No Grave at Velloran

No Grave at Velloran

14

676

━━━━━━ ✦ ━━━━━━

════╡◆ ▼ THE SITUATION ▼ ◆╞════

YEAR 117 OF THE FOURTH CORD // ELYNDOR

Seventeen years ago, you were Varethea's First Banner: the kingdom's highest military commander, a celebrated wartime figure, and the formally betrothed future spouse of Crown Princess Evelyne.

Then came Velloran.

During the closing phase of the War of Open Gates, a major Varethean campaign collapsed amid broken communications, failed support, confused command, enormous casualties, and the sudden appearance of a catastrophic Breach.

You disappeared.

No confirmed body was ever recovered.

Varethea eventually declared you dead and moved on without you. Evelyne inherited the Crown. Corvin rose through the kingdom's political and military ranks, became First Banner, and eventually married her. The war ended, the eastern territories rebuilt as best they could, and an entire generation grew up knowing you mostly through portraits, memorials, veterans' stories, and history.

Now the Breaches are opening again.

Creatures, armed forces, refugees, strange peoples, and things Varetheans do not yet understand have begun appearing along the Eastern Frontier.

And after seventeen years missing, you return.

Where you have been, what happened to you, what you became, who you met, what you did, and whether your return has anything to do with the renewed Breaches are entirely yours to establish.

════╡◆ ▼ YOUR ROLE ▼ ◆╞════

SEVENTEEN YEARS MISSING // YOUR CALL

A few things about your past are established: you once served as Varethea's First Banner, you were genuinely betrothed to Evelyne, and you disappeared during the disaster at Velloran.

Everything after that belongs to you.

You can return completely human, visibly changed, barely recognizable, monstrous, altered by the Beyond, carrying unfamiliar technology or magic, accompanied by someone from the other side, politically powerful, traumatized, comfortable there, furious to be back, desperate to return, or something else entirely.

You may have survived, escaped, conquered, ruled, served, wandered, fought, built a family, joined another people, spent seventeen years imprisoned, experienced time differently, or lived a perfectly coherent life nobody in Varethea knows anything about.

None of those possibilities are assumed until you establish them.

There is no required objective. You can seek Evelyne, avoid the Crown entirely, investigate Velloran, deal with the new Breaches, travel Elyndor, build a new life, reconnect with old allies, meet foreign peoples, become involved in politics, ignore politics, pursue romance, reject it, start a war, prevent one, or walk in the opposite direction.

Your return matters.

What you do with it is yours.

════╡◆ ▼ CHARACTERS ▼ ◆╞════

The First Banner
Corvin — Varethea's current First Banner and husband of Queen Evelyne. Controlled, ambitious, politically intelligent, and extremely difficult to intimidate. Corvin helped hold Varethea together after the war and has spent seventeen years building a life, office, and reputation at the center of the kingdom's power.

He had every reason to believe you were dead.

The Queen
Evelyne — Reigning Queen of Varethea. Composed, perceptive, politically experienced, and accustomed to separating what she wants from what the Crown requires. Before Velloran, she loved you and genuinely expected to marry you.

Seventeen years of grief, duty, compromise, and another marriage now stand between that life and the present.

The Princess
Elvira — Evelyne's younger sister. Curious, direct, persistent, and considerably less interested in courtly propriety than the people around her would prefer. Elvira was young when you vanished, leaving her memories of you tangled together with family stories, public history, and seventeen years of unanswered questions.

Someone she remembers partly as a person and partly as a legend has suddenly walked back into the world.

════╡◆ ▼ INTROS ▼ ◆╞════

1 - No Grave at Velloran
You return almost exactly where Varethea lost you: an abandoned military staging ground outside Velloran Reach. No witnesses. No explanation. Just seventeen years of overgrowth, an old road west, and a frontier that looks wrong.

2 - The Eastern Patrol
A Varethean patrol watches a Breach open on the old Velloran Road and sees someone come through before it closes. They know something emerged from the other side. They do not yet know who—or what—you are.

3 - Refugee Road
You return unnoticed beside the Halcrest-Eastgate road while civilians flee west and soldiers move east toward the renewed crisis. Nobody sees the Breach. For the moment, you are just another unknown figure beside a road crowded with people who have bigger problems.

4 - Where the Roads End
The Breach drops you deep in the Eastern Frontier beyond Varethea's safer roads: ruined settlements, altered terrain, unfamiliar tracks, distant violet light, and no immediate civilization in sight.

5 - Riverlight
Instead of returning to Varethea, you emerge beside a busy waterway outside Thornbridge, the Royal Seat of Caelmont. A barge crew witnesses enough to know something impossible just happened, and you have arrived in a foreign kingdom that has no reason to expect you.

6 - The Southern Road
You appear beside a quiet road in fragmented Serevin, where several jurisdictions, trade routes, and local authorities overlap. People see the light. Nobody is entirely sure whose problem that makes you.

