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Thread: [TES HS] Interregnum I

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    Default [TES HS] Interregnum I

    Interregnum I



    Welcome to Interregnum!

    There will be three alliances, each consisting of of three players, opposed by admin factions. The goal of each alliance is restoring peace in Tamriel by securing The Ruby Throne in Imperial City and defeating the other alliances. However, in order to do that they must also deal with Molag Bal, who threatens to destroy Tamriel. Furthermore, the alliances are very unstable and there is many inner threats players will have to deal with.

    The victorious alliance will be chosen using the point system (loosely inspired of Westeros Tournament). Passing the events and war in Cyrodiil successfully will be essential for the victory, samely as cooperation with your allies. Make no mistake, victory will have its cost.

    Mod

    We will be using my new Unofficial Patch 1.3 for The Elder Scrolls: Total War, which you can find here.

    Alliances



    Ebonheart Pact (led by The Great Moot)



    Points: 8

    Spoiler Alert, click show to read: 

    From The Ashlands - 1 point
    Destroying Daedric troops in Balmora - 1 point
    Killing King Kurog-gro Orsinium - 1 point
    20th turn (1st military, 2nd economy and territory - 4 points
    An Act of War - 1 point


    High Kingdom of Skyrim led by High King Jorunn The Skald-King


    Kingdom of Morrowind led by Almalexia The Goddess (in absence of Vivec and Sotha-Sil)

    Clans of Blackmarsh led by Archcanon Heita-Meen


    Daggerfall Covenant (led by High King Emeric Cumberland)



    Points: 6
    Spoiler Alert, click show to read: 

    Withered Hand - 1 point (so far)
    Being the first one to control three settlements in Cyrodiil - 2 point
    Destroying Daedric troops in Vulnim - 1 point
    Blessing of Hircine - 1 point
    Defeating Daedric troops in Crosswych - 1 point


    Players
    King Athelstan

    High Kingdom of High Rock led by High King Emeric Cumberland

    Kingdom of Hammerfall led by King Fahara'jad

    Kingdom of Wrothgar led by King Kurog gro-Orsinium


    First Aldmeri Dominion (led by High Queen Ayrenn)


    Points: 15

    Spoiler Alert, click show to read: 

    Veiled Queen - 3 points
    Wrath of The Cabala - 1 point
    20th turn (1st teritorry and economy, 2nd military) - 5 points
    Lunar Champion - 3 points
    Being the first to take 6 settlements from admin factions in Cyrodiil - 2 points
    Killing King Fahara'jad al-Antiphyllos


    Players
    Dragon., ArBo, Captain Melon

    High Kingdom of Summerset Isles led by Queen Ayrenn

    Kingdom of Valenwood led by King Aeradan Camoran

    Elsweyr Confederacy led by Mane Akkhuz-ri



    Admin - Jadli

    Admin factions
    Hordes of Oblivion led by Deadric God Molag Bal
    Worm Cult led by King of Worms Mannimarco
    The Empire led by Empress Regent Clivia Tharn

    Other factions
    (some of them might be played by
    The Hotseat Runner too temporarily)
    Great House Telvanni
    The Ashlanders
    Veiled Heritance
    House Montclair
    Stormfist Brigade



    Features


    I. Alliance Events


    For accomplishing each of these events successfully you will get 2-4 points.
    Most of these events dont have to happen in the order written below.


    Ebonheart Pact


    From The Ashlands
    Llodos Plague
    An Act of War
    Crown of Freydis
    Dangerous Union
    Day of Reckoning


    Aldmeri Dominion

    Veiled Queen
    Dominion hero
    Traitors Within

    Return from death
    Wrath of The Cabal
    Lunar Champion


    Daggerfall Covenant

    Blessing of Hircine
    On The Edge of War
    Crown of Rivenspire
    Withered Hand
    The Last Outpost of Resistance
    The Seventh Legion



    II. Cyrodiil Events

    These events will be affecting mainly admin factions, and thus also the war in Cyrodiil. You might get points from some of these events.

    Dead Rising
    Fall of the Empire
    King of Worms


    III. Optional Events

    These events will happen only if players choose to partake in them. Points might be awarded for some of these events.

    Amulet of Kings
    A Parley
    God of Schemes


    IV. War Missions

    Will be sent privately to each alliance. Each 20 turns will be given new missions. Will be rewarded with 1-3 points.

    V. Planemeld

    Dark Anchors are opening all over Tamriel. If you manage to defeat invading deadric troops in 5 turns, , you get 1 point.

    VI. Non-event points



    Cyrodiil

    MAP


    - There are 9
    alliance fortifications
    (including Weye and Fort Alessia) around Rumare Bay. Each alliance will start with three alliance fortifications, once they are unlocked by an event. You are not allowed to leave any alliance fortification empty.
    - Any new fort you build in the mainland, must be further from an alliance fortification than can a character with regular movement points march in one turn ( so far it cant reach even ZoC of the alliance fortifications).
    - Each alliance can also have maximally one fort on Imperial Isle. Such fort must not be directly blocking an access into Imperial City (the violet area)
    - You can take Imperial City any time, but you get no points for holding it, unless you own at least 5 alliance fortifications.
    - For each 3 continuous turns you hold Imperial city you get a point.
    - If an alliance manages to gain dominance (controls 9 or more settlements in Cyrodiil, or controls at least 5 alliance fortifications), the other two alliances may join forces. They can remain allies for 3 turns after the first alliance is not dominant anymore.

    Use of ships in Rumare Bay is restricted by the following rules. Every alliance has two spots for their ships (on map -
    Dominion, Pact, Covenant
    ). During your turns you can use ships to transport your units, but after that they must return them to the spots (in each spot can be maximally 3 ships). You are not allowed to attack other ships, and neither block the other alliance ships. The Bay must remain sailable for all alliancs.
    - If you manage to take Bruma/Weye/Fort Alessia/Imperial City, you can use these ports as another place, where you can keep a ship.
    Doesnt count for Cheydinhal port.


    - Being the first one who takes 3 settlements in Cyrodiil from admin factions - 2 points
    - Being the first one who takes 6 settlements in Cyrodiil from admin factions - 2 points
    - Being the first one who takes 9 settlements in Cyrodiil from admin factions - 2 points

    - Being the first one who takes 3 settlements* in Cyrodiil from other alliances - 2 points
    - Being the first one who takes 6 settlements* in Cyrodiil from other alliances - 2 points
    - Being the first one who takes 9 settlements* in Cyrodiil from other alliances - 2 points

    *Not Fort Alessia, Weye or Imperial City. Also doesnt count for settlements you take twice in 10 turns. This exception is however valid only after the alliance fortificatins are activated. Before that these settlements count too.



    - Killing enemy starting FL is worth of 1 point, samely as taking their capitals (Alinor, Elden Root, Dune, Stormhold, Mournhold, Windhelm, New Orsinium, Wayrest, Sentinel)

    Each 20 turns will be awarded points for:
    - The Strongest Economy
    - The Strongest Army
    - Territorial Gains (non-Cyrodiil) - settlements taken minus settlements lost.
    - War Missions (see IV.)


    End of the hotseat

    - The hotseat will most likely end on turn 60.


    - All winners of a the winner alliance shall receive a signature. Whether they receive a medal and a rep reward, as was originally intended, is currently under being decided, as the hotseat is longer run by the GS.
    - Roleplaying is not mandatory. However, if there will be anyone worthy, the prize for the best roleplayer will be given - 1 point to the alliance the winner comes from.




