The Dead Shall Walk

Post » Mon Aug 30, 2010 3:21 pm

I usually don't do threads like this. But here goes. The story would be a reimagining of the Mages Guild quest line.

Backround
A dark veil settles over Tamriel. Emperor Uriel, already a very old man, is said to be ailing, and the doctors and healers are unable to do much for him. The Legion, for the first time in centuries, is low on man-power. No longer does the long arm of the Empire stretch into even the most remote parts of the provinces, and chaos erupts throughout this discontented society. Daedric cults spring up almost overnight, and old ruins are occupied by these nefarious groups. Ancient hallways resound with the menacing chants of dastardly cultists.

Without the Legions, the locals are forced to rely on themselves, and valiant heroes of the guilds and knightly orders. Towns barter everything they have to hire bands of mercenaries to assist in flushing out and killing enemies of the Emperor's Peace. Soon, civilized lands are once again safe. The guilds grow rich, and accept more and more members into their ranks, soon swelling enough to begin rivaling the dwindling Red Legions.

But not all is well. From the depths of Scourge Barrow, that dark pit in the province of High Rock, an ancient being stirs from his slumber. Mannimarco, King of Worms, first of the Undying Liches.

Fortunately for a recovering populace, this knowledge is not known, and life continues on as normal. But some people are more sensitive, and tales of darkened forests, and destroyed caravans soon become common place. To the population at large, it seems bandits are moving into places once occupied by cults.


Really what I'm trying to go for here is that the Necromancer menace isn't very apparent. The characters don't know that Mannimarco is simply behind the scenes, and there aren't roving bands of undead at the start. The undead threat would slowly grow as the RP progresses.

Obviously, this is still in the works, and any help, criticism, or even people wanting to join is most welcome.
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Batricia Alele
 
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Post » Mon Aug 30, 2010 7:55 am

it looks sound mate
like to see how it goes
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Destinyscharm
 
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Post » Mon Aug 30, 2010 10:38 am

Indeed; I do love anything with Mannimarco in it. Sounds like it would be good to have the Legion, Mages Guild, and Fighters Guild up for player factions; perhaps even Blackwood Company and maybe a couple people in things like the Knights of the White Stallion or other smaller guilds. Regardless, I'd think it would be interesting to see one RP where everyone is a member of a faction; with no free standing, independent guys. Just an idea; other than that everything looks good. Sorry I can't join :(

Keep it up :goodjob:
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Kit Marsden
 
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Post » Mon Aug 30, 2010 10:27 am

Well, this RP wouldn't be exclusive to Cyrodiil. It would actually start on the High Rock/Hammerfell border....or at least close to it.
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Emily Graham
 
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Post » Mon Aug 30, 2010 7:21 pm

Ahaha. I was just reading the Zombie Survival Guide earlier today, and was imagining what it might be like to RP a Tamriel-style zombie apocalypse. Perhaps this is not that, but it would certainly go along that alley.

Honestly, it always bothered me that the Mages' Guild questline was so self-contained. No one else notices the emergence of undead armies and the appearance of one of the most powerful mages of all time in Cyrodiil. If done well, this could be amazing, and very fulfilling.

Just make sure to add plenty of detail into the backstory. If the Guilds figure high into this, make sure they're filled out with interesting NPCs, especially the regions that aren't in TES IV. You'd have to make sure the High Rock and Hammerfell courts and cities are reasonably filled out too.

Also, why are the Legions low on manpower?

Overall, it definitely looks interesting. :twirl:
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Amy Gibson
 
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Post » Tue Aug 31, 2010 12:19 am

Ahaha. I was just reading the Zombie Survival Guide earlier today, and was imagining what it might be like to RP a Tamriel-style zombie apocalypse. Perhaps this is not that, but it would certainly go along that alley.

Honestly, it always bothered me that the Mages' Guild questline was so self-contained. No one else notices the emergence of undead armies and the appearance of one of the most powerful mages of all time in Cyrodiil. If done well, this could be amazing, and very fulfilling.

