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 infectious 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. These will include details about the monsters/how to defeat them and should be used as loose guidelines. Any logical way to defeat something can be employed; just stay true to the laws of the universe. Think of him as a ghost party member who can't interact directly (for now).
Tybalt is a part of the overarching plot, but only time will tell if the party finds their way to endgame, or recreates the world (using or not using The Black Waters) in their image.
Your choices determine the outcomes of this game and your character's life and story. You are free to contribute to various quests and plot points, though we do have a through-line up until the town of Tallis. There will be jobs and contracts posted, and we encourage you once the plot opens up a bit to tag-team and explore.
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/RECAP and pop in when you have a chance.
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.We are appending the rule for 'type of character' to include strictly humans, though 'possessed humans' are allowed. The Black Waters are an infection of sorts, so who knows what spirits may arrive? You may have a princess, a knight, a rogue, a paladin, a mage, and more. 'Roles' are open. They just have to make them make sense, and start off fairly 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 & THE CROW TOMB
Contract Giver: Theodore de Callum du Medreen — Incompetent lord of Medreen, by way of his adviser Devon Schift.
Devon has tasked you and a band of fellow misfits/adventurers with slaying a gaggle of crows. While this seemed to be a simple task on the surface, you swiftly found that these crows are of the magical sort and hearken to a master known as the Queen of Crows.
Devon absolutely knew you would fail at your task (as everyone else has also failed), and he wanted to appear like he was making the effort for Theodore's sake. Devon is an asshole, but also sadly ignorant. Theodore, on the other hand, has dubious means behind his request. It seems the powers that be just might know a thing or two about things they should not. Only time will tell if the cast discovers this, however.
On your jaunt to slay birds, you've since been grasped through the earth and flung into dark, sandy, insidious tunnels.
Since this is a soft reboot, everything that has happened up until now has already happened, but reconfigured to ignore the harpy. We're just starting at the Crow Yeet dead-drop, sans the players who bowed out, and no fantastical creature-characters besides possessed derps.
Now, you're stuck with the following event and the ramifications thereafter. The crow queen awaits. Will you be able to destroy her before she drives you mad, or will you find some new way to escape and attempt to reclaim the money Devon will definitely not give you?
The choice is yours.
They fell, as ethereals from heaven, into the pit of despair. Yet it was not fire that they found—brimstone, or the coldness of the underworld some described it to be—but sand. It cascaded in waves of burnt umber yellow, lilting betwixt columns of dark, obsidian stone.
The walls themselves were, at times, that same stone. Or, as plates of sand seemingly pressed into perfection. Strange symbols cropped up in engraved circles, and while some parts seemed barren and filled with dry earth, others seemed dark and damp.
Beyond all the shifting corridors there lived a maze; made equally of sand, and strange, black obelisk-like objects. Clearly, this was a Tomb, in the strictest sense of the word.
An adjacent, hobbled library with various instruments situated itself neatly near the maze; so many offerings to be seen, but not much worth except tools to work the alchemists' crafts, and literature written in a tongue so foreign it seemed profane.
Some rooms were filled with free-form bones as if armies were felled and stuffed where crevices lived. Other rooms and further walls had sleeping corpses; adorned in yellowed cloth and fit snugly in golden caskets.
Beyond all that lived a sound. A sound of metallic boots to scuffled, pressed-sand floors, or obsidian-slick tiles where applicable. Soldiers marched, from head to toe in black crystal and metal. Beyond all that lived more sounds; flightless, festering crow-like monsters that were more reptilian than avian. The noisy chatter of skittering, flesh-eating scarabs, infesting what they could find to burrow within, also made up the cacophony.
The worst of all these sounds was the wailing of the Mother of Crows; her hacked-up speech in garbled multi-tongues and screams of emotions were sandstorms in her dusty kingdom. She lives within the Maze's core, and beckons with her liar's tongue, felling walls to twist victims to meet the foot of their destruction.
The King? Well, ailed as he is, rests far from her maze, surrounded by guards of black, upon floors of black...ever encumbered by his woman's wailing. He loves her so; and yet she has made a monster of herself, and of him.
No sunlight creeps through, although torches find purchase, which means oxygen is available by either natural or prenatural means.
There may very well be a small pond or inlet of a river, however the mud may very well have taken it all. All life within these walls is of the dry sort. Fantastical mushrooms, of course, crop up within the folds of damp walls, where the water above this tomb finds divination downwards. They may poison and may tip, and are not for eating.
This is The Tomb of Crows; a black-winged mother rules its machinations, beckoning to drive her victims to madness if they manage to catch her ear. Her blindness does not stop her from devouring the foolish. For it's quite hard to escape when one's own companions seek to assail them.
Walk quietly, young travelers. Walk quietly, and keep your lights low. Hide in the shadows, dodge to the rooms, and you might yet escape the great below.