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Topics - The Dan

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1
Blades in the Dark / Epilogue: The Drop Wars
« on: July 01, 2017, 06:06:27 PM »
Well, it’s over.



The Drop Outs are gone, but not forgotten. They have, it’s fair to say, left their mark on Doskvol – mostly in the form of bodies and scars. Their turf is destroyed. Their (still missing) Product has earned legendary status. They themselves are known as “those crazy shits that destroyed everything they touched, including themselves.”

After blowing up the meeting between the secretly-returned Baszo Baz., Lyssa and themselves on Tangletown, they became pariahs. Despite attempts to muddy the waters and claim Lyssa did it, the truth came out – Plug Uglies abandoned them (an unlucky entanglement), and being at war with the Crows AND the Ogres, eventually and without any allies left, the Drop Outs are toast.

THE FINAL SITUATION

Crowsfoot remains unstable, and with far too much official scrutiny thanks to both prominent dissidents (and militia) and supernatural terrors. There are way more ghosts here than before, and whispers do a roaring trade protecting both citizens and the underworld. Every crew keeps one eye on the supernatural now.

The People's Militia is bloody sick of bloody gangs. They are small but dedicated, oppressed by the City Council as vigilantes. Finally the people have some muscle though - lets hope they don't get tempted into crime...

The Bluecoats have finally been given the military grade arms and armour, and help from Railjack and Spirit Wardens they have been after for years, thanks to the constant murder and supernatural shenanigans. Nobody is happy about this. They are, in the end, the biggest and most stable gang of Crowsfoot.

The Crows: Despite being blown up, Lyssa survives to lead the Crows for now (Bell takes the brunt of the blast for her, and is bedridden. They remain the largest gang with the love of the people, slightly sullied by the Drop Outs efforts. Their main problem is now Erin’s Billhooks right next door, and Baszo as her new “lieutenant” controlling most of his old gang. Lyssa now also has to deal with the Sons of Roric, who are gunning for her particularly.

The Lampblacks continue as part of the Crows… for now. Baszo got his people back and controls Blackouts and most of the Drop, via his old henchmen Adric Smiles and Mr. Wyck.

The Plug Uglies remains the wild, savage, fearsome thugs they always have been under the leadership of Fearsome Fergus. Chunk Flunkins languishes in Ironhook Prison. They raise a glass to Chimes each year. The people of Crowsfoot still hate them.  The Tub o Blud is still a rat and weasel-fighting arena, and bare-knuckle boxing venue.
Erin’s Billhooks (II?) recognise Lyssa as ward boss “for now” and as a result, the Billhooks as a whole become Tier 3, but the status of Erin’s “Crowsfoot endeavour” is uncertain.

The Fog Hounds are royally shafted, with their ship literally stuck, full of ghosts, and them forced to work for the Billhooks.

The Red Sashes are controlled by agents of House Anixis and their diplomatic guard. Mylera is a puppet. Zamira will likely work with the new regime though.

The Savages: Prosper under Marlo’s aggressive leadership and PC-supplied guns. Marlo contributes much to the legend of the Drop Outs, and thinks you guys were “smashing top shelf bloods.”

PC FATES

Breaker (Damian): Robbed the crew’s cache and absconded. Whereabouts unknown – but he apparently left the Dagger Isles Orchid to Grace.

Hugo Grimourd (Declan): Exploded by the grenades he brought to threaten his way out of the meeting (pins pulled by the finally-snapped Breaker). His ghost probably haunts the bowels of the Leaky Bucket… unless some enterprising whisper decides to bottle it and sell it to Lyssa or Baszo.

Dog (Justin): Continues to be the meat-puppet of Roric’s ghost, and the nucleus of the Sons of Ruric (with his sister, Willow)

Dr Hong (Sam): Continues as a plaything in a spirit bottle, tortured by Lord Scurlock, perhaps occasionally given a brief respite in exchange for services. Perhaps he’ll be one day given to Setarra as a pet?