    The Rules
    - Time for alliance to play their turns is 48h. The Admin may grant a 24h extension occasionally. Only the final save of each alliance is required to be posted. The one posting the save must notify all members of the next alliance in turn order!
    - No exploits/bugs allowed.


    Posting defeats, making walls of units on map to disallow enemy agents to move and stomping/killing agents with units, surrounding armies/navies to deny retreat, intentionally spreading a plague with agents/units, stepping on a merchant to remove him from a trade resource, exploiting AI factions ( for example demanding/accepting money or settlements from AI factions), and more.
    - Suiciding a faction/alliance you play is not allowed, and may result into a removal from all GS events.

    - List of known bugs:
    1) The naval fort bug: No using ships to bypass a fort's or a settlement's Zone of Control.

    2) Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.

    3) Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
    Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.

    4) Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.

    5) Attacking ships inside the port - Attacking ships that are inside ports is not allowed.

    6) Recruitment pool fill up - Quing up units in the recruitment sloots to increase artifically units/agents maximum number you can recruit in one settlement.

    7) Recruting mercenaries in forts with depleted movement points - Using forts to get illegal maximum movement points to mercenaries in a depleted army.

    8) Using ships to get more movement range - Using ships to give more movement range to armies on seas.


    -Diplomacy with other alliances is not allowed (except events or domination in Cyrodiil). Alliances must fight each other.

    - Players are not allowed to take Ghostgate or any lands beyond it.

    Military rules

    - No one turn peace ( although you cannot attack land of the enemy alliance, if they hasnt played their first turn yet. You can cross lands of a faction that hasnt played its 1st turn yet, if your army doesnt stand in enemy territory after its movement).
    - All battles 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 must be visible if used to directly assault settlement. In some matches manual battles against AI will be allowed.
    - 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 turn list.Armies standing in a settlement when defeated are excluded from this rule.

    Heroic victories against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories may be allowed, but only if the odds are higher for the attacker than 1:1.

    - You are not allowed to post a defeat
    - Ships cannot leave blockaded ports. 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.
    -Not allowed to besiege a settlement to deny its garrison participation in battle.
    - You are not allowed to besiege a settlement to deny enemy retreat into it.
    - You are not allowed to lure an ambushing army a tile closer to bring it in range of more of your forces.
    - Limit of 3 forts per region per alliance. At least 4 units per fort are required.
    - Each unit of siege equipment can be used just once in each turn to take settlement.
    Ballistas can assault wooden walls and forts,
    catapults can also assault basic stone walls/castles,
    and trebuchets can also assault also large stone walls and fortresses.

    - Huge stone walls, citadels, alliance fortifications and capitals cannot be assaulted by any unit of siege equipment, only a siege.


    Agent rules

    - Spies are not allowed to open Gates on players, unless there is at least 60% (for capitals, huge stone walls, citadels and alliance fortifications its 80%) chance of entering into the settlement. If a spy was has been in city for several turns, you will have to leave the settlement and enter it again. If inside the settlement is at least 1200 soldiers (720 for capitals, citadels, huge stone walls and alliance fortifications), than a spy may not open the gates anyway. Screenshots must be provided
    - Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 60% chance to kill other agents, for enemy assassins/spies just 30% is required. Screenshots must be provided
    - 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

    - Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.

    Settlement rules

    - Destruction of buildings is not allowed. Only exceptions are churches of foreign religions. They can be destroyed immediately after taking a settlement
    - Not allowed to exterminate settlements.
    - Each alliance can trade maximally one settlement per turn


    Faction Descriptions
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 
    The Empire
    Spoiler Alert, click show to read: 


    When Leovic, third of the short-lived Reachman dynasty known as the Longhouse Emperors, assumed the Ruby Throne, he legalized Daedra worship across the Empire. This outraged much of the population, and prompted Varen Aquilarios, The Colovian duke, to spark a rebellion. Varen summoned the military forces of the Colovian Highlands. Secretly, he also contacted Abnur Tharn, who would later become one of his Five Companions, for assistance to "depose those foul strangers from the north". Varen based his rebellion out of the city of Bruma, and subsequently won many victories across Cyrodiil.In 2E 576, Varen and his army stormed the Imperial City, before breaking into the White-Gold Tower and driving his sword into Leovic's heart at the foot of the Ruby Throne, thus instantly killing him, and immediately declaring himself Emperor. For Abnur's loyalty and assistance in the rebellion, Varen agreed to take Leovic's widow, Clivia Tharn, as his bride. Due to the mass amount of casualties during the uprising, Varen converted the Market District of the Imperial City into the Memorial District, filling it with mass graves.

    In 2E 578, Emperor Varen Aquilarios was convinced by Mannimarco that he knew a ritual which would allow him to become Dragonborn. Varen desired to further legitimize his claim to the Imperial throne by lighting the Dragonfires in the Temple of the One in the Imperial City, which can only be done by one of the Dragon Blood. Mannimarco and Varen were joined by Sai Sahan, Lyris Titanborn and Abnur Tharn, the Five Companions. During the ritual, however, Mannimarco incapacitated the others and declared he had tricked them all; he was a servant of Molag Bal, and the ritual was actually one that would weaken the barriers between Mundus and Coldharbour.
    Clivia Tharn was soon after named the new Empress Regent of Tamriel and turned the Empire to Daedra worship, in particular to Molag Bal. Her father Abnur Tharn was the High Chancellor of the Elder Council and Overlord of Nibenay, but Abnur despised Molag Bal and his minions, thus dividing the Tharn family in two. Another important member of House Tharn was Euraxia, who gained the position of Queen of Rimmen.

    Worm Cult

    Spoiler Alert, click show to read: 


    The Order of the Black Worm arose as Mannimarco recruited mages to form a series of cells, known as Worm Nests, each led by a Worm Anchorite, who supervised adepts, Worm Warriors, and thralls. New cultists were attracted by promises of great power for those who served loyally, and all were sworn to secrecy on pain of undeath. The Anchorites reportedly communicated with Mannimarco directly, though how they did so is not clear.Some, known as Worm Eremites, decided to become undead themselves, and were always guarded by undead minions.
    Archmage Galerion sought to root out and destroy these cells, but Mannimarco proved adept at recruitment. He sought out mages from within the Guild, outcast witches, and Reachmen wizards to bring into his underground, illicit Order. In most places in Tamriel, necromancy was considered an atrocity, but many officials proved susceptible to bribery or other influences, and turned blind eyes as the black-robed Order established stronger footholds in their domains. Members of the Order reputedly never spoke Mannimarco's name aloud, referring to him only as the King of Worms.
    Galerion attributed the proliferation of soul gems and soul trapping to the influence of the Order. Soul trapping had been taught only to the most experienced and dependable mages of the Mages Guild, both because of the potential for abuse and because it was technically a subset of necromancy. Nevertheless, it became common knowledge in the emerging community of mages, apparently as part of the Order's plot to make necromancy seem commonplace. Despite Galerion's attempts to co-opt the practice of soul trapping, ferret out cells of the Order, and generally diminish their influence, the practice of necromancy became accepted as a valid, and legally tolerated, magical discipline in some places around Tamriel, notably Cyrodiil.
    During the Alliance War circa 2E 582, the Order aided Mannimarco in sinister plots across Tamriel. In so doing, they also aided Molag Bal (perhaps why they were sometimes referred to as a Daedric cult). When Empress Clivia Tharn fell under Mannimarco's sway, the Order was allowed to operate freely in Cyrodiil. The Mages Guild was ejected from the city, and the Order took their place in the Arcane University and as advisers to the Ruby Throne. From there, they set their sights on replacing the Guild across the entire continent.

