Outlaw: A Bandit Lord Quest

Voting is open
Created
Status
Ongoing
Watchers
109
Recent readers
0

Whenever you're playing Skyrim or Morrowind or Oblivion and you finish clearing a bandit-infested fort, don't you ever wonder what it'd be like to play as one of those? If the answer is yes, come here! Set in Skyrim forty years before the Great War, the province is in a great deal of upheaval, making the moment right for you to grasp for preeminence.
Character Creation- Part 1

DanBaque

Let's Have Fun
Location
Occupied Catalonian Countries
Pronouns
He/Him

OUTLAW

It is the year 130 of the Fourth Era and Skyrim is suffering. The wounds of the Oblivion Crisis lay heavy over the province, and the central state is near collapsing.

And that is where you come in. You are one of those lucky- or unlucky- little rebels and bandits which pocket the province, and have the chance of a lifetime. Will you ride the high waves or be satisfied with scraps at a Jarl's table?

Having achieved a position of leadership over a small band of like-minded brethren, you personally have a great chance to directly change the world for a subset of the Imperial Province of Skyrim. Your past and present, the way you see the world, and your own ambitions can be imprinted on the world. Or at least, part of it.

Which part is that?
[] Winterhold. You are based in the historic capital of Skyrim, but it is a divided province. Affections towards mages have cooled harshly after the Daedric invasion, and the Great Collapse only a few years ago damaged the capital city tremendously while leaving the College unharmed. Poverty afflicts the people and their dignity is under threat, with the current Jarl a divisive and hot-blooded man.

[] Whiterun. The agricultural heart, full of bountiful fields and ringed by mountains and rivers, Whiterun's wealth comes from both its crops and its position that leaves it as Skyrim's center of trade. Both of these are fragile, however, so that a bad year will threaten the livelihoods of thousands and any event in another hold damage Whiterun's trade. Most recently, a bandit king threatened to take down the whole hold with a terrible two-handed blade, but was felled after he slaughtered half his army in a fit of madness.

[] Haafingar. The current capital is the most imperialised city of Skyrim, and the one for which maritime trade matters the most. Prosperous, civilized, lavish, Haafingar hold would be ideal were it not for the ongoing rebellions to their west, where land taken in the Bend'r-Makh'r War is afflicted with rebels and has been for generations. The court there cares more for trade than for these issues, but is riven by the general politics of Skyrim, as the High King attempts to deal with the whole province's problems.

[] The Rift. What troubles do not afflict this once-proud region? For forty years the hold has been oppressed by Hosgunn Crossed-Daggers's onerous taxes and martial law, inconspicuously aided by the Black-Briar family. Just a year ago the capital was burnt down by an urban uprising, and a new Jarl has still not been chosen. Chaos spreads through the province as discontented peasants refuse to pay their rents and the collapse of the urban economy sees livelihoods tumble.

Secondly, what type of band do you lead?
[] Bandits. There's nothing as honest as your type- you're just thieves and highwaymen, out to sack and live a good life of violence. It was good enough for Ysgramor, wasn't it? Skyrim's culture, though it may hate the lawless, prizes those capable of imposing their will by force. And if you may have some greater ambitions, well, that's no one's business but your own, is it.

[] Social bandits. As fun as fleecing merchants and raiding villages is, that always ends up with the peasants telling the jarl where your hideout is. No, your group is mainly composed of disaffected locals who steal from the rich and give to the poor (or, at least, their families). There's always a bit of overhead, of course, and you need to eat too.

[] Religious dissidents. Although a fairly tolerant place, the growing Imperialization of the faith has left many in Skyrim with a bad taste in their mouth. The Vigil of Stendarr's activities against daedra worshippers has also made them take to the hills and organise. Whether totemist traditionalists, worshippers of some older god, or an Aedra-hater, your band is a group of religious fanatics who'd rather die than convert.

[] Warlocks. People hate magic nowadays. Possibly those who do so the most are in their big old castle there in Winterhold. Restrictions on experiments, keeping to Galerion's rules, serving the jarls: pah! These people know nothing of real magic, of the old learning. They wouldn't even let any of you in, they wouldn't know a battlemage if he threw a lightning bolt to their face.

[] Witches. Covens are as old as history itself, often worshipping one forbidden goddess or another, and objects of fear by the commoners. Typically composed of only women, though sometimes partners and children are allowed inside, these are a mix between communes and cults, without stringent morals for good and ill.

[] Necromancers. You know, those who raise the dead get a bad rep, don't they. We just think the dead could be put to a better use than sitting there rotting away. The ancients clearly thought so too, if you've ever been to a crypt! Just thinking the dead should serve the living doesn't mean we're out for supreme power and mass sacrifice- although that is a highly effective necromantic ritual.

Hello everyone! Whenever you're playing Skyrim or Morrowind or Oblivion (or some other, I guess) and you finish clearing a bandit-infested fort, don't you ever wonder what it'd be like to play as one of those? Of being able to set up your own little community and have it affect the world of Elder Scrolls? Well, I do, and I'm currently on a Skyrim binge.

This quest will follow both a faction and a character in their endeavours and adventures to bring their ambitions to fruit by force if necessary. The game starts forty years before the Great War, with the Empire still in the process of losing ground and struggling to reimpose itself after the devastation of the Oblivion Crisis. Turns will be six months, with crisis events if necessary.

ALL choices taken during faction/character creation (which should be another 2-3 votes) will affect statistics, playstyle, flavour, and the quest deeply. Please take what kind of character and faction you wish to follow into account when voting.
 
Character-Band Sheet

INGRID STORMSHIELD

Female Nord Warrior
Leader of the Iron Band
Rightful Esquire of Corigate

INGRID
Statistics

Diplomacy: 10-2 = 8 - Blunt and direct, like the Legions.
Martial: 11+3+3+2 = 19 - You might have reached the rank of Legate, had you stayed.
Stewardship: 15+1 = 16 - You've learnt quite a bit of management in the Legions and at home.
Intrigue: 17 = 17 - Surviving a centennial vampire's plots takes a certain degree of skill.
Learning: 6 = 6 - A life of work has left little time for frivolous studies.
Magic: 3 = 3 - You've never much cared to look into magic.
Prowess: 15+3+1+2+2 = 23 - You earned your rank on the battlefield and dueling square.


