ImmortalBlood Timeline brief history:
4E 1: With the end of the Oblivion Crisis no time has been left to breath. Tension between the Mages Guild and the Altmer nobility in Summerset have sparked a rebellion on the island. With the Legions spread far and thin, battered by the recent Crisis, they are none the less sent to Summerset by the Elder Council and fight a blood conflict. The Altmer using their goblin armies manage to stave off the Empire's Legions and prepare an invasion of Cyrodiil with the goal in toppling the Empire by striking at its head and start the Aldmeri Reconquest of all former Elven lands. The Elder Council offers the province of Valenwood and the Aldmeri Dominion is born at the signing of the treaty of Anvil. In the mean time mass migrations by Nordic barbarians toward the north west of Morrowind, Colovia and north eastern Hammerfell further weaken any garrisons down south as they are needed else where in to maintain order.
A young Ra Gada noble by the name of Hauron unifies the splintered elements of Redguard society in Sentinel and defies the Empire declaring independence. The Elder Council seeing the Empire unravel before them decide on solving the issue of who the next ruler of the Empire would be and the new rebellion in Sentinel by calling forth any noble willing to vanquish the Sentinel forces and naming Dynastic rights to the Empire as the prize. King Hlaalu Helseth of Mournhold, Elysana of Wayrest and Ocato all answer the call. The coalition is difficult to maintain as none of the leadership trusted each other. Betrayal is rampant and any sort of naval blockade is shattered by the Sentinel navy. Hauron proving to be a charismatic leader enters into an alliances with the desert tribe of Barca and Ayuub. Along with the roaring cannons of Sentinel the dis-unified coalition of the Empire are driven away from the city. After weeks of skirmishes and maneuvers in the wild the war culminated in the final battle of Lainlyn forest.
The Empire's forces taking up defensive positions are met by the Ra Gada general, Saladin who had secretly been Hauron in disguise, his double acting to feint the enemy. As the battle raged on two transcendent vampires in the service of the Khojmari manage to bring forth a Void sleeve using an ancient sword and the corrupted soul gem of Azura in the forest near by. A phenomenon which veterans of the battle could only describe as a living nightmare ensues causing all parties participating in the battle to withdraw. In the end Sentinel's Independence is declared and agreed upon by the Elder Council. The new Kingdom of Sentinel rules parts of western Hammerfell. The northern portion becomes a Terra incognito of tribal khanates and chiefdoms between the redguards and the nomads while the southern coastal cities maintain friendly relations with the Empire and in it's sphere of influence although completely autonomous.
As the War of the Wolves was fought, the Aldmeri Dominion prompted by supposed attacks of the Khajiit, invaded Elseweyr and planned on sweeping them aside and drive straight north to the Imperial City. Instead they had become bogged down in a vicious cycle of skirmishes and counter skirmishes. Along with that much of the Bosmer nobility seem displeased with their new rulers who seem to act a bit too directly on their daily lives as opposed to the Empire who simply let them be as long as order was maintained.
4E 2: At the start of the 2nd year of the Fourth Era, Queen Elysana is the sole ruler of her throne encompassing all of High Rock. Unfortunately for her, the throne she sits on is as unstable as it is tall. The recent campaign by Prince Consort Lord Woodborne (actually an impostor put in place by Elysana to maintain good relations with Orsinium) against western Skyrim ends in the failure and complete route of his entire army. Gravely wounded he is later found dead in his own room in Wayrest. This prompts a loose confederation of Nords to invade High Rock and either by alliance or by force manage to capture large portions in the east. Queen Elysana calls upon her Marshall of the Armies, a young and arrogant but capable noble by the name of Tudor. With a smaller force, in large part made up of locals of Dunkarn Haven, he uses a defensive position to stave off the Nordic assault sending them in full retreat to Raven Spring where they sit and consolidate their base of power.
Meanwhile in the west, the Aldmeri Dominion in the west had accepted the vassalage of the Direnni as well as offer Daggerfall political and limited military support. Due to the resources of the Aldmeri Dominion being spread out they are not capable to mount a full invasion on their own, although certain nobles of the Dominion have chosen to act on their own and give aid. Around Daggerfall rally all those who view Elysana's rule of the whole of High Rock as tyrannical.
