Character Sheet:
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Name: (First and last, unless you have some weird reason for not having a last which should be explained)
Nick Name: (Not at all necessary, but OK if you want it)
Age:
Race:
six: (No "Yes Please!")
Appearance: (Face etc.)
Misc. Appearance: (Tattoos etc.)
Hight: (I don't really have to know anything)
Apparel Worn Most Often: (You're traveling attire, it might be armor)
Armor: (This may be your apparel)
Other Apparel: (Maybe you have lots of clothes, who knows?)
Eye Color:
Hair Style:
Hair Color:
Skills: (Don't need to be from the games)
Weapons:
Equipment Sack: (Like back-pack, or whatever you use to carry stuff around. No Fanny-pack that carries your 7 battle axes!)
Miscellaneous: (Damn, spelling that word out just seems... special, you know?)
The Heroes or the Dissenters?: (Which faction, you can be an evil person working with the good guys for whatever reason)
Rank?: (Dissenters only. Agents will have a more adventure play style, lords more political, and Commandant's inbetween)
Why are you there?: (Optional)
Background Information: (Always nice, I want to say optional but I don't want any "Mysterious Past"ers unless your a bad guy!)
The Idea:
Evil: You work independently or together to cause unrest and crumble the empire, as well as assailing and antagonizing The League of Righteousness.
Good: Run around as a group, working together to keep chaos from ensuing, saving innocents, and having a jolly good time while you're at it.
Note: Changing sides is totally possible, but please don't make it dreadfully obvious in your bio or anything like that. If you want to be a turncoat and you're sure of that from the start just PM me about it and we'll work it out.
The Story:
So,
The Champion of Cyrodiil has gone to investigate a mysterious gate near Bravil. He is the stalwart hero of the land, advising the Council and smiting the evils. His most recent exploit having been closing shut the jaws of Oblivion.
But it is said many go through the gate in the lake, and never come back. After only a month, opinion was wide spread the hero would not return. The council runs the empire as best they can, but it's obvious that the Legion is under garrisoned, the taxes were recently raised a little to tight in the border provinces, and the Nords are quite peeved with the general goings on. Well, them and every other province.
The houses of Morrowind, the scheming little bunch, are taking more and more steps towards independence. Recently, the overruled the new law prohibiting slavery. Saying that it was, "unfairly imposed upon them," and that "it was not why the Dunmer had entered their agreement." With Ocato dead-set on showing them who was the "agreement" maker, the Nords struck at Solstheim en mass.
While the fate of the island is yet to be decided, unrest brews across the land. Seeing their chance, an alliance formed. This group of people was out to cease power, for many different reasons. Some may believe wretched means justify the ends of a stronger Empire. Others are quite simply evil.
This alliance is so strong, and the empire soweek, all would be lost...
Were it not for an old and crotchety Imperial man named Archibold Cambridge the First. Inheritor of a nice sized estate and butler, Jeeves, he is quite well off. He embroils himself in world affairs from his arm chair in the Colovian West.
But thanks to a tale his mother told him, a tale of fantasy, which when put together with events makes perfect sense. Though only he can see it, he must prove himself correct, and gain the trust of the council so they might steal themselves for the ensuing chaos The Dissenters promise to reap.
The Dissenters would rather he didn't.
Hysteria and Adventure ensue.
A League of Righteousness is formed.
The Dissenters:
Some have armies, some have great wealth, others have both. Some are assassins or marauders, some bandit lords or real nobility.
No matter their background, they have all taken a route of evil. They were called together because they were like-minded in their goals and sufficiently intent on deposing the Empire's Council. The man who called them together merely signs his letters ~B, and all any have seen of him is his letters. He clearly has connections, for he issues vast amounts of wealth and mercenaries to The Dissenters.
There are three levels of membership to The Dissenters:
Lord of Shadow: Generally Nobility themselves, that or someone who commands a force of some size size (25,000+) for another reason. They could also be Dissenters whom have proved their worth through various tasks. They are normally given providence over a certain City in the Imperial Province, as well as command of general affairs in a province. They must work to cause chaos throughout the region, indirectly or directly, lest they face the punishment for sloth.
Commandant: Though they are not given command in one specific area, this is sometimes preferred. They wander, finding spots ripe for the assailing. Though Lords of Shadow may also do this, they must divert at least some of their forces to their own task. Commandants will be more likely to interact, perhaps indirectly, with and hazard the other players than Lords of Shadow.
Agent: The merit member status. You are in, but you probably bring only yourself and more than likely a meager amount of gold. You, unlike Commandant's and Shadow Lords, are tasked with various missions, generally in Cyrodiil. As it happens, your first mission will bring your paths to cross with the good players. In the future, the same will happen. But not by accident. This is good if you want direct confrontation with the heroes.
The League of Righteousness:
Archibold Cambridge the First sent out a flier, by couriers, to every city in Cyrodiil. He and Jeeves have now convened at the inn in Weye, just on the other side of the bridge from the Imperial City.
It is here he will impart The League with the "True Story" about what's going on in the world. After his explanation (which may be hard for most sane people to swallow), he will give his startlingly accurate hypothesis that The Dissenters plan to strike at Skingrad. The reason for this, according to Archibold, would be because the count refused to join The Dissenters (is logic on that one's a bit sketchy).
How they will play: You're the 'heroes' of an epic tale, with no promises everything is going to turn out alright. Archibold will initially give the group direction, and Jeeves will be there to add some sanity. But you should soon expect to be independent. While Archibold's idea is that the whole group will be equal, it's doubtless that by the end, some natural leaders will have arisen from the ranks of the League. After some stunts and exploits, you'll actually begin to become well known. Kind of like a TV show where you're the cast expect you wander around talking to people. The longer the show goes on it will become popular. Some kids will say stuff like "Oi! Look it's the stupid one!" and other amusing anecdotes, as well.
The Dissenters will be on you 24/7, while you have to work to undermine them. Eventually you will have to solicit support from leaders. They may be from other countries, and they may be counts. Maybe even council members.
This RP will be very unique in the respect that the group, and the leader(s) of the group who have arisen will play a very big part in how the RP goes.
Missions:
These will generally be tasks you set yourselves, from kidnapping to rescuing to shutting down criminal organizations either to gain renown or foil The Dissenters plans.
Unrest:
Each province and major city in Cyrodiil will have an "Unrest" rating. There will be various deeds both groups will be able to do to change this number.
For instance:
A member of The Dissenters will approach one of the organizations "Eyes and Ears", a spy amongst the people who gathers rumors, who will tell them that a group of brigands in Hammerfell are in need of escape, and that by transplanting them via a pirate ship into the Anvil region could help create unrest. You would either pay for this with your own money or petition The Dissenters coffers. You can petition as much as you like, but fail to much and you'll eventually be cut off, and wasting money generally does not go unpunished.
The League will hear rumors a group of well-armed Redguards have been marauding about the Colovian West, and taking down small Imperial patrols and merchant caravans. They would have the option of going there and dealing with them. If they decided to do something else, it would give The Dissenters room to bring in even more of the Redguards buddies and before you know it they'll have taken up residency in one or two of the old forts.
If they were slain or otherwise dealt with very quickly, before creating any or much unrest at all, The Dissenters would probably punish that member, forcing him to do some menial ground work or personal assault the league.
Cool stuff that can (and will) happen:
Captured: A player character is captured by the opposite party and dragged off to be tortured. They must be rescued by their companions. This would probably be because they were either found to be alone and vulnerable or had very valuable information.
Battles: Maybe people decide to head on up to Solsthiem and join one of the two sides, for personal reasons or non-personal reasons.
Splits: Differences in beliefs, methods (perhaps someone started torturing, ey?), or necessity may lead to either The League splitting up (temporarily) or two Dissenters parting ways for a time.
NPCs: Perhaps Archibold or Jeeves is kidnapped, and must be rescued? Perhaps a count requests your aide in exchange for a favor? Who knows.
So what do you guys think? Would it work?