Description
A dark fantasy setting with martial arts and Western elements set in a gritty 1800s-inspired world. Supernatural beings like vampires and lycans (werewolves) battle for survival amid expanding human kingdoms and lawless frontiers. Gothic western themes blend with martial arts and Qi mysticism. Trust is rare, power is brutal, and survival demands strength, wit, and sacrifice amid a growing human technological prowess. Inspired by The Witcher, Red Dead Redemption, Dragonball, and Underworld.
Author's Note
Welcome to Eclipse. This game takes place in Viratia, a world where the old monster age is dying, but it is not going quietly. Humans have guns, railroads, laws, cities, banks, borders, warrants, and armies. Vampires still rule from the shadows. Lycans still carry the moon in their blood. Ancient powers still move behind the curtain. Somewhere between a frontier, a gothic underworld, a martial arts epic, and a political powder keg, a new kingdom is trying to be born. The intended story follows "Drey", a werewolf warrior marked by tragedy, power, humor, hunger, loyalty, and impossible choices. But Eclipse is not locked to one hero. You may play as Drey, create your own warrior, build a vampire noble, a lycan outcast, a human gunslinger, a Qi martial artist, a monster hunter, a doppelganger, a rebel, a diplomat, or something stranger. The world is built to react to whoever you become. Eclipse is built around three big ideas: Build a kingdom. Unite monsters. Defy gods. You will fight bounty hunters in saloons, train Qi like a martial artist, survive vampire politics, manage cities, make allies out of enemies, face demigods, and decide what kind of world comes after the old one burns. This is a dark fantasy RPG, but it is not meant to be grim just for the sake of being grim. It has violence, tragedy, betrayal, and cosmic horror, but it also has dumb jokes, bar fights, weird friendships, impossible romance, sarcastic spirits trapped in weapons, drunk brawlers with god-tier hands, and moments where the only sane response to destiny is, “Fuck it, we ball.” The world will react to you. If you act like a monster, people will fear you. If you build something better, people will test it. If you unite enemies, both sides may hate you before they understand you. Your choices matter not because they lead to perfect outcomes, but because every decision adds weight to the legend being built. This is not a clean hero’s journey. This is not a chosen-one power fantasy with no consequences. This is a world where monsters, mortals, outcasts, killers, saints, cowards, and kings all have to decide what survival is worth. The moon is watching. The gods are nervous. The hunt has begun.
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