thalmor war Ticemius lead the survivers south to safety. His intention was to regroup with the main body of imperial armies in the north of Cyrodill, however the Thalmor invasion forces blocked his path and he and his men were forced to stay where they were. As time went by he and his men were forced into using the only trade they knew in order to feed themselves. War. After several years the small force he commanded had become a large and well reputed mercenary band serving in the south of morrowind.
WOW that took me a long time. I would love to do some kind of Roleplay with these armies it would be AWESOME.
Army Name: An-Xileel Occupation Force
Platoon Points Used: 30
Colors: Dark purple on black.
Emblem: A pair of leathery black wings (Like those of a bat but more reptillian.)
Nationality(s): Mostly Argonian Supplemented by mercenaries.
Background: The An-Xileel (Ruling body of Blackmarsh) have decreed it no longer suitable for the argonian armies to stay inside their captured morrowind keeps and cities. The rebel armies are begining to organise and may pose a threat to the invasion force. As a response to this the argonians have decided to play to their strengths and form a guerilla fighting force of experienced soldiers to eliminate these threats once and for all. The force will be made up of battle hardened veterans from the occupying forces of Almalexia as well as mercenaries and fresh troops out of Blackmarsh.
PLATOONS:
Platoon Name: An-Xileel Spellswords
Platoon Type: Elite infantry
Officers: Night-Runner
Size: Large Platoon (I'd say 3 in one) so 15 points
Weapons:6 foot throwing spears as well as curved shortswords designed for disemboweling.
Armor: Light, mainly made from leather augmented with chitin and sometimes bonemould. Designed to make running easy.
Magic: Extensive training and experience in illusion and alteration schools for disarming and disorienting their enemy. Some training in destruction magic.
Equipment: All soldiers carry lizard and frog poisons from the marshes. Adding it to a blade or spear tip can mean that minor cuts cause prolonged and painful death.
UPSIDES: These soldiers are trained in the bowels of the Black Marsh jungle. Guerrilla and ambush based tactics are their strong suits. Blending into the background these soldiers use unconventional and unpredictable battle tactics. Their ability to quickly climb trees, submerge themselves in a lake or river or even become invisible for short periods of time make them terrfiying to face in combat. they are brothers in all but blood and use teamwork and their knowledge of one-anothers abilities to devastating effect.
DOWNSIDES: These soldiers are effective mostly for ambush tactics, using them in open warfare is inadvisable as they have no advantage over their enemy other than their skill with a sword. Being hidden and being able to strike from the shadows is essential to their success. Another problem with these platoons is the loss of their brothers. The pact they are made to form while training means that losing a member of the platoon is significantly more dimoralising than for many other platoons. Their extensive training also means that it is difficult to replace losses with new recruits as they will not have been present for the sacred rite of brotherhood. This unfortunately means that many platoons end up dwindling and eventually being forced to disband due to low numbers.
Officer:
Name: Night-Runner
Age: 24
Race: Argonian
Rank: Argonian equivilent of Capt.
Deputy: Tide-Runner (His brother) Argonain equivilent of Lt.
Class: Light Spellsword
Weapon: Same as above.
Armor: Same as above although a little more ornate as to show his rank.
Magic: extensive training in alteration, illusion and destruction
Qualities: Inspiring commander, Unrivalled unconventional strategist, loved by his men. Slightly big headed and vain.
Background: Trained with his platoon for many years in Blackmarsh. Chosen to lead by his commanding officers not for his ability in combat (many of the men in his platoon could defeat him with a sword) but for his popularity, intelligence and outstanding ability to command and devise complex, unpredictable strategies. Hand picked by "Setheran-elf-killer" (commander of the argonian forces in the field) to lead the mission to destroy the massed rebel forces.
Platoon Name: Black Marsh Footmen
Platoon Type: Basic Infantry Interspersed with archers.
Size: Large numbers of basic platoons so 6 points
Officers: Kesh the Mighty
Weapons: Spearmen augmented by some swordsmen and archers. Basic and low cost weapons
Armor: Light regulation armour. Easy to run in and reasonably good at warding off attacks.
Magic: No
Equipment: Many carry Poisons and potions from the marsh.
UPSIDES: Hastily recruited in blackmarsh these soldiers are light on their feet and armed with reliable, if cheap, weaponry. They are large in number and boast a variety of soldiers from spearmen to archers. Their ranks are interspersed with experienced officers and mercenaries to boost morale and keep order.
DOWNSIDES:Recruited and hastily trained many of these men have not seen combat before. Athough fit and able bodied they are only light equipped and are left vunerable to cavalry and experienced soldiers if used in the open field.
Officer:
Name: Kesh the Mighty
Age: 40
Race: Argonian
Rank: Lt.
Class: Warrior
Weapon: [&@%!] sword (Hand-and-a-Half Sword)
Armor: Chain and light Plate
Magic: No
Background: A harsh and unforgiving commander, Kesh inspires fear and loyalty into his troops and sews death and dispair into his enemy's.
Platoon Name:The Emporers Fist
Platoon Type: Heavy Infantry
Size: 3 Platoons 9 points
Officers: Ticemius Lex
Unit Types: Mercenaries
Nationality(s): Mainly Deserters from the imperial army during the war but also many soldiers from many different lands.
Weapons: Imperial short swords and light shields along with an assortment of all kinds of other weaponry taken during raids and pillagings.
Armor: plated leather or chainmail.
Magic: limited knowledge of restoration.
Equipment: Mostly Imperial quality weaponry (Which is reasonably good) but also some high quality weaponry taken when raiding wealthy strongholds or farmsteads.
Background: After the war with the Thalmor many imperial Armies were decimated and routed. These battles left few survivers but enough survived to form roaming bands of mercenaries and outlaws. these small armies are a common sight in the warlands of morrowind as they know they are more likely to be hired in a place where they are needed. After the Thalmor war the inherent hatred of elves these men have lead them to mainly side with the argonians.
UPSIDES:Their military Training and discipline make them superior to many mercenary bands, they are heavily armoured in light plate and mail and have good quality weapons. they are made for fighting on the front lines and causing death and destruction where-ever they can.
DOWNSIDES:The fact that they are not Argonian brings their loyalty into question. They are also heavy and slow and cannot move quickly like the rest of the argonain army. They are costly and have been known to cause trouble for the side they are supposed to be fighting on.
Officer:
Name: Ticemius Lex
Age: About 40.
Race: Imperial
Rank: Was an offiicer in the imperial army. Now leads the band of mercenaries "The Emporer's Fist."
Class: Soldier
Weapon: Ebony longsword taken during a raid of a dunmer town. Steel and Wood Shield.
Armor: Imperial light Plate
Magic: Mid-level knowledge of combat restoration magic.
Abilities: Good soldier and tactician, inspires loyalty in his men. Has been known to disobey orders and deviate from argonian plans in the past.
Background: After the defeat of the army he served in during the Thalmor war Ticemius lead the survivers south to safety. His intention was to regroup with the main body of imperial armies in the north of Cyrodill, however the Thalmor invasion forces blocked his path and he and his men were forced to stay where they were. As time went by he and his men were forced into using the only trade they knew in order to feed themselves. War. After several years the small force he commanded had become a large and well reputed mercenary band serving in the south of morrowind.
WOW that took me a long time. I would love to do some kind of Roleplay with these armies it would be AWESOME.
Last edited by Roadcone on Thu Jan 12, 2012 9:20 am, edited 2 times in total.
- i-m-so-ghett0
- Journeyman

- Posts: 321
- Joined: Tue Nov 29, 2011 4:47 am
- ES Games: III, IV, V
- Platform: Xbox
Re: Create your TES Armies here!
Officers
Name: Beraren Maesa
Age: 398 years old
Race: Dunmer
Rank: Captain
Class: Archer/Ranger
Weapon: Bonemold bow
Armor: Chitin, with Ashlander garb
Magic: Ilusion, Alteration
Abilities: Ancestor Ghost, Resist Fire
Background: Beraren Maesa was a young Ashlander who left the Ashlands to join the Tribunal Temple and become a Buoyant Armiger. Shortly after the return of Dagoth Ur, he became disillusioned with the Temple and returned to the Ashlands, were he led his group of bandits to roam the wastes. Him and is band escaped the eruption of Red Mountain and the Argonian invasion, continuing to roam Morrowind and fight the invaders to try and free their homeland. Beraren continued to recruit for his militia and eventually joined the Dawn Patrol to support their cause. Beraren Maesa is an expert marksman, using stealth and guerrilla tactics to fight his enemies. He is a proficient mage, wielding an array of Illusion and Alteration spells. His personality is conniving and sneaky- he is untrustworthy, always working for his own advantage.
