Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
freem
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Openai/695f146f-35a4-800f-bdf0-3252b8bc7b77
(section)
Add languages
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===== Long, detailed session summary ===== This session begins with the full group present and the Claimant on-screen. The coup and exile are already past. The opening fiction assumes shared trauma, not fresh wounds. The GM frames the Sedgelands immediately as useful but dangerous: * trade flows through here, * enforcement is inconsistent, * and everyone knows everyone else’s business. The Claimant’s presence is risky. They are not openly named, but secrecy has a cost: protection, bribes, silence. The first major move is not a Sortie, but a conversation. The retinue discusses what they need first: * money, * safe movement, * and time. The GM introduces multiple rumors simultaneously: * a merchant network under pressure, * bandits extracting tolls, * a local authority figure unable to maintain order. Importantly, none of these are framed as “your enemy.” They are problems that exist without you. Recon is collaborative. Each PC contributes questions tied to their playbook: * Who profits from the bandits? * Who is failing to enforce order? * Who could be embarrassed into cooperation? The Sortie crystallizes around intervention without ownership. The group decides to: * disrupt a local threat, * make themselves indispensable, * but avoid claiming territory. The engagement roll drops them into a tense, unstable situation rather than open combat. Violence is present, but limited. The group uses: * intimidation, * negotiation, * selective force. The success condition is deliberately narrow: make the Sedgelands safer for one specific flow of trade. They succeed—but not cleanly. Consequences include: * increased visibility, * a minor faction feeling threatened, * and rumors tying the group to outside power. Downtime cements the theme: * stress recovery scenes deepen character relationships, * minor projects hint at future ambitions, * but nothing resembling a Domain is defined yet. The session ends with the group having momentum, not a plan.
Summary:
Please note that all contributions to freem are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 (see
Freem:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)