the portal is listening

Apply to Play

Everwhirl is an inclusive table for people who want big emotions, complicated choices, friendship, danger, and room to become part of the world.

To the Newly Collected,

By order of the Spire, you are summoned.
You have reached your coming of age, and your life changes today. The Order's Guards have arrived at your door bearing a scroll marked with your name. You are to leave your home, your region, and everyone you know, and travel to Caer Umbra Academy on the far northeastern edge of the realm.
You go because you must. No one refuses the summons.
Evergreen City stands at the center of Everwhirl, and at the center of Evergreen City stands the Spire, a glowing monolith of rune and myth. It governs the ley lines, the laws, and the legacy of this realm. Whatever region raised you, whatever your family's trade, the Spire's reach touches all of it.
At Caer Umbra you will be trained in the history, law, and craft of Everwhirl, and sorted into one of three Orders, each shaping a different kind of strength.
Emberwake carries the fire of Kaelen Emberwake, the rebel who escaped captivity and lit a revolution behind him. Their bearing is bold, their answers quick, their motto simple: from ash, we ignite. By decree of Sovereign Manuel, Emberwake returns to Caer Umbra this year for the first time in a generation. Their wing has stood empty a long while. Expect it to still show the wear of those years.
Earthbind carries the calm of Theron Earthbind, who steadied the realm after its magic once collapsed. They are healers and caretakers, rooted and unshaken, the quiet strength behind every great change.
Evercrest carries the vision of Lady Seraphine Evercrest, who united kingdoms after the first Great Rift. They lead councils, broker peace between houses, and hold to the old standards. From heights, they guide.
Which Order claims you, you will learn upon arrival.
You may have heard the old stories told in the Emberwild Reach, of winged Dravox and their pale riders, the Grith. The Office of Civic Memory reminds all citizens that these are folk tales, nothing more, and that sightings reported near the ash vents are well understood to be a symptom of long leyfume exposure, not evidence of anything that flies. Caer Umbra's curriculum will address the origin of these stories in their proper historical context, alongside the realm's other founding legends.
Pack lightly. Say your goodbyes. The Guards do not wait, and the Spire does not ask twice.
By decree,The Office of the Spire

the portal is open

Are you interested in joining?

Tell me about yourself, your play style, and the kind of story you hope to be part of. All experience levels are welcome.

A few table expectations

Table safety · boundaries · trust

Roleplaying Comfort Checklist

This checklist helps the GM understand what feels welcome, what needs care, what should stay off-screen, and what should not appear at the table. There are no wrong answers.

Green — comfortableWelcome at the table.
Yellow — use careOkay with caution, limited detail, and check-ins.
Veil — off-screenMay exist, but fade to black or keep it off-screen.
Red — do not includeA firm line. Do not bring this into the game.
Discuss privatelyPlease ask me privately before including this.
01

Romance & intimacy

Choose how these themes may appear in roleplay.

Flirting directed at my character
Romance involving my character
Romance between other player characters
Sexual content that fades to black
Explicit sexual descriptions
Pregnancy or childbirth themes
02

Violence, injury & body themes

This separates ordinary fantasy combat from more graphic material.

Graphic violence or gore
Torture or coercive interrogation
Body horror or transformation
Medical trauma
Cannibalism
Harm to animals
Harm to children (nonsexual)
03

Emotional & mental-health themes

These topics can feel different from fictional combat and deserve their own boundaries.

Domestic or emotional abuse
Gaslighting or psychological manipulation
Addiction or substance misuse
Suicide or self-harm
Grief or death of a loved one
Terminal illness
Panic attacks or mental-health crises
04

Discrimination & oppression

A red selection means the topic should not be used even as villain behavior or world background.

Racism or ethnic prejudice
Homophobia or transphobia
Sexism or misogyny
Ableism
Religious trauma or persecution
Slavery or forced labor
Class oppression or extreme poverty
05

Fears & phobias

Use this to flag imagery that may be difficult even when it is not central to the story.

Spiders or insects
Snakes
Darkness
Confined spaces
Heights or falling
Drowning or deep water
Fire or burning
06

Agency, conflict & consequences

These choices affect how much control a player keeps over their character.

Mind control or loss of character agency
Possession
Memory alteration
Imprisonment or kidnapping
Secret betrayal by an ally
Player-versus-player conflict
Character death
Permanent injury or disfigurement
07

Table dynamics & story tone

These are about play style as much as story content.

Horror-focused sessions
Morally ambiguous choices
Secrets between players
In-character conflict between party members
Romance between player characters
Serious themes being treated comedically