Come in from the cold. Stay a while. Stay a long while.

Come in from the cold. Stay a while. Stay a long while.

This is a home of the Frostborne, who preserve the living in ice. Their faithful are not buried but kept: set into the frozen deep with rune and prayer,...

The swamp keeps receipts.

The swamp keeps receipts.

They move through bog and marsh as if the muck adores them. Where others sink, stumble, and curse their boots, a Swamp Hag glides without a ripple,...

They slip between breaths, and by the time you gasp’they're gone.

They slip between breaths, and by the time you gasp’they're gone.

Their ranks include master infiltrators, illusionists, and silent killers’though their true power lies in information. Assassination is a last resort....

77 Accounts
71 Settlements
76 Souls
28 Kindreds
14 Houses
Tickmaw "The Hand that Bites"
  • Time Twisted
  • Clockwork Menace
  • Story Rewinder

Tickmaw "The Hand that Bites"

Teen 13+

Race: Cursed Object. Gender: Male. Age: 92. Height: 4'0" (122 cm). Weight: 185 lbs (83.9 kg).

Alignment: Chaotic Neutral

Some stories end cleanly. Some only pretend. This clock exists for the latter, sitting in polished stillness until a completed thread draws its attention and the gears inside begin to hunger. It does not offer a new path so much as reopen an old one, choosing forward or backward with the casual cruelty of a dealer turning a card.

Its magic reaches into adventures already survived and twists them along another temporal angle. A triumph may reveal what happened after the applause faded. A failure may be dragged backward to the wound that caused it. A harmless choice may suddenly gain teeth when time is nudged just far enough to make certainty stumble.

It is not merely a tool, though desperate souls may try to use it as one. The clock has preferences, appetites, and an awful sense of humor. It enjoys polished heroes, guilty survivors, unfinished promises, and anyone foolish enough to believe the past stays where it was put.

To stand before it is to risk being invited into an echo that is not quite memory and not quite prophecy. The hands move, the maw opens, and somewhere inside the ticking, an old ending starts becoming new trouble.

Emberfall

All Ages

Emberfall is dark stone on black volcanic rock: dense blocks of houses, roofless halls and broken towers inside a city wall whose grand south gate has fallen open. Thin channels of glowing lava wind past the walls under stone bridges, and a forge-hall works beside one of them. At the city's heart a gothic cathedral-keep raises jagged black spires, and a great walled graveyard of grey headstones and mausoleums sprawls nearby. Outside the walls, ash fields and dead trees run to the smoking horizon. Those who still live here keep to the standing quarters and their old family names.

Emberfall crouches beneath a sky stained by ash, its crooked rooftops and forgotten streets buried in gray dust that never fully settles. A ruined gothic castle rises above the city like a black crown, all narrow towers, broken windows, ironwork, and stone walls worn smooth by soot and time. Around it, dilapidated homes lean into one another for support, their shutters warped, their chimneys cold, their doorways half-swallowed by drifted ash.

Nothing green survives here. Long-dead trees stand like charcoal bones along the roads, and graveyards spread through the city in crowded rows of cracked markers, leaning statues, and iron fences gone red with rust. The distant volcano glows through smoke on the horizon, a reminder that the city does not merely live near destruction — it has learned to breathe it in and call that normal. The air tastes of dust, old stone, burnt rain, and secrets that should have stayed properly buried, but apparently have no manners.

Its dead spaces hold power, grief, old privilege, and the kind of danger that wears velvet over rot. The city offers gothic intrigue, family shadows, ruined grandeur, graveyard whispers, and the uneasy sense that something beneath the ash still expects obedience.


Emberfall
  • Gothic Ruin
  • Ashen Graveyards
  • Volcanic Shadow
Cursed Object
  • Silent Vessels
  • Possessive Relics
  • Haunted Utility

Cursed Object

A Cursed Object is the quieter, stranger branch of the Cursed One lineage: a spirit-bound vessel without limbs, gait, or any polite way to leave the shelf. It may be a mirror, cup, ring, book, key, charm, portrait, music box, blade, candleholder, mask, or any other object that has absorbed too much grief, devotion, rage, fear, or ritual intent to remain only a thing. It does not walk into a room. It waits until someone brings the room to it.

Unlike animated dolls or crawling relics, a Cursed Object usually remains physically still. Its danger lies in attention, proximity, attachment, and use. A hand closes around the wrong handle, a face leans too close to the wrong glass, a lonely soul whispers to something that should not answer, and suddenly the object has a preference. Some speak softly through reflections, dreams, scratches, flickering candlelight, or thoughts that feel suspiciously like one’s own.

Many appear harmless enough to keep nearby, which is how the trouble usually gets invited inside like a charming guest with terrible intentions. A Cursed Object may comfort, tempt, warn, mock, seduce, or punish depending on the emotional shape of its binding. It can become a keepsake, a weapon, a secret, a lover’s token, or a household problem nobody wants to admit is flirting back.

The stakes are rarely obvious at first. One cursed ring may only tighten when lies are spoken; another may drink warmth from the room until grief feels easier than breathing. Some are merely unsettling. Others become anchors for obsession, fear, memory, or spiritual corruption, growing stronger each time someone notices them, needs them, or refuses to throw them away.


Your ending was cute. It wants another.