This game is shamelessly ripped off from
The original by spiderking. And if he wants me to take it down, I will.
In
Dark Streets the players will play as one of the upstart factions in the city of Blackwater. Blackwater is one of the largest cities on the continent and as a result, has a shadowy underground of magical creatures.
Players will begin the game as a fresh face on the streets of Blackwater. From there you may rise to power as a lord of the underground. Business, politics, magic, it all matters on the streets. Will you bend the city to your will or will it swallow you whole? Discover the secrets of the depths and take over the dark gem that is Blackwater.
Major Factions:
Midnight Counsel: The Midnight Counsel is the autocratic government that oversees Blackwater as a whole. Its members compose some of the most powerful creatures in all of Blackwater.
The Cult of the Deep: A powerful cult of sea creatures that has come together as a major player in the underworld of Blackwater.
The Red Hand: The major vampire nest of Blackwater. While others exist, they differ directly to the Red hand, or are quickly removed.
The Weres: Werewolves have never been one's for silly titles. Under the leadership of Gram Nightwatch, the wolves have become prominent in Blackwater.
The Church of the Day: A collection of humans who seeks to rid Blackwater of all magical creatures. They are not friendly and perhaps more deadly than any other faction.
Minor Factions:Necromancers Guild
Dwarven Town
The Mages Academy
Thieves Guild
Heaven's Hand
Demon's Hole
Eldritch Association
Druid's Guild
Holdings:
In this salty port town everything's got a price. You have a price, and there's likely a price on your head, that's just how it goes. You have enough cash to get your empire started, but that's about it.
Resource Holdings:
If you think of a holding that isn't listed here, its possible that I could work it into the game.
Food: Orchards, fishing boats, slaughter houses, farms. Each produces food, each has a target audience.
Mines: Outside of Blackwater are iron rich hills that provide iron as a resource. Can be a lucrative, but it’s a risky business.
Lumber: Goes into the construction of buildings and ships.
Graveyard: Corpses are used by a variety of supernatural groups.
Production Holdings:
Ship builder: Builds ships for the port. A costly endeavor, but everyone needs a ship someday.
Blacksmith: Turns iron into weapons and armor.
Business Holdings:
Restaurant: Turns food into meals for the salty scallywags that inhabit the port.
Bloodbank: Gathers blood from donors for sale to vampires.
Sorcerer's Shop: a magic shop that can do a variety of things. Needs lots of imported resources.
Playable Races:Humans
Vampires
Werewolves
Other- Just ask, I may say yes, I may say no.
Faction Type:Players can pick a faction type that will affect their faction's starting relations and abilities.
Sorcerer: Can do a wide range of spells. Your starting spells will be assigned, but more can be researched for a cost. Starts with a sorcerer.
Oculist: Has several demonic contracts with the denizens Hell's Hole. Starts with one lesser demon.
Warlike: Your faction prides itself on being warlike. Starts with an extra military unit.
Thievery: Your faction is not afraid to steal and cheat. Starts with a thief.
Natural: Your faction has a love of the land. Starts with a druid.
Religious: Your faction has pledged itself to a lesser god. Starts with a divine favor.
Normal: You have no specification. But you get extra starting cash.
Types of units:
Sorcerer: Capable of casting various elemental spells. Mostly combat oriented.
Wizard: Capable of casting various nonelemental spells. Mostly noncombat.
Druid: Capable of casting various nature spells. Half combat, have noncombat.
Priest: Capable of casting most spells pertaining to their god.
Paladin: Capable of casting some spells pertaining to their god.
Occultist: Capable of making deal with demons.
Assassin: A sneaky murderer. Don't get caught.
Thief: Steals things for you. Don't get caught.
Warrior: Makes a great guard or bouncer.
Other: As the game goes on, you may discover more.
This game represents a lot of the aspects that worked from several games that didn't. Expect a few on the fly fixes to unbalanced aspects.
The game itself will occur in turns. Each turn will last a week of game time and about 24-48 hours of real time. Players will control their "hero" and their other respective units. Secret actions are allowed through PMs. If you're PMing another player to join forces or something, please include me so I know whats up.
Character Sheet:Hero name:
Hero description:
Hero/Faction backstory:
Faction name (optional):
Faction race:
Faction type:
Affiliation with NPC faction (optional): (This determines who likes and who hates you).
Starting holding:
Starting staff: (refer to faction type)
Hero name: Alexander, the Black Sun(Son)
Hero description: Blond short hair, white, 6 ft, blue eyes, wears all black with a silver medallion of the Sun, has a single scar across his face, age 22.