What you will do
In the first part of the RP the focus will be mostly on the conflict between Queen Elysana and her absolute rule and Daggerfall which is not used to playing second fiddle to the likes of Wayrest. First and foremost I will need two people who can be dedicated, one to RPing Queen Elysana and Wayrest, and the other RPing the rulers of Daggerfall. This doesn't mean that you have to put your life aside for the role or that you even post every day or every other day. I simply need two people who can keep their goals in mind and push, and have those under them move toward this goal. You will be acting as the main driving forces of this RP. YOU are the chess players making the pieces move. I am willing to accept anyone willing for this role but of course I will take into account seniority, reliability and ability. Even if you think yourself 'new' or 'incapable' if you feel at all that you can fulfill the duties please contact me or post in the discussion thread. Your tasks will range from planning out political moves, drawing others to your side, diplomacy and if you wish, take to the battle field yourself. Although some would consider it unwise many would admire such an action.
Now what about the rest of you? Well if Wayrest and Daggerfall are the chess players that leaves you to be the chess pieces. Although it may seem like a lesser role, no chess player can win a game of chess without pieces can they? Your roles can range from being the nobility in the courts of the two cities to being rulers of your own city and following your own political goals. Who you side with is your choice. Wayrest will say that they want to bring unity and stability under the rulership of Elysana and say that Daggerfall is conspiring with the Dominion to return High Rock to what it was thousands of years ago. Daggerfall will say they want to topple the tyrannical rule of Elysana while the Queen of course sees no reason to step down.
Your reason for siding with one or the other is yours and only yours. Perhaps you side with Wayrest because you consider a united High Rock in such times better than a dis-unified one. You may not agree with Elysana but a civil war must not grasp the heart of High Rock and open the door to invaders. Or you may side with Daggerfall, maybe because you want to be ruled by them, or maybe they are just a vehicle to be used to propel yourself in a higher status position. Perhaps through Daggerfall you hope to return High Rock back to its city state like form of governance, or you simply want a constitutional monarchy or even a republic. The borders of the Empire seem to be going further and further away like a weakening tide. One can not expect protection from the Elder Council any longer.
Of course not all of you will take (or should take really) the reigns of a city. The ideal would be that only a few cities are taken, while most of the people are in positions to interact with the others. I fear that if people focus on "i'll take a city all on my lonesome and go be the greatest ruler ever" we will end up in a position where people hole up in their castles built on impossible to reach peaks and send threatening letters to those around them for about 5 pages and the RP will die. I'm not asking that you go out and rush armies at one another because then the RP will last even less. But get a goal or find someone who has a goal and follow them. Try to really consider why you are doing what.
My vision of High Rock
Although I want of course for for all of you to contribute to the Timeline, there are certain things that I have envisioned in my or rather our version of Tamriel. For example, and i've said this before, don't let video game stereo types to rule your characters. Not all the Bretons are going to be defensive type mages. High Rock for example has a long tradition of archery which I liken to Wales and England in our world which will be much of the focus concerning central High Rock. But also there is a strong knightly tradition of armor clad cavalry which is a bit more French-esque which will be represented more so in the west. You're going to have capable Breton archers and knights. Go ahead and do it, don't freak out about it when you see it. Not all Orcs are big hammer wielding warriors either.
Since Bretons are really composed of two main components and because I like to study history and ethnogenesis of various people in our world i'll explain a bit how the Bretons are made up culturally and ethnically. As you all know before the Nordic invasions from the north, High Rock was a land of the Elves who acted as a ruling elite over a serving majority. This produced various mixtures of Elven and Nedics ranging from almost purely Nedic to almost purely Elven. With the Nordic invasion and the expulsing of the Elves a new ethnic/racial wave was part of High Rock producing finally the Bretons. Now in our time, the further east you go the more "manish" the Bretons are and the further west you go the more Elvish. For the sake of the atmosphere I hope people RP these subtle details in appearance and even accent. Along the southern coast of High Rock on the bay I imagine a subtle infusion of Redguard and Imperial (due to mercantile relations and just the obvious proximity) is also present.
The Military Aspect
While I do not want this to become the focal point of the RP I do understand that it will be part of the RP regardless and I wouldn't want it any other way. A good idea would be to read Duval's Guide and even some of the stuff D Foxy has been writing up. Troop numbers will be dealt with in a case by case scenario. There will be a character sheet I will post later on but I do not really care to see troop numbers on it. There will be an army sheet specifically for the military when a military situation arises. You may not know this but rulers didn't sit with a bunch of professional soldiers doing nothing if there wasn't a war to fight. Practically the only standing professional army in the world for a long while was the Roman Empire off of which the Imperials are based off of. High Rock is more feudal-esque in nature which means you'll have your knightly orders, militia troops, maybe a branch of the army which are a bit more elite, and then the rest will be levies and the nobility who can afford better equipment. I'm considering allowing mercenary bands (i'll have one acting as a test) and they will have a military sheet with a constantly standing army. But again everyone else, they won't have that because it costs money to maintain and feed a bunch of guys who are only useful when there is war. Remember war is expensive and other means are much better to use to avoid those costs.
