Read this before you make a character. It isn't rules. It's what you're signing up for.
What this is
Hollowreach is a long-haul campaign. Not a few months — years, if we do it right. It starts at F-rank with rats in a cellar and it is built to end somewhere very far from there.
It is also entirely custom. The world, the map, the gods, the guild, the economy, the monsters and what drops off them, the ranks on your card — none of it is out of a book. There's no module to spoil, no wiki to read ahead on, and no adventure path I'm quietly following. If you want to know what's over the hill, the only way to find out is to go over the hill.
That cuts both ways. It means I can say yes to almost anything. It also means nothing is on rails, so nobody is going to hand you the plot if you don't reach for it.
The commitment
We play once a week, or once every two weeks. We'll settle which when we know everyone's schedule.
Missing a session is fine. Life happens — work, family, illness, a week where you just don't have it. You don't need to justify it and you won't be penalised for it.
- The world keeps moving. The party goes on without you. Your character is written as present but quiet, or off doing something sensible, whichever fits the scene.
- You won't fall behind mechanically. You still get the session's rewards and progress. Nobody gets left at a lower level because they had a bad month.
- You can catch up. Every session is recorded, and the recap goes up here.
What I do ask: tell me in advance when you can. A message the night before is worth an enormous amount on my end.
Everything is possible
This is the part people don't believe until they test it.
You can try anything. Not "anything on your sheet" — anything. Talk the monster out of it. Buy the building. Marry the wrong person. Start a business. Adopt the goblin. Refuse the quest entirely and go do something else. Steal from the guild. Ask a question nobody's asked.
I will not tell you "you can't do that." I might tell you it's difficult, or expensive, or that you should think about it for a second first. I might ask you to roll something brutal. But the answer to a genuinely creative idea is going to be yes, and here's what it costs.
The flip side: there is no correct path. I'm not hiding a right answer behind three wrong ones. If a plan seems like it should work, it probably works. If it seems insane, it might still work — insane plans that are actually committed to have a way of going somewhere interesting.
A note on money
Hollowreach mints gold. Only gold. No copper, no silver, no electrum. A price is a number of gold coins and that's the whole system — including at F-rank, where the coins are few and each one still matters.
But every kingdom strikes its own. Vaurenne pays in gold couronnes. Vargheim in gold rings. Sarranthe in sarrans, Ostreach in ostmarks, Elowyn in aelens. The fairy lands deal in gold boons, when they deal at all.
They are gold, and they are not equal. A couronne is worth less than the gold brand the guild reckons its ledgers in. A ring is worth a little more than a couronne, an ostmark a little more again. An aelen out of Elowyn is worth more than a brand. A single boon is worth several — which is one of many reasons nobody is comfortable around fairy money.
- Where you sell matters as much as what you sell. The same haul, the same day, two borders apart, is not the same purse.
- Changing money costs money. Every border has moneychangers and every one of them takes a cut.
- This is a business model. Buying cheap in one kingdom and selling dear in another is a completely legitimate way to get rich, and one of the better uses of downtime.
Nobody expects you to memorise any of it. Ask what something costs where you're standing and I'll tell you. Just don't assume the price you paid last time is the price this time.
Between adventures
Downtime is not filler. It's a whole second game, it runs in parallel with the campaign, and for some of you it will end up being the more interesting half.
Train. Work on something you don't have. Skills, weapons, languages, a spell you shouldn't know yet, a technique somebody has to teach you. Find the teacher, pay the teacher, put in the weeks.
Craft. Everything you pull off a corpse is a material. Bring me hide, bone, venom, scale, ichor, whatever it was, and you can commission or make custom gear from base materials. Not "a +1 sword." Your sword, made of the specific thing you killed, doing the specific thing you wanted it to do.
Run a business. A forge, an inn, a caravan line, a brewery, a mercenary outfit, a theatre, a fence's back room. Businesses generate income while you're away and problems while you're away, which is roughly the same thing from a story perspective.
Own property. Land, buildings, a workshop, a manor, a wreck of a tower you intend to fix. Property is permanent, it's taxable, it can be attacked, and it makes you somebody in whatever place it sits.
