Session I

Read after you have found your place

The empty
span.

This page contains everything shared before play and nothing your character must discover at the table.

SystemPathfinder 2e Remaster
StartLevel 5
RegisterLethal, fair, consequential
MemoryCapture and transport only
Common knowledge

The boundary

You remember your life.

You remember where you came from, what you did, who mattered, and the person you chose to become. The missing span covers capture and transport. Nothing earlier belongs to anyone but you.

You may separately invite one deeper blank. That is an opt-in collaboration, never a surprise, and you may withdraw it.

Before the blank

Choose your last clear memory.

Make it ordinary enough to feel stolen. Pick one, rewrite it, or bring your own.

01

You crossed a painted line in Kaerys with the wrong warrant in your pocket.

02

You watched the Hall’s queue form before dawn and recognized someone in it.

03

You heard a lift matrix begin to sing and knew who would be blamed.

04

You promised to meet someone at the low docks. You do not remember arriving.

05

You received a letter bearing a seal you thought had vanished with the war.

06

You saw the guards at the sealed berth change for the first time in two years.

And then

There is a clean edge where memory ends.

You wake in clothes that are not yours, inside the hold of an airship you have never seen. Your gear is gone. Three other prisoners are waking beside you.

You cannot see the horizon. Meals have arrived on a schedule that may not be daily. The deck barely trembles beneath you. No boiler shudders. No crew shouts corrections.

The turn, when it comes, is beautiful.

You know enough about the world to understand that something else is flying this ship.

The field guide ends here

The next fact belongs to the table.

Future discoveries, places, people, and disputed truths will enter this guide after the party encounters them.

Return to the field guide