War RP Discussion/Editing/Sign up

Post » Fri Oct 08, 2010 9:02 pm



I might do something like United Bretony again. Though, I think it will be more chopped down. Ill edit the mechanics out with some suggestions, as our learning curve came on the first try. We won't do the day by day thing. We'll have weekly periods instead. I want EVERYONE, whether you were in United Bretony or not, or whether you have been here for 3 days or 3 years, to post suggestions and state your opinion. I may scale this down, and make the map smaller. I don't know yet.

If you like war, politics, spies, assassins, adventurers, whatever, this is the RP for you. We need dedication, people, and advice. Good luck.

So, post.

ALSO: If you want to reuse your character, I have all of them :) . PM me and I'll send away!

Here was our last map: http://www.majhost.com/gallery/Woolymammoth45/UNITED-BRETONY/united_bretony_stage_2.png















Opening Post:

~~~~~~~~~~~~~~~~~~~~~~~


*We are always taking new players as assassins, spies, nobility, city rulers, etc.

*You don't have to send an army/navy sheet until you launch or need your military.

*An updated list of important events by week is shown at the bottom and will be updated. All character sheets are in this opening post.

*CURRENT SEASON: Spring

UNITED BRETONY: The Hills and the Highlands

http://www.gamesas.com/index.php?/topic/1074408-united-bretony-the-hills-and-the-highlands/

Chapter 2: Sons of the West


~~~~~~~~~~~~~~ (This takes place 150 years into the 4th era. 4E 150)


Hosts: Woolymammoth45, Person From Anticlere


Refer to map:
http://www.majhost.com/gallery/Anticlere/Timeline/united_bretony.jpg

This Roleplay takes place at 4E 150. In the words of PFA "it takes generations for new ideas to form and be accepted."




It is 150 years into the 4th Era. Some things in the Empire have changed, mainly various conflicts and wars along with the Empire's loss of power. This does not matter all to the Kingdom's of Wayrest and Daggerfall. Now they have something far more dangerous to worry about. New ideas of representation and "freedom" of the people have spread through Bretony. Soon, a United Bretony was formed, many independent states pulling from Wayrest and High Rock, being led by Anticlere and Camlorn. Orsinium seeks now it is also a time to rise in power. Will Daggerfall and Wayrest retain the region as they have always? Or will a new era of rule fall upon High Rock...


United Bretony

United Bretony may be a new player in the politics of High Rock, but the idea behind it has been the political programme of all the major Bretic realms for many centuries. Briefly united several times, yet never by their own, the Bretons have always failed to attain permanent unity, no matter how close it might’ve seemed... up until now, apparently.

Though its birth was not as bloody as one might’ve expected, the future of the realm promises much bloodshed. Its political system is untested; the differences between the people are many, and the steps that remain until it can truly claim to be one land are even more numerous. Much remains to be done; however the people of United Bretony can take heart from the fact the foundations have already been laid.

Yet, though the people seem supportive of the idea behind the realm (the idea of representation of the people), and the lesser monarchies have fallen into place quite neatly, troubling questions arise before Anticlere and Camlorn. Thought Bretons are ultimately a single people, centuries of living apart have resulted in them drifting apart. Countless wars plague the past between realms and entire regions and some rulers may not be as ready to give up their independence as it might seem. The troubles only grow when one looks outwards, to the rest of High Rock.

Daggerfall and Wayrest, the most powerful players of High Rock throughout the whole of its history, do not look upon United Bretony with favour; their monarchs feel threatened. Can Anticlere and Camlorn rely on the centuries of bloodshed between the two to keep them apart, or will compromises be made in order to preserve the old order that favours the giants of the Iliac so?

And then there is another question the rulers of United Bretony must consider, one that is rarely voiced if ever, for now. Is a diarchy really necessary, or can one of the two seize power from the other? Will the unity of High Rock once more be sacrificed for personal ambition and lust for power in the end..?


Kingdom of Daggerfall

Long years ago, Daggerfall was a power unrivalled among the realms of High Rock. A city that rose during the turbulent First Era, it became the dominant force of southern High Rock long before Wayrest even rose above the status of a village. The leading power in economics, military, politics and culture, Daggerfall’s star shone brightly for nearly four hundred years, its all-eclipsing brightness finally dimming after the siege of Orsinium and the subsequent rise of Daggerfall’s greatest rival – Wayrest.

Those times are long past. Daggerfall, though never disappearing from the political stage, came dangerously close to that during the reign of Queen Elysana of Wayrest. Many believed it only a matter of time before Daggerfall was incorporated into Elysana’s growing realm; however, the death of the queen and the following years returned High Rock to the usual status quo once more. Though unable to eclipse Wayrest, Daggerfall’s star was still shining.

