The World

Genre, tone, and the truths the setting runs on.

The world is normal. That is the lie that keeps it alive.
Do not touch the relic. Do not name the thing in the mirror. Do not trust the child if its shadow is facing the wrong way.
The priest can save the girl. The hunter can kill the thing inside her. Pray you brought the right one.
When the impossible leaves fingerprints, the case belongs to us.
Every faction knows one truth. Every truth is incomplete.
Magic does not make you more complete. Magic hollows you out so something impossible can fit inside.
Angels are good. Angels are not safe.
Pray for help. Pray harder that the answer is not an angel.
At a Glance
Genre
Modern occult action-horror / Christian supernatural horror / hidden-world investigation / conspiracy horror / relic and cursed-object containment / monster hunting / demonological and spiritual warfare horror
Tone
Serious, gritty, morally weighted, investigative, occasionally dry or darkly funny — never comedic by default. The supernatural is real, dangerous, spiritually serious, and morally consequential.
Voice
Occult, investigative, sometimes clinical, sometimes theological, sometimes field-manual practical. Player-facing prose is immersive and ominous. GM-facing prose is direct, practical, and procedural.
At the Table
Constantine first. Hellboy/B.P.R.D. energy. Players confront evil with faith, preparation, research, alliances, rites, and sacrifice. They are not superheroes. They are dangerous because they know.
Rating
Hard R / TV-MA
Content Notes
Hard R / TV-MA. Includes the full weight of supernatural evil — possession, sacrifice, demonological horror, spiritual warfare, moral compromise, violence. Not graphic or gratuitous for shock value. Horror serves the story.
What It Is Not
Not a comedy or parody. Not a superhero magic setting. Not generic urban fantasy. Not a public-apocalypse setting. Not a setting where holy power auto-wins. Not a setting where the Church is secretly evil. Not a setting where eldritch horror requires a separate non-Christian pantheon. Not a setting where monsters are reduced to simple combat stats.
Core Conceits

The truths this world runs on

These hold in every campaign. A rule that contradicts one of them loses.

  1. The Hollow is the wound left in creation when the Garden of Eden was removed

    Noah's Flood shattered the great rift into a fixed set of hidden Shards, a little past 120,000 of them, scattered across the world. The count was set at the shattering and never grows: a Wound is a Shard waking, never a new Shard.

  2. Shards can be opened into Wounds by occult practice, grave sin, and sacrifice — especially the murder of innocents

    The Wound escalation scale is: Cold Shard / Waking Shard / Open Wound / Weeping Wound / Breach.

  3. The world does not know because ordinary minds cannot bear it

    Cognitive dissonance rewrites the impossible into the mundane. This is called Merciful Dissonance.

  4. Christianity is spiritually true in this setting

    The Church is broadly a positive and competent force against supernatural evil, though human, flawed, and often slow.

  5. The Order of Mercy is the Catholic Church's hidden supernatural intelligence and intervention arm,

    answering ultimately to the Pope.

  6. Protestant supernatural actors are fragmented, passionate, and often operate alone

    They may be as effective as any institution in the moment of confrontation.

  7. Angels are good. Angels are not safe

    They are rare, terrifying, and catastrophically powerful. Their arrival means something has escalated far beyond normal containment.

  8. Demons are fallen angels

    Devils are fallen angels with fallen authority — they can bargain, bind, accuse, collect, and exploit spiritual law.

  9. Ghosts are human spirits with unsettled business

    Spirits are non-human entities from between-spaces — Threshold Watchers, Hollow Walkers, and elder presences that the Hollow has produced. Human souls displaced into living bodies are dybbuks (harmful) or ibburim (redemptive). These categories are distinct and require different procedures. Confusing them has consequences.

  10. Eldritch horror is folded into existing categories

    No separate cosmic pantheon. Ancient fallen beings, high-authority devils, and Hollow-thin regions can produce dread without requiring new cosmology.

  11. Holy power provides real leverage, never automatic victory

    Exorcism, relics, blessed weapons, consecrated ground, and rites give mechanical advantage — not instant wins.

  12. Magic is talent-based, specific, costly, and risky

    It is accessed through five tiers. Each tier costs 1 permanent Wound Point.

  13. Power always has a price

    Magic does not make you more complete. It hollows you out so something impossible can fit inside.

  14. Each faction knows one part of the truth better than the others

    No single faction owns the complete picture. Expertise silos are intentional.

  15. Other real-world faith cosmologies are not built as spiritually real in this game

    The setting is Christian supernatural horror, not comparative theology.

Ways to Play

Pick a lane, or mix them

Mixed Cell

the default broad campaign, combining investigation, containment, monster hunting, rites, faction politics, and occult conspiracy.

Case File

Lyncean/Vesper/X-Files-style impossible investigation where evidence and institutional denial are the central pressure.

Warehouse

Latchkey-centered relic retrieval, classification, containment, breach response, and cursed-object procedure.

Road

Black Road/Supernatural/Hellboy-style monster hunting, folklore research, fieldcraft, and weakness exploitation.

Occult War

Lantern Index/Candleless/Vesper cases about forbidden workings, cults, black-market relics, names, contracts, and human adversaries using supernatural leverage.

Spiritual Warfare

Order/Watchfires/Associated Organization cases centered on exorcism, deliverance, sacramental or holy authority, spirit work, and direct confrontation with demons, devils, or displaced souls.

What a Session Feels Like

Session Shape

Something impossible has happened. Characters investigate, identify the true nature of the threat, acquire what they need, and confront it — with the full chance that they win the fight but deepen the corruption, or save the body but lose the soul.

For Players

You can see the truth others deny. You can investigate the impossible. You can use faith, rites, relics, research, weapons, and wit to survive. You bring one expertise no one else at the table has. You can save people who will never know they were saved. You will pay a price for power. You will stand against evil without becoming safe from it.

For GMs

Incomplete evidence, hidden supernatural causes, possession, relic accidents, false miracles, demonic deception, devilish bargains, ghosts with unresolved business, spirits out of place, monster attacks, cults widening Shards into Wounds, conflicting faction agendas, public disbelief, witness cognitive dissonance, innocents in danger, moral compromise, and time pressure.

Touchstones

If you liked these

  • Constantine (film/comic) Tonal + Structural Default feel. Occult investigator, dangerous knowledge, spiritual cost. Primary reference.
  • Hellboy / B.P.R.D. Tonal + Structural Mixed-specialist team, faction ecosystem, monsters that matter, moral weight.
  • X-Files Structural Investigation framework, impossible crime, institutional denial, pattern recognition.
  • Fringe Structural Science-adjacent impossible events, hidden-world organization, escalating revelations.
  • Warehouse 13 Structural Relic retrieval and containment as primary play mode. Not the tone — the structure.
  • The Exorcist (film) Tonal Possession horror, spiritual seriousness, institutional Catholic response, cost of confrontation.
  • Deliver Us from Evil (2014) Tonal Police procedural meets real exorcism. Case-file texture.
  • Midnight Mass Tonal Small-community horror, faith tested by the supernatural, moral consequence.
  • Supernatural (early seasons) Structural Monster hunting, lore research, sibling-specialist dynamic, field improvisation.
  • The Secret World (game) Structural Faction ecosystem, hidden world, competing organizations with unique expertise.