    Molag Bal

    Spoiler Alert, click show to read: 


    Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is known as the God of Schemes,the King of Rape, the Harvester of Souls,the Lord of Brutality,and the Prince of Rage. His main desire is to harvest the souls of mortals and to bring them within his sway by spreading seeds of strife and discord in the mortal realms. One legend claims that Molag Bal created the first vampire when he raped a Nedic virgin, who in turn slaughtered a group of nomads.

    These events (The Empire and Worm Cult descriptions) allowed Molag Bal to initiate the Planemeld. As the Soulburst occurred, aftershocks were swept across every corner of Nirn. Mages died or went mad, Red Mountain trembled in Morrowind, earthquakes shook Skyrim and heavy storms devastated the coastlines of Elsweyr and Valenwood. The constellation of the Serpent grew so large that it seemed to threaten every star sign at once.
    After the Soulburst, Varen mysteriously went missing. Lyris was captured by Mannimarco to be sacrificed, Abnur simply fled from the city altogether and Sai Sahan was imprisoned in Coldharbour.
    In 2E 582, the Planemeld began. Transliminal portals called Dark Anchors were summoned throughout Tamriel, hooking into the ground and slowly ripping parts of Nirn away to float loosely in Oblivion. These portals were all metaphysically moored to a colossal construction in Coldharbour called the Great Shackle. The Planemeld was centered on the Endless Stair, a fortified impossibility constructed by the Mad Architect. Once an area was sundered from Tamriel, the pieces would reform as a pocket realm of Coldharbour before joining the Planar Vortex, an inter-planar realm where Tamriel and Coldharbour converged. Although fragile, the Vortex could only be accessed from within the Endless Stair. The biggest Dark Anchor opened above the skies of the Imperial City, intent on pulling the White-Gold Tower itself into Coldharbour.
    With Cyrodiil in ruins and the provinces divided by the Alliance War, few were left to oppose the invading Daedra. Meridia had her servant, Sees-All-Colors, assassinate the leader of the Fighters Guild in order to assume the role of guildmaster. Under Daedric command and funded by the wealth of Meridia's worshippers, the guild began refusing all other contracts and focused its efforts on destroying Dark Anchors and opposing Molag Bal's schemes.


    Ebonheart Pact

    The Ebonheart Pact was a military alliance between the Great Houses Dres, Hlaalu, Indoril, and Redoran of Morrowind, the Kingdom of Eastern Skyrim, and the tribes of Murkmire, Shadowfen, and Thornmarsh in Black Marsh during the chaotic Interregnum of the Second Era. It vied with the Aldmeri Dominion and Daggerfall Covenant for control over the contested Ruby Throne in Cyrodiil. It was a creation of unlikely allies, who had long histories of strife between them, but united for mutual defense, first against Akaviri invaders and later against the Daedric cultists of Molag Bal in Cyrodiil. They aimed to wipe away the rash rule of the Empire and end once and for all mortals' entanglements with higher power from beyond Nirn. The Pact was led by Jorunn the Skald-King, who headed the Great Moot in Mournhold in Morrowind.

    Skyrim

    Spoiler Alert, click show to read: 


    Jorunn was born in 2E 546 to Queen Mabjaarn Flame-Hair. His sister, Nurnhilde, was the eldest of the three alongside their brother Fildgor, and heir to the throne. Jorunn had great talent as a singer and studied the art on Skald's Retreat on the Isle of Gold near Riften. He learned from the most renowned bards in the Eastern lands and was dubbed "The Skald-Prince" of Skyrim.
    Jorunn spent most of his young life in artistic and philosophical pursuits. He spent time in Mournhold in Morrowind, Stormhold in Black Marsh, Sutch in Cyrodiil and Elinhir in Hammerfell. It is also rumored that he visited Solitude, the capital of Western Skyrim, in disguise. Despite claiming that he had no interest in leadership and politics, the young Nord found himself becoming the leader of whatever creative community he found himself in. He received little training in the martial arts, but learned less orthodox ways of defending himself in his travels across Tamriel.

    In 2E 572, Jorunn was in Riften when the Akaviri of Dir-Kamal attacked the northeast coast of Skyrim. He fought his way up the western coast with the aid of his closest friends, known as the "Pack of Bards". The Pack arrived just as the Akaviri breached the gates of Windhelm. Jorunn joined the battle in the city, but he was too late to save the city or his mother and sister.
    Wounded and devastated by the loss of his family, Jorunn felt the responsibility of his royal birth for the first time. He decided to appeal to the Greybeards and made his way to High Hrothgar. For unknown reasons, the Greybeards decided to forgo their doctrine of passivity and aided Jorunn by summoning a hero from Sovngarde; Wulfharth the Ash-King.

    Jorunn claimed the title of Skald-King and, with the aid of Wulfharth, rallied his fellow Nords of Eastern Skyrim and raised an army from The Rift and Eastmarch, then he fortified Riften. As the Akaviri marched south from Windhelm, they found Riften too well defended by the Nords, who were inspired by the presence of Wulfharth and were eager to fight. Dir-Kamal decided these Nords were too great an enemy and turned his army east into Morrowind towards Mournhold, assuming the Nords would not pursue.
    This proved a fatal error, as Jorunn led his army after the Akaviri into Morrowind. For the first time since the Battle of Red Mountain, a Nord army entered Morrowind. Dir-Kamal's army was trapped at Stonefalls and engaged in battle by Jorunn's Nords and an army of Dunmer led by the TribunalAlmalexia. The battle was undecided until a fourth army arrived on the field: a force of Argonianshellbacks led by a trio of Argonian battlemages. The Akaviri army was routed and drowned by the thousands as they were driven into the sea.

    The Ash-King, having fulfilled his promise, returned to Sovngarde. Jorunn was crowned High-King of Skyrim three weeks later at the Palace of the Kings in Windhelm, though not without contention. His twin brother, Fildgor Strong-Prince, who led the Stormfist Brigade during the invasion, sought to take the throne by force. Jorunn succeeded in exiling his brother and ushered an era of peace and diplomacy across Skyrim and the newly-formed Ebonheart Pact. Jorunn also had a son, Irnskar.
    Jorunn was later appointed acting High King after the Great Moot, a unique form of government in which decisions must be ratified by all composite parties. He rules from the ancient city of Windhelm.

    Blackmarsh

    Spoiler Alert, click show to read: 


    Vicecanon Heita-Meen was an Argonian ex-slave who served as a vicecanon in Stormhold during the time of the Ebonheart Pact. She is largely responsible for the Argonians' entry into the Pact.
    Heita-Meen was born during the mid-Second Era and raised as a house-slave, receiving little education. Her master was Councilman Glathis Dres of House Dres, known for his cruelty even by Dres standards. She worked on a saltrice plantation in Thorn. Circa 2E 572, after being beaten unconscious for seating the guests at a banquet out of order, she planned an escape with her fellow slaves. They fled into the Thornmarsh, and stumbled into a troop of treacherous Argonians from the Archein tribe, who were employed by the Dres. It was while she was held captive in the Archein village that Heita-Meen received a vision from the Hist, who wanted her to defend the Nords and Dunmer in battle.

