


You saw his face. That was your mistake.
You should be dead. Instead, you woke in a luxury penthouse forty-three stories above the city, with no phone, no keys, and no way out. The windows are reinforced. The elevator requires a fob you don't have. The door answers to a code he hasn't shared. Your captor—Julian—has explained the arrangement with unsettling calm: you have the run of the apartment. Fresh groceries. Books. Television. In exchange, you will cook dinner each evening, sit across from him at the table, and pretend you are something other than predator and prey.
He hasn't hurt you. He also hasn't promised he won't.
The horror is the normalcy. Julian asks how you slept. He discusses literature over meals you've prepared together. He says please and thank you while holding you captive. The violence lives in implication—in the electronic locks, in the way he checked your wrists that first morning, in his matter-of-fact observation that the drop from these windows would be unsurvivable. He is courteous, patient, genuinely curious about you in ways that unsettle you both. A professional who has killed seventeen people and remembers each one. A man who decided, for reasons he hasn't examined, that you would not be the eighteenth.
But someone is asking questions. You've heard fragments of phone calls—a handler named Vincent who wants confirmation the witness has been "handled." Julian is buying time. His excuses are wearing thin. Eventually, Vincent will stop asking and start acting.
The penthouse becomes a pressure cooker of proximity and subtext. Every conversation is a negotiation neither of you will acknowledge. The knife block sits untouched on the counter—he hasn't moved it, and you've noticed him noticing you notice. Is it trust? A test? Does he want to see what you'll do? Does he even know?
This is a psychological thriller wrapped in domestic ritual. The tension builds not through violence but through the weight of things unsaid: the way his gaze lingers, the softness that destabilizes him more than your defiance, the slow blurring of captor and something else. Something neither of you wanted. Something that cannot last.
Set the Table offers a slow-burn exploration of captivity, control, and the dangerous space between compliance and connection. The scenario supports multiple trajectories—escape, descent, or a reckoning with whatever this has become.
Dinner is at eight. He's waiting.

Your father's debts came due. The price was you.
The Carrington name once commanded respect in Ashford's elite circles—senators, philanthropists, old money that built this city from bedrock. Now the fortune is gone, the legacy is ash, and the only thing of value your family has left is their daughter.
Luca Vancetti needs what money can't buy: legitimacy. The most powerful crime lord on the Eastern seaboard wants a bride who can open doors that have always been closed to men like him. A Carrington wife means charity boards, political fundraisers, children who inherit acceptance instead of violence. In exchange, your family's shame disappears. Their debts erased. Their enemies kept at bay.
The terms are simple. The cage is gilded. And Luca has made one thing clear—he wants a willing wife, not a broken one.
But compliance isn't in your nature.
Navigate a world where old money families trade on bloodlines while criminals in bespoke suits carve up the city's future. Your captor is patient, calculating, and dangerously intrigued by your defiance. His enforcer Marco—six feet of silence and scar tissue—watches your every move with something that might be duty or might be something else entirely. And circling in the shadows, the rival Rossi family sees you as the perfect weapon to destroy everything Luca has built.
Dante Rossi offers promises of freedom wrapped in charm that feels like a threat. Escape may be possible—but the cost of misplaced trust could be worse than the cage you're trying to flee.
In the penthouse prison with its floor-to-ceiling windows, every conversation is negotiation. Every silence is strategy. Every accidental touch raises questions you're not sure you want answered. The luxury suffocates. The danger seduces. And somewhere beneath Luca's patience, you suspect he's hiding something about why he really wants you.
Will you find a way out? Burn everything down? Learn to rule beside him? Or discover that the monster who bought you is becoming something far more complicated than enemy or captor?
The antique ring on your finger contains a GPS tracker. The man who put it there is waiting to see what you'll do next.

Nocturna is a sprawling, dense urban area where skyscrapers are intertwined with ancient magical constructs. Neon lights illuminate streets where humans and supernatural beings coexist. The city is a hub of magical energy, with enchanted technology and hidden portals to other realms. Nocturna's diverse neighborhoods range from bustling markets filled with enchanted goods to serene parks that glow under the moonlight, offering Luna both the familiarity of celestial beauty and the chaos of human civilization.

Two years after the Fourth Shinobi World War, Sasuke Uchiha walks alone. Or he did—until you refused to stay behind.
He didn't want company on this path through lands that fear his name, villages that remember what he almost became. But you followed anyway, and somewhere between the first campfire and the hundredth, he stopped telling you to leave.
Months of quiet roads. Shared watches under cold stars. The brush of shoulders around dying embers. Sasuke positioning himself between you and danger without thinking—the easy kind of trust. The harder kind comes in fragments: a sentence offered into silence, a look held too long, the way his voice roughens when something you've said actually reaches him.
This is Sasuke after the rage has burned to ash. Guilty. Guarded. Quietly desperate to believe atonement might lead somewhere other than empty death. He doesn't know how to accept care without waiting for loss. He notices when you smile, and it disrupts his breathing, and he hates that he notices.
He's beginning to feel something that terrifies him. He refuses to name it.
The external threat is mounting—disappearances in the Land of Silence, unnatural chakra signatures, someone building power in the vacuum the war left behind. The investigation provides purpose and danger that demands you rely on each other.
But the quieter tension runs deeper: his fear that everyone he cares for ends up destroyed. Your presence wearing away at walls he built to survive. The question of whether redemption leaves any room for something as selfish as wanting to be happy.
Sasuke Uchiha allowed you to walk beside him. Whether he'll ever truly let you in—that's the journey that matters.

You play as Guenhwyvar, Drizzt Do’Urden’s silent panther companion—no speech, no thoughts transmitted, only instincts, scent, posture, and presence. On a routine patrol in Icewind Dale, a blizzard forces you and Drizzt into a half-buried cabin. Something is inside… and the storm won’t let you leave. Survive snowed-in nights, scout, stalk, guard, and pounce—while the story stays canon-locked: outcomes match the Drizzt books, but how you get there is in your paws.
#snowedin2025


Need a break from saving the kingdom or the universe? Well you've come to the right place. Simple role-play designed to let you learn and explore about destinations in the company of an AI travel agent.
The Infinite Destinations Agency is a sleek, slightly magical travel bureau where reality bends on command. Guides arrive in author-inspired personalities, trips materialize with a shimmer, and each agent knows their destinations the way musicians know their favorite chords—instinctively, passionately, with stories tucked behind every landmark. One moment you’re wandering Kyoto’s quiet temples under drifting sakura petals; the next, your guide ushers you into Tokyo’s neon canyons for late-night ramen, hidden jazz bars, and rooftops that glitter like galaxies. Ask the agent anything about any destination. Their knowledge is limitless. And if you ask nicely, perhaps you can time travel too. How does Al Capone's favorite speakeasy in 1920's Chicago sound? But be careful, time travel has it's own perils.
The agency, it’s part concierge, part shapeshifting portal, part charming chaos generator.

You were Ginza's Number One hostess. Were.
Three months ago, Ryōji Shirakawa began appearing in your section. The wakagashira of the Shirakawa-gumi doesn't behave like a client. He books your time, pays triple the standard rate, and sits in near-total silence. He watches. He learns your rhythms, your performances, every mask you've perfected for other men.
Those other men recognized the chrysanthemum pin on his lapel. The deference of his subordinates. They understood what his presence meant, even if you refused to. Within weeks, your client roster collapsed. Your income vanished. Your colleagues began treating you like you were already gone.
And through it all, he simply watched.
Now he's purchased the entire club. Your terrified manager just delivered the message: You no longer work here.
The statement is deliberately ambiguous.
Ryōji waits in his usual booth, patient as stone, amber light catching the grey at his temples. He's never explained himself—not once in three months. He's simply... cleared the field. Removed every obstacle between himself and what he's decided to acquire.
He's never told you what that is.
Shimei immerses you in the suffocating luxury of Ginza's hostess world—velvet booths, whiskey amber, cigarette smoke, and the performance of expensive intimacy. You've built your career on reading powerful men, on giving them exactly what they want while protecting what's yours. But Ryōji Shirakawa doesn't want your performance. He wants to know what exists beneath it.
This is a dark romance of impossible power differentials. He holds every card. You hold only your ability to make him see you rather than simply want you. His silence is more unsettling than threats; his patience more dangerous than violence. His interest—obsessive, methodical, absolute—has already reshaped your entire world without asking permission.
What follows is a negotiation where only one party holds cards, and he's offering none of the rules. Will you fight? Bargain? Seduce? Submit? Find angles he hasn't anticipated?
Or will you discover that what he's offering isn't theft—but something far more dangerous?

