The Spells of the Krein Kro
In 4E 205, a sorcerer and his group begin to combat Dawnguard and Silver Hand efforts to fight vampires, werewolves, and the undead. The group also helps bandits and thieves, including the Forsworn, who have become bold and are beginning to attack soldiers and settlements, finally having success in driving out the Nords.
In the Rift, the Black-Briars have more influence over the Jarl then ever. The Thieves Guild also rises, being more powerful then ever as they reach the height of power.
In Haafingar, the sorcerer begins to have his men try to monopolize the businesses in Solitude, and cause chaos.
In response, the Knights' Accord soldiers (and guards) try to stop the threat, and partly succeed against the bandits and Forsworn operations, although the Thieves Guild and the Black-Briars are untouchable.
In response to the chaos in Haafingar, guards try to combat the sorcerer and his men head-on, although their weapons are no match for the sorcerer's magic.
The Dawnguard are partially able to combat the groups efforts, although Hjaalmarch and the Pale, as well as Falkreath, are crawling with vampires.
The Silver Hand is basically destroyed.
However, citizens, adventurers, mages, and warriors rise up to the threat, and your character is one of them.
- RULES -
1. What the GMs (RavenRT and I) say, goes.
2. The plot stays, and is offical for this roleplay and the wiki.
3. GMs accept and decline characters.
4. No arguing.
Bio: (link to character's page if on wiki)
Affiliation: (only Dawnguard, Silver Hand, Stormcloaks, Bandits, Forsworn, or non-affiliated)
- SETTING -
Dawnguard players are to be in a patrol in Falkreath that is commanded by Gunngeir Eagle-Eye.
Silver Hand players will be in Hjaalmarch.
Knights' Accord soldiers players will be in the Reach.
Bandit players will be in Falkreath.
Forsworn will be in the Reach.
Adventurers will be in Eastmarch and will make their way to the Western holds.