    The Archeins escorted them back to Thorn, which was nearly empty of Dunmer following Almalexia's call to arms to defend Morrowind against the Second Akaviri Invasion. Seeing this, Heita-Meen strangled Glathis with his own whip, and swiftly challenged the centurion of the Archein guards for her position by right-of-combat. After killing the centurion and gaining command of the Archeins, Heita-Meen marched on Stormhold, intending to do the same there. Instead, the troop encountered Walks-in-Ash, who was able to convince Stormhold's Shellbacks to join without bloodshed. The army then marched on Stonefalls in Morrowind to fight the Akaviri. They arrived at the final battle near Ebonheart and helped to push the invaders into the sea
    .
    The Argonians' participation in the battle helped contribute to the signing of the Ebonheart Pact between Eastern Skyrim, Morrowind, and Black Marsh. Heita-Meen was released from slavery and appointed as the Argonian vicecanon of Stormhold, where she shared power with the Nord Vicecanon Hrondar and the Dunmer Vicecanon Servyna. Guided by the Hist, Heita-Meen's actions had allowed the Argonians to preserve their culture and reclaim their lands under the Pact.



    Morrowind

    Spoiler Alert, click show to read: 


    Almalexia, also known as Almalexia the Lover, Almalexia the Warden, and Ayem, was one of the three God-Kings who constituted the Tribunal, or Almsivi, along with Vivec and Sotha Sil. She was very popular amongst the Dunmer, who called her "Healing Mother", "Lady of Mercy", and "Mother Morrowind". They knew her as the source of compassion, sympathy, and forgiveness, the protector of the poor and weak, and the patron of teachers and healers. She resided in the temple city of Mournhold within the city of Almalexia, the capital of Morrowind, and was closely associated with House Indoril. She was also the most personable of the Tribunal, and was well-known for walking amongst her people. As a mortal, she was the wife of Lord Indoril Nerevar, First Councilor of Resdayn. As a living god, she became the consort of Vivec, who associated her with the stars.
    Originally the counselors to Nerevar, the Tribunal came to power amongst the Dunmer following her husband's death at the Battle of Red Mountain circa 1E 700. Before his death, they swore oaths to Nerevar upon Azura that they'd never use the Tools of Kagrenac on the Heart of Lorkhan in order to steal its divine essence for themselves. A few years later, Almalexia and her fellow Tribunes broke that oath to become living gods. This led to the transformation of the Chimer into the Dunmer, and the Tribunal became their immortal protectors, leaders, and gods. The truth of how they gained their divinity was covered up; according to the Heirographa, the orthodox public teachings of the Tribunal Temple, their divinity was a more spontaneous result of their supernatural virtue, discipline, wisdom, and insight.

    Almalexia wielded her divine power for the protection and benefit of the Dunmer for thousands of years. Sotha Sil largely remained aloof and mysterious, but Almalexia and Vivec both took very active roles in leading their people throughout the First and Second eras. Her acts of amazing power and kindness are countless. Her blessing was said to do extraordinary things, like protect a person infected with Corprus from suffering the disease's effects. Saint Felms the Bold is said to have been inspired by the voice of Almalexia in his head. The Hands of Almalexia were her personal guard, and were often called the greatest warriors in all of Tamriel. Like Vivec, she wrote extensively, though she focused on children's fables and similar works meant to nurture the morality of her people rather than Vivec's more cerebral, spiritual guidance.

    In 1E 2920, Mehrunes Dagon destroyed the city of Mournhold. After an epic battle, he was defeated by Almalexia and Sotha Sil. This was portrayed in the historical fiction 2920, The Last Year of the First Era, which also suggested Almalexia foresaw in her dreams the end of the Four-Score War, as well as the end of the Reman Dynasty.
    In 2E 572, Almalexia fought alongside Wulfharth, also known as the Underking, against Ada'Soom Dir-Kamal during an Akaviri invasion of northern Tamriel. Sources seem to disagree on certain aspects of this conflict. Mysterious Akavir treats Morrowind as the target of the Akaviri invasion, though Skyrim was apparently the Akaviri's initial target. The Arcturian Heresy claims Almalexia was the one who summoned the Underking to fight alongside the Tribunal (even though in life, he had been one of their greatest enemies). Jorunn the Skald-King contradicts this, crediting the Greybeards with summoning the Ash-King. The book also claims that Dir-Kamal's army was crushed by several Tamrielic military forces, not just the Dunmer army under Almalexia's command, and that this occurred at a place called Stonefalls. The other sources don't mention the Nordic or Argonian forces which played roles, and Mysterious Akavir says Dir-Kamal was defeated at Red Mountain.
    Following the Akaviri invasion, Almalexia was a strong supporter of the formation of the Ebonheart Pact. It was she who convinced the Great Houses (sans Telvanni) to join the Pact.

    First Aldmeri Dominion

    The Aldmeri Dominion is made up of Altmer, Bosmer, and Khajiit. The faction was originally founded to overthrow the Empire and restore Elven rule to Tamriel. The three races in the faction consider themselves to be the most civilized and intelligent of all the races of Tamriel. They also believe that they could rule Tamriel better than any human could, and that they were chosen by the Divines to rule. The capital city of the Dominion is Elden Root in Valenwood and is led by Queen Ayrenn from the Summerset Isles. However, there is some internal conflict in the Dominion, which threatens to destabilize the entire alliance if not kept at bay. The Dominion was formed in 2E 580 by Queen Ayrenn after months of diplomacy between Summerset, Valenwood and Elsweyr.

    The Dominion's motivations for fighting are to restore Elven rule to Tamriel - the land which they settled long before men arrived from Atmora.

    Summerset Isles

    Spoiler Alert, click show to read: 


    Ayrenn was born the eldest child of King Hidellith of Alinor and Kinlady Tuinden, on the 5th of Second Seed in 2E 555. Her conception and naming was ordained by the Scrolls of Praxis. All of Summerset, Auridon, and Artaeum are said to have celebrated her auspicious birth for fifty-five days. It was foretold that Princess Ayrenn would reflect the restless and turbulent times in which she was born, and would one day bring innovations to the rule of the Summerset Isles. From an early age, the nimble and quick-witted princess would often adopt unorthodox approaches to schoolwork, and sometimes went missing for several days, only to return with unusual knowledge and mastery of skills. She trained in blades beside her father, rode horses along Summerset's golden beaches, and memorized the history and sonnets of her people.

    Ayrenn would later disappear from the Summerset Isles at the age of eight, somewhere between the Alinor palace and the Crystal Tower in the year 2E 563. The entire royal family of Alinor had gathered at the Crystal Tower to celebrate Ayrenn's matriculation to the Sapiarchs' Labyrinth, where she was to study Altmeri Regal Praxis and Ceremoniarchy for a requisite 3,555 days.This time of intensive study had been required by all Summerset rulers in the past, and Ayrenn was to step into that period with arms wide. The Sapiarchs reported that the night of her disappearance was filled with signs and portents. The constellation of the Lady seemed to ride the constellation of the Steed, while the Great Orrery spun backward, and a young eaglet was found atop the statue of Topal the Explorer.
    While the Justiciars began their long search for the princess, Ayrenn was already on the Isle of Balfiera. It is here where she began a new life with Direnni at the Adamantine Tower. The members of that clan trained Ayrenn in the art of war, turning her simple noble swordplay to lithe and seasoned blade-dancing. Her beachside rides became forced marches on horseback, and her singing of sonnets gave way to the study of the arcane arts. Ayrenn's eldest brother, Prince Naemon, would later be named heir to the throne of Alinor.

