Gather round friends and newcomers! Take a seat and warm yourselves by the fire. Tonight you and I are going to tell a story. A tale of cunning, black magic, strength of arms and will. A tale where the diabolical cabal seizes power, and undoes the work of generations.
Taking lessons learned from Dark Magi, You Are King, Inquisition, and a few other sources I present to you, The Cabal. A fairly open-ended game about being the Bad Guys, seizing control, and in the end well...We'll see what happens eh?
Things you will need to vote on:
Time frame
Rise, Apex, or Fall.
Is this the Rise of the Cabal, wherein we tell the story of its fumbling first steps. This will offer greater control over the foundation of the Cabal, its strengths and weaknesses.
Is this the Apex of the Cabal? Are you about to strike? To test your mettle as commanders and planners, to snatch victory from the forces of the Light, or fall in infamy? Prepare yourself for a fight, you may be the only way for the Cabal to claim victory.
Is this After the Fall? You are on the run, hiding, rebuilding your strength to strike again, changing your focus and fleeing outright? Where will you end up?
Goals of the Cabal
Modest, Grand, Legendary
Modest goals, a safe place, no one to threaten you as you delve into the 'darker' arts. Not having to live in fear of the whole world and their revulsion of the black magic at your command.
Grand goals, a country...Nay! An empire must bend sway to your whims. You shall stand astride a colossus and dictate policy for centuries to come.
Legendary, Your names will go down in history for your deeds and even should you die those who speak of you will do so in hushed tones. Not just a country, not just an empire but the World will know you.
And they will tremble in fear.
Or I suppose if you have better ideas you may add them in.
Location of the players
It goes without saying that the Cabal has infiltrated much of the kingdom of Verania. However, our story will follow a select few members. It is of course your choice where these members begin their journey.
The Capital, the Interior, the Outskirts, the Wild Borderlands.
The Capital: And here we shift our focus to the twisted roots of the cabal, that have penetrated even the most zealously guarded city of them all, here within good king Veran's demense itself, the Capital. All walks of life are represented here, and the guards are alert if not especially adept at combat.
The Interior. Or perhaps we shall focus on the Interior, a land of peace and plenty, governed by fat nobles and wealthy merchants. Where the lands prosperity is truly on display. One could even call these people somewhat soft.
The Outskirts: Ah you wish to hear about The Outskirts, a land of farms and somewhat isolated communities, still tethered to the interior by a well maintained set of roads. There is little to say about the Outskirts, there are plentiful fields, vast forests, happy people, and a stable defensive perimeter between the kingdom and what lies beyond.
The Wild Borders: A mostly lawless place, the settlements are walled and fiercely defended. What resources come from here come under heavy guard. The people of this place are rugged survivors determined to push the borders of Verania even further into the uncharted wilderness. The light of civilization is faint here, and could be a good place for those who wish to go unnoticed.
Headquarters
Do choose 2 of the following things you wish the HQ to have.
Defensible Position, Unknown Location, Multiple Exits, Room for Expansion, A Certain History (Do detail this!), Untapped Resources, Special Fauna
And of course.. Who Are You?
Your character in this story is quite important, who they are, where they come from, how did the Cabal get their hooks into you (Or you can leave that up to me). Your backstory will influence starting skills, equipment and possibly any boons you might gain as a result of the life you lived. Do note that any path is available to you. You could be a mage, or a soldier. A smith or an innkeeper. Whatever you choose.
Things you may want to know for choosing your character:
The story takes place in Verania, so chosen because what some men build, others covet.
Wild Races are so deemed due to their decision to just tell humanity to essentially fuck off. With swords, sorcery, magical barriers. No contact, no trade.
Non wild races include Humans, Dwarves to an extent, gnomes. (More here later, potentially)
Semi-wild races include Wood and Ocean elves, lizardfolk, orcs, gnolls. (More here later, potentially)
Wild races include whats left. Ogres, Trolls. Goblins, Hobgoblins, the other Elven breeds.
While you can have a wild-race character, there needs to be a good reason for said character to be within Verania. And your presence may make things difficult, as you'd draw increased scrutiny simply because 'I've never seen one of your kind before'