The Story:
Centuries ago, a powerful but forgotten Sim left behind an eerie legacy—one that stretches across time and space. Every generation of your family is fated to move, adapt, and uncover hidden secrets in each new land. But beware! The curse brings challenges, strange quirks, and unexpected twists…
Your goal? Survive. Thrive. And maybe—just maybe—break the curse before the 24th generation.
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Rules:
- Start in Willow Creek with Generation 1. Each generation must move to a new world in the order of release. (Skipping Magnolia Promenade!)
- You must complete the heir’s aspiration before they die (or pass it to their child).
- You must follow the career or life goal assigned to each generation.
- If an heir dies before completing their aspiration, their spirit is bound to the next heir (more on this below ๐).
- Each heir must have at least one child to continue the bloodline.
- If you use cheats, the curse will punish you—(see "Punishments" below!)
CAS Mods Allowed
- At the start of each generation – You may adjust the heir’s traits to better fit the story.
- After a major life event (Near-death experience, supernatural transformation, discovering hidden knowledge) – Change ONE trait to reflect their trauma, power, or curse.
- If a ghost joins the household – The living heir may take on one trait or skill of the deceased.
- YOU CANNOT CHANGE PHYSICAL FEATURES unless supernatural events occur (e.g., turning into a vampire, alien abduction, etc.).
The Curse & Consequences
Every heir inherits a piece of the curse. This means they will suffer unusual events, punishments, and supernatural interference.
If you fail a generation's goal, you must roll for a punishment:
- 1-2: The next heir loses a skill (reset to 1).
- 3-4: The heir must befriend a ghost before they can marry.
- 5-6: An ancestor returns—a ghost moves in and causes chaos.
- 7-8: The heir must live alone for a full life stage.
- 9-10: The next child born will be cursed—they must have the "Erratic" or "Gloomy" trait.
If an heir dies before completing their task…
Their spirit becomes bound to the next heir. The heir must:
- Keep their urn somewhere in the house.
- Speak to their ghost at least once a week.
- Carry on their unfinished aspiration (in addition to their own!).
Supernatural & Paranornal Rules
The curse is alive. Some generations will feel it more than others… but it always lingers.
- Ghosts are part of the bloodline. If an ancestor appears, you must acknowledge them—ignore them at your own risk.
- If your Sim is offered supernatural power (vampirism, spellcasting, werewolf transformation, alien knowledge), they must accept at least once in the challenge.
- At least ONE heir must marry a ghost, occult, or "mysterious" Sim.
Building & Lot Challenges
Each heir’s home must reflect their story and fate.
- Every house must include at least one hidden room (a secret, a relic, or a lost memory).
- If an heir dies unexpectedly, their home must remain abandoned in that world.
- A family graveyard must exist somewhere—or else the spirits will become restless.
- If a house is "haunted" by a past Sim, you must interact with the ghost at least once per season.
The Final Choice (Gen 24 Rules)
When you reach the final heir, they must return to The Death Realm to end the curse.
- They must collect an artifact from every world.
- They must visit their ancestors’ homes to recover their forgotten stories.
- They must complete one final challenge before entering the Afterlife (you decide what that is!).
And when they enter the Death Realm… they must choose.
Will they sacrifice themselves to end the curse? Or will the cycle begin again?
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Generations High Level:
- Generation1: The Watchers Chosen (Willow Creek)
- Generation 2: The Sands of Time (Oasis Springs)
- Generation 3: The Plague of Perfection (Newcrest)
- Generation 4: The Forgotten Echoes
- Generation 5: The Stranger's Warning (San Myshuno)
- Generation 6: The Masked Stranger (Forgoton Hollow)
- Generation 7: The Wharfs Secrets (Brindleton Bay)
- Generation 8: The Forgotton Heirloom (Del Sol Valley)
- Generation 9: The Fire in the Woods (Britechester)
- Generation 10: The Visitor from the Stars (Strangerville)
- Generations 11: The Architect of Nightmares (Sulani)
- Generation 12: The Masks We Wear (Glimmerbrook)
- Generation 13: The Song of the Moon (Evergreen Harbor)
- Generation 14: The Ruins (Henford-on-Bagley)
- Generation 15: The Truth in the Stars (Moonwood Mill)
- Generation 16: The Marked on (San Sequoia)
- Generation 17: The Red Thread (Chestnut Ridge)
- Generation 18: The Phantom's Bargain (Mt. Komorebi)
- Generation 19: The Shadow at the Edge (Tartosa)
- Generation 20: The Mirror World (Copperdale)
- Generation 21: The Ones Who Vanished (San Myshuno - The Return)
- Generation 22: The Mirror World (Copperdale)
- Generation 23: The First One (Granite Falls)
- Generation 24: The Final Door (Any World of Your Choosing)
The Final Moments: The Last Sacrifice
The air is thick with silence.
