History

This section is a collection of all the historical document's and lore involving the Timeline.


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*                                  A History of Anvil


The origins of Anvil are lost in the mists of time, though it was likely founded as a slave camp by the Ayleids in the First Era. After their overthrow by the Slave Queen Alessia, it can only be assumed that Anvil took its place as a minor power in Colovia. If it had any involvement in the Larichian Rebellion of 478, it is not known. Under Bendu Olo, King of Anvil, the All Flags Navy attacks and destroys the sload of Thras, but then returns to relative obscurity after this shining moment.

Anvil does not enter prominently into written records until the War of Righteousness in the 2321st Year of the First Era when the western portion of the Imperial Province, the Colovian Estates, breaks off from the Alessian Empire and a brutal civil war is fought throughout the land. The Colovians battle the Nibeneans in a number of bloody conflicts, and the city of Cyrodiil is almost captured by the Colovians. As one of the Estates, Anvil took a major part by securing the borders, and sending military and financial aid to the more powerful city-states of Skingrad and Kvatch.

For the next ten years, Anvil thrives, becoming a major port on the Abaecean Sea. Memories of the All Flags Navy spur a growth in the industry of ship-building, and it isn’t long until a mighty fleet of oar-and-sail ships are plying the trade lanes of the Abaecean, and even heavier ships are hunting down pirates.

For over three hundred years, Anvil continues to grow until the early years of the 28th Century of the First Era when all of Colovia is ravaged by the Thrassian Plague. It is during this lean and turbulent time when the first Umbranox, Aespacian, comes to power by a successful coup, overthrowing the last of the Olo dynasty. Aespacian’s reign is brief, however, when his life is claimed by the Thrassian Plague, and his young son Rislav (named after the leader of the Larichian Rebellion) is crowned, with his mother as regent.

A ruler that is but a mere boy is never an easy thing for a realm to tolerate, and Rislav’s mother was never popular with the people. A general rebellion could have broken out if it wasn’t for the Akaviri Invasion in the 2703rd Year of the First Era, and the rise of Reman.

Like the other Colovian Estates, Anvil threw its support behind Reman from the get-go, and Rislav, now a teenager of fifteen summers, was present when his lord cowed the Nibenese at the gates of Cyrodiil itself. He was given the honor of carrying Reman’s crown at his coronation as well.

The Battle of Pale Pass, however, laid claim to young Rislav’s life. Rislav, sheltering with other unable to fight in the battle, was slain by a Tsaeci ambush. For this he is known as Rislav the Martyr. With the Tsaeci now behind Reman’s lines, the battle seemed lost, but Rislav’s cousin, his father’s brother’s son, Dion Umbranox, along with Kantus Jeril, led their soldiers against the Tsaeci, routing the rear attack and reclaiming the body of the slain King of Anvil.

After the battle, Rislav the Martyr was given an elaborate funeral, courtesy of Emperor Reman himself, and Dion was titled Count of Anvil in recognition for his heroism at Pale Pass alongside Kantus Jeril.

Under the early Umbranox dynasty, Anvil once again thrives, recovering from the devastation caused by the Thrassian Plague. A brief civil conflict is fought between Rislav the Martyr’s mother and Dion, but assistance provided by Kantus Jeril of Chorrol allows Dion to lay full claim to Anvil, and forces the former regent into exile in Hammerfell.

With peace restored, Dion engages in numerous public works projects in his attempts to beautify the city. His efforts attract the attention of the clergy of Dibella, and a number of religious orders dedicated to the Goddess of Beauty sprout up in Anvil. Along side this, or perhaps because of it, a spike in prostitution on the wharves is recorded.

In the 2920th Year of the First Era, Anvil’s peace is disrupted by the assassination of Reman III, and the extermination of the Reman dynasty of emperors. Never on good terms with the Tsaeci remaining in Tamriel, due to the not-forgotten Rislav the Martyr, the relationship between Anvil and Imperial Authority chills.

However, it isn’t until the 283rd Year of the Second Era that the ill-will between the two entities erupts into outright warfare. When the Potentate, Versidue-Shaie, declares martial law throughout Tamriel, and declares that all non-Imperial military forces disband, Anvil executes all Imperial officers in the county.

Because of the more dangerous lords of Skyrim, High Rock, and Hammerfell, the reckoning between the Empire and Anvil is put off for some years. It isn’t until the 297th Year of the Second Era that an Imperial army meets Anvil’s military in the field of battle, near the modern Gottshaw Inn. Countess Aglaia Umbranox is killed in the fighting, Anvil’s military and naval fleet are absorbed into the Imperial military, and Aglaia’s half-wit brother, Abeiron Umbranox, is created Count of Anvil.

It is with Abeiron that the first traces of madness begin to pollute the Umbranox dynasty. For a multitude of generations, the senior branch of the Umbranox dynasty is afflicted with ever-increasing cases of insanity. Attempts by the Temple of Dibella to aid the afflicted are met with violence and crack-down on liberties Dibella’s clergy had been enjoying for centuries.

In secret, with the aid of the clergy and numerous mercantile guilds, a member of a junior branch of the Umbranox dynasty plots to wrest authority from the madness afflicting the current regime. In the 340th Year of the Second Era, Iakobos Umbranox infiltrates Anvil castle with handful of conspirators and slays his cousins in their beds, and makes himself Count of Anvil. The Potentate Savirien-Chorak takes no notice.

The reign of Count Iakobos is not pleasant, and mental instability is replaced with political instability. Due to rising bread prices, the people of Anvil riot in the street, and force Iakobos and his family into exile in Kvatch. For a year, the people attempt to set up some kind of democracy, but their failed attempts, coupled with the arrival of the Zanmee clans from over the Brena River, force the would-be revolutionaries to invite the Umbranox family back to Anvil. With power back in his hands, Count Iakobos brutally suppresses democratic feelings in the city, and publicly executes the ring-leaders of the rebellion.

For the next several generations, the Umbranox family rules with an iron fist. However, trade and agriculture pick up once again, and in most annals of history this period of time is remembered as one of prosperity and stability.

For the next several hundred years, Anvil’s fortunes rise and fall. Madness once again pollutes the Umbranox line, but not close to the degree of before. Peace and stability seems secured for the future, and the people of Anvil pass their time in more mundane pursuits.

This period ends when the Anvil throws its support fully behind General Talos. The Colovians come together with their Nibenean brothers under the general, and begin the conquest of Tamriel. As Colovians, the men and women recruited from Anvil and inducted into the Second Legion, dubbed the “Colovian Red Legion”. A number of the Umbranox dynasty go on to become officers in this legion, and win the goodwill of General Talos through his campaigns.

The Second Legion sees most of its conflicts in Hammerfell, fighting against the Raga under Thassad II. Against these worthy foes, the war grinds down into one of attrition, with neither side able to gain the advantage. However, with the death of Thassad, the Second Legion sweeps into Hammerfell at the behest of the Forbears faction, and crushes the Crowns.

After the creation of the Septim Empire, the County of Anvil enjoys prosperity and stability it had not seen for centuries. The Cult of Dibella overtakes all other religious denominations in the city, and the settlement starts to become famed for its beautiful orchards, gardens, and architecture.

During the War of the Red Diamond, Anvil is torn between supporting Potema or Kintyra. Although it eventually sends aid to Kintyra, the reigning count is assassinated by Potema sympathizers.

Another conflict erupts in the 249th Year of the Third Era. The Camoran Usurper, encouraged by his successful subjugation of Valenwood, invades Colovia and Hammerfell. Anvil manages to hold back the Usurper’s hordes, but is unable to make any large contributions to his eventual defeat at the Battle of the Firewaves by Othrok of Dwynnen.

During the Imperial Simulacrum, the County of Anvil is wracked with internal problems from the disruption of trade, resulting in the killing of Countess Antheia, wife of the ruling count, by an angry mob. Her death grieves the count greatly, and he erects numerous statues of her all across the city, and names a public park in her honor.

Following the death of Uriel Septim VII, Anvil is among a great number of cities menaced by the daedric invasion. Despite Count Corvus Umbranox being generally loathed by his people, his disappearance disheartens the defenders of the city. Milona, Corvus’s wife, tries to keep things afloat. In an attempt to preserve the bloodline in the event the city fell, Milona sent her children, along with her eldest, Thespides, to Rihad. However, after the Hero of Kvatch returned Corvus Umbranox to Anvil, and closed an Oblivion Gate menacing the city, serious war-planning began in the city.

Anvil sent a fraction of its forces, under the heir Thespides, to the Battle of Bruma.

After the death of Martin the Pretender, as he came to be known in Anvil, Imperial authority began to gradually weaken. Taking the chance, Corvus Umbranox declared that Anvil was no longer a mere county, but was a sovereign Principality.

58 Tenants of Ra Gada Honor 
1. Bravery in Battle
2. Honor in Death
3. Loyalty to the Tribe (Family)
4. Hospitality to the Visitor
5. Protection of the Weak
6. Fidelity in Keeping Promises
7. Defiance to the Strong
8. Generosity to the Poor
9. Patience in Misfortune
10. Reverence to the Gods
11. Honor to the Fallen
12. Reverence to thy father
13. Perseverance over the Infidel
14. Dissuasion of Unholy Action
15. Respect for thy Enemy
16. Dishonor in Magicka
17. Death before Yielding
18. Shame in Defeat
19. Thanks in Victory
20. Service in War
21. Fidelity in Marriage
22. Death to the Wicked
23. Divide not Amongst Yourselves
24. Honor to the Neighbor
25. Dishonor in Thievery
26. Honor in Honesty
27. Death to the Murderer
28. Honor to thy Brothers
29. Honor thy Mother
30. Defend the Tribe (Family)
31. Reverence to thy King
32. Honor to thy Ancestors
33. Equality amongst brothers
34. Guidance to the Traveler
35. Equality between Wives (want to change this to spouses, it would be neat with a wife having multiple husbands)
36. Glory in Contest (Between Warriors)
37. Dishonor in Retreat, unless from catastrophe
38. Do not fight the Unprotected
39. Dishonor in Trespass (upon one’s honor)
40. Dishonor in Mercy-against-he-who-raises-sword
41. Honor the Power of Truth
42. Defying the nascent tongue (speaking ancient language honors culture)
43. Honor in sacrifice
44. Fierce loyalty to friends
45. Accepting all Challenges
46. Defend thy name
47.Morality over gain
48. Honor in Innovation
49. Respect thy Elder
50. Honor in the conquest of thy self
51. Death to Abomination (undead)
52. Virtue in knowledge
53. Virtue in mastery
54. Virtue in Integrity
55. Virtue in Discipline
56. Virtue in Warcraft
57. Virtue in Strength
58. Architect Amen (Worthy Construction, as in building and working faithfully to something of value and importance, always)
59. Make-Way

*     History of the Ayuub Tribe

The Ayuubs were, unsurprisingly, part of the Ra Gada, the Warrior Wave, which pushed the indigenous Orc, Goblin and Mannish populations of Hammerfell either completely out or into the rougher lands further east. They do not, however, recognize themselves as Forebears unlike the rest of the Ra Gada populace descended from the Warrior Wave.

According to the nomads’ legends, the Ayuubs’ forefathers were Swordsingers who still remembered their life in the deserts of Yokuda where they lived spread out, in peace and solitude. Unlike most of the other Ra Gada, these Swordsingers did not wish to abandon their ancient ways; indeed, they were appalled by the other Swordsingers’ decision to settle down in cities. Failing to make them see things their way, these staunch traditionalists were determined not to integrate with the rest of the Ra Gada society and instead of settling down as well moved into the harsh depths of the Alik’r desert, from where they spread out southwards.

The very scarce ancient records of the time left indicate there was indeed some sort of a schism which became apparent several decades after the Warrior Wave had swept opposition from Hammerfell. It’s difficult to understand the nature of this splitting, but apparently it was serious enough for a small part of the Ra Gada population to split away from their kin and instead move into the Alik’r. It is unclear whether they did so voluntarily or if they were forced to; Imperial historians speculate the Ayuub forefathers could’ve been rebels or revolutionaries who wished to depose the ruling Crowns. Perhaps they were met with fierce opposition and forced into exile.

Whatever the case, tales from those times aren’t yet forgotten by the Ayuubs themselves and indeed may be the cause of the disdain the Ayuubs feel towards the settled Ra Gada. The most well-known tale and the only one that remains at least somewhat complete is the tale of the great march of the Swordsingers, when the mythical father of the Ayuubs, Sutbu Ayuub, led his people into the Alik’r and towards their home as instructed by Tall Papa. It is obviously not grounded in historical fact – Sutbu encounters Dwemer in his journey – however it’s difficult to determine the cause of these inaccuracies, since the Ayuubs have no love for the written word, like most nomad peoples. Whether they were always part of the legend or merely added by later generations to ‘spice up’ the story, so to speak, remains unclear.

After the Ayuubs split from the rest of the Ra Gada, their history is unclear. Archaeological findings suggest that for a time the Ayuubs lived alongside native nomads who had managed to avoid fighting the Warrior Wave by hiding in the vast Alik’r, with which the then-Yokudans weren’t familiar; however, after some time findings from that civilization abruptly end, suggesting that the new tribe drove out or destroyed the old inhabitants; the abruptness of this rules out assimilation, as does the fact Ayuubs lack features or traditions similar to those of the indigenous nomad populace. The Ayuubs themselves have no tales from this period, perhaps suggesting the war was either somehow embarrassing or too short to be of note. Considering the state of the nomad tribes after the Warrior Wave, it is likely to be the latter case.

Ayuub tales speak of vile sorcerers from the west, which would suggest run-ins with the Sload who have been known to visit the western shores of Hammerfell. Due to the great hate and fear for Tamrielic magick widespread amongst not only the Ayuubs but the settled Ra Gada as well, however, it is unclear whether these were the Sload or simply demonized cases of Altmer – either Summurset or Direnni - expeditions. The Sload version is the one favoured by scholars, since neither of the two Elven bodies were too interested in Hammerfell; however that’s not to say a lost fleet or a sole expedition isn’t possible.

The Ayuub population can be predicted to have steadily increased ever since the defeat of the local nomads; however, the tribe never reached great numbers due to the harsh environment and the traditions of the Ayuubs – two children are considered enough by most families, since life is hard and feeding a larger family could be problematic, particularly since Ayuub families tend to live separated from each other and mean more than a husband, a wife and the children – usually all generations of the family still alive live together. Sometimes a family grows too large, particularly when both children are male (since females marry off into other families and live with them instead), in which case they may split into several smaller ones who will then spread out.

This way, gradually the Ayuubs spread out and became more of a collection of small tribes than one big tribe; eventually they grew to occupy the lands currently considered to belong to the Ayuub tribe. Thus they remain until today, with solitude being one of the most valued things for an Ayuub; a nomad of this tribe might feel uneasy if forced to live amongst many people, especially strangers.

When the Empire of Tiber Septim invaded, the Ayuubs remained indifferent, believing the settled Ra Gada’s battle wasn’t theirs. This does little to clear up whether the Ayuubs were descendants of rebels or simply separated because of their views, since by then the animosity they felt towards other Ra Gada had grown enough and, if it ever was about deposing the ruling classes, by then it had mutated into something indistinguishable from protecting themselves from the influences of those they considered softened and corrupted.

