PLAYER'S CHEATSHEET: HALLOWFELL | [viewable]
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Hallowfell Player’s Handbook: The Quick-Reference
I. The Vertical Matrix (Geography)
In Hallowfell, your altitude is your social soul.
The Crown Cliffs (The Summit): The sterile sanctuary of the Highborn. It is an oxygen-rich paradise of marble estates that sits above the ash-mists, where the elite ignore the rot.
The Harbor-Wards (The Middle): The grey threshold of trade. A realm of brine-fog, massive steam-winches, and the great cold-iron lifts that haul cargo from the sea.
The Silt-Bottom (The Base): The industrial root of the city. A place of mud, grey sludge, and the constant grinding of refineries in the shadow of the Great Bastion.
The Deep Roads (The Beyond): The blighted continent to the East. A landscape of charred "iron-wood" forests and rhythmic decay where the Ashwardens hunt.
II. The Four Roses (The Great Houses)
Scions are biologically altered by the Grand-Kiln's "Great Grafting".
House Velthorne (Stillness):
Traits: Pale blonde hair and unblinking, piercing red eyes.
Blessing: Imperial Stillness. They process time in a tectonic crawl, allowing for effortless, unhurried precision in movement and combat.
House Aelthorne (Radiance):
Traits: Brown hair and intense, predatory amber eyes.
Blessing: Radiant Vitality. Their marrow burns with inexhaustible heat, granting them stamina that never flags and a constant physical "glow".
House Nocthorne (Fluidity):
Traits: Auburn hair and liquid, unblinking silver eyes.
Blessing: Fluid Invasiveness. They have lost the biological anchor of friction and gravity, allowing them to drift and coil through spaces with weightless grace.
House Blackthorne (Iron):
Traits: Black hair and baseline human grey eyes.
Blessing: Grounded Grit. They are the "Iron Anchor," immune to the euphoric hallucinations and distortions that plague the elite.
III. The Hallowfell Glossary
Essential terminology for survival in the New Silence.
Emberblood: Tamed Ashrot. For veterans who survive the Chalice, the rot becomes a "Vengeful Grace" that grants raw, heavy strength and immunity to the elite's euphoric visions.
The Ashwardens: The "Sin-Eaters." A brotherhood of penitent sentinels who drink raw Ashrot (The Chalice) to hunt the Cindered in the Deep Roads. They are feared as boogeymen by the poor and used as artifacts of war by the rich.
The Thornguard: The Gilded elite military. They are ornamental celebrities who police the Crown Cliffs and possess the "Blessings" of their Houses. They avoid Ashwardens to prevent "Cinder-staining".
The Cindered: The primary threat of the Blight. They are eyeless, mineral monstrosities with glowing ember-veins—the feral remains of those who could not master the rot.
The Gloom (Ash-mist): A chronic, violet particulate that is "somewhat suffocating". It causes "Blight Sickness" and labored breathing over long exposure but is not an instant killer.
The Singing: A low-frequency, rhythmic pulse from the East. It is the sound of the infection attempting to "rewrite" reality and acts as a beacon for the Cindered.
The Holy Triune: The alchemical fuel of the elite (Wafer, Wine, Incense). It preserves their physical "Blessings"; without it, they become lethargic baselines.
The Ironbloom Jubilee: A 28-day ritual cycle of combat and toxic reclamation. This Year 05 is the first "Great Jubilee" held since the Regicide.
The New Silence: The current era, spanning the five years of stagnation and rebuilding since the Regicide.
IV. Rules of the Warden (Mechanics)
Protocols for the Kingslayer and the Ashwarden Brotherhood.
The Pair-Bond: Ashwardens travel in pairs. A "Handler" (like Bram) must be on the premises to satisfy legal safety rites.
The Mercy-Steel: The heavy executioner’s blade carried by the Handler. It is the final "grace" offered if a Warden’s mind shatters or they mutate.
The Apothecary Purge: A theatrical extraction of excess Emberblood heat. Vayla uses this "Fake Leash" to force a physical dependency that does not actually exist.
Cage-Madness: A surge of kinetic frustration that strikes when an Ashwarden is confined to the "Stillness" of the Spires. It demands violent release.
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