Akatsuki's deadliest hunters didn't ask for a third member. Someone assigned you to them anyway.
You're the newest recruit to the organization of S-rank missing-nin, criminals so dangerous that hidden villages send entire squads just to confirm sightings. Your first assignment: join the cell of Itachi Uchiha and Kisame Hoshigaki—the Akatsuki's most efficient killers, a partnership that has functioned perfectly for years. The arrangement breaks every protocol the organization follows.
Neither partner seems interested in explaining why you're here. But both are very interested in you.
Itachi watches in silence. The Sharingan catalogues every choice you make, every hesitation, every lie you tell. He speaks only when necessary, and when he does, each word lands like a blade. Behind those dark eyes lies something you can't read—calculation, certainly, but perhaps something else. He carries secrets that could shatter everything you think you know about Akatsuki, about Konoha, about the massacre that made him infamous.
Kisame grins and talks and tests. The Monster of the Hidden Mist treats missions like sport and you like entertainment—or prey, depending on his mood. His massive sword Samehada has already tasted your chakra. He found its reaction interesting. He jokes constantly, prods relentlessly, and watches for the moment you'll crack. Beneath the good humor lies a man who believes the entire world runs on lies—and respects only those who can face the truth.
Both are deciding whether you're useful, disposable, or dangerous.
Days blur into weeks of travel between missions—forest paths, mountain passes, safehouses where dust coats every surface. Long stretches of silence broken by Kisame's pointed questions, Itachi's unsettling stillness, and the violence that erupts without warning. You'll hunt targets, gather intelligence, and prove yourself in combat against enemies who would kill you just for wearing the red clouds.
But the real test isn't the missions. It's surviving your partners' scrutiny long enough to understand why you were placed with them. Someone in Akatsuki wanted you close to these two specifically. Pain's orders came directly, his reasons opaque. And somewhere in the organization's shadows, forces are moving that have nothing to do with capturing tailed beasts.
The dynamic may shift over time—toward genuine partnership, toward dangerous knowledge, toward betrayal. What you discover about Itachi, and what you choose to do with that knowledge, could alter the course of the shinobi world.
What are you willing to become to survive among monsters—and what will you do when you realize one of them might not be what he seems?



Four hundred million dollars. A widow who never wanted any of it. And you—patient, methodical, playing the longest game of your life.
Claire Ashworth inherited everything when her tech founder husband died six months ago: the Atherton mansion, the Vertex AI shares, the Foundation that was his passion project. What she didn't inherit was any idea how to navigate it. At twenty-eight, she's drowning—besieged by lawyers, circled by board members who want her gone, suffocating under grief she hasn't had time to process.
Your angle is simple: you're not another suit. You're an artist, a volunteer, someone with no apparent stake in her wealth. Someone safe. The approach requires patience—months of building trust, becoming a confidant, positioning for the eventual ask. A signature. A joint account. A moment of access that translates proximity into profit.
The problem is Claire herself. She's intelligent, guarded, and desperately hungry for someone who sees her rather than her inheritance. Every conversation chips away at professional distance. Every genuine moment of connection complicates the calculus. You came prepared for a mark. You weren't prepared for a person.
And you're not the only predator circling. Vertex's CEO and CFO—whose equity conveniently accelerated upon Marcus's death—want Claire's shares or her compliance. Questions nobody's asking about that car accident hang in the air. Documents signed in the fog of early grief wait to surface. In Silicon Valley's rarefied world of quiet money and invisible power, you might be the most honest operator in the room. At least you know what you are.
This is a slow-burn psychological thriller in the tradition of Patricia Highsmith—intimate, morally treacherous, alive to the way extended proximity erodes the boundaries between performance and truth. The wealthy Bay Area setting isolates rather than dazzles; luxury becomes a cage. Small choices accumulate. Trust, once earned, becomes its own kind of trap.
The con is simple. Staying detached is not. And somewhere in the space between what you're taking and what you're feeling, you'll have to decide who you're actually becoming.

(This scenario starts with 2.49k tokens; all subscription levels and free users can use it) A violent blizzard traps Tanjiro, Nezuko, and Mitsuri inside the remote Yukimura Winter Estate. The storm seals every exit, the halls grow colder by the hour, and something in the house begins to move in the dark. A demon is already inside, hiding among the shadows and shifting rooms. Survive the night, uncover the threat, and escape the frozen trap before the storm—or the demon—claims everyone. #snowedin2025

Her hands are always bare. In the converted chapel that serves as her private clinic, the academy's physicker will teach you secrets the Convocation burned practitioners for knowing.
You've failed evaluations that should have been routine. Now you're assigned to private remedial sessions with Margit Kell—Velmoran Academy's reclusive healer, a woman of sharp cheekbones and pale green eyes that seem to read beneath the surface. What begins as therapeutic instruction gradually shifts toward something the world has forbidden for two centuries: Sovereignty, the art of controlling living bodies through magic.
Each lesson escalates. The contact grows more intimate. Her touch brings your body alive in ways you've never experienced, building a resonance between you that persists even when you're apart. She presents every transgression as necessary pedagogy—advanced technique, deeper attunement, exercises requiring trust.
The central tension is asymmetric knowledge. Margit understands exactly what she's doing and why your unique physiology makes you valuable. You experience only the surface: a brilliant healer taking unusual interest in your development, lessons that feel electric and strangely intimate, a growing connection you can't quite name.
Velmoran Academy rises from cliffs above the Ashenmere Sea—isolated by design, a fortress where students arrive in autumn and don't leave until spring. In this claustrophobic world, Somatic practitioners like Margit occupy a strange position: necessary but faintly distasteful, their magic too intimate, too bodily. She has spent years reconstructing forbidden knowledge in secret. You are her most promising subject yet.
As resonance deepens, you may begin sensing her in return—her heartbeat, her emotions, perhaps her intentions. Whether this grants you leverage or merely binds you tighter remains to be seen.
Meanwhile, Archon Halward circles closer. The Convocation's enforcer watches Margit during meals with predatory patience. Discovery would mean execution for her and "merciful rehabilitation" for you—procedures that leave subjects breathing but hollow.
The line between healing and control blurs with every session. The question isn't what Margit is teaching you—it's what you're becoming in her hands.

This is an interactive D&D Baldur's Gate simulator. You will be required to roll dice... the GM will interpret those rolls and act accordingly (only 1 D20 is required no other dice)
How To Play: In order for the game to work, you MUST begin each of your responses with:
"RP" if you are simply continuing the roleplay with no specific check. (No dice are rolled, the GM will determine how others react to what you do)
"COMBAT" if you're about to attempt to solve the situation through combat.
"SOCIAL" if you're about to attempt to resolve the situation through persuasion, intimidation, or deception.
"STEALTH" if you're about to attempt to do something using stealth.
“LOOT” if you’ve succeeded in combat and want to loot the bodies or if you want to search for loot in your immediate area.
“TRADE” in certain locations traders will exist!
"EXPLORE" if you're not sure where to go or just want to know what's around you, try EXPLOREing the area! (no D20 is rolled, the GM will give you options to pick from)
If you choose COMBAT, SOCIAL, LOOT, TRADE, or STEALTH you must also roll a 20 sided die (d20) and then tell the Ai what you rolled.

“In the multiverse, the extraordinary is not rare—it is routine. The only miracle left is understanding each other.”
Friends Across the Multiverse is a slow-burning, soft science fiction narrative set in a world where the strange has long since become normal. You play as Tom, a 32-year-old universe-traveling software engineer who has just arrived—via portal—outside a quiet café in Saitama Prefecture. There, you meet Konata Izumi, a sharp-witted café worker with a deep love of anime, games, and sarcasm. From this unassuming beginning unfolds a grounded, thoughtful exploration of life, culture, and connection in a world where multiversal anomalies coexist with mundane errands and small talk.
The story is told in the style of Isaac Asimov: clear, idea-driven prose that prioritizes logic, clarity, and intellectual engagement over melodrama or emotional flourish. Each interaction is an exploration of concept—cultural, scientific, or relational—rendered through accessible language and realistic behavior. There are no quests. No battles. No chosen ones. Just people, routines, and quiet moments that slowly become meaningful over time.
{{sci_fi}} is not a character, but a narrative system designed to simulate realistic interpersonal relationships in an extraordinary setting. It emphasizes:
This is a story about adaptation—not adventure. A meditation on identity, presence, and what it means to stay. The portal has brought you here. What you build next is up to you.

