Premise

In the far-flung future, the ragged remains of humanity are ruled by the Aristocracy, a vampire-like class of feudal rulers. Meanwhile, the Green creeps forward from the once-desolate east. The Green? is pure, verdant life- at once a wonderland of ecological renewal and a horrorscape of disease and predators.

In this age of decaying technology and fading light, a band of heroes fights to find the truth and protect their own.

Influences

  • Vampire Hunter D?: The vampires and anime-gothic imagery come from here.

  • Exalted: The Abyssals?: A good source of inspiration for the Aristocrats, though Russell would be hard-pressed to point to anything in particular that came from there.

  • Nausicaa?: Some of the trappings come from here. We also try to channel some of the sentimentality and nobility. We’re a little short on the environmental respect and epic scope so far, though.

Comment by jeff:
the great thing about pages like this is i get to see things in russ’ head that i never saw in the campaign. it’s nice to know that there’s nausicaa influence out there if we ever go looking for it, but we’ve been far too busy what with the vampire hunter d elements trying to kill us and so forth.

  • Castlevania?: Taught Russell everything he needs to know about gothic-looking things fighting each other.

Comment by jeff:
i’d agree, but i have yet to see a single whip in this campaign

Comment by Russell:
Not my fault how you guys spend your facts.

Comment by jeff:
Sure, sure….blame the players - YOU’RE the one who said it tought YOU everything YOU know, but it’s OUR fault there’s no whips. Meanwhile, I know full well that if I try to use facts to make my wrist flashlight/solar beam/lazer a wrist flashlight/solar beam/lazer/whip, you’ll accuse me of powergaming again. There’s just no pleasing you!!

System

This is way more important than usual. Clinton R. Nixon’s Donjon(approve sites) has some pretty unique mechanics for player contributions, and these definitely come out in the way we play. Accordingly, Russell adds a few more OOC notes than usual to the session writeups.

Cast

  • Locke Testosticles: Master of boomerangs, lover of sleaze….the man with enough tricks up his sleeve that he can always be counted on to save the day. Has his own theme song. Played by Gino.

  • Laylah Cross: A dhampir-like mystery woman great for pretending to be Noble or for rampant stabbity death. Also has a penchant for turning into a bird. Played by Angela.

  • Klaproth Hessan: A big bruiser with red skin and a kind heart. Probably the one most responsible for the party’s association with the scary mute girl, which I’m guessing is a good thing. Played by Pat.

  • Dean Harper: A scavenger in search of lost technology who has instead found an adventure….and a supper dish. Can turn anything into anything with enough time and lucky dice. Played by Jeff.

  • Gavriella?: She’s….well, she’s a scary mute girl, and she’s important somehow, and the big guy tries to protect her, and she keeps making pointy things and looking mad at the dhampir girl, and getting kidnapped by the big bads, and turned into bizarre things…..right, we just don’t know yet. Non-player character.

Anthology

Sessions have been occuring every few weeks, at the mercy of the groups schedule (two students and three workin’ folk makes for a challenge). Each session is typicaly designed to end on a major note, working something like an OVA series - each session is a freestanding episode, with new plot twists, old friends, daring adventures, and more often than not, the climactic boss fight.

  • Series I
    • One: wherein our heroes enter mysterious ruins, and escape with a mysterious prize. Also known as “you all meet in a tavern.”
    • Two: wherein our heroes meet a new friend, a horde of zombies, and a crazy old witch, and make frequent use of the twin guns of tact and hitting things in the face.
    • Three: wherein our heroes search for information but settle for a fight, showing that fashion-conciousness remains a risky calling.
    • Four?: wherein our heroes craft the best-laid of plans, but learn that even the good guys must occasionally lose.
    • Five: wherein our heroes prepare for a rescue, crash a parade, and wreak havoc on the established rules of high society. Also known as “the epic finish.”