The Hollowing is a tabletop role-playing game set in Umbravale, a world where the sky never brightens. A ritual broke reality, and what followed was not a war but an erosion: entropy claiming, slowly and without malice, everything the light used to touch. You play a survivor in that perpetual twilight, and the power you gain there devours the part of you that is still human.
I built it because most fantasy is anaesthetic. It lets you win without paying and calls that escape. This one is a mirror for appetite, cost and denial: what you will trade for power, what you will learn to call necessary, and what you will let rot in order to keep moving.
A character is three anchors rather than a sheet of numbers. An Origin, which is what you were before the twilight took it. A Fracture, which is the wound that will not close. And a Tether, which is whatever still holds when the Corruption starts talking. Abilities, items and conditions sit on the table as cards rather than buried in a rulebook, so the state of the fiction is something everyone can see instead of something one person is trusted to remember. Time is a resource, and the clock moves in six-segment blocks that govern light, corruption and recovery.
It is played through Veil, which is less a virtual tabletop than an attempt to stop the interface standing between the player and the story.