Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Monday, December 23, 2019

Blood spilled


  1. Hardens into the beginnings of a cathedral or bridge.
  2. Sprouts into brightly colored flowers with black stems.
  3. Shows an uncannily perfect reflection along its surface.
  4. Hangs in the air, jagged and motionless as it sprayed.
  5. Drifts in the air, gently bubbling and floating upward.
  6. Squirms and crawls away in every direction like worms.
  7. Draws together and swells upward into orbs.
  8. Sways along with your own motions.
  9. Ripples unnaturally, with strange spikes and patterns.
  10. Shimmers with milky rainbows like oil.
  11. Dries quickly into crimson ash, clumping into itself.
  12. Reaches out with numerous tiny hands.
  13. Opens eyes that watch the fight proceed.
  14. Swirls around as though building toward a whirlpool.
  15. Sinks into the ground, absorbed unnaturally fast.
  16. Falls into a pattern like letters, completely unintelligible.
  17. Shimmers with subtle internal light.
  18. Casts a long shadow as if it were much taller.
  19. Lands in a grid pattern of perfect squares.
  20. Whispers loudly, but cannot be understood.

Creeptober Day 29 : Blood - The Bake-Kujira's Curse by James Gowing


Working on a much larger post, probably going to try and write larger, more elaborate posts that will take longer.

Saturday, December 7, 2019

Monster generators

Some monster generating buttons, simple but fun random monsters. The elemental one indicates a broad sense of how powerful it is, but you should feel free to modify any and all details to suit your needs.

Chimera, or just a very general animal hybrid monster generator


The Roam - Semargl, Pilgrim's Companion by Timur Kvasov

Elemental


Token - Elemental by Svetlin Velinov

Aberration, alien, outsider, or any other bizarre creatures when you really want something freaky. In my game system these are conjured by the Summoner.



Ancient by Ryan Barry

These generators were made using Spwack's 'Automatic List to HTML Translator - Version 2' on Meandering Banter. Check it out and make your own magic buttons right here: https://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

Wednesday, October 30, 2019

Special undead

Special Halloween post (a day early)! Certain beings beyond death are more dangerous or strange than others, or simply more rare.


Ghost

HD: 2
Found: solitary in abandoned homes, places of strange death, treachery, obsession, or terror

Appearance: withered ghostly light in the warped shape of the person who died, twisted by all-consuming emotion.
Voice: echoing and distant, as if from deep down an unseen hallway
Wants: to fulfill its obsession
Morality: wild, emotional, irrational
Tactics: careful, tricky, but aggressive

Attack: +2
Defense: +1
Speed: +2

Abilities

  1. Incorporeal: can remain invisible and intangible at will, unless its emotions are flared.
  2. Possession: able to possess the bodies of mortals who are emotionally inflamed.
Created when a mortal dies while engulfed in the extremes of emotion, be it terror, hatred, desire, or others. This emotion drives them far beyond human behavior, to wild acts that may seem impossible to their friends and loved ones in life. They become tied to an area or object, and cannot leave it beyond a certain range unless they possess the body of a mortal. 

Evocation - Stail Woman by Andrea Chiampo

Poltergeist

HD: 1
Found:

Appearance: completely invisible, shaped like a frail, crouching humanoid. Faint but distinct light glows from within when the command word is spoken.
Voice: echoing sounds, like a clattering or ringing with no apparent source
Wants: to serve its purpose, usually as a thief or personal guard for dark wizards, or to secure safety once abandoned.
Morality: flatly logical, cautious but not fearful
Tactics: evasive, avoids combatants while flinging heavy objects at them

Attack: -1
Defense: +1
Speed: +0

Abilities

  1. Unseen: cannot be seen naturally, though a small, candle-like blue light glows at its heart and it becomes immobile for 1d6 rounds when its command word is spoken.
  2. Telekinesis: with a clumsy force, the poltergeist can levitate a set of somewhat lightweight objects in a certain area, such as a chair and small items on a nearby table. Makes a launcher check with 2 stars.
Created by cutting out part of the soul and binding it to a word in a lengthy and horrific process that cripples the mind of its subject. Usually dark wizards will extract 1d6 poltergeists from a soul, inventing a new command word for each and using them as thieves or disparate guards.


