War of the Houses - War RP

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POMC S117
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War of the Houses - War RP

Post by POMC S117 »

In Morrowind, the home of the Dunmer, an exotic land of mystery and scrib cabbage, tensions are building. Hlaalu and Redoran, Telvanni and Dagoth, are arguing. And, in the West, Imperial power is beginning to push into Morrowind... while the Argonians in the South plot their revenge.

Factions:

To be in this RP you don't have to be part of the Great Houses, but if you want to join one you have to be in it.

Telvanni - http://forums.uesp.net/viewtopic.php?f=5&t=22266
Hlaalu - http://forums.uesp.net/viewtopic.php?f=5&t=21593
Redoran - http://forums.uesp.net/viewtopic.php?f=5&t=22265
Dagoth - http://forums.uesp.net/viewtopic.php?f=5&t=22528
Indoril - http://forums.uesp.net/viewtopic.php?f=5&t=24310

You can be an Imperial Governor, in charge of a small army. Your job is to increase the Empire's power and wealth.

You can also be an Argonian Warlord, in charge of all freedom-fighting Argonians. Your job is to stop Morrowind from keeping slaves.

Player:

How large your land is, and how much troops you have, is decided on what rank you are in your House and how many players join this RP. A Councilman will have more troops and influence than a Hireling. You can also expand yur land by attacking other players, although you must ask your House leader for permission. If your House goes to war, you must help them, otherwise, bad stuff may happen. You can have up to two different characters but them must be of different Houses.

Character Sheet:

Leader Name:
Age:
Race(Try to keep it Dunmer unless you are part of Hlaalu or are in the Imperial Legion or an Argonian):
Rank(Check your House in the Morrowind forum. It is a Governor for Imperials and Warlord for Argonians unless there are many):
Personality:
Bio:
Land(No map yet):

House Name:
Land Name:
History:
Specialization (Pick 2):

Leader Name: Aadnas Hlaalu
Age: 37
Race(Try to keep it Dunmer unless you are part of Hlaalu or are in the Imperial Legion or an Argonian): Dunmer
Rank(Check your House in the Morrowind forum. It is a Governor for Imperials and Warlord for Argonians unless there are many): Kinsman
Personality: Aadnas is kind and merciful, but is prone to anger if innocents are being killed.
Bio: He was brought up in a family that admired the Imperials. His father wanted him to join the Imperial Army. He came from a long-line of leaders and when his father died fighting with the Argonians, he became leader of his father's "county", at the age of 20, instead of becoming a soldier.
Land(No map yet so choose an area): Near Mournhold

House Name: Hlaalu
Land Name: Szanzi
History: Szanzi was the estate of a rich, Dunmer aristocrat. As time went on, the estate morphed into a village, a town and, after wars with neighbouring places, a "county" part of the Great House Hlaalu. It is in an ideal position, near the sea and near other Houses. It is very loyal to its House.
Specialization: Swordsmen and Mages

Leader Name: Romanus Polari
Age: 41
Race(Try to keep it Dunmer unless you are part of Hlaalu or are in the Imperial Legion or an Argonian): Imperial
Rank(Check your House in the Morrowind forum. It is a Governor for Imperials and Warlord for Argonians unless there are many): Governor
Personality: Romanus is proud and disrespectful towards Dunmeri culture. He thinks them barbarians for keeping slaves.
Bio: He is a cousin of the Emperor. As a result, he was elected as Governor to oversee Imperial influence in Morrowind.
Land(No map yet): The strip of land in western Morrowind.

House Name: Imperial
Land Name: Imperial Morrowind
History: It is a new strip of land. It was given to them by Hlaalu who wish to be friends with the Empire.
Specialization (Pick 2): Diplomacy, Warfare



Mechanics:

The DM (Me) and the Leaders of the Houses discuss outcomes. If a House wishes to go to war, a Council of War must be held. All the House Members must attend. The leader of the House has the biggest power and thus has the biggest say, although a vast majority rules. Punishments for not going to war or collaborating with an enemy range from exile to sanctions. Battles are decided on the amount of troops at the battle, where it takes place and the weather, which is decided by me. Random events such as earthquakes and disease can happen. Alliances can be formed, decided by the leader. The Allies the become something like Hlaalu-Dagoth or Indoril-Telvanni. You can create an Empire and expand your power into unoccupied regions.

