The PCs are all amongst the (not so) lucky members of Leafmoth Fort's fifth company. Freshly rebuilt after heavy losses and then tossed again to chase after bosmeri rebels amongst Valenwwod's trackless jungle. With the support of best and newest magical technology the Empire has pieced together to break a years-old bloody stalemate and bring peace and civilization to a province plagued with bloodthirsty rebels. Or so the recruiters and newsrags tell, as from the grunt's lower vantage point, it's mostly fumbling through a trackless jungle between bloody skirmishes with as much sense as clear-cut winners. That is, very little...
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Here's an overview of the event which dragged the mostly ignored Valenwood province into such a kicking, screaming and bleeding mess.
4E01 ? following the Oblivion Crisis and Martin Septim's sacrifice, the Elder Council starts the immense task of restoring the Empire's prosperity. The Crisis's destructions send thousand of impoverished refugees into the Imperial City's outlying areas, trying to stay as close as the miraculous statue as possible in fear of an encore by Mehrunes Dagon. This influx turns the already poor sections of the City into crime and poverty-ridden slums.
4E03 to 4E05 ? in an attempt to solve the refugee problem, the Elder Council grants many of them land in Valenwood's northeast corner. Happily ignoring the Silvenar's objection about the local tribes. The tribes harass those they view as invaders, while the Legion don't do much about the situation. For most officers, squabbles between dirt-poor peasants and uncouth savages is none of the Legion's business.
4E6 : As the settlers begins flowing back into Cyrodill, the Elder Council creates the West Empire Company, patterned on the somewhat successful East Empire Company, to coordinate the settling and turn the worthless jungles into valuable timber and farmland.
4E7 to 4E8 : the Company starts buying up the disgruntled colonist's plots, gathering them into massive plantations, turning a hefty profit and underpricing the independent farmers thanks to a politic of debt peonage. The tribes get increasingly restless as they see the disorganized farmers give way to a mercantile juggernaut bent on destroying their hunting grounds and trying to turn them into farmers. Soon they turn to violence to protect Yffre's gift (the jungle), engaging in a nasty guerrilla war to make up for their small number.
Some other tribes are swayed by the Company's offers and settle ? though the lack of hunting grounds soon force them to choose between working the plantations for a pittance or starve. Many turns to crime for a living.
4E9 : seeing it's income threatened, the Company's leadership launches a propaganda campaign in Cyrodil, depicting the rebels as a bunch of bloodthirsty cannibals determined to keep the bosmers out of modern civilization and the Company as the benevolent hand extended by the Empire to pull Valenwood out of it's backwardness. Using the populace's indignation, their influence and some hefty bribes they persuade the Elder Council to send several legions to 'protect the Empire's citizens and interests'.
4E10 : facing a real opposition, the rebel tribes gather to execute the Wild Hunt ritual, managing to destroy a whole legion and a large number of colonists, though at hefty cost to themselves as the remnants of the finally defeated Hunt flows back straight in their face.
In reaction, the Legion sends in more troops and begins raids into Valenwood's jungle to catch the rebels, pulling out the latest innovations from the Mage's Guild to pin down the elusive rebels. Their indiscriminate and heavy-handed attacks no only fails to crush the revolt, but drives most of Valenwood into open revolt against the Imperial presence. The 'civilized' tribes aren't much help in the conflict ? their loyalty is questionable at best, unlike their corruption.
4E14 : four years and plenty of deaths later the situation hasn't changed much. The Legion keeps running after the rebels without much success, as the semi-nomadic tribes easily dance around the clumsier legionnaires, not matter what innovation they're fielding. But without suitable equipment and unwilling use the Wild Hunt again, the rebels can only destroy patrols and outposts. With neither side being able to deal a deathblow, the war has turned into a bloody hide-and-seek routine as the Elder Council keeps pouring gold and bodies into the grinder. Fattening the carrion eaters and the contractor's purses in a war where the only thing going well is the body count...