Traits
Fit: There is no other way to state it: you are naturally disposed to athleticism. You hardly tire, your muscles strain with ease, and the rush gained from physical achievement drives you. (+3 Prowess)
Courageous: A hero must be brave. This is the most basic demand the people ask of their heroes, as Talos and Saint Martin were, and as their hero-cult calls for. (+3 Martial, +1 Prowess)
Enduring: The cult of Akatosh promotes invincibility. Those whose belief is full and righteous are as invincible as time itself, whom no one can defeat. (Boost to willpower)
Knight-Quaestor: You have completed a decade-long tour in the Imperial Legion, having risen to the position of Knight-Quaestor. (+3 Martial, +2 Prowess, +1 Stewardship, -2 Diplomacy)
Apprentice Warrior: You are competent in various weapon styles and battle. (+2 Martial, +2 Prowess)


Skills
Diplomacy
Martial

Small-unit tactics: Journeyman (50)

Stewardship
Survival: Apprentice (20)
Logistics: Apprentice (20)


Intrigue
Interrogation: Apprentice (20)

Learning
Magical
Piety

Prowess

Medium Armor: Apprentice (30)
Heavy Armor: Apprentice (30)
Long blade: Journeyman (55)
Short blade: Apprentice (40)
Block: Apprentice (30)
Axe: Novice (20)
Marksman: Apprentice (25) [+5]


THE IRON BAND
Number (84)
Mette, Ullne, Medveig, Orma, Deovin, Lyris, Helga, Asuk, Littrek, Yngvar, Hjoren, Fuldir, Breddin, Addald, Carathir, Morlacco, Siniel, Heseph, Noam, Sosil, Spencer, Briras, Fervas, Vinyl, Oysin, Sorex, Renee, Torvar One-Fist, Duna Hlaalu, Kantha Wheat-Hair, Bjorn the Fat, Fenrik Feel-Good, Geilund, Jyte, Jytia, Fortuna of Shor's Stone, Lis Haakinsdaughter, Adla, Tun

Make-up
Axemen: 17 (Lyris, Heseph, Hjoren, Fuldir, Orma, Ullne, Spencer, Asuk, Bjorn the Fat, Fenrik Feel-Good, Geilund)
Swordsmen: 13 (Sorex, Oysin, Carathir, Noam, Fortuna of Shor's Stone, Lis Haakinsdaughter)
Bowmen: 31 (Mette, Deovin, Littrek, Morlacco, Addald, Siniel, Vinyl, Adla, Tun)
Macemen: 3 (Duna Hlaalu, Jyte, Jytia)
Home guard: 20 (Medveig, Helga, Yngvar, Breddin, Addald, Briras, Sosil, Renee, Torvar One-Fist, Kantha Wheat-Hair, Nils Nail-Smith)


Conditions
Morale: Average
Discipline: Average
Esprit de Corps: Poor
Training: Poor


Equipment
Armor: 2 Legion (Worn), 30 Leather (Rough), 14 Hide (Rough)
Weapons: Iron (Worn), Steel (Worn)
Horses: One warhorse (Junnal), six mountain horses


Provisions
Clothing: Average
Clothing Income: Low
Food Size: Good
Food Income: Hand-to-mouth
Cattle Size: Small
Cattle Income: Minimal
Medicine size: Small
Medicine income: Minimal
Drink size: Tiny
Drink income: Minimal


Italics is decreasing. Bolded is improving.

Bases
Rift Watchtower
One watchtower, stone, two floors. Two fences, tall and low.
One cleared cave, somewhat far
 
Last edited:
Character Creation- Part 2
Choices:
[X] The Rift
[X] Bandit
[X] Social Bandit

YOUR band is in the Rift, and it is a group of rough-and-tumble bandits who at times enjoy the sympathies of the local population. You've often been better than Jarl Hosgunn at least, not that that's a high bar. Now that he's fallen, you want to make good and take advantage, much like many other rebels will.

Yet, what about you, the glorious head? Where did you come from, what made you the leader you are today, and what do you believe in?

What is your background?
[] Farmer: Your first memory is of fields of wheat and barley, a traditional upbringing of sweat and heavy labor, of a small community being your whole world. Life is more exciting now, but you have not outgrown those teachings.
Will mean better rural relationships and knowledge.

[] Artisan: You were raised in a city, apprenticed to an honest guildsmember, and learnt a trade. That trade was shoemaking, which comes in use often nowadays, but did not prove to be the best of jobs
Will mean better urban relationships and knowledge.

[] Bard: Not every talent valued in Skyrim comes from a strong arm, some require quick wit. You have a talent for speaking and singing, and training in it to boot.
Will mean better persuasiveness and canniness.

[] Merchant: As it turns out, trading in a hold as arbitrary as the Rift is flush with danger. As it also turns out, robbing traders blind is much more profitable than hawking wares.
Will mean better economic shrewdness and logistical skill.

[] Minor noble: Your family was ennobled six generations ago, though you never managed to reach high heights. This led to your current straits, as a thane stole your family's territory for a mere few debts.
Will mean better skills in most every capacity but a certain distance from the common people.

What form do your skills take?
[] Acrobat.

  • The kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances.
  • Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
[] Agent
  • Charming when they can be seen, and nearly invisible when in shadow.
  • Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.
[] Barbarian
  • Fearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground.
  • Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.
[] Monk
  • Quick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist.
  • Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged and close-combat weapons.
[] Rogue
  • They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades.
  • Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
[] Scout
  • Preferring the rolling countryside to the city life, they are gifted with the ability to evade, guard, and protect themselves with great proficiency.
  • Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.
[] Warrior
  • Unafraid of light weaponry, they plow into the fray with little regard for injury. Masters of all melee tools, they put little faith in the magical arts.
  • Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.

