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About This Game

A journey across the land healing from a cataclysmic conflict that ended but a few centuries ago. It is a tale of watching the resiliency and spirit to endure and thrive, along with those forces that continue to tear down what is built and won. This is a game that will vary from wholesome moments to existential fear.

Game System

D&D 5e

Detailed Description

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"Beauty... such a curious concept. So hard to grasp, and yet with how much we speak of it, act upon it, obsess over it... yes, beauty is a very real part of this world. At least, I find this world quite beautiful... do you?" -Lo, Accursed Wanderer

 

The world recovers. The great conflict among mages ended centuries ago, leaving the world broken, but alive. Once great cities like empty and overgrown, save perhaps a small village that has emerged and lives within but a small fraction of a once great metropolis. Nature has calmed, the spirits now are content, and slowly aid and guide a more humble people. Some are nomadic, exploring this new, untamed world. Others settle in, forging small communities around but a single relic that offers some relief from the normal day-to-day toils to get by.

There are dangers. Many of the monsters and creations of the great conflict linger, stalk the forest, valleys, and hidden places in the world. People are still flawed, still find reasons deep and petty to disagree. A storm may ruin a crop, a fickle dragon may exact a tithe from a village, curious and intrepid souls may explore places they should not go. And yet for all the troubles, there are no nation-spanning wars, for no true nation remains. Since the last of the true Mages fell, their power, their story lost to time, the world has been allowed to slowly but surely return to a better state.

And yet, just as hope emerges, just as people once more have the freedom, the ability to reach higher, so too are their forces at play to take hold of such dreams and aspirations and pull them back into the darkness. Just as the world feels on a tipping point towards good, so too are there those who would in their malice drag the lands and peoples to a fate far worse than the wars had ever brought them.

This is the story of those who helped determine the fate of a new age, one of prosperity, one of despair, or perhaps a time of something else entirely...

  1. What's new in this game
  2. Community Profile: The Coral Towers "I think my favorite part is all the colors. Well, and I'm always up for fried fish." -Zerra Thistle, Local Resident and Self-Appointed Welcomer to Visitors and Newcomers Summary The Coral Towers earned their name from the giant coral structure that literally tower over the community going of for a number of miles into the nearby harbor and sea. Dazzling colors, fish who swim up the magic currents around the towers, with multiple abundant sources of food, and their protectors well-equipped to deal with the everyday challenges, it is a relatively thriving community. Fishing is the the core of the community, the lifeblood of it, and nearly everything else revolves around this. Beyond this, the Coral Towers serves as a launches point to the archipelago and lands beyond in one direction, into a deep, ancient woodland in the other depending on where one wants to go. It is a visited enough place that strangers are not an uncommon sight, but still worth a glance from the locals. Wonders/Points of Interest The Coral Towers: About twenty giant coral towers. Those who've explored them they hold vibrant ecosystems in and around them. Beyond this, they serve as wonders of the world, a sight one cannot find anywhere else. Mosswood: Further inland is a very ancient wood, named for the moss that blankets the trees and grounds. It is home to all manner of beasts, spirits, and dark things that lurk in the shadows. Beyond the Red Turtle, only those seeking to explore unknown depths have reason to venture within. Nereid's Choir: Within the most beautiful of the towers resides a Nereid whose choir is a sight and sound to behold for those with the ability to sail out and climb up the tower. Often their voices can be heard inland, an entertainment for the locals. The Red Turtle: An old spirit who no few people go to for advice and prophecy, though there is danger to reach him. Under-Reef: There is a whole community of fish people beneath the water, who reside not on the shore, but within and among where the towers emerge from the water. The People The population of about 700 all in all are mainly human, halfling, and goblinoid on the surface, and mostly Locathah in the water. Still, no few people above show aquatic features of some kind, magically touched by this place. For the most part, people get along, there are enough resources to go around, and factions are split practically by those in the water and outside of if. Of Note: Graulp: The current leader of the Locathah is Graulp, a rpoud and stalwart warrior. He is famed for his ability to stand against even powerful sea beasts stronger than him, knowing how to drive such beasts off to search for easier hunts. The Sorceress: A trio of mysterious individuals said to be the leaders and main protectors of the people within the Coral Reef. Rumors vary between them being anything from saintly to wicked, from beautiful to wretched. Regardless, Bethusa and her Choir: A gentle spirit, the Nereid Bethusa idles her time away training a collective of awakened fish to sing. Fish do not live long, and no few decide to do more with their newfound self-awareness and so the membership constantly changes and she busies herself with training them to sing as one. The Red Turtle: A supposedly ancient turtle spirit who is currently residing in the Mosswood. said to be wise to the point that there must be some manner of divination to his insights. Trade and Business Fishing: As fishing is the main source of food and income, everyone is touched from the fishing whether directly or indirectly. Small bits of agriculture only supplement that main economy of fish. Shopping: There are a couple of general stores, one run by a Locathah merchant who primarily sells things from the land to his own people, and the other way around. Known to charge a premium, but as he is generous he is supported as the primary trade contact. The other is a basic general store where no few knicknacks from ships and travelers end up. Sleeping: There is a musty old building not used that serves most people visiting or needing a temporary place to say. Beyond this honored guests may stay with the sorceresses, though this is a rare occurrence, perhaps once a year or less. Transport: There are many boats that can move around the harbor. Most are only for short trips, with but a couple of vessels that move infrequently from the Towers to the archipelago beyond. Inland few people tread the Mosswood, and so transport is done on foot. Politics: The sorceresses are said to be hands off on the day to day, only weighing in when there's an impasse. The head of the Locathah is far more direct, managing his people in how to sustain themselves and grow. It is rare, but the four meet on occasion for matters that affect them all, and they must come to a full agreement. Rumors swirl around some impasse but no one knows what it is, or at least are not saying. Other Details of Note -
  3. Location Profiles Table of Contents Maps Community Profile: The Coral Towers Maps "A map is such a quaint tool. Just as a hammer takes strength, and a loom skill of hand, maps require something else from us... they require a great deal of trust in the cartographer." -Lo, Accursed Wanderer Maps are not readily available as though some people travel, most live within their community, perhaps traveling as far as one or two places away, and even that can be filled with danger. As such, maps are valuable, they are rare, and they are of varying qualities. In part, this is my way of keeping the world a bit more flexible. It can better accommodate squeezing in places from people's backstory, and if I'm being transparent, if I have a really, really fun idea for a dungeon can make sure I place it in a way that is at least more plausible for the PCs to go to. They don't HAVE to go, but I want them to have the clear choice as opposed to losing the opportunity six decisions ago on where they'll go and not.