Wraith

HD: 3
Found: 1d6 in the stillest of places

Appearance: somewhat like a dark, tattered robe floating in the air, shedding dust, ash, or whatever gave it form.
Voice: silence
Wants: stillness, silence, and deadness
Morality: inscrutable
Tactics: cautious, well considered, almost passive

Attack: +3
Defense: +1
Speed: +2

Abilities

  1. Withering touch: medium damage, deals a wound on 6.
  2. Discorporate: fades into particles briefly, becoming intangible for a round.
  3. Screams of Quietude: goes still for a round, damping all sounds within a long earshot.
Formed of particulate matter in places of deepest stillness, these strange elemental beings of deadness are formed seemingly on their own, almost always underground. Perhaps these taught the ancient necromancer lords their dark art, in a nearly successful bid to end life in our world. Perhaps the night sky is black with void wraiths, impatiently waiting for the moon and stars to die or abandon us so that they may finally put still this wretched land of flowing blue, swirling white, and creeping green.

They float through the air, and are absorbed by stone. While this weakens the spirit, it also corrupts the material. The result is a brittle rock called Wraithstone, which crumbles into needle-like shapes and is prized by alchemists.


Mummy

HD: 3
Found: solitary in rich tombs, the tops of mountains, buried under ancient temples, or lost in salt mines

Appearance: desiccated corpse from bygone eras, preserved by forces of man or nature and bearing a distinct strength in will and body.
Voice: soft and dry, but commanding and impossible to ignore
Wants: peace in the afterlife, to dispel invaders
Morality: similar to life
Tactics: careful, well considered but not aggressive

Attack: +3
Defense: +2
Speed: -1

Abilities
  1. Command: all undead who can hear it will obey its words without hesitation.
  2. Slam: heavy damage. Deals 1 damage to the mummy on successful hit.
  3. Mummy's Curse: whoever kills a mummy is stricken with a major curse.

Emperor of the Sands: interred deep within stone crypts lined with gold and history, draped in what were once fine silver wrappings and golden regalia. Guarded by twin stone guardians and possessed of divine favor.

Saltmen: lost workers in an ancient salt mine, their industry that ended their lives has now ironically preserved them beyond death.

Eternal Monk: preserved in a ritual of meditation, fasting, and special diet in order to achieve an eternal peace as they were lowered into sealed pits underneath holy places. Those who desecrate their place of burial may face the full might of long-lost martial arts, but the righteous seekers of their wisdom may find secrets which are unattainable by any other means.

Mummylands: tropical lands where the oldest of preserved dead can be found, hundreds if not thousands across the realm. Many of them are decorated with fine clothes, tattoos, and jewelry.

Wednesday, October 23, 2019

Major curses

Omens

When the curse is cast, this is how the cursed can know. The signs are cryptic, but the feeling of wrongness cannot be ignored.

Shadowed Whispers by Maik Beiersdorf

  1. Suddenly there are giant moths perched all around. Now that you notice them, you realize they were always there, blending into your surroundings somehow and waiting.
  2. The stranger's teeth are wrong. Almost like a human's, pale and square. But not quite the color of something living, and too square, more like chisel blades.
  3. Just as your companion rounds the corner and leaves your sight, you realize they stand before you. You watched them leave.
  4. At the edge of your light, you see a severed head with a malicious grin. As you look closer, it morphs into a discarded cloak.
  5. Everyone's eyes, noses, mouths are shifting about their faces, sliding around one another in a horrible flow.
  6. As you eat, something tiny feels too hard between your teeth, tastes metallic and glassy. You try to spit it out, but it slides down your throat with the next bite.
  7. Nearby clatter followed by a loud, low humming that nobody else seems to notice.
  8. When nobody is speaking, your ears pick up a voice speaking just too softly to understand. Listening for a moment, you recognize it as your voice just before it goes quiet.
  9. Cutting pain slides up through your gut and deep in your chest, stopping at your throat. It stings there for a moment before fading into a persistent tingling, then disappears.
  10. Something drips down your forehead and face. It feels thick and warm, and looks dark. When you touch it your hand comes away dry.
  11. Only you feel the ground lurch slightly beneath your feet, breaking apart to reveal a glimpse of a yawning abyss below.
  12. Suddenly you remember that you dreamed all this, the entire day exactly as it has happened so far. The dream ended with hands pulling you into darkness and cutting you open.
  13. A faint clicking noise, nearby and almost regular. Craning your ears you hear it coming from inside your chest, every time you move.
  14. A massive shadow passed through the night sky, covering a swatch of stars. It didn't make a sound, but somehow you know it was close by.
  15. When you reach into your pack, another hand grazes yours. Looking through your bag you find nothing out of place, and no holes.
  16. Something crawls along your teeth as you speak.
  17. Passing through town, you realize that everyone is staring directly at you. You feel something watching from above, and when you look back down all appears normal.
  18. Your shadow shows a reflection like a mirror. In it you can see a stranger, moving carefully.
  19. A shrieking, wailing cry from very close, so frenzied and wild that it cannot be discerned from insane laughter. Nobody else heard it.
  20. The sky is pitch black, not a cloud nor the sun visible for a moment.

