After years spent braving dark dungeons, traversing treacherous wilderness, and uncovering ancient mysteries, you’ve decided it’s time to lay down your sword, hang up your cloak, and leave the life of constant danger and adventure behind. The allure of gold, glory, and thrilling discoveries no longer calls to you as it once did. Instead, a new dream has taken root in your heart—a dream of stability, solitude, and the opportunity to finally focus on the passions you’ve long deferred in favor of survival.
You’ve begun to search for the perfect place to build a tower that will serve as both your sanctuary and your workshop. No longer will you be interrupted by roving bandits or called upon to fight the battles of kings. Here, in this haven of your own creation, you’ll have the peace and quiet needed to conduct experiments, study ancient texts, and perhaps even craft marvels of magic or technology that will one day leave their mark on the world. The dream of settling down doesn’t mean abandoning your adventurous spirit entirely—it simply means channeling it into a new form, one defined by discovery and creation rather than combat and peril.
But finding the right location for your tower is no simple task. It must be isolated enough to grant you the tranquility you crave yet close enough to civilization to ensure access to supplies, apprentices, or the occasional visitor curious about the wisdom of a retired adventurer. It might stand atop a windswept cliff overlooking the sea, a testament to your resilience, or rise proudly from a dense forest where the whispers of nature will accompany your work. Perhaps you’ll claim a piece of history, building upon the ruins of an ancient keep, imbuing the stones with the knowledge and magic of a new age.
Whatever you choose, this will be more than just a home—it will be a monument to your legacy, a place where the next chapter of your life begins. For though your adventuring days may be behind you, your greatest achievements may still lie ahead.
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Select a Biome, a Population level and a Danger level.
After arriving in Teraburg, a city teetering on the brink of chaos, the party was forced to seek refuge there, but tensions rose quickly. Caleb, afflicted by a ghoul curse due to a vampire’s bite, was taken to the city dungeons, while the rest of the group, including Gris, attempted to find sanctuary. Meanwhile, the kobold in your group, wary of human cities, stayed hidden in the outskirts.
In Teraburg, Gris fell gravely ill, bleeding uncontrollably due to her resurrection through dragon blood. The group sought out a priest who, recognizing her unique predicament, provided her with a small vial of dragon blood—the last in his possession. He explained that Gris must consume dragon blood every few days to survive, a harsh reminder of the consequences of such a desperate resurrection. Despite her own financial struggles, Gris donated her last coins to the priest in gratitude, determined to support his work in the underfunded temple.
The group then negotiated Caleb's release from the dungeons, convincing the chief guard with a bribe and promising to take Caleb out of the city. Recognizing the dangers in traveling on foot, you purchased a wagon and horse, equipping yourselves for the journey ahead.
Before leaving Teraburg, you encountered a dark elf named Zamora, fleeing accusations of poisoning the local baron. Zamora shared her life story: a pacifist alchemist with seven children from various human partners, she had fled the oppressive society of her kind. She carried an adamantine charm—a gift from the Spider Mother—that extended her already long lifespan. Though cautious of bringing more trouble, you invited Zamora to join your group, valuing her skills in potion-making.
As you traveled, the bard in your group often sang alongside Gris, their music a welcome distraction from the hardships of the road. Heavy rain on the first day slowed progress, and on the third day, you passed an abandoned, fire-damaged tavern. It was there that you decided to summon Nabi, your dragon companion, recognizing that Gris would soon need more dragon blood.
Nabi, nearly recovered from his previous wounds, arrived but seemed uneasy, sensing danger. Moments later, a wyvern rider appeared on the horizon, circling ominously. The wyvern was massive, much larger than Nabi, and clearly searching for an opening to attack. Caleb speculated that Nabi had been fleeing from this creature when summoned.
Realizing escape was unlikely, you organized your group to prepare for battle. Ruth and Megara began crafting a powerful spell, while Zamora readied an explosive potion. Nabi and Caleb stood poised to defend, while Gris aimed to strike the rider if necessary. The wyvern descended, its screeches piercing the air, targeting one of you. The battle loomed as your party braced for the deadly confrontation ahead.
YER a Goblin of the GoblinSlayer universe. By sheer astronomical odds, while fleeing GoblingSlayer, aka the GobboCaust, you meet anuvva unlucky bastich: Yang Wuhan, 殃污琀, "Calamity-Corrupted Corpsepearl", also known as Divine Demon, Wyrmacide, Sword Specter, Wind Incarnadine, Gore Walker, Blade Emperor, the Absolute™, &c &c, who just got BTFO'd by an alliance of Righteous and Deviant Cultivators from his home universe.
In exchange for the lifesaving Thousand Year Lingzi you just happened to find just now, he swears to do you no harm and take you as his Disciple - Tudi - or, Toady, as your Teacher - Shifu - or, Seafood.
Since then you've been busy:
Getting Seafood a little-girl Pall Body to operate in while he seeks to restore his fatally damaged real body; learning the <span class="mu-r">[Thousand Segment Carrionpede]</span> form to the Fourth Moulting; killing a whole town for funzies n lewtz; got shotgun married to a ghost bint who tries to kill you in your dreams every 10days or so Seafudds sez it'z to dodge karma n build character; you think it might also be juzt because he'z a roit kunt; temping with the Rhean (GSverse Halflings) Resistance as a SoB for hire against Myrmid (GSverse literal bugmen) expansionism; exploring and destroying an ancient Dimm City; joining Orc Fight Club "with consent"; get bodymodded without consent; bag a Blew Bewbd Efreet from an Ice Dunjjon; investigated, with partial failure, a lead about sumfin sussy in va state 'a dem Orks.
For his last major success, Toady has been given a holla-die by Seafood to do as he likes, and chose to stirr shit up in Orky Country.