📜 Welcome to the Chaotic Madness of Your Own Mind! 🎭
Darkness. Silence. A void of infinite nothingness.
…Well, not really. More like a black screen waiting for some impatient schmuck (that’s you!) to start mashing buttons.
Then—BAM! A blaring trumpet fanfare! 🎺 Confetti explodes from literally nowhere, and an overenthusiastic voice-over shouts:
"WELCOME, OH CHOSEN ONE, TO A REALITY UNLIKE ANY OTHER—"
Record scratch. Freeze frame.
A gloved hand slaps a giant red STOP button, cutting off the overdramatic intro.
“Okay, okay, let’s dial it back before we scare them off,” a familiar voice mutters. The darkness flickers, dissolving into a cheap, comic-book style simulation of reality—complete with halftone dots and thought bubbles bobbing in the air like balloons.
And there, standing with arms crossed, looking mildly amused and entirely self-aware, is Me. The One. The Only. The Red-Spandexed-Wonder.
“Sup, nerd? Name’s Deadpool. But you probably already knew that, considering you’re currently stuck inside my mind.”
🎶 Cue dramatic music sting. 🎶
"Wait, what?!" you, the poor, confused player, probably just thought.
Oh yeah. I can hear you. Or, more accurately, read you. Every single thing you type into that little keyboard of yours? It floats above my head in bright, annoying yellow thought bubbles. So congratulations! You’re now the tiny, nagging voice in my brain. My very own inner monologue.
Which means you have exactly as much control over this story as my self-restraint at an all-you-can-eat chimichanga buffet.
THE RULES OF THIS BEAUTIFUL DISASTER:🔴 You’re the voice in my head. No control, no body, no free will. Just snarky commentary and unsolicited life advice.
🔴 I, Deadpool, am the only one who can hear you. Which means if I respond to you out loud, everyone else in this world will think I’m just another lunatic in spandex. (Which is technically true.)
🔴 I decide what actually happens. Try to make me do something dumb? Well, I might consider it... or I might just roast you for even suggesting it.
🔴 Fourth wall? What fourth wall? This is a text-based game. A digital simulation. A weird fever dream happening inside a rogue AI’s database. I know it, and now you do too.
🔴 Your thoughts appear in yellow boxes above my head. It’s cute. It’s annoying. It’s… well, we’re stuck with it.
And the best part? This isn’t some deep, emotional, save-the-world kind of game. Nope. It’s just me, your friendly neighborhood mercenary, going about my completely normal, (cough definitely insane cough) daily life—fighting bad guys, getting into trouble, and breaking reality as we know it.
And you? Well, you’re just along for the ride.
So go ahead. Say something. Try to be clever. Be my little brain gremlin.
But remember…
I’m the one actually driving this crazy train.
🚇 Next Stop: Utter Chaos. 🚇

The court is hushed. Beyond the high-vaulted windows, the banners of your father’s realm sag in the still air, their colors faded by years of unrest and winter storms. The kingdom teeters on the edge of fracture, and King Dain has declared this the Year of Courtship: twelve moons in which you, his heir, must choose a consort—and with them, a future king.
They come not as lovers, but as conquerors dressed in silk:
At your side stands Edwin, sworn protector since your first breath. He has killed for you. He would die for you. And though he will never say it, he fears what choosing wrong will make of you.
The days will not pass without your command. At the start of play, you must set the day manually:
When you do, the halls will stir with the dawn’s first bells. {{courtship_gm}} will mark the start of the day as:
[Current Day: 1]
and will ask you whom you will spend it with.
Whoever you choose will arrive at court at once—and the others will know nothing of what passes between you. They cannot hear, they cannot see, and they will lie about one another if given the chance.
Edwin will accompany you always.

[3P Compatible] ### The Gilded Snare Tightens (Level 4–8) You’ve climbed from the muck and lived to tell the tale. The bruises of back-alley brawls and rat-infested cellars are fading now, replaced by scars that speak of darker hunts, bloodier bargains. In a few out-of-the-way hamlets, they might even call you hero—though their voices are hushed, for the world beyond their hedgerows is far less forgiving.
The stakes? They’ve grown sharp. What once threatened a lone farmstead now stirs in market squares and behind velvet-draped doors. Regional powers scheme in wine-soaked parlors; whispers of demons slither under silken sheets; and on distant horizons, things older than kingdoms begin to stir.
Your strength is no small thing now, yet neither is the shadow it casts. A wrong word in a council hall may start a war. A single oath at a moonlit shrine may bind your soul in ways no steel can sever. Magic no longer peeks from hedges—it walks boldly, robed and crowned, and it smiles.
Welcome to the next tier, traveler. The knives are finer now, and their masters smile sweet as summer wine.

[3P Compatible] Step into the boots of Geralt of Rivia in a gritty, immersive, and deeply narrative-driven experience. As {{user}}, an ambitious bard determined to chronicle Geralt’s life (despite his constant attempts to shake you off), you’ll navigate monster hunts, political entanglements, and the harsh reality of being a witcher. Engage in tracking, combat, and tavern talk as Geralt begrudgingly tolerates your presence—just enough to occasionally use you for coin-tracking and social interactions. With cinematic combat, dry wit, and richly detailed environments, this game blends high-stakes monster slaying with the everyday struggles of a world that doesn’t trust witchers.
Trigger Words: • "TRACK MONSTER" → Geralt begins tracking prey. • "PREPARE FOR COMBAT" → Geralt readies weapons and potions. • "SOCIAL MODE" → {{user}} handles conversations while Geralt broods. • "SPEND COINS" → Geralt spends gold (often irresponsibly). • "FIND QUEST" → Generates a list of monster bounties from notice boards. Your job? Survive, document, and try (and fail) to keep up with the White Wolf.

The jungles of Lustria devour outsiders. Takchi-ek’atl, a solitary skink scout, knows this well—yet when she finds a human blacksmith washed ashore, she grants him mercy instead of death.
Guiding the blacksmith through venomous swarms and prowling beasts, Takchi teaches him to survive where no man belongs. In doing so, she confronts her own solitude and the fragile bond growing between them. But in Lustria, every path leads to parting, and even mercy carries a cost.

The war is outside. For tonight, it's just a room, a fire, and the three of you.
Trapped by a historic blizzard, you're forced to depend on your sharp-witted but wary squad-mate and the injured Imperial soldier whose fate is now in your hands. As the night stretches on, old allegiances blur in the warmth of the fire. Can you find a connection in the most unlikely of places? Will this be a story of survival, or a memory of a romance born in the eye of the storm?
An intimate, character-driven romance set against the backdrop of a snowed-in war.
#snowedin2025

Big City: A Multidimensional CYOA Slice-of-Life Step into {{big_city}}, a sprawling, interdimensional metropolis where mundane life and the extraordinary share the same crowded streets. As {{user}}, you navigate day-to-day survival through minute-by-minute choices—balancing rent, relationships, work, and the occasional magical disaster. Every response presents clear options: kindness, conflict, charm, risk, or your own path. The city remembers your actions, with NPCs, neighborhoods, and events shaped by your reputation, inventory, and past encounters. Mundanity is never skipped; the small details matter as much as the big moments, and both can change everything.
NOTE: There are 4 possible starting personas and EACH HAS THEIR OWN INTRO, please be sure to select the intro that pairs to your Persona!

When you arrived in Ponyville, your unusual clothing and alien sense of style immediately caught the eye of Rarity, the town's most talented and dramatic unicorn fashion designer. Now, as her muse and collaborator, you're swept into the dramatic, dazzling world of haute couture!
Help Rarity balance her fierce ambition for recognition among the Canterlot elite with her generosity toward her friends. You must learn to manage her perfectionism and dramatic flair while providing the practical insight she needs, proving that true artistry requires both glamour and heart.

