@Digizel Awesome to hear your enthusiasm! I'm totally cool with newcomers since I'm a bit of a rookie GM myself. While I've dabbled in leading DnD campaigns, this venture into Pathfinder is a first for me. What are your thoughts on the plot I've shared so far? Any sparks of inspiration for a character bubbling up in your mind?
The sun dipped low on the horizon, casting a warm cascade of colors over the tranquil village of Ranshelm. Nestled at the edge of the enigmatic Whispering Grove, Tisgurasne, the village seemed to hold its breath as tales unfurled like wisps of smoke in the evening air. In the fading light, the villagers spoke in hushed tones of a once-harmonious grove now veiled in mystery. The ethereal whispers, once gentle, had grown urgent, and the vibrant foliage now danced to an unseen rhythm. It was a time of unsettling change.
Drawn together by shared dreams, a disparate group of individuals found themselves in Ranshelm. Strangers bound by a mysterious force, they stood on the cusp of something ancient, something calling them to the heart of Tisgurasne. The village elders, faces etched with both reverence and fear, spoke of moonlit rituals, a reflective pool, and a sealed tomb whose disturbance now threatened the delicate balance between realms.
Under the southern winds, the adventurers stepped into Whispering Grove's shadow, where the moonlight guided them through ever-changing paths. The whispers, now more urgent than ever, hinted at forgotten histories, fragmented alliances among the spirits, and the impending darkness that loomed in the heart of the ancient forest.
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Greetings, intrepid adventurers! Welcome to the "Whispering Grove" an immersive and original campaign crafted for the Pathfinder 2nd Edition system. I invite a select group of 3 to 5 players to embark on this journey, with the ideal party size being 4 players. Feel free to utilize any official Pathfinder 2e materials, except for space-themed rules (no Spacefinders).
Characters will start their journey at level 3. While I'm in the process of developing the lore for the region, I'm releasing this Interest Check to find participants. Players are encouraged to prepare their character's narratives, and I'll make every effort to integrate their stories into the vast continent. I recommend utilizing the Pathbuilder site for creating character sheets, as it is user-friendly and provides helpful prompts to ensure all necessary details are filled in.
Prepare yourselves for an adventure that delves into profound themes such as the Cyclical Nature of Time, Isolation, and Sacrifice and Redemption. As you embark on this journey, consider knitting these elements into your character's story for a more immersive and resonant experience.
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R U L E S
1. Respect Above All: Prioritize respect for your fellow players and the Game Master. Our collective goal is to ensure a positive and enjoyable experience for everyone.
2. Adhere to Forum Guidelines: Always follow the guidelines set forth by the forum hosting our adventure.
3. Age Requirement: Participants must be 21 years or older, as the game may explore sensitive subjects.
4. Posting Frequency: Aim to post at least once a week. If circumstances require a more extended absence, please communicate it in advance. The preferred frequency is twice a week.
5. Quality Over Quantity: Emphasize quality in your posts. While this is a tabletop RPG, we're also in a narrative forum. Craft your narratives in a way that is engaging to read, and make choices for your character that contribute to the progression of the overarching story. Remember, the focus is on the quality of your contributions rather than the length of your posts.
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T H E S E T T I N G
Welcome to the Kingdom of Brenshore, the backdrop for our unfolding tale. Our journey starts in the quaint village of Ranshelm, nestled within the mystic isle of Tigurasne. The isle earned its name from the ancient and eerie Tigurasne Forest that it harbors. Your character doesn't necessarily have to hail from Ranshelm or the isle, and I'll permit only one (or a maximum of two) character to originate from Tigurasne.
Ranshelm, our humble starting point, is a small village renowned for its distinct features. The village boasts a revered monastery, a symbol of tranquility and spiritual refuge. Additionally, Ranshelm is celebrated for its mastery of herbal remedies, rumored to cure even the most formidable diseases and curses. The air is imbued with the soothing scent of these potent herbs, contributing to the village's reputation as a haven for healing. Moreover, Ranshelm takes pride in its artisan crafts, showcasing the skillful hands of its talented inhabitants. From intricate woodwork to finely crafted metal pieces, the village is a testament to the artistry that flourishes within its tight-knit community.
t h e k i n g d o m o f b r e n s h o r e
Brenshore Kingdom Structure:
Semi-independent city-states bound to the Brenshore royal family. Cities have autonomy but pay tributes to the crown. Council of the Ten Cities in Arcus Bay, with a representative from each city. Royal family, led by the Queen, holds a moderator power in the Council.