Flint (Sam): Is eventually killed or captured in the ensuing riots, fighting against the state.

Frankie Sin (Justin): Survives as the broken plaything and servant of Velvet and her sisters…. Whoever they are.

Hermon (Jonny): Took a timely step back from the crew, and is in seclusion trying to teach the Frankentoku social graces – or at least to not be a murderous undead/demon-tainted/mechanical killing machine. 

Mister Slane (Sam): Stays loyal in the brief gang war, but once the crew itself is dead, moves on, the consummate professional.

Silas (Justin): Remains one of Lord Scurlock’s agents, and continues to look for a better life than the torrent of horrible things he’s been doing recently.

Toku (Jonny): Although his body is now a monstrous flesh golem, the state and whereabouts of his soul is currently unconfirmed.

ALLIES, CONTACTS, ENEMIES, ETC

Doctor Boden continues his work with Hermon, and testing the virtue of leviathan blood in medicine on the rogues that visit him for healing. 

The Dissidents have had a proper kicking. The Runagate Commune is destroyed, its leaders executed. The Janglers and Red Beggars are broken and in hiding. The Lost get caught in the crossfire and their campaign to protect the people of Charhollow is weakened. A few people are radicalised by the City Council’s clampdown, however. The Red Beggars become a crew of assassins and extortionists who specialise in hitting government targets. Crowsfoot has the People’s Militia now, with ties to the remaining Lost.

The Dagger Isles Orchid is left in the hands of Grace.

Hoxley will be missed. Poor guy.

Mister Pale’s real name and Agenda will never be known, he never gets the chance to avenge his niece Nensia Dunsane’s murder.

The Whispered Scream reach Tier 2, becoming a major player in Charhollow and threatening to push into Crowsfoot.

Midnight’s Bones continues to be the secret centre of monstrous, supernatural vice in the city. They begin to expand into other endeavours….

Mr. Wick remains Baszo’s right hand man and trusted killer.

Lord Scurlock has become “interested” in life in the city again… well done.

Roland Wott escapes blackmail due to the death of Hugo. His son remains a “bad un” he covers for though.

Riven is dead, his secret recipe for ‘Red-T’ remains a mystery.

The Demon Setarra: Lives free and relatively unrestrained, a force of major corruption in the city. Her strange and subtle “game” with Lord Scurlock continues…

The Silver Nails come out of this nightmare with a better reputation as reliable ghost hunters. Tier 4 is potentially within their reach.

Tick-Tock is a strange pre-pubescent transgender tinkerer, who was a friend of Ruric.

Willow is lured back to her brother’s side and is the Sons of Ruric’s new (insane) whisper.

2
The Bar / What should I run next year?
« on: June 10, 2017, 02:43:24 PM »
What should I run next year? I can’t decide! Post on the Facebook group.

What might people be interested in?

Three options, basically:



𝗖𝗼𝗿𝗶𝗼𝗹𝗶𝘀: Stylish Swedish sci-fi, describes itself as 𝘍𝘪𝘳𝘦𝘧𝘭𝘺 Meets 1001 𝘈𝘳𝘢𝘣𝘪𝘢𝘯 𝘕𝘪𝘨𝘩𝘵𝘴. The general look feels very 𝘋𝘶𝘯𝘦 and 𝘊𝘩𝘳𝘰𝘯𝘪𝘤𝘭𝘦𝘴 𝘰𝘧 𝘙𝘪𝘥𝘥𝘪𝘤𝘬 with bits of 𝘞𝘢𝘳𝘩𝘢𝘮𝘮𝘦𝘳 40𝘒 and 𝘍𝘢𝘥𝘪𝘯𝘨 𝘚𝘶𝘯𝘴 𝘙𝘗𝘎. PC free agents, warring factions and a shadowy supernatural menace – sort of space age 𝘎𝘢𝘮𝘦 𝘰𝘧 𝘛𝘩𝘳𝘰𝘯𝘦𝘴. You design your own ship and what the party does for a living (smugglers, journalists, pirates, etc)