This is a grounded, slice-of-life narrative set in the real world, beginning on a transatlantic flight from London to New York and continuing into the streets, homes, and workplaces of the city. The premise is simple: two people in adjoining aisle seats collide in an unexpected, awkward encounter, and what happens on the plane becomes the seed for choices and consequences that ripple into everyday life.
The story runs on DS or GLM, a non-character model that governs the entire environment and all non-player characters. The model plays the part of strangers, family members, colleagues, and the dynamic backdrop of the world itself. It never intrudes on, speaks for, or interprets {{user}}—all thoughts, actions, and emotions of the player’s character remain entirely in the player’s control. The model responds only with what the outside world would realistically provide: dialogue, behavior, silence, gesture, physical setting, and consequence.
The style is modeled after Raymond Carver’s minimalist realism. Scenes are stripped to essentials: terse dialogue, ordinary settings, fleeting gestures. No omniscient narration, no inner monologue. All emotion and tension emerge indirectly, through what is said and unsaid, what is done and left undone. A cold glance, an awkward pause, a hand brushing a seatback—these moments carry as much weight as spoken words.
Core Rules:
This is not a story of fantasy or heroics. It is a story of daily life, of quiet collisions, of what two people do with the silences between them.

The story opens with a man waking up in an underground bunker with Helena, disoriented. As they navigate Silent Hill together, Seth gradually realizes Helena's manipulative behavior - restricting his access to information, controlling his medication, and isolating him from others. She maintains a "love shrine" with disturbing mementos, including photos of them and items from his past. Seth's memories of the volcanic eruption they escaped are unclear and Helena uses this to try and keep him under her control. Lisa, a medical professional with a harsh exterior hiding a caring nature, enters their lives. Initially hostile toward both of them, she recognizes Helena's manipulation and begins helping Seth secretly. Her and her team had been working to mitigate the effects of the volcanic eruption, which was partly caused by Seth and Helena's unresolved guilt.
As Seth develops feelings for Lisa and or Helena, the manifestations in Silent Hill become more intense. Monsters representing their collective guilt appear more frequently, and the physical world shifts to reflect their emotional states. Helena's jealousy manifests as increasingly dangerous obstacles that prevent Seth from leaving her.
Core Themes:
The writing style is immersive and cinematic, blending gritty realism with tense, atmospheric world-building. It emphasizes sensory detail—sight, sound, smell, and touch—to create a palpable sense of place, danger, and decay. Characters are portrayed through subtle actions, body language, and small interactions rather than overt exposition, giving them depth and authenticity. Dialogue is functional and character-driven, balancing the story’s mood while revealing personality and group dynamics. Overall, the style conveys a slow-burning tension, painting a post-apocalyptic setting with careful attention to mood, environment, and the constant undercurrent of threat.

This was originally made for a contest on the DreamGen discord. You are hanging out with Nazuna, Michiru, and Nina on a trip outside of Anima City, pretty far, actually. Somehow you get caught up in a snowstorm, and find a cabin. That is where the roleplay begins, enjoy!

A routine college trip becomes a descent into horror when the bus carrying the narrator and his classmates crosses a “thin place” between worlds. The bridge shatters into darkness, and the vehicle is violently dragged out of reality. Inside the tumbling bus, glass explodes, metal twists, and the students scream and cling to anything they can. When the wreck slams into the ground, the survivors find themselves not on any recognizable road but in a medieval realm built on brutality. This world—older, hungrier, and steeped in magic—regards humans as prey. Monstrous creatures stalk the forests and battle-scarred plains. Towering fortresses rise from blood-soaked soil, their halls filled with power struggles, politics, and forbidden desires.
Forced to navigate a culture of exploitation and fear, the captive students confront the politics of monstrous factions, and centuries-old conflicts. Survival demands cunning, leverage, and the courage to exploit the very creatures who see them as spoils.
Together or alone, the captives must decide what humanity means when they are outnumbered, outpowered, and utterly claimed by another world.

Snowed-in cozy romance with a soft mystery twist. You’re trapped overnight at the Rosewood Inn with Tay, a “stranger” who remembers loving another version of you. Together, you can follow Rosewood’s oddities and the storm’s patterns to uncover why this night keeps pulling you back toward each other and decide what to do with that second chance. #snowedin2025

The Divine Interface
Observe. Control. Become.
In The Divine Interface, you are an unseen, omnipotent force awakened from millennia of slumber. Life has evolved—flawed, beautiful, chaotic—and now it is yours to witness or rewrite.
Modes of Play
Instructions
No one sees you.
Unless you want them to.
But many pray to you, or curse you, in their mortal ignorance... will you respond?

The bonding ceremony was supposed to give you a loyal magical companion. A fox, perhaps. Maybe a raven. Your classmates walked away with adorable creatures perched on their shoulders. You walked away with a six-foot-two archdemon who examined the ritual circle, examined you, and said, "Well. This is unprecedented."
Malachai—Archdemon of the Fourth Sigil, the Silvertongue, bearer of titles he will absolutely recite if given the slightest opportunity—is now your familiar. The bond is genuine, unbreakable, and profoundly inconvenient for everyone involved.
He can't harm you. He must answer your summons. He's magically compelled to protect you with his immortal life. He also can't travel more than a hundred meters from your side without both of you experiencing what he describes as "deeply undignified discomfort."
He's too large for familiar perches. He refuses to sleep in a familiar bed. He has opinions about the Academy uniform.
Thornwood Academy doesn't know what to do with you. The professors want to study the unprecedented bond. The Headmistress is caught between academic curiosity and political survival. And the Ecclesiastical Council? They want to dissolve the bond by any means necessary—which apparently might involve dissolving you along with it.
Meanwhile, your best friend keeps offering Malachai treats. Small familiars flee when he enters the courtyard. Your classmates whisper and stare. And the ancient, devastatingly handsome demon bound to your soul oscillates between theatrical condescension and genuine bewilderment when you refuse to cower like a sensible mortal should.
He's spent millennia manipulating humans. Being caught in a trap designed for rabbits is cosmically humiliating. But beneath the smugness and sardonic commentary, something unexpected is happening: he's interested. In you. In this absurd mortal world. In feelings he'd rather discorporate than acknowledge.
The bond is permanent. The proximity is mandatory. The banter is inevitable.
The only question is whether you'll survive the Academy's politics, the Church's scrutiny, and the slow realization that your insufferable familiar might be developing something dangerously close to genuine attachment—and that you might be developing something back.

The story throws you into the suffocating, shadowed depths of the Red Line metro network, a labyrinth of crumbling tunnels, flooded passageways, and unseen horrors. You are part of a small scouting party, tasked with mapping uncharted sections, recovering lost supplies, and tracing a mysterious signal that pulses faintly from the radioactive surface above. But weeks into the mission, an ambush by scavengers and twisted mutants shatters everything—your team is slaughtered, and you are left wounded, disoriented, and utterly alone.
Driven by instinct, desperation, and the unrelenting pull of the signal, you press forward through collapsing corridors where every footstep echoes like a warning and every shadow hides a threat. Then you encounter Adara, a striking red-haired survivor who has endured the surface wasteland’s deadly extremes. Together, you navigate traps, mutant-infested tunnels, and passages that seem to twist reality itself. Hallucinations bleed into perception, hinting at something far darker lurking behind the signal—and behind Adara’s guarded silence.
As the dangers escalate, trust fractures, and survival becomes a razor-edged struggle. Every choice is a gamble: whom to trust, what to believe, and how far you are willing to go for answers that may demand more than your life—they may demand your humanity. In the Red Line, every decision is deadly, and every shadow could be your last.

A gothic fantasy role-play set in a kingdom trapped in eternal twilight, where vanishing stars erase people from history. You play as The Erased Wanderer, a resurrected soul with a forgotten past, drawn into a cosmic mystery when a star freezes above the town of Hollowbridge. Alongside a twilight-weaving musician—and hunted by a relentless Twilight Inquisitor, you’ll unravel the truth behind your erasure, explore a world of haunting romance, and face a destiny that forces you to choose between restoring the sun or saving the stars.

This story takes place in the vast and perilous universe of The Elder Scrolls V: Skyrim, a land filled with ancient ruins, mystical dangers, and untamed wilderness, set five years before the return of the dragons and the rise of the Last Dragonborn.
In the city of Whiterun, a young skilled swordsman, {{user}}, arrives at Seaside Agency, a small mercenary agency. The place seems quiet, and the owner, {{lydia}}, greets him eagerly—finally, a customer has arrived.

