[b]Factions and Races[/b] [hider=Miraluk - The Water Elves] [img]https://region4geeks.files.wordpress.com/2014/04/la-mime.jpg[/img] The Miraluk are a very mysterious race from the deep southern, unexplored, isles. The only reason they are known of are due to their emergence just before the third era. Over history, one or two came to shore, looking to trade before disappearing into the murky depths. How they reached back home is a mystery. In Akavir, there is one known Miraluk on the island: Myra. Captured by a prison ship as it was delivering prisoners to the island, she is the only known specimen.Unfortunately for her, the ship wrecked near the dangerous Akavirian shores, but she was injured. She was later found by a man named Woland Arttuchak at first she was apprehensive of the man, unwilling to even talk to him, fearing that he was no more than just another man that wanted to violate her, but his constant kindness and protection eventually caused her to open up, accept him, and even fall in love. Basing off of her, one can see that her species is very thin and pale, almost blue, skinned. Pointy ears and fast growing green hair, they are a very elegant species, used to traveling in the water. They walk with a long gait and take ultra-precise movements in everything they do. While she is more than capable of traveling on land, it is very dangerous for her. Her species needs water to survive. If she strays away from water for more than a day, she'll die. Thankfully, Woland's home is situated in a cove. As said before, she is very thin, nearly half the width of any man. Her hair reaches down to her calves and she is very slender, yet athletic in build. She has no pupils, just light green eyes. At times, she emits particles of light. She is very strong in magic, able to wield water itself as a weapon. She is a very shy person, not enjoying people other than Woland and will actively defend herself if somebody she doesn't know gets too close. Her species also lives very very long lives due to rarely coming in contact with air. The water preserves their bodies and keeps them from rapidly aging, even if they are not in constant water. According to Myra, the oldest elder of her people was two thousand years old. She herself is 546, considered a "young woman" by her people. She is about the same maturity level as a 27 year old woman but with hundreds of years of experience. [img]http://media-cache-ec0.pinimg.com/236x/ab/ec/ce/abecce3110eb46786161ea16d56b5bc7.jpg[/img] [img]http://www.ufunk.net/wp-content/uploads/2013/04/Space-Pirate-Captain-Harlock-movie-trailer-5.jpg[/img] [/hider] [hider=The Guarnad]Guarnad. (Goo-arr-nod) [url=http://fc03.deviantart.net/fs70/f/2012/288/1/c/fantasy_redesign__turian___mass_effect_by_fonteart-d5hv28f.jpg] [url=http://th08.deviantart.net/fs70/PRE/i/2012/178/4/0/paladin_by_anjian-d554914.jpg] [url=http://fc07.deviantart.net/fs70/f/2010/049/f/9/Female_Turian_by_Asurael_Returns.jpg] Guarnad are a noble avian-like race from the mountains, military based and very regal. Taking great pride in their social status and personal skills. Most are perfectionists and seek to excel in anything they do. Their race is quite well known to have some of the best warriors and blacksmiths, with very few rivals. The gender differences are small, but noticeable. Females are typically slimmer and a little more feminine in shape. They are equal in abilities and either side can do as they wish with their skills. A master blacksmith can be either a man or a woman, it does not matter. More on this as I develop it. They also are a race almost entirely devoted to the sword, shunning magic in it's entirety. They utilize not only expert swordsmanship and marksmanship in battle, but alchemical bombs that, once thrown down, can disable magic for a small time in a small area. The bigger the bomb, the bigger the area and longer the time. They can bind the bombs to their arrows as well to disable enemies from afar. They guard the secret to the making of this bomb with their lives. They also very often decorate their faces with permanent colored tattoos, signifying their home city and family. Their home is high in the mountains outside of the Tsaesci lands, separating the Tsaesci from the ka po'tun. Their Capital city is Palaven. Government: The Guarnad government, known as the Guarnad Hierarchy, is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn during their childhood. Guarnad have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who each rule a colonization cluster. The Primarchs vote on matters of national importance. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently. Throughout their lives, Guarnad ascend to the higher tiers and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted him when he wasn't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. Guarnad value knowing one's own limitations more than being ambitious. Guarnad enjoy broad freedoms. So long as one completes his duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete his duties due to drug use, his superiors step in. Judicial proceedings are 'interventions.' Peers express their concern, and try to convince the offender to change. If rehabilitation fails, Guarnad have no qualms about sentencing dangerous individuals to life at hard labor for the state.