Fourth Era seemed to finally bring good tidings to the realm. High Rock was silently split into spheres of influence by the powerful; years of peace came as both Wayrest and Daggerfall tried to avoid war, sharing the inevitable occasional brush that never erupted into open war. No one expected such a fragile peace to last long; however the way it seems it will be broken came as a surprise to all in High Rock.

Though the nobles of Daggerfall may view United Bretony as inferior to their era-old realm, the uncomfortable truth is that alone, Daggerfall will not be able to weather the coming storm. The monarch’s authority is bound by that of the nobles; though the age of open hostilities between sovereign and vassal has passed, the noble magnates are still a force to be reckoned with and have taken precautions to ensure the king does not reign too freely.

Even if it managed to absorb several minor realms in the turmoil of the realms central southern High Rock uniting, it is obvious that Daggerfall still has not the resources of absolutist Wayrest, and even it should feel threatened by the new player in High Rock politics. As the star of United Bretony rises above High Rock, Daggerfall is faced with a highly uncomfortable dilemma: will the old kingdom risk falling before United Breton out of pride, or will it have to attempt to secure aid from its great rival?


Kingdom of Wayrest

For many years now Wayrest could rightfully claim to be the greatest power in High Rock, having travelled a long way from its origins as a small village under the shadow of Orsinium. Though it never managed to utterly defeat its eternal opponent – Daggerfall – Wayrest dealt it several blows, the harshest of which was during the reign of Queen Elysana when the old kingdom was on the brink of annexation. The people of Wayrest never forgot that they came so close to uniting southern High Rock, and perhaps beyond.

Now, however, times have changed. Though Wayrest is still one of the dominant forces of High Rock, winds of change have swept over the province of the Bretons. But should this really be a cause of great concern for Wayrest? Change only brought about good in the past for the realm. The irony obvious in the kingdom’s birth can come to repeat itself and United Bretony might yet prove to be the factor to tip the scales in Wayrest’s favour.

The king of Wayrest should not, though, dismiss the threat posed by these idealists. Even if they are also enemies of Daggerfall, their rulers eye Wayrest the same way; and if the kingdom’s old adversary should fall before them, there is little doubt who will be on the receiving end of the next blow. If the monarch makes the mistake of treating United Bretony as a mere factor in the battle between Daggerfall and Wayrest, the realm could well end up defeated and facing the same fate its rulers would submit both the other realms to: annexation.

However, though the situation is difficult, the ruler of Wayrest should not despair. His authority in the kingdom is absolute and questioned by none. The hardened professionals that compose much of Wayrest’s army can defend the realm from many a threat. With proper manoeuvring of the political waters, the kingdom may yet come to profit from the conflict at its doorstep.

Perhaps a compromise with its oldest adversary may be necessary, but if Wayrest can make sure it has to bear the brunt of the looming war while ensuring the end of United Bretony and all the dangerous ideas it represents, the future of Wayrest could become the future of High Rock.