In exchange for non involvement, the Empire silently approved of the Ayuubs’ right to their lands, even if it was never done officially and the relationship that later developed between the Ayuubs and the Empire would lead to the nomads regretting their past actions, or rather the lack of thereof. This was, however, a silent regretting, since even at the dawn of the Fourth Era the Ayuubs were still reluctant to involve themselves in wars between the Empire and settled Ra Gada.

The turn of the era was a dramatic period for the Ayuubs. Though they were not severely harmed by the Oblivion Crisis, many nomads were highly disturbed by these gates to another world opening and tainting their land; the Ayuubs started banding together for the first time in many years. This proved useful, since soon after the Oblivion Crisis the War of the Wolves began.

Through the first half of the war, the Ayuubs remained neutral; however, the Empire and her allies upset the new khan, Baibars Ayuub greatly by requisitioning what food they managed to get from them, which wasn’t much but still insulting for the nomads. Considering it to be a violation of his tribe’s ancient rights, Baibars led the Ayuubs into war on the side of High King Haroun of Sentinel and has since remained his ally.

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*      A traveller's guide to the city of Anticlere

An exploration of the city of Anticlere from a traveller's point of view, as written by Voltaire du Guesclin

To the common adventurer or pilgrim, used to traversing the wilderness, on foot or by horse and capable of finding the way through the thickest of forests, High Rock's sprawling, densely populated cities may appear daunting to navigate through, particularly so the old city of Daggerfall and the port-city of Wayrest, trade centre of the province.

However, as these cities have been more or less covered by the works of others, I have chosen to ease the burden for the traveller who would find himself in the city of Anticlere, one of the numerous port-cities of the Iliac Bay and one of the major trade ports, losing out possibly only to the trade giants of Sentinel and Wayrest.

Although not particularly important, the Lorddom of Anticlere is by no means a forgotten and neglected corner of High Rock; the past and future of the state I have summed up in my previous work, The Lorddom of Anticlere: An exploration of history, traditions, military and politics as written by Voltaire du Guesclin, which a traveller should most likely also take the time to read; I say this not seeking glory, which should come to a great writer on her own, but to encourage travellers to seek out at least some knowledge of the overall situation of the duchies of High Rock, not only Anticlere, for from that information frequently depends one's safety while travelling the province, unfortunately riddled with internal struggle far more than even the eastern neighbour, Skyrim, which has recently been united into the 'Nordic Confederation'.

To sum up the situation in High Rock in a few sentences, Elysana's attempts to do the same in High Rock, while not completely unsuccessful, have been met with scepticism of the lesser rulers, somewhere even outright hostilities and renouncing of all oaths to Wayrest, since a centralized government would mean the loss of their power. Many have also splintered off of Wayrest quietly, and Anticlere currently finds itself in the position of one such splinter.

To a traveller who would seek to learn more I would recommend my two other works about Dwynnen and Northpoint.

The city is, given the troubled times, heavily defended by Anticlere's local troops, ever since the withdrawal of the Legions from High Rock, even though the Legion never quite managed to gain a firm foothold there and local troops still had to be maintained, given that the legionnaires were constantly being harassed by the peasantry that had taken to the woods in search for freedom, and occasionally even some of the lesser rulers, looking for a chance to break off the 'yoke' of Wayrest.

Auberon Flyte, while not one of such shameless opportunists, did not approve of the Imperial presence in High Rock, and, if rumours are to be trusted, even encouraged peasants on the northern borders of Anticlere (since the whole northern border, where feudalism has survived quite well, is the only place where a traditional Bretic peasant might be found) to flee to the woods and pester the Legions, cutting off their supplies and killing wandering troops.

If that is to be believed, then Auberon did his city a bear's favour with such behaviour, given that sadly, Anticlere finds itself to be as unsafe as most other Bretic duchies outside of the walls of the city and the few fortresses that dot the Lorddom, garrisoned by the Lord's troops.

The walls of Anticlere, while nothing greatly spectacular to look at, are sturdy enough to make many a potential attacker reconsider. They form a crescent around the city and the docks, with two gates � the northern gate, with no doubt the main gate of Anticlere and the western gate, through which pass messengers, travellers and merchants from the lands west of Anticlere. Due to the hit with the Lorddom's relationship with Daggerfall, traffic is quite rare and the gate is usually closed.

Probably one could also count a third gate, the Gates of Mara, a topic upon which I shall expand later.

The wall of Anticlere, called Rodok's Wall, named supposedly after the lord who rebuilt Reich Gradkeep after a fire destroyed the original town, has twelve towers, counting in the two towers of the Gates of Mara. Starting at these gates and heading clockwise by the wall, the towers are:

Lord's Eye (also the lighthouse of Anticlere; I will expand on this very important tower-lighthouse later, upon reaching the Gates of Mara)

Southron (originally the southern-most tower of Reich Gradkeep until the addition of the wall to protect the docks)

Nightwatch (standing at the western gates, it has retained this name from the older days when the relationship between Reich Gradkeep and Daggerfall was in full swing and guards had to watch the road all night for messengers from the Kingdom to open the gates for them) and Daywatch (the sister tower of Nightwatch; when the troops at Nightwatch would sleep, Daywatch would watch the road � from sunrise to sunset)

Elder (the oldest tower of Anticlere, as the name would suggest; originally it was the southern-most wooden tower of the old town of Reich Gradkeep, however since then it has been rebuilt many times and now isn't much different from the other towers, save in name and history)

Lady's Tower (one of the towers of the northern gate; legend has it that once the lady of Reich Gradkeep was murdered in this tower by a jealous lover of the lord; it's a true, well-known fact that the tower is haunted, however the ghost is completely harmless, even if still frightening to new recruits) and Broken Heart (the second tower of the northern gate; here, the lord supposedly killed his lover and then jumped off the tower in grief after finding out what had happened; the tower isn't haunted, though, and this part of the story is impossible to confirm; this doesn't stop the playwrights of Anticlere, however, and many plays based on this old tale have been written)

Tale-teller (the first chronicle of Reich Gradkeep was written in this tower by the ruling lord himself, who was apparently quite the eccentric; he locked himself away for a month and wrote the history completely undisturbed instead of having the monks or his scribes do it; apparently he went mad, though this didn't make an impact on the quality of the chronicle (some even claim this made the chronicle unique and quite a bit more accurate), the original of which was sadly lost during the Riot of Reich Gradkeep; Manfred Flyte has been putting all efforts into rewriting it, even though he decided not to do it the way his predecessor did)

Wailing William (once the place of a torture chamber, where a thief named William died a slow and very painful death; every morning at Sundas, accompanying the bells of the cathedral of Mara, wails and screams can be heard from the tower, a source of fear and surprise for many visitors; curiously, the ghost itself was never once seen, although that may owe to the fact the responsible lord's successor ordered the chamber to be buried; whatever is down there (the chamber was a dungeon, as fit for a room with such a purpose) continues to be used as a source of gossip for the citizens when they run out of things to talk about)

Fortress of Friendship (the tower, larger than most other towers of Anticlere, once saw a peace signed at swordpoint between the lord of Reich Gradkeep and one particularly rebellious vassal; the tower, having many hidden places to position guards with crossbows, was the first candidate for the signing of the peace between Sentinel and Daggerfall during the War of Betony; however, Lord Graddock decided to have the peace signed in his castle; many believe that, had it taken place in the tower, the Riot of Reich Gradkeep could've been evaded or (at the price of royal blood) suppressed)

Easterner (a tower similar to the Southron in history and in design, it was, before the addition of the dock wall, the eastern-most tower of Reich Gradkeep)

Lord's Mouth (the companion of the Lord's Eye; being not as tall as the companion tower, it was here that the guards of the city would (and still do) welcome or bid farewell to their naval counterparts and exchange all manners of jokes and light-hearted insults one could imagine between two branches of the same army who, although not outright hostile to each other as may be the case in some other armies, have always been competing for glory in the eyes of their lords)

The towers and the wall are maintained in top condition, using the growing treasury of Anticlere. Several major repairs have been carried out recently, particularly to the Elder, and the city has been returned to its former, pre-Betonic glory, perhaps even surpassing it.

