History
Day One
Saint Yggdrasil enters town.
Autumn enters town.
Balthazar enters town and hears something wrong.
Cross arrives in town and spots Balthazar.
Kaito (Theodore) arrives at the Waterwurm in Grensdale.
Marcus arrives meets up with Kaito.
Wisteria meets up with Kaito and Marcus.
Yggdrasil finds Autumn.
Balthazar defeats the first necrophage.
Kaito and Wisteria enter town.
Cross, Balt, Ygg, and Autumn team up and explore the infirmary.
Amelia enters town with Kaito.
The locked door is opened and reveals the ritual.
Necrophages attack Kaito's group at the church yard.
An aberration suddenly attacks.
Monsters in town
Some monsters in the area have come to town in search of their dwindling human meals. Many have completely left the area for other places to find prey but a handful have emerged out in broad day light in Stonetown. Note that GM can bring in more mobs when story line requires it (Tension breaker, lol). Note, monsters are tough and not all that stupid (For the most part and less true for the undead) so don't just kickbox through them.
Necrophage: A superior being to what is commonly known as zombies. Unlike the aforementioned, necrophage have a fully functional body at their disposal and, though being undead, are quite alive. Humans with an unnatural and ravenous (emphasis on ravenous) appetite for human flesh slowly turn into a necrophage with the more flesh they eat. They haunt cemeteries and any area where bodies can be found (Even living bodies which they kill and wait for them to rot before eating). Being undead means they prefer the night but are in some circumstances tend to also been seen in daylight. Stronger than your average human and faster as well, they tend to be more wild than intelligence. If you ever meet one, it will chase you until it gets you or until you are too far from their territory. Necrophage sleep within tombs of others and underground and can often be mistaken for ghouls and other similar creatures. Their weakness is silver. The touch bothers their skin and a cut will burn them.
Aberration: An animal that mutated well beyond it's potential whether by natural selection, magic, or experimentation. These creatures resemble their former selves more or less but their capabilities are augmented and their weakness' fewer. They are rare to find as few are naturally made and the majority results from escaped laboratories. It seems that there are only TWO stalking the streets and so happen to be eating the necrophage who are looking for any source of decaying flesh.
That's all there's around...or is it?
Places
All these areas are written out in the "places" tab to promote full use of the RPG Tab system. Note, locked doors that are mentioned are locked for a reason. Do not go lockpicking or destroying them. However, if your current post is going to do so anyways, make sure it's a damn good one and PM it to me first and I'll decide whether your character succeeds. Don't bother writing what you find behind the doors as I will let you know and allow you to incorporate it. Things I will consider for this will mainly be the way the RP is going as opening these doors can be... revealing.
Entrance: A wide stone gate with the name "Stonetown" made of cast iron sitting proudly on top. There's no wear or damage on the stone, as if it was brand new. Only the lifeless feeling beyond the gate indicates something is wrong. The trade road is only about an hours walk if one would turn around but the welcoming and bright town ahead welcomes any passerby. With the recent stories however, who would dare venture any further into this eerie place? No sign of struggle, no sign of damage, and yet everyone is gone. The few who had gone inside had yet to make it back.
Mason's Way: Mason's Way is the central street that leads directly to the church. On it's sides you can see a tavern called "The Straw Man", a general store, and what appears to be a small infirmary. The cobblestones are smooth and warm from the sun. Nothing would incite the idea of danger or struggle except you cannot help but notice there are no people anywhere to been seen or heard.
The Straw Man: The doors are wide open and you can see how empty it is before you even step foot inside. Liquor, perfume, and spoiled food pertain the air. Unlike the rest of town, the Straw Man uses wooden chairs, tables, and bars. Nothing seems out of place. The upstairs looks like it was used by travelers who needed a room.
Infirmary: A place of healing and rest. You can still rest in the inside and rummage for herbs and poultices if needed. The main room seems to be where the doctor or nurse did all their paper work as there is a great stone desk adorned with a bust of a great bearded man. The adjacent room contains six bunk beds but nothing else of interest. The backroom, the doctors private quarters it would seem, is firmly locked.
Church: A large stone church with stained glass windows. The large double doors are partially open. A small cemetery can be found in the back. The cemetery seems to be old and only the very first inhabitants are buried there. The inside of the church is spacious and airy. Pews line up the path toward the altar and the organ. Statues adorn the walls. Men and women in perfectly poised positions as they stare forward, their hands clasped in front of their hearts. The alcove and second floors are inaccessible due to a locked door.
Mayor's Mansion: A large house that nearly dwarfs the church and probably doesn't on the account of it being blasphemy to live in a home larger than that of God. A large lawn and garden decorate the area and show that this is the home of a very wealthy man. Statues placed decoratively here and there seem to look at visitors who walk down the marble path toward the large looming double doors. Only the two stone lions seem guard to the door. Whoever used to guard the door is long gone and the inhabitants as well. The doors are heavy and appear locked. The constant stare of the statues would make the bravest of man uneasy.
More places to be added as needed. Note, if you want another area added, PM me and I'll create it as some areas may need to be story sensitive.
Important Information
Currently, nothing important was found or said in stonewall.
Glossary
Alexander II - The current pope of ten years.
Beast - Animals prone to hunting humans when angry or approached but leave humans alone for the most part.
Clerica - The rarest of all metals which acts like rope. Effective versus demons.
Damodeus - King of Arcadia. Seat of power in Cadash.
Flow of Time - Name given to the powers of a born witch that allow them to sense the future and the past. Described often as a river.
Magick - Magic is only used by evil people as it requires pacts with demons to be enabled. Often, people believe they can trick or deceive the demons in return for power but we've yet to encounter any that survived.
Monsters - Creatures, animals, and anything that hunts humans for pleasure or sustenance.
Holy eyes - After full training and a pilgrimage; exorcists will have, what is thought to be, a holy spirit occasionally seen floating inside their eye. A white wisp of some sort.
Saint Yggdrasil - Highly renowned name and often used in modern religious stories.
Speechcraft - The technical name of a witch's power.
Wards: - Sigils and glyphs that warn and protect through various activations and effects.
Where does magic come from?
Magic is a neutral force that floats in the universe wherever you find yourself within it. Humans have a difficult tapping into it as they were not made to use it proficiently but those that study it such as witches, exorcists, and breakers. The lack of information on how to properly channel magic forces many to guess at what they're doing and pass on learned rituals to their children and heirs.
However, there is a way around it. Demons often make pacts with humans that allow them to acquire skills that would normally take years to study. The demon, in exchange, receives either the soul of the human, the souls of his victims, or freedom to roam the earth as long as both live. This is a path often taken by many who seek power or believe they can resist the temptation of losing themselves in the magic. This is why the church abhors magic and eradicates it everywhere it goes.
It's hard to remember magic is a neutral force and can be used for good when the complexity of it exhausts the strongest of men and often makes them lose their humanity in the end when they become careless and reckless.
Turn Roster
Will Cross Open the locked door? Have you say before he does something we might regret!