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.
♰ BASICS
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.
♰ SETTING
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.
♰ MECHANICS
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.
♰ APPS & ACTIVITY
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!
♰ RULES