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Author Topic: The Rime: a Frostpunk Western RPG (IC)  (Read 6869 times)

Digital Hellhound

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The Rime: a Frostpunk Western RPG (IC)
« on: July 22, 2018, 07:10:04 pm »

THE RIME.
TERMINUS LINE.
WINTER 1870.

These tracks took lives to build. They worked to the bone in the cold and dark. You could tell a seasoned laborer from the digits missing from his hand, gnawed off in the night by frostbite. The unprepared bid farewell to limbs and good health for the rest of their lives. The unfortunate died. Cold and rigid carcasses line the route from Apex to Ossuary, beneath the ice, forgotten. Few of those who now take the line know of the blood shed to lay the rails. Few care to dwell on such things, safe in their heated compartments, blessed by the smoke-belching engines and fur-lined seats.

Of course, there are those who remember - who think of the men who oversaw the work, the captains of rail and industry, the drillmasters. Colder hearts can scarcely be found, they say, even in the Rime. The blood is on their hands. Pursuit of profit denied warmth to good, working men. Greed killed, as greed does. But what is the common man to do? They are beyond justice.

Five exceptional individuals board the train along its long route from the Thaw across the heart of the Rime. By chance, or perhaps fate, they share a destination. They are bound together, until the Rime claims them or they find what they seek.


***


Ronald 'Frostbite' McCarthy

Home is somewhere along this line, it occurs to you. The Terminus Express forms the main artery feeding the Rime, stopping at every town with any claim to the title. Coal and firewood is unloaded at every stop - it does rather make the journey drag on - to be used or hauled further to isolated settlements. The fuel filling the first ten wagons is the lifeblood of the Rime. Sure, there's coal in the Rime, trapped in frozen ground, and Cauldron survives well enough burning the vapors underneath, but few could survive here fully on their own. As loathe as Rimers are to admit it, you are dependent on the Inners and their supplies. By the time this train reaches its terminus in Ossuary, it will have saved thousands and thousands.

Assuming, that is, that it does reach its destination. You know too well the madness of the greedy and desperate. Coal bandits prey on the line. The train might be a behemoth of blackened steel and steam-fed power, but it doesn't take much to stop it even so. A simple blockade on the rails will force the engine to a halt to avoid collision. Raiders can just jump aboard, with the thing's limited speed - go any faster, and you'll slip off the treacherous ice on the tracks. There's always a chance for an attack.

You're not going home, however much your thoughts drift back to the place. You've left it behind long ago - and besides, it'd take a long trek through the wilds to even get there from the nearest station. It's work that's brought you aboard the Terminus. A town by the name of Stalwart is looking for hired guns to deal with a bandit problem. Someone over there mentioned your name, and a letter found you. The mayor's paying well enough in scrip or supplies for the job, and you've never said no to shooting people who oughta be shot anyway.

There's only a few passenger compartments in the train, and the damn thing's packed to the gills. You're one of the lucky ones, you're informed; in exchange for helping defend the train if it comes under attack, you've been given a compartment where there's space enough to sit. There's six other people stuck in there with you, shoulder-to-shoulder like kelpers in a slaughterhouse. At least you can share body warmth. You do the polite thing and try your best to pretend you're not at all uncomfortable. You suspect everyone else is busy doing the same.


Ulien Inervios

Your sisters and your diving suit are the only things you have left from your old life, and you are very acutely aware that neither of them is at hand's reach now. The suit is safely stowed away in the train's cargo wagon, sure, but your sisters are another matter. You've sent them ahead to stay with Lukas, a friend in Stalwart, and are on your way to join them. You wish you could've traveled with them, but money is tight and you had to take what you could get. It pains you to be apart from them - Lukas is trustworthy and a good friend, but he's not family. The sooner you can get to Stalwart, the better.

The Terminus Express grinds on at a steady pace, steam rising from the rails as it passes. The engine breathes out gusts of black smoke without pause - a good thing, too, since if it stopped, so would the heating in the compartments. It's chilly enough as it is. The Inner girl sharing the cabin with you is shivering already, much as she tries to put on a brave face.

They say bandits attack in these parts. You're a few miles out of Cauldron, by your reckoning, with endless miles still to go before Stalwart. That's a lot of time for things to go badly wrong. You have your sixshooter hidden in the folds of your dress just in case. The barrel is cold against your leg, even through the leather holster. Bandits might be the least of possible problems, though. At least you can shoot bandits. Engine trouble or ruined tracks or the train slipping off the rails are all very real possibilities which the gun can't do anything against. You hope they have qualified engineers on board to take care of that sort of thing - or you'll have to step in, with the little understanding of these machines that you have.

You lean back against your sit and try to get comfortable. It's rather impossible with the other passengers pressing against you on both sides, though. You thought it a lucky break to get in here in exchange for pledging to defend the train, but you're beginning to rethink that. The air is both cold and humid with everyone's sweat. Someone's elbow finds your ribs with astonishing regularity. This might be a long journey.

Spoiler: Ulien Inervios (click to show/hide)

Fiona McDougan of Cormwall ('Fry')

The Rime is so very pretty, but it is also so very, very cold. An expanse of blinding white snow stretches on through the window, broken at times by distance markers made shiny with ice crystal sheens. On occasion, there's a patch of slick bare rock or a distant frost-hugged mountain. Somewhat amusingly, the map you saw identified the peaks as islands. It's either very out of date, or part of that peculiar Rimer humor you're still trying to understand.

The train is a marvel - tons of steel and wood thundering away faster than any horse through this cold land - but, um, this compartment could be a bit larger. There are seven people jammed into a space you don't think was intended for more than five. They all look quite interesting - Rimers typically are - but you've not had a chance for much conversation yet. Perhaps you should change that soon.

You're headed for Stalwart - for no real reason, but someone you met mentioned the local saloon offered the worst meals he had ever tasted, and you thought that perhaps you could help rectify that and find work at the same time. If not there, then something else. There seems to be a lot going on in Stalwart; you've met quite a few Rimers heading that way already. Plenty of opportunities for a lady of your skill and will to start making a new life. Certainly since your funds are running quite low!

Spoiler: Fiona 'Fry' McDougan (click to show/hide)

Sir Rimelight ('The Croc')

There was a time you could've had a compartment all to your own. There was a time when you could've bought this entire train. At least you were offered a place in a seated compartment - having to stand all the way like the common poor would've been... irritating - after you implied that you'd help shoot some bandits dead, if necessary. Not that you are terribly flush with scrip at the moment, either. You made some bad investments in Marrow - misplaced trust - slight errors of judgement - and in any case, they're all dead now, so it's no use dwelling on it. You'll get what's yours in time, and for now, you'll get by as you always do.

The Terminus Express continues on towards new opportunities. Stalwart's hiring hard men, and that's where you're headed. Frankly, it's little more than an excuse. If there's nothing of worth there, you'll find something else. You just needed to get out of Marrow. The bodies, well, they weren't great company, and it was best to get out of the town before anyone started asking unwelcome questions. It wouldn't do to kill everyone there, after all.

You show none of your discomfort, but this is simply not a very restful journey. You're starting to think you should begin a conversation with one of your fellow passengers, just to distract your mind from the discomfort of being packed in here with six other people and their luggage. Nobody seems too keen on talking to you, per se, but that is fine. You find you sometimes have that effect on people.

Spoiler: Sir Rimelight (click to show/hide)

Cormac Hess

You're going deep into the Rime, getting as far away as you can from people who might recognize you, who might return to finish what they stared. Bandits are popular nowhere, however much they are tolerated by the pragmatic and the cunning. It's probably best to shed your old life as much as you can. Further East await new opportunities, new beginnings. You intend to follow the Terminus Line to Stalwart at the least. They're hiring men there - to kill bandits, supposedly. The idea holds a strange twisted appeal, but you might as well seek out the bandits and join them instead. Maybe you'll take some other job; there's been plenty of killing in your life in the last year. There are better ways to survive.

The train company gave you a seat in a compartment in exchange for some empty promise of shooting bandits if they came after the train. You don't expect you'll have to. Only idiots would attack a train of this type - you noticed the rotary gun up top as soon as you came near, for one - at this time of year, with easier targets aplenty. Idiots or the desperate, you suppose. A bandit's life is not an easy one.