While many would blame the fact the city was rather neglected during the Empire's rule upon the indifference of the Imperial authorities in regards to the well being of the provinces, I could say in the defence of the Empire two things.

Firstly, the claim that the Empire did not care for the provinces can obviously be proved false by the many fine roads that were paved during the first years of the Empire's rule, unfortunately falling into disrepair due to the carelessness of the appointed local authorities on that matter.

And secondly, considering that the Empire had to see things on a Tamriel-large scale, it's no wonder that Anticlere, being just another city, received little to no attention, and that when the local bloodline reassumed full control of the city and gathered enough funds its condition improved greatly.

Since the population of Anticlere has been growing steadily ever since the beginning of Manfred's rule (one may even use the term 'quickly' instead of 'steadily', as the growth of Anticlere is, in my humblest opinion, greater than the stagnated populations of Daggerfall or Wayrest, who have reached their prime as cities and possibly, in the case of Daggerfall, are a bit past it, too), the city has been expanding as well to accommodate the new arrivals; already one can notice while travelling to Anticlere's northern gate that a number of small villages have popped up right outside of Rodok's Wall, many a shack leaning against the wall itself. Manfred has promised support and eventually citizen rights to these new arrivals, and plans are already drawn for another wall to be built, in the fashion of Rodok's Wall named 'Manfred's Wall'.

Although a traveller might be offset by this exterior, especially upon reaching the gate itself and being faced with the rather complex procedure of getting into Anticlere should he or she do not possess a recommendation or the necessary papers, I can assure firmly that the inside of the city does not disappoint.

Upon stepping through the gates, I was faced with the wide main street, along both sides of which stood a row of traditional tall Bretic houses, typical of the middle class. However, unlike the dark alleys, the main street is wide, bright and bustling with honest life. Stalls dot both sides of the street, although I would not recommend the goods from them, except for one whose pouch may be dangerously light; rich citizens' servants hurry back and forth between houses, carrying invitations or letters.

However, Anticlere's true nature is revealed fully only by the cathedral square, which can be found by simply walking along the main street which, after meeting the square, breaks into several smaller, more traditional and thus more narrow streets.

The dominant feature of the square is, of course, the cathedral of Mara, an enormous building that makes it clear that Mara is the only Divine that matters in Anticlere (even though, as I've heard, worship of Zenithar has become increasingly popular due to the boom in trade). Two imposingly tall towers stand guard at the front of the cathedral, both of them with bells, the ringing of which can be clearly heard throughout the whole city; they hide three more towers, neither as tall nor as imposing, sitting on the three other corners of the cathedral.

The door that sits between those two towers is indeed very large; I've heard some suggestions that it is the size of the city's northern gate, although this estimate is likely exaggerated. Regardless of their true size, though, they are still impressive, and what can be found behind them is even more so. As per an old tradition, many papers can be found nailed to them, the content on them varying from theological to political debates, the work of scholars or monks hoping to spark a new debate or revive an older one.

Immediately upon entering the cathedral, the visitor is faced with a large altar of Mara, behind which is an enormous stained glass window depicting the Goddess herself. To the sides one will be faced with the images of the other Divines, four on each side, with a small altar for each of them. Rows of benches can be seen on both sides of the entrance, interrupted by the occasional colon. Sadly, I could not stop to admire the cathedral for a long time, and thus this is all that I know of it, having left after offering a short prayer to Julianos. Doubtlessly, however, there is more to the cathedral than what I saw, as the number of monks and priests residing there suggests.

A less pious traveller will, no doubt, be far more interested in the square before the cathedral; even I, a devout worshipper of Julianos, have to admit having found it more interesting to explore, and spent far more time there.

In the amount of business that goes on in it, the square is matched only by the docks, and even they fall behind. This square is the heart of Anticlere, and even though all politics are based in Lord Flyte's castle, to the commoner this is the most important part of the city.

The cathedral does little to inspire piousness in the people that visit the square; fortunately, neither does it cast a shadow of silence over it. Innumerable stalls are set up around the square, most of them far more reliable than the ones that can be found along the main street. The middle of the square is reserved for a rather imposing sight, a gallows, although the citizens don't let it scare them, even if it does remind the possible troublemaker not to break the law.

Although there were no executions during my stay, I would guess that the citizens of Anticlere, just as all other Bretons of High Rock, find public executions an attraction of sorts, even if some of the more educated citizens may find it distasteful and barbarian to watch such things. On this matter I would completely agree with them, for despite having been born in Wayrest I never found executions amusing to watch, even if it is the worst of criminals who's being punished.

All around the square one can also find innumerable bands of artists, orators, debating scholars and monks, also other people whose trade would bring them to such a place to make some coin. During my time in Anticlere, I had the pleasure to watch a play, possibly a tradition that remained in Anticlere from the times of the Empire, since the masks used were remarkably similar to those used in Cyrodiil. For plays, a wooden stage is constructed in the square temporarily, although I've heard some talks of plans to build, among other things, a permanent theatre; an effort by Manfred to encourage playwrights and artists alike to visit and perhaps settle down in Anticlere.

The square is at all times very noisy, as one could imagine. The haggling of merchants, yells of artists, gasps of the crowds observing them, the louder debates and the occasional noise of a monk or scholar nailing a new debate to the doors of the cathedral for others to read and discuss all create the kind of noise that can only be called a symphony of a city alive and well. Indeed, the cathedral square of Anticlere is quite a bit livelier than places serving the same function in other cities of a similar size, proving my point about the growth of the city's population.

The houses of Anticlere's citizens show that the city is quite rich; very rich, in fact, compared to similar cities inland or on the northern coast. The architecture found in the city is a bit unlike that of other Bretic cities, influenced by its proximity to Hammerfall, even when trade was not as heavy between the cities of Anticlere and Sentinel as it is now. This combination of Bretic and Ra Gada architecture created a quite unique style.

The houses of the middle class citizenry, the most common and almost the only kind found in Anticlere, are usually coloured brightly if they're not left grey or white depending on the material used to build the house. Usually it is a three-storied house, with an additional storey if the owner of the house is wealthier or one less if the owner is poorer or his business does not involve much local activity and instead focuses heavily on travel, i.e. the house of a captain.

The ground floor, usually the only one open to strangers, is devoted to the trade of the owner of this house. This could be a store of a merchant, a smithy or something of the sort. Usually the second storey cannot be accessed directly from here; instead the stairs leading to it are closed off by a door, the key to which is in the possession of the owner of the house, with an additional copy should he or she be married, and then one more for each child past the age of 16. Those who rent rooms in their third floors usually also provide their lodger with a key, although not the key to the second floor, which is off limits to the lodger(s).

The second floor is for the family and friends. The layout of this floor differs according to the wealth of the house's owner, however it usually has a bedroom (two if the couple is expecting children), a small kitchen, an office if the owner's job involves paperwork and a living room where guests are accepted, meals are eaten and where the family usually spend their evenings and general calmer moments. One could notice that usually only one additional bedroom is built for children; this reveals the Anticlearians' preference to have only one child.

The third floor is, depending on the wealth of the owner, either a group of small bedrooms for lodgers (usually there are two-three of such bedrooms) or servants' bedrooms if there is a fourth floor or if the owner does not keep any lodgers. Renting the third floor out, however, is very frequent practice in Anticlere; it also explains the lack of a great number of shacks outside or inside the city, for renting a room is usually not all that expensive and many of the poorer inhabitants of Anticlere find themselves a bed to sleep in that way, at the same time increasing the wealth of other citizens. Should the third floor belong to the servants, then the fourth floor will include rooms for rent should the owner choose to improve his profits this way.

