Those Which We Mourn

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Those Which We Mourn

Six years ago, three high school students vanished without a trace, no evidence of them ever having left. Six days ago, they asked you to find them.

TYPE

Campaign

SYSTEM

Geist: The SinEaters Second Edition

EXPERIENCE

Open to all

AGE

18+
2 NEEDED TO START
$12.00

/ Session

Details

Weekly / Sunday - 1:00 AM UTC

Session Duration / 3–4 hours

0 / 5 Seats Filled

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About the adventure

People die. They die every day, every hour, every minute, every second. Memories of people, however, are more persistent than the flesh. "They are there in your heart" is a comforting sentence, but you and your Krewe know better than that. Them not being here is good. It means they had no regrets, no unfinished business, no need to reach out and beg passersby for help in the only way they can; Throwing furniture and rioting. The dead are still around, and by extension you are. Only difference is while you made a deal with a miniature god of death, a Geist, to be alive still? Ghosts of Christmas Past still wander. They beg for help, and the living ignore them the same way a businessman walks past a misfortunate homeless. They are but the mist to those that cannot see them, or don't care to. You have a chance to make something right. About six days ago, a lost soul came to you, wallowing behind you in the reflection of your mirror, or perhaps the imprint of their hand was visible on glass as you had your hot shower. You listened as they screamed, and while you don't have much information, you have enough to make a difference. They don't want their second death; All they ask is to be remembered, and to be avenged. This game will be predominantly horror-focused, with a healthy mix of mystery, intrigue, confrontation and terror, alongside cozy and warm downtimes. You play as Sin-Eaters, people with unfinished business that drew you to make a bargain with a Geist. Both of you are now Bound together, working to resolve your situation, help your Geist remember what they were in life and to release the dead from the anchors that bind them to a state of perpetual starvation. Without you, the ghosts would never have an emissary and the dead would end up causing so much more harm than good. Without you, the haunted house remains a murder scene instead of moving on for the next family to inhabit it. Join if you're down for spooky adventures with a mixture of grim and grisly, and the celebration of life that reassures others. Nothing is as scary with others as it is alone, and with the Haunts granted by the Geist you're bound to, and the Keys you bring to open up long-since closed doors, you will remember life and make life better for it.

Game style

Roleplay Heavy

Theater of the Mind

Puzzle / Mystery Focused

Sandbox / Open World

Meet the Game Master
Published Writer
Voice Actor

Less than a year on StartPlaying

Highly rated for: Storytelling, Creativity, Voices

About me

I have been passionately running two games a week for the past seven years, with a variety of systems and settings. Eager to learn more and meet new folks, this platform seems the best way to achieve that!

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Character creation

Creating your character

Characters will be created together, alongside Krewes, before the first session. I may allow starting bonus experience if everyone agrees, but as this is intended to be a game designed for every skill level I am sticking to baseline character creation. Books that will be needed are; -Geist: The Sin-Eaters Second Edition. Books you may also use are; -Chronicles Of Darkness. -Chronicles Of Darkness: Hurt Locker. -Geist: The Sin-Eaters, Memento Mori.

What to expect

Preparing for the session

Discord accounts will be needed to participate in this game, in order for me to invite you into the Discord server this game will be ran in. No camera is required, though a passable mic would be preferred. If you're anxious about the quality of your mic, then it's likely more than good enough; Use of voice mods and such is allowed at the table for anonymity purposes if you prefer.

What Locke Myastan brings to the table

As a GM, I do my best to be attentive to the players' characters and the narrative they wish to experience. While the initial stages of any game I run typically follow a certain plot hook or two, I tend to enjoy providing players with an experience where their character can develop over time and build chemistry with other characters. The first step in a game is never the one people expect, so where the game goes will be in the hands of the players at the table and what they choose to focus on. Combat, in general, will be quite brutal (though not outstandingly difficult) as befitting Geist: The Sin-Eaters. Fortunately, Sin-Eaters are far more durable than the average character from other games, able to come back to life and shrug off gunshots and speeding cars like they were punches from a toddler. Violence will never be the only answer to any of my games, but should players choose to use violence, they can expect capitalization on the V. Roleplay and intrigue are the predominant focus here in this game. Building characters with divinatory powers and social strengths is encouraged, though having one man to be the "combat monkey" for when things grow pear-shaped is perfectly fine as well!

Equipment needed to play

Internet

Computer

Microphone

Computer or Mobile Device

Safety

How Locke Myastan creates a safe table

While some of the greatest stories ever told are confronting, I will not tolerate any actions made to cause discomfort to players at the table. Geist: The Sin-Eaters has a Geist card, which functions identically to the X card; The idea that any player can reach out to touch the card should players feel uncomfortable or distressed. Unlike most games, the Geist card is a HARD RULE in this game. There is no "optional safety tool", it is an expectation of the game that at any point people can express discomfort and skip whatever is distressing them. The X card/Geist card of this game is digital, a simple DM in response to whatever is happening and the scene will be dismissed, veiled, rewound or revisited with a different level of description or action, or even just paused for a moment so the player that's stressed can gird themselves to the topic should they need. I hold respect for everyone at the table and believe everyone at the table is emotionally mature enough to call for a scene to be stopped, rewritten or skipped. Geist: The Sin-Eaters is a confronting game. You play as people who have died, helping dead people move on from unfinished business. A lot of people may find some of the ways these ghosts have passed away repugnant or terrifying or existentially disturbing. If anyone wants to discuss whatever happened during the game with the group, or with me privately to express their concerns, I will gladly make time for them irrespective of the matter.

Content warnings

Safety tools used

Frequently asked questions