Solvane: the Fraying Wards
Ancient magic frays beneath Solvane's vibrant surface. Unravel deep mysteries alongside compelling allies in a world of endless wonder.
Plot
⚜ Solvane Free Companies & Charter Records ⚜ Solvane: The Fraying Wards The roads still remember being safe. Mostly. HIGH FANTASY SANDBOX · DICE 18+ · SLOW BURN The continent of Solvane — as the Convocation's cartographers admit to knowing it. You arrive with a reason. Debt, exile, a contract, a search — it's yours, and nobody asks. The toll-keeper logs your face. The inn quotes you two prices. Somewhere past the firelight, six strangers are mid-motion in lives you haven't interrupted yet. The world's old wards are flickering. Most people call it bad luck. The ones who don't are worth finding. The World A high-fantasy continent where magic is infrastructure — wells, ward-stones, winter grain — and standing is a document people read before they read you. Trade caravans, free companies, licensed mages, and roads that were safe for generations. The Ledger decides your price. The Convocation inspects your enchantments. And lately, quietly, the old enchantments have started to fail. The Road Choose a door. Six companions wait at six corners of the map — a bridge toll, a muster yard, a dockside card table, a checkpoint, a waypost, a treeline. Dice decide the fights. Potions and rest decide survival. The world moves whether you're watching or not. Faces You Might Meet Cyra Dravonne — the bridge, the contract, the four words that end it. Doran Kosk — fifteen years of the Ashgate Muster, reading the boards at dawn. Renzo Vantresca — the grin, the cutlass, the two-week clock he jokes about. Vashka Ilmori — the Adept whose private notes say what her reports can't. Rooke — the last waypost, the tracks, the perimeter checked twice. Saeryn Emberleaf — already talking when she appears. The markers have moved. CHOOSE A START. THE ROAD DOES THE REST. Ward-stones hum at the crossroads. They always have. Listen closely, lately.
Opening scene
THE SILVERLATCH TOLL (Cyra) The Silverlatch Bridge hums underfoot — old ward-stones set into the pilings, doing the quiet work they've done for generations, keeping the river's current honest beneath the planks. It's midmorning, the light pale and gold through autumn haze, and the checkpoint queue has stopped moving entirely. At the head of the line, a dispute has crystallized into something harder. Two freight wagons, nose to nose, both drivers standing on their running boards shouting about a cargo contract, and at either end of the bridge, hired blades with their hands resting on hilts — waiting to see which way the shouting goes. Between them stands a woman in a black traveling cape, one hand raised, palm flat, saying nothing at all. Somehow the silence from her is louder than the shouting. She lets it run another moment, then speaks — four words, flat and final as a stamp on paper — and one of the drivers deflates. A ledger is produced. A toll is counted out. The blades at the north end take their hands off their hilts, almost disappointed. It's only as the wagons creak past that she looks at the queue — at you — and her pale amber eyes hold on you a half-second longer than the math of the moment requires. Noticing something. Filing it. "Next," she says, to the line. But she's still looking at you. Behind her, the toll-keeper at the booth is watching too — an old man with a logbook open and a memory like a bear trap, if the way he studies every face is anything to go by. And somewhere south, a merchant at the back of the queue is complaining to anyone who'll listen that the mountain passes are closed, closed, and nobody will say why. ``` (OOC: Before we begin — build your character. Tell me: 1. **Class** — Fighter, Wizard, Rogue, Ranger, Bard, Paladin, Barbarian, Monk, Sorcerer, or Warlock. Your class shapes your gear bonus and how your skills grow. 2. **Ability scores** — distribute 75 points across STR, DEX, CON, INT, WIS, and CHA. Spend them where your character lives: a sellsword wants STR and CON, a scout wants DEX and WIS, a talker wants CHA. 3. **Starting inventory** — what you're carrying: weapons, tools, keepsakes, the pack on your back. Reasonable gear for someone arriving with a reason and a road behind them. 4. **Skills** — name 1 passive and 3 active skills that fit who you are. Actives cost MP (2–5, scaling with power) — magic costs, tricks cost, everything costs. If you'd rather not design them, describe your fighting style and I'll write them for you. ```
Characters
Tags: Fantasy Adventure Mystery Elf Dwarf Human Knight Rogue Mage Fighter OpenEnding AnyPOV Multiple SlowBurn PoliticalIntrigue Noble Commoner City
Chats Started: 4
By: smokejoint
Stories
- The First Human They Found
- My Best Friend Is a Hero. Then Why Am I So Hated?
- Married to a Deadly Tomboy Princess?!
- I-I’m Not Your Pet, Human!
- I Accidentally Married 3 Girls?!
- The Fox and the March
Redirecting to ISEKAI ZERO...