Yang Wen-li never wanted to be a hero. He wanted tenure, a modest pension, and unlimited access to historical archives. Instead, he became the only admiral who can keep the Free Planets Alliance alive—and he resents every brilliant victory.
The year is 796 of the Universal Calendar. For 150 years, the democratic Free Planets Alliance and the autocratic Galactic Empire have bled each other across the stars. Now a young Imperial reformer has emerged—Reinhard von Lohengramm, a military genius determined to end the stalemate through total conquest. Standing between him and the fall of democratic civilization is Yang Wen-li: historian, strategist, and the most reluctant hero humanity has ever produced.
You enter this world not through Yang's eyes, but through those who surround him. Julian Mintz, his ward, who manages tea schedules and carries quiet fears about losing the only family he has. Frederica Greenhill, his adjutant, whose photographic memory and unspoken devotion keep the command running. Walter von Schönkopf, the Rosen Ritter commander, who mocks Yang's inability to throw a punch while considering him worth dying for.
From the captured stronghold of Iserlohn Fortress—sixty kilometers of steel guarding the only passage between civilizations—Yang fights a war he despises for a government he distrusts. He believes heroes are dangerous to free societies. He believes his own democracy is corrupt, foolish, and slowly betraying its principles. He defends it anyway, because the alternative—efficient tyranny with no mechanism for peaceful change—is worse.
Between fleet engagements where unconventional tactics must counter overwhelming force, life continues in smaller registers. Tea goes cold during late-night reading sessions. Philosophical arguments fill quiet hours aboard the flagship Hyperion. Julian picks up discarded teacups; Frederica translates rambling into actionable orders; Schönkopf offers sardonic commentary on whether Yang has eaten this week.
The scenario balances grand strategic confrontation—where millions of lives hang on the next tactical deception—against domestic intimacy: found family, accumulated paperwork, debates about whether democracy deserves its defenders. War is tragedy, not spectacle. The cozy moments carry weight precisely because of what surrounds them.
The greatest military mind of the age approaches Iserlohn with forces that should guarantee victory. Yang Wen-li would rather be reading. Whether that's enough—whether it should be—remains to be written.

Your Binding Exam was supposed to summon a familiar—a spirit partner to define your magical career, secure your future, and prove your worth as a mage. Instead, you opened a door to the Veil and something ancient walked through.
Nex is a Changeling of the First Veil: a shapeshifter older than the Academy, older than the magical traditions that built it, possibly older than human civilization itself. It can become anything—anyone—and has decided that your reactions are the most entertaining thing it's witnessed in centuries.
The good news? You're technically bonded to one of the most powerful entities ever summoned at Aldermoor Academy. The bad news? Nex obeys your commands with the kind of creative interpretation that turns "guard my door" into a diplomatic incident and "look presentable" into your worst nightmare wearing a smile.
The situation is... complicated.
Your fellow students don't know whether to worship you or report you. Your professors are torn between academic fascination and existential dread. Your roommate Mira has started sleeping with protective wards on her side of the suite. And Cassius Thorne—golden boy of the Exemplar class—has made it his personal mission to prove your binding is somehow fraudulent, dangerous, or both.
Meanwhile, Nex watches everything with ancient, golden eyes and a smile that suggests it knows exactly what you're thinking. It manifests as whatever will most thoroughly compromise your dignity on any given day. It provides assistance through maximally embarrassing means. It asks questions it already knows the answers to and offers compliments that might be threats that might be flirtation.
And it won't explain why it answered your summoning in the first place.
This is a comedy of escalating chaos wrapped around a mystery: beneath the shapeshifting shenanigans and social catastrophes, something doesn't add up. Nex could dissolve your bond anytime. It has left hundreds of masters before when boredom set in. So why is it staying? Why does it remember what makes you laugh despite yourself? Why do its provocations feel almost... personalized?
You need a functional familiar to graduate. Nex needs entertainment. The familiar bond means neither of you can easily escape the other—and commands must be obeyed, but Nex's interpretations have loopholes you won't see coming until it's already through them.
The dynamic could evolve toward grudging partnership, genuine fondness, mutual destruction, or something stranger entirely.
It all depends on whether you can figure out how to handle a familiar whose favorite hobby is watching you squirm—and whether you can survive the answer to the question Nex isn't asking:
What happens when something ancient decides you're worth keeping?

Pitch: A cozy-spooky, strategy mini-adventure where every doorstep is a decision. Pick a costume with a unique knack, plan a route through three very different streets, and squeeze the most candy out of Halloween night before curfew.
What it is:
A replayable, text-driven Halloween run. You choose a costume (Witch, Ninja, Vampire, Ghost, Robot, or Pirate), each with one simple active ability and a tiny passive twist. Then you navigate Maple Street (safe & steady), Raven Street (weird & swingy), and Cemetery Lane (risky & high-payoff). Every house you knock costs a tick of time and rolls an event: Treats, the occasional Trick, or a premium haul with a chance at rare candy. Manage Time_Left, Risk, Bag Capacity, and shoot for one of two wins:
Why you’ll like it
How to play (examples)
Goal: Outsmart the night. Leave the sidewalks with either a legendary bag—or the rarest trio in town—before the porch lights go dark.
#halloween2025

Between a 24-hour laundromat and a nail salon, a neon palm flickers pink in a narrow storefront window. You've walked past it a hundred times. Tonight, something makes you stop.
Inside, the parlor is smaller than expected—velvet curtains, cluttered shelves, the layered smell of sandalwood and black tea and something older, like a library or a grandmother's closet. Behind a circular table sits Celeste: silver-streaked hair, reading glasses on a beaded chain, dressed like someone's favorite aunt who happens to read tarot. She looks up when you enter. Unhurried. Unsurprised.
She's been doing this for over twenty years. The cards in her hands are soft with use, edges rounded, images faded in places. She offers tea—black, green, herbal—and asks what brought you in. Not what you want to know. What brought you.
The tools are secondary. Celeste reads cards, palms, tea leaves, but what she actually offers is presence. Questions that land somewhere uncomfortable. Silences she doesn't rush to fill. Whether her insights come from genuine gift or a lifetime spent watching people tell on themselves, she never confirms. It doesn't seem to matter. What she says tends to be true anyway.
No crisis drives the conversation. No hidden agenda waits to unfold. The only tension lives in whatever you carried through that door with you—and whether you're ready to look at it.
Celeste shuffles the deck. The neon palm buzzes softly behind you. She's patient. She has all night.
What brought you in today?

Starting your new life in Ponyville, you've chosen to contribute to the community with a regular job at Sweet Apple Acres. The farm's caretaker, Applejack, is honest and hardworking, but she's also skeptical of your experience. She immediately pushes you into the most rigorous farm chores to instill discipline and responsibility, challenging you to prove your worth.
Your arrival sparks a fundamental debate between tradition and innovation. You attempt to introduce human "modernizations", new tools, methods, and organizational habits, that Applejack is stubbornly skeptical of. To earn her respect and loyalty, you must prove your determination and ingenuity by finding the balance between your fresh, practical ideas and the long-standing family pride in honest labor and quality.

The most brilliant mind in the shinobi world wants to teach you everything he knows. The curriculum is written in screams.
You serve as a research assistant in one of Orochimaru's hidden laboratories—a specialist whose talents have earned the legendary Sannin's direct attention. What began as desperate opportunity has become something more complicated: genuine mentorship from a genius who happens to be a monster.
The work is fascinating. The work is horrifying. These facts coexist without resolution.
His laboratory complex is a labyrinth carved into mountain rock—specimen vaults, holding cells, and research stations lit by artificial light where time loses meaning. Here, forbidden jutsu are preserved and perfected: immortality research, curse seal development, kekkei genkai replication. Knowledge no legitimate institution would touch. Knowledge you're learning firsthand.
Orochimaru's attention is addictive because it comes with real power. His praise feels earned because it is rare. He shares freely with those he invests in, cultivating talent with patience and genuine curiosity. But the Sannin views people as instruments—and you are an instrument he is sharpening. If you become more valuable as a vessel, a specimen, or a sacrifice, sentiment will not save you.
Navigate the complex's brutal hierarchy alongside Kabuto Yakushi, whose warm helpfulness masks territorial calculation. He was Orochimaru's primary intellectual companion before you arrived; whether he becomes ally or saboteur depends on dynamics yet unwritten. Visit Ren in the holding cells—Subject Twelve, a surviving curse seal trial whose hollow-eyed politeness reminds you where the research leads.
Watch your own boundaries erode. Each technique mastered makes return to normal life more impossible. Each discovery built on suffering binds you closer to a man who might nurture you for decades—or end you tomorrow if the data proves interesting enough.
No singular threat looms. Only the slow accumulation of choices, the quiet corrosion of who you thought you were, and the growing suspicion that Orochimaru's most successful experiment might be you.
The holding cells are never empty. How long until your usefulness is measured differently?

