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Alright folks, you can find the game forum here: https://www.roleplayerguild.com/topics/168895-the-lord-of-hunger/ooc
Removed....

Rime of the Frostmaiden






In the darkness she comes,
The Lady in White, the lady of frost,
With her comes the snow and the ice,
She reaches out with grasping fingers,
And with her touch she brings eternal sleep,
Sleep encased within a touch of frozen death,

Hide my friend,
Hide under the blankets,
Pray that she does not see you,
Pray that she does not find you,
The Frostmaiden holds us close,
She will not let us go.






It was the 25th Uktar.

For most of Faerun, autumn was giving way to the call of winter. For most of the Realms, they would soon be covered under a thick, impenetrable blanket of snow. Yet here, in the frozen reaches of the north, deep within the Spine of the World, things were different. Here, it was a neverending perpetual winter and the people who lived inside this region were trapped inside this harsh and unforgiving place. A deadly, impassable blizzard ravaged the perimeters of the Spine, and any who were reckless and foolish enough to attempt the passing died a cold and lonely death. This was the Everlasting Rime. The will of the Frostmaiden, who had locked the Spine and all those within it away from the rest of Toril within her own impenetrable globe.

Yet even with that, there were worse things than the Everlasting Rime to deal with. Every single day, when the embattled peoples of the Spine were to turn their eyes towards the sky at the point in time where evening would normally fall, and darkness would begin to encroach across the arctic wasteland, they would see a terrifying slight. A large, winged creature flew across the sky, piercing the darkness with its majestic yet deadly grace. Behind it, the motes of glowing orbs of magic fell, drifting lazily to the snow-covered ground below. On the creatures back, the Frostmaiden herself weaved her magics, casting a web of eternal night on the world below her. In this place there would be no sunrise. There would be no morning, no afternoon. No sun, and no daylight. Here, there would be nothing save the frozen darkness of a land that was slowly dying. There would be nothing here save the endless blanket of eternal twilight and the chittering of the shadows as they reached up to slowly devour all those who lay within this shroud of never-ending black.

This was a desolate, frozen region that was home to two types of people. It was home to those brave, intrepid souls who saw the inhospitable climate as a challenge to be braved. The opportunity to forge their place in the world. The other type of person who made their home here were the lost ones. Those people whom the world had turned its back on. For these people, their need was simple. They had nowhere left to turn, and for those who had arrived before the Everlasting Rime there was but one singular, inexorable truth.

There was no way out.

Life had continued though, despite the brutal conditions. In the heart of Icewind Dale, the Ten-Towns yet maintained an air of civilisation and humanity, despite the adverse conditions that threatened to tear away at these foundations…..on the surface at least. The ceaseless winter and terrible darkness had taken its toll though, eating away at the fragile facade of civility that some still clung to. The largest towns routinely offered up living sacrifices to Auril in a vain attempt to appease her deific anger, offerings that were met with impassive silence. And the people within the towns themselves, they changed under cover of night. Humanity fell to its basest level, as individuals retreated within and lost themselves to oppressive isolation and paranoia. When there is nothing save the eternal darkness of the void, chaos bubbles up to the surface. Unchecked acts of crime and violence went unanswered as the faintest veneer of society began to crumble and decay.

Civilisation here in the Spine of the World teeters on the edge of oblivion, and the slightest touch will send it over into the abyss itself.





Hello everyone, it has been a long while since I indulged myself in one of my greatest passions, so here I am. Although this game will be an adaptation of Rime of the Frostmaiden, don’t expect this to be a 1-2-1 retelling of that adventure. I will certainly be putting my own spin on proceedings going forwards.

Before we get to that though, I’d like to cast the net out first and see if there is indeed any interest in this game? I don’t need you to provide me with characters yet, I just want to know if I’m going to get the 4-6 players I need to run this. If so then please either post below or PM me.

When we do get to the point of creating characters I would like to see the below at the very least:

Name:
Race:
Class:
Personality Traits:
Bond:
Ideal:
Flaw:
Background:

Following this I’d like more detail on the following:

Appearance:
Personality:
Backstory:

Acceptable sources are as follows: PHB, Monsters of the Multiverse, Xanathar’s, Tasha’s, Explorers Guide to Wildemount, Van Richtens Guide to Ravenloft.