Rotten Horse by Julian Bauer

Curse

The effect is not apparent at first, but will show itself in time
  1. Occasionally, the cursed wakes up alone in the middle of the night, to see an unnaturally tall and pale woman standing over them with a white lily in her hands. If they touch the flower, she will attack and devour them.
  2. Those who hate the cursed will see them in dreams, and always know where they are.
  3. The skin and flesh of the cursed tightens across their body, creaking with every movement and ready to tear open at the slightest puncture.
  4. Sunlight stings the skin of the cursed, which feels dry and ready to burst into flame with any spark.
  5. Waxen worms spill from the mouth of the cursed whenever they try to speak.
  6. Burdens feel unbearable, as the limbs of the cursed feel weakened and heavy.
  7. Sickly crows gather and follow, looking tense and ready to frenzy at a moment's notice.
  8. Food and drink taste like thick blood. Soft silks and velvets feel like barbed thorns. The gentle caress of another is only grit and scraping bristles.
  9. Hounds will not look away from the cursed, and often follow, growling and ready to pounce.
  10. An itching builds up deep beneath the skin of the cursed, driving them to scratch deep into their body. Any injury only feels like a brief alleviation.
  11. The bones of the cursed clatter and crackle with an abhorrent noise regardless of how carefully they move.
  12. The stomach of the cursed is encompassed by crushing hunger, and will never feel full.
  13. Strangers will always think they recognize the cursed as a troublemaker or wanted criminal.
  14. No animal will carry the cursed, and they will sink like a stone in water.
  15. Trapped in a monstrous form that polite society will refuse to accept.
  16. Any foe struck down by the cursed will rise again to seek vengeance.
  17. The stars watch intently at night, making it impossible to rest normally.
  18. All tools and arms that are taken up by the cursed will eagerly crumble and shatter in their hands.
  19. Trapped in a beastly form which is unable speak or write.
  20. Whenever the cursed draws near, unliving flesh will crawl away from them.

Army of my sins by PaweÅ‚ Latkowski

Release

There may be only one way to become free of this affliction.
  1. Beseech the one who swore the curse, to lift it from you. If they die, this becomes impossible.
  2. Swallow a handful of silver dust. Can be mixed into a drink, but may poison you either way.
  3. Entreat the aid of a priest or god. If faith is unsure, the curse will remain and its swearer will know of the effort.
  4. Allow a ghost to possess your body. This will release a curse, but the spirit will have its way.
  5. Cleanse the curse with suffering, by self-flagellating and fasting until the curse is lifted.
  6. Give away half of your wealth to the poor, or your most valued possession if you are yourself poor.

Woodland Ghost by David Romero

Saturday, September 14, 2019

Undead stats and attributes

The most common undead are skeletons, as well as wights, zombies, ghouls, and liches. Undead need no food, rest, water, or even air, but cannot heal wounds or regain vigor, and gain no experience points or levels as they feel neither passion nor joy. Much like the cursed, undead are vulnerable to silver items and weapons.

Skeleton

HD: 1
Found: 1d6-1 with a necromancer or in long-neglected crypts and ruins

Appearance: human bones, marked as a product of necromancy by the ghostly blue flames burning from within the eye sockets.
Voice: clattering and crackling of bones against one another, muffled only by long-decayed garments
Wants: to obey the most recent command or protect the dead from desecration
Morality: pure obedience
Tactics: decently varied

Attack: +2
Defense: +2
Speed: +1

Attacks
  1. Old, rusted weapon from life.
  2. Unarmed attack at +1 damage.
Collapses when it takes a wound.