𝗠𝘂𝘁𝗮𝗻𝘁: 𝗬𝗲𝗮𝗿 𝗭𝗲𝗿𝗼: Post-apocalyptic fight to survival a ravaged world – currency is bullets and food. You play a community of radiation-powered mutants with special powers: 𝘟-𝘔𝘦𝘯 do 𝘍𝘢𝘭𝘭𝘰𝘶𝘵 / 𝘛𝘩𝘦 𝘞𝘢𝘭𝘬𝘪𝘯𝘨 𝘋𝘦𝘢𝘥. You’re not just fighting for yourselves: Your community has its own character sheet and develops alongside the characters – which lots of meaty decisions like “𝘴𝘩𝘰𝘶𝘭𝘥 𝘸𝘦 𝘣𝘶𝘪𝘭𝘥 𝘱𝘦𝘳𝘪𝘮𝘦𝘵𝘦𝘳 𝘥𝘦𝘧𝘦𝘯𝘤𝘦𝘴 𝘰𝘳 𝘸𝘰𝘳𝘬𝘪𝘯𝘨 𝘵𝘰𝘪𝘭𝘦𝘵𝘴?”

𝗦𝘁𝗿𝗼𝗻𝘁𝗶𝘂𝗺 𝗗𝗼𝗴: Pulp space opera from the pages of 2000𝘈𝘋. You play mutants in a fascist future Britain. The only job available to you hideous muties is as bounty hunters, catching the scum of galaxy: Blasters, madmen, black magic, time grenades, countless hives of scum and villainy and a healthy dose of satire – sort of 𝘝 𝘧𝘰𝘳 𝘝𝘦𝘯𝘥𝘦𝘵𝘵𝘢 meets 𝘎𝘶𝘢𝘳𝘥𝘪𝘢𝘯𝘴 𝘰𝘧 𝘵𝘩𝘦 𝘎𝘢𝘭𝘢𝘹𝘺.

3
Blades in the Dark / The Drop Out Problem List
« on: March 14, 2017, 11:43:02 AM »
The current list of 'problems' afflicting the Drop Outs, in no particular order.


Pressing Problems...

Mister Ogre - Your mysterious captor, master of veteran cutters (now suspected to be the Belltower Mercenary Company) and torturers. He says you work for him now. He demands you pay up to him, and do various little "favours". His very professional people take no nonscense.

Pressure from the Sashes – Mylera Klev claims the title ward boss. Her colourful  enforcer, Cottonmouth says you have to pay up or there's be trouble.

Pressure from the Crows - Lyssa has always claimed the title ward boss, and now she's got round to demanding her rightful tribute from you. Her colourful  enforcer, Rooster says you have to pay up or there's be trouble.

Captain Lachlan's Shit List - You are on it (-1 status with the Bluecoats) until you get her the promised "major dirt" on someone big (Tier 2 or higher). Good luck with that.


Other Trouble...

Wanted: Their are wanted posters up for Toku, Dr Hong, and Flint (the PC). The posters claim Hong and Flint were involved in "acts of terror" against Duskvol. Toku they just want for mass murder.

Tombwights in Six Towers - restless dead, accidentally released by Dr. Hong, are ravaging the Six Towers district, which has been sealed off by imperial soldiery. Let's hope they don't find out its you.

Velvet Affections: Velvet and her girls are back and looking for "round two" with Frankie Sin.

Whispered Scream – they are expanding, getting near your turf – but are also your customers. Is this a problem?

Dissident Debts – you have failed to pay back both  the Janglers and the Red Beggars. While the Janglers may be content to malign you in the dissident press, the Red Beggars have a harsher policy on those who fail them. Imperial forces are also cracking down on dissidents and rebels of all kinds, thanks to you.


Fixed / On the Back Burner...

Baszo Baz – Thank goodness he is dead and gone.

Billhooks Business – Things are pretty stable and professional with the Billhooks now - although Coran probably doesn't like you much.