Hero/Faction backstory: One of the unknown branches of the Church of the Day, deals with handling jobs in a silent and efficient manner. Every member of Solar Eclipse are orphans due to the misdeeds of non-humans, and as such have little sympathy for non-humans but are filled with the wrath for vengence. Alexander is no exception to this; born in a small town called Riverton, he was the youngest of 4 children of a family of fishers. On his 7th birthday he was given his very first fishing lesson by his father, whom took him camping at his favorite spot by the lake which was a few downriver. However what was supposed to be a joyous occasion soon took a turn for the worst a fire seem to be rising from the direction of Riverton. His father told his son to stay by the tent and to stay there until he had returned, it was not long before it turn to night, his father had yet to return. Alexander too afraid to leave the tent waited and waited.... until he unknowingly fell asleep. He woke up the next day to rain drops hitting the tent, Alexander waited under the tent till the rain had finally dissipated, before he went up river to head home. Perhaps his dad fell asleep or was testing Alexander to see if he could make his way home like his older brother, Alexander kept attempting to convince himself, however when he got to Riverton he notice Knights that carried a banner gathering bodies into a pile to burn and rushed out of the woods to when he notice the body of his father was dumped into the pile. The knights drew their swords expecting some trick until, a priest told them to lower their weapons, allowing Alexander to pass by them to reach his father body. He was told by the priest that the village was raided and all were killed. The priest then gave Alexander a choice join a special orphanage or stay here and perished, Alexander joined that orphanage and 15 long years later, he is now head of the Solar Eclipse bent on delivering the heathens their final, silent prayer in the night.
Faction name: Solar Eclipse
Faction race: Human
Religious: Your faction has pledged itself to a lesser god. Starts with a divine favor.
Affiliation with NPC faction (optional): Church of the Day
Starting holding: blacksmith
Starting staff: Assassins
Hero name:Alex Raman
Hero description: The man is muscled, but not overly so. He is of average height. His hair is long, and appears to be unkempt. His hair is a dark brown. This look hides what he can turn into. In his true form, he is twelve feet tall. Their muscles are huge and rippling. Their fur is dark brown, and covers much of their body. Their fangs are giant, reaching down to their throat.
Hero/Faction backstory: A faction started by the exiled hybrids, knowing they'd never be accepted in other groups.
Faction name (optional): The Bonded
Faction race: Werepyre
Faction type: warlike
Affiliation with NPC faction (optional): everybody hates them.
Starting holding: Lumber mill
Hero name: Redbeard
Hero description: A big man with a redbeard. Wears an eyepatch
Hero/Faction backstory: He grew up in a life of sailing and thievery. He was an orphan, and was raised by cultists. Now, he is ready for a life of influence and riches
Faction name (optional): Red Pirates
Faction race: Humans
Faction type: Thievery
Affiliation with NPC faction (optional): The cult of the deep
Starting holding: Shipyard
Starting staff: Theifs
Hero name: Aduial
Hero description: A Moriquendi noble, slender and beautiful, with eyes like stars and hair that glistens as waterfalls. Scholar and wizard.
Faction name: Vanimar
Faction type: "Wizard" (As opposed to sorcerer)
Starting holding: Orchard
Starting staff: Wizard
Faction race: Moriquendi (Tolkien dark elves, not Gygax dark elves)
Elves were the first race created by the gods. We are tall, beautiful, magical, ageless and immortal. Then for reasons we never entirely understood, the gods created the inferior mortal races. Humans. They must murder and feast upon the decaying corpses of animals to survive. And even then, only for a short time, falling prey to aging, death and disease in the blink of an eye. Aging? Even if they take care of themselves they fall apart and die anyway. Disease? Why did the gods breath life into such flimsy creatures? We never understood,
Unsurprisingly, after the inferior mortal races were brought to this world, things started to fall apart. For along with their physical frailties and mental deficiencies, so too did they naturally bring with them war, crime, and a host of other ills.
After a mere few hundreds years, the gods finally realized that yeah, this whole "mortal" thing was a dumb idea. So they came to us, the beautiful ones, and basically said, "hey, so the world is turning evil. We love you. Why don't you leave all this behind and come hang out with us instead?"
Most elves agreed, and fled to Valinor.
Some few instead said "Nahh, we'll stay here, thanks."
And thus, we became Moriquendi. The dark ones. Those who rejected the light and chose instead to remain here.
Affiliations
Humans are inferior creatures. We're simply better than they are. But because we are better, we don't engage in petty treachery or war upon them as they do with each other.