The game ends when there is only one faction or team(Hlaalu-Empire). You can also have foreign relations. For example, you can send troops to assist in a High Rock noble's coup. If he is successful, in return he may send troops to assist you in battle or attack an enemy, weakening them. You can also improve relations with the Argonians by abolishing slavery, if your members allow it. You can allow the Empire to establish forts in your land, again, if your members accept the proposal. In return, the Argonians will not attack you unless provoked and the Empire will assist you in battle.

Solsthsien is a unique place. The Nords, Imperials and the Dunmer all want it. It is in a prime position for a naval base and can be used as an offering. For example, you can give parts of it up to the Nords. In return, they will supply you with troops.

Generals:

Generals are skilled warriors and strategists. They can decide the outcome of a battle. You have two generals. More can be gained through trade and spending points (You start with five). You also have one Admiral. They are like generals but are naval units.

Assassins:

Assassins are skilled in the arts of stealth and murder. You can hire them to kill generals. Success rate is low but if they work then you can change the tide of battle before it has even started. They cost 2 points and only have one use before they return to the Dark Brotherhood or Morag Tong.

Battles:

As stated before, battles are decided on a few factors. To outright win a battle, the opponent must be forced to retreat or be killed. Armies of members can join anytime. For example, I was attacked at Kragenmoor by Indoril. I had to hold off until other members could help. Then more members of Indoril joined and the battle was decided by the weather. You must fight three battles to take over a "county". It can be 2 if they lack a navy. The leader can escape into a different "county". Or he can be captured and ransomed for land.

Fake Battle: (Met head on)

You: The army marched and marched for days. (Tiredness) (You can add some more to your posts if you want)

DM: The army came to a hill. Below them was a marshy valley, bordered by some trees. (Marsh = - to everything, Trees = + to archers and mages/battlemages - to everything else) On the opposing hill there was a fort. (Fort = + to everything, Top of Hill = + to everything) They ran down the hill and skirted the marsh. One battalion of archers hid in the trees. (Fake Battle: (Met head on)

You: The army marched and marched for days. (Tiredness) (You can add some more to your posts if you want)

DM: The army came to a hill. Below them was a marshy valley, bordered by some trees. (Marsh = - to everything, Trees = + to archers and mages/battlemages - to everything else) On the opposing hill there was a fort. (Fort = + to everything, Top of Hill = + to everything) They ran down the hill and skirted the marsh. One battalion of archers hid in the trees. (You have five points to spend on battalions. The battalions are: Swordsmen, Archers, Mages (1 point), Horsemen, Battlemages, Spearmen (2 points), Dwemer constructs (Only Dunmer and Imperials can make them. Telvanni get them for 2 points, everyone else get them for 3 points)) The rest of the army made it to the fort and bunkered down. The archers went onto the walls, the swordsmen stood at the gate, the horsemen were waiting in the courtyard and the mages were also on the walls. It began to rain. (Rain = - to everything)

Enemy posts:

The Telvanni army reached the valley. They walked around the marsh, right by the forest. The army was made up of 2 Battlemages.

DM: Suddenly, the archers fired on them, killing many. The Battlemages, confused, staarted firing randomly. They set fire to the forest, killing the archers, but they were down to 1 battalion.

You: The archers at the fort began firing.

DM: Due to the rain, they mmostly missed, however some Battlemages were killed.

Enemy: The Battlemages retreated.

Units:

You have five points to spend on battalions. The battalions are: Swordsmen, Archers, Mages (1 point), Horsemen, Battlemages, Spearmen/Pikemen (2 points), Dwemer constructs (Only Dunmer and Imperials can make them. Telvanni get them for 2 points, everyone else get them for 3 points)

Specify whether you want them light, heavy or medium. Lighter units are faster and unaffected by marshes. They are weaker though. Heavy units are slower and badly effected by marsh. They are stronger though.

You have ten points to spend on naval units. They units are: Attack Boats, Transport Ships (1 point), Galley (3 points), Fire Ships, Large Attack Boats, Large Transport Ships (5 points), Galleons (7 points). Imperials have better navies. You can only get ships if you are near a river/lake or sea.

You get points via victory and trade. Per victory, you can get 1 or 2 or 3 points. If you win a battle, your points are restored.
Foreign Relations:

Hlaalu: +10 Empire 0 Argonians
Indoril: -10 Empire -10 Argonians
Dagoth: -10 Empire 0 Argonians
Telvanni: -15 Empire -25 Argonians
Redoran: 0 Empire -10 Argonians

Other Provinces:

In Skyrim, Jarl Yumgar of Falkreath is trying to become High King. In Markarth, the Reachmen are trying to regroup after being defeated by Talos.

