Love in a Game of Charades - Dark Fantasy on a Sea of Fire

Love in a Game of Charades - Dark Fantasy on a Sea of Fire

They say that if a devil ever fell in love, every soul he owned would go free. Nobody down here believes it. Everybody down here repeats it.

TYPE

Campaign

LEVELS

3–9

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
3 NEEDED TO START
$20.00

/ Session

Details

Weekly / Saturday - 11:00 AM UTC

Session Duration / 3–3.5 hours

Campaign Length / 12–18 Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

You wake in a ship's hold. The ship is on fire, which is normal, because the sea is on fire too. This is Kossuth's ocean and everything here burns without being consumed. The Efreeti who own the ship intend to sell you. At the Dirty Market souls are the currency, so you are stock, and stock has a price. Angels inspect the trades at random. That is the only good news in the paragraph. HERE IS AN OPINION YOU CAN DISAGREE WITH Most tables that call themselves beginner-friendly mean only that nobody will shout at you. I think that is a low bar and I refuse to clear it and then call it hospitality. Beginner-friendly should mean the first evening is built around the fact that you do not know the rules yet. So: I teach at the table, out loud, when the thing comes up. There is no reading. Your first decision carries the weight a veteran's does. I do not scale consequence to experience. WHAT THE FIRST EVENING IS Three hours, free. One of those hours is spent playing. That hour is the whole point. An evening of consent forms and scheduling is an onboarding call with dice on the table, and I think charging for one is close to rude. So we meet, we build your character together, and then we play a real scene with real stakes. Afterwards you decide. Sessions are $20 each. THE PART MOST LISTINGS SKIP I improvise off you, and here is what that costs me. The clue you chase at 11 pm becomes the spine of the next three sessions, and I build it during the week. The person you decide to trust gets a life he did not have on Sunday. This is also why the Efreeti did not take you alone. They grabbed whoever was standing nearby, so the other holds contain people out of your character's own history. Someone from your hometown. Someone you owe money to. Whether you go looking, whether you spend anything to get them out, and whether the rest of the party ever learns they are down there, all stays your call. Write me a paragraph of backstory and I will put names and faces in those cages. WHAT THE SETTING IS, EXACTLY The Great Wheel as written. The Blood War, the celestial hierarchy, gods and archfiends you can look up. The story, the market and the people in it are mine. If you came here wanting Sigil and the factions, this is not that campaign. We are lower down and much hotter. THE THINGS YOU ARE ALLOWED TO WORRY ABOUT Roughly 60% roleplay and exploration, 40% combat. If you want a wargame, I am the wrong table, and I would rather say it now than take your money twice. You will not lose a character to one unlucky round without a chance to act. You may step out of a session to breathe, or leave the campaign for good, and nobody will ask you why. If I cancel, or something I promised you is not there, I refund you. You do not have to ask me for it. Levels 3 to 9. Twelve to eighteen sessions. I host on Foundry VTT and you click a link. Just turn up curious.

Game style

Sandbox / Open World

Rules as Written (RaW)

Combat Lite

Roleplay Heavy

Realm Building

Meet the Game Master
Artist
Game Designer

1 year on StartPlaying

Highly rated for: Storytelling, World Builder, Inclusive

About me

Hello everybody! I'm Frael and together we are about to create stories beyond imagination. If you like to play sandbox games that are narrated by party motivation and quest to not feel lost, you are on the right address my friend. As a creative person I naturally tend to experiment with storytelling tools. At my table Your actions and creations will take effects through the world, shaping Realmcraft in ways that may last far beyond a single session. I'll do the heavy lifting on worldbuilding and prep, but you're co-creators of this story. Your choices and input matter to me. Once we've established solid foundation together you can be sure I will venture in more experimental fields of narration. The aim is to give you artistic experience and fun while enabling safe space to co-create and discover new territories. Will it work? Being creative is a risk with high reward. Will it be disappointing? Not every experiment lands perfectly, but that's okey. Will it be worthwhile? Definitely, with hidden treasure at the end! Hope to see you soon.

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Character creation

Creating your character

We build your character together in the free Session Zero. Bring a sheet, or a concept, or nothing at all. • Standard array or point buy. Rolling physical dice is allowed if the whole table wants it and we do it together at Session Zero. • Level 3 start. All official 2024 species, classes and backgrounds are open. • Third-party and custom content: ask me before Session Zero. I say yes more often than not, but I want to read it first. • Your backstory will be used from the start. It will live in a shared section where you, I, or anyone in the party can easily reach it, with your permission. One or two paragraphs are plenty, but if you like writing, I honestly like reading what other people create. Example: give me a person you owe something to, a thing you are afraid of, and a reason you were on that ship. • Pre-generated characters are ready if you would rather just play. It is the easiest way to start, and you can switch to your own character at any time. • You can import PDF and D&D Beyond characters into Foundry VTT. • Most of the campaign takes place in the Dimension of Eternal Flame. Fire, cold and water magic work differently there, so please read the Homebrew Rules section, where I explain it in detail.

The current party

All info are available at the discord private table. Session zero will be at standard date and time of a session. In case of any technical issues and breaks of game flow, refund is initially offered.

What to expect

Preparing for the session

Almost nothing, and that is on purpose. • A Discord account and a working microphone. Headphones help more than an expensive mic does. • Click the game link once before the day, just to confirm it loads. If anything looks wrong, message me. • Read the house-rules. It is short. • If you know how to create your character bring it to session-0 - Image, sheet and backstory. If you are new: you do not need to prepare a voice, a personality, or a plan. Turn up curious.

What František (Frael) brings to the table

• A GM who answers messages within a day and does not cancel. • A safe space to open your hidden treasures and shadows, and to grow from both. • A table I have cast deliberately. A good group is half of a good night, and I treat who sits at it as part of the job. • A world that reacts. Your choices change things, and the changes stay changed. • Roughly 60% roleplay and exploration, 40% combat. • Maps, ambient music and scene lighting that match where you actually are. • Character art and tokens for the people you meet. • A written recap after every session, so nobody loses the thread. • Pre-generated characters, rules taught at the table, and no assumed knowledge. • A free three-hour Session Zero with one hour of real play in it. An evening of forms is an onboarding call, not a session zero. • Open feedback on sessions: during a session, after it, or through an anonymous form. • If I cancel, or something I promised you is not there, I refund you. You do not have to ask.

Homebrew rules

The cosmology is D&D's own. The story inside it is original. The rules are 2024 D&D run close to rules-as-written, and every change I make is listed here. You will never discover a house rule halfway through a session. HOW I RUN THE TABLE • Drinking a potion is a bonus action. • A short rest is 30 to 60 minutes. • Death is a story tool. You will not lose a character to one unlucky round without a chance to decide your fate. • Souls are currency here, literally. There are mechanics attached to soul-coins, and they are explained in play. • Downtime between sessions is real and short. You get one meaningful action, resolved by message before we next meet. HOW THE PLANE CHANGES MAGIC Most of the campaign takes place in the Dimension of Eternal Flame, and the elements do not behave the way your spell list expects. • FIRE is doubled. Fire spells roll double dice and cover double their normal radius. That is double dice, not double damage. The catch is that almost everything native to this plane resists or ignores fire, so the strongest tool you have is the one that works least often on the things trying to kill you. • COLD is the opposite trade. Casting a cold spell here takes a spellcasting ability check against a difficulty of 10 plus the level of the spell. If you fail, the slot is spent anyway and you roll on a wild magic table, because the plane answers back with something neither of us chose. But a great many things down here are vulnerable to cold, and vulnerability works as written: double damage. The spell you can barely cast is the spell that ends the fight. • WATER is a hazard, not a convenience. The moment water appears there is a 50/50 chance it splits into hydrogen and oxygen, and that ignites for 1d10 fire damage per 5 gallons, in a radius of 1 foot per gallon. Create Water makes 10 gallons, so a coin flip decides between water for a few moments and 2d10 going off in a 10-foot radius exactly where you put it. If you notice a house rule in play that is not listed here, please tell me. I will be glad someone else read this page. We will settle it at the table, and I will either correct my ruling or add it to this list.

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How František (Frael) creates a safe table

At Session Zero we will go over every safety tool available, and what to expect from the campaign. • LUXTON TECHNIQUE AND ACTIVE LISTENING - An honest discussion of potential traumatic triggers before play, in a supportive environment. - When a player encounters triggering material in play, they can, if they choose, tell the other players. When they do, the rest of us listen. - As part of talking about it, and possibly the only thing they need to say, the player is given absolute say over that material, expressed as a want or a need. - A player never has to justify a request with their traumatic experience. We simply honour it. - A player does not have to be the one to speak first. We keep an eye on each other and watch for anyone who seems withdrawn, unfocused or upset. If we are worried about someone, we ask. - We play towards accommodating that player's request. • X, N AND O CARDS. Anyone can call X to stop a scene, N to steer away from something, or O to ask for more of it. No explanation is owed and nobody will ask for one. • BREAKS. We take at least one in every session, and anyone can call one at any time. • MONTE COOK RPG CONSENT CHECKLIST, filled in before we start. • AFTERCARE AND DEBRIEFING at the end of every session, including Stars and Wishes. • OPEN DOOR POLICY. You can step out for a few minutes to breathe, skip the rest of a session, or leave the campaign for good. Nobody will interrogate you, guilt-trip you, or demand to know why. We respect your boundaries, and you are welcome back if and when you choose to return.

Content warnings

Blood
Body Horror
Car Accident
Character Death
Child Abandonment
Confronting Abuser
Deadnaming Character
Death
Deep or Large Bodies of Water
Drowning
Drugs (addiction, use, withdrawal)
Emotional Abuse
Fire
Execution
Hostages
Kidnapping
Language/Cursing
Mind alteration
Mind Control
Murder
Nightmares about Traumatic Events
Paralyzation
Scars
Sexism
Slavery
Small Spaces (Claustrophobia)
Snakes
Spiders
Talk of Superior Race
Torture
Trauma
Violence
Xenophobia

Safety tools used

Frequently asked questions