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Poeta Perdido

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The Elder Scrolls: Blades in the Night

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The World-Eater is fallen and the schism claiming countless lives within Skyrim has drawn ever nearer to a close. Ulfric Stormcloak is dead, his head claimed only hours ago by General Tullius on the steps of the Palace of the Kings. Seeing the rebel leader fall, the Champion of the Stormcloaks, the Dragonborn herself dropped her blade. After days of siege warfare countless bodies litter the streets of Windhelm, leaving the city a picture of as its people pray for the coming dawn. Mere hours after Windhelm has grown silent the prisoners within the dungeon awaken to a thunderous sound and strange figures. For these prisoners, so chosen by fate, the night is young.​


Welcome to The Elder Scrolls: Blades in the Night. Prepare yourself for an exploration into a world facing the aftermath of a war between two ideologies. This game takes place hours after the events of Skyrim's Civil War before the nation learns of its conclusion. Players will find themselves facing challenges rising from the ashes of the war as well as from a great and mystical threat no one could have expected. You will find this is a world full of mystery, magic, and many working in the shadows to set in motion a future for Skyrim and perhaps all of Tamriel.

Canon:
  • Blades in the Night takes place on 4E 202, 1st of Morning Star​
  • The Siege of Windhelm lasted days and ended hours prior to our beginning​
  • The Empire has Won, Ulfric Stormcloak is Dead, the Dragonborn is Imprisoned​
  • News of the Siege of Windhelm has not yet spread beyond the city​
  • The Dragon Crisis ended months prior to the present​
  • The Blades are led by Grandmaster Delphine and have grown with the help of the Dragonborn​
  • The College of Winterhold is flourishing and possess the Eye of Magnus​
  • Emperor Titus Mede II was assassinated by the Dark Brotherhood during the Civil War​
  • The Dark Brotherhood of Falkreath was destroyed after the death of Titus Mede II​
  • Surviving members of the Dark Brotherhood of Falkreath are unaware of Dawnstar​
  • A new Dark Brotherhood was founded in Dawnstar by the Dragonborn​
  • The Companions of Jorrvaskr are largely intact and remain in Whiterun​
  • The Thieves Guild of Skyrim is alive, but quiet since the Empire seized Riften​
  • Honningbrew Mead may be gone, but it remains the best damned mead in Skyrim​
Characters

@Pellegrino | Ealgian Parkh Another Godsdamned Poet
@Artorias | Varus Molspus A Soldier of Sorts
@caligari | Loïc Druadach Vampire Hunter from the Reach
@The_J | Jorkul An Orc both Lovable and Formidable
@derelict_lilyflower | Logan ey Ravensbourne A Bandit By Any Other Name
@Applo | Victoria Gunnarsdotter Hunter from the Rift
@Munchkin | Eralane Dornshade Thalmor Butcher


