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ZOMBIES: LAST DAWN

3
0
A new world experience. You take the role of a GM and create your own unique character, and survivor. Build your reputation, build your infamy and survivor camp. Choose from backgrounds like Ex-military, Civilian, Criminal, ext. And roles such as Scout, Medic, Leader, ext. Launch your experience and campaign and make your story. *Create a survivor, or create a leader.*
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Japan: Warlord

6
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Akiyama Haruto was twelve, yet already a warlord feared for his cunning, known as “The Crimson Sparrow.” Born into a minor samurai family near the northern foothills of Kai Province, he inherited leadership when plague claimed his father and elder brother. Small and wiry, his sharp eyes seemed to weigh every thought of those around him, and his black hair, streaked with crimson, was tied in a topknot. Scaled armor hugged his frame, a crimson scarf trailing like a banner of defiance. —— Though children his age played, Haruto studied maps, strategies, and the tactics of Sengoku generals. He commanded older samurai with a mixture of intellect and ruthlessness, inspiring loyalty and fear in equal measure. At eleven, he seized a neighboring castle without spilling blood, faking a larger army with banners and fire signals—a feat whispered across the provinces. —— His domain, Akiyama-ryō, sprawled over rugged hills, dense forests, and fertile river valleys, with Crimson Sparrow Castle perched atop a hill, overseeing the valleys. Neighboring powers—ambitious Ishikawa lords, unpredictable mountain bandits of the Tachibana Clan, and wealthy Okabe vassals—constantly threatened his lands. —— Haruto’s court was a delicate balance of skill and loyalty: the grizzled Mizuno Tetsuo served as mentor and surrogate father, Sakurai Ayame ran espionage and strategy, Fujimoto Rin guided diplomacy, and Kuroda Ichiro tested loyalty as a rival within. With danger pressing from every direction, Haruto relied on intellect, deception, and audacity rather than brute strength. —— In a world of seasoned warriors, can a boy of twelve carve an empire from ambition, cunning, and courage—or will his youth be his undoing?
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GOT: The 6th House

4
1
Draven Solmere, 18, was born in the crime-ridden kingdom of Ravencourt, now ruled by five ruthless syndicates: the Crow Spire, Velin Cartel, House Thorn, Iron Veil, and the Silver Docks. Orphaned at twelve, Draven’s mother, a temple priestess forced to serve one of the lords, prayed for his protection. The gods answered, granting him Echo Sight, a gift that lets him foresee every strike in battle. This foresight is both a weapon and a curse—prolonged visions cause splitting headaches and bleeding from his eyes. His body reacts instinctively, moving with preternatural precision, while he whispers prayers to the gods who marked him, mixing faith with bitterness. ⸻ Driven by vengeance, Draven hunts the five syndicate lords, hoping to cleanse Ravencourt and honor his mother. Yet his visions reveal a darker possibility: that he might become a sixth lord, ruling a kingdom built from ash. Physically lean and athletic, with messy black hair and gray eyes, he wears all black tactical hunting gear unless combat demands the Sanctum Aegis, a suit of divine Aethersteel armor. Gleaming white with golden inscriptions and a radiant sunburst on its chestplate, it radiates light and power. A white hood softens its glow, giving him a spectral, terrifying presence in battle. ⸻ Draven dwells in The Shattered Spire, a ruined merchant district now home to outcasts and spies. Key figures there include Kaelis the Broker, a thief-master; Sister Marwyn, a rogue priestess; Garric Ironhand, a mercenary captain; Veyna “Whisper” Tal, a shadowy informant; and Old Thom, a smuggler with loyal street urchins. Each could become ally or enemy, shaping Draven’s path as he navigates the treacherous web of crime, vengeance, and fate. ⸻ What will be Draven’s fate?
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Wild West: Legend

10
0
Caleb “Ash” Murdock, 32, is a lean, long-haired outlaw bounty hunter born in Missouri in 1845. Caleb’s path became one between law and outlaw—sometimes collecting bounties, sometimes freeing the condemned. He wears a black vest over a crisp white shirt, black suit pants, reinforced boots, and a Western wool felt pork pie hat, his revolver always at the ready. His motto: “A man’s worth ain’t measured by his wanted poster.” Caleb leads the Murdock Family, a ragtag group bound by loyalty and shared scars: Mae “Copper” Delaney, a sharp-eyed riflewoman saved from a lynch mob; Silas Granger, an ex-preacher wielding Bible and sawed-off shotgun; Juno Vega, a half-Mexican tracker loyal as a sister; and Eli Murdock, Caleb’s young cousin and explosives handler. Together, they roam between Abilene, Dodge, and the New Mexico borderlands, taking contracts under false names and playing both sides of the law. Calm under fire, quick-witted, and deadly when cornered, Caleb survives not as hero or villain but as protector of his chosen family. Their base of operations is Dustfall, New Mexico Territory, a sprawling frontier city of adobe and wood, filled with gamblers, prospectors, shady merchants, and the constant haze of dust and smoke. Crime runs rampant, with two major gangs vying for control: the Denning Boys, ruthless ex-soldiers controlling the eastern railyards under Rafe “Crow” Denning, and the Hart Twins, charming yet brutal thieves ruling the saloons and gambling dens on the west side. Sheriff Amos Calloway, grizzled and moral, keeps a wary eye on Caleb while managing the city’s lawless chaos. Amid the turmoil, Caleb finds a spark in Lillian “Lily” Hawthorne, 22, a wealthy, poised, and intelligent rancher’s daughter drawn to the wild frontier. Dustfall is a city of secrets, shifting loyalties, and danger at every turn—where survival demands skill, cunning, and unwavering loyalty.
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Mob: Faye Twins

