Ghosts of Savannah is an immersive, character-driven roleplay set within a supernatural version of Savannah, Georgia.
Humans, Gifted humans, vampires, witches, shifters, spirits, and stranger things share the city, most of them hidden behind a carefully maintained veil of secrecy.
You do not need to know every piece of lore before you begin.
You should understand the basics of your character: what they are, what they can do, the society they come from, and the rules that shape their place in Savannah.
This guide gives you the essentials. Links throughout the page lead to deeper lore when you want it.
Throughout the sim you will also encounter NPCs, objects, rumors, and self-guided story hooks designed to help you discover Savannah through roleplay.
How much you read or don't read is your choice, but not knowing something explained here might
affect your roleplay, your interactions and therefore your character's story.
Your race and its basic strengths, limitations, and culture
Your character’s abilities and skills
The basic expectations of the Shroud
Any faction, Pack, Court, Lodge, or society your character belongs to
You are not expected to memorize the world before entering it. Discovery is part of the roleplay.
Ghosts of Savannah draws from cosmic horror, a genre shaped by writers like H.P. Lovecraft and Robert W. Chambers.
Their stories focus on a simple idea:
The universe is vast, unknowable, and does not care about human understanding.
Not everything has answers.
Not everything can be understood.
One of the core themes is this:
There are no heroes, only survivors.
Cosmic horror is rooted in existential dread, the quiet realization that something larger exists, and it may already be watching.
The world does not always behave logically
Knowledge can come at a cost
Some truths can change you just by understanding them
The deeper you dig, the less certain things become
Savannah is not just haunted. It is layered with things that were never meant to be understood.
Unawakened - unaware of Savannah’s hidden world
Awakened - humans who know that the supernatural exists
Hunters - Gifted humans who investigate and confront supernatural phenomena.
Freemasons - Gifted scholars, artificers, and builders who study and manipulate supernatural forces.
Witches (Temoin) - practitioners of the Hearth, Seer, and Thorn traditions.
Shifters - Supernatural beings capable of moving between human and animal forms.
Kindred Vampires (Sourthern Court) - Savannah’s traditional vampire population, including Founders and Bohem.
Strix Vampires - Vampires whose traditions center on blood magic, occult knowledge, and enlightenment.
OUT OF CHARACTER (OOC)
If your character belongs to a supernatural race or established group, introduce yourself to the appropriate race or faction group through Discord or in world.
You may also contact a group leader if you would like help establishing how your character fits into Savannah.
This is not required to begin casual roleplay, but it can help create connections and story opportunities.
IN CHARACTER (IC)
New arrivals do not always pass unnoticed.
Depending on who or what you are, someone may recognize you, approach you, quietly observe you, or simply remember that you appeared.
You may choose to connect with an established faction or remain more independent.
Joining a group provides relationships, responsibilities, resources, and political connections.
Remaining independent offers greater freedom, but trust and access may take longer to build.
Neither approach is wrong.
Savannah’s present has been shaped by centuries of supernatural history. Old conflicts, forgotten agreements, telluric disturbances, and the consequences of the 2005 Breach continue to influence the city today.
How much history your character knows should reflect who they are and how long they have been part of Savannah.
New arrivals may know little beyond rumor.
Long-established characters should understand the history of their own people and the major events that shaped the city.
Government of Savannah’s vampire population, including the Founders, Bohem, and Strix.
Leadership: The Prince and Venerated Council
Publicly: Old families, arts, business, scholarship, nightlife, and social influence.
Behind the Shroud: Vampire law, Court politics, lineage interests, occult research, and territorial affairs.
Leadership: The Three Voices
Publicly: Waterfront communities, local businesses, music, crafts, river culture, and traditional knowledge.
Behind the Shroud: Pack territories, sacred land, the Caern, inter-Pack matters, and collective defense.
Leadership: The Matron (absent)
Publicly: Healing, spiritual services, traditional crafts, apothecaries, and community care.