Character Creation details will be as follows:-

Starting Level: 1
Ability Scores: 27 Point Buy
Starting Money & Equipment: As per Class and Background

As stated above though, for now I just want to gauge interest in this before I continue.
Name: Tem Gloomarrow
Gender: Male
Race: Human
Age: 25



You ask me why I have come here? The answer is simplicity itself. I am cursed, and so is this place. And when two cursed beings come into contact with each other, well, maybe one of us will get the answers we seek.


Appearance:

You would be forgiven for not noticing that Tem is present. He is just there, and that’s the way that he likes it. Standing at a not particularly imposing 5’8”, the enigmatic man goes out of his way to merely blend into the background and nothing more.

Often to be found wearing a dark hood, Tem will often have his hood drawn up to obscure as much of his features as possible. When his hood is pulled back though, it exposes his single most striking feature. His eyes are twin orbs of gleaming sapphire and they glimmer with an almost insatiable curiosity. A desire to learn more about the world even as the personality behind them seeks to seal himself away from it.

A paradox if you will, one of many when it comes to the softly spoken man.

Tam does not speak often, and when he does his words are carefully considered and softly spoken. He will often consider every angle before making any sort of judgement on anything.

The other distinctive feature of Tem Gloomarrow is that when he walks, it is with a pronounced limp in his right leg. An old injury that he has never tried to have fully treated, the pain often serves him as a profound sense of his own mortality and a constant reminder to always keep his guard up at all times.

Personality:

Tem Gloomarrow is a grave young man that carries the world on his shoulders. He rarely speaks, and when he does so, it is with the barest minimum words that he can use to convey his meaning. He is a thoughtful young man, who takes the time to think about every situation from every possible angle. He is very hesitant to take action, and will only do so when he has considered the action and its possible consequences as far as he can.

Tem has limited and uncontrolled ability of magic. It does not happen all the time, or indeed a lot of the time, but every so often, usually when he least expects it it manifests itself in a way that he cannot control.

He takes great pains to conceal from others this ability of magic. Painful experience has taught him that not only will people seek to use his abilities for their own end, but worse still, that discovery by the wrong party could lead him to his own death because of the ignorance of his own kin.

Tem is more than conscious of the fact that he is not just in danger himself but also potentially a danger to everyone else around him if his talent was to ever be discovered. There is nothing that Tem will not do to protect his secret, even potentially kill anyone who was to find out about it. Only a select few trusted souls know of his abilities.

Yet he does not see his talent as a blessing. He sees himself as cursed because of it. There is a deep-rooted bitterness inside of him in regards to his ability. There is no worse fate in all the world than to know that you are forever outcast from your own kind, and that you will never ever know of a place you could call home.

His abilities have cost him everything, and his experiences have shadowed his soul.

However, it is not all secrecy and gloom for Tem. He is very loyal to his friends, and although he can count the number of his true friends on the fingers of one hand and still have fingers left over those friends he does have he will die for. But because of his secret, he will not learn to trust easily, and will not trust anyone unless he has absolutely no reservations of their intentions and believes that they will not betray him.

In that way, he is perhaps overly cautious and maybe, just maybe, a tiny bit paranoid.

Bio:

There was a different time, a different life even, back in the early days of Tem’s life when he did not walk with the weight of the future hanging over him like a veiled shroud. There are times that he looks back on those early days and he wishes for a life that he can never have again. He reaches out with grasping fingernails, trying desperately to clutch through the ethereal mists of time for that life.

He fails every time.

Tem Gloomarrow was not always called so, his surname is an affectation of the piercing doom that his abilities often bring both him and others. He was born in a small mining town, and his early years were as normal and happy as anyone could hope for. Although his mother died in childbirth, his father looked after his only son to the best of his abilities. He worked in the mines and earned enough for them to live a comfortable life.

Yet, Tem’s fate was not his to control. Even here, even in those early days, a dark presence watched. Cruel eyes watched the youngster, and they marked him for a fate that would cruelly tear him from all that he ever knew. From an early age Tem was cursed, yet he did not know of this, nor did he know the reasons why he, above all others, was chosen.