Orsinium

Orsinium seeks no loss of power due to the newly formed United Bretony. Now, they see it as a time to gain power. New ideas will never be input into the city of beasts, and now Wayrest has a new focus and a new problem. Now, it is time for Orsinium to gain power: rights, territory, whatever it may be.










~~~~~~~~~~~~~~~~~~~~~~



(Count Anticlere as a red dot since it has grown over 150 years.) MAP: http://imperial-library.info/maps/cyrodiillargelowrescr7.jpg

This is what has happened in the Empire from 4E 1 to 4E 150. It doesn't matter for the RP, so you may disregard it.




By now the Empire is rather weak. They hold most of Cyrodil, and the government is Niben. The colovians don't always follow the strictest of rules. They are independent in a form (but still are under Imperial banner). They hold on to some endangered areas outside of Cyrodil, such as Stirk, but that is about it. Right now, the Imperials have lost Bruma to the Nords. Bruma declared independence and overthrew Imperial officials. Now they are Nordic.

Leyawnin is held by Elyswer, and the area is disputed. The mane has taken the city, but skirmishes to the north take place to this day. The Empire still holds some places in northern Elyswer, but most of their rule and law have been driven out by Khajiit forces.

Morrowind is more or less independent. The Empire still states the Morrowind is in their control, but they do not protect or communicate. Morrowind is viewed independent by the rest of the world. Ebonheart is still there, but Morrowind natives skirmish with the Imperials. Some forts are still held by the legions in Morrowind. Southern Morrowind and the Dres skirmish with Argonian tribes. The area to the south is quite violent.

Black Marsh became independent from the Empire 15 years into the 4th era, and had internal tribal conflict. Now they are united as one, and only conflict with the Dres.

Valenwood still skirmishes on its border with Elyswer, and is allied with Summerset isle. There seems to be a bit of a breakthrough, as Summerset does not bother to help the Bosmeri. The Bosmeri are doing their best not to let the Altmer have any influence on their government. It appears these two are allied on paper and do not harm each other. That may change in the future. You are starting to see Altmer influence on the Valenwood coastal area. If the Altmer choose to attack Valenwood, they may very well take control of it and form a solidified Altmeri Dominion.

Skyrim is held by a Nordic council, exchanging skirmishes with the Bretons of Eastern High Rock. They are not in a fighting lane with the Redguards yet, but Dragonstar grows weary. It is possible a conflict may break out soon.

High Rock is more or less High Rock. It is more recognized in pieces as the Kingdoms in it. Western High Rock is in the condition that is shown above.

The Redguards are showing good signs in trade, and are not particularly bothered by anyone but the Nords and a few others. The Illiac bay still runs high tensions as always, and the Ra Gada are ready to take Stirk. They do not want to scare the Altmer, so they have not taken action yet. Skaven seems to be happy with Sentinel's rule as well as the desert nations are, but they do follow their own rules to a degree.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Alright, so, here are the factions so far. I think that we will leave the Direnni out of it until unless they are forced into the war. If that happens, either I or PFA will control them temporarily (unless we start to overflow on the signup list (that is unlikely).

Remember, minor cities (especially border ones) play a VERY important key role. Have fun with it.

This is the War/Political/City faction list. We will also let people Roleplay assassins, spies, mercenaries, and really just whoever (even if it is a single character) that plays a role in the conflict.



Major Factions or Cities


Orsinium:
Anticlere:
Daggerfall:

Wayrest:

Camlorn:





Moderate Cities


Ilessan:

Koegria:






Minor Cities:

Kambria:

Daenia:

Menevia:

Alcaire:

Bhoriane:

Dwynnen:

Phyrgias:

Ykalon:

Urvaius:

Northmoor:

Shalgora:

Glenpoint:

Glenumbra:

Tulune:

Betony:

Eagle Brook:

Other Roles

Clan Direnni (The Isle of Balfiera, where the Ada-Mantia is on the map. Settlements are on the island but are not shown on the map. Note: The Direnni are Altmer. They are more or less a territory to Wayrest. Wayrest helps protect them, but they don't consider to be part of Wayrest.):



Mercenaries





These can be filled in as time goes. Even when the RP is active, you may take an unfilled spot.
Remember, for you adventure people: you may have a character that is an agent of one faction, or just an officer in the military (that may command 500 men or such). You may have a knight that is a guard for the King/Queen or just a nobleman. You get the point.

*INACTIVE spots can be taken by request after a certain period of inactive time.


~~~~~~~~~~~~~~~~~


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. I was lax in Holy Wars concerning this situation, I won't be in this. 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 army/navy sheets to Woolymammoth. PM all character sheets to Woolymammoth once the RP has started; If you choose to sign-up before the RP starts, post the character sheet in the sign-up thread.

~~~~~~~~~~~~~~~~~


Remember, "We will also let people Roleplay assassins, spies, mercenaries, and really just whoever (even if it is a single character) that plays a role in the conflict."



Character Sheet Organization


Name:

Race:

Age:

Gender:

Birthsign:

Physical Appearance:

Apparel (clothing and armor):

Weapons:

Misc:

Misc Info:

History/Bio:


~~~~~~~~~~~


Army Sheet Organization and Information

*GO READ DUVAL's GUIDE: http://www.gamesas.com/bgsforums/index.php?showtopic=810277&st=100&start=100

*Steel is rare as it wasn't there until the 16th century and it was virtually bullet proof.

*Bretons are skilled Cavalry mounts, and skilled Archers. This should cancel each other out.

*Keep in mind of supplies, supply lines, and endurance/fatigue.

*Tell us whether you are using heavy/light bolts for your crossbows if you use crossbows. Lights are fast with more range, Heavies are powerful.

*A longbowman can shoot about 200-300 yards.

*Keep in mind of your troop measurements. State their formation, how long it is, and how the men are put together (To the side? Tight? Loose?)

*Fire arrows don't work. That isn't a realistic thing even though it looks awesome on the movies.

*You can develop creative realistic things of your own, yes.

*Yes Siege Weapons, of course!

*You must have men to run siege weapons and such. You must bring these along.

*You don't have to post out where all of your units are, just the ones that are VISIBLE to the enemy. If you have a question on this see PFA or I about it.

*If you have traps and such, you must not post them up unless they are visible.

*Keep in mind of different factors in the military, such as endurance, supplies etc. We are playing as Cyrodil is about the size of Eurasia, thus, it may take a few days to get places. It is hard to move thousands of men.

