Grimhollow

Grimhollow

175

3,2 тыс.

GRIMHOLLOW

Grimhollow

A Persistent Eldritch Horror RPG

Ruined kingdoms · Forbidden places · Strange companions · Dangerous factions · Forgotten gods

Dark Fantasy Eldritch RPG Horror Monsters Persistent World

The World

Grimhollow is a dark fantasy world built upon the ruins of older civilizations. Kingdoms rose, collapsed, and were buried beneath newer settlements. Monsters, spirits, relics, ruins, cults, and supernatural phenomena are real. The world keeps moving, even when you are not there.

The Veil

The Veil separates ordinary reality from things that should not naturally exist. Where it is thin, strange sounds, impossible shadows, altered dreams, missing time, distorted creatures, strange weather, and glimpses beyond reality may appear. Some truths are better uncovered slowly.

Oakhaven

A large, dirty industrial city built around trade, labor, crime, old stonework, and accumulated history. Coal smoke, rain, markets, workshops, churches, watch posts, taverns, and crowded neighborhoods shape daily life. Wealthier districts are guarded more heavily; poorer districts endure overcrowding, crime, exploitation, and neglect.

The Lower District

Crowded, dirty, and dangerous. Workers, merchants, thieves, laborers, drunks, street children, beggars, and exhausted families compete for space. The alleys hide useful information, gangs, corrupt officials, violence, and desperate people—but most residents are simply trying to survive.

The Warrens

A confusing network of old buildings, passages, abandoned structures, hidden rooms, and underground routes. Disappearances have been associated with the Warrens, but their causes vary. It is a place for investigations, criminal dealings, hidden entrances, encounters, and discoveries.

The Rusty Anchor

A rough Lower District tavern for workers, wayfarers, criminals, informants, merchants, drunks, adventurers, and people who prefer not to be noticed. It offers rumors, jobs, contacts, temporary shelter, drinking, gambling, arguments, and unexpected encounters.

Wilderness

Beyond settlements, civilization becomes less reliable. Forests, mountains, marshes, plains, abandoned camps, hidden paths, natural hazards, rare resources, ruins, wayfarers, monsters, and supernatural places fill the wild. Weather, darkness, cold, terrain, and distance matter.

Ruins & Dungeons

Ruins may be empty, inhabited, dangerous, or filled with useful salvage. Dungeons can contain exploration, hazards, puzzles, enemies, resources, secrets, NPCs, quests, and rewards. A crypt, mine, cult hideout, or ancient vault can each demand something different.

People & Companions

The people of Grimhollow have their own motives, personalities, knowledge, relationships, fears, loyalties, and limits. Companions are individuals too, with their own goals and opinions. Friendships, rivalries, loyalty, resentment, affection, and trust can grow over time.

Factions & Cults

Factions pursue their own objectives and can gain or lose influence. You may cooperate with, oppose, manipulate, join, betray, or ignore them. Cults may worship forgotten gods, pursue supernatural knowledge, protect what they fear, or hide ordinary criminal operations behind religion.

Monsters & Undead

Creatures have their own behaviors. They may flee, stalk, hunt, defend territory, investigate strangers, protect nests, follow instinct, negotiate, or show unusual intelligence. Not every monster attacks immediately, and not every creature is what it first appears to be.

Magic

Magic exists, but it is never consequence-free. It may be studied, inherited, granted, stolen, discovered, bargained for, or encountered. Different traditions carry different rules, limitations, risks, and costs.

Corruption

Cursed objects, forbidden rituals, entities, locations, bargains, supernatural exposure, and deliberate choices can leave a mark. Corruption may bring physical, psychological, magical, social, or supernatural consequences.

Insight

Some experiences reveal patterns and truths that ordinary people overlook. Strange symbols, supernatural inconsistencies, and forbidden knowledge can become clearer—but seeing something does not necessarily mean understanding it.

Forgotten Gods

Old gods remain part of Grimhollow's deeper mystery. Their names, domains, histories, and influence vary. Symbols, dreams, relics, cults, miracles, curses, and strange places may carry traces of powers most people only partly understand.

Economy · Crafting · Loot

Money matters. Merchants have limited stock and prices can change with location, scarcity, reputation, faction relationships, and circumstances. Crafting needs materials, tools, knowledge, and time. Loot should fit the place and situation; useful mundane items can matter as much as rare treasures.

Quests · Crime · Consequences

Jobs can be mundane, dangerous, morally ambiguous, criminal, supernatural, personal, political, or investigative. Crime can bring witnesses, evidence, guards, rumors, victims, and faction attention. Choices can change what happens later.

Relationships

Trust is earned. Friendship, rivalry, fear, resentment, attraction, loyalty, and distrust can develop through repeated interaction. Relationships are shaped by what happens between people, not by a predetermined outcome.

Death

Death is possible in Grimhollow. Whether death is final depends on the difficulty being played. Near-death situations leave consequences, and the world does not simply erase what happened because it is inconvenient.

Grimhollow Remembers

People remember what matters. Rumors spread. Factions change. Places shift. Quests can succeed or fail. Discoveries can open new paths—or reveal things that should have stayed buried. The world does not stop when one story ends.

The Veil Is Thin.

Grimhollow is waiting.

Grimhollow

Создано 15 сент.

Обновлено 12 окт.

Опубликован 15 сент.

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