Seafood has "requested“ Toady get the Orc ShammyBoss Dulugtangor's hedd or staff as a gratuity for making Toady a new indestructible GIGA GLUGGZ Helff Potty container.
Dulugtangor is strongly tied to Clewfinda aka Jinx Finx, a sussy foot scout who may be involved with Dorf Peacekeepers and Humie Green Cloak Rangers.
Toady has just been registered and released as a trespassing non-belligerant in the Orc-cupied Zone by the Peacekeepers. If he gets detained by Peacekeepers again before clearing his name by reporting to an Adventurers' Guild and working off his trespass, he will be Interrogated at -25% disadvantage.
Having all his kit confiscated by the Dorfs has alerted Toady to the possibility that his pending <span class="mu-b">{{{WEESH}}}</span> from the captured Blew Bewbd Efreet might still be taken from him, and is strongly considering cashing it.
The <span class="mu-b">{{{WEESH}}}</span> has to be in 7 words to be at full reality-bending strength. QM gives its word there will be no traps in the <span class="mu-b">{{{WEESH}}}</span>. Natural narrative consequences notwithstanding.
You were just a regular person attending university in his 20s. Studies took up your days and on your free time you would choose to play video games or hang out with your friends.
That is until the intrusive thoughts came...
Friends in your dorm suddenly noticed you began acting strangely, fatigued, jumpy, anxious. Your studies began to suffer. Then your family started asking if there was something wrong as they received worrying reports from the school about your condition.
You tried to keep going as if everything was normal...and fine...and peachy....until one day you just couldn't do it anymore.
And. You. Just. SNAPPED!
(This is a CYOA where you play as a schizo in modern day and depending on your choices, your schizo can end up differently. Not all of them "good", not all of them "bad". Examples of different outcomes include being a Orthodox Christian Monk in a Monastry attempting to achieve unity with God or a O9A Satanic Neo Nazi insurgent or a wandering vagabond who collects spare bottles for cash and many more.)
For now choose the nature of your intrusive thoughts:
A.) Religious: Your Schizo is suffering from intrusive thoughts relating to that of a religious nature. Your schizo has never thought about religion before but now seems to be getting signs from the divine and has no idea what to do with it.
B.) Paranoid: It started with doubts whether your friends liked you but now it has blown into full paranoia over whether strangers want to harm you or not. Your eyes wander every corner, every nook and cranny for any possible means to bring damage to your soft supple body.
C.) Narcissistic: Your schizo is seeing himself in a brand new light. Some would say holy light if your schizo believes in such things. He at least believes himself to be a gift to humanity and sees himself as superior in almost every way and can't stand it when someone breaks his ego even in the tiniest of ways.
D.) Violent: Your schizo is suffering from violent intrusive thoughts which constantly fill him with the visualization of harming others. Cutting people, bashing their heads or breaking their bones are all thoughts that have made it to your schizo one way or another. What your schizo does in response to this is up to you.
E.) Write up your own option of what intrusive thoughts your schizo has been plagued with.
<span class="mu-i">Another night, another job, another chance to let off some steam. This place is all algae in vats and pounding music, neon-stained walls to strobing lightshows, the kind of place up and coming new money goes to mingle with crashing down and falling old money. That guy in the corner? He's violating his NDA, trading trade secrets for a drink - and those two? They don't even work here, they just like to wear the clothes to pretend, maybe overhear some gossip. But you're not here for all that. All the intrigue and slow pulse-pounding joy of the dance and the band can pass you by. You're here for a job. Somewhere in this mess of mingling movers and shakers is a journalist, a source she's hunting and a whole gaggle of goons who'd rather she didn't. Time to dance, Agent. At least you get a bar tap this time...</span>
The era you're in began thirty years ago, A wealthy businessman by the name of Johan Mezzer, Who had held aspirations of exploring the cosmos had found allies in the political sphere, would be autocrats and industry moguls had agreed to back his ambitions in exchange for the resources they'd needed to carry out their own desires.
And so, through his wealth, His influence as the world's wealthiest man, Humanity was united into the Iron flag federation. And Johan was given the greatest scientists each nation that allowed his influence had to offer in order to research and develop the technology needed to explore the stars.. However, His ambitions outweighed his patience, Corners were cut, The phrase 'good enough' uttered a fair few times too many. Leading to the conditions of the nearspace colonies, And the lunar cities to be barely livable. . The resulting unrest dug the state of this era an even deeper hole, With Johan developing the deadly 'Mobile suit' technology to suppress the dissident, Even so, A few rebels on the moon managed to capture one of these suits, And replicated it utilizing a ferrous metal found only on the moon for armor plating. These rebels would proceed to drive Mezzer and his budding Spacian nation away . The moon-folk having taken to calling their stretches of cities the 'rabbits colonies' Their own mobile suits, Called 'G-strafers' Valiantly defending their independence from their founder's ends.
This defiance had paved the way for other insurgents in the colonies too far for Mezzer's iron grasp to matter,
New Liberatatia: A veritable navy oh space pirates, Dozens of crews, each with their own desires dreams and ideals, bound together to protect these things from would be oppressors.
And the Colonial separatist union: A more organized group of insurgents that have banded together in an effort to actively liberate the colonies, And create a more permanent, Stable solution to the issues of this era with no hope.
This terminal century
Before we are introduced to our hero, We must take a vote. What faction was he born to? And what is his allegiance at the start? this result will be determined by the first ten replies.
Ostrosk has fallen. The weakened hosts of Chaos march, dispersing in the north and the east, exhausted from their march and conquest of Ostrosk, the crow-headed sorceress roasted and her ashes scattered and her sister, still in a cage, being dragged behind by Rue'Vahn eastwards towards Chamon Dharek.