  4. Game Expectations This is more for players once selected, though can help applicants figure out whether this game is the right fit or not. Less of hard rules, and just more of a general agreement asking for all of us, myself included. We start with the title of this game. "Sonder" Definition: "The profound feeling of realizing that everyone, including strangers passing in the street, has a life as complex as one's own, which they are constantly living despite one's personal lack of awareness of it." The expectation in this game is for the PCs to interact and engage with the world. I'm not asking that every NPC be a best friend, dire foe, and/or love interest, but the story and game is meant for people to learn about different peoples, their hopes, struggles, and use that to further their own understanding and life path. Which events, places, and people who matter is all up to the PCs, but the expectation is that some events, places, and people will matter to them. Likewise with fellow PCs, the intent is for them to interact, support, learn, and grow with one another. "Animus" Definitions: "Motivation to do something", "hostility or ill feeling" Animus has two definitions, both of which apply to the game. Characters should be driven by motivation, purpose, and though I'm starting the game with some general ideas of an overarching narrative, a few places/dungeons in mind I want to create, I plan for the vast majority of the game to tie into the PC's storyhooks. Expect characters to have their pasts, their goals, their values at the heart of many of the game's chapters, only taking a break when it's other PCs' turn. For the latter half, there will be darkness in the world, dangers, and potentially an even deeper meaning to be found. Absences Life comes first, and life happens. Things change. The biggest thing for me is communication. I don't need the details, just a heads up you'll be gone for a week, a month, etc. I will lightly NPC the character while someone is absent as needed, of course asking the active PCs to be nice and not ask hard-hitting question of the absent player's PC while they're gone. If someone ghosts or walks away, I will find a way to naturally write them out of the story, to be remembered by those continuing the journey. Normally this will not be the PC death, but just depends on the circumstances and story. Disagreements PCs disagree. Players disagree. This is all good. My ask is people to keep things cool. If someone really has a concern, let me know and I will proactively work not to decide who is right or wrong, but how to resolve the situation so that everyone can keep enjoying a fun game. Also know that in the game there will be many, many, many times that there is no clear right or wrong answer. If you are convinced you have the "correct" way to do this, you are only partially right. You have one "correct" way to handle it, and someone else has another valid, correct way too. Discord Once the characters are selected, I'll make a Discord thread for the game. I've found that Discord just makes out-of-character communication so much easier than an OOC thread. I'll still create an OOC thread just in case, but plan to mostly use Discord for the OOC. The Existential We're getting deep and existential in this game. Questions like what is the nature of life, the purpose of self-awareness, of other philosophical musings. We're not trying to answer these questions for all people for all time, but for our PCs and for this fantasy world. Characters do not have to be wise, or smart, or well spoken, but will still be expected to face existential hopes and fears. Failures, Trips, and Stumbles Not every scenario ends up in complete victory. I'll also have a number of non-lethal challenges that may just be stacked against the characters that though with good luck and ingenuity be won, on occasion will still end up in defeat. These setbacks, the natural 1's, these missed opportunities are meant to add weight and depth to the game, to make victory all the sweeter. I promise to not get too heavy handed, and the majority of the game should still be the PCs triumphing. My ask is to lean into the small defeats and trips too, to use those as motivation for your character to rise up stronger than before. In other words, I just ask that people don't get too precious with their character. Let them get hit, let them struggle, let them make a fool of themselves, and they will be all the more awesome because of it. Posting Format I'm pretty open to posting format so long as it looks neat and organized enough. I do ask that people track things like their AC, current hit points, things with limited uses like spells, etc. This is mostly for convenience, so I can refer to posts for the most important information, and don't have to go into each individual character sheets every round of combat or for every skill challenge. Sexuality and Objectification People have desires and attractions. Having a romance arc is not required of characters, but there will be options for it. I don't shy away from love (or trysts) in my games. Of course, we'll be fading for black for anything explicit. On the other hand, there's objectification, which is also real. However, the intent of a game is to have fun, so don't expect many, if any, creeps at the bar harassing the female PCs. Cause as real as it may be, it's not fun for me, and don't think it's fun for most people, at least those I'd want to play in a TTRPG game with. In turn, I ask that players can pursue whom they wish, just to not feel entitled. Have fun if/when their heart is broken or they get egg on their face along with if that get that first kiss. Perhaps a darkly villain will develop a twisted love for a PC? Maybe a villager will be particularly attractive and intriguing? Perhaps I'll throw in someone with a shared past with one of the PCs? As with anything, PCs can engage with what they wish to. Teamwork/Collaborative Storytelling I will work to provide choices to the characters to give them reasons to stick with one another and journey together. I ask if you are finding your PC's first choice would be to walk away, to reconsider what their second or third option is and find a reason. Now, if we think there's a story to be told of a PC leaving for a short while only to come back with a deeper bond? I'll certainly be all ears. For the most part, I expect characters to be on a team, and though there is not one clear path to pick, to still pick one of the paths in front of them. If we're finding that one or more characters just aren't interested in any of the paths before them, then that's an OOC conversation to work through. Triggers/Dark Themes All right, real talk time. People have very real and valid triggers either from personal experience or the personal experience of loved ones. As such, I ask that people think very hard on if they really need to include dark themes in their character that touch on real world issues like abuse, trauma, mental illness, etc. If it is something that is vital to their character your want to play, I ask to be mindful of how visceral and descriptive we get with it. Such topics should be treated with the weight and respect they deserve. On top of this, people have very real and valid preferences. Even if someone is not actually "triggered", it's still fine for people to want to leave out some of these things anyways for the sake of a fun game. I don't need to go over this with every applicant, but will plan to for those characters chosen. The truth is that there are great stories, movies, shows, etc. that are gritty, dark, and horrifying with guts, and sex, and torture. There are also great stories, movies, shows, etc. that are purely family friendly for all ages. Both work as what makes for quality storytelling is a separate matter than how many mature themes a story has. With all this said, of course there are dangers within this game. Bad things can happen to good people. Unless a player specifically asks for something different, will lean to those troubles more typical in a fantasy setting like corrupted villains, dangerous monsters, wild magics, and the consequences that come with each. If there's any questions/concerns here, please be proactive, I'm not offended by people asking if "X is okay" or if "Y crosses a line".
