The Hollowmere Archive
Hollowmere Lore Hub
Every story and game set in Hollowmere shares one history: Director Voss's silver-light machine and the people who refused to be forgotten. Start here to find your way.
Map of Hollowmere
- Hollowmere Station: Where Eleanor's carriage vanished, 1897.
- The Hollowmere light: The inland lighthouse above the flooded valley.
- Wren's Hollow: The chapel bell and the lanterns, 1901.
- Saint Orla's Asylum: Voss's machine and Ada Bell's ledger, 1908.
- Widow's Reach: Mara Vale's lighthouse on the coast, 1911.
- Vale Conservatory: The Glasshouse of Names, 1914.
- Hollowmere Terminus: The dispatch clock and the last train, 1917.
Timeline, 1897–1917
1897
The Vanishing Carriage
Eleanor boards a carriage on the Hollowmere line. A second stamp on her ticket reads VOSS TRANSIT.
1901
Wren's Hollow
Children vanish near the chapel. Wren turns Voss's binding bell into a call for the lost.
1908
The Sunken Asylum
Floodwater reaches Saint Orla's. Ada Bell hides three relay keys and copies every patient's true name.
1911
The Widow's Lighthouse
Mara Vale keeps the coastal light and records each ship Voss lures onto the rocks.
1914
The Glasshouse of Names
Silver roots relay memories between the machines; a gardener hides one living seed.
1917
The Last Terminus
Every receiver answers to one dispatch clock. The final train waits for permission to stop.
Reading & play order
1. Read
The Lantern Keeper of Hollowmere
Meet the inland lighthouse and the flooded valley.
Read the story →2. Play
The Box of Lost Things
The six-chapter campaign, 1897–1917. Your choices carry forward.
Play now →3. Play
The Spirit Telegraph
Side story: recover Clara's last unsent message.
Play now →4. Play
The Astrolabe of Hollowmere
Side story: chart the stars after Chapter 2.
Play now →5. Play
Midnight Lost-and-Found
Return the keepsakes the campaign left behind.
Play now →6. Read
The Last Train to Dunwich
A coda for anyone who reached the terminus.
Read the story →