In High Rock, Daggerfall nobles are trying to expand their power.

In Hammerfell, tensions are building between the Crowns and Forebears.

In the Warthgarian Mountains, the Orcs are settling, but are being attacked by High Rock "Knights".

Elsewhere(A pun), a band of Khajiit want to free Leyawiin from the Empire.

Map:

Image

Players:

Skyr

Leader Name: Okan-Ru
Age:45s
Race: Argonian
Rank:Warlord
Personality: He don't appreciate war. But he do with valor and mercy. He will fight for freedom until his death.
Bio: He grow in the Blach Marsh until 22, when he was taken as a slave to Morrowind. After eight years he managed to escape and live for two more years as a fugitive. After he handle to reach Argonia again, where he joined the army, and become a warlord, especially due to his knowledges of Morrowind.
Land: I will go for the Deshaan Plain.

House Name: Drops of Hist [Argonian]
Land Name: Haj-julan
History: the Drops of Hist house is young, only created 12 years ago. Many of their warrior were once guards at the black-rose prison, or prisoner as well. But they are not mercenary, they fight mainly for freedom and liberty of thei people. Okan-Ru have united this "patriots" for fight the curse of slavery, the only illness that argonian suffer.
They set their base at Stormhold. Here their forces grow and managed to be recognized by the king of Argonia as a real house and part of the army of Black Marsh.
Today they start their campaign to destroy slavery right at his heart, in Morrowind. Someone also calle them "the new Black Shields", due to their choice of setting in Stormhold.
Haj-Julan is a fertile-swaped territory, also know as Deshaan Plain. It has been conquered mainly with words, not weapons, thanks also to the proximity with Black Marsh and the many argonians that live here.
Specialization (Pick 2): Spearmen and support mage ( i mean defensive ones, not warrior-mage).

Battalions:
one spearman battalion -medium
one mages battalion - light
one archers battalion -light
one swordman battalion -medium

Navy:
four attack boats
three transport ships( how many soldier can be embarked for each one?)
one galley

Mars

User: Mars
Character: Archmagister Dridyn Vandus.
Allegiance: Dunmer, Great House Telvanni.
Race: Dunmer
Gender: Male
Class: Archmagister of house Telvanni
Personality/Characteristics:
Knowledge and power are his sole motifs. He has given himself fully to the arts of magic. House Telvanni is only the instrument to sate his hunger which leads to it operating in the background. His decisions are always affected by his motifs.
Background: Born to a sorcerrer and an uncertain mother, he has inherited all of his fathers traits. In childhood he was seemingly only an experimental subject to his father rather than a son. This left him hardened, bitter and cold. After his father's death he claimed his tower as his own. However his father's knowledge was not enough. After some years Dridyn left his residence and ventured forth into the world. However his lack of social experience crippled him. He could not gain anything by simply being intelligent. Realizing this, he retreated to his tower to study the art of persuasion. Once more he ventured into the world and this time it embraced him with open arms. He joined house Telvanni and quickly rose in rank until he became a councilor. After recent events however, the previous archmagister died. Dridyn, sensing the opportunity for power, made use of his charisma and took his place.
Land(No map yet): The brown areas. Also the Telvanni isles, northeast of the mainland.

House Name: Telvanni
Land Name:
History: Great House Telvanni is one of the Great Houses of Morrowind. It is mainly a house of highly egocentric and ambitious wizards. Here, it is common to rise through the ranks by eliminating or otherwise 'indisposing' other members. Of the Telvanni lords, only Master Aryon of Tel Vos - the youngest and newest councilor - seems able to look beyond the end of his own nose and at the concerns of other people; the rest want little more than to be left alone to their research and ambitions. The rest of the members are similarly isolationist in outlook and do not intend to be presided over by any of the other institutions, predominantly the Guild of Mages.

House Telvanni is among the staunchest defenders of slavery, which they see as an ancient Dunmer right. Their ideals and desires, evidently not concerning themselves, are left to the slaves to obey. However, both Khajiit and Argonians, the two most common slave races, may join House Telvanni and advance with the same level of respect as other races. Many of the towns, notably Sadrith Mora and Tel Aruhn, house slave markets. Telvanni holdings are also worked by slaves, whereas the other Great Houses prefer to use generic workers. Telvanni are, therefore, strong enemies of abolitionists.

