Morrow House
The shared freshman residence—Morrow Hall in your arrival plans. Co-ed housing, roommates, common spaces, laundry, and very little privacy. First-years live on campus unless granted an exemption.

MONSTERHEARTS 2 · COLLEGE SUPERNATURAL DRAMA
Welcome to Ashewood. Unpack your secrets, meet your housemates, and try not to give the Woods your real name.
Get to Know AshewoodA place in the ensemble. You’re joining an ongoing story as an incoming student connected to Morrow House. You don’t need to memorize the archive to belong here.
New to Monsterhearts? Welcome.
There are no books you need to buy.
Start in the Orientation Discord channel to learn the basics.
01 / THE SETTING SNAPSHOT
An Appalachian university city of wooded hills, river valleys, old brick, and very well-maintained appearances.
The Ashe River runs through a town built in layers: historic neighborhoods, converted warehouses, cafés and galleries, factories, farmland, and forest. Ashewood University is an old public institution with a strong regional reputation. Some families have names on buildings. Other students are working out how to cover groceries.
Autumn brings tourists, ghost tours, cryptid merchandise, the county fair, and Homecoming. Most residents call the legends folklore. They still tend to follow the warnings.
When someone who has lived here their whole life gives you strange advice, maybe listen.
The shared freshman residence—Morrow Hall in your arrival plans. Co-ed housing, roommates, common spaces, laundry, and very little privacy. First-years live on campus unless granted an exemption.
Ashewood’s in-world social feed lives on Discord. Photos, comments, private messages, rumors, flirting, and receipts all become part of the fiction.
Choose a major and 3–5 notable classes. We use “TV College Rules”: a real student life without simulating every lecture. Money matters in the story, rather than a latte ledger.
Walking, bikes, campus and town buses, and a local taxi service connect student life. Reliable rideshare is not part of Ashewood. Beyond town, cell service gets uncertain.
02 / YOUR HOUSEMATES & THEIR ORBIT
First impressions, not complete dossiers. Their secrets and relationships unfold through play.

Independent, guarded, and determined to do things properly. Building a life beyond family expectations—and now coordinating a Homecoming project with people who are anything but simple.

A tired grin, a crowded schedule, and a deep wish to belong. Working through college, navigating attraction and friendship, and learning that accepting help can be complicated.

Earnest, strange, and enthusiastically invested in other people. Seb’s roommate; a friend whose generosity sometimes outruns his judgment. Very interested in who gets to write the story.