Name: Valdemar Tall-Trees
Age: 37
Race: Nord
Rank: Warlord
Class: Barbarian/Warrior
Weapon: Nordic Bow and Nordic war axe
Armor: Leather and iron mix
Magic: None
Abilities: Battle Cry, Resist Frost
Background: Valdemar Tall Trees was a marauder warlord who lived in the frontier of the Colovian Highlands in Cyrodiil. He grew up around his father, inheriting his name and his band of marauders. They were one of many groups of bandits in the Highlands, raiding caravans and getting in skirmishes with other bandits and guards. Though when the Thalmor attacked Cyrodiil, Valdemar led his marauders and a militia of frontiersmen to fight them on horseback, using hit and run tactics. Valdemar Tall Trees has immense pride in his heritage and homeland, and will fight for those without hesitation. He is a very skilled horseback rider, and also skilled with bows and axes. He wears a combination of leather and iron armor and has tribal facepaint. Valdemar is a brave and proud Nord, but vain and sometimes narrow-minded.
Name: Frizkav Northwode
Age: Unknown
Race: Breton
Rank: Briarheart
Class: Spellsword/Battlemage
Weapon: Forsworn Axe and Forsworn Sword
Armor: Forsworn armor and headdress
Magic: Destruction, Restoration
Abilities: Dragonskin, Resist Magic,
Background: Frizkav Northwode is a fanatic Forsworn warrior. Much of his background is unknown, except for his being a Forsworn, and is a fearless warrior and ready to die for his cause. After becoming a Briarheart, he took over a redoubt and lead his own troop of Reachmen. An ambitious and intelligent leader, Frizkav’s Forsworn became well-known and feared throughout the Reach. But when the Thalmor arrived, he knew they would be a large threat to his cause and decided to focus on fighting them, and so joined the Dawn Patrol. Frizkav Northwode is ambitious, intelligent, and cunning- all qualities for a great leader. But he is quite insane, being a Forsworn fanatic and Briarheart. He dual wields his enchanted Forsworn axe and sword, also using an array of magic.
Name: Waylas Alwyr
Age: 46
Race: Redguard
Rank: Legate
Class: Master-At-Arms/
Weapon: Imperial Battle-Axe
Armor: Repainted Imperial armor
Magic: None
Abilities: Adrenalin Rush, Resist Poison
Background: Waylas Alwyr fought for the Imperial Legion from a young age, growing up in the slums of Bravil and then moving to the Imperial City to join the Legion. He quickly rose through the ranks to Legate and commanded his own unit. Waylas gladly fought against the Thalmor, and disagreed with the White-Gold Concordat, leading him and his soldiers to leave the Legion and join the Dawn Patrol to continue to fight the Thalmor. Waylas Alwyr is a strong and quiet man, but outspoken in his opinions. Growing up in poverty, he has seen a lot in his time and acts only for the best. He is skilled in the use of two handed weapons, blade or blunt, preferring his Legion issue battle-axe and heavy armor for the best protection. He kept his Legion armor, repainting and decorating it to show his allegiance to Dawn Patrol.
Name: Mazzan-Dar
Age: 29
Race: Khajiit
Rank: Spymaster
Class: Agent
Weapon: Ebony dagger
Armor: Netch Leather
Magic: Illusion, Destruction
Abilities: Night Eye, Demoralize
Background: Mazzan-Dar grew up in Orcrest of Elsweyr under the Aldmeri Dominion. He was an assassin by trade and thief by hobby. Knowing his skills could be put to better use, and having a particular dislike of the Thalmor, he joined revolutionary and resistance groups from a young age. Seeing them all fall through or be found by the Thalmor, he always managed to escape- and eventually found Dawn Patrol. After joining, he became the head of the elite spies, agents, and assassins of the Dawn Patrol. Mazzan-Dar is unsure and disillusioned with the future, with his homeland controlled by Thalmor and not much opportunity for a Khajiit of his skills. His joining Dawn Patrol is his last effort for chance to fight the Aldmeri Dominion. He is proficient with quick use of a dagger and a smooth talker, and prefers stealth and speechcraft in situations.
Name: Beraren Maesa
Age: 398 years old
Race: Dunmer
Rank: Captain
Class: Archer/Ranger
Weapon: Bonemold bow
Armor: Chitin, with Ashlander garb
Magic: Ilusion, Alteration
Abilities: Ancestor Ghost, Resist Fire
Background: Beraren Maesa was a young Ashlander who left the Ashlands to join the Tribunal Temple and become a Buoyant Armiger. Shortly after the return of Dagoth Ur, he became disillusioned with the Temple and returned to the Ashlands, were he led his group of bandits to roam the wastes. Him and is band escaped the eruption of Red Mountain and the Argonian invasion, continuing to roam Morrowind and fight the invaders to try and free their homeland. Beraren continued to recruit for his militia and eventually joined the Dawn Patrol to support their cause. Beraren Maesa is an expert marksman, using stealth and guerrilla tactics to fight his enemies. He is a proficient mage, wielding an array of Illusion and Alteration spells. His personality is conniving and sneaky- he is untrustworthy, always working for his own advantage.
