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The year is 4E 201, and Skyrim has erupted into Civil War. Following the signing of the White-Gold Concordat with the Aldmeri Dominion in the year of 4E 175 prior the Imperial Province of Skyrim felt they were betraying their very heritage with the banning of Talos Worship, none more so than one Ulfric Stormcloak. After the disastrous Markarth Incident the Jarl of Windhelm in a rage stormed towards Solitude to meet with High King Torygg and what exactly transpired there is a mystery. All that is known is that a massive explosion caused by magical means rocked the Blue Palace from within, killing Ulfric, Torygg, and his wife Elisif along with a majority of the court save for the Court Wizard who was out at the time.
In a single day the heads of Skyrim were cut and some hoped the minor Civil War between the Stormcloak Militia and the Empire would come to a stop. Instead chaos ensued. The city of Winterhold, seeking to gain further power and prevent further decline, seized Dawnstar in a surprise attack causing the now leaderless armies of Solitude to react and "garrison" Morthal. More and more "reactions" happened, before anyone knew what was happening everyone was fighting each other in some way shape or form.
Seeking to further break apart the Empire the Aldmeri Dominion put diplomatic pressure on the Empire and forced them to back off from Skyrim almost entirely. Skyrim was on it's own, for now.
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Welcome to this Skyrim Civil War GSRP, the fight between the Empire and Stormcloaks has been exchanged for a Free for All between the Holds with the exceptions of Dawnstar and Morthal which have been absorbed into their neighbors. This will be my second ever game that I shall be running and you could say it is an experiment of sorts. This game will put to the test how I can handle PvP combat since that's what it will primarily be all about.
As for claiming one of the holds you will need to do two things.
1. Choose the Hold, obviously.
2. Make your Jarl.
You read that correctly, the canon Jarls have all been swept off the board! No Balgruuf here. Since there are only 7 player slots I will be picking them based on the submission and how good it is. Beneath the hold name give a name, description or picture, and a brief (or long if you so wish) overview of who they are.
Rules:
1. Follow the SV rules
2. Orders are to be sent in an SV PM with me in it, "A True Skyrim Civil War - Nation name". All players will have 2 General Orders and one Warplan to be used for commanding forces and telling me your strategy.
3. The OOC thread is for OOC communication, while you may use SV PMs or join the discord (Join the Skyrim Civil War Revamped Discord Server!) to talk with players- I'll be more often available on the discord if you want to get in contact. The second is also for more informal communication.
4. No To-From posting.

Windhelm-Blue
Solitude-Red
Whiterun-Yellow
Markarth-Orange
Falkreath-Green
Riften-Purple
Winterhold-Black
Attributes:
Major, The Stormcloaks: Ulfric Stormcloak's personal army and one he was already preparing for a civil war he knew was coming. Despite their leader's demise they remain a veteran force of warriors ready for war on behalf of their hold.
Minor, Morrowind Trade: Trade with the Dark Elves is a major part of Windhelm's economy. Not only that but many Dark Elves flee to Windhelm to escape the harsh lands caused by the eruption of Red Mountain bringing with them unique tools and access to innate destruction magic.
Minor, Recent Acquisition: Windhelm recently conquered lands from what was formerly Dawnstar's before being mostly absorbed by Winterhold.
Detriments:
Major, Ulfric's Demise: Ulfric Stormcloak did not have any line of succession and his demise brings chaos and anger. The people of Windhelm cry out for retribution and for their new Jarl to bring them that glory.
Minor, Skyrim Belongs to the Nords: Despite the many boons granted to them by the Morrowind Trade, the Nords of Windhelm remain especially xenophobic and distrustful of anything not their own. Getting them to accept the usage of not just the Dark Elves' tools but any other races' would be difficult.
Minor, The Cause: The people of Skyrim look to Windhelm as the reason for the Civil War. Before it was about restoring Talos Worship and eventually fighting the Elves but now an entirely new outcome has popped up and Windhelm finds itself mostly isolated and disliked by the other Holds and their people.
Major, The Stormcloaks: Ulfric Stormcloak's personal army and one he was already preparing for a civil war he knew was coming. Despite their leader's demise they remain a veteran force of warriors ready for war on behalf of their hold.