Usually richer citizens also have a small garden behind their house, which is closed off to the public's or neighbours' eyes by a tall hedge. Usually, the garden, while not occupying a huge amount of space, is enough for its owner to take a relaxing walk after eating.

The nobles' houses can be noted to have quite large gardens and a first floor devoted only to accepting guests, also lacking a floor that'd be rented out, instead replaced by another floor for the family while the servants usually live in a section of the house that takes up roughly a third of the first floor; if the noble is a richer one, however, he or she may have a separate building for his servants next to the noble's house.

The nobles' houses are, almost without exception, built around the castle of the Lord Flyte. There are also several houses whose only permanent residents are servants; these belong to the landowning nobles who spend most of their time outside of the city. One such house belongs to the current Magister of the Knights of the Restored Flame, Wilfred du Lombard.

Anticlerian architecture places great emphasis on symmetry � rarely will you find a house with, say, an uneven number of windows. All the arcs that can be found on the many structures in Anticlere � even the buildings constructed by non-native architects � are, invariably, with a rounded top. The capitals of most of the colons are very elaborate, a feature taken over from Nibenese architecture. Many buildings that in High Rock would usually have a pointed top, like, say, the towers of the cathedral, in Anticlere are instead domed; in fact, where possible many elements that would otherwise be pointed are rounded here. I believe someone compared the main street of Anticlere to a wavy sea due to the number of houses with rounded tops.

Of the other noticeable buildings asides from the cathedral of Mara or the castle of Lord Flyte, which is a very old castle dated to Rodok's rebuilding of Reich Gradkeep (in fact, since many of the parts of the castle were added in different periods, the castle seems rather odd, with many of its parts being built completely differently than others, with mismatching colours as well), I can mention that in Anticlere can also be found three public baths (one of them built by Manfred and the other two by Auberon), a library (built by Lord Graddock and expanded by Auberon) and a small temple to the Yokudan pantheon (built by Manfred in the middle of a small 'Ra Gada district' � a spot in the city where most of the houses are true-to-original examples of Ra Gada architecture).

Anticlere can also boast a good sewer system, which has started with a very basic one and has been improved greatly since then, the bulk of the improvements coming from the time of the Empire's rule due to the increased contact with Cyrodiilic cities and their advanced sewers.

I must also note that, unlike some other Bretic cities', Anticlere's streets, starting from the main street, are quite bright during the day. Of course, the narrow alleys between houses are and always have been dark, however the average street, while being only a bit wider than usual for Bretic cities, are brighter, mainly due to the efforts of the city's lords � the law against buildings leaning forward is maintained strictly, with a cavalryman with a long staff being sent out to make sure that no houses lean forward more than they should every two months.

From the main city, I shall now move on into the docks. If the cathedral square is the heart of Anticlere, then the docks are the mouth; the city's coffers see their food enter through the Gates of Mara, chewed by the merchants living nearby and finally swallowed into the rest of the city. Some call it the most important part of Anticlere, and I would agree, since all good that has come to the city mostly came through the docks.

The docks themselves are enormous and still expanding, especially in terms of the number of shipyards there. Fortunately the sea wall was built with enough foresight that it could still guard the port even if it grew considerably, thus that does not worry Manfred Flyte for now. The docks can house a considerable war navy alongside dozens of merchant ships.

The sole entrance to the port is through the Gates of Mara, named after the patron deity of the city. The Gates were built during the reign of Lord Graddock's grandfather, whose name is, unfortunately, lost to the ocean of time; some have taken to calling this mysterious lord as 'granddad Mara'. The lord expressed a wish upon witnessing the completion of the gate and the sea wall that 'one day, all the trade of the world would flow through these gates'.

On the sides of the Gates are, as previously mentioned, two towers � Lord's Eye and Lord's Mouth. Lord's Eye is twice as tall as the Fortress of Friendship, the second tallest tower of Anticlere; it has to be this tall, given that it acts as the lighthouse as well. Not only that; the importance of this tower was further increased recently by Manfred's efforts, having bought an expensive chain, far larger than your usual chain naturally, and enchanted against all manners of arcane attacks. In times of danger for the port, the chain is lowered by the combined efforts of four mages that make up a part of the tower's garrison and hung on a correspondingly sized hook on Lord's Mouth. Two more mages reside there to aid with this process.

Right next to the docks stand a great number of warehouses, built by merchant companies and groups, individual merchants or the lord of Anticlere to house various goods; these 'goods' range from Anticlerian olive oil to Ra Gada weaponry. Many of the warehouses are shared by merchants who otherwise have nothing to do with each other, since building a warehouse on one's own is understandably costly.

The docks are ever-busy, full of workers, sailors and soldiers from the ships. The symphony of a growing city can be heard here as well, except that one may notice the various accents and even languages other than Bretic that indicate the number of traders that visit Anticlere, some of them even deciding to stay. Testament to that is the Ra Gada District, a small group of houses which, as I've explained previously, stick completely to Ra Gada architecture, being nearly identical to middle-class houses one may find in Sentinel or any other city of Hammerfall.

Not too far off the warehouses one can find the Merchant District, as some call it. It is a group of houses that belong to the most successful merchants of Anticlere; some of them are more like offices belonging to merchants or companies; in fact, one of the houses used to belong to the East Empire Trading Company. They are much the same as other houses of Anticlere, leaning more towards nobles' houses than middle-class ones.

This, then, sums up the city of Anticlere, the capital of what I believe to be a power on the rise; if nothing else, a trading power. However, the future is unknown to us simple mortals and may hold unpredictable secrets and twists, and the fate of Anticlere remains to be decided. For now, it remains a fine example of a Bretic city, if not entirely traditional then certainly attractive to many.

-Voltaire du Guesclin


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*     High Rock: the Kingdom of Splinters
An exploration of the troubled province of the Bretons, as written by Voltaire du Guesclin

High Rock has for long been known for its many independent lands, each willing to fight for its freedom nearly to the death. The Warp of the West solved this, apparently; however, upon closer look we will see that nothing had changed, and even the intervention of the Divines has done little to stop the squabbling between the many rulers. It took the genius of Elysana to create the exterior of a united kingdom controlling High Rock, but it remains only that � an exterior, something made painfully obvious by the recent events in the province of the Bretons, namely the break-off of Daggerfall, Jehanna and Farrun, leaving Wayrest for the Dominion and the Nordic Confederation respectively.

It has come to my attention, however, that many of my colleagues just tend to take this state of High Rock as a given, and do not seem interested in exploring why is life so in the Bretic homeland. I too, perhaps, would've left this matter and instead continued to write articles about individual lands and cities; however one thing attracted my attention, making a deeper exploration of High Rock's interior urgently required in my eyes � the forming of the Nordic Confederation.

How is it that the Nords, known for their city-states perhaps as well as the Bretons, managed to form into a single state, at very least as stable as the Aldmeri Dominion? Skyrim has proved itself capable of launching invasions at little cost of internal stability or safety, while Lord Woodborne's recent expedition into the homeland of the Nords and the following outbreak of rebellions in High Rock has shown that Wayrest is far from being capable to carry wars into other provinces, although acting quite well when on the defence.

This work of mine I have broken down into two parts. The first part will compare the Nordic Confederation and the Kingdom of Wayrest, attempting to find out why Nordic unity has been achieved when Bretic unity is still but a speck in the horizon. The second part will discuss what has caused this state of affairs in High Rock.

Without a further ado, then, I present to you the first part, of chapter if my reader would wish to call it so, of my work:

The Kingdom of Wayrest and the Nordic Confederation: similarity, or rather the lack of thereof

Skyrim and High Rock have quite a lot in common from the first glance. Both are, while not enormously large, large enough to find quite a lot of cultural differences going from the east to the west of the province. Both have gone through a period of great internal unrest, when the province could only be represented as a single body on maps portraying the demography of races. Both have undergone great difficulty while uniting.

