Players Guide
What You Need To Know
What You Need To Know
Ghosts of Savannah is an immersive roleplay that is best experienced with knowledge. The reality our characters live is different from Real Life, and it conditions their lives.
There are different kinds of beings, some are humans but some have a little extra... others are different races altogether: vampires, witches, shifters, ghosts, monsters, ferals, and more!
We created this general RP Guide to help you get started and inspire you in your journey.
These are the essential things you need to read in order to roleplay with us. You can always click the links to read more about a topic. If you have any questions you can contact our Staff.
In addition, Throughout the sim there are NPC with backstories as well as small self guided roleplay episodes to help you explore the city and the lore.
If you are coming to Savannah, you have likely heard three things:
It is beautiful and rich in history.
It is haunted. The Layers of history are always present.
You sense something that lurks just out of sight that you can quite grasp and is watching and waiting...
Ghosts of Savannah is an immersive roleplay where the story reality differs from the real world.
Humans, Gifted humans, and Supernaturals coexist - often in tension.
Throughout the sim there are NPCs with backstories and self-guided roleplay episodes to help you explore the city learn the lore and emmerse you in the world we created.
Your race’s basic lore, strengths, limitations, and cultural norms.
The social and political hierarchies of the supernatural world (Princes, Alphas, Elders, etc.).
The general scope of your character’s abilities and skills
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.
WHO TO CONTACT (OOC)
Contact your race group (in-world or Discord).
Reach out to your race leader to establish if/how your character connects to the group.
Contact the city’s supernatural representative (TBD).
This helps establish connections and opens doors for roleplay.
WHAT YOUR CHARACTER EXPERIENCES (IC)
Arrival is rarely invisible:
Some may notice you
Others may approach or observe
You may be welcomed, questioned, or simply watched
CHOOSING YOUR PATH
If you connect with your faction:
You gain access to structure, support, and information
Your actions reflect on your group
You become part of the larger political landscape
If you remain independent:
You have more freedom in how you move through the city
You may be less trusted at first
Others may take time to understand your intentions
Neither path is wrong, but each carries different experiences.
ROLEPLAY COURTESY & COLLABORATION
Ghosts of Savannah is built around collaborative storytelling.
Communicate OOC when needed, avoid forcing outcomes onto other players, and prioritize shared storytelling over “winning.”
Mystery, tension, conflict, and horror are all part of the setting, but player comfort and mutual respect should always come first.
RACE-SPECIFIC NOTES
Shifters (The Chimera and Whiteclaws)
Territory and presence matter
New arrivals are often noticed quickly
Vampires (Southern Court)
The Southern Court is a central power structure
Many choose to acknowledge it, though not all do
Strix
Awareness tends to run deeper - The Hive Mind
Remaining unnoticed is not always easy
Witches (Temoin)
The city’s spiritual currents often reveal new presences
Leaders, communal houses, and sensitive storylines are confidential.
New arrivals are welcome, but not automatically trusted.
Sharing sensitive group info without IC permission can have IC consequences.
Supernaturals are generally private about what they are. Loose lips can get people hunted.
If you intentionally break the Shroud or fail to bring yourself to the attention of the local supernatural leadership there could be consequences and need to be understood and accepted.
Understand that failure to maintain secrecy may be interpreted in-character as hostile, reckless, or disrespectful to the established system
If you want to be a diplomat/welcome committee, speak to your race leaders first.
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.
Unawakened (They don't know about Gifted and Supernaturals)
Awakened (They know about Gifted and Supernaturals)
Witches (Temoin)
Kindred Vampires (Sourthern Court)
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.
Savannah’s history is layered, every era added something to its rich history, and none of it ever left.
Pre-1733 - Sacred Land - The area is spiritually active, marked by ley lines, burial grounds, and Indigenous ceremonial sites.
1733–1740 - City & Magic Take Shape - Savannah is founded on a Freemason grid; Solomon’s Lodge forms, witches gather, and telluric experimentation begins.