  5. Pre-Approved Third Party Materials Third-Party materials I feel get a bad reputation because some of what is out there is broken and/or gimmicky. However, I feel there is also some pretty amazing stuff too. When WotC was getting really bad press for trying to strongarm third party publishers, one of the points made by opponents of the move was how some of the third party publishers actually made better stuff. I found myself agreeing. Also, I have opened up Third Party in the past, and have found that not too many people take me up on it. I've even had cases where no one tries it out of 20+ applicants. This further leads me to the conclusion that offering Third Party doesn't open up the floodgates, is pretty manageable from a GM standpoint. I have three third party books that I feel are professionally made. I'm perfectly good with official material. If anyone is interested in any of the below options, but don't have access to the rules, let me know and I can give you the rules rundown for them as I own the physical books: Key: ISU = Islands of Sina Una; TR = Tal'Dorei Reborn; TO = Tales of Obojima New Lineages Mixed Ancestry (TR) People of the Islands (ISU): Balat-Kayo (Half-Orcs), Umalagad Dragonborn, Volcano Dwarves, Balete Elf, Gold Gnome, Mangrove Halfling, Carabao Tiefling New Classes Babaylan (ISU): Intelligence-based full caster who are intermediaries between the spirit realm and mortal world. Archetypes include the Call of Clairvoyance (Divination-focused), Call of Sacrifice (Healing), and Call of Wrath (Gish). Blood Hunter: (Can be found for free, legally online at D&D Beyond) Headhunter (ISU): Melee class that are good at tracking and getting information on a targeted foe. Archetypes include Omen of Knowledge (Can draw on several abilities and change some each day), Omen of Strife (Extra damage and fear-based abilities), and Omen of Swiftness (1/3 caster). New Archetypes Barbarian - Path of the Black River (ISU): Powers around not be impeded by conditions or obstacles Barbarian - Path of the Juggernaut (TR): Move others, be immovable Bard - College of Siday (ISU): Powers primarily on boosting combat for allies and self Bard - College of Tragedy (TR): Benefits from misfortune Cleric- Blood Domain (TR): Blood-based powers Cleric - Moon Domain (TR): Moon and duality powers Cleric - Volcano Domain (ISU): Fire damage along with damage and renewal Druid - Circle of the Blighted (TR): Corruption-based powers Druid - Circle of Tides (ISU): Extra senses and turning damage to healing Fighter - Kawal (ISU): Abilities on drawing enemies near, other defensive capabilities Monk - Way of the Cobalt Soul (TR): Knowledge and investigative skills Monk - Way of Kaluluwa (ISU): Split the soul and body and fight with both Paladin - Oath of Blood (ISU): Protect and avenge allies Paladin - Oath of the Open Sea (TR): Freedom, water powers Ranger - Mangangayaw (ISU): Generalist good at diplomacy, speed, protecting others Rogue - Graverobber (ISU): Bringing curses onto others Sorcerer - Diwata Bloodline (ISU): Spirit-based bloodline with access to some Druid spells Sorcerer - Runechild (TR): Runes to boost defense and other abilities Warlock - Mooneater Patron (ISU): Destructive-based powers Wizard - Blood Magic (TR): Use lifeforce to augment spells Wizard - Mentala (ISU): Create bamboo scrolls others can use New Feats ISU: Adept Conduit, Cannoneer, Headhunting Master, Oceanborne Warrior, Unrelenting Hunter TR: Cruel, Flash Recall, Mystic Conflux, Remarkable Recovery, Spelldriver, Thrown Arms Master, Vital Sacrifice New Backgrounds ISU: Lorechanter, Mangangalakal, Panday, Sea Raider, Voyager, Aswang Lineage TR: Ashari, Clasp Member, Myriad Operative, Lyceum Scholar, Reformed Cultist, Whitestone Rifle Corps
  6. House Rules *No Color and/or Bolded Dialogue It is pretty standard for games on Myth-Weavers for people to pick a color and then have bold colored dialogue, and italicized colored thoughts. I ask for my games not to bold or color dialogue, nor to color thoughts (though thoughts can still be italicized). The reason for this is personal preference. Although I feel color bolded dialogue makes it easy for people to catch what's said and respond, I also feel that sometimes the non-verbal description can be overlooked when it is often as or more important than spoken words. I have an "*" by it as this has in the past been my most controversial house rule, but I've yet to see anyone try it out and then leave the game as it doesn't take too long for players to get used to it. After all, everything else we read whether books, magazines, other websites, etc. don't use bold colored dialogue either. Combat This game will be a mix of theater of mind for smaller/simpler combats and use maps for larger/complex combats. When we use maps, we will use the "diagonals" optional rule where every other diagonal movement (starting with the second) will be counted as 10'. We'll also use the optional "flanking" rules for advantage. As a warning, flanking goes both ways, as some fights you'll outnumber a big monster or two, others you'll have more enemies trying to maneuver around you. Death and Resurrection This game will use the "Fading Spirit" house rules that are used in Critical Role. Essentially, being brought back from the dead is not a sure thing, and each time a character is brought back it becomes increasingly harder to do so. We can get into more details when/if a character dies. Encumbrance and Gear I will not track encumbrance and gear such as ammunition for the most part, but ask that players act within reason. A character who uses Strength as a "dump stat" shouldn't be trekking with 100 lbs. of gear, and should the group uncover some big heavy treasure chest should put a little thought into its transportation. Likewise, I won't worry too much about ammunition unless we find ourselves in some sort of prolonged series of battles where it may come into play, just encourage anyone with