Since we writing about TES here we can expect a level of magic to be used. I want you guys to understand that while I personally find magic as one of the best aspects of these RPs, more than half of my characters being users of it, in a military and social aspect magic is rare. How rare? Well about as rare as reading was in the medieval era. Not only that but after being able to read the person is expected to also use their will power and know how to shoot fire from their hands and conjure monsters to do their bidding. Not only that but they'd have to be good at it.
Now something else I want to go over is equipment. Remember that list from MW or OB where it shows say heavy armor, and the lower levels of heavy armor are iron, and then you go to steel and further you get to dwemer and ebony and daedric. And when you compose your forces you may think "well i'll have a bunch of guys in iron armor as my lower tier guys and then a little bit of everything else as we go up." Remember that? Well don't. Most people can cry of joy if they even have steel equipment at all what so ever. Plate armor is fairly expensive. Most of the levied troops which will make up the majority of the Breton armies will be armored in padded cloth, leather and if they are lucky some chain mail. Professional militia of the bigger cities may have a nice helmet and a cuirass or if their noble is richer will be equipped better. I'm not anti-armor in the RP. I'm just against people having full stacks of plate clad soldiers. And please no Nazgul type of "oh come on!" armor. Good examples of armor:
http://livinghistory.ie/~valen/reenactment_pictures/osprey/hospitaller-knight-1230.jpg
http://img223.imageshack.us/i/withoutmarksb8.jpg/#q=hospitaller
http://www.globaleffects.com/C_pages/Rental/Wardrobe/Armor/Period/CompleteSuit/European/blacktrans_hi.jpg
http://knightstemplarsmc.com/images/templar_and_hospitaller_knights.jpg
http://www.wesnoth.org/forum/download/file.php?id=29076
You get the idea.
Diplomacy
http://www.imperial-library.info/maps/cyrodiillargelowrescr7.jpg
This is the map we are using. Between Daggerfall and Evermore will be our play ground. Orsinium will side with Wayrest and Camlorn with Daggerfall. Everything else is up in the air for those who choose. If the city is left vacant as a rule of thumb everything east of Koegria is automatically siding with Wayrest and everything west will side with Daggerfall. Everyone else you will have to manage and manipulate to your cause. Bribe, assassinate, threaten or woo the pieces to fall into place. You may be able to raise a huge army with all of your resources but if the enemy causes some small city to their side that controls the only path to your target, they can stall your superior numbers and bleed you dry.
Remember just because you side with one or the other doesn't mean that you hold true to their ideals. Simply for the time being, the current course of action benefits you. But if you want to RP an idealist, someone who has some romantic notions of the Monarchy or the possibility of a Republic in High Rock by all means. Just remember sending letters to one another like text messages is not diplomacy and the RP will die if people do just that.
Character Sheets will be required this time around for central characters and will be posted in the discussion thread for approval.
Name
Race
Age
Gender
History
Physical Description
Siding with Wayrest or Daggerfall and reason
etc.
Pretty basic and unspecific. You can get more detailed with it than that but those are the requirements.
The Tomyris Garden Academy
Overview:
In the year 430 of the Third Era, Headmaster Ovidius, Wizard in the Mages Guild and Battle Mage in service of the Legion uncovered the Ayleid Ruin dubbed 'Arcania.' Since then using his personal funds he has converted the ruins into a fully operational academy for advanced studies. Students can expect expert and master level courses in all the major arcane arts as well as the mundane. Students will be provided with housing and all basic living requirements on the academy grounds. In return students are expected to fulfill contracts based on their speciality, usually in teams. The contracts will be made between the academy and those wishing to hire the services of the Academy.
The Contracts:
As members of the academy after passing your Dragoon exam, you will be expected to fulfill contracts provided to you by the academy in return for payment based on your rank and the difficulty of the contract. The tasks can range from escorting mercantile parties from place of origin to destination, to providing security for an event, to subduing rebellious elements in the different domains and if need be provide support on a battle field. In short frank language, Dragoons are a mercenary force to be hired for various roles in exchange for pay. In the instance when two contracts contradict each other, the latter will be terminated. Dragoons are NOT to work on opposite sides directly against one another.