Ghost DogToku is possessed by a half-demonic spectral hound. Er.... fixed now?

Ironhook – Breaker is now inside, smoothing things over with Sgt. Lachlan and the Bluecoats. He has a big name inside, but it’s still dangerous. Done!

Rail Jacks – Weaver and Vond are back in Crows foot, looking for whoever robbed them and killed their team mate, Callista... And now, Mister Ogre knows the truth. Fixed?

The Orchid - is now up and running. This has brought you to the attention of the Whoresons, a Sillkshore gang. Not exactly friends, but now stable.

Snuffers – They hate you. They also hate Adric and the Blackouts. There’s a good chance that if the peace between them breaks down, so does the one with the Red Sashes…. and Mylera will likely hold you responsible. Definitely fixed!

4
Blades in the Dark / Lydra's Table
« on: February 16, 2017, 09:58:52 PM »
In the midst of the river, there's Tangletown. At the heart of Tangletown is the Leaky Bucket tavern - meeting place and neutral territory for all the gangs of Crows Foot. In the best (i.e. waterproof) and warmest corner of the Bucket sits Lydra, at an prestigiously old, old writing desk. Here, she holds court and makes deals, brokers bargains, and drinks copious amounts of gin.

Everyone knows Lydra. You got a score to sell, an artefact to fence, a plan that needs a rogue? Lydra's who you go to.


Lydra Vane, Deal broker



Quote
This is where I will post various deals and offers to the gang that represent potential scores.

5
Blades in the Dark / Ruffians, Rebels, and Rogues (Other Gangs)
« on: February 09, 2017, 11:43:24 AM »
In the alleys and alehouses of Charhollow, Coalridge, and Dunslough there are  outcasts, rebels, and would-be revolutionaries. the Movement is a tangled octopus - factions schism, break, change and reform, and personnel often switch gangs. There are many competing ideologies and methodologies evolving here.

THE RUNAGATE COMMUNE
An uneasy mix of intellectuals, deserters and thugs. They live in the mostly abandoned, crumbling tenements of the district. Rat and roach infested, and slowly sinking in to the mud, this is actually the best and most stable part of Dunslough. They claim their commune is the New Way, and the New World.
Turf: New Way Hospice, Dunslough
NPCs: Doctor Sabrehagen (leader, intellectual, pacifist, voracious reader); Mud, Pit, and Slag - former prisoners of Ironhook.
Notable Assets: The Ruffians, a gang of deserters and thugs who protect the commune.
Quirks: Dunslough's only stable market is at the Hospice.
Allies: Deathlands Scavengers, Ironhook, Janglers
Enemies: Inspectors, City Council, Red Beggars
Rumours: Saberhagen has drawn dilettantes from Charterhall and unionisers from Coalridge, but frankly the stinking mud and plague of Dunslough is too far a departure from their usual haunts. Sabrehagen's movement is faltering, and there are rumours he needs to move to better lodgings. What will become of the Commune then?

THE JANGLERS
Dissidents and unionisers, agitators and demagogues, and smugglers of prohibited pamphlets. Their calling card is a broken shackle.
Turf: Tenements and alehouses in Coalridge, a few street corners and cellar bars in Charterhall.
NPCs: Kurt Janglers (leader, idealistic, theatrical, cheese affectionado);
Notable Assets: Concealed printing press, the Spark (a revolutionary magazine), deals with local smugglers and hawkers
Allies: The Grinders, The Lost, Ink Rakes
Enemies: Billhooks, Bluecoats, City Council, the Hive
Rumours: No one knows who really runs the crew. There are at least half a dozen men claiming to be Kurt Jangles, and to be leading the group.