NPCs
  • To Be Filled

  • If the rest of Tamriel did not take the events in Skyrim seriously before, they do today. The reappearance of dragons earned disbelief from many, yet the attention of all. Stories spread quickly of sightings and the great destruction in their wake and the hero who brought it all to end. Yet, though the great threat subsided, Tamriel's attention lingered. Skyrim returned to a battleground between ideologies with watching curiously to see if this would be the next transformation of the northern province. The Siege of Windhelm has ended, but only just, and agents sent from across Tamriel are scrambling to bring word of the victors to their benefactors. A great many nations all with the same question -- will the world soon return to war?
  • Blades in the Night is a game built on choice. Along the way we will encounter decisions big and small, some between compassion and apathy, and others acts of charity or selfishness. How the characters choose to proceed will effect the path ahead. Characters will be pushed to decide how to continue and it's likely their personal codes will be challenged along the way. The gods are not so transparent as to reward all good actions and punish all bad ones. Worse still, some choices will not bare fruit for some time and when they do, the effects may be felt immediately. My advice is to truly dig into the mind of your character, build relationships, and remember... Carpe Diem.
  • Blades in the Night begins with a group of prisoners in the Windhelm dungeon. Aside from the starting location, the rest of your character's story is entirely open. As the GM and a fellow player I will state a strong preference for believable characters that are compelling without becoming absurd. Have fun with who your character is and how they came to be that person, but do not give us another Sue or action flick lead. I would also like to call your attention to the Dragonborn. After banishing Alduin, slaying dragons, and besting countless draugr and bandits and legionaries, she dropped her sword during the Siege of Windhelm. No character is without weakness. Some will suffer due to physically, others will experience a thing so devastating they lose their will to fight on. This is a game about how we persevere, not how we so totally pwn'd that army. I truly look forward to seeing the interesting personalities you all develop.
  • All equipment has weight and all characters have bodies that tire. I will not be running your character's inventory weight against how much they bench, but I will call bullshit. Nobody is going to be running about with three steel plate breastplates, four swords, thirty deer skins, and a porcelain tub. Just be reasonable, alright? Likewise, the quality of your weapons and armour will not be solely determined by their material. Steel plate has certain advantages and weaknesses perhaps different from a leather cuirass, but the question of better has more to do with the wearer and their abilities. That said, it's common sense that swinging your wood staff against a dwarven battle-axe will probably not end well. Again, just be reasonable. Finally, please do not feel restricted only to the equipment available in Skyrim. I play exclusively with Immersive Armour and Weapons, so I appreciate lore-friendly additions like pikes, throwing knives, etc. Please explain how you obtain special items though and be aware over-powered equipment will make your turn in the approval process super easy.
  • Think of magic like you would archery in that it's most effective in trained hands and ineffective or dangerous to the user otherwise. When encountering magic you should assume the user is experienced. A well placed fireball or ice spike is as lethal as an arrow, if not worse. Glancing blows are a real threat as well, especially when it comes to flames or streams of cold. Magic users capable of such power are typically long-time students within the College of Winterhold , but it's entirely possible we will encounter a few on our travels as well (perhaps you're one!). Now let's talk healing. It's best to assume that if a magic user knows any spell, they probably the basics when it comes to restoration magic too. The key to remember is that magic will not heal wounds instantly, but it will encourage healing. If a character catches an arrow that bests their armour taking care to control the bleeding and deter infection is still most important. Casting a healing spell is a good second, as it will heal a wound that normally takes days in a manner of hours. More intricate or deadly wounds will require more potent magic, and even then, the work is fragile. Do not rely on healing magic alone.
  • Blades in the Night will include combat. Combat results in injuries mental and physical and in some cases may cause death -- best consult your gods before choosing combat. All jokes aside, it is extremely likely that your character will suffer all manner of painful repercussions from constant exposure to violent situations. In this game players will be held to a standard of semi-realism. In all likelihood every character will falter regularly and while most of the time this will mean a bruise, others it may mean a more lasting pain. I do not expect anyone to wobble about on a broken leg for half the game, but please keep some sense of reality. Those who are slow to adapt to this may notice the gods hold a special distaste for you. For those who fancy a vampire, werewolf, or addict this expectation of semi-realism is doubly true. The need for flesh and blood and skooma all boil down to a sort of pain deep down inside that must be fed lest it take you over entirely. I've personally played characters of this nature and recognize it's a great challenge. All in all, let's have fun and do our best to avoid the pointy ends, aye?
  • There are two primary stories within Blades in the Night. One story explores a world responding to the end of the Civil War and what this means for Skyrim and Tamriel as a whole. This quest will play off of cues planted in Skyrim with external creative inspiration as well. Missions related to this story line will incorporate visceral change and an all-together gritty take on the world. The second story introduces a threat that has slowly taken root in Skyrim and has now begun to make its presence known. This will be a quest full of mystery and intrigue with a more mystical tone reminiscent of Morrowind or Oblivion. Character decisions will develop these stories along the way, making this as much a game as a collaboration.

Character Sheet

Character Sheet
Name: Character's name and any alias they may go by

Race: What race they are (Altmer, Argonian, Bosmer, Breton, Dunmer, Imperial, Khajiit, Nord, Orsimer, or Redguard.)

Family Origins: Where was your character born and raised? This may affect their cultural outlook. It can be anywhere in Tamriel, just bear in mind that, for example, a Cyrodiillic cosmopolitan orc will have a different culture and mentality than a Skyrim stronghold orc, or a Summerset Islands born and raised altmer may hold different values than one who was born and raised in Morrowind. If your character is a noble or holds any special titles, please note that here.

Profession: What does your character do to make a living? Some of the most interesting characters come from humble professions. The Elder Scrolls depicts brewers, vintners, knights, painters, authors, poets, chefs, soldiers, and so much more. Consider this profession when writing the background and skills too.