Late 1700s - Power Begins to Form - Vampire elites rise, Gullah Geechee traditions merge with witchcraft, and the city’s spiritual identity deepens.
1805 - White Claws Founded - A dominant shifter faction claims the river and marshlands, establishing territorial control.
1810 - Temoin Unified - Mother Inez brings witches together under a shared purpose of balance, secrecy, and spirit work.
1812 - Southern Court Established - Noble Jone forms the vampire Court, tying it to Savannah’s aristocracy and long-term power.
1820 - The Turning Point - Yellow fever creates Moras; the Pax is formed between vampires, shifters, and witches to prevent war.
1840 - Keepers of the River Formed - Native shifters rise to protect sacred land and counter growing imbalance.
1853–1857 - Rowan Rises - A mysterious figure enters the Court and is named heir, disrupting the old guard.
1863–1867 - War & Aftermath - Civil War chaos empowers the Strix; the Court shifts; the Ebon forms to maintain balance.
1912–1913 - Government & Carcosa - The Lantern Office forms; the King in Yellow incident triggers madness and a lasting breach.
1920s–1932 - New Blood & Accord - Chimeras and modern vampires arrive; the Crescent Accord stabilizes shifter factions.
1951–1958 - Organized Response & Fallout - The Watch forms; the Tybee bomb disrupts ley lines, increasing ferals and instability.
1965–1975 - Cultural Shift - Newcomers join the Court; SCAD transforms the city, drawing new supernaturals.
1970s–1990s - Pressure Builds - Faction tensions rise, the Ebon fractures, but open conflict is held back.
2005 - The Breach - A catastrophic Veil rupture changes everything; trust between factions begins to break.
2020 - Fire & Fear - Eastern Wharf burns; isolation and unrest fuel supernatural imbalance.
2025 -Present Day - The Veil is weakening. Banes are rising. The city is close to something breaking.
Big idea:
Magic in Savannah comes from Telluric energy shaped by history, death, and ley lines.
Savannah’s design matters:
Founded by James Oglethorpe (a Freemason).
The city’s grid and squares were designed as magical “power nodes.”
Ley lines run through historic areas, especially Colonial Park Cemetery.
What this means in RP:
The city reacts to trauma, imbalance, or supernatural conflict.
The Veil between worlds can thin, warp, or fracture.
Emotional/traumatic events are “recorded” into the land, objects and places
This is why Savannah is intensely haunted.
Taint is a residue that forms within the body and spirit over time.
It can accumulate through exposure to supernatural imbalance, trauma, Carcosa’s influence or simply from the constant flow of Telluric Energy moving through the body.
Most individuals can carry small amounts without issue.
But as it builds, it can begin to distort instinct, behavior, and perception.
Left unchecked, Taint can lead to loss of control, corruption, or transformation into something no longer fully human.
The Veil reacts to emotion and conflict.
Characters may feel unease, see things, or have strange dreams.
Anything that could affect the Veil requires Storyteller approval.
You don’t need to understand everything. In Savannah, it’s normal to feel like the city knows more than you do.
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.
Together, they form The Cosmic Triad.
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
Most people feel a pull, whether they recognize it or not.
Toward life, instinct, and protection (Gaia)
Toward power, change, and self-definition (Lilith)
Toward knowledge, obsession, or something darker (Hastur)
This is not a rule. It is a tendency. And isn't always an influence by one source.
You don’t need to understand the Triad. But it may shape:
Your choices and reactions
The path your character follows
Founders (Old Guard): Aristocratic, traditional, strict about the Shroud.
Newcomers/Bohems: Artists, jazz-era counterculture.
Blood-magic vampires obsessed with Carcosa.
Secretive, dangerous if crossed. Political strategists
Rumored ties to something darker beneath the city.
Old money, banks, law firms
Historic estates & plantations
Politics & elite nightlife
If it involves power, reputation, or control… the Court is involved.