*The Climate of High Rock:

The Climate is a bit cold, but not as cold as Skyrim. You have warm summers in Daggerfall and the coastal southern cities, and generally the southern cities. As you get farther north, it is more mountainous, and thus colder.

*Yes, Bretons are mages:

White dots get 300

Pink dots get 500

Red dots get 1000

Remember these mages are not all powerful. They have mana, and they aren't experts. You will likely have 1/20th of your mages being good experts at magic, and no, they can't kill everyone.

*Yes you can have a knightly order. PFA and I shall improve your knightly orders with your sheets

*We are adding to this list for now. It will be updated and I shall post in the thread when it is updated.

Faction:

Officers:

Troops:
(Number) (Description- include armor, weapons, etc.)


Troop Numbers

White Dots: 2,500-7,500

Pink dots:

5,000-12,000

Red dots and Anticlere:

12,000-20,000

Militia Raising (Yes, this can sometimes resolve in a revolt!):

White dots:

2,500-5000

Pink dots:

5,000-10,000

Red dots:

10,000-20,000


*Militia are not skilled, and usually wear old iron and leather or something like that (maybe even bronze, same for weapons and armor).




Naval Sheet Organization and Information

*Yes, there may be some naval battles. This is the Illiac Bay: Yea, you did sign up for this.

*READ DUVAL's NAVAL SECTION

*Not everyone has a navy

*Ships don't have cannons. They have giant crossbows, catapults (small ones. No, not a huge trebuchet), possibly a greek fire thing, etc.); think before gunpowder age.
White Dots:

30 light ships

20 medium ships

Pink Dots:

50 light ships:

30 medium ships

5 large ships

Red Dots:

70 light ships

40 medium ships

10 large ships

1 Head-armada ship (I'm talking Santa Maria buddy)















*We are always taking new players as assassins, spies, nobility, city rulers, etc.

*You don't have to send an army/navy sheet until you launch or need your military.

*An updated list of important events by week is shown at the bottom and will be updated. All character sheets are in this opening post.

*CURRENT SEASON: Spring

UNITED BRETONY: The Hills and the Highlands

http://www.gamesas.com/index.php?/topic/1074408-united-bretony-the-hills-and-the-highlands/