Get into politics. Back a candidate. Take a title. Buy a seat. Marry into one. Fund a faction and find out what they do with your money. One of the fastest ways to change how the world evolves — and one of the fastest ways to make an enemy who never has to fight you personally.
Take loans. Once you're known — once your rank and your reputation are worth something — the bank will lend to you. The bank is not the guild. It's its own institution, it holds the accounts your guild pay lands in, and it does business on its own terms: your rank is your credit limit and your reputation is your interest rate.
Terms are real, and so is what happens when you don't meet them. The bank repossesses — property, ships, businesses, whatever the loan was secured against. And when a debtor can't be found, or won't open the door, or is three hundred miles away, the bank puts a request through the guild. It becomes a contract. Someone takes it.
Sometimes that someone will be you. Sometimes it won't be.
Invest. Ships, expeditions, mines, other people's businesses, a scheme somebody pitched you in a bar. Returns can be enormous. You can also lose every coin of it, and I'm not going to soften that.
Buy the big thing. A mount. A ship. A caravan. An airship, if you get there and can pay for it. These aren't rewards I'm holding back for a story beat — they're purchases.
Mission pay scales with difficulty — and it scales hard. A contract that could kill you pays like a contract that could kill you. But a mission pays once, and a business, a piece of land in the right town, or an investment that lands pays every week you aren't looking at it. The wealthiest people in Hollowreach are not the ones who took the most contracts.
Send me downtime plans between sessions, not at the table. Message me what your character is doing with their weeks and I'll resolve it and bring you the results.
Play your character. Be your character.
There's a difference between "my rogue tries to convince the guard" and "look — we both know what's in that cart, and we both know what happens if your captain finds out you let it through. So let's talk about what it's worth to you."
Both are legal. The second one is the campaign.
I want you in your character — thinking in their head, wanting what they want, making their mistakes instead of your smart ones. Speak as them where you can. React as them. Let them be wrong about things.
Voices are optional. If you want to do a voice, do it — it's fantastic and it makes the recordings sing. If you don't, that's completely fine, and nobody will be judged for playing in their own voice. Half of great roleplay is word choice, not accent. Do what you'll actually keep doing for two years.
Relationships matter
Every named NPC you meet remembers you. Not vaguely — mechanically. The guild tracks your standing. Towns, factions, and individual people track how they feel about you. It changes prices, it changes who'll talk to you, it changes what work you're offered, and at the high ranks it changes whether the guild will let you advance at all.
Some things that will get around:
- How you treat people with nothing to offer you
- Whether you finish what you took payment for
- Who saw you do it, and who they talk to
- What you did when it was expensive to do the right thing
Reputation travels at the speed of gossip, not instantly — you may get a head start on your own reputation. You will not outrun it forever.
This is the resource you can't buy back. Gold is recoverable. Items are replaceable. Guild points survive your worst day. Reputation is the only thing on your sheet that one bad decision in front of the wrong witness can gut, and the only thing that takes months of play to rebuild. It's built to punish carelessness, not evil — most reputation gets lost by people who were in a hurry.
Your choices change the world
The world state is persistent and it responds to you.
If you clear a road, trade moves along it and a village gets richer. If you don't, it doesn't. If you leave a problem alone, it grows — and it will still be there in a year, bigger, with your name attached to the fact that it was there in the first place. If you install someone in power, they hold that power, and they remember who put them there.
There is no reset between arcs. Nothing quietly reverts because it'd be more convenient for the next adventure. Two years from now you will be walking around inside the consequences of things you did in session four, and some of them will be very good and some of them will be awful, and both of those are the point.
This is streamed
Be clear-eyed about this before you say yes. Sessions are streamed live and recorded. Edited versions go up afterward as VODs. People will watch you play, and some of them will have opinions.
Anything you don't want on stream, tell me and it doesn't go on stream. Before, during, or after. No explanation needed and no argument from me. That includes cutting something out of the VOD after the fact.
Chat may occasionally be able to affect play in small ways. That system is still being built, and I'll explain it fully before it ever touches a session.
If any part of this makes you uncomfortable, say so now rather than in month eight. There's no hard feelings in either direction.