Noble Jones - Original Prince of the city (entered Torpor in 1865)
Rowan St. Cyr - Current Prince of the city
Elihu Elliot - Strix Archon (misssing)
Territorial, river and dock people.
Control waterways, docks, industrial zones, breweries, moonshine.
Do not tolerate disrespect on their turf.
Artists, craftsman, musicians. Strong presence in jazz clubs and counterculture.
smugglers, underground movers, shipping and commodities exchange.
More open-minded and diverse.
Artists, craftsman, musicians. Strong presence in jazz clubs and counterculture.
smugglers, underground movers, shipping and commodities exchange.
More open-minded and diverse.
If it touches land, territory, or movement… the shifters know.
James Jackson - White Claw patriarch (died in the early 1800’s)
Sol Langston - Charismatic Chimera leader (vanished after The Breach)
Sebastien Lafitte - Lore keeper for the Crescent Accord and Chimera Elder (Current)
The Matron (deceased)
Council of 3 Elders
Three Pillars of Practice:
Witches devoted to healing, community, and balance.
They practice herbalism, alchemy, cleansing, emotional support, and the maintenance of spiritual harmony.
Witches focused on knowledge, intuition, spirits, and the unseen.
They specialize in divination, prophecy, Veil walking, and uncovering hidden truths.
Witches who wield aggressive and protective magic.
They focus on curses, hexes, wards, ritual combat, and confronting supernatural threats directly.
Their Role in Savannah:
Maintain balance between realms
Tend to spirits
Protect civilians from supernatural harm
Warding & spiritual services
Healing, midwifery, apothecaries
Occult knowledge
If it involves spirits, curses, or balance… the Temoin are aware.
Key figure:
Mother Inez - Founder of the Temoin (deceased)
Maggie Duval - Former Matron (Killed in the breach)
Danu Rowan Williams - Current Elder in Savannah
The Shroud is the unspoken law that keeps the supernatural hidden from the wider world, enforced through secrecy, misdirection, and selective silence. All who walk Savannah’s streets benefit from it, whether they uphold it, exploit it, or quietly test its limits.
The Shroud is common knowledge among supernaturals around the world, regardless of origin.
Disregard for the Shroud is a serious matter and will have in-character consequences if discovered or impacts the supernatural ecosystem on the city.
If you intentionally break the Shroud or fail to bring yourself to the attention of the local supernatural leadership there could be consequences and need to be understood and accepted.
Why this matters to your character
Your actions can strengthen the Shroud, strain it, or tear holes in it, shaping how safe or dangerous the city becomes for everyone.
The Pax is the fragile peace forged between Savannah’s supernatural factions (vampires, Shifters and Witches), designed to prevent open conflict and maintain balance within the city. It binds supernaturals to restraint, compromise, and the understanding that survival often depends on cooperation rather than dominance.
Forged at Wormsloe by:
Noble Jones (Vampires)
James Jackson (White Claws)
Mother Inez (Temoin)
Why this matters to your character
Breaking the Pax carries consequences, while honoring it grants protection, leverage, and political weight within the supernatural community.
The Ebon is a shadow alliance of witches and Gifted humans who operate where law, magic, and necessity intersect. Dedicated to protecting humanity from supernatural excess while preserving dangerous knowledge, its members walk a narrow line between stewardship and secrecy.
Founded by:
Dr. Elias Thorne
Mother Inez
Captain Silas Crane
Later history:
Allied with the Lantern Office.
In the 1980s, nearly destroyed by the Black Lantern Division (BLD).
Why this matters to your character
Involvement with the Ebon offers access to forbidden knowledge and quiet influence but at the potential cost of scrutiny, moral compromise, and lingering suspicion.
Created under Theodore Roosevelt (1912).
Publicly denies supernaturals; secretly studies and hunts them.
Monitors veil breaches and supernatural activity.
eventually evolved into the the FBI
Publicly profiles serial killers.
