The Dragonborn Comes RP HS
Background
4E - 201 A year that will go down in history and legend both, the year of the last Dragonborn.
5 years after the Great War had ended, the Redguards of Hammerfell were still fighting against the Aldmeri occupation.
They had been abandoned by the Empire and left alone, but this struggle had brought the bickering clans of Hammerfell together, the Crowns and Forebears put aside their age old rivalries and stood united against the Elves, alone, they managed to fight the Elves to a standstill, and in the year 180 the Second Treaty of Stros M'Kai was signed, all remaining Dominion forces withdrew from Hammerfell.
High Rock had been spared many of the horrors of the Great War due to it's position far from the fronts, but its time of peace did not last. In the year 188 Corsair pirates sacked the Great trade city of Wayrest and took it over, a golden age in the Kingdom of Wayrests history quickly came to a violent end. Meanwhile in Cyrodiil unrest was rife, criminals roamed freely as the weakened Empire clung to what strength they had left. In Bravil two major players in the Skooma trade decided to use the city as their battleground. Riots and looting took over the city, even the Lucky Lady statue was destroyed, and it took weeks for guards to restore order.
Meanwhile in Morrowind House Redoran and other remaining houses have managed to push argonins back behind their borders, reclaiming almost all what they had lost .
In Skyrim the young High King Torygg ruled, his father Istlod, who had led Skyrim in the Great War had died a few years earlier and Torygg had been near unanimously voted High King, one who spoke against Torygg was Ulfric Stormcloak, Jarl of Windhelm.
After the Markarth incident Ulfric began to lose faith in the Empire, he believed it was no longer the proud strong Empire it had once been, the Empire forged by Talos, had abandoned him... No longer would Ulfric bend his knee to Torygg, no longer would he sit by while the Elves steal away people in the night. Ulfric rode to the Great Capital of Skyrim, Solitude. There before the Kings court he issued a challenge to Torygg, an old Nord custom, a duel of Honor and Strength. Torygg knew Ulfric was a greater warrior, and that Ulfric could use the Thu'um, he respected Ulfric, and he was no coward, he accepted his death like a true Nord. And so Ulfric used his Thu'um and shouted the brave young King apart, he then fled the city on horseback with guards in pursuit. The Imperials decried him as a traitor and coward guilty of regicide, and ordered his arrest, Ulfric raised his banner in Rebellion and several of the holds of Skyrim followed him.
Skyrim is split in two, the Civil War has begun. Yet... their may be greater threats on the horizon... For the Scrolls have foretold of Black Wings in the Cold that when Brothers Wage War Come Unfurled!!
Files
We wil be using The Elder Scrolls mod
1.0 (
or alternative torrent link) +
patch 1.2 +
my new patch (install in this order).
Admin - Ventos Mustel
Co - Admin - zender9
Players
No newbloods can participate, and being familiar with TES lore is required
*Tamriel Empire - Jadli
*Aldmeri Dominion - Dragon
Kingdom of Daggerfall and Wayrest - JCdestr0yer
Elsweyr Confederacy - OPEN
The Great Houses of Morrowind ( Redoran, Dres and Telvanni) - cowcow
DEAD FACTIONS
*The Stormcloaks and New Orsinium - DEAD (Emrys)
Clan of Crowned anf Forebears - DEAD (Captain Melon)
Clans of Blackmarsh - DEAD (cjm81499)
* The Faction requiring experienced player
** The Factions grouping will adapt to amount of players interested in joining.
Unplayable
Ashspawn ( Dagoth faction)
The Undead( remains of Umbriel)
Map
1th turn
5th
10th
Roleplaying
- Every important event and decision of your faction(s), such as declaring war, surrendering, important battles, etc, must be provided with RP, in accordance with the lore if possible.
- In the beginning of the game Elsweyr is vassal of The Aldmeri Dominion, Breton kingdoms are vassals of The Empire, Skyrim is in open rebellion against The Empire, The Redguards are independent, so is Blackmarsh and Morrowind Houses.
- The Empire wishes to gain its former power by gaining control of all Tamriel again. The Dominion wishes to restore the power elves had in The First Era and convert Tamriel. The Stormcloaks are fighting for independence of Skyrim, for free worshiping of Talos and they consider The Dominion as the major threat. The Redguards intend to keep their hardly gained independence. Morrowind is trying to take back what it had lost and The Argonians want to exterminate dunmer race as payback for centuries when they served them as slaves.