All of the Telvanni Councilors live in great towers (which require levitation to ascend), with one leader in each of their main towns: Sadrith Mora, Tel Aruhn, Tel Vos, Tel Mora and Tel Branora. None of the Telvanni towns are on the Silt Strider routes; the only transport available to them are boats, except for Sadrith Mora itself, which, being the only Telvanni town with a significant Imperial presence (located at nearby Wolverine Hall), can be reached by Guild Guide from another Mages Guild. House Telvanni areas include Firewatch, which is east of Tel Mora, and Port Telvannis on the Telvanni Isles that extend east into the Padomaic Ocean.

Sadrith Mora is the real capital of the Telvanni lands, even though the Archmagister, Gothren, does not live there, but resides in nearby Tel Aruhn. The Telvanni city of Sadrith Mora is home to the Council Hall, in which each Telvanni lord is represented by a lieutenant with the title of "Mouth". In general, the actual lords themselves live in their own towers and do not attend the Council. Even Master Neloth of Tel Naga, who resides nearby in Sadrith Mora, does not attend the Council. Some great Telvanni have opted out of the rat race for power within the Council entirely due to their isolationism. But, among those who actually care about who is the leader, the ever-procrastinating Archmagister Gothren of Tel Aruhn, few ever voice their opinions.

The Telvanni, in general, do not interact with other Houses or Guilds, nor do they have many enemies save for Abolitionists and the Imperial Mages Guild. On the other hand, the Telvanni do not have the usual hatred of vampires that most other factions have, and some of their lords and Mouths are willing to speak to them; wizards do not fear vampires nearly as much as others do.

Specialization (Pick 2): Magic, Warfare

AtoM

Leader Name: Mehra Indoril
Age: 34
Race(Try to keep it Dunmer unless you are part of Hlaalu or are in the Imperial Legion or an Argonian): Dunmer
Rank(Check your House in the Morrowind forum. It is a Governor for Imperials and Warlord for Argonians unless there are many): Oathman.
Personality: She thinks a lot about choices, and she gets furious over small things. She is used to ordering around people for small errands and such, since she has a slave. She never smiles, unless something really pleases her or her House wins. Loyal to her cause, to serve House Indoril. She hates Imperials and Men. She isn't much of a grunt, and she doesn't like working too hard. She is willing to backstab or betray others, to get her way.
Bio: She was born in Necrom. As Necrom was an Indoril city, she quickly became affiliated with Indoril. As she saw the concept of slaves, she liked it, and when she grew up, she bought a slave from a slave market in Suran. Through some blackmail and clever tricks, she rose in the Indoril ranks.
Land(No map yet): Near Necrom.

House Name: Indoril
Land Name: Mindorian
History: After Mehra became a high-ranked Indoril, she bought a piece of small land. She had a lot of low helpers in Indoril to help build the land.
Specialization (Pick 2): Melee combat, and magic combat.

Savilius

Leader Name: Ormis Valentian
Age: 23
Race: Imperial
Rank: Governor in the Imperial Legion
Personality: (Can i just have it determined in the RP?)
Bio: Ormis grew up in the Legion his entire life. He trained with the soldiers, while his parents did their business as governors. When they passed, Ormis inherited the rank.
Land(No map yet): Near Blacklight

House Name: Imperial Legion
Land Name: Mitrandias
History: Ormis inherited the land, along with the soldiers.
Specialization (Pick 2): Melee combat, Archery

Leyyuce

Leader Name: Shows-His-Teeth
Age: 25 years
Race: Argonian
Rank: Warlord

Personality: Shows-His-Teeth is opinionated, uncompromising, and brash, a relatively youthful warlord who adopted a violent stance against Morrowind as an expression of his outrage over slavery.

Bio: Shows-His-Teeth was born and raised free, as is the case with most Argonians; from an early age, however, he recognized the cruelty and severity of the hidden trade which served as the only real link between Black Marsh and Morrowind, and so, at the age of 17, joined the 'militia' which he now leads. Having been raised near Black Marsh's eastern coast, Shows-His-Teeth is no stranger to the sea, and so implements minor waterborne craft in his efforts to decimate Morrowind's infrastructure.

Land(No map yet): The area just north of Thorn.

