First thing I want to say right off the bat is it is never too late to join this RP! I know in SoS there were many times people said "oh it's probably too late." That was almost never the case and even if we are on our last thread, if you can get yourself in a position I won't say no. So just putting this up there so when it gets copied and pasted into thread number something or other and people read the thread for the first time they know right away.
Well this has been a long time coming and at last it's here. I've enjoyed and learned much through Siege of Sentinel and seek to apply the lessons learned there, here. I want to say first and foremost that this is NOT a "military RP" but it has military aspects to it. Nor is it a "political RP" though it has political aspects to it. It has a large scale approach made even larger made by the fact that instead of having Tamriel be about the size of Australia, the scale would be more of that of Eurasia. This allows for much more RP fan made based regionalistic diversity and slows down also the military aspect of conquest allowing much more character development and intrique to be built up. The basic over all story line will follow the struggle between Elysana's (not so) united High Rock, the Nordic Confederation and the Aldmeri Dominion. But upon closer inspection we see the interesting aspects much better. A devious Queen who seeks to maintain her rulership by any means. A vengeful noble throwing his inheritence to the enemy of his enemy to undo the wrongs brought upon his house. A jaded warrior seeking to find life in death.
Suffice to say it goes a bit beyond war and politics but shows the results of the age old strife between elves and man in High Rock. These are the children of slaves and conquerors, old rulers seeking to take back what was once theirs, while others seek to do away with the old world order of the monarchy.
Storyline:
It's been almost a year after the terrible Siege of Sentinel when its walls roared as armor and flesh were born from the bones of those brave few. Although the Empire has pulled back its military machine, stability and peace are a rare sight in Hammerfell which has splintered into many independent lordships. To the north however Queen Elysana has not only managed to maintain the United Kingdom of High Rock but now seeks to expand it eastward into Skyrim, her husband Lord Woodborne leading the invasion against the barbarians. With much of the armies in the east, the Elves of Direnni through secret negotiations have opted to become vassals of the Aldmeri Dominion, a move which infuriated the Queen who was unable to do much with the main army away at war and the Dominion landing a large garrison force.
A blockade was set and an official protest was sent to the Dominion pointing out the violation of the Treaty of Anvil. The Dominion replied saying that they did not invade Imperial territory or force anyone into vassalage but became part of the Dominion on their own. To make matters worse, Lord Woodborne was handed a terrible defeat at the hands of the Nords on his way to Solitude. He managed to escape only by disquising himself as a peasant returning to Jehanna only to find out that the local noblility had decided to support a union with the Nords. Daggerfall being long time rivals of Wayrest and tired of being ruled by what they saw as an unfavorable treaty has offered itself as ally to the Aldmeri Dominion as well prompting a rebellion north of Norvulk. It would have escelated into the heart of Wayrest had it not been for a young noble known as Tudor who earned the rank of Marshall of Wayrest and has been the Queen's right hand man, and perhaps more, ever since.
Now facing an invasion from the Nords, and problematic foreign relations with the Dominion along with the internal strife that that has brought, Queen Elysana has decided to find allies where she can. The Orcs had been on friendly terms with Lord Woodborne for some two decades now and little could happen that seems to change that. Over the bay the Kingdom of Sentinel, although not completely stabalized may grow to be a problem if fully allied with the Dominion. To counter act this, Elysana has went herself to the Khan of Skaven to forge an alliance covering her southern border.
The die has been cast and all the men and women are acctors on the stage of the world.
Getting Started:
When joining an RP you have to have in mind kind of what you want to do. You can't simply make Joe the Argonian and wait to be spoon fed a role. Consider how often you can RP and how much you can manage. If you've been in SoS you kind of know how it all works out. Volunteer to get leadership positions if you can be active. Active doesn't mean post every day, but at least a half dozen times a week. I like having the slower pace to be honest. Roles can vary from nobility of a settlement, to a general of the army, to a court agent or sorcerer etc. I don't have a character limit. I myself can think of at least eight or so characters I plan on having. Hopefully we can get a sight up to host our sheets there so we don't have a huge wall-o-spam at the start of every thread. Anyway I guess i'm just reminding people of being thoughtful of their role in this RP. I ask new comers not to rush for the gold hills in sending me requests right away without knowing what's going on. I'd also like to see some of the good old time Daggerfall lore being used and implementing characters from there.
Rules:
1. Read Duval's guide. It's good information and if you have questions about the military aspect of what would go where feel free to PM me or Duval. Putting this as number one because it's going to be partly cloudy with a high chance of death.
2. I don't mean to insult anyone but I feel like I need to put this up there. Don't make DBZ characters. I don't have a problem with powerful or capable as long as it is done right.
3. Don't player control, you never RP how someone else reacts unless given permission. Like wise YOU need to keep in mind to post your own reaction.
4. Use good grammar and spelling. Type your post up in Word if you don't think you can do it. Everyone makes mistakes so I don't have anything against people who aren't good at the language. English isn't my first language either, but not using precautions such as Word shows you really don't care. Make your posts lengthy and descriptive. Even if it is just a boring conversation, describe, describe, describe!
5. I don't care of you have romance! Just don't get lewd with it. Yes I don't care if you RP six as long as you are tactful about it. I don't care it doesn't bother me, and if it bothers people they can just skip over it. Just don't obsess over it, make sure it has a point to the storyline and isn't "stupid."
6. 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.