Chapter 2: Sons of the West


~~~~~~~~~~~~~~ (This takes place 150 years into the 4th era. 4E 150)


Hosts: Woolymammoth45, Person From Anticlere


Refer to map:
http://www.majhost.com/gallery/Anticlere/Timeline/united_bretony.jpg

This Roleplay takes place at 4E 150. In the words of PFA "it takes generations for new ideas to form and be accepted."




It is 150 years into the 4th Era. Some things in the Empire have changed, mainly various conflicts and wars along with the Empire's loss of power. This does not matter all to the Kingdom's of Wayrest and Daggerfall. Now they have something far more dangerous to worry about. New ideas of representation and "freedom" of the people have spread through Bretony. Soon, a United Bretony was formed, many independent states pulling from Wayrest and High Rock, being led by Anticlere and Camlorn. Orsinium seeks now it is also a time to rise in power. Will Daggerfall and Wayrest retain the region as they have always? Or will a new era of rule fall upon High Rock...


United Bretony

United Bretony may be a new player in the politics of High Rock, but the idea behind it has been the political programme of all the major Bretic realms for many centuries. Briefly united several times, yet never by their own, the Bretons have always failed to attain permanent unity, no matter how close it might’ve seemed... up until now, apparently.

Though its birth was not as bloody as one might’ve expected, the future of the realm promises much bloodshed. Its political system is untested; the differences between the people are many, and the steps that remain until it can truly claim to be one land are even more numerous. Much remains to be done; however the people of United Bretony can take heart from the fact the foundations have already been laid.

Yet, though the people seem supportive of the idea behind the realm (the idea of representation of the people), and the lesser monarchies have fallen into place quite neatly, troubling questions arise before Anticlere and Camlorn. Thought Bretons are ultimately a single people, centuries of living apart have resulted in them drifting apart. Countless wars plague the past between realms and entire regions and some rulers may not be as ready to give up their independence as it might seem. The troubles only grow when one looks outwards, to the rest of High Rock.

Daggerfall and Wayrest, the most powerful players of High Rock throughout the whole of its history, do not look upon United Bretony with favour; their monarchs feel threatened. Can Anticlere and Camlorn rely on the centuries of bloodshed between the two to keep them apart, or will compromises be made in order to preserve the old order that favours the giants of the Iliac so?

And then there is another question the rulers of United Bretony must consider, one that is rarely voiced if ever, for now. Is a diarchy really necessary, or can one of the two seize power from the other? Will the unity of High Rock once more be sacrificed for personal ambition and lust for power in the end..?


Kingdom of Daggerfall

Long years ago, Daggerfall was a power unrivalled among the realms of High Rock. A city that rose during the turbulent First Era, it became the dominant force of southern High Rock long before Wayrest even rose above the status of a village. The leading power in economics, military, politics and culture, Daggerfall’s star shone brightly for nearly four hundred years, its all-eclipsing brightness finally dimming after the siege of Orsinium and the subsequent rise of Daggerfall’s greatest rival – Wayrest.

Those times are long past. Daggerfall, though never disappearing from the political stage, came dangerously close to that during the reign of Queen Elysana of Wayrest. Many believed it only a matter of time before Daggerfall was incorporated into Elysana’s growing realm; however, the death of the queen and the following years returned High Rock to the usual status quo once more. Though unable to eclipse Wayrest, Daggerfall’s star was still shining.

Fourth Era seemed to finally bring good tidings to the realm. High Rock was silently split into spheres of influence by the powerful; years of peace came as both Wayrest and Daggerfall tried to avoid war, sharing the inevitable occasional brush that never erupted into open war. No one expected such a fragile peace to last long; however the way it seems it will be broken came as a surprise to all in High Rock.

Though the nobles of Daggerfall may view United Bretony as inferior to their era-old realm, the uncomfortable truth is that alone, Daggerfall will not be able to weather the coming storm. The monarch’s authority is bound by that of the nobles; though the age of open hostilities between sovereign and vassal has passed, the noble magnates are still a force to be reckoned with and have taken precautions to ensure the king does not reign too freely.

Even if it managed to absorb several minor realms in the turmoil of the realms central southern High Rock uniting, it is obvious that Daggerfall still has not the resources of absolutist Wayrest, and even it should feel threatened by the new player in High Rock politics. As the star of United Bretony rises above High Rock, Daggerfall is faced with a highly uncomfortable dilemma: will the old kingdom risk falling before United Breton out of pride, or will it have to attempt to secure aid from its great rival?


Kingdom of Wayrest

For many years now Wayrest could rightfully claim to be the greatest power in High Rock, having travelled a long way from its origins as a small village under the shadow of Orsinium. Though it never managed to utterly defeat its eternal opponent – Daggerfall – Wayrest dealt it several blows, the harshest of which was during the reign of Queen Elysana when the old kingdom was on the brink of annexation. The people of Wayrest never forgot that they came so close to uniting southern High Rock, and perhaps beyond.

Now, however, times have changed. Though Wayrest is still one of the dominant forces of High Rock, winds of change have swept over the province of the Bretons. But should this really be a cause of great concern for Wayrest? Change only brought about good in the past for the realm. The irony obvious in the kingdom’s birth can come to repeat itself and United Bretony might yet prove to be the factor to tip the scales in Wayrest’s favour.

The king of Wayrest should not, though, dismiss the threat posed by these idealists. Even if they are also enemies of Daggerfall, their rulers eye Wayrest the same way; and if the kingdom’s old adversary should fall before them, there is little doubt who will be on the receiving end of the next blow. If the monarch makes the mistake of treating United Bretony as a mere factor in the battle between Daggerfall and Wayrest, the realm could well end up defeated and facing the same fate its rulers would submit both the other realms to: annexation.

However, though the situation is difficult, the ruler of Wayrest should not despair. His authority in the kingdom is absolute and questioned by none. The hardened professionals that compose much of Wayrest’s army can defend the realm from many a threat. With proper manoeuvring of the political waters, the kingdom may yet come to profit from the conflict at its doorstep.

Perhaps a compromise with its oldest adversary may be necessary, but if Wayrest can make sure it has to bear the brunt of the looming war while ensuring the end of United Bretony and all the dangerous ideas it represents, the future of Wayrest could become the future of High Rock.




Orsinium

Orsinium seeks no loss of power due to the newly formed United Bretony. Now, they see it as a time to gain power. New ideas will never be input into the city of beasts, and now Wayrest has a new focus and a new problem. Now, it is time for Orsinium to gain power: rights, territory, whatever it may be.










~~~~~~~~~~~~~~~~~~~~~~



(Count Anticlere as a red dot since it has grown over 150 years.) MAP: http://imperial-library.info/maps/cyrodiillargelowrescr7.jpg

This is what has happened in the Empire from 4E 1 to 4E 150. It doesn't matter for the RP, so you may disregard it.