The fourth wall
It can be broken. Occasionally. For laughs. A joke about the dice. A groan at my voice acting. Someone at the table saying the quiet part out loud. That stuff is good — it's funny, it's human, and it plays well on stream.
But it's a seasoning, not a meal. The reason a fourth-wall gag lands is that the other 95% of the time we're actually in the world. If the table lives outside the fiction, the jokes stop being jokes and the serious moments stop landing.
Rough rule: break it, laugh, get back in. If we've been out of character for five minutes, we've drifted. I'll pull us back and I'd like you to do the same.
What I ask of you
- Show up when you can, and tell me when you can't.
- Know what your character wants. One sentence.
- Try the thing. The answer is usually yes.
- Stay in it. Break the wall for a laugh, then get back in.
- Send me your downtime between sessions, not at the table.
- Talk to me about anything — content you'd rather avoid, something you want your character to do, something on stream you're not comfortable with. I'd much rather hear it early.
Welcome to Hollowreach.
It is not an army, a temple, or a noble house. It is a ledger with a roof over it.
What the guild is
Kingdoms rise and fall, borders move, and lords forget their promises — but a monster on the road is a problem in every language, and someone must be paid to solve it. That is the guild. It takes the work no crown wants to claim, it matches that work to hands willing to do it, and it makes certain those hands are paid.
It does not care where you were born. It does not care what god you knelt to this morning. It cares about one number, and that number is your rank.
Your card
When you sign the book, you are handed a card. Don't lose it. Replacing it is expensive, humiliating, and slow.
It is your name. Proof of who you are in every kingdom that trades with the guild — which is all of them. Gate guards, harbourmasters, innkeepers, and toll collectors accept it where they would not accept the word of a stranger with a sword. Some of you will find it's the first document you have ever legally owned.
It is your key to your money. Guild pay doesn't cross a counter in coin — it's deposited into your account, and the card is what opens it. Present it at any guild hall on any continent and the ledger knows your face, your balance, and every contract you have ever completed.
It is your word made visible. A card is a trust credential, and it scales. An F-rank card gets you through a gate. A B-rank card gets you an audience. What people are willing to hand you, tell you, or leave you alone with is a function of the rank stamped on it.
It changes when you do. The card's face is not reissued and not redrawn by any clerk. On promotion it simply becomes the card of your new rank, in your hands, wherever you're standing. Nobody has ever satisfactorily explained this. The guild considers the question settled and the matter closed.
The ranks
Eight of them, and the distance between each is greater than the last. F is a card and a warning. E means you've survived the work. D and C are where most adventurers stop, retire, or die. B and A are names people know in a region. S and SS are names people know everywhere, and there are never many.
Rank is earned in points, awarded for completed contracts and scaled to their difficulty.
How promotion works
Two steps, always. They are not the same step and the guild will not let you confuse them.
- You cross the threshold. Enough points, and the ledger marks you eligible. This is arithmetic. It happens on its own and nobody's opinion is involved.
- You are sealed. Eligibility is permission to be tested, not a promotion. There is a trial — different at every rank, and increasingly less about combat as you climb. Pass it and the registrar sets the seal. Only then does the card change.
At the higher ranks the requirements stop being things you can grind. Sponsors. Council votes. A specific deed. Standing that no amount of contract work will buy you if you spent it badly.
The mission board
Contracts are posted at the hall and taken at the hall. Take what's within your rank or one above it; the guild will not stop you reaching higher, and will not come looking if you don't come back.
- Pay scales with difficulty. Hard contracts pay hard. This is the whole ladder.
- F and E contracts require proof. Physical proof, brought back. Word of mouth is for adventurers with a reputation, and you don't have one yet.
- Pay is deposited, not handed over. It goes to your account. A party's contract pays into the party's account.
- Unfinished work is recorded. Taking a contract and abandoning it costs you more than never taking it.
Parties
A registered party has its own charter, its own card, and its own rank — and party rank climbs more slowly than yours does.
- A party can never outrank its best member.
- Each party rank has its own requirements: a share of the roster at a given rank, sometimes a specific item, sometimes a trial taken together.
