Post by crazynuto on Nov 5, 2021 21:19:37 GMT -6
The year was 200X. Humanity was naturally in the middle of the SPACE AGE, whereupon new planets were being found and colonized in the name of the GREAT EARTH COALITION. Things were going pretty well but that was then and this is now, 400 years in the future. Something happened, not super important but most planets are now disconnected, and there is barely any form of central government to be had.
This doesn't really matter to you though. Your sort of lifestyle thrives on the lawless nature of the world. For you see, you are a Grifter. A legally licensed bounty hunter who works jobs for pay. Those jobs range from bounty hunting to mediating disputes, hunting wild animals, a jack of all trades so to speak. Grifters can take whatever job they please, but there is one core rule of the Grifter code: Grifters are never allowed to kill one another.
With that loredump out of the way, allow me to present our main event!
WELCOME TO...MURDER BAY!
{Better Contrast Map with Paths!}
Here
ya
go
me
Here
ya
go
me
{Points of Interest}
1 - Slums: Where those under indentured servitude work out their sentences, usually by loading and unloading crates of dubious materials for their Spark Baron overlords for meager wages.
1 - Slums: Where those under indentured servitude work out their sentences, usually by loading and unloading crates of dubious materials for their Spark Baron overlords for meager wages.
2 - Dockyard: Where ships transporting various old world tech are loaded and unloaded it's a dock those don't change much.
3 - Admiralty HQ: The base of operations for the Admiralty, a combined Prison, Courthouse, and Luxury Retreat for the upper echelons of society.
4 - Scrap Forge: Any tech that isn't deemed valuable is melted down to make weapons, robots, or definitely not dangerous augmentations!
5 - Murder Bay Campsite: Many Cultists frequent the outer woods around Murder Bay, and their tar pits which have preserved many a technology from the old age.
6 - Better Living Chemists: The one stop shop to cure what ails ya. Note: The squeamish may want to stay away.
7 - The Spark Baron Offices: Contains a well guarded stash of high class augmentations and tech for a rapidly approaching auction.
8 - The Grog 'n Dog: A Grifter friendly inn owned by Fssssh, which is where you'll be staying. Contains the arbitrarily named GRIFTER BOARD where you'll be getting your job for the day.
9 - The Slurping Snail: A rival bar/inn to the Gog 'n Dog where patrons drink to avoid the eye of the law. You'll find quite a few unsavory characters here.
10 - The Murder Torch: A gathering point for the finest mercenaries money can buy. Or well...whoever's free really.
11 - Spree Camp: I mean pretty obvious. Way out in the woods. Admirality can't touch them. Don't mess with the Spree or you'll be...Spreeding to an early grave.
12 - Partok Caves: A massive winding labyrinth of tunnels where most of old world tech is unearthed. Dangerous doesn't even begin to describe this place.
3 - Admiralty HQ: The base of operations for the Admiralty, a combined Prison, Courthouse, and Luxury Retreat for the upper echelons of society.
4 - Scrap Forge: Any tech that isn't deemed valuable is melted down to make weapons, robots, or definitely not dangerous augmentations!
5 - Murder Bay Campsite: Many Cultists frequent the outer woods around Murder Bay, and their tar pits which have preserved many a technology from the old age.
6 - Better Living Chemists: The one stop shop to cure what ails ya. Note: The squeamish may want to stay away.
7 - The Spark Baron Offices: Contains a well guarded stash of high class augmentations and tech for a rapidly approaching auction.
8 - The Grog 'n Dog: A Grifter friendly inn owned by Fssssh, which is where you'll be staying. Contains the arbitrarily named GRIFTER BOARD where you'll be getting your job for the day.
9 - The Slurping Snail: A rival bar/inn to the Gog 'n Dog where patrons drink to avoid the eye of the law. You'll find quite a few unsavory characters here.
10 - The Murder Torch: A gathering point for the finest mercenaries money can buy. Or well...whoever's free really.
11 - Spree Camp: I mean pretty obvious. Way out in the woods. Admirality can't touch them. Don't mess with the Spree or you'll be...Spreeding to an early grave.
12 - Partok Caves: A massive winding labyrinth of tunnels where most of old world tech is unearthed. Dangerous doesn't even begin to describe this place.
Located on scenic Havaria, Murder Bay is a lovely area perfect for any sort of Grifter looking to make some quick cash. Murder Bay encompasses a small portion of the North coast and serves as the main trading port between Havaria, Rentoria, and the Deltrean Empire. Home to murderous bandits, arms dealers, and cultists seeking treasures of the land, Murder Bay feels just like home. The Deltrean Admiralty has recently been deployed to the region in an attempt to bring law to the coast, but the corruption within their ranks says otherwise.
{LoreDump About the Factions if you care}
The Spree (aka the murderous bandits) are the collective group of bandits found across Havaria. Focused mostly in Murder Bay, their presence is what gives Murder Bay its namesake. No target is too poor for The Spree, and they'd sooner slit your throat then let a few shills pass by their pockets. Their leader, Nadan, has found himself at war with the Admiralty ever since they settled on Havaria.
Spark Barons are a faction consisting of technocrats who take and retrofit Vagrant Age technology for modern use, much to the Cult's displeasure. The Spark Barons employ indentured servitude to excavate the ancient ruins found within Murder Bay. The Barons are extremely wealthy due to selling vast amounts of advanced weapons and technology excavated from the ruins found there.
The Cult of Hesh is a cult who worship Hesh of the Dark, the god of the Abyss. The cult owns the Lumin mining platforms off the coast of Havaria and the derricks. Contrary to the Spark Barons, they believe in preserving and worshiping ancient technology, and view the Baron's attempts to weaponize such tech as heresy. They are found frequently buying such technology in favor of destroying it rather than allowing it to exist in such a state.
The Spree (aka the murderous bandits) are the collective group of bandits found across Havaria. Focused mostly in Murder Bay, their presence is what gives Murder Bay its namesake. No target is too poor for The Spree, and they'd sooner slit your throat then let a few shills pass by their pockets. Their leader, Nadan, has found himself at war with the Admiralty ever since they settled on Havaria.
Spark Barons are a faction consisting of technocrats who take and retrofit Vagrant Age technology for modern use, much to the Cult's displeasure. The Spark Barons employ indentured servitude to excavate the ancient ruins found within Murder Bay. The Barons are extremely wealthy due to selling vast amounts of advanced weapons and technology excavated from the ruins found there.
The Cult of Hesh is a cult who worship Hesh of the Dark, the god of the Abyss. The cult owns the Lumin mining platforms off the coast of Havaria and the derricks. Contrary to the Spark Barons, they believe in preserving and worshiping ancient technology, and view the Baron's attempts to weaponize such tech as heresy. They are found frequently buying such technology in favor of destroying it rather than allowing it to exist in such a state.
Anyway now for signups!
Basically one of you is gonna kill another you know how this goes.
Name:
Picture:
Job you'd prefer to Take:
Murderous Intent Level: (from 0-100)
Weapon of Choice:
Schedule (EST)
Monday 8 pm - Sign ups END Blackened Chosen
Wednesday 8 pm - Murder plan submitted
Friday 8 pm - Alibis out/ Trial Up
Sunday 8 pm - Trial Ends