It's a nice compartment, all in all - pelts on the walls and seats, heating, plenty of space to stretch your legs as long as the fellow opposite isn't also stretching any at the same time. Everyone's very close together, but it sorta reminds you of the old family pit - cramped even before the kids were all full-grown, but damned if it wasn't nice and cozy. These people don't look all that keen to share body warmth, though. A few of them look rich enough to make good targets... if you were still a bandit, you mean. You can't help but to wonder what's inside their bags and suitcases - especially the one with the fancy lock.

Spoiler: Cormac Hess (click to show/hide)

***

All

The compartment holds seven people; a brown-haired young man concealed beneath many furs that some know as 'Frostbite', a tall and gaunt woman with short grey hair by the name of Ulien Inervios, a strangely healthy-looking woman with sun-warmed skin and what seems to be a parasol at her side going by the name of Fiona 'Fry' McDougan, an imposing man in a suit with crocodile leather shoes and a regal fur cloak on his shoulders known to many as Sir Rimelight, or the 'Croc', and a short and wiry man with black hair and Rimer-pale skin by the name of Cormac Hess.

In the window seats - already sitting there when the rest entered - are two men. The first is a stout and short gentleman with neat brown hair and spectacles. He has a strong jawline broken by what might be whip scars. He wears a practical wool-lined coat over a fine suit and vest. He looks wealthy, but not Inner wealthy; too practical, too rough and provincial. His attention is focused on a newspaper he's perusing, but his eyes rise above the rim of the paper every now and then to steal a look at his fellow passengers. A large revolver decorated in silver sits at his hip.
   
The man opposite him has the look of a hired gun. The barrel of a stocky rifle peeks out of his bag. He keeps his eye on the others at all times, except for the gentleman in front of him. There is something to them screaming of 'gentleman and his bodyguard'.

The train continues its long circuit of the Terminus Line. The unchanging landscape rolls past through the window. If there is trouble on the way, it has yet to rear its ugly head.
« Last Edit: July 23, 2018, 02:57:28 pm by Digital Hellhound »
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crazyabe

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #1 on: July 22, 2018, 07:27:31 pm »

PTW.
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hector13

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #2 on: July 22, 2018, 07:31:59 pm »

((PTW for the moment, just getting it in my updated topics))
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #3 on: July 22, 2018, 08:41:58 pm »

((Looks like you've turned the "i" in Ulien's name into a second "l". :P))

Ulien seems a bit restless, but decides to wait and see if the others speak up first.

Size up the other inhabitants of the cabin. Excepting the Inner woman, none of them seem particularly like trustworthy sorts. Especially not the "gentleman" in the croc leather shoes.
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hector13

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #4 on: July 22, 2018, 09:21:17 pm »

Cormac keeps himself bundled, arms folded over his chest - no point keeping the heat out, is there? - but glances at everyone else in the compartment. The other Rimer looked like he could handle himself, but the others looked like soft-living Inners. One in particular had an odd looking contraption... his curiousity got the better of him. At least the conversation might pass the time.

Cormac points at Fiona and her parasol. Then he remembered his father taught him a little about “manners” that the Inners thought were important. No need to make a bad first impression, he supposed.

Ma’am, what is that thing? Does it keep you warm?
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #5 on: July 22, 2018, 09:32:00 pm »

Ulien opens her mouth to reply, then closes it again. As fascinating (and useless) as the folding mechanism in a parasol is, the question wasn't directed at her, and it would be rude not to let the girl speak her herself.
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Stirk

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #6 on: July 22, 2018, 09:40:49 pm »

The fur-lined young man looks to where the man is pointing out of habit.

Pa pointed a lot. At tracks, at targets, at the chores that needed doing, whatever needed attention at the time.

But that was a strange question, causing the man to slightly raise his eyebrow. Given the object's shape and size, it is likely a weapon rather than an outfit. Some kinda gun with built in camo attachment. Hard to lay prone with, unless you have the edge of something to put it on. Guess that is why it can fold like that. If its made out of somethin' tough it might be a shield too. Rather fancy piece all things considered.
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #7 on: July 23, 2018, 03:57:02 am »

Rimelight smiled in faint amusement at his neighbors' ignorance of the finer things in life. Of course, remembering when such things had been a common sight wasn't good for his temper, so he opted not to dwell on the topic overlong.