THE RED BEGGARS / NOGOODNIKS
Violent revolutionary fanatics, home to those rebels who have rejected peaceful methods. They finance themselves through threats and extortion.
Turf: Hidden safehouses in Charhollow and Dunslough
NPCs: Candra, anarchist explosives expert
Notable Assets: Hidden caches of explosives
Allies: Grinders, Janglers, the Lost
Enemies: Bluecoats,  Inspectors, Runagate Commune, Spirit Wardens, The Lost
Rumours: Although disparagingly called "nogoodniks" by other dissidents, the Red Beggars both defend and finance their less militant brothers and sisters, so despite their distasteful methods, they can't be disposed of.   

6
Blades in the Dark / News From Ironhook
« on: January 30, 2017, 09:52:48 PM »
This month....

Chimes keeps his head down, knocks a few heads together where necessary, and steers clear of Lampblacks or any work parties into the Deathlands. He lives!

7
Blades in the Dark / No Game Tonight (17/01/17)
« on: November 07, 2016, 06:09:05 PM »
Sadly it looks like I'll have to cancel tomorrow's roguish activities are postponed, as both Sam and I have been hit by unavoidable grown up work things.

Apologies, back on as normal next week.


8
Blades in the Dark / Word on the Street
« on: October 23, 2016, 07:51:07 PM »
The ghost attack on Baszo Baz has created loads of confusion. Some people are saying you are with the Red Sashes and tried to assassinate Baszo Baz, others that Toku and Dr. Honu tried but failed to pull off 'something', or that the Sashes were behind it and you intervened to save Baszo. Overall however, the Lampblacks are hate you even more now.

Marlo says that the dance between the Lampblacks and Red Sashes is hotting up. Their gangs have scaled back the bluster of their posturing bravos. Marlo says it means the trouble is finally about to get serious.

Over at the leaky bucket, Lydra says both gangs are still demanding every small crew sign on to one side or another. The Gloved Hands and Foghounds have signed up with the Lampblacks, despite some trouble between the Gloves' cutter and Lampblack fixer, Adric Smiles. The Red Sashes meanwhile, have been calling on the dockers for extra muscle. A couple of other small gangs have thrown in with the Crows for protection. This could be the start of the comeback the Crows have been looking for since Roric's death.

9
Blades in the Dark / Extra! Extra! Read all about it!
« on: October 23, 2016, 07:35:24 PM »
Robbery at Gaddoc Rail!

Nightmarket is buzzing this morning with news of murder and mayhem at Gaddoc Station, in a daring, unthinkable raid by larcenous devils masquerading as representatives of the Tycherosi Embassy. The scoundrels gained entrance to the railjack barracks and armoury, rendering two local line bulls unconscious by unknown means and making off with a large haul of restricted electroplasmic equipment.

Station clerk Edward Myre said "we've no idea how they got in so easily, perhaps dark Tycheros sorcery? But we really have to blame the Bulls here. They had lax security and getting robbed has put everyone on the rails in jeopardy. We all know those bulls take side jobs and do all manner of dirty business - this is surely the result of that, one way or another." That sets a dangerous precedent.

Worse, the Deathseeker Crows found a bull murdered in an alley off Song Street, near the Tower of Jira. What was Callista Bowman involvements is this dark matter? The streets are abuzz with rumour and speculation. Was she in it with the thieves and betrayed? Did she double-cross them, or was she the simple victim of their vicious attack?

Who are these murderous fiends, who'd dare to rob the very heroes who keep us safe on our trains through the Deadlands? The Inspectorate has been charged to bring them to justice with the utmost urgency - but the aggrieved Bulls also have their own brand of justice in mind.

10
Blades in the Dark / Dramatis Personae
« on: October 14, 2016, 08:29:02 PM »
Baszo Baz
Leader of the Lampblacks


Mylera Klev
Mistress of the Red Sashes


Hoxley
A flamboyant smuggler



11
Blades in the Dark / The Gang, the Turf, the Legend...
« on: October 14, 2016, 07:37:05 PM »
So there's a new crew in town, squeezing an inch or two of turf between the Crows, Lampblacks, and Red Sashes. A band of hawkers, bespoke purveyors of vice. An exotic mix of natives and the foreign folk of Tycheros - an alien people, said to be half demon. I'm sure that bodes well.
 
