Necromancer Simulator
For centuries, a rite called the Hush let the dead lie down properly — safe burial for everyone, and under strict law, controlled revival of a noble ancestor or a lost knight when it truly mattered. Two generations ago, the Hush broke, and nobody knows why.
Now: buried dead don't reliably stay down. Revivals fail nine times in ten — and when they "succeed," something else answers wearing the dead person's face, close enough to fool a grieving family for weeks. Old barrow-complexes have gone feral into monster-infested Hollows. The old order that ran on ceremonial ancestor consultation is quietly collapsing, and desperately hiding it.
You've sworn the Hollow Wardens' oath: the mercenary guild that clears Hollows and quietly settles Waking incidents, for a fee, on the fog-bound peninsula of Vaelmoor.
- 🗺️ Travel a real map — Hollowreach, a noble house's fen-island seat, a half-sunk monastery, and whatever's hidden deeper in the Long Fen
- 🎲 Real dice, real stakes — a d20 table, an equipment sheet, and hushed-iron gear that actually matters against what you're hunting
- ⚖️ Every signature choice costs something — the Concord, the Unhushed and House Corvane all want something different from you, and no answer is free
- 🕯️ Something answers every failed revival. Nobody knows what it is. Yet.
Win: fix or make real terms with the Hush's failure, build real standing across Vaelmoor's factions, or uncover the truth and survive it. Lose: your party's death, becoming what you hunt, or the guild's total collapse.