RP Sign Up: The War of Tamriel

Post » Thu Aug 18, 2011 3:39 pm

This was my thinking too. Though I suppose it could be a combination of all three. I kind of like the idea of political intrigue, with secret meetings happening away from the main council etc.


Sneaky little backhanders and all that. I have a few races I'd like to ally with, if not my archers are basically screwed.
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Floor Punch
 
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Post » Thu Aug 18, 2011 8:29 am

I'd love to join, though I am not entirely sure if I am allowed to be in two rps at once. I'll think it over and will post the CS for my Orc general. Can I reserve a spot for now?
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Tracy Byworth
 
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Post » Thu Aug 18, 2011 9:27 pm

Word of advice from someone who's done a handful of grand scale RPs and played two factions at the same time once, avoid it. I don't know at what pace your RP will end up moving, but the fun diminishes with such a load if it moves even at a medium pace and there's lots of things going on (as tends to happen in such RPs); not to mention it can get messy, especially in such a tight-packed scenario where every faction can expect heavy interaction and competition from any other. Better to cut factions altogether if no one wants to take them.

Nice to see another grand scale on the boards. Doing a Tamriel-wide one is rather ambitious, wish y'all luck.

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Lloyd Muldowney
 
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Post » Thu Aug 18, 2011 11:44 am

I'd love to join, though I am not entirely sure if I am allowed to be in two rps at once. I'll think it over and will post the CS for my Orc general. Can I reserve a spot for now?


You are mate. You are only allowed to run 1 RP at a time, but you can take part in as many as you like.

EDIT: as for reserving a spot, that's up to Erasmos.
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helliehexx
 
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Post » Thu Aug 18, 2011 3:52 pm

Right, a 'main meeting' is to be called in the White Tower, there everyone will discuss different alliances and such. From there you all have different options, moving around the hall and talking to different people, holding a secret meeting somewhere else in smaller groups, you could attempt to poison another council member (although you probably wouldn't succeed) and just engage in political intrigue. It should be quite fun depending on how you handle it, once that is done the people who aren't allied with Imperials will leave the city quickly and see to their armies, while those who are allied will call their armies in to help defend it.

And yes Rockmaul, I'll save you a spot as the orcs.

EDIT: Oh and Athell, we're meeting in the place we will eventually attack as the meeting has been called to 'end the war before it starts' however that isn't going to happen and it means that a council member couldn't just leave, quickly call upon their armies and have a head start at attacking the city.
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rheanna bruining
 
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Post » Thu Aug 18, 2011 10:14 pm

Right, a 'main meeting' is to be called in the White Tower, there everyone will discuss different alliances and such. From there you all have different options, moving around the hall and talking to different people, holding a secret meeting somewhere else in smaller groups, you could attempt to poison another council member (although you probably wouldn't succeed) and just engage in political intrigue. It should be quite fun depending on how you handle it, once that is done the people who aren't allied with Imperials will leave the city quickly and see to their armies, while those who are allied will call their armies in to help defend it.


Sounds good to me :thumbsup:
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..xX Vin Xx..
 
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Post » Thu Aug 18, 2011 2:14 pm

Sounds good to me :thumbsup:


Same here, except this bit.

you could attempt to poison another council member (although you probably wouldn't succeed)

Poison is something the Bosmer do well, but no I will not attempt to kill anyone at the meeting, unless someone brings a lot of aides with them at which point... :whistling:
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Hayley O'Gara
 
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Post » Thu Aug 18, 2011 8:10 am

Poison to make others sick could be done, but definately no killing, not yet anyway. If the poison is to succeed you'd first have to discuss it in a pm with the person you are poisoning.
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loste juliana
 
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Post » Thu Aug 18, 2011 11:13 am

Of course, I wouldn't want to alienate anyone from the start. I'm going to need allies.

The way I see it we're going to end up with 2 or 3 groups. Defenders and one or two teams of attackers.
It's a case of
"If it is disagreeable in your sight to serve the EMPIRE, choose for yourselves today whom you will serve: whether the Deadra which your fathers served which were beyond the River, or the gods of the Nords in whose land you are living; but as for me and my house, we will serve the DIVINES."

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Robert Devlin
 
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Post » Thu Aug 18, 2011 3:44 pm

Name: Ghoragdush gro-Urgak

Race: Orc

Age: 34

Birthsign: The Warrior

General Appearance: Ghoragdush has green skin with a hint of grey. The orc stands a bit over 6 feet tall and has a rather muscular build. His eyes are typical of his race. His black hair near the back of his head is somewhat braided, though it is short enough that it doesn't get in the way of his helmat. He has several tattoos, most of which are orcish in origin, though he has on his right hand the symbol of the Septim Empire. In terms of clothes the orc wears somewhat expensive clothes, though simple. For armor, he usually wears a suite of rather exquisite orcish armor with a closed helmat ((more Morrowind style than Oblivion)).