However, if one cares to look deeper, then it can be easily noticed that the two provinces, in fact, are very different. One thing High Rock never had which Skyrim was able to enjoy was an inter-provincial, united empire whose centre was Skyrim, an empire where power was held by a native, nationalistic government. Unlike the Bretons, the Nords had something to look back to when Skyrim was re-emerging from the 'dark age' of warring city-states; they had a glorious past, in which they could claim to be combatants against Elven abuse and tyranny towards the Mannish races. The emergence of the Aldmeri Dominion as a new 'Elven threat' has, no doubt, given Nordic efforts towards unity a spur, especially in the face of the decline of the Empire and thus the lack of a strong Mannish champion to stand up to the Dominion.

This mentality of acting as the protector of Mannish races against the Elves is, no doubt, one of the most important factors in Skyrim's uniting. The Bretons, on the other hand, have no such factor; their people cannot boast any great feats as a completely united entity. While different parts of High Rock have performed all sorts of deeds, this has only increased the division of the province, as these individual deeds only created a feeling in the lands that performed those deeds that they should be the rightful rulers of High Rock, not a sense of strength in unity as with the Nords.

One more major difference between Skyrim and High Rock is that the division in Skyrim does not go as deep as with the Bretons. In Skyrim, only the largest cities formed a sense of identity; the smaller cities, towns and villages never had enough power to think about becoming independent. This could be explained by the nature of Skyrim's unevenly spread population � due to the harshness of the land, most of the Nords settled around major cities, ports in particular, where the chances of survival are higher than further off. The cities are major trading centres, and thus there is rarely a shortage of food there; people living around the cities hope for support in harsher winters, and thus become dependent from the cities, preventing the forming of their own identity.

In High Rock, however, the land is far from being as harsh as in Skyrim. Although geography impacts High Rock also, it does so in a negative way when speaking about unity. Averagely, the soil in High Rock is far more fertile than in Skyrim; people can settle in far more places than in Skyrim, and usually even the villages are self-sustaining, allowing them to think about independence from the major cities as their survival does not depend from the wishes of the kings and lords as much as in Skyrim. Such obstacles as thick forests, high mountains and vast distances shield the minor settlements at least somewhat from the wrath of their supposed sovereigns, furthering the forming of separate identities even in pitifully small towns.

Thus, one could conclude that the lack of unity in Skyrim can be found only amongst the highest ranks of the nobility, where it is tempered by the strong sense of their place in history and the fact that at least some independence is possible for the most influential nobility with the country still remaining functional; on the other hand, in High Rock it goes all the way down to petty barons, with nothing to compensate for the want of independence; unlike in Skyrim, the past only serves to drive the Bretons further away from each other. While in Skyrim, the upper part of the feudal triangle is only split in several ways, the Bretic triangle is split in as many ways as there are nobles.

A reader may now, after this look at the Bretic society, ask the obvious question: why is High Rock so? This is a question that not many have really asked and I shall attempt to answer it in the next part of my work:

High Rock: the Problem and its causes

The answer to the question of High Rock has two parts. I chose to start with geography, which is quite varied in High Rock, starting with rather rocky beaches of the western-most shore and ending with wide open plains and coniferous woods in the east.

High Rock's landscape is not the best for travelling � in the east, if one wishes to enter High Rock, the traveller has to find a way through the forests that lead out of Skyrim, covering even the beginning of the long Jerall mountain range that extends almost without interruption from north-eastern Cyrodiil where it connects with the Velothi Mountains to south-eastern Hammerfall and High Rock, where there is a gap between it and the Wrothgarian and Dragontail mountain ranges. The mountains aren't as closely bunched together as in, for example, Cyrodiil, and the further south you would travel, the sparser they become, eventually turning into the rolling hills of eastern High Rock.

Here, connection is also not the best � there is a vast steppe-like plain from Evermore, where the Wrothgarians start, to nearly Farrun, interrupted only by the afore-mentioned sparse mountains that still count as belonging to the Jerall range. For a small party of men travelling at an average speed, it takes approximately a week to cover the whole plain and an army would take longer, possibly much more so, taking into account the bad shape of roads in High Rock on the average for some time now, due to the unwillingness or inability of the local rulers to maintain them everywhere. This also prevents the relative unity found in Cyrodiil, where even greater distances are compensated for by excellent roads.

The Wrothgarian Mountains separate the east from the west, marking also the place where culture splits. This mountain range also inconveniences anyone who would wish to pass from the east to the west, and as a result the messengers from, say, Farrun are not very common in a western city like Wayrest. Already a reader can begin to see where I am going with this � the east, being unable to reach Wayrest for support that would come within a reasonable amount of time, becomes far more independent from it. At a higher level division already surfaces due to natural obstacles. However, the landscape of High Rock I believe creates even greater division than this generalized 'east and west' example.

Further west, the forests again thicken, although this time instead of coniferous ones, we find leafy woods. This forest creates a similar effect to the plain of eastern High Rock � whereas there, communication between cities takes a long time due to long distances, forcing them to become self-sustaining since help from their sovereigns is unlikely to reach them in time, the forests of the west hinder travel perhaps even more so, making travel for small groups difficult and for large armies � living hell. Another feature of these lush forests is that they give outlaws a good place to hide in, making travel even more unappealing and prompting the forming of local militias to protect against attacks of more courageous and numerous bandits.

A fine example of the effect of the western forest is Dwynnen. Many consider the realm to be very backward and old fashioned; it is almost completely absent not only from Tamrielic politics, something usual for a Bretic duchy of a smaller calibre, but even from High Rock's own politics; and all of that could be blamed upon the realm's position nearly in the heart of the enormous western forest.

Geography is not the only obstacle for Bretic unity, but it is the foundation for another part of the problem. Given the geography, the settlements of High Rock are independent enough for the larger ones to start thinking about bigger things than matters of local importance. When they see the major cities' dealings, their rulers, quite naturally upon noticing the good that these dealings with the outside give, wish to be able to make such dealings themselves. A struggle begins for importance and power.

Daggerfall, Wayrest and to a lesser extent Jehanna are quite active members of Tamrielic politics. As a result, they enjoy increased trade and the help of allies in times of war � only one side of the coin, true, but the only one that the lesser lords of High Rock can see, as they can't know what diplomatic wars are fought outside their province, or what efforts have to be put into maintaining major, inter-provincial alliances. Many of them start envying the King of Daggerfall, the Queen of Wayrest or the Grand Duke of Jehanna depending on the place they inhabit in High Rock; the rather childish principle of 'If they can do it, why can't I?' is called upon, and the struggle for access to the outside world begins, since it is a matter where the three aforementioned cities have a monopoly, in particular Wayrest.

Once again I could compare the situation of High Rock to that of Skyrim, where no such craving for power can be found; mostly because the Nords, with their lesser division, can afford to let each city have a say in larger matters. This removes the element of envy. However, this would not be very practical in High Rock; due to the many conflicting interests of all the different dukes, barons and lords, next to nothing could be decided if Elysana's successors wished to turn Wayrest into a constitutional monarchy.

Although I would not call it a different part of the problem altogether, another branch of this element of the problem is the envy of the northern-more cities, particularly those in land, of the rich trade of the Iliac Bay. Most of the cities along the Bay, even the smallest ports, receive a similar amount of trade to the greatest trading centres of northern High Rock; this can be explained by the fact that most if not all trade goes into High Rock through the Iliac, not the north where only Nordic merchants are ensured visitors, and even they can sometimes choose to travel into the Bay.

With the amount of trade going into the Iliac, the settlements not positioned along the Bay become spiteful; while the rulers of these settlements will not always admit it, they wish for such a position of luxury as well, creating even more intensive brushes between the inland or northern coast and Iliac cities.

