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    1. GodOfWar 9 yrs ago

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6 yrs ago
Eight six seven five three O’ nInNNneEEe
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@Ophidian Always go too far, because that's where you'll create the truth.
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Disestablishmentarism
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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."~

@Rogue Colm

What a pleasant surprise meeting you again. . .



Just kidding


Im in. Im new to this edition but i am familiar with 4e, Pathfinder, and a touch of 3.5.


Sounds good, Shadolord. I'll start concocting the RP forum momentarily, since we seem to have a suitable amount of interested participants.
I'll probably start this today, I'm not gonna have the time tomorrow. So, yeah.


Sounds good.
<Snipped quote by GodOfWar>



No problem bruh.




No problem Bruhs.
<Snipped quote by TheUnknowable>



No need for your duck tape, sir. I got Time Manipulation; it can reverse what you need that tape for. :)




That's what these are for.
<Snipped quote by GodOfWar>

Rarely, they are very territorial and don't like many of the other races. However, it is possible, and a (Yet unnamed) member of the Halfling council is half Lacaretay.


Thx for the info ^^
Just wanted to add a bit of fluff, Lacaretay names are quick and sharp, Klang, Yurk, Rek, and Kort are some examples, and they don't have last names, instead identifying by naming their father. Like "Klang, son of Smark" Ceomsuri names are flowing and long. Like Errylion, Arrysth, Ponagarth, and Smeltstang. Woodspeople names are benign and common, Bob, Steve, Bill, the works. In this universe, Humans are arrogant buggers, so make their names sound like titles. "Groundbreaker the brave" "Mountainmover the Magnificent" Etc.


I'm interested in being a Lacaretay (most because BUGBEARS). But question;

How do Lacaretays get along with other species, other than Ceomsuri? Are they territorial? What's the chance of a Lacaretay intermingling with another species, perhaps creating a hybrid?

'If I'm ever way to inquisitive, just bluntly tell me to shut up.'
That was some speedy interest!

@Prince Potter, that's no problem at all. Though, if you already don't have it, I suggest you pick up the player's handbook for DnD 5E. Otherwise, I think most of the more knowledgeable players can help you out. I could even develope a preliminary character sheet to your directions, if that'd make you more comfortable on starting out.

@Izaka Sazaka, you seem to be even more experienced at DnD than me XD. 5E is quite simple, so I wouldn't doubt a veteran like you could catch onto it quick.

@Rogue Colm, great! Excited to have another seasoned player on board ^^

It seems like our casual group is growing quick. We may get one or two more interested people, but either way, the Ooc should be coming along anytime now.


more ridiculous than this?




More ridiculous than the anti-sea bear circle?!?
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