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Whispers

  • meta

Whispers

From the Wildsea In every world that has ever known the rise of empires and the fall of wonders, there are remnants left behind - not just in stone and steel, but in words, in dreams, in echoes. When kingdoms crumble, when gods are forgotten, when great works are lost to fire or time, something remains.

Whispers are those remnants: fragments of memory, story, prophecy, or identity that slip loose from the wreckage of history. They are the poetry of collapse, the ghosts of knowledge, the voices of those who once were - and through the Whisper in some strange way, still are.

Some say Whispers are sentient. Others call them echoes of ancient magics or unquiet thoughts that survived their speakers. Their true origin may differ between from game to game - but for Ravensmoore, what matters is that they exist.

Typically Whispers will replace or enhance any mechanic like Hero Points, Inspiration, bottle caps, or similar. A character can gain a Whisper on a critical success, or for amazing role play, or when achieving a major goal. A character may spend a Whisper exactly like the currency it replaces/enhances, or they may use a Whisper to work some inexplicable twist of the narrative, aligned loosely to the language of the Whisper. "The evil one stole away with the girl most fair" may be spent to enable a stealthy retreat, or an alluring illusion, or anything the table agrees can fit the Whisper.

In Grimwild, well-crafted Whispers focusing on language tied to Style/Essence/Form can replace or enhance spell Crucibles.

The rules are vague, intentionally.

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