ammunition to occasionally buy some replacements now and then. Experience Milestone. Thinking on average a couple chapters per level though reserve the right to make it one chapter or three from time to time. Initiative Block initiative to keep combat moving faster. When it's the players' turn, they can go in any order. Monsters I reserve the right to change any and all monster stats in both minor and significant ways to help make combat more fresh and unique. I may also give beings powers and abilities to monsters that do not strictly adhere to the rules for narrative reasons such as a Hag's curse being too powerful for ordinary magic to cure, and requires a more personal quest to overcome. PvP Player vs. player is not encouraged, but neither is it outright banned. The PCs are allowed to disagree and it can make for some memorable moments. If there is a conflict among the PCs, here are my house rules for working through it: Communicate: The players should be actively talking in the OOC to ensure that the PC's conflict is not shared by the players themselves. Story over winning: The goal should be to tell a compelling story, not to win or be right. Players should be willing to lose the debate or conflict. Almost always not combat: A roll, a test of skills, convincing the rest of the party, there is almost always a solution beyond combat. A friendly tavern brawl is perfectly fine. Not to the death: Unless this is something that has been respectfully and optimistically agreed by the players, even should there be a physical conflict, it shouldn't be to the death. Communicate: Also communicate with me. If you the player have a problem, I can't do anything if I'm unaware. My goal should this happen is to resolve the matter so everyone can have fun, not to choose who is right and who is wrong. Rule of Cool For PCs, I'm fine with the rule of cool to do bold, heroic, daring feats. I'll set the DC and relevant skill(s), usually high, and let the PC roll.
  7. Game Start "The Coral Towers make for quite a sight. One of many examples of when magic and life intertwine in such unusual ways." -Lo, Accursed Wanderer The Prologue of the game will take place at the Coral Towers, a fishing village that sits among giant risings of coral. Colorful fish spin up and around the coral through the air as if it were as dense as water, side by side with birds who fly next to them with ease. There are a few reasons one might come to the Coral Towers. It is considered a regional wonder for those who risk the dangers of travel. There is the wise, ancient turtle who can provide answers to those who pass its test. There is the Nereid's Choir has many rumors surrounding it, claims of inspiration, of imparting part of its magic, and of simply being just an outstanding performance. And it is a place between places. One can be just wandering from point A to point B.y There people live a straightforward life of hunting, gathering, a farming sea plants and fish is built pools. The people are a mix of mainly humans, Halflings, and Goblinoids, many who display aquatic features. A tribe of Locathah live in the nearby waters. By tradition, the village is led by the a trio of sorceresses and the greatest hunter among the Locathah. And they're at an impasse.
  8. Tone/Inspirations "If you wish to be unique, I recommend being dipping oneself in a chaos pool while being cursed by a Hag's Coven, perhaps just after eating strange mold. If you wish for greatness, follow the heroes of old, and do as they did." Lo, Accursed Wanderer Each game draws from different inspirations, has its own tone(s). The world is full of magic, of breathtaking sights that the characters will get to journey through. There are spirits, and dungeons, and wandering warriors. Awakened animals can engage with ancient guardians. Songs can hold power. Those who are broken pick up their pieces and those who are whole are tested. Any fantasy story contains some element of the surreal. This particular game is still meant to be grounded in emotional realism. Badass, epic moments are encouraged. Characters shouting strange noises before slipping on a banana peel less so. Be able to endure things normal people shouldn't is great. Getting chipped out of a block of ice by a rodent companion with an ice pick is too goofy for this game. There is a beautiful, bittersweet feel to this world. So much has been lost, so many scars remain. And yet, there is so much hope, so many dreams and intertwining fates. Like many of the stories pictured above, there are heavy themes of the natural world and its power, of the hero's journey, of the conflicts among well-meaning people, of the darkness that sits within each of us. The five pictures above are very deliberately chosen for any familiar with any or all of these works. The Legend of Zelda: Growing up with Ocarina of Time and Majora's Mask, it is quintessential fantasy and adventure for me. Wonderful music, epic dungeons, quirky and memorable side characters, and an innate feel of the epic all resonate with me and hopefully this game. Studio Ghibli: Magic, wonder, heavy themes of nature and a consistent handling of female protagonists and supporting characters, there's deep inspiration from these movies. Samurai Champloo: Some of my favorite fight choreography in animation, the wandering from town to town, the bittersweet vibes of life are all things I plan to lean into. Arcane: A little more indirect of influence, but the thought of the potential opportunities and dangers of magic, along with just solid characterization with fully developed protagonists and antagonists are all things I hope to draw inspiration from. Moana: Well, just the lightness of better Disney products in general, but also Moana specifically given that I'll be drawing from the Islands of Sina Una third party material based on Philippines mythology, there'll be magic, wonder, and aspects that use different mythologies often mixing and matching.