This, then, paints (or so I hope) a rather accurate view of High Rock's interior and the problems anyone intending to unite the province should face. Hopefully, this will not be my final work on the subject, and even if it should be so, I hope to have succeeded in rousing the interest of my colleagues and spark a debate or two.

-Voltaire du Guesclin

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*       Pocket Guide to Sentinel, 2nd Edition
By: Crixus Abu Nakute

Blessed be High King Haroun do Ashir Hel Ansei,
Chosen by the HoonDing, favorite of Raptuga,
Prince of Stros M'kai, King of Elinhir, High King of all Rag’gada
Founder of the Ashir Dynasty, Defender of the people,
Keeper of the 58 Tenets of Ra’Gada Honor,
May his rule be long and prosperous. All tremble in fear! Serve in Honor! Bow in reverence!
Blessed be the Elden Yokeda and the Yokudan Empire!

Friends, Travelers and Countrymen! Let me be the first to welcome you to the city of Sentinel, Crown Jewel of the Yokudan Empire!

Sentinel sits at the edge of the Iliac Bay, a shining jewel that is looked upon by envious eyes by all denizens of Tamriel. This glistening city by the bay is spectacular example of Ra’Gada architecture and ingenuity, holding all the beauty one would see in a city like Alinor in Summerset or a cultural melting pot like the Imperial City in Cyrodill, however, there a few things you need to know before setting out into the city. For both new comers and old visitors there’s several changes that we must point out, so let us be your Guide to the splendor and grandeur of Sentinel!

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Basic Law's to abide by while in the City

- All Non-Ra Gada short except for Anticlerians require documents sanctioning their presence outside the Foreign Quarter
- The Highest Respect is owed to every Ansei met in the city, disrespect can end in your life.
- Do not Steal
- Do not Fight
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A Brief History:

Sentinel’s beginning was modest, a mere Breton trade outpost upon a set upon several rocky hills that overlooked the badlands of the Alik’r and the glistening sea of the Iliac Bay. Records from that time don’t refer to the outpost as Sentinel, but in hindsight what little records we have are washed in the blood of those who operated it, slaughtered by the merciless Ra’gada (Warrior Wave) that washed over the land in the First Era after the destruction of Yokuda. As the blood washed away and the remains of the Yokudan people arrived on the shores of Hammerfell trading posts like Sentinel began to thrive as trade cities and centers of culture and commerce, Sentinel in particular, who profited tremendously from the trade coming in and going out from the Iliac Bay. By Circus CE 860 Sentinel had mastered 1/3 of all trade of the Iliac Bay, it’s flag flew into every harbor in the Iliac and it’s warships were a common sight patrolling trade routes. Its prosperity was so great that High King Thassad II moved his thrown from the traditional seat of power in Old Helgathe, to Sentinel.

Upon the death of the High King and the outbreak of civil war, Sentinel would become host to one of the most horrid massacres known to Tamriels history when Crown Prince A’tor retook Sentinel from Forbearer rebels and had them rightfully put to the sword for their treacherous assault on the peace of the kingdom and the slaughter they incurred on their fellow kinsmen during the siege of the city. Sentinel would take years to recover from the destruction brought from the war, but after the Prince’s defeat and Imperial occupation Sentinel began the slow process of rebuilding, only to prosper far beyond expectations under Imperial peace.

Sentinel’s ruling family would be that of King Camaron and his Queen Akorithi until the King was slain in the War of Betony in 3E 402 and his Queen’s and heir’s death by plague leaving the youngest son Lhotun as one of the most powerful Kings in Tamriel. At the end of the event known as The Warp of the West during the rule of Queen Akorithi ruled a Sentilian Kingdom that encompassed all from Abibon-Gora in the west to Satakalaam in the east, at the mouth of the Bjoulsae River. This formidable Kingdom gave King Lhotun the political and military power to enforce his policies throughout Hammerfell until he was overthrown by Crown Resurgent High King Thassad III.

During the last War of the Wolves, Sentinel came under control of the High King and became the center point for the High King’s war against the Empire and witnessed an epic siege that claimed the lives of thousands in just the first few days of war. The city also witnessed the brutal assassination of the Thassad III and the rise of his son, Haroun do Ashir Hel Ansei who threw back the Imperial invasion and crushed them at the battle of Lewyin Forest. Sentinel now sits as the Imperial Capital of a growing and prosperous Empire, seat of power to the High King and truly the jewl of the West.

Politics

Politics in the royal court are unlike anything you will find in any other culture or nation on Tamriel. The charge in the Royal Court can bring anything from enlightened discussion and debate to bloodshed in the heat of argument. No matter the conditions, one must familiarize themselves with the major political parties that hold he most influence in the city if you wish to truly make the most out of your visit to our glorious city. In recent years, the city has treaded on the brink of open conflict between it’s major parties; The Carloations, led by the young Prince Xerxes Ra Kavir (named in honor of his slain father) represent the traditional rights of the setteled Forbears, who would wish to see the Empire reverted into a constitutional monarchy or sorts, with the Elden Yokeda answering to an elected body of representatives, but there is no secret the young Prince loathes the High King and blames him for the death of his father. Many believe the young Prince a hazard and are thankful for Khan Bomilkar Barca place as Lord Regent of the Forbears until the Prince comes of rightful age, but all know that time is limited and the Prince has grown more and more hostile and active in the political scene.

In opposition is the new found Yoku party, headed by the High King which mix’s the High King’s own ideology with that of the old Yokudan Empire. The High King’s ultimate goal is to wipe away the lines that divide his people and implant a new nobility call Station, a position that one reach’s through merit, not noble birth. This comes at great opposition to many traditional Crown’s who see the King as forsakening their ancient traditions and rights as nobles while Forbears are terrified at the resurgence of a High King with such power that has been unprecedented since the 2nd Era. The High King’s party is much like a compromise between the beuaocratic Forbearers and the authoritarian Crown’s, but neither faction williningly bows to the ideology as it strips them of many of their core values.

Finally, the Lohtuns are worth mentioning, although their power has weigned and nearly evaporated since the overthrow of the old king of Sentinel and the collapse of Imperial influence. The Lohtuns were a mix between Imperial tradition and ancient traditions of the Empire, which is why many have been absorved into the Yoku party which mesh’s the effective Imperial Beuacratic system in with traditional Yokudism. However, the Yoku’s staunch anti-Cyrodillic sentiment and autocratic approach has staved off the total disappearance of the party, which still holds some minor influence in political affairs.

The Imperial City of Sentinel

Before we begin our tour of the city, you will notice that the city has gone through major changes since its founding. Sentinel has gone from it’s original format in the time of Lohtun of being open city without walls to a major fortified metropolis, separated into districts and wall’s to make the city easier to defend. Now, let us begin our journey through the city of Sentinel, starting at the east gate!

The Foreign Quarter

Entering from the East Gate old timers will notice that the district signs no longer read “The Poor District”. Under High King Haroun’s great public works projects, he has sought to eliminate the separate districts of living based on class. “The Poor District” has been reshaped into the Foreign Quarter, which is now the grand melting pot for all foreigners wishing to stay and visit the city. The Foreign Quarter was designed based on several different elements taken from other great cultural cities, such as the Holy City of Vivic and even the Elven City of Alinor. This district is the only section of the city where approved foreigners wishing to live in the Imperial City of Sentinel may live without special conditions, as long as their papers are signed and approved by the Department of Foreign Affairs and the city magistrate. Within this district you will find thousands of men and women of all races and types living together in relative harmony, giving you the chance to experience a little bit of every culture before passing into the rest of the city. Please remember that outside this district, you must have your passport visa’s on hand at all times in order to travel through the rest of the city unless you have citizen status or are approved by the business bureau and the district you intend to visits magistrates signature approving your presence. The Foreign Quarter is home to two beautiful parks, both of which are shadowed by the Great Sentilian Aqueducts that snake their way through the city delivering fresh and clean drinking water to the people of the city.

