The Sapling Program

The Sapling Program

Commitment to the game and to each other

The Grove is one of the most vibrant Factions in Osterra. We attend every event and are rooted in Osterra's community in- and out-of-game. As part of our key motivations as a faction-- our allegiance to Osterra-- we occasionally select or accept new arrivals (often called Free-Folk) into our Sapling program.

The sapling program is meant to orient newer players to Osterra and introduce them to factions where their character (and player!) may fit.

The Grove roleplays a specific niche that is sometimes challenging. There is variability within this niche, but players interested in this faction should expect that certain characters will fit within The Grove's tenets, while others will not.

Despite this, The Grove welcomes roleplay with all players, both of affinity and conflict. You don't need to be in The Grove to have a strong relationship with it. There is a deep respect (out-of-game) for other strong RP factions like The Cast, the Vidarian Khanate, Guild of the Black Sky, Cedar Hill, and others-- despite not always being ideologically aligned in-game.

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The Root of It

There are many paths to become a Sapling within the Grove, but at its most basic:

  • The character petitions the Grove's leadership in-character at an event

  • Leadership deliberates to assess potential and if they can accept Saplings

  • A Sapling Buddy is selected among the Grove's Initiated Members, if so

  • The Sapling adventures with the Grove for at least three (mostly) consecutive events as a non-member

  • The Sapling experiences Grove-centric events, scenes, and culture.

At the end of the Sapling's tenure, the Grove will discuss the Sapling as a player and character. There are many outcomes, among which are:

  • Further Rooting: an option to continue as a sapling to pursue more growth

  • A Branching: a suggestion or introduction to another fitting Faction

  • A Parting of Ways: encouragement and support to forge your own path or Faction

  • A Trial of Initiation: A mysterious scene leading to possible initiation into the Grove

One or more of these options may be presented to the Sapling. Not every Sapling becomes a Grove Initiated Member and that is by design.

Grove Saplings have gone on to found four other factions with our blessing. We've connected many to other great factions within Osterra, where they are still fast friends with Grove players.

Finding players and characters a good fit is the goal, not recruitment.

Growth and Blooming

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For current Saplings, the Grove invests time exposing you to rules, roleplay, and rituals to get you involved at LARP Adventures. The faction becomes a (safer) spot to explore your character and the world of Osterra. We will also watch to see how you react in-character and out-of-character. We want to understand what you like out of the game and where you want to go.

As part of that, we also provide constructive guidance. Deeply connected to the community, we understand norms and approaches new players might not right away. It puts you on firm footing and a trajectory for success, even if it might feel strange at first. The intention is to introduce you to as many factions and in-game experiences as possible, so you have options at the end of your tenure as Sapling.

Fit is ultimately what determines the next steps at the end of the program

  • Character Fit:

    • What character do you want to play? Does it align with an existing Faction? What aspirations?

    • This can influence factions you join or if you form your own.

  • Player Fit:

    • As a player, do you gravitate toward combat? Intrigue? Secrecy? How do you interact with friends and rivals? What have other factions observed about you?

    • How you engage as a person is very important in our suggested next steps. It's not personal. It's about what you want out of LARP.

Ultimately, the Sapling Program is a mutual agreement and commitment to explore together. The faction may choose not to take Saplings periodically. Likewise, a current Sapling may end their participation at any time.

Fit for the Grove

Some may petition as a Sapling with an eye toward joining the Grove explicitly. We cannot speak for all factions as to what they want, but we can suggest things we look for.

We require all our Initiated Members to be Saplings first. With over five years' experience, we've found this is an excellent way to gauge character and player fit for the Grove. It is a mutual choice with us: you must choose the Grove AND the Grove must choose you.

Each Sapling's fit is examined as an individual. There are no package deals for Initiation: couples, friends, or groups that seek to join The Grove should not expect preferential treatment because their friends or partners are in it. You don't need to be in The Grove to have a strong relationship with it.

Character Fit

Being a neutral faction allows for many backgrounds and characters of all stripes to thrive: Fashionable Healers, Warrior Pirates, Roguish Herbalists, and even a Witch-Priestess are at home here. All home-worlds can join, but it is no surprise that native Osterran characters are drawn to this faction.

Each Initiated Member of the Grove holds core motivations and principles at the center of their character. These are detailed on The Grove's page. But here are more details to give you an idea of how that looks.

The Grove is a friend to Osterra. They are hospitable to other non-hostile Factions and build good will across the Realm. They contribute to inter-Faction efforts to better the world or fight existential threats. In other Factions’ disputes, the Grove never unduly favors either side-- sometimes a difficult balancing act. The aim is not the betterment of any one Faction, but of all. They reward peace-keeping efforts and ensure others' bowls and goblets are filled, as well as lands purified and corruption stymied. They eschew warmongering and do not support aggressive empire-building.