Just make sure to add plenty of detail into the backstory. If the Guilds figure high into this, make sure they're filled out with interesting NPCs, especially the regions that aren't in TES IV. You'd have to make sure the High Rock and Hammerfell courts and cities are reasonably filled out too.

Also, why are the Legions low on manpower?

Overall, it definitely looks interesting. :twirl:

Danke. The reasoning behind the shortage of legionaries is both that it's stretched very thin, and locals aren't signing up anymore. Something along those lined, I'm still working out some kinks.
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David John Hunter
 
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Post » Mon Aug 30, 2010 8:40 pm

The Dead Shall Walk

A dark veil settles over Tamriel. Emperor Uriel, already a very old man, is said to be ailing, and the doctors and healers are unable to do much for him. The Legion, for the first time in centuries, is low on man-power. No longer does the long arm of the Empire stretch into even the most remote parts of the provinces, and chaos erupts throughout this discontented society. Daedric cults spring up almost overnight, and old ruins are occupied by these nefarious groups. Ancient hallways resound with the menacing chants of dastardly cultists.

Without the Legions, the locals are forced to rely on themselves, and valiant heroes of the guilds and knightly orders. Towns barter everything they have to hire bands of mercenaries to assist in flushing out and killing enemies of the Emperor's Peace. Soon, civilized lands are once again safe. The guilds grow rich, and accept more and more members into their ranks, soon swelling enough to begin rivaling the dwindling Red Legions.

But not all is well. From the depths of Scourge Barrow, that dark pit in the province of High Rock, an ancient being stirs from his slumber. Mannimarco, King of Worms, first of the Undying Liches.

Fortunately for a recovering populace, this knowledge is not known, and life continues on as normal. But some people are more sensitive, and tales of darkened forests, and destroyed caravans soon become common place. To the population at large, it seems bandits are moving into places once occupied by cults. But the truth is far more sinister.

Excercising powers that are not his, Archmage Hannibal Traven outlawed the practice of Necromancy in the year 3E 431. The Guild of Mages, having long since allowed the practice, is split into two parties. Those who follow the Archmage actively persecute the "vile" necromancers in the midst, and those mages who practice the art are driven from the Guild of Mages in shame. However, Traven is unable to extend his authority into the other provinces, let alone the Cyrodillic jungles. Traven, fearing a rebellion, utilzes the Knights of the Lamp, but they are ill-prepared for a full-scale war with the cabals of necromancers that spring up throughout the Imperial Province.


*

As some of you may guess, this RP is based on a more expanded version of the Mages Guild plot from Oblivion. At the time of the RP, the Mythic Dawn haven't assassinated the Imperial Family yet, so the 3rd era is still swinging. For your characters, you can belong to a number of guilds and factions, which I will detail below, or you can be a freelancer. The provinces also get some treatment, and will be brought more into tune with their lore counterparts. Subplots ARE welcome

Rules:
1) No character control
2) No mind reading
3) No all knowing characters
4) Be Realistic
5) No Werewolves or Vampires.
6) Normal RP rules
7) Romances are welcome, keep it clean for the children
8) Max 2 chars, if the other one of them is from the game, tell me
9) I am lord and master of this
10) Please, do PM me your sheets and wait for me to post it up before you start posting.


CHARACTER SHEET:
Name:
Gender:
Race:
Age:

Height:
Eye Color:
Hair Style:
Skin Color:

Class:
Class Focus:

Birth Sign:
Major Skills:

General Appearance:
Tattoos/Scars:
Apparel Worn Most Often:
Apparel worn least often:
Weapons:

Spells:

Mental Description:

Brief History:

*
This is what the OP is looking like so far. I added some more story pertaining to the Mages Guild, but I don't think I wanna give away that much, and have the banning of Necromancy be a in-rp event.
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Rebecca Clare Smith
 
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Post » Mon Aug 30, 2010 11:59 am

Well, this RP wouldn't be exclusive to Cyrodiil. It would actually start on the High Rock/Hammerfell border....or at least close to it.