The Great Bazaar and Palace District

Traveling South-West down Sentinels Principle Street you will come to the largest attraction to the city, The Great Bazaar. Take your time to enjoy the smells and scents of famous Ra’gada bakeries from Roseguard, and please take time to visit the cities wonderful butcher shops and fine apparel shopping centers that make up the area surrounding the Imperial Palace. Here you will find everything you could possibly want with hundreds of vendors hawking their wares from the Iliac Bay and everywhere else across the world. The most famous shoping center is The Dome of Razaar, a place where you can find weapons, armor, appocrathy and alchemy supplies and even dabble in the modest slave market if it so suits your fancy. Be warned however, theft in any degree in the city is punishable by public lashing, and theft in the Market is often punishable without trial resulting in the loss of the hand from which was used to steal. Major landmarks in the district are the various government buildings and militia offices located along the district walls and of course, the Imperial Palace itself, which has housed the Royal families of Sentinel ever since it became a major power along the Iliac Bay and now serves as the home and thrown of the Ashir Dynasty.

The Temple District

Heading North from the Bazaar one will run into the Temple District, which takes its name from none other than the great Temple of Ruptuga and the Yokudan Parthenon of God’s. This district was merged with “The Middle District” and is a favorite living spot of both middle class families and the religious minded who wish to dwell under the loom of the massive Temple, second in size only to the Imperial Palace. In this district you will find a mix between of ideas, both Crown and Forebearer along with Lohutuns and even Carlotons, all living together peaceably. In visiting the city, this is most likely the only section of the city short of the Foreign Quarter that one can traverse with little concern to customs of the people living there. The Temple District is divided into four different suburbs, each one catering to specific needs of the people. South of the great Temple is The West End, a suburb that is host to many different minor temples and shrines as well as monostaries for the religious minded and is a center for healing and religious fervor. Across the main road to east you will come into contact with the South Ward, combined mostly of Forebear and Crown peasants who were not fortunate enough to be of noble birth to afford homes in the faction districts. Northward you will find North Point and East Side, which are combination of moderate and upper class homes mixed with minor markets and business that are not qualified to be apart of the Great Bazaar. Here the weary traveler can find many inns and harum’s to rejuvenate the mind and body while emercing themselves in a modern Ra’gada city culture.

The High District

The High District is the only portion of the city not reshaped in the wake of the High King’s great reformation of the city, mostly due to the stubborn custom’s and firm roots of the cities high class nobles who refuse to be integrated amongst the commoners. Here you will find many magnificent mansions and palaces of the noblest of nobles in Sentinel. Besides the note of the many spectacular homes that make up this district, the main attraction is the Grand Theator, famed throughout the world for it’s morality plays and serves as the chief entertainment for traveling dignitaries, merchants and high society. Aside from that, the Copper Kettle, the source of Sentinels water supply resides in this district, near the walls of the Temple District. This unique machine is of Dwenmer origin, and operates by pumping sea water into the great chambers below the city where the water is heated and evaporated, leaving the salt of the bay water behind while another unique device collects the evaporated water and stores it in a large holding room where its pumped into the aqueducts and through the rest of the city, supplying its citizens with an endless supply of drinking water as long as the bay remains wet.

Ra’Gada Plaza

Heading west, one will come arrive in Ra’Gada Plaza, formerly the Forebear District, where no traveler should venture unless extensive knowledge of tradition is known. Here resides the Palace of Skatal, traditionally the Lord Regent of the Forbears Sentinel summer palace that has now become the headquarters and home of Bomilkar Barca and his young adopted son, Xerxes, son of Carlo’s the Martyr who was assassinated during the Last War of the Wolves . Here resides a mix of Forebear nobles, peasants’ and tribes who make their living within this district, many of which are strongly traditional and hold personal honor above all else. Many prominent tribes have moved into the district and created areas of control that one can easily see given the different services provided and the dress and wares that can be found all over the district. Typically, one can find members of the Barca tribe living around the walls of the Palace of Skatal while rival Forebear families, such as the Atumaba, are largely centered in the northern half of the district with indifferent members of the city living within and without these different areas of control. In the center of the district resides a great statue of Carlos Kavir, known as Carlos the Martyr by most, who came to Sentinel to negotiate with the High King against the Imperial’s when he was felled by an assassins blade. His death nearly tore apart the war effort and drove a wedge further between Forbearer and Crown and his death (supposedly by the hand of a Crown) is a highly debatable and sensitive subject. His son leads the opposing party known as the Carlotans to Haroun’s in the government, named in honor of his father

The Na-Totamba Corridor

Ending our tour of the city, we head East to the Na-Totamba Corridor, home of the proud Crown’s who are the polar opposite of the Forebears. Here you will find the traditional rulers of the old Yokudan nobility and will find your presence there likely tolerated, but not pleasant. The air in this district is mostly charged with the political debates of the age and you will find some of the finest universities and schools in the entire Empire located in this very district. Place of note are Thassad Plaza, dedicated to the great Thassad line of Elden Yokeda that ruled Hammerfell up until it's assimilation into the Empire of Tiber Septim in the 2nd Era. In the far East corner of the Corridor you will find the largest noble mansions in the city, occupied by the cities oldest noble families over shadowed by the Palace totaumba, a towering palace that has been largely unoccupied until recent renovations by the High King to turn it into a virtual fortress. Surrounding the shadows of the mansions rests the common folk of the district, hovels in the far south with middle to upper class housing located in the north and western part of the district. Another infamous attraction is the 72 Zagats of Honor that dot the district, each one tells it's own story of a famous Sentillian warrior or event with epic paintings from base to tips, making them a most sought out tourist attraction.

Other Information of Note

The Roaring Wall’s, Cannon’s and Black Powder

The Roaring Wall’s of Sentinel, made famous during the great Imperial siege of the city, is made up by thick, high wall’s with new military inventions known as cannons mounted along them. These devastating weapons of war are large, bronze cylinders that use a special concoction known as Black Powder to propel large bolder like projectiles across great distances to cause untold damage and mayhem. These unique weapon’s have found their way into the battlefields of High Rock, sold through the Empires sole trading partner, Anticlere, though the secret of Black Powder is jealously guarded and the recipe is always being perfected and changed in little ways to keep those who wish to discover it’s formula guessing. These weapons are vastly contributed to the defeat the Imperial legions siege and represent the pinnacle in Ra’Gada military ingenuity.

Citizenship

To become a citizen of Sentinel or the Empire requires dedication and a long, tedious and intricate. Military service hastens the process to a five year process, in which anyone serving five years of service to the Empire's military can obtain citizenship status based on term of service and merit. In times of war the process can become even faster, but outside the military (or slavery) tract it can take anywhere from over ten years to become a full fledged citizen. Exceptions are made for Ra'gada migrating from other parts of the world to the new Yokudan state.

Slavery

Slavery is a practice that, while looked down upon the High King, is woven into Ra'Gada culture dating back to the first warriors who set foot upon Hammerfell's soil. Slave markets can be found in nearly every district and is a highly regulated and documented trade. All slaves who are bought within city walls must be registered with the local authorities, proof of purchase must be provided as well as who you bought them from, where you intend to take them and for what purpose they are bought for. Sex slaves are prohibited from being sold within the city and is banned throughout the Empire as a moral wrong and indecency. Slavery is also becoming a fast growing tract toward citizenship of foreigners who wish to become part of the Empire. A man/woman who willingly submits himself to slavery in the fields, factories or in the service of the Royal Family are put on a fast tract to citizenship, generally received within ten years of labor.

This concludes our trip through Sentinel, we hope you have enjoyed your stay in our wonderful city and hope to see you back again! Safe travels to you all and may the God's bless you with prosperity!