Traits: every faction starts with three traits, two positive, one negative. These represent special quirks and abilities of your faction and should be as distinct and unique as possible. Especially noteworthy are contact traits: your faction may have ties to others outside the city, or even merely be the local arm of a much larger organisation. Contact traits allow you to draw on resources outside of the city, allowing new, often more efficient ways to grow stats.
Heroes: you get a number of Hero points equal to your Hero stat. You can spend points to either buy more Heroes (one per point) or increase their level (one per point as well). Every Hero belongs to a class and gives a bonus when used in actions that use the corresponding stat: Champion (Military), Merchant (Wealth), Wizard (Magic), Agent (Espionage), Bard (Morale) or Senator (Influence). These are just class names, they don't actually have those professions.
Whenever they participate in a successful action, Heroes gain experience that eventually allows them to level up, increasing the bonus they give. Alternatively, a player may decide to send a Hero adventuring in the provinces for a turn, which earns them some experience. This may represent anything from searching artefacts in long-lost Dwemer ruins to research missions to the Psijiic Order, from monster hunting in the swamps of Blackmarsh to diplomatic missions to High Rock.
In addition to the Heroes' normal actions, every point in the Hero stat may be used for a meeting, which allows the participating players to exchange PMs, special messages that can not be read with espionage. (Please still post them in the thread, just for my benefit).
The Senate is the current ruling body of the city. They have stats just like a player or NPC faction. However, unlike every other faction, they do not make their own decisions. Instead, every with at least 1 point of influence is allowed to make proposals every turn what the Senate should do with its stats. Then, every faction gets a number of votes equal to their influence stats. Proposals are accepted if they have a simple majority. Voting is secret, only the end results will be published by me at the end of each turn and take effect at the beginning of the next.
The Imperial Praetorians are responsible for guarding the palace and the Elder Council where the Senate meets, and, though a small force, they are known to be the most steadfast warriors in all of Tamriel.
The Senate is almost entirely made up of rich, old Imperials, and they hold much of the riches of the old nobility. Furthermore, they control the investment of taxes from the population and from trade.
By tradition, most wizards belong to the university and are expected to keep out of Senate politics.
It is the Senate's job to be informed about everything that goes on in the city, and their spy network is considerable.
The Senate is filled with bickering, debate and backstabbing. Chances are, every Senator would sell out all the others for a fancy dinner, if offered the chance.
The Senate has a lot of political power amongst many of the smaller power groups of the City, and there is still a significant number of independent senators.
Titus Junius Aetius (Level 3 Senator), Speaker of the Senate. A shrewd old politician, charged with overseeing the counting of the votes and cast his own in the case of a tie. His family line goes back to the second and maybe even first Empire, and his politics are the more conservative than those of even most other Patricians.
Marcus Celsus Valentinus (Level 2 Champion), Commander of the Praetorians. A veteran of two tours, first as a cavalryman then as a general, the commander is the second son of the influential Celsus family, graduate of the military academy in both command and engineering and, so far, never bested in battle.
Wards and Districts:
The city map is divided into twelve Districts, which are further divided into wards. In the beginning, each faction holds one ward. This serves two purposes: factions have a bonus on actions in wards they hold, while they have penalties on all actions in a district in which they hold no ward, to represent logistic problems from distance and having to operate through potentially hostile territory. Unless specifically mentioned, caves, sewers, ruins and other underground structures count as part of their district.
There are nine special locations on the map. In the beginning, they are each held by a minor NPC faction. They do not count as districts for stat caps, but offer other, special bonuses, as mentioned in their entries. They are labeled A-I.
Once every few turns, one of the Daedra princes will send dreams to the important people of the Imperial City, detailing a quest to be undertaken in their name and honour. This will be a dangerous and often nonsensical-seeming task that will have to be achieved by a single hero alone, with no help form his faction, but may earn great rewards in the form of Daedric artefacts which offer special traits to that hero, hwo may call himself the Champion of that Daedric prince.
Note: these are default district descriptions. Each of those can be changed when a player takes charge of a district, up to and including the name.
Here, most of the traders, sellers and craftsmen of the Imperial City have their houses and shops, and goods from across Tamriel and beyond flow through the District every day. Every piece of gold earned by the city is made here. The district's wards each roughly correspond to the zone of influence of one particular craftsman's guild,
1: The Street of Armourers
The guild of Armourers and Weaponsmiths takes up much of this ward, along with associated trades and smaller guilds such as the blacksmiths. However, by tradition, the powerful guilds of jewelers, goldsmiths and moneylenders also make their home here, making it a center of money and commerce.
NPC factions: Guild of Armourer and Weaponsmiths, Guild of Goldsmiths and Moneylenders
2: Peddler's Street
An important ward, if not a rich one. The Peddler's Guild includes all the small businesses, such as grocers and pawn shops, that do not have their own guilds. The Guild is known to be the least united of all, as each member competes against the others instead of guarding the guild's monopoly, and smuggling, fraud and sabotage are rampant. Currently held by the Thi'kit Caravan, played by Forum Explorer
3: Paper Street
Paper Street is home to the Librarian's Guild, the Bookbinder's guild and the newer Printer's Guild, all united into the Paper Guild Union, as well as the Black Hourse Courier, the Empire's first and most widely-read news sheet, published by said guild. Their opinion counts for much amongst the plebeians, and their reporters are said to get their noses everywhere. After a series of market upheavals in the second age, the Alchemist's Guild has made it's home here as well, instead of in the
NPC Factions: The Paper Guild Union, The Alchemist's Guild
4: Street of Alchemists:
The Enchanters and Spellweavers who make their home here are, in a derogatory manner, referred to as those who did not get a place in the Perspicuum in the University. Many of them sell either minor magic that not even University Students would bother which, or, under the table, that which is deemed unsafe, heretical or forbidden. Necromancers, Soulbinders, Daedric cultists and worse are said to reside here. Though the Ward is called Street of Alchemists, the Alchemists have long ago moved to a more respectable neighbourhood in paper street.
Held by the Black Vista
5: The Syffimate: The traditional district of the Redguards, the Syffimate is a strange place for most Imperials, with it's crooked, narrow alleys, its tea houses and warrior culture. Though well-accepted for their martial prowess and discipline, the Redguard of this district and their elders very much stay amongst themselves and celebrate their own traditions. There is one other group here, however, the True Elinhir, as they call themselves. Though they like to style themselves in a pseudo-mystical warrior code, they are little more than juvenile thugs, but also rumoured to smuggle weapons an drugs into the city.
NPC Factions: The Elders of Shehaim, The True Elinhir.
6: Heroes' Retreat: Almost a sarcastic name, these days, Heroes' Retreat is a district with free housing given to retired soldiers of the Imperial Legion. Sarcastic because, by law, distinguished fighters and veterans serving for a voluntary second term are given a piece of land in the outer provinces, meaning that those in Heroes' Retreat are those who have neither served long nor with any special distinction. The houses are cheap and mass produced, and the veterans are a dour and withdrawn lot.
Currently held by Krut's Pit Fighters, played by HerbieRai
7: The Pens: if the Imperials love one thing in their arena spectacles, its some exotic beast feeding on convicted prisoners or facing distinguished gladiators. They are kept in the pens, where they live along with the experts necessary to catch them and keep them alive, well and in fighting shape. Well-known suppliers are not as celebrated publicly as the gladiators, but they can still make quite a name for themselves, and some have even published successful ghostwritten novels. Though the Hunters are organized in a guild, some say there are darker groups at work here under the surface, lycanthropes and worshippers of Hircine, Daedra of the hunt.
NPC factions: Hunter's Guild, the Red Spear
8: Butcher's Alley: the more mundane complement to the Pens, Butcher's Alley is where the city is fed. Hundreds of cattle are herded here every day and processed into the meat that feeds the nobility. The guild is currently in uproar after a feud in its leadership has split it in two groups trying to out-bid each other on prices and quality.
NPC factions: The Meat Cartel, the True Butcher's Guild
The Arboretum is a green district, of parks, lawns, gardens, even small, lush forests, where the citizens come for relaxation without leaving the city
9: The Arbour: The Arbour is the traditional haunt of sculptors, poets, playwrights, philosophers and failed students. Statues line every path between the small garden taverns and smoky cellar rooms. There is no official organisation here, just a wild mixture of the strangest ideas from throughout the Empire and half-drugged artists organized loosely into clubs and circles.
NPC Factions: the Theater of Clouds, the Pear Mirror
10. The Tineum: the priests and acolytes of the nine need places to live just as much as everyone else. The Tineum, bordering the Pantheon, is an entire ward belonging to the Church of the Nine and their priests, built as a giant monastery, ruled by the nine High Priests. The reborn Knights of the Nine, a small but growing group of militant knight-priests, make their seat here as well.
NPC Factions: The Theological Seminar, the Knights of the Nine
11. The Arcades are a place catering to those who may call themselves rich even amongst Patricians. If anyone needs a commodity, shop, service or restaurant so perversely expensive htat there's no reason to buy them other than to prove that you can, here is where they will find them. Baths, brothels or upper-class drug dens can all be found here.
Currently held by House Hlaalu, played by Imperial Psycho
12. The Game fields: the Arena is not the only entertainment the city has. Various sports prove popular amongst the plebeians just as much as amongst the patricians, and for those interested in javelins, chariot races or ball games, this is the place to go. Different trainers may fight viciously against each other on the field, but against the outside, they provide a strong united front in the Master's Union. Much of the entertainment and is held by the Golden Grape Patrician's Club, a group of merchants who own many establishments and sponsor most of the competitors, though the restaurant that gives them their name lies on Talos Plaza.
NPC factions: the Golden Grape Patrician's Club, the Master's Union.
Even though the priests and the Pantheon are in the Arboretum district, the Temple of the One was always impressive enough to name an entire District, even after the end of the Alessian Order. A quiet district, for the common population.