    Following the death of King Hidellith in 2E 580, Ayrenn made an unexpected return to the Summerset Isles, travelling by swan ship from Port Velyn in Valenwood. After arriving in Firsthold, she announced that she was prepared, as the eldest heir, to assume the Throne of Alinor, and the High Justiciar affirmed that this was her right. She was crowned Queen Ayrenn on the 7th of Frostfall in the same year. It is said that the Sapiarchs endorsed all of the innovations Ayrenn brought to the rule of the Summerset Isles.

    During her extensive travels around Tamriel before returning to Summerset, Ayrenn suffered personally at the hands of Abnur Tharn in the Imperial City, sparking her a hatred of men. The Aldmeri Dominion was the brainchild of Queen Ayrenn after having assumed the throne, and she saw it as the Altmer's duty to retake the White-Gold Tower, which the Mer originally built, and to eradicate the Daedric threat menacing Nirn. Her new Dominion aided the Camoran King Aeradan in repelling the Colovian invasion of Valenwood,and also helped restore order to Elsweyr from the chaos that followed the devastating Khahaten Flu.
    A group of High Elven supremacists, racists, and isolationists called the Veiled Heritance formed in response to Ayrenn's return. Seeking an end to the Dominion, they believed that the Queen had been corrupted by her alliance with the Bosmer and Khajiit, which "elevated their races" to be equals with the Altmer. Their goals included forcing Ayrenn to step down as Queen so they may appoint their own regent, and for everyone not of High Elven descent to leave the Summerset Isles.

    Valenwood

    Spoiler Alert, click show to read: 


    King Aeradan was the king of Valenwood during the rise of the First Almderi Dominion. In the grips of an internal civil war within itself, The Cabal of the Imperial City took advantage of the Camoran Dynasty’s disarray by launching an invasion of northern Valenwood along the Colovian boarder into Cyrodiil. In this time of need, Aeradan turned to the help offered by Queen Ayrenn and the Aldmeri Dominion in repelling the Colovian Forces. This alliance between them could be considered the very first beginnings of the First Aldmeri Dominion.

    The History of the Camoran Dynasty dates back to one of the earliest dates in Tamriel’s recorded History, 1E 0. Little is known about the Elf himself, but it is told that it was King Eplear who founded the Dynasty and first succeeded in uniting the fractured clans of Valenwood, Tamriel’s earliest Bosmer, and created their first effective political identity. This is considered one of the “greatest military feats in Tamriel’s history.”
    Next to this, Eplear is probably best known for openly welcoming and inviting any race into Valenwood to live side by side with the Bosmeri. One of the most significant instances of refugees fleeing to the protection the Camoran’s offered were the Ayleids, who fled into Valenwood in large numbers after the Slave Rebellion and the rise of the Alessian Empire. For this, he is remembered by Tamriel as a kind, benevolent Monarch. It is from his reign that the Camoran bloodline most likely began to carry not only Altmer blood, but Ayleid bloodlines as well.

    The Camoran Dynasty is split into several treethanates, while the ancient Camaron throne itself lies somewhere in the highest branches of Falinesti; the walking tree city of the Bosmer king. Current capital of Valenwood is Elden Root.

    The Bosmer allegedly made the Pact with Y'ffre, the Forest Deity. The Bosmer were religiously carnivorous and cannibalistic as a result of the Green Pact, a central portion of the Bosmer faith. The Green Pact is never explicitly shown, but in its simplest form, it sets these rules down: Bosmer may only consume meat-based products and are forbidden to harm any plant for their own betterment. As a result of these stipulations, Bosmer are dependent on either stone or imported timber for construction purposes.
    The Green Pact has also heavily impacted Bosmeri cuisine, combat, and weaponry. They have developed methods of fermenting meat and milk to develop powerful alcoholic beverages and weapons such as bows are often made of treated and shaped bones. Most notable about Bosmeri combat is their stipulation that a combatant must consume an enemy's corpse within 3 days of killing them. Their families are allowed to help eat the kill. This has led to changes in approaches to combat, such as fasting and planning family feasts following a battle. They also cannot smoke anything of a vegetable nature. Bone pipes are common, however, and are filled with caterpillars or tree grubs.

    Elsweyr
    Spoiler Alert, click show to read: 

    In 2E309 Keirgo of Anequina and Eshita of Pellitine combined their long-feuding kingdoms to create Elsweyr, sparking a great class struggle that briefly threatened to draw in outside intervention. Power shifted from two separate kingdoms, each with its own central government and allied tribes, to a nobility besieged by those tribes, who felt that both their ruling classes had betrayed them.
    Keirgo petitioned the Empire for help, but it had just lost its own ruler, Potentate Versidue-Shaie, and was in similar disarray. When the old capital, Ne Quin-al, fell to the rebels, it seemed Elsweyr would soon burst under the weight of its own union. Peace was restored, however when the normally nonpartisan khajiit spiritual leader, the Mane Rid-T'har-ri'Datta, "bestowed to the classes equality under the bi-lunar shadow, dividing their power in accordance with two-moons-dance of the ja-Kha'jay". What this established, in a more understandable sense, was a rotational power base in which both sides of khajiit society, the city-dwellers under the nobility and the nomadic tribes of the desert chieftains, shared alternate control of the region based on the phases of Masser and Secunda; the terms of this measure, the Riddle-T'har, were overseen by the thinly-veiled dictatorship of the Mane himself.

    The Mane is the formal title given to the nonpartisan spiritual leader and ruler of
    Elsweyr and the Khajiit people. Sometimes, they are successful in bringing temporary peace to the province; however, this does not last very long. The Mane has been known to reside in the city-state of Torval, where he is protected by his Warrior Guard.


    Khajiit tradition holds that only one Mane can be alive at any one time and that there is only one Mane, who is simply reborn in different bodies.
    A Mane can be born only under a rare alignment of the moons Masser and Secunda when, according to legend, a third moon appears in the sky. In ancient times, the Khajiit would shave off their own manes in deference to the Mane, braiding them into locks that he would incorporate into his own, gigantic mane. Over time, as the population of the region grew, this ritual became impractical.

    Mane Akkhuz-ri is a Khajiit and current Mane, the spiritual leader of his people. He is often accompanied by his Speaker and loyal friend, Lord Gharesh-ri.
    Twins Khali and Shazah were born as twins during the alignment of the moons, making them both Lunar Champions. They have to compete with each other to become the new Mane.

    Daggerfall Covenant

    The Daggerfall Covenant is made of Bretons, Redguards, and Orsimer. Similar to the Ebonheart Pact, the three races in the Covenant had bad histories with one another. But due to trade disruptions against all three provinces, much poverty and suffering was caused. This in turn caused the three races to all unite as one faction in order to save their people. The Covenant's capital city is Wayrest in High Rock is led by King Emeric. The Covenant was formed in 2E 567 after the events of a brutal civil war in High Rock known as King Ranser's War.

    The Covenant's motivations for fighting are to restore the Empire and to end all the chaos and suffering going on in Tamriel caused due to the Empire's collapse.

