| Playing | |
| Next Game Will Be | 1444518000 |
| Total Players Needed | 6 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Voice only |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | No |
| Pay to Play i | No |
| Pick Up Game i | No |
The world, thrown into darkness 200 years before with the slaying of the sun god Pelor, has become a place of little life and less freedom. Powerful undead rule what societies remain, vampire lords controlling trade empires that move their goods from the monarchy of a dracolich in the south to the thrice-risen mummified sand emperor of the northern desert. What does remain of the world before is but a shadow of the vibrancy and life that once was plentiful throughout the world. Now an unholy grey sun casts waves of withering negative energy across the plane. Terrible storms, violent earthquakes, and massive tidal waves laid waste to much of what was civilized in the world of the bright times, and left monstrous creatures of unlife in the wreckage of what was once great.
The gods of the outer planes have their own troubles, dealing with the fallout of this calamity despite being bound tightly in the strands of fate. Mortal souls are getting stuck in the prime material, ethereal, and shadow planes, not making their way to the heaven or hell they were destined for. The forces of the divine and profane have initiated aggressive soul trading and bartering with the prime material, seeking valuable souls of the particularly righteous or damned.
The party begins as just reaching adulthood, growing up on the coastal estate of a vampire nobleman, a trade baron dealing with everything from soul gems to slaves to scrolls. Their parents were a living kill team of sorts, troubleshooters in the vicious rivalry of international trade, a business in which the competitor could more easily be eliminated than outsold. The party grew up being taught by their parents, who in between operations would train them with the assistance of the manor staff. Four months ago, your parents disappeared. Attempts to divine their location or conditions failed, turning up nothing. Now that they are assumed dead, it falls to you, their children, to carry on the blood-bound task of dealing with whatever unsavory problems arise under the cold eyes of your master. Things are grim, but as always the future is uncertain. For the living can do just about anything when they put their will to it...
Fast Forward 5 years 3 months:
The team has seen its roster rise and fall over the years, suffering drastic setbacks and dealing with the worst that could be thrown at them. The vampire-ruled nation of Zevchenko has been at war with brass-hewn techno-gnomes for over a decade, but the war has seen a powerful newcomer: the Iron-Hard barbarians of the north. These exiles of their homeland seek to reclaim it, despising the vile undead and the dracolich that rules over them all.
With the gnomes and barbarians almost at the gates, times are dark for Zevchenko. At current projections, top leadership projects the fall of the nation in but two months. The Walking Fortress of Tyr is besieged and bound to the mountains it stands guard over, the army is in full fighting retreat, and only the adverse weather has truly slowed the enemies' advance. It was in the midst of all this that a desperate plot was conceived by the churches' High Primate: condemn 70% of the population to the fires of hell as a sacrifice, one which will bring a demon army like that of old to crush the invaders. Already the demon lord of Zevchenko licks his serrated teeth in anticipation...
This must not stand. Profits come from people, and the Baron is more than a little wary of the churches growing power. With a demon army, they would be nigh unstoppable. But how to save the populace with two armies grinding down on the capital? This falls to you, the newly reformed Alpha team, the hammer called upon to remove obstacles that may be beyond legal means.
In the past, applicants were drawn from the more covert Bravo team, men the Baron can trust, but Alpha teams most recent escapade, the abduction of the high priest, literally went down in flames. Exceptional qualified people are being admitted, though can the outsiders be trusted?
System: Fantasycraft
Campaign: Undead Homebrew World
Players needed: Competent people who work well as a team and people who enjoy roleplaying characters welcomed. Combat will almost certainly happen, though careful play could make it largely avoidable.
What to do: After wading through that block of text (or skipping to the good bits) read the first post in the "New Application Thread" for info, then talk about what you would like to do. If you have an idea for a powerful noble, a demon priest, a skeleton spy, or really anything, throw it out there!
Listing Discussion