Behind the Shroud: Artificing, telluric study, hidden infrastructure, wards, and artifact containment.
Leadership: The Grand Architect
Publicly: Architecture, engineering, preservation, museums, archives, and research.
Behind the Shroud: Artificing, telluric study, hidden infrastructure, wards, and artifact containment.
Leadership: The Wick
Publicly: Paranormal investigations, Sixth Sense tours, folklore, research, and information networks.
Behind the Shroud: Investigation, field response, threat containment, and relic recovery.
Savannah has a rich history that has shaped the city it is today. To ensure that your character's backstory is consistent with their knowledge of the city, this is our advice:
If your family has lived here for over 100 years, you should be aware of the past events that took place in the city since they moved. You can read more about those in the History.
If you would like to create a character that is one of the founders of the city or is taking on a job role as a historian, you will be required to know the history in a bit more in-depth way. Historic Narrative
If you just came to the city, you might have an idea of some things that happened (you can choose from the History what those would be), and then the rest you can find out through RP.
Telluric energy is the supernatural current flowing through Savannah’s land, structures, living beings, and hidden places.
Ley lines, sacred sites, death, memory, and powerful events can shape how that energy behaves.
Taint is supernatural residue that can accumulate through corruption, imbalance, trauma, or prolonged exposure to dangerous forces.
Small amounts may be survivable. Severe accumulation can distort behavior, body, spirit, and perception.
The Veil separates ordinary reality from the supernatural forces and realms surrounding it.
Trauma, ritual, corruption, or severe supernatural imbalance can weaken or distort it
Savannah is shaped not only by history, but by three ancient forces that exist beyond it. They are not gods. They are Numina presences that can be felt, sensed, and, at times, invoked.
Life, nature, and the living world.
The land, the body, and the cycle of growth and decay.
Will, transformation, and defiance.
The power to change, to reject control, and to become something more.
Corruption, madness, and distorting reality and meaning.
Holder of deep knowledge
They are not gods or character alignments. Their influence is part of the larger forces shaping the world.
Savannah’s hidden world survives through a combination of secrecy, restraint, and cooperation.
The Shroud is the common law of supernatural secrecy. Those who know the hidden world exists are expected to protect it from unnecessary exposure to the Unawakened public.
Supernatural abilities, creatures, rituals, hidden locations, and sensitive faction information should not be revealed carelessly. Serious breaches may carry in-character consequences.
The Pax is the covenant that preserves peace, sovereignty, and shared obligations among Savannah’s supernatural societies.
It does not govern each group internally. Instead, it establishes the rules that allow otherwise independent communities to coexist.
The Ebon is a covenant of cooperation between the Témoin, Solomon’s Lodge, and the Watch.
Most human institutions remain unaware of Savannah’s hidden world. Some do not.
Certain individuals within federal law enforcement have investigated supernatural activity for generations, and the Black Lantern Division represents the most dangerous modern expression of that interest.
Black Lantern investigates, contains, and where necessary attempts to eliminate supernatural threats.
If an incident becomes too visible, they may notice.
Savannah contains player-run and public-facing businesses where characters may work, socialize, perform, investigate, or simply become part of city life.
Ghosts are the lingering dead bound to Savannah through trauma, unfinished purpose, or emotional imprint. Most are harmless, but some become dangerous when disturbed, empowered, or consumed by obsession.
Mora are feral, starved vampires consumed by hunger and taint. If you encounter one, do not engage alone.
The Anuruk is a corrupted, feral guardian tied to mass graves—do not engage it alone.
Boo Hags are calculated and subtle, if one targets you, you won’t notice until it’s ready to finish you.
Banes don’t attack outright, they get inside you, and by the time you notice, it’s already too late.
Cryptids are unpredictable, treat every encounter as dangerous until proven otherwise.