House Name: Swampwater Militia [Argonian]
Land Name: Highhollow
History: The 'Swampwater Militia' originated nearly thirty years prior to Shows-His-Teeth's induction, originally a defensive unit as their name might imply.
Specialization: Sabotage, ambush

Eltee

Leader Name: Lord Jykar Andrethi
Age: 72
Race: Dunmer
Rank: Kinsman
Personality: An intelligent, and usually quiet leader. While a follower of the Three, he places most of his faith in the Good Daedra.
Bio: Came into the lordship at a young age. Was renowned as a great warrior in his youth. He fathered a [&@%!] when he was fifty, on a young girl in the Balmora area. He later took in the woman as a maid, and adopted the young [&@%!] girl. He married scarcely a year later, to the youngest daughter of a Telvanni lord. He has two children by her, a son, who has proven to be strong, just and able in combat, and a daughter, who has taken after her mother in the magical arts.
Family:
Spoiler:
Name: Pani Ienith
Age: 37
Race: Dumner
Role: Mother of Jykar's [&@%!] daughter

Name: Llela Ienith
Age: 21
Race: Dunmer
Role: Jykar's [&@%!] Daughter

Name: Mehra (Ules) Andrethi
Age: 39
Race: Dunmer
Role: Jykar's Wife

Name: Tolseth Andrethi
Age: 21
Race: Dunmer
Role: Jykar's son and heir

Name: Ravana Andrethi
Age: 19
Race: Dunmer
Role: Jykar's younger, legitimate daughter.


Land: An area on the southern shore of the Sea of Ghosts south of Vivec, along with a considerable portion of Vvardenfell's adjacent Ascadian Isles
House Name: Hlaalu
Land Name: Ascadia
History: Ascadia, a small district centred around a small town with the same name, is largely occupied by a mixed forest and abundant farming. It is known for it's constant, fine mists brought on by the unique weather pattersn and the cold Encircling sea. It is very well populated, and is fast growing. Most buildings share their archirecture with the towns of Balmora and Suran. The Lord lives in an estate in the town itself.
Specialization: Archers, Swordsmen.

Chaos

Leader Name: Lord Sovor Rinith
Age: 35
Race: Dunmer
Rank: Wizard
Personality: Contradictory, sometimes reclusive and stubborn, other times ambitious and playful. He has a pet cat that never leaves his side, named Tsavi. He often talks with the royal 'we', something his people tend to overlook.
Bio: Young for his title and governance, he inherited it from his uncle, a Telvanni Master, despite his low rank of retainer. He had never stood out before and what he was known for was lackluster, this changed when he took the seat of power. He prodded the scholars of the land to focus on getting the Dwemer ruins in the area operational, something that is still in progress, so far they've managed to control the dwarven automatons within. A recent bid for his county from a rival wizard dispelled the rumors of his weakness, Sovor showed immense magical power and he led his outnumbered group of scholars complimented by dwemer machines to victory, claiming his rivals land and additional Dwemer ruins.
Land: The land north of firewatch, on the Mainland peninsula

House Name: Telvanni
Land Name: Cape Molag Tel
History: Previously just a small conglomeration of researchers and scholars of dwarven ruins, even Sovor's Uncle didn't really govern the land, they remained divided and liked to keep it that way. Lord Sovor's ascension gathered all the expeditions under one banner and allowed the quick and frequent exchange of knowledge. Where discoveries were few and far between, now they made amazing head ways, even founding an entire new division focused on the operation and maintenance of dwemer automatons. Bandits and raiders that the scholars lived in constant fear of, now are quickly crushed by the numerous dwemer centurions and spheres patrolling the area. Visitors must pass inspection at the southern border or at Port Rinth's Reach, or risk fighting the machine guards that roam near the small villages and camps dotting the land, but all scholars are welcome. What the people lack in numbers they make up for in expertise and ingenuity, but their dislike of open warfare makes them a little naive to fighting.
Specialization (Pick 2): Magic, (Dwemer) Engineering

Leader Name: Lord Beren Donus Indarys
Age: Unknown (Yes, I'm being lazy. Shuddup.)
Race: Dunmer
Rank: Councilor
Personality: A very secretive, deceitful, and wise Councilor
Bio: One of the most fearsome and talented warriors ever known, rumored to have once been one of Her Hands. Believed to be a descendant of a founding father of Great House Redoran The only man to have seen his face is the Archmaster. Keeps to himself, not much is known about him, no one knows where he learned the skills with his blade and his way of words...
Land: Bal Isra