  9. Technology/Civilization "Art, technology, culture, conflict... those who study the past seem to seek but a few distinct things. It begs the question of legacy, to how much of what we do will be remembered." -Lo, Accursed Wanderer Five-hundred years ago the war ended, the world broken. Already most of the major cities, fortresses, temples, places of enlightenment and power were shattered, and what remained was lost in one final catastrophe that saw the downfall of the remaining mages. The lands were riddled with dangerous magics, the sky was a thick tempest, the seas roiled and churned. All anyone could do was survive. Time healed, and now the lands, though dangerous magics can be found, has greatly tamed. The weather has calmed. The seas are more restful. What remains are communities that know how to get by in their own unique ways. A village on a plateau that knows how to scale the flat, rocky walls to get supplies from below. A clan living within a volcano have gained a natural resistance to heat and fire. A nomadic group has learned the ins and outs of the poisonous fungi forest. Through evolution, through magic, through ingenuity people have regained control of their day-to-day lives. Still, people have not regained such control, such mastery to build new cities, to slay the most powerful monsters, to make true advancements. Life is still hard, but it is full of hope, wonder, and endless opportunities to make things a little bit better. And then there are the remnants of the past. This was the time when legendary magical items, sky cities, clockwork dragons, and competing universities existed. It was a time of opulence, greatness, and wonders that defy logic. The remains are scattered. Anything that was easy to find has been, and no few villages have a remnant or two from the past. Those items that remain to be found are hidden within the most treacherous places to be found. Broken temples buried beneath the earth, old laboratories guarded by fantastical creatures, and the homes of the fallen mages of old still hold technology and other innovations from the past.
  10. Story Structure and Rails "All are bound by the strands of fate. Whether we let it guide us, whether we resist and pull from it, whether we blindly stumble on and off our path, we can avoid it no less than we can hide from the seasons, or dodge the wind." -Lo, Accursed Wanderer All games have degree of railroading and a degree of player agency, some lean more one way than than the other. For the rails, this game will aim for an episodic feel. An "episode" may be traversing a dangerous stretch of road or water, or dealing with a conflict within a village, or diving into an ancient ruin. There's also an overarching narrative, a greater threat that will weigh over the story. Part of the rails will be more character-focused. The overarching narrative and all of the chapters will aim to highlight the character's story hooks, personal beliefs, and try to help them along their journey through opportunity and adversity. As far as pure agency, a good chunk of the chapters are up to where and what the group decide to do. Want to search for inner enlightenment, find ancient artifacts, or focus on a single community and the region surrounding it, all of that is game. For the sake of ease, I will aim to offer some clear options for the group. And within the each chapter there's plenty of options to take. There may be two opposing forces with pros and cons to each side. May be several solutions to solve a challenge.
  11. Plot Armor "Do a few good deeds, taste a bit of success, be told you're special. The lucky ones survive the humbling that comes for us all." -Lo, Accursed Wanderer The PCs are the protagonists of the story, but they exist within a greater world that sees them as who they are through their own lens. NPCs will react accordingly whether the PCs flaunt their powers or keep them hidden, whether they are righteous or mercenary, whether they take an interest in local affairs or not. All is good. Stories work because of character flaws, tension, etc. The trick here is that actions, decisions, even attitudes have consequences. The village elder is not obliged to reveal the community secrets to outsiders. The beautiful maiden may be in love with someone other than the PC who rescued her. There may be a NPC champion they come across that is more powerful, or more noble, or have their own destiny. It will still be the PC's story who navigate around the untrusting elder, who reunite the maiden with her beloved (perhaps heartbroken, or laying the seeds to a much longer romance arc if they're truly interested), or how they've helped someone else reach their important moment before moving onto the next place. The word here is "trust", to trust that as a GM I'm offering opportunities and obstacles to the PCs for a reason. It is for them to learn, grow, and shine, and that happens more organically, more genuinely through a variety of situations and circumstances. The characters have "plot armor" in the sense that the narrative will follow them around. They will be challenged, questioned, will face stumbles along their journey. In other words, they're not invincible physically, mentally, or morally.
  12. Origins and Power "I once met a fisherman who could speak with the animals. He was quiet hungry, not having the heart to eat something he could hold a conversation with." -Lo, Accursed Wanderer There are many, many ways that adventurers come to be. An ancestry with deep roots in the times of mages, a curious discovery, even good ol' plain hard work and training. Still, some origins may vary compared to other settings, and below are some considerations (only for certain classes). Artificer: Technology and invention is somewhat haphazard in this time. Most places live quaintly, and yet there are ruins scattered across the lands that hold items where magic and science blend as one. As such, there is a wide array of what's possible, though Artificers that lean more towards technology than magic will garner much more attention for good or ill. Clerics and Paladins: The Divine Mist holds strong. Those who worship a deity or pantheon must truly rely on faith as the exact nature, beliefs, even the names of the deities is unknown. It is thus up to the PC on what their convictions are, and how they choose to live based on those convictions. Warlock: Unlike Clerics and Paladins, Warlocks can hear their Patrons, clearly, if the Patron so wishes. Warlocks in some ways are akin to Druids as they call upon a source of power that exists in the world. That Patrons have options that include Fiend, Celestial, Shadow, even a Greater Old One would then suggest that such creatures do exist somewhere in the world.. Wizard: The "Mages" who are spoken of with dread include all manner of spellcasters, Bards, Druids, even Psions. Still, none were so infamous as the Wizards. There are no magic colleges, no central place of learning. Wizards' knowledge stems more from archeology, delving into the unknown, or perhaps apprenticing under someone who does. In regards to power, it is common enough to expect a handful of NPCs with class levels in each town and village who at least can defend their home. As a general rule of thumb for most places is that Level 5 is when characters begin to be seen as more than just gifted, but are "mighty", truly stand out. Beyond level 10 is "legendary" at least by mortal standards. Should the characters reach such a level, they will have the means to slay powerful beings, and shape the fates of many, and such power will have many take notice. In particular, should a high level spell be cast, the adventure may very well take a sudden change.