Everything changed during his teenage years, which was the first time that both the latent magic inside of him manifested itself. It began with a nightmare that Tem had one night of his father dying from a rockfall inside the mines. Haunted by this strange dream, Tam went to the mines the next morning and pulled his father out of there. Seconds later the portion of the mine that his father had been working in collapsed, killing all those inside of it.

Tem’s father was a magic-fearing soul. He believed all magic to be the tools of evil. Far from being grateful of Tem’s intervention, he cast the young man out to fend for himself, believing that evil had taken root inside of him.

That was the start of the seed being planted inside of Tem for the bitter cynicism and paranoia that would come to define his adult life. He found himself alone and forced to fend for himself at a younger age than anyone should ever have to.

Travelling from place to place with no clear destination or sense of purpose, young Tem quickly found the world to be full of dangerous and nefarious individuals, all who would look to use and manipulate his abilities for their own selfish aims and desires. Worse still were those who would seek to hurt him out of a lack of understanding over who he was and the nature of his abilities.

Tem quickly learned to keep his abilities a secret for fear of reprisals. Fortunately for him, it was around this time that his sorcerous abilities also began to develop. Tem was able to use his magic to keep himself alive through these difficult times. Yet, inasmuch as he feared what discovery of his abilities would do, Tem was also lonely and he yearned the company of others.

Denying himself this, his bitterness deepened. After all, he had not asked for this "gift", and he had not asked to be cursed to this life and wandering and solitude.

Yet, this was his life, and this was the course that had been chosen for him, and so Tem lived the life of the wanderer, learning to survive off the land. The Tem of today is as directionless as he always has been, with no route out from the miasma that threatens to enshroud his heart and soul.

Strengths:
  • Expert Hunter and Tracker
  • Limited Magic Use
  • Resourceful, despite the circumstances Tem has learned to survive in some pretty tough circumstances


Weaknesses:
  • Cold and distant - having been turned out by his kin has changed Tem. He does not trust and he keeps himself distant from others.
  • Paranoia - In that it’s not paranoid to think everyone is out to get you when, in fact, everyone is out to get you
  • Out of his depth. Tem is, to be polite, out of his depth. Despite his outward demeanour suggesting otherwise, he is not ready for the world to be thrust upon him.


Other:
Did I ever say how much I like coffee and chocolates ;)?
Quick question though, are we going to be using D&D rules and rolls for this as well since it is in a D&D world? I will just be forward and say I hope not. Forum table top is so clunky and D&D is a yucky system. :D


Sorry, I missed this one when I looked over the posts a few minutes back. We will not be using D&D mechanics and dice rolls as I’ve come to hate seeing my posts dictated by the rolls of a dice.

We will use some of the D&D archetypes as a basis for forming the classes you can choose from (i.e. Fighter, Paladin etc.) but I do not intend to use the rules. In terms of resolving conflicts, I intend to follow a sort of “choose your own adventure” type framework. I will allow you to pick ten powers that your character can aim for as advancement in the game. When you reach a milestone or perform an action that would gain you that power you will receive its use.

For example, I may throw you into an encounter with a demon, something you would know is far outwith your powers to defeat. If you fight it head on, you will surely die. However, I may set said encounter on a rickety wooden bridge, suddenly allowing you the chance to sever the bridge supports and live to fight another day.

I will provide in post cues as to when you are in danger (i.e. you’re getting the crap kicked out of you or you don’t possess the right weapon to defeat a foe), but I will rely on your judgement to extricate yourself from said situations or find alternative ways to succeed.

Make sense?
Awesome, I’ll get the game set up over the next couple of days and link it here.
Awesome, really glad to see some interest here. A couple more and I’ll see about setting a forum up.
Hi all, I’m looking to post a concept to gauge potential interest in this sort of game. Ideally I’d like to run an application progress for this, but it is entirely dependent on the level of interest I have. Have a look over and if there is enough interest I’ll take this one further.

Ultimately I’m looking for five characters to accompany one of my own.

***



What are the roots that clutch, what branches grow,
Out of this stony rubbish? Son of man,
You cannot say, or guess,
For you know only a heap of broken images,
Where the sun beats,
And the dead tree gives no shelter, the cricket no relief,
And the dry stone no sound of water,
Only there is shadow under this red rock,
Come in under the shadow of this red rock,
And I will show you something different from either,
Your shadow at morning, striding behind you,
Or your shadow at evening rising to meet you,
I will show you fear in a handful of dust.


