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DispatchFactbookOverview

by Sordibus francis. . 147 reads.

The Mainland of Tamriel Roleplay Mechanics Guide

The Mainland of Tamriel's Roleplay Mechanics/Rules Guide

Expansion Rate

You may only expand up to 4 tiles a week, each following their appropriate number of posts. Each week IRL (In real life) relates to 6 weeks IRP (In role-play) which is about a month and a half - About the time one would scout ahead, move their armies and plan for their next move. You must start with one tile, of which an introductory post of your nation is required. (There should be a 300 post minimum when invading a city as marked by the resources map, 250 when taking a village, and 200 when occupying new territory. You may only claim territories that are adjacent!

Invasion

Invasion against NPC’s is mostly self-written lore, and self-directed, however when it comes to the battle against another player, one will have to take a few things into consideration;

  • Forces - One will have to manage their forces efficiently, and direct/organize numbers properly (I suggest focusing around fortresses and attacking farmland).
    Farmland; Unless next to an adjacent coast, farmland is crucial to a city and its defense. Without farmland, one will face a penalty for hunger. Losing farmland will negate the city defense bonus that it comes with.

  • Adjacent Sea - If someone has a village next to the sea, that will serve as food and there will be no penalty. However, someone can blockade your city.

  • Climate - Most nations will face some sort of penalty when attacking a severe region that they are not accustomed to (Such as “Sub-Arctic”, “Desert” and “Tropical”) usually because they are unaccustomed to such an area.

When battling another person, the staff will use dice to decide the outcome of the battle. There are a few factors that determine the outcome aside from luck, such as bonuses.

While invasion is entirely up to you, please be thoughtful in your wording, explaining exactly what your tactics are, what your men are wearing, etc, motivation, etc.

When it comes to a player versus a player; Infantry in war blocks and demolishes cavalry. Cavalry in war is good against archers due to their high position, speed, and great reach. Archers are good against infantry, often being able to hit them from different places. This does not determine the outcome of the match, but generally is used to see who has an advantage between two people close in numbers of troops - Otherwise, the larger number usually wins in this category. We also rely on luck (As Nocturnal decreed) as well as various bonuses given for racial stats, defense (Whether it be a city/fortress), etc. to decide the outcome.

Note: Warfare is generally decided behind the scenes using dice to ensure fairness between two PC’s.

Navies is important to naval warfare, and as of now the only way to have a navy is to own a city adjacent to the ocean. It costs 100,000 Septims (About the income of one city per week) for each individual vessel. This is meant for larger “empires” of who have excess gold and whatnot, and these vessels can be converted for the utility of trade as well (For resources). Further information about naval mechanics will be expanded upon. One must have a lumber unit to produce boats.

Armies themselves are the backbone of any fighting force of Tamriel, and the cost to upkeep an army of 1000 is 100,000 Septims (Which is the IRL weekly amount of Septims provided by said cities to make things simple) per week (Which forces people to be careful with their large armies and use them except for when going to war. This will also allow people to focus on building a treasury before amassing a massive army). Wars are expensive and people should manage their Septims carefully. People have the ability to spread their army however they please, and micromanage (But be strategic, garrisoning in cities offers a defensive bonus to the city as well)

- Armies are refreshed every 2 IRL months (Which is around an IRP year). Each month, one can collect half of that (If a city has 1/10 which is 1000, one can collect 500 men monthly).

There are strategic resources of which are as follows. (Note - The income of cities is refreshed weekly, and can be stored. 1/10th of the population of the settlement can be used as active military.

  • Capitol (Cyan) - These are the largest and most flourishing cities of each province (Holding about 20,000 people), which provides the most income/upkeep (200,000 per week). Due to their value, these will function as an NPC of which strategy will be needed to take them (Such as plundering crops, the necessary amount of troops, etc.).

  • City (Yellow) - These cities provide (10,000) people and generate 100,000 Septims for upkeep and research per IRL week. Cities are also industrial centers - Research, creating siege equipment, and generating vast, equipped armies will not be possible without them. Before one can take these cities, they must have at least one village in their possession. Each city provides 1000 soldiers.

  • Villages/Town (Turqoise) - These villages provide 1000 people per town and their income is 10,000 per week. 100 civilians can be recruited.
    Note - Starting tiles without resources are given the same income and population as a town

  • Iron (Dark Gray) - Iron is essential for the production of well-equipped armies and the backbone of the war machine. Iron is collected at the end of an IRL week and is enough to provide for 1000 well-equipped men, which is fair (At the end of a month one will have 4000 which is proper for the pace of the RP)

  • Gold (Orange) - Having gold mines increases your income being a valuable commodity, it provides about 50,000 Septims a week.

  • Silver (Light Gray) - Silver mines provide an increase to income (25,000) per week.

  • Lumber (Brown) - Usually provided by a lumber mill, or woodcutter - These mills provide wartime supplies needed to fuel the war industry (Siege weapons, bows etc.) lumber can also be designated to build certain things, such as ports. In order to recruit archers, you must have lumber.

  • Farmland (Light Green) - Farmland provides food to fuel your faction's population and it's military. Each tile can produce enough food for 10,000 people each IRL week.

  • Mounts - Guars/Camels/Horses (Dark Green) - Mounts a prized resource in battle which can and have turned the tide of warfare (Offer a bonus against archers when dissecting who has the advantage).

  • Fortress (Pink) - Fortresses are defensive structures that an invader should be wary of, for they offer substantial protection for the defender who inhabits these fortresses. They offer a defensive bonus to whoever inhabits the walls.

  • Arcane institution (Purple) - These Arcane Institutions are where you will be able to research and focus on various subjects of the arcane.

When it comes to these institutions, here are the rules for research;

In order to conduct research one must have an “Arcane institution” as a resource, of which they begin said research. Research takes 3 weeks IRL time (Which is 4 ˝ months IRP) where one can research to unlock a perk in the various fields of the arcane. If someone takes this tile, then all the current research is transferred to them and vice-versa. You cannot share research, and perks of which are not passive have to be refreshed weekly once unlocked and only one can be used per week. Owning more than one of these institutions allows you to simultaneously research various perks or stack the research to decrease research time. It costs 50,000 to research magic for every perk researched.

Magic perks will be added as time goes on.

Conjuration:
Casting a soul snare around a few tiles, anyone who dies in the tiles selected can and will be utilized for warfare, much like a particular Sload did in Hammerfell.
Pelladil Direnna once constructed Blackrose Prison from Stone Atronachs, this can be applied to forts as well. You have the ability to create forts, select a tile and a fort can be constructed.

Illusion:
In lore, Illusion has been used to trick armies, embody the Emperor, and other powerful manipulations. You can alter the battlefield around you, tricking the enemy and having an advantage. You receive a defense bonus.

Alteration:
You can turn a resource tile into another resource tile.
Alteration is used to manipulate the environment to give yourself an advantage, Battlemages of old have sent legions into the bottom of lakes, and conjured up fog to surprise attack others. You receive an attack bonus.

Restoration:
Research into this aspect of restoration allows for one to have fewer casualties on the battlefield. Passive.
For those with necromantic monsters at their side, this perk gives a bonus to attack these armies.

Destruction:
Vampiric cloud: Much like the example shown in “Response to Bero’s Speech”, this gives your army the same benefits that they possess (Bonuses to attack/defense etc.)

Enchanting:
Enchanting doesn’t offer perks, but instead if one found a legendary artifact of Tamriel (Such as the Brush of Truepaint/Skeleton Key etc.) they must take time to research it to unlock its full potential. The artifact can be stolen during that time.

Sordibus francis

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