He turned instead to the gentleman with the bodyguard, nodding first to the vigilant companion and then focusing on the more refined member.

"Pardon, sir, but I do believe you have the look of an enterprising gentleman about you. Sir Rimelight, if you please."

He extended a hand for the man to shake.
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Dwarmin

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #8 on: July 23, 2018, 09:07:36 am »

Cormac points at Fiona and her parasol. Then he remembered his father taught him a little about “manners” that the Inners thought were important. No need to make a bad first impression, he supposed.

Ma’am, what is that thing? Does it keep you warm?

Fiona had been watching the beautiful snow lands go by-it was sort of calming, really, how it went on and on forever-when the short and wiry Rimer man (Rimen? Riman?) spoke up to her. While it was too cold for a proper blush, the corners of her mouth dimpled in her traditional smile. She held the parasol out to show him the length of it, though this was entirely unnecessary.

"Er, yes. It does. Indirectly. It's called a parasol or an umbrella. It sort of...unfolds like a flower...?" She stopped and thought to herself for a moment, frowning slightly. They probably didn't even have flowers in the Rime! She didn't quite babble-her voice had a sort of peaceful equity to it that made her nice to listen to even if you didn't really get what she was saying.

"Forgive me, sir, I'm being terribly insensitive. It pops open like a cork in a bottle. Then it makes a sort of canvas cover between your head and the sky. Like a tent! Only you carry it. And it keeps the ran off your head. So you don't get wet and cold. It rains a lot where I came from. Of course there's more snow than rain here, but what is snow, but cold rain, right? Anyway, carry an umbrella and hope for sunshine, that's my philosophy.

Well, I'd love to show you how it works, but if I opened it here someone would probably get poked in the eye or...somewhere else. The mechanism is quite clever, spring loaded, it's new-they just invented it, I'm sure. Like I said it pops open really quite quickly. Well, it's no surprise they don't have them all the way out here in the Rime, and no reason that you'd know. I was surprised myself when I bought it. And I was happy to explain it to you.

...Anyway, It's nice to make your acquaintance you, Mr...?"
She wasn't quite sure if they shook hands in the Rime. Was there secret signs you made? Perhaps you flashed a certain icon or piece of clothing? Some of the clans in Camelon required short phrases in ancient tongues...

She set the parasol to rest on her shoulder, and her short (and well manicured) fingers fluttered on the handle with acute upper class anxiety. Not unlike how a gunslinger might treat their favored weapon in a duel.
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #9 on: July 23, 2018, 09:29:44 am »

"Huh, now that's interestin'." Ulien offers, "I'd always figured that a parasol was mostly fer keepin' you cool; you know, blocking out the sunshine, keepin' it outta your eyes. 'Cause, uh, of all the sunlight up in them inner parts."
She frowns. "Never heard of an 'umberella', though. Maybe those'er different?"
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #10 on: July 23, 2018, 10:08:29 am »

Fiona raised on eye to the pale woman sitting beside her. Speaking out of turn? Scandalous! But she supposed they didn't have the same manners in the Rime. Maybe anyone just spoke at anytime? Or perhaps she had some sort of social rank that entitled her to speak over the others...

"...Oh, yes. A parasol is sort of wider, and flatter, and designed for sun. An umbrella is more curved and for shielding out the rain. One is usually made of wood or bone, the other is made of a sort of metal. But I suppose the terms are interchangeable...this is actually a parasol. I left my umbrella at home." She said, thinking that her old umbrella was being twirled by the ladyfriend of a Drevondish soldier by now.

"And my apologies for elbowing you." She finished quickly. Fiona had a habit of tapping her hands on things when thinking, and she moved her arm by instinct every time she thought of something new, and on this particular trip...bump, bump, bump...

Also, she thought that she should probably update her philosophy. Carry a parasol and hope for...cloudy skies? Clear skies? But cloudy skies always equaled rain in Camelon, which meant you should carry an umbrella, instead...and you could only really carry one at a time in proper society. Her elbow absentmindedly bumped into Uliens side.
« Last Edit: July 23, 2018, 10:11:10 am by Dwarmin »
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Egan_BW

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #11 on: July 23, 2018, 10:52:14 am »

"Oh no, I don't mind at all." Ulien says, the look on her face failing to hide that she does indeed mind a little.
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #12 on: July 23, 2018, 10:54:24 am »

Cormac points at Fiona and her parasol. Then he remembered his father taught him a little about “manners” that the Inners thought were important. No need to make a bad first impression, he supposed.