By now the Empire is rather weak. They hold most of Cyrodil, and the government is Niben. The colovians don't always follow the strictest of rules. They are independent in a form (but still are under Imperial banner). They hold on to some endangered areas outside of Cyrodil, such as Stirk, but that is about it. Right now, the Imperials have lost Bruma to the Nords. Bruma declared independence and overthrew Imperial officials. Now they are Nordic.

Leyawnin is held by Elyswer, and the area is disputed. The mane has taken the city, but skirmishes to the north take place to this day. The Empire still holds some places in northern Elyswer, but most of their rule and law have been driven out by Khajiit forces.

Morrowind is more or less independent. The Empire still states the Morrowind is in their control, but they do not protect or communicate. Morrowind is viewed independent by the rest of the world. Ebonheart is still there, but Morrowind natives skirmish with the Imperials. Some forts are still held by the legions in Morrowind. Southern Morrowind and the Dres skirmish with Argonian tribes. The area to the south is quite violent.

Black Marsh became independent from the Empire 15 years into the 4th era, and had internal tribal conflict. Now they are united as one, and only conflict with the Dres.

Valenwood still skirmishes on its border with Elyswer, and is allied with Summerset isle. There seems to be a bit of a breakthrough, as Summerset does not bother to help the Bosmeri. The Bosmeri are doing their best not to let the Altmer have any influence on their government. It appears these two are allied on paper and do not harm each other. That may change in the future. You are starting to see Altmer influence on the Valenwood coastal area. If the Altmer choose to attack Valenwood, they may very well take control of it and form a solidified Altmeri Dominion.

Skyrim is held by a Nordic council, exchanging skirmishes with the Bretons of Eastern High Rock. They are not in a fighting lane with the Redguards yet, but Dragonstar grows weary. It is possible a conflict may break out soon.

High Rock is more or less High Rock. It is more recognized in pieces as the Kingdoms in it. Western High Rock is in the condition that is shown above.

The Redguards are showing good signs in trade, and are not particularly bothered by anyone but the Nords and a few others. The Illiac bay still runs high tensions as always, and the Ra Gada are ready to take Stirk. They do not want to scare the Altmer, so they have not taken action yet. Skaven seems to be happy with Sentinel's rule as well as the desert nations are, but they do follow their own rules to a degree.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Alright, so, here are the factions so far. I think that we will leave the Direnni out of it until unless they are forced into the war. If that happens, either I or PFA will control them temporarily (unless we start to overflow on the signup list (that is unlikely).

Remember, minor cities (especially border ones) play a VERY important key role. Have fun with it.

This is the War/Political/City faction list. We will also let people Roleplay assassins, spies, mercenaries, and really just whoever (even if it is a single character) that plays a role in the conflict.



Major Factions or Cities


Orsinium:
Anticlere:
Daggerfall:

Wayrest:

Camlorn:





Moderate Cities


Ilessan:

Koegria:






Minor Cities:

Kambria:

Daenia:

Menevia:

Alcaire:

Bhoriane:

Dwynnen:

Phyrgias:

Ykalon:

Urvaius:

Northmoor:

Shalgora:

Glenpoint:

Glenumbra:

Tulune:

Betony:

Eagle Brook:

Other Roles

Clan Direnni (The Isle of Balfiera, where the Ada-Mantia is on the map. Settlements are on the island but are not shown on the map. Note: The Direnni are Altmer. They are more or less a territory to Wayrest. Wayrest helps protect them, but they don't consider to be part of Wayrest.):



Mercenaries





These can be filled in as time goes. Even when the RP is active, you may take an unfilled spot.
Remember, for you adventure people: you may have a character that is an agent of one faction, or just an officer in the military (that may command 500 men or such). You may have a knight that is a guard for the King/Queen or just a nobleman. You get the point.

*INACTIVE spots can be taken by request after a certain period of inactive time.


~~~~~~~~~~~~~~~~~


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. I was lax in Holy Wars concerning this situation, I won't be in this. 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 army/navy sheets to Woolymammoth. PM all character sheets to Woolymammoth once the RP has started; If you choose to sign-up before the RP starts, post the character sheet in the sign-up thread.

~~~~~~~~~~~~~~~~~


Remember, "We will also let people Roleplay assassins, spies, mercenaries, and really just whoever (even if it is a single character) that plays a role in the conflict."