We have basic respect for the vampires. Humans are frail and weak, but the vampires have risen above that. It sometimes amazes us that all humans don't eagerly embrace vampirism, but presumably even if they did the vampires wouldn't allow it because they need humans as prey animals. That's slightly uncomfortable for us. Yes, humans are frail and stupid, but animals are unintelligent, eat meat and die of age too. You don't "be better" than animals by murdering animals. Noblesse Oblige. But while the vampires still cling to vestiges of their former mortal frailties in the sense of enjoying the hunt and the blood, they've also clearly risen above their origins. We acknowledge them for that.
We're kind of on the fence about the werewolves. One does not have contempt for an animal merely because it's unintelligent. It's ok, because they're animals. Giving humans intelligence was clearly a mistake. The werewolves are trying to be what humans should always have been: animals. So, while we might disagree with their choice to return to their proper place rather than to seek to rise above it like the vampires have, we nevertheless understand it.
Dwarves? Better than humans.
Demons? Neutral. One does not anger at the wind when it blows in a contrary direction.
Hero name: Thea Gar Thetch
Hero description: A tall, aged orc, skin more blue than green, adorned with tattoos across his arms, face, and chest. His left eye is gold, and his right eye is red, as all the Shamans' eyes have been since the Deal was struck. His clothing tends towards the more reserved or austere, forgoing decoration in order to lend respectability to his presence. Nonetheless, it tends to remind one of robes or a druid's garb.
Hero/Faction backstory: All success requires sacrifice. Success in the face of great adversity demands even greater sacrifice. Sacrifice is at the heart of the story of the Broken Reed Clan. Once known as the Black Reed Clan, they were a small tribe of orcs in the Whiteburrow Marshes. They honored the spirits of the swamp, like most orc clans, but their reverence for their ancestors was greater than most. Too great, many of the other clans felt. For the orcs of the Black Reed made deals with the spirits, and used magics of their own, to allow their honored dead to serve the tribe even after death. This was much of the reason both for their small size, and for their survival. For when the Men of Silver came, with their steel and guns and death, the orc clans were swept aside, by and large. But the Black Reeds, deep in the swamp, survived for one reason. A lesser shaman within their ranks brokered a deal with a powerful spirit, allowing the dead of all the orc clans to take their vengeance out upon the interlopers to the Marshes that they called home. When a week had passed, not a single Man was left, and the Marshes name changed. Now known as the Demon's Bog, it is surrounded by such superstition, and such a stench of death, that none set foot in that place anymore. Some few orc clans remain, unbothered by the outside world, but the Black Reed Clan could not. The sacrifices demanded by the deal, and the importance of upholding bargains with spirits lest they become enraged, meant that much of the tribe had to leave. The rest served the marsh and the spirits within, keeping the mystery and fear of the place alive to ensure it's sanctity.
Those who left, the majority of what had survived of the tribe, became known as the Broken Reed Clan. Led by the Shaman who brokered the deal, they had to find a new way in the world, and sever their ties with their past life. Thea Gar Thetch took them to a city, where he believed they could form a new life, despite, or perhaps enabled by, the Deal. Surprised was he to find that the cities of stone and iron had spirits of their own. Ones greatly pleased by the manner showed them by the orcs...
Faction name (optional): Broken Reed Clan
Faction race: Orc
Faction type: Occultist
Affiliation with NPC faction (optional): (?? They probably get along or don't get along with factions as would make sense from their background...not sure which those would be, necessarily, though. Necromancers and Druids, probably, besides the demons, at least. I don't know if they'd have any enemies besides the automatic Church of the Dawn and possibly the Heaven's Hand. Might not like the dwarves, depending on their tech stuff, but I don't really know about the rest.)
Starting holding: Law firm!
Starting staff: Lesser Demon?
Hero name: Dia
Hero description: A short light-haired woman with a face rather out of place in Blackwater. It's too happy.
Hero/Faction backstory: Claims to be enlightened by the Moon Goddess, and started a cult religious based faction.
Faction name (optional): Diara
Faction race: Werewolves (not creative enough to make up a race).
Faction type: Religious: Your faction has pledged itself to a lesser major god. Starts with a divine favor.
Affiliation with NPC faction (optional):
Vampires: We appreciate their like of the night, when the moon shows itself brightest. They are favorable allies, and we have a mutual friendship.
Humans: Many have turned their back on the night, and even worse, on the moon. We've never understood their fear of the dark.
Elves: We're not prejudice enough to judge a race before we have met them as a whole.
Dwarves: The foul beasts spend most of their life underground. They are Forsaken!
Starting holding: Blacksmith
Starting staff: (refer to faction type) Priests.
One last thing, this is not first come first serve, I will play absolute favoritism to well written character sheets! Now go take over this town!