Weapons: An Orcish warhammer. He also owns an imperial shortsword and tower shield, though he rarely carries it. ((has it only if stated))

Brief History: Ghoragdush started his military career almost as soon as he could hold a weapon, joining the Imperial Legion as his family had done for years. He had an eye for tactics, and that was shown during his time in the Legion. After years in the military, Ghoragdush had reached what was probably the height of his time in the Legion, when he became a Knight Protector. During the Oblivion Crisis, Ghoragdush lead several units of mainly orc legionaries to stop the invading Daedra, though he only ever closed one. After the crisis, Ghoragdush "retired" to Orsinium, where he became a major general in his land's military.


Hope that was good enough. I'll fix it if needed.
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Cesar Gomez
 
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Post » Thu Aug 18, 2011 2:17 pm

That will do, thank you I'll add it to the OP. :)
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Jinx Sykes
 
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Post » Thu Aug 18, 2011 4:14 pm

Wow, this is getting interesting. I'm pretty excited about the massive amount of political intrigue :D

It's a bit unfortunate we've yet to seen an Altmer, though. Now they'd add some intrigue...
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yessenia hermosillo
 
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Post » Thu Aug 18, 2011 9:50 pm

Yeah, I really hope we can get a few more players before we start.
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Claire Lynham
 
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Post » Thu Aug 18, 2011 5:01 pm

I'm surprised that nobody has claimed the Nords yet, figured they'd be popular with Skyrim on the horizon. :shrug:
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LittleMiss
 
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Post » Thu Aug 18, 2011 3:22 pm

Yeah, the Nords, the Bretons, the Altmer and the Redguards are all available to be taken. I'd really like the Altmer to be taken, they could add alot.
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Rex Help
 
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Post » Thu Aug 18, 2011 2:19 pm

I'm not sure what anybody could with Bretons or Redguards, but maybe that's just because I'm not very familiar with them.
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Peter P Canning
 
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Post » Thu Aug 18, 2011 11:09 am

Well the Redguards have a great naval fleet and are very skilled warriors and the Bretons are extremely powerful mages and have a resistance to magic, so both are viable races that could win.
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Abi Emily
 
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Post » Thu Aug 18, 2011 1:11 pm

Aw hell. I'll be joining as well, hopefully this won't move too fast for me to keep up with. Reserve the Bretons for me.

One question, is there some set in stone version of how our provinces came to be united under a single banner or shall I just go ahead and make it all up for High Rock myself?

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[ becca ]
 
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Post » Thu Aug 18, 2011 7:43 am

Make it up as you please :), I'll reserve the Bretons for you.
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Ells
 
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Post » Thu Aug 18, 2011 4:06 pm

So that just leaves Altmer, Nord and Redguard now?
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Eoh
 
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Post » Thu Aug 18, 2011 4:20 pm

Yep just 3 races left to be covered..
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J.P loves
 
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Post » Thu Aug 18, 2011 8:19 pm

Aren't you going to be taking a character Erasmos?
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Nymph
 
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Post » Thu Aug 18, 2011 10:07 am

Aren't you going to be taking a character Erasmos?


I think you should. Then we only need two more before we can get started :)
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Milagros Osorio
 
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Post » Thu Aug 18, 2011 11:16 am

i actually prefered the old map :) but it doesn't matter to me.

and although my argonians don't have strong elite soldiers, we do excell at guerilla warfare. hehe :evil: I believe that's where our elites are located :) you should probably defend your goods very well. I'll post a CS later this evening. I'm looking forward to it.

oh and ps: we are imune to poison and almost to disease so you aren't poisoning me :P

edit: a yes sorry, wouldn't it be awsome to if the redguards got split up at the council to, in two or three. I don't know how many factions they have. but each could be controled by another player and they would have to join eachother first, or not. the crown and Ra 'Gada never got along well. so they could actually fight each other and form different alliances.

another edit: weren't the Dunmers driven out of morrowind? I thought they all took refuge on solstheine(spelling?)? because i believe the map is not correct then. Or I may be wrong.

and one more: how long after the payback by the argonians does this take place? I'm thinking of having my character being the one who started, along with some others and help from black marsh, the war that drove the dunmer out of their home land.
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Alexis Acevedo
 
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Post » Thu Aug 18, 2011 7:14 am

edit: a yes sorry, wouldn't it be awsome to if the redguards got split up at the council to, in two or three. I don't know how many factions they have. but each could be controled by another player and they would have to join eachother first, or not. the crown and Ra 'Gada never got along well. so they could actually fight each other and form different alliances.

another edit: weren't the Dunmers driven out of morrowind? I thought they all took refuge on solstheine(spelling?)? because i believe the map is not correct then. Or I may be wrong.

and one more: how long after the payback by the argonians does this take place? I'm thinking of having my character being the one who started, along with some others and help from black marsh, the war that drove the dunmer out of their home land.


Well the areas that are marked for the Dunmer on the map as Morrowind are all but destroyed by the eruption. So those areas are uninhabitable anyway, so yes the Dunmer are located in Solstheim. This takes place about a year or two after the Argonian assault.
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Kelly Osbourne Kelly
 
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