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Welcome to Haven, a small, innocuous New England town near the coast and only a short commute from Boston. Nestled amongst the forests and not far from the coast the town is home to average townies and university students, but attracts its share of campers and boaters.

It also happens to be the weakpoint between worlds, where creatures of myth and folklore creep across. Drawing a large number of supernatural beings, it is protected and fought over by secret societies.

In order to play, connect the telnet client (MUSHclient / CMUD / MUDlet) of your choice to havenrpg.net:3000

Please be mature and responsible.

Any player is free to use or share any intellectual property of this game including lore and gameplay systems in any way they wish, in whole or in part without limits or attribution.(This does not include anything created by a player)

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In the winding, ancient streets of Kyoto, a covert operation unfolds led by Ritsuka of the Tsubaki no Tetsu. Her team, consisting of Takeshi, Lynette, Raina, Edith, and Liam, embarks on a mission to capture a high-ranking Dynasty agent for a sacrificial ritual. The target, identified as Zhao Wei, is known for his cyber warfare skills and divine heritage, making him a formidable opponent.

As the team disperses in their roles, Takeshi, slightly unhinged and overly confident, charges into the operation with a dramatic entrance. Lynette and Raina handle distractions and logistics, while Liam positions himself strategically to intercept the target should he attempt to flee. Edith, the stoic vampire and tactical genius, opts for a stealthier approach, anticipating the possibility of an abrupt escape by their prey.

The old Kyoto streets teem with life, unaware of the covert drama unfolding. Takeshi's enthusiastic albeit clumsy attempts to breach the target's fortified room create commotion, drawing attention from locals, including a particularly concerned elderly woman. Meanwhile, Lynette artfully manipulates bystanders to maintain cover, showing her resourceful and manipulative side.

In a turn of professional precision, Edith single-handedly neutralizes Zhao Wei using a combination of tranquilizers, hypnotism, and physical restraint, showcasing her lethal efficiency and deep understanding of supernatural encounters. Raina, with her calming presence, manages to handle the public's unrest stirred by Takeshi's antics, showcasing her diplomatic skills.

As Edith secures Zhao Wei, Takeshi finds himself humorously stuck in the wall he tried to breach, with Raina coming to his aid. The mission concludes with the team regathering and heading back to the shrine for the final sacrificial ritual led by Ritsuka. The scene at the shrine is grim yet executed with a sense of necessity, underlining the ritual's gravity and the dark undertones of their mission.

The sacrifice is completed with a somber reverence, and Kin’Yoko's blessing is seemingly secured as the camellias bloom more vibrantly, yet ominously, at the shrine. The bloody consequence of their mission is swiftly erased, leaving no trace behind except for the lingering aura of something monumental having transpired.

In the aftermath, the operative team is left to reflect on the success of their mission and its implications. The dynamics within the team, each member's contrasting methods, and the ethical gray area they navigate paint a complex picture of loyalty, duty, and the supernatural politics at play within the shadows of Kyoto.
-Akai Daichi(SRRitsuka)

The tale begins in an abandoned theater in Los Angeles, where the remnants of old Hollywood glamour gather dust and memories. Here, Siofra, Victoria, and Castiel come together, each drawn by their own motives to explore the decrepit building's secrets. Siofra, with her cheeky charm and pockets full of mystic tools, steps into the eerie silence alongside Victoria, who wears a ballistic vest and carries an air of pragmatism. Castiel, an entity of celestial power, descends like a meteor, his dramatic entrance tearing through the fabric of the building and setting the stage for what's to come.

The trio is not typical - Siofra jokes about getting autographs and discusses the peculiarities of the Nightmare realm, Victoria prepares for battle with her bow and daggers, and Castiel, unmoved by the darkness, summons hellfire to light their way. Their banter masks the tension as they uncover a trapdoor on stage, revealing a staircase that descends into the depths below the theater.

As they venture into the underground, the air thickens with the scent of blood and decay, offering a stark reminder of the countless souls who might have met their ends in these catacombs. The walls, etched with occult symbols, suggest a history of sacrificial rituals aimed at appeasing demonic entities. It's clear that this place has been used for dark purposes, far removed from the glitz and glamour of Hollywood above.

The hellfire Castiel summons reveals not just the path ahead but also the ominous sight of a tomb-like chamber, its walls marked with shifting, unsettling runes. The trio hears distant shouting, signs of others alerted to their intrusion. Despite the foreboding atmosphere, their resolve does not waver. Siofra, armed with a singular dart gun, may seem underprepared, yet she carries herself with a bravado that belies her vulnerability. Victoria, ever practical, suggests a strategic use of hellfire to clear their path. Castiel, confident in his judgment and power, leads them forward, the infernal flames at his beck and command.

As they advance, the echoes of their adversaries grow louder, the anticipation of confrontation building. Castiel's intent is clear: to personally address the source of the corruption pervading this hidden realm. Their mission, while undefined in its conclusion, is driven by a common purpose—to unravel and confront the darkness that lurks beneath the city's surface.

But their journey is abruptly paused — a sudden illness forces the players to halt their adventure, leaving the fate of their characters hanging in the balance. Will they succeed in their daring raid into the depths of demonic dealings? Only time will tell as they plan to regroup, ready to press on with their quest to loot, confront, and if necessary, extinguish the sinister forces festering in the catacombs beneath Los Angeles.