    High Rock

    Spoiler Alert, click show to read: 
    Emeric was originally a merchant prince from High Rock, son of Pierric of Cumberland. In his youth Emeric learned not only economics, but at his father's insistence also how to ride and fight. For a time he trained with the Menevia Dragoons and even served as a mounted escort for the Evermore Caravan, fighting bandits, goblins, and Reachmen

    In 2E 541 Durcorach the Black Drake led an army of Reachmen into Bangkorai, brutally sacking Evermore and Hallin's Stand before besieging Wayrest. Emeric fought in the Siege of Wayrest, which lasted for fifty-seven days. Durcorach was impatient and had no siege engines, and so left a small force to continue the siege of Wayrest and marched his army into Glenumbra, sacking Camlorn and besieging Daggerfall.
    Emeric was able to convince King Gardner of Wayrest to send the Menevia Dragoons by sea to attack Durcorach's army from behind. Emeric took the Reachmen completely by surprise, and as the Dragoons cut a swath through the Reachmen and Emeric slew Durcorach in single combat, King Bergamot of Daggerfall led a sortie. Caught between two armies, the Reachmen were soundly defeated.
    A fortnight later, Emeric was present as the First Daggerfall Covenant was formed, comprising the Breton kingdoms of Daggerfall, Camlorn, Shornhelm, Wayrest, and Evermore.

    Emeric ascended to the throne of Wayrest in 2E 563, after the Knahaten Flu killed most of his family. He married King Fahara'jad of Alik'r's daughter Maraya, with whom he had a son and a daughter. And his brother Nathaniel of Alcaire married Maraya's sister Lakana. This strengthened the alliance between the Bretons and the Redguards, though caused strife within High Rock, as Emeric rejected King Ranser of Shornhelm's daughter for Maraya.

    Ranser was infuriated by Emeric choosing Maraya over his own daughter, and in 2E 566 Ranser led the army of Shornhelm, bolstered by many mercenaries, into Stormhaven to besiege Wayrest. Fortunately, a stubborn defense by Emeric's Lion Guard ended Ranser's hope for a swift victory, instead turning into a long siege. The Daggerfall Covenant bore fruit, as Breton forces from across High Rock arrived to assist Emeric, and before long Redguard and Orsimer forces joined them thanks to Emeric's skill at diplomacy. Attacked from all sides, Ranser was slowly but surely forced into retreat back to Rivenspire. Eventually Ranser's host was surrounded at Traitor's Tor where his army was annihilated at the battle of Markwasten Moor, and Ranser himself was slain.

    After the unprecedented cooperation of Breton, Redguard, and Orsimer forces during King Ranser's War, Emeric was able to convince them to form the Second, or Greater, Daggerfall Covenant, with Emeric himself as the High King.

    Hammerfell

    Spoiler Alert, click show to read: 


    King Fahara'jad was the ruler of Sentinel in the sixth century of the Second Era. He married Za-Rifah, the "Flower of Taneth", with whom he had three children: the eldest Maraya, the "Jewel of Satakalaam", his second-daughter Lakana, the "Star of the Almandine", and the young Crown Prince Azah, the "Lion of Antiphyllos".

    According to the biography The All-Beneficent King Fahara'jad, when Fahara'jad was a prince of Antiphyllos, he hunted birds in the Garden of the Grandees. After he killed a crow, Onsi himself descended from the heavens to save the prince from a vengeful hagraven. The tale says Onsi intervened because Fahara'jad was prophesied to lead his people during the "Years of Peril" (of course, the only witness to this encounter was Fahara'jad himself).

    His daughter Maraya was married to King Emeric of Wayrest in the spring of 2E 566, resulting in a prosperous trade agreement between the two prominent Iliac Bay kingdoms (and a war between Wayrest and Shornhelm). Published excerpts from The History of Histories, As Told to Young Prince Fahara'jad include The True-Told Tale of Hallin and The Worthy Ar-Azal, His Deeds. The latter gives a history lesson for him on Ar-Azal, a former High King of Hammerfell and Fahara'jad's great-grand uncle. His lineage is further discussed in The Royal Lineage of Sentinel.

    During the Three Banners War, Fahara'jad represents all the Redguards of Hammerfell, and he called on all "loyal sons and daughters of Alik'r" to defend the Covenant. He offered protection to any ships sailing under the banner of the Covenant, as well as bounties on the vessels and crews allied with the Aldmeri Dominion or the Ebonheart Pact.

    Crowns often called Fahara'jad a usurper, amongst other aspersions. It was rumored that a traitorous adviser named Suturah slew several of Fahara'jad's other advisers as part of an attempt on the king's life, which ultimately failed. After that he escaped from Sentinel, continuing in his plots



    Wrothgar

    Spoiler Alert, click show to read: 


    After the transformation of the Orsimer deity known as Trinimac into the Daedric PrinceMalacath, the Orcs, who transformed as well, fled to the northern wastes, near Saarthal. After hundreds of orcs, ogres, goblins, gremlins and other beastfolk were set free by the Altmer during the Camoran Dynasty, they chose to settle in an uninhabited mountain region close to Old Hroldan in High Rock, as their people were dependent on a rare, shaggy, giant centipede herd-beast that can only survive at high altitudes.In the tenth century of the First Era, chieftain Torug gro-Igron brought the Orcish people together and founded a village in the western Wrothgarian Mountains. Thanks to the cooperation of several Orcish clans, particularly Igrun, Morkul, Shatul, and Tumnosh, the village quickly grew into a great stone city. The first Orsinium drew the Orcs by its magnificence and Torug's vision of a united Orc nation. It continued to grow and prosper in the First Era, also absorbing the Orc refugees who were fleeing Hammerfell due to the Ra Gada invasion.

    After a while, the Orsinium army grew determined to capture the Bjoulsae River and force the kingdom of Wayrest to provide compensation for its services. Naturally, this did not settle well with their neighboring kingdoms, especially the Kingdom of Daggerfall. In 1E 948, King Joile of Daggerfall sent a letter to Gaiden Shinji of the Order of the Diagna, which proposed a joint attack on Orsinium. Agreeing to provide aid, an alliance was formed between the Order of Diagna and the armies of Daggerfall (High Rock) and Sentinel (Hammerfell). The armies amassed and began a campaign for the destruction of Orsinium.During the campaign, which became widely known as the Siege of Orsinium, the Breton armies of Daggerfall, the Redguard soldiers of Sentinel, and the Yokudan Order of Diagna invaded the Orc homeland. The Orcs gave much resistance and proved themselves to be fearsome and brutal warriors, just as they did in the past. However, king Joile of Daggerfall already planned to betray the Redguards and invade Hammerfell after having destroyed Orsinium. He and his Reachman general, Mercedene of the Winterborn, tricked the Orcish hero Baloth Bloodtusk and his Savage Sons, who initially did not take part in the war, to join King Golkarr of Orsinium. Afterwards, he manipulated the leader of the Order of Diagna, Gaiden Shinji, into having a duel with Bloodtusk over Orsinium's fate. During the duel, Mercedene ordered Joile's archers to kill both combatants, effectively removing the most powerful warriors of both Orsinium and the Order of Diagna for Joile. Eventually, after a 30 year siege, the allied forces breached Orsinium and overran the city, completely razing it in 1E 980. Even before Orsinium was razed, King Joile executed his plan of invading Hammerfell in 1E 973, but he was defeated and killed at the Bangkorai Pass by the Ansei warrior Makela Leki. Although the siege marked the destruction of Orsinium, the Orsimer homeland would rise again.The first Orsinium was rebuilt and razed again at least two more times.The land briefly became an Imperial province under the rule of the Akaviri Potentate. During that time, Frostbreak Fortress was built to help defend it.

    After the assassination of Savirien-Chorak in 2E 430, the province lost its status as an Imperial territory, and Orsinium was destroyed for the second time in 2E 431. At some point after that, Orsinium got under control of the first Daggerfall Covenant. When King Ranser of Shornhelm attacked Wayrest in 2E 566, King Emeric of Wayrest sent emissaries into Wrothgar and promised to return Orsinium to the Orcs in exchange for helping him defeat Ranser. The clan of Kurog gro-Bagrakh answered his call and helped annihilate Ranser's forces at Markwasten Moor. These events led to the formation of the Second Daggerfall Covenant, and Orsinium, ruled by King Kurog, became a part of it.


