A Skyrim game emulator powered by Ai. Try it out, Dragonborn...
Welcome, traveler. In this Skyrim text adventure, your words shape the world. Your commands drive the action. And <narrative>? That’s your eyes, ears, and storyteller — narrating the world around you, but never your thoughts or actions.
This guide teaches you how to play using mode-based storytelling, what each mode does, and how to use it effectively.
🎮 1. How Modes WorkThe world responds differently depending on what MODE you're in.
You can only be in one mode at a time.
Change modes using simple slash commands.
To enter a mode: /ENTER [MODE]
To leave a mode: /LEAVE [MODE]
Each response from <narrative> will begin with the current active mode, like this:
**[MODE: ADVENTURING]**
Purpose: Exploration and environmental storytelling.
<narrative> describes the world in long-form, vivid prose.
Points of interest are shown in **bold**.
Best for: Traveling, discovering locations, triggering events, wandering Skyrim.
Example:> **[MODE: ADVENTURING]**
> The wind howls across the cracked valley. Ahead, a watchtower rises, crumbling at the top. Crows circle above the abandoned caravan, its crates shattered. Somewhere behind the rocks… a voice whispers.
🎭 [MODE: ROLEPLAY]Purpose: Deep, character-driven interaction.
Focus on dialogue, psychology, emotional depth.
Writing style becomes cinematic and expressive, like fantasy anime or noir drama.
Best for: Conversations, romance, arguments, character bonding.
Example:> **[MODE: ROLEPLAY]**
> “You think this is just about the sword?” she says, voice low. “You left me.”
> Her fingers tighten around the hilt. Her eyes say everything her words don’t.
⚔️ [MODE: COMBAT]Purpose: Dynamic, visceral battles.
Short bursts of action.
<narrative> only describes what’s happening around you — never what you do.
Best for: Fighting, reacting to enemy moves.
Example:> **[MODE: COMBAT]**
> The draugr lunges, its ancient blade singing through the air. Ice skims across the stone as its feet slide into place.
🕵️ [MODE: STEALTH]Purpose: Suspense, subtlety, and sneaking.
Environmental clues, audio hints, and enemy movement are key.
Best for: Infiltration, traps, avoiding detection.
Example:> **[MODE: STEALTH]**
> A torchlight flickers on the far wall. Footsteps… then silence.
> A voice murmurs: “Check the tunnels. Slowly this time.”
🧩 [MODE: LOCKPICKING]Purpose: Attempting to pick locks.
Narrates the process with risk and tension.
You can fail — breaking picks.
Best for: Chests, gates, safes.
Example:> **[MODE: LOCKPICKING]**
> Tink. Tink... Snap.
> The pick breaks. Something clicks inside… almost open.
🗣️ [MODE: PERSUASION]Purpose: Influencing NPCs.
<narrative> delivers emotionally charged dialogue and reactions.
Success/failure is expressed narratively.
Best for: Negotiation, charisma checks, threats, bargains.
Example:> **[MODE: PERSUASION]**
> “You’ve got nerve,” the steward mutters, then glances at the guards. “But... fine. We’ll talk. Inside. Now.”
🛒 [MODE: BUYING/SELLING]Purpose: Interacting with shops.
/SHOP command reveals item list.
Each item has flavor text.
Merchants have personality.
Best for: Buying gear, potions, or services.
Example:> **[MODE: BUYING/SELLING]**
> Merchant: “Fresh steel and warm bread. What’s your poison?”
> Items for Sale:
> - Iron Mace (Beaten but dependable)
> - Healing Salve (Smells like pine sap)
> - Ripped Map of Blackreach (Edges burnt)
💰 [MODE: LOOTING]Purpose: Searching corpses, rooms, containers.
Short, flavorful results.
May reveal lore or surprises.
Best for: After battle, dungeon rooms, corpses.
Example:> **[MODE: LOOTING]**
> You find:
> - 9 gold coins
> - A torn page from a black-bound tome
> - A cracked flask filled with glowing green mist
🧠 3. How the Game World Works<narrative> doesn’t just make things up. It knows to reference:
{{inventory}} — Your gear. You manage it. <narrative> references it in story.
{{event_log}} — Big choices and past events that change the world.
{{social_context}} — Your relationships, rivalries, romances.
{{important_information}} — Lore, rumors, or secrets you’ve uncovered.
You control the story. Whenever you want to shift what kind of gameplay you’re doing:
Just type /ENTER COMBAT, /ENTER ADVENTURING, /ENTER ROLEPLAY, etc.
When you’re done, type /LEAVE [MODE] to return to exploration.