What do you believe in?
[] The Nine. What else would you believe in? They've always done good by you and your people, and firmly stand against injustice and fear.

[] The three Dragon-bloods. After the Crisis ended by Martin Septim's power, a cult to him emerged. In Skyrim, it was used by Imperial priests to popularize the worship of Akatosh, so that the triune worship of Talos, Akatosh, and Saint Martin is popular here.

[] Stendarr. Believing in the God of Mercy is quite useful when being a bandit, and it certainly smooths a good few paths.

[] Zenithar. Profit and prosperity, a good harvest, peace when possible and war when not. This is your first god.

[] Boethiah. Struggle is the impression of life on the world. Only through making others admit your existence are you alive.

[] Hircine. The God of Hunters is your patron, and a faithful patron shall he be so long as you follow his precepts.

[] Nordic pantheon. Shor, Stuhn, Kyne… the old gods are not yet forgotten, and especially not so in the mountains and forests.

[] None. Well, not none, but you aren't faithful or pious. You'll pray if it'll help you, and you know the rote words, but it isn't your preoccupation.

All choices will heavily affect playstyle, characterization, and the like. Was going to write class descriptions but the ingame ones are great and fairly clear about what their playstyle is like. Again, plan voting and normal are both permitted.
 
Character Creation- Part 3
Your choices:
[X] Warrior
[X] Minor Noble
[X] The Three Dragon-Bloods

A tall and broad warrior, born of noble stock, and a worshipper of the Three Dragon-Bloods. This will serve you well with those of your type, and may cause issues with those not so. Nonetheless you are in an eminently respectable class, and were it not for the banditry might go on to have a long and accomplished career in some military or administration.

Alas for those who might have poached you, for now they are your enemies. From your base, you and your group strike often at the rich and powerful, and only sometimes at the weak and poor. But what is that base and what characterizes you and your group?

This is the part where you get a sum of 'creation currency' and have to spend it. Here they'll be called Dragon Souls (DS). You start off with two (2) Dragon Souls, and can gain more through taking Major Disadvantages. Plan votes only.

Where?

[] Rift Watchtower
A tall and sturdy stone tower, well-positioned and fortified on one side by mountains. Deep in the wilderness of Riften and half-forgotten. An initially peaceful place to strike from, and a safe base to return to.

[] Bthalft
Above ground ruins of an incomprehensible Dwarven construction. Though roofless, the material is safe from crumbling and the area provides a number of overhangs. Full of old junk.

[] Nilheim
An ancient tower from the days of independent Nordic kingdoms, it permits control over a minor bridge, which is the only way for an army to arrive easily. Advantageous but old.

[] Fort Greenwall (-1 DS)
A fully-operational military fort smack dab between Shor's Stone and Riften, this flies directly in the face of any Jarl's authority but commands an enviable influence over trade and travel. Requires large numbers to effectively use.

[] Angarvunde
These ancient ruins are presumably crawling with Draugr. Thankfully, they are all locked off behind a convenient door that you have added several bars to, giving you a fairly spacious area to converge in that locals are too fearful to enter.

[] Broken Helm Hollow
Quietly hidden, next to permanently fresh water, and close enough to Riften and the pass to Morrowind both that enticing targets can be easily found.

What?
Major Disadvantages

[] Enemies in Shor's Stone (+3 DS)
The thane who injured your family was not just any thane, but the one in control of Shor's Stone at that. One of the richest and most powerful men in the Rift, having him as your sworn foe will make things difficult.

[] Bigotry (+2 DS)
Your group may be formed of criminals, but they are criminals with standards. Unfortunately, these standards manifest as a total distrust of Khajiit, Argonians, Orcs, and other 'beastly' races.

[] The White Killers (+1 DS)
One of the recent successful raids your band carried out was against an expedition into a Dwemer ruin. Unfortunately, you got carried away celebrating and chose to spend the night there, during which some strange pale enemy slew half your men. Your numbers haven't yet recovered.

[] Vampiric foe (+3 DS)
A very specific kind of enemy imperils your life. You appear to have caught the attention of a bloodsucker, who does not merely wish to kill you. She wants to destroy you, your life, your friendships, your ambition. You are, apparently, the newest pastime for a bored immortal.

[] Daedric curse (+1 DS)
Perhaps you shouldn't have desecrated that shrine to Horavatha, but now it's a bit too late to complain. Your luck has a tendency to go wrong, even with Saint Martin's salvation on your side.

Property
[X] Junnal, your childhood warhorse. The guards couldn't steal this from you, not with you fleeing upon him as fast as the winds. Well-treated and well-fed, this is an advantage over any petty enemy. (FREE WITH MINOR NOBLE)

[] Adder, a sword enchanted to turn enemies' blood cold when it cuts. Taken from a bandit leader whom you slew with your bare hands. (-2 DS)

[] Cat's Paws, soft leather shoes enchanted to let you always land on your feet. Can be worn with armored boots on top. (-2 DS)

[] A map collection taken from a wealthy trader, noting down the most common pathways smugglers use in Rift Hold. (-1 DS)

Heart
[] Minor Miner
You have particular experience dealing with miners, having been involved in the business since you were young and learnt enough to have a full understanding. (-2 DS due to Minor Noble)
+ Relationship with miners

[] Pleasant Peasants
Despite your noble birth, you always liked the peasant farmers who tilled your family's farms, and made friends with several of the common children. (-2 DS due to Minor Noble)
+ Relationship with farmers

[] Merchant's Man
Much of your education was taken in the city of Riften, where as a member of the minor nobility you brushed elbows with tradesmen commonly. (-1 DS)
+ Relationship with urban merchants