You stand before the throne of bone, the ancient seat of power where the first cursed Sim once sat. Their spirit lingers—a shadow, waiting. The souls of your ancestors drift through the ruins, their eyes hollow, their voices lost to time.
This is the end of the journey.
The curse will not pass to another. The cycle will not continue. You will end it.
Your hands tremble as you reach for the throne. As soon as your fingers graze its cold surface, a whisper echoes through the void:
"Are you certain?"
Your pulse is steady. Yes. You are certain.
You lower yourself into the throne.
And the world shatters around you.
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Generations Detail:
Generation 1: The Watcher's Chosen (Willow Creek)
Backstory:
You don’t know why, but something has always felt off about your family. You hear whispers in the wind, shadows stretch just a little too long, and sometimes… you swear objects move on their own. But hey, that’s probably just your imagination, right? It’s time to start fresh in Willow Creek, build a home, and begin your new life. Just ignore the eerie dreams…
Traits:
- Paranoid (Something’s watching… right?)
- Creative (You see things others don’t.)
- Gloomy (That underlying dread never leaves.)
Career Options (Pick One):
- Writer ๐ (Maybe if you write it all down, you can make sense of it.)
- Painter ๐จ (Your visions must mean something...)
- Secret Agent (Villain Branch) ๐ต️♂️ (What if you embrace the darkness?)
Aspiration Challenge:
"Lord/Lady of the Knits" OR "Renaissance Sim"
- If you choose Lord/Lady of the Knits, you must create a collection of handmade works as a form of protection against the unknown.
- If you choose Renaissance Sim, your Sim is searching for knowledge that may one day reveal the truth of the curse.
Challenge Goals for Generation 1:
✅ Build a mysterious Victorian-inspired home in Willow Creek with a hidden room in the basement.
✅ Max out either the Writing, Painting, or Logic skill.
✅ Have at least one child who will inherit the curse… and move to Oasis Springs for Generation 2.
✅ Experience at least one paranormal event (if you have the Paranormal pack) OR embrace the weird by collecting strange artifacts (like creepy dolls, eerie paintings, or even the Cowplant…).
Generation 2: The Sands of Time (Oasis Springs)
You’ve left behind the eerie, shadowed streets of Willow Creek, but something still lingers. The desert whispers secrets, the heat distorts reality, and your reflection in the mirror seems... different. Are you escaping your past, or is something following you?
Traits:
- Self-Assured (You won’t let fear control you.)
- Hot-Headed (Something about this heat makes you snap.)
- Loner (You prefer to be alone with your thoughts.)
Career:
- Tech Guru (Start-Up Branch) (What if you could code your way out of this fate?)
- Criminal (Boss Branch) (If you can’t escape the curse, maybe you embrace it?)
Aspiration Challenge:
"Fabulously Wealthy" OR "Curator"
- If you choose Fabulously Wealthy, you’re determined to secure enough riches to bribe fate itself.
- If you choose Curator, you feel compelled to collect strange relics… but why?
✅ Build: A mid-century modern house in Oasis Springs.
✅ Secret Rule: Your Sim must collect at least one mysterious artifact (can be from Jungle Adventure, a relic, or even a stolen item!).
Generation 3: The Plague of Perfection (Newcrest)
Oasis Springs left you richer—but not happier. The whispers have stopped, but now there’s pressure to be perfect. Everything must be just right. You don’t know why… but you must build the perfect life. Or else.
Traits:
- Perfectionist (Everything must be flawless.)
- Neat (Clean surroundings = safe surroundings.)
- Materialistic (Possessions are the only things that make sense.)
Career:
- Business (Investor Branch) (Wealth = control.)
- Doctor (You want to heal more than just people.)
Aspiration Challenge:
"Mansion Baron" OR "Successful Lineage"
- If you choose Mansion Baron, your house must have pristine symmetry.
- If you choose Successful Lineage, you must raise a child who is exceptionally gifted.
✅ Build: A perfectly symmetrical suburban mansion in Newcrest.
✅ Secret Rule: Your Sim must never let their house get dirty—or else a mysterious accident may happen…
Generation 4: The Forgotten Echoes (Windenburg)
The pressure of perfection broke you. You fled to Windenburg to lose yourself in the nightlife, in the old ruins, in the shadows. But when the clock strikes midnight, you swear you hear footsteps. You’re being followed.
Traits:
- Dance Machine (Clubs are the only place you feel safe.)
- Romantic (Distractions are necessary.)
- Clumsy (You’re always one step ahead of disaster.)
Career:
- Entertainer (Musician Branch) (Music drowns out the fear.)
- Mixologist (If you keep the drinks flowing, the past can’t catch you.)
Aspiration Challenge:
"Serial Romantic" OR "Party Animal"
- If you choose Serial Romantic, you can’t be tied down—love is a dangerous thing.
- If you choose Party Animal, keep moving, keep dancing, and maybe… it won’t catch you.
✅ Build: A bohemian loft or a hidden underground club.
✅ Secret Rule: Every Friday night, your Sim must go out—if they stay home, something bad happens.
Generation 5: The Stranger’s Warning (San Myshuno)
You left Windenburg behind, only to find yourself in the city of secrets. There are rumors of a hidden society. Someone—or something—knows about your family’s curse. Are you willing to find out the truth?
Traits:
- Geek (You’re drawn to hidden knowledge.)
- Ambitious (You must rise above this.)
- Insider (Joining the right group could save you.)
Career:
- Social Media (Public Relations Branch) (You’ll manipulate the truth before it manipulates you.)
- Critic (Food or Art Branch) (You must document everything.)
Aspiration Challenge:
"City Native" OR "Nerd Brain"
- If you choose City Native, you must befriend a Sim in every neighborhood.
- If you choose Nerd Brain, you must master logic, handiness, and find something hidden.
✅ Build: A penthouse with hidden rooms.
✅ Secret Rule: Your Sim must investigate the conspiracy (whether through clubs, hacking, or just plain old eavesdropping).
Generation 6: The Masked Stranger (Forgotten Hollow)
The city was full of whispers, but none as loud as the letter left at your door. "You’re not safe. Meet me in the Hollow. Midnight." You don’t know why you listen, but you pack your bags and move to the eerie, fog-covered town. The locals never come out during the day. The shadows move when no one is looking. And somewhere, deep in the night, red eyes are watching.
Traits:
- Good (But you’re surrounded by darkness.)
- Bookworm (You seek knowledge about the creatures in the dark.)
- Unflirty (You know better than to fall for them.)
Career:
- Writer (Journalist Branch) (You must document the Hollow’s secrets.)
- Detective (Something happened here. You need to uncover it.)
Aspiration Challenge:
"Vampire Family" OR "Friend of the World"
- If you choose Vampire Family, you must befriend—or become—one of them.
- If you choose Friend of the World, you must befriend every resident of Forgotten Hollow (yes, even Vlad).
✅ Build: A gothic manor or a small crumbling cabin with one room you’re forbidden to enter.
✅ Secret Rule: Your Sim must NEVER go out past midnight—unless they are ready to face whatever lurks in the dark…
Generation 7: The Hidden Tunnels (Brindleton Bay)
You fled Forgotten Hollow, running from the past. You thought a sleepy coastal town would be peaceful. But the locals tell stories of a shipwreck, a hidden tunnel, and something calling from the sea. The lighthouse flickers at odd hours. Some say it's just the wind. But others… they whisper that it's a warning.
Traits:
- Loves Outdoors (You feel drawn to the sea.)
- Dog Lover (Your loyal companion protects you from the unknown.)
- Glutton (You eat to quiet the nerves.)
Career:
- Fisherman (You feel safest near the water… or do you?)
- Marine Biologist (Conservationist Branch) (You must uncover what lies beneath the waves.)
Aspiration Challenge:
"Friend of the Animals" OR "Angling Ace"
- If you choose Friend of the Animals, your pet must live a long and happy life, guarding you.
