• This game is under the Fantasy genre.
  • This game contains adult content.
  • The GM has marked this game as containing personal and intellectual property.
    If the GM leaves or deletes the game nobody else will be able to continue the game.
The Price of Knowing
"The Price of Knowing" is staged within the Forgotten Realms setting from the Dungeons and Dragons gaming system (3.5). The time period is after the Time of Troubles and before the Spellplague.

However, the game's system is used for storytelling purposes only. The challenge comes, not from game mechanics, but from clever character development and immersive storytelling.

The game begins within three settings, with a small group of players beginning in each area:

Good Steadings, a frontier village within The Silver Marches, on the edge of the Low Wood, a vast forest with foreboding patches of icy swampland, wildlands and full of dangerous creatures. The village was often attacked by orc, gnoll and goblin raids in the past, but recently they've been suspiciously quiet...

Within idyllic countryside lies Oryndell, a small municipality of the human kingdom of Cormyr. Located near the trade city of Arabel, the area's main protection comes from a local sect of all-female priests and paladins of Selune, the Sisters of Merciful Light.

Rhazyndarizan, a "free" city set deep in the Underdark. It lies amidst a salty underground sea and is protected by a shimmering translucent "bubble" of magic, keeping the violent aboleths at bay. Holding the barrier erect are Shar-worshipping drow wizards, they keep constant vigil over the barrier else the city should fall. Which keeps the greedy Llothian priestesses from pushing the mages too far, as well as any other house, vying for power in the Wizard's city.

Rhazyndarizan is a "free" city set deep in the Underdark. It lies amidst a salty underground sea and is protected by a shimmering translucent barrier of magic, keeping the violent, stormy waters at bay. Holding the barrier erect are Shar-worshipping drow wizards, staying constant vigil else the city should fall. The usurping Llothian priestesses, who recently staged a coup, and failed, keep from pushing the mages too far, else the wizards drop the barrier and let the city fall, useless, to the waiting aboleths below...