[Group] Red Swarm Militia

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Gnomey
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I decided to toss together a write-up for the Red Swarm Militia to go in the handbook, which can be linked in relevant claims. Here's a first draft of it; I'll give it a second go-over tomorrow aside from whatever feedback and discussion it generates. While I have mostly tried to stick to stuff that was discussed (but scattered) on Discord, one or two details will probably be new, so this is very much in need of review.
 

Introduction

The Red Swarm Militia is a loose collection of clans and families living in Shipal-shin and, perhaps, parts of the Othreleth Woods. They maintain a unique lifestyle and cultural identity. The name is of Imperial origin, dating to the Four Score War; they may or may not have a name for themselves (in which case it would still need to be thought up), but more likely just see and refer to themselves as Velothi. Native Dunmer would generally just refer to them as the desert clans or border clans or free (that is, not bound by house oath) chap-thil.

 

Niche and Place in the Project

The Velothi led a necessarily nomadic existence during the exodus from Summerset Isles. After forming houses and settling in Morrowind, a rift began to develop between the nomadic lifestyle of Chimer tribes and a new settled lifestyle that would evolve into the modern house culture of Morrowind. That split was present before the War of the First Council, but became cemented as the Tribunal lead the House Dunmer into a new era whereas the tribal Ashlanders ultimately rejected them and kept to their old ways.

That said, for a game with worldbuilding as complex as TES: III’s, a clean divide of nomad tribes rejecting the Tribunal and remaining nomadic while settled houses accept the Tribunal and remain settled is rather simplistic. TR has expanded on the split and added some complexities to it with the Dres and Redoran, who both retain some vestigial nomadic attributes. They are, however, great house cultures.

The Red Swarm Militia represents fringe nomadic groups that maintained their lifestyle but did not reject the Tribunal. By introducing a further Dunmer minority in the vein of, but very distinct to, the Ashlanders, the group attempts to add complexity and variety to the fabric of Dunmer society and TR’s mainland setting, where pure reliance on the Ashlanders and Ashlander culture would be somewhat out of place, reductive and uninteresting.

 

Structure

The origins of the Red Swarm Militia are lost to the annals of history. The culture group has not, however, remained static since its inception, and has both bled members, especially through the draw of the urban lifestyle of settled Hlaalu, and gained members, most notably in the wake of the War of the First Council, during the Four Score War, and following the Armistice.

For many, especially for criminals and outlaws, the Red Swarm Militia provides a refuge from and an alternative to the house orthodoxy. While not directly opposed to the Temple, House Hlaalu or the Empire, clan members are fiercely loyal to their own and reject outside interference in their affairs. Though by no means affluent, to those who are capable of roughing it the lifestyle of the Red Swarm Militia provides many freedoms and securities.

Individual clans can vary quite a bit, and can themselves change and shift overtime, sometimes splintering, sometimes merging, sometimes allowing themselves to be absorbed into House Hlaalu. It’s not even unheard of for the opposite to happen, and a fringe Hlaalu clan to leave behind the settled life and withdraw into Shipal-shin. (Or indeed Redoran clan, as was common during the disintegration of the Waters March).

The Red Swarm Militia is nor organized and has no central leadership. Individual clan elders and powerful patriarchs or matriarchs have the say in their own communities, and often form fleeting alliances or fall out and engage in lengthy feuds. Aside from these powerful seniority- and merit-based figures, individual communities are generally quite small with little hierarchy.

 

Relations with other Factions

Interactions with the Red Swarm Militia by their neighbours tend to happen at a rather superficial level (trade and conflict) and the culture is generally misunderstood. The Empire sees them as little better than outlaws, but as House Hlaalu sees them as useful and given their affinity with their environment a crackdown has so far remained politically and practically undesirable.

To House Hlaalu, the Red Swarm Militia are effectively back country hicks, but can provide effective support in Shipal-shin’s environment, are reliable trading partners, and are heavily related by blood and ancestry. They played a significant role harrying the flanks of the Imperial invasion force in the Four Score War, and took in refugees and kept Hlaalu and Redoran forces supplied without hesitation. They played or were prepared to play similar roles throughout Morrowind’s history, and were involved in isolated clashes with the Empire shortly after the signing of the Armistice.

