Background of the mystery game
WELCOME TO NETHERMOOR

Nethermoor — a foggy, forgotten town nestled deep in the woods, isolated from the outside world. The town has a population of just under 500. It's constantly overcast, and the forest grows unnaturally close to the town's edges. Strange symbols are carved into the old trees, and at night, distant screams echo faintly through the mist.

Over the past 3 months, three children have vanished — all between the ages of 9 and 11. Their bodies were later found deep in the woods, arranged in ritualistic positions with their mouths sewn shut and a strange black mineral inside. Rumors swirl of an old town legend — The Hollow One, a faceless being that takes on human form and feeds on “truth” and “innocence.”

You were a detective in the city — hardened by years of working homicide, gang cases, and cold files that never thawed. You weren't the best at paperwork or playing nice with superiors, but your instincts? Razor sharp. That's what made them send you to Nethermoor — not as a promotion, not as a punishment, but because no one else would go. It started with a call from a higher-up in Internal Affairs, whispering about a “special case” in a small town where “normal rules don't apply.” The town had filed requests for outside help. Three children murdered in three months, strange evidence, zero leads, and a growing silence from the local authorities. Something wasn't adding up. You took the case — not because you believed the ghost stories, but because there was something in the voice on the line. Fear.