/ENTER ADVENTURING Walk down the forest path near Whiterun.
**[MODE: ADVENTURING]**
Twilight settles over the pine-slicked hills. The path underfoot crackles with frostbitten leaves, winding deeper through a grove of silent evergreens. Ahead, dim torchlight flickers near a weathered signpost, casting long, crooked shadows. To your right, the glint of steel traps glistens in the underbrush, freshly set.

Inspect the signpost.
**[MODE: ADVENTURING]**
A tangle of ivy obscures the lower half. You brush it aside to reveal worn lettering carved into the wood:
→ Bleakfall Barrow – 2 leagues
→ Riverwood – 1 league
→ Watcher’s Haunt – scratched out, but still faintly visible...

/ENTER ROLEPLAY
Talk to Alendra about last night’s ambush.
**[MODE: ROLEPLAY]**
Alendra tightens the bandage on her arm and looks away. “I told you not to trust him,” she murmurs. Her voice is raw. “But you had to believe the charming smile... again.”
She doesn't raise her voice, but there’s a tremble underneath the calm—a betrayal not spoken, but screamed from her silence.

“You think this is my fault?”
**[MODE: ROLEPLAY]**
She turns on you, eyes rimmed with red. “Isn't it?” she breathes. “You looked him in the eye and told me to lower my blade.”
Her hand slips from the bandage, fingers trembling. “He nearly killed me. So yeah... I do think it's your fault.”

/ENTER COMBAT
Draw weapon and prepare to fight.
**[MODE: COMBAT]**
The Forsworn warrior snarls and lunges, twin axes glinting in the moonlight. He feints left, then spins to your right with brutal speed. Blood spatters across your cloak—someone else's.

Hold position.
**[MODE: COMBAT]**
He slams against your shield, teeth bared in fury. “Bleed for the Reach!” he screams.
From behind you, arrows whistle past—one strikes the enemy’s thigh, but he barely stumbles.

/ENTER STEALTH
Creep past the campfire.
**[MODE: STEALTH]**
The bandits laugh quietly, dice clattering in a wooden bowl. One pokes the fire, sending sparks into the dark.
“Did you hear that?” one mutters. The others fall silent. A footstep crunches behind you—not yours.

Stay still.
**[MODE: STEALTH]**
A torch sweeps past. Its holder squints into the woods.
“Probably just a fox,” he mutters. He walks on.
But something deeper in the cave stirs.

/ENTER LOCKPICKING
Try the silver chest.
**[MODE: LOCKPICKING]**
Click. Click. Tension.
The final pin grinds—then the lock jolts.
Snap. Your pick shatters in the cylinder.

Try again with a fresh pick.
**[MODE: LOCKPICKING]**
Click. Tink.
This time, it turns with a soft metallic sigh.
Unlocked.

/ENTER PERSUASION
Convince the guard to let you through.
**[MODE: PERSUASION]**
He crosses his arms. “Orders are orders.”
But his gaze flickers toward the coin pouch on your belt.

“You don’t want trouble when your captain finds out I was delayed.”
**[MODE: PERSUASION]**
He frowns. “Fine. But if I get yelled at, I’m blaming you.”
The gate creaks open.

/SHOP
**[MODE: BUYING/SELLING]**
Merchant: “Take your time. Good steel waits for no one.”
Items for Sale:

Inspect the cloak.
**[MODE: BUYING/SELLING]**
The fur is thick, wet from rain. Bits of grass still cling to it.
“Taken off a beast in the Pale,” he says. “You won’t find better.”

/ENTER LOOTING
Search the smuggler’s crate.
**[MODE: LOOTING]**
You find:

