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View Full Version : Looking for some recruits - 2 slots open for Second Edition Dark Heresy (medieval)



Morbid-Don
October 27th, 2015, 16:23
Hey Hello Hail and or Howdy to All...

I am a GM who's running a new DH Campaign in a Feudal/Feral World - where all the players are native born.

I have a Full License for FG so Players will only need a Demo
Game Runs on Saturdays (eastern standard time - NYC) 1PM TO 7PM
Currently there are about 2 to 3 CORE Players (ages 39 to 44)

All other details are below:

Here is a LINK to Recruitment Details (https://community.fantasyflightgames.com/topic/191771-recruits-now-needed-gonna-do-a-feralfeudal-campaign-in-dh2/)

If this sounds like a god fit for you just drop me an email at [email protected]

SEE YOU AT THE GAME TABLE (Morbid)


Campaign Flavor / Fluff

Of the Players...

Each of the acolytes was chosen from the native stock of the Grim - these individuals culled from the best and worthy.

So the players are each members of some sort of secret club, cabal, society, and or the like - of which at the surface was/is a prosaic institution, though each of which serves to seed the needed stock of acolytes to come.

Real World Analog: Say you join the Free Masons (the York Rite) - stay in with them for say 10 years and then get invited to join something called "The Blind Eye" - which takes up a further say 5 more years which then graduates up to something along the lines of a Delta Green organization (from COC). So by these degrees of initiation the player characters go up the ranks and become knowledgeable of things beyond the reckoning of normal (medieval) men.

Originally when it was discovered that mystical "consensus" was to play a role in the fate or this last world and humanity's outcome - a special force was created to keep the stage manageable for the days to come! What this means - mystically the world must be kept from the attentions of chaos whether than be from the four Ruinous Powers (described as cosmic level "Horrors" derived from sentient beings) or the inter dimensional god-powers of the Mythos. For if either were to become wholly "aware" then it would manifest there - thus polluting the stage for the days to come.

So each career as expressed in DH except for Mechnicus has a founder who hence since has had their knowledge (i.e. skills, talents, etc) passed down from man to man in the vein of something like "Zorro" or "Batman" if you will.

Having established that - each of the players at the campaign start comes from the corners of the world all of whom had been sent to a specific locale - aka a starting point for the campaign - there they meet each other and more importantly learn of various "handlers" - the lowly folk who were choosen as retainers and menials by those first few who landed so long agao - today the descendants of these "handlers" live in the lands as sleeper agents awaiting destiny.

The characters meet with their first handler who instructs them to a "cache" in the mountains over yonder - when they get to the blasted heath - the players discovered it to be a wrecked voidship - within once they explore they find the bridge and more importantly the vox - from that eventually they get to speak with their Inquisitor for the first time. That Inquisitor indicates that his "seat" of office has been awaiting transmission - and how he's the fifth man to await broadcast from below (four other inquisitors evidently lived and died in seat waiting - aka four life times); from there the Inquisitor tells them all they need to know - finishing with a directive...

Go to see this sleeper - that sleeper is a collector of malefaction - aka takes notes of threats and legends that the acolytes will need to clean up during the course of said campaign!

And that's it in essence - the framework set - our acolytes are now headed to the capital of the land to seek out a Stewart to the mad House of So & So - there our players will be made privy to the blacklist!