Character Sheet Organization


Name:

Race:

Age:

Gender:

Birthsign:

Physical Appearance:

Apparel (clothing and armor):

Weapons:

Misc:

Misc Info:

History/Bio:


~~~~~~~~~~~


Army Sheet Organization and Information

*GO READ DUVAL's GUIDE: http://www.gamesas.com/bgsforums/index.php?showtopic=810277&st=100&start=100

*Steel is rare as it wasn't there until the 16th century and it was virtually bullet proof.

*Bretons are skilled Cavalry mounts, and skilled Archers. This should cancel each other out.

*Keep in mind of supplies, supply lines, and endurance/fatigue.

*Tell us whether you are using heavy/light bolts for your crossbows if you use crossbows. Lights are fast with more range, Heavies are powerful.

*A longbowman can shoot about 200-300 yards.

*Keep in mind of your troop measurements. State their formation, how long it is, and how the men are put together (To the side? Tight? Loose?)

*Fire arrows don't work. That isn't a realistic thing even though it looks awesome on the movies.

*You can develop creative realistic things of your own, yes.

*Yes Siege Weapons, of course!

*You must have men to run siege weapons and such. You must bring these along.

*You don't have to post out where all of your units are, just the ones that are VISIBLE to the enemy. If you have a question on this see PFA or I about it.

*If you have traps and such, you must not post them up unless they are visible.

*Keep in mind of different factors in the military, such as endurance, supplies etc. We are playing as Cyrodil is about the size of Eurasia, thus, it may take a few days to get places. It is hard to move thousands of men.

*The Climate of High Rock:

The Climate is a bit cold, but not as cold as Skyrim. You have warm summers in Daggerfall and the coastal southern cities, and generally the southern cities. As you get farther north, it is more mountainous, and thus colder.

*Yes, Bretons are mages:

White dots get 300

Pink dots get 500

Red dots get 1000

Remember these mages are not all powerful. They have mana, and they aren't experts. You will likely have 1/20th of your mages being good experts at magic, and no, they can't kill everyone.

*Yes you can have a knightly order. PFA and I shall improve your knightly orders with your sheets

*We are adding to this list for now. It will be updated and I shall post in the thread when it is updated.

Faction:

Officers:

Troops:
(Number) (Description- include armor, weapons, etc.)


Troop Numbers

White Dots: 2,500-7,500

Pink dots:

5,000-12,000

Red dots and Anticlere:

12,000-20,000

Militia Raising (Yes, this can sometimes resolve in a revolt!):

White dots:

2,500-5000

Pink dots:

5,000-10,000

Red dots:

10,000-20,000


*Militia are not skilled, and usually wear old iron and leather or something like that (maybe even bronze, same for weapons and armor).




Naval Sheet Organization and Information

*Yes, there may be some naval battles. This is the Illiac Bay: Yea, you did sign up for this.

*READ DUVAL's NAVAL SECTION

*Not everyone has a navy

*Ships don't have cannons. They have giant crossbows, catapults (small ones. No, not a huge trebuchet), possibly a greek fire thing, etc.); think before gunpowder age.
White Dots:

30 light ships

20 medium ships

Pink Dots:

50 light ships:

30 medium ships

5 large ships

Red Dots:

70 light ships

40 medium ships

10 large ships

1 Head-armada ship (I'm talking Santa Maria buddy)


























Character Sheets






*Note, everyone will need a military leader (unless your King has the nuts to be the military leader), an admiral (if you have a navy), and a ruler. You may want to make one for emissary too. Remember, your MOST IMPORTANT CHARACTER is your ruler. Your general can be pretty developed too. Naval man doesn't really matter all that much. I am not asking any of you to give me 3 awesome characters that are all just amazingly fleshed out. Your ruler should be good, and maybe your general. That's about it. You can also have a descriptive paragraph for your army leaders instead of a sheet.

Remember, your MOST IMPORTANT CHARACTER is your ruler. Your general can be pretty developed too. Naval man doesn't really matter all that much. I am not asking any of you to give me 3 awesome characters that are all just amazingly fleshed out. Your ruler should be good, and maybe your general. That's about it.

*Post sheets in the thread and we will accept/decline them. We will be soft on the sheets. Also, you do not have to reveal your army sheet until the battle, or make one unless you send it off. In fact, PM all army sheets to Woolymammoth. I will discuss these with PFA, but most of them should be fine ;)



Characters



*Will be updated with the characters that participate in this story.


Summary of Events












Character Sheets






*Note, everyone will need a military leader (unless your King has the nuts to be the military leader), an admiral (if you have a navy), and a ruler. You may want to make one for emissary too. Remember, your MOST IMPORTANT CHARACTER is your ruler. Your general can be pretty developed too. Naval man doesn't really matter all that much. I am not asking any of you to give me 3 awesome characters that are all just amazingly fleshed out. Your ruler should be good, and maybe your general. That's about it. You can also have a descriptive paragraph for your army leaders instead of a sheet.

Remember, your MOST IMPORTANT CHARACTER is your ruler. Your general can be pretty developed too. Naval man doesn't really matter all that much. I am not asking any of you to give me 3 awesome characters that are all just amazingly fleshed out. Your ruler should be good, and maybe your general. That's about it.