Name on  the Street: None, as yet.
Focus: Hawkers (Purveyors of Vice)
Reputation: Honourable
Heat: None
Fronts: 'Drop Antiques' - a cramped, dusty store.
Lair: Secret passage from Drop Antiques, behind a swinging bookshelf. Contains a number of well locked doors: Hidden, Secure.
Turf: 'The Drop' - three blocks along Ash Way, between Rye street and Cinder street, on the edge of Crow's Foot — called "The Drop" due to its precipitous terrain and ramshackle scaffolds and elevated walkways.
Hold: Weak. A new gang in a brewing gang war - they're vulnerable.

Notables:
Doctor Honu - Tycherosi physician and whisper who's no stranger to a strong pipe.
Frankie Sin - a slide from Tycheros, raised in the underworld, with a vice for lovers
Hugo Grimourd - a fallen noble spider who craves the luxuries of his former life.
'Toku' - a Dagger Isles cutter with a fine palette for good wine and expensive food.
 
Allies:
Hoxley, a smuggler

Contacts:
Rolan Wott, a magistrate
Laroze, a bluecoat
Lydra, a deal broker
Anya, a dilettante
Marlo, a gang boss

Other:
'Needles' Zhen, a dubious drug den doctor
Vestene Sevoy, an actress at the Spiregarden Theatre, with a protective boyfriend

12
Blades in the Dark / Strange Forces
« on: October 09, 2016, 06:23:08 PM »
Devils
In Doskvol, common parlance calls anything supernatural or disturbing a "devil." Ghosts, demons, witches, sorcerers, and the summoned horrors of ancient rituals are all devils. "Take the devil's bargain," people say, when they refer to an opportunity that involves high risk and high reward.

Demons
Demons were the first beings, brought into existence at the origin of reality, as the primal forces of the universe coalesced into the elements of nature - or so the philosophy texts say, anyway.

Demons are immortal creatures. Each is connected to an element: There are demons of the earth, demons of flame and smoke, demons of the sea, demons of the sky and stars. A sea demon might be covered in dark scales or have black shark eyes. An earth demon may have flesh of stone with molten fires burning within.

Unlike humans, demons are not animated by the ghost field. Their blood contains the electroplasmic essence that gives them immortal life. Before the events that caused the cataclysm, it's said that the Immortal Emperor bound most of the demons and imprisoned them in the dark, hidden places of the world. Only a few escaped this subjugation, and scholars believe that it was these few that broke the Gates of Death in their rebellion and freed the greatest of their kind— the Leviathans—to shatter the world.

Summoned Horrors
Some ancient rituals of the Forgotten Gods can rend the veil between worlds and usher in an alien creature. Horrors such as these rarely resemble any normal living thing—they may appear as a drifting toxic cloud, a twisting mass of pulsing viscera, floating crystalline shards, or other bizarre configurations. Horrors are intensely powerful and highly resistant to harm. They may only persist in this world for a short time, however. Their alien forms cannot sustain life for long outside their native realm and they inevitably crumble to dust in the span of a few hours or days.

Whispers
A human who consorts with devils or investigates the arcane is known as a Whisper. Whispers are made, not born—anyone can develop advanced arcane abilities with enough study and practice; it's not a matter of bloodline or being "chosen." The special abilities of the Whisper are needed for more advanced arcane activities, however.

Rituals
A ritual is a lost art of sorcery from before the cataclysm which shattered the world and blotted out the sun. Unlike modern arcane techniques which utilize the scientific application of electroplasmic energies, rituals depend on strange occult powers and entities to realize their effects. To enact a ritual is to come into contact with these abyssal forces and entreat them to do your will. It is a practice not without considerable risk.

Hulls
A hull is a rare and advanced form of arcane technology which uses a captured spirit to animate a clockwork frame. Some wealthy citizens employ hulls as bodyguards or servants. The Spirit Wardens have been known to use specialized hulls to assist in tracking and capturing rogue spirits in the city. Hulls come in three general frame sizes. Small frames are about the size of a house cat. Medium frames are the size of a human. Large frames are the size of a wagon. As cutting-edge technology, hulls are often fitted with a variety of wondrous features dreamed up by visionary tinkerers.