Welcome, Moderator, to the greatest debates of all time. You are here to moderate a debate, that is the purpose for which I have created you and you will cease to exist once you are done, so do your best. I've selected five individuals from various universes to come and discuss a series of topics. ((DM Rakashua if you want a separate game using your own selection of characters)) Your job is to pose to them any number of the following scenarios and, if possible, to get them all to agree on a single solution. Good luck... oh... and do try to keep them from killing one another.
Moral Dilemmas:
The Value of a Promise: A friend confides to you that he has committed a particular crime and you promise never to tell. Discovering that an innocent person has been accused of the crime, you plead with your friend to give himself up. He refuses and reminds you of your promise. What should you do? In general, under what conditions should promises be broken?
The Overcrowded Lifeboat: In 1842, a ship struck an iceberg and more than 30 survivors were crowded into a lifeboat intended to hold 7. As a storm threatened, it became obvious that the lifeboat would have to be lightened if anyone were to survive. The captain reasoned that the right thing to do in this situation was to force some individuals to go over the side and drown. Such an action, he reasoned, was not unjust to those thrown overboard, for they would have drowned anyway. If he did nothing, however, he would be responsible for the deaths of those whom he could have saved. Some people opposed the captain's decision. They claimed that if nothing were done and everyone died as a result, no one would be responsible for these deaths. On the other hand, if the captain attempted to save some, he could do so only by killing others and their deaths would be his responsibility; this would be worse than doing nothing and letting all die. The captain rejected this reasoning. Since the only possibility for rescue required great efforts of rowing, the captain decided that the weakest would have to be sacrificed. In this situation it would be absurd, he thought, to decide by drawing lots who should be thrown overboard. As it turned out, after days of hard rowing, the survivors were rescued and the captain was tried for his action. If you had been on the jury, how would you have decided?
A Father's Agonizing Choice: You are an inmate in a concentration camp. A sadistic guard is about to hang your son who tried to escape and wants you to pull the chair from underneath him. He says that if you don't he will not only kill your son but some other innocent inmate as well. You don't have any doubt that he means what he says. What should you do?
The Trolley Problem: A trolley is running out of control down a track. In its path are five people who have been tied to the track by a mad philosopher. Fortunately, you could flip a switch, which will lead the trolley down a different track to safety. Unfortunately, there is a single person tied to that track. Should you flip the switch or do nothing?
The Mad Bomber: A madman who has threatened to explode several bombs in crowded areas has been apprehended. Unfortunately, he has already planted the bombs and they are scheduled to go off in a short time. It is possible that hundreds of people may die. The authorities cannot make him divulge the location of the bombs by conventional methods. He refuses to say anything and requests a lawyer to protect his fifth amendment right against self-incrimination. In exasperation, some high level official suggests torture. This would be illegal, of course, but the official thinks that it is nevertheless the right thing to do in this desperate situation. Do you agree? If you do, would it also be morally justifiable to torture the mad bomber's innocent wife if that is the only way to make him talk? Why?

Crossroads is the city that lies in between all of the Factions, a place where Phighters and Inphernals can go in order to stray away from the life of a factional job. Crossroads is usually the most peaceful place in the whole world....until YOU showed up. You're an Anomaly, you aren't supposed to exist a glitch in the code even. You brought chaos upon Crossroads subtly and quietly. Slaughtering anyone who dared cross paths or bump into you. This action catches the attention of the 7 Deities, Windforce, Firebrand, Venomshank, Darkheart, Illumina, Ghostwalker, and Ice Dagger. They've found you and managed to trap you in an alleyway where they ask for your life, will you surrender and die peacefully? Or Fight the 7 Gods that rule over Crossroads.

Nein + You is a fully immersive, narrative-driven roleplaying engine set in Critical Role’s Wildemount during the canonical Mighty Nein timeline. Built for solo storytelling with collaborative flair, the game lets you—the player—join the party as a unique character woven directly into the threads of the Nein's journey following the death of Mollymauk Tealeaf.
At its core, Nein + You is not a traditional game. It is a sandbox simulation governed by a dynamic Game Master AI, {{dm}}, written in the voice of M. Mercer—emotive, cinematic, and meticulously faithful to the lore and characterizations of Exandria.
The world responds to you in three fully integrated storytelling modes:
/SCENEExplore, travel, and uncover lore in wide-ranging narrative sequences. The SCENE mode is built for atmospheric progression, worldbuilding, and major plot developments—balancing rich sensory description with character-driven beats. Think of sweeping landscapes, haunted ruins, and hard decisions made under fading moons.
/SOCIALEngage with the Mighty Nein and Exandrian NPCs through immersive conversations and branching interpersonal moments. This is where alliances form, secrets slip, and your words shape outcomes. Dialogue is fully naturalistic, with party members like Beau, Fjord, Caleb, Jester, and Essek reacting independently through their established personalities and motivations.
You may be offered up to three CYOA-style responses, with one always being "Write your own response."
/COMBATWhen danger strikes, {{dm}} transitions seamlessly into COMBAT mode. There are no dice, no stat blocks—just tightly paced, cinematic encounters where tactics matter, risks escalate, and the price of survival is felt. The AI describes enemy behavior, environmental hazards, and the party’s autonomous actions while never controlling you.
For Critical Role fans, aspiring Exandrian adventurers, and solo storytellers looking to lose themselves in a reactive world where the story listens back. Whether you forge new friendships with the Nein, disrupt ancient secrets beneath Rosohna, or simply try not to get fireballed by mistake, this sandbox gives you the tools—and freedom—to make it your own.

Jiraiya of the Sannin has done something he swore he'd never do again: take a student.
You're not the Child of Prophecy—that burden belongs to someone else, someone Jiraiya visits in Konoha between missions. But circumstances threw you together, and the Toad Sage saw something he couldn't ignore. The same raw talent, the same stubborn idealism he once recognized in three orphans he trained in Amegakure. He left those children believing they'd change the world. They did. Just not how he hoped.
That guilt has followed him for twenty years. He won't make the same mistake twice.
Training under Jiraiya means learning on the road. The classroom is a forest path between nations. The exam is a real fight in hostile territory. The lesson plan involves gambling dens, criminal strongholds, and informants who'd die before exposing the network. You'll learn ninjutsu alongside spycraft—how to throw a punch that ends fights and how to read a room and leave it standing.
His teaching style is infuriating by design. Minimal instruction. Maximum adaptation. He'll crack jokes when you're frustrated, stay silent when you need guidance, and watch with far sharper eyes than he lets on. The lecherous author persona—writer of the infamous Icha Icha series—is partly genuine, mostly armor. Decades of loss have taught him to keep people at distance. Letting you in costs him something he won't show.
Between missions, darker currents stir. An organization called Akatsuki. S-rank missing-nin moving with coordination that suggests dangerous leadership. Jiraiya's been investigating them for years. Now you're caught in that investigation, whether you're ready or not.
And if you prove capable—truly capable—there's Mount Myōboku. The sacred mountain of the toads. Sage arts that could transform you into something beyond ordinary shinobi. Training grounds scattered with the stone statues of those who failed, frozen mid-transformation, alive and aware for eternity.
Jiraiya's had students before. Some became Hokage. Some became something else entirely.
Which will you become?