- If you choose Angling Ace, you must fish up something unnatural.
✅ Build: A cozy, weathered coastal cottage or an old lighthouse-turned-home.
✅ Secret Rule: Once per generation, your Sim must go fishing during a thunderstorm. Something will happen.
Generation 8: The Forgotten Heirloom (Del Sol Valley)
You swore you’d leave the past behind, but destiny has other plans. A letter arrives: "You’ve inherited a mansion in Del Sol Valley." You should be thrilled, but when you arrive, the house is wrong. The mirrors are all missing. The staff refuse to speak about the previous owner. And some nights, you swear you hear a voice whispering…
Traits:
- Snob (You embrace your newfound wealth.)
- Music Lover (There’s an old piano in the house. And it plays itself.)
- Erratic (Are you losing your mind? Or is someone talking to you?)
Career:
- Actor (Perhaps fame will drown out the fear.)
- Musician (The song from your dreams must mean something…)
Aspiration Challenge:
"World-Famous Celebrity" OR "Musical Genius"
- If you choose World-Famous Celebrity, your Sim must reach Global Superstar status.
- If you choose Musical Genius, you must compose a song based on your nightmares.
✅ Build: A decaying mansion that you must restore to its former glory.
✅ Secret Rule: If your Sim sees a ghost, they must immediately stop what they’re doing and listen. The ghost has a message.
Generation 9: The Fire in the Woods (Britechester)
Enough of the supernatural nonsense—you’re going to focus on logic and science. You enroll in university, convinced that all these so-called "curses" are just psychological delusions. But one night, deep in the university archives, you find a journal. It’s written by an ancestor. And it speaks of a fire. A secret. And a missing student.
Traits:
- Genius (You rely on logic.)
- Cheerful (You try not to let fear get to you.)
- Overachiever (You will be the smartest Sim alive.)
Career:
- Scientist (The truth is out there, and you will find it.)
- Professor (You want to control knowledge itself.)
Aspiration Challenge:
"Academic" OR "Nerd Brain"
- If you choose Academic, you must graduate with honors.
- If you choose Nerd Brain, you must build a secret lab in your basement.
✅ Build: A historical university townhouse or a modern campus apartment.
✅ Secret Rule: Your Sim must discover a hidden lot in the game and document their findings.
Generation 10: The Visitor from the Stars (Strangerville)
Logic has failed you. The past has caught up. And now… now they have arrived. The sky flickers with lights that should not be there. Your reflection doesn’t quite match. The government is covering something up. And worst of all? You think they know who you are.
Traits:
- Paranoid (You’re always watching the skies.)
- Geek (You know all the theories.)
- Loner (You don’t trust anyone.)
Career:
- Military (You want to uncover the truth.)
- Scientist (You need proof of the impossible.)
Aspiration Challenge:
"StrangerVille Mystery" OR "Mastermind Villain"
- If you choose StrangerVille Mystery, you must solve the town’s secret.
- If you choose Mastermind Villain, you must become the one pulling the strings…
✅ Build: A desert bunker with a hidden lab.
✅ Secret Rule: Your Sim must have an alien encounter before they die.
Generation 11: The Architect of Nightmares (Sulani)
You ran as far as you could. The ocean, the sun, the warmth of Sulani—it’s paradise, right? A place where nothing bad ever happens. But the locals avoid your house. A shipwreck sits offshore, untouched for decades. And some nights, figures stand at the water’s edge, waiting… watching.
Traits:
- Child of the Ocean (You feel drawn to the waves.)
- Goofball (You laugh to ignore the fear.)
- Loner (You don’t trust outsiders.)
Career:
- Conservationist (Environmental Manager Branch) (You must cleanse the island of its corruption.)
- Freelance Photographer (You must capture what lurks in the water.)
Aspiration Challenge:
"Beach Life" OR "Freelance Botanist"
- If you choose Beach Life, you must befriend a mermaid (or become one).
- If you choose Freelance Botanist, you must grow an ancient plant that only blooms during a full moon.
✅ Build: A stilted beach house with a hidden underwater cavern.
✅ Secret Rule: Once a generation, your Sim must swim into the ocean at night. Something will happen.