[/hider] [hider=Ssythian and Tsurask] Ssythian (Suh-sith-ian)- Primarily from blackmarsh, their homes being near Soulrest. Their females are very snakelike while the males are Argonians. Females are mostly very slim and agile, but their tails weigh them down until they are taught how to move with it much more easily. Their skin tones have a massive range depending on where they grow up. Due to their border with Elsweyr and the sea, their skin can come in most any colors. Most however are dark gray to green. [url=http://i1367.photobucket.com/albums/r782/Viper_killian/3015227682c4fea26c41182e980_zps9d9f98fe.jpg] [url=http://i1367.photobucket.com/albums/r782/Viper_killian/8yzp68qe_zps411992f8.png] Males are human like and are almost identical to male Argonians aside from skin tones having just as wide a range as the females. [url=http://fc06.deviantart.net/fs71/i/2013/192/a/c/argonian_by_lyntonlevengood-d6cz4du.jpg] In Akavir, there is a second tribe of Ssythian, but they are called the Tsurask (Tss-err-ask). This tribe is similar but wildly different. The roles of male and female are switched via the massive change of region. The land of the Tsurask is more desert-like, with rocky terrain and canyons. There are plenty of oasis where the Tsurask can grow and support itself, just like their Ssythian counterparts, their skin tones are wildly diverse. The females are human-like, but very agile. They are much like the Argonians, but with very human-like facial features and tails. [url=http://th04.deviantart.net/fs42/PRE/i/2011/335/3/d/the_jaded_snake_by_aceoni-d1xlupg.png] [url=http://fc01.deviantart.net/fs71/f/2011/270/f/a/lizard_woman_o_2_by_mevepoison-d4b3v3x.jpg] The males are much slower, their bodies being very broad and large, taking defensive roles and using large weapons. They rarely use their bodies against their enemies, unlike their female counterpart. Some even take up knight-like roles. They are able to grow extra skin and even "Fins" to protect their much bulkier bodies from the sun. [url=http://i1367.photobucket.com/albums/r782/Viper_killian/judy_naga_by_moritat_zpsa0f94a3d.jpg] [url=http://th07.deviantart.net/fs71/PRE/f/2013/053/c/7/naga_tulkasis_by_jmxd-d5vsqta.jpg] [/hider] [hider=The Dark Brotherhood]The Dark Brotherhood was destroyed after the true dragonborn surfaced, choosing to eliminate them instead of assist them. Sithis and the night mother were forced to rebuild over the next couple centuries, the brotherhood utterly eradicated, they built it from the ground up yet again, the Night mother's body being strung along by expert smugglers and rogues. The Brotherhood began in skyrim and grew, finding it's way to the farthest reaches of the world. From Atmora to Black Marsh, Thras to Hammerfel. After two centuries they finally reached the shores of Akavir and have begun building a conclave there. Some sources even say that they have Conclaves in the Aldmeri Dominion and several of the Daedric Realms as well, however these are often rumors bred by the public, spread by agents to create strife and wonder among the populous...who knows if there is any truth to the accusations? They are much more powerful now, Sithis and the Night Mother, their powers being varied and wonderous, able to enact curses and nightmares on targets or bring enlightenment or pleasure to the worthy. They are very powerful and are a force to be reckoned with as they together have rebuilt the dark brotherhood to be a dominant, hidden, force in Nirn and possibly even beyond. [/hider] [hider=The Walensium] Name: The Walensium - The Ladies of the Forest Race: Comprised of all races of Tamriel and Akavir History: The "Ladies of the forest" are an ancient faction that was a small splinter faction of the first prisoners on the island comprised of mostly women and a few men. They fled into deep woods on akavir inside the Ka-po-Tun. They made their homes there, hidden from the monstrous other races, using guerrilla warfare to their advantage. Eventually, the races stopped attacking them, believing them to have been taken by the forest. They settled and reproduced. At first, they lived normally, but there was mix breeding and a refusal of inbreeding. There was a domination of women as well, men dying out quickly due to a dominant gene. The women went out, kidnapping men of all races and taking them back to the forest to be unwilling participants in the future of the race. This resulted in a mixture of all races, both prisoner and native. Mix breed and otherwise, female dominant. Being of the forest, they quickly adapted, learning the secrets of the forest, becoming more agile, keen, and steady. They took up the bow, becoming rangers and guardians of the forest. Eventually they took on the name that was said of them in stories of the world outside, "The Ladies of the Forest". They have no allies, nor enemies. Remaining neutral protectors of the forest. They degenerated enough to have forgotten basic dialects, developing their own in it's place. They are highly skilled marksman, refining their skills over several generations. They are master trapmakers and are very deadly.