1. The White-Gold Concordat
The Peace Treaty made between The Empire and The Aldmeri Dominion ending the Great War.
Terms for The Empire are following - The worship of Talos is banned from all provincies of The Empire ( so also from High Rock and Skyrim if you consider it as part of TE), so religon of TE is actually The Eight. Another term is that The Blades and religious knight orders (Knights of The Nine, Knights of The Iron, Knights of The Circle, Order of The Lily, Knights Mentors and The Crusaders) have to be disbanded and outlawed. The Thalmor have free reign to enforce these terms in Imperial provincies ( they can have 1 stack per castle in TE). AD cant take any more castles in TE unless they are allowed to do so.
If The Empire breaks these terms, the war will begin again. However, as long as TE follow these terms, The Dominion has no right to attack them.
Skyrim´s intention is to gain the independence and cancel The White-Gold Concordat. They can never ally to The Dominion. As long as TE forbids worshipping Talos, Skyrim can never ally to them. However, they can gain the independence from TE if Imperial legion of Skyrim is defeated by The Stormcloaks. TE cant grant freedom to Skyrim, only if they lose the war.
2. Suggestions?...
The Rules
- You have 24hrs to complete your factions turn. This rule will be strictly enforced by the Admin..
- If you can not complete your turn within the time limit then inform the Admin before your 24hrs is up. The Admin may then choose to sub the turn or occassionally may grant a 12-24hr extension.
-The Admin will not waste time trying to make contact with a late player. Its up to you to let the admin know you will be late. If you do not, then expect to be subbed. If you are late too often or constantly need extensions you will be replaced
- When admin intervention is needed you must send admin a PM explaining the situation. Don't bother posting issues about other players on the main Thread.
- You may not enter provincies behind the RED LINE.
- No exploits/bugs allowed. F.e. movement bug, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, armies on ships to go through enemy zone of control (brown tiles where armies should stop), spies spreading plague.. ect
- If you are discovered using an exploit/bug/cheat of any kind then you will be removed from the HotSeat. This is a 0 tolerance rule. So if you think what you are doing might be an exploit.. well then guess what? It probably is. Confirm with the Admin if needed before making a post.
Military rules
- Battles between human players are auto-resolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit (ballista/catapult/trebuchet) must be visible if used to directly assault settlement.
- NO ONE TURN PEACE. You can invade/enter anyone's land on Turn1 UNLESS they have not played their turn yet.
- Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the tringurn list. Armies standing in fortifications (fort/settlement) when defeated are excluded from this rule.
- Heroic victories vs players aren't allowed (exception when it's impossible to get another result)
- Ships cannot leave blockaded ports without defeating enemy ships first. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port. Ports can be also blockaed by land units - At least two units of land army for each ship inside the port are required to blockade the port.
- No posting defeats.
- You are not allowed to siege a settlement for purpose to deny garisson in participating in the battle, if the garrison could turn the tide of battle against you.
- You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
- Each unit of ballista/trebuchet/catapult can be used just once in each turn to take settlement.
Ballistas can assault wooden walls,
catapult can assault also stone walls /forts
and trebuchets can assault also large/huge stone walls.
- Magicians allow you to attack higher level of walls - So for example with ballista+mages you can attack forts/stone walls.
- Limit of 3 forts per region/player. Minimum of 4 units per fort.
- Watchtowers cant be built.
Agent rules
- Whether a spy may open gates the gates of the settlement depends on the size of the settlement´s garisson. If a settlements is defended by at least 720+ soldiers, then spies MAY NOT open the gates. If a settlement is defended by fewer than this number, then spies may open the gates without restriction. Screenshots must be posted.
- You are allowed to have 2 assassins + 1 for every 15 regions you own (when you have 15 regions you can have 3 assassins, 30 regions - 4 assassins)
- Assassins arent allowed to kill FL or FH and any family members. They can sabotage ( 60%), and they can kill generals They need 60% chance to assassinate, against other assassins just 40% needed. Screenshots required.
- Merchants need 60% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required
Settlement rules
- Destroying buildings isnt allowed (only exceptions are churches, which can be destroyed immediatly after taking a settlement, and magician buildings)
- When receiving a region through diplomacy all units except 1 must be disbanded.
Economy rules
- Being in debt will lead to punishments by admin:
-5000 - Armies might revolt
-10000 - Cities might revolt
-15000 - A Faction is destroyed