Dragoon exam:
The Dragoon exam depends on your instructor and will usually have a sit down exam and a field exam portion as well. Permission to partake in the Dragoon exam is based not on the length of period that you have been in the Academy, but the ability you have. If your instructor thinks you are ready a week after you join the academy you can take the exam. If you aren't ready even after 5 years you won't be able to. You can continue to stay as long as you pay for your own housing and education. Failure to pass the exam will mean you have to wait six more months before you can even be considered for the exam once again.
What you'll be RPing about:
So I added this sort of sub plot to the RP because I have been told it would be a good and popular idea. It is a much more adventure based character development variant of the RP without much of the politics or grand scale aspects of the war. Basically think of the Mages Guild merged with the Fighters Guild and you throw in a whole 'academia' setting complete with instructors and exams. In this part of the RP you will RP one of the students. If they have passed their Dragoon exam or not is up to you. Contracts won't be issued until a few pages into the thread at least as to get everyone organized. The Dragoons are split up into several "Wings" which are composed of forty or so Dragoons. Each Wing is divided into a "Feather" which are the sub groups of teams. While Wings are something more stable, Feathers (the smaller teams composed of 2 to several people) can change based on the assignment, task, or whatever. Even though magic is the speciality focus of the academy, the mundane aspects such as sword play and archery are also studied and taught. To an extent this is a battle mage/spell sword academy producing high quality products for hiring by the public. So your character doesn't have to specialize in magic, but has to at least use magic to augment their mundane abilities. So perhaps your character may not be able to shoot out bursts of lighting from his hands, but can use a touch spell for supportive measures if need be.
The character sheet for students will differ from that of the above mentioned portion of the RP.
Special notes:
1)Vampires (Converts, Ascendant and Transcendent) are admitted to the academy provided that they are capable of controlling themselves. Feeding on fellow students or passing on vampirism is strictly prohibited and can result in very harsh punishment. Werewolves are NOT permitted.
2)Why south of Anticlere? Because the city of Anticlere will be completely neutral in the conflict between Daggerfall and Wayrest. A contract has been signed for the academy to protect such neutrality. Quite a bit of the RP will be happening in Anticlere itself.
3)Just for everyone's "cultura generala" I am using the term Dragoon for the active mercenaries for a number of reasons. First off Dragoons historically were a supportive portion of the military specializing in several key tasks. They would use horses to ride into specific portions of the battle and provide support for whatever task was needed. That is in effect what our Dragoons will be doing, although not just in a battle field sense. The other half of the reason is because it sounds frikken cool.
4)Necromancy is up for debate in the academy. Generally it is frowned upon but no one is going to put you through the inquisition if in the past necromancy was part of your repertoire.
5)Teachers will be mostly handled by me for now although as things go on i'd like some people to RP some of the teachers. I'm not going to have everyone go to the lengths of RPing every tiny little subject and the manner in which classes run is a bit more libertine than what you'd expect in our world. Instead of Oxford and Harvard, thing more like Plato and Aristotle.
6)I want to stress this very much, this is NOT a Harry Potter inspired thing. I did get a bit of inspiration from another source as a tribute as some may have figured out again this is not Hogwarts. Things will not work in that manner and the general age of the students will range from 16 to 30. I liked the movies, I didn't bother to read the books but I just can't see the whole Hogwarts thing within the context of TES.
7)How to act on academic grounds? Well while it is fairly libertine, it isn't a frat party either. I don't mind people RPing all manners of things but keep it within reason.
8)The Mages Guild is something that we are somewhat tied to but grow more and more independent each day. Say you encounter a high ranking Mages Guild member. He can't really tell you what to do although it may be wise to follow their instructions, for all intensive purposes if you don't want to you can tell them to sit on their pointy wizard hat. In a way there is a bit of a rivalry but nothing too extreme. If you encounter a Guild member on the opposite end of your spellbook/sword in your contracts it's probably best to act according to their aggression level. Try not to kill them but if you have to, you have to.
The Academia Character Sheet
Think of this as a personal file the Headmaster would have to look over.
Name: (Keep it reasonable)
Race: (Mixtures are allowed)
Age: (Don't have to specify exactly)
Gender: (Please specify...)
Birthsign: (Just pick one)
Reason for Joining: (Keep it short. The headmaster doesn't need your whole life story.)
Length of Studies: (How long have you been at the academy?)
Arcane Speciality: (Sort of what you excel in. Here you can get a bit creative with it. Don't just put "Destruction" but say "Specialize in ice magic to slow down the enemy and use a crossbow." That is a very poor and short example. Also it doesn't have to be JUST one thing, but don't be good at everything.)
