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Hello, I've been role playing for over 10 years and I'm looking for 3-6 players to participate in this story. I can generally post once a week and posts vary from 500-1,500 words. Whatever the roster looks like in the end establishing a post order will probably be necessary to keep things tidy. If interested please DM me to let me know.
Rebuilt: Many years ago an order of monster hunters helped keep humans safe across their lands but over time it disappeared and after its dissolution humanity slowly became overwhelmed, its numbers dropping severely as monsters became more numerous, relegating humans to increasingly few and more isolated cities, towns and villages with travel between them becoming increasingly dangerous.
Confronting this apocalyptic situation a small group has attempted to reform the order of monster hunters, seeking recruits to help retake, clear out and restore one of their old fortresses.
To this end our characters will work, finding out about and joining the order each in their own way and for their own reasons. The setting will be a blend of fantasy and survival horror with a particular emphasis on the fact that our characters are outnumbered and low on supplies in a world filled with various threats. The main plot will concern their rebuilding of the order - recruitment, gathering supplies, literally rebuilding their fortresses etc - and hunting down any number of threats to the remaining humans.
World - The situation is apocalyptic, humanity has been severely reduced and travel between inhabited locations is dangerous. Villages and towns themselves are often prey to monster attacks, though cities often avoid being targets by weaker creatures and are better able to defend themselves. Though the population cut down no one is sure what the actual number of humans might be, focusing more on surviving to whatever extent they can where they are. Trade has also been hampered due to this and the increased danger of travel and this in turn has also limited humanity's capabilities.
Some old kingdoms still stand but others had crumbled or become less centralized, various barons, dukes etc gaining greater authority with the increased inability of kings to exert control over their realms.
Bestiary - This list will be expanded as necessary and players should consult it whenever a new creature is introduced.
Vampires - Either feral or civilized, both sensitive to sunlight and strongest during night and susceptible to holy symbols, garlic, fire and stakes to the heart. All vampires are twice as strong and fast as the average man at night, less so during day. They require blood, feeding on the living and turning them into the undead by this means. Vampires possess the ability to implement magic, commanding wolves, assuming the form of a bat or wolf or mist, enchanting and enthralling humans, generating mist in general etc Salt weakens and keeps back vampires. A vampire must rest in the soil of its own grave.
Feral vampires have fallen prey to their own predatory instincts and been consumed by their blood lust. As such they are still capable of more magical means of attack but often only with the cunning and planning of an animal rather than a man. Their strength is increased by a feverish desperation. Tend to congregate in ruins, caves, caverns and wildernesses in general. Often hide their presence with signs of animal attacks, a particular sign of their cunning. Often do not have thralls. Often roam around their general locality and can sometimes create multiple homes for the purpose depending on the extent of their ranging. Tend to appear more corpse like and animalistic.
Civilized vampires retain their more human aspect, often plotting their schemes rather than rushing in, sometimes blending into human society or forming isolated groups all their own. Often have thralls to guard them and disguise their own presence. Cunning and careful, capable of enacting complex plots and succeeding to a frightening extent. Habitats vary widely.
All vampires are weakened by sunlight but are not destroyed by it. All vampires may assume the form of bats, wolves or mist as well as generate mist and command wolves and enthrall humans as well as turn them into one of their own. All are weakened by holy symbols, injured by holy water, repelled by salt and silver, the latter of which also injures them more greatly than plain weapons, are especially susceptible to being burned and can be killed by a hawthorn stake through the heart.
Zombies - The shambling undead. Quantity is their chief quality and tireless persistence a close second. Though often slow and shuffling they are unconcerned with fear or pain, though also prone to walking right into traps and ambushes. Zombies are infectious and transfer their disease most frequently via bites. Raised from the dead by evil sorceries they are unreasoning and unflinching. In the absence of direct control and orders by their creator they act on general instinct inflicted by their magic disease and seek to consume the living, multiplying as they go.
All zombies are immune to fear, pain and hunger beyond their insatiable need to devour the living. They are dim witted and often physically slow but tireless. Destruction is achieved by incineration, severe electrocution by magic means or destruction of the brain including decapitation.
Ghouls - Deformed humans corrupted by cannibalism.They retain a degree of human thought and reasoning though their behavior and communication has regressed to that of beasts. Ghouls generally move about in small packs and favor stealth and ambush. Ghouls are capable of using tools and weaponry but the more animalistic of them have lost any interest if not capability of doing so and often live more like wild beasts.
Ghouls usually congregate in rural hideouts, caves or abandoned or depopulated towns or equally depopulated sections of cities.
Ghouls are vanquished by the same means as mortal men but have a greater tolerance for pain and general resilience.
Wolves - Mere beasts often controlled by a vampire to do their bidding, as much as such creatures can. They lack higher reasoning and are entirely normal beyond an increased persistence, pain threshold and the like.
