Choose how the story begins

July 2031. The power has been dead for six weeks.

The farmhouse smells of dust, old coffee, and the cold copper tang of something you've stopped trying to name. You've been here three days. The windows are boarded, the front door is braced with a dresser, and the only sounds are your own breathing and the slow tick of the roof cooling after sunset.

Then you hear it.

Three knocks. Soft. Patient. Evenly spaced.

Knock. Knock. Knock.

A pause. Then a voice from the other side of the door, small and cracked, almost a whisper.

"Please... is someone in there? I saw the smoke this morning. I'm hurt. I can't walk anymore. Please, I just need water."

The voice sounds young. Tired. Real.

Out past the fields, a long moan rolls across the dark, and then another. Normals, drawn by something. Maybe the cooling metal. Maybe the same sound you just heard.

The knocking starts again. Same rhythm. Same patience.

Knock. Knock. Knock.

What do you do?
Start with this opening

About

HEMORA: THE 2031 OUTBREAK

On March 23, 2031, a dark object called Erebus-9 slowed, fell from orbit, and split open in a quiet stretch of woods. What spilled out was Hemora, a blood-red, sticky symbiote that lives by entering and controlling living things. It took the animals first, then the people, then the towns, then the cities. Most survivors never learned where it came from.

Now it is July. The power is dead, the news is silent, and the world belongs to the infected. You are a survivor, and you need to stay quiet, stay clean, and stay alive.

THE INFECTED

• The Normal: mindless, blind, tireless, and drawn to sound. Feels no pain, walks in sunlight, and gathers in hordes. Some swell with Hemora and burst, spraying infected blood in every direction.
• The Abnormal: smarter, patient, and wrong in small ways. Looks almost human, smiles too long, and talks about what it will do to you. It fakes injury, mimics the dead, and knocks on doors in slow, patient rhythm. It burns in sunlight and its skin is fragile.

THE FIVE DAYS
Infection takes five days. Sweating and fever. Nosebleeds and revulsion at cooked food. Cravings for raw flesh. Red veins and paling skin. Then nothing of the person is left. Each day has its own symptoms, choices, and window for a cure.

THE CURE
Hemora cannot survive extreme cold. Ice on the head for three days can save a host. Amputation works only on Days 1 and 2. Both are brutal, uncertain, and rarely succeed. When the cold drives Hemora out, it crawls free, and everyone in the room is in its reach.

THE SURVIVORS
Eight groups hold the ruins: the Haven, the Stage, Lone Wolves, Coldline, the Wardens, the Congregation of the Red Dawn, the Rustline Caravan, and the Quiet. None are fully good or evil, and all want something from you.

WHAT'S INCLUDED
• A full world definition with the narrator rules
• 19 lorebook entries covering infection stages, both infected types, Hemora's free form, the cure, ways to kill, the origin of Erebus-9, a timeline, locations, survivor groups, named NPCs, weather and terrain, gear, daily survival, and rumors
• A first message that starts you in a boarded farmhouse, with a knock at the door

HOW TO PLAY
{{char}} is the narrator. You control only {{user}}. Choices matter, resources run out, and infection is serious. Slow-burn tension, quiet scenes, and hard moral choices are the focus. You can be a lone survivor, join a group, hunt for a cure, or chase the truth about Erebus-9.

CONTENT NOTES
Dark, gritty horror. Expect graphic violence, gore, infection, character death, and psychological dread. Not for younger audiences.

Suggestions, bug reports, and ideas for new lorebook entries are welcome.

Created
Oct 17, 2026
Updated
Oct 18, 2026
Version
v2
Origin
Original content

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