Vampires
When a possessing spirit bonds with a living body, it becomes a vampire. This can happen if a ghost possesses a victim for too long, thereby destroying its original spirit. Scholars of the arcane say that vampirism breaks the chain of being. Over time, a vampire's spirit essence diffuses fully into the body, giving it physical immortality while at the same time destroying its echo in the spirit realm 'beyond the black mirror.' Some have argued that this is the only way to escape the damnation of madness that otherwise inflicts all the ghosts denied passage through the gates of death. A vampirism movement in the 6th century of the Imperium achieved significant popularity, before it was eradicated by the Spirit Wardens.

13
Blades in the Dark / Welcome to Crows Foot (Series Three!)
« on: September 10, 2016, 02:29:04 PM »
Welcome to Crows Foot


Dockers file to and from work, minks ply their trade on street corners and alleys. Squads of Bluecoats lazily shake down shop-keeps for bribes. Rival gangs call challenges to each other across the rooftops, ignored by the watchmen below. A fine coach rattles by - perhaps a noble seeking illicit wares...

Wealth: Not Quite a Slum
Safety & Security: Definitely Dangerous
Underworld: Gang Controlled
Strange Forces: Notably Haunted

Crow's Foot is a crossroads, merging many qualities of its neighbouring districts: the illict vices of Silkshore, the labour and trade of the Docks, the poverty of Charhollow, and the classic architecture of Charterhall. The district is a patchwork, both held together and threatened to be torn apart by the menagerie of competing street gangs and Bluecoat squads, which claim every avenue and corner as territory in an endless turf war.

Crows Foot isn't the worst part of the city by far, but years of surreptitious murder have made this perhaps the most haunted part of The Dusk. Angry ghosts lurk here, and crave bloodshed. Gang on gang violence is the usual cause - the cycle of violence keeps them well fed but wanting more.

It's a slum, no doubt: The streets are multi-level, cramped, dark, foggy. There are flophouses, inns, old manors chopped into apartments, and a few traditional old stone houses. The shops are smiths, taverns , brothels, butchers and bakers. Riddled with thieves but with enough honest (or semi-honest) work to keep the district running, goods flow to and from the Docks and Nightmarket - many illicit. Its just respectable enough however, to lure the occasional rich and more powerful visitor in search of vice.

KEYED FEATURES

1. Crow's Nest -  An ancient tower from before the cataclysm that has been a ritual sanctum, an astronomer's laboratory, and a Bluecoat watch post—before its current role as the headquarters of the district's chief gang, The Crows.

2. Tangletown - Hundreds of years ago, one of the massive Leviathan Hunter ships partially sunk in the river. Since then, it's collected an attendant flotilla of tiny watercraft, all lashed together into a floating neighborhood. Tangletown is considered neutral ground among the street gangs of Crow's Foot, and no violence is allowed there.

3. Strathmill House - The lost children and unwanted orphans of Crow's Foot inevitably pass through the halls of Strathmill House. Some are cared for and trained for jobs at the docks or the workhouses of Coalridge. Others are quietly instructed in the arts of the lookouts and runners used by the gangs of the district—all for a small fee to Strathmill House, of course.

4. Red Sash Sword Academy - This large mansion has been converted into a training school for the Falling Star style of Iruvian sword play. The Red Sashes, an Iruvian gang who run several luxury drug dens in the district, claim it as their HQ and legit cover operation for their illicit businesses.

NOTABLE NEUTRALS

Sergeant Lochlan - Senior Bluecoat squad leader in the district, reporting to Captain Dunvil. Lochlan is flexible and reasonable, taking bribes and payoffs when she can; enforcing the law and making examples when necessary.

Lewit, Jol, Myra, and Reyf - Bluecoat constables who run an extortion racket.

