We don't fear the rot. We embrace the fracture.
Umbravale
In Umbravale, the sky never brightens. The Ritual of the Last Light shattered reality itself. Now the world hollows out, entropy claiming everything the light once touched. You are a survivor in perpetual twilight, gaining power that devours what makes you human.
Ebonfall City
The last major urban center, where architecture rearranges itself when residents sleep. The Veiled Court rules here, aristocrats who cast no reflections and trade in secrets rather than gold.
The Fractured Plains
Where distance itself has become negotiable. Travelers sometimes arrive before they depart. Here, the Purifiers burn themselves to prove their humanity remains intact.
"Umbravale is not simply a setting—it's an ontological crisis given physical form."
Mechanics
The Three Anchors
Character creation is a narrative journey defined by three discrete data objects:
- Anchor 01OriginWhat you were before the twilight claimed everything.
- Anchor 02FractureThe cosmic trauma that changed you. The wound that won't heal.
- Anchor 03TetherWhat keeps you human when the Corruption whispers.
Card-Mediated Play
No rulebook flipping. Abilities, items, and environmental conditions are externalized as cards. Visual cognitive aids that track cooldowns, state, and Sigil compatibility automatically.
- Items & Weapons with state tracking
- Dark Arts with corruption costs
- Environmental modifiers
The Segment Clock
Time is a resource. The game moves in six-segment blocks affecting light levels, corruption growth, and recovery.
The Veil
Revolutionizing the Tabletop
Veil is not a Virtual Tabletop (VTT). It is a "Three Spaces" experience designed to lift the barrier between player and narrative.
A dedicated interface for the Seeker to build, evolve, and manage their identity.
The shared stage. No UI clutter. Just the map, the cards, and the story.
Control panels for the Hollow Master to orchestrate pacing, threats, and time.
Built on Null Engine — Rules as Data. Worlds as Services.