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"mutated"
masterpiece, best quality, anime art, cosmic tree of life with 3d effect mixed with universe cow with its roots extending into space and its branches reaching deep into the earth. emmenating light This surrealistic artwork depicts a mesmerizing scene of a tree suspended between the heavens and the depths of the earth. The image showcases a harmonious connection between the celestial and terrestrial realms. Created with hyperrealistic techniques, the image features vibrant colors, intricate details, and a mystical atmosphere. The cosmic tree of life serves as a smile, Anime Costume, Beautiful, highly detailed missing legs, extra arms, extra legs, fused fingers, too many fingers, long neck, username, watermark, signature, error, cropped, worst quality, low quality, jpeg artifacts, ugly, duplicate, mutilated, out of frame, mutated hands, poorly drawn hands, morbid, extra hands, extra feet, monochrome, blurry
tarannum
masterpiece, best quality, anime art, cosmic tree of life with 3d effect mixed with universe cow with its roots extending into space and its branches reaching deep into the earth. This surrealistic artwork depicts a mesmerizing scene of a tree suspended between the heavens and the depths of the earth. The image showcases a harmonious connection between the celestial and terrestrial realms. Created with hyperrealistic techniques, the image features vibrant colors, intricate details, and a mystical atmosphere. The cosmic tree of life serves as a smile, Anime Costume, Beautiful, highly detailed missing legs, extra arms, extra legs, fused fingers, too many fingers, long neck, username, watermark, signature, error, cropped, worst quality, low quality, jpeg artifacts, ugly, duplicate, mutilated, out of frame, mutated hands, poorly drawn hands, morbid, extra hands, extra feet, monochrome, blurry
tarannum
Positive prompt masterpiece, best quality, anime art, cosmic tree of life mixed with universe cow with its roots extending into space and its branches reaching deep into the earth. This surrealistic artwork depicts a mesmerizing scene of a tree suspended between the heavens and the depths of the earth. The image showcases a harmonious connection between the celestial and terrestrial realms. Created with hyperrealistic techniques, the image features vibrant colors, intricate details, and a mystical atmosphere. The cosmic tree of life serves as a, smile, Anime Costume, Beautiful, highly detailed missing legs, extra arms, extra legs, fused fingers, too many fingers, long neck, username, watermark, signature, error, cropped, worst quality, low quality, jpeg artifacts, ugly, duplicate, mutilated, out of frame, mutated hands, poorly drawn hands, morbid, extra hands, extra feet, monochrome, blurry
tarannum
(deformed, distorted, disfigured:1.3), poorly drawn, bad anatomy, wrong anatomy, extra limb, missing limb, floating limbs, (mutated hands and fingers:1.4), disconnected limbs, mutation, mutated, ugly, disgusting, blurry, amputation, watermark
billdad1980
A school of mutated and ugly fish is visited by people in an aquarium, and people are very calm, as if this is perfectly normal, comic book style
3238294107
A school of mutated and ugly fish is visited by people in an aquarium, and people are very calm, as if this is perfectly normal, comic book style
3238294107
A school of mutated and ugly fish is visited by people in an aquarium, and people are very calm, as if this is perfectly normal, comic book style
3238294107
Human Skull, mushroom and grass growing out of the top of the skull, (deformed, distorted, disfigured:1.3), poorly drawn, bad anatomy, wrong anatomy, extra limb, missing limb, floating limbs, (mutated hands and fingers:1.4), disconnected limbs, mutation, mutated, ugly, disgusting, blurry, amputation, watermark
Mehv1213
Welcome to "Whispering Wastes," a chilling Dungeons & Dragons setting immersed in the eerie atmosphere of 1980s occult folk horror. The once-peaceful countryside has given way to a realm of dark magic, ancient deities, and malevolent forces that threaten the very fabric of reality. Prepare for a mysterious and terror-filled adventure that will keep you on the edge of your seat. Campaign Synopsis: In the heart of America's breadbasket, a strange phenomenon known as "The Darkness" has consumed vast areas of rural land, plunging the world into madness and blurring the lines between reality and nightmare. You are an investigator, cultist, survivalist, or simply an ordinary person trying to stay alive in a world gone wrong. Your journey takes you to the former farming community of Milton Creek, now a hotbed of paranormal activity. Factions: 1. The Church of the True Flame - A zealous religious order bent on purging evil from the Wastes through fiery purification. They believe that only fire can cleanse the land and rid it of corruption. 