Appearance: A detailed description of what your character looks like and a picture or screenshot, if possible. Please, for the love of The Nine, no anime. The more people have to reference, the better if is for role playing purposes.

Age: How old your character is. Age brings wisdom, youth brings strength and energy. Keep in mind elves tend to have longer live spans than men and beast races. For instance, dunmer may end up having about 100 healthy, strong years before going into elderly twilight years where they will likely make it for another 20 to 30 years. Wood elves are likely similar, and Altmer may live for a few centuries.

Equipment: Please note your weapons and armour here. Understand that the more your character carries, the more encumbered they become. Carry too little, however, and you may find you lack important tools. I will not respect magic that enhances carrying ability in this game. Feel free to use equipment not typically in The Elder Scrolls (Immersive Armours and Weapons is a great mod to reference) so long as they are lore-friendly. For our purposes, equipment ranks will be taken with common sense.

Miscellanea: Things like lock picks, food, smithing materials, scolls, potions. The weight thing applies as well. Doesn't necessarily have to be things from the games.

NOTE: Please keep track of your inventory use!

Favored Skills: This section gets a bit more complicated. Using the main skills of the game (two handed, smithing, destruction, illusion, lock picking, pick pocketing, shield, et cetera) things are rated by proficiency. You may have 1 highly proficient skill, 3 moderately proficient skills, and 3 somewhat proficient skills. You may, however, move up a class at the expense of another skill of the level below it (e.g. you pick 1 highly proficient at the cost of 2 moderately proficient). Likewise, you can gain more skills if you downgrade a skill (1 moderately proficient becomes two somewhat proficient, for example).

Note: Skills from Oblivion and Morrowind are also fair game!

[SPECIAL NOTE FOR MAGES: For a quick understanding, Highly Proficient skills are equivalent of expert level spells, Moderately Proficient is Adept Level Spells, and Somewhat Proficient is Apprentice level. Keep that in mind when playing your character and picking your proficiencies. Please stick to spells you see in the games, but I'm not against combining some of them if it makes sense, but keep in mind your character would have to be exceptionally talented to do so. Run spell ideas by the GM if you aren't sure for approval, but if you see it in the games, you should be okay.]

Character Background: A decently descriptive backstory explaining who your character is and how they developed into the person they now are. You don't have to go too crazy, but a few well-written paragraphs would be nice. Please indicate what your character was doing prior to being sent to the dungeon. Some characters may have arrived immediately after the battle, perhaps others have served sentences much longer. This gives us an idea of your ability as a writer.

Relationships: Please list any family, friends, or individuals of note to your character here. Feel free to be brief in describing the nature of the connection and their location in the world too. An example would be: Leonardo DiCaprio, I stalk him regularly and think of him in the late wee hours of the night, Palm Springs.

Fighting Style: Explain how your character approaches combat and their particular skills and talents. This will help the group decide who is best suited to deal with particular situations.

Personality: Briefly explain what your character's personality is generally like, including quirks, faults, and so on. Strive to create believable people whether they view the world with a staggeringly dull perspective or have beliefs that perhaps may feel abrasive. I have a soft spot for characters struggling to abide by their own codes, beliefs, or addictions.

Font Colour: Let's make this mo'fo a (legible) rainbow.
Common Questions

Common Questions

1. You said this game is Game of Thrones meets The Elder Scrolls. Where's my GoT, brah?

Blades in the Night is based squarely in the world of The Elder Scrolls. Elements drawn from Game of Thrones include the political alliances, gritty semi-realism, and the idea that information is both valuable and slow to travel for most of us. This will be immediately important to our story as well as to characters who may have fought for the side.

2. How is Game of Thrones semi-realistic? A little cut gets infected, but I take ice spikes in stride in TES.

Semi-realism for our purposes means violence and damage is grounded in reality. Our characters are flesh-and-bone, they bend and bruise and pushed hard enough so too will they break. The decisions you make should take into account that any battle could have long-lasting effects on your well-being or that of the world. I like to sum this up with a phrase an old instructor of mine once told me, "Stupid hurts." Every character will get banged up, scratched, or bruised during combat. Unlike in Game of Thrones, I do not expect resurrection to be a common practice.

There's a good chance we will have one or two who know how to at least keep wounds from spoiling in our party. Don't be too afraid, but respect the dangers of violence.