House Name: Great House Redoran
Land Name: Bal Isra
History: Beren rose through the ranks of House Redoran extremely quickly. In half a year, Beren was already a Kinsman, and had started the construction of his Manor near Bal Isra. Just a year later, Beren was a Councilman, and had led several campaigns against both House Telvanni and the Imperials, who threatened his House's traditions and land. He had been selected by the Redoran Council as the new Archmaster several times, but he declined, leading many to doubt his honour. (It was the last thing they ever doubted) General Lord Indarys led several successful campaigns around Morrowind.
Specialization: Swordsmen, Stealth

Leader Name: Llavyn Zainab
Age: 50 (equivalent of human 25)
Race(Try to keep it Dunmer unless you are part of Hlaalu or are in the Imperial Legion or an Argonian): Dunmer! Heck yeah!
Rank(Check your House in the Morrowind forum. It is a Governor for Imperials and Warlord for Argonians unless there are many): Kinsman
Personality: Proud, and convinced of the righteousness of the Tribunal, in particular the warrior-poet Vivec.
Bio: For several years, Llavyn trained and served as a witchhunter. After he was injured and infected by a vampire lord, he became a vampire for a few months before almost killing himself. His father saved him just in time, and took him to a hag who knew of a cure. Soon after, Zainab married into the Lletheri family, at the behest of his father, and settled down with his new bride in Ald Velothi, where his father's connections secured him a position. Nonetheless, he is a capable and strong leader, master of both strategy and hand-to-hand combat.
Land(No map yet): Ald Velothi, Gnisis and surrounding locales

House Name: Redoran
Land Name: Ald Velothi
History: Llavyn defeated the previous oathman of Ald Velothi in combat at the Vivec arena and took over the position.
Specialization (Pick 2): Warfare, Magic

Battalions:
One battalion of light archers
One battalions of medium swordsmen
One battalion of heavy pikemen
One battalion of light mages


Spoiler:
Navy:
One Large Attack Boat
Three Attack Boats
Two Transports

Leader Name: Hlaalu Duruza
Age: 40-50s
Race: Dunmer
Rank: Councilman, I guess
Personality: Duruza is a noble and idealistic Dunmer. He still hopes that the Dunmer may redeem themselves and rise again to be a people who are respected and revered by others. Altruistic and brave, Duruza will put his own life on the line to complete any dangerous mission that will ensure the safety of his people.
Bio: Born to a noble family, Duruza was taught the traditional ways of the Dunmer. Although his family supported King Helseth's moves to bring peace to Morrowind, they still clung to the old ways of ancestor worship and the following of the teachings of Saint Veloth. After mastering the Dunmer ways of the warrior, Duruza served his House on Vvardenfell during the Blight Curse, and later, against the Daedric invaders and quickly rose in the ranks of his House to ascend to the position he is in today.
Land: A portion of House Hlaalu's holdings on the fertile upper Deshaan Plain and the west bank of the lower Thir River from the House Capital of Narsis to the major city of Kragenmoor

House Name: Great House Hlaalu
Land Name: Narsis District
History: As a result of its close relationship with the Imperial administration, House Hlaalu has emerged as politically and economically dominant among the Great Houses of Vvardenfell and Morrowind. Hlaalu welcomes Imperial culture and law, Imperial Legions and bureaucracy, and Imperial freedom of trade and religion. Hlaalu still honors the old Dunmer ways -- the ancestors, the Temple, and the noble houses -- but has readily adapted to the rapid pace of change and progress in the Imperial provinces.
Specialization: Diplomacy, Trade
Last edited by POMC S117 on Mon Mar 05, 2012 10:26 pm, edited 27 times in total.
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Skyr
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by Skyr »

Leader Name: Okan-Ru
Age:45s
Race: Argonian
Rank:Warlord
Personality: He don't appreciate war. But he do with valor and mercy. He will fight for freedom until his death.
Bio: He grow in the Blach Marsh until 22, when he was taken as a slave to Morrowind. After eight years he managed to escape and live for two more years as a fugitive. After he handle to reach Argonia again, where he joined the army, and become a warlord, especially due to his knowledges of Morrowind.
Land: I will go for the Deshaan Plain.