Secretly profiles supernatural behavior and breaches in the Veil.
The BLD objective was containment and elimination of non-human entities
This provoked an end to the collaboration between the Ebon and the BSU
What they control:
Surveillance and investigation
Cover-ups and containment
Hunting and neutralization
How they operate:
Quiet. Patient. Dangerous.
If things get too visible… they step in
There are a number of private and civil jobs to choose from in the city of Savannah. Please consult this list of current businesses and jobs. If you have something particular in mind and don't see it on the list, please let us know, and we can discuss inclusion if it is appropriate.
There is also a map of the city provided on the website with teleport links to the various points of interest.
Roleplay Within Establishments: please review this page to understand the limitation, opportunities and expectations of roleplaying within an establishment
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.
Echoes Imprinted on the City
Savannah functions like a spiritual recording medium. Strong emotions, violence, grief, and tragedy can leave impressions that persist long after death.
Not All Ghosts Are Self Aware
Some spirits endlessly repeat fragments of their final moments, while others remain intelligent, aware, and capable of interaction with the living world.
The Veil Shapes Their Presence
Ghost activity increases when the Veil weakens. Areas heavy with death, history, or Telluric pressure tend to attract and sustain manifestations.
Emotion and Obsession Sustain Them
Many ghosts remain tied to a person, object, place, or unresolved event. The stronger the attachment, the stronger the manifestation may become.
Some Become Dangerous
While many spirits are passive or confused, others grow hostile over time, especially those warped by Taint, Carcosa, or prolonged isolation from the natural cycle of death.
Mora are feral, starved vampires consumed by hunger and taint. If you encounter one, do not engage alone.
Starved Vampires, Not a Separate Species
The Mora are vampires driven into a feral state through prolonged deprivation of blood. They are not born this way but created through neglect, imprisonment, or abandonment.
Physically Degraded and Unstable
Their bodies wither and distort over time. Skin tightens, movement becomes erratic, and their presence feels wrong, as if the Telluric flow within them has collapsed inward.
Mind Lost to Hunger and Taint
Higher thought is largely gone. What remains is instinct, hunger, and fragments of memory. Taint saturates them, making them volatile and difficult to cleanse or recover.
Tied to Death and Improper Burials
Many Mora originated during events like Yellow Fever epidemics, where victims were buried quickly or incorrectly, rising again without guidance, feeding, or release.
Predatory and Contagious Threat
They lurk in forgotten spaces such as crypts, tunnels, and mass graves. Encounters are dangerous, as they attack without restraint and can spread their condition through uncontrolled feeding.
The Anuruk is a corrupted, feral guardian tied to mass graves—do not engage it alone.
Manifestation of Taint and Broken Death
The Aniruk is not simply a creature but the result of taint saturating a being tied to unresolved death and violated spiritual balance.
Guardian Turned Abomination
Often bound to mass graves or sacred sites, it originates from a role meant to protect or watch over the dead, twisted into something hostile.
Fusion of Beast, Spirit, and Land
It exists between states, part physical predator, part spiritual entity, and part extension of the land’s corrupted Telluric flow.
Driven by Rage, Hunger, and Disruption
It is not mindless. It reacts to imbalance, intrusion, and the disturbance of what was denied proper rest, lashing out with purpose and fury.
Unstoppable Without Restoration of Balance
It cannot be killed in a conventional sense. The only true way to end it is to resolve the underlying wrongs, release the bound spirits, and restore the flow of the land.
Boo Hags are calculated and subtle, if one targets you, you won’t notice until it’s ready to finish you.
Skin-Stealing Predators
Boo Hags are entities that shed their own skin and wear the bodies of others to move undetected among the living.
Feed on Breath and Vitality
They sustain themselves by “riding” victims at night, draining breath, energy, and life force while the victim sleeps.
Deceptive and Socially Embedded
They often pass as ordinary people, integrating into communities and hiding in plain sight until they feed.