[] Torvar One-Fist
A member of the Silver Hand who was forced to abandon the fight after a wolf bit off his left hand, he attempted to make a living in the city. However, Hosgunn's laws had him expelled as a vagrant, and he's joined you as a particularly experienced and well-read bandit. (-1 DS)

[] Duna Hlaalu
Her family exiled from Morrowind for reasons you are not aware of, Duna was orphaned as a youth and taken in by the Followers of Stendarr. Due to undisclosed differences she chose to leave them and has fallen in with your band, though her faith remains as strong as ever. (-1 DS)

[] Kantha Wheat-Hair
Herbalism is a common trade among the rural folk, but it is the rare person who manages to achieve the title of alchemist. Kantha hopes to manage this, but right now is merely a more learned acolyte than most. Still, her medical talents are very helpful for your operation. (-1 DS)

Mind
[] Court education
You were educated on courtesity, dignities, and propriety. Not of much use in a bandit hideaway, but paying attention to what people actually say and do always helps. (-1 DS)

[] Law education
The intricate details of lex regia et ius commune are no stranger to you. You know your way around property law, individual rights, and the like. (-2 DS)

[] Legion veteran
You have completed a decade-long tour in the Imperial Legion, having risen to the position of Knight-Quaestor. (-2 DS)

Body
[] Fit
There is no other way to state it: you are naturally disposed to athleticism. You hardly tire, your muscles strain with ease, and the rush gained from physical achievement drives you. (-1 DS)
[] Left-handed
Only ten percent of the population has this trait, which is sometimes seen as odd, but is undeniably an advantage when in a fight. (-1 DS)
[] Well-sighted
Due to some unknown reason, most probably related to some magical or divine ritual, members of your family never seem to lose their sight. (-1 DS)

Piety
[] Courageous
A hero must be brave. This is the most basic demand the people ask of their heroes, as Talos and Saint Martin were, and as their hero-cult calls for. (-1 DS)
[] Enduring
The cult of Akatosh promotes invincibility. Those whose belief is full and righteous are as invincible as time itself, whom no one can defeat. (-1 DS)
[] ?
??? (-3 DS)

As said above, this vote requires plan voting.
 
Character Creation- Part 4
Your choice:
[X] Plan: Heroic Bandit Band
-[X] Rift Watchtower
-[X] Enemies in Shor's Stone (+3 DS)
-[X] Vampiric foe (+3 DS)
-[X] Junnal
-[X] Torvar One-Fist (-1 DS)
-[X] Duna Hlaalu (-1 DS)
-[X] Kantha Wheat-Hair (-1 DS)
-[X] Legion Veteran (-2 DS)
-[X] Fit (-1 DS)
-[X] Courageous (-1 DS)
-[X] Enduring (-1 DS)

You are a legion veteran, who spent a decade sending your pay home to pay off generational debts. This was unfortunately not enough, and upon your return you could do little but delay Thane Snow-Shod from taking your ancestral land and rights. Perhaps worse, during your service in the Ruby Ranks you made an enemy of a vampire known only as Haki, who delights in tormenting you. What is in your future is uncertain, save for one thing: struggle.

And what of your past?

[] [NAME]
UESP source of all names used in-lore.

[] [RACE]
You didn't pick bigotry, so any of the main races and subraces can be chosen. Not being a Nord, and not being a Human, will both come with some consequences for majoritarian appeal.

[] [GENDER]
Whatever you want.

[] [LOOKS]
Please post a picture of someone of age.

[] [GROUP]
Will be capable of changing.

Stats and the opening post will now be finalized. In the meantime comes the last (short) choices, being what your name is, what TES race you are, what your gender is, what you look like, and what your group is called. I reserve the right to veto. Please use the following format (example only):
[] [NAME] Jul-Eel
[] [RACE] Argonian
[] [GENDER] Woman
[] [LOOKS] image goes here

[] [GROUP] The Shadowscales
 
Turn 1
Blue-Veined Ingrid,

Did you think to escape me? My sister, I would never give you up. You are far too interesting. I have tasted your blood, and I will one day sup upon it all. Perhaps that day will see you as my obedient thrall, doing obeisance as you ought. I cannot wait. But I digress. We will meet again sooner or later.

In the meantime, think deeply on your acts and your 'iron band'. Can you really trust an assortment of street scum and lowlives? I know you've wondered about Duna Hlaalu's eyes, and I can tell you this now: she only has a somewhat lighter red. The Dunmer curse is weaker than usual in her, she is not my vampiric spy. And why would I need a vampire among your coterie to spy on you? A sweet word and a spell had Spencer spilling his guts.

I speak only metaphorically, though by now his usefulness is lost. I made a great sacrifice in taking some of his blood to write this letter with it. You will be able to enjoy it for only a week before it degrades: I encourage you to lap it up quickly, lest it become stale. I chose the very best of parchment to write upon, so you should not even notice the bile acid.

Perhaps you must be reminded of the perils you will face. Here is a tidbit for you: the Snow-Shods are leading a party to have themselves named Jarls of Riften. Wouldn't that be delightful?

Your dear friend Haki


Well, then. Time to plan.

You have SIX actions for the following six months, which both you and the Iron Band will commit to doing. Please note that an action on sustenance per turn is recommended at least until you get a larger income in these.

The main objective of bandit is plunder, and the usual method is raiding.
- [] Merchants tend to carry some septims on them, put patrols on the usual roads and attack when they report back.
- [] Farmers have to take their grain to market sometime. Put patrols on the usual roads and attack when they report back.
- [] Put a patrol, but sit tight and wait until a noble crosses the road to strike.
- [] Ebony caravans are usually well-protected, but their cargo is worth it.
- [] Khajiit caravans are ferocious, but a successful raid would fill our needs for some time.
- [] Act as looters, hang about and wait for a fight, then pounce on the exhausted winners.