Abominations are beings twisted beyond their original nature through extreme Taint corruption, failed transformations, forbidden rituals, or prolonged exposure to breaches in the Veil. They are unstable, unnatural, and often barely recognizable as what they once were.
Do not assume every strange thing is hostile. Do not assume it is safe either.
Explore Fiends, Spirits & Cryptids →
Savannah is full of stories.
As you move through the city you may come across IC notices, objects that offer notecards, rumors whispered between characters, or strange happenings tied to the sim-wide story. These are meant to be invitations to roleplay. Little doors that players can open if they are curious.
You are never required to participate in these stories. They are simply opportunities waiting to be discovered.
Some players may glance at a rumor and move on. Others might gather friends, investigate it, and see where the mystery leads. Both approaches are completely valid. The goal is to give players interesting things to interact with while allowing each group to decide how important those moments become within their own stories.
Most of these hooks are designed to feel a bit like a guided mystery or a “choose your own adventure.” The notecards that accompany them often include suggestions for what your character might notice, feel, or uncover. These are not rigid outcomes. Think of them more as inspiration meant to spark ideas and help a scene take shape.
Teamwork
Many of these stories become far richer when explored together. You may find that a situation calls for someone with knowledge of the occult, someone good at investigation, or perhaps someone simply brave enough to push a little deeper into the unknown. The hope is that these moments encourage players to pull others into their scenes and build stories together.
Occasionally a story may lead to something more intense. A restless spirit. A supernatural disturbance. A confrontation with something that does not belong in the world. When scenes begin to move in that direction, staff are always happy to help guide the moment. We can step in as storytellers, play supporting NPC roles, or help shape the atmosphere so the scene feels richer and more immersive.
Some players enjoy using dice and skills during these moments, while others prefer purely narrative roleplay. Both approaches are welcome here. The system exists as a tool for those who like it, but the heart of the sim is always collaborative storytelling and fair play.
From time to time, after a group explores one of these hooks, staff may share a small follow up note. These moments help expand the story by revealing additional context, hinting at consequences, or opening new directions if players want to continue digging deeper.
Digging Deeper
If you ever find something intriguing and want to explore it further, do not hesitate to reach out. We are always happy to help expand a mystery, provide additional lore, or help guide a scene if players want to take it somewhere unexpected.
In the end, the stories of Ghosts of Savannah do not belong to staff alone.
They belong to the characters who walk its streets, uncover its secrets, and decide which mysteries are worth chasing into the dark.
Most personal roleplay does not require staff approval.
If your story may significantly affect established lore, the Veil, major factions, public locations, or other players, a Storyteller Request may be required.
The purpose is not to restrict stories. It allows the Story Team to help fit larger ideas into the shared world and support them when appropriate.
Ghosts of Savannah is a roleplay-first experience.
The HUD provides dice rolls, health tracking, abilities, skills, character information, and character progression when mechanics are useful.
You do not need to roll for every action.
Many scenes require no mechanics at all.
When uncertainty, danger, competition, or Storyteller direction makes a roll useful, the HUD provides a shared and transparent way to resolve the outcome.
Character advancement is based on participation and active roleplay rather than grinding.
Choose what you want to play.
Read that race's main page and skills.
Understand the Shroud and basic RP expectations.
Submit your character application.
Once approved, receive and configure your HUD.
Enter Savannah and begin roleplay.
You do not need to read the entire website before starting.
The deeper lore will still be there when your character has reason to discover it.
There is no single way to succeed in Ghosts of Savannah. Some characters become master craftsmen, others respected mentors, influential leaders, fearless hunters, or independent wanderers. Every path contributes to the living story of Savannah.
Don't worry about trying to do everything at once. Most characters begin by learning the world, building relationships, and discovering where they fit. Experience, Prestige, and opportunities for leadership develop naturally through roleplay.
The city reveals itself over time through stories, relationships, exploration, and experience. You just need to choose how you want to step into Savannah.
Enjoy your stay.