3. Okay, so tell me about magic then. Will a fireball turn me into a roasted snack for the trolls?

Think of magic like any weapon. In the hands of someone learned and experienced magic is indeed powerful enough to cause great havoc. Individuals with this level of power are typically found in the halls of the College of Winterhold, though some others work throughout Tamriel and a few use their skills to take advantage of others. Inexperienced magic users are more likely to harm themselves than anyone else without guidance. Most people in Tamriel do not practice magic and depending on their culture may in fact fear the mystical arts. It's not uncommon for a layperson to know how to summon a spark, though.

When encountering a magic user it's best to assume they are the powerful sort until proven otherwise. Fighting a mage is not unlike engaging in a firefight or exchanging arrows. A single fireball or ice spike can cause devastating damage, but if you keep cover and make well-timed movements a direct shot will be difficult. Consider too some armour may be very helpful too -- a small ice spike probably wouldn't penetrate tempered steel.

4. That sounds pretty cool. Can I be an epic magic user then?

In the Character Sheet you will assign skill points to certain areas. You can undoubtedly stack these points toward being a powerful magic user, but you'll be sacrificing other abilities. Because magic takes many years to master and usually requires formal training, your character will probably be on the older side as well. Remember, no overpowered characters. Every strength has a drawback and if you are very skilled with magic I'd expect to see your path to such in the biography.

5. Speaking of skills, do I need stuff like athletics, acrobatics, and all that? How about speech?

Nobody will be jumping over massive walls here. Despite some of the more absurd aspects of these skills, they are helpful if your character is notably agile. The native bosmer accustomed to running from branch to branch and the thief skillfully scaling the gate are only two examples of how these skills may be applied. These are skills that some lack entirely.

Other skills are more about perfection. I would assume every character is capable of speaking, wearing armour, or throwing a punch. Applying points to these areas tells us more about how effective your character is in that area. One skilled in speech may avoid violence entirely, one accustomed to heavy armour will know exactly which blows to block and which to take, while one stacked toward hand-to-hand would be comparable to a martial artist.

Avoid becoming overpowered, but have fun with these skills. This is a world perfect for all playing styles.

6. What happens if my character is a Stormcloak, an assassin, or some other unsavoury sort?

I welcome characters who are not easy to play in this world. It's entirely possible your character was placed in jail for being a Stormcloak, or captured weeks prior after killing a target, or is simply a skooma addicted gutter-shite left to rot. No one else in the dungeon knows your history or allegiances. They may come up later in the game, but for now, everyone stands on even ground.

7. Say I'm a member of the Dark Brotherhood of Dawnstar then. Will I get to break off to go to the HQ?

Blade in the Night involves a significant amount of travel. It is entirely possible that we will happen upon areas that hold special value for some characters such as Dawnstar to associated members of the Dark Brotherhood. Keep in mind that I am keenly aware of each of your characters, their declared relationships, their homes, and their allegiances. If we visit a location with great importance to your character there may well be a reason. Also, keeping with our example, consider too that other characters may notice and follow others no matter how covert their dealings.


8. What are the rules about multiple PCs and NPCs?

For the time being players will be restricted to a single Playable Character each. You are welcome to create a couple NPCs, but due to the nature of our introduction it's unlikely they'll be physically present. This game will embrace the fact that Tamriel is far more populated than the games are capable of portraying. We will also find that, much like in Game of Thrones, families and allegiances hold much sway in this world too. As a result I would expect everyone to generate a few NPCs where appropriate that we all share. There will be some NPCs that may only be controlled by the GM to preserve the story line as well. If you ever wonder if it's appropriate to control a NPC simply speak to the creator or a GM.



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Varus is moving to leave
 
Eralane is moving to leave also. My post is very brief, but it's just adding in some more of her reaction and thoughts before our all powerful GM makes their move ;D
 
Loïc isn't sticking around, he wants to get out of there as soon as possible.
 
I am officially closing this RP. Apologies for the inconvenience.
 
My post was so bad he decided to call it quits. Hahaha.... god I hope not.
Seriously though, why?
 
Truthfully, this role play is closed due to unforeseen time constraints. I've recently helped to establish a new small business and simply cannot maintain this and other obligations to the quality I would hope for. Apologies for the let down. I have heard some might be considering re-starting or otherwise continuing this game. Let me know if this is a serious intention and I will share the rough plan, though, I would ask you use such as inspiration and not simply run this game.
 