13. The Elven Ghetto is pretty much just a name now for a residential neighbourhood. The days of the old empires, where Mer were the enemies of Men are long past, and elves have high positions and live wherever they want. Still, in the Ghetto, the architecture still has traces of the Ayleid, and the Alt- and Dunmer languages are spoken just as much as the Imperial Tongue. There are two prominent establishments here, on the one hand, the Meralamerion, the organisation for the promition of elven culture, and White Guar Gentleman's Entertainment, which caters to more specialized tastes than much that is offered in the Arcades.
NPC factions: Moralamerion, White Guar Gentleman's Entertainment
14. The Boneyards. Large Cities need large graveyards. Few live here, apart from the Undertaker's Guild, and those that do always have to live with the stigma of the death and the reputation of necromancers. The only openly operating Daedric cult also operates here, that of Meridia, Lady of Infinite Energies.
NPC factions: The Painted Mirror, the Undertaker's Guild
15 + 16. Scorch (Western Scorch and Eastern Scorch). The Dragonfires still burn, in the Temple District. When the fiery avatar of Akatosh descended from the skies to smite Mehrunes Dagon, the flames soon went out of control, taking an entire residential neighbourhood with them. Scorch is a wasteland of ash, debris and ever-burning flames now, inhabited only by animals, a loose group of beggars and homeless people called the Open Hand and the last surviving Daedra from the war, under the leadership of a Storm Atronach by the name of Distant THunder.
NPC Factions (Western Scorch): Distant Thunder, The Open Hand Eastern Scorch is held by the Arcane Cabal played by Oblivion6
Talos Plaza District
The first thing newcomers to the city see, and by far the richest district. Talos Plaza, at the center of the district, is used for Triumph marches, ceremonies and speeches by senators and Emperors and said to be large enough for several legions.
17. Agro Aurum is where the richest of the rich live. Their palaces are stark and foreboding on the outside, but encompass rich courtyards with pools and parks. Every house here, so some say, contains more gold than the Imperial Palace.
Held by the Phoenix Mercenaries played by Umbranar.
18. Hostings. There are thousands of foreigners and travelers in the Imperial City at all times. Most of them stay in Hostings, the first ward just after Talos Bridge and the gates, under the watchful eye of the Hospitality guild, which offers not only beds and meals, but also guides and translators.
NPC Factions: The Hospitality Guild, The Bridge Guard
19. Domos Optimates. The Patricians of the city may not all be as expensive as the rich merchant lords of Agro Aurum, but they have strengths other than just money: millennia of court experience, foreign ties and intermarriage have turned them into political powerhouses like no others.
Much of it, as well, belongs to one Umbacano, a high elf who has gained a fabulous wealth by the salvage and sale of ancient elven artefacts and is said to be the richest man in the Embire.
The Patricians, Umbacano
20. The Triumph. From Talos Bridge to the Plaza and the Palace beyond stretches Tamriel's most glorious road: the Triumph, where victorious generals of the Legion are paraded before the people with their spoils and prisoners and eventually congratulated by the Emperor in person. Statues tall as houses, of every Triumphator ever recorded line the alley, flanking mosaics detailing their histories.
Held by the Order of the Sainted Blades, played by Daelrog
Elven Gardens District
Though they used to be the actual palace gardens in the times of the Ayleid, these days, they are thoroughly built over and have become the prime residential area of the city, where most of the citizens live.
21. Little Anequina
Little Anequina used to be the Beastman Ghetto in less tolerant times, where the Khajiit and Argonians were allowed to make their homes. The architecture is still reminiscent of that, with low Argonian houses near the canals for fresh water and the tall, whitewashed terrace houses of the sun-loving Khajiit. The Daughters of Mara is a group of female Khajiit organizing in worship of the godess Mara, which, to them, is heavily reliant on the consumption of Moon Sugar, which they smuggle in large quantities.
NPC Factions: Daughters of Mara
22. Ash Lane
A normal residential area for Imperials. There is nothing interesting here at all.
Held by the Morag Tong, played by Razovor
23. Shadow's Row. Through a trick of the light and imperial architecture, Shadow's Row is in the shade of the walls and Whitegold tower for much of the day. As such, it has gained a reputation as an undesirable district, where simple labourers who aren't home for most of hte day anyway make their homes. The reputation is not entirely undeserved, as the Shade Alley Boys, a gang of orphans, have gained a lot of infamy lately.
NPC factions: Labourer's Union, Shade Alley Boys
24. The Spires. There is, technically only one spire, but the name stuck. An ancient Ayleid structure, which some claim used to be the tip of White Gold tower, lies fallen across the district. The white stone fragments are large enough that some have built houses between them, and the look of the round, vaulted buildings is very distinct. More than one scholar of the first age makes his home here, as well, studying the inscriptions and architecture that remain.
Held by The Guiding Hand, played by Zemalac
Outside the strong walls lies the Waterfront district, separated from the city on its own island but connected by a long tunnel. The protected waters between the islands and the carefully dredged canals make it the best natural port on Lake Rumare, and perhaps across the Empire.
25. Waterfront East - Foreign Trade Docks
The City is a hungry beast, and it could never feed itself. But it needs not rice and wheat from across Cyrodiil, but also more exotic goods. Glass and Ebony ore from Morrowind, wine and spices from Summerset Isle, Orichalcum from High Rock, timber from Blackmarsh and Elsweyr, and a thousand other valuable things arrive at these docks, to be consumed by the city or sent elsewhere. The Warehouses are here too, and the offices of the merchant companies.
NPC Factions: Baillargeon Shipping, Illiac Bay Corsairs
26. Waterfront West - Lake Docks
Lake Rumare is as large as a small ocean at the heart of Cyrodiil. Ships full of goods and passengers from across the province come here every day, an dthe Lake Docks is where they make their landing, between the crafts of fishermen and the yachts of the rich.
NPC factions: Fisher's Guild, Heartland Smugglers
27. Waterfront Slums
Even beggars need a place to live, and this is it. The Waterfront slums are an expanse of wooden shacks and hovels inhabited, sometimes for generations, by those too poor to live within the walls of the city. The entire area is a powder keg the Guard rarely dares to set foot into, said to be entirely in the hand of the Thieves' Guild. Currently Held by the Thieves' Guild, played by Forza Fiori
28. Lamplighter's Ward
The Imperial Lighthouse is a wonder of engineering and magic, one of the seven wonders of Tamriel. A magical light almost as bright as the sun, shining day and night across the lake and said, in legends, to guide lost Imperials home wherever they are in Tamriel and beyond.
Held by the Knights of the Abyss, held by Artorias
29. The Perspicuum
The name must have once be a joke, but it stuck. One one side of the wall, the Arcanum, the Perspicuum on the other. The public buildings of the university, for admission, hiring services, student accomodations are housed here. Much of it is not directly owned by the university, but instead by a wizard by the name of Midas who, lately, has made a name for himself by taking magical research in new and entirely unexpected directions after being kicked out of the university. Currently held by the Thalmor, played by Hydroplatypus
30. The Arcanum
The inner sanctum of the university is forbidden to outsiders in most cases and only magi of the rank of Magister or above may enter it. The mages guild holds total power here, in the greatest center of research in the known world.
Currently held by the Enantiomorph, played by Exthalion
31. The Legion Barracks
Traditionally, the Legion has no authority within the walls of the city, where they must bow to the City Guard and the Senate's Praetorians. Their Barracks and headquarters are, instead, situated outside the city, inside a secondary ring of walls together with the Imperial Prison. Here, campaigns are planned and resources distributed, and all the lines of command run together.
Currently held by the Imperial Legion, played by Sithis
32. The Imperial Prison
The Imperial Prison is more than just the city's prison.It is where all the worst criminals, those who need the most supervision, are kept locked up. It is a maze, underground, of tunnels and cells and, some say, connected not only to ancient sewers but also even older ruins deep below the city.
Currently held by the Dark Brotherhood, played by Lizard Lord
33. Alessia's Gift
The story of the Gift goes back a long way, to Saint Alessia. It is said that during her rebellion, the warrior saint had to hide herself amongst the common people, who hid her from the Ayleids. In gratitude, she made the inhabitants of that village free citizens when the Ayleids were overthrown. Since then, the Gift has grown into a small, but prosperous town. The elders of the Gift respond, by tradition, directly to the Emperor or the Senate, with no nobles in between on the hierarchy.
Weye used to be a tiny village, not much more than a dozen houses and an inn, across the lake from the Gates of the city, at the head of Talos Bridge, a rest stop before the long crossing. But with the influx of refugees from Kvatch and other razed towns and villages, it has grown into a chaotic mess of shacks and tents, inhabited by hungry, unhappy masses.
Held by the Lost Legion, played by Gnome Gninjas
35. The Eastern Isle
A small island separated from the main Imperial island by a small canal, this island is of no interest, safe for the ruined imperial fort found there. Currently held by the Newcomers, played by NM020110
Special buildings are unique locations that, in the beginning, can not be owned by players, but instead are held by NPC factions. They give a special bonus to those who manage to acquire them. Note that it will be difficult to take them by brute force, as they aren't just buildings, or just symbols, but most also have hierarchies and employees associated with them, without whom the buildings won't do much.
A: The Great Forum
It might seem like just an empty square at first glance, but if the Senate is the brain of Imperial politics, the Forum is the heart. Every citizen may come here and shout his opinion into the crowd. Election speeches are made here, and senators make their decisions and opinions known to the public.
The "Good Life" Cartel
Location: The Great Forum
While the forum is technically open to everyone, it is much more open to those making a friendly donation to "Good Life", the loose collaboration of the forum's merchants, moderators, militias and organizers of friendly neighbourhood mobs with rotten fruit or rocks.
B: The Office of Imperial Commerce
Though the Senate passes the laws on trade, they can not keep an eye on every transaction, every shop and every merchant. For that, they have the bureaucrats of the Office of Imperial Commerce, responsible for taxes, regulations, audits and tariffs.
The Imperial Bureaucracy
Location: The Office of Imperial Commerce
One of the oldest poems surviving from the time of the Mythic era says: "There art in this worlde two things which can notte be avoided: the touch of Lord Akatosh and taxes".
This has not changed in the last few thousand years. The Imperial bureaucracy oversees not only taxes, but also trade tariffs, zoning laws, building permits and a thousand other small things, and they do it with an almost frightening efficiency.
C: The Grand Arena
To much of the population, there is no greater hero than the gladiators, those men and women who face each other and wild beasts with nothing but their wits and weapons, and on greater entertainment than to see them fight and often die. Team allegiances have started long and brutal feuds between districts, and gladiator merchandize sells like nothing else.
Director Claudius Julius Quintus
Location: The Grand Arena
Quintus is the youngest son of a low-ranking noble family. And yet, every man and mer in the city knows his name. While Gaiden Shinji's Arena was always famous, he made it what it is today: a spectacle. The man has an almost unending supply of ideas for new and creative ways to make blood spill on hte sand and, some say, slightly more enthusiasm for seeing burly men kill each other than is healthy. In any case, he commands the City's greatest fighters and the profits go into his own pocket. Combined with the pure popularity of the Arena, this makes him a major political factor.
D: The Pantheon
The Nine only have one temple in the Imperial City, the great Pantheon, the second-largest building after the Imperial Palace and Whitegold Tower. It is not just a temple, though, the mighty towering round hall also houses the entire Ecchlesiarchy, the administration of all the many religious Orders and offices.
The Imperial Temple
Location: The Pantheon
The Temple has its hand in all aspects of Imperial life. They are the scholarly authority in matters of the divine and dogma, tasked with making sense of a religion come together from different sources where each god has a dozen names. They are the wardens of tradition, but also responsible for healing and medicine securing pilgrims.
Under the guidance of Pontifex Ansgar Wystanson of Lohsnedahl, the temple has become much more of a scholarly and political institution than it had been in many ages before. The nine churches making up the temple have rarely been more united, even though the military arm of the church has suffered in the daedric wars of the crisis.
E: The Dragonfires
The Dragonfires symbolize the pact between Akatosh and the Septim Emperors, to protect the world of men from Daedric Incursions. Ever since the Avatar of Akatosh descended on the Temple of the One and left it in ruins, they have burned here, Golden Flames, high as towers and large as a city block.
Location: The Dragonfires
No one is exactly sure what happened in the place the Temple of the One used to occupy. There are stories of Daedra dwarfing the houses around them and burning golden dragons, of heroes fighting and gates to other planes opened. What is known is that the entire area has burst into flames that have burned for weeks now without consuming any fuel. They have, so far, resisted all efforts of temple and university to calm them down and they seem to have strange effects on the surrounding area: there are dreams and voices heard by those staying nearby for long, and distant figures moving indistinctly in the flames.
F: Talos Plaza
The grandest of all squares in the Imperial City, where military parades are held and the Emperor adresses returning heroes and the population. Where the grand statue of Akatosh forms the Imperial Seal. It is also where the nobles come to debate, if they want to be apart from the Forum and the plebeians there.
Location: Talos Plaza
The Plaza is the most expensive address in an already expensive city. Hear are the homes of hte Optimates, the oldest of the old Patrician families who have, in one way or another, been part of Cyrodiil's politics since the time of the First Empire. They are rich, they know the game, and they are exclusive towards outsiders.
G: East Empire Trading Company
The Trading COmpany has an imperial lease to exclusively trade in goods from Morrowind and eastern Tamriel, giving them a monopoly on the incredibly valuable Ebony ore and volcanic glass, two cornerstones of imperial military power and an endless source of income. The Trading company is not only fabulously wealthy, but also politically powerful across the east and especially in Morrowind where their voice, it is said, can make or unmake kings.
The East Empire Trading Company
Location: the same
When Morrowind was finally opened for trade and mining, the Emperor founded a new agency to deal with all aspects of this grand new endeavour, from shipping to handing out licenses and dealing with rebellious locals. The EETC, though technically beholden to the Senate and the Emperor, has acted more or less independently for a long while, and they have made legendary amounts of money with the trade of Ebony, Volcano Glass and other, more exotic eastern wares.
H: The Archmage's Tower.
The tower is an enigma to even other members of the Mage's Guild. Room after room (and, some say, portals to secret demiplanes of Oblivion) of books and artefacts considered too powerful or dangerous for any mage other than the current Archmage and the collected research notes and leftovers of all the archmages back to the first. There are darker things here too, some whisper. Bound daedric servants of incredible power and chained magical monstrosities from ancient ages, the spirits of evil necromancers bound in black soul stones and warded spells that could unmake the world.
Location: the Archmage's Tower
The university may be crumbling as the mages split along faction lines, but one man is keeping an iron core together. Hannibal Traven the Risen, slayer of Mannimarco, the Wormgod. When necromancers threatened to overwhelm the University, Traven immolated himself and trapped his soul in a black soul gem, in a bid to lure out Mannimarco and make him duel the Champion of Cyrodiil. But the Archmage was not gone. By sheer willpower and ancient rituals only known to him, he has freed his soul from the prison of the soul cairn. Currently, he is inhabiting a mechanical golem made of the colossal black soulstone to which he is still bound and ancient ayleid crystals, but, so he claims, he is already working on regining his body.
I: White Gold Tower
Seat of the Senate
J: The Wardens Hall
Rotting in the Imperial Prison are all the empire's most dangerous criminals. Revolutionaries, guild thieves, political dissenters, anyone the empire needs to vanish. And one group is keeping them there: the Wardens. Under the control of Commander Feet-on-shore-and-water (or just Commander Feet, for short), they swear that only two prisoners have ever escaped their watch, both of which went on to become the Emperor's Champions.
House Hlaalu is the largest and wealthiest of the Great Houses of Morrowind. With the collapse of House Dres and the end of slavery in Morrowind, Hlaalu has asserted its power over much of Morrowind, the King and the Governor of Vvardenfell both being Hlaalu members.
Hlaalu thrives because it values trade and wealth above all. It is also not above the use of force and assassination to achieve its ends. House Hlaalu is closely tied the Empire and the East Empire Trading Company, and reliant on the maintenance of strong links to keep prosperity.
The Offices in the Imperial City have been around since the surrender of Morrowind to Imperial control. Hlaalu needs a stable empire, and keeps a finger on the pulse of Imperial events. Located in the wealthy Arboretum, the House has not lost the opportunity to make some money from dancing clubs in the Arcades. Currently, they are overseen by outlander Dunmer Ralen Uvayn, who is subordinate to Crassius Curio.
House Hlaalu must use force at times, and keeps retainers on hand to do just that. However, few men have been assigned to the Imperial City.
Wealth: Very High
-It's what we're here for, after all.
-Well, we're also here to interfere with affairs of the Senate, and money buys information well enough.
-We have a handful of mages, but we're not exactly a mages guild.
-Discretion is important, but throw enough septims our way and suddenly things change...
-We're certainly influential for a Dunmer faction in the city. However, some people are still don't trust our interventions into Imperial politics.
Hero: Low - Ralen Uvayn. (Senator/Agent) An Outlander Dunmer, born in Bruma. Has a knack for diplomacy, and is always looking for opportunities to strengthen the House. Spent his youth wandering Vvardenfell, and much of the rest in a Daedric cult of Azura.
Contacts(House Hlaalu): House Hlaalu is not just this outpost in the city, but a large organisation spanning Morrowind, and running much for the ebony and kwama mining throughout the country. As such, this small section has as deep pool of resources from the Homeland to draw on, when necessary.
A Small Gift: If there is one thing House Hlaalu can do, it's buy people. Bribery is the bread and butter of the Hlaalu foreign policy.
For me?: Conversely, the same is true of Hlaalu officials. They usually can't be enticed away from Hlaalus service with bribes, but let a little information slip? For a thousand septims? You shouldn't have.
Last edited by Imperial Psycho : 11-17-2012 at 01:56 PM.
Representing the Altmer - and to a lesser extent Bosmer - people, who have long resented the empire's interference with their lives, the Thalmor have recently organized following the death of the Empire. Given the chaos that will likely result from the end of the line of emperors it was seen as a golden opportunity to accomplish a long held goal of the elven people. Independence from the empire.
The majority of the imperial city's population is Imperial. Given that they represent solely elven interests this leads to a lack of recruits.
The leaders of the movement have had to equip the Thalmor on very short notice. This has drained their coffers for the moment.
Magic: Very High.
With the Altmer natural affinity they have some of the best mages around. combined with recent arrivals from the Summerset Isles and they have one of the highest concentrations of magic currently in the imperial city.
The group is fairly new, and has not yet had time to set up an espionage network.
Although the members are fairly loyal to the movement, As it represents a goal they have held for quite a while.
They have a great deal of pull with the elves of the city, although the senate doesn't like them
The Altmer are known for their great mages, and of course they sent some of their best to help them gain independence.
Contact (Summerset Isles): Given their goals of independence the Isles are willing to send large amount of support to the Thalmor Cause.
Longevity: The average Elf will live much longer than the average human. This amount of time allows them to master many fields, and work them together seamlessly. (decreases penalty for using stats for a task they are not as well suited [ex. using enchantment spells (magic) to aid an attempted espionage action])
Seperatist: Given the intentions of the Thalmor it is nearly impossible for them to have any common ground with the senate. (Influence counts at 1/2 normal rate for senate votes).
Elenwen (Wizard): Elenwen is regarded as one of the strongest mages currently in existence. Having an affinity for illusion and destruction magics, she is a potent force, both behind the scenes, and in direct combat. (majority of points go here)
Medora (Wizard): Although not nearly as powerful as Elenwen Medora is certainly a power in her own right. Focusing on Conjuration magics, she can always be counted on to summon reinforcements when they are needed.
09/11/2012: Given the large amount of high ESP factions I have changed my stats a bit. ESP: High --> Low Morale: Medium --> High
Influence Low --> Medium
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Controlled by the Grey Fox, the thieve's guild has been a fact of life in the Imperial City for as long as even the oldest elf can remember. With the current crisis going on in the city, The Fox has seen this as the perfect time to make a power grab of his own.
