"Make no mistake, this is not a peace forged out of necessity between rival nations of equal strength. It is more like the calm between storms. And the next storm, I think, will be far deadlier than the last."
-Ondolemar
4 E, 421, 21st Sun's Dawn
Overview/Background/Lore Thing
The Imperial City. Home to over a million. Capital of the empire. But that empire is no more. As imperial power broke, the provinces fell one by one, until even Skyrim, from where Tiber Septim himself first emerged, parted ways with the Empire in a bloody civil war. But that blow, disastrous though it was, was not the greatest blow struck in that fateful year twenty years ago. The emperor journeyed to skyrim but met his fate there at the hands of the sinister assassins from the Dark Brotherhood.
Following his death, the Elder Council descended into chaos. Emperors came and went as frequently as the seasons. In 18 years, 30 emperors sat on the throne. 10 fell to the assassins blade, another 12 victims of palace coups, and the other 8 a hapless lot struck down by disease or old age. Now, at last, it seems the madness is at in end. While ambitious nobles still plot, biding their time, a new emperor has risen, and, for now, the empire catches its breath, and looks south, to the Dominion.
The Thalmor have been busy as of late. The moment was ripe to strike, but fate intervened. During those years or chaos and uncertainty, the dominion was plagued by Etropia, popularly known as Talos's revenge. The disease ravaged the mer, but caused little harm to the human or beast populations. Politically stable, the toll in life and money was immense, and brought designs at conquest of Cyrodill to a grinding halt. The triumvirate of 3 great lords could do nothing but attempt to minimize the damage, praying that their plight would end before the Empire's did. Anequina and Pelletine, unharmed by the plague, grew in power and influence, testing to see if perhaps they could exist as an independent kingdom. But the question of who would rule and age old mistrust has hindered this goal.
Now, the plague has been gone for a year, thanks to cures discovered by powerful sorcerers within the Dominion. The Triumverate nows looks on greedily, hoping that a display of their power will reign in the dissident voices that have begun to grow and prove the supremacy of mer, once and for all. But others look on, worried about what may happen to them.
The Kingdom of Hammerfall prospers through maritime trade, but fears its Eastern borer. For the kingdom of Orsinium had been founded in 410 4e, now in Southern High Rock, Eastern Hammerfall, and places in the reach. As in prior years, Hmmerfall and HIgh Rock worked together, trying to sack the growing threat. Deep into the mountains they travelled, but the orcs refused to meet them in a headlong competition as had happened in prior ages. As they neared the capitol of the fledgling kingdom, they found themselves facing an inferior orcish army. The leader, a vain breton eager for glory, gave pursuit, trapping his army in a narrow pass before being beset upon by orcs from behind and the ridges above. The route was total. Humiliated by this defeat, the Bretons quickly left to deal with their own internal affairs, abandoning Hammerfall. Their retreat was costly and bloody, emerging ultimately with less than a third of what they entered with. Forced to accept the new kingdom, Hammerfall's economy prospers, but raids from orcs and fear for martial safety have left them on loose ground. To the north, conditions are hardly better.
The Kingdom of High Rock is a kingdom in name only. For every city is ruled over by a mayor of its own, meaning the merchant king has little power outside of his own jurisdiction. Court intrigue abounds as the aging king grows weaker every day, and the question of succession is on everyone's mind. Its armies not so destroyed as those of Hammerfall, the merchant lords fight their own wars between each other, aiming to better their power before the king dies, while others jockey for better position in the court, hoping to accomplish through guile that which they cannot hope to achieve through force.
Orisinium. Every orc there would die for its cause. Its very existence makes the strongholds of skyrim restless and eager to revolt from the nords. The Chief of Orsinium however, could never hope to conquer so far into skyrim. For although his people are fiercesome warriors and faithful followers, they number few, and threats abound. Lords of High Rock would love to bite away a piece of this kingdom to heighten their power, and the King of Hammerfall still stings from the disastrous war fought against the orcs.
Ulfric Stormcloak, Jarl of Windhelm and king of Skyrim. A master of the way of the voice. Charismatic, intelligent, and honorable, he led the revolt that placed him on the throne and made the worship of Talos legal within skyrim. Now, however, he has past his prime, and yearns for the days of his youth. Still lucid and able-bodied, any jarl aspiring to the throne will have to wait some years yet. Normally, the jarl's rule their holds with little regard to the king, but Ulfric inspires endearing loyalty from his vassals, many of whom came to power only thanks to him. Ambitious and eager to reclaim land in the name of Talos, he looks greedily to the South and East, to the Empire and to Morrowind.
Broken by flame and war, Morrowind now begins to see hope for itself. Twenty years ago, the Telvanni councilor Neloth discovered a alchemical formula through which crops could grow despite the ash storms. Since then, he has perfected the formula, and now the southern half of solstheim is a rapidly growing metropolis, grown almost entirely in the Telvanni way. On the mainland, tentative colonization efforts have begun to reestablish Vvardenfell, but it will be many years yet before those come to fruition. The five great houses are ruled by a king, elected by the five patrons of the houses. Redoran is the greatest in power, with Telvanni a close second. Dres, Sadras, and Indroril have lesser power, but remain important. In the south, raids from Argonia continue, rauaging the lands of Morrowind. Mournhold, although officially the capitol, has degenerated in status so it is little more than an outpost of Raven Rock, now the political and commercial heart.
Argonia marches ever forward, spurred on by the Hist. Eager for revenge, the Argonians have finally succeeded in some degree against the dunmer, taking back ancient Argonian lands. United in their desire at greatness, Argonia is young and bold, much like Orsinium. The Hist guide the most important decisions, but a high chief, a position whose succession has never really been made quite clear, guides the day-to-day decisions, despite frequent interventions from the powerful shamans. The weakness of the Hist however, is they often make confusing, fickle decisions that serve only to confuse the Argonians who listen so eagerly.
Eight realms look at each other, expecting war any day. No two nations are on better terms than perhaps uneasy, cautious neutrality, liable to change at any moment.
Each player would pick some realm, and play as the leader of it or some faction within it. You could be the leader of any of the independent nations, or any group within one. You could be a noble, or an ambassador, aide, courtier, or anyone else who would be associated with politics of Tamriel. This would be predominantly based on wars fought, so it is likely your character would be frequently be fighting when not negotiating deals or alliances. It will be an RPG first and a simulation forum game second, so no going out of character, not sticking with personality/ culture being omniscient, etc. Be careful about god-modding (aka your character can't be described hacking through enemies left and right and falling upon the retreating flank) but can kill stray soldiers or a few in battle.
That said, secret pm alliances, betrayal, murder, etc. are encouraged. You can always play as a grandmaster of the Morga Tong or some other assassin guild. Assassinations actually occurring will be up to the target.
Basically, have fun, and enjoy the agony of defeat. This would rely a lot on players being willing to let each other have their day. If all the battles are just "moderate losses on both sides" that would get boring.
Finally, I was thinking about making this, but I chose to let whoever is playing decide. Along with a standard char sheet, put a brief description of position so anyone can see it without going into background and, if you are the leader of some nation/ faction/ etc, say what your army is composed of. If I were the Grand Master of the Knights of Nine (or perhaps Eight now?) I might have powerful heavy calvary and well armored infantry, while the archmage of Winterhold would have almost nothing besides mages.
This would go at a casual rate, probably starting early-mid August. Any takers?