--TS Eliot, the Wasteland

I will show you fear in a handful of dust.

In the demiplane of dread, the land of G'Henna is a broken wasteland. Ruled over by High Priest Yagno Petrovna, it is a land that cries out for change. In the city, famine and disease spread. Those who are not of the priesthood, or within Yagno's inner circle waste away, slowly dying of starvation. Illness runs through the city streets like wildfire, claiming countless hundreds of lives. And while the High Priest of Zhakata and his associates live easy and comfortable lives, around them they sit uncaring as their subjects die.

None dare to speak out against their ruler, as whilst Yagno rules the land itself, his fearsome Inquisition rules the shadows. And as people are taken off the streets for crimes both real and perceived, the populace are cowed into submission by the threat of death....or worse. The High Priest deliberately starves his people in the name of his God, Zhakata the Devourer.

Outside the city, things are no better. The land itself is twisted and shattered. The badlands are a hellish mockery of the land that G'Henna once was before Yagno's descent into madness. A wind echoes through the broken outlands....a swirling wind that contains within it a mournful cry. It is a cry of regret, for the land itself recognises that it is slowly dying. The wind brings no relief from the terrible heat. Instead, it carries with it swirling storms of dust. Worse than that, with the wind come the harbingers of death.

Twisted misshapen monstrosities, silhouettes against the fading sun howl their lament. They see, just as the land itself does that this -- this is the end of all things.

Little do the beaten and cowed people of G'Henna realise though that change is coming. Deep inside the darkest bowels of the city, a small flame of rebellion flickers. A group of conspirators have taken things into their own hands. It is time, they say, to depose the High Priest and enforce change. They believe that there is another aspect of the God, Zhakata the Provider, and that with Yagno's death, he will come and the land will be saved.

G'Henna is a land calling out for change and the people will soon see change, whether they like it or not.

Into this demonic cauldron you come, pursuing a loved one lost inside this dreadful realm. Chasing shadows and fragmented dreams and memories, you soon find yourself in a situation beyond your comprehension and abilities to cope with. This is not just a fight against a terrible evil, it is a battle against the land itself that would strip you of all that you are. As you watch innocents die of starvation around you, even as you decide whether or not to hold onto your own dwindling supplies of food and water, there is one question that you will come to ask.

Which is the greater evil -- the one that you can see, or the one that lurks within the shadows waiting to strike?

***


About the Game:

This is a game set within the D&D Setting of Ravenloft, the Demiplane of Dread, although knowledge of that setting is not required for this - in fact the less you know about what is to come the better it will be.

You will not start the game in the Demiplane, however soon after the onset of the game you will enter the realm in search of someone whom you care for very deeply. I will warn you in advance, this game will deal with some mature themes. If you like your games to be traditional heroic fantasy with happy endings, this is likely not the game for you.

Here in Ravenloft there are no guarantees of you making it out alive, and there are certainly no guarantees of happy endings. Death is the only constant that you will know -- and if that atmosphere of dread and defeat that should be present in a Ravenloft game are not present then I am failing in my duty as the Storyteller of this game.

What I can guarantee is whatever happens, the game will stay with you for a long, long time .

As the introduction above might provide an indication, you will be forced to make some terrible, terrible moral decisions through the course of the game. Whilst your own food and water supplies dwindle low, and there is every chance of starvation, do you give some of what you have over to a starving peasant family, knowing what you give them may only delay the end temporarily, or do you hold back, knowing that they will not survive the night? These are the sorts of questions that I will pose to you throughout the game.

There are no right or wrong answers in this game -- there is no black and white. The question I ultimately ask of you is this -- will you do what is necessary to survive long enough to free the land from the circle of darkness that it is trapped inside, no matter the cost?

What I am looking for are strong role-players and storytellers who will thrive in a situation like this. If you, using an example, as clerics and paladins of a god of light, fall during the course of the adventure because of your own morally grey actions, can you role-play this? That is the sort of player I am looking for here.
This sounds absolutely amazing. Let me know when you decide on an app format and I’ll definitely fire something in for it.
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