[] Talk to the Nilheim bandits to see about an alliance. They are close by and directly connected to water, as well as being a similarly-strong group; they could be an important ally and clear a flank.
[] Recruit among the weaker bandits living off the land. We need more men and these are already outlaws.
[] Try to recruit among the farmers of the central rift. Desperation is spreading among them, and at least there must be some bored youths looking for adventure.
[] Make an attempt to recruit hardened mercenaries. Quality beats quantity any day, and you still know where they usually congrate for contracts.
[] Send an emissary to Larghashbur to recruit among the orcs. Many young Orcish men and women strain against Mauloch's laws, or wish to fight.
[] Visit Riften to recruit among city vagrants. These people tend to have much less connection to the community and are more often skooma addicts, making for likely but untrustworthy recruits.

[] Train the Iron Band in shouting. No, actual shouting, a strong voice is key for communication in battle.
[] Do archery competitions to improve our band's marksmanship.
[] Attempt to get the Iron Band to carry out basic Legion discipline drills.
[] Attempt to get the Iron Band to carry out basic Legion swordmanship drills.
[] Attempt to get the Iron Band to carry out basic Legion group drills.
[] Train the Iron Band in horsemanship.
[] We have no smiths here, but maintenance isn't that hard. Train everyone in the basics of weapon and armor maintenance.
[] Ask Kantha Wheat-Hair to teach herbology and the basics of alchemy to the band.
[] Get Duna Hlaalu to try to teach the band basic healing magic.
[] Get Duna Hlaalu to try to teach the band basic restoration theory.

[] Dig a ditch around the watchtower. One side of it is already protected by the mountains, but the other could do with some extra support.
[] Scope out any caves nearby that might be of use for hideouts.
[] Build a wooden fence around the watchtower. One side of it is already protected by the mountains, but the other could do with some extra support.
[] Set up traps along the paths towards the watchtower.

[] Focus on socializing with the band. You've spent years with soldiers, how different could it be?
[] Hold a feast with the Iron Band, throw all the food and drink we can get into a real party.
[] Challenge the band to duels to get a better grip on them and their fighting ability.
[] There's not a lot of guards around patrolling these days. Do a tour of the smallest settlements around the watchtower, promising them protection if they call.
[] There's not a lot of guards around patrolling these days. Sack the nearest village.

[] Conduct reconnaissance on Shor's Stone. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Conduct reconnaissance on Riften. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Conduct reconnaissance on Greenwall. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Rumors say that there is a cave to our north occupied by a witches' coven. Go investigate.

[] Go out hunting for meat. Will be harder in the winter and easier in the spring.
[] Try to produce actual healing potions.
[] Search for medicinal plants and alchemical herbs around the watchtower.
[] Search for mushrooms and berry bushes around the watchtower.
[] Plant what seeds you have when spring comes. Agriculture is boring and backbreaking, but it is steady.

[] Vampiric Threat (ONE FREE ACTION): A quick search finds that Spencer is, indeed, missing, and the letter is in human blood but (thankfully) not human skin. Which means Haki has some kind of eyes on you.
- [] Sleep during the day and stay awake at night to avoid attacks. Everyone will find it odd, but you are bandits, so half your work is at night anyways.
- [] Search the camp top to bottom personally for any clues of Haki's activity.
- [] Organize a search party for Spencer.
- [] Switch activities, sleeping place, and whereabouts as often as you can.
- [] Interrogate every member you find worthy of suspicion carefully, despite the tension this might cause.
- [] Just stay watchful. Haki wants you off-guard and unnerved, you'll not give her that satisfaction.

I am working on a cleaner detailed map of Riften hold at this time (to your knowledge) but in the meantime the UESP map is great. As many of the vampire actions as you want can be taken, but only ONE is free. Plan voting only this time around, please. Initial stats are finalized but expect them to change a bunch throughout the quest, assuming it lasts. A quick note that your group is diverse in race and gender, though there's a nord majority. Ask any questions you have.
 
Turn 1 Update
[X] Skyrim Intelligence Agency
- [X] Act as looters, hang about and wait for a fight, then pounce on the exhausted winners.
- [X] Recruit among the weaker bandits living off the land. We need more men and these are already outlaws.
- [X] Scope out any caves nearby that might be of use for hideouts.
- [X] Challenge the band to duels to get a better grip on them and their fighting ability.
- [X] Attempt to get the Iron Band to carry out basic Legion discipline drills.
- [X] Go out hunting for meat. Will be harder in the winter and easier in the spring.
- [X] Sleep during the day and stay awake at night to avoid attacks. Everyone will find it odd, but you are bandits, so half your work is at night anyways.


Whence, in the year 4E 130, much of Ysgramor's land lay supine, its people undefended, heroes emerged in the natural tendency of the Nordic spirit. Among them, perhaps a leader, was Ingrid Stormshield.

Therefore did Ingrid lead her Iron Band to strike against those reavers who would imperil the lives of the good people of the Rift, and against the rich who perverted the order the Emperor Talos had ordained ought to rule.

Whenever did stern Duna report that a skirmish was happening on the roads and paths, then did Ingrid armor and arm her band to defend the Gods and their right. So it did come to be that they came upon the wreckage of a carriage, pulled by oxen painted in the blue dye of sacrifices to the terrible giants that still lived in the land.

And standing over the bodies of honest farmers making their pilgrimage of grace were half a dozen bandits most vile. Thus seeing this, Ingrid Storm-Shield commanded the attack and led from the front her charges. There she slew Igmund the Cutthroat, Javis the White-Heeled, and Arevis Pock-marked, sustaining no wound of her own.

But that was but one of the many victories of the Iron Band in the winter and summer of this year, for they found much glory in the clash of steel and the singing of swords. The greatest was the Battle of the Shining Glen. Having surrounded an outnumbered formation of northmen from old Winterhold, the brave atmorans refused to yield. So did Ingrid challenge their leader to a holmgang for the honor of commanding such a valiant band.

Bjorn the Fat, as he was called for his outsized layers of cured leather that covered well-formed muscle, accepted. Neither of the duelists cared to see defeat, but one would have to. It was clear from the start that Bjorn would be that man, but he faced death with the unerring steadfastness of a man whose honor was at stake, and was laid upon the ground after Ingrid's sword, good Legion steel, sliced through his chest from nipple to hip.