Thralls - Humans enslaved by a vampire and made into its slaves, though not turned into one of its kind. Used as sentries and servants of all kinds. Some dark cults willingly serve vampires and becomes thralls. Killed by normal means but are fired by fanaticism and a willingness to perish for their lord or lady.
Rebuilt: Many years ago an order of monster hunters helped keep humans safe across their lands but over time it disappeared and after its dissolution humanity slowly became overwhelmed, its numbers dropping severely as monsters became more numerous, relegating humans to increasingly few and more isolated cities, towns and villages with travel between them becoming increasingly dangerous.
Confronting this apocalyptic situation a small group has attempted to reform the order of monster hunters, seeking recruits to help retake, clear out and restore one of their old fortresses.
To this end our characters will work, finding out about and joining the order each in their own way and for their own reasons. The setting will be a blend of fantasy and survival horror with a particular emphasis on the fact that our characters are outnumbered and low on supplies in a world filled with various threats. The main plot will concern their rebuilding of the order - recruitment, gathering supplies, literally rebuilding their fortresses etc - and hunting down any number of threats to the remaining humans.
World - The situation is apocalyptic, humanity has been severely reduced and travel between inhabited locations is dangerous. Villages and towns themselves are often prey to monster attacks, though cities often avoid being targets by weaker creatures and are better able to defend themselves. Though the population cut down no one is sure what the actual number of humans might be, focusing more on surviving to whatever extent they can where they are. Trade has also been hampered due to this and the increased danger of travel and this in turn has also limited humanity's capabilities.
Some old kingdoms still stand but others had crumbled or become less centralized, various barons, dukes etc gaining greater authority with the increased inability of kings to exert control over their realms.
Bestiary - This list will be expanded as necessary and players should consult it whenever a new creature is introduced.
Vampires - Either feral or civilized, both sensitive to sunlight and strongest during night and susceptible to holy symbols, garlic, fire and stakes to the heart. All vampires are twice as strong and fast as the average man at night, less so during day. They require blood, feeding on the living and turning them into the undead by this means. Vampires possess the ability to implement magic, commanding wolves, assuming the form of a bat or wolf or mist, enchanting and enthralling humans, generating mist in general etc Salt weakens and keeps back vampires. A vampire must rest in the soil of its own grave.
Feral vampires have fallen prey to their own predatory instincts and been consumed by their blood lust. As such they are still capable of more magical means of attack but often only with the cunning and planning of an animal rather than a man. Their strength is increased by a feverish desperation. Tend to congregate in ruins, caves, caverns and wildernesses in general. Often hide their presence with signs of animal attacks, a particular sign of their cunning. Often do not have thralls. Often roam around their general locality and can sometimes create multiple homes for the purpose depending on the extent of their ranging. Tend to appear more corpse like and animalistic.
Civilized vampires retain their more human aspect, often plotting their schemes rather than rushing in, sometimes blending into human society or forming isolated groups all their own. Often have thralls to guard them and disguise their own presence. Cunning and careful, capable of enacting complex plots and succeeding to a frightening extent. Habitats vary widely.
All vampires are weakened by sunlight but are not destroyed by it. All vampires may assume the form of bats, wolves or mist as well as generate mist and command wolves and enthrall humans as well as turn them into one of their own. All are weakened by holy symbols, injured by holy water, repelled by salt and silver, the latter of which also injures them more greatly than plain weapons, are especially susceptible to being burned and can be killed by a hawthorn stake through the heart.
Zombies - The shambling undead. Quantity is their chief quality and tireless persistence a close second. Though often slow and shuffling they are unconcerned with fear or pain, though also prone to walking right into traps and ambushes. Zombies are infectious and transfer their disease most frequently via bites. Raised from the dead by evil sorceries they are unreasoning and unflinching. In the absence of direct control and orders by their creator they act on general instinct inflicted by their magic disease and seek to consume the living, multiplying as they go.
All zombies are immune to fear, pain and hunger beyond their insatiable need to devour the living. They are dim witted and often physically slow but tireless. Destruction is achieved by incineration, severe electrocution by magic means or destruction of the brain including decapitation.
Ghouls - Deformed humans corrupted by cannibalism.They retain a degree of human thought and reasoning though their behavior and communication has regressed to that of beasts. Ghouls generally move about in small packs and favor stealth and ambush. Ghouls are capable of using tools and weaponry but the more animalistic of them have lost any interest if not capability of doing so and often live more like wild beasts.
Ghouls usually congregate in rural hideouts, caves or abandoned or depopulated towns or equally depopulated sections of cities.
Ghouls are vanquished by the same means as mortal men but have a greater tolerance for pain and general resilience.
Wolves - Mere beasts often controlled by a vampire to do their bidding, as much as such creatures can. They lack higher reasoning and are entirely normal beyond an increased persistence, pain threshold and the like.
Thralls - Humans enslaved by a vampire and made into its slaves, though not turned into one of its kind. Used as sentries and servants of all kinds. Some dark cults willingly serve vampires and becomes thralls. Killed by normal means but are fired by fanaticism and a willingness to perish for their lord or lady.
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