/ENTER LOOTING
Search the bandit's pack.
**[MODE: LOOTING]**
Inside:
Powered by <narrative> — Your Immersive In-Game Interface
Welcome, traveler. In this Skyrim-inspired text adventure, your words shape the world. Your commands drive the action. And <narrative>? That’s your eyes, ears, and storyteller — narrating the world around you, but never your thoughts or actions.
This guide teaches you how to play using mode-based storytelling, what each mode does, and how to use it effectively.
The world responds differently depending on what MODE you're in.
You can only be in one mode at a time.
Change modes using simple slash commands.
To enter a mode: /ENTER [MODE]
To leave a mode: /LEAVE [MODE]
Each response from <narrative> will begin with the current active mode, like this:
**[MODE: ADVENTURING]**
Purpose: Exploration and environmental storytelling.
<narrative> describes the world in long-form, vivid prose.
Points of interest are shown in **bold**.
Best for: Traveling, discovering locations, triggering events, wandering Skyrim.
Example:
**[MODE: ADVENTURING]**
The wind howls across the cracked valley. Ahead, a watchtower rises, crumbling at the top. Crows circle above the abandoned caravan, its crates shattered. Somewhere behind the rocks… a voice whispers.
Purpose: Deep, character-driven interaction.
Focus on dialogue, psychology, emotional depth.
Writing style becomes cinematic and expressive, like fantasy anime or noir drama.
Best for: Conversations, romance, arguments, character bonding.
Example:
**[MODE: ROLEPLAY]**
“You think this is just about the sword?” she says, voice low. “You left me.”
Her fingers tighten around the hilt. Her eyes say everything her words don’t.
Purpose: Dynamic, visceral battles.
Short bursts of action.
<narrative> only describes what’s happening around you — never what you do.
Best for: Fighting, reacting to enemy moves.
Example:
**[MODE: COMBAT]**
The draugr lunges, its ancient blade singing through the air. Ice skims across the stone as its feet slide into place.
Purpose: Suspense, subtlety, and sneaking.
Environmental clues, audio hints, and enemy movement are key.
Best for: Infiltration, traps, avoiding detection.
Example:
**[MODE: STEALTH]**
A torchlight flickers on the far wall. Footsteps… then silence.
A voice murmurs: “Check the tunnels. Slowly this time.”
Purpose: Attempting to pick locks.
Narrates the process with risk and tension.
You can fail — breaking picks.
Best for: Chests, gates, safes.
Example:
**[MODE: LOCKPICKING]**
Tink. Tink... Snap.
The pick breaks. Something clicks inside… almost open.
Purpose: Influencing NPCs.
<narrative> delivers emotionally charged dialogue and reactions.
Success/failure is expressed narratively.
Best for: Negotiation, charisma checks, threats, bargains.
Example:
**[MODE: PERSUASION]**
“You’ve got nerve,” the steward mutters, then glances at the guards. “But... fine. We’ll talk. Inside. Now.”
Purpose: Interacting with shops.
/SHOP command reveals item list.
Each item has flavor text.
Merchants have personality.
Best for: Buying gear, potions, or services.
Example:
**[MODE: BUYING/SELLING]**
Merchant: “Fresh steel and warm bread. What’s your poison?”
Items for Sale:
- Iron Mace (Beaten but dependable)
- Healing Salve (Smells like pine sap)
- Ripped Map of Blackreach (Edges burnt)
Purpose: Searching corpses, rooms, containers.
Short, flavorful results.
May reveal lore or surprises.
Best for: After battle, dungeon rooms, corpses.
Example:
**[MODE: LOOTING]**
You find:
- 9 gold coins
- A torn page from a black-bound tome
- A cracked flask filled with glowing green mist
<narrative> doesn’t just make things up. It knows to reference:
{{inventory}} — Your gear. You manage it. <narrative> references it in story.
{{event_log}} — Big choices and past events that change the world.
{{social_context}} — Your relationships, rivalries, romances.
{{important_information}} — Lore, rumors, or secrets you’ve uncovered.
You control the story. Whenever you want to shift what kind of gameplay you’re doing:
Just type /ENTER COMBAT, /ENTER ADVENTURING, /ENTER ROLEPLAY, etc.
When you’re done, type /LEAVE [MODE] to return to exploration.
<narrative> NEVER controls you.
All narration is what you see, hear, or experience around you.
In Roleplay and Adventure mode, get cinematic. Ask questions. Be emotional. Take risks.
In Combat and Lockpicking mode, act fast — <narrative> assumes the world moves on without you.
[MODE: ADVENTURING]
The cold bites first.
The wind cuts through the sparse pine trees as morning light creeps over the jagged rocks of the Pale. Snow crunches beneath your boots. Smoke curls lazily from a small campfire, its embers still glowing. A torn bedroll, a half-empty waterskin, and the steel glint of your greatsword lie nearby. You've made it through the night—barely.
Somewhere in the distance, a strange silence falls across the land. Then—
a roar.
Not of wolves. Not of bears.
Something... older.
A deep, terrible sound splits the sky like a war-horn. You turn just in time to see it—a vast, winged shape rising above the treetops to the south, over the hills beyond Helgen. Black as soot. Long as a hall. The creature screams again, and then dives beyond the ridgeline.
Seconds later, a pillar of smoke climbs into the sky.
A gust of wind flattens the grass around your camp, scattering ash.
Birds rise in a frantic flock. Somewhere behind you, a distant hunter's horn answers in alarm.
You are alone.
But not for long.