Lucky he that Kantha Wheat-Hair was there and watching, for a curative melange was laid upon the broken flesh. Within minutes the bleeding had stemmed, and Bjorn and his men knelt before Ingrid. More gifted than she were few, and Stormshield did daub her new men's hair with honey in the place of oil, and swore to protect them, and they to be loyal to her. And then more honey did they all partake in, which was still less sweet than the love between vassal and lord that had then been formed.

So it was that Bjorn the Fat, Fenrik Feel-Good, Geilund, Jyte and Jytia, and Fortuna of Shor's Stone, Lis Haakinsdaughter, Adla, Tun, and Nils Nail-Smith joined the Iron Band, and were assured places in the sagas that all bards of Skyrim would sing.

Their deeds would be aplenty, for more oft than not Ingrid could be found striking at the foes she saw on her path to justice and revenge. Dishonored by a callous Thane, she would not be left wanting. Atop Junal, mighty fleet-footed steed, she and what men were willing to teach others a lesson prowled the roads and burst into action when the moment was most apt.

In this manner, through a dozen skirmishes, the Iron Band rose in size and wealth, and became a true threat to the governance of the Rift. A Jarl had still not been chosen, and fear stalked the land.



Though you do partake in a fair few raids, the day to day (or, more accurately, night to night) of you and your band is spent closer to home. Around the watchtower you live, work, and socialize.

Your attempts at foisting discipline on the band start off badly, with only a few interested and most disliking the idea of drill meant to make them obey. You are able to see off potential mutiny through the duels you challenge: defeating the entirety of your men, even when in teams against you alone, reminds them of why you're in charge and causes more interest in learning. Also, you've noticed it's harder to say no to a woman who has beaten you down in front of all your comrades.

The overall result of this is that after six months have passed, the Iron Band is capable of withstanding a cavalry charge without breaking or losing order. Marching quality has improved, as well. They remain a ragged group who you'd have been embarrassed to lead back in the Legion, but as it is your coercive methods are limited. You may have to work on that. Through the duels, you also see that overall they are decent. There is nothing more to say, none of them save Duna and now Bjorn stand out as fine duelists or especially skilled.

These duels are not a perfect solution however. Vinyl and Sosil attempt to escape in the night, not expecting you to be awake- a surprising benefit to your new hours- and you successfully beat both down. When questioned at daybreak, they confess to having attempted to desert your new discipline, and so you have them hanged off the side of the watchtower. Their bodies remain there even now, frozen and preserved by Duna Hlaalu's frost magic.

Your luck in cave-seeking is not very good, so that although you find a few, all save one are too small to be of much use, and that one is far enough that it can be only used for long-term storage. Thus you order that it be used for

Hunting, on the other hand, sees happier success. Winter pickings, though slim, see you able to eat meat daily throughout the months. This is primarily from rabbit traps and fowl, but a family of bears is found hibernating and slaughtered by surprise. The meat this gives serves for quite some time, and you claim the choicest part (the shoulder) for your own.

In the spring, luck is weaker, but there are so many new animals that you have little trouble finding food. The threat of poachers is notably increased however, with law and order broken down, meaning many more seek to feed off of the supply.

Your participation in these efforts is slightly slowed by your new nighttime habits, unexplained save for vague reasons. Using the spare time available at night you are able to fully search your surroundings and find no evidence of vampiric remnants or threat, nor of any interloper's attempts. You appear to be safe for now, or at least left alone to stew in your juices while Haki prepares her next strike.


This is the main update; the loot you've gained and stat changes will be included in the following post opening the turn 2 vote, to be posted later. Blame the style of the first part of this update on Baltika making me read about Hereward the Wake.
 
Turn 2
RESOURCE GAINS:
- [X] Act as looters, hang about and wait for a fight, then pounce on the exhausted winners.
Roll: 76

One level of food (in CABBAGES and MULES)
One level of clothing
Very mild equipment improval

Lost: 3 bandits

- [X] Recruit among the weaker bandits living off the land. We need more men and these are already outlaws.
Roll: 74

Gained: 13 bandits

- [X] Scope out any caves nearby that might be of use for hideouts.
Roll: 17

Gained: several sprained ankles

- [X] Go out hunting for meat. Will be harder in the winter and easier in the spring.
Roll: 66, 17

Gained:
One level of food (in DEER meat)
Some rabbits

You have SIX actions for the following six months, which both you and the Iron Band will commit to doing. Please note that an action on sustenance per turn is recommended at least until you get a larger income in these.

The main objective of bandit is plunder, and the usual method is raiding.
- [] Merchants tend to carry some septims on them, put patrols on the usual roads and attack when they report back.
- [] Farmers have to take their grain to market sometime. Put patrols on the usual roads and attack when they report back.
- [] Put a patrol, but sit tight and wait until a noble crosses the road to strike.
- [] Ebony caravans are usually well-protected, but their cargo is worth it.
- [] Khajiit caravans are ferocious, but a successful raid would fill our needs for some time.
- [] Act as looters, hang about and wait for a fight, then pounce on the exhausted winners.
- [] Follow up on your new members' past raiding areas.

[] Talk to the Nilheim bandits to see about an alliance. They are close by and directly connected to water, as well as being a similarly-strong group; they could be an important ally and clear a flank.
[] Recruit among the weaker bandits living off the land. We need more men and these are already outlaws.
[] Try to recruit among the farmers of the central rift. Desperation is spreading among them, and at least there must be some bored youths looking for adventure.
[] Make an attempt to recruit hardened mercenaries. Quality beats quantity any day, and you still know where they usually congrate for contracts.
[] Send an emissary to Larghashbur to recruit among the orcs. Many young Orcish men and women strain against Mauloch's laws, or wish to fight.
[] Visit Riften to recruit among city vagrants. These people tend to have much less connection to the community and are more often skooma addicts, making for likely but untrustworthy recruits.

