The creatures walk among us.
Scholars of the forgotten arts of bygone ages. Those who tampered with forces beyond human comprehension. Misshapen castoffs of the most extreme fringes of science. Those cursed to wander the earth in an undying and hideous frame. The lonely last survivors of prehistoric history. Even humans whose appearance and worldview were unsavory to their fellows.
Humanity has a simple term for them: monsters. They are viewed with hatred and disgust, and any contact the creatures may have with the normal everyday world has inevitably ended in violence. Torches and pitchforks, experimentation and vivisection, tanks and artillery: these are the fates of any creature of the night to come out of hiding. While their powers were great, human numbers and ingenuity proved their match. And so they have remained in seclusion, their distrust growing to such heights as to match only their loneliness.
Deep in the Carpathians, secluded within a mountaintop castle, the most powerful of the creatures of the night grew restless and bored. He had mastered warfare against the Ottoman Empire, a dozen different fields of study, even learned sorcery at the secretive magic school the Scholomance- and all this before attaining immortality as a vampire. For centuries Count Dracula continued his solitary existence, his few forays into the human world for anything other than sustenance rebuffed by violence.
Until finally, some thirty years ago, he sought to relieve his boredom and isolation by seeking out those like him.
It was not easy at first. The creatures of the night knew the value of stealth. But through patience, charisma, and the odd bit of magic Dracula was able to make contact with several of them. There were more than he anticipated, and Dracula began to realize the untapped potential of this disorganized community.
The creatures would need leaders, though, so Dracula began to gather the best and brightest of the creatures of the night to him. Unsure of exactly what direction to take and what goals to work to, Dracula was willing to listen to all opinions, viewpoints, ideas- after all, a man contemplating eternity alone was only happy enough to hear voices.
So was born the Council of the Night. While the project began mostly for the fleeting amusement of a man more powerful than all of them combined, it was very real to those who sat on the council. They were forming their own goals, their own agendas. Their solitude was broken and now they could find a way to truly live. But when distrust and solitude has become a way of life, scheming becomes a part of it. And the addition of politics only led to more.
Now, in 2020, there has suddenly been an urgent summons for the Council of the Night. Dracula has ordered all of them to convene at his Transylvanian castle, deep in the Borgo Pass, to advise him during an emergency facing all creatures of the night. But on their arrival, Dracula is nowhere to be found. There are no notes left behind, no signs of struggle. Just an empty fortress.
Now there are two questions facing the Council of the Night: what happened to Dracula, and who is in charge without him around. . .
Scholars of the forgotten arts of bygone ages. Those who tampered with forces beyond human comprehension. Misshapen castoffs of the most extreme fringes of science. Those cursed to wander the earth in an undying and hideous frame. The lonely last survivors of prehistoric history. Even humans whose appearance and worldview were unsavory to their fellows.
Humanity has a simple term for them: monsters. They are viewed with hatred and disgust, and any contact the creatures may have with the normal everyday world has inevitably ended in violence. Torches and pitchforks, experimentation and vivisection, tanks and artillery: these are the fates of any creature of the night to come out of hiding. While their powers were great, human numbers and ingenuity proved their match. And so they have remained in seclusion, their distrust growing to such heights as to match only their loneliness.
Deep in the Carpathians, secluded within a mountaintop castle, the most powerful of the creatures of the night grew restless and bored. He had mastered warfare against the Ottoman Empire, a dozen different fields of study, even learned sorcery at the secretive magic school the Scholomance- and all this before attaining immortality as a vampire. For centuries Count Dracula continued his solitary existence, his few forays into the human world for anything other than sustenance rebuffed by violence.
Until finally, some thirty years ago, he sought to relieve his boredom and isolation by seeking out those like him.
It was not easy at first. The creatures of the night knew the value of stealth. But through patience, charisma, and the odd bit of magic Dracula was able to make contact with several of them. There were more than he anticipated, and Dracula began to realize the untapped potential of this disorganized community.
The creatures would need leaders, though, so Dracula began to gather the best and brightest of the creatures of the night to him. Unsure of exactly what direction to take and what goals to work to, Dracula was willing to listen to all opinions, viewpoints, ideas- after all, a man contemplating eternity alone was only happy enough to hear voices.
So was born the Council of the Night. While the project began mostly for the fleeting amusement of a man more powerful than all of them combined, it was very real to those who sat on the council. They were forming their own goals, their own agendas. Their solitude was broken and now they could find a way to truly live. But when distrust and solitude has become a way of life, scheming becomes a part of it. And the addition of politics only led to more.
Now, in 2020, there has suddenly been an urgent summons for the Council of the Night. Dracula has ordered all of them to convene at his Transylvanian castle, deep in the Borgo Pass, to advise him during an emergency facing all creatures of the night. But on their arrival, Dracula is nowhere to be found. There are no notes left behind, no signs of struggle. Just an empty fortress.
Now there are two questions facing the Council of the Night: what happened to Dracula, and who is in charge without him around. . .
Welcome to Council of the Night. This RP is based on the Universal Horror films of the 20s-50s, moved to modern day. Expect politicking, the supernatural, high-powered combat, and so on. This is a game where no one fully trusts one another: alliances, betrayals, and secrets are all encouraged. Out of game collaboration is suggested.
There are a few rules, though. I expect everyone to be respectful and civil. We're all here to have a good time. Don't step on someone else's fun.
Please submit all character sheets for GM review and approval.
As GM, I have final say in all matters. That said, I'm only human and make mistakes, so I'll always be willing to have a discussion with people about their concerns.
There are a few rules, though. I expect everyone to be respectful and civil. We're all here to have a good time. Don't step on someone else's fun.
Please submit all character sheets for GM review and approval.
As GM, I have final say in all matters. That said, I'm only human and make mistakes, so I'll always be willing to have a discussion with people about their concerns.
CHARACTER SHEET:
Name: How does the world know you? Is it a nom de guerre or real name? Any significant aliases, secret identities, nicknames, or sobriquets?
Inspiration: (optional) If your creature is based on one of the classic Universal monsters, identify them here. Don't worry if it's an OC, though! Original characters are always welcome!
Appearance: A good detailed description and/or a good picture of your character.
Abilities/ Skills: Any special powers you might have or special skills you have learned. Do you have the strength of ten men? Are you a master of hypnosis? Can you speak seven languages? Do you have connections with the Mafia? Here's the place to tell us.
History: Tell us a little about your character's background. Write as much or as little as you like, just so long as we get the general idea of who you are and where you came from.
Goals: What do you wish to accomplish in life? It can be as humble as getting a glass of water or as grandiose as conquering the world.
Notes: Anything extra you might like to add that isn't covered by the above. A theme song, maybe.
Name: How does the world know you? Is it a nom de guerre or real name? Any significant aliases, secret identities, nicknames, or sobriquets?
Inspiration: (optional) If your creature is based on one of the classic Universal monsters, identify them here. Don't worry if it's an OC, though! Original characters are always welcome!
Appearance: A good detailed description and/or a good picture of your character.
Abilities/ Skills: Any special powers you might have or special skills you have learned. Do you have the strength of ten men? Are you a master of hypnosis? Can you speak seven languages? Do you have connections with the Mafia? Here's the place to tell us.
History: Tell us a little about your character's background. Write as much or as little as you like, just so long as we get the general idea of who you are and where you came from.
Goals: What do you wish to accomplish in life? It can be as humble as getting a glass of water or as grandiose as conquering the world.
Notes: Anything extra you might like to add that isn't covered by the above. A theme song, maybe.
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