Any other tools: (Anything else you may use aside from the magic. If need be merge this section with the above.)
Vampire?: (If yes write down the lineage and if a Convert, Ascendant or Transcendent. If you have questions about these 3 levels ask me. I'm not going to expect too many vampires.)
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The above is more or less a basic file on the person. After that you can present the physical description, attitude of the person, and their history but those would be for us the writers to see, not the characters themselves.
The Academy Layout
The design is a Byzantine style architecture and Greco-Roman designs with large domes, arches, wide open gardens, balconies and many large windows. The more Ayleid aspect of the dark ruins with the glowing blue is also present but more so underground under the academy itself. I haven't come up with a definite blue print of the grounds and for the time being it will be vague save for some definite aspects. In the center will be a central structure reaching for the sky. It won't be a straight tower but a cone like figure with three ovalesque structures from largest to smallest as they reach up.
All around the academy itself are wide patches of lightly forested areas, gardens, some individual housing for more established Dragoons and instructors or loners. Ayleid arches, statues and stones can be found as well as various lakes and rivers. To the furthest reaches of the academic grounds are the walls. As the island is full of all sorts of creatures and monsters and invasion is always a possibility, the academy has a series of defensive structures around it. http://www.arkeo3d.com/byzantium1200/images/sur_a.jpg
Specifics
Bottom Portion
Front Gate: If you want to leave or enter the Academy you need to go through the Front Gate. Entering requires that you are a student or that you have official business although visitors are allowed with supervision. If you plan on leaving you will require a note of permission which will also be used to return as proof.
First Floor Lobby: The first thing that will strike you is simply the size of it all. The height of the dome is sheer amazement to anyone there. Columns circle around the base of the dome along with various plants. A cross section made of two bridges are made with the center being composed of a massive winding stair complex taking students to their living quarters. To either side of the bridges themselves are pools of crystalline water.
The Library: One of the most extensive libraries in Tamriel, it boasts a large collection of books on all sorts of topics from spell making to making stews. It is located near the dorm so that students can have easy access for studies or simple curiosity.
The Training Center: Monsters from outside of the Academy are placed within the training center which is an open air man made forest within the Academy itself. Students should not enter without their instructors and Dragoons should never enter alone. Entering is permitted only with authorization.
The Cafeteria: Open from 7 AM to 10 PM the cafeteria provides a wide range set of foods of various tastes and origins. Orders can be placed during hours and picked up before or after hours.
Dormitory: The dormitory rooms will hold two people each most likely members of the same Wing. The room has a basic design with a main living quarters with a simple table and chairs. Immediately after entering the room beyond the main living quarters will be two rooms side by side for either student. Inside there will be a bed, a desk, and a place for books. Off to the side of the right room will be a washing space to keep clothes and students clean.
Shop: This is where you can buy any equipment that you may need ranging from spells to soul gems to swords to armors. Taking advantage of Anticlere's growing mercantile trade abilities, the variety is virtually endless and the prices are usually cheaper than what one can find in the city.
Second Floor
Classrooms: This is where students are lectured on the various schools of magic and manner in which to use them best. Advanced courses are offered such as Arcane Archery, Aquamancy and other various form of elemental manipulation. The classrooms themselves fit anywhere from twenty to sixty students and classes are taken based on ability rather than seniority.
Stone Garden Balcony: Students can come here in their free time or may have class outside on various occasions. Other times parties and meals may be presented on the balcony.
Ballroom: The ballroom is used only for special occasions and is connected to the stone balcony garden. It is a large, glass domed ceiling structure with two sub levels.
Third Floor
Headmaster Ovidius' Quarters: This is where Headmaster Ovidius spends much of his time as well as members of the administration staff which receive and manage contracts.
Observatory: When Headmaster Ovidius learned that an observatory structure had been found in one of the Dwemer ruins of Hammerfell, he bought it and transplanted it straight to the Academy, a move that had made him slightly unpopular with members of the Elder Council and the Mages Guild. The observatory can be used only with special permission for recreative and academic purposes.
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Well this is it. Enjoy the RP. You can partake in either or both "theaters" of the RP. Use the ImmortalBlood discussion thread to discuss instead of OOC posts. I haven't posted rules since I figure everyone can use some common sense. Place the sheets in the discussion thread for approval.
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This spot is reserved. I will edit and re-edit this OP with new information and notes here. Check as often as possible.
Announcement: Don't post until I make the first opening post. This may take a day or even two. Use the discussion thread for discussing and work on your sheets until then. The OP is subject to change if points arise in the discussion thread.