The DEAD Stamp Roleplaying Society
 
The Society
Home
Written Works
Models & Props
Who Are We?
 
D & D Campaigns
Darwin's Realm
 
GURPS Campaigns
Times of Darkness
Wilderlands
 
Stand Alones
Battletech
GURPS: Old West
GURPS: Ronin
 
Miscellaneous
RPG Resources

Introduction  |  House Rules  |  Cast of Characters

Introduction to the
Times of Darkness Campaign

The setting for Times of Darkness is a dark reflection of our own Earth. The geography is the same, as is much of the history. However, once you scrape away the familiar veneer you find a world that is dirtier, more corrupt, and more sinister. Oh yes, and horrific folk-lore is real.

Time of Darkness
Though the power of magic has had an ebb and flow throughout the ages, it is real. Vampires stalk through city shadows while the howls of werewolves echo through the wilderness. During the Dark Ages, and in a future we have yet to experience, faerie-folk walk the Earth.

In a Times of Darkness campaign you will find adventure in various times of our gothic Earth's past, present, and future. You may find yourself in Transylvania in the 1400's amongst the turmoil and warfare of the "land beyond the forests." As Turks, Hungarians, Transylvanians, and the Roman Empire battle for control over Eastern Europe the dwarves begin their retreat deep into the bowels of the Transylvanian Alps. Vampires delight in the chaos and violence that provides a perfect environment for them to hunt.

You might also find yourself in a post- apocalyptic nightmare struggling to survive in America's shattered future. Civilization as we know it has been rent assunder leaving the wilderness, and the werewolves who protect it, to reclaim and cleanse the taint from the Earth. The greatest cities have been reduced to rubble strewn havens for humanity. The faerie-folk have not made an appearance for centuries though some believe they are the key to Earth's survival.

The Times of Darkness may find you as a spell casting gun slinger in the Old West. You can stalk through South American jungles with a U.S. Navy SEAL team hunting for proof that a mysterious cult has used ritualistic human sacrifices to reawaken an Aztec god in modern times. The future beyond Earth's recovery from the apocalypse can find you as an elf sliding through the cyber-gothic shadows of monolithic corporations who hire you to do their dirty work.

The core setting of Times of Darkness has been heavily influenced by a conglomerate of ideas from White Wolf's World of Darkness, FanPro's Shadowrun, and fantasy and horror folk-lore. Ancient magics enable adventurous souls to travel along the Earth's shadowy time-line with each place in time being maintained by a Lead Game Master.

 

Unless otherwise stated, all content © copyright 2003-2006 The DEAD Stamp Roleplaying Society. All rights reserved.

Hosted by www.Geocities.ws

1