Common knowledge

Beginning play

Find the place that pushes back.

You do not need a finished biography. You need somewhere you are from, something you inherited, a connection that can still reach you, and an opinion strong enough to cause trouble at the wrong moment.

Seven adults, including an orc and a halfling, prepare for separate work in a shared Yards room while one person fastens another's weather collar; a hull-and-envelope airship hangs beyond the rain-streaked window.
Witnessed folio
Before first bell.

Separate mornings cross over a repaired fastening, shared bread, and folded papers.

Boundary Kaerys is human-majority; mixed Yards life, shared rooms, and maritime-derived aerial hulls are canon. These people and their relationships are illustrative.
On filling this in

A beginning, not a cage.

Make quick choices. Keep the answer that creates tension and replace anything that merely sounds tidy. Nothing here binds your character sheet, and nothing here is checked against a rule. What it gives you is a position in the world solid enough to argue with — yours, your table’s, and mine.

Every player character spent part of the last few years in Kaerys, whether or not they were born there and whether or not they knew one another. That is the only thing this form assumes.

Human, established, enclave, and exceptional ancestry choices each ask for a different amount of origin work. Read the short guide before treating a PF2E rarity tag as a fact about this world.

Make quick choices. Keep the answer that creates tension and replace anything that merely sounds tidy. Nothing here locks your character — it gives you something solid enough to argue with.

0 of 6 entered
§ 1Which chart-name feels like home?

Birth is one answer and rarely the interesting one. Pick the place whose habits formed you.

§ 2Which rung of the flight ladder marked your family?

It can be pride, livelihood, resentment, or the thing you left. Every rung resents the one that displaced it.

§ 3What brought you to the Windlass?

You spent part of your first four levels here. You need not have been born here, and you need not have known the others.

§ 4What did you leave unfinished here?

Choose the one that could find you. An obligation is only useful at the table if somebody can act on it.

§ 9What do you believe about quickening?

A belief, not a test. Your character may be wrong, and most people are.

§ 12What did you want, badly, the week before you were taken?

The most useful answer on this page. Your captors are the plot for a while; this is what makes the campaign yours instead of theirs. Something concrete and already in progress, with no connection to them at all.

Take one, or write over it
Kaerys Port Registry · Office of Working Particulars

Statement of Particulars

Form W/4 · Retain. This statement is your evidence of standing.
Place of origin
Family trade, air
Manner of arrival
Obligations standing
Declared position, refining trade
Business in hand at date of statement

Everyone in the Windlass has one of these. Almost nobody has two.

Valid where issued. Countersignature by the opposing authority is not guaranteed and is not the business of this office.

Your answers stay after the # in this address, where the site host does not receive them. Treat the copied link as a private document: anyone who has it can read the whole slip. A draft also remains in this browser until you choose Begin again.

Not on the form

Two links, agreed with another player.

Neither of these is something you decide alone, and neither belongs on the form. Bring them to session zero and settle them with somebody.

Prefer obligations, shared history, debts, promises, and conflicting loyalties over secret biographies. A secret only pays once. An obligation pays every time it comes due.

The missing span covers capture and transport, so two characters may have crossed paths inside it. Anything older than that needs both players to agree.

Take these to the table

Four questions with consequences.

None of these needs an answer in writing. All of them are better answered out loud, in front of the other players, where somebody can grab hold of one.

  1. 01

    Who still knows your face in the Windlass?

    Name them only when you want them to be able to find you. They will.

  2. 02

    What did the war make normal for you?

    Checkpoints, shortages, uniforms, empty chairs, easy money. Choose one and let it show.

  3. 03

    What do you believe about the Still that you have never checked?

    Give your GM a conviction worth testing. Being wrong in public is good for everyone.

  4. 04

    What did you want, badly, the week before?

    Something concrete and already in progress, with nothing to do with whoever took you. This is the one that makes it your campaign instead of theirs.

Inheritance

What survived being useful?

Optional character prompt

An object can be old without being famous or fine.

A tool is recut into another trade. A blade is re-edged and rehandled. A campaign trunk holds a cheap medal beside repair receipts and an obsolete service paper. What survives is rarely pristine; it is what each generation found worth mending.

Family legend can be true without becoming public history. A household may preserve one sentence about a strike, crossing, regiment, rescue, or disgrace that never entered a textbook. That does not mean no paper survived somewhere.

If an old weapon, shield, tool, letter, garment, or instrument belongs in your story, say what was replaced, who last repaired it, and why your character still carries it. Bring any answer that adds shared history as a session-zero proposal.

When your foothold feels real

Walk to the edge of the first session.

The prologue carries the last shared facts and stops exactly where play begins.

Before Session I