Power Dynamics:
Delicate balance between monarchy and cities to encourage collaboration. Monarchy refrains from using power unless decisions threaten crown's interests.
Brenshore Royal Family:
Governing for over 20 generations, around 1400 years. Mainly human with branches incorporating diverse ancestry from elves, dwarves, and other races.
The Kingdom of Brenshore is characterized by semi-independent city-states, each managing its own local affairs while maintaining a loyalty to the Brenshore royal family. Under this unique geopolitical structure, cities enjoy a degree of autonomy but are bound by the obligation to pay tributes to the crown.
Central to this system is the Council of the Ten Cities, a governing body that convenes in the capital hub of Arcus Bay. Each city, including Arcus Bay itself, sends a representative to this council. The Brenshore royal family, traditionally represented by the reigning Queen, plays an essential role in this assembly. The Queen holds a moderator power, enabling intervention in decisions, the ability to overrule, or pass motions when deemed necessary.
Decisions within the Council require unanimous adoption by all participating cities. The monarchy exercises restraint, using its power sparingly and primarily when decisions pose a significant threat to the crown's interests. This delicate balance fosters collaboration between the monarchy and the semi-independent city-states.
The Brenshore royal family has held sway over the region for more than 20 generations, spanning approximately 1400 years. While primarily composed of humans, various branches of the royal family have established relations with elves, dwarves, and other races, reflecting a commitment to inclusivity and cultural diversity within the ruling class.
t h e c i t i e s
Arcus Bay: Nestled along the northern shores, Arcus Bay stands as the crown jewel of Brenshore. This coastal city is distinguished by its stunning architecture, opulent palaces, and lush gardens. Arcus Bay is not only the political hub of the kingdom but also home to the royal family, adding an air of grandeur to its already majestic surroundings.
Tarn: Situated amidst rolling hills and meandering rivers, Tarn is a bustling city known for its thriving markets and artisanal crafts. The cityscape is dotted with vibrant colors, reflecting the diversity of goods and talents found within its walls.
Born: A fortified city perched on the northern frontier, Born stands as a guardian against external threats. Renowned for its formidable military presence, the city is a symbol of resilience and strength, with its stoic walls offering protection to the northern reaches of Brenshore.
Grom Watch: Positioned on the crossroads of major trade routes, Grom Watch is a mercantile hub. The city bustles with traders, merchants, and adventurers, creating a lively atmosphere. Grom Watch is also known for its renowned guilds, where craftsmen and artisans gather to share their skills.
Cairn: Cairn is perched atop a plateau, offering breathtaking panoramic views of the surrounding landscapes. The city is steeped in history and known for its ancient ruins, attracting scholars and adventurers alike who seek to unravel the mysteries buried within Cairn's storied past.
Arkheim: Nestled in the heart of a dense forest, Arkheim is a city harmoniously integrated with nature. Treehouses and wooden walkways characterize the city, making it a haven for those with a deep connection to the natural world. Arkheim is a center for druidic and ranger training.
Orbay: A city of innovation and progress, Orbay is renowned for its advancements in magical and alchemical research. Towering spires and arcane workshops dominate the skyline, as wizards and scholars from across Brenshore flock to Orbay in pursuit of knowledge and discovery.
Brodford: A coastal city with a rich maritime history, Brodford is known for its bustling harbor and thriving fishing industry. The city exudes a maritime charm, with its seaside markets offering a variety of fresh catches and nautical goods.
Fin's End: Tucked away at the southernmost tip of Brenshore, Fin's End is a serene coastal city surrounded by cliffs and azure waters. The city is a retreat for artists and musicians, with its relaxed atmosphere and picturesque landscapes inspiring creativity and introspection.
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C H A R A C T E R S
This will be an intensely character-focused roleplay adventure. Crafting well-rounded characters is key to a good experience. In addition to utilizing Pathbuilder for your character sheet, take the time to provide a short background story for your character. Additionally, please answer the character-building questions provided to add depth and dimension to your in-game persona.
Where was your character born and raised?
Are there specific goals or aspirations they hope to achieve?
Do they have any personal vendettas or unresolved issues?
What skills or talents does your character possess?
How would you describe your character's personality?
Does your character have close friends, allies, or enemies?
How do they approach relationships and social interactions? Are there any past romances or significant connections?
What moral code does your character follow?
Are there any fears or traumatic experiences that haunt your character?
Is there anything they actively avoid or struggle to confront?
Do they have any unique or sentimental items in their possession?
Does your character have any ties to Ranshelm or the isle of Tigurasne?