Name: Valdemar Tall-Trees
Age: 37
Race: Nord
Rank: Warlord
Class: Barbarian/Warrior
Weapon: Nordic Bow and Nordic war axe
Armor: Leather and iron mix
Magic: None
Abilities: Battle Cry, Resist Frost
Background: Valdemar Tall Trees was a marauder warlord who lived in the frontier of the Colovian Highlands in Cyrodiil. He grew up around his father, inheriting his name and his band of marauders. They were one of many groups of bandits in the Highlands, raiding caravans and getting in skirmishes with other bandits and guards. Though when the Thalmor attacked Cyrodiil, Valdemar led his marauders and a militia of frontiersmen to fight them on horseback, using hit and run tactics. Valdemar Tall Trees has immense pride in his heritage and homeland, and will fight for those without hesitation. He is a very skilled horseback rider, and also skilled with bows and axes. He wears a combination of leather and iron armor and has tribal facepaint. Valdemar is a brave and proud Nord, but vain and sometimes narrow-minded.
Name: Frizkav Northwode
Age: Unknown
Race: Breton
Rank: Briarheart
Class: Spellsword/Battlemage
Weapon: Forsworn Axe and Forsworn Sword
Armor: Forsworn armor and headdress
Magic: Destruction, Restoration
Abilities: Dragonskin, Resist Magic,
Background: Frizkav Northwode is a fanatic Forsworn warrior. Much of his background is unknown, except for his being a Forsworn, and is a fearless warrior and ready to die for his cause. After becoming a Briarheart, he took over a redoubt and lead his own troop of Reachmen. An ambitious and intelligent leader, Frizkav’s Forsworn became well-known and feared throughout the Reach. But when the Thalmor arrived, he knew they would be a large threat to his cause and decided to focus on fighting them, and so joined the Dawn Patrol. Frizkav Northwode is ambitious, intelligent, and cunning- all qualities for a great leader. But he is quite insane, being a Forsworn fanatic and Briarheart. He dual wields his enchanted Forsworn axe and sword, also using an array of magic.
Name: Waylas Alwyr
Age: 46
Race: Redguard
Rank: Legate
Class: Master-At-Arms/
Weapon: Imperial Battle-Axe
Armor: Repainted Imperial armor
Magic: None
Abilities: Adrenalin Rush, Resist Poison
Background: Waylas Alwyr fought for the Imperial Legion from a young age, growing up in the slums of Bravil and then moving to the Imperial City to join the Legion. He quickly rose through the ranks to Legate and commanded his own unit. Waylas gladly fought against the Thalmor, and disagreed with the White-Gold Concordat, leading him and his soldiers to leave the Legion and join the Dawn Patrol to continue to fight the Thalmor. Waylas Alwyr is a strong and quiet man, but outspoken in his opinions. Growing up in poverty, he has seen a lot in his time and acts only for the best. He is skilled in the use of two handed weapons, blade or blunt, preferring his Legion issue battle-axe and heavy armor for the best protection. He kept his Legion armor, repainting and decorating it to show his allegiance to Dawn Patrol.
Name: Mazzan-Dar
Age: 29
Race: Khajiit
Rank: Spymaster
Class: Agent
Weapon: Ebony dagger
Armor: Netch Leather
Magic: Illusion, Destruction
Abilities: Night Eye, Demoralize
Background: Mazzan-Dar grew up in Orcrest of Elsweyr under the Aldmeri Dominion. He was an assassin by trade and thief by hobby. Knowing his skills could be put to better use, and having a particular dislike of the Thalmor, he joined revolutionary and resistance groups from a young age. Seeing them all fall through or be found by the Thalmor, he always managed to escape- and eventually found Dawn Patrol. After joining, he became the head of the elite spies, agents, and assassins of the Dawn Patrol. Mazzan-Dar is unsure and disillusioned with the future, with his homeland controlled by Thalmor and not much opportunity for a Khajiit of his skills. His joining Dawn Patrol is his last effort for chance to fight the Aldmeri Dominion. He is proficient with quick use of a dagger and a smooth talker, and prefers stealth and speechcraft in situations.
- i-m-so-ghett0
- Journeyman

- Posts: 321
- Joined: Tue Nov 29, 2011 4:47 am
- ES Games: III, IV, V
- Platform: Xbox
Re: Create your TES Armies here!
We should make a sheet our army's headquarters or base, like where it's located and what it is (fort, cave, Dwemer ruin, whatever).
