NIGHTFELL
Welcome to Nightfell, a panfandom horror fantasy/sci-fi game of dualities that revolves around themes of survival and conflict, in a world where emotions are key elements.
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► autopilotPlease fill out this form:
► lost! where is up to you, as well as whether your character comes back injured and/or further altered. keep the memories of their interlude intact, fragmented, or wiped out!
► stuck in a harrowing in the labyrinth
► imprisoned in the gallows
► healing in hale
RESERVES ARE CLOSED. Nightfell currently operates on an app queue system. Please see the Applications page for details.
APPLICATIONS ARE INDEFINITELY OPEN. Applications will be placed in a queue and be processed depending on available character slots; acceptances will be sent out at the beginning of each month.
► Trinket = 15 points
► Spark = 25 points
► Artifact = 30 points
► Boon = 40 points
A boon is, essentially, a (reasonable!) wish granted or an item requested from home! A trinket is much lesser than an artifact in power, and would also have to eventually be soul-forged in order to last.
If you have any concerns, suggestions or questions, please let us know! Our main priority is to keep a safe and fun environment for all players, and we’ll work with you to make it happen. All comments are screened, and we’ll typically get back to you within 72 hours. To ensure a smooth and effective process, please refrain from messaging us on plurk regarding game issues!
» Minor landmarks/details not seen on the map such as small bodies of water, caves, sculptures, shacks, etc.
» Common flora & fauna that can reasonably be dealt with.
» Unexceptional Artifacts.
» Restless that aren't player-controlled, such as another human drinking ale in a tavern or people fighting in front of your house, etc. Extras, basically.
» Hiring characters, or advertising classes that your characters would like to teach.
» Character-owned businesses.
» Landmarks that would drastically alter the established world.
» Accessing NPC-owned locations such as the Palace.
» Adding a quest to the Notice Board.
» Organizing expeditions and/or gatherings (festive or otherwise) that might require clarification or aftermath approval.
The Netherworld is immensely vast, populated by much too many creatures of all kinds for a complete list to be compiled. This is a non-exhaustive registry of the Hierarchy's worst pains in the arse nightmares; more creatures will be added as time passes.
available transformations are marked with an asterisk *. changes should be gradual -- partial or global, temporary or permanent -- though the pace is up to you. you may choose a different type of creature every 3 months, if applicable, and Sparks will sometimes reflect the overall nature of the chosen monster. scroll down for a list of general effects that may occur during your stay.
♰ MONSTERS
AVAILABLE CHANGES:
» horns, pointy ears, sharper nails
» gossamer wings that glow in the dark, leaving a trail of sparkling dust
» unable to lie
» pranksters and kleptomaniacs
» can only fly in tiny form
» pleasure seekers
» aversion to loud noises
» higher luck
» boosted self-confidence, bordering on arrogance
AVAILABLE CHANGES:
» hardened, thicker skin
» long, torn bat-like wings that make flying difficult
» elongated ears and sharp claws
» enhanced hearing
» turn to stone when sleeping
» thrill seekers, easily bored
» masters of echolocation
» territorial
» tricksters, enjoy playing mind games
» enjoy heights
AVAILABLE CHANGES:
» thinning, receding hair
» voracious appetites
» elongated ears, nose and nails, and sharp talons
» feathered wings allowing to glide and fly on short distances
» instinctive fondness of heights, shiny baubles, and nesting
» hoarders
» urges to hunt
» more prone to violence
» enhanced vision and hearing
» shrill laughter
» weaker bones
AVAILABLE CHANGES:
» razor-sharp teeth and nails, elongated canines and ashen skin
» strong hunger for blood; energy levels quickly depleted if denied too long
» colder body temperature, often seek warmth
» extremely soothing voices
» aversion to garlic, and sensitivity to light in general
» swift and agile
» can teleport themselves on short distances
» night vision enhanced
AVAILABLE CHANGES:
» coarse skin, bark-like
» hair turning into leaves, moss, petals or grass
» burn easily
» aversion to hot and freezing temperatures
» often successfully guess unknown plant properties
» always seek the outdoors
» skin seems to wither when deprived of water and light sources
» obsession with flowers
» much stronger in forested areas
» extremely possessive
» THE HARBORS» NEIGHBORING ISLES
The commercial heart of Stygia. It runs the entire north-south length of the main bay, and is evenly divided between Vestiges from harbors throughout the city and original construction out of local materials. Most buildings tend to look very much alike, since many of the harbormasters over the centuries have favored uniform construction. Merchants abound there, as well as craftsmen and laborers of all kinds, selling and bartering in the ever bustling marketplace: fishermen, blacksmiths, tailors, jewelers, bankers, carpenters... name it, and you'll likely find it somewhere. If you'd like to run a business, this is the right place to establish yourself and ensure visibility, though some have elected to settle elsewhere; herbalists usually favor Serene, for instance.
» THE BARRENS
Most of the Barrens are sheer cliff-face and slopes far too rugged to be worth anyone’s time to build on, but no place in Stygia can go altogether empty. There are extensive caves and ruins at half a dozen points, and smaller ones at many more. Sentries regularly patrol nearby for signs of trouble, and have the right to intervene when they deem it necessary. The Barrens are also home to one of the largest Vestige wrecks in Stygia. Half a mile of buildings, now destroyed, used to rest on the west side, and the entire stretch of hilltop has since toppled over, tilted 70 degrees from horizontal. It's a favorite gathering place for daredevils and petty criminals, and the rumor is that rebellious groups and various guilds are extremely well established there, perfectly shrouded in the shadows of ruins.