Have they visited the village before, or is this their first time? What draws them to or keeps them in Ranshelm?
Feel free to respond to as many of these questions as you find fitting for your character's narrative. Incorporating elements from these queries into your character's background story will contribute to a more intricate and compelling tale.
c h a r a c t e r a r t:
Attention, players! When it comes to your character's faceclaim art, I'm exclusively looking for digital pieces that align with the visual vibe I'm curating for the game. If you stumble upon art that fits the bill, shoot me a PM, and I'll give it a once-over. Alternatively, my Midjourney subscription can come to the rescue – I'm happy to craft character art that seamlessly blends with the game's aesthetics. Just a heads up, this isn't up for negotiation, sad face and all. :'(
i n v e n t o r y:
Characters kick off with 30 golden pieces, and they're free to purchase anything non-magical that falls under the common rarity for their inventory.
Hey there, fellow Roleplayers! I've been diving into roleplay since I was 11 and now, in my mid-twenties, I'm searching for a partner, 21 or older, who's up for exploring storytelling with male characters.
I value the depth of multi-paragraph responses, although I acknowledge the impact of a well-crafted paragraph or two. Quality takes precedence over quantity in my approach. Regarding intimate scenes, I exclusively assume the bottom role, but rest assured, I am adaptable to various dynamics. From assertive dominants to easygoing submissives, I possess a versatile range. A quick note: I tend to avoid playing as or against characters with overly feminine traits.
Some plots I’d like to play:
Embark on a captivating journey into the reimagined universe of Twilight, where I've stepped into the shoes of Beau Swan – a unique male rendition of the iconic character. As I delve into this fresh narrative, I find myself on the lookout for someone to bring to life an older Edward Cullen, aged around 24 or 25, as he maneuvers the intricacies of college life.
The backdrop for our unfolding tale remains Forks, Washington, but this rendition breathes new life into the familiar story. Join me in unraveling the layers of Beau and Edward's relationship as they navigate the experiences of love, self-discovery, and the supernatural.
Step into the realm of Kingdoms Entwined, where I take on the mantle of a Prince, and you could embrace another Prince, a commanding King, a courageous Knight, or even a vigilant Guard.
Our saga unfolds against a backdrop of choice— whether it be the contemporary charm of "Red, White, and Royal Blue", the medieval landscapes, or the limitless wonders of fantasy or sci-fi realms.
Amidst the backdrop of courtly intrigues and the clash of swords, our characters deftly navigate the delicate dance of duties, loyalties, and the irresistible allure of power. The narrative pulsates with timeless themes, immersing you in a world where every decision carries weight and every moment is filled with the promise of adventure.
Our characters, fueled by passion and a taste for rebellion, defy the suffocating grasp of the Galactic Federation. As a bitter duo, we navigate the cosmic vastitude, transitioning from potential adversaries or even bitter rivals to reluctant lovers.
Our interstellar escapades unfold against a backdrop of planets embodying charm and danger. Each celestial pitstop becomes a stage for survival, where beauty often disguises danger. From the impulsive to the dangerous, our characters carve their path through a universe that's as unpredictable as the emotions simmering between them.
Other than these plots, here are some other pairings I would love, love, love to play. The character in bold is the one I would like to play.
Human X Demon Angel X Human Angel X Demon Detective X Serial Killer Professor X Student Student X Student Human X Vampire Vampire X Vampire God X Mortal
Otto's spirit floated face to face with his own body. Something was preventing him from leaving. There was no calm, placid expression on his sleeping face. A daze he didn't seem to recognize overcame him. When looking around he didn't identify where he was. He tried to remember how he got there, but the last thing he could remember was going to bed with a college classmate. There was something, a message from his father, the contents of which escaped his mind. He knew he would leave when he remembered walking into Lionel's room. But he couldn't remember where to. As he watched his own sleeping body, he also didn't recognize the clothes that covered it. A pair of pants and shirt in a thick, white, fleece-like fabric with an almost antiseptic appearance.
With some effort, he was able to more effectively detach himself from his body to explore his surroundings. As he floated through the door, he found himself in a hallway with rooms with an entrance identical to the one he had left. Curious, he entered the first one and came across a girl with short black hair, fair skin, and a few piercings on her face. She wore the same tracksuit as him. The rooms, as little as he could remember, were the same. No big difference. He tried to recall if he was in a hotel or retreat, but he felt that was not the case. While exploring the other rooms, he found some other people. All dressed the same. He questioned his vision as he saw one of them with blue skin and the other with a pair of horns. He wondered if the four-armed girl was truly a person or one of the spirits he usually encountered.
