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Hollowmere

The last lit hearth above the Pit. Every run begins in its square, and its people heal, trade and talk between descents.

Around Hollowmere #

Hollowmere
Hollowmere

Hollowmere's plan never changes from run to run; only the trees and weeds do.

North
The ruined abbey. Its doorway leads down to depth 1.
The square
The well, Saint Veyra's statue with the waypoint beneath it, a market stall, your stash, and the landing of the town portal.
West
Elder Enoch's house and Tostig the Smith's forge, and the cave mouth on the rocky edge of town.
South-west
Brother Ansel's house and herb garden.
South
The Hanged Crow, with Osric the Innkeeper and Edith the Barmaid inside and Cuthbert the Sot by the door. Hob the Lame stands further down the south road.
North-east
The graveyard and its crypt.
East
A dark river with two bridges. Sabine the Witch's hut stands across it, and the scorched rift lies past the second bridge.

The townsfolk #

Tostig the Smith

Tostig the Smith #

Blacksmith

Forged for the king's levies for twenty years. His forge stands west of the square.

Twenty years I forged for the king's levies. Mended mail on the eastern border while men died inside it. I know what armor cannot stop. Let us not find out today.
Services
  • Buy common arms: 10 to 19 plain weapons and pieces of armour, new on every visit. A Necromancer, Druid or Assassin also finds one or two items of their own class among them.
  • Buy fine arms: 6 magic weapons, armour pieces, rings and amulets made for your level.
  • Sell items: weapons, armour, rings and amulets.
  • Repair items: restores full durability.
Quests
Brother Ansel

Brother Ansel #

Healer

A monk of the abbey's order, once a novice there. His house and herb garden lie south-west of the square.

I heal without coin, as my order taught me. There is enough suffering in Hollowmere without putting a price on mercy.
Services
  • Heals you completely, free, every time you talk to him.
  • Buy remedies: potions of healing that never sell out, rejuvenation potions, healing scrolls and elixirs.
  • Buys nothing.
Quests
Sabine the Witch

Sabine the Witch #

Witch

A hedge-witch the town distrusts and visits anyway. Her hut stands east of town, across the river.

They call me a witch because I live across the river and read books. They also come to me when their children cough. Funny, that.
Services
  • Restores your mana completely, free, every time you talk to her, unless an item you wear leaves you without mana.
  • Buy items: potions of mana and scrolls of Town Portal that never sell out, scrolls, spell books, staves, rejuvenation potions and elixirs.
  • Sell items: potions, scrolls, books, elixirs and staves.
  • Recharge staves: fills a staff's charges.
  • A Draught of Undoing: returns every attribute point you spent, for 50 gold × your level squared.
Quests
  • Rotcap: takes the tome, sends you for the Rotcap, and lets you keep the elixir.
Osric the Innkeeper

Osric the Innkeeper #

Innkeeper of the Hanged Crow

Keeps the Hanged Crow, the inn south of the square. Before your first descent he welcomes you to Hollowmere.

The Hanged Crow has stood here a hundred and twelve years. Named for a crow that tangled in the gallows rope and refused to die. Hollowmere folk are like that crow.
Services
  • Talk only.
Quests
Elder Enoch

Elder Enoch #

Elder

The last keeper of the abbey's records outside its walls, and the voice of the prologue. His house stands north-west of the square.

I am the last keeper of the abbey's records outside its walls. Bring me what you find and I will tell you what it was. My knowledge has a price. My stories are free.
Services
  • Identify an item: 100 gold for each unidentified magic or unique item, worn or in your pack.
  • Ask about an item: free. He tells the story of an identified unique or a quest item you carry.
Quests
Hob the Lame

Hob the Lame #

Peddler

A lame boy who keeps one special item for sale and will not say where it came from. He waits on the south road.

I keep one good thing for sale. Only one. Quality, see? Fifty gold just to look, and worth every copper.
Services
  • 50 gold just to see his one item, a magic weapon, armour piece, ring or amulet rolled for your level.
  • The item costs its value plus half again.
Quests
None of their own. Like everyone, they talk about the quests you have.
Cuthbert the Sot

Cuthbert the Sot #

Town drunk

A cooper until his wife died. He loiters by the inn, and he hears things.

I was a cooper once. Made barrels. Now I empty them. The great wheel turns.
Services
  • Talk only.
Quests
None of their own. Like everyone, they talk about the quests you have.
Edith the Barmaid

Edith the Barmaid #

Barmaid

Serves at the Hanged Crow, the only barmaid who stayed.

Can I get you anything? We have ale, bread, and a stew that is mostly hope.
Services
  • Talk only.
Quests
None of their own. Like everyone, they talk about the quests you have.
Dying Watchman

Dying Watchman #

In runs with The Gravedigger

A watchman lying by the abbey door, dying of his wounds. He is there only in runs with The Gravedigger, and only until he has spoken: then he dies, and the next visit finds him gone. The dead body is named Slain Watchman.

You... came by the road? Listen. The abbey... the Gravedigger took my men down into the crypts. Put them in the ground still screaming. The second depth... he waits there. He sings while he works. Promise me... promise...
Quests

Talking to the townsfolk #

Click a townsperson to open their window. Each window starts with a Talk entry. Inside it, Gossip gives one line for this visit, picked at random from lines that change as you go deeper and finish quests. Below it, each active quest the person has something to say about gets an entry of its own.