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Would I be able to play as a dragon here if possible. This is the perfect roleplay for it and i haven't been on in a while.
 
Could we resume this rp and possibly bring your characters back later if your time ever frees up @Pellegrino? I felt as if this rp was onto a good start, especially in comparison to many of the rps which I have tried to engage with recently, and it would be a shame if it was forced to meet an early demise. I thought that it might be interesting if we could have something akin to a flashforward sequence, where we escape and then skip ahead a week or a month, where everyone has gone their own ways. We could decide between ourselves if the characters have gone their own separate ways or banded together; some may have, some may not, and perhaps Ealgian was amongst those who went alone. That way, not only could we resume this rp and continue developing the characters we have, we can also open the door to your character's re-arrival and the continuation of your intended plot as soon as you are able to return.
 
There is a RP inspired by this one that these characters could be used in in the works, still a few things to be sorted out with it, I'll give a shout when things are clearer
 
I'll add the planned plot line here this week.
 
Here you go. Apologies if it's a bit muddled.



The roleplay started with the intent of exploring two stories: One of the Aldmeri Dominion beginning a quiet invasion and the other of Pyrite spreading pestilence across the land. Both plot lines were hinted during Skyrim to those paying close attention. How we explored these missions would depend on character choices.

Initial choices decided what came next. The colours designate a type of decision. They begin to compound to create results, so I hope this helps clarify.

1) Killing the 2 guards outright would prevent an initial alarm and associate the prisoners with the Dragonborn. Arguing about killing the guards would lead to a fight in which one survived, unable to raise the alarm, but associating the prisoners with the Dragonborn. Leaving the 2 guards in the prison alive caused the reinforcements to rush the gate and docks.

2) Henrik had three outcomes: If a character suited for combat attacked Henrik would be maimed, slowing his trip to Dawnstar. If a character unsuited for combat attacked they would be injured and Henrik would arrive to Dawnstar, where he would prepare for resistance. Leaving him be would mean he would arrive to Dawnstar before the players without knowledge of others wanting to stop him.

3) Docks: Killing the 2 guards and skillfully attacking Henrik would raise a full alarm: When players fight their way onto the docks they would see the Strange Folk (Blades) on a ship already off and players would approach another ship to follow. The ship captain would be frightened in this situation and they would have two choices: Kill the Captain or Reason with the Captain.

Killing the 2 guards/Arguing over killing and Henrik was left alone: Players would sneak onto the docks and would be required to kill or knock out relatively few guards in their way. Upon arriving to the docks the Strange Folk (Blades) would be preparing to go, they would tell Ealgian the Dragonborn is off for Solstheim. Ealgian and Molspus would be charged with taking a ship to distract the Imperials and make for Solstheim after losing attention. When players approached another ship the ship captain would be even tempered with two choices: Pay the Captain or Reason with the Captain.

Guards left alive and Henrik is attacked skillfully or unskillfully. Players leaving for the docks would experience resistance due to guards remaining alive. Reinforcements roused by the Henrik attack would be on guard, but without a sense of where the trouble is, they'd begin to cycle from gate-to-gate in confusion. Reinforcements roused by Henrik attack would collect to the attack, offering greater resistance to the ones who unskillfully attacked Henrik (possible character death). Players would arrive to the docks with heavy resistance, the Strange Folk ship would already be off, and the ship captain of remaining ship would be frightened. In this situation they would have two choices: Kill the Captain or Threaten the Captain.

4) Killing the Captain: By the Eight-and-One, seriously? Players must scramble to guide the ship as Imperial soldiers launch arrows from the docks. They will leave the dock and approach the ships on the horizon in the IC's OP and see Thalmor flags. Once the ship has made some distance from Windhelm the seas would grow rough and a Thalmor ship would easily overtake them, seizing the players. Players would Fight Thalmor, Pledge Allegiance, or Plead/Lie.

Threatening the Captain: Aren't you a scary one? Players would enjoy the captain's skillful sailing and escape the docks with ease. Passing the Thalmor ships with great speed, there's no reason to be concerned, just puzzled by the Aldmeri warships looming by Windhelm. Players would have a chance to nurse wounds and develop with one another. Players would wake up the next morning under Thalmor control, sold out by the Captain. Already disarmed, they have the choice to Pledge Allegiance or Plead/Lie.

