Player characters begin in captivity, in the traditional Elder Scrolls manner. They are prisoners in a dilapidated Imperial fortress on the borders of Cyrodiil and Hammerfell. The introduction can even begin in media res with a classic scene: the PCs chained in a prisoner cart or in a cell, not yet knowing each other, about to be transferred or executed for various reasons (each player determines why their character was captured – actual crime or judicial error).
Act I – The Twilight Escape
Synopsis
The Escape Opportunity
Suddenly, the opportunity to escape presents itself spectacularly: the fortress is attacked in the middle of the night. A Thalmor strike team launches a lightning raid to seize an off-the-books political detainee and recover a sealed dossier. In the confusion, the PCs manage to free themselves (by luck, opportunism, or help) and must arm themselves in haste while the garrison collapses around them. This opening immediately establishes the Thalmor as a competent, terrifying antagonist, and gives the party a shared origin: survival through a night that was never meant to leave witnesses.
The Pursuit
In any case, the PCs finally escape from the prison during the first scenario, probably by recovering some basic equipment on site (improvised weapons, guard armor, etc.). They emerge into the wild, free but pursued (either by the remnants of the Imperial garrison, or by the Thalmor attackers if they notice fugitives). A first pursuit can then begin in the border hills of Hammerfell: ideal terrain to practice Athletics (chase on foot or horseback), Survival (hiding, finding shelter), Stealth (escaping patrols), or even Magic (an Illusion spell to create a diversion, etc.).
The Refuge
The characters finally shake off their pursuers and find refuge at dawn in a small border village or caravan stop. There, they can catch their breath, meet as a group and share their stories. This is an opportunity for first social interactions (Speech to get help from suspicious inhabitants, Perception to spot a suspicious detail like a wanted poster concerning them posted on a wall, etc.). The PCs understand they have been mixed up in something bigger than themselves: for example, if the Thalmor was involved in the attack, why such a deployment of resources? If they crossed paths with the targeted political prisoner, he can thank them and slip them a contact name in the nearest city, thus opening the door to the continuation of the adventure.
Act I Objectives
Forge the group with a common past (the escape), give a taste of danger and introduce the shadow of the Thalmor or an unknown threat. By the end of the act, the PCs should have a reason to stay together (if only common survival or a summons from a local Imperial authority wishing to understand what happened). A concrete lead leads them to the next step – for example, the mention of an intriguing artifact or document related to the attack, which they alone can transport safely because they are "officially dead/missing" in the eyes of the world.