Biscaria wrote:So in how many days is the Choate's zepellin supposed to come?
I am thinking that Day 5 of the roleplay (early morning) will have the Zeppelin arrive only for the evacuation to be hindered by the fact the city is being invaded.
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by Benuty » Sun Dec 16, 2018 10:33 pm
Biscaria wrote:So in how many days is the Choate's zepellin supposed to come?
by Benuty » Sun Dec 16, 2018 10:45 pm
by Biscaria » Mon Dec 17, 2018 1:09 am
by Benuty » Mon Dec 17, 2018 8:35 pm
by Benuty » Mon Dec 17, 2018 8:39 pm
Biscaria wrote:I've currently got the Choates trying to book it to the Hills District before the Day 1 curfew hits, though I can put it off until Day 2 if that's best for the story. I'm thinking that they might be able to get involved in the Vigil of Death quest at some point, since they're going up there anyway, they should know people in the Hills (neighbors), and Nell has some personal experience with death (her mother dying not long before the second rising, and her father dying now).
Also, remember that Mrs. Walcott's going to be waiting for Nelson back at the refugee district. ; )
by Benuty » Tue Dec 18, 2018 9:54 pm
by Benuty » Wed Dec 19, 2018 7:33 pm
Flarbinia wrote:The "Fugee King" has lost four lieutenants. It shouldn't be long before there is a revolt.
by Flarbinia » Fri Dec 21, 2018 12:13 am
by Benuty » Sat Dec 22, 2018 1:24 pm
Flarbinia wrote:The "Fugee King" is dead and what is left of the Lupo Family now controls Refugee District 2. It is only a matter of time before Luca "The Carpenter" Soprano begins expanding his empire.
by Benuty » Sat Dec 22, 2018 2:07 pm
by Benuty » Sun Dec 23, 2018 9:21 pm
by Biscaria » Mon Dec 24, 2018 12:34 am
by Benuty » Mon Dec 24, 2018 12:45 am
Biscaria wrote:A crucifixion scene was the last thing Nell expected to find in their house, and in my next post she's not going to be happy at all. Should she know what group did this from New England? Also could you elaborate the part about, "keeping their heads downs or beginning a fight to rectify what had happened here?"
by Benuty » Mon Dec 24, 2018 12:55 am
Biscaria wrote:One more thing: is the scene fresh? How dry is the blood?
by Benuty » Mon Dec 24, 2018 1:02 am
by Flarbinia » Tue Dec 25, 2018 11:38 pm
Benuty wrote:One more thing thing to note for everyone involved since this is plot relevant. As the city begins to experience an occultic invasion...expect things to get really weird. This is primarily due to the invading forces pretty much destroying any "universal laws" that prevent full on eldritch entities from ravaging the mortal plane. For those interested in magic it would be a good time to start learning since you will have to try even harder to learn it when said entities leave. As the human population drops the magical concentration will get higher, and higher until the finale event chain (the blood moon).
So sure humans are dying out, and others are basically sacrificing them to eldritch entities in a chance for some reward, but look at the bright side....you get more magical abilities to use. Just be careful to not let it take over as the finale kicks in...since it can be quite addicting if you overuse it, and have to fulfill your contract certain ways.
by Benuty » Wed Dec 26, 2018 6:39 am
Flarbinia wrote:Benuty wrote:One more thing thing to note for everyone involved since this is plot relevant. As the city begins to experience an occultic invasion...expect things to get really weird. This is primarily due to the invading forces pretty much destroying any "universal laws" that prevent full on eldritch entities from ravaging the mortal plane. For those interested in magic it would be a good time to start learning since you will have to try even harder to learn it when said entities leave. As the human population drops the magical concentration will get higher, and higher until the finale event chain (the blood moon).
So sure humans are dying out, and others are basically sacrificing them to eldritch entities in a chance for some reward, but look at the bright side....you get more magical abilities to use. Just be careful to not let it take over as the finale kicks in...since it can be quite addicting if you overuse it, and have to fulfill your contract certain ways.
Bees dying of sickness, nothing growing that you would want to eat, eldritch abominations concealed by constant fog weird?
by Benuty » Wed Dec 26, 2018 11:46 pm
by Benuty » Sat Dec 29, 2018 12:07 am
by Flarbinia » Sat Dec 29, 2018 8:40 pm
Benuty wrote:TLDR
The nightclub is the remains of what would have been featured in the original roleplay. I decided to choose an ending where Nelson Andrews, and company managed to put the horror asleep temporarily. Basically the horror is a god corrupted beyond repair warped into a being that requires sustenance via emotion. The horror has chosen at least in recent history to feed off of the emotions of the souls it traps in the nightclubs, but for much of its history gave its cultists gifts of power or immortality in order to inflict war, cruelty, and misery. The Horror has no comprehensible form in our reality, and has to be given permission to occupy a host. Not just any host, but one born in war, cruelty, and misery.
For most of history you could only be granted weapons by a patron deity if you were proven worthy enough to fight the "horror", and even then this would only buy humanity a few hundred years of "peace". Eventually the horror got tired of this constant cycle, and decided to invest in greedy, and powerhungry humans promising them rewards in exchange for trapping other humans. By the 1700s this turned into entertainment clubs, and by the time of the original roleplay it became nightclubs. The trapped souls are used as "guests", and "staff" to create a welcoming environment in the club, and all the while have no idea they are trapped.
Those in charge of the various afterlives became pissed, and decided to curse the horror with a weakness. Basically you free the trapped souls into the afterlife, and those in charge grant you access to relics that can for a time when used render the horror vulnerable to death (if done right). Nelson was able to wound the horror with the aid of others, but only enough for it to retreat somewhere safe for a deep slumber. Until the horrible events of this year the surviving cult members were basically nursing their master after relocating the host to Oklahoma City. Now its awaken, and the "horror" is trying to satisfy a ten year appetite of emotion it has missed out on.
Basically freeing the souls grants you access to relics that can hurt, and even kill the "horror" under the right circumstances. This is going to be a multi-part questline that will take some time, and is a bit more than run, and gun.
by Benuty » Sat Dec 29, 2018 9:28 pm
Biscaria wrote:The Fitzgerald "house rule" is that they don't use slaves, and prefer visitors to leave their slaves at home.
by Benuty » Sat Dec 29, 2018 10:12 pm
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