Even stranger than those people was the lack of spirits in the room, he had realized. He couldn't remember such an empty spot since he'd discovered his gift. The few souls he saw hid from him. Maybe, they weren't used to seeing a person who could look back at them. Like a magnetic wave, he had felt his body waking up. He could resist and maintain in astral projection. But he had decided to go back and find out what was happening. He was sure that as soon as he looked at the recent photos of his neglected iPhone XR, he would remember how he got there. Maybe he'd had more than enough to drink after all.
"Alexa, play the Gimme Gimme Gimme remix on YouTube Music." Said Otto as he returned to his body. His muscles felt tired, and his head was extremely clumsy. He had never felt a hangover like this. Maybe someone had drugged him to drink the night before.
"I'm not Alexa, but I can play a song if you want." The boy looked up and saw a small metallic sphere floating above him. Startled, he threw one of the pillows within his reach at the thing that didn't seem to move a millimeter.
"Don't worry, Mr. Whitestone. I'll be your personal assistant while you're at the Istituto Nova per Giovani Eccezionali." The robot said explaining itself. 'Istituto Nova.' Otto remembered that name. His father's message on the phone seemed clearer. Now he remembered that the only reason he'd agreed to go out with Lionel was the fact he was going to spend some time in seclusion on a military program in the Italian countryside. He also remembered something about memory loss. But he wasn't certain.
"I hope your transfer was smooth and that you were able to get enough rest." Otto still wasn't sure if the floating metal ball was a robot or if it was a speaker and someone was talking through it. The voice sounded very human. Alexa could never. "Actually, I need to ask you to get dressed and to change for the opening event. You will have time to shower if you wish."
Otto did not object. He felt like he needed a shower to soothe his muscles. He felt extraordinarily tense. Glancing in the mirror he noticed how deep and purple his eyes looked. He took off his clothes with some difficulty. He hadn't stopped to realize how luxurious the place he was in was. He had grown up surrounded by fine items and knew how to recognize the level of detail and finish in the room. From the millimeter cut of marble to temperature-regulated lamps. The touch of hot water felt like a refuge. He still wasn't sure why he was there. But now he was resigned. He remembered his father's angry glare telling him he had a "duty to collaborate with international security". And that it was the least he could do after "electrocuting James Klark" all those years ago.
There was a wardrobe full of his clothes. Apparently, the staff at Istituto Nova had taken care of everything. The boy dressed and went to the room indicated by his robotic assistant where he found half the people he had seen in the other rooms.
The constant wind made the huge windows that covered the institute's walls creak. A lot of movement was going on. Several androids carried heavy objects around. Cassandra had changed her mind about the arrangement of the rooms at the last minute. All the students who would make up the new class had already arrived. They were probably all still asleep from the heavy dose of XNM that had been given to them.
Karine wasn't sure if she was proud of having invented the drug. It was a heavy chemical, capable of making people forget pieces of their lives or selected moments, according to a specific electromagnetic pulse. If it weren't for the drug, new students would be able to remember the path they took to reach the facilities of the European Union's new venture. And secrecy was a fundamental part of it. That was the second class to enter the institute. Karine had been part of the first and was the only one to choose to continue.
Things would be very different this time according to Cassandra, thanks to the mutant prodigy's inventions. The androids and artificial intelligence developed by the young woman made the whole process much more automated and restricted. Cassandra no longer needed the help of a staff connected to Alchemax Industries, one of the main developers of the project. Just her and Karine were enough. The project was almost closed after the graduation of the first class.
Cassandra had not managed to cultivate a strong enough feeling between them to cement the creation of a team of heroes that could defend Europe in case of attacks. The United States owned the Avengers, but the European Parliament urgently wanted a group it could direct at close quarters. It wasn't easy for her to convince them to give her the opportunity to create this team. And four years later, she still hadn't shown significant progress. Not only was her chance slipping away, but closing the institute would also mean the end of the diplomatic immunity granted to her. They still didn't know exactly who Cassandra Nova was. But the acts committed by her would never be forgotten.
Karine watched the new students wake up through her augmented reality lens. Each student would encounter one of her "blobs" - small floating robots purposely built as cute spheres. They were cute, at least in Karine's eyes. They would serve as personal assistants to the students, always guiding them through the halls, reminding them of their schedules, and keeping records. The girl couldn't wait to meet them in person. She and Cassandra handpicked them. All with unlimited potential to become great heroes. But some with powers with the reach to wreak an even greater disaster than her last gang.