A HOUSE OF HORROR
Once a world of vibrant landscapes, bustling cities, and a dual-sun sky, Duskmourn has been consumed by a living nightmare—the House. This plane-spanning, ever-shifting entity now covers the entire world, its twisted halls and endless rooms filled with terror. The House is no mere structure; it thrives on fear, warping its corridors when unobserved and ensnaring those within its walls. Every room leads to another, sometimes simulating the outdoors, but escape is an illusion—there is nothing beyond the House anymore.
The House is ruled by the demon Valgavoth, who periodically sheds his skin in violent events known as Harrowings. When this happens, the House spawns new horrors and drives its inhabitants—spirits, cultists, and twisted beings like razorkin—into a frenzy of violence. During rare periods of Quiescence, the House falls eerily silent, offering survivors a brief chance to regroup. But these moments are fleeting, and safety is a mirage in this world of shifting walls and eyes that watch from the wings of moths.
Duskmourn is divided into several dangerous regions, each more treacherous than the last. From the mist-laden expanses of the Mistmoors to the fiery, crumbling Boilerbilges, every zone has its own Overlord and its own horrors. No matter where you are, the House sees you, and it is always hungry.
In the Omenpath Era, as other planes connect through doorways, the House no longer needs to lure victims from afar—it hunts those who stumble in. Safe zones dwindle, and the fragile truce between survivors and the House shatters, leaving few with any hope of escape.