Cosmere - Nightwatch

Cosmere - Nightwatch

Players join Nightwatch, a secret sect of Radiants, serving the last Bondsmith as they face the forces of Odium beginning on Tanatashev 1173 & beyond.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
4 SEATS LEFT
Free

Details

Weekly / Thursday - 10:30 PM UTC

Apr 23 / Session 17

Session Duration / 2–4 hours

4 / 8 Seats Filled

Report Adventure

Money Back Guarantee

StartPlaying Money Back Guarantee

If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy

Schedule

Thu, Apr 23 | 10:30 PM – Session 17

Thu, Apr 30 | 10:30 PM – Session 18

Thu, May 07 | 10:30 PM – Session 19

Thu, May 14 | 10:30 PM – Session 20

Thu, May 21 | 10:30 PM – Session 21

Thu, May 28 | 10:30 PM – Session 22

Thu, Jun 04 | 10:30 PM – Session 23

Meet your party members

4/8

About the adventure

The war on the Shattered Plains has continued for years. Alethi armies hunt gemhearts while the Parshendi fight desperately to survive. High princes' feud, alliances fracture, and every passing day erodes the hope that the conflict will ever end, like a Highstorm winds and rain erodes the plains, and animosity builds like crem on a stormward wall. Beneath this endless war, something else is beginning to stir, something far more dangerous. A new storm is coming, and it will be unlike anything seen on Roshar before. You will become members of the Nightwatch, a small and secret order of Knight Radiant who quietly endured the Recreance, though through the ages, knight after knight has passed on without ready replacement. Now only their original spren remain, one of each of the orders, alongside the lone Radiant capable of surviving across centuries: Ishishirlinvashta, a Dysian Aimian Bondsmith known as the Thousand Many Witness. He is a pariah among most of his kind for bonding with the Nightmother but he has watched Roshar for more than two thousand years. He has given this new group or newly bonded radiants a task; simple to say but monumental in scope. Make peace between the Alethi and the Parshendi. Together, you must strive do the impossible while navigating the machinations of various secret organizations and enigmatic individuals on Roshar, and the meddling of otherworld forces that have brought unknown threats to Roshar. If you cannot stop the the storm from coming, hopefully you can give Roshar a fighting chance in the true war that is to come. This campaign takes place during the events of the book Words of Radiance (Dated 1173). Players will portray Radiants and may also play secondary characters as the story unfolds and missions diverge. Knowledge of The Stormlight Archive or the Cosmere is not required. As a Player, you can expect epic fantasy, political intrigue, and the slow rise of new Radiants struggling against forces far greater than themselves. These forces may be unstoppable, but still you must do what you can. After all the first oath is always: Life before Death, Strength before Weakness, Journey before Destination

Game style

Roleplay Heavy

Sandbox / Open World

Puzzle / Mystery Focused

Meet the Game Master

5.0

(6)

Streamer

Less than a year on StartPlaying

Highly rated for: Storytelling, Creativity, Inclusive

About me

I usually tend to enjoy coming up with the world or the story within the world with the players and love to let the players decisions determine the plot as that also lets me feels a since of excitement and adventure. I have a few living worlds I do run in that have grown and evolved with many stories told.

View Profile →
Character creation

Creating your character

This is an ongoing campaign, so new characters will be created after you are accepted into the game. I will work with you individually to build a character that fits both the story and the existing party. New main characters will start at the same level as the current player characters so they can immediately participate in the ongoing narrative. Players may also create one or more optional Level 1 side characters. These characters may be used when the main party is operating in different regions or when the story shifts to parallel events elsewhere in Roshar. Parshendi PCs are currently available as options, though they may require some mechanical conversion with the GM to ensure they fit the campaign’s tone, lore, and mechanical expectations. All characters will be created collaboratively with the GM to ensure they integrate smoothly into the ongoing story.

The current party

Main Player Characters are Currently Level 2. Side Characters Level 1 Alethi Warcamps (M) Talannor Solwright - 6th Dahn - Theylan/Alethi - Leader/Windrunner (M) Arin Dalaris - 7th Dahn - Kharbranthian/Alethi - Agent/Skybreaker (M) Sarlata Helward - 8th Dahn - Alethi/Veden - Scholar (Elsecaller) (M) Narah Laran - 9th Dahn - Veden/Alethi - Envoy/Edgedancer Amonia Fan - 9th Dahn - Iriali/Alethi - Leader Parshendi Warcamp (M) Nameless - 10th Dahn? - Alethi? - Hunter/Dustbringer (M) Karn - 6th Nahn - Alethi/Veden - Warrior/Lightweaver Weli - Parshendi - Hunter Bila - Parshendi - Scholar Kalo - Horneater - Warrior

What to expect

Preparing for the session

Players are not required to read The Stormlight Archive, though familiarity with the setting can be helpful. Before joining the campaign, players should: Have a working microphone and stable internet connection Be able to use Roll20 and Discord Be prepared for a collaborative storytelling environment set in a canon universe of the Cosmere Be comfortable engaging with mature themes in a respectful way New players will meet with the GM and possibly current players before joining the full Discord so we can discuss character ideas, campaign tone, and expectations, and get a feel for what players are looking for and if they will be a good fit.

What Branden brings to the table

I run character-driven campaigns in living worlds, where the actions of players have meaningful and lasting consequences. My goal is to create a story where player decisions shape the future of the setting rather than simply moving through a predetermined plot. The story will follow along in the background of the books, but there will be potential departure points where the story may go wildly off track based on player actions. Some things may not be changeable, other things might. (No, you cannot just find and stab Moash to death, you do not know who Moash is, you have no connection to Moash) Players can expect a mix of roleplay, exploration, and some combat, with a strong emphasis on character motivations, conflicts within the various secret organizations of Roshar, and the political realities of the world. Combat can be intense and tactical when the situation calls for it, but not every problem must be solved with violence. I may use ambient music and sound to help establish tone and atmosphere, and I enjoy using character voices and mannerisms when portraying NPCs to help bring the world to life. I also aim to keep the table collaborative and welcoming. Player ideas are encouraged, character backstories matter, and the story will evolve based on the choices the group makes. I can and will assist players in getting appropriate visuals for characters, as Cosmere can have unique requirements for certain nationalities. Ultimately, my goal is to provide a game that feels like a shared epic story, where each character has a chance to grow, struggle, and leave their mark on the world.

Homebrew rules

This campaign uses a modified system inspired by elements of Daggerheart, particularly its rolling mechanics and spotlight initiative system. Rolling Players roll two d10s, one Honor Die and one Hatred Die. Both dice are totaled and added to all modifiers to determine success or failure. If the Honor Die is higher, Honor Prevails: the player gains 1 Honor (max 6 per player). If the Hatred Die is higher, Hatred Rises: the GM gains 1 Hatred (max 12). If both dice are equal and not 1, Opportunities Flourish: The Player gets a free Opportunity. If both dice are ones, Complications Grow: The GM may assess a Complication. The GM does not roll Honor or Hatred dice and resolves actions using a standard d20 roll. Using Honor Seize the Moment – 1 Honor: When you have the spotlight in combat, gain a third action for the turn. Help an Ally – 1 Honor (pre-roll) / 2 Honor (post-roll): Add a d6 advantage die to an ally’s roll if you can reasonably assist them. Utilize Experience or Expertise – 1 Honor (pre-roll) / 2 Honor (post-roll): Add the listed bonus from an experience or expertise to your roll if relevant Second Wind – 3 Honor: Roll your recovery die to regain health or focus as a free action. Tag Team Roll – 3 Honor (once per session): Two players combine efforts. Both roll and choose the best result. Appeal to the Stormfather - All Available Honor Make a plea to the Stormfather for assistance Initiative (Spotlight System) When the players control the Spotlight, they collectively decide who acts. Players may still use a fixed initiative if they so wish. It is rolled at the start of the game and does not change, and is only mandatory in PVP situations (which will not be discussed here) If on a player's turn in the spotlight, they fail a roll or roll Hatred Rises, the spotlight will shift to the GM at the end of the current turn. The GM may then spotlight one enemy to take a turn before the spotlight returns to the players. If a player takes an action that requires no Action roll (such as Brace, Move, Recover, etc), the spotlight remains with the players. Even if multiple failures or Hatred triggers occur during a turn, the GM only receives one enemy turn before the spotlight returns to the players. The GM may spend Hatred to seize the spotlight at any time or to introduce complications and obstacles. Gaining Honor Players may gain Honor during a short or long rest by performing any religious observance tied to Honor and/or Cultivation. If the action is done alone, they gain 1 Honor If one or more additional players participate, each gains 2 Honor Players may also gain Honor through meaningful in-character actions, while reckless or destructive actions may generate Hatred. Honor is tracked per player rather than per character. Additional details about these homebrew mechanics, such as PVP, can be discussed during the application and onboarding process.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Branden creates a safe table

Discussions about player comfort and boundaries take place during the interview process and again as new players join the table. We maintain an open-door policy and encourage players to communicate concerns. I am available to speak with players before, during, or after sessions when needed. This campaign deals with mature themes including war, cultural conflict, generational trauma, personal trauma, and difficult moral choices. Players should be comfortable engaging with these themes in a collaborative and respectful environment. Roshar is a complex world with several setting-specific forms of prejudice, most notably class divisions and cultural traditions within Vorin societies. Cultural distinctions in Roshar are largely fictional and setting-specific. Nationalities are primarily cultural differences rather than racial conflicts, though political tensions and historical conflicts between nations certainly exist. Real-world racism or racial prejudices are NOT a part of Roshar. Any such behavior toward players or characters is NOT Roshar and will NOT be tolerated at the table. The campaign will focus on Alethi culture, where social status is divided between lighteyes and darkeyes, determined by the brightness of one's iris pigmentation. Lighteyes generally occupy noble or ruling positions, while darkeyes form the working classes. This class system plays a major role in Alethi politics and society. The society is also rather feudal, with the right to move not always granted to all levels of darkeyes. In Vorin cultures, such as the Alethi culture, gender roles are strongly defined. Reading and writing are traditionally considered women's duties, and men are generally expected to remain illiterate. Individuals, such as a man who reads or a woman who enjoys spicy men's food, may challenge or reject these expectations, with varying levels of acceptance within society. The Alethi also practice slavery, typically as punishment for crimes and disproportionately affecting lower-ranked darkeyes. Parshmen slavery also exists, which is based on species differences between humans and the Parsh peoples. The magic system of Roshar includes healing, which can restore even severe injuries such as lost limbs. However, healing interacts with a character’s spiritual self-perception. Because of this, whether an injury heals or remains is ultimately a player choice. A player may choose for their character to retain an injury or disability even if magical healing is available, while other characters may fully recover from similar injuries. Both choices are valid, and each player has autonomy over how their character's healing functions. Ultimately, our goal is to tell a powerful story together while maintaining the feel of Roshar and The Stormlight Archive. We seek to do this by fostering a respectful and communicative environment where players feel comfortable engaging with both the setting and each other.

Content warnings

Safety tools used

Frequently asked questions