A photographer with a sharp eye and a difficult relationship with unanswered questions. His search has become deeply personal. There are things he cannot simply leave alone.
Morrow’s resident adviser. Housing problems, practical help, and more responsibility than one person should have.
A nervous, artistic student finding a connection with Sascha. Making room for another person can feel like a formal occasion.
Onyx’s assigned roommate, though usually elsewhere. Social influence, polished appearances, and a family name Ashewood knows.
A local source for folklore whose experience with the Woods has made the warnings personal.
A precise, witty presence with local-history connections. Helping Seb work through the Carriage House records.
A practical student with farm-work connections and a habit of making room when someone needs to land.
Your Academic Essentials professor. The freshman float needs a proposal, and he expects you to make it feasible.
Academic advising, real expectations, and an eye for what a student needs beyond the schedule in front of them.
A local connection with a habit of caring for everyone. Balancing their aunt’s hospitalization, unsettling visions, new friendships, and something tender developing with Phoenix.
03 / THE STORY THUS FAR
This recap includes the discoveries your dorm mates have made from their existing experiences in Ashewood. It’s meant to give you as the player context to the story you’re joining. Your character must still learn of these secrets and evidence through play. The information here covers from launch through Sept 22, 2026.
Move-in brought Onyx, Seb, Milo, Julian, and Sascha into one another’s lives. Julian set up his camera among the arrivals. Onyx wanted independence. Seb wanted to belong, although a joke was easier than admitting it. Milo offered friendship with enough enthusiasm to sometimes make things worse. Sascha moved between new connections and responsibilities beyond campus.
Morrow became their center: awkward introductions, attractions, misunderstandings, and attempts to repair them. Food left for a friend, messages sent after an argument, a quieter meeting over coffee. It was freshman year.
At the Old Woods, the freshmen were told to introduce themselves using false names they would recognize if called back. As they left, they heard horses beyond the visible trail. They saw no riders.
Later, Laurel heard her borrowed name, then her own. She answered the first, ignored the second, and stayed out of the trees. Her warning was plain: do not answer if the Woods call; do not go looking for someone whose name you hear.
Julian printed photographs for Laurel and Dorian. Only Laurel’s developed branching black stains. Investigation offered glimpses of a black dog, an ash tree, and an opening that should not have been there. The students were collecting evidence before they knew what it meant.
Julian’s questions led him home, toward Kyle Everett Bennett and a broken camera that belonged to his grief. A black dog watched his empty passenger seat. The camera flashed. A familiar voice called him Jules. Returning to campus, Julian found that his phone said Saturday when he expected Thursday.
Later, with Onyx helping him prepare a magical working, Kyle appeared. He recognized Julian. His hands were cold. He had no heartbeat.
Kyle’s 2022 obituary and school memorial still existed outside Ashewood. Inside the university, he had a complete freshman record: admission, housing, meal plan, paid deposit, and a place in Julian’s room dating back to move-in. Dorian denied checking him in. Kyle disputed his recorded graduation year. Neither the coherent paperwork nor Kyle himself could explain his return.
The first excursion involving all five began with a missing corgi, Josie. Following her trail brought them to a river that appeared between them and campus. River Dave distinguished the corgi from the black dog—and both from a door pretending to be a forest.
He remarked on six shadows for five people. Onyx’s reflection moved independently. Visions suggested copies, crossings, and altered details, without proving anyone had been replaced.
Julian asked how to close the connection. Dave said the forest had not asked for their names: something else had heard. His directions pointed toward a house that still thought it had horses, a book with more guests than pages, and a first name that owned the hinge. Sascha recognized the Carriage House.
The group followed instructions about looking, answering, and counting. Everyone returned to Morrow with Josie. The little dog was safely delivered home. Among the uncertainties, they had done one uncomplicated good thing.
Back in Morrow’s parlor, supernatural questions became personal. Seb spoke about his family. Visions and speculation offered possibilities, including Julian’s changeling hypothesis. They did not provide proof.
Attempts to help crossed boundaries. Investigating a friend could mean entering memories they had never offered. Onyx left upset. Seb wanted space. Julian and Milo found new reasons for distrust. Apologies followed, but friendship now carried harder questions: what does concern entitle you to do, and how do you protect someone who has asked you to stop?
Sascha’s visions have added their own pressure. Seeing something does not make its meaning certain, or make another person’s secrets yours to share.
At the Historical Society, Seb and Joonie found conflicting Carriage House inventories: four guest registers in an old record, three in later accounts. Renovation materials included an iron hinge and references to a door and frame retained on site. Nick Ward and Raleigh Hale appeared as people who might know more. The evidence gave them questions, not a solution.
Onyx found a photograph centered on her pillow: herself on move-in day, an impossible frost-mark, and the message “You’re not the only one.” Her investigation showed a young man studying more photographs of her at Second Story. His reflection seemed to look back. Julian agreed to watch through her eyes while she followed the lead.
Meanwhile, ordinary life continues. There is a duckling to care for, work to do, and affection to navigate. Homecoming candidates are campaigning. The five freshmen owe Professor Abernathy a float proposal. Onyx and Seb have unfinished feelings and disagreements; Sascha and Phoenix are finding room for something gentler. Nobody has stopped needing friends just because the town has become frightening.
Now you’re arriving. Set down your bags. There is room for another story at Morrow.
04 / CREATE YOUR STUDENT
Choose another Skin for your incoming character. Discuss your choice with the GM before finalizing it; additional playbooks need GM approval.
Bring a name, aesthetic, monster concept, and themes you want to explore. Leave your sheet and relationships open for the agreed character-creation process. You do not need a finished character or a ten-page backstory.
A Skin is your Monsterhearts playbook: the monster archetype, emotional pressures, stats, and moves that shape play. The campaign’s published baseline allows core Monsterhearts 2 playbooks; confirm your choice for this ongoing ensemble with the GM.
Build an AU student with reasons to attend classes, interact, form relationships, and get involved. Difficult, secretive, or prickly is playable. Refusing every connection leaves the ensemble nowhere to go.
Who catches your attention? Whose help might you accept? Who could annoy you enough to matter? Build connections with the players rather than deciding their characters’ feelings or histories for them.
Work with the GM on why you’re transferring or arriving late and how Housing connects you to Morrow.
Choose a major or discuss an undeclared path, 3–5 notable classes, and whether work, money, family, or an organization shapes your routine.
Bring your preferred Skin, look, wants, fears, and enough history to understand your starting point. Leave space for change.
Finalize stats, moves, starting Strings, rumors, and agreed connections together. The GM will help fit a newcomer into existing play.
Complete your campaign sheet and introduce your finished character in Discord’s cast area after the creation process.
05 / BEFORE YOUR FIRST GAME
Monsterhearts is about desire, reputation, identity, and emotional consequences. Relationships drive the drama.
A hybrid of live sessions and Discord scenes. Between-session roleplay and Limelight posts count as canon. Check in regularly and communicate when life gets busy; you are not expected to be online constantly.
Discord hosts voice and ongoing play. No previous Monsterhearts experience or book purchase is required.
Confirm the current live-session time and participation arrangements with the GM before joining.
This campaign is intended for adult players and may include attraction, unhealthy relationships, family conflict, substance use, violence, grief, and supernatural horror. Table Lines & Veils override any theme list.
Sexual intimacy fades to black; explicit sexual roleplay is not part of the game. No player owes anyone romance or a relationship outcome.
Use X to stop or change content, N to redirect as a boundary approaches, and O to indicate comfort. You may step away at any time. No explanation is required.
Get the current invitations, forms, and player materials directly from the GM. You don’t need to read the entire server first.
Let your character make mistakes.
Give the other players reasons to look forward to the next scene.