Starting District: Waterfront Slums (27)
Military: Low - The thieve;s guild is not the dark brotherhood - it is against guild rules to kill on the job. They do have some muscle however, usually orcs or redguards skilled in shakedowns and protection rackets.
Wealth: Medium/Low - While no one in the slums could be considered anything but poor, the Guild as a whole does have some funds - usually acquired through illegal means, especially theft, fencing, smuggling and protection rackets
Magic: Medium/Low - Mostly illusionists, the few mages present in the guild are those too poor to afford joining the Mage's Guild and their College, and therefor have little formal training.
Espionage: Very High - Espionage is the point of the Thieve's Guild. Getting into places unseen, running protection rackets and shakedowns, hiding from the guards, everyone in the slums knows a few tricks. The beggars of the city are also known for being the eyes and ears of the guild.
Morale: Medium - While guild members are loyal, not everyone in the slums are members, and a few coins can open anyone's mouth when their starving.
Influence: Low - While they have some influence among the poor of the city, there is little elsewhere.
Hero: Medium - In addition the Grey Fox (Agent), The guild also has the Bulldog (Crusader - leader of the muscle of the gang) and the Old Man (Merchant - leads the fences)
Positive: Beggars Eyes - Even in the richest districts, there are beggars, and every beggar reports to The Fox. Provides a bonus for reading messages, maybe on any form of espionage.
Positive: Sewer Knowledge - The thieves make use of the Sewers as if they were their own personal highways. The common routes are well known to all members. - Reduces the penalties from taking actions far from guild territory
Negative: Criminals - There's no denying it - the thieve's guild is by definition made up of criminals. This tends to cause most people to look down upon them. - Hurts my influence and diplomacy with any faction that isn't also made up of criminals (gangs, assassins, politicians () etc)
The Grey Fox (Agent) - the best thief in a city of thieves, The Grey Fox is currently a Bosmer, who took office only 7 years ago. His natural grace mixed with a lifetime growing up in the guild has turned him into an incredible thief and rogue.
The Bulldog (Crusader) - a large orc, The Bulldog is incredibly loyal to the Fox, for unknown reasons. He was brought into the guild shortly after the Fox took over, and was put in charge of a recent addition to the guild, the "bashers". He mainly deals in protection rackets and protecting those under the care of the guild.
The Old Man (Merchant) - probably closer to 80 than 70, the Old Man has been a fence since had his left hand cut off for theft. Willing to buy and sell anything, he's made a small fortune, though no one knows where he hid it. He's as useful to the guild for his ability to find any item they need regardless of price or legality as he is for his purse strings, however.
-- was tired. His efforts were proceeding nicely, and many new siblings had joined him. More were on their way. Still, they needed more space. They needed food, and they needed aid to clear out those who would keep them from their homes.
"Ansed, Norgrun, Haf, Telere, Picram, come here. We need supplies, badly. I'm sending you to the old imperial city. You should be able to find them there. Don't let on who you are, just introduce yourselves as representing a group of researchers here."
"Yes, sir. When do we leave?"
"When you're ready. Take some supplies with you, and that spider which we fixed up last week. You may select up to twenty more to accompany you. We'll send more support if it's needed."
Military forces are low, but are supplemented by good equipment
Quite a bit has been invested in this expedition, but the are not particularly wealthy.
Science: Very High
There are numerous people skilled in the discovery and application of knowledge. They're busy, outside of the city.
Espionage: Very Low
Spies aren't very common among the , yet.
High spirits come from great accomplishments. The last great accomplishment was twenty years ago, so spirits aren't quite abysmal. Isolation, however, has taken its toll.
Influence: Very Low
Quite a bit of influence might be had were these outsiders to reveal who they are. As it is, though, a small band of researchers in the middle of Skyrim holds rather little influence within the Imperial City.
They just haven't been around for long enough. The only one among them with enough experience to be notable is trying not to draw attention to himself, and isn't about to walk into the Imperial City.
The trading expedition to the Imperial city is just that, a trading expedition. Though it represents a goodly chunk of resources, it is not unique.
Contact trait, not much to see here.
Science, not Magic
It is said that any sufficiently analyzed magic is indistinguishable from technology, and that any sufficiently advanced technology is indistinguishable from magic.
We've got the first one down. The second is in progress. As such, we insist that the term 'magic' be not used, as it implies an inherent lack of understanding.
Magic is renamed to Science. Science is significantly better at conducting research.
The gods of the are held above all those worshiped by others. They will pay no more than lip service to any being claiming divine providence, for they feel that their own gods are supreme.
No daedric quests, penalty to diplomacy with religious factions, and likely a few other penalties.
Status: Recovering. ETA: 3 days
The 13th Legion
Based out of The Legion Barracks in the Prison District (31)
The 13th Legion is currently the ONLY Imperial Legion stationed in Cyrodiil, as all the others are deployed in various provinces attempting to maintain order after the Oblivion Crisis. The 13th is led by General Gaius Aricanus, and is made up of veterans of the Crisis that spent it's entirety in near constant battle with the daedra.
Currently, the Legion has garrisoned itself in the Barracks around the Imperial Prison, where the Legion is officially "recuperating and recovering from the months of combat." In reality, General Aricanus just hopes that the Legion's presence will prevent, or at least mitigate, the attempts to seize power that will surely arise in the coming months.
The 13th Legion is a nearly new Legion, having been raised only a few years ago from the Southern areas of Cyrodiil, mostly the areas near Bravil and Leyawiin. Given the unusual composition of recruits gathered from this area, (an unusually large number Argonians, Khajiit, and Bosmer) it was thought that the 13th Legion might be...difficult. With that in mind, the 13th was put under the command of the experienced general Gaius Aricanus, who managed to whip the Legion into fighting form in half the time that was estimated. (Though to be fair, the estimates were quite pessimistic.) The 13th was largely expected to act as a reserve legion, and was never intended to see heavy front-line combat. And then the Emperor was assassinated, and everything was thrown into disarray.
As the Oblivion Gates began opening throughout Tamriel, General Aricanus and the 13th found themselves as the only Legion in place to defend the heartland of the empire from the otherworldly menace. So he divided his legion and they did the best they could. The Cohorts of the 13th Legion spent the entirety of the Oblivion Crisis moving from battle to battle, fighting daedra wherever they found them and closing whatever Oblivion Gates they could. They were also present in the Imperial City during the final battle of the Oblivion Crisis. The men of the 13th managed to hold the line until Martin Septim re-lit the Dragonfires and managed to push back Mehrunes Dagon. The Crisis was over, but the Legion had been battered, losing over 1/3rd of their men over the course of the conflict.
Since the end of the Oblivion Crisis, General Aricanus has had his troops stationed in the barracks of the Prison District outside of the Imperial City. From this point, Aricanus hopes to be able to defend the heart of the Empire from any threats that may arise, from without or within.
Military: (Very High) The Imperial Legion is rightfully considered one of the most effective, most disciplined, and most dangerous fighting forces in all of Tamriel, and the 13th Legion is no exception. At any other time, the 13th alone would have been sufficient to pacify all of Cyrodiil. However, with the finish of the Oblivion Crisis, the 13th has spent the last few months in near constant combat with daedric abominations. The fighting has taken it's toll, and the 13th is a shadow of what it once was. A very dangerous shadow, that can still probably curb-stomp any other group that tries to openly stand against them.
Wealth: (Low) The Legion has little to no wealth, having only what the Senate gives them.
Magic: (None to Very Low) It's unfortunate, but the 13th's entire complement of battlemages were lost in an attempt (a successful one, it should be said) to close an Oblivion gate near Bravil. While there may be a few Legionnaires who have dabbled in the mystic arts on their own, there is no longer a battlemage corp in the 13th.
Espionage: (Low) Generally, the job of spying and assassinating was always left to the Emperor's Blades, and who knows what has happened to them. The legion still has it's scouts and outriders, but they are hardly the experts of subterfuge that are really needed.
Morale: (Very High) The men of the 13th were trained by one of the better general of the age, forged in battle against Deadric monsters, and have emerged from their trial by fire as a fine-tuned fighting machine. (Albeit a somewhat damaged one.) Despite their loses, the Legionnaires trust each other implicitly, and believe strongly that General Aricanus will lead them through these dark times.
Influence: (Low to Moderate) There are many in the Imperial City who know the value of the Legion in general, and having the 13th near the city in particular. There are others who are...wary of the threat the 13th could pose should they choose to, and may be convinced to go along with them.
Heros: (Moderate - High-ish) EVERY man in the Legion can be considered a hero, but there are many that stand out amongst their peers as truly exceptional. Generally, these men are put to better use as Centurions, Prefects, and perhaps eventually Legates and Generals.
General Gaius Aricanus (Champion): Gaius Aricanus is an experienced Legion commander who has been around for a LONG time. He started out in a Legionnaire trying to keep the peace during the time of the Imperial Simulacrum. He steadily rose up the ranks since then, eventually becoming a general shortly after the Warp in the West. He commanded the 11th Legion for quite a while in the following period, until 3E 432. At that point, he was thinking about finally retiring and was given one last commission, whipping the newly raised 13th Legion into shape. But then with the assassination of the Emperor Uriel Septim and the Oblivion Crisis, retirement suddenly stopped being an option.
While a skilled warrior in his youth, Gaius Aricanus is a fairly old man now, and knows it. He now tends to let him Legates, Meerkalem and Travers, do most of the leading from the front while he does most of the planning.
Legate Meerkalem (Champion): The General's de-facto second-in-command, Legate Meerkalem is a bit of an oddity in the Imperial Legion. He's often insolent, irreverent, and has been known to simply "not have received" orders that he disagrees with. The reason he wasn't thrown out of the Legion ages ago is because despite this, he's a skilled warrior, excellent tactician, and a good leader of men. And at this point, the Legion can't afford to waste competent men. General Aricanus took him on as his XO in hopes that the 13th's Argonian soldiers would listen to him more easily.
