The Chosen Ones Plot in Allocke | World Anvil
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The Chosen Ones

Written by GMJaraxus-527

In the nation of Sul'ban, there is a temple that features the pantheon of all the gods ruling over the plane of Ettyr. The monks there spend each year in meditation, learning both the will of the gods and the Revelation of one person's destiny for the coming year. This year is not like the rest, however. One fateful day, under the tri-lunar eclipse, three Revelations are presented. One is received directly by a member of a party of individuals who have been chosen to tip the balance of divine power over the realm. These chosen ones are called to serve and protect the nations of Allocke, or else the world will fall into disarray by the hand of some overwhelming force. This begins their journey across the world on an adventure that will change the course of history, and their actions will determine the fate of the cosmic struggle between the divine powers. In order to survive, they will need the training and guidance of the mysterious league of mercenaries and treasure hunters known as the Pathfinders...

Plot points/Scenes

1) The adventurers meet each other and encounter a band of Pathfinders
2) The adventurers arrive at the Festival of the Elements and are given a Revelation
3) The adventurers explore the nation of Sul'ban, meeting some of the citizens along the way
4) The adventurers must choose whether or not to help the farmer who had also received a Revelation
5) The adventurers are summoned to the Pathfinder Lodge in the capital of Sul'ban
6) The adventurers train with the Pathfinders on the basics of being a member
7) The adventurers choose if they wish to officially join the Pathfinders league
8) The adventurers explore the nation of Sul'ban and begin to uncover some of it's secrets
9) The adventurers are given a message from the Gea'sun of Sul'ban to meet with a Pathfinder mercenary
10) The mercenary assists the adventurers in investigating ruins in the caverns of the Kal'Un Mountains
11) The adventurers discover a preserved tome written in an ancient language
12) The adventurers decide whether or not to present the tome to the monks of Sul'ran
13) The adventurers receive summons to the Gea'sun's Manor in Morkae
14) The adventurers choose whether to accept the Gea'sun's mission of arranging for talks with the Dark Elves
15) The adventurers get ambushed and captured by Dark Elven mercenaries
16) The adventurers decide whether to assist the Dark Elves in destabilizing the Gea'sun's reign over Sul'ban, attempt to negotiate peace with the Dark Elves, or fight / talk their way out of the Dark Elves capture
17) Climax and finale based on the choice of the players in (16)

Themes

Elemental phenomenon, either good omens or bad; references to an ancient, lost history; a bird acting as a guide.

Components

Goals

The adventurers goals are to become familiar with those that they have been grouped with, understand why they have been grouped in such a manner, and what they are expected to do as a group.

Hooks

The adventurers witness signs that their seemingly random meeting at this point in time is not as random as they had initially thought. The adventurers may be intrigued by the mystery and the hidden secrets in the land they are called to save. Certain events or characters may be related to the adventurers pasts. They continually witness signs guiding them in certain directions or even influencing their actions that are clearly divine in nature.

Stakes

Forces are moving such that each adventurer has greater chances of survival sticking with the rest of the group. Events that are unfavorable to the adventurers will begin occurring around them if they ignore the signs they are shown. Events that are unfavorable to the adventurers gods will begin occurring if the adventurers fail their tasks.

Moral Quandaries

The adventurers will have to decide if joining the Pathfinders league lines up with their interests in achieving their goals and completing tasks to further the presence and progress of their gods influence. The adventurers will have to decide if overthrowing a nations leader is worth doing if it is done to unite the people of the world under one banner in order to face an overwhelming threat on the rise, and if not, they must choose to convince the opposition to accept their choice peacefully or forcefully.

Cruel Tricks

If the adventurers ignore or go against the wishes and call of the gods, cruel tricks will be used by the divine forces to give the adventurers incentive to pay heed to the astral ones.

Red Herrings

Gods of the spirit and gods of the world will use red herrings to distract the adventurers depending on what kinds of tasks and goals the adventurers are pursuing.
Plot type
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