- A party loses nothing when a member dies. The charter survives the person.
Death and the register
Points belong to the character, not to you. If your character dies, their record is closed and their rank dies with them. The next one you bring in starts at F, like everyone does, and can rejoin the party immediately.
You keep your registry number. It was never the character's.
Commerce
The guild buys. Whatever you brought back — hide, bone, venom, scale, salvage — there is a counter for it and a price for it, and the price depends on where you're standing. Selling to the guild is fast, honest, and never the best offer you could have got if you'd carried it further.
The bank is a separate institution. It holds the accounts the guild pays into, it lends against your rank and your reputation, and it does not consider itself bound by the guild's patience.
Standing
The halls keep leaderboards — one global, one for each continent, one for each kingdom. Your name is on them the day you register, somewhere near the bottom, along with everyone else's.
They are public. So is your rank, and so is your card. The guild has never seen the point of privacy in a business built on trust.
Points, ranks, cards, and standings live in the Guild Ledger. Contracts are posted in the hall.
The Fox Boy's Counting Song
Every child in Hollowreach knows it. No adult believes a word of it.
I
One for the Fox Boy, small and bare,who made the whole world and left it there.
II
Two for the Wolf with the headless hide —eat what you kill, and share it wide.
III
Three for the Hare with her notches nine,caught eight times and running fine.
IV
Four for the Badger, the wax, the weight,he keeps what you swore and he keeps it straight.
V
Five for the Red Fox, ledger and line,what's yours is yours till he calls it mine.
VI
Six for the Bear with her mouth shut tight,say the name over, say it right.
VIII
Eight for the Cat on the hearthstone warm,shut the door after, out of the storm.
IX
Nine for the Bat in his long dark coat,he can't see the road but he knows the note.
X
Ten for the Green Sow, tusk in the loam,feed who's at the table, then send them home.
XI
Eleven's the Rat that nobody counts —leave out the crust, whatever the amount.
XII
Twelve for the Otter in the water bright,pull them out first, ask after, all right.
XIII
Thirteen's the Dry Coat, laughing low.That's the whole thirteen. Now off you go.
Count them again if you think I'm wrong.Count them again. It's a counting song.
It's a playground game. You point at one child per number. Whoever the clap lands on isn't out — they simply aren't allowed to speak until the song ends. Children call it being clapped. Every kingdom plays it, and nobody can explain why the punishment is silence.
How the twelve are arranged
The gods wear fur. Every one of them. No scholar can tell you why, and the priests who claim to know disagree so violently that the question is no longer asked in polite company.
The Twelve stand in six opposed pairs. Each pair is a single argument the world has never settled — the hunter and the hunted, the debt and its discharge, the thing remembered and the thing let go. They are not good and evil. Both halves of every pair have temples, and both halves are right about something.
All six pairs are arranged around a thirteenth who belongs to none of them, because he is the one who set them out.
| Court | Gods | Concerned with |
| The Court of Teeth | Vurn, Sethelin, Skell, Ilka | Living and dying, appetite, the body |
| The Court of the Tally | Bassard, Wick, Cindra, Halloway | Owing, keeping, going, belonging |
| The Court of Loam | Sowla, Ossop, Hone, the Unnamed | Growing, rotting, holding, losing |
✦ The First
Renn, the Fox Boy
Fox. A boy of thirteen, and never any older.
He made the world, and then he made the Twelve to argue about it — six quarrels, set opposite each other, so that creation would never settle into anything as dull as a finished thing. He made himself last. By then he had spent very nearly everything, which is the kindest explanation anyone offers for why the oldest thing in existence has the shape of a kit who hasn't grown into his ears yet.
The other explanation is that he chose it. Thirteen is old enough to understand the answer and young enough to still ask the question, and he did not want to stop asking.
He does not rule. He gave the world's running to the Twelve and kept nothing for himself but the watching. When he guides, he guides in the smallest possible increment: a door left unlatched, a name said in passing by a stranger at the next table, a road sign turned wrong for reasons that only make sense four days later. He has never once given an order.
He appears more often than all Twelve combined. Nobody recognises him.