Ma’am, what is that thing? Does it keep you warm?

Fiona had been watching the beautiful snow lands go by-it was sort of calming, really, how it went on and on forever-when the short and wiry Rimer man (Rimen? Riman?) spoke up to her. While it was too cold for a proper blush, the corners of her mouth dimpled in her traditional smile. She held the parasol out to show him the length of it, though this was entirely unnecessary.

"Er, yes. It does. Indirectly. It's called a parasol or an umbrella. It sort of...unfolds like a flower...?" She stopped and thought to herself for a moment, frowning slightly. They probably didn't even have flowers in the Rime! She didn't quite babble-her voice had a sort of peaceful equity to it that made her nice to listen to even if you didn't really get what she was saying.

"Forgive me, sir, I'm being terribly insensitive. It pops open like a cork in a bottle. Then it makes a sort of canvas cover between your head and the sky. Like a tent! Only you carry it. And it keeps the ran off your head. So you don't get wet and cold. It rains a lot where I came from. Of course there's more snow than rain here, but what is snow, but cold rain, right? Anyway, carry an umbrella and hope for sunshine, that's my philosophy.

Well, I'd love to show you how it works, but if I opened it here someone would probably get poked in the eye or...somewhere else. The mechanism is quite clever, spring loaded, it's new-they just invented it, I'm sure. Like I said it pops open really quite quickly. Well, it's no surprise they don't have them all the way out here in the Rime, and no reason that you'd know. I was surprised myself when I bought it. And I was happy to explain it to you.

...Anyway, It's nice to make your acquaintance you, Mr...?"
She wasn't quite sure if they shook hands in the Rime. Was there secret signs you made? Perhaps you flashed a certain icon or piece of clothing? Some of the clans in Camelon required short phrases in ancient tongues...

She set the parasol to rest on her shoulder, and her short (and well manicured) fingers fluttered on the handle with acute upper class anxiety. Not unlike how a gunslinger might treat their favored weapon in a duel.

Cormac nods along politely, not really paying too much attention. A couple of questions and he ends up with a lecture on weather and how the thing worked.

She asked for his name though. Father always said the family name was important, but the family was dead and Cormac was in no great rush to join them. There were a few Rimers in the compartment, and he didn't know if the Inners knew anything about the people they slaughtered. Better safe than sorry, he guessed.

"My name is Cormac, Ma'am. he said, with a respectful nod in her direction. He then realised his father didn't teach him much in the way of manners, so he plowed on. "Uh... what's your name?"

The Rimer girl picked up the slack Cormac left, and then the conversation took a most bizarre turn, causing Cormac to frown in confusion.

"Why would you want to keep the sun off you?"
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Egan_BW

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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #13 on: July 23, 2018, 11:34:02 am »

"Ah. Well, fer pale Rimers like you or me, it'd be a good idea to take a parasol if we stray too far west, because the harsh sunlight can burn the skin." She steals a quick glance at the woman beside her before looking back to Cormac.
"...As for Inners, I guess they keep 'em because they're fancy lookin'?"
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Re: The Rime: a Frostpunk Western RPG (IC)
« Reply #14 on: July 23, 2018, 11:38:54 am »

"Fiona McDougan of Cormwall, pleased to meet you..." She had said, with a incline of her head. She didn't see Uliens face, however, as Cormac interjected...

...Oh no! She did it again! They didn't really have the sun or flowers in the Rime! Thankfully Ulien came to her rescue, because she was going to make a reference about how your skin can toast like a piece of bread, and on second thought she wasn't sure if they knew about toasted bread in the Rime, she thought, nudging Ulien in the side.

"Uh yes, that too. My parasol has a pretty artistic pattern on it, um, just for showing off. You know, to look pretty. What artworks do Rimers have?" She carefully interjected. "I'm sure you have good...ice sculptures?"

She thought this was a safe guess. At least they wouldn't lack for materials.
« Last Edit: July 23, 2018, 11:41:36 am by Dwarmin »
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