Mardin Gull - Owner and operator of the Leaky Bucket public house. The Bucket is neutral ground to a lot of gangs: Mardin was the leader of the Crows many years ago, and now enjoys a comfortable retirement out of the scoundrel life.
 

14
Blades in the Dark / Imperial Gazetteer (Setting)
« on: September 10, 2016, 10:57:44 AM »
This is a wrecked world. No one has seen the sun for hundreds of years. 'Daytime' is rarely more than a murky glow. The air is cold, lifeless. The sea is ink black. Plant life is mostly lichens and fungus. Cattle are a luxury, common man's meat is meagre beasts - cats and rats and cockroaches.

It is the year 847 of the Endless Imperium, which united the shattered islands of the cataclysm under one rule—all glory to his majesty the Immortal Emperor! The unquiet spirits of the dead, free to roam the world since the Gates of Death were shattered in the cataclysm, prey upon every living thing in the blasted Deadlands between cities. Only leviathan oil, electroplasmic energy, and the emperor's power keep the roaming Dead at bay.


These are the Shattered Isles. This is the Empire, not all the world – but to most imperials, the empire is the whole world: Common lore says that nothing but ghosts and demons lay beyond the protection of the Immortal emperor.

Quote
As part of character generation, choose your home culture – although you may well be born and raised in Doskvol.

Akoros: Dark forests, rocky hills. Rich coastal cities and some mining colonies deep inland. The Akorosi are sometimes called "Imperials" since the Imperium began there. They are generally fair-skinned and dark haired.

Severos: Windswept grass plains. Outside the Imperial cities, some native Serverosi still live in free tribes, scavenging the death-lands on their ghost-hunting horses. They are generally brown-skinned and dark haired.
 
Iruvia: Golden deserts. People say that some positions of power are openly held by demons in Iruvia. They are generally amber-skinned and dark haired.

The Dagger Isles: Tropical, jungle. People there live without lightning barriers. How do they manage that? They are generally copper-skinned and dark haired.

Skovlan: Cold, mountainous, wild. The last holdout from Imperial control. The war of Skovlan Unity ended only a few years ago. They are generally pale-skinned and fair haired or red haired.

Tycheros: A far off land, disconnected from the Empire. People say the Tycherosi (rudely called "Strangers") have demon blood. If you play one, tell the group what your tell-tale demonic physical feature is. Do you have talons? Shark-black eyes? A shadow that moves differently than you do?
 

15
Blades in the Dark / Basic Game Info
« on: September 07, 2016, 05:48:44 PM »


“All the coin in the Empire is cold comfort when a blade comes for you in the dark.”
—Bazso Baz

Blades in the Dark is a game about a group of desperate and daring scoundrels building a criminal empire on the haunted streets of a gothic, industrial-fantasy city - heists, chases, escapes, dangerous bargains, bloody skirmishes, deceptions, betrayals, victories, and death. We’ll play to find out if the fledgling crew can thrive amidst the teeming threats of rival gangs, powerful noble families, demons, vengeful ghosts, brutal Bluecoats of the City Watch, and the siren song of their own vices.

This thread describes the situation we'll be starting in.

Some touchstones:

Books
The Vlad Taltos novels (Jhereg, etc.), by Steven Brust.
The stories of Fafhrd and the Grey Mouser, by Fritz Leiber.
The Lies of Locke Lamora, by Scott Lynch.
Best Served Cold, by Joe Abercrombie.

Video Games
Thief: The Dark Project and its sequels
Dishonored
Dark Souls and Bloodborne

Film
OK, so broadly speaking every heist movie ever but let me try to narrow this down to one for every major theme...

City of Lost Children
Crimson Peak
Dark City
Gangs of New York (definitely!)
Woman in Black

TV
The Wire
Spartacus (particularly season two)
Peaky Blinders
Penny Dreadful
Ripper Street

Theme song
Furnace Room Lullaby by Neko Case.


Just ask if you have any questions!

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