Well, after quite a long hiatus it seems as though my schedule might permit me to get another game going centered around the Winds of Fate realm of mine. Winds of Fate is a simplified tabletop roleplaying realm full of lore and original content procured by myself over the years.





Winds of Fate is a Semi-Tabletop epic of globe trotting, treasure-seeking adventure for a group of 4 to 6 players, all underachieving thieves or common thugs to some degree or other, who all have to contend with a major character flaw as well as their comically bad luck. It will be gritty, 18+, and also meant to be a bit comical or snarky in feel. There will be a lot of sailing, pirates, swashbuckling, and all that stuff, flintlock era, minimal magic, low to mid fantasy, so NO ORCS... Characters should be human, no elves, dwarves I'll accommodate. There will be elemental antagonists, as well as the dead, necromancers, demons, lesser demons, witches, beasts, etcetera, but you'll find the common man to be monster enough in this realm.

Premise

This is just an interest check to see if anyone would like to get something going again in a tabletop swashbuckling/pirate era setting with a gritty mature flavor to it before I dig into making a good starting point for the plot arc. I'm sure it will involve filling a crew roster for a sketchy captain and the players will start seriously strapped for cash and perhaps pursued by grave circumstance.. the high seas begin to sparkle with the luster of coin. Adventure and riches await the bold, or perhaps a cold cell or Davey Jones' locker for those who are less fortunate.



Winds of Fate is a mid to low fantasy setting in an era where flintlocks and gunpowder are a fledgling technology and sailing vessels reign over the seas. Magic is not extremely common but does exist, most practitioners are hustlers who use sleight of hand, parlor tricks, and basic alchemy to fool the masses.. but there are some who are truly gifted in the ways of true magic, but they are few and far between. Thugs, vagabonds, sailors, and pirates are perhaps the most common encounters, along with noblemen, sheriffs, barons, and kings.. and both ends of the spectrum are equally susceptible to fall prey to the greed and foulness of such a harsh and unforgiving era. Human characters only, with little to no exceptions.. there are other races and beings but they are scarce and reserved unless otherwise approved by GM.

The setting is very maritime-mercantile, and a general knowledge on sailing will greatly aid in this roleplaying experience. You don't need to have a full working knowledge but should at least be eager to utilize the provided aids and information to assist you. Sailing is the main form of travel in this realm and it drives most of the economy. Winds of Fate uses a simplified d20 system that is very flexible and easy to use, and aids in the posting process. Winds of Fate is a mixture of storytelling and tabletop mechanics where dice rolls will aid players during their posting process, keeping them honest and accountable to their character's limitations. Grammar and writing skills should be advanced or at least above average.



I would love to see all the old players back for this new adventure now that my schedule has calmed down a little, you guys made it great.

here is a link to the old Winds of Fate RP to give you a good idea of the setting and realm:
Winds of Fate- A Thief's Adventure  

d20 Simplified Tabletop System:
WOF D20 TABLETOP SYSTEM

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