He does, however, take offense to being referred to as "Argonian" rather than his title of "Legate." He was born in Bravil, and considers himself just as much an Imperial as anyone without scales.
Legate Michael Travers (Bard): Legate Travers started in the 13th as the centurion of the 8th Cohort. He was promoted on the field after the Battle of the Imperial City, when he took command of the defense of the Talos plaza after his predecessor was killed by a dremora.
Travers is a competent commander and warrior, nothing special really. But where he excels is in actually LEADING men. He always leads from the front, his very presence inspiring the Legion to greater and greater feats. He tends to bravely charge into battle, and has thus far managed to emerge relatively unscathed. Some of this soldiers under his command whisper something about him having heavily enchanted armor that keeps him safe, but there is no truth to that.
Positive (Contact) - The Legions: Each imperial legion is intended to act as a self contained fighting force, able to work largely separate from the others. However, should a situation be dire enough, a legion may call for aid from the others, and can expect to receive it.
Positive - Iron Discipline:Training and discipline have always been paramount for the Legion. The Legion must never break, never falter, and never surrender.
Negative - Servants of the Empire: The Imperial Legion are the servants of the Empire, and more precisely, the Imperial Senate. Should the Imperial Senate demand something of the 13th, they are expected to comply. That is, unless they wish to be branded as a rebel legion...
My only question so far is: I thought I saw Lizard Lord say something about moving the Dark Brotherhood to the Boneyards. Is that still a thing he wanted to do, or are the Legion and the Brotherhood still going to be basically sharing lodgings?
Awesome Morrigi Avatar by Akrim.elf. A thousand thanks.
Now, trolls gather into tribes. They tend proceed to wander about and eat peope intill killed by some fighter, mage or hero. A small Tribe of Trolls in the nebien bay region used to be just like that.
However, Sheogorath opened a door in the area, and some of them... changed. Well, it was either that or eating Deadra helps kickstart the social evultion of spesies. In anycase, these trolls suddenly had a taste for art, cheese, bad puns and art of all types. After seeing that the Empire had such things, they wished to learn from them.
At first, they sticked with a Trollish strong point. They jumped travalers.
However, they did not eat them (anymore), but rather asked them questions, and tried to learn of civilization. They had some difficulties. Mosting in the fact they didn't know what language was, only that they were intrested in learning it.
However, after a while, they got the hang of it. It got better from there.
One of them, bigger and tougher then the rest, entered a strange glowing portal in the bay.
Then, the Tribe moved west, into the alyied ruins, close to the great city of the civilized folk. Soon, the Mad Crag Trolls show themselves, and, if all goes well, join the empire...
MIL; High. Notice that they are trolls. And while they are trying to be civilized, they can still tear you apart with their bare claws.
WEL: Very Low. Notice they are trolls. While very artistic, they lack the knowledge of many of the things others take for granted.
ESP; Moderate-Low. They are pretty good at hiding, but are losy at infiltration.
MOR; High. They havce Art! And Beer! And the start of a culture!
MAG; Moderate. All trolls have some natural healing abillity, but most of the Mad Crag have learned to enhance things with simple spells.
Hero; Moderate. While they only have two heros (new culture and all that), those two are pretty good.
Felblade; The Warleader of the Mad Crag Trolls, he ventured into the shivering isles and talked to Sheogorath himself. Fited with armor mad of madness ore, and a great blade of the same, this Champion of the Trolls stands ready to protect his people.
Oldvoice; The Shaman of the Mad Crag Trolls, he ventured north, and learned from the grey beards themselves. Learned in both magic, and a smattering of thu'um, this trollish Wizard seeks new knowledge for his people.
Young Minds; They are new to sentenice, and as such might not be the best judges of character.
Trollish Regeneration; Trolls are well known for their abillity to regnerate. This helps them recover lost stats.
Quick Learners; They are young yes, but posess minds that allow them to learn very fast, and to easily grasp new concepts. Wither on the battle field, the spelltable or anywhere else, they get better at it just a bit faster then others.
Power restored for christmass. I'm back!
Order of the Sainted Blades (Sainted Blades for short)
Location: The Triumph
A relatively insignificant order of warriors throughout its history, its origins can be found from those mercenary warbands who wished to become something more than just hired hands, that wished for a cause to fight for, but who still wished to have some indepence of nations and rulers. In the end, the order was founded, dedicated to a higher level of training, a higher level of conduct than other groups. Sponsored by some wealthy patrons, they had freedom to pursue what campaigns they wished.
In its 150 year history, it only ever reached more than 100 actual Order members (though those supporting them certainly numbered greater) recently when the catclysmic events occurred. Although most of their number were killed in the cataclysmic events, many more survived. In total there are about 150 actual Sainted Blades, with three times that many supporting them in some capacity from horse trainers, to mill workers, to street sweepers.
Despite their increase in number, they have managed to keep their high standards of martial and morale conduct. They may marry, they can earn a profit on their own, but their loyalty must be to the order first.
Their colors and deep crimson and silver, the symbol a white, upright sword. Generally, they are not flashy, and as often as not they wear normal clothes when conducting errands that are not official business.
Their main priority these days are to ensure that the city remains peaceful. With their comparitive high survival rate, they have also established themselves as a power within the city, and seem intent to keep it.
Grand Master: There is one Grand Master alone who leads the order. Each Grand Master has defined their role given their strengths, and lets those beneath fill in whatever necessary leadership positions are still needed.
Masters: There are no set amount of Masters. Those who earn this prestigious position are the ones who hodl the most responsibility. Training, recruitment, diplomacy, tactics. They are expected to be the best of the order, being given this rank takes unanimous approval by the Grand Master and all serving Masters.
Preceptors: More or less the sergents of the order, all Preceptors are responsible for between three to ten other members. There are many ways to become a Preceptor, most gain it from having a certain specialty such as a mariner, or a tracker. Others earn it through feats of bravery, or committment beyond their peers.
Knights: The common rank of the members of the order, each is considered a champion is his or her own right.
Stewards: A general title for all the people who support the Sainted Blades from bakers, to sellers, to blacksmiths, to bookkeepers. Though they have their own heirarchy, for the purposes of the order itself they all are stewards to be equally appreciated in theory, if not in practice.
Although well trained, there are not many Sainted Blades. Espionage: Very Low
Their higher code of conduct prevents them from dabbling into spying or assassination. Magic: Below average
The Blades are generally more martially inclined. Perhaps they own a few relics, maybe a few members have some magical aptitude. Wealth: Low
Their order is supported to maintain the bare necessity so that its knights can focus their attentions on training and other responsibilities. Influence: Medium
The Sainted Blades have made siginficant gains in its position in the city, however that position is new, and they have yet to truly understand how to wield that power. Morale: Very high
The Sainted Blades are loyal to their order, themselves, and their ideals. Their intensive training of body, spirit, and mind make them difficult to bribe or intimidate. Hero: Very high
Although they have one or two exceptional heroes, their pool of leaders is spread out, the training, the conditioning, and the recent war creating powerful warriors.
Intensive Training: The Sainted Blades are some of the fiercest, well disciplined soldiers around. They train daily both as individuals, and in hand picked groups.
Spiritually Strong: Beyond the physical, each Blade also trains themselves spiritually. They are very difficult to bribe, coerce, or even threaten to betray the order.
Slow Recruitment: Although having their warriors elite has helped them greatly, and made it far more difficult to infiltrate their ranks, it is difficult to bolster their numbers when most would-be recruits are turned away. The Blades can expect to get some of the best around, but such individuals don't come in for recruitment in droves.
Damascian Urn, the Reaper: Champion: A strong, broad chested man with raven hair, and dark eyes, he was born into a family of undertakers, burying the dead and performing service rights. Lifting caskets made him strong, and constantly being around death made his body strong against diseases after a childhood that saw him bedridden as often as not. However, Damascian was sharp, and had aspirations beyond that of his family. Only the third eldest son in the family, he was given his father’s blessing to leave and find his own way, fully expecting the youth to return in a few years more worldly. The day never came.
Damascian found quick employment as a hired hand travelling with caravans. At first he was only a large young man with a sword. In time he learned to use that sword. He had a talent that others did not. Being around death so much in his youth made him fearless to kill, going for a mortal wound where another would hesitate. He enlisted in the Order of the Sacred Blades when he was twenty years old, and quickly rose the ranks as his skill was obvious, and his dedication to a higher ideal was unquestioned. By the time the war came he held the title of Castellan, and led his brothers and sisters to several victories in the early days of the war. Many of the veterans fell, and Damascian’s success, and courage granted him as the new Grandmaster.
Under his leadership, the Sacred Blades survived the war, and earned a place in the city to rebuild. Many wonder whether this war-time leader can adjust to times of peace, or if the peace will last long enough to find out.
Damascian is a grim figure. Standing over six feet and six inches, and all muscle, what makes him particularly dangerous is he’s also fast. Nicknamed, the “Reaper” by those who have seen him fighting, he’s actually an amiable person outside his duties, recently married to a seamstress.
Addrim Bors: Champion: Perhaps the most fanatical of all the Blades, his body has been tattooed from shoulder to heel in small glyphs of Skyrim origin he claims are there to purify his soul. Lean, and ruthless in combat, the main concern other have is his lack of compassion. He is handsome, with golden blonde hair, and bright green eyes, but his cold personality detract most.
He is a recent recruit to the Blades, only officially becoming a member after the war, though he had fought alongside them during the final stretch of the conflict. Already a Preceptor, most believe he should be a Master given his skill with the sword, at his unmatched devotion, but so far the answer has been to let him prove himself as one of the order first.
Addrim seems to be fine with this, as he has been heard on more than one occasion claiming that dark days are ahead, and he can already smell the blood in the air. He always travels with his enchanted blade, and seems to look forward to the chaotic times ahead.