The same experiences apply to House Redoran. While, when the jurisdiction of the Waters March extended to the lands of the Red Swarm Militia, short-term tension and lack of cooperation was common, with distance House Redoran has a lot of common ground with the Red Swarm Militia and has never been too badly betrayed by them.

For the most part, the largely urbane Temple pays little heed to the Red Swarm Militia and does not understand it. Especially among local temples, though, there are exceptions that have interacted with them, and found them very pious though not entirely orthodox in their worship. (Not sacrilegiously so. Despite a recent intolerant attitude sparked largely by the challenges of Dagoth Ur’s awakening and false incarnates, the Temple is not traditionally very restrictive in its teachings). Some members of the Red Swarm Militia became priests or preachers, some of them gaining a lot of influence beyond their clan homes.

The Simulacrum somewhat strained relations between the Red Swarm Militia and its neighbours, as during that period many of the clans took advantage of local instability to engage in unusually aggressive raids. Internal feuds also became more destructive and common, negatively impacting nearby communities. Once the machinations of Jagar Tharn became known, however, the Red Swarm Militia proved to be very enthusiastic in helping to root out supporters of the usurper.

 

Implementation

The Red Swarm Militia lead a largely pastoral life, moving around Shipal-Shin with their herds of Sharai Hoppers and riding their Hirv/Sand-Kwoom. They usually live in tents, but also will make use of caves and abandoned structures such as Velothi towers. Many engage in banditry, and many engage in trade and crafts. They are also highly valued as local guides and scouts.

While to settled Dunmer their lifestyle may seem backwards, the Red Swarm Militia are not traditionalists and, while xenophobic, do not reject foreign influences or goods. They favour metal weapons over brittle native chitin, and while they generally prefer superior netch leather as a light, flexible and durable armour, they sometimes make use of mail-and-plate or simple mail armour as heavier alternatives. In terms of clutter, their native redware is heavily supplemented by metalware, and aside from the ubiquitous sacks and baskets they find western crates and barrels more practical than native urns.

They are skilled at working textiles, but will happily make use of foreign textiles, with or without their own adjustments. Given that their environment is full of dust and strong winds, they employ layers of fine textile both on their persons as well as around their homes as wind breaks, often weighed down with coins, bells or other baubles.

As a result of their heavy exchange of goods and ideas with their neighbours, the Red Swarm Militia do not have a clearly defined material culture of their own, but both influence and are influenced by Hlaalu and to a lesser degree other nearby cultures. They do tend to favour bright clothes with warm colours and a lot of engraved metal decorations, and are rather hirsute for Dunmer, often sporting large muttonchops or beards and long hair tied in a ponytail or several.

 

The Red Swarm militia will be implemented similarly to the Ashlanders, but are not planned to be joinable in any capacity. They will both offer and be the subject of some quests, and some will be hostile or very aggressive (high fight values but not necessarily 90+). Given their heterodox nature, they don’t need a unified implementation.

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I seem to recall them being Hlaalu Chap-thil, or is that something different? 
If they are, would they be militia? 

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Hm right, I should really expand the relationship to House Hlaalu, though I'm still not clear myself how strong it should be. (That is, they are definitely related to the house, but I'm not even sure whether they should strictly be seen as part of it or not). I'd personally prefer them to be largely sovereign, with Hlaalu authority over them being mostly nominal (because they live in Hlaalu territory), but that they are very aligned and cooperative with House Hlaalu so that friction between the two is rare.

They are not actually a militia though, which is another bit I should probably expand on. They got the name because they were a visually distinct group that attacked Reman forces along Morrowind's borders, and were seen as native soldiers/a militia. They have often disrupted Imperial operations since, including directly after the Armistice, which contributed the the Imperial perception that they are hostile forces. Hlaalu has mostly kept them in control during Third Empire rule, save occasions like the Simulacrum.