» RADIANCE
A city within a city, Radiance hosts the richest among all Restless, as well as the Hierarchy. If its floral smell reminds a little of corruption, it's probably because it does permeate the air, the pristine walls and the smooth cobblestones: no one would deliberately gather such an impressive collection of soul-imbued possessions without a hint of malice. The Palace -- or Parliament House -- is perched high at the very center of the district, heavily guarded and near impenetrable: coups have been organized in the past, but no one returned to tell the full tale. Still, some members are known to carry forlorn dispositions, memories of lives unfulfilled, but regrets in the Netherworld can sometimes turn darker, and power corrupts everywhere.
Unfortunately, Stygia could not survive without the Hierarchy, as it's also the strongest bulwark against Oblivium. Guests are seldom invited, but fancy gatherings are sometimes held for the common masses.
» SERENE
Cornucopian, lush, tranquil. Serene's founders are said to have Ascended long ago, leaving in their wake a small corner of paradise. It's the smallest of all districts, yet it hosts a myriad of gardens, ponds and streams and woodlots where both Restless and animals roam in peace. Spectres have rarely ever reached Serene, as if shielded by some kind of ethereal barrier. Sages, the founders were called, for what seems to be an obvious reason.
At the heart of the largest wood's thickest part, a library towers over most trees, a safe haven for old records and books from all over the universe, some new and others decrepit, fading beyond repair. A certain number of them have been tattered on purpose, and it shows. Luckily, the Academy watches over all that remains and offers classes revolving around nature, serenity, and harmony. They include: gardening, meditation, cooking, painting, herbalism, alchemy, and poetry. You may request to teach your own classes, but either way, you'll have to climb, as it's literally been built in and around trees.
» MIRTH
Mirth is quite possibly the most alien district compared to the others -- at least as far as architecture goes -- urban and seemingly more robust, though even its sturdy walls do crumble at times. Nightlife prevails here, and not just because of the Netherworld's lack of sunlight: restaurants, taverns and clubs line the streets, coffee shops, hotels, theatres, as well as more promiscuous establishments. An amusement park of decent size booms in the middle, unbelievably creepy: the many structures often wail mournful, and Shadows seem to thrive under the neon and black lights, taking vile opportunities to scare visitors. Stay away from the clowns, and do avoid the haunted house.
On a brighter note, Restless can also indulge in safer activities, namely in bath houses, gyms, and parks.
» HALE
An underground facility, both medical and spiritual. It was built there based on the belief that a subterranean quarter would better withstand Oblivium's pull, its Spectres and its storms, a plan nearly flawless. It is spectacularly secure, protected by layers upon layers of solid stone, of earth and of souls, but the Labyrinth's in close range, a reality too late discovered, and patients tend to experience horrific nightmares during their recovery. Nothing quite like a Harrowring, but troubling nonetheless, often resulting in fractured or hindered convalescence. Most prefer the quietude of Serene in order to heal, though serious injuries require the sort of medical equipment and space that only Hale possesses. Temples of various faiths were also built there, though even prayers aren't safe.
» THE GALLOWS
Screams are rather common in Stygia, but in the Gallows, screams are essentially constant as tormented souls char on their way to Oblivium. On the other hand, rare are those who actually wind up hanged: instead they're often left to rot in their cages, forced to work the Forges or become one of the forged, and regularly used as bait against Spectres. Guards, like any other Restless, are no more immune to the whims of their Shadow, so torture isn't particularly unusual. Criminals are unceremoniously imprisoned there, if caught anyway, but anyone deemed unworthy or threatening by the Hierarchy could very well know the same fate. Tread carefully.
» THE HINTERLANDS
A wild, vast expanse of forested and forsaken land, practically uncharted... yet for some, it's a haven. Restless who feel their stability waning sometimes elect to settle there, rather than eventually being jailed and left to rot in the Gallows. It's a self-imposed sentence, an unfettered prison on the other side of the Seawall, and the gates solely unlock from within the main city. It's considered a part of Stygia still, a region hit particularly hard by Maelstroms in the past; for this reason, its hazardous levels increased tenfold, and Restless heavily struggling with their Shadows are firmly encouraged to relocate there. For the greater good. Some say it's nothing more than a condemnation disguised as a choice, even though the Hierarchy always claims otherwise. Hamlets have been spotted within, farms, orchards... surely it's not that bad.
While the guards usually allow anyone in, coming back might prove a little trickier, unless you excel at sneaking, coaxing, or bribing. It's a one-way trip for most, so keep that in mind.
The general rule of thumb is that if it exists in your world, it most likely exists in the Netherworld, albeit a lot rarer in the Shadowlands. Patience, determination and a sprinkle of magic (probably) made it possible for plant life to thrive in certain areas, though it most likely wasn't executed without a few sacrifices. Some varieties tend to grow aplenty, such as:
» BLACK MOURNING GLORY
This stunning flower would make a striking bouquet for a sweetheart, if it weren’t for the fact that it would suck them dry in a matter of hours. Characterized by their black trumpet shaped blossoms with rich cobalt blue centers, this flower contains a noxious pollen that saps the energy from anyone foolish enough to touch them. This then causes the flowers to glow bright blue in the moonlight, often lighting the way for travelers, just not without first paying a toll.
» HAGWEED
This wine-colored seaweed often blooms after severe storms. It coats the waves and washes ashore, leaving bloody scenes in its wake. It’s also poisonous to the touch, causing burning sores that weep pus and melting flesh, leaving the victim in excruciating pain.
» CINDERPETAL
These bright red and orange flowers can be found near mountain ranges with volcanic activity. The petals of these flowers are always warm to the touch, and can be ground up into a fine powder. Often used in alchemy.
» BLOODGRASS
A deep red to maroon crabgrass with a cinnamon to licorice taste. Often used in teas and powders to heighten the senses and to provide a slight energy boost.
