Long Road To Ruin
With the loss of the Septims as a result of the Oblivion Crisis, the Empire is in tatters. Ten years into the fourth Era and the provinces have already broken away from their former master. The Hist have directed the Argonians to give up any further pretense of fealty towards the Empire, and Black Marsh continues on without even the marginal human influence of the Empire. The Altmer strive to recreate their Aldmeri Dominion, and now stretch across both the Summerset Isles and Valenwood. The Khajiit, ignored in their troubled times by the Legion, have declared independence from the Empire and now mobilize to take back Leyawin and fight against the Aldmeri Dominion. Skyrim has abandoned what it sees as a lost cause, and the lords of Whiterun plot with their neighbors to take Cyrodiil for themselves. High Rock’s politics have heavily destabilized the region, to no one’s surprise; While Hammerfell’s Lhotunics have managed to forge an uneasy peace between the crowns and the forbears; though this has not stopped the Crowns from plotting their ultimate revenge against the Imperial Remnant. Morrowind has deteriorated even further, the petty squabbling over House Indoril’s corpse have lead to full-scale conflict, and border skirmishes between Hlaalu and Dres strain their tenuous alliance. The Legion has been recalled to fortify the Imperial City, allowing anyone who wished to ally with the Empire to do so, but no longer sending military protection, and the remnants of the Empire watch in disgust as the nobles of Colovia and Nibenay claw at each others throats.
With scores needed to be settled and old rivalries renewed, the Empire is in its last days, on its long road to ruin.
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With the noblemen at each others throats, many of them are using a foreign power to aid them, even to the point where they are staying out of the war, completely, with the exception of the noblemen on their own. Over the last 10 years, as mentioned above, the Empire has disintegrated. Some nations only look for territory, while others seek to settle a score. Cyrodil has now been invaded by many foreign powers. In this RP, you will play as a member of those foreign powers, or the feigning Empire itself, which are listed below:
Map: http://imperial-library.info/maps/cyrodiillargelowrescr7.jpg
Note: The cities taken, were really all noblemen being backed up by a foreign power, with the exception of Leyawin, which is part of Elsweyr now.
The Imperial City (The Empire): Webster
Chorrol (Redguard Crowns): Woolymammoth
Anvil (Altmeri Dominion): I am the Walrus, Verlox
Bruma (Nords): Darth Ravanger
Skingrad (Colovians): Bmont
Bravil (Nibens): Blademaster07
Leyawin (Khajiit):
OPTIONAL:
Cheydinhall (Dunmeri): Darkom95
-Nerevaraine: Possibly Darkom95, unless someone else wants to take it.
Mercenaries
Knights of the Nine: Dan2277
Mercenary Kvatch Legion: Steve the Pirate
Champion of Cyrodil (Very spiced up veterans only...)
The Eternal Champion: Verlox
Any ideas you may have.
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The other roles will be under one of the factions, or they will be mercenaries. Since the noblemen want to use the foreigners for the war, they will not take part, unless they are not allied with a foreigner. On the other hand, the noblemen will not defend against other foreigners, but they will against the Empire. Therefore the Empire cannot attack the noblemen. You can be a military officer, scout, spy, assassin, etc.
With Bravil allied with the Empire, the Imperials still have trade routes and will not besieged. This is where tactics come in. The foreigners will usually have a supply route, unless you can cut it off.
Each foreign force will have about 30,000 men. The noblemen will have about 20,000 a piece, and the Empire will have around 50-55 thousand.
Of course, this will be lore accurate. It will include Helseth, Thassad, Ocato, Wulfarth (Spelling?), Janus Hassildor, etc.
We will also be using lore accurate special units for each military, so everyone has something unique. Greybeards, Ansei, Battlecats, Imperial Battlemages, Sunbirds, etc. PM me to ask about who has what. Every army and race has their own things that they are good at and bad at, their pros and cons.
Character Sheet Organization
Name:
Race:
Age:
Gender:
Birthsign:
Physical Appearance:
Apparel (clothing and armor):
Weapons:
Misc:
Misc Info:
Psychological Profile:
History/Bio:
Rules
*Some of these are taken from Immortal Blood's Siege of Sentinel. They are some good RP rules that we should all follow.
1. Good spelling/grammar. We make mistakes, but try to make good use of this.
2. Expect to die! Make more then one character. You may be assassinated, stabbed, beaten, drown, buried alive, mauled by scamps or blown up. Or you might just be unlucky and catch an arrow in your throat. Regardless you aren't invincible and I will call you on it if it happens. I'm not against powerful characters, that isn't an issue, but do it because you know how to do it. Don't RP a master mage if you can't write about it in depth and with skill. "Shoots a major fire ball that kills everyone." Doesn't make you a good mage. It makes you a chump and you will be booted. Like wise don't RP and awesome archer if you don't know some basics for archery. The same goes for melee combat.
3. When fighting you almost NEVER write the outcome of your opponent. You don't write "Shoots a volley of arrows and kills all of the cavalry." You would just write that you shot the volley. Like wise if the person who is RPing the cavalry MUST reply to the attack. I've seen a lot of instances were the other guy just ignores what just happened You write in the affect of your enemy's attack, or I let them do it. And if they do, by some miracle all of the arrows will kill all of your cavalry.
4. Do NOT be all knowing. It's just stupid when you have a guy in the RP that just seems to be able to guess everything. RP your character unknowing of something if he really doesn't know even if it means his/her death
5. No werewolves. They have no place in this RP.
6. PM all character sheets and army sheets to Woolymammoth once the RP has started; If you choose to sign-up before the RP starts, post the character sheets and army sheets in the sign-up thread.
7. READ DUVAL's GUIDE!
8. PM Woolymammoth, Webster, or Ravanger if you have any questions.
*This isn't and won't be the final OP draft. We want suggestions and stuff. (Plus I need to organize and clean up a tad bit more )