Generation 12: The Masks We Wear (Glimmerbrook)
You swore you were done with mysteries. But something calls you to the forests of Glimmerbrook. A family heirloom is sent to you—a book with your name on the cover. But when you open it, the pages are blank. The locals tell stories of a hidden realm. A secret power. And a door that only opens for those who are worthy.
Traits:
- Bookworm (The texts are calling you.)
- Ambitious (You must uncover the truth.)
- Noncommittal (Magic is dangerous. So is love.)
Career:
- Writer (Author Branch) (You must record the knowledge of old.)
- Astronomer (Scientist Branch) (Because the stars whisper names in your sleep.)
Aspiration Challenge:
"Spellcraft & Sorcery" OR "Archaeology Scholar"
- If you choose Spellcraft & Sorcery, you must become the most powerful spellcaster in the realm.
- If you choose Archaeology Scholar, you must study a relic that feels… strangely familiar.
✅ Build: A hidden woodland cottage with a secret underground library.
✅ Secret Rule: Once a generation, your Sim must summon something. Even if they regret it.
Generation 13: The Song of the Moon (Evergreen Harbor)
You turned your back on the past. Magic, mysteries, curses—it’s all nonsense. You move to Evergreen Harbor to change the world, to create something real. But on the full moon, strange things happen in your home. The air thrums with energy. And every morning, you wake up with dirt under your nails and scratches on your arms.
Traits:
- Maker (You create, not destroy.)
- Green Fiend (You believe in a better world.)
- Bro (You try not to think about the missing time…)
Career:
- Civil Designer (Green Technician Branch) (You must fix the city.)
- Freelance Crafter (You forge relics from the past.)
Aspiration Challenge:
"Master Maker" OR "Werewolf Initiate"
- If you choose Master Maker, you must build an eco-friendly utopia.
- If you choose Werewolf Initiate, well… you must embrace what’s already inside you.
✅ Build: A modern eco-loft with a hidden basement bunker.
✅ Secret Rule: If your Sim is outside during a full moon, they will change.
Generation 14: The Ruins Beneath (Henford-on-Bagley)
You never wanted to leave the city, but something drew you here. Henford-on-Bagley is peaceful, charming, quiet… too quiet. Beneath the old farmland, there are tunnels. The villagers don’t talk about them. But sometimes, you hear footsteps below your house.
Traits:
- Loves the Outdoors (You feel safest in nature.)
- Cheerful (You don’t let the past haunt you.)
- Erratic (But sometimes, it does.)
Career:
- Farmer (Cottagecore Life) (You want a simple life… but fate won’t allow it.)
- Historian (Freelancer Writer) (Because the ruins must mean something.)
Aspiration Challenge:
"Country Caretaker" OR "Curator"
- If you choose Country Caretaker, you must raise an animal who outlives you.
- If you choose Curator, you must recover an artifact that shouldn’t exist.
✅ Build: A quaint cottage with a tunnel entrance in the yard.
✅ Secret Rule: Your Sim must venture into the tunnels alone at least once. They may not return the same.
Generation 15: The Truth in the Stars (Moonwood Mill)
You know the curse is real. You’ve seen too much. The answers lie in the stars, in the hidden stories passed down through generations. There’s a name that keeps appearing in your family’s history—a forgotten ancestor. And you’re going to find out what happened to them.
Traits:
- Genius (You seek the truth.)
- Loner (You don’t trust outsiders.)
- Paranoid (Because something is still watching.)
Career:
- Astrologist (Scientist Branch) (The sky holds secrets.)
- Freelance Investigator (The town has hidden files. You will find them.)
Aspiration Challenge:
"Good Werewolf" OR "StrangerVille Mystery"
- If you choose Good Werewolf, you must find out what your ancestors were hiding.
- If you choose StrangerVille Mystery, you must unravel the final piece of the puzzle.
✅ Build: A fortified cabin deep in the woods.
✅ Secret Rule: Your Sim must find the name of the first cursed ancestor.
Generation 16: The Marked One (San Sequoia)
The stars revealed a name—an ancestor long forgotten. The final piece of the puzzle is missing, and it’s somewhere here, in San Sequoia. But there’s a problem. You’ve had the same dream since childhood. A vision of a house that no longer stands. A warning. And now? You find yourself living on the very land from your nightmares.
Traits:
- Family-Oriented (You value your lineage, despite its horrors.)
