The year is 1811 and Jagg'Azish, a cosmic horror, has big plans for the new world. His agents are moving trough the New orlean streets. Cults are starting to pop up all across the Americas and something foul is polluting the waters. Meanwhile, Humanity is blissfully unaware as Native spirits grow restless. Becouse they can feel a great and malevolent force drawing near, on alien to their very fabric of reality. It's 1811, and the city of New Orleans, home to pirates, whores and other scum, is about to feel the madness of the Old One. For it is coming, and it lurks under the sea. So what is this game about? Privateers and pirates and the general citizens of New Orleans, some who are part of different factions that all have their own customs and ways of dealing with nightmares of the deep. Be it gunpower or ritual magic. Let's be clear; This is a horror campaign not fantasy, magic is lowkey, high resource, terrible drawbacks. Some of the evils in the world just won't be killed no matter how hard you try. There will be risks to everything you do, choices will be made. The game is more about human wit and desperation vs beings beyond or understanding. The players, You guys, will be playing as members of said factions (or people who aren't.) that are all in the New Orleans area, be it by coincidence or choice. I will GM this along with Noxius, who will be privy to what info i have, so she will also be able to answer questions ^^.