*Special Notes about this RP:
1. I want to put this out there before it becomes an issue. Since we're going to RP with alot of Bretons I want to bring up certain concepts which need to be understood that is relevant to all the RPs in the "ImmortalBlood Timeline." Magic resistance of the Bretons (or any) doesn't equate to elemental resistance. What this means is if Bob the Breton gets shot with a fire ball, the natural resistance will thwart much of that fire ball. If Bob the Breton gets lit on fire with a torch, no such luck. Since magic will be prevelant quite a bit more perhaps than in SoS it should be understood that even in this world magic is pretty rare, and good magic very rare. It's a specialization and only the very talented and probably rich can afford to be top class magic users. Most people won't do much with it and most that do won't do too much beyond basic spells. I like keeping magic rare and special. In so saying that I like to add that it's probably my favorite concept and still hope to see unique uses of it written here.
2. Try not to dwell too much on game mechanics. For example in the game Bretons are mostly suited to be defensive mages usually physically flimsy and what not. But if you look at the lore, Bretons are amongst the best archers in Tamriel, individually perhaps less skilled than Bosmer and Dunmer, but most likley much more organized. They're also capable knights. So all the game mechanics mean is that for 50 percent + 1 of the time a Breton will be more likley to practice magic, be weaker physically etc than a Nord for example. But it should be hardly considered a norm. That's only one aspect of each race and this applies to all races. Another example I can think of is in SoS in which the nomads weren't the typical Redguard, but more like the Turkic-Mongol steppe people such as the Mamluks.
3. Keep in mind the ethnic/racial composition of High Rock. They are a place were man and elf were mixed producing the Bretons. To the north and east the Bretons will probably be more Nord like. To the west and south probably more elf (and imperial) like. I want to do away with cookie cutter understanding of the races in Tamriel and allow variation within each group. Anyway within this conflict there will also be of course propaganda. The pro Nordic Bretons will espouse their Nordic heritage while the pro Aldmeri Bretons will espouse their elven heritage. I want that aspect to be incorperated within the RP.
Politics/Military of the United Kingdoms of High Rock:
http://www.imperial-library.info/maps/cyrodiillargelowrescr7.jpg
That is the map we will be using. Jehanna will be in control by the Nords, Daggerfall and Direnni Island will be in control of the Aldmeri Dominion. Everything else belongs to Elysana at least in theory. High Rock is a fuedal coalition of Kingdoms coursed to stay together by Elysana's political ability and although direct control isn't established, she still holds sway as Queen of all High Rock. A word of warning, I don't want everyone to be the "genius mastermind that will change the regime." There is however discontent among SOME of the Breton "loyalists." Anyway I like the map we are using because it shows alot more settlements and they have 3 levels. Red, pink and white. There are also un named villages in High Rock that are not on the map but will be RPed out at our own disgression.
The red dots are huge cities. They'll have tall stone walls and towers, rich with trade and Guild HQs along with a fortress inside complete with a professional military of about 15,000 with 1/3 Knight to troop ratio. That means that with 15,000 soldiers, 5,000 of them will be Knights. In medieval warfare mounted Knights were the tanks of their times. Heavily armored, well trained and groomed for war and the courts. They don't have to be the typical knight in shining armor but 1/3rd of the force will be this nobility which will be skilled and well armed. Even so protect your nobility, if lost it could cause civil unrest. Also look up in the lore if your city has a Knightly Order such as the Knights of the Rose in Wayrest. Ontop of the 15,000 professional troops this settlement level is also capable of raising militia troops depending on circumstance ranging from another 10,000 to 20,000. These are somewhat armed troops with some basic training. A simple spear and shield or a club or a soft bow. Can easily rout if not supported and rarely mounted.
The pink dots are large cities although not to the level of the above mentioned. They still have stone walls although smaller along with a smaller castle for the nobility. These cities usually work as a mid way point of trade because of the lower taxes. Although having a smaller populace to draw from, they are none the less vital to High Rock. They are capable of raising 10,000 professional troops with a 1/10 knight to troop ratio. Along with that they can raise a militia force of 5,000 to 10,000 if needed.
The white dots are large towns. Usually more quiet than the larger settlements and surrounded usually by large wooden walls rather than stone. They usually survive on the farming and hunting that the populace does along with the many villages surrounding the area. They rarely if ever have guild halls although each has a temple to worship at. The rulers are minor nobility with a castle to match. Even so the settlement is nothing to scoff at. They are still capable of raising 5,000 professional soldiers with a 1/10 knight to troop ratio. From the villages and hills as well as within the town itself a force of up to another 5,000 of militia grade troops can be raised if needed.
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As you've noticied i've done away with completely static troop numbers and let people have a bit more freedom. You don't have to list each regiment and what each one specializes in. I just want a generality between archer/cavalry/infantry. I don't mind it if in one battle you have 100 of each and then you decide that you don't need any more archers and you arm them with infantry weapons if you can RP how you got them armed that is. Just keep in mind that not all the skills and abilities are interchangable. You're not going to take a swordman and make him into an archer. You can recruit troops again and again from your settlements but this doesn't mean you're going to be able to throw away 20,000 men and come back next tuesday with the same force ready to go at it again. And if you start levying your entire populace you may also end up with a rebellion.
In any case if you want to get super discriptive with it all and it's really your cup of tea *cough*Duval*cough* feel free to do so. I havn't specified the Aldmeri Dominion and Nordic military components but will do so with the leaders of either faction via PM.
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Character Sheets are optional and may be done in whatever way one wants to do them or not at all. Just have something so if someone asks you "who are you again" you can point to it and they know. I decided to do away with the sheets because they're just a pain to twenty some PMs in an hour and sorting out who to what. If you REALLY want to/need to send me something via PM feel free to. If not go here:
http://www.gamesas.com/bgsforums/index.php?showtopic=975126
And remember, limitless creativity doesn't mean stupidity.