Pilgrims of Murk Dome: Darkness of the Soul

Nightblood Pilgrims enter Murk Domes where cosmic horrors dwell. Missions corrupt your soul through Incubation. How much darkness before you fall?

TYPE

Campaign

SYSTEM

Pilgrims of the Murk Dome

LANGUAGE

English

EXPERIENCE

INTERMEDIATE

AGE

18+
2 NEEDED TO START
$25.00

/ Session

Details

Bi-weekly / Sunday - 10:30 PM UTC

Session Duration / 4 hours

Campaign Length / 5–10 Sessions

1 / 5 Seats Filled

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One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

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This game will begin once 3 players have joined

Meet your party members

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About the adventure

In the Wakelands, eternal night reigns. The Murk Domes are pulsating sacs of nightmare that devour reality itself, spawning cosmic horrors from the outer dark. You are a Nightblood Pilgrim, one of the cursed few who can enter these living nightmares and return, though never unchanged. Your Dreamform grants you power over Fear and Desire, but each incursion exacts a terrible price. The Incubation process taints your very soul. Your body mutates along dark paths, with leprosy wasting your flesh and isolation marking your presence. Your mind fractures under Trauma, and Breakdowns reveal new Derived Fears that haunt your psyche. This is cosmic horror at its most intimate. The enemy isn't just out there in the Domes, it is becoming YOU. The Lords of Delirium, including Torweal the Cleaver and Ignaroth the Crackling Fury, embody primordial fears that transcend human comprehension. But the true terror lies in what you must sacrifice to fight them. Vent your Trauma through disturbing acts that isolate you further from humanity. Wield your Unfulfilled Desire for power, knowing each use deepens your corruption. Watch as your Mutation stages progress, transforming you into something other. The Pilgrims are loved and feared, praised and despised as saviors who become monsters. How much of your soul will you lose before the mission is complete? Can you save the Wakelands without becoming the very nightmare that devours them? Your darkness awaits. Will you face it, or become it?

Game style

Roleplay Heavy

Combat Heavy

Puzzle / Mystery Focused

Rule of Cool (RoC)

Meet the Game Master

4.9

(21)

TOP GM
LGBTQ+
Asian
Neurodivergent
Voice Actor
Game Designer
No Gen AI

Less than a year on StartPlaying

77 games hosted

Highly rated for: Storytelling, Inclusive, Beginner Friendly

Average response time: 1 hour

Response rate: 100%

About me

Hi! I'm Yuthika, but most people at the table call me Fey. I have been a Storyguide for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream, but through Call of Cthulhu and Sword World. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, quietly relentless in its immersion. I am also a voice actress with anime and video game credits (paltry but mine), and every NPC at this table has a distinct voice and a personality to match. I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems over the years to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. The games that stay with me, and with my players, tend to be the deeply personal ones. The stories that go somewhere emotionally real and are not afraid to sit and let that breathe. Professionally I hold a PhD in Psychology and work as an educator until I retire later this year (October). Whether managing a classroom or a VTT, I always bring a teacher's patience and a designer's eye to each and every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, and restored a sailboat from the hull up before sailing it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace slow-rising tension the way you pace a night watch in open water. Different trades and different media, all feeding the same craft of bringing a moment alive through timing and reading the room. I do not generally run D&D 5e or Pathfinder 2e. The exceptions are the odd Planescape or Dark Sun campaign, and now Neon Odyssey, the Legends of Avantris space opera I backed early precisely because it does not feel like standard 5.5e. Starship combat and a whole new species lineup put it somewhere else entirely. Likewise you will find the Cosmere RPGs in my portfolio. Otherwise, I would rather run systems that feed the feel of the story being told, to the point where the system gets out of the way of the group. I have a special place in my heart for the Classic World of Darkness. I grew up in Japanese Tabletalk culture, so collaborative worldbuilding matters to me. I am also a TTRPG designer and co-creator of Visions of Suaykalpa https://VisionaryWheel.Games

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Character creation

Creating your character

Forging Your Nightblood Pilgrim Character creation in Pilgrims of the Murk Dome is not just about picking stats. It is a collaborative Session Zero where we build the tragedy and the triumph of your character together. You will not just create a hero. You will create a doomed soul walking the razor's edge between humanity and the outer dark. The Ancestral Fear and Playbook We start with your Primary Ancestral Fear. Are you haunted by Defeat, Darkness, Pain, Truth, Death, or Solitude? This fear defines your Playbook and your supernatural Dreamform. It is the anchor of your character's psyche and the exact lens through which the Murk Domes will torment you. The Unfulfilled Desire and Power Next, we define your Unfulfilled Desire. This is the repressed, morbid drive that fuels your powers but also accelerates your corruption. Together, we will craft your Power of Desire, a supernatural ability that grows more terrifying and effective as your Incubation worsens. The Mutation Path Every use of your power leaves a physical or spiritual mark. You will choose a Mutation Path, either Leprosy or Isolation. As your Incubation rises, your body will decay or your very presence will become anathema to the waking world. We will track this degeneration stage by stage, watching your humanity slip away. Ties to the Wakelands A Pilgrim does not exist in a vacuum. We will establish your Genealogy, your ties to the Chapter, and the Friend and Rival who anchor you to the waking world. You will also select your Fear Talents, Approaches, and Special Equipment to prepare for the horrors ahead. By the end of character creation, you will have a fully realized, deeply flawed, and incredibly compelling protagonist. You will know exactly what they love, what they fear, and what they are willing to sacrifice to hold back the dark.

What to expect

Preparing for the session

The Timeline Please note that this game cannot begin until I retire as a Professor in October. October 9th will be our first session, but we will have the VTT and Discord running well before then. The Table Vibe This table is built for the grim, psychological horror of the Murk Domes. We will be exploring the decay of the Wakelands, the physical and mental corruption of the Nightblood, and the cosmic dread of the Lords of Delirium. If you want a game focused on deep character trauma, oneiric mutation, and fighting a desperate battle against the dark, this is your table. Tech and Materials Two accounts and nothing else: Discord and Foundry VTT. I pay for all Foundry hosting, and I provide every book, map, handout, and token you will need. You do not need to buy the Hollow Press core rulebook or any supplements. I have everything digitized and ready for you. Communication Add me on Discord: SaiTheFae. This is the first thing to do after you book. Everything before session one happens there, and it is where I answer questions, take character concepts, and sort scheduling. Closer to launch I will send you the Foundry server link and access details. Session Zero Session Zero happens before we play. We will build characters together, establish lines and veils, lock in scheduling, and do a deep dive into the lore of the Wakelands and the Nightmare Lands so everyone starts from the same page. We will also cover the core mechanics of the Shadow Forge System so you know exactly how to use your Fears and Desires at the table. Questions If you have questions before you book, message me here or on Discord. I would much rather talk it through in advance than have you find out in session three that this was not the table you wanted.

What Yuthika 'Fey' brings to the table

Thirty-four years behind the screen, with a deep specialization in horror and narrative decay. This campaign is perfectly suited for your pre-formed group of five. I specialize in running deep, psychological horror for full tables, and I am ready to deliver the narrative weight, character drama, and slow-burn dread your group is looking for. I am a veteran Storyteller for the World of Darkness and have run every major horror system on the market. The Shadow Forge System is fiction-first and consequence-driven, sharing the same narrative DNA as Storyteller. I know exactly how to pace dread, how to make players feel the weight of their choices, and how to balance psychological horror with player agency at the table. The lore and atmosphere are not research for me. I have spent decades studying gothic, cosmic, and psychological horror. I understand how to build a world where the environment itself is hostile, and how to make the eternal night of the Wakelands feel genuinely oppressive and alive. Teaching and psychology are my actual jobs. PhD in Psychology, professional educator. Pilgrims of the Murk Dome is built on mechanics of Trauma, Breakdowns, Venting, and Ancestral Fears. My academic background means I understand the mechanics of fear, stress, and psychological breakdown on a professional level. I will guide your character's descent into madness with respect, depth, and terrifying realism. Years as a costume designer and VFX artist on NBC's Grimm, and teaching foam latex and prosthetic work on the convention circuit. This game features brutal Mutation paths like Leprosy and Isolation, with eight progressive stages of physical and mental decay. My experience in practical effects means I can describe your physical deterioration with visceral, anatomical accuracy. When your character's body betrays them, you will feel every stage of the rot. Voice acting for every NPC. I work professionally in anime and games, and the Lords of Delirium, the silent monks of the Red Choir, and the tragic Sleepseers will all come back with distinct, haunting voices you will recognize. Full virtual tabletop production. Custom maps of the Wakelands and the shifting Nightmare Lands, dynamic lighting for the eternal night, ambient audio, and custom tokens. I pay for all Foundry hosting and provide every book, handout, and token you need.

Homebrew rules

With the game being relatively new we will be primarily keeping to the core game. If you have high quality fan content you want to share however, please do.

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How Yuthika 'Fey' creates a safe table

Your Safety Matters Pilgrims of the Murk Dome deals with heavy, disturbing content and I take player wellbeing seriously. This game is built around cosmic dread and psychological decay, so body horror and personal horror are baked in. Depending on your character's Mutation Path, that can mean your flesh rotting away, your very presence becoming anathema to humanity, or your mind fracturing under the weight of your deepest Ancestral Fears. We will also explore themes of sleep deprivation, isolation, and the heavy social stigma of being a Pilgrim. The system mechanizes corruption and temptation. Your character carries Unfulfilled Desires and Trauma, and giving in to them is mechanically rewarded. You always decide when your character succumbs to their darker impulses or vents their trauma through disturbing behavior, but I will be offering, and the offers are designed to be attractive. If that dynamic of being pushed toward your character's breaking point is not something you want aimed at you, tell me and we will handle it. Before we begin, we will use Lines and Veils. You will have the opportunity to set hard limits on content that should never appear at the table, as well as topics you prefer kept off screen rather than depicted directly. These are respected without question, no explanation needed. If for some reason your lines and veils preclude you from playing Pilgrims of the Murk Dome, I will speak to you about what can be done or accept your departure with grace. My table operates on an Open Door Policy. This means that if at any point the content becomes too much, you are always free to step away, take a break, or leave the session entirely without judgement. Real people always come before the game. During our sessions, I will do regular check ins as needed to gauge how everyone is feeling, especially after particularly intense scenes or character Breakdowns. If things get heavy, we take a break; no pushing through. At the end of every session we close with Roses and Thorns. This is a chance to share what felt great and what did not land, keeping the game a collaborative, comfortable experience for everyone. After the session, I will also follow up with a private message to check in individually. Sometimes things hit differently once you are off the game and decompressed, and I want everyone to feel they have space to raise anything they did not want to mention at the table. This is a dark game, but it should never feel unsafe. When in doubt, just say the word.

Content warnings

Blood
Body Horror
Character Death
Extreme Violence
Execution
Death
Gore
Language/Cursing
Lifechanging Injury
Mind alteration
Mind Control
Mutilation
Mutilation of Corpses
Murder

Safety tools used

Frequently asked questions