*Post sheets in the thread and we will accept/decline them. We will be soft on the sheets. Also, you do not have to reveal your army sheet until the battle, or make one unless you send it off. In fact, PM all army sheets to Woolymammoth. I will discuss these with PFA, but most of them should be fine ;)



Characters



*Will be updated with the characters that participate in this story.


Summary of Events
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Sat Oct 09, 2010 2:39 am

My suggestions are as follows:

scrap giving players control over individual cities. Give players control over whole nations first. After that, players can get minor positions (with consent from nation ruler or something) within nations, or become warlords, assassins for hire, and other freelance types.

A more robust army system not based solely on city size needs to be implemented, so that each nation has a reasonable starting military force and infrastructure.

A merc recruiting system. Using a math equation, (that could be worked out later) we could take into account a range of factors, run it through the equation, and the equation would say how many mercs could be recruited during any particular recruiting attempt.

Two-week time increments. Going day-by day makes things painfully slow.

A more effective way of determining travel times. Perhaps by using daggerfall itself to estimate travel times?
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Sat Oct 09, 2010 6:08 am

Ok. It looks like we won't do this.

We have another, smaller scale idea in a different part of Tamriel. We are going to get it together and post it up in a few days to a week.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Fri Oct 08, 2010 10:40 pm

After this adventure RP of witch hunting/ "diplomacy" via mages guild i'll do something like this with Storyteller in hammerfel. Might even get tidus, duval and of course pfa for it. So my only advice so far would have to be not to give out so many factions as you cant focus the writing potential easily that way.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Fri Oct 08, 2010 8:21 pm

Well, IB, we are actually going to do a Elinhir-Falkreath thing now, sort of a war in between the cities over a resource. It is going to be more character driven, as in, the general and rulers of each city will be played by different people, and so will officials. United Bretony was too large and spread out. We're taking it down to two cities on the map, and a straight clash in between them, where everyone can have only one character (two if they really want), and they can focus on the major goal. It may work. If it doesn't, oh well.

I've talked to Storyteller. If you can get Duval and Tidus back, then that will be good. PFA will join in. Maybe some more can come along too. I'll definitely join in. Webster is still around too. He'll take a bite at it.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Fri Oct 08, 2010 2:24 pm

Could I join? I've done RP's before, but never about the Elder Scrolls, and this looks pretty interesting.
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Fri Oct 08, 2010 8:53 pm

Yea you can. Our new idea will be up in a few days. We are working on the opening post right now. What kind of RP's have you done before?
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri Oct 08, 2010 2:20 pm

and of course pfa

Yayz, I'm popular.

As for this thing, unless it's merging with the Timeline war thing (I presume this is the war RP we talked about you mean, Immortal) I can only wish it good luck. I would agree with Ravanger that you definitely need to adjust the army system, particularly if you move to Hammerfell.

User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Sat Oct 09, 2010 3:32 am

Well. It's two cities. Falkreath, and Elinhir. I don't think it will be merging with the timeline, unless IB wants it to. If he does, then whatever, that's fine.

http://www.majhost.com/gallery/Woolymammoth45/Elinhir-Falkreath/elinhir-falkreath.png

I just want a RP, where there aren't a bunch of spread out [censored]ers running around and it is two cities against each other, where the internal contents of each city are exposed, and it is more character driven. Therefore, you have your goal, and everything else.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Fri Oct 08, 2010 6:18 pm

Yea you can. Our new idea will be up in a few days. We are working on the opening post right now. What kind of RP's have you done before?


I've done a few RP's on NationStates. Most were character RP's, although I've done a few low-key large wars.
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Fri Oct 08, 2010 7:27 pm

Well, I was gonna suggest playing out the drama that surrounds Dragonstar. Nords captured half of the city during the War of Bend'r-Mahk, then erected a wall, splitting the city in half.

Granted, that was in 3E 396, so by the time the RP is going, that issue had probably already been resolved.

If something gets started, I'll join. Probably as a Colovian mercernary.
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Fri Oct 08, 2010 10:08 pm

This new one will be about 10 or 20 years after the Oblivion Crises, Verlox.

But yeah, if this succeeds, we may see a Dragonstar RP, considering it's a big border dispute. The new thread will be up soon.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Sat Oct 09, 2010 1:50 am

If you'll have me, I'll join up.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri Oct 08, 2010 9:40 pm

Ok.

So do you guys want to do the Elinhir-Falkreath thing, or a Dragonstar thing? I just need to get in touch with Ravanger, and we'll have the OP up.
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Sat Oct 09, 2010 1:49 am

Here is my new signup thread (OP not completed yet).

It is crappy.
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am


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