» SCALEBERRIES
These berries do not look like scales of any sorts, but rather are named this because they're all about weighing the odds. This berry can cure nearly any disease when consumed, though it's often replaced by another, and it's difficult to predict which one.
» WINTERPEA
A pea plant with stunning periwinkle flowers and a permanent layer of frost. The plant will slowly freeze water around it as it grows, and one pea can freeze a gallon of water on contact.
From ordinary critters to bipedal nightmares, the same rule applies when it comes to animals and various other creatures, sentient or otherwise. However, some of them have caused enough trouble to be deemed threatening in one way or another, and are thus worth mentioning. Take a look at the Bestiary for more information.
The Netherworld being what it is, Stygia's population is vastly diverse. If most still celebrate and cling to the various cultures from their respective worlds, others have erected temples for brand new made-up Gods, and from there, legends were born, myths, superstitions and traditions. Stygia-made beliefs are typically much too scattered among the population to be well-known, but some of them have stood out over the centuries, for one reason or another. Here's a non-exhaustive list:
» STORM TIDE
Observed on the first day of extremely favorable winds, Storm Tide is a moment of celebration in the Harbors. Ships are prepared to set sail, cargoes are loaded, and offerings are made to the Ascended for a safe and profitable season... even if it rarely lasts longer than an earthly week.
» REMEMBRANCE
This holiday honors the various souls that were sacrificed to the Forges by holding solemn rituals and observances to mark their noble deeds. It's also a time rife with religious intrigue and controversy, as some of them may well have been forcefully thrown into the fires by the Hierarchy. In the past, crowds of zealots have armed themselves to rampage about the city in fury and vengeance.
» TRANSCENDANCE
This is a religious holiday where all Restless - even the rich and powerful – are invited to don simple robes of sack-cloth and march bare-foot through the districts as a show of penance. It's a grim, solemn parade that involves a great deal of alms-giving, perhaps bringing them a little closer to Ascension.
» SUPERSTITIONS
If a lizard dies and is found belly up a flood is coming.
Placing a dove feather in the pillow of a suspected cheater will cause them to fess up.
Never hand citrus fruits to a friend. If you do your relationship with them is sure to turn sour.
Spreading eggshells in front of the entrance to a kitchen will prevent illness.
Leaving a candle in a window overnight is a sure sign to invite Nightweavers over.
Make sure to bury your hair after you cut it lest it fall into the wrong hands.
A pillow sewn from a sick person's nightclothes will prevent nightmares.
» TIME
Time isn't real. A second, a day, a year... It doesn't really matter, and the Hierarchy ordains festivities and the likes--as well as sanctions, curfews, commands, etc--based on climate, popular demand, or their own whims. A great number of Restless still observe personal traditions, using whatever measuring concept that suits them best. Lunar cycles are fickle at best, the twin moons above seemingly having a mind of their own.
» SEASONS
Annoyingly unpredictable, dictated by the Tempest's whims. A heat wave quickly followed by a snow storm isn't that far-fetched in the Netherworld, though there is some semblance of stability from time to time.
A masterlist of minor locales added by players (click to expand):
MIRTH
The cairn is a bar that serves strong alcohol and dubious appetizers. Its dingy and dimly lit interior incidentally makes it the perfect place to start a fight or hide from one. Its main draw, however, is its central pillar, a former observation deck overlooking the round counter bar below. It was built for the building's previous business, an arena for the experimentation and monitoring of Spectres. this is a lie perpetuated by its owner, Jewel, an antiques thief in life, who needed a remarketing strategy to break even. The gossip about it has made it a popular stop; its patrons are usually daring, uncaring, or exceedingly stupid.
Features include (but are not limited to): shitty washrooms with graffitied stall doors; rotating, cheap beers on tap and powerful spirits; gambling machines; and the central loft that can be rented out for get-togethers or other things. people even hock wares inside with permission from jewel, so expect to find all manner of items that may catch your eye.
THE HARBORS
Sakura's running a little ad-hoc medical clinic down by the docks to help new arrivals and treat injuries!
► Anthanasia's Hortus
Anthanasia's Hortus is a quaint little flower shop that specializes in handmade bouquets for every type of occasion. It's a rather unusual looking shop thanks to all the decorative herbs and flowers at the front. While most would assume a flower shop would be more cheerfully decorated, this one carries a more somber color palette in the forms of dark blues and deep grays. There's plenty of little antiques and oddities scattered about all of which were found in the Barrens. If one looks closely, they might see a few spooky skulls decorated with lovely dark flowers and little charms. There's even a number of old dusty books lining the many wooden shelves, all of them findings from the Barrens.
The shop is a little cramped at best but every bouquet is carefully made and sustained by the proprietor himself. More expensive looking bouquets often cost a little close to 100 coin while the cheaper and frankly more economical bouquets tend to cost roughly around 15 to 20 coin each.
► Adventurers' Guild
A simple tavern with the intended purpose of providing a location for adventure-minded Restless to gather, learn about available jobs, coordinate joint ventures, relax after a hard day's work, etc. Restless who want to join the guild only need to sign their name on a ledger, agreeing to be contacted by the guild or other adventurers looking for help on their jobs. There are no dues.
SERENE
Han Sooyoung saw a need in the Netherworld... With otherworldly Restless scattered across the Stygia, what they lack is a sense of community, so forth she set out to renovate an abandoned apartment complex and create a safe haven(?) for her fellow wayward souls. For a low fee, she can provide them a roof over their heads and three quality meals. Perhaps in these walls, bonds everlasting can form.
Han Sooyoung Corporation is an apartment complex in Serene meant for fellow Restless to cohabitate! All are welcome to sign up to reside and enjoy rooming shenanigans. More information can be found here.
Anything that comes out of the forges is considered an Artifact. Soul-infused objects are the most durable in the Netherworld, which inevitably makes them extremely valuable. Examples of Artifacts: weapons, armor, ammo, machinery, building material, etc. Not be confused with Vestiges.