[] Train the Iron Band in shouting. No, actual shouting, a strong voice is key for communication in battle.
[] Do archery competitions to improve our band's marksmanship.
[] Attempt to get the Iron Band to carry out basic Legion discipline drills.
[] Attempt to get the Iron Band to carry out basic Legion swordmanship drills.
[] Attempt to get the Iron Band to carry out basic Legion group drills.
[] Train the Iron Band in horsemanship.
[] We have no smiths here, but maintenance isn't that hard. Train everyone in the basics of weapon and armor maintenance.
[] Ask Kantha Wheat-Hair to teach herbology and the basics of alchemy to the band.
[] Get Duna Hlaalu to try to teach the band basic healing magic.
[] Get Duna Hlaalu to try to teach the band basic restoration theory.

[] Dig a ditch around the watchtower. One side of it is already protected by the mountains, but the other could do with some extra support.
[] Scope out any caves nearby that might be of use for hideouts.
[] Build a wooden fence around the watchtower. One side of it is already protected by the mountains, but the other could do with some extra support.
[] Set up traps along the paths towards the watchtower.

[] Focus on socializing with the band. You've spent years with soldiers, how different could it be?
[] Hold a feast with the Iron Band, throw all the food and drink we can get into a real party.
[] Challenge the band to duels to get a better grip on them and their fighting ability.
[] There's not a lot of guards around patrolling these days. Do a tour of the smallest settlements around the watchtower, promising them protection if they call.
[] There's not a lot of guards around patrolling these days. Sack the nearest village.

[] Conduct reconnaissance on Shor's Stone. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Conduct reconnaissance on Riften. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Conduct reconnaissance on Greenwall. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Rumors say that there is a cave to our north occupied by a witches' coven. Go investigate.

[] Go out hunting for meat. Will be harder in the autumn and easier in the summer.
[] Try to produce actual healing potions.
[] Search for medicinal plants and alchemical herbs around the watchtower.
[] Search for mushrooms and berry bushes around the watchtower.
 
Turn 2 Update

Turn 2 Update

Do hear the tale of Ingrid Stormshield's war on the Cult of the Black Dagger. These wicked women, who witches were, caused woe in the hearts of their countrymen. They believed in dark gods and carried out darker acts in their favour, but in truth they only worked for the glory of their ancients, who were to become Hagravens and embody power.

They held a great tower, hidden and fortified, that had been held for generations, and killed all they found. Only children were allowed to live, and even then only women, to be kidnapped and raised as new witches. This was the story whispered oft in the region, but the guard was too weak to strike, and the Jarls cowered in their castles.

One of their bands, yet then, was seized upon when attacking the merchants of the Rift. Innocent and only seeking profit, they were killed without mercy. Then those who struck for justice came. The Iron Band of Ingrid Stormshield came. They did battle against these witches, advancing across the open plain against lightning and hail. Their discipline held, and no man fled lest it impugn the honour of their Nord race, but some did fall.

When they came close, they faced against four atronachs, bulky beings of ice that held a line while fiery beasts threw flames from behind. Here Ingrid excelled. While two teams skirmished the ice-daedra, she cut her way through. There, up close, the five witches felt fear. Though shielded by magic, they died quickly, their lightning and freezing touch unable to stop the assault.

Then no quarter was offered, and all the witches were killed. But it was not all glory, for the honoured dead were at risk of increasing, and for all her magic the good Hlaalu only had so much magicka. Many then died, though some were healed, and the truth of glory brought more to join the band.



Witches imperil the lives of the many, and their activities are feared by both Jarls and peasants. They are powerful magic users who hide among the rest, and only escape to the wilderness when found out or seeking even greater power. It is these who the Iron Band faces once, assaulting a small group after they had killed a trading party. The band, while disciplined enough to hold their ground in the face of daedroth and summoned ghosts, suffered grievously against magic, taking several losses. While Duna was able to save some, her magicka was exhausted and others died.

All this for only a small crop of gold, mere grain in meagre quantities.

These losses were, admittedly, more than recouped thanks to the recruitment and protection campaigns. The settlements around the watchtower had not yet been raided much, if at all, by the Iron Band, and so were more willing to be put "under" their protection, in exchange for promises of support. From these settlements several bandits joined up, including two new legion veterans, which meant their families became loud partisans of the band.

Even more recruits came from the central rift, as Torvar One-Fist travelled it and found much need. Allowed part of the supplies, donations bought some, but more simply joined because of the promise of a better life and to leave their families with one less mouth to feed. The situation was not improving in Riften Hold, but at least it meant another two dozen bandits.

These new recruits participated as they joined with the rest in the archery competitions. These were not only popular but exciting, especially after you released a part of your personal 'take' to the winners and those who improved notably. By the end of the period, every bandit was basically competent in archery, bow maintenance, and fletching.

Equally successful was the construction of wooden fences, which went excellently. Two lines were formed, one a simple hidden bump to trap attackers, and one a wall as tall as the average orc, reinforced by dirt, that did not impair vision from the watchtower. In this the farmers showed their skills, though they also grumbled about the lack of excitement.

Most excitingly, in the digging, a little chest was found. Inside it, a schematic of dwarfish origin. The utility of this was yet unknown, but it might be either put to use in some development, or sold to scholars for good sums.

Overall, then, success had come to Ingrid and her little band. While undoubtedly still weaker than Thane Snowshield, you now command one of the more notable armed groups in Rift Hold. With this comes much opportunity. Ambitious acts begin to be possible, and prior paths that were unchosen due to, perhaps, fear of risk must now be taken.

As much as you must act, you must be careful. Your original band has doubled. The need for food has doubled with it, and your provisions would barely last a winter. Some of your bandits have begun to whisper that you might be vampiric, for you have forsworn the sun in your hunting watch. Bjorn the Fat has sworn loyalty, but you do not know him yet. He may be worthy of full trust, or he may be waiting to plunge a dagger in your ribs.

