| Playing | |
| Next Game Will Be | 1623870000 |
| Total Players Needed | 5 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Voice only |
| Primary Language | English |
| New Players are Welcome | No |
| Mature Content(18+) | Yes |
| Pay to Play i | No |
| Pick Up Game i | No |
Distances shift. Paths between places warp. As if this pale, lightless world possessed a will and bitter life. Its mercy curdled to wrath over a too-long age.
Who are you? The grave robber with silver glittering between cracked fingernails? The mystic who would bend the world’s miserable heart away from its inevitable end?
Most likely, it makes little difference. No one has seen the sun in years. The old care more for sacrifice and god-offerings than their bawling spawn. Doomsayers are proved right time and again and embraced by hidden powers. Maybe it’s best to surrender—to trust your own instinct and skill rather than the whim of the dice? Before all is drowned in welcome silence. Life locked and failing in a DARK FORT.
The world of Mörk Borg was always bleak and miserable. But ever since the Two-Headed Basilisks’ cataclysmic prophecies started to come true, things have really gone to hell. Here is a full campaign link.
I. Anuk Schleger, monk of the Creton order, encountered the basilisk Verhu in the year 565 and set down that creature’s whispered prophecies. These lost texts came to be known as the Nameless Scriptures. 300 years later, while working on a new Cathedral, The Two-Headed Basilisks, an orthodox branch of the Creton order uncovered Schlegers tomb and with it the Scriptures. Since then all events described within have come to pass. The prophecies are absolutely, factually true and have, thus, supplanted all other Scripture. Around this cathedral has grown Galgenbeck, the greatest city that ever was.
II. THE WORLD DIES EVEN NOW. Reality decays, truth becomes dream and dream, truth. Cracks grow in the once-stable structures of the past, allowing things misshapen and vile to worm through, emerging into day’s wan light. The world closes in, bounded to the west by the massive Bergen Chrypt with its catacombs and ice-caked peaks east. Many have ploughed the wave’s furrow in search of and surrounded by the Endless Sea to the north, south and known new lands. They all return, against their will. Alive or dead.
III. Its the year 998. The first great calamity mentioned in The Calendar of Nechrubel is due to happen very soon. The world trembles in dreaded anticipation. One can feel it in the ways sharp and subtle, mysterious and clear. One by one, inevitable events demand their place, until THE END comes to all.
The known world is a peninsula in the Endless Sea, a stormy ocean that many have tried to cross in hopes of new lands to farm. In the west lies the frozen, spear-like mountains of Bergen Chrypt with its many tunnels and catacombs, which isolates the known world from whatever lies beyond its peaks.
Within these natural borders lies three kingdoms: Tveland, Wästland and Kergüs. Tveland is the religious center of the world, with the Cathedral of the Two-Headed Basilisks (the church, not the actual basilisks, though they share the name) in the center of Galgenbeck, the greatest city that was ever built. Here rules arch-priestess Josilfa Migol, who is rumored to be in collusion with Nechrubel, the shadow that covers all. She is ageless, and ruthless. In Tveland you will also find the impossibly deep forest Sarkash, the grave fields of Graven-Tosk, and the gigantic ruin-palace of the reclusive Shadow King.
Kergüs is cold, barren and governed by the feared and revered blood-countess Anthelia.
The Western Kingdom, or Wästland for short, was once a prosperous nation before the prophecy made king Fathmu IX go mad, zealous and paranoid. Now, senseless raids and punishments are commonplace, and famine spread among the poor when the storehouses are looted by the king’s men. On the western edge of Wästland, before the slopes of Bergen Chrypt, is a blight on the land; The Valley of the Unfortunate Undead. Rumored home of one of the two-headed basilisks, the valley will not let anyone leave, as least not as a living, breathing person. They say that it’s possible to sink down into the realm of the dead in the many sinkholes and the quicksand of the valley.
Then there’s the isolated city-state Grift, with it’s mocked suicide king Sigfúm the Kind, who is not going to have his people die in the coming apocalypse. Better to take matters in your own hands and control your own destiny than to burn with the rest, is the Grift ideology. So now plans are made, and a great calendar is counting down to the day when the Grift populace will hurl themselves down the cliffs into the Endless Sea.
This will be a short game, spanning 2 to 5 sessions of play. There might be another one using this system at a later date.
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