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CKW
08-18-2006, 06:54 AM
Well, i've been discussing with fellow members about a 1880's mystery-esque world, where, in spite the triumph of reason... things that defy logic still have home in this world. Like Bram Stoker's Dracula, or Mary Shelley's Frankestein, the supernatural world lurks in the dark corners, ready to hunt down those foolish enough to poke their noses in their matters.

The action will be set up in a village of the remote Scotland called Darkville, secluded enough to add an eerie mysterious tint to the life there. Most of the action of the RPG will be situated here, where as the players will be possibly thevictims of a twisted sick fate that makes them cross their paths with the unknown.

I'll keep posting information as i structurate my ideas.

AI
08-20-2006, 04:44 PM
*Registers interest. Suggests others do the same. Or else I won't be a happy Aies*

VO
08-20-2006, 05:14 PM
Needs more info?

CKW
08-21-2006, 04:11 PM
Darkville, a place to get lost.

Situated well north in Scotland, this secluded, beatiful town has survive to the pace of the countless changes of this era of metal and steam. Perhaps one of the most interesting places to see in all scotland because of its unique conglomeration of woods, ancient castles and deep gorges, its magnificence shrinks even the most arrogant man not afraid of nature.
During my travels i came across this town by mere fluke.

However, sometimes a not planned stop can become an enriching experience. I was on my way to Loch Ness, when i was forced to seek the nearest town due to the damage of one of my carriage's wheels. At first, i thought the local driver had lost me through the woods, but my dark thoughts of ambush or driver incompetence soon faded out,as the town appeared right in front of me once we left the folliage and moved north. I would spend an entire week there.

The local folks of Darkville are wary of strangers, though, and they should be taken with moderate care when approached. However, they are very fond of the simple entertainaments of life, and their local pubs serve quality beverages, as well as excellent food, mainly dairy and sheep related products of the herds of the local shepards, wich also sustain a growing scottish skirt, or "kilt" industry. I've been hinted, however, that the town is not in the best of his days. The medieval Sealstone Abbey in the western side of town lays very deteriorated, despite still being active thanks to the efforts of the stubborn priest. There is also the Cliff Castle,to the northeast, abandoned for centuries, but that still dominates the Dead Maiden Gorge, the natural pit that separates it from the rest of Darkville, still inspiring a tingling sensation of oppresive power, despite the tyranical family of the McWirral has been long deceased. The local noble families of modern day, the TimberWood and the Mc Arnack have tipped me in several ocassions of dark legends regarding cults and pagan rites of the McWirral, and that the gorge took its name because of the human sacrifices performed there.

Regardless of these dark legends, Darkville turns out to be a nice, quiet place by most, where you can hear the long lost howling of the wolves, instead of the sudden and repetitive metal hammers of our factories. A place where, like in times of yore, clocks and profit have little meaning. A place where one can get lost and rest his soul.


From Richard Farr's "Gentlemen's Guide of the Road", 1879.

CKW
08-23-2006, 04:18 PM
Sorry for double posting, but there are several gameplay tips i would like to make clear.

-The stuff you carry on must be on accordance of the age. Nothing that has been invented beyond 1880 can be used.

-You may only use the things you carry in yourself. Don't count on relying on others for an artillary shot of doom. That's not going happen. It's not the civil war.

-Freakshows are not allowed. Avoid extremely bizarre characters with weird paranormal magicks that can levitate and talk backwards. A little paranormal touch on characters is allowed, but doesn't mean everyone HAS to.

-Like the previous, avoid similar concepts when making characters. Specially if the characters have unusual traits.

- Finally, I , the GM, have the last word about overriding or ignoring these tips. They may vary during gameplay as I see fit.
+++ Recent Update+++

Beliefs must be in consonace with the setting. Pagan celtic and christian ones are preferent (i'd say, catholic, even).