  13. Monsters "Monster. Some claim that it is a word from the unknown, that which we are too ignorant to understand. I disagree. I feel a monster is something we are all too familiar with, something that reminds us of our own dark potential. A monster sits within us all." -Lo, Accursed Wanderer There are all manner of monsters that roam the world. Although a few scholars and adventurers take painstakingly efforts to categorize and classify them, most people do not distinguish between a "monstrosity" and an "aberrant", the "undead" and a "construct". Although some similarities exist, each monster is its own unique entity, unique threat. For most of the world, there are but three ways people see the monsters of the world. The first are the natural monsters of the world, those who are part of and of the world. Mighty dragons, fickle fey, primal spirits, these and more have for the most part reclaimed the world. Though they are of the world, they are no less dangerous for it. Of all temperaments and dispositions towards mortals, some are fierce protectors and nearby communities, others the terrors that keep them in check. Some miss days of old and the advancements of people, others seek the snuff out as much wicked progress as they can. The second are the mage-touched. Some were created as weapons of war, others as experiments both enlightened and crazed, while some still are mere byproducts of when creatures stumbled upon the wayward magics of the mages. Some of their corruption is benign, while others change the very ground they walk upon. Some are intelligent, others savage. What they hold in common is they break the rules of life, do not exist within the same rules. Wings that aught not to lift a mass that size, having resistances that do not match their environment, such enemies take a practiced and keen mind to learn about. The final group are the Outsiders, those beings simply of another plane. These defy all logic. They are not fully present in the world, shifting in and out of reality, their very existence in defiance of the world order whether they seek order or chaos, light or darkness. Such beings are rare, things of legend even in a world of myth and wonder.
  14. Magic "Magic... such a dull word. I prefer how the old languages speak of it. In Primordial it translates to the 'eruption of aether'. In Sylvan it is 'weird bloom'. For Infernal, the simplest term is creating 'puppet strings'. Each of these hold far more truth of the matter than the paltry word 'magic'." -Lo, Accursed Wanderer The world is of magic. There is magic abound, as natural as other aspects and resources in the world. From benign to dangerous, from healing to corrupting, magic itself is a common sight that instills both wonder and fear in any reasonable mind. Most people cannot wield magic, and most who can only hold the strength for mere cantrips, mere small, but helpful tricks. Each community, each individual may have their own opinions on magic, but on the whole one may as well be speaking about the weather. One may as well speak of how they like sunny skies and despise cold winter nights the way one may like a seedling that revitalizes the land and may hate a monster with a necromantic aura that kills the earth it treads upon. What is perhaps more unique is the opinions of mages, Wizards, Sorcerers, even Clerics and Druids... those mortals who show real potential for magic. There is unease, there is fear, there is... an understanding that the world broke not because of someone mending a wheel or using a flourish to clean their jacket in an instant. No, the kingdoms of old collapsed because meteors rained from the sky, the flow of time was distorted and twisted, because powerful men and women full of hubris Wished for the destruction of their enemies. No mortal is believed to know high magic, that is spells of the sixth step or higher, or if they do, they dare not use it. It is said there are safeguards, new pacts, new bindings that the world will know if such magic emerges once more to prevent the mistakes of old from being repeated. For most, this is fine. After all, most will never learn magic of the first step. For those that do emerge, what more would they need than the magic that still is within reach? Of course, so long as the potential for greater power, greater feats exist, so too are those willing to risk everything to achieve it.
  15. Lineages "Long have we debated of what is due to the blood, the soul, one's culture, and all the other things that make a person who they are. I say it matters not if you accept them as they are, only if you intend to change them." -Lo, Accursed Wanderer A world where nigh all communities are built off refugees and survivors of a past age means that each community has its own unique mixtures of peoples. Perhaps in a hidden valley lives a curious people of Halflings and Elves, whereas by a sacred site of magical flames is a people of all shapes and size and all of whom hold fire in their blood. People, no matter who they are, or where they are from, will find places that they can fit and blend in, and other places where they are odd, different, clearly an outsider. One can be from nigh any lineage, or even a mixture of lineages which can be unique or commonplace in their homes. The old hatreds are lost with time, the terrible wars were less of nation vs nation, people vs people, and more the overwhelming intent of hundreds of mighty individuals imposing their wills upon all. For a time it was simple the survivors banding together, and those new villages and towns who worked together could make it however much pain and hardship they endured, where those who fell to petty infighting fell and became lost to time. Still, as the world has healed, some rivalries within and among different places have emerged, as such divisions are no longer a death sentence, some distrust and anger can survive. Still, such conflicts are more recent, the deepest and longest are likely only a century old. Most are more immediate, not what someone else's ancestors did their ancestors, but what they or their parents did to their close relatives. Some quirks such as a need to drink blood, or a great difference in size, or an affinity towards a dangerous element have been for the most part solved, or at least expected within one's own home for the most part. It is when someone is born different due to errant magics or perhaps an outsider as a parent (or perhaps has walked in as an newcomer) that misunderstandings, frictions, and mistrust can brew. Still, all around people are reminded of what happens when people go to war, and only the most foolhardy pursue it. Of course, some fools do exist, and do reach power...
