ffproject.com Picture



home
faq
rules
links
downloads
guestbook
contact


gamebooks
Bloodsworth Bayou
Golem Gauntlet
Shrine Of The Salamander
A Flame In The North
A Shadow In The North
Escape Neuburg Keep
Any Port In A Storm
Below Zero Point
Tales From The Bird Islands
The Ravages Of Fate
Nye's Song
A Knight's Trial
Return To G15-275
Devil's Flight
Above The Waves
The Curse Of Drumer
The Word Fell Silent
A Strange Week For King Melchion The Despicable
Sharkbait's Revenge
Tomb Of The Ancients
A Midwinter Carol
The Dead World
Waiting For The Light
Contractual Obligation
Garden Of Bones
The Hypertrout
The Golden Crate
In The Footsteps Of A Hero
Soul Tracker
Planet Of The Spiders
Beggars Of Blacksand
The Diamond Key
Wrong Way Go Back
Hunger Of The Wolf
Isle Of The Cyclops
The Cold Heart Of Chaos
The Black Lobster
Impudent Peasant!
Curse Of The Yeti
Bad Moon Rising
Riders Of The Storm
Bodies In The Docks
House Of Horror
Rebels Of The Dark Chasms
Midnight Deep
Lair Of The Troglodytes
Outsider!
The Trial Of Allibor's Tomb
Hellfire

RSS Feed

The Cold Heart Of Chaos

by Al Sander


Background
The Cold Heart Of Chaos Cover Illustration
Artwork © Zeppin
You are a young dwarf, one of a large clan that resides in Salamonis. You have had the best of education, and have been told a most secret tale of your ancestors; about the hold they lived in far north of the Icefinger Mountains, and the ritual they performed that blocks the power of chaos from ever entering this world again. Part of this ritual was the carving of the Pillar of Stability, which is located in the abandoned hold of your people.

Knowing this tale, you are certain something has gone wrong. Throughout much of your life you have heard travellers' tales of the spreading of chaos, the growing boldness of those that worship the chaos gods, and the increasing effectiveness of their spells. Less than a year ago, Salamonis was threatened itself by a group of chaos cultists hoping to bring pestilence down upon the city itself.

You reason that the Pillar of Stability must be losing power. None of the elders or your tutors want to investigate, indeed they just scoff at your reasoning. So you resolve to make the trek to Grimwoden, the halls of your ancestors, and find out first hand about the pillars.

You are going alone. The only other dwarf that you feel would have aided you is one of your old tutors, Diuron. Sadly he was taken prisoner by a band of goblin mutants many years ago, and is almost certainly dead.

You packed everything that you could afford, given your limited funds, and lack of aid by your people. Then you set off north through the dwarven town of Stonebridge, and then the human town of Fang. Although the trip was not without danger, it pales in comparison to the problem you face now. You're well past the Icefinger Mountains, far from any habitation. Poor weather has slowed you considerably and you have only enough food for two more days. You know you are getting close to Grimwoden, but it could take you weeks yet to locate, and your path back to civilisation is even longer still. As the wind howls through the night outside your tent, you reflect grimly that you are almost certainly doomed. Morning is coming, and with morning, the end stages of your epic trek.
[Play] [Comments]