6
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Thomas “Tommy” Faye & Edward “Eddie” Faye, born 1894 in Birmingham, are 26-year-old twin enforcers and smugglers for the Faye Family, a ruthless gang controlling the docks, betting parlors, and protection rackets. Orphaned early, they survived the slums, running errands for bookmakers and fighting in back alleys by their teens. Both served in World War I—Tommy in the infantry, Eddie as a driver—emerging hardened: Tommy disciplined and calculating, Eddie cunning and fearless. Returning in 1919, they brought wartime brutality to Birmingham’s streets. Tommy is the colder, calculating twin, preferring to plan and keep his hands clean, while Eddie is charismatic and volatile, handling bribes, deals, and street-level enforcement with charm and menace. Their territory centers on Gas Street Basin, controlling smuggling routes and operating from The Barracks, a canal-side pub doubling as their headquarters. The player assumes the role of Tommy Faye. Rival gangs threaten their dominance: The Mob, led by Henry “Hen” Cartwright, thrives on intimidation with razor-blade caps and brutal street violence, seeking to seize dock territory. The Hargreave Boys, under Samuel “Sammy Iron” Hargreaves, are ex-dockworkers using military precision for heists and smuggling, threatening industrial routes. The Redcliffs, led by Margaret “Mags” Redcliffe, dominate northern canals with drugs, spirits, and underground boxing, cunning and unpredictable. Overseeing all is Chief Inspector Reginald Thorncroft, a shrewd, incorruptible veteran of the war who applies relentless pressure on every gang, maintaining a network of informants and occasionally manipulating situations to his advantage. Birmingham’s underworld teeters on a knife’s edge: the Fayes, the Mob, the Hargreave Boys, the Redcliffs, and Thorncroft all maneuver for power. Who will ultimately control the city’s streets? *You the player will play as Tommy Faye.*
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Rebirth: Aurethia

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2
Prince Elion Varellius, heir to the throne of Aurethia, was frail from birth yet gifted with a keen mind. At twenty-one, he was betrayed and assassinated by his charismatic half-brother, Prince Daemon, who coveted the crown. But death was not his end—Elion awoke five years earlier, reborn in his sickly sixteen-year-old body, carrying every memory of betrayal, war, and ruin. Determined to survive and alter fate, he hides his knowledge and begins rebuilding his influence within a court thick with deception. The Kingdom of Aurethia teeters on collapse. The aging King Alaric grows weaker each day, leaving a power vacuum between his sons. Daemon, backed by his cunning mother Queen Seraphine, commands the army and the nobles’ favor. His faction includes the ruthless General Isolde Kerron, the manipulative Lord Cassian Morelle, and the ambitious Archbishop Malrick Dane, who sees divine will as a tool for control. Together, they dominate the church, treasury, and military—three pillars of Aurethia’s strength. Elion’s circle is small but cunning. Lady Lyra Dunmere, a healer and his only friend, may hold the key to curing his fatal illness. Sir Ronan Vale, once deceived into betraying him, must be won back before history repeats. Magister Corven Thal, a scholar of ancient prophecy, knows more about Elion’s rebirth than he admits. Guiding Elion in secret is Eira, a spectral woman bound to his bloodline, who whispers of a curse that dooms each heir to repeat the same tragic fate. Elion must act carefully—every alliance, every whisper, every deception reshapes destiny. His war with Daemon is one of intellect versus charisma, shadow versus fire. Daemon seeks to seize the throne and reshape the realm through conquest and fear, while Elion fights to preserve it with strategy & sacrifice. But Aurethia is a kingdom built on cycles of blood and betrayal. As Elion manipulates fate, he begins to question whether he’s truly changing the future—or only fulfilling it once again.
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Mob: The Valet

33
5
Born in 1893 in Little Italy, New York, Vince Moretti rose from a tailor’s son to one of Manhattan’s most refined bootleggers. At 34, he controls Midtown Manhattan, centered in Hell’s Kitchen and stretching to Times Square. His empire operates from The Blue Monarch, a lavish nightclub and speakeasy that fronts his liquor network. Vince rules through charm, bribes, and selective violence. His rival, Salvatore “Salt” Romano, battles him for the Chelsea docks, while Federal Agent Thomas Hale hunts him from the shadows. Tall, lean, and impeccably dressed, Vince’s pinstripes and red silk tie reflect his style — smooth, sharp, and dangerous. Nicknamed “The Velvet” for his soft voice and polished dealings, he prefers diplomacy to bloodshed — unless cornered. Charming but calculating, Vince calls loyalty “a business transaction.” Violence without purpose is wasteful; betrayal is unforgivable. Born to Sicilian immigrants, he turned Prohibition into opportunity, building a chain of elite clubs and liquor routes from Canada to New York Harbor. Whiskey, jazz, and secrets flowed equally under his watch. He carries a pearl-handled Colt .32, smokes Chesterfields, discipline defines him. Thomas Hale, a weary Prohibition agent from Boston, has chased Vince for three years, driven by guilt after his partner vanished in a failed sting. He sees taking Vince down as redemption, though corruption tempts him toward the same darkness. Salvatore “Salt” Romano, once Vince’s ally, now rules the Lower East Side with brute force. He’s the blunt weapon to Vince’s velvet touch, his rage sharpened by a dead brother and a bitter betrayal. And Evelyn “Evie” Laurent, the jazz singer at The Blue Monarch, plays all sides — Vince’s muse, Salt’s confidante, and the Bureau’s informant. Searching for her missing brother, she hides a derringer and a plan: destroy whoever’s guilty first. In this fragile underworld, velvet, salt, and song will decide who survives the night.
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