Pella Almar: Bard: Although few in number, there are women amongst the Sainted Blades, about one for every ten men. Pella is the first to ever reach the rank of Master. Her husband was a Sainted Blade in their youth, but he fell when fighting against trolls, a well placed blow breaking his skull. In mourning, she trained day and night to take his place. Friends with several of the order, they encouraged her, some believing she had what it took, others thinking it an adequate way to express her grief. With those friends, she was able to get a suit of armor, sword, and shield better fit to her. Her tireless dedication paid off, and she was accepted.
Pella’s rise in the ranks came with much sacrifice. She never married again. She never bore any children. She lost her old friends as her focus became committed to the order and the order alone. She became a shining example of what an individual Blade could be if they truly committed themselves. Pella was not stronger than the men within the order, though she could at least overpower most untrained men. She was not the fastest, but constant instruction and study helped her turn swordsmanship into a science.
Her dedication saw her promoted to the rank of Master during the war, and now she focuses most of her efforts on ensuring that the members stay true to themselves and each other, especially during these times of unrest.
Corwin Revis : Senator: Corwin was wounded during the end days of the war, and can only limp, an act in and of itself painful. The oldest serving member remaining, he is now their main voice in the Senate. For now, he just holds the title of Master, as never before has a member in the Sacred Blades dealt with politics save the Grand Master.
Unlike many of the Blades, Corwin grew up in the Imperial City, as a street child begging and stealing to makes his ends meat. He was caught by a Blade, and as punishment, was forced to serve the man as his steward for two years. The time passed, and Corwin stayed, knowing it was a far better life that he had than before. A true child of the order, he entered into its official ranks when he was still in his teens. Such times were more peaceful, and his skills grew slowly and gradually. Still a thief at heart in many ways, he was known as being one of the most pragmatic members.
It took him years to reach the rank of Preceptor, and more year than that to finally be recognized as Master. During the war itself, he was stuck inside the city itself. He survived not through skill, but luck, as he was wounded in his legs, given a concussion, and thought dead. When he awoke, the battle was over.
With white, well kept hair, and a friendly smile, eh’s taken up somewhat of a fatherly role to many in the order, something he finds ironic given his own origins with the order. He can see clearly the shifting political arena though, and he’s been hard to approach of late as he tries to find a balance between honor and practicality.
Gabrius Vardant: Merchant: Gabrius is the last of the three current Masters of the order. A man in his forties and finally past his prime, his main responsibility is to be the Seneschal of the order. He is the one who rules over the Stewards, those who support the order in various functions. Along with some handpicked assistants, he has been looking to expand their wealth to help accommodate their new transition into power.
Gabrius perhaps has the most unusual origin of the current masters. He met them not as a friend, but foe when under the employ of a mad necromancer. Gabrius was little more than a thug then, but he helped attend to matters his employer and master overlooked. Unlike many, he could keep calm even during the man’s tirades.
He fought well and even mortally wounded one of the Blades but threw down his own sowrd when the necromancer was slain, his task failed. He was taken prisoner. He readied himself to be executed, or sent to one of the prisons when the unexpected happened. He was actually allowed to stay alongside them. Not fully a prisoner, not fully an friend, he learned of their ways, gaining a great deal of respect for the men and women.
Eventually Gabrius discovered that the Grand Master at the time had seen the fight from afar and declared, “We need more men like that. Recruit him if he survives!” That Grand Master was over ninety, the oldest ever, and died of old age less than a year after, but his wish was grudgingly respected. Gabrius jumped to the rank of Preceptor when his own was slain, and he was the most veteran member, and he became a Master at war’s end, as most of his career had been dealing with the stewards, a role given to him due to his slaying of a Blade.
Sharp tongued and callous, Gabrius is somewhat of an outcast within the order, and the few veterans from before him balk at his appointment. Still, he serves as loyally as any, and he understands full well the kind of people who are vying for power in the Imperial City.
Brielle Smithy: Wizard: Brielle is a capable knight. Strong as body, keen of mind, pure of heart. What sets her apart is her aptitude at magic. Her expertise is enchantment, though she had been known to conjure of flames as well. She was only recently inducted, right at the end of the war with the help of her father who was also a Blade before he was slain at the very end.
As of yet there is little to say of the young woman. Some fancy her pretty, but like all women in the order, she wears no make up unless under mitigating cicumstanes like being invited to a formal occasion which she has not yet. She is known mostly for her father, a Preceptor himself, and most likely a candidate to become a Master if he had survived, most knew her as Banton’s quiet daughter. Still, her reputation is starting to grow, and it has been said the Swords are looking into ways to increase their magical capabilities, with her as the newly elect Preceptor to lead the effort.
It is claimed she has a good wit and charm if you get to know her, but gaining her trust takes time and effort few have the chance, or willingness to try.
Good day, milord. Fine weather we are having, yes? Very fine indeed, if a bit out of season. Perhaps the gates changed the climate. I certainly hope, for the sake of the crops, that the effect is not permanent.
Let me get straight to the purpose of my visit, sir. Certain associates of mine have become aware of certain distasteful activities of yours that might, if I were to so humbly offer a guess, shock the very moral fabric of society should they become public knowledge. Yes, I am referring to the, ah, incident during Last Seed. And yes, I am aware that your regrettable actions then are more of a habit than an isolated event.
What? Oh, no, you hid your involvement quite well, sir, quite well indeed. I will congratulate you on that much at least. Do not think for a second that our discovery of your little secret means that you did not do well. However, I find that there are certain things that those with secrets tend to do to protect them, certain patterns that they follow. We noticed...well, let us just say that we noticed, and chose to look further into the matter.
Why, sir, I hardly know what to say, that you should suggest such a thing. Certainly we will not be going to the authorities with this. Perish the thought! You are a man of power, sir, and of wealth, and it is well known the weight that such things put upon the shoulders of a man. Things that in a lesser man would be the gravest of sins might be found excusable in such an individual as yourself. Pray, put it out of your mind. I merely wished to inform you as to the fact that we know, sir, and I am sure that you will keep that in mind during the next vote in the Senate...yes, the one on the new tariffs. Terrible business, isn't it? Such things cannot be good for trade, you understand.
I am afraid I must be going now, milord. Thank you very much for seeing me on such short notice. I will show myself out, if you don't mind--I know the way.
A Brief Treatise on the Nature of Power
Power is meaningless. A man with a knife has power over those he can kill with it: this does not make him a great man, it merely makes him a killer. The real goal, for any politically-minded person, should be control. Control of resources, control of people, but most importantly control of the situation. The Guiding Hand knows this fact, and has taken it to heart as the core of their philosophy.
The Guiding Hand, you see, knows what is best for the Imperial City, and indeed for the Empire itself. It knows how to shape the face of history, and how to arrange events to its satisfaction, and, perhaps more importantly from your perspective, it knows the secrets that you, in your shame, try to keep hidden from the light.
The Guiding Hand is a gang of blackmailers, merchants, dreamers and spies in the service of a figure with an unknown agenda but a firm hand in achieving it. In all truth, they would be nothing more than another group of petty criminals lording it over their scrap of turf with intimidation and blackmail, if they weren't working as such a high level, employing the same tactics as a common criminal conspiracy with the Imperial Senate and the richest men of the city. They are criminals, but not the sort who can be said to have broken any law, if only because they own the judge. They are, to any honorable eye, the corruption of the system, only tolerated because those who are truly honorable have nothing with which to be blackmailed, and are probably thus not aware that they exist.
Degrees of Control
MIL: Very low. The Guiding Hand employs a few crackers of heads, but if the situation has ever turned to violence in the first place, they have already failed so utterly as to not be worth mentioning.
WEL: Medium-high. The Guiding Hand has found that coin makes a lot of things go easier, and has thus seen to the acquisition of enough to keep things running.
MAG: Low. The Guiding Hand has been focusing on the Senate and other political organizations, which are unfortunately separate from the University.
ESP: High. They know what you did, what you are doing, and what you will do.
MOR: Medium. Those who are actually in the Guiding Hand are devoted to the cause; those who are blackmailed or manipulated into it, less so.
INF: Very high. Good day, sir. I believe these are your bloodstained trousers? No, don't ask where I came by them, you know the answer perfectly well.
HER: Medium-high, or whatever number it takes to support three decent VIPs.
Persons of Note
Senator Ciceron Sol Atticus (senator): If anyone might be said to be the public face of the Guiding Hand, it is Senator Atticus, leader of one of the major Senate factions. He has been in the pocket of the Guiding Hand for so long, and has done so many more things for them that could be held against him if he were ever found out, that he is thoroughly their creature. He has moved past the stage of being resigned to his fate and into the calm, clear waters beyond, where he has realized that the Guiding Hand has, in fact, helped him beyond measure in his political career. He has traded his soul for power, not to some daedra or demon prince, but to the Guiding Hand, and will stand for them now without need for further threat or blackmail.
Kaeso Aulus Clodian (agent): Kaeso is the man who brings the news to those who do not yet know they are moving to the Guiding Hand's direction. If the Guiding Hand can be said to have a face behind the mask that is Senator Atticus it would be Kaeso, the calm, gentle man who arrives to make absolutely clear the price of disobedience. He has, so far as anyone knows, never been seen by anyone outside of the Hand's control, and in that time has never once been known to raise his voice.
The Laughing Man (???*): The one with the plan. If the Guiding Hand can be said to have a true face, it is his; as such, it might well be said that the Guiding Hand does not have a face, for no one but perhaps Kaeso has ever looked him in the eye, only spoken through screens or windows or in the dark places of the city, this ever cheerful, ever enthusiastic and welcoming man who frames the most vile of crimes as though they were genial outings and brings out the worst in those he speaks to by treating it as though it were the most natural thing in the world. He knows all the secrets, all the lies and half-truths and bodies buried so deep that even the eyes of all the gods might not find them.
* I'm not entirely sure what class to assign to the Laughing Man, so I left it blank for now.
What Sets Us Apart
No One Must Know: The Guiding Hand does not work openly, and few know they even exist, making it easier for them to hide actions from other factions.
Someone Always Knows: The Laughing Man knows many secrets, most of them not his own. The Guiding Hand has a great advantage in uncovering hidden actions and secrets of other factions and characters.
The Shadows, By Necessity: The Guiding Hand does not act openly. I'm not entirely sure what penalty this would provide, but it's what I've got at the moment--if you have any ideas for a better negative trait, I'm all ears.
Always With The Details
Starting Location: The Spires. I'm tempted to go for Domos Optimates, because a large number of the people that the Hand blackmails would be living there, but I'm not sure that feels right for an organization that is mostly criminal in nature.
The ancient order of assassins known as The Dark Brotherhood has a power base in the Imperial City. They have a base in the sewers beneath the prison and use the prison itself to find new members to recruit. The Brotherhood has been hunted down for their practice and has been in decline in the years because of it. However, they believe that now they can recalim their old glory and once more be a force to be feared.
MIL; Very Low
The Dark Brotherhood may be a powerful order of assassins, but their members are not many and they are not trained for a stand up fight.
As they are in decline opportunities for the Brotherhood to raise money have been few and far between and few people recite the Black Sacrament these days.
ESP; Very High
The order may be in decline, but that does not mean their skills have. The shadows are the Dark Brotherhood's playground and their are few places they cannot go.
The Brotherhood holds necromancers amongst their numbers and do not slouch in the arts of black magic. However, they do not have the resources of the Universities and Assassination is their forte, not magic.
The Brotherhood preaches loyalty to the order, the Night Mother, and their god Sithis. However, not everyone heeds those preaches and it is not unheard of for members to put themselves first.
INF: Very Low
With the Brotherhood in decline few have come to fear them, many have forgotten them, and others believe them to be destroyed. The Brotherhood has lost much of the fear they once held and they must fix this.
The Dark Brotherhoods elite members are all powerful and unique individuals in their own right.
Assassins: Assassination is and always shall be their specialty. They gain a bonus when trying to assassinate a target.
Night Mother: To the Dark Brotherhood darkness is their way of life. Their connection to the Night Mother, Sithis, and the Black arts in general grants them a bonus to the more forbidden aspects of conjuration and destruction magic.
Hunted: The Dark Brotherhood are and always will be criminals. They are hunted by law enforcements everywhere and they will not stop being hunted. No matter how much power and influence they gain the Brotherhood will never be accepted by the people of the city. Fortunately it is not acceptance they want, but fear.
Zevil Adinerach: Zevil is a Dunmer and the leader of this nest of the Dark Brotherhood. He watches over the members, makes sure that everything goes according to plan, and ensures that there is no in-fighting. (Class: Bard)
Arstus Kant: The vampire Arstus Kant is the nest's top assassin and the most powerful member in it. (Class: Spy)
Azhraan Archos: Azhraan the necromancer is the nest's leading expert on magical studies, using magic to assassinate his targets.
Avatar made by Omega.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
The Lost Legions a legion lost in a strange new land,
through honor and blood they must withstand
Over the course of a few hundred years numerous legions were dispatched to Black Mash to help the Argonians agaist a large vapire infestation, most were never heard from again. Many in the legionaries were killed but more were taken by the vampires, vampirified, and held underground for centuries, forced to drink the bloods of those the vampires captured and didn't turn. Eventually one of the generals (general Skarik) lead a rebelion against their captors. He valued honor and disipline very highly even though honor isn't an effective way to kill vampires. He and those that would help him managed to kill all of the non-legion vampires. Before leading the legions to the surface Skarik personaly exicuted everyone who had the slightest chance of betraying him or his ideals of honor. The world the found when they arrived was differant from the one they had left. The times had changed. The legionaries marched to the capitol so they could get to the bottom of things. The people they encountered on the way were very afraid of them, some of them attacked the legions and were exicuted by them. Now the lost legions have reached the captitol and they want to know what is going on.
MIL: High. The legionaries that Skarik didn't exicute (and are with him now) are all very disiplined and skilled. They're also a lot of them. And they have vampire powers.
WEL: Low. The legions left the Black Marsh with nothing but the weapons they and armor could carry. What they have besides that is just what they could pillage on the way to the capitol (and their codes of honor prohibit them from pillaging anyone who doesn't do some slight against them 1st.)
ESP: Low. They have all kinds of sneak vampire abilities but their codes of honor prevent them from using most of them.
MOR: High. Skarik killed anyone who wasn't freakishly brave and dedicated to him.
MAG: Low. We're a vampire legion. We aren't some cowardly group of wizards.
Hero: Moderate. Skarik is incrediably heroic, unfortunately if anyone else's fame and reputation dwarfs his own he challages them to aduel and kills them in honorable combat. Thus increasing his prestige and preventing anyone from overshadowing him.
Influence: Medium. They're a bunch of honorable vampires who showed up in the city a few days ago. That said they know numerus secrets from the past and would shair them with senators in exchange for favors.
Skarik [Champion lvl: how ever many points I have left after The Shadow from the Marsh]- Skarik is the NOBLE and VALIANT HERO who SAVED the legions. He is HONORABLE and BRAVE and certainly not narcissistic. He SINGLE-HANDEDLY has VALIANTLY slew hundreds of foes and his BRILLIANT leadership has lead the Lost Legions to VICTORY many times.
The Shadow from the Marsh [Agent lvl: 1]- Ever since escaping from the swamp a hard to identify shadowly entity has been following the vampire legion. Enemy commanders have been found strangled before the legion got to them. Vases of blood have been found in the center of camp as as tribute. The legionaries hate The Shadow because it acts with no concept of honor. Some beleive that it may be one of the vampires who captured them, perhaps it takes pleasure in watching its former prisoners observe ominus yet benificial violations of their code. Pehaps it is some spirit with some dark puposes. Perhaps it is Skarik operating without the confines of honor. Whatever it is it is helping Lost Legion and they don't like.
Honor (good): Lost Legion is very honorable. They do not break there word or use underhanded tactics. When they fight someone who has betrayed them or used underhanded tactics against them they are feuled by their "righteous" anger which inspires them to chop up their enemies better.
Honor (bad): Lost Legion must accept challenges made to them. Lost Legion must not break their word. Lost Legion must not let a slight against them go unpunished.
Vampirism: Lost Legion is comprised of vampires. They are stronger, faster, and tougher than regular humans. If they stay in the sun to long or go to long without blood they start getting weaker and weaker untill they burst into flames.
The vampires had arrived, after months of forced march they had finally made it to the capitol. It was much bigger than they had imagined it would be and the tiny little village in front of it wasn't so tiny anymore.
The sun is rising, many of us won't make it to the capitol before burning.
Damn! Well, better rest ourselves in this little village, what was it called? Weye or something?
The inhabitants of Weye watched in fear as the legion moved in. They watched the legion march to town squared and begin addressing the town.
Inhabitants of Weye. Our legions hereby lay claim to your village. We shall provide you with protection, you shall provide us with blood and shelter. To decline us is to insult our generosity, and we shall not be insulted!
And what if we don't want you here! Why would we want to help a mob of vampires? We can't fight you but the empire has soldiers, they could kill you off! You best g-
The man quickly stopped talking as the vampire leader approached him.
We are the imperial legion! We have a right to secure shelter from imperial citizens. Denying us is not only insulting but it is treason, and you can be executed for it. After finishing speaking the vampire leader drew his sword and beheaded the man who he was talking to.
The Lost Legion was given what they demanded. The citizens of Weye were shocked by there restraint. The vampires didn't steal anything or attack anyone.
I think you meant to say they didn't attack anyone minus the man they made an example out of.
Krut is an Orc who has been fighting in the arena for the majority of his long life. A few years ago he started his own Arena fighters guild and it has been taking off. The group now resides in Hero's retreat.
Military: Medium Low - although the members are strong, they are too few to make for a large military.
Wealth: High - The fighters have made a lot of money fighting and winning in the Arena
Espionage: Low - People with connections tend to keep away from the blood stained entertainers of the arena
Magic: Medium High - many of the fighters use magic and some do so exceptionally well.
Morale: Medium Low - Risking their lives on a daily basis hurts morale, but it is still better than slavery or execution.
Influence: Medium - Many people come to watch the arena shows, and Krut's fighters are the best.
Hero: Medium High - Everyone in Krut's pit fighters have survived at least one round in the arena. They have extensive recruiting.
Risking their lives - Hero's in Krut's pit fighters build their career on fighting in the arena. They are easier to kill due to the arena fights.
Put on a good show - Hero's can go to the arena and bring in a large crowd and draw in a lot of T.Wealth. This is putting their lives on the line.
Recruitment - Krut's pit fighters recruit from newcomers in the arena. Recruiting them into the group is cheaper and easier than usual.
Krut - an old Orc arena fighter, he has used his fortune creating his arena fighting guild. He himself is waiting for the perfect challenge to fight in the arena one last time.
Ismai - a human mage who killed some fellows in the mage guild. She was arrested and thrown into the Arena. She has since gotten her way into Krut's pit fighters and also works as the main assistant
Shaar - A Khaiit smuggler, who was arrested and thrown in the arena. He won a few fights before joining Krut's fighters and now manages the monsters to fight and recruitment.
The Morag Tong, an ancient order of assassins, formed in the early days of the first era by the Daedra Mephala to guide and teach the Chimer the art of assassination and subterfuge.
Based initially in Morrowind, the Morag Tong thrived over the millennia, expanidn across tamriel, earning great fame and power. Within Morrowind they acted with the official sanction of the great houses, keeping the power balance even, and preventing all out civil war.
Outside Morrowind they were somewhat less known, but a number of high profile assassinations can be claimed by them, including that of Emperor Reman III, whose death heralded the end the first era.
Though great, eventually the Morag Tong grew prideful, and overconfident. Receiving another request to kill Tamriel's ruler, this time the Akaviri Potentate Versidue-Shaie, they accepted, and were successful, but pulled it off with such flair as to draw the attention of the world upon them.