Reason with the Captain: Pretty words into salty ears. Players would set off with the captain, who acts distant and speaks oddly. Bristled by the captain's strange demeanor, players would be encouraged to stick together. They would escape the docks, passing the Thalmor ships, and come upon a storm later in the evening. During the storm the captain would become manic, shouting to the gods, claiming he is protected. The ship would capsize and players would awaken the next morning on the icy beach. Ealgian would wake first and create a fire to prevent frostbite. A foul smell would be in the air and a great pillar of smoke billowing not far from them. They would also see Dawnstar a decent walk to the west. Investigate the Smoke or Continue to Dawnstar.

Pay the Captain: Like a true boss. The Captain sees the other ship and understands the situation is beyond them. Players would enjoy the captain's skillful sailing, escaping the docks and passing the Thalmor ships with great ease. Players would have a chance to calm down, interact, and could even get to know the captain and crew. The next morning players would wake up near Dawnstar for resources. A strange sight would be seen off the coast, a foul smoke billowing east of Dawnstar. Players would decide with the Captain whether to Investigate the Smoke or Continue to Dawnstar.


Fight Thalmor: Overwhelmed by the Thalmor forces, players would suffer no choice but to jump ship. They would awaken the next morning on an icy shore near Dawnstar. Ealgian would wake first and create a fire to prevent frostbite. A foul smell would be in the air and a great pillar of smoke billowing not far from them. They would also see Dawnstar a decent walk to the west. Investigate the Smoke or Continue to Dawnstar.

Pledge Allegiance: Players would officially become Thalmor Agents, all given incentives fit to truly change their lives, and all required to provide information on their history and loved ones in a truly disturbing fashion. After an intense night of being 'fashioned for service' the players would sleep briefly. Upon awakening they would see Dawnstar on the coast and would be assigned a mission: Weaken the defenses of Dawnstar and light two bonfires on the beach when ready for siege. Upon coming ashore players would have a choice: Operate as Thalmor Agents or Prepare a Defense.

Plead/Lie: This is unfortunate. Players would be subjected to a night of torture both mental and physical. By morning all would have given at least a nugget of information for the Thalmor to leverage as a threat, forcing them to follow orders. During this time 1-2 players may be thrown overboard and assumed dead, they would follow the Fight the Thalmor path. Players would ultimately be charged with a mission: Weaken the defenses of Dawnstar and light two bonfires on the beach when ready for siege. Upon coming ashore players would have a choice: Operate as Thalmor Agents or Prepare a Defense.

5) Dawnstar or Smoke
Dawnstar will trigger the war story line. Going forward, players will experience this story first with the other plot line references and hinted along the side.

Likewise, if players choose to Operate as Thalmor Agents they will experience the Aldmeri Dominion invasion as the aggressors. Players will become associated with the Thalmor, which will change the ability to roam freely into certain areas. Missions will be treated as if chapters, consisting of the work required for players to accomplish specific objectives on behalf of the Thalmor. Therefore, a mission will likely remain within a specific city and involve a number of personal interactions and tasks with ample opportunity for character development and freedom. A balance of espionage and siege would take place as the Thalmor further their objectives. In each hold there will be growing concern about disease and sickness, assumed to be a result of the war. This story line will take players through each hold, challenging their characters deeply to find their new selves, until finally a climactic battle is held between the remaining forces of Skyrim and the Thalmor in the south. During this battle the High King will take flight. The story line will end with players either assassinating the High King or sparing their life. The title 'Blades in the Night' will serve as reference to their espionage and betrayal.​
If players choose to Prepare a Defense they will immediately become enemies of the Dominion. Alongside the Jarl of Dawnstar and their forces, they will deflect the Thalmor attack thus saving the town. The Jarl will send ravens to Windhelm, Winterhold, and Solitude, but will charge the players to travel to Morthal personally due to the immediacy of the threat. This will begin the players hopping from hold-to-hold preventing the Thalmor from making significant gains. Successes and failures will depend on whether players dally, but ultimately, their attempts will be noted. After Morthal Ealgian would receive a mysterious letter in Roriksted, leading players to Sky Haven Temple. Players would be inducted into the Blades for their work protecting the realm, and by extension the Dragonborn's interests. Missions would continue afterward moving from hold-to-hold as players liberate captured towns, defend from new attacks, and ambush Thalmor camps to free prisoners. Aside from protecting Skyrim, the Blades will suffer assassination attempts from the Thalmor, and the Blades will also assassinate Thalmor agents and emissaries. All the while people would complain of disease and sickness, assumed to be a result of war. Players from Skyrim would be challenged as they see their homes and country torn asunder. Players would become woefully aware of the politics between families vying for power in the chaos, often times finding they must ally with them simply to obtain resources to fight the Thalmor. This story line will lead to a climactic battle held between the forces of Skyrim and the Thalmor in the north. During this battle a few core Thalmor leaders will take flight. The story line will end with players either assassinating the Thalmor emissaries or sparing their life. The title 'Blades in the Night' will serve as a direct reference to their station.​
Investigating the Smoke will take players to a small village east of Dawnstar racked with disease. The people essentially be disturbingly ill and will tell players of the mine. Exploring this subterranean maze will reveal cult markings and players will be forced to fight off a number of zombie-like guards as well as mages. Poison, blood magic, and necromancy will be common of this enemy. Once the maze is cleared players will find a map and barely decipherable medical journals detailing various illnesses. Upon exit players will find one last mage who will promptly flee. Players will be challenged to follow them further east. Depending on skill of players, the mage will be captured sooner or later, and will suggest that another sect of their cult is 'nearby'.

