Chasing at Shadows
Kiernau, 1199 GC.
And perhaps they will. And perhaps the lords and fine folk of Uldenor will believe it as well.
But everyone knows the truth, even if they don't speak it. The Zakony know why its unspeakable, but of course they don't speak that either. And who would dare otherwise, knowing the dark fate that awaits anyone who violates the Facade?
:In this fully modern nation, there exist fully modern, fashionable clubs and societies, and most are as benign as they are banal. Hiding amongst them, in plain sight, is an organization of like-minded people, each gifted in their own way, but all of them of a similar mindset; they are resolved to stand firm against the Lords of Shadow, to unmask them to the people, to uncover their secrets, and to put an end to the unspeakable evils they've caused for a thousand years and more.
This most audacious hope won't materialize easily, but as daunting as their challenge seems, many have risen to meet that challenge. Many are through with keeping silent as innocent people disappear and die. Many would rather know the name and face of their enemy, risking all, rather than hide in ignorance and pray away their fears. The spirit of the people is strong, and Lords of Shadow may someday soon know fear themselves.
:Or at least, that's the long-term plan. For now, they are rather short of the numbers they'll need for their army, desperately low on reliable information, and led by a benefactor who's health is fading, and whose riches will not pass to his shadow society, but to his bickering heirs who would sooner dismantle his works and enrich themselves.
Still, they soldier on, guided by their fundamental philosophies: that the origin of Shadow is Light, and so it is not Light that will defeat the Shadow, but Darkness which hides within it. And so they embrace the odd, the unusual, the castoffs of society. They embrace magic, and magical beings. Though righteous fire has failed Uldenor, the League will strike from the darkness, wielding the weapons of the enemy.
:Or in other words, they take pretty much all comers, and are open to all mindsets, as long as you're amenable to preventing vampires, faeries, ghosts, and God knows what worse monsters from doing evil things. And when you help that besotted noble youth free his mind from a faerie charm and see the true face of his "love", or put down that husband and father who's actually a werewolf and has been killing every 4 days for years, or return to that distraught mother with her lost daughter, and carefully explain that the one she lost is actually a fetch, and her real daughter is lost forever, well...you may want to charge, because this movement isn't going to fund itself for long.
Session Log
# | Session | Dates (in-game) | Date (out-of-game) | Start Level |
---|---|---|---|---|
CaS1-1: The Lord of Rats | ||||
Ghoul king! | ||||
1 | CaS1-1a |
1199-30-7 |
S 2016-05-14 |
3 |
2 | CaS1-1b |
1199-31-1 |
S 2016-05-28 |
3 |