The effects of the Oblivion Crisis resulted in political upheaval in Tamriel; the ambush of the Duke of Narsis in the wilderness of the Deshaan Plain by escaped Argonian slaves butchered the last heir of the Septim throne. The Elder Council became a civilising agency of conspicuous value, as soldiers gathered on both sides of the border.
Its ability to do anything other than send strong letters, however, was questioned. It lacked the authority to order the generals in Morrowind, whose soldiers owed more loyalty to their commanders than to the distant government. The diplomacy between the Imperial City and Almalexia was halted when, a year after the duke's assassination, the first raids from Argonia hit the farming regions near Aldsotha. King Helseth could not stop his allies, House Dres, from shattering the negotiations and rallying around the symbol of St Roris - the sack of Stormhold forced the Elder Council to realise what had been obvious for years; the peace between Morrowind and Argonia could not last. However, many commentators remarked that the true extent of the Elder Council's power had also been brought to the attention of the captains and nobles who made vast fortunes from the war. Many agreed that, perhaps, the inefficient Elder Council that could not even solve a simple border dispute was better off gone.
With the conflict on the border escalating as quickly as the list of atrocities, the execution and enslavement of prisoners and civilians becoming routine, a few of those fortunate to escape the brutality of the battlefields make their bid to get out of the war completely. But hundreds of miles of hostile terrain, barbaric tribesmen, and wild creatures block their path to the safety of Aldsotha.
Rules:
- Don't control other people's characters without their permission. If you have to move the story on, then make sure that what you have their character say is true to their personality, and don't get them into any situations that they haven't put themselves in.
- Don't make a character that's perfect. Everyone has flaws; soldiers, having spent years in a jungle where most things are trying to eat them, have a lot of flaws.
- Don't give yourself the best equipment. You're a soldier, in the wilderness, and you wouldn't have access to the resources that are needed to maintain a powerful enchanted weapon.
- If you decide to do something different, make sure it doesn't go against the rules of the plot (which are simply to get back to Aldsotha; the rest is controlled by what your characters do, and how your characters interact).
- Please use some good spelling and grammar. It doesn't have to be perfect. I'm not a native speaker of English, I know how you really don't see the point in learning it for an Internet forum. But there's not much point in joining an RP, either, if you're not going to put some effort into it.
- You don't have to PM your character sheets to me, but if you don't know whether or not something is allowed, then I would recommend it.
Character Sheet:
Name:
Race:
Age:
Combat Specialities (if appropriate, please choose a weapon type or two skills, no artillery or gunpowder):
Magic Specialities (if appropriate, please choose two magic schools, or three types of spell):
Stealth Specialities (if appropriate, please choose one skill):
Miscellaneous Specialities (repair, languages, cooking, maps, hunting, charisma):
Equipment (nothing ridiculously powerful):
Picture (or just a description):
You can also add in some information about your character's history or personality.
Name: Ashina Zelaku
Race: Dunmeri Ashlander
Age: 120
Combat Specialities: Blade, Marksman
Magic Specialities: Conjuration, Destruction
Stealth Specialities: None
Miscellaneous Specialities: Languages, charisma
Equipment: (see picture)
Picture: http://www.thislinkdoesnotexist.com