Behind the Curtian

Primary Philosophy: The Rest:
 * You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn't appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don't by any means need to take them. The adventure is in your hands.


 * Players can suggest or join sessions on an at-will basis. There is no assumed set party – characters can and should adventure in many different groups.
 * Players schedule sessions with each other via the Facebook group page. The DM will NOT take the initiative; if players want to play, it's their responsibility to make it happen.
 * Players can make as many characters as they want (though I assume most people will want to stick with one), but characters can't transfer gold or items between characters.
 * Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
 * Every character starts each session in Clear Harbour. If characters have not returned home by the end of the session, they automatically return after play has ended.
 * The world persists beyond each session. If players have made a change in one session, other players will see that change if they follow the same path in a later session.
 * After each session, it's highly encouraged that at least one player add relevant information to the wiki. There are a lot of players, and they won't know what's going on unless you inform them.