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The primary feature/function of SoT is to add random and constant attacks/encounters.

The attacks and encounters are vary balanced and the types of
encounter you will experience is based on your play-style and the location you are currently in.

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SoT will create random encounters in dungeons while exploring (separate from reinforcements--see our "Spawns" page).
They tend to be the Undead variety, and may attack in a mob size fashion.
Mob size can be adjusted in the MCM menu.

Both Armored Undead and Rotting Undead--where the flesh can be seen falling off--as well as others can appear,
though not in the same encounter. Both are tough because many of them use armor and magic.
There is also a chance of Bandits appearing instead.

Keep in mind that the Added Spawn feature can addreinforcements while this encounter takes place.
This module can feed the other.

(For Both Surface and Dungeon)

Waiting encounters will take place after the waiting time has finished counting down.
A message will appear alerting you to some sign that you are not alone.

(For Both Surface and Dungeon)

Walking encounters are designed to take place away from towns
and NPCs. We do not want them hurt and spoiling quests if at all
possible.

Possible encounters include animal predators, ice trolls in snow
areas, and assorted bandits and goblins. It has been rumored that
Dark Brotherhood hit squads roam after sunset in dark shadowy
areas, and Silver Hand Werewolf Hunters roam the land looking
for the wolves.

Night time is now very dangerous, with hungry Vampire Lords and
their minions roaming the land after midnight looking for warm
blood... With Draman Skeletal Hordes seeking to avenge their
fallen Dragon Masters... And the deadly elite Assassins hunting
for you in the shadows...

Encounters are leveled and not meant to overwhelm. But they are
leveled per actor, resulting in tougher fights than vanilla Skyrim.
You will be challenged.

Beware of extra tough bosses, Bane, if you are a werewolf, and
Blade, if you are a vampire.

There is a small chance of a hungry band of refugees attacking
the player. These are poorly armed pitiful people and the
Goddess Mara watches over them. Hurt them at your own peril,
subdue them and be rewarded.

Further, you will now be subject to Shrine and Tomb Desecration encounters.
If you decide to take the risk and "loot" a shrine, there could be some punishment from an angry deity.

Lastly, relieving the dead of their supposed no-longer-wanted belongings
could end up teaching you that "respect for the dead" is than just a saying.

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(Everything is toggable on or off as you see fit.)

Traveling Healers:
During your journey you will encounter various healers now.
(Note: They are not companions that will follow.)
To help low level players there are now 6 new Healers in Skyrim.
One of the healers stays in Riverwood, while the others travel
from town to town

Wandering Merchants:
Whilst venturing futher into the darkness of a dungeon, you may
encounter a merchant! They could be the difference between a
life of rejoicing, or a pitiful death. Merchants know that there are
treasure chests full of grand loot, and will sometimes risk life and
limb in a dungeon so they can add great valuables to their goods
for sale. If you are lucky enough, you might just happen upon one
which will be able to sell you the much needed health potion.

Heroes:
Along your way, you may happen to catch the attention of a knight
known as Asyrin. If he hears battle nearby, and things sound as if
they aren't going well, he'll teleport himself nearby to lend aid.
(This is to help lower level characters in dyer circumstances.)

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If the Player kills an innocent person, Burning Inferno will avenge
their death. This includes citizens, shop keepers, kids, etc.

Here is a knowledgeable user upon his first brush with Burning
Inferno:

**********************************************
USER: memlapse
"After several playthroughs without seeing anything remotely
resembling Inferno, I was happily slaughtering a large group of
bandits, when out of fricking nowhere comes this flaming horror
with maggots and skeletons and fireballs and this dammed cage
thing that kept trapping me. I have never had my ass kicked so
thoroughly. After getting knocked down for the 30th time and
chugging my last potion, I was done for. It was glorious."
**********************************************

Further, if you choose to become either a vampire or a werewolf,
then there will be consequences in response to your choice to
become a creature of the night. You can be hunted down by one
of the brothers Blade or Bane. Neither of them take too kindly to
evil creatures and will be relentless in pursuing you. Once you
are (un)fortunate enough to meet one, prepare yourself.