Physical Form is Withered and Hidden
Without a stolen skin, their true form is gaunt, unnatural, and rarely seen.
Rooted in Gullah Folklore
Their presence ties directly to regional spiritual traditions and carries cultural weight within the coastal South.
Banes don’t attack outright, they get inside you, and by the time you notice, it’s already too late.
Manifestations of Corruption
Banes are entities formed from concentrated taint, feeding on decay, suffering, and warped Telluric energy.
Agents of Withering and Decay
They erode the mind, body, and spirit, spreading corruption into people, places, and the land itself.
Influencers Rather Than Brutes
They rarely act directly at first, preferring to manipulate, infect, and weaken targets over time.
Drawn to Weakness and Exposure
Areas of heavy trauma, unresolved history, or individuals carrying high taint attract them.
Tied to Greater Cosmic Forces
They often serve as extensions of deeper corruption aligned with forces like Hastur and the Pallid
Cryptids are unpredictable, treat every encounter as dangerous until proven otherwise.
Unknown or Unclassified Creatures
Cryptids are beings that don’t fit cleanly into known supernatural categories like shifters, spirits, or vampires.
Physical and Often Animalistic
Most have a tangible, biological presence, though some exhibit unnatural traits tied to Telluric anomalies.
Territorial and Instinct-Driven
They operate on instinct rather than higher reasoning, often defending territory or reacting to disruption.
Products of Anomalies or Old Forces
Many are born from environmental shifts, breaches, or remnants of older, forgotten aspects of the land.
Unpredictable Threat Level
Some avoid humans entirely, while others are highly dangerous depending on proximity, provocation, or hunger.
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.
Created Through Corruption
Abominations are not a natural species. They are formed when a person, supernatural, or creature is altered beyond recovery by Telluric imbalance, Carcosa, or ritual experimentation.
Reality Feels Wrong Around Them
Their forms are often distorted, inconsistent, or physically impossible. Some appear partially human while others seem fused with shadow, flesh, bone, or shifting organic matter.
Driven by Instinct, Obsession, or Madness
Many Abominations lose their original identity over time. What remains is usually hunger, rage, compulsion, territorial behavior, or fixation on a singular purpose.
Closely Tied to Veil Breaches and Taint
They are most commonly encountered near corrupted locations, failed rituals, Carcosan influence, or areas where Telluric pressure has destabilized reality.
Highly Dangerous and Unpredictable
No two Abominations are exactly alike. Some stalk quietly, others lash out violently, and some possess abilities that defy normal supernatural understanding. Encounters should be treated as extreme threats.
If your roleplay may impact the Veil, factions, major lore, or other players, you may be asked to submit a Storyteller request.
This is not to restrict your story, but to support it—providing guidance, clarification, and ensuring it fits within the shared world.
Storytellers exist to support and expand player stories, not restrict creativity.
Ghosts of Savannah is a roleplay first experience.
The HUD and mechanics exist to support immersion, tension, and storytelling, not replace them. Atmosphere, collaboration, and shared narrative always come before “winning.”
The Ghosts of Savannah HUD is designed to support immersion while remaining lightweight and unobtrusive.
The HUD may track injuries, conditions, sanity, and story-driven effects during roleplay and events, but narrative and collaborative storytelling should always remain the priority.
There is intentionally no traditional experience bar or MMO-style leveling system.
Growth in Savannah is based on participation, reputation, story involvement, and engagement with the world.
Character growth in Savannah is story-driven rather than grind-driven.
Progression comes through participation in the city:
Roleplay and relationships
Faction and sim-wide stories
Exploration and discovery
Shared roleplay and community involvement
Helping create opportunities for others
Contributions to the living world and story of Savannah
Advancement reflects a character’s impact and presence within the world, not simply time played.
Savannah remembers those who become part of its story.
You don’t need to know everything when you arrive.
Mystery is part of the setting. Discovery through roleplay is encouraged.
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.