The Hidden World
The monsters are real. Most people don’t know. The ones who do have to figure out what to do about it.
The Setting
Here’s the pitch: the supernatural is real, it’s always been real, and it exists right underneath the surface of the world you recognize. Vampire bloodlines. Fae politics. Ghosts that haven’t figured out they’re supposed to leave. The whole thing. And it stays hidden not because of some grand magical secret but because of a genuinely messy combination of government classification, community self-policing, and the fact that people are really, really good at not seeing what they don’t want to see. That fragile, fractured, constantly-failing boundary is called the Veil. Keeping it intact is part of your job.
The tone sits somewhere in the neighborhood of Buffy’s found-family horror, the road-worn weight of Supernatural, the procedural grind of Grimm and the X-Files with a dash of the Dresden Files’ urban magic for flavor. You don’t need to know any of those. What you need to know is that this is a world where the institutions are compromised, the monsters are real, and the people you choose to stand with are the only thing that actually holds.
The Veil
In every mission: you’re running two jobs at once. Stop the threat. Then make sure nobody knows you were there.
The Veil isn’t a spell. It’s an ongoing social fact — government agencies quietly reclassifying incidents, supernatural communities keeping their own in line, and mostly just human psychology doing the heavy lifting because people desperately want an explanation that fits. But it breaks. All the time, in specific places, around specific events, the Veil cracks and someone has to patch it. That’s you.
Evidence disposal isn’t flavor text. Witnesses are a mission constraint, not an afterthought. If you dropped a shapeshifter with a loud gun in a parking garage, congratulations, you probably have three minutes before a patrol car shows up. What you do in those three minutes is part of the game.
Who Are You
There are six lineages, none of them are simple.
Humans get underestimated constantly, which is actually the point. They don’t register on supernatural sensing. They can walk into a situation without setting off anyone’s alarm. What they have instead of raw power is institutional access, accumulated knowledge, and the ability to move through a world that wasn’t built for people like you without anyone noticing. That’s not nothing. Sometimes that’s everything.
Dhampirs carry vampire bloodline heritage — psychically sensitive, able to sense living presence and emotional state in ways that make them exceptional at tracking and reading people. The Bloodline Courts have very specific opinions about what dhampirs owe them. Dhampirs tend to have different ones.
Skinchangers are managing a constant negotiation between forms, which sounds philosophical until you’re trying to hold human shape through an hour-long interrogation while someone keeps asking follow-up questions. The healing is extraordinary. The silver vulnerability is not. Both of those are always true at the same time.
Haunts died and came back and are now living — if that’s even the word — with whatever that means. Not fully alive. Not fully dead. Aware of things on both sides of that line in ways that are useful and also cost something. Playing a Haunt is playing a character carrying real weight.
Faeborn have partial fae heritage, which means glamours and misdirection and the careful social masks people construct don’t work on them the way they work on everyone else. True Seeing as a baseline condition. It sounds like a gift until you realize you can’t turn it off, and that most people are running some version of a performance at all times, and you see through all of it, always.
The Marked have a creditor. Infernal or Celestial, there’s a contract, and the debt accrues, and the question of when collection happens is not entirely in your hands. The power is real. So are the strings. The game is in the space between those two facts.
The Work
Investigation isn’t the warm-up before the real game starts. It is the real game. You need to know what you’re dealing with before you can stop it permanently — silver disrupts a shapeshifter’s regeneration, salt disperses a ghost, cold iron for fae, exorcism sends a demon back. Walking in without that knowledge doesn’t make you brave. It makes you the person who gets to find out the hard way why that matters.
The organizations are a mess, which is maybe the most realistic thing about the setting. The Bureau of Unusual Affairs and the Vanguard Unit both have government authority and have been in active jurisdictional conflict for years. The Order of the Warden’s Flame and the Sovereign Circle share an enemy and a deep incompatibility with each other. The Bloodline Courts and the Hollow Market are in an ongoing war over what the hidden world is allowed to sell and to whom. Thirteen factions total, with real alliances, real rivalries, and real active conflicts — and none of them line up cleanly enough to give you an obvious side to be on.
There’s also a resource cost to using your abilities that I think people underestimate until they’re actually at the table. First time you reach for your power in a scene, you’re clean. Second time, you’re running hot — strained, operating under real mechanical disadvantage, with backlash waiting if the dice turn on you. It changes how you play. You start thinking about sequence and economy in ways you don’t expect. Managing that cost sits right alongside managing the evidence, and both of them are always happening at the same time.
What You’re Getting
Six lineages, each with actual social context and inherited abilities, not just stat modifiers. Six power traditions, Mediumship, Glamourist and the four lineage-exclusive traditions: Blood Sense, Pact Flame, Sacred Fire, and Pact-Shifting. Thirteen factions with mapped relationships and active conflicts baked in. Forty-eight threat entries across seven categories — cryptids, fae, infernal entities, aberrations, and more, each with specific weaknesses and specific methods for putting them down permanently. A full GM toolkit with Veil-management mechanics, the Creditor Framework for Marked characters, three campaign structures, and a ready-to-run introductory adventure so you can start the first session instead of spending it on setup.
It’s a complete setting. Everything you need to run it is here.
Compatible with AxiomRPG. Requires the AxiomRPG Core Rules.
Quick Look
- Genre: Contemporary Urban Horror & Fantasy
- Lineages: 6
- Organizations: 10
- Professions: 24
- Power Traditions: 6
- Threats: 7 categories, 48 stat blocks
No specific location details are included in this catalog. Use the real world or create fictional locations as you prefer. This catalog provides organizations, threats and adventure hooks.