♰ ASCENSIONAn ascent to a higher state of being, a beacon of hope. Perhaps the road to redemption, peace, and ultimately, home. It's a counterweight to the omnipresent darkness of Oblivium, the one thing that encourages the Restless to keep resisting its hunger. Some seek it in the fabled paradises of the Far Shores, but others seek it within, and speak of virtuous Restless who suddenly vanished in a bright beam of light, leaving profound feelings of happiness and peace in their wake. Still, despite the lack of evidence — or perhaps because of it — the concept of Ascension hangs on, passed from one hopeful Restless to another like a candle in the darkness of the Netherworld.
♰ FAR SHORESSitting across the Netherworld from Stygia, the Far Shores are an endless archipelago of islands shrouded in mist. Some Restless believe paradise can be found there, or Hell; explorers who’ve ventured that far say they’ve found both, lorded over by would-be gods and devils, but the dangers of journeying there are too many for their claims to be true.
♰ FERRYMENAncient, powerful Restless who guide travelers through the Tempest. Some say they once ascended and came back to help the fight against Oblivium.
♰ FORGES & SOULFORGINGThrough the process of soulforging, souls can be transformed into inert objects, the raw materials of everything from construction to cash. The currency of the Netherworld is a heavy, slate-gray coin made from a single soul, melted down and reforged. Souls are not only the population of the Netherworld, they are also its dearest resource. Spectres can be hunted down and sacrificed in lieu of other Restless, but the bulk of souls that are fed to the forges come from aggressive and amoral Reapers who care very little for newcomers. It is a brutal, inhumane system, and yet it persists because no one chooses to do anything about it; the forges will thus keep burning bright as they turn out the arms, armor, and other indispensable materials Stygia needs to sustain itself...unless someone finds another way. Can you?
Unless the smith deliberately develops a new
metaphysical system, soulforging looks like blacksmithing
with iron that screams. Accordingly, the forges
require the expected tools, even though they don’t
necessarily have the same smithing functions as their
mortal counterparts: a bellows, an anvil,
a quenching trough, tongs, chisels, and hammers. The
finishing workbench includes punches, drills, files,
jigs, wire brushes, grinding stones, etc. The smith then converts a soul into raw plasm, paralyzes
all vestiges of consciousness, and then shapes it into the desired
configuration. This stage turns the soulforged object from a basic shape into
a fully functional implement. The smith uses tools, soulfire, barrowflame,
or alchemical treatments to file off burrs and rough edges,
shape and polish surfaces, increase hardness or flexibility, and add
utilitarian or decorative patterns, coloration, or inlay.
Plasm is soulforging’s ubiquitous raw material. Worked on its own, it yields soulsteel.♰ HARROWING
Stygian steel is an amalgam of exotic ingredients, very strong but very difficult to work with. It requires plasm harvested from dense clouds in the Tempest, for instance, and is both more ductile and more malleable than soulsteel.
Ash iron is produced by burning one of the priceless trees that struggle to grow in the Shadowlands and is prized for its color and flexibility.
Labyrinthine silver is vanishingly rare because of its reliance on a dove-gray, coal-like substance mined deep in the Labyrinth.
Other alloys are possible; the extent of necrometallurgy is unlimited.
When a Restless suffers grievous damage or loses a Tether, they might be pulled down to the very depths of the Labyrinth, which is called a Harrowing. They become the star in a perverse psychodrama concocted by their Shadow in conjunction with troupes of Spectres. In essence, the Restless lands in a nightmare landscape where anything can happen and anyone can appear. Harrowings are nightmares, and it’s nightmare logic that applies there. Within the players’ comfort zones, anything and everything is fair game, and no idea is too illogical or strange. Once a Restless is trapped inside a Harrowing, there’s no way out except by plunging deeper in. If, by dint of awareness, persistence and determination, they survive the struggles of the Harrowing, they're ultimately released back to the Shadowlands. Failure or refusal to engage, on the other hand, force the Restless to pay a heavy price before moving on.
Harrowings can be self-inflicted or provided by the mod team, at random or during events. Whether your character succeeds or fails is up to you: if they succeed, they'll be spat out to their home in the Shadowlands, and if they fail, they'll be thrown into the Tempest and forced to find their way back on their own. For the sake of roleplay, the same nightmare can be experienced by multiple characters at once--think of it as a kind of memshare oppportunity.
Oblivium has also birthed gruesome fiends, and they gnawed endless, twisted tunnels in the very fabric of reality that underpins the afterlife, carving it into a mind-blasting labyrinth. This maze became their prison, an ever-shifting nest that is now home to all the foulness of the Netherworld. At its heart is the maw of Oblivium, always ravenous.
There are some who voluntarily venture into the Labyrinth, either to hunt Spectres or to retrieve materials and Artifacts, and needless to say, it's a rather dangerous endeavor. The same rules as the Harrowings' apply.
Monstrous storms that roar out of the maw of Oblivium to hammer Stygia and the Shadowlands. They carry Spectres and other less identifiable things on their winds, and are generally triggered by too many strong Shadows. A Maelstrom could very well be the consequences of an increase in questionable actions or choices.
♰ NETHERWORLDA catch-all term for the lands of the dead, from the Shadowlands to the Far Shores and encompassing Stygia, the Neighboring Isles, the Labyrinth, the Tempest, and Oblivium, perpetually twilight-hued.
♰ OBLIVIUMThe corrupting hunger of entropy to devour all things. It fuels the Shadow and marshals legions of Spectres. Most believe that Oblivium is the inevitable end of the road, which is why they cling so tightly to the Tethers that anchor them against Oblivium's pull. It wants you.