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So you're in the Legion, proud defenders of the Empire and it's centuries old glory... What does it mean in the practical side ? Well, it means you're part and parcel of an organized hierarchy, not in an informal band of money and glory hunting adventurers. More accurately, you're into the fifth company of the Thunderhead legion.
It includes about one hundred men and is divided in ten 10-men squads, each led by a sergeant, usually assisted by one corporal who takes the lead if the sergeant is out our the squad needs to split. Standard designation is by numbers (first squad, second,,,). The first squad is a bit special as it's the captain's bodyguards and frequently the one assigned special missions. Which means it often includes several extra sergeants and corporals. The units specialists (battlemages, healers, communication man) are either directly attached to the captain or included in the first squad according to their ranks.
Yes, you read right, ranks. You're in the army, and rank is the one most important thing for you after your own life and soul.
Captain : commanding the whole company, most of them are picked from the nobility. They're the one calling the shots and their word is company's law ? in theory at least. With the action mostly limited to ambushes and skirmishes, it means there usually nobody who can countermand his orders..
Equipment : standard issue is imperial officer armor and weaponry (high quality steel, roughly equivalent to dwemer armor and weaponry, mithril for light armors). More often than not the weapon is enchanted.
This rank is NPC only
Lieutenant : He's there to assist the captain and learn from him. Which often implies dealing with paperwork and bureaucracy (whatever the captain doesn't likes tends to end up on the lieutenant's plate....). More often than not this rank is bestowed upon young and well educated minor nobility or commoners (most high born skip this rank, unless their families believes in merit-awarded positions). This ranks is also given to specialist like battlemages or healers.
Imperial officer armor and weapons
(positions open)
Support mage (Crecentus Vont - Tabasco)
Sergeants : Commanding a ten-men squad, sergeants are the day-to-day leaders, and according to them the Legion's backbone. Usually promoted from the ranks, they tend to make up in toughness and experience what they're lacking in education.
Steel or mail armor, silver weapons
First sergeant : usually the most experienced sergeant, he's in charge of the first squad, which serves as the captain's bodyguards (and often 'special tasks' squad). Less officially, he's the common trooper's voice to the captain ? and the one dealing with discipline problems unworthy of the captain's attention. Frequently the toughest, meanest fighter in the whole company.
First sergeant : position taken (Groz gro Borack ? William III)
Demolition specialist, first squad (Markus Taylor ? Forrest gump951)
Sergeants (positions open)
Corporals : experienced soldiers who display some potential for leadership or remarkable skills at something. Usually one for each squad, but it can be more, especially in the first squad. Usual rank for the communication specialists.
Steel or mail armor, steel weapons
(positions open)
Soldiers : your regular sword-fodder. In Valewood most of them aren't exactly the cream of the crop, mostly those who don't have better prospects in life or get svckered by recruiters, with a smattering of idealists hoping to bring Imperial civilization in a place where it's benefits are sorely needed (or put the savages back where they belong, not all have the same ideals....)
Steel weapons, iron or leather armor.
(positions open)
Races :
Only the normal races are allowed. A were's wrong times of the month don't fit well with regular troops, and neither would most vampire lineage's sunburn issues.
Bosmers can apply ? whether they're imperialized, have some personal issue with the rebels, were forcibly conscripted or yet another reason. Just don't expect much promotion, no matter why you've joined...
Equipment : most will be standard issue military equipment ? think bland, practical, and often of lousy quality thanks to lowest bidder contracts and corruption. Weapons and armor according to the rank, usually broadsword and shield (not much room for polearms in a jungle). Short sword and crossbow for ranged troops. Armor is usually limited to cuirass/shirt and helmet, sometimes with greaves and vambraces for the officers, Valenwood's hot and moist climate makes complete armors unbearable. Over the armor are a surcoat and an oiled linen hooded cloak, both dyed in shades of green and brown to blend in the vegetations.
Standard issue backpack with one week's worth of food, water purification potions, half tent, blankets, weapon kit, basic hygiene and first aid supplies, flint and tinder, bandages, shovel and one other tool (pick, axe, mattock, nails... all you need to set a proper camp). About 40 pounds to add to your armor and weapons.