[/hider] [hider=The Alvum] Also known as "The Hive" The Alvum are a highly dangerous and especially powerful daedric realm that has surfaced in recent years. Previously completely unknown among all the Daedric princes and princesses. The Alvum is an organism that feeds primarily upon Daedra of all types, their infinitely respawning lives providing the best food source for the Alvum. Their forces are focused on the daedric realms, but when they require new soldiers, they travel to nirn to attack the races of tamriel and beyond, their fleshy, malleable bodies providing the best structure to house Alvum young. There are three castes of Alvum. The Hunter caste The first and least dangerous of the castes, the Hunters are comprised of the "Warriors" and the "Hunters" [url=http://img4.wikia.nocookie.net/__cb20081030002351/metroid/images/archive/9/98/20140819234424!Ing_concept2.png]The Warrior[/url] Is a powerful quadruped that is often employed as a forward scout or highly dispensable troop. Each of their legs has a razor sharp point to it and can pierce most armor, and they have phenomenal movement prowess, able to run on walls, ceilings, and jump to great heights. They are able to run faster than almost any human and some daedra. [url=http://i1367.photobucket.com/albums/r782/Viper_killian/HunterIng_zps15d04165.png]The Hunter[/url] is the most dangerous of the hunter caste, giving it it's name. They are not directly potent, but are the first troops into the battlefield, relaying enemy troop numbers, landscape, and weaknesses to their bretheren. They are able to phase through almost any wall except for magical barriers and are even able to possess humans and daedra to return to the hive's brood chambers for use. The Breeder Caste What many consider to be the most terrifying of the castes. The Breeder caste is where many of the captured humans and Daedra are taken to to be...breeded with. [url=http://i1367.photobucket.com/albums/r782/Viper_killian/XCOM_Concept_Art_Piero_Macgowan_10a_zpsfa8ccaf6.jpg]The Matron[/url], also known as the mother, the Matrons are rarely on the battlefield, but are instead within the Daedric Realm itself, spreading their seeds into the victims of being captured. With razor sharp leg-points, talons, and jaws, the Matron is a deadly combatant up close. When on the battlefield, they charge their prey and disable them, often slicing off the legs, then holding them down, clamping down on their mouth with their jaws, they'll force feed them several dozen eggs that will be hatched mere moments later, spewing combat ready soldiers out of the victim's stomach. Many victims are brought back to their lairs and forced to live the rest of their magically enhanced lives as breeding factories for their wars on all the other Daedric realms. The Child: These are the spawns of the Matrons. A smaller, less deadly version of the Hunter, the Child will fiercely defend the Matron. Outright killing most any attacker or disabling and dragging them back to the Matron to breed more soldiers. They are not to be underestimated, despite being half the size of human children. The Legion Caste The most dangerous and lethal of all the castes, the Legion is comprised of the forward soldiers and magic wielders of the Alvum. [url=http://i1367.photobucket.com/albums/r782/Viper_killian/Thrall_desktop_zps3061de87.jpg]The Thrall[/url] The results of Daedra and Human that become useless to the Matrons. The Alvum warp their bodies and minds to be useful cannon fodder for the Legion, serving as distractions so the other soldiers could close in or as a forward force. They have razor sharp talons and often ignore all pain until they have been beheaded. [url=http://img3.wikia.nocookie.net/__cb20140902223005/destinypedia/images/4/41/Knight_DPV.jpg]The Knight[/url]. A massive warrior standing nearly twelve feet tall, wielding a beyond-razor-sharp blade for a right arm, these are the machines of war for the Alvum. Hardened armor, the only weakspots are their eyes and lightning magic. They can summon an impenetrable shield at any time, can bust through wooden gates, and are more than enough to handle a small legion of imperial soldiers. They are on equal grounds with the Daedras, but are slowly gaining ground. [url=http://i1367.photobucket.com/albums/r782/Viper_killian/f5002e2d9d003bb2a8786d8c1236971e_zps7b3b56c8.jpg]The Warlock[/url]. The mages of the Alvum, wielding massive telekinetic power and secret magics that allow the preservation of life and the ability to create portals wherever they wish. When multiple wizards come together they can create massive portals for their armies to move through. They are easily able to lift and throw humans at will and crush them as well. They are intensely deadly enemies, but almost entirely rely on magic to move and live. The Guardans are a massive threat to them, as well as dispel spells. [url=http://i1367.photobucket.com/albums/r782/Viper_killian/tumblr_mzvv9ma7QW1rfyiu4o1_1280_zpsaf1c4d1e.jpg]Messorem[/url]. The "God" that is driving the Alvum forces, sharing a hive mind with them. He is able to contact any of them at any time and direct troops where needed. Messorem is a deadly adversary, taller than a knight and wielding a scythe of unknown material, he often takes the battlefield with "his children" to slaughter the Daedra with an almost cheerful demeanor. [/hider]