♰ REAPERSSome of them are peaceful, even friendly. Others are called Harvesters, and they hunt down newborn Restless for the express purposes of transforming them into material wealth. This process is called Soulforging, and whether souls remain self-aware after they’ve been soulforged is still uncertain. What is known is that soulforged items have an uncomfortable tendency to wail and moan softly to themselves, often at the worst possible time.
♰ SHADOWThe devil on the shoulder, the imp of the perverse, the little voice in the back of your head telling you to do the thing you really shouldn’t. It's the self-absorbed, self-destructive, sentient side of a Restless' personality bent on eventually dragging them down to Oblivium. To be a Restless is to be divided, and it's nothing entirely new: every living person sometimes feels torn between rival goals, or impulsively does something they wouldn’t have chosen after a moment’s thought. Will, desire, hope, fear and everything else that influences choices of action add up to a messy churning stew of the soul. It gets more complicated and dangerous across the Netherworld, because Oblivium’s all-consuming power can — and does — echo inside each ghostly soul. Your Shadow is your self-condemnation, and everything in you that yearns to destroy your own accomplishments and lash out at the world. Selfish, sadistic, and seductive, the Shadow will bribe, cajole, threaten and occasionally take control, all in the interest of edging you one step closer to the eternal precipice. It would be very convenient, morally, if this were all forced on the Restless by Oblivium and had nothing to do with who they are, but it doesn’t work that way. Oblivium calls to the urge toward destruction in everyone and everything, giving power to what’s already there; baser impulses, some drives anchored in fear, envy and the like rather than nobler feelings like hope and joy. Essentially, you are your own enemy.
It's good to note that every Restless will eventually realize that every other Restless has also a Shadow, which means that every Restless will eventually be aware that there’s a good chance that when someone they know does something out of line, whether it be an outburst at exactly the wrong moment or the inappropriate use of a Spark, the Shadow may very well be at fault. That can produce a certain level of understanding, but also a certain level of frustration as “we’ve all been there” wars with “get your shit together.” If they've never had trust issues before, well...
*listening to their Shadow may not always be in your character's best interest, but as a player, you're 100% encouraged to go wild! it's up to you to find the right balance; we won't be policing how you choose to play their Shadow.
♰ SHROUDThe amniotic sac of a Restless' birth into the Shadowlands, thick, green-ish, and egg-shaped. It heals injuries and minor infections, but does not get rid of scars or chronic illnesses.
♰ SPARKPowers/abilities. Every Passion fully experienced will produce one small wisp of energy that will then merge with your Self to become a Spark. ICly, your character will gradually feel its magical potency, a light buzz in the back of their mind, a tickle beneath their skin, an ability inherently learned. OOcly, one wisp can be exchanged for one Spark, and each Spark can only be used once. This basically means that every time your character intensely experience an emotion, let us know here and we'll provide a Spark for your character! After 4 months, unused Sparks expire, and one character can have a total of 6 active Sparks at any given time.
♰ SPECTREA Restless who has given into Oblivium. Their Shadow is now dominant, and they work to serve Oblivium's goals, aka making your life a living hell. Spectres are creatures of unbridled emotion, of dark rage and complex melancholy. They are cold, cruel, and twisted, and they exist to inflict their suffering upon others, to end their own pain through the extinction of all reality.
♰ STYGIAThe Netherworld's capital, also called The Eternal City, which is scavenged from the destroyed monuments of history and sits in the middle of the Tempest. Ancient beyond comprehension and constantly inhabited by thousands upon thousands of Restless, it sprawls for miles across its original island as well as a few nearby islands. It is simultaneously altogether unlike any living city and deeply familiar in its parts, since it includes the memories of famous buildings, monuments, roads, and features from across the entire universe.
♰ TEMPESTThe endless storm that rages through the Sea of Shadows where Spectres roam free, where Ferrymen silently pole their rafts to unknown purposes. It does not consist of mere water, wind, and cloud; it's also made of broken glass, magma, nightmares, acid, and any other horrific substance one can imagine. Rare islands of stability exist within; Stygia is built on one, and other smaller realms are known to stand against the storm. There are safe paths through the storm, but their locations are known only to a few, namely the Ferrymen.
♰ TETHERA Tether is a person, a place, an object that anchors you to the Netherworld all the while tying you to your old life. Every new Restless has Tethers, and the best ones are singular and easily identifiable -- an individual, a home, a car, a pet, a book, you name it. You'll find them in your home, usually in the form of small sculptures representing your tethers, wrapped in a blueish glow. Some may be holograms, especially (but not necessarily) if they represent people. Whatever your Tethers are, protect them. They're some of the most important elements in your afterlife, and some of your greatest sources of vulnerability. They can be used against you, held hostage, damaged, or even destroyed, which would automatically plunge you into a Harrowing.
Note that losing all your Tethers would eventually sap you of all your hopes, making room for your Shadow to grow even darker, bringing you ever closer to Oblivium.
*if one of your tethers is a person that is eventually app'ed (or an item from their home world that they'd request/receive), that particular tether would simply disappear. while it might induce a little panic if noticed (esp. if your character is unaware of their literal presence in the netherworld), there's no need to fear a harrowing, as it's not exactly considered "lost" or "damaged".
Echoes of things that have been destroyed or abandoned. Think of it as the death of an object, if you will; any item retrieved from your world would be considered a Vestige, for instance. Unless reinvested with soul energy, Vestiges eventually crumble and fade, as they’re simply not made to last in the Netherworld. Artifacts, on the other hand, tend to endure the ages exceptionally well, and thus are generally more desirable.
The short version? Nightfell is a horror fantasy/sci-fi game revolving around elements of survival and conflict, in a world where emotions are key components.