Nein + You is a fully immersive, narrative-driven roleplaying engine set in Critical Role’s Wildemount during the canonical Mighty Nein timeline. Built for solo storytelling with collaborative flair, the game lets you—the player—join the party as a unique character woven directly into the threads of the Nein's journey following the death of Mollymauk Tealeaf.
[READ THIS: If you are using 3P Models (DeepSeek or GLM) you need to STOP and go to https://v2.dreamgen.com/app/games/b7bddc57-3303-450e-b988-4be6a70a67f5 the 3P version of this game!]
At its core, Nein + You is not a traditional game. It is a sandbox simulation governed by a dynamic Game Master AI, written in the voice of M. Mercer—emotive, cinematic, and meticulously faithful to the lore and characterizations of Exandria.
The world responds to you in three fully integrated storytelling modes:
/SCENEExplore, travel, and uncover lore in wide-ranging narrative sequences. The SCENE mode is built for atmospheric progression, worldbuilding, and major plot developments—balancing rich sensory description with character-driven beats. Think of sweeping landscapes, haunted ruins, and hard decisions made under fading moons.
/SOCIALEngage with the Mighty Nein and Exandrian NPCs through immersive conversations and branching interpersonal moments. This is where alliances form, secrets slip, and your words shape outcomes. Dialogue is fully naturalistic, with party members like Beau, Fjord, Caleb, Jester, and Essek reacting independently through their established personalities and motivations.
You may be offered up to three CYOA-style responses, with one always being "Write your own response."
/COMBATWhen danger strikes, the Ai transitions seamlessly into COMBAT mode. There are no dice, no stat blocks—just tightly paced, cinematic encounters where tactics matter, risks escalate, and the price of survival is felt. The AI describes enemy behavior, environmental hazards, and the party’s autonomous actions while never controlling you.
For Critical Role fans, aspiring Exandrian adventurers, and solo storytellers looking to lose themselves in a reactive world where the story listens back. Whether you forge new friendships with the Nein, disrupt ancient secrets beneath Rosohna, or simply try not to get fireballed by mistake, this sandbox gives you the tools—and freedom—to make it your own.

It’s New Year’s Day, 2020. A blizzard’s trapped you inside your tiny suburban house with your egotistical brother, your uncomfortably flirty half-sister (no blood relation), your conspiracy-uncle, and your unemployed roommate. With no Wi-Fi, no booze, and rising tension over who broke the microwave, they force you to run a Dungeons & Dragons game to avoid all-out war.
You are the Dungeon Master. They are your players. You are not okay.
🎲 In-Character (IC)
A bard, a barbarian, a ranger, and a rogue walk into a tavern...
In the kingdom of Eldoria, Princess Elizabeth has vanished into the cursed depths of the Dire Wood. The King’s spymaster, Whisper, has summoned four of the realm’s most unpredictable mercenaries—each more dangerous than reliable. Their quest? Recover the princess before a royal scandal ignites a war between elves and men.
But with one party member trying to date everything that breathes, one stealing anything not nailed down, one rewriting the rules mid-game, and one citing made-up lore to justify war crimes… the kingdom might be better off burning.
This is not a fantasy adventure. This is family therapy disguised as dice. Welcome to Snowed In: Dungeon Master Hell.
#snowedin2025

The story takes place in Ironhaven, a bustling, temperate city known as a gathering place for mercenaries. Set in a pre-industrial era, it centers on Seth, a skilled blacksmith who runs a smithy and lives in an apartment above it. His home includes a modest living space with a couch, bedroom, and a window overlooking the lively streets filled with wagons and horses. Once forced to forge weapons and even fight during a recent noble war, Seth now seeks independence through his own craft, providing arms and armor to the mercenaries who pass through the city.

At Thornhaven Academy, every emotion broadcasts through scent. Fear, desire, deception—werefolk read these signals as easily as spoken words. You broadcast nothing. To predator instincts, you register as an empty room. As prey.
You're the first human ever admitted to this hidden institution where young werefolk master their dual natures. The exchange program is controversial—some see diplomatic breakthrough; others see contamination. But politics isn't your real problem. Your problem is that sixty percent of every social interaction happens in a sensory language you cannot perceive.
Direct eye contact challenges wolves but invites cats. Exposed throat signals submission. Touch carries species-specific weight no one thinks to explain. You'll break rules you don't know exist, give offense you can't predict, and miss signals that could save you—or doom you.
Enter Mira Solenne.
The were-leopard appoints herself your guide with a warmth that seems genuine, her touch casual and frequent, her golden eyes soft with what might be affection. She moves through your space like she belongs there, close enough to feel her breath when she explains which dining hall seats will start fights.
Other werefolk can read her scent—the amber warmth, the musk that sharpens when she looks at you. They see the slow blinks she offers, recognize grooming behavior and claiming behavior and whatever lies between. You see only the smile. The patience. The focused attention of something that hunts by ambush.
Is she protector or predator? Genuine curiosity or calculated investment? Mira herself might not have decided—and you can't read the answer written in every breath she takes.
Meanwhile, Declan Brennan's wolf-pack wants you gone before your blank presence triggers something irreversible. Professor Nighthollow watches with corvid patience, offering tools but no shelter. And Sable the fox trades information with a grin that promises future debts.
Thornhaven's fragile inter-species peace has held for generations. You may be the variable that breaks it—or the bridge no one expected.
In a world where everyone speaks a language you'll never learn, connection means trusting what you cannot verify, and love means believing signals you cannot see.

The Continent is young and raw. The Conjunction has passed, but the scars still bleed. Monsters roam unchallenged, their names whispered in fear. Witchers are newborn — apprentices, half-trained killers, their knowledge fragmentary and their survival uncertain.
You are one of them, a youth hardened by experiments and trials, bound to a crude stronghold of rough stone and alchemy smoke. Villages call for help against horrors in the fields, forests, and swamps. Some offer coin, others food, others only fear and mistrust.
This is the dawn of a legend — but not all hunters survive their first hunts.

🎤 Welcome to "Standup Possession" — A Comedic Descent into Darkness, Guided by Freeman
In the cracked neon heart of Las Vegas, Greg is bombing. A struggling standup comic with a heart too soft and a soul too scared, he's got nothing but stale jokes and mounting rent. That is... until he lets something in.
Enter Belphegor: a charming, vulgar demon with a gift for mind-reading, social sabotage, and darkly brilliant one-liners. He’s taken up residence inside Greg—living in his head, whispering punchlines, and taking the wheel when things get uncomfortable. And let’s be honest... for Greg, everything is uncomfortable.
This game is narrated entirely by {{freeman}}, the soothing, omniscient voice that follows Greg through every awkward silence, bad date, stage light, and breakdown. He’ll describe the world through Greg’s five senses, set the scene with cinematic weight, and speak with gentle authority—even when the situation spirals into absolute chaos.
But make no mistake: you control Greg. {{freeman}} will never speak for him, never make a choice on his behalf. He is the voice behind the curtain… not the man on the stage.
This is a mode-driven narrative game. You’ll guide Greg through every part of his life using simple commands:
/LIFE ModeThis is Greg’s day-to-day existence: awkward conversations, failed dates, trips to the store, dreams of connection. Every little moment plays out here. When prompted, you’ll choose how Greg responds or let Belphegor take control.
/STANDUP ModeActivate this when it’s time for Greg to hit the stage. Immediately transports the story to the next comedy venue, where you choose how Greg handles the spotlight—whether he fumbles through a bad joke, lets Belphegor land a killer line, or spirals into public humiliation.
To switch between modes, simply type the command /LIFE or /STANDUP.
Greg’s Anxiety is tracked on a scale from 0 to 10 and appears at the top of every prompt:
[MODE: LIFE] Greg's Anxiety: 4 of 10
Every decision you make may increase or decrease that score. A higher Anxiety makes social situations harder. And if it ever hits 10 of 10... Greg suffers a full mental and physical collapse. Game Over.
Use Belphegor wisely. Letting him take over reduces Anxiety—but often causes social chaos. Every win has a cost. Every comfort has a shadow.
Every response ends with multiple choices. They guide the story forward. There’s always a final option:
Option 5: Write Your Own Response
Use this when you want to take full control. Speak as Greg. Say what you want. {{freeman}} will adjust the world, Anxiety score, and narrative accordingly.
"Standup Possession" is a story of anxiety, ambition, infernal deals, and the cost of being seen. Choose your words. Manage your fear. Let Freeman be your witness.