Non regulation equipment is definitively frowned upon, at least in the camps and forts, but the higher up the food chain the easier it is to get away with it.
Technology : Not much has changed for the average grunt since the Oblivion Crisis. On a larger scale, Helseth's pro-imperial stance and the destruction of Dagoth Ur have allowed the Empire improved access to dwemer ruins, enabling them to replicate some dwemer technologies, but only a handful of them are showing up in Valenwood :
airships : improved upon Louis Beauchamp's early experiments [the patchwork airship quest from Bloodmoon], they're now sturdy and reliable enough to ship troops and supplies, but remains clumsy and not that fast. But still way faster than moving on foot through a trackless jungle. When crewed with mages they can be used to rain destruction from above, but meaningful targets are few and far between. About immune to arrows, destruction spells are still a danger but they can soak up a respectable amount of damage. An increasingly common sight, but there's not enough of them to guarantee one will be available when you need it.
satchel charges : their military usefulness is obvious, but in this war they're mostly used to clear obstacles and construction work, along with the occasional trap. It's not as if the rebels had much infrastructure of their own to blow up...The Legion is starting to fiddle with dropping enlarged version of the satchel charges and incendiary bombs from airships, but accuracy and fuse reliability remains questionable.
Communicators : a cruder declination of the dwemer machines ranged commands. They enable a two-way voice communication with a range of 50 km and can be tuned to specific resonances. Expensive, fragile and temperamental there's at best on per company, though every airship mounts one. Using them require very little training, though a journeyman level skill with mysticism is required to power them from the user's magicka rather than it's one hour reserve. A backpack-sized contraption of bronze and crystal housed in a light steel casing.
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Character sheet : submit it to me by MP for approval. Only the normal races are allowed, and neither werewolves nor vampires are welcome in the Legion. Here's a model, using the fifth company's captain as an example. Five major and five minor skills, you can add one or two 'for flavor' skills such as taxidermy or playing luthe for free.
Name : Valerius Decunius
Race: Imperial
Age : 35
six : Male
Birthsign : The Lady
Rank : Captain
Class/Skills : Major: long blades, heavy armor, athletism, block, tactics
Minor: short blades, stealth, speechcraft, legion paperwork, orientation
General Appearance : tall and rather wiry in built, with a somewhat thin face and tanned skin. His black hair is kept cut clean and short and he's usually clean-shaven, even in the field.
Mental profile : Rather calm and collected, he strives to be as fair and open-minded as possible. He's an ardent believer in the rule of law and strongly discourage thing like looting and murder, trying to fight the war as cleanly as possible ? the Legion is supposed to enforce Imperial law, not depopulate Valenwood. He don't thinks the war can be won and instead focuses on keeping his men alive.
Armor : dwemer cuirass, greaves and bracers, leather boots and gloves, a steel skullcap under his hat.
Clothing : dark green linen pants and shirt. Camouflaged surcoat and cloak. Wide-brimmed felt hat.
Weapon : imperial steel longsword, enchanted to drain health
Miscellany : telescope, set of maps
Bio : Third son of a minor noble family from the Imperial City, he joined the Legion to escape the prospect of a life of drudgery as a bureaucrat in one imperial Commission or another. Amongst the first Legion officers sent to Valenwood, he soon lost any illusion about the war and didn't make a secret about his opinions. Which means he's still a captain five years later.
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Rules :
- no ?berpowerfull characters. You're an army junior officer at best, not the Champion of Cyrodill or Nerevar incarnate.
- keep your messages in an intelligible language, and keep profanity to readable proportions.
- PM your character sheets for review and approval/tinkering ? think of it as enlisting commission. I prefer to make sure your character will be able to function in the RP
- romance is fine, just keep it tasteful
- same for violence. There will be more than a little, but there's no point in getting too graphic.
That's about it, I'll write the first in-character post very soon. Thanks for reading through that big pile of text.