Players must take shelter in nearby Winterhold regardless of pursuing the cult further. During their stay the beginning of a similar sickness as seen in the town will be noted here as well. As per usual, Winterhold citizens will blame the College of Winterhold, and their suspicion may not be entirely unfounded. Players may investigate either to defend or oppose the college, their decisions serving to either rouse or calm the town as they work. Ultimately, the a more developed sect of the cult will be found in some abandoned chambers beneath the college by players. After defeating the cult, they will find additional materials hinting at the truth behind the mysterious group. If they favour the college, the college will decipher the journals for them. If they opposed the college, the citizens will have raided the college while the players fought the cult underground. Players would understand the cult is dangerous and widespread, but would need to travel to Solitude for more information.

Travelling by sea to Solitude is off-limits due to recent naval conflicts between the Empire and Thalmor. The players may be known by either or both parties, requiring them to go by land to be safe. If they choose to go by sea regardless, GM would roll for a chance of discovery and possibly glimpse into war story line on their way to Solitude. Regardless of transportation, players must go through Morthal. They will find the city to be completely wracked by disease, worse than what they'd seen before, and many are already dead. A cult leader uses the cemetery as a home where they promise a respite and speak as if a town crier or priest. It is here where players are told of Peryite, a daedric prince the priest says will offer solace to the afflicted. Players will be recognized and quickly come under attack. The mass numbers mixed with innocence of many of the afflicted will create a difficult decision for players -- who may fight back or simply flee. A few players will be chosen at random to slowly become afflicted as players continue to Solitude. It is in Solitude that players will finally begin to understand the Peryite Cult and their intentions with the help of the Bard's College. Players will also discover a possible cure for those who are sick in the party, but this will come at a price.

Side missions will begin after Solitude. Players will learn that all of Skyrim is under siege by the Peryite Cult and helping one hold first will mean leaving the others to worsen. If players hope to help cities or towns of personal interest they will therefore be allowing others to suffer. If players intend to heal themselves first, they will be helping no one aside from themselves. No matter the decision, players will be fighting an overwhelming battle to cure the disease and destroy the cult. Player choice will result in 2 missions before the plot automatically guides players to back to Windhelm where the wounds from the siege are still raw. The Peryite Cult will be discovered to be converging upon Windhelm where the Moot will soon be held to address the Thalmor threat. Players would be in Windhelm to prevent the Peryite Cult from spreading plague to all the Jarls, High King, and nobility undoubtedly collecting there for the Moot. Players will hear much about the Thalmor skirmishes, learning of the second plot line here for grounding. The story line ends with players eliminating the elite among the Peryite cult leaders. Players will still have the ability to kill off remaining Peryite camps throughout the second plot line.​
Other Factors: Largely red herrings to tempt players to make decisions based on morals rather than logic. Not all will lead to ruin and these may in fact offer bountiful results, however, a few will undoubtedly cause characters to suffer great injuries as a result. Some of these factors might be intertwined as they the opportunity arises. Other factors, namely the Stormcloak children, would largely come up in a follow-up RP set 10-20 years later, allowing them to become a plot element and the decisions of players to have deeply shaped the world.
 
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