House Name: Drops of Hist [Argonian]
Land Name: Haj-julan
History: the Drops of Hist house is young, only created 12 years ago. Many of their warrior were once guards at the black-rose prison, or prisoner as well. But they are not mercenary, they fight mainly for freedom and liberty of thei people. Okan-Ru have united this "patriots" for fight the curse of slavery, the only illness that argonian suffer.
They set their base at Stormhold. Here their forces grow and managed to be recognized by the king of Argonia as a real house and part of the army of Black Marsh.
Today they start their campaign to destroy slavery right at his heart, in Morrowind. Someone also calle them "the new Black Shields", due to their choice of setting in Stormhold.
Haj-Julan is a fertile-swaped territory, also know as Deshaan Plain. It has been conquered mainly with words, not weapons, thanks also to the proximity with Black Marsh and the many argonians that live here.
Specialization (Pick 2): Spearmen and support mage ( i mean defensive ones, not warrior-mage).
Last edited by Skyr on Sun Feb 26, 2012 2:50 pm, edited 2 times in total.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by MARS »

I will join this and reprise my role as the archmagister of House Telvanni, Dridyn Vandus. Hang on while I grab the sheet from Battle for the East.
Boss makes a dollar
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

Skyr, this is set in the whole of Morrowind. You can be far up north but you will be alone. I'd recommend moving further south. :wink: Other than that it's perfect. Just get the other sheet up.

House Name:
Land Name:
History:
Specialization (Pick 2):

Yay! Marsi!
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by Skyr »

Yeah i forgot that!
But this minds that i will be alone in sense that i'm the only argonian? Also can I give a real name to my House or I can invent one?
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

If you're an Argonian you can invent one. But but Argonian in brackets so that people know.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by MARS »

User: Mars
Character: Archmagister Dridyn Vandus.
Allegiance: Dunmer, Great House Telvanni.
Race: Dunmer
Gender: Male
Class: Archmagister of house Telvanni
Personality/Characteristics:
Knowledge and power are his sole motifs. He has given himself fully to the arts of magic. House Telvanni is only the instrument to sate his hunger which leads to it operating in the background. His decisions are always affected by his motifs.
Background: Born to a sorcerrer and an uncertain mother, he has inherited all of his fathers traits. In childhood he was seemingly only an experimental subject to his father rather than a son. This left him hardened, bitter and cold. After his father's death he claimed his tower as his own. However his father's knowledge was not enough. After some years Dridyn left his residence and ventured forth into the world. However his lack of social experience crippled him. He could not gain anything by simply being intelligent. Realizing this, he retreated to his tower to study the art of persuasion. Once more he ventured into the world and this time it embraced him with open arms. He joined house Telvanni and quickly rose in rank until he became a councilor. After recent events however, the previous archmagister died. Dridyn, sensing the opportunity for power, made use of his charisma and took his place.
Land(No map yet): The brown areas. Also the Telvanni isles, northeast of the mainland.

House Name: Telvanni
Land Name:
History: Great House Telvanni is one of the Great Houses of Morrowind. It is mainly a house of highly egocentric and ambitious wizards. Here, it is common to rise through the ranks by eliminating or otherwise 'indisposing' other members. Of the Telvanni lords, only Master Aryon of Tel Vos - the youngest and newest councilor - seems able to look beyond the end of his own nose and at the concerns of other people; the rest want little more than to be left alone to their research and ambitions. The rest of the members are similarly isolationist in outlook and do not intend to be presided over by any of the other institutions, predominantly the Guild of Mages.

House Telvanni is among the staunchest defenders of slavery, which they see as an ancient Dunmer right. Their ideals and desires, evidently not concerning themselves, are left to the slaves to obey. However, both Khajiit and Argonians, the two most common slave races, may join House Telvanni and advance with the same level of respect as other races. Many of the towns, notably Sadrith Mora and Tel Aruhn, house slave markets. Telvanni holdings are also worked by slaves, whereas the other Great Houses prefer to use generic workers. Telvanni are, therefore, strong enemies of abolitionists.

All of the Telvanni Councilors live in great towers (which require levitation to ascend), with one leader in each of their main towns: Sadrith Mora, Tel Aruhn, Tel Vos, Tel Mora and Tel Branora. None of the Telvanni towns are on the Silt Strider routes; the only transport available to them are boats, except for Sadrith Mora itself, which, being the only Telvanni town with a significant Imperial presence (located at nearby Wolverine Hall), can be reached by Guild Guide from another Mages Guild. House Telvanni areas include Firewatch, which is east of Tel Mora, and Port Telvannis on the Telvanni Isles that extend east into the Padomaic Ocean.

