The map of a mask

World & Locations

Villages, forests, a mountain city and an old house with an ossuary under it. The world begins ordinary and gets older.

Location

The Old House

A house older than the village and the Cult. Beneath it, an ossuary. This is where you wake.

Location

Start Village

A farming village with a tavern, a gallows and a Priest. The first ordinary place you see, and the first to feel wrong.

Location

The Forest

A wide wilderness of caves, camps and abandoned places, stranger the further you walk from the road.

Location

The Abandoned Village

A settlement emptied by something worse than plague. What lives there now came after.

In development

Location

Thieves' Hub

A forest camp of tents and banners where the Thieves trade in trust and take their time with strangers.

Location

The Hidden Village

A mountain settlement of Druids, elders and old knowledge, far from the Kingdom's authority.

Location

The Wendigo Cave

A cave in the deep Forest that was a bear's den first. It is not a bear's den now.

Location

The Abandoned Church

A church with no congregation, marked on the map and left to the weather.

In development

Location

The Cult Arena

A ritual arena where captives face demons for an audience. Violence as liturgy and spectacle.

In development

Location

Cult Village

The Cult's principal settlement: ritual, devotion, and the corruption that follows.

In development

Location

The Kingdom City

A walled mountain city of gates, guards, lowborn streets and noble halls.

Location

The Opera Hall

A theatre where quests you have lived through are staged again as performances.

Location

The Witch Village

A distinct supernatural settlement of gothic stone and a cathedral. In development.

In development

Location

The Doll's Training Arena

An arena in the sky, reached through the Cursed Doll, where a region's enemies can be fought again.

Living in the realm

What the road asks of you

Your own face

A three-page character creator decides who wakes in the ossuary. Nothing about your morality is decided for you.

Horses

Mount up and ride: carve turns, back up, pivot on the spot, sprint, and hold to brake before you climb down. A horse with a rider can be taken by pulling the rider off.

Food and water

Hunger and thirst fall a little every minute. Food heals you over time; drink restores your stamina.

Day, night and weather

The realm keeps time, with day and night, changing weather, and a map that stays black until you have walked there.

Locks and pockets

A key opens a door. So does a steady hand and a well-timed pick. Pockets can be picked too, if the owner never sees you.

Falling and rising

Die, and you wake again at the nearest Cursed Doll.

New Game+ and New Game++

Begin again with more attribute points to spend, against enemies that hit harder and last longer. Still in development.

Progression & survival Stealth & law Quests