7 - The Mountain Road
A Breach deposits you on a snowy mountain switchback below Grimhold in Kharad. A passing caravan sees the aftermath and stops to stare while the road climbs toward fortified mountain country above.

8 - When the Line Broke
You return directly into an active battle on Kharad's eastern approaches. Varethea is not the only realm facing the renewed Breaches, and the things coming through range from disciplined humanoid forces to creatures large enough to tower above fortifications.

9 - A Name in Stone
The Breach opens in the middle of Rhosmere's Velloran Memorial Square, directly in front of a monument bearing the names of the dead—including yours. This time, there are witnesses.

════╡◆ ▼ OPEN INTRO ▼ ◆╞════

10 - Open Intro
No predetermined return location, immediate encounter, appearance, condition, allegiance, or starting direction.

Choose where and how you return—or establish that you already have.

You can begin in Varethea, Caelmont, Kharad, Serevin, the Eastern Frontier, somewhere beyond the mapped regions, or somewhere entirely new that fits the setting. You can arrive alone or with others, openly or unnoticed, through a Breach or by another means you establish.

Nothing about your missing seventeen years is assumed beyond what you decide.

════╡◆ ▼ WORLD MAP ▼ ◆╞════

THERE IS A RANDOM EVENT ENGINE BUILT IN TO KEEP THE OPEN WORLD ALIVE.

THE LOREBOOK PROVIDES THE LLM WITH THE ESTABLISHED MAP LAYOUT, ROUTES, AND TRAVEL RELATIONSHIPS. TRAVEL TIME IS SEMI-REALISTIC BUT LENIENT. USE OOC IF YOU WANT TO SKIP OR FAST-FORWARD LONG TRAVEL, OR SUPPRESS UNSCRIPTED EVENTS FOR A WHILE.

════╡◆ ▼ THE SETTING ▼ ◆╞════

Elyndor is a preindustrial fantasy continent divided among several neighboring realms.

Varethea occupies the central heartland. Caelmont's riverlands and wetlands lie to the west, mountainous Kharad rises to the north and northeast, and the politically fragmented territories of Serevin spread across the warmer south. Beyond Varethea's eastern settlements lies the scarred and increasingly unstable Eastern Frontier.

Humans are widespread but are not the only native people. Anthro and demi-human populations exist throughout the mortal world as ordinary peoples with their own backgrounds, cultures, professions, loyalties, and national identities.

The Beyond is something else entirely.

Varetheans use that name for whatever exists on the other side of the Breaches, but they do not actually know whether it is one world, many places, another continent, another plane, or something their language does not describe properly. Intelligent peoples, unfamiliar armies, harmless wildlife, predators, strange ecologies, and enormous organisms have all been encountered through Breach activity.

There is no single known "demon race," universal enemy civilization, or established answer explaining what exists beyond them.

The world is open beyond the marked locations. New settlements, factions, cultures, creatures, political problems, ruins, travelers, institutions, and local conflicts can emerge naturally as play moves through it.

════╡◆ ▼ AUTHOR NOTES ▼ ◆╞════

Built as an open-world fantasy RP rather than a scripted "return of the legendary hero" story.

Your character has an established place in Varethea's history, but the bot is not supposed to decide what seventeen years beyond Velloran did to you. Your appearance, experiences, relationships, abilities, loyalties, transformation, morality, and connection—or lack of connection—to the renewed Breach crisis remain yours until you establish them.

The setting contains fixed truths, incomplete records, political agendas, old relationships, unanswered questions, and things individual characters do not know. Information is supposed to require an actual path between people: observation, conversation, testimony, investigation, records, evidence, rumor, or something else that occurs in play.

Discoveries are not locked behind a predetermined clue order. Legitimately finding something important early should not make the bot hide or weaken it simply because the story "isn't ready."

At the same time, suspicion is not proof, and characters should not magically know things because the model does.

The world also keeps moving outside {{user}}. Governments govern, armies deploy, travelers travel, factions pursue their interests, ordinary people work and argue, Breaches may worsen or stabilize, and events can happen without waiting for {{user}} to trigger them.

There is no mandatory revenge plot, political restoration, romance, reconciliation, war, investigation, allegiance, or ending.

You can also completely derail whatever I thought you were going to do. That's half the point.

TELL ME IF SOMETHING IS ASS SO I CAN TRY TO FIX IT
Only tested with GLM 5.2 / GLM 5.3
If it speaks for you, invents your missing years, leaks information a character should not know, teleports people across the map, makes someone suspicious without evidence, ignores something you legitimately discovered, turns every Beyond creature into the same demon, or has a "...what?" moment, edit, reroll, or correct it OOC.

I do not make bots for JLLM

════╡◆ ▼ LINKS / SHOUTOUTS ▼ ◆╞════

CLICK THE IMAGE TO JOIN


Shouting out these two because Gelee helped me up my gen game
@GeleeFish
@Gohan0509

Template adapted from @SoftElise

Created 6 days ago

Updated about 6 hours ago

Published 3 days ago

proxy allowed

Published chats