  16. Faith and Gods "If we could hear the gods once more, would we bother to listen?" -Lo, Accursed Wanderer Mortals can no longer hear the gods, for the Divine Mist clouds the faithful to the true nature and intent of those they worship. Whether the Divine Mist came from the actions of mages, of the gods themselves, or was simply a byproduct of the terrible war is unknown. What is known is that though the gods exist, divine magics and miracles do occur in the world, the Truth is lost and so mortals must interpret and guess at what may be right and wrong. What historical records remain is spread out, deteriorating, and in some case contradicting. The places that may hold deeper understandings are some of the most dangerous in the world, for this is where many defenses whether traps, stoic golems, or even summoned Outsiders still wait to defend their charge. Few are willing to risk their lives for such knowledge, and fewer still who try succeed. The people therefore create their own customs, rituals, own beliefs of what the gods may want or not. It would seem to pay off for generally only the most egregious acts, a people worshipping nature who defile a sacred glade, a righteous knight mercilessly torturing a foe to instill fear seems to break divine connections. For those seeking more absolutes, they must turn to other powerful beings that still walk the world, powerful demigods such as Archfey, Fiendish Lords, dread Liches, ancient Wyrms though very, very few, exist and many still turn to them. And of course, some still turn instead to mortals themselves, believe in what people can do, to make their own choices, and create a better future without the guidance or approval of those creatures who hold more raw power. Faith is a powerful theme, and PCs will have an opportunity to explore their own, and others', faiths in a world where there are few if any clear-cut answers. Communities will each differ, let alone the groups and individuals they come across. The world has many colors, many shades regarding faith.
  17. Alignment/Morality "Hindsight forges a deeper understanding of the past, Foresight cultivates a better path for the future." -Lo, Accursed Wanderer This is a story of moral greys and nuance. Does one slay the bandit that ambushed them? What if the bandit is no true threat? What if the bandit is young, or old, or hungry, or has been wronged by the world? Where does mercy end and foolhardiness begin? Where is the line drawn between pragmatism and ruthlessness? We're not here to answer these questions universally for all time, but instead to tell a tale of how one group of characters navigate their world, makes choices, must live with the consequences good and bad. This story will hold difficult choices, but in these moments there will be opportunities regardless of what path people take. It is less about wrongs and rights, and more about pros and cons. The character who seeks to be fully righteous will fall short, the character who accepts both the light and the darkness in their decisions will understand the world around them. Choices should be hard, but there should be little fear of picking "incorrectly". Mortals for the most part have alignment, or more accurately, fall under multiple alignments. Most obey some laws and chafe against others. All have within them the means of generosity and malice, it's more a matter of which it tapped into more, which through circumstance and personal choice are shown outwardly. Only those cosmic beings such as Celestials and Fiends and some other magical entities have a "true alignment" that will be affected by game mechanics, and even then those with enough intelligence and will can forge their own path, can make their own choices even if their inner nature leans one way or another. And most of all, the PCs exist in a living, breathing world that doesn't have to accept them as being in the right, and in many cases will not. They will be questioned, challenged, have those who disagree or are even hurt by what they say and do. Character choices have weight, significance, and will come to face it. The character who cannot face the repercussions of their actions will flounder. Those who face their successes and failures alike will come out better for it.
  18. Introduction (Narrative) "Beauty... such a curious concept. So hard to grasp, and yet with how much we speak of it, act upon it, obsess over it... yes, beauty is a very real part of this world. At least, I find this world quite beautiful... do you?" -Lo, Accursed Wanderer The world recovers. The great conflict among mages ended centuries ago, leaving the world broken, but alive. Once great cities like empty and overgrown, save perhaps a small village that has emerged and lives within but a small fraction of a once great metropolis. Nature has calmed, the spirits now are content, and slowly aid and guide a more humble people. Some are nomadic, exploring this new, untamed world. Others settle in, forging small communities around but a single relic that offers some relief from the normal day-to-day toils to get by. There are dangers. Many of the monsters and creations of the great conflict linger, stalk the forest, valleys, and hidden places in the world. People are still flawed, still find reasons deep and petty to disagree. A storm may ruin a crop, a fickle dragon may exact a tithe from a village, curious and intrepid souls may explore places they should not go. And yet for all the troubles, there are no nation-spanning wars, for no true nation remains. Since the last of the true Mages fell, their power, their story lost to time, the world has been allowed to slowly but surely return to a better state. And yet, just as hope emerges, just as people once more have the freedom, the ability to reach higher, so too are their forces at play to take hold of such dreams and aspirations and pull them back into the darkness. Just as the world feels on a tipping point towards good, so too are there those who would in their malice drag the lands and peoples to a fate far worse than the wars had ever brought them. This is the story of those who helped determine the fate of a new age, one of prosperity, one of despair, or perhaps a time of something else entirely...