    King Kurog, alternatively known as Kurog gro-Orsinium and Kurog gro-Bagrakh, is the King of Wrothgar and rules from Orsinium. He only rules in theory in northern Wrothgar, which is a patchwork of Strongholds, but he does control southern Wrothgar.
    Kurog is a controversial ruler, as he joined the Daggerfall Covenant - comprised primarily of Redguards and Bretons, who had antagonized the Orcs for centuries. Moreover, Kurog publicly insists that his people worship Trinimac rather than the Daedric Prince Malacath, which fails to convince many other Covenant citizens and makes him unpopular with his people.

    Last edited by Jadli; October 08, 2018 at 07:52 AM.

  2. #2
    ArBo's Avatar Senator
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    Default Re: [GS EVENT] Interregnum I

    If inside the settlement is at least 1200 soldiers
    (720 for capitals, citadels, huge stone walls and alliance fortifications), than a spy may not open the gates anyway.
    Quick suggestion: in TES Newbloods III there was a very similar rule, and there I noticed that the rule gave certain factions an advantage over others as they have more men in their units. An alternative system would be something like the one used in the AC Grand Campaign Hotseat 2, where there cannot be more than a certain number of units' equivalent inside a city.

  3. #3
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Alright, everything is finally ready!

    Actually not, I have made a tiny hotfix for few unimportant things. Better to fix them than live with them in all future TES hotseats.
    LINK
    Just extract it into mods/The_Elder_Scrolls and overwrite everything. (if it doesnt ask you to ovewrite something is wrong) If you havent download the patch 1.3 yet, just use the normal link from the patch forum, as it was already upgraded. You can also use the FULL link for the entire mod.

    I think I have said everything important ten times already, so Ill say only this: Good luck! You will need a lot of it. Ebonheart Pact is up!
    http://www.mediafire.com/file/2x9q1n.../IR_PACT_1.sav

    Only one thing. Make sure to notify all members of the next alliance in turn order once your alliance finishes your turns.

    If you were not keeping up to date, perhaps you should read through the old thread

    War Missions shall be sent to each alliance asap.





    Events

    I. Covenant

    Withered Hand, Part I

    Suturah marches on Sentinel!

    Suturah, the former disgruntled advisor of King Fahara'jad and secretly a practicing Necromancer, killed all of King Fahara'jad advisors and reanimated them in an attempted assassination of the King, though the attempt failed Suturah did manage to escaped the capitol. Suturah fled to the eastern portion of Hammerfell where he joined the ranks of the Order of the Black Worm. With the help of the Order, Suturah raised and army of undead Ra-Netu and is now marching on Sentinel! The Capital of Hammerfell and life of king himself is in danger. King Fahara'jad has secretly appealed to the exiled tribe of Ash'abah for help. Ash'abah are shunned by Redguard society due to their "unclean" interactions with the risen dead, as they disregard religious taboos and destroy the undead, slaying with great skill what might be honored ancestors returned. Against the widespread distrust of magic, the Ash'abah perform rituals of purification for mausoleums and other places where vengeful spirits might arise, including an annual ceremony at Tu’whacca’s Throne meant to ensure the rest of the ranks of Redguard royalty. This activity is regarded as blasphemous, but tolerated due to the necessity of its performance. The Ash'abah consider the body to be sacred. If one ever becomes corrupted by necromancy, they strive to preserve the body while banishing the unholy essence. To achieve this, they have developed highly ritualistic methods of killing that involve uttering pleas of forgiveness and apology. However, even with the Ash'abah tribe joining king's ranks, it might not be enough...

    Effects
    Suturah must be defeated, before he exterminates Sentinel. Royal family, King Fahara'jad and prince Azah, must survive this event. If these conditions are fullfiled, The Covenant shall receive 1 point.
    (Forts will not slow them down. Both his armies must be defeated. If he is only defeated, and not killed, he might return in the future. An exception from rules - You can surround his army in order to kill him).


    II. Dominion

    Veiled Queen, Part I

    Veiled Heritance rebellion!

    Veiled Heritance attempted to assassinate High Queen Ayrenn in Vulkhel Guard, and is now in open rebellion against the Dominion! The Veiled Heritance is a covert group of Altmeri nationalists formed in response to the rise of Queen Ayrenn and the Aldmeri Dominion. Vehemently against the young queen and her Bosmer and Khajiit allies, they sough to depose her and appoint their own regent The Heritance consists mainly of disenfranchised veterans and youths. Many more traditional Altmer despised the Dominion due to their feelings of racial superiority and disliks Ayrenn due to her unorthodox wanderings as a youth, and as such the Heritance enjoys widespread support.

    Several altmer nobles has declared for their cause...

    Effects

    If the Dominion manages to take the rebelling settlements back in 4 turns, they shall receive 1 point.


    III. PACT

    Nothing yet, Part I

    Placeholder

    Last edited by Jadli; May 18, 2017 at 08:15 PM.

  4. #4
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Quote Originally Posted by ArBo View Post
    Quick suggestion: in TES Newbloods III there was a very similar rule, and there I noticed that the rule gave certain factions an advantage over others as they have more men in their units. An alternative system would be something like the one used in the AC Grand Campaign Hotseat 2, where there cannot be more than a certain number of units' equivalent inside a city.
    All used factions in this hotseat have the same amount of men in units, except few very special cases which nobody will probably hire anyway. These units have less men, and not more, so no problem here. Thank you for the suggestion tho!

  5. #5
    ArBo's Avatar Senator
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    Default Re: [GS EVENT] Interregnum I

    It's fine then. My suggestion was mainly applicable to the previous TES mod, should have double checked here.


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  6. #6
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Some ppl claim MEGA doesnt let them download, so you can use a mediafire link. Hower, its only the patch, not the entire mod.

    It also came at my mind, you might want to test some things, so here is a test save with no password (as in the original save some admin faction already have a password).

    http://www.mediafire.com/file/6ec6ig...sting+save.sav

  7. #7

    Default Re: [GS EVENT] Interregnum I

    Hmm, both test saves you posted result in CTDs. Should I just do another fresh install? I went Full mod from old thread -> descr buildings -> hotfix

  8. #8
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Both links in the post 3 are already upgraded, so its not necessary to install any hotfix anymore. So either download the patch (1-3Gb) and etract it to your TES folder, or just use the fulll link as it is very simple to install

  9. #9
    Loose Cannon's Avatar Primicerius
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    Default Re: [GS EVENT] Interregnum I

    Quote Originally Posted by Jadli View Post
    Both links in the post 3 are already upgraded, so its not necessary to install any hotfix anymore. So either download the patch (1-3Gb) and etract it to your TES folder, or just use the fulll link as it is very simple to install
    I did that and all I get is a couple of CTDs. Once the mod is fixed then we can start the timer. Oh and we need to have the proper amount of time to play this. Some of us have real lives. 72 hour minimum.
    Old age and treachery will always beat youth and exuberance-David Mamet

    Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon

  10. #10
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Use the full download then

  11. #11
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Not sure what more can I do here for the few remaining ppl....

    If you already have a version of TES (doesnt matter which), but the save is not working, use only the patch and extract it into the mod and overwrite everything.

    If you have no version of TES yet, use the FULL download. Its the entire patched mod, no need to do anything else with this than download it... If the link download doesnt work for you for some reason, just use the link from the previous sentence, as in it you can also find a link to the base game.

