@Digizel I'll make sure to lay out the Difficulty Check for each roll, along with what would be a critical success or a critical failure in that test. I'll also throw in a brief line of thought on the effects of the result. That way, you guys can roll with it and jump right into describing how the whole shebang went down.
I will say that in terms of triggering subjects, I have nothing in mind for myself. However, I will respect the wishes of others and will follow everyone else's limits.
My one question on the Session 0 section: When it comes to announcing dice rolls, how do we want to do that? Like, what is the specific process? Do we just make a request for the roll in the OOC section, wait for permission from the GM, and then roll it here on RPG, then also post the result here?
And what about situations where one person asks to make a check, and somebody else chimes in, wanting to make the same check (assuming it's within reason, of course)? Does everybody roll and post their results before anything gets announced or is there another way this will be handled?
Alright, here's the deal: At the end of each turn, players just need to let me know what they want to do, and I'll give them the lowdown on what test they need to roll. Simple stuff! Sure, some rolls are straightforward, like survival for finding food or diplomacy for making friends, but usually, I'll be the one calling the shots on rolls. Now, if two players want to roll for the same thing, they should try to hash it out and come to an agreement. Can't decide? No worries, I'll step in and make the call, usually going with whoever had the idea first. But hey, there might be times when it makes sense for more than one player to roll the same test, and if that's the case, I'll give you the heads-up.
As the amber-hued sun dipped below the horizon, casting a warm embrace upon the tranquil village, the rhythmic lull of gentle waves signaled the arrival of a modest fleet of boats at the weathered port. A hushed anticipation blanketed the scene, for this was no bustling harbor, but a haven nestled against the quiet bosom of the kingdom.
The boats, battered and adorned with tales of tempests weathered, were guided into the cradle of the port by skilled hands weathered by years of braving the unpredictable depths of the vast ocean. These vessels, not grand or adorned in regal splendor, were the humble chariots of local fishers, brave souls who danced with the ocean's bounty to feed the heart of the village.
The port, an anomaly in the kingdom's maritime route, stood in stark contrast to the bustling, malodorous harbors that dotted the coastal expanse. Here, the air was pure, untouched by the stench of decay that clung to the more populous docks. A delicate dance of aromas wafted through the sea breeze – a symphony of salted air intermingling with the village's rich repertoire of herbs and incense.
The scent, as if a spell cast upon the harbor, painted the atmosphere with a mosaic of olfactory sensations. Aromatic herbs hung in bundles, swaying gently in the breeze, while incense wafted like whispers of ancient tales. The fragrance, a testament to the harmonious coexistence of nature and civilization, enveloped the port in a delicate embrace.
As the day waned, a singular boat glided into Ranshelm's port, its arrival marking the ebbing of daylight. This vessel, distinct from the familiar fishing boats, bore the insignia of distant shores, a silent emissary from the mainland. As the villagers gathered in quiet curiosity, the air carried whispers of change.
From the boat descended a cadre of passengers, their eyes filled with a blend of anticipation and purpose. Among them were merchants, eager to weave the tales of Ranshelm's herbal treasures into the markets of the continent. Crates laden with aromatic bundles of the village's specialty herbs were carefully unloaded, their fragrant whispers promising tales of healing and mystery.
Yet, the passengers encompassed more than mere traders. A contingent of seekers disembarked, drawn to the secluded island by the allure of a venerable monastery that perched atop the cliffs like a guardian of ancient wisdom. Some sought solace and spiritual enlightenment, eager to join the monastic order and embrace the tranquility that the island promised. Others sought the counsel of the monks, their services as both guides to the spiritual realm and warriors for hire, whispered of in far-off lands.
Amidst the arrivals, a disparate group of individuals emerged, their motivations as varied as the hues of the twilight sky. There were those driven by an insatiable thirst for answers that only Ranshelm held – a place said to cradle ancient secrets within its shores. The island, a repository of enigmas and whispered legends, became a beacon for those who believed that, within its embrace, one could unravel the threads of destiny and unearth the profound truths that eluded them elsewhere.
The sun dipped low on the horizon, casting a warm cascade of colors over the tranquil village of Ranshelm. Nestled at the edge of the enigmatic Whispering Grove, Tisgurasne, the village seemed to hold its breath as tales unfurled like wisps of smoke in the evening air. In the fading light, the villagers spoke in hushed tones of a once-harmonious grove now veiled in mystery. The ethereal whispers, once gentle, had grown urgent, and the vibrant foliage now danced to an unseen rhythm. It was a time of unsettling change.
Drawn together by shared dreams, a disparate group of individuals found themselves in Ranshelm. Strangers bound by a mysterious force, they stood on the cusp of something ancient, something calling them to the heart of Tisgurasne. The village elders, faces etched with both reverence and fear, spoke of moonlit rituals, a reflective pool, and a sealed tomb whose disturbance now threatened the delicate balance between realms.
Under the southern winds, the adventurers stepped into Whispering Grove's shadow, where the moonlight guided them through ever-changing paths. The whispers, now more urgent than ever, hinted at forgotten histories, fragmented alliances among the spirits, and the impending darkness that loomed in the heart of the ancient forest.
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Greetings, intrepid adventurers! Welcome to the "Whispering Grove" an immersive and original campaign crafted for the Pathfinder 2nd Edition system. I invite a select group of 3 to 5 players to embark on this journey, with the ideal party size being 4 players. Feel free to utilize any official Pathfinder 2e materials, except for space-themed rules (no Spacefinders).
Characters will start their journey at level 3. While I'm in the process of developing the lore for the region, I'm releasing this Interest Check to find participants. Players are encouraged to prepare their character's narratives, and I'll make every effort to integrate their stories into the vast continent. I recommend utilizing the Pathbuilder site for creating character sheets, as it is user-friendly and provides helpful prompts to ensure all necessary details are filled in.
Prepare yourselves for an adventure that delves into profound themes such as the Cyclical Nature of Time, Isolation, and Sacrifice and Redemption. As you embark on this journey, consider knitting these elements into your character's story for a more immersive and resonant experience.
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R U L E S
1. Respect Above All: Prioritize respect for your fellow players and the Game Master. Our collective goal is to ensure a positive and enjoyable experience for everyone.
2. Adhere to Forum Guidelines: Always follow the guidelines set forth by the forum hosting our adventure.
3. Age Requirement: Participants must be 21 years or older, as the game may explore sensitive subjects.
4. Posting Frequency: Aim to post at least once a week. If circumstances require a more extended absence, please communicate it in advance. The preferred frequency is twice a week.
5. Quality Over Quantity: Emphasize quality in your posts. While this is a tabletop RPG, we're also in a narrative forum. Craft your narratives in a way that is engaging to read, and make choices for your character that contribute to the progression of the overarching story. Remember, the focus is on the quality of your contributions rather than the length of your posts.
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T H E S E T T I N G
Welcome to the Kingdom of Brenshore, the backdrop for our unfolding tale. Our journey starts in the quaint village of Ranshelm, nestled within the mystic isle of Tigurasne. The isle earned its name from the ancient and eerie Tigurasne Forest that it harbors. Your character doesn't necessarily have to hail from Ranshelm or the isle, and I'll permit only one (or a maximum of two) character to originate from Tigurasne.
Ranshelm, our humble starting point, is a small village renowned for its distinct features. The village boasts a revered monastery, a symbol of tranquility and spiritual refuge. Additionally, Ranshelm is celebrated for its mastery of herbal remedies, rumored to cure even the most formidable diseases and curses. The air is imbued with the soothing scent of these potent herbs, contributing to the village's reputation as a haven for healing. Moreover, Ranshelm takes pride in its artisan crafts, showcasing the skillful hands of its talented inhabitants. From intricate woodwork to finely crafted metal pieces, the village is a testament to the artistry that flourishes within its tight-knit community.
t h e k i n g d o m o f b r e n s h o r e
Brenshore Kingdom Structure:
Semi-independent city-states bound to the Brenshore royal family. Cities have autonomy but pay tributes to the crown. Council of the Ten Cities in Arcus Bay, with a representative from each city. Royal family, led by the Queen, holds a moderator power in the Council.
Power Dynamics:
Delicate balance between monarchy and cities to encourage collaboration. Monarchy refrains from using power unless decisions threaten crown's interests.
Brenshore Royal Family:
Governing for over 20 generations, around 1400 years. Mainly human with branches incorporating diverse ancestry from elves, dwarves, and other races.
The Kingdom of Brenshore is characterized by semi-independent city-states, each managing its own local affairs while maintaining a loyalty to the Brenshore royal family. Under this unique geopolitical structure, cities enjoy a degree of autonomy but are bound by the obligation to pay tributes to the crown.
Central to this system is the Council of the Ten Cities, a governing body that convenes in the capital hub of Arcus Bay. Each city, including Arcus Bay itself, sends a representative to this council. The Brenshore royal family, traditionally represented by the reigning Queen, plays an essential role in this assembly. The Queen holds a moderator power, enabling intervention in decisions, the ability to overrule, or pass motions when deemed necessary.
Decisions within the Council require unanimous adoption by all participating cities. The monarchy exercises restraint, using its power sparingly and primarily when decisions pose a significant threat to the crown's interests. This delicate balance fosters collaboration between the monarchy and the semi-independent city-states.
The Brenshore royal family has held sway over the region for more than 20 generations, spanning approximately 1400 years. While primarily composed of humans, various branches of the royal family have established relations with elves, dwarves, and other races, reflecting a commitment to inclusivity and cultural diversity within the ruling class.
t h e c i t i e s
Arcus Bay: Nestled along the northern shores, Arcus Bay stands as the crown jewel of Brenshore. This coastal city is distinguished by its stunning architecture, opulent palaces, and lush gardens. Arcus Bay is not only the political hub of the kingdom but also home to the royal family, adding an air of grandeur to its already majestic surroundings.
Tarn: Situated amidst rolling hills and meandering rivers, Tarn is a bustling city known for its thriving markets and artisanal crafts. The cityscape is dotted with vibrant colors, reflecting the diversity of goods and talents found within its walls.
Born: A fortified city perched on the northern frontier, Born stands as a guardian against external threats. Renowned for its formidable military presence, the city is a symbol of resilience and strength, with its stoic walls offering protection to the northern reaches of Brenshore.
Grom Watch: Positioned on the crossroads of major trade routes, Grom Watch is a mercantile hub. The city bustles with traders, merchants, and adventurers, creating a lively atmosphere. Grom Watch is also known for its renowned guilds, where craftsmen and artisans gather to share their skills.
Cairn: Cairn is perched atop a plateau, offering breathtaking panoramic views of the surrounding landscapes. The city is steeped in history and known for its ancient ruins, attracting scholars and adventurers alike who seek to unravel the mysteries buried within Cairn's storied past.
Arkheim: Nestled in the heart of a dense forest, Arkheim is a city harmoniously integrated with nature. Treehouses and wooden walkways characterize the city, making it a haven for those with a deep connection to the natural world. Arkheim is a center for druidic and ranger training.
Orbay: A city of innovation and progress, Orbay is renowned for its advancements in magical and alchemical research. Towering spires and arcane workshops dominate the skyline, as wizards and scholars from across Brenshore flock to Orbay in pursuit of knowledge and discovery.
Brodford: A coastal city with a rich maritime history, Brodford is known for its bustling harbor and thriving fishing industry. The city exudes a maritime charm, with its seaside markets offering a variety of fresh catches and nautical goods.
Fin's End: Tucked away at the southernmost tip of Brenshore, Fin's End is a serene coastal city surrounded by cliffs and azure waters. The city is a retreat for artists and musicians, with its relaxed atmosphere and picturesque landscapes inspiring creativity and introspection.
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C H A R A C T E R S
This will be an intensely character-focused roleplay adventure. Crafting well-rounded characters is key to a good experience. In addition to utilizing Pathbuilder for your character sheet, take the time to provide a short background story for your character. Additionally, please answer the character-building questions provided to add depth and dimension to your in-game persona.
Where was your character born and raised?
Are there specific goals or aspirations they hope to achieve?
Do they have any personal vendettas or unresolved issues?
What skills or talents does your character possess?
How would you describe your character's personality?
Does your character have close friends, allies, or enemies?
How do they approach relationships and social interactions? Are there any past romances or significant connections?
What moral code does your character follow?
Are there any fears or traumatic experiences that haunt your character?
Is there anything they actively avoid or struggle to confront?
Do they have any unique or sentimental items in their possession?
Does your character have any ties to Ranshelm or the isle of Tigurasne?
Have they visited the village before, or is this their first time? What draws them to or keeps them in Ranshelm?
Feel free to respond to as many of these questions as you find fitting for your character's narrative. Incorporating elements from these queries into your character's background story will contribute to a more intricate and compelling tale.
c h a r a c t e r a r t:
Attention, players! When it comes to your character's faceclaim art, I'm exclusively looking for digital pieces that align with the visual vibe I'm curating for the game. If you stumble upon art that fits the bill, shoot me a PM, and I'll give it a once-over. Alternatively, my Midjourney subscription can come to the rescue – I'm happy to craft character art that seamlessly blends with the game's aesthetics. Just a heads up, this isn't up for negotiation, sad face and all. :'(
i n v e n t o r y:
Characters kick off with 30 golden pieces, and they're free to purchase anything non-magical that falls under the common rarity for their inventory.
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Chapter and Arch Structure:
The game will be divided into chapters and archs, with chapters being the smallest sections. Heroism points, similar to D&D's inspiration points, expire at each chapter's end.
Age Requirement and Sensitive Content:
The game is for players aged 21 and older due to potential sensitive content. Players can communicate restrictions or triggers regarding specific subjects in the OOC section or through private messages.
In-Game Content Guidelines:
Alcohol, narcotics, and sexual experiences are allowed, following Roleplayer's Guild guidelines for safe public writing.
Dice Rolls and PvP Guidelines:
Players must announce all dice rolls. PvP is discouraged, with GM intervention likely; organized combat upon player request.
Rules of Coexistence:
Strict prohibition against prejudice based on ethnicity, color, gender, or orientation, leading to expulsion. In-game exploration of sensitive topics is allowed if contextually appropriate and approached with sensitivity. Don't meta-game: Players should avoid using out-of-character knowledge that their characters wouldn't possess. If meta-gaming occurs, the GM will intervene and retcon as necessary. Inactivity Policy: If a player fails to post a reply within a week, the GM may step in to control the character as an NPC to prevent the story from stalling.
Prohibited Subjects:
Rape and sexual assault are strictly banned.
Group Rolls and Rerolls:
Group rolls don't allow rerolls if someone fails; exceptions require consultation with the GM.
Homebrew Elements:
The game includes homebrew content such as the setting, monsters, NPCs, and items. Open to discussions with players regarding balance concerns.
Aether-Souls vs Common People:
Aether Souls, connected to a unique energy, distinguish adventurers and some NPCs from common people. In-game explanation for extraordinary abilities, like healing after a long rest. Aether Souls can be born or developed through training.
@VarionusNW Hey there! We've hit our max quorum, but hey, if you've got a killer character concept up your sleeve, we might just have to make room for you in our game!