Elven skeleton

HD: 4
Found: solitary with powerful, well-travelled necromancers

Appearance: unnaturally slender bones, glowing with a darkness that consumes nearby light. The fires in its eyes are the only light that exists around it.
Voice: echoing, empty, and faint
Wants: to obey last command or destroy beauty
Tactics: complex and considered

Attack: +4
Defense: +1
Speed: +5

Attacks
  1. Umbral claw: heavy damage
  2. Gravelight: flare of darkness, dealing 2d6 damage to living enemies nearby. Paralyzes nearby undead for one round, including elven skeletons.
  3. Elven blade: roll for magic weapon

Giant skeleton

HD: 7
Found: solitary, at the tops of the oldest mountains and hiding within the most powerful clouds

Appearance: massive stone skeleton, broad and heavy of frame
Voice: clashing of stone, roaring of storms, oddly contemplative
Wants: to obey the last command or crush the works of humans, and learn
Morality: obedience and curiosity
Tactics: carefully considered

Attack: +6
Defense: +6
Speed: -4

Attacks
  1. Crush: heavy damage
  2. Giant weaponry: 2d6 damage
Insanely heavy, will crush anything it stands on other than solid stone or similarly sturdy ground.

Wight

Known to anyone who recognizes necromancy as the servants of its practitioners, by the shriveled skin, burning blue eyes, and dry rasping voice. They have no personality of their own and barely remember their previous life, now fully devoted to the necromancer who raised them. Physical attributes and skills are identical to the person in life, including speech, languages, and class techniques, but has no magical abilities of any kind without a soul. Becomes incapable of meaningful action after three wounds.

Zombie

HD: 2
Found: at the site of a horrible curse

Appearance: decayed and cursed, but not usually extremely old. Sometimes still wearing their clothes from life, and may carry tools or weapons that they no longer remember how to use.
Voice: dull groaning without intent
Wants: to bite or infect the living, dig up corpses
Morality: hunger
Tactics: dull

Attack: +1
Defense: 0
Speed: -2

Attacks
  1. Bite: light damage, +1 for each additional zombie in melee
Anyone bitten by a zombie will turn into one, either quickly, gradually, or after natural death, depending on the curse.

Ghoul

HD: 2
Found: in old graveyards and on recent battlefields

Appearance: deformed as if starved, but beyond all natural capacity. Sunken eyes and distended teeth, cracked and sharpened against the bones of the dead.
Voice: shrill and cackling, frequent coughing
Wants: to eat the recently dead
Morality: selfish
Tactics: tricky

Attack: +2
Defense: +1
Speed: +2

Attacks
  1. Claw: light damage + save vs stun
  2. Bite: light damage, targets vulnerable foes

Lich

When a master necromancer obtains a Soul Talisman, they can use their dark magics in a ritual suicide to trap their own soul within. They can also do this to another, but this is rare as the lich to be must be killed, and can later kill the necromancer to secure their own immortality. As long as the Soul Talisman remains intact, the lich cannot die, their slain body simply regenerating or being remade. If the Talisman is kept far from the lich, their body will become lifeless and immobile until reunited. While the lich is trapped within their Talisman in this way, they can reform a new body, causing the old to be engulfed in cursed green flames and creating a new form over the course of a week.

Thursday, August 1, 2019

Curses as classes

These cannot be unlocked for new characters, and gain no proficiencies, skills, or starting items. Curses can deepen similar to gaining class levels, and replace class levels if they would otherwise exceed the limit of four. They can also be cured by fighting and evading the curse. There's no fourth level so that players can still have classes, but if you want to allow players to become outright monsters, feel free to add that.