  19. Applications Player Name Character Name Lineage/Class/Background Blurb Status
  20. FAQ Can I submit more than one character? No. If a character idea isn't working out, you can start over again with a new concept, but only one application at a time, please. Are you sure all of the above is allowed? What about [insert strange lineage/class/background concept here]? Yes, you may submit that. Here's the trick... characters who belong to more "standard" lineages and classes tend to focus more attention on how their Human Fighter or Elven Ranger is nuanced and unique. The Plasmoid Wu Jen Mystic type characters tend to focus on how they're different on the surface and skip the nuance. Who they are matters more than what they are, and so if you want to pitch a very different concept, remember to not forget about the nuance of who they are. This particular game doesn't require traditional, core lineages to feel right (though it's perfectly acceptable as well). What this game needs are deep, flawed, dynamic characters regardless of lineage, class, and background. What about [insert strong build here]? I am fine with builds that are stronger. My ask is to not break the game. For example I don't mind flying lineages, flying is fun. Now, if you try to make a flying sniper, maybe add some extra movement speed... that breaks the game as designed. Eloquence Bards are very, very good with social rolls at low levels, and that's all good. Just don't expect to Persuasion/Deception to get whatever you want, whenever you want, and an excuse to do dumb things with little to no risk or consequence. Want a Bladesinger with a Monk dip, we can talk about it and figure out how to get what you want without brushing off any and all standard attacks. These are just a few examples. What if I don't fully know my character's personality yet, want to find out during the story? Yes! That's great! You should still at least have a starting baseline, should be able to write out the 3-5 paragraph personality section on what you do know. It won't capture all parts of who your character is, but can at least give both of us enough of an idea to consider how their story might go. What if I want to tweak the rules like take a fighting style that's not usually provided for the class, and have a spell that counts as different kind of damage than normal? Maybe? With questions like these my response is usually, "Don't sweat it, we'll figure out how to let you play what you want". This won't come into play for who I'll pick, so like equipment, prefer to sort this out once selections are made. But what if I REALLY want to write a full backstory? Sure, go for it. I won't stop anyone from adding more to their application, but my ask is for quality over quantity. A well-written backstory will not hurt anyone's chance of being selected. A long, tedious, contradicting, problematic backstory will remove a character from consideration. How about a joint background with another applicant? I'm fine with this, though I will give some time once selections are made for the chosen players to decide who knows who and past relationships, if any. I will weigh each application separately, so there's a chance I'll pick one character and not the other. I have [insert large number] of questions... is that okay? Yes, many questions is fine. Now, there's a difference between I have an idea for a "noble" character and want to understand better about how nobility works, education, caste systems, political structures, etc. and "am I going to be picked? how about now? what about now?" Questions relevant to creating your character and seeing if the game is the right fit are all good. Can I disagree with one of your rules or guidelines? Sure. Understand these are things I've picked up over several games and years of gaming, but I do change my mind/get convinced to try something out. Debates are healthy. That said, debates, at least for PbP games, I've found are better short and sweet. Make your case, I'll respond, bring some counters if you feel it's relevant, then I'll make a final decision. Why no Pre-Game IC? Honestly, pre-game IC threads are not my favorite. I'm happy to participate if someone else's recruitment asks of it. However, in my experience something usually goes wrong. Two PCs get into a heated and personal argument, someone does something cringe, someone drops and leaves the applicant they were talking to left hanging, someone tries to hog all the attention, etc. It then leaves everyone else having to roleplay around the problem. Still, seeing someone actually roleplaying with their character is useful to make selections. Therefore, as an attempt to find the best of both worlds, asking for the writing sample after I review each character. What will help me get selected? I think between the explanation of the character process, this FAQ, and the setting information, should answer most of this. Otherwise, a few things that though not required, I've found I lean towards when making selections include: Having some normal, mundane qualities like a job, a family, a hobby, something other than adventuring and fighting to make them seem like a more whole person. Your character should be more than just their combat abilities. Characters that have a fork in the road ahead AND the player is flexible whatever direction it takes. In other words, having some sort of plothook that the player will let the game/story decide what happens. This will give me clear ways to make interesting, tough choices with full player agency. Characters that feel like they're still near the beginning of their journey. In this game the PCs aren't necessarily a beginner at adventuring, but still feels like their story has yet to be told. This is a matter of matching the game start. Characters with flaws, who will make the "wrong decision" now and then for story purposes. Characters who always try to make the "correct" decision usually fall short, which can cause tensions IC and/or OOC. Characters who feel like they can give space to others, that though will take their moments, will also step out of the spotlight so others can have their moments as well. It's a collaborative storytelling game, everyone should have their moments, shouldn't be a single main character. What should I avoid to help me get selected? Same as above, but on the flip side. Things that people can try, but should know I don't normally end up picking due to my own preferences/biases are: Primal hunter/savage types that are all business and no laughs. Overall this type of character is valid and fine, just from experience I always find when push comes to shove I don't pick this classic type of character compared to others. Straight up goofballs or cutesy characters that "tawk wike dis!" that don't appear to be able to take anything serious. I love having humor in characters and games, but am cautious of complete pranksters as any joke can get old fast, and some moments need to be serious. Anyone from real-world Earth. Just not interested in breaking the fourth wall this way. Second person narrative. Pretty rare but I find I don't like being told what I'm doing as a reader. Starting drama OOC during recruitment. If there's a problem let me handle it, and if I'm not, feel free to send me a message to let me know the concern. Once again, it's a collaborative storytelling game, causing OOC drama is about the easiest way for me to remove someone from consideration.
  21. Process 1. Ask any and all questions you have about the game, setting, application process, etc. 2. Create your application including all of the above. 3. Let me know you're ready for a review. 4. I'll give one review per application. The review will include: CHANGES - Those aspects of a character that are problematic or mechanically incorrect that will need to be changed for a character to be competitive. CONSIDERATIONS - Those aspects of a character that do not need to be changed, but do require extra thought and care to make sure it works such as a character who steals often, who expects to be the leader, anything else that can go awry if not handled with care. CLARIFICATIONS - Those aspects of a character I'm not 100% I'm interpreting correctly and want to double check. QUESTIONS - I'll ask specific questions to try to flesh out your character, see if you the player understand your character enough to answer well, and to see if some of my hopes/concerns are right or not. Please take some time and thought with the questions as the answers are the second most important thing behind the personality when I select players. After all, roleplaying games boiled down are the GM asking players what do they do, and the players answering the question. 5. Finally, after I review the application I'll provide a scenario and ask you to write a short scene of your character in it. This replaces any sort of pre-game IC found in other games. It'll let you show how your character engages in the world in a scenario more tailored to them that's not dependent on other applicants. And done! Deadline to START an application and be considered is TBD. Deadline to COMPLETE an application is TBD. I will pick 5-6 characters on TBD. My Selections First off, it's subjective. We all have our preferences and biases, and I by no means claim the PCs I'll pick will be the objective "best". To be as fair and transparent as I can, here's how it usually goes down behind the scenes: I remove any character that seems problematic in one or more ways. I separate those characters that have a strong description, interesting plothooks I can work with, and who I feel can commit to the game from those who I feel don't quite reach the bar. Likely also look at the writing sample here too. I then usually have a couple or a few characters who I know I'll pick based on the strength and nuance of their personality section and their responses to the questions. For tiebreakers for the remaining spots, usually go back to things like the plothooks, likely the writing sample, and also look for party balance less about mechanics, and more for personality and tone. Which characters do I think will be complement those I've already chosen from a narrative perspective?
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