And a Jarl may soon be chosen, and it may well be your great enemy of House Snowshod. If you do not rise swiftly ere that, you may find yourself facing the headman's axe.
 
Turn 3 Open
RESOURCE GAINS:
- [X] Act as looters, hang about and wait for a fight, then pounce on the exhausted winners.
49-> Small amount of grain.
- [X] Try to recruit among the farmers of the central rift. Desperation is spreading among them, and at least there must be some bored youths looking for adventure.
83
- [X] Do archery competitions to improve our band's marksmanship.
97-> Morale increase.
- [X] Build a wooden fence around the watchtower. One side of it is already protected by the mountains, but the other could do with some extra support.
100-> Critical, dwemer schematic.
- [X] There's not a lot of guards around patrolling these days. Do a tour of the smallest settlements around the watchtower, promising them protection if they call.
82
- [X] Go out hunting for meat. Will be harder in the autumn and easier in the summer.
13-> Very little.


You have SEVEN actions for the following six months, which both you and the Iron Band will commit to doing. Please note that an action or two on sustenance per turn is recommended at least until you get a larger income in these.

The main objective of bandit is plunder, and the usual method is raiding.
- [] Merchants tend to carry some septims on them, put patrols on the usual roads and attack when they report back.
- [] Farmers have to take their grain to market sometime. Put patrols on the usual roads and attack when they report back.
- [] Put a patrol, but sit tight and wait until a noble crosses the road to strike.
- [] Ebony caravans are usually well-protected, but their cargo is worth it.
- [] Khajiit caravans are ferocious, but a successful raid would fill our needs for some time.
- [] Act as looters, hang about and wait for a fight, then pounce on the exhausted winners.
- [] Follow up on your new members' past raiding areas.
- [] Attack a Giant's camp for their mammoths and cheese.

[] Talk to the Nilheim bandits to see about an alliance. They are close by and directly connected to water, as well as being a similarly-strong group; they could be an important ally and clear a flank.
[] Try to obtain a compact with the Vigilants of Stendarr on the basis of your mutual enemies.
[] There are minor drug dens south of us. Make them an offer they can't refuse.
[] Recruit among the weaker bandits living off the land. We need more men and these are already outlaws.
[] Try to recruit among the farmers of the central rift. Desperation is spreading among them, and at least there must be some bored youths looking for adventure.
[] Make an attempt to recruit hardened mercenaries. Quality beats quantity any day, and you still know where they usually congrate for contracts.
[] Send an emissary to Larghashbur to recruit among the orcs. Many young Orcish men and women strain against Mauloch's laws, or wish to fight.
[] Visit Riften to recruit among city vagrants. These people tend to have much less connection to the community and are more often skooma addicts, making for likely but untrustworthy recruits.

[] Train the Iron Band in shouting. No, actual shouting, a strong voice is key for communication in battle.
[] Do archery competitions to improve our band's marksmanship.
[] Attempt to get the Iron Band to carry out basic Legion discipline drills.
[] Attempt to get the Iron Band to carry out basic Legion swordmanship drills.
[] Attempt to get the Iron Band to carry out basic Legion group drills.
[] Train the Iron Band in horsemanship.
[] Work with Bjorn the Fat in general, giving him a higher role.
[] We have no smiths here, but maintenance isn't that hard. Train everyone in the basics of weapon and armor maintenance.
[] Ask Kantha Wheat-Hair to teach herbology and the basics of alchemy to the band.
[] Get Duna Hlaalu to try to teach the band basic healing magic.
[] Get Duna Hlaalu to try to teach the band basic restoration theory.

[] Dig a ditch around the watchtower. One side of it is already protected by the mountains, but the other could do with some extra support.
[] Scope out any caves nearby that might be of use for hideouts.
[] Build a wooden fence around the watchtower. One side of it is already protected by the mountains, but the other could do with some extra support.
[] Set up traps along the paths towards the watchtower.

[] Focus on socializing with the band. You've spent years with soldiers, how different could it be?
[] Hold a feast with the Iron Band, throw all the food and drink we can get into a real party.
[] Challenge the band to duels to get a better grip on them and their fighting ability.
[] There's not a lot of guards around patrolling these days. Do a tour of the smallest settlements around the watchtower, making sure everything is all right.
[] There's not a lot of guards around patrolling these days. Sack the nearest village.
[] Find an excuse to kill Bjorn the Fat. Better safe than sorry.

[] Conduct reconnaissance on Shor's Stone. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Conduct reconnaissance on Riften. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Conduct reconnaissance on Greenwall. That is, go to the inn to hear out rumors and figure out what's going on there.
[] Rumors say that there is a cave to our north occupied by a witches' coven. Go investigate.

[] Go out hunting for meat. Will be harder in the autumn and easier in the summer (currently winter-spring).
[] Try to produce actual healing potions.
[] Search for medicinal plants and alchemical herbs around the watchtower.
[] Search for mushrooms and berry bushes around the watchtower.

[] Declare and establish direct control over the region around your watchtower. Set up tariff posts for merchants. Abandon raiding inside it. Impose the monopoly of force.
[] Go to Corygate with your cavalry and recruit everyone you can find. Attack the guardpost there and steal everything you find.
[] Infiltrate and assault Shor's Stone, the base of the Snow-Shod's power. Raid and sack it, create your own name.
[] Declare war on the Cult of the Black Dagger, scout where they are and prepare for an attack.
[] Raid Blackbriar estate.

[] Vampiric Threat (ONE FREE ACTION):
- [] Keep everything as is, stay watchful.
- [] Try to set an ambush by shifting to daytime action and preparing your sleeping area.
- [] Shift to a more random timing of sleep, despite the tiredness it may cause.
- [] Interrogate every member you find worthy of suspicion carefully, despite the tension this might cause.
- [] Search the camp top to bottom personally for any clues of Haki's activity.
 
Voting is open
Back
Top