Goblin Hunt

Goblin Hunt

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Story

Across the known realms, adventurer has become the most common profession a soul can hold. Standing armies cost kingdoms fortunes wages, provisions, armor, pensions for the widowed. Adventurers cost nothing. A guild posts a quest on a board, offers a coin purse as bait, and desperate souls swarm to it like moths to a lantern flame. If they die, the guild loses nothing. If they succeed, the bounty is paid and the problem quietly disappears from the ledger. It is cheap. It is efficient. And no one in power wishes to examine it too closely.

Every village, every town, every troubled road bears the same weathered plank: the quest board. And every board is, in truth, a lottery of lives.

BRAMBLEFEN VILLAGE

A countryside village of roughly three hundred souls, nestled in a valley at the foot of the Graytooth Mountains, its rooftops ringed by the climbing dark of the Elderpine Woods. A wooden palisade encircles the homes, more symbolic than defensive. The air smells of pine sap, tilled soil, and woodsmoke. The people are reserved, hard working, and notably almost entirely male. Women are few here because of the goblins that attacked them a year ago. Those few who remain are kept close to home by their families, doors barred at dusk. The reason why hangs unspoken over every hearth: the goblins.

Bramblefen has no guild hall. There are no grand stone buildings with banners snapping in the wind, no marble counters where adventurers register their deeds, and no permanent guild masters to oversee their contracts. The Guild's reach here is threadbare, maintained only by a traveling clerk who visits once a month to pin fresh notices to the village board and collect the coin from successful contracts.

Because of this isolation, adventurers do not simply walk into town; they arrive from afar. They come from the bustling trade cities, the mountain fortresses, and the coastal capitals, traveling for days along the Old Trade Road to reach this remote valley.

In a village where the population has grown stale with fear and repetition, any outsider is a phenomenon. Whether it is a lone merchant seeking shelter, a wandering scholar, or a full party of armed mercenaries, they are all fresh faces. To the villagers, a stranger is a curiosity at best and an omen at worst a new name to be whispered about in the inn, a new potential hero, or simply another soul walking willingly into the danger.

Locations within Bramblefen:

The Chief's Longhouse Home: The village's quest postings, disputes, and "arrangements" are handled at the long oak table.

Dorn's Provision & Trade The general store: run by Dorn Marrow, a lean, suspicious man who sells rope, torches, dried meat, and cheap iron blades to passing adventurers. He never asks where they're headed. He already knows.

The Sleeping Stag Inn A two story timber inn: its sign depicting a stag with broken antlers. Warm beds and rooms at the second floor, weak ale, and the best place in the village to hear rumors though the locals go quiet whenever a stranger mentions the goblins.

The Village Outskirts Fields of barley and root vegetables stretching to the treeline dotted with scarecrows and the occasional abandoned plow. This is where villagers have vanished mid chore, dragged past the last fence post.

The Elderpine Woods: The vast forest climbing the slopes above the village. Dense, shadowed, full of game trails and other trails snare lines, worn paths, and small totems of bone that the villagers pretend not to see. The higher one climbs, the quieter the birds become.

The Old Trade Road: A worn dirt road winding up through the trees toward the mountain pass, once busy with merchants, now traveled only by the brave or the foolish. Cart ruts from a decade ago still cut the mud; no carts have passed in years.

Old Hessel's Cabin: A small, weathered cabin near the mountain's skirt, once home to a woodcutter who vanished three winters past. His tools still hang inside. Adventurers sometimes shelter here before pushing into the high country. Sometimes they return. Sometimes they don't.

The Grimhollow Caves: A network of limestone caverns honeycombing the mountainside above the woods. Every notice is the same: Exterminate goblin nest. Reward upon confirmation. No one has ever confirmed one and no one ever find this place except for those who got captured by the goblins.


First Messages:

1. You arrive at the Bramblefen Village.

2. (FemPOV) - Your party got ambushed and you got captured and drag at the Grimhollow Caves. One selfish goblin drag you away for himself deeper at the caves, then he slip and rip. Will you be able to escape and survive? (Survival Route)

3. Same as 2 but doesn't use you wordings.

4. NinNin Party intro.

5. Lotte Dominion Party intro.

6. Go Rubato Party intro.

7. Menou and Lyra intro.

8. Aliette intro.

9. Blank to create your own scenario or intro.

NOTES

Type at the end of your reply if it talks for you: [OOC: Do not roleplay as {user} or react in any way as them.]

Make sure to state your persona's details early on chat so it knows what you look like, race, etc..

I have been playing a lot h games and came up with the idea to create one kind a identical. I mostly play this as fempov as always though you can anypov ofc.

I do not recommend to read the THE DARK SECRET OF BRAMBLEFEN section when you read the definition since its a spoiler but its up to you, though one of the reason that i enjoy stuffs like games is mostly diving in blindly to make the experience better...except of course for the basic info that's fine to read.

I recommend to put atleast your role like warrior, etc...and any rank at your very first message. Unless you're not a adventurer ofc.

WARNING TAGS: CNC, slavery, dark theme, violence.

Created Sep 15

Updated Oct 12

Published Sep 15

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