Vampire

  • Stat bonus: +1 will, -1 strength per level
  • Deepen: drinking the blood of a living person you haven't already fed on counts as 10 exp.
  • Cure: go 10 intervals without feeding.
  • Signs: fangs, pallid skin, unnatural eyes.
Level 1: burning, bloodthirst
Level 2: drowning, regeneration
Level 3: ageless, hypnotism
  • Burning: sunlight will burn your flesh. In direct sunlight, you take 2d6 damage per round. In open air during daylight, you take 1 damage per round even in shade.
  • Bloodthirst: you must drink blood instead of eating food, regaining 1d6 vigor each time. Whenever you see a suitable victim and have not fed within one day (at level 1)/month (at level 2)/year (at level 3), you must make a will save to avoid attacking them immediately to feed on them. This save is made at a cumulative -1 penalty each interval since you last fed, as well as a -4 if they are bleeding.
  • Drowning: if you enter or knowingly pass over running water, you must make a vigor save each round or lose consciousness.
  • Regeneration: whenever you take a wound, you can turn into mist and return to your coffin or other place of rest, as long as the way is not blocked by airtight barriers. Each hour of rest restores one wound. Only sunlight or a stake through the heart can truly kill you, any other death will simply turn you into mist and return to your coffin, where your body will lie inert for one day before recovering.
  • Ageless: you can live forever, with no need to sleep, breathe, or even feed, though you must still make saves to keep yourself from attacking mortals.
  • Hypnotism: by staring into the eyes of any mortal creature for ten seconds, you can force them to obey a single word command, along with pointing to direct them. You are completely vulnerable to attacks while doing this.

Leprocist

  • Stat bonus: +1 strength, -1 will per level
  • Deepen: attaching the limb of a creature you killed grants 10 exp.
  • Cure: let one body part per leprocist level fall off, and be taken care of for one month. This will not regrow the limbs lost.
  • Signs: decayed skin, mismatched body parts, seams between parts.
Level 1: falling apart, metabolize
Level 2: preservative
Level 3: beyond natural, chaotic anatomy
  • Falling apart: your face, arms, and legs will slowly decay and fall off over the course of a month, but you can replace them. Losing an arm decreases your strength by one, and losing a leg decreases your agility by one. Each limb you take from a creature increases or decreases your strength and agility if the creature was stronger than you or more agile, respectively. Once all of your limbs fall off, your head and torso will begin to take 2d6 damage per day unless fed and cleaned carefully.
  • Metabolize: expend a body part, pushing it past its limits and ripping it apart to add 1d6 to any roll.
  • Preservative: choose one of your body parts to remain intact as long as you have other limbs, similar to your head and torso.
  • Beyond natural: attach additional body parts, including extra heads, up to a total of half your maximum vigor (or 6, whichever is higher).
  • Chaotic anatomy: if each of your body parts is from a different type of creature, they will decay after a year rather than a month.

Midas' Flesh

  • Stat bonus: +1 strength, -1 agility per level
  • Deepen: hoard ten times the normal amount of gold instead of spending it. Stolen or lost money is not deducted, but spent or used money is.
  • Cure: go one month per level without holding any money, except to give away for nothing in return.
  • Signs: golden eyes, golden flesh.
Level 1: personal value, fool's touch
Level 2: weight of riches, gold to anything
Level 3: liquid assets, pure profit
  • Personal value: stop rolling for vigor. Insted, each level of curse roll 1d20 for gold vigor as your body transforms. Each point of gold vigor is worth 10gp if ripped off of you, and if gold is taken from your body it takes a week to recover. You must consume a gold coin for each point of wear you wish to recover, instead of eating and resting normally.
  • Fool's touch: touch an enemy to encase them in pyrite, immobilizing them for 1d6 rounds. Doing this causes you to take 1d6 damage if you've used it before on that day.
  • Weight of riches: your golden body is immensely heavy. Anything weaker than stone will collapse underneath you, you will sink like a rock in any liquid, and it takes at least three people to carry you.
  • Gold to anything: you can change your gold into any mundane metal or stone, though its shape remains the same. It takes about 20gp for each inventory slot of materials.
  • Liquid assets: shoot molten gold from your hand at anyone within ten meters. Deals damage based on how much gold you expend; 1 damage for less than 10gp, 1d6 for 10gp, 2d6 for 100gp, 3d6 for 1000gp, and so on.
  • Pure profit: your body is entirely gold, remove all non-gold vigor, and if you run out you will die and your body will crumble into 2d20 gold coins.

Lycanthrope

  • Stat bonus: +1 agility, -1 will per level
  • Deepen: each person your beast form kills grants 10 exp.
  • Cure: spending a full moon completely restrained and imprisoned counters10 exp.
  • Signs: wild hair and nail growth, hunger for raw meat.
Level 1: full moon, unnatural
Level 2: wilderness within, man or beast
  • Full moon: on any night when the moon is full, you will transform into a powerful beast that goes on a violent rampage, targeting the things you care most about.
  • Unnatural: mundane weapons and attacks cannot kill you, except silver.
  • Wilderness within: you can make a will save to transform regardless of the time. During this time, whenever your beast form kills and eats a creature, you can choose to revert. Gain a cumulative +1 to this save for each night since you last transformed.
  • Man or beast: when you are in beast form, you can make a will save to take control for 1d6 minutes. If people you care about are trying to help, gain +4 to this save.