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Many Grove members revere the Green Goddess, a mystic deity of nature, that embodies the natural order of things. All members of the Grove are committed to a better Osterra in their own ways—they are unified to make Osterra a better realm and have reverence for the natural order. This commitment can manifest in many ways: protecting against extraplanar threats, gathering knowledge, bettering commerce, teaching new arrivals, NPCing, mastering a craft, building relationships, practicing diplomacy, unifying the Realm through dance, or finding ways to keep morale high in the face of conflict.

The Grove enjoys roleplay but not at the expense of fun. This Faction is an impactful one for roleplay—its members do not shy away from driving the plot in fundamental ways and have high attendance at events. How each character engages varies: they may seem boisterous or cautious, even-dealing or conniving, and transparent or secretive. The common interest is to create a better world rooted in its lands. For those newer to the hobby, it's a welcome place to learn those skills, but we like to set high standards. It's all in the service of loving the hobby and creating fun for others, too.

When the Grove fights, it means something. Members of the Grove protect those in need of protection. They are not courted into battle by coin, and they will not resort to unwarranted violence. They enjoy sparring and are first in line to push back monstrous threats, but they do not make sport of war.

The Grove fights honorably and with fairness. There is no need to kill an unarmed foe. Ask a Grove member why, and one might say that life is precious. Another might say, “no one becomes a better fighter that way.” The Grove will attempt to solve matters non-violently first, but responds quickly to fight malevolent forces, especially Demons.

Player Fit

Character fit is incredibly important. We play a difficult niche sometimes. But player fit is also fundamental, so we can build trust with other players to play this niche well. We only suggest Initiation when you have both.

Here's what we mean by Player Fit. We look for:

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A player who is welcoming and pitches in. The sisterhood celebrates any player who would elevate the game and make the realm (in-game/out-of-game) a better place to live. But this is required of a Sister or Kindred of the Grove. It's not just about the character-- or even about the Faction-- it's about building up the world and all Players within it. Suggestions made must be paired with a willingness to invest time into owning that effort. "Help me do this" rather than "Do this for me." We are an inclusive Faction, full stop. But that does not mean a friend to all characters—we want to make the game interesting, fair, and engaging. The key is to make the Game better for all.

A player who paces themselves and reads the room. We look for pacing and patience to determine Fit. The Grove does not deal in instant gratification-- we tell stories of in-person play across Seasons and gradually earn community respect for efforts made across years. As such, our rewards feel well-earned. When you hear a Grove member talking about prior adventures, you can be assured they're backed up with real play. Titles and monikers are milestones with months of effort behind them. We aren't a min-maxing Faction, and that has afforded us trust by Organizers that we take seriously. Reading the room is also essential. This is collaborative world-building and sharing the spotlight is key to being a good scene partner. Unintuitively, we are often at the center of the plot because we can be trusted to help steer it and spotlight others!

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A player who revels in costumes and ritual. Secret meetings by candlelight, clever disguises and ritual props, peach wine under the stars— all these times are treasured in great fun by this sisterhood. That requires player discretion to keep the mystery alive. Members of the Grove keep many secrets and enjoy clandestine ceremony. On the other hand, the same goes for bombastic festivals or feasts; they love to dress up at Court, play with cosmetics, dance, sing, and help with the ambience.

A player who wants to make the world and their sisters better. The Grove celebrates collaboration, creativity, craftsmanship, mercantilism, and combat artistry, for their allegiance is to Osterra. We're here to share what we have to offer. Those in the sisterhood are foremost observers, teachers, helpers, makers, guardians, and givers to the community regardless of alignment. Regardless of anyone's Faction, our players are encouraged to Honor the Givers and Remember the Takers. That means giving but also having good boundaries for yourself in what you can give. Fomenting drama, succumbing to LARP Bleed, or becoming the center of controversy (in-game or out-of-game) at early events is not how we seek to play. We're here to make every event the best yet.

The Trial of Initiation

Grove rituals are often the subject of mystery and speculation. Even Saplings are not permitted to witness all of them during their tenure. During specific events, The Grove may disappear to engage in clandestine activities known only to them.

The Trial of Initiation is similar.

It's said it's different for each person, though few have details. Each character has their own personal journey to overcome and undergo. If successful at their Trial, a Sapling blooms and is introduced as an Initiated Member at future events.

If you're interested in the Sapling Program, please contact the Faction Leader of the Grove. Remember: online communication is fine to schedule it, but catching us at an event and roleplaying is what we want in a Sapling.

Regardless, we hope you enjoy Osterra! Goddess Walk, friends.