Minor, Morrowind Trade: Trade with the Dark Elves is a major part of Windhelm's economy. Not only that but many Dark Elves flee to Windhelm to escape the harsh lands caused by the eruption of Red Mountain bringing with them unique tools and access to innate destruction magic.
Minor, Recent Acquisition: Windhelm recently conquered lands from what was formerly Dawnstar's before being mostly absorbed by Winterhold.
Detriments:
Major, Ulfric's Demise: Ulfric Stormcloak did not have any line of succession and his demise brings chaos and anger. The people of Windhelm cry out for retribution and for their new Jarl to bring them that glory.
Minor, Skyrim Belongs to the Nords: Despite the many boons granted to them by the Morrowind Trade, the Nords of Windhelm remain especially xenophobic and distrustful of anything not their own. Getting them to accept the usage of not just the Dark Elves' tools but any other races' would be difficult.
Minor, The Cause: The people of Skyrim look to Windhelm as the reason for the Civil War. Before it was about restoring Talos Worship and eventually fighting the Elves but now an entirely new outcome has popped up and Windhelm finds itself mostly isolated and disliked by the other Holds and their people.
Attributes:
Major, Right to Rule: Solitude was the capital of Skyrim and was especially integrated with the Empire even more so than Falkreath. Despite the Empire's forced departure they left behind not just the training and customs but also stores of modern equipment and external vocal support.
Minor, The Carth River Trade: Solitude sits at the mouth of the Carth River allowing for easy access to trade up and down the river. The ports of solitude are also well traveled by those from across Tamriel bringing the city plenty of income from trade alone.
Minor, Recent Acquisition: In the aftermath of Torygg's death and the start of the Skyrim Civil War, Morthal was annexed by Solitude for it's farm land and population. Coming to blows against Winterhold and the reactive Whiterun in the process,
Detriments:
Major, Torygg's Demise: The High King of Skyrim and his wife both died alongside Ulfric Stormcloak. Not only was this the catalyst for the Civil War but without a clear line of succession the new jarl had to be decided from outside the family and morale issues began running rampant.
Minor, Inner Machinations: The Hold of Haafingar holds many groups and individuals seeking to gain power in all its forms. The most noticeable are the Thalmor and their embassy that despite the Empire forcefully withdrawing from Skyrim, remains.
Minor, Vengeance: The blood of Ulfric Stormcloak has not sated the people of Solitude. Windhelm must pay for the crimes of its former jarl and not only that but the people demand for Solitude to regain its lost power.
Major, Right to Rule: Solitude was the capital of Skyrim and was especially integrated with the Empire even more so than Falkreath. Despite the Empire's forced departure they left behind not just the training and customs but also stores of modern equipment and external vocal support.
Minor, The Carth River Trade: Solitude sits at the mouth of the Carth River allowing for easy access to trade up and down the river. The ports of solitude are also well traveled by those from across Tamriel bringing the city plenty of income from trade alone.
Minor, Recent Acquisition: In the aftermath of Torygg's death and the start of the Skyrim Civil War, Morthal was annexed by Solitude for it's farm land and population. Coming to blows against Winterhold and the reactive Whiterun in the process,
Detriments:
Major, Torygg's Demise: The High King of Skyrim and his wife both died alongside Ulfric Stormcloak. Not only was this the catalyst for the Civil War but without a clear line of succession the new jarl had to be decided from outside the family and morale issues began running rampant.
Minor, Inner Machinations: The Hold of Haafingar holds many groups and individuals seeking to gain power in all its forms. The most noticeable are the Thalmor and their embassy that despite the Empire forcefully withdrawing from Skyrim, remains.
Minor, Vengeance: The blood of Ulfric Stormcloak has not sated the people of Solitude. Windhelm must pay for the crimes of its former jarl and not only that but the people demand for Solitude to regain its lost power.
Attributes:
Major, Center of Skyrim: Whiterun is the economical center of Skyrim and also the literal center of Skyrim. All major land based trade must pass through Whiterun's land and as such Whiterun holds unprecedented amounts of wealth. The land also acts as a major resource for Whiterun grows the most amount of food and livestock of any of the holds.