Really? Must have missed that... Nonetheless, my suggestion still stands. Not a very good one, but I'm tired :P

The changed OP looks good, just keep working on the little details that will make it interesting: NPCs, guildhalls, political stuff, and finalize the plot (it's weird, usually I ask for more info about the plot, but for some reason this doesn't feel necessary here)

Thanks, keep it up :goodjob:
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sharon
 
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Post » Mon Aug 30, 2010 10:21 am

So as we are allowed to play as any guild, faction, or freelance fighter. Could I have a character from the Knights of the Nine? I think you've got something here, that I might be very interested in :)
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Crystal Clear
 
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Post » Mon Aug 30, 2010 7:21 pm

Really? Must have missed that... Nonetheless, my suggestion still stands. Not a very good one, but I'm tired :P

The changed OP looks good, just keep working on the little details that will make it interesting: NPCs, guildhalls, political stuff, and finalize the plot (it's weird, usually I ask for more info about the plot, but for some reason this doesn't feel necessary here)

Thanks, keep it up :goodjob:

Well, NPCs and guilds wouldn't be there at the start. The entire thing would slowly evolve as the RP progresses. Kinda like how Spell-Scar did.

I think the reason you don't need as much plot is because we all know how the Mages Guild questline happens. This would just be a much more epic, fufilling version that spans the entire continent (possibly).

So as we are allowed to play as any guild, faction, or freelance fighter. Could I have a character from the Knights of the Nine? I think you've got something here, that I might be very interested in

Maybe not the Knights of Nine, but certainly a Knightly Order. High Rock is full of them. But I could be persuaded to allow knights of the Nine if there is a decent reason.
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Phoenix Draven
 
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Post » Mon Aug 30, 2010 5:37 pm

Sounds good, I don't have a good enough reason why a Knight of the Nine would be involved, but if you are planning on moving into Cyrodiil, I figured that they would get involved since they are the Knights of the Nine :P It's no big deal.
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Elina
 
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Post » Mon Aug 30, 2010 8:51 am

Factions

The Guild of Fighters: The Fighters Guild, present across all of Tamriel, provides a common, and more importantly, public place of training and study for those of the warrior persuasion. The guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. The Fighters Guild was founded in the 320th year of the 2nd Era by Versidue-Shaie at the suggestion of Dinieras-Ves "the Iron" to provide for public order without having to resort to standing armies. At first, it was called The Syffim ('soldiers' in Tsaesci). Although it began as an Akaviri-only organization, it eventually opened its doors to all races.

The organization is filled with corruption at all levels. Members of the guild are often little better than brutes who use their connections within the guild to shake down the innocent populace. At the higher levels, the masters and stewards have connection to local crime syndicates that line their pockets with money to act as muscle for their nefarious schemes.

The largest Guildhall outside of the Imperial City is in Skyrim in the city of Solitude. Their, the Imperial Legate, a man names Tiberius Lucius, oversees the eight Masters of the Guild of Fighters.

The Guild of Mages: The Mages Guild is a professional organization, located throughout Tamriel, that is dedicated to the study and application of magicka and alchemy. Its charter from the Emperor specifes that the guild must provide magic services to the general public. Anyone can purchase potions, potion ingredients, magical items, and a selection of standard spells from the guild. However, training, goods, and services are cheaper for members, and the Guild Stewards may be able to provide members with work. Furthermore, exclusive services such as spellmaking and enchanting, deemed potentially dangerous to the public at large, are only made available to higher-ranked guild members in good standing.

The Mages Guild is led by an Arch-Mage, and guided by the Council of Mages, made up of five archmagisters (including the Arch-Mage). The Arch-Mage and the Council of Mages are headquartered at the guild's Arcane University in the Imperial City. The Council decides important Guild policies, such as its policy on the use of Necromancy and also administers recruitment, sale of spells in each local guild hall, and the enforcement of Guild law. In addition, guild halls exist in most cities in Tamriel, each of which is run by a local Guildmagister.

