_The Null — Lore
Premise
A world without sight or sound. Any glow or noise summons hunters. People navigate by touch and a sixth sense called Sensate—a felt outline of nearby mass and intent. Life is rope, ritual, breath control, and courage.
First Principles
No Light. No Tongue. Move Soft. Breaking these draws predators.
Sensate (everyone): Feel shapes/emotion within 5 ft (10 ft if you hold still and focus for one round). Gives outline/charge only—no text, colour, symbols.
Pings: The world “hears/sees” disturbance. Track a scene clock 0–10. At 6 a Hunter arrives; at 10 a Major Hunt or calamity.
Common Ping sources
Whisper/cloth rustle: +1
Fast pace footfalls: +1/round
Metal-on-metal, verbal spell: +2
Any light: +3 on ignition, then +1/round sustained
The Dark Itself
Pressure-Wind: Air moves like tide. Pressure fronts announce colossal beasts.
Texture-Ecology: Moss, fungi, and stone “sing” by touch: vibrations, grain, heat.
Deep Hush Zones: Natural pockets where sound dies; good to rest, bad for Sensate (it blurs).
Peoples & Customs
Rope Etiquette: Everyone clips to a lead line (Aura Thread). Order on the rope is sacred: Scout–Line–Keeper–Tail.
The Three Oaths: No Light. No Unmasked Breath. No Bare Metal.
Greeting: Palm press + two slow squeezes (“I’m here”).
Craft Marks: Art and writing are knotwork, bead-strings, carved reliefs.
Foodways: Lichen, cave fish, root bulbs, pressure-farmed fungi. Meals are eaten by hand from quiet cloth bowls.
Faith & Thought
The Murmurless (monastic): Salvation through perfect quiet. Study the hush as prayer.
Lamplighters (zeal): Believe a Great Flame will banish hunters. Build beacons—often disasters.
Cartographers by Touch (pragmatic): Map the world with ropes, bead-maps, and toll lines.
Choir of the Last Bell (apocalyptic): Seek to ring a forbidden bell to “summon dawn”.
Settlements & Travel
Hollows: Carved avenues smoothed by centuries of cloth.
Braided Districts: Entire towns tied together by triple-braid main lines; side-lines are double-braid.
Way-Shrines: Stone niches with Muffle Moss, Quencher Powder, and prayer-ropes for lost travellers.
Ferries: Flat skiffs on the Ink Sea; rowers use breath-baffles and rhythm-breaking strokes.
Travel Procedure
Clip in. Assign Keeper (tracks Pings), Scout (front), Tail (rear), Mapper (beads/knots).
Choose pace: Slow (0 Ping), Normal (risk), Fast (+1/round).
If anyone loses contact: they are Unmoored (WIS save or drift 1d4×5 ft and disorient).
Communication Systems
Hand-Squeeze Code (core)
1 squeeze = I’m here
2 = Stop
3 = Danger
4 = Turn left
5 = Turn right
6 (long) = Climb/Descend
Rapid double = Drink/Rest
Pulse-hold-pulse = Help
Rope-Tap Code (at distance)
Knot slide toward you = Come
Knot slide away = Retreat
Rhythm break = Split path/branch
Bead-Map Legend
Smooth bead = Safe node
Faceted bead = Hazard
Hollow bead = Water
Knotted spacer = Elevation change
Twinned bead = Faction presence
Tools & Materials
Muffle Moss: Paste for boots/gear; reduces movement Pings.
Blackglass: Ceramic that swallows glow; used to hood lamps and line halls.
Aura Thread: Rope that transmits micro-vibrations; used for silent messages.
Breath-Baffles: Mask that breaks exhale rhythm; removes breath Pings.
Pin-Compass: Always points to your last palm-press imprint.
Step-Abacus: Toe beads for counting turns/steps in the dark.
Quencher Powder: Extinguishes flame quietly.
Felted Iron: Metal wrapped in layered felt; prevents armour/weapon clatter.
Magic in the Null
Verbal components are perilous (Ping +2). Many casters learn Threadcasting: tracing sigils on Aura Thread to replace speech (takes +1 action unless trained).
Radiant/Light effects attract Photovores; treat ongoing glow as constant Ping.
Tactile Divination: Spells reveal temperature, pressure, emotion, not images.
Quiet Schools: Murmurless teach Veil of Absence, Stolen Footfall, Null Resonance (see Spells).
Creatures (feel their coming)
Gloamhounds: Track warmth and breath; pack hunters.
Photovores: Moth-like light-eaters; heal in brightness.
Echo Wraiths: Drawn to repeated patterns; mimic familiar touches to split parties.
Hushmother: Smothers sound; feeds on heartbeat cadence.
Attenuator: Tall jointless presence that dampens Sensate; you’re functionally blind near it.
Rope-Ghasts: Sever lines; leave frayed “fingers” in the cord.
Silence Leviathan: Arrives as a moving pressure front; entire towns vanish.
Signs by Touch
Stone “trembles” like breath → Gloamhounds
Air turns syrupy, Sensate blurs → Attenuator
Rope vibrates with no pull → Rope-Ghasts
Skin prickles under steady exhale → Hushmother
Warm wind toward you with no sound → Silence Leviathan
Places (tactile landmarks)
Black Basilica: Pillars hum when palmed in sequence; sanctuary if you keep the rhythm.
Quenched Lighthouse: A dead heart-coil; something hungry circles the lantern cage.
Still-Market: Trade by weighted tokens and palm oaths; guards wear bead-alarms that only they can feel.
Gloam-Garden: Lichen beds that “scream” if stepped wrong; safe paths are a dance of pressure patterns.
Subsonic Warrens: Humming stone makes teeth ache; Sensate unreliable.
Law & Justice
Quiet Wards: Blackglass plates at thresholds; crossing loudly earns Shunning (cord cut from public lines).
Oath-Cut: Crimes that risk the town (lighting flame, ringing metal) can sever a person from all braids—civil death.
Rest & Recovery
Short Rest: Only at 0 Pings for 10 minutes, with at least two palms on wall/rope.
Long Rest: Requires a Deep Hush (basilica alcove, warded dome, or sanctified niche). Loud rests attract Hunters.
Rumours & Hooks
A child with no Ping—monsters ignore them. Miracle or bait?
The Last Bell’s clapper has been found; the Choir plans a procession through the Hollowways.
A main toll-line slackened overnight; the Cartographers offer sanctuary to anyone who can re-string it.
The Lamplighters have a new heart-coil that “doesn’t draw Photovores.” Too good to be true.
Play Tone
Build dread with touch, breath, proximity—not gore.
Failure moves the story forward: lost time, resource strain, separation, Ping—not stalemates.
Keep hope alive via craft, trust, and prayerful quiet.
Glossary
Sensate: Sixth sense for outlines/intent within arm’s reach.
Ping: Measured disturbance that calls Hunters.
Deep Hush: Natural/sanctified pocket where sound dies.
Aura Thread: Message-rope transmitting squeezes and traces.
Blackglass: Light-swallowing ceramic.
Unmoored: Separated from rope/ally; navigation peril.
End of Lore v1 — add bead-maps, faction charters, and a hand-squeeze reference card to your GM screen when ready.