.                *
       *                  .          .
                  _|_
          .       /:\       .
         /\      /:::\      /\
     _  /::\  __/:::::\__  /::\  _
    | |/::::\|  _     _  |/::::\| |
    |        | | |   | | |        |
    |   .    | | |___| | |    .   |
    |  /:\   |  /     \  |   /:\  |
    | |   |  | /       \ |  |   | |
    | |   |  ||   .-.   ||  |   | |
    | |___|  ||   | |   ||  |___| |
    |        ||___|_|___||        |
    |   _    | \_______/ |    _   |
    |  | |   |     |     |   | |  |
 ___|__|_|___|____(_)_____|___|_|__|___
  ~ . ~ . ~ . ~ . ~ . ~ . ~ . ~ . ~ .
    ~  .  ~     .  |  .     ~  .  ~
       ~       .   :   .       ~
                   .

     T H E   B E L L   B E L O W
        a pilgrimage in four tolls
     .___________________________.
       / / /   .   +   .   \ \ \

At dusk, the graves begin to ring.

For ninety-nine winters, the bell beneath Morrow has called the dead by name. Tonight it will call the living. You have a lantern, a weapon, and the length of one night to reach it.

Three keepers hold the way below. Each can be robbed. Each can be remembered. What you carry out of the dark will decide what kind of morning comes.

Choose your calling

Grave Knight

Seven blood. Two flame. A notched sword, and a body accustomed to being hurt. Your Ward turns a blow aside and deals one damage in return. The most forgiving first pilgrimage.

Take up the sword / Grave Knight

Cinder Witch

Five blood. Three flame. A hazel wand and the last coals of a burned home. Your fire strikes hardest; your lantern carries more; your healing restores four blood. Power with very little room for error.

Wake the coals / Cinder Witch

Bell Thief

Six blood. Two flame. A burial knife and a talent for hearing a lie. You can steal a river crossing, strike through feints unharmed, and punish an exposed enemy more sharply than the others.

Draw the burial knife / Bell Thief

A book that remembers

Follow a link to act. Combat is deliberate: every enemy reveals its next intention, and every move shows its cost. No dice, typing, or quick hands are needed. Expect about twenty to forty choices on a pilgrimage.

Bookmark any page to keep that exact character and moment. Use Back to retrace a fate, or open another tab to explore its other branch. The world moves only when you choose. The silence between pages belongs to you.

Read the field guide / rules, relics, saving

Return to games