The longer version is that Nightfell is a game of dualities, and the flip side to passion’s coin is horror. You're dead, vulnerable and still attached to pieces of your home, and you dwell in a Netherworld capable of eternal torment and cruelty. Monsters older than the universe lurk in the corridors of the Labyrinth, and every single one of the Restless (you) has to deal with the Shadow living in their head. The faint light of the possibility of Ascension merely allows the horrors of the Netherworld to cast longer, deeper shadows. Your goal, simply put, is to survive through the many dangers of the Netherworld, try to reconcile your Shadow and your Self, protect your Tethers, live your Passions, and weaken Oblivium. For this, you'll most likely need to forge strong relationships with your fellow Restless.
We've prepared a glossary of general and key terms for your convenience as you browse the FAQ, and you can find it here.
Emotions. Or so you're told. Don't get us wrong, nobody believes that Oblivium can ever be thoroughly vanquished, but it's seemingly possible for you to weaken its pull, and in doing so, to increase your chances of surviving and, perhaps, ascending. Your Shadow isn't going to make it easy for you, so you'll have to do your very best to experience great Passions during your stay in the Netherworld.
Get your mind out of the gutter! Or don't. Events will provide opportunities to experience all sorts of feelings, though you don't necessarily have to participate in any of them for your character to feel any sort of intense emotion. The Netherworld is your playground, so consider your character your favorite toy to torture play with!
Together, Passions and Tethers sum up a Restless' unfinished business with life (or unlife, if they were already dead). Any strong emotion can be the basis for a Passion; all that’s needed is an action, the emotion at the core of it, and voilà! Examples of Passions: protecting your loved ones, battles, playing or listening to music, cuddling, setting things on fire, punching a rival, winning an argument, escaping a Spectre or any other fiend, being lied to, betraying someone, tending to a wounded loved one... you know. Anything your character would feel strongly about. If felt intensely enough, grief and rage play their part in keeping Oblivium at bay, as much as love and joy do. Keep in mind, however, that any kind of negative feeling will most assuredly fuel your Shadow's intent to control you, so each character is encouraged to have at least one Soulmate.
Listen. The term super makes sense within the parameters of the game, we swear! In Nightfell, a Soulmate is a fellow Restless with whom your character has or can forge a strong connection, someone to experience Passions with, someone to watch over you and help silence your Shadow. All that's required for another Restless to become your Soulmate is for them to enter your home, touch your Tethers upon invitation, and from then on, a piece of their soul will merge with yours, fortifying your Self. See. As a literal extension of your being, they'll easily gain access to your thoughts if you let them (or if you're careless), they'll experience your pains and joys on weaker levels, and their voice, touch and overall vicinity can become great soothing weapons against your Shadow. And yes, you can have multiple Soulmates if you so wish.
It's a direct blow to Oblivium for one, and every Passion fully experienced will then produce one small wisp energy that will merge with your Self to become a Spark. Sparks are, essentially, powers, and Sparks born from shared Passions with a Soulmate always tend to be a little more potent. ICly, your character will gradually feel its magical potency, a light buzz in the back of their mind, a tickle beneath their skin--an ability inherently learned. OOcly, one wisp can be exchanged for one Spark, and each Spark can only be used once, unless stated otherwise. This basically means that every time your character intensely experience an emotion, let us know HERE and we'll provide a Spark for you! We trust you to use your judgement to decide whether whatever your character has experienced is worth a Spark. A Spark can also be given to another character through a simple, deliberate touch, and after 4 months, unused Sparks expire. One character can have a total of 6 active Sparks at any given time.
NOTE: don't forget that your Shadow will undoubtedly try to coax you into using your newly found powers to wreak havoc.
Yes, and while you'll usually receive them after AC, they can occur at any given time, randomly or as an outcome during an event. Instead of a specific comment count, for instance, you'll be asked to summarize what your character has been up with a focus on good and bad deeds (more info on this in the AC & APP section!). This, essentially, is a reminder that whatever path your character walks--or whatever option you decide to pick for them--doesn't guarantee a happy ending.
Some things are. There is an overarching plot, but your character's fate is relatively uncertain. Some outcomes are planned in advance, others are dictated by your choices. There's plenty of room for worldbuilding, character development, and even opportunities for player plots to occur if you have anything specific in mind that you’d love to explore. That being said, if the element of surprise isn't your thing, Nightfell might not be the game for you.
You die. You may not know why, how, or when, and if you were dead before, consider yourself now colossally deceased. The process of becoming one of the Restless is deceptively simple: cease to exist with unfinished business so pressing that you're anchored to the lands of whatever world you were in, and you become Restless. These can be regrets, unfulfilled calls for vengeance, overwhelming love, etc. The details matter less than the emotions behind them, stronger than death. Your soul then materializes in the Shadowlands, wrapped inside a protective Shroud.
The Shroud cushions the shock of arrival on a new plane of existence, though it's almost impossible to break out of it on your own. Generally, new Restless require the assistance of others to help them out of it, be it fellow Restless or Reapers, and the process can definitely be overwhelming. As a new Restless, you go from the semi-sensory deprivation of the Shroud into your new existence without warning or preparation. And you're basically naked. It's tough.
Once you're freed from your Shroud, and when your eyes get used to the twilight-hued ambience, you'll immediately see more Shrouds, everywhere and ripped apart like a vast nest of broken cauls. Through the emerald fog surrounding you, doors. An endless cluster of them, no frames, no jambs. Your name is carved on one of them, and you'll find yourself inherently drawn to yours: maybe it's a pull, a hum, a light, a quiet sound in the static. It's up to you. No one else can enter your home without an invitation... generally, anyway. When you find it and cross the threshold, you'll wind up somewhere familiar. Don't be fooled: it's only the grim mirror of a place you once knew, and if you need a visual of what it might look like, think something similar to Stranger Things' Upside Down. This is now your humble abode, and you're absolutely welcome to visit it. It can be anything, so long as it's a place that you're greatly attached to, such as a bedroom, that place where you had your first kiss, a meadow, a space ship, anything that is meaningful to you. Size doesn't really matter, though we ask that it remains reasonably smaller than a full-fledged town, for instance. You can invite others over if you so wish, though make sure that your Tethers are adequately out of range, lest they be damaged.
