*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~~~~~~~~~~~~~~ (This takes place 150 years into the 4th era. 4E 150)
Hosts: Woolymammoth
*I give credit to Person From Anticlere (BGSF) for the original idea. I, Woolymammoth, along with Darth Ravanger (BGSF), did most of the work. Still, the idea is the most important thing.
Refer to map:
TAMRIEL:
http://imperial-library.info/sites/defa ... rescr7.jpgROLEPLAY AREA:
http://www.majhost.com/gallery/Woolymam ... iginal.pngThis 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 BretonyUnited 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.
3 different military and overall supervised divisions: the Ykalon-Daenia, the Anticlere, and the Camlorn divisions. The respective governors of the former (and still somewhat) monarchy of Camlorn and Anticlere rule their divisions. An individual is selected by the people of Ykalon and Daenia to govern their division of the Bretony. Each of these individuals, along with the councils, appoint another being to lead the military of their area. United Bretony is a triumvirate, like ancient Rome. It has a council, and three different rulers who meet to discuss politics, each ruler with his own "division" or "province" of some type. You have the original Camlorn section, who was a monarchy before United Bretony. You have Anticlere and Urvaius, who used to be with Wayrest, and Daenia and Ykalon, who used to be with Daggerfall.
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 triumvirate 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 DaggerfallLong 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 WayrestFor 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.
OrsiniumOrsinium 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.
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(Count Anticlere as a red dot since it has grown over 150 years.) MAP: [url="http://imperial-library.info/maps/cyrodiillargelowrescr7.jpg"]http://imperial-library.info/maps/cyrodiillargelowrescr7.jpg[/url]
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.
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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 CitiesOrsinium: Odessus Naito (sheet in)
Anticlere: Woolymammoth (sheet in) (army sheet in)
Daggerfall: King Acunasti (sheet in)
Wayrest: Arch-Mage Matt (sheet in)
Camlorn: Leyyuce (sheet in)
Moderate CitiesLlessan: Koegria:Minor Cities:Kambria: Daenia: Savilius (sheet NOT in)
Menevia:Alcaire:Bhoriane:Dwynnen:Phyrgias: Ykalon: Savilius (sheet NOT in)
Urvaius:Northmoor:Shalgora: Glenpoint:Glenumbra: Tulune: Betony: MercenariesSavilius - Matthias (sheet in)
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.
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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 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.
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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 OrganizationName:
Race:
Age:
Gender:
Birthsign:
Physical Appearance:
Apparel (clothing and armor):
Weapons:
Misc:
Misc Info:
History/Bio:
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Army Sheet Organization and InformationOur new army system is one based on something like a national military. In the Elder Scrolls, it would be "Royal Military & Navy", unless when referring to United Bretony, who has 3 different military and overall supervised divisions: the Ykalon-Daenia, the Anticlere, and the Camlorn divisions. Each of the divisions have one man who controls the military, appointed by the ruling council or governor/ruler of that division. Military numbers for each nation are listed below.
*GO READ DUVAL's GUIDE:
http://www.bethsoft.com/bgsforums/index ... &start=100"]http://www.bethsoft.com/bgsforums/index.ph...0&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 Tamriel 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.
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 NumbersLand Military Capability for Each FactionYou may be able to raise militia if your people like your ruler's decisions. You may also (later on) pay money (that you have, of course) to hire mercenaries.Militia Cap:
Red Dots and Anticlere: 20,000
Pink Dots: 10,000
White Dots: 5,000
Please note that these regional militaries are stationed THROUGHOUT the region. They are not all in one place (or they shouldn't be)NATIONAL/ROYAL (the professional military of the entire territory) Militaries:Orsinium: 5,000 Bretons, 30,000 Orcs, 5,000 Goblins, and 100 Ogres. 15 Mangonels (Orsinium's are more accurate and sturdy), 20 Scorpios, 5 Large Trebuchets.
