Calverath is a land caught between smoke and fog - a frontier of gunfire and river songs, pirate flags and whispered spells. Witches walk openly, magic is traded behind closed doors, and every promise carries a shadow.
Once every decade, the Witch Market opens.
It is not a place you can find, it is a place that finds you.
Run by Olmira, the Dimming Flame, banished goddess of twilight, witches, and secrets, the Market exists under her Quiet Veil. Violence is forbidden. Names are dangerous. Silence is law. Artifacts capable of reshaping lives change hands by candlelight, their prices paid in coin, memory, or blood.
You are hired directly by Olmira herself as neutral protectors: professionals trusted to guard a collection of high-class, heavily insured magical items for a single night. The pay is extraordinary. The rules are absolute.
By dawn, the Market has vanished.
Every artifact is gone. No locks are broken. No wards disturbed. And the blame falls squarely on you.
Now bound by divine contract and watched by witches, gods, pirates, and powers who do not forgive failure, you must cross Calverath to recover what was lost - from swamp-choked towns and rail-bound company cities to salt-soaked ports and hidden covens all while avoiding the plauge that has stricken the world in recent years. Each item has already begun to change the world around it, and every retrieval forces a choice: who should wield power, and what price is acceptable for keeping it contained?
This is an open-world southern gothic campaign of deals and consequences, where silence is sacred, magic is never neutral, and the goddess who hired you is always watching through the fog.
We are a roleplay heavy game with a 70/30 ratio of rp/combat - although combat will be very tough. This game is for teenagers aged 14-19 only and will be held on Saturdays 1pm-3pm GMT, starting as soon as we have players.
Detailed backstories are VERY recommended but not needed. This world is fully fleshed out and has been played in before, it's religion heavy with lots of lore, twists and on-going 'puzzles'. Great for people who like to read into things. Prophecies are very big in my games.
Features:
Open-world exploration with player-driven choices
NPC recruitment and ally system
Camp and travel mechanics
Optional romance system (fully appropriate for ages 13–19, no NSFW)
Mystery, horror, political tension, and adventure
Written by two creators, run by one dedicated DM
Age Range: 13–19 SATURDAYS 1PM GMT Forgive me if you saw this post a few months ago! I ended up taking a little dnd break after finishing some other games, but I am back.
If you’re interested in applying, add whodoyouvoodoo69 on Discord.
Calverath is a land caught between smoke and fog - a frontier of gunfire and river songs, pirate flags and whispered spells. Witches walk openly, magic is traded behind closed doors, and every promise carries a shadow.
Once every decade, the Witch Market opens.
It is not a place you can find, it is a place that finds you.
Run by Olmira, the Dimming Flame, banished goddess of twilight, witches, and secrets, the Market exists under her Quiet Veil. Violence is forbidden. Names are dangerous. Silence is law. Artifacts capable of reshaping lives change hands by candlelight, their prices paid in coin, memory, or blood.
You are hired directly by Olmira herself as neutral protectors: professionals trusted to guard a collection of high-class, heavily insured magical items for a single night. The pay is extraordinary. The rules are absolute.
By dawn, the Market has vanished.
Every artifact is gone.
No locks are broken. No wards disturbed.
And the blame falls squarely on you.
Now bound by divine contract and watched by witches, gods, pirates, and powers who do not forgive failure, you must cross Calverath to recover what was lost - from swamp-choked towns and rail-bound company cities to salt-soaked ports and hidden covens all while avoiding the plauge that has stricken the world in recent years. Each item has already begun to change the world around it, and every retrieval forces a choice: who should wield power, and what price is acceptable for keeping it contained?
This is an open-world southern gothic campaign of deals and consequences, where silence is sacred, magic is never neutral, and the goddess who hired you is always watching through the fog.
We are a roleplay heavy game with a 70/30 ratio of rp/combat - although combat will be very tough. This game is for teenagers aged 14-19 only and will be held on Saturdays 1pm-3pm GMT, starting as soon as we have players.
Detailed backstories are VERY recommended but not needed. This world is fully fleshed out and has been played in before, it's religion heavy with lots of lore, twists and on-going 'puzzles'. Great for people who like to read into things. Prophecies are very big in my games.
Features:
Open-world exploration with player-driven choices
NPC recruitment and ally system
Camp and travel mechanics
Optional romance system (fully appropriate for ages 13–19, no NSFW)
Mystery, horror, political tension, and adventure
Written by two creators, run by one dedicated DM
Age Range: 13–19
SATURDAYS 1PM GMT
Forgive me if you saw this post a few months ago! I ended up taking a little dnd break after finishing some other games, but I am back.
If you’re interested in applying, add whodoyouvoodoo69 on Discord.
YES!! THIS IS AWESOME!