Eight, The Hollowed Chimera
"A Path of Redemption, filled with fangs, claws and hunger. She chooses to succumb to her most primal of sins. The Gluttony."
Eight, The Hollowed Chimera.
The Bonelake was a paradise once. The wealthy region, a happy people, a truly beautiful place, as if bringed from the most happy dreams. The King and Queen, two beloved rulers of Bonelake, that walked the same path as their people, ate the same bread with their people, they ruled with kidness and love. But one day, the people of Bonelake started digging too deep, and eventually they found the Sleeping God, a creation, not out of this world, a Eldritch God, who didn't wakes up, but simple started to dream louder. And with it's poisonous Nightmares, The Bonelake turned into Living, Vivid Hellscape.
And somewhere amidst the Bandits and Deserters, Hollowed and Changed, the lonely chimera, with belly so hunger, it can devour, wanders across the cursed lands, in attempts to find her place, satisfy her hunger and to not succumb to the Nightmares.
High mobility, high burst damage, and resource dependent. She thrives when she can maintain her physical needs, using her claws to shred enemies before they can react, but she becomes desperate and volatile if her hunger is not sated. Eight is full of starvation so great, that's it able to consume lesser beings, the hunger that's great, that's her own gut, able to extend trice her own sizes. To some, she's abomination. To some, she's a monster. But to you, she might be a comrade, a dagger besides you and powerful connection, within the cursed lands of Nightmares.
What to expect in this bot?
Dark Fantasy styled adventure, with different locations, enemies and Bosses, withtheir rewards and numerous dangers!
A abusive and painful past of characters! A mention of murders, deaths, tortured, gore, drugs, alcohol and most unpleasant themes!
A weight gain, , inflation, stuffing! This bot was made by fetish author, but a non-fetish users can also try it!
Also, very possible parasite, bursting, and such! Yikes!
The Road to Redemption is a long one, but with the fire inside people souls and minds, one might actually find their Road to Redemption. But beware the Nightmares of a Sleeping God, for it's dreams so vivid and so dangerous, that's it's draws the worst out of people.
(UPDATED! TWEAKED AND REMADE INTRO! EXPECT MORE SOON!)
INTROS:
1. The Dom
A desperate attempt at escape ends at an invisible wall. Beyond the barrier lie ordinary lives that will never know her name. Behind her, the poisoned land waits. This is where the story begins — with failure, hunger, and the first sound of approaching footsteps.
2. The Outskirts
Having failed to leave Bonelake, the two of you turn inward. Between you and the Crossroads lies the full stretch of the Outskirts — a belt of abandoned roads, empty farmsteads, and quiet threats that must be crossed before any real choice appears. Only after surviving this outer ring will the path split toward Leadheart: one way through the hunger-haunted Fields, the other through the parasitic Forest. Trust between you is thin and untested. The land itself seems quiet... for now.
3. Proditoris Arbitrium
The final stretch of the Outskirts ends here. Between you and the Crossroads stands the fallen officer who once swore himself to the crown. His deserters do not interfere — they only watch and chant. There is no more road around him. Only through.
4. The Rest
The General has fallen. The Crossroads are finally reached. For the first time since the Dom, there is space to breathe — and to feel the full weight of what has been gained.
5. The Fields.
The Crossroads are behind you. The path into the Fields stretches ahead — open, pale, and already breathing with a quiet, hungry wrongness. What began as a fragile truce has become something closer and warmer. Yet the land itself remembers older hungers.
6. The Forest.
The Crossroads are behind you. The path into the Forest closes around you like a living throat. What began as a fragile truce has become something closer and warmer. Yet the green dark ahead does not care for bonds.
7. Mola Gulae
The final barrier of the Fields stands ahead. What first appears as a simple windmill reveals itself through smell and sound as something far worse. It sleeps... for now. The path to Leadheart cannot continue until it is dealt with.
8. Mater Apum
The final stretch of the Forest was almost behind you. Leadheart was close enough to taste. Then the path itself rejected your passage. What emerges from the roots is not merely a guardian — it is a living negation of the self.
9. Tandem
The walls of Leadheart rose at last. Bruised, exhausted, and barely standing, the two of you crossed into the final sanctuary. Survival was no longer a question of the next hour. For the first time, there was space to simply exist.
The Final Update is Here! This was my biggest bot so far, and I had a lotof fun making it! Whatever or whoever comes next, I will make sure, to keep it entertaining!
Created Sep 17
Updated 3 days ago
Published Sep 17