Wayrest: 41,000 Bretons, 2,000 Altmer (Direnni Isles support), 2,000 Professional Mercenaries, 25 Mangonels, 50 Scorpios, 5 Large Trebuchets.
FUEDAL (the noblemen make up for MOST of the military, besides the King's royal guard) Militaries:Daggerfall: 60,000 Bretons (GOVERNMENT IS FUEDAL, THEREFORE NOT ALL NOBLEMEN SHOW UP TO FIGHT! LARGE CAMPAIGNS DIFFICULT TO RUN), 20 Mangonels, 50 Scorpios, 5 Large Trebuchets.
3 different military and overall supervised divisions: the Ykalon-Daenia, the Anticlere, and the Camlorn divisions. The respective governors of the former (and still somewhat) monarchy of Camlorn and Anticlere rule their divisions. An individual is selected by the people of Ykalon and Daenia to govern their division of the Bretony. Each of these individuals, along with the councils, appoint another being to lead the military of their area.STATE Militaries (UNITED BRETONY)Camlorn (also includes Dwynnen, Phrygias, and Kambria): 40,000 Bretons, 10 Mangonels, 20 Scorpios, 2 Large Trebuchets
Anticlere (also includes Urvaius): 25,000 Bretons, 5,000 Mercenaries, 10 Mangonels, 20 Scorpios, 2 Large Trebuchets.
Ykalon-Daenia Union: 13,000 Bretons, 5 Mangonels, 10 Scorpios, 1 Large Trebuchet.
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.
Large Ships hold 500 men, Mediums hold 250, and Small ships hold 100. These are combat ships. As many transport ships that you need will be allowed, but the more men you transport the larger chance you will be spotted.
There are two types of naval units: marines, and sailors. Sailors work ships, drive them, shoot things off the ship. Marines board other ships and fight.
Ratio of Sailors to Marines on each ship is 3 to 2.
NATIONAL/ROYAL (the professional military of the entire territory) Navies:Daggerfall: 15 large ships, 20 mediums, 20 small
Wayrest: 10 large ships, 20 mediums, 30 small
STATE Navies (UNITED BRETONY)Camlorn (also includes Dwynnen, Phrygias, and Kambria): 7 large ships,15 mediums, 20 small
Anticlere (also includes Urvaius): 2 large ships, 5 medium, 8 small
Ykalon-Daenia Union: 2 large ships, 2 medium, 2 small
Resourceshttp://i147.photobucket.com/albums/r296 ... map_ub.pngOf course, resources are valuable for any state: timber, metal, farmland, etc. With the warp in the west scorching the earth at the borders of the original Daggerfall and Wayrest, there is very little farmland in the dense woods of United Bretony. With United Bretony still being a newly formed confederacy, they must now know how to spread their resources. They must strive to stay together. Much farmland is in the very middle of where these three divisions meet. Could United Bretony be broken up due to a fight for resources, or forced into war with itself?
With ore in the Wrathgarians, and the Orcs growind more dangerous than ever, attention turns to the potential mines which lie in the mountains. Would it be possible that Wayrest would care enough to go into the Wrathgarians and attempt to mine the ore? Could this cause conflict in itself?
Resources are an important part of the world of war, the world of politics, and the general world of the people. They will play their importance in this RP as well.
LoyaltyLoyalty is one of the most interesting aspects of battlefield command and nation ruling. You cannot command a disloyal man to go to his death, but a loyal man will die for you. Your people have loyalty to many different and conflicting interests. As a people, your citizens and troops feel a certain loyalty to their nation as a concept, with the exception of Daggerfall's feudal government, where nationality does not matter all that much, and it is more on how much bordering nobles like the King or Queen. They also feel some level of loyalty to their national ruler, commanding officer (if a soldier) or regional governors/lords (if applicable). These competing interests effect whether or not your people are willing to betray their ruler, fight enemies they would usually run from, and whether or not they’ll grumble at your taxes. Loyalty is expressed by in-character postings from the hosts, and you must use these reactions to your actions to gauge what the people think of you.