Knowing the great houses had begun to plot against them, the Morag Tong hid for the better part of a century. In this time, the Dark Brotherhood rose up in Tamriel, taking over almost all their operations outside of Morrowind. The Morag tong eventually returned to their official position among the great houses, but with greatly diminished power.
Now, with the death of the emperor, the Morag Tong see an opportunity to reclaim what was once theres, to re-establish themselves as a greater power across not just Morrowind, but the entire empire.
Originally a member of the Imperial legion, Orius held a tenuous position, as one of the legions most skilled archers, but also one of it's most disobedient men. A loner, shunning others, and particularly disdaining authority figures, he had an aptitude for killing at distance, something the legion found very useful, but also had great trouble getting him to stop.
Eventually Orius got himself into a spot of trouble. After being ordered not to, he opened fire on a band of travelling warriors forcing his legion group into a conflict that left dozens dead. Orius, whose talents had already been noticed by the Morag Tong, fled and joined their number. Travelling to Cyrodil, only for the thrill of killing in the capital city, he'll follow the other members of the order, insofar as he thinks it will be entertaining.
Ikera, born a pirate, spent her early years roaming the sea with her family, getting rich off travelling merchants and coastal settlements. Agile, flexible and with lightning fast reflexes, she made a brilliant duellist for her crew, fighting off guards, and the odd imperial patrol with ease. Unfortunately their was not much she could do when the legion finally clamped down on piracy in her area.
Thankfully, she was not executed like her parents, but rotting in the Imperial prison was not much fun. After a few months of languish, she put her dexterity to good use, breaking out of prison, along with several other criminals. All joined the thieves guild, most were caught again, but Ikera stayed a member for several years, honing her skills with lockpick and subterfuge. Eventually however, he organisation proved too moral for her. Interested primarily in money, not protecting the poor, or non-violence, she sought out an organisation more to her liking. The Morag Tong accepted her with open arms.
Ecerin was born in the imperial city. His magic talents noticed at an early age, he was accepted to study in the Arcane University. Studying among the best, he excelled quickly, proving particularly proficient in the schools of conjuration and illusion. These however, were not enough to satiate him. He wanted power, and though is years gave him plenty of time, he was impatient.
When Mannimarco began his attack on the mages of cyrodil, Ecerin joined him. Intrigued by the power offered by Necromancy, he studied fervently. In truth, he was making a very dangerous mistake. Mannimarco had no intention of giving away any of the secrets to his power; Ecerin would have been killed as soon as he became a serious threat.
Thankfully, that didn't happen. Mannimarco was killed by the new arch-mage, ending the Order of the Black Worm. Ecerin fled, avoiding the death that many of his necromancer companies met. Unable to return to the university, but still determined to seek arcane power, he turned to the Daedra. Mephala accepted him with open arms, offering power in exchange for aiding the Morag Tong.
Tarra was abandoned at birth, left in the wilderness to freeze, or be eaten by wild animals. Unfortunately what happened to her was worse. She was found by a group of travelling acolytes. Followers of the Daedric Prince Molag Bal.
Seeing an opportunity to increase their number, they took her back to their temple, and raised her as one of their own. Or at least they hoped to. From a young age she was stubborn, and wilful. Their response was to deprive her of food, to beat her, to rape her. The punishments only made her hate them, which let to worse behaviour, and thus worse punishments. In the end, they gave up any hope of her becoming a priest, keeping her as a slave to serve their whims.
Her life was harsh, and without hope. Her will never broke, but that only made things harder for her. She was always looking for ways to escape, but the few times she did, she was caught, dragged back to the temple, and brutally tortured.
Other than physically resisting, there was almost nothing Tarra could do. Occasionally she would try praying. She knew almost nothing of any deity beside Molag Bal, but had a vague idea of other gods he fought. The acolytes would always say they were nothing compared to Molag, but she tried nonetheless, sending her thoughts off into the wind, hoping for a response. She never got one, not for the first twenty years of her life. She told herself what she knew the acolytes would say if they ever found out. She was just a girl, a useless slave, the gods didn't have time for her.
It turned out was she wrong. On the eve of her 21st birthday she tried to pray, and heard a response. A voice unlike none she had ever heard spoke to her, commanding her to flee the temple. Unsure whether to trust this voice, but desperate for freedom, she followed it's instructions. Sneaking silently through halls was no easy task, nearly twice she was discovered, but somehow, she made it outside. Outside, the night was pitch black. Eager to simply run away, the voice called out to her again, commanding her to light a fire before she fled. For a moment she considered simply disobeying it, maybe if she made a run for it tonight she'd make it, but something inside her knew she had to listen to the voice.
Scurrying around for tinder, she quickly built up a small fire. Now she moved to flee, but as she did so, she heard the sounds of activity in the temple. Running off into the night, the acolytes were quick behind her. Deprived and weak she didn't make it far. Sobbing, she was dragged back to the temple. A fit of depression overwhelmed her, convinced the voice had lied to her, tricked her for a cruel joke. The gods had heard her, and all they wanted to do was hurt her more.
Inside, she was dragged through the halls, legs scraping harshly on the rough stone floor. Fastened to a torture rack she closed her eyes, steeling herself for the inevitable burning iron. After what seemed like an aeon of waiting, she opened her eyes. The Acolytes were nowhere to be seen, and the sounds of fighting could be heard all around here. A few minutes later they died down. A cloaked figure entered the room Tarra was held in. Without speaking he released her, and helped her out into the corridor.
As she later found out, this man, and the others win him, where members of the Morag Tong. They'd been searching the area for followers of Molag Bal, and were about to turn back, when they saw Tarra's fire. They hadn't been expecting to find her, but when they did, they were more than willing to help an enemy of Molag. Over the next few weeks, the Morag looked after Tarra, getting healthy and fit, starting her on the track of recovery from her years of hardship. In the end, they offered to let her go her own way, with a fair amount of money, to see her safe. She refused, staying with them, eventually becoming a full member of the Morag Tong herself, ever grateful to Mephala for freeing her.
Danurar has served the Morag Tong for most of his life. This mother and father were high-ranking members, so he's been helping for as long as he was old enough to understand. In his time he's served as a servant, assassin and now Exalted Master, overseeing the entire Morag Tong operation in the Imperial City.
As a man he is patient, and calculating. Charismatic, and friendly, though indifferent to death. He genuinely cares about the well-being of his people, and wants what is best for them.
A Caravan of Khajiit who have been in the region and selling goods. Highly successful they've earned fame as being able to acquire whatever item the buyer wants, through legal or illegal means. They aren't very popular but they have bought a lot of influence over the years. With the Emperor's death they see opportunity to get even more.
Mil: Very Low: They are merchants. If necessary they'll hire guards but they lack fighting skills of their own.
Wealth: Very High: They may in fact be the richest group in the Empire.
Magic: Low: They have some enchanters and they've got a good supply of scrolls and the like. However there aren't very many actual mages beyond dabblers among them.
Esp: Very High: Wealth buys a lot of secrets. And the Khajiit are famous for being thieves and spies.
Morale: Medium: They aren't the most hardcore bunch but they like to stick together for safety and mutual profit.
Influence: Medium-High: People tend to look down upon them but they are brilliant merchants and that has earned them respect beyond their station. Plus many goods would otherwise not be able to be bought without them.
Heroes: Very Low: Merchants. What more needs to be said?
Caravans (contact trait): Their caravans are constantly traveling the world and bringing exotic and fantastic goods to be sold. The Main Camp enjoys this influx of goods to keep spending.
Money makes the world go around: The Thi'kit have found that bribes go a long way to getting things done around here. They've 'rented' more then one Senator in the past in fact. They may use their wealth to boost influence at no penalty.
Not Citizens: As outsiders the Thi'kit do not enjoy the protection of the Imperial forces, or even laws. In fact they're forced to live outside the city itself. As a result they must protect themselves from things in the wild and if they want to control territory in the city, they must either own it in the shadows or get the Council to specially make an exception every single time.
Tal'met: The head of the merchants in the capital, Tal'met has been around for a long time. He's worked hard and built up his reputation and as the leader of the Thi'kit has built up the reputation of the company as well.
well that took longer then expected.
In order to understand recursion you must first understand recursion.
a mix of heretics and university rejects seeking to expand the bounds of science and magic. Highly influential in the Alchemist's district, they consider the power vacuum from the death of the emperor a window to grow their activities
Military: low, anyone who can get past the mountains of volatile magic and chemicals to reach them could probably overpower them
Wealth: moderate, they control a cut rate section of commerce, but if they were rich they wouldn't be semisuicidal outcasts. Well, most of them wouldn't be...
Magic: damn high
Espionage: high, many of the things they learn and procure no one would give them willingly
Morale: low, they range from angry outcasts to sociopathic loners
Influence: none. Really, who'd let them on the Senate?
All Magic Has a Price: if they initiate a risky magic action and fail, they additionally lose non-magic stats.
Drunk on Victory: if they win a major struggle, they gain a bonus on all actions during the next turn.
Powerful Arts: all magic they use beyond just research actions is more effective
Varael (Wizard): the founder and leader of the Vista. He possess a incredible amount of arcane power, but seemingly lacks the ability to learn more than the simplest spells. He was kicked out of the University due to academic failings and fights with the professors. Is thought to have founded the movement to gains the influence and magical ability the university denied him.
Warlan (Agent): wears a loose robe filled with snakes that he has been known to take out and crush; has had enough success in research and procurement to overlook his disturbing personality. He is from out of town and no one knows anything about his history.
Islel (Wizard): left the university to join Black Vista shortly after its founding; was absorbed in personal projects for some time before that. Warlan is afraid of her but it is not widely known why.
Miirgan (Merchant): An influential intermediary in the alchemist district for some time before the Black Vista's founding. She is thought to have significant magic of her own but uses it privately if at all. Miirgan gave her support to the Black vista later than its other heads, once it was already establishing itself. Her support solidified their control of the alchemists district at the expense of most of her contacts. She seems to consider this a fair trade and Varael a leader worth grooming to her ends.