The Black Veil
Take a seat, traveler. You've seemed restless ever since I fished you out of the gutters. Your journey must have been long, if you did intend to find yourself here. I've heard that many treks near The Morges are quite perilous. It's amusing, really, that we don't get many intentional visitors. So what would bring the likes of you here? Money? Trade? Curiosity?
Adventuring, you say? I find that hard to believe.
Your type don't stay long around these parts. We've been damned for a good while, I tell you. We live in the part of the world where a stake and cross is more valuable than a good meal. Where opening a window at night is a sin. Where children are told in rhymes how deadly the night can be. Oh, you think it's funny, do ya'? We've learned to survive in this nightmare, and sadly, you haven't. If your hoping to find yourself a adventure here, may the Gods have mercy on your soul. They surely haven't had any mercy on us...
I'll feed and bed you for the night. No more, no less. Your on your own after that.
"Stoke your fire, the moon hungers to snuff it out."
Death and malice is common place upon The Morges, a territory forever plagued with evil and damnation since it's fall. Reanimated corpses lurk the street corners, pounding on doors and households at the stroke of midnight. Witches burn entire estates, fighting against the infamous witch hunts they dread. Coherent madness draws the attention of meddling demons and spirits, hungry for sin. Mankind itself has started to descend into the ravings of The Morges, fostering werewolves and other unnatural beasts in an attempt to insist the land's immoral roots. Yet, the rich darkness draws to it many heroes, a force able to reignite the small embers of hope still present in those parts. But fire is easily smothered...
"Horror is welcome company here."
A campaign modeled after dreadful European myths and tales, The Black Veil is designed to revive the tactic of thoughtful decision making above dice-rolling chance (but don't worry, there will still be some dice rolling). The setting of this campaign is dangerous, and careful actions are crucial to success. Plot points may pivot, and consequences may agitate the entirety of narrative. Yet, isn't that part of being a hero? Working with the unexpected? In this tale, it certainly is. Prepare to enter The Morges.
"The allure of death is one that is unparalleled."
"The safety of humanity has started to crumble."
A map of The Morges;
+Castle St. Augustus: A cobblestone citadel overlooking the dragging sea, Castle St Augustus houses most of The Morges population. The fortress is a safe haven to those who would not dare set foot outside it's reassuring vicinity. Strong willed indivuals do sometimes leave the castle for the more threatening life in The Devil's Yard, so they may tend shops, wares, and such without the cramped rooms of a keep. But, the enormous stone walls and constant sentinel patrols of St Augustus have proved effective in keeping out the constant death awaiting it's residence.
+The Devil's Yard: Located under the looming figure of Castle St. Augustus, there was once prosperous town square, trade it's main priority. Now, that thinly protected centre has been reduced to it's derogatory nickname, 'The Devil's Yard', due to it's dangerous atmosphere. The undead and cursed slither through the crevices of this inner city, allowing no mercy on those they would find within it's proximities. It is the main reason the people of The Morges sleep within Castle St Augustus, for their own town has been claimed by the wicked. There is little to no hope in conquering it back.
+Wrath: Named after a well known sin, the outer town of The Morges is overrun with creatures of the night. Werewolves prowls it ground, while undistinguished necromancy works it's way into The Devil's Yard. Witches and their cackles are constantly recognized in the sky above Wrath, bearing down displays of powerful magic to terrify the mortals back into their place. It is the final frontier for the people of The Morges, and it is what keeps them within the darkness's grasp.
+Mother Terrea: Composed of several large farms, Mother Terrea is a makeshift village positioned on the outskirts of The Morges. Populated by any who were or are able to escape the threats of both The Devil's Yard and Wrath, it burns with the light of The Morges last hope. Currently, troops have been trained in the hundreds within the village, their purpose unknown to everyone except the mayor. This revelation has caused the majority of Mother Terrea to spring up in defiance, preaching tactics to limit the losses of invaluable man power if these militias are to march into The Morges.
+The Port: Previously used for trade between The Morges and other towns, The Port now supplies the only salvation St Augustus's children can manage. Ration and produce shipments from Mother Terrea are smuggled through Wrath everyday and boated off to Castle St. Augustus, a plan that has worked to keep the trapped civilians alive. Yet, this tactic does not work to bring the people of St. Augustus back themselves. Many men are hysterically conscious of the threat Wrath and the creatures of the sea pose against them, making them unwilling to let their families cross out with the ferry men. While many people agree with this verdict, many don't, and cross with high hopes anyways. Only to find their elder's cautions to be true...
+The Timberwoods: A thickly forested area layering the north of The Morges, The Timberwoods supplies unnatural beasts excellent cover from the defenses of humanity. Werewolves exploit The Timberwoods concealing nature into surprise attacks on the villagers of Mother Terrea. Though these savage raids do not deal much harm to the populace itself, they do achieve in diminishing the amount crops able to be grown on non-blood soaked, torn up ground. Due to this, Castle St. Augustus has had less and less shipments of suitable food delivered. The Timberwoods may be a key role in the fate of The Morges.
~"The witching hour is struck at every chime."~