Board Thread:Roleplaying/@comment-24510587-20160913141844

Twenty-six years have passed since Alduin returned to Nirn, Ulfric Stormcloak revolted against the Mede Empire and the Last Dragonborn appeared to end the many crises that nearly simultaneously struck Skyrim. With the Dragonborn's aid, General Tullius quelled the Stormcloak Rebellions, thus bringing the Empire back to peace. However, this calm and quiet soon proved to be the calm before the storm, as a shadowy agent of the Dark Brotherhood assassinated Emperor Titus Mede II on his own ship, the Katariah. The succession wars that followed the Emperor's death would prove to be the mold for events that would change the balance of power on Tamriel for good.

In the power vacuum that formed thanks to the Emperor's death, several candidates within the Elder Council vied for the throne, among which Marius Vilpes, a noble of both Nordic and Imperial descent with sympathies to the late Stormcloak Rebellion, and a strawman for the Aldmeri Dominion. Through bribery and intimidation, the Dominion managed to make their strawman win the elections, and when Vilpes tried to challenge him, the half-Nord was arrested and exiled. However, he had won the favour of the people of the Empire, and he quickly raised an army and declared war on the Empire. A year later, he had taken the Imperial City and had united the Nords and Imperials as a single people, and was crowned the Emperor of the Vilpesian Empire.

The Dominion, in retaliation to losing its grip on Tamriel, sowed rebellion among the Mer of the continent. Morrowind soon seceded from the Empire, and the Orsimer in High Rock carved their old kingdom of Orsinium back into existence. The new elven nations, together with the Dominion and Elsweyr, formed an alliance, known as the Crystal Consolidate.

Wanting to bring the Vilpesian Empire to its knees just like they had with the Septim Empire, the Consolidate opened an offensive from Valenwood. This backfired on them, however; they only managed to conquer a part of the Gold Coast, including Anvil, and the Empire managed to take regions of Valenwood and Elsweyr. After a long stalemate, the two factions agreed to form a truce and make the regions they had conquered from each other an independent swath of land, the Arenthian Verge, to serve as a buffer zone. This area is one of the last places on Tamriel where men and mer live alongside each other, although not without mutual distrust. The Empire and the Consolidate have been in an uneasy peace ever since the truce was formed.

In the year 4E 227, the Lord of Arenthia, an Altmer by the name of Oncanor Kororin, has just called for the gathering of a small party of adventurers, sellswords and anyone else willing to join to investigate rumours of kidnappings and sightings of demonic figures, possibly Daedra, prowling around the countryside at night. Even while he does so, unrest is brewing between the Vilpesian Empire and the Crystal Consolidate. Both are gathering forces on either side of the Verge, preparing for a war that might ravage all of Tamriel...

Standard rules apply. I assume you all know the drill, but in case you don't: On another note, keep in mind when making your character that in this day and age, men and mer don't really see eye to eye. If your character is an Altmer, especially Imperials will resent you, and a Nord will be shunned by Dunmer. These relations are less strained within the Arenthian Verge, but they still don't really like each other.
 * No godmodding, fridge magic or anything else that results in general overpoweredness.
 * As the GM, you will obey my demands (or suffer the consequences).
 * You're not the Last Dragonborn. He lives as a recluse in Skuldafn.
 * Apart from the Last Dragonborn, you can also not be other Dragonborn, nor Daedra, Immortals, Shezarrines and other godly beings, for obvious reasons.
 * Metagaming is a stupid and immersion-breaking thing to do, so that's not allowed either.
 * I generally frown upon custom races, so of course I won't allow it, unless I explicitly allow it. No vampire and werewolf variants and such, either. Don't want no Vaewolves running around.
 * If you want custom spells or powers, you're gonna have to show them to me and let me greenlight them. Hit me up on my talk page or on chat before you post your char card.

CHARACTER CARD

Name:

Race:

Gender:

Age:

Appearance:

Height/weight:

Skills: 1M/2E/3A

Equipment:

Spells: If M skill is a magic school, then max 8 spells, otherwise 5

Powers: Racial and one free choice

Background:

Misc notes:

 