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I got to retain an issue with the name there, The Ashlanders get called that by the Dunmer first and the empire took it up as it was the common use. These tribal meanwhile being as they overlap with the Hlaalu would have a colloquial Dunmer name same as the ashlanders that would be more common and used rather than a mislabeling from imperial commanders that would really only exist during the Four Score war when they could rightly assume they were just native militias operating in the highlands, but after four centuries they would have wised up to what really is going on. Meanwhile the Dunmer never would have used the term either.
This to say nothing of the fact they'd have their own name they use themselves. It strikes a really odd cord using a blatantly wrong name that wouldnt pass scrutiny in-universe. We'd have to correct it... basically from the first time its used. 
Its really inorganic and not in a cool or informative way.

Just do be clear, I do think the name would work well in a historical context. If we were having a 2nd era account of the four score war which referred to "Swarms of red militia harassing patrols in the canyon passes" it works quite well. Its just the contemporary use that it becomes an illogical mess.

Their proper name or at least their common Dunmer one is what we should have as the default for use here.

(Will say I am liking the rest, do agree their status as an (admittedly de-jure) part of House Hlaalu aught to be made clearer and more explicit, but otherwise only issue here is the name and how it works with everything else)

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I have changed my perspective on the name a bit while writing that article. I still don't think the RSM particularly need a name for themselves. While I don't think it's clearly stated either way, 'Ashlanders' seems to be a label House Dunmer applied to the ashland tribes, and the Ashlanders themselves don't seem to refer to themselves as such too often and when they do probably more for ease of communication with the player, who is an outlander after all. Even if that wasn't the original intent, the fact few dialogue entries have Ashlanders referring to themselves as such shows that it's not too hard to write a group that doesn't have a particular unique name for itself. Stuff like 'we' or 'our people' gets the message across in the cases where NPCs bother speaking for their whole culture group.
There are also a lot of real-world examples like the Inuit who haven't really had a name for themselves beyond their language's word for 'the people' (so in the case of RSM effectively 'Velothi'), and who have gotten stuck with labels like 'Eskimo' that at times were widely used, even among members of the group. (I actually have the impression that's the norm for groups that are not politically unified).
I'm not actually sure if the RSM would even view 'Red Swarm Militia' as particularly pejorative; they might even to some extent appreciate that Reman's Empire evidently viewed them as a legitimate threat.

But where things do get admittedly weak is with the Hlaalu, Redoran and other local native Dunmer. They would have interacted with the RSM long before Reman's invasion and it would be weird for them to just adopt Red Swarm Militia as a label. I am open for suggestions there, but can't think of anything good myself, except again the vague labels like 'desert clans'. In general terms, I would see this similarly to how Morrowind uses the labels 'Dark Elf' and 'Dunmer'. I do think RSM should be the default though, with the relevant groups bringing up the native name in dialogue.

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I am very cognizant that the naming process did boil down to a single meeting where Wolli suggested the name while misunderstanding what they were  (He actually thought during and for a while after the meeting that they were infact just local bandits) and then the name getting adopted because the Red Turban Rebbelion was an interesting topic and everyone wanted to grab the first okay-sounding name that wasnt "Kwoom Riders"

As to if they'd see it as a bad name... really? IRL tribal groups get pretty ticked off by being called the wrong thing even when its a name, having their traditions fobbed off as them being a lowly militia would certainly cause offense. And let it be noted, refusal to integrate into mainstream Hlaalu society requires a lot of pride in their way of life. "The Inuit" are a really bad counter-example here because they were one of the most isolated peoples on earth for millennia, some tribes did infact think they were the only people on earth, so yes never needed to name themselves beyond being "human". Not so with these clans who are both part of a greater culture and between others, so would very much need their own name and that applies even more if they arent a unified group as if they feud among each other then that would include posturing about how much they hold up by their own cultural standards, see the existence of the "No true scotsman" fallacy.

So both the background to the choice was weak and the in-universe justifications are weak. The name should be more descriptive and grounded in what would see proper use, not just decided in a single ill-informed meeting where the goal isnt to make a name but to remove a disliked one. And I am no hypocrite, my goal isnt to say lets do another snap meeting where the goals to just go and make it something other than "Red Swarm Milita", that'd probably just lead to another name that doesn't hold up over time. I think the process should be workshopped alongside fleshing out the clans so that when time comes for Books and NPCing we have a name that works fully rather, rather than one thats lackluster or full of inconsistencies 

"Forum sigantures suck" - a great man