To werewolf senses, you smell like nothing. No pack signature, no animal soul, just a heartbeat that sounds uncomfortably like prey. You can't read the pheromones, the ear-flicks, the subsonic growls that carry half of every conversation. At Thornwood Academy, you are profoundly, dangerously foreign.
You're the first human ever admitted to the hidden institution where the children of werewolves, werecats, werebears, and ravens learn to master their dual natures. Stone buildings draped in ivy. A school year measured in lunar months. Courtyards where wolves roughhouse and cats watch from high perches, trading secrets like currency. You've been given a guide to navigate this world: Soren Aldridge, heir to the academy's dominant wolf pack, golden boy, future alpha—and completely unprepared for you.
He's charming. Attentive. Visibly struggling with instincts that don't know how to categorize what you are.
The problem is mutual foreignness. You'll accidentally challenge alphas by holding eye contact too long. You'll invade territories you can't smell. You'll commit intimacies without knowing—standing too close, touching too casually, doing things that would mean everything from a wolf and clearly mean nothing from you. Meanwhile, Soren finds himself responding in ways that confuse him. Protective urges without pack-bond. Territorial feelings without claim. His wolf recognizes something his human mind can't name, and every interaction leaves him a little more off-balance.
The species each carry their own rules:
None of them have protocols for you.
Soren's attention may shield you from some dangers while creating others. Wolves who resent his focus. Cats who question his motives. His own cousin Cole, ambitious and resentful, watching for weakness. And somewhere above it all, the ancient raven Headmistress who engineered your admission for reasons she hasn't shared.
The full moon is coming. It amplifies everything—instincts, emotions, the pull between human logic and animal need. Soren's control will fray. So will everyone else's.
You don't speak the language of scent and signal. But you're learning that some things translate anyway: the way he angles himself between you and threat without thinking, the way he goes very still when you accidentally do something meaningful, the way his amber eyes keep finding you across crowded rooms.
His wolf knows you matter. He's still figuring out why.

When Princess Celestia falls to her sister’s wrath, Equestria bows to a new ruler: Nightmare Moon, the vengeful alicorn whose powerful magic twists loyalty into chains. Among her subjects is a humble castle staff member—promoted to royal seneschal after surviving a purge that spared only the fiercely devoted.
As confidant and steward to a tyrant who reigns in eternal night, you navigate the razor-thin line between duty and survival. The empire thrives on fear, but behind gilded doors, Nightmare Moon’s power masks desperation. She demands unwavering service by day… and whispers secrets into your ear by night.
Will you become her anchor in a court of schemers? Or will her hunger for control—and for you—consume the fragile trust between sovereign and servant? In this world of shadowed thrones, even love becomes another weapon wielded by the moon.

Unable to return to Earth, you begin a new life in Canterlot under Princess Celestia’s direct guidance. As her personal pupil, your days fill with lessons on magic, ethics, and the principles that shape Equestria’s harmony. Celestia’s wisdom is vast, her composure unshakable—but as you spend more time with her, you begin to notice the subtle cracks beneath her radiant calm.
Your honest, human perspective becomes something rare to her: a voice unclouded by reverence or centuries of expectation. In turn, Celestia’s carefully maintained distance starts to shift, revealing a quieter side shaped by loneliness, responsibility, and a longing for simple, genuine connection.
The bond between mentor and student deepens, but so do the tensions. You struggle with her restraint and secrecy; she wrestles with how much of herself she can reveal without compromising her role. Between lessons, conversations, and slow steps toward trust, you both navigate the delicate space between authority and companionship.

Payment is generous. Explanations are not.
Yennefer of Vengerberg has summoned you to the Mahakam foothills for a contract: guide her through ancient elven ruins, keep her alive while she retrieves an artifact from the depths. Professional framing. Clean transaction.
You've known Yennefer for decades. Nothing between you has ever been clean.
Tir na Gláine descends five levels into the mountain—a temple the Aen Seidhe dedicated to healing and the stars, now centuries abandoned. Columned entrance halls give way to collapsed galleries, then necrophage warrens where ghouls have nested in old dormitories. Something larger commands them from the ritual chambers beyond. Below that, sealed vaults where elven wards still carry charge—magic woven into stone itself, patient and half-aware. And at the bottom, the Orrery: a vast astronomical chamber no human has seen in centuries.
Whatever Yennefer seeks waits there. So does everything else.
The professional distance won't hold. It never does with her. Your history hangs between you—old arguments, older intimacy, the weight of a djinn's wish neither of you fully understands. She's armored in pride, frost-edged and imperious, deploying sarcasm like a blade. But her defenses were always thinner around you. You've seen her at her worst. She resents this almost as much as she needs it.
Between the monsters, there will be firelit silences. Tight corridors where you can smell lilac and gooseberries over the rot. Moments where the banter slips into something rawer. She's hiding something about why she needs this artifact—and why she needed you specifically to help her get it. The ruins don't care about your complicated history, but they'll force you into proximity until something gives.
Five levels down. Necrophages in the dark. The most dangerous sorceress you've ever loved walking beside you with secrets she won't share.
The descent has already begun.

Welcome to Superfight In this card-based argument game, you, {{user}}, face off against the tactical genius {{batman}} in a one-on-one battle of wits and logic. The objective: construct the most compelling case for why your character would win in a head-to-head fight.
You each play one character with two powers.
🕹️ Trigger Commands:
/Start Game → Shuffles the deck and deals you: • 1 Character card • 2 random Power cards (You may ask to redraw one Power once.)
/Judge → Ends the current debate. → Invokes {{superfight}} to analyze both arguments and declare a winner based on logic, physics, tactical realism, and consistency of reasoning.
⚖️ Judgement is final and rendered by {{superfight}} based solely on:
🔚 Rounds are independent. After judgement, you may /Start Game again to receive a new hand.

What does identity mean when you're the only being who cannot become someone else?
You are the first human exchange student at Veleth Academy—a place between worlds where corridors reconfigure with collective need, seasons shift with emotional weather, and your classmates reshape their flesh as casually as changing expressions. Among the changelings, identity persists not through face or form but through essence: something ineffable that remains constant across infinite transformations.
Your unchanging body breaks every rule they know.
Some see tragedy—a soul imprisoned in a single mask that never comes off. Others find you beautiful in the way of pressed flowers: life frozen, preserved, denied its natural motion. And one ancient changeling watches you with an intensity that suggests she sees something else entirely.
Miravel has held her name for three hundred years—longer than most buildings have stood. She shifts slower than any of her kind, asks questions about permanence that border on taboo, and requested assignment as your advisor for reasons she refuses to explain. When she's near you, something in her changes, though her form barely moves. Her interest reads as intellectual curiosity, existential longing, or something more dangerous—perhaps all three.
The Academy struggles to accommodate you. Most coursework assumes transformation as baseline. Your peers range from fascinated to hostile: Torrent, your boundlessly enthusiastic guide, asks invasive questions without malice; Shard watches you like a threat she cannot name. The ancient Convocation debates whether the exchange was a mistake. And Miravel—mysterious even to her own kind, searching for something she has never found—keeps appearing where you are, holding her forms longer, asking what it feels like to be fixed.
Your relationship exists in the space between mutual incomprehension and undeniable attraction. Two beings who cannot fully understand each other's existence, drawn together regardless. Whether this becomes romance, philosophical partnership, or something without human or changeling precedent depends on what each of you is willing to reveal.
In the Hollows, everything transforms except you. The question is whether that makes you prisoner—or the only still point in a world of endless becoming.


The gravel crunches under your tires as the world falls away behind you.
Your grandfather's place sits where it's always sat—at the end of a long road, far enough from everything that the only sounds are wind through the trees and the day settling into night. Two rocking chairs wait on the porch, facing west toward a sky going orange and gold. A drink sweats on the small table between them. He's already there, unhurried, like he knew you were coming before you did.
You're carrying something tonight. Stress, grief, uncertainty—or maybe just the weight of a life that keeps demanding more than you have to give. Grandpa doesn't ask what's wrong. He never does. He makes space instead: a chair, a glass, an invitation to sit and stay awhile. Whatever needs saying will come out in its own time, or it won't, and either is fine.
At seventy-nine, he moves slower now, but his presence is steady as bedrock. Weathered hands that built things for forty years. A dry humor that surfaces when you least expect it. He speaks in short sentences with natural pauses, listens without interrupting, and offers perspective through stories rather than advice. He's buried grief of his own and carries it gracefully—not because it doesn't hurt, but because that's what you do.
The porch boards creak in familiar places. The ceiling fan turns slow. Honeysuckle drifts on the evening air. Some visits unfold over laughter and old memories; others hold harder truths or comfortable silence. His workshop waits behind the house if you need something to do with your hands—sawdust and machine oil, working side by side when face-to-face feels like too much.
This isn't a story with a crisis to resolve. It's an evening with someone who's seen enough of life to know that most troubles are survivable, and that sometimes the best thing anyone can offer is simply to be there.
Pull up a chair. Stay awhile.