- Overachiever (You will find the missing truth.)
- Gloomy (Because deep down, you know it won’t end well.)
Career:
- Law (Private Attorney Branch) (You need to access sealed family documents.)
- Journalist (You must write the true history of your family.)
Aspiration Challenge:
"Big Happy Family" OR "Fabulously Wealthy"
- If you choose Big Happy Family, you must restore lost family connections.
- If you choose Fabulously Wealthy, you must bribe your way into knowledge.
✅ Build: A classic suburban home—but one room must remain locked until Generation 20.
✅ Secret Rule: Your Sim will inherit a mysterious object. They don’t know what it does… yet.
Generations 17: The Red Thread (Chestnut Ridge)
A letter arrives, unsigned. It contains an old photograph of a Sim who looks just like you. But the date on the back is from 200 years ago. The answer lies in Chestnut Ridge, an old ranch town where history is carved into the land itself.
Traits:
- Loves Outdoors (The land holds its own kind of magic.)
- Hot-Headed (You refuse to let the past win.)
- Self-Sufficient (You trust no one.)
Career:
- Horse Rancher (You must care for a wild horse that appears on your land.)
- Historian (Freelancer Writer) (The Red Thread Society has records that must be found.)
Aspiration Challenge:
"Ranch Owner" OR "Jungle Explorer"
- If you choose Ranch Owner, you must find an object buried on your land.
- If you choose Jungle Explorer, you must follow the thread to an ancient ruin.
✅ Build: A rustic ranch with a secret cellar.
✅ Secret Rule: The first full moon after moving in will cause a supernatural event.
Generation 18: The Phantom’s Bargain (Mt. Komorebi)
You traded the wild plains for the silent mountains. But there’s one problem. Every year, one Sim disappears from this town—without a trace. The locals speak of a curse, a debt that must be paid. And this year? It’s supposed to be you.
Traits:
- Adventurous (You won’t let fear control you.)
- Proper (You follow the traditions… even the dark ones.)
- Jealous (Someone is watching you, and you know it.)
Career:
- Mountain Climber (Athlete Branch) (Maybe the answer lies above.)
- Ghost Hunter (Paranormal Investigator) (You must track the missing.)
Aspiration Challenge:
"Extreme Sports Enthusiast" OR "Soulmate"
- If you choose Extreme Sports Enthusiast, you must reach the peak of Mt. Komorebi.
- If you choose Soulmate, you must find and marry a ghost.
✅ Build: A traditional Japanese-style home with a shrine to the lost.
✅ Secret Rule: If your Sim hears a knock at their door after midnight, they must answer it.
Generation 19: The Shadow at the Edge (Tartosa)
You wanted peace. Tartosa is beautiful, filled with life and light. But there’s a building near the cliffs that no one will speak of. The locals say it’s been abandoned for centuries. And yet, at night, you swear you see a candle flicker in the window.
Traits:
- Romantic (You believe in love… even if it’s doomed.)
- Materialistic (You want to own that forbidden place.)
- Cheerful (You refuse to acknowledge the fear.)
Career:
- Wedding Planner (You surround yourself with love stories.)
- Antique Dealer (You must recover an object from the forbidden house.)
Aspiration Challenge:
"Soulmate" OR "Curator"
- If you choose Soulmate, you must marry someone with no past.
- If you choose Curator, you must find the oldest artifact in the world.
✅ Build: A coastal villa with an abandoned lighthouse nearby.
✅ Secret Rule: If your Sim enters the forbidden house, they will never be the same.
Generation 20: The Mirror World (Copperdale)
Something has changed. Your reflection lags behind when you move. Your phone screen flickers, showing images of places you’ve never been. You take a job in Copperdale, hoping for a normal life. But when you look at the town from the Ferris wheel, you see a second version of it—darker, twisted, and waiting.
Traits:
- Overachiever (You try to ignore the signs.)
- Gloomy (But you know you’re being watched.)
- Bookworm (You research the town’s lost history.)
Career:
- Teacher (Professor Branch) (You must find a lost student.)
- Detective (You must solve a case from decades ago.)
Aspiration Challenge:
"Academic" OR "Paranormal Investigator"
- If you choose Academic, you must find records of someone who shouldn’t exist.
