There Are No Saints In The South
Southern monsters rise as the Hunter Network falls; you’re deputized to salvage its legacy or join the names buried in red clay.
$25.00
/ Session
Details
Weekly / Friday - 12:30 AM UTC
Session Duration / 3–3.5 hours
1 / 6 Seats Filled
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About the adventure
You can taste it in the air here: the sweet rot of kudzu strangling rusted-out Chevys, the copper tang of blood seeping into Georgia clay, and the static buzz of neon crosses flickering above gas-station pulpits. This is the modern-day South where the past ain’t even past; it’s breathing down your neck, rattling the screen door, and whistling through the pines like a confession nobody wants to hear. They’ll tell you the war is over. They’re lying. This land keeps score, corruption is cheap, and redemption charges interest. A century and a half ago, General William T. Sherman and his heirs carved their legacy into the backroads and battlefields, burning more than just Atlanta. They discovered the Confederacy’s darkest secret: pacts with vampires, hollow-eyed aristocrats trading sons and souls for another day of power. The Hunters were born in that fire, a bloodline of warriors sworn to purge the South of its hungry darkness. They built a Network, a shadowed brotherhood that turned Appalachia’s hollers into killing grounds for things that howled in the dark. But time’s a thief, and blood thins. By the ’80s, the Network splintered into five warring families choking on meth fumes and bad decisions, trading silver bullets for dime bags and dirty deals. The darkness noticed. Six months ago, it struck back. Thirty-two hunters died at a Kentucky cookout, their bodies left in such a state that it took weeks to identify them all, and some were identified by elimination. Now the vampiric elite slither into Atlanta high-rises, meth cooks spike their product with dark blood, and something old stirs beneath abandoned coal mines, its voice like a hymn sung backward. Enter the last bastard heir of Sherman’s line. They’ve claimed a dirt-road sheriff’s office as their throne, deputizing a ragtag posse of hunters: runaway scions of disgraced families, ex-cons with a knack for spotting lies, and maybe you. By day, you’re law. By night, you’re the lawless, raiding creek-bed churches where preachers drink communion wine laced with monstrous grace, bargaining with granny witches who know the true names of things, and chasing phantoms down highways where the asphalt bleeds. This ain’t about heroism. It’s about survival. Every hunt leaves a scar, on the land, on your soul. That meth head twitching in the holding cell? He ain’t just high; he’s seeing the thing that’s been gnawing on his trailer. The sweet-voiced DJ spinning blues at the crossroads station? Her playlist summons more than just lonely truckers. And that sheriff who recruited you? They’ve got a ledger of sins that’d make the Devil blush, and a smile that says they’ll burn whatever and whoever it takes to restore the proper order of things. Salvation comes at the end of a twelve-gauge, and nobody gets out clean. If you're interested, message me your Discord name so we can talk further.
Game style
Roleplay Heavy
Game themes
Meet the Game Master
2 years on StartPlaying
Highly rated for: Storytelling, Creativity, Inclusive
About me
Hello! My name is Gatlin, but I go by Gat. I’ve played TTRPGs since I was 9 years old and have been in the DM chair for a large portion of that time. Over the years, I have run multiple long-term games, including one set in the world of Exandria that has been going on for 3+ years. TTRPGs are one of my all-time passions, and I want to bring that passion into the paid-for space. My goals for each game are quite simple: I want to guarantee that you get your money's worth. It’s not just about how much fun you have (though that is very important to me), but also delivering exciting plot lines, including major ones for the main story as well as more character-specific asides. One of my most unique abilities as a GM is to blend personal plotlines within the overall narrative so they flow well together and uplift each other. Beyond the plot, I also create interesting NPCs that care about what you want and are designed to match up to you when it comes to playstyle and roleplay. Combat is distinctive, finely balanced, and often enough that you’ll feel like the world is actually dangerous and unpredictable (within reason). And while I'm not a voice actor, each NPC will have their own voice, personality, and vibe. I even come up with unsettling monster sounds that are off-putting in all the right ways! Lastly, I deeply believe that open communication is the most crucial aspect of TTRPGs. If you ever have a problem, concern, or idea, you can tell me—I will always listen and follow through with action if needed! Your suggestions and constructive criticism are welcome (even encouraged) and healthy, and your input will only make me better as a storyteller. We are here to play a long-term game together, and if we function well as a group, this will ensure everyone has a compelling and meaningful experience.
View Profile →Character creation
Creating your character
Character creation takes place in a dedicated Discord call scheduled after a player is accepted and before Session 0. During that chat we pick a Monster of the Week playbook from the core rules or Tome of Mysteries, assign the standard rating array, sort out moves, gear, and history, and braid at least a couple of back-story threads directly into existing NPCs, locations, or mysteries so each hunter feels rooted in the setting from minute one. We also double-check individual lines and veils to be sure boundaries are reflected in the concept. Hunters enter Session 0 at normal starting level with a clear mechanical build and a reason to care about the plot; minor tweaks are welcome after Session 0, but once Session 1 opens, the character is locked and ready to hunt.
What to expect
Preparing for the session
Players will need a stable internet connection, a working microphone, and free accounts on both Discord and Roll20; webcams are optional but preferred. Before Session 0, join the campaign’s Discord server to complete the Monte Cook consent checklist. Reading the Monster of the Week basic moves section is helpful, but not required I’ll teach rules as we go. Bring a rough character concept to your one-on-one creation call; we will finalize playbooks and mechanics together. Headphones and push-to-talk are strongly recommended to reduce background noise.
What The Bard GM (Gat) brings to the table
This game puts story first: scenes are described aloud to keep the spotlight on narrative momentum, while a single Roll20 sheet records rolls so mechanics stay quick and visible. A Southern Gothic playlist runs underneath dusty blues for quiet investigations, distorted riffs when firearms come out, adding atmosphere without overpowering conversation. Before anyone joins, each prospect has a short interview to confirm scheduling and play-style fit. Once accepted, they receive a one-on-one character-building session where we tune mechanics, embed back-story hooks, and secure the character’s place in the ongoing plot. During play, recurring NPCs are voiced with specific regional accents and firm motivations, giving you people, not props, to negotiate with. Combat is handled in concise, cinematic bursts that reward inventive tactics; rules bend when serving the fiction delivers a better moment.
Homebrew rules
Core rules follow Monster of the Week as written. Any durability tweaks, such as bonus luck refresh, revised harm thresholds, or team-based resilience moves, will be developed collaboratively during Session 0 and documented for full group approval before Session 1.
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How The Bard GM (Gat) creates a safe table
This campaign is intended for a mature-but-not-explicit audience, think PG-13. Profanity, stylized violence, and horror imagery are part of the tone, but graphic gore, explicit sexual content, or detailed depictions of torture and slavery will not appear on screen. If these subjects must be acknowledged for narrative reasons, they are referenced briefly and handled with a fade-to-black approach. Sexual assault is a hard line: it will never be included in the story. Any attempt by a player to introduce it in play (outside of a privately agreed-upon back-story element, and even that falls to only backstory, it will never appear on screen) will result in immediate removal from the game.
Content warnings
Safety tools used