Minor, Horse Power: Horses of Skyrim are notorious for their endurance and speed. Those bred by Whiterun are held in even greater regard. Holding the greatest amount of horses the power of its military rests in its cavalry and cataphracts.
Minor, Recent Acquisitions: When the Holds to its north began making grasps for land, Whiterun reacted as to try and maintain a superiority position. While not claiming nearly as much territory as any of them, it did manage to take key chokepoints and even got close to Morthal, threatening Solitude's hold over it's taken territories.
Detriments:
Major, The Largest Target: It is no secret that Whiterun is the center of Skyrim. Sitting in a crucial point in the middle of Skyrim that marks the easiest path between the east and west sides of Skyrim, for one to control Skyrim, one must control Whiterun.
Minor, Banditry Abound: Whiterun has a bandit problem, there is no way to deny that. Some groups even operate close to the city itself and regularly attack the farms and traders that come and go.
Minor, Supply Shortage: Whiterun may be wealthy but it has little in the way of war material that comes from it's hold alone. With the Civil War breaking all major forms of trade between the Holds a supply shortage will quickly become abundant.
Major, Center of Skyrim: Whiterun is the economical center of Skyrim and also the literal center of Skyrim. All major land based trade must pass through Whiterun's land and as such Whiterun holds unprecedented amounts of wealth. The land also acts as a major resource for Whiterun grows the most amount of food and livestock of any of the holds.
Minor, Horse Power: Horses of Skyrim are notorious for their endurance and speed. Those bred by Whiterun are held in even greater regard. Holding the greatest amount of horses the power of its military rests in its cavalry and cataphracts.
Minor, Recent Acquisitions: When the Holds to its north began making grasps for land, Whiterun reacted as to try and maintain a superiority position. While not claiming nearly as much territory as any of them, it did manage to take key chokepoints and even got close to Morthal, threatening Solitude's hold over it's taken territories.
Detriments:
Major, The Largest Target: It is no secret that Whiterun is the center of Skyrim. Sitting in a crucial point in the middle of Skyrim that marks the easiest path between the east and west sides of Skyrim, for one to control Skyrim, one must control Whiterun.
Minor, Banditry Abound: Whiterun has a bandit problem, there is no way to deny that. Some groups even operate close to the city itself and regularly attack the farms and traders that come and go.
Minor, Supply Shortage: Whiterun may be wealthy but it has little in the way of war material that comes from it's hold alone. With the Civil War breaking all major forms of trade between the Holds a supply shortage will quickly become abundant.
Attributes:
Major, Dwemertech: Markarth is a Dwemer City and all around the Reach are the ruins of the Dwemer. Most secrets of the Dwemer are unknown but some have been utilized by the city in the form of weapons and armor either taken and reused or molds created from melted metal. Calcelmo, one of if not the greatest Dwemer researchers on Tamriel also resides here and if given proper funding and resources might be able to unlock more secrets.
Minor, Blood of Silver: Blood and silver are what flows through Markarth. The Silver mines of Markarth are legendary for their output and the city prospers as a whole because of it.
Minor, Honed Veterans: To survive in the Reach one must be well trained and experienced. Mercenaries and Adventurers are plentiful here and the military have fought against the Forsworn for generations. The martial prowess of Markarth is not to be underestimated.
Detriments:
Major, The Forsworn: The natives of the Reach, the Forsworn desire to control what they believe to be theirs by birthright. They are many and have access to powerful ancient magics. Even when holding their very King they can't be stopped or culled.
Minor, Within the Deep: Below the ground lies dangers in numbers beyond comprehension. Dwemer Machines guard their cities ruthlessly and the Falmer grow increasingly emboldened and powerful.
Minor, Domination's Mace: Rumors of a shrine and cult to Molag Bal exist yet none can say for sure. If so then the Lord of Domination's hands are what is causing an uneasy sense of paranoia and discontent in the populace.
