The Fen Remembers
The causeway is breached. The wardens are too few. Whatever stirs beneath the fen sends its husks against the last standing march — and someone must hold it.
How it plays
Hollowmarch fuses the classic MMORPG with the survivor genre. Where most survivor games are a solo grind, this is a shared world — every class can stand on its own, but the toughest content is built for a party, where classes lock into synergies solo play can't match.
Open, drop-in wave battles anyone nearby can join — up to eight players at once, for as long as the event runs. They're how you level: clear the waves and walk away with XP, gold and loot.
The real test. Procedural and built for a party of four, each run strings together rooms of escalating waves. Clear a room and your group votes on the path ahead — some rooms carry modifiers that raise the danger and the payout in equal measure. No group? The dungeon finder matches you into a balanced party whenever it can.
The World
Hollowmarch is the last garrison on the causeway — a strip of drowned road between the living lands and the Fen. Every night the Maw below turns over in its sleep, and every night the husks come up with the mist. Take a warden's oath, pick your trade, and hold the line with the others until dawn or until it takes you.
The Trades
Plate, tower shield, and the stubbornness to stand where the tide breaks. When the warband hits the gate, you are the gate.
Twin blades and no patience for sieges. The swarm has a shape; somewhere in it is the thing calling the others. Go end it.
Runes, wards, and the nerve to work them with husks at arm's reach. Wardens fall. You decide which ones get up again.
From the causeway
The Depths
Below the causeway lie the Fen Depths — flooded hollows, bone galleries, a sunken crypt nobody sealed properly. What lives down there comes up in waves, and the wardens have learned to name them: