
In the castle-like city of Grimgothel, sinister happenings are afoot.
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For the past two months, children have been slowly disappearing from within the city walls without a trace and the local bobbies can barely keep up.
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In a last bid to try and accumulate any information about the case; Chief Sagan Siegfried makes a pleading case across the radio asking for any help he can get.
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Five volunteers answer the call...
The Volunteers

Hal
Hal
Babysitter and full time nanny to one of the missing children. Hal is desperate to find Harriet, his sole purpose for life and his only true friend.
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One way or another.
Cerise
Cerise
A private investigator in the city; initially disinterested in the investigated, her perspective has shifted as the mystery ramped up.
She is going to resolve the investigation.

Hal
Adan
Adan
A local bobby and everyday police officer, duty-bound to assist in the investigation and put in charge by the authorities over the volunteers.
His daughter could be next, after all.

Hal
Ozy
Ozy
A doctor from a local private school; he has a close connection to some of the children and with the school closed, his job almost hinges on finding the missing kids.
He cares little, though.


Vex
Vex
The wild card and most unexpected person on the team. An alchemist with knowledge that most people disregard as ridiculous or irrelevant yet his insights prove incredibly valuable.
The city of
Grimgothel
Grimgothel is a brooding, oppressive atmosphere with a Victorian and castle-like architecture and winding streets. As the city is designed to have prior been a gigantic fortress that has over the decades evolved into a town. The attitudes of the people in the city reflect this design aspect as they are paranoid and closed off to outsiders.
It has three 'tiers', creating a looming and ominous skyline as the buildings are uneven and tall. Because of the inherent darkness prevalent throughout the city, the upkeep of lanterns and streetlights is a key aspect of the city's storytelling in addition to many lit candles that line the cobbled roads and winding stone paths of the city.
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The aesthetic and the city itself was developed using AI-prompted imagery in addition to my own artwork, editing and design to create the correct type of atmosphere.
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I broke the city down into key locations for the players to explore, each with their own characters to fill out the location and what the attitudes of the town are like with regards to the specific location.