Thus, the first act of their story closes, not with a bang but a whisper of things to come, as the trio prepares to dive deeper into the neon-lit hellscape that is the Devil's Broadcast.
-Neon Hellscape: The Devil's Broadcast(SRNovel)

On a chilling morning in Arkwright Cemetery, Keith, amidst rising black mists and sinister smoke monsters, finds himself at the heart of a ghost banishing ritual. As the cemetery air fills with the smell of brimstone and the shapes of horned creatures, Keith, wide-eyed and holding onto a charm, seeks guidance on what to do. Edith, unfazed by the gathering darkness, begins preparing a ritual with herbs and a candle, ready to cut her own flesh for the magic to work. The atmosphere thickens with a palpable sense of dread, smoke monsters chanting in unison, their forms becoming more menacing as they approach. Despite the fear clawing at his resolve, Keith mutters "Not today," his voice a mix of determination and uncertainty, as he tightens his grip on the charm, focusing on the pulse of life within him.

As the ritual progresses, Edith's expertise in necromancy becomes evident, with her blood activating the binding circle and her calm demeanor in the face of the supernatural assault. Keith, clinging to his charm and repeating his mantra, begins to exhibit a subtle defiance against the dark mists attempting to engulf him. Edith, noticing Keith's struggle and the power in his blood-dripped grip on the pendant, completes the ritual, causing the demonic smoke to be sucked into the candle and banished from the cemetery. The alliance between Keith's steadfast courage and Edith's arcane skills proves successful, the smoke monsters disappearing into nothingness, leaving a sense of peace in their wake. Edith, moving to tend to Keith's injuries, reveals a moment of companionship amidst the chaos, symbolizing the endurance of hope and strength in the face of darkness.
-Keith's ghost banishing

Colton, amidst a deteriorating weather condition characterized by constant hail, surveys an old trailer park with the intent to replace its worn porch. His nocturnal assessment is hindered not just by the hail but by an alarming increase of wildlife activity, including pairs of yellow eyes in the darkness, a battalion of bats, and insects that seem more aggressive than usual. The situation escalates quickly to a surreal confrontation where Colton finds himself attacked by these creatures, leading him to take drastic measures. In a desperate act to ward off the animals, he douses himself in gasoline at a nearby gas station, a tactic that successfully scares away his assailants. This unusual standoff concludes with the creatures retreating, leaving Colton in dire need of a cleanup from the gasoline and potentially a rabies vaccination.

Sophie, meanwhile, encounters her own peculiar challenge not of the physical but of the moral kind, tempted by gummy bears loaded with THC left by Colton, despite knowing they could heavily sedate her. Amidst her conundrum, she receives a call from her cousin Grant, seeking her intervention in a matter involving a mercenary captured by their family. Grant's strategy to forcibly recruit the mercenary into Sophie's affiliations within the Venetian Accords and then dispose of him is flatly rejected by Sophie, who suggests a less involved method of dealing with the problem. The conversation, strained and revealing familial and personal tensions, ends acrimoniously with Grant's insult towards Sophie's loyalties and choices. The story wraps with Sophie, affected by the THC from the gummy bear leg she consumed, contemplating a rest on her couch, inadvertently ignoring the immediate fallout from her conversation with Grant and the broader implications for her family and affiliations.
-Colton's odd encounter(SRSophie)

In the dense forests of Navorost, a party of adventurers, accompanied by the seasoned mercenaries of Forged Fortune, faced the mysterious and dangerous Petrified Tower. As dawn broke, they met with Centurion Marco and his team - Vex, Griggs, Dane, Rook, and Kara, setting the stage for their perilous journey. Each member specialized in a specific role, from sharpshooting to heavy weapons, forming a formidable force prepared to confront whatever lay within the tower.

As they approached their destination, they were ambushed by a sinister gorgon. The creature's gaze turned members of the squad to stone, drastically reducing their numbers. In a desperate fight, they managed to defeat the beast, courtesy of teamwork and bravery, particularly from Juniper and Victoria, who found creative ways to avoid looking directly at the creature while fighting back. Their struggle was not in vain, as the stone curse was lifted from their petrified comrades once the gorgon fell. However, the victory was bittersweet, as they mourned those permanently lost to stone, their stories ending as silent sentinels outside the tower's entrance.

The opening of the tower revealed an atmosphere heavy with magic and history, beckoning the adventurers inside. Inside, they were met with a scene frozen in time, full of ancient artifacts, mysterious jars, and crumbling tomes - a treasure trove of knowledge untouched by time. Juniper and Victoria, rummaging through the artifacts, sought the essential materials needed for their ritual. Despite accidental releases of unknown entities and the unsettling energy permeating the tower, they found a jar containing the precise mix of obsidian dust and ground selenite necessary for their quest.

Reflecting on the enveloping atmosphere of ancient magic and the stirring sense of having barely scratched the surface of the tower's secrets, Juniper expressed a desire to return. With the crucial elements in hand, and a newfound resolve, the adventurers prepared for their journey back, hinting at future explorations into the forgotten depths of the Wilds' most enigmatic places.

Their expedition to the Petrified Tower thus concluded with a mixture of success and solemn contemplation, marking the end of one chapter and the potential beginning of many more within the untamed wilderness of Navorost.
-To breach stone and shatter the veil(SRNate)


Recent ChangesCharactersSocieties & GroupsHigher PowersDreamworldsPoints of InterestNPCs

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Livia Hayes

Malcolm Welden

Toby Mathis

Benjamin Fettes

Leaf

Antoinette Daniels

Kitsune

Ember Green

Castiel

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Peyton Bennett

Livia Hayes

Colton Moore

Jodie Moore

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