Sadrith Mora is the real capital of the Telvanni lands, even though the Archmagister, Gothren, does not live there, but resides in nearby Tel Aruhn. The Telvanni city of Sadrith Mora is home to the Council Hall, in which each Telvanni lord is represented by a lieutenant with the title of "Mouth". In general, the actual lords themselves live in their own towers and do not attend the Council. Even Master Neloth of Tel Naga, who resides nearby in Sadrith Mora, does not attend the Council. Some great Telvanni have opted out of the rat race for power within the Council entirely due to their isolationism. But, among those who actually care about who is the leader, the ever-procrastinating Archmagister Gothren of Tel Aruhn, few ever voice their opinions.

The Telvanni, in general, do not interact with other Houses or Guilds, nor do they have many enemies save for Abolitionists and the Imperial Mages Guild. On the other hand, the Telvanni do not have the usual hatred of vampires that most other factions have, and some of their lords and Mouths are willing to speak to them; wizards do not fear vampires nearly as much as others do.

Specialization (Pick 2): Magic, Warfare


I hope you don't mind that I slightly altered the sheet. I used the one from BftE. Seeing that I'm the leader this shouldn't be too much of a problem.

I would also suggest altering the disposition changes for House Telvanni to -25 Argonians -15 Empire, as Telvanni is an extremist house, staunch supporter of slavery and opposed to the Empire.
Last edited by MARS on Sun Feb 26, 2012 2:00 pm, edited 1 time in total.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

You're in! This takes place in all of Morrowind so would it not be better for you to have a more "central" and bigger portion of land? Just asking.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by MARS »

Oh, right. Argh, I'll have to research what portions are canon for House Telvanni.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

I'll see if I can get a good map.

Found one. Just concentrate on Morrowind. It doesn't give you Telvanni but it's a start:

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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by MARS »

Ah, of course, the Telvanni Isles.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

Mars, could you change your land area to be your "county"?
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by MARS »

What do you mean?
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

I think you're talking about the land owned by Telvanni. I meant the land owned by you. You could put the land that you control directly in brackets though. So your House controls those areas but you may only control half of the islands.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by MARS »

Ooooh. Okay. I'll do that later.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

Thanks!
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by Skyr »

Updated! tell me if it is all right.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by Chaos the N'wah »

Three questions:
  • When is this taking place? (3rd Era, 4th Era?)
  • Can we join under someone's army
  • Do we really have to be Dunmer in the Great Houses? (I have a duo that aren't Dunmer)
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

It's the third era. And you don't have to be a Dunmer. I'd rather you made a "county".
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by Eltee »

If it's third era, why is Vvardenfel so goofy on thr map?
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

Ignore the goofiness.

Are you joining?
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by AddictedtoMorrowind »

Wait, so can we join under someone's army?
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by MARS »

Yes.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by POMC S117 »

No. But yes. Your county has an army, that fights for Hlaalu etc.
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Re: War of the Houses - War RP in Tangent with the Great Hou

Post by AddictedtoMorrowind »

WIP.
Leader Name: Mehra Indoril
Age: 34
Race(Try to keep it Dunmer unless you are part of Hlaalu or are in the Imperial Legion or an Argonian): Dunmer
Rank(Check your House in the Morrowind forum. It is a Governor for Imperials and Warlord for Argonians unless there are many): Oathman.
Personality: She thinks a lot about choices, and she gets furious over small things. She is used to ordering around people for small errands and such, since she has a slave. She never smiles, unless something really pleases her or her House wins. Loyal to her cause, to serve House Indoril. She hates Imperials and Men. She isn't much of a grunt, and she doesn't like working too hard. She is willing to backstab or betray others, to get her way.
Bio: She was born in Necrom. As Necrom was an Indoril city, she quickly became affiliated with Indoril. As she saw the concept of slaves, she liked it, and when she grew up, she bought a slave from a slave market in Suran. Through some blackmail and clever tricks, she rose in the Indoril ranks.
Land(No map yet): Near Necrom.

House Name: Indoril
Land Name: Mindorian
History: After Mehra became a high-ranked Indoril, she bought a piece of small land. She had a lot of low helpers in Indoril to help build the land.
Specialization (Pick 2): Melee combat, and magic combat.
Last edited by AddictedtoMorrowind on Sun Feb 26, 2012 6:43 pm, edited 4 times in total.
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