The Mages Guild was founded by Vanus Galerion in the early years of the Second Era as a way of centralizing magic and thus moving away from the many separate groups (like the Psijic Order of which Galerion was a member) that had dominated the study of magic up until that time.

The Knightly Orders: http://www.uesp.net/wiki/Lore:Factions_K#Knights_of_the_Circle

There are alot more factions. But do these look alright so far?

I do, however, wish to point out that this RP is an adventure RP through and through.

edit: I replaced the description of each Knightly Order with a link to UESP that gives a description of every one.
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April D. F
 
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Post » Mon Aug 30, 2010 9:37 pm

A dark veil settles over Tamriel. Emperor Uriel, already a very old man, is said to be ailing, and the doctors and healers are unable to do much for him. The Legion, for the first time in centuries, is low on man-power. No longer does the long arm of the Empire stretch into even the most remote parts of the provinces, and chaos erupts throughout this discontented society. Daedric cults spring up almost overnight, and old ruins are occupied by these nefarious groups. Ancient hallways resound with the menacing chants of dastardly cultists.

Without the Legions, the locals are forced to rely on themselves, and valiant heroes of the guilds and knightly orders. Towns barter everything they have to hire bands of mercenaries to assist in flushing out and killing enemies of the Emperor's Peace. Soon, civilized lands are once again safe. The guilds grow rich, and accept more and more members into their ranks, soon swelling enough to begin rivaling the dwindling Red Legions.

But not all is well. From the depths of Scourge Barrow, that dark pit in the province of High Rock, an ancient being stirs from his slumber. Mannimarco, King of Worms, first of the Undying Liches.

Fortunately for a recovering populace, this knowledge is not known, and life continues on as normal. But some people are more sensitive, and tales of darkened forests, and destroyed caravans soon become common place. To the population at large, it seems bandits are moving into places once occupied by cults. But the truth is far more sinister.

Excercising powers that are not his, Archmage Hannibal Traven outlawed the practice of Necromancy in the year 3E 431. The Guild of Mages, having long since allowed the practice, is split into two parties. Those who follow the Archmage actively persecute the "vile" necromancers in the midst, and those mages who practice the art are driven from the Guild of Mages in shame. However, Traven is unable to extend his authority into the other provinces, let alone the Cyrodillic jungles. Traven, fearing a rebellion, utilzes the Knights of the Lamp, but they are ill-prepared for a full-scale war with the cabals of necromancers that spring up throughout the Imperial Province.

Away from the capitol, however, things continue on as normal. Near the border of Hammerfell and High Rock, bandit populations have increased, and the merchant guilds of Wayrest and Skaven are said to be seeking aid.


So that's the backround so far. How's it look?
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Silencio
 
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Post » Mon Aug 30, 2010 9:37 am

Looks awesome, not quite sure where I as an rper would come in so far but I'm sure that's coming
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Nicole Coucopoulos
 
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Post » Mon Aug 30, 2010 6:10 pm

Looks awesome, not quite sure where I as an rper would come in so far but I'm sure that's coming

Well, it would be pretty similar to a PnP campaign. Things would build over time. None of that getting thrown into the epic quest right at the start. It would actually start with the characters being either caravan guards, travelers with the caravan, ect ect.
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Stefanny Cardona
 
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Post » Mon Aug 30, 2010 5:34 pm

Well, it would be pretty similar to a PnP campaign. Things would build over time. None of that getting thrown into the epic quest right at the start. It would actually start with the characters being either caravan guards, travelers with the caravan, ect ect.

Since I've never done PnP... :)

Okay sounds good, I have a convienient Breton caravan guard character I can use
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phillip crookes
 
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Post » Mon Aug 30, 2010 7:47 pm

Alright, a moderator can close this. I got what I need.
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Sophie Payne
 
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Post » Mon Aug 30, 2010 11:50 am

Ah, this really makes me sad I'm not participating :( I really need to do some research on said knightly orders for a fan fic idea of mine. I even went so far as to download Daggerfall (only the demo so far) to try and get a feel for them. Oh well, I'll just have to watch closely :ninja:
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Latino HeaT
 
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