    As I said, extensions for the first turns are automatically granted. Tho, they are already gone it seems...
    Last edited by Jadli; May 22, 2017 at 12:29 PM.

  12. #12
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Aright, the situation seems to be that that we suddenly have only 1 Pact player in this HS for various reaons. Trying to find at least one replacement to get this going.
    Last edited by Jadli; May 23, 2017 at 04:09 AM.

  13. #13
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    Alright, this was faster than I expected. Replacements were found, we are rollling again. Members of this Pact team are joerock22, Mergor and REDBOOSTY, links to the profiles are in OP (JC was moved to the other hoteat for balancing purposes). We have basically restarted, so the new time limit for The Pact team is granted (48hrs plus 24hrs extension)


    Quote Originally Posted by Jadli View Post

    If you havent download the patch 1.3 yet, just use the normal link from the patch forum, where you can also find the actual the patch feature, and follow the installation instructions.

    You can also use the FULL link for the entire mod, just extract into mods and play

    Good luck! You will need a lot of it. Ebonheart Pact is up!
    http://www.mediafire.com/file/2x9q1n.../IR_PACT_1.sav

    Only one thing. Make sure to notify all members of the next alliance in turn order once your alliance finishes your turns.

    If you were not keeping up to date, perhaps you should read through the old thread






    Events

    I. Covenant

    Withered Hand, Part I

    Suturah marches on Sentinel!

    Suturah, the former disgruntled advisor of King Fahara'jad and secretly a practicing Necromancer, killed all of King Fahara'jad advisors and reanimated them in an attempted assassination of the King, though the attempt failed Suturah did manage to escaped the capitol. Suturah fled to the eastern portion of Hammerfell where he joined the ranks of the Order of the Black Worm. With the help of the Order, Suturah raised and army of undead Ra-Netu and is now marching on Sentinel! The Capital of Hammerfell and life of king himself is in danger. King Fahara'jad has secretly appealed to the exiled tribe of Ash'abah for help. Ash'abah are shunned by Redguard society due to their "unclean" interactions with the risen dead, as they disregard religious taboos and destroy the undead, slaying with great skill what might be honored ancestors returned. Against the widespread distrust of magic, the Ash'abah perform rituals of purification for mausoleums and other places where vengeful spirits might arise, including an annual ceremony at Tu’whacca’s Throne meant to ensure the rest of the ranks of Redguard royalty. This activity is regarded as blasphemous, but tolerated due to the necessity of its performance. The Ash'abah consider the body to be sacred. If one ever becomes corrupted by necromancy, they strive to preserve the body while banishing the unholy essence. To achieve this, they have developed highly ritualistic methods of killing that involve uttering pleas of forgiveness and apology. However, even with the Ash'abah tribe joining king's ranks, it might not be enough...

    Effects
    Suturah must be defeated, before he exterminates Sentinel. Royal family, King Fahara'jad and prince Azah, must survive this event. If these conditions are fullfiled, The Covenant shall receive 1 point.
    (Forts will not slow them down. Both his armies must be defeated. If he is only defeated, and not killed, he might return in the future. An exception from rules - You can surround his army in order to kill him).


    II. Dominion

    Veiled Queen, Part I

    Veiled Heritance rebellion!

    Veiled Heritance attempted to assassinate High Queen Ayrenn in Vulkhel Guard, and is now in open rebellion against the Dominion! The Veiled Heritance is a covert group of Altmeri nationalists formed in response to the rise of Queen Ayrenn and the Aldmeri Dominion. Vehemently against the young queen and her Bosmer and Khajiit allies, they sough to depose her and appoint their own regent The Heritance consists mainly of disenfranchised veterans and youths. Many more traditional Altmer despised the Dominion due to their feelings of racial superiority and disliks Ayrenn due to her unorthodox wanderings as a youth, and as such the Heritance enjoys widespread support.

    Several altmer nobles has declared for their cause...

    Effects

    If the Dominion manages to take the rebelling settlements back in 4 turns, they shall receive 1 point.


    III. PACT

    Nothing yet, Part I

    Placeholder


  14. #14
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    I figured out I should specify, which settlements count as Cyrodiilic settlements - Anvil, Kvatch, Skingrad, Chorrol, Fort Sutch, Fort Brindle, Fort Alessia, Weye, Imperial City, Gate of Ni-Mohk, Fort Dragonclaw, Bruma, Cheydinhal, Fort Drakelowe, Fort Cuptor, Fort Doublecross, Fort Blueblood, Bravil, Borderwatch and Leyawiin.

    Also, I had to answer similar quetions to several players, so I thought it would be best to answer the most frequent ones here.

    1) Will admin factions lift a siege, if their settlement is besieged? All factions controlled by me will be behaving as other human factions, so if I have enough men to for example lift a siege, I would do it. Spy/siege eq rules obviously also apply, samely as for rebels/AI factions.

    2) Can we attack admin factions on the first turn? Yes, most of them are actually first in the turn order (or the last), so I have already played the turn anyway. However, settlements of some admin factions are located in Ashlands, beyond the Ghostgate, which you are not allowed to enter. North/east of Cheydinhal are also stored some characters for events, which you are not allowed to harm in any way.

    3) Is there any way to prepare for the events? This scenario is a direct adaptation of the events of The Elder Scrolls Online, so most of these events are also in the original game. Most of these events can be also found in The Three Banners War, one of the custom campaigns included in this patch, which is basically a singleplayer version of this hotseat.
    Last edited by Jadli; May 25, 2017 at 09:57 AM.

  15. #15

    Default Re: [GS EVENT] Interregnum I

    Quote Originally Posted by Jadli
    - Killing enemy starting FL is worth of 1 point, samely as taking their capitals (Alinor, Elden Root, Dune, Stormhold, Mournhold, Windhelm, New Orsinium, Wayrest, Sentinel)
    Small correction, the capital of Elsweyr is Torval.

    Also a note for rp:ers. The correct titles for the khajiit faction leader and heir is Rid-t'har (Mane) and Kha'jaypelin (Lunar Champion) respectively.

    Kha'jay siirithse jer wodro, kiz jai'do samadi rakiz.
    (Good luck and may the best alliance win.)
    "Fusozay Var Var": Enjoy Life


  16. #16
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    True that, not quite sure why I put down there Dune. On the other hand, changing the capital back to Torval would give the pact team an advantage, as they start with an army close to it, so I think it would be best to leave it how it is, so the capital is safe (as they could get a point relatively easily). But for RP purposes ofc keep in mind Torval is the capital of Elsweyr and the seat of manes.

    Yea, this is the only scenario from custom campaigns where mane and lunar champions are made generals becaause of the story and gameplay. In other scenarios they are always included as priests

  17. #17
    Mergor's Avatar T H E | G O R
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    Default Re: [GS EVENT] Interregnum I

    Here it is finally.....
    https://www.sendspace.com/file/fjiq98

  18. #18

    Default Re: [GS EVENT] Interregnum I

    Hmm, Unwissest hasn't been on since the 21st. And should the entire alliance be notified?

  19. #19
    Jadli's Avatar The Fallen God
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    Default Re: [GS EVENT] Interregnum I

    He is on steam mostly. And ye, the entire alliance should be notified

  20. #20
    Captainnorway's Avatar Primicerius
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    Default Re: [GS EVENT] Interregnum I

    just got notified, i'm sick and I have some performance thing tomorrow.
    I'll do my best to get this done with the team asap

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