Welcome To Tamriel dear Newbloods!
We will be using The Unofficial Patch 2.0.2 for The Elder Scrolls. Info about the mod and download links can be found here.. This campaign shall be taking place in Hammerfell and High Rock, during the so called Ranser's War.
It will be moderated by Gaming Staff and only Newbloods may partake.
A Newblood is somebody who has just recently joined us, having no or little experience in Hotseating. If you are new and wish to challenge yourself for the chance at the reward then feel free to sign up; but keep in mind that we'd like to avoid replacements so if you plan to vanish off the face of the planet or are unable to make the 24 hour turns, we'd appreciate if you'd refrain from requesting a position here.
Rewards of a TES customized personal Signature, a bronze sword medal (1st level of gaming winner medal) and Reputation (15 rep) will be given to the winner.
Scenario Description
In the year 2E 563, after the beginning of the second Wayrest dynasty, the young King Emeric Cumberland began a search for his bride. His first choice was Rayelle, daughter of King Ranser of Sharnhelm, but before the marriage contracts were wrought, Emeric instead married Maraya, the Redguard princess of Sentinel. This stunned courtiers across the land, and prompted bards to sing songs of Maraya's bewitching beauty. However, strategists saw the move as strengthening the trade between High Rock and Sentinel. After Emeric's Wedding in 566, High Rock readied itself for a golden age of commerce. Three moons later, it was bracing for a bloody civil war.
Rivenspire was known as the backwater of High Rock. Ranser was known as a "surly hillsman", a child of the north, known for his bitter temper and brutal rule. Emeric's slight was too much for him to bear.
With an army of Northern Tamriel's surliest mercenaries and a host of his own people, he descended from the mountains to cut a bloody swath to the Iliac Bay. Emeric was caught unprepared. It was only the spirited defense of his Lion Guard that saved Wayrest from being razed to the ground. Ranser had hoped for a swift victory. Instead, he was forced into a protracted siege.
The long siege dragged on into spring, both sides of conflict searching for allies... Which side shall you join?
Admin - Jadli
Co-admin - REDBOOSTY(REDBOOSTY#0839)
Factions
Faction - player (discord ID)
Kingdom of Shornhelm -Lord Kroq-Gar(Lord Kroq-Gar#0058 )
Kingdom of New Orsinium - Rob Dingusson(Rob Dingusson#3088)
Clan of Crowns- Ithilrandir(Ithilrandir#5331 )
Kingdom of Daggerfall - Vorstag(Vorstag#5735)
Clan of Forebears - OPEN
Kingdom of Wayrest - Scripted Samurai (ScriptedSamurai#6597) DEAD
Kingdom of Evemore - DEAD
Events
Planemeld
Map updates
It is not allowed to enter any of the starting rebel regions.
Turn 1
The Rules
- Time to play your turn is 24h. The Admin may grant an extension occasionally.
- 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 you play is not allowed, and may result into a removal from all GS events.
- All features of the mod allowed, such as necromancy or declaring yourself a vampire.
- List of known bugs:
Military rules
- No one turn peace ( although you cannot attack enemy land of the opponent, if he has notplayed his 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 mvement).
- 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.
- Ships cannot leave blockaded ports. 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 further to bring it in range of more of your forces.
-You are not allowed to build watchtowers.
- 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 amd capitals cannot be assaulted by any unit of siege equipment, only a siege. Capitals are Daggerfall, Sharnhelm, Wayrest, Evermore, New Orsinium, Sentinel, Taneth
Agent rules
- Spies are not allowed to open Gates on players, unless there is at least 60% (for capitals 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), than 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
- However, if you receive a mission from Dark Brotherhood or Morag Tong (or similar), you are allowed to assassinate the target. (you need to show the mission scroll)
- 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.