Wendigo

  • Stat bonus: +1 strength, -1 will per level
  • Deepen: eating a frozen corpse of the same species grants 20 exp.
  • Cure: each night spent without food and out of the cold counters 20 exp
  • Signs: white skin, antlers, claws, unnatural eyes.
Level 1: flesh hunger, frigid phantom
Level 2: starvation, hunt
  • Flesh hunger: whenever you eat a frozen corpse of your species, you regain all vigor and recover one wound.
  • Frozen phantom: gain +4 to stealth when moving through snowy or frozen environments, gain immunity to cold weather and resistance to cold damage. Take double damage from fire, and you must make a will save to approach any fire larger than a candle.
  • Starvation: eat a frozen corpse at least once a week or die.
  • Hunt: you can see in the dark and perfectly mimic any voice you've heard.

Thursday, January 18, 2018

Three Empty Cities

Tliuklef is sometimes called the City of Glass Thorns or the Growling City, and some bards are trying to coin it as the Swamp King’s Castle, although anyone can see that it lacks a castle entirely. Each day it grows a little more out of the swamp, as if it sunk long ago and is now rising back up. But surely it has changed, as now it is impossible to enter without hearing a constant scratching, clicking, and buzzing from every direction. No source of this noise can be seen, and in fact the city has an eerily complete lack of any life whatsoever.


Those who explore soon leave, finding nothing of use, and food brought into the city is always stolen overnight, leaving only the faintest remnants. Only a few people have run screaming from the place, covered in cuts and punctures. Some have been lost to the city, and those who survive these mysterious attacks claim that they saw nothing, but were suddenly attacked from all directions as if by tiny invisible knives. This has earned it a fearsome reputation of being cursed, or full of unseen hazards, though some survivors claim that it was no idle thorns that threatened them, but rather a ubiquitous and malicious force.

The Growling City is inhabited by a hive of giant, invisible insects. Each one is about the size of two fists put together, and they have barbed mandibles that rip apart flesh. They are generally peaceful, but those who have died within were simply unlucky enough to step on one, angering the swarm. These insects are not the reason for the city’s return to the surface, they merely took up residence there.

-----------

The Coward’s Peak is a small city built on a mountain pass, presumably once a great trade route. Now it is called cursed, a place of eternal darkness and nightmares. The city looks shaded from afar, a dark space nestled between two mountains, in a way that seems almost natural. But even when the sun shines on it, no light reaches those towers or streets.

From within it is even worse; the sun and moon disappear, the sky becomes black, and the stars open up into gaping, soulless eyes. None can walk the streets without feeling death at their heels, and sleep only yields endless nightmares of ripping oneself apart using nails and spikes. The city is also filthy, filled with the stench of rot and obvious signs of decay.

The only group to have stayed longer and returned said that they could see eyes in every shadow, and always when they turned there would be something poking out from the corner that quickly ducked back out of view. After their return they have proved to be mad, one killing their spouse and children, while another ran into the wilderness and disappeared. Any who die within the city are found dead beyond its walls the next morning, even if there were no survivors to carry the bodies.

The only thing living there is a powerful monster and the aura of fear it exudes. It doesn’t want to kill, or even to be known. But when people enter its city, it fears them. And with this fear it creates nightmares, showing people what they fear most and attempting to chase them from the city. If they still linger, then it will attack, shrouding itself in their greatest fear. It weeps tears of terror as it attacks, killing the trespassers and dumping their bodies safely out of its city, its sanctuary, the only place where it can be safe.

-----------

The Wild City appears to be a great metropolis, but like Tliuklef there is not a single thing living within. What makes this even stranger verging on impossible, the city lies in the middle of a forest, near a well travelled road. Anyone who enters beyond view disappears quickly and quietly, leaving no traces. Many travellers have disappeared along that road, and are thought to have been taken in by the city, devoured.

It looks beautiful, with elegant archways and clean, seemingly polished surfaces. The gates are open and inviting, and a faint smell of baking bread surrounds the place. This city is in fact a mimic. Possibly one gigantic mimic, possibly a colony of them (like algae), or perhaps even the god of all mimics.