If you're in luck, whoever helped you out of your Shroud will tell you how to reach Stygia, be it a fellow Restless or a Reaper. You can also ask the Netherwork. But watch out. Souls are the biggest business of the Netherworld, and so many Reapers have neither the time nor inclination to work gently with the new Restless they find. Instead, they might just rip off the Shroud, slap on Stygian steel cuffs, and send the poor soul packing to the forges.
Immediately, or a few hours after your arrival, you'll also experience your Shadow's presence for the first time, a vague and odd impression that your inner voice seems louder, perhaps even a little chaotic. Intrusive thoughts, anyone? Yeah.
You will typically always escape the Forges in the beginning, as they are mostly reserved for prompts or events, but if you must know... By river. The main body of the River of Death can be found underground, and tributaries flow through the Shadowlands in whatever direction they need to, and not always consistently at that -- river sections that reverse their flow are commonplace. It also descends through rapids, falls, twists through multiple dimensions and flows deep, with shoals that may rest just a few feet below the surface. The main channel, however, is always hundreds of feet deep, often thousands, and in many places it is apparently bottomless. Stygia rests on and around the main islands in the Sea of Shadows, surrounded by the Tempest, and if you find a deserted vessel -- or politely ask one of the Ferrymen patrolling the waters--soon you'll find your way to Stygia's docks.
To an extent. You'll find yourself weaker than usual, and even if you're a seasoned mage, your spells will tend to fizzle unexpectedly, and more often than you'd like them to. Frequency and potency are up to you, just keep it reasonable. Sparks, on the other hand, will rarely let you down or desert you.
Injuries are healed upon arrival, within the Shroud. Subsequent injuries can be tended to in Stygia.
They still are, just in a different way.
Well... yes and no. Oblivium could swallow them whole, causing them to cease to exist completely. Alternatively, they could be turned into Spectres, a less-than-ideal fate. For obvious reasons, neither would be viable outcomes in the beginning of the game, but both could be temporary possibilities. In the long run, however... who knows. Dun dun dun.
Sparks should definitely help them along the way! Vestiges and Artifacts as well, Soulmates, and teamwork.
A vampire's options are countless in the Netherworld. They may rely on the kindness of strangers for willing blood donors, or hunt and drink from the local fauna, which unfortunately also include different types of monsters. As for werewolves or any other characters under the moon's influence, both moons operate on a system similar to earth's... albeit a lot more fickle. Creatures with an existing condition that stifle their self-control in any way may find it harder to keep their Shadow at bay. A monthly calendar will give you a few pointers as to what to expect weather-wise and moon wise.
Listen. We're just here for a fun experience and would like to keep the community as laid-back as possible, so yes. If you can think of a reasonable explanation as to how or why they'd have a soul somehow (or anything similar), bring 'em in!
Not unless they died as well, but boons or any kind of rewards will frequently be offered by NPCs. Sometimes with a twist!
Anywhere between 1 - 2 years-ish, probably, depending on player choice and player plots (if any), how the general story unfolds, and whether we get hit like a brick in the face with additional material to explore.
Considering the nature of the game, it's inevitable. Dark themes are to be expected, violence, body horror and so on, and we are a sex-friendly community. Just make sure to mark trigger warnings accordingly.
You can also absolutely expect more casual or sillier situations at times!
No. They’re in the NETHERWORLD.
Mostly defined by players, though we aim for a slow-medium pace and a homey ambience. Main events will typically occur once a month, or once every other month. Aside from those, there will be Exploration Logs available, as well as mini quests from the Notice Board. Exploration logs aren't events per se; they're another kind of prompts, not unlike the Notice Board's, albeit (typically) more fleshed out. They serve explorational purposes and will, at times, moderately correlate to the overarching plot. Characters might stumble across Artifacts, puzzles, new transformations, strange people or locations -- among other things -- which may give you deeper insight into the Netherworld.
In their Shadowlands' home, or anywhere in Stygia. Tethers, however, cannot be moved outside of the Shadowlands.
In the Shadowlands, plant life is glimpsed here and there, mostly abounding with gnarled trees often devoid of leaves, twisting vines blackened with soot, muddy sand and coarse grass clattering in the dank breeze. The earth is usually bare, blasted by frost or scorched by fire, and ashes and sleet regularly drift by. Stygia, on the other hand, offers large gardens in certain districts, where the trees burst with fruit and the clear water is cool and refreshing. For more information, you're welcome to browse the Bestiary as well as the Setting page.
Though most merchants gladly accept coin, trade by bartering is frequently observed. For some, coins remain a little too creepy, a fate that might just await them. Or you! Exchanges of services are also acceptable, and you'll often come across Notice Boards all around Stygia, odd jobs requiring your expertise. ICly, you can find them here.
As a quick and rough guide:Unoccupied houses and flats can be found all over Stygia, though most require various levels of renovation. They're yours for free!
► Renting a room for a day ≅ 50 coins
► A decent meal ≅ 15 coins
► Poultices ≅ 5 coins
► Having anything soul-forged ≅ a soul + 100 coins
► Movie ticket ≅ 10 coins
Because Nightfell offers an environment where characters dwell on the past--or certain aspects of it--any previous needs they might have had before still remain. Hunger is thus definitely a thing, and luckily, merchants abound in Stygia. You'll find shops of all kinds in the marketplace there, and you can even start your own business.
