Salt and Sedition - Original Swashbuckling Dark Fantasy

Salt and Sedition - Original Swashbuckling Dark Fantasy

The empire's grip on the far ocean is slipping, and your roguish band carves a name through its taverns, gangs, and smugglers' deals as unrest brews.

TYPE

Campaign

LEVELS

3–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
4 SEATS LEFT
$20.00

/ Session

Details

2 players following this game

Bi-weekly / Tuesday - 6:00 PM UTC

Jul 28 / Session 0

Session Duration / 4 hours

Campaign Length / 20+ Sessions

2 / 6 Seats Filled

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Schedule

Tue, Jul 28 | 6:00 PM – Session 0

Tue, Aug 11 | 6:00 PM – Session 1

Tue, Aug 25 | 6:00 PM – Session 2

This game will begin once 3 players have joined

Meet your party members

2/6

About the adventure

At the furthest reaches of a world of vast oceans and island states, where the Far Ocean stretches into the Unknown Seas, sits a lawless frontier of wealth and wonder. A place ripe for adventure. An age or enlightenment is upon the world, the discovery of the black powder fuelling innovation and driving trade. Tall ships carry goods from across the thirteen seas to the Heartland; where the age began. All under the watchful eye of the Imperium Erdani. Yet the world is not one of hope and high adventure, oh no, this world borders on the maddening unknown; always days away from oblivion and never truly knowing it. The Syn, a realm of unimaginable chaos and suffering tears at the fringes of reality held back only by the words of the deity, the Whispering Queen. Her Synweavers guard the incredibly rare talent for magic with their lives. They regard magic as a dangerous necessity, not a gift, investigating it with an austere, obsessive scrutiny rather than open debate. Publicly these Synweavers serve the throne as a grim civic duty but covertly they operate as secretive enforcers hiding a brutal truth: all magic, regardless of practice, is drawn from The Syn and they seek to keep it from breaking into the real world. By law they unceremoniously collect all magic users from a very young age, when they show aptitude, and whisk them away to the Dawn Tower in the Erdani Heartland. There the most useful are trained for a Synweaver license; forever tethered to the authority of the tower. The dangerous ones are sacrificed to the Whispering Queen to grant her words power that they might keep the Syn at bay. It is against this tumultuous backdrop that Salt and Sedition is set. It is a low-magic, low-divine-involvement, dark fantasy world that has reached an Age of Enlightenment despite the perils that threaten it from the unknown. With the invention of black powder weapons and tall ships, an empire has been able to span the globe but the darkness at its edges remains and all is not as it seems. With the empire tightening its grip, corruption is rife. On the Frontier Isles this is no truer, with the throne sanctioned Archipelago Trading Company vying for control against governors, privateers, pirates, smugglers and gangs. Whilst the artisocracy do their best to maintain a sense of decorum and normality on these fringes of Imperium Erdani, the people do their best to survive and thrive. You’re a roguish group of adventurers out for coin, operating in the grey area where you might just end up heroes, even if you didn’t intend to. There are plenty of jobs on the Frontier Isles that need a certain kind of person; you’re those people. Welcome to Salt and Sedition, a game of unlikely heroes in a dark age ripe for rebellion.

Game style

Roleplay Heavy

Sandbox / Open World

Meet the Game Master
Neurodivergent
Published Writer
Artist

3 years on StartPlaying

140 games hosted

Highly rated for: Storytelling, World Builder, Inclusive

Average response time: 4 hours

Response rate: 100%

About me

Author of 'No Hope From Nowhere,' freelance creator, and part-time narrative designer. As a neurodivergent I'm also an advocate for accessibility rights, mental health awareness, and the LGBTQ+ community. My games endeavour to provide a safe space for people of all walks of life to engage and enjoy themselves without fear of judgment. As a GM, I've been running games for over two decades in a multitude of systems, alongside designing my own homebrew settings and publishing written works, including my debut novel. I prefer to encourage roleplay and character development first, with combat and puzzles secondary yet integral to the stories I help weave. If you'd like to know more or hire me to run a game for you, please don't hesitate to reach out. I'm always happy to offer a free consultation call to see if we'd be a fit. Rich

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Character creation

Creating your character

There will be a session zero to support good party composition and initial stories as to how this rag rag group of rogues came to work together, however character ideas and concepts are encouraged & welcomed ahead of time. I am a GM who prefers players get a chance to play what they want to play, rather than what the group might need, and so I am open to making things work as much as possible.

What to expect

Preparing for the session

Have or create a discord account for the game server. I use Foundry VTT so will provide the link as game begins.

What Rich (Wiggy) brings to the table

Players can expect a narrative and roleplay driven experience with puzzles and combat secondary, but prevelant, in the development of overall themes. The game focuses on roguish vagabonds as characters first and foremost so players will have the opportunity to explore the Far Ocean region and beyond, to play in the sandbox world. The choice will be that of you, the players, with plots and subplots to interact with as you go. I utilise character voices and ambient music, through a discord bot. I'm a big fan of the Rule of Cool where possible, making a call based on what you are intending to do. This is a game about unlikely heroes, roguish characters acting in the grey and sometimes accidentally doing good.

Homebrew rules

I have a camping system I use which is based on Wrath of the Righteous and Kingmaker. In addition the group will eventually have a ship. Lastly there is a curated list of free archetypes for this game!

Equipment needed to play

Internet

Computer

Microphone

Safety

How Rich (Wiggy) creates a safe table

With regards to safety tools, I operate on a direct message (or group chat) identification of concerns and call this the Call-X, Call-N or Call-O method: rather than cards, a player can type either of these into the chat and no questions will be asked as to the reasons. I will simply change, rewind, or skip the aforementioned content in the case of a Call-X, or change or fade to black in the case of a Call-N.

Content warnings

Alcoholism
Alcohol Use
Animal Death
Blood
Classism
Cults
Deep or Large Bodies of Water
Devils / Demons / Fiends
Execution
Fire
Gore
Guns
Hangings
Slavery
Spiders
Terrorism

Safety tools used

Frequently asked questions