Also, there will be attacks by Boethia Worshippers if you fail the
quest Boethia's Calling (a level 30 quest).

For the back stories of Burning Inferno, Blade, and Bane, you
may visit our library for their books, or enjoy them in game.

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SoT adds its own unique assassins in addition to what is included in the vanilla game or the DLCs.
This feature completes the feeling of the never ending dread that
every SoT player is privileged to endure.

Mephala's Return:
The daedric princess known as Mephala (also known as
Webspinner, or spider god) is looking to spread her dominion of
terror from Morrowind into Skyrim. But the increasing presence of
the Dovahkin is giving the common people hope and proving a
hindrance to her. Thus, using her demonic guile she has bent the
will of many of her enslaved victims and her daedric followers
have trained them to become the ultimate assassins.

Granting the enslaved souls the ability to metamorphose into a
person they can vividly visualize, she has a vast army of
doppelgangers, which are highly skilled in the art of back stabbing
(silent kills).

The unholy Mephala Assassins dwell among the populace and
when the time is ripe attack their target, often being able to walk
right up to the victim undetected until it is to late to avoid the fatal
blow.

City Assassins:
These unique assassins are also doppelgangers and come with
their own special back story. They blend in by mimicking the looks
of an NPC that dwells inside the city and will only strike when the
time is right to pull of an effective kill.
When visiting an area full of people, the Dovhakin will now need
to keep a careful eye out. The doppelgangers have the ability to
look like anyone in the vicinity and will not set off alerts when
walking about. Further, they will not strike instantly, but rather try
to preform a sneak attack from behind. Only then will the player
know that the old grandma he just saw was in fact a deadly
enemy.

Wilderness Assassins:
Much like the city assassins, only they (notice the plural) will
come after you like a pair of intelligent raptors out where only the
highest skilled warriors could possibly defend himself from their
assault.

To ensure the job gets done right, Mephala has also trained
hunter assassins to seek out the Dovhakin in the wilds. They are
less likely to be able to pull off a successful sneak attack as their
brother within a city, so they will become aggressive and show
their true intentions more rapidly.

Poisoned Weapons:
To guarantee a quick kill for these advanced assassins, Mephala
has armed them with the most deadly of poisons--known as
Mephala's Kiss. This poison strikes the core and renders the
victim paralyzed for a short amount of time. During paralyses, the
poison seeps into the victim's blood veins which gives it a direct
(and rapid) path to the heart--causing almost immediate death.
Once poisoned, by Mephala's Kiss, the victim has only a minute
or two before they die. Both cure poison and cure disease
potions can cure the victim and must be taken quickly to avoid
succumbing to an agonizing defeat. Fortunately, if an adventurer
defeats one of these assassins, these rare weapons will be
available to use and/or sell.

Death:
One would think that the ultimate way to handle any threat is by
killing it. That would be true.....if these were mortals, however,
these cursed souls are promised redemption only if they carry out
their murderous acts successfully. Hence, upon death there is a
small chance that the deceased soul will take on a new form--that
of a spider--the sign of their god. The spider will then do its best
to attack its pray as one last desperate act to redeem itself.

They are awake, but still sleep. Dead to life, but still living.
After venturing and beginning to feel like an accomplished party,
there is news from town of an atrocious threat, that thrives on
death and is seemingly unstoppable. There are now (optionally)
hordes of zombies--which we call the Rumiirua--attacking the
major strong holds. They are a vile, relentless, detructive force
that only a true hero can quell. Do you have what it takes?
Probably not.

The forces will continue to keep attacking the strongholds,
ushering terror for the citizens until someone finds a way to stop
them. The Rumiirua (zombie) apocalypse is our very own quest
line and adventure just for you. It well send you far and wide to
find the cause of this undead uprising and will end with an
ultimate deadly encounter--if you make it that is. The story is rich,
and full of adventure and will envoke feelings of accomplishment
like no other quest has

To read more about the Rumiirua, you can visit our Library and
enjoy the lore-friendly, (back) stories our team has created for
you.