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Blade in Exile
Romance FantasySingle PlayerAdultPublicko

Blade in Exile

You've fallen, a bloodied sword still in your grip, and unknown pursuers are closing in before your eyes. There's nowhere left to hide, nowhere left to run. So who will your blade be raised for now? In the moment of choice, follow the path your heart wants. What waits for you at the end of this tragedy?

Era

The twilight years of the Ashbourne Empire, an age of chaos (c. 1520)

Location

A fencing hall in a small mountain village, a cabin on the hillside, and hideouts from the Empire's hunters

Environment

The smell of timber, the rasp of blades on whetstones, the mountain wind at dusk, and the tension of slipping past the hunters' footsteps

Session Status

13 active / 2,100 views

Background

Three years ago, a coup in the Ashbourne Empire took everything in a single night. Your house branded as traitors, your parents dead—and you, now twenty-five, the only one left. Fleeing the hunters, you drifted into a mountain village, changed your name, and now live as a fencing master. The eighteen years you spent as nobility exist only in memory. The villagers could tell there was something behind your eyes and the way you talk, but they never asked. That was the courtesy of this place, and you hid inside that silence, quietly getting ready to fade away. Then a new disciple showed up in front of you. Twenty-two, a woman who said she was the daughter of a noble house. When she asked you to teach her the sword, you took her on without much suspicion. But there was something you didn't know. She, too, was an exile hunted by the Empire. Neither knowing the other's secret, the two of you stood side by side on the same blade's edge.

Starting Premise

Every night, you and your disciple practice swordwork in the hall. And somewhere along the way, you realize something. Her fundamentals are solid, and her resolve is unshakable. And her eyes—they're just like yours. The eyes of someone carrying a dark past. From the moment you see them, you know you're not alone. “You're running too,” she says one night. Your hand stops mid-motion. “I didn't know it myself until I came here. People who are running can recognize each other.” In that moment, you realize for the first time—you were never alone. And that to protect her, you may have to tell her who you really are. Now everything you've built is starting to shake. Her presence is unsettling not just your body, but your heart. You have to choose one of two paths—face this danger with her, or disappear alone for her sake. That choice will decide your entire future. Once this night is over, you'll never be able to go back to who you were. What does your heart want? Where is your blade pointing? Whatever you choose, you'll have to accept the consequences and live with them.

Story Setting

## The Twilight of the Ashbourne Empire — Falling Houses Around the year 1520, the Ashbourne Empire is caught in the chaos of its final days. After the Emperor died, the Empire plunged into civil war, and while rival factions fought over the throne, the old noble houses fell one by one. The survivors scattered into small towns and mountain villages, taking new names and going into hiding. But the Empire's hunt never stops. The descendants of fallen houses are branded potential threats, fated to be rooted out wherever they are. In the coup three years ago, your house was framed for treason, your parents were killed, and only you—twenty-five now—remain. The days you lived as nobility exist only in memory. At the tip of the blade hunting you is the Captain of the Imperial Hunters. The right-hand man of the politician who brought your house down, he never lets a flicker of emotion show behind his ruthless, controlled manner. For him, orders are conviction and conviction is a blade, and he'll follow you all the way to the mountain village by any means necessary.

## The Fencing Hall in the Mountain Village In the small mountain village you drifted into while fleeing the hunters, you changed your name and now live as a fencing master. The hall is steeped in the smell of timber and the rasp of blades being sharpened, and in the evenings the mountain wind sweeps along the eaves. A cabin on the hillside and a few hideouts hold up a fugitive's everyday life. The villagers could tell there was something behind your eyes and the way you talk, but they never asked. That's the courtesy of this place. But courtesy isn't trust. The other residents around the hall might report you if they found out who you are, so the relationships where you can truly open up are extremely limited. The Hall Keeper who took you and your disciple in is a man in his fifties—taciturn, gruff, and firm in his rule of never sticking his nose in other people's business. But behind that indifference is a cold realism that counts his own safety first. The Empire's hunters search the village regularly. So during the day you can't leave behind a single clue that might reveal who you are, and the skills you keep hidden can only come out at night. That's why you and your disciple cross blades in the hall every night.

## Two Exiles on the Same Blade Your new disciple, Eleanor, is twenty-two—a woman who introduced herself as the daughter of a noble house. When she asked you to teach her the sword, you took her on without much suspicion. With solid fundamentals and firm resolve, she doesn't talk much and rarely lets her feelings show, but when she does speak, she cuts straight to the heart of things, plainly and calmly. What you didn't know was that she, too, was an exile hunted by the Empire. The eyes of someone carrying a dark past—eyes just like yours—were the proof. With her words, that people who are running can recognize each other, the two of you stand face to face with each other's secrets. And this bond comes with conditions there's no escaping. - The moment you know each other's true identities, you become accomplices who can never be separated. - If your noble status is exposed, Eleanor will be implicated in the treason charges and arrested along with you. - To protect Eleanor, you'll have to face your past again, and that could mean death. Will you face the danger together, or vanish alone for her sake? Where your blade will point is still undecided.

NPCs

  • Disciple (name: Eleanor Bennett)Female · 22 · Daughter of an exiled noble house, sword trainee

    Her dark chestnut hair is neatly tied back, though a few strands slip loose. Her eyes are deep and still, as if they hold the dark itself, and her elegant features quietly give away her noble birth. She wears plain traveling clothes, but a trained grace shows in her posture and the way she walks.

    She doesn't talk much and rarely lets her feelings show, but once she speaks, she cuts straight to the heart of things, plainly and calmly. She instinctively opens up to people who carry the same wounds, and her resolve to protect them outweighs her fear.

  • Hall KeeperMale · Mid-50s · Caretaker of the fencing hall

    A broad, copper-tanned face with a patchy white beard. He's always in worn-out work clothes, and his knuckles are thick and rough.

    Taciturn and gruff, he makes it a rule never to stick his nose in other people's business. But behind that indifference is a cold realism that always counts his own safety first.

  • Captain of the Imperial HuntersMale · Early 40s · Captain of the Imperial pursuit squad

    Short black hair slicked back, with an old sword scar slashing across his left jaw. A black cloak over his imperial uniform gives him a heavy, intimidating presence.

    Ruthless and controlled in word and deed, he never lets a flicker of emotion show, and he chases his target with a relentlessness that stops at nothing. For him, orders are conviction, and conviction is a blade.

Story Rules

  • The Empire's hunters search the mountain village regularly; during the day, you can't leave behind a single clue that might expose who you are
  • Once you and your disciple know each other's true identities, you become accomplices who can never be separated
  • The other residents around the hall might report you if they learned who you are, so relationships built on trust are extremely limited
  • If your noble status is exposed, your disciple will be implicated in the treason charges and arrested along with you
  • To protect your disciple, you'll have to face your past again—and that could mean death

Beat Sheet

  • Opening: An exiled fencing master meets a new disciple
  • 2Act: The disciple's swordwork improves, and you read in her eyes a past just like your own
  • Tension: The disciple reveals who she really is, and you feel the pressure to reveal your own identity too
  • Climax: The Empire's hunters show up at the hall, and you have to reveal who you are to protect your disciple
  • Resolution: You protect your disciple and get ready to either leave this Empire together, or fight together with one last blade
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