- DomainsKnowledge, Life, Peace
- SymbolA small pawprint in soft ground, still filling with water — he was only just here
- FaithNot lapsed. Demoted. He forbade temples, refused offerings, and would not accept a priesthood. His worship survived the only way it could: it became a nursery rhyme.
- SacredNever lie to someone smaller than you. Answer the question actually asked.
I The Hunt and the Flight
Vurn, the Grey Length
Wolf. God of the necessary kill, of hunger, of the pack that eats together or not at all.
Vurn is not cruel. Vurn is hungry, and hunger is not a sin. He teaches that killing is honest work, that a pack shares before its leader eats, and that a hunt pursued without appetite is murder.
- DomainsWar, Nature
- SymbolA grey pelt laid flat, four legs splayed, no head
- FaithWaning. City temples call his rites barbaric. Border villages who still lose sheep in winter know better.
- SacredEat what you kill. Share before you eat.
Sethelin, the Nine-Times-Running
Hare. Goddess of flight, of survival without shame, of the small thing that lives another day.
She has been caught eight times and got up nine. Sethelin holds that there is no dishonour in running, that outlasting is a kind of victory, and that mercy owed to the weak is the only debt the strong actually carry.
- DomainsLife, Trickery
- SymbolNine notches cut in a doorframe
- FaithStrong and quiet. Beloved by the poor, refugees, deserters, and anyone who has ever had to leave a place fast.
- SacredNever block a road. Never bar a door against someone running.
II The Debt and its Discharge
Bassard the Weight
Badger. God of oaths, honest measure, the tally kept and the seal pressed.
Slow, immovable, and utterly without imagination. Bassard does not ask whether a promise was wise — only whether it was kept. He is the god of the scale that does not lie and the ledger that does not forget.
- DomainsOrder, Knowledge
- SymbolA wax seal, unbroken
- FaithInstitutional rather than devotional. The guild keeps his seal on every card and every contract. Most members wouldn't call themselves worshippers. They swear by him anyway, and they mean it.
- SacredA signed word outlives the hand that signed it.
Wick, the Red Ledger
Fox. God of debt, bargains, loopholes, and everything owed that cannot be paid.
Wick does not oppose Bassard by breaking oaths — he opposes him by reading them very carefully. He holds that every contract has a seam, that a debt is a relationship rather than a number, and that the man who cannot pay is more interesting than the man who can.
- DomainsTrickery, Knowledge
- SymbolA ledger line struck through in red
- FaithOpenly popular, quietly resented. Merchants pray to Bassard in public and Wick in private. Every guild hall has a Wick shrine somewhere near the debtors' bench, and no registrar will admit knowing who maintains it.
- SacredRead it twice. Sign it once.
III The Memory and the Forgetting
Marrowmother Hone
Bear. Goddess of memory, grief, winter, and the dead who are still spoken of.
She sleeps through the cold with everything she has ever known held inside her. Hone teaches that grief is a form of accuracy — that to remember a person correctly is the whole of the funeral rite, and that a name said aloud is a person not yet finished.
- DomainsGrave, Knowledge
- SymbolA closed mouth; a mound of stones
- FaithCollapsing, and nobody can say when it started. Her temples stand. Her holy days are on the calendars. Almost no one attends, and those who do report a persistent feeling of having arrived on the wrong day.
- SacredSay the name. Say it again.
The Unnamed — She Who Is Not Missed
Mole. Goddess of forgetting, of the mercy of oblivion, of the gap in the row of twelve.
She had a name once. It is not in any book. It is not on any temple. Scholars who set out to recover it return with clean notebooks and no memory of the trip.
She is not evil, or was not. Forgetting is a mercy: the widow who can finally sleep, the soldier who stops seeing the field, the debt so old the ledger has rotted. Hone insists on the wound. The Unnamed offers the scar.
- DomainsGrave, Trickery
- SymbolThere is a blank space where it should be carved.
- FaithUnknown. Possibly enormous. No congregation, no priests, no festivals — and yet every kingdom's calendar has one unexplained day nobody works, and no two scholars agree on why.
- SacredUnrecorded.
IV The Hearth and the Road
Cindra of the Nine Hearths
Cat. Goddess of home, cities, comfort, and the right to be warm.
