Like I said a few days ago, fantasy dominates the tabletop roleplaying game world because of Dungeons & Dragons. However, we are in a golden of age of really creative fantasy/dungeon delving systems that do a lot different than the old classic. His Majesty the Worm is bleak and grim, just like Darkest Dungeons and has some interesting things going on in it.
Here is how the official website describes the game:
His Majesty the Worm is a new-school game with old-school sensibilities: the classic megadungeon experience given fresh life through a focus on the mundanities and small moments of daily life inside the dungeon – The game has robust procedures. Characters adventure in the Underworld, rest in role-playing driven camping scenes, and plot long-term schemes in the City at the center of the Wide World.
Often-ignored subsystems, like food, hunger, light, and inventory management, are central to play and actually fun. The relationships between companions, called Bonds, powers the rest and recovery mechanic of the game. Role-playing drives the game forward – Tarot cards are used as a randomizing element. Combat encounters are handled with an action-packed subsystem that ensures that all players have interesting choices every minute of combat: no downtime!
I sat down and made a character, meet Justinius the Ragged.
Justinius the Ragged, a brooding figure from the bleak expanse of the frozen north, represents the dark legacy of House Mourn. This house, descended from exiled witches, is notorious for their unsettling presence. Their domain is a harsh and unforgiving land, perpetually locked in strife with marauding orcish reavers. Despite the desolation, Justinius thrives as a botanist, uncovering the secrets of the hardy, mystical flora that clings to life in this frigid wasteland.
Recently, Justinius has uncovered a plot orchestrated by a power-hungry warlock named Valdrik the Defiler, who seeks to perform an ancient ritual known as the Whispering Bloom. If completed, this ritual will awaken a dormant carnivorous flower beneath the icy tundra, unleashing a cataclysmic blight that will ravage the land. Aided by his reluctant ally, Sorla the Seer, a mystic with cryptic visions, and confronted by Thrukkar, a fierce orcish chieftain with a vendetta against House Mourn, Justinius must race against time to stop Valdrik before the ritual can reach its devastating conclusion.



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