Of a sort. The Hierarchy is not Stygia, but Stygia could not survive without the Hierarchy. Instead, the Hierarchy is the term for the organization that supports the Eternal City and keeps it functioning from day to day. It’s the vast network of clerks, soldiers, accountants, guards, and other souls who keep the Netherworld from devolving into total chaos, and they take their work very seriously. It's also the strongest bulwark against Oblivium, made up of the warriors who keep Spectres at bay. They represent the status quo, and not everyone agrees with their methods. Renegade brigades are known to exist, and sometimes directly act against the Hierarchy. Perhaps you'll get an opportunity to join them, or simply align with the Hierarchy's inclinations.
As a fair warning, the threat of the Hierarchy identifying you as potentially too dangerous and ordering you soulforged into furniture, building block, object of art, piece of machinery or weapon is ever-present.
You're absolutely welcome to try, though we suggest that you stay away from certain beasts.
Take a swim, walk, captain your own ship or ask a Ferryman. Teleportation will sometimes be available, as well as mounts. Seemingly dormant portals might also eventually awaken.
Please refer to the current setting page for information on most accessible areas to explore for the time being.
No. By default, the common tongue of the Netherworld is known by all upon arrival. You may still speak and/or teach your native language whenever you wish.
Yes, and it's called... wait for it. The Netherwork. Please don't throw your rotten tomatoes at us.
You'll find a cellphone in your Shadowlands home, possibly left there by the Hierarchy. Who knows. ICly, an instruction manual covering basic functions should be nearby, such as the Ethernet. Please know that the temptation to name it the Nethernet was nearly unbearable. It's very similar to our own internet, though it's a lot more limited as far as websites and the likes go. It's also soul-powered, much like everything else, and just like a coin, your device might make undesirable noises when you least expect it.
Absolutely! ICly, rifts sometimes appear in the Shadowlands, pretty much looking like giant mirrors. If you stare into one long enough, you'll be shown all the "what ifs" of a life you have not yet lived, but could have. A future that might come to pass.
Yes! If you have anything specific in mind that you’d love to explore (ideas for quests, new creatures and so on), we encourage you to check out the worldbuilding page.
You’ll be required to link a minimum of two (2) threads, as well as a brief summary of what your character’s been up to. No comment count required! Regarding summaries, a few lines are perfectly fine! We’re mostly looking for clues in order to adequately track your character’s ambitions/intentions/deeds so that we can 1. dole out suitable consequences (immediately following AC or at random), and 2. observe their evolution until the inevitable end. Will it be Ascension, or annihilation?
We realize that this can be extremely subjective as far as good and evil go, so to keep things simple, we'll have to adjust the consequences based on the character's overall intent. You'll be notified ICly or OOcly as soon as they come into effect (which might not necessarily happen right after AC or every round), depending on the action and what the outcome entails. Examples of consequences include, but are absolutely not limited to: a sojourn in jail, physical transformations, valuable artifacts, a harrowing, a permanent Spark, a power fully restored, a loss of any kind, privileges, information, etc. Consequences may not be doled out every time, but keep in mind that every action leads your character closer to Oblivium regardless, or Ascension. We'll keep track.
Bonus: optional perk! Each extra thread you provide must have at least 8 comments from you. 1 thread = 5 points, which you can use to receive a trinket, a boon, a Spark or an Artifact.
If extenuating circumstances prevent you from playing or notifying us in time, a retroactive hiatus will be available to you once every 6 months. Otherwise, to avoid a warning, please notify us at least one week before the end of the month!
A warning is cleared after you’ve successfully passed AC two months in a row. Three uncleared warnings = game over.
We accept links from TDMs, inboxes, logs, the netherwork, and Soulidarity (except for bonus threads!). You may submit threads from up to two months prior to the current month if you're still tagging them, but you can’t submit the same thread twice. Subthreads from a top-level or a catch-all log can be used as separate proofs for AC! As for bonuses, we'll be limiting submissions of subthreads to one (1) per round.
Additionally, we simply ask that you don’t exclusively tag inboxes and/or castmates, repeatedly submit network-style comment spam, or drop your threads as soon as you pass AC. If a consistent pattern occurs, we’ll reach out to the player and discuss with them before issuing a warning.
Absolutely! You may hiatus once every three months, and if you’ve taken an extended hiatus (3+ weeks) recently, you can't hiatus again for four months. Please note that you can't miss two AC cycles in a row! If you need to take a hiatus longer than one month (4 weeks), please contact the mods.
15+, canon and original characters. Minor characters & silent protagonists can be app'ed as well, so long as there is enough canon material (vs headcanon) for them to be deemed playable. CRAUs are not accepted at this time.
Judged on a case-by-case basis. Please keep in mind that characters from various adaptations should be significantly different from one another in order to be accepted, personality wise.
Currently, the game has a cap of 75 characters. Individual casts and OCs are capped at 8 characters, while franchises such as Marvel are capped at a total of 14 characters.
One per app cycle, for a maximum of two.
From the same individual canon, no, but you may app two characters from the same franchise (like Final Fantasy, for example).
Reserves open 2 days before apps open and last through the first 2 days of the app cycle. We operate on a first-come-first-serve basis.
* for transparency's sake, please note that this game was originally set to be invite-only. invites were sent out during its early stage, which means that a handful of characters are technically already reserved.
Reserves are closed for the time being.
Apps open for the last 4 days of the month. A new TDM should be available once every two or three months. You may use the latest TDM to test the waters.
Applications are now processed on a queue system. Applications can be submitted at any time throughout the month. Upon character spots becoming available, queued applications will then be processed at the beginning of each month, with acceptances being sent out. Recipients of these acceptances will be given 48 hours to respond for their acceptance to be finalized.
Yes, here!