Not soft — territorial. Cindra's blessing is not on the family but on the threshold: the fed and the housed, the door that shuts, the fire that is yours. She is the most-worshipped god in Hollowreach and the least demanding, which the other clergies find suspicious.
- DomainsLight, Life
- SymbolA hearth with nine stones around it
- FaithDominant. Every city of consequence has her temple at the centre. Every inn has her mark over the fire.
- SacredNo one sleeps cold under your roof. Bar the door after.
Halloway the Long Coat
Bat. God of roads, night travel, messages, and the leap taken before the ground is visible.
He does not see where he is going. He listens, and he goes anyway. Halloway is the patron of couriers, night watch, smugglers, and everyone whose work begins after the gates close — and of the specific courage required to leave a warm room.
- DomainsTempest, Trickery
- SymbolA folded coat; a road with no visible end
- FaithSteady and practical. Shrines at every crossroads and toll house. Contracts that require night travel are still, by old habit, posted under his mark.
- SacredNever refuse a traveller directions. Never give false ones.
V The Growth and the Rot
Sowla the Green Sow
Boar. Goddess of feast, fertility, turned soil, and appetite as a virtue.
Enormous, filthy, generous. Sowla roots the ground open so things can grow in it. Her festivals are the loudest in the calendar and the only ones the guild officially closes for.
- DomainsNature, Life
- SymbolA furrow; a tusk driven into earth
- FaithVery strong rurally, treated as rustic in cities — where they still, without fail, hold her harvest feast.
- SacredFeed whoever is at the table. Count them after.
Gaunt Ossop
Rat. God of rot, plague, alleys, and the ones nobody counted.
Ossop is the world's remainder. He is worshipped by the starving, the sick, the criminal, and the forgotten poor — and he is worshipped gratefully, because he is the only one who shows up. Rot is not his cruelty; rot is his argument that nothing gets to keep anything.
- DomainsDeath, Trickery
- SymbolA tally scratched on a wall, uncounted
- FaithDenied publicly, enormous privately. Outlawed in three kingdoms. Thriving in all three.
- SacredWhatever you have, someone has less. Leave the crust.
VI The Running Water and the Dry Bone
Ilka Riverskin
Otter. Goddess of rivers, birth, play, and joy taken for no reason.
The only god in the Twelve with no doctrine. Ilka's clergy are not asked to believe anything — only to swim, to laugh, and to pull people out of the water. She is the patron of midwives, ferrymen, and children.
- DomainsLife, Tempest
- SymbolA stone skipped across water
- FaithFading softly. Loved but not funded. Her river-shrines are maintained by locals, not by any order.
- SacredPull them out. Ask questions on the bank.
Skell the Dry Coat
Hyena. God of drought, endings, carrion, and the clean bone.
Skell laughs, and it is not mockery — it is relief. He is the god who arrives when it is over: the last of the water, the last of the strength, the body picked clean so the ground can have it back. He teaches that endings are not failures and that the honest thing to do with a corpse is use it.
- DomainsDeath, Grave
- SymbolA bone with no meat on it
- FaithFeared, funded, unloved. Every kingdom pays his order to handle the dead. No one invites them to dinner.
- SacredFinish it. Don't waste it.
Why faith has lapsed
The official position of every temple is that the gods still walk. This is true — a Vurn-sign in the snow, a Cindra-warmth in a house that should be freezing, Ilka putting a drowned child back on the bank breathing. Appearances are documented, recent, and credible.
The problem is that they are rarer than they were, they are less coherent than they were, and nobody can agree on when it started.
- The temples' answer. The gods withdrew because mortals stopped deserving them. Convenient, unfalsifiable, and good for donations.
- The scholars' answer. The gods were never as present as the old records claim, and the records are exaggerations. This requires the records to be unreliable, which the scholars are content to assume and disinclined to investigate.
- The heresy. They are not withdrawing. They are being forgotten, one unsaid prayer at a time, and a god nobody remembers to pray to cannot come when called. Held by cranks, hedge-priests, and the last few attendants of Marrowmother Hone. Not taken seriously anywhere that matters.