Before your first trip below, Osric the Innkeeper greets you instead of opening his window.

Buying and selling #

Prices come out of your gold purse. Tostig buys weapons, armour, rings and amulets. Sabine buys potions, scrolls, books, elixirs and staves. Neither takes quest items, and nobody else buys anything.

ServiceWhoPrice
BuyingEvery storeThe item's value. An identified magic item costs its magic value.
Buying from HobHob50 gold to see the item, then its value plus half again.
SellingTostig, SabineA quarter of the value, at least 1 gold. Unidentified magic items sell for a quarter of their plain value, so identify them first.
RepairTostigHalf the item's value times the share of durability it has lost. An identified magic item costs 15% of its magic value times that share. Repair never lowers maximum durability.
RechargeSabineHalf of the staff's value plus its spell's staff price, times the share of charges used.
IdentifyEnoch100 gold per item.
Draught of UndoingSabine50 gold × your level squared: 5,000 gold at level 10, 20,000 at level 20, 45,000 at level 30, 80,000 at level 40 and 125,000 at level 50.
HealingAnselFree.
ManaSabineFree.

The Draught of Undoing returns every attribute point you spent on level-ups, to spend again on the character sheet. Bonuses from elixirs, shrines and quests stay. Your life and mana are restored afterwards. See respec.

Stock and restocking #

StoreAlways in stockRandom stock
Tostig, buy common armsNothing10 to 19 plain weapons and armour pieces of the store level or lower, picked by how common they are. No rings, amulets or staves.
Tostig, buy fine armsNothing6 magic weapons, armour pieces, rings and amulets. No staves.
SabinePotion of Mana, Potion of Full Mana and Scroll of Town Portal7 to 14 more: scrolls, spell books, staves, rejuvenation potions and elixirs. Every staff she sells is magic.
AnselPotion of Healing and Potion of Full Healing8 to 15 more: rejuvenation potions, scrolls of healing and elixirs.
HobNothingOne magic weapon, armour piece, ring or amulet, rolled for your character level and worth at most 90,000 gold.

No item in Tostig's or Sabine's stock is worth more than 140,000 gold.

Every return to town

Each time you arrive in Hollowmere, Tostig's common arms and the shelves of Sabine and Ansel are drawn anew. The draw follows the town's seed, which changes every time you leave town, so each trip below brings new stock.

What they can stock depends on the store level: the deepest depth you have reached plus 2, at least 6 and at most 16. Items whose level is above the store level do not appear.

Items that need a higher store level
ItemSold byStore levelDeepest depth reached
Potion of Full RejuvenationAnsel and Sabine75
Scroll of FireballSabine86
Scroll of InfravisionSabine86
Scroll of Mana ShieldSabine86
Quarter StaffSabine97
Scroll of Chain LightningSabine108
Scroll of Flame WaveSabine108
Scroll of GolemSabine108
Scroll of GuardianSabine1210
War StaffSabine1210
Scroll of NovaSabine1412
Scroll of TeleportSabine1412
Elixir of DexterityAnsel and Sabine1513
Elixir of MagicAnsel and Sabine1513
Elixir of StrengthAnsel and Sabine1513
Elixir of VitalityAnsel and SabineNeverNever
Scroll of ApocalypseSabineNeverNever

Fine arms

Tostig's fine arms follow your character level, not the depth: two items at one level below yours, two at your level, one a level above and one two levels above. They stay until you level up. Each level you gain pushes out the two lowest, the rest move down, and two new ones appear: one at your new level and one two levels above it. An item you buy is replaced at once.

Hob's item

Hob keeps his item until you buy it or reach an even character level. Then the next time you arrive in town he has a new one.

Nightmare and Hell

A new difficulty starts every store over. The deepest depth counts from the new world, so the store level drops back to 6.

The stash #

An iron-bound chest stands a few steps north-west of where every run begins. Click it to open it beside your inventory. It holds 10 × 8 cells of items, and its Sort button packs them like the inventory's. Gold never goes in the stash: it lives in your purse. The stash keeps its contents when you go on to Nightmare and Hell.

The waypoint #

A waypoint dais lies in the square, beneath Saint Veyra's statue. More stand on depth 2, depth 4, depth 6, depth 8, depth 10, depth 12 and depth 14. Walk within two steps of one, with nothing blocking the view, to light it. Use any lit waypoint to travel to another. Hollowmere's is always lit. Each new difficulty puts the others out again.

Town warps #

Three shortcuts lead from Hollowmere into the depths. Each stays sealed until you have reached its depth once.

WarpWhereLeads to
The cryptThe graveyard, north-east of the squareDepth 5, Catacombs
The cave mouthThe rocky shelf on the western edgeDepth 9, Weeping Caves
The riftPast the second bridge, south-eastDepth 13, Abyss

Depths 5, 9 and 13 each have a second staircase that climbs straight back to Hollowmere. A new difficulty seals the warps again. See The Depths.

The town portal #

Cast Town Portal, from the spell or a scroll, and a portal opens where you cast it, with its twin in the town square. Step in to reach Hollowmere. The portal stays open while you are in town; step back in to return to the same spot, and it closes behind you. Only one portal is open at a time. Hover it to see where it leads.