Major, Dwemertech: Markarth is a Dwemer City and all around the Reach are the ruins of the Dwemer. Most secrets of the Dwemer are unknown but some have been utilized by the city in the form of weapons and armor either taken and reused or molds created from melted metal. Calcelmo, one of if not the greatest Dwemer researchers on Tamriel also resides here and if given proper funding and resources might be able to unlock more secrets.
Minor, Blood of Silver: Blood and silver are what flows through Markarth. The Silver mines of Markarth are legendary for their output and the city prospers as a whole because of it.
Minor, Honed Veterans: To survive in the Reach one must be well trained and experienced. Mercenaries and Adventurers are plentiful here and the military have fought against the Forsworn for generations. The martial prowess of Markarth is not to be underestimated.
Detriments:
Major, The Forsworn: The natives of the Reach, the Forsworn desire to control what they believe to be theirs by birthright. They are many and have access to powerful ancient magics. Even when holding their very King they can't be stopped or culled.
Minor, Within the Deep: Below the ground lies dangers in numbers beyond comprehension. Dwemer Machines guard their cities ruthlessly and the Falmer grow increasingly emboldened and powerful.
Minor, Domination's Mace: Rumors of a shrine and cult to Molag Bal exist yet none can say for sure. If so then the Lord of Domination's hands are what is causing an uneasy sense of paranoia and discontent in the populace.
Attributes:
Major, The Pale Pass: The one land based path between Cyrodiil and Skyrim. On it's own the path is useless but the Empire is not willingly to just let the Thalmor force them out of Skyrim entirely. Falkreath can expect unofficial support and supplies from the Empire, a major boon when compared to the rest of Skyrim.
Minor, The Synod: Recently the Synod had entered into Skyrim wanting to make an expedition to the College of Winterhold and then off towards Mzulft. However with the onset of the Civil War they have been forced to stay in Falkreath for the time being.
Minor, Comradery: The people of Falkreath have each other's backs more than most. They are a united people and will stand together to face the Civil War head on.
Detriments:
Major, Greater Powers: Falkreath is surrounded by Holds more powerful then it. They block all avenues of expansion and they no doubt will try to absorb the weaker Falkreath hold to strengthen themselves.
Minor, A Minor Power: Falkreath is not very powerful. It lacks much in the way of a standing military force and equipment. This will eventually be offset by supply shipments by the Empire but it can do little to fight the greater powers around it.
Minor, The Dominion's Ire: The Dominion is watching the Pale Pass closely, they won't be able to stop all support from the Empire but they will limit what can be done quickly and just how much is sent.
Major, The Pale Pass: The one land based path between Cyrodiil and Skyrim. On it's own the path is useless but the Empire is not willingly to just let the Thalmor force them out of Skyrim entirely. Falkreath can expect unofficial support and supplies from the Empire, a major boon when compared to the rest of Skyrim.
Minor, The Synod: Recently the Synod had entered into Skyrim wanting to make an expedition to the College of Winterhold and then off towards Mzulft. However with the onset of the Civil War they have been forced to stay in Falkreath for the time being.
Minor, Comradery: The people of Falkreath have each other's backs more than most. They are a united people and will stand together to face the Civil War head on.
Detriments:
Major, Greater Powers: Falkreath is surrounded by Holds more powerful then it. They block all avenues of expansion and they no doubt will try to absorb the weaker Falkreath hold to strengthen themselves.
Minor, A Minor Power: Falkreath is not very powerful. It lacks much in the way of a standing military force and equipment. This will eventually be offset by supply shipments by the Empire but it can do little to fight the greater powers around it.
Minor, The Dominion's Ire: The Dominion is watching the Pale Pass closely, they won't be able to stop all support from the Empire but they will limit what can be done quickly and just how much is sent.
Attributes:
Major, Black-Briars: The Black-Briar family is strong, incredibly so. Their wealth is unmatched by any single family in Skyrim and their influence is vast. They will keep the city of Riften flowing with gold for as long as possible.
Minor, The Thieves Guild: The Thieves Guild is down on their luck and can't say no to many jobs. If the city of Riften so chooses it can pull on the talents of those in the Ratway.
Minor, Morrowind Trade: A passage between Skyrim and Morrowind exists under the control of Riften and while not as powerful a trade partner as Windhelm it still helps. The possibility of support of the Dark Elves is also there and one not as hampered by bigotry as Windhelm.
Detriments:
Major, Corruption Incarnate: The city is corrupt and under the pocket of the Black-Briars. But even if they stayed out the people of Riften are easy to corrupt with gold by those inside and out. Stability is and always will be an issue.
Minor, Unprepared: Riften has little in the way of a military and wasn't prepared for the Civil War. Most of the forts and outposts in the Rift are run down and old.
Minor, Nocturnal's Gaze: The patron of thieves has disgraced the Thieves Guild and those they work with, taking the Skeleton Key has consequences.
Major, Black-Briars: The Black-Briar family is strong, incredibly so. Their wealth is unmatched by any single family in Skyrim and their influence is vast. They will keep the city of Riften flowing with gold for as long as possible.
Minor, The Thieves Guild: The Thieves Guild is down on their luck and can't say no to many jobs. If the city of Riften so chooses it can pull on the talents of those in the Ratway.
Minor, Morrowind Trade: A passage between Skyrim and Morrowind exists under the control of Riften and while not as powerful a trade partner as Windhelm it still helps. The possibility of support of the Dark Elves is also there and one not as hampered by bigotry as Windhelm.
Detriments:
Major, Corruption Incarnate: The city is corrupt and under the pocket of the Black-Briars. But even if they stayed out the people of Riften are easy to corrupt with gold by those inside and out. Stability is and always will be an issue.
Minor, Unprepared: Riften has little in the way of a military and wasn't prepared for the Civil War. Most of the forts and outposts in the Rift are run down and old.
Minor, Nocturnal's Gaze: The patron of thieves has disgraced the Thieves Guild and those they work with, taking the Skeleton Key has consequences.
Attributes:
Major, College of Winterhold: A institution of mages and the sort, even if they prefer to stay neutral those inside the College can be called upon or bought for their help. Having a group of powerful Mages, enchanters, and alchemists has its perks.
Minor, Complete Loyalty: The Great Collapse caused many to flee but those who stayed are those who can say they will give their lives to protect their home. Not only that but the Dark Elves owe a debt to Winterhold for allowing them to build the Shrine of Azura.
Minor, Recent Acquisition: Winterhold alone would have stood no chance at fighting off any Hold, but in the chaos they reacted and took majority control over Dawnstar and its holdings and moved into Morthal wanting to claim their farmlands.
Detriments:
Major, The Great Collapse: The Great Collapse destroyed the once capital of Skyrim and is the cause for all of its woes. This catastrophe created a dislike for magic and the College in particular.
Minor, Food?: There is no land to grow food so far north. Neither Dawnstar or Winterhold can. The small populations of both allowed for fishing and small livestock to create self sufficiency but any large force of military will need increased food to keep going.
Minor, Limited Manpower: The combined might of Dawnstar and Winterhold are still incredibly small compared to everyone else. They have little manpower to work with.
Major, College of Winterhold: A institution of mages and the sort, even if they prefer to stay neutral those inside the College can be called upon or bought for their help. Having a group of powerful Mages, enchanters, and alchemists has its perks.
Minor, Complete Loyalty: The Great Collapse caused many to flee but those who stayed are those who can say they will give their lives to protect their home. Not only that but the Dark Elves owe a debt to Winterhold for allowing them to build the Shrine of Azura.
Minor, Recent Acquisition: Winterhold alone would have stood no chance at fighting off any Hold, but in the chaos they reacted and took majority control over Dawnstar and its holdings and moved into Morthal wanting to claim their farmlands.
Detriments:
Major, The Great Collapse: The Great Collapse destroyed the once capital of Skyrim and is the cause for all of its woes. This catastrophe created a dislike for magic and the College in particular.
Minor, Food?: There is no land to grow food so far north. Neither Dawnstar or Winterhold can. The small populations of both allowed for fishing and small livestock to create self sufficiency but any large force of military will need increased food to keep going.
Minor, Limited Manpower: The combined might of Dawnstar and Winterhold are still incredibly small compared to everyone else. They have little manpower to work with.
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