BasiliskVeranda
80s Trash
OF BLACK WATERS
THE PAST INFORMS THE FUTURE
I wish to express in this letter one simple declaration: we are fools. We are fools, and we are sorry.
As I write this, I know I am the next to fall.
Deep within the mines off of the sleepy, remote village of Claerview, there lived a legend of rare stones and a rarer sickness. A sickness that breeds other sicknesses. A sickness of black waters. Don't bring back what sparkles, it is a pretty death. This, the old women of Claerview said. And how did they know?
Stories, folklore, and fairy tales. No one is to explore, the entrance barred for good reason. We should have listened, and yet we went as adventurers are apt to do, seeking tales for our own children to tell for years to come.
After constant digging and costly ventures, we hit what we thought to be the end of the whole place. No real treasure to be found, but a flat bedrock with black water up to the calves, and some odd looking glyphs. Jeremy pocketed a few stones; they were but obsidian and ruddy quartz. No real treasure. None came to sickness. The bird of warning made no cries, and nothing was foul enough to warrant concern.
But it was foul, and it followed. It followed, and the weeks since have seen small gurglings of what we wrought.
Fletcher is dead. He died in a pool of his own blood, eyes scooped out of his head. The culprit was his elderly mother.
Kelis is dead. She died traversing the Ferrow Bog, which is home to not much else but frogs. I found her top half in a tree, and the other fused within a large stone.
Jeremy, the light of our troupe, is dead. The youth erupted via a crash of lighting, as made apparent by the scorched marks and debris about the field.
Agatha is dead. Her illnesses was the kind that seeps from the mouth. It just wouldn't stop. I locked her away to prevent the spread. She is now a heap of tar.
I do not write this to let it be known that I know I am to die. To die by sabotage from geriatric, black-watered nightmare, freakish storm, or plague-curse.
I write this to let anyone who may read this know, that this was our fault. It was our fault, and I am sorry.
I also write this because, I feel, that I am the one meant to write what I see taking shape. For why else would I still draw breath, as the others were to die so fitfully?
The months that followed proved more potent. I suspect I am here to tell you this, most of all:
Our world is changing; people who were clear-eyed have snapped at the smallest of slight, killing those around them. I know of a woman who swears she saw a slack-jawed creature erupt from the black waters of a small pond and shuffle her young son away to the world beyond. I couldn't possibly hope to catalog everything I've learned and seen, but I shall try.
I shall try, perhaps, even after death, to do this service. It is the least I can do for damning us all.
I suspect, you who may be reading this, shall now be seeing things fantastical and horrifying. I suspect you shall see what we wrought, and what we wrought was bound to happen eventually, or perhaps, had happened long before.
I shall not see the final culmination of this evil, this I know. I was dead the minute I stepped foot in those mines. And I damned a whole world to die alongside me.
—𝕿𝖞𝖇𝖆𝖑𝖙 𝖂𝖞𝖓𝖓 𝖁𝖊𝖗𝖎𝖙𝖆𝖘
WELCOME TO 'OF BLACK WATERS'
A WITCHER 3 INSPIRED, OPEN-ENDED, COMMUNAL WORLD-BUILDING RP
The game is simple: Dark fantasy, unlocked. Magic and monsters have always existed, but not in our dimension. It's been roughly 20 years since the Black Waters changed Seldona forever, and it's still gaining its hold in full. The party has to deal with fantastic new monstrosities, as the heroes of this story.
Tybalt is dead, but the black waters continue to let him leave a legacy, even in death.
His letters/pamphlets are the new survivalist bible for people who have Seen Some Shit Recently. The problem? He is also often wrong, or at least a little bit misguided.
Clues, monster info, will be given in the form of Tybalt's Letters. Think of him as a ghost party member who can't interact directly. Let's coordinate on Discord for this; we all get a chance to pen letters.
When the game picks up, you'll have an otherworldly guide, depending on the choices you make. The plot is open almost completely after we get past this first monster-slaying.
I have ideas and plans, but this is Your Baby.
You can go where your wish, and propose what you want.
An important thing to note is that we make it very, very easy to get involved. All you need to do is track down the NEWEST QUEST, read what's going on, and then just plop on down. The game takes place over a series of quests/plots/contracts, so introducing your character is super duper easy
Let's work together!
RULES FOR 'OF BLACK WATERS'
1.Corruption, death, murder, racism, sexism—these are real things in-game. OOC/player interactions aren't allowed any racism/sexism/homophobia/blah. I will kick you.
2.GM rules are law. The rules are subject to change. We're very fair. Don't hesitate to reach out.
3.No anime FCs. Realistic illustrations/real people only. Please include locations/char name/picture/tags in posts where possible.
4.You can have any type of character, really. Princess, Mage, Secret Vampire, etc. You just have to make them make sense, and start off weak. Emphasis on making sense.
5.Don't control other characters, take every kill, kill other characters, etc, without talking to people. This is uncool. However, if your character is an asshole and would steal things or try to backstab somebody, that's cool. Just make sure to talk to people first.
6.For fights/whatever, you're negotiating with other players how stuff goes down. I have contingencies for a few big events until we get into the swing of things, but this is an Us Together type of game. If you're not into helping drive a story, please don't join.
7.You can have a young character, but I expect you know not to put them in weird situations, and also are aware children aren't very strong. LOL.
8.Romance is encouraged but fade to black if you have to. This is NOT a game for young roleplayers. There will be mature content/violence.
9.If you're going to be absent, let me/players know. If you want to dip forever, we get to kill your character. Thems the rools.
10.This is a "write at least 1-2 paragraphs" type of game. Don't just RP with yourself.
SETTING THE STAGE: MEDREEN
Please note that we've since moved past this as we've taken up a different quest.
This info might be good to know if you're just getting started however. The easiest way to enter this game is to have traveled to Medreen to kill the Rot Harpy, having taken the contract by Devon (featured above). Sadly, that didn't quite happen (or maybe it did? maybe you're the true MVP?), and now you're miraculously at the current cast's location.
5/4/2020: We're in the Tomb of the Crows. Please see the Lore page, look at the first post, and click NOW for more info.
You find yourself in the middling town of Medreen. Either in need of some coin, curious, or on a savior's mission because you've seen some shit recently, you decide to take up a contract asking to help kill A Rather Large, Foul Smelling Bird.
Medreen has a bar with an attached inn, a blacksmith who has no business making weapons, an herbalist who is about as useful as a turnip, and a diminutive keep where the lord lives with a handful of guards/staff. The people are unprepared to deal with the monster, as they haven't had strife for years.
Contract Giver: Theodore de Callum du Medreen — Incompetent lord of Medreen, by way of his adviser Devon Schift.
You're now meeting Devon at the bar/inn, as it's sundown and go-time. Surprisingly, so are a few other people. Unsurprisingly, this is going to be a lot harder than you possibly expected, and Tybalt's magical letter that will soon slap itself down in your path is not going to be very helpful.
Good luck!
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