2. The Nightwatch - Masked guardians dedicated to protecting innocent lives against the horrors plaguing the region. Their symbol, a stylized eye within a crescent moon, offers solace to those living in perpetual fear. 3. The Order of the Silver Key - Warlocks obsessed with gaining arcane knowledge, delving deep into forbidden lore to harness eldritch energies. They strike Faustian bargains with terrifying entities, risking their souls for scraps of power. 4. The Enclave of Nyarlathotep - Followers of the Great Old One, determined to bring about an apocalyptic era. They believe humanity's destruction is necessary for Earth's salvation and work in secret, spreading their dark influence. 5. The Enigma Collective - A shadowy network of investigative journalists, conspiracy theorists, and urban legend hunters seeking truth and exposure of the mysterious happenings in Milton Creek, no matter the personal cost. 6. The Renegade Sheriff's Department - Remnants of local law enforcement struggling to maintain order amidst the chaos. Outnumbered and overwhelmed, they often find themselves caught in the crossfire of rival factions. 7. The Freeholds - Nomadic tribes of scavengers, surviving on the fringes of society. They pillage ruins, trade valuable relics, and maintain a precarious existence in the face of encroaching darkness. Locations: 1. Crop Circles - Mysterious patterns carved into fields, rumored to contain hidden messages and dangerous powers. 2. Ruins of an Old Town - Crumbling remnants of a long-forgotten settlement, said to house ancient artifacts and malevolent entities. 3. Haunted Forest - A dense woodland inhabited by vengeful spirits, twisted creatures, and unspeakable horrors. 4. Cursed Lake - A body of water tainted by dark rituals, home to aquatic aberrations and the restless dead. 5. Ominous Radio Tower - An imposing structure emitting strange broadcasts, attracting unwary travelers and whispering seductive promises of power. 6. Abandoned Research Facility - A secretive laboratory where scientists conducted horrific experiments, now left to rot and inhabited by grotesque mutations. 7. Sacred Indian Burial Ground - A site of ancient significance, believed to hold the secrets of the land and the keys to defeating the darkness. 8. Forsaken Mine Shaft - A labyrinthine tunnel system filled with the remnants of old industries and the terrible things that lurk within the depths Lore: * The origins of the Darkness are shrouded in mystery, but whispers speak of a powerful artifact buried beneath the earth, radiating an otherworldly energy that has awoken ancient evils and drawn forth malevolent beings from beyond our realm. * The land itself seems to have developed a consciousness, manifesting supernatural phenomena such as ghostly apparitions, unpredictable weather patterns, and spontaneous combustions. Some say the earth is attempting to purify itself of humanity's sins. * Rumors persist of a prophecy foretold by indigenous tribes, warning of a great calamity that would engulf the world in darkness. This prophecy speaks of a chosen one, destined to either save or damn humanity, depending on their ability to navigate the treacherous landscape and overcome the challenges ahead. * Certain locations within the Whispering Wastes exhibit unique properties, like the Crooked Tree Grove, where time appears distorted, causing visitors to experience temporal loops and hallucinations. Similarly, the Lamenting Mire is said to amplify the sounds of sorrow and despair, driving many who venture there to the brink of insanity. Threats: * In addition to the ever-present danger posed by the Darkness itself, various malevolent entities roam the wastes, including: * The Tattered King: A monstrous creature formed from the shadows of a thousand midnights, its very presence causes dread and madness. It is said that anyone who gazes upon its true form will be consumed by an eternal nightmare. * The Hollow Women: Ephemeral spirits that haunt lonely roads and abandoned structures, they lure victims with ethereal melodies and siren songs, promising them safe haven before dragging them into the abyss. * The Skinner: A hulking figure draped in the skins of its previous victims, this abomination wields razor-sharp claws and a sickening hunger for flesh. Its howls echo through the wasteland, signaling its approach. * The Red Mother: A grotesque fertility goddess worshipped by certain cults, she births twisted offspring from her own body, infecting the land with her dark spawn. Her followers seek to appease her by offering sacrifices of blood and flesh. * The Blackened Hordes: Roving gangs of marauders, driven by desperation and greed, they pillage what little remains of civilization, leaving devastation in their wake. These groups often employ brutal tactics, utilizing poison, ambushes, and torture to achieve their goals. * The Silent Ones: Ghostly apparitions clