Board Thread:Roleplaying/@comment-1592115-20150511192110

The year is 5E 001, after the event of Skyrim and the death of Titus Medes II, Skyrim was under an awkward situation since both Ulfric Stormcloaks and General Tullius passed away during the Civil War. The remnants of the Imperial Legion combatants and the Winterhold College are the only people who kept the Thalmor away from the land of Skyrim for now.

The Cyrodillic government sense that the lack of Arcane Art institutions is the first problem to be solved, and so they planned on the revival of the Mages Guild.

However, the lack of Archimagisters and organisations are the primary problems. And so, the only way to reform the Guild is to rely on the volunteers and corporations to build schools of their own.

You have received an opportunity to become a student of these newfound colleges, they're in need of students and spellcasting materials to grow larger, questaking is now a regular basis for mages to earn their golds. Unlike mercenaries, they're more into solving mysteries and doing researches.

Or, you can form your own Mages Guild and grow your own arcane business. There's no limitation of how your guild would be. You can form whatever you like and expand it with your own mean, be it creating quests for the townsfolk, researching Ayleid ruins, or waging competitions or even warfares against other colleges.

How will be your ideal Mages Guild?

Rules:

1. Action + Political RP Rules, however this is Free RP

2. You can create as many characters as you like, just make sure you can handle them.

3. However, each faction can only start with one location as capital city.

4. No TES Protagonists, Divines, Daedra and Dovah.

5. Your characters are NOT protected from death, however, as long as you characters are wise enough they don't die that often.

6. Unlike most RPs, PvP is highly encouraged, just ensure one has given the opponents at least three chances to retaliate before killing them outright.

7. Each faction start with 3000 standard units and 1 special unit unique to the faction. This is not mandatory for non-combatant factions however.

8. Avoid Powerplaying.

9. Other that that, enjoy.

Character Card:

Name:

Gender:

Race:

Age:

Appearance:

Clothes:

Equipments:

Spells (10 + 2 Custom Max):

Power (Racial + 2 Max):

Resistance (Racial + 2 Max):

Weakness (At Least 1):

Faction (Mandatory):

Character Bio:

Spec Note:

Faction Card:

Guild Name:

Guild Type:

Type of Rulership:

School Specialization (Optional):

Starting Location:

Resources (3 Max):

Starting Units (3 Max):

Special Unit (1 Max):

Combatants (Y/N):

Unit Description:

Faction Bio:

Spec Note: 