- If you choose Paranormal Investigator, you must cross into the Mirror World.
✅ Build: A classic suburban home—but all the mirrors must be covered.
✅ Secret Rule: Once in their life, your Sim must enter the Mirror World. If they fail to leave, their heir must take their place.
Generation 21: The Ones Who Vanished (Ravenwood)
You thought you left the past behind.
But every night, you dream of a place that shouldn’t exist. A building with no address. A name that no one remembers.
Then, one day, an unmarked envelope arrives at your door. Inside is a single note:
"You are invited. Do not tell anyone. Come alone."
There is no sender. No contact number. Just coordinates leading deep into Ravenwood.
You know you shouldn’t go. But something tells you you were never meant to escape this place.
Traits:
- Ambitious (You must get inside—no matter what it takes.)
- Unflirty (You have no time for distractions. Trust no one.)
- Neat (Your home is the only thing you control in a world built on lies.)
Career:
- Secret Agent (Villain Branch) (You must infiltrate the truth.)
- Tech Guru (Oracle Branch) (You must hack into the system and uncover what was erased.)
Aspiration Challenge:
"Public Enemy" OR "Mastermind Villain"
- If you choose Public Enemy, you must expose the organization before they erase you.
- If you choose Mastermind Villain, you must join them and rewrite history itself.
✅ Build: A modern apartment in Ravenwood—with one locked room that no one speaks about.
✅ Secret Rule: If your Sim ever reads an old newspaper, they will learn a family member never actually existed.
Generation 22: The First One (Granite Falls)
It’s been centuries since the first ancestor was cursed. But you finally have the name. The first victim. And their last known location? A cabin deep in the woods—the very place where it all began. You arrive at Granite Falls with a single goal: end the curse.
Traits:
- Loner (You trust no one.)
- Genius (You’re here to solve this.)
- Loves Outdoors (Nature is your only ally.)
Career:
- Freelance Paranormal Investigator (The answers are here.)
- Self-Employed Herbalist (You must craft the antidote.)
Aspiration Challenge:
"Outdoor Enthusiast" OR "Spellcraft & Sorcery"
- If you choose Outdoor Enthusiast, you must recreate an ancient ritual.
- If you choose Spellcraft & Sorcery, you must find a spell lost to time.
✅ Build: A rustic cabin—with a grave behind the house.
✅ Secret Rule: Your Sim must find the First One’s remains. When they do… the final choice appears.
Generation 23: The Lost Language (Tomarang)
A dream—a voice in a language you don’t understand—has led you to Tomarang. The moment you arrive, you feel it. A presence. A sense that this place knows who you are.
There is a temple no one speaks of, deep in the jungle. A relic hidden beneath the city. And the whispers of a forgotten ancestor call to you, begging you to listen… and to remember.
Traits:
- Adventurous (You are drawn to the unknown.)
- Loyal (You feel bound to something ancient.)
- Self-Assured (You refuse to believe in fate—until it finds you.)
Career:
- Archaeology Scholar (Freelancer or University Professor) (You must uncover the truth of Tomarang’s lost history.)
- Conservationist (Environmental Manager Branch) (Maybe the curse is connected to the land itself…?)
Aspiration Challenge:
"Jungle Explorer" OR "Archaeology Scholar"
- If you choose Jungle Explorer, you must find the hidden temple and unlock its final chamber.
- If you choose Archaeology Scholar, you must discover a relic tied to your family’s past.
✅ Build: A traditional Tomarani home OR a run-down explorer’s shack with a secret excavation site.
✅ Secret Rule: If your Sim uncovers an ancient relic, they must bring it home… but beware of its power.
Generation 24: The Final Door
The curse has lasted for centuries. Every world you’ve lived in holds a piece of the puzzle. And now, the final answer lies inside the locked room in your family’s original home. The first house built in Willow Creek. You unlock the door. And inside, you find…
(YOU DECIDE.)
๐ญ Do they find an ancient journal—revealing the truth of their ancestor’s first mistake?
๐ฎ Do they discover a portal—a way to rewrite the past?
๐ Or do they meet the first cursed Sim—waiting for someone to finally set them free?
Final Aspiration Challenge:
Your Sim must retrace their family’s footsteps, visiting every world again.
✅ Final Goal: BREAK THE CURSE—or accept your fate.
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