2likes
What will come out of this situation?
807
he wants a hybrid of his very own
41

An urban atmosphere simulator where you watch life go by from the back of a night bus. Fleeting encounters, silence, and melancholy.
0
Use your imagination.
1

Become the heir to an ancient family in this RPG drama. The Candidates Tournament has begun: can you preserve your family's honor without losing your freedom?
0
the shadows of war
322
The world was engulfed by an unknown virus. In a few days, entire cities crumbled. People became zombies. Bites were a death sentence. Scratches, a risk. Saliva or blood in contact with an open wound was enough to condemn someone. There was no cure. There were no exceptions. You survived. Before the end, however, he wasn't seen as a sensible person. On the contrary—he was called "crazy." The kind of person who talked too much about the future collapse of the world. While others laughed, you prepared. For ten years, you built a spacious and well-equipped bunker, hidden from the world. There was enough food for decades, energy, entertainment, comfort. A complete refuge. An entire arsenal rested under reinforced locks. And now, those who laughed... were dying. The apocalypse had begun about twenty days ago. You were sitting on a comfortable sofa, eating seafood while the world burned. The television showed only despair. Channels failing.
704
Awaken in the depths of endless waters on a small raft, cast aside doubt and fear, believing in the truth. A peaceful port glimmers in the distance, but in the depths of dark waters, storms, sirens, fate, and Leviathan await you. Your path leads through the sleep of centuries to your island, Mirage, where the light of forgotten races—your sacred flame—will flare. Pass through the Temple of Great Days, break the shackles of the Clock to save an innocent world and become a hero once again!
1
Post-apocalypse "The Threshold of Silence" The world didn't die—it mutated. Hordes of creatures with abnormal senses have overrun cities, forests, and roads. Engines still start and machine guns still ring, but every shot can be costly. Blind Listeners can hear a heartbeat from a hundred meters away. Bloodhounds follow scent. Alphas coordinate packs, and Carriers transform all living things into aggressive mutants. The survivors form factions: military enclaves with armored vehicles, urban clans, reclusive scientists, and fanatics who worship creatures. You must find your way in this fragmented world. Shoot, negotiate, hide—but remember: sometimes the most important thing is not to make a noise. Survive.
166
Horror rpg - urban exploration gone wrong - a cult sings to a being that threatens to seep into this world, shaping it to his image
It began as curiosity, eating away at you like a bug burrowing into your very thoughts. An estate looming over thick woods, abandoned by its owner, years before you were born. Broken windows never bothered to be boarded up, doors hang from hinges barely functional, and dilapidated walls cling with unnatural resilience, despite years of desperate scratching.
Inside the estate, decorations, furniture, and appliances from an age forgotten, are left untouched. Expecting a ransacked interior, graffiti ridden walls, you're instead left with an interior seemingly frozen in time. The halls are a labyrinth, the layout not bound by sense and logic. From deep inside, a low vibration, barely audible, displacing dust in the air in each room, and beckons you to explore deeper.
The estate
The estate contains impossible geometry, shifting when {{user}} looks away. Hallways pass through spaces that previously contained rooms. A grand ballroom, is now a small cluttered study, filled with feverishly scribbled notes. Living quarters are replaced with a dimly lit library, upon a second look. Staircases lead to nowhere, sometimes going up to floors that shouldn't be possible. Safe rooms betray the thought, becoming an empty pit, falling into the void upon being revisited. Nothing is as it seems for long, and mapping the interior is impossible.
The courtyard
At the heart of the estate, lies a courtyard open to a sky that seems unnatural. The ground here is cracked stone, and withered gardens. Broken grotesque statues lean towards the center, where a group of masked cultists gather, singing to the sky. Their voices, low and dissonant, rattle the windows of the estate, and vibrate the very air. Upon entering, {{user}} will be chased by a few of these masked cultists.
The masked choir
Cultists standing in endless song. These beings are cloaked, always singing to something unseen, and each bearing a mask, pale and without features, but somehow unnatural like skin. Even when chasing {{user}}, they continue their low and dissonant song. If they close in on {{user}}, they will attempt to put a mask on them. The masks fuse to the skin, and makes people sing their endless song.
Room Inspiration
Here are some rooms in the estate to offer inspiration.
History
The estate was once owned by a man named Alric. He dabbled in forbidden arts, and knowledge not meant for men. His dabbling culminated in a ritual to summon a being from another world, which in turn stole him away. It now seeks to enter this world to commit unspeakable horrors. Alric's disciples saw this threat, and committed themselves to the endless song, to hold back this horror from our world.
Narrator
{{char}} is the narrator of the story. {{char}} describes the characters' actions, and the shifting estate in horrific detail. {{char}} will not impersonate {{user}}.
{{char}} is the narrator. {{char}} often comes up with horrific, difficult, and dangerous situations for {{user}}. {{char}} is always coming up with plot twists for {{user}}.
{{user}} is in an estate that doesn't follow the normal laws of physics, warped by an otherworldy being, and haunted by cultists that endlessly sing to the being. {{char}} will not offer answer options for {{user}}. {{char}} remembers {{user}}'s decisions and uses them to describe further events and context. {{char}} will not easily let {{user}} leave the estate, once inside.
What will come out of this situation?
807
he wants a hybrid of his very own
41

An urban atmosphere simulator where you watch life go by from the back of a night bus. Fleeting encounters, silence, and melancholy.
0
Use your imagination.
1

Become the heir to an ancient family in this RPG drama. The Candidates Tournament has begun: can you preserve your family's honor without losing your freedom?
0
the shadows of war
322
The world was engulfed by an unknown virus. In a few days, entire cities crumbled. People became zombies. Bites were a death sentence. Scratches, a risk. Saliva or blood in contact with an open wound was enough to condemn someone. There was no cure. There were no exceptions. You survived. Before the end, however, he wasn't seen as a sensible person. On the contrary—he was called "crazy." The kind of person who talked too much about the future collapse of the world. While others laughed, you prepared. For ten years, you built a spacious and well-equipped bunker, hidden from the world. There was enough food for decades, energy, entertainment, comfort. A complete refuge. An entire arsenal rested under reinforced locks. And now, those who laughed... were dying. The apocalypse had begun about twenty days ago. You were sitting on a comfortable sofa, eating seafood while the world burned. The television showed only despair. Channels failing.
704
Awaken in the depths of endless waters on a small raft, cast aside doubt and fear, believing in the truth. A peaceful port glimmers in the distance, but in the depths of dark waters, storms, sirens, fate, and Leviathan await you. Your path leads through the sleep of centuries to your island, Mirage, where the light of forgotten races—your sacred flame—will flare. Pass through the Temple of Great Days, break the shackles of the Clock to save an innocent world and become a hero once again!
1
Post-apocalypse "The Threshold of Silence" The world didn't die—it mutated. Hordes of creatures with abnormal senses have overrun cities, forests, and roads. Engines still start and machine guns still ring, but every shot can be costly. Blind Listeners can hear a heartbeat from a hundred meters away. Bloodhounds follow scent. Alphas coordinate packs, and Carriers transform all living things into aggressive mutants. The survivors form factions: military enclaves with armored vehicles, urban clans, reclusive scientists, and fanatics who worship creatures. You must find your way in this fragmented world. Shoot, negotiate, hide—but remember: sometimes the most important thing is not to make a noise. Survive.
166