[center][h1]A Brief Treatise on the Post-Stormcloak Years[/h1] [h2]by Marcus Ancharia[/h2][/center] It would be remiss of any work dealing with the results of the Stormcloak Revolution to not address the event itself. For the novice scholar, simply bear in mind that in the 4th Era, years 201 through 203, no clear news came from the province and both the Empire and Dominion awaited a result. When the dust had settled, it was not the Legion that emerged, but news of an assassination, dragons, and an army fronted by dragonborn. With the advantages of Nordic magic and a dragon's co-operation, the dragonborn took the White-Gold tower and was proclaimed Emperor, Ysmir to the Nords and Glaucia Whitestrake, ruling under the name of two of Man's heroes. The subsequent shift in power within the province of Cyrodiil from the Colovian heartlands towards the Jerall Mountains and passages into Skyrim marked the beginning of a period of political strife, pitting the Legions loyal to the order and the Penitus Oculatus against the new regime and the resurgent Blades. Outside of the Imperial province, tensions between High Rock continued to increase, with the campaign against the Forsworn regularly threatening to spill over the border and expand beyond the Reachmen, and friction with a staunchly independent Hammerfell threatened to return the Iliac Bay region to the political strife that preceded the so-called "Warp in the West". With the Aldmeri Dominion gearing up for war, the Emperor was unable to devote resources to a military conflict without leaving the Imperial City unguarded, and instead made the move in 4E 214 of sending what agents could be spared to Sentinel, aiming to achieve a reunification by diplomacy and subterfuge. These actions were to... [hr] This is a freeform Elder Scrolls roleplay set in the aftermath of Skyrim, where a Dragon Break caused some seemingly contradictory (and game-impossible) outcomes to reshape the course of the Civil War and provide a path where the Stormcloaks have won their autonomy, yet remain in the Empire, and worship of the Nine Divines has been restored. The player characters are a collection of official agents, with a token Blade presence, and local adventurers based out of Sentinel. Nominally, reunification of the Empire is the goal, but as in Morrowind it is highly important to establish a cover identity before getting into the clandestine stuff. The starting ability level/equipment is geared at around level 10, above the usual rank and file yet not at the point where charging a bandit camp or most Daedra is no longer a reckless move. The magic schools work like Morrowind, birthsigns are back, and yes magicka does regenerate without resting (it literally comes from the sun and stars, that's not a limited supply). [u]Character Sheet:[/u] [list][*][b][u]Name:[/u][/b] [*][b][u]Race:[/u][/b] Where racial powers have changed over time, pick any one game's version. Presumably, the races aren't as specific as games indicate. [*][b][u]Sub-Race:[/u][/b] For Khajiit. Delete otherwise. [*][b][u]Gender:[/u][/b] [*][b][u]Appearance:[/u][/b] [*][b][u]Personality:[/u][/b] [*][b][u]Birthsign:[/u][/b] [*][b][u]Skills:[/u][/b] [*][b][u]Equipment:[/u][/b] [*][b][u]Brief History:[/u][/b][/list] (If you're wondering about the S, look up Roman fractions)