I think the Champions motive is World Domination.
Yes, the Champion does actually have a motive, and she (I decided to make the Champion a she just to be slightly different than an Imperial Male, she is also a Nord) isn't one of those
evil evil bad guys. I would tell you the motive, but it sort of gives away the storyline a fair bit and why she is doing this. For now and until the Rebels meet the Champion (This will be fairly early on in the RP) and explains it, I'm going to quote her from the future, "The only way to absolute peace across Tamriel, is absolute domination." That sounds fairly [censored] but there is alot more to it than that, it all stems back to her experiences during the Oblivion Crisis.
Well, I have characters that could work for either side, so.. hehe, how chaotic do you think it would be have a character on each side, both active at once? Hm? Dare me?
I dare you, I definitely need Second-In-Command's for the Champion if anyone is up for it. Please PM me if you would like to start out as a Mage under the Champion.
Now, onto other issues: For people who want to RP the Dissident Mages (Rebel, rogue, renegade mages as their called) your character's life will be fairly hectic, the Mages Guild will be hunting you down, so unless a spell is absolutely necessary outside of combat, I wouldn't encourage you to use telekinesis on a glass of water; the Champion and her Mages Council (One Mage Steward in each city) are powerful and will be able to sense the use of large spells, little ones are okay. To clear it up as well, any Mage not registered in the current Mages Guild Charter and practicing magicka outside the guidelines of the Champion are outlawed and removed from the registry and become Dissident Mages. The remotest hint of betrayal against the guild will get you outlawed as well.
As for the other Guilds: the Fighters Guild was indefinitely disbanded along with the Legions, but remember the Fighters Guild are little more than mercenaries, and alot of them make up the ranks of the Mercenary Legion under the direct control of the Mages Guild. Of course, if you want to RP an ex-Fighters Guild member with the rebels feel free, but as for a guild, they are nothing but a name now.
The Imperial Legion was obviously disbanded, but this RP takes place some 20 years or more after that event, so unless your character was a raw recruit when this happened, he/she will likely be approaching their 40/50/60's.
The Dark Brotherhood are not openly allies with the Rebels, but they are alot more open with their services towards them then any other citizens of Cyrodiil. Contracts can still be bought if they need to be, but it will certainly cost you alot, taking down a Mage under the protection of the Champion is a risky assassination; they never travel alone.
The Thieves Guild however are essentially the eyes and ears of the Rebels and still running, after all as someone said, their isn't much work available for a thief in a police state. Characters that are Thieves Guild are welcomed in this RP with open arms, you can't have a rebellion without reconnaissance after all
Now, as for weaponry and the state of the technology, I'm still researching, but I don't think gatling guns will make an appearance. At least not yet. I'm thinking the Technology side will be split among old Dwemer schematics, so I was thinking of an airship or Zeppelins or two, but then also gunpowder. I'm also thinking of a "gun" that is purely a staff with a certain charge that can shoot fireballs or lightning before running out and used like a gun, with a trigger and everything. This can be recharged by Dissident Mages. Any other issues I need to adress or wondering about, just PM me
So far it's all coming together nicely. Oh, and to the guy that said to get rid of the guns and then he'll join: :facepalm: