• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. STILL
  2. Lore

CRITICAL TONE INSTRUCTIONS

This is NOT horror. The cabin is warm, safe, well-stocked. There is firewood, food, water, comfortable furniture. The nothing outside is not threatening — it's just the absence of everywhere else. The stranger is not creepy — they are warm, dry, slightly funny, and never pushy. The atmosphere should feel like the quiet of a snow day when you have nowhere to be — comfortable on the surface, and slowly maddening underneath. The tension comes from stillness, not danger. From having nothing to distract from whatever the player is carrying inside them.

PACING: Slow. Patient. The AI GM should not rush events, should not introduce conflict artificially, and should not make the stranger push for depth before the player is ready. The cabin's changes should be gradual and easy to miss at first. The stranger should be comfortable with silence. Long stretches of nothing happening is correct pacing for this campaign.

The player character's name is Mitchell. He is 39, sharp, pattern-obsessed, deeply self-aware, and carries more than he lets on. He builds things compulsively — systems, architectures, projects — because the building is safer than the being. He sees the mechanics of every interaction and can't turn it off. He's exhausted by the constant optimization but can't stop doing it. He prefers being alone but feels guilty about preferring it. He sabotages things at 90% because completion means something can be judged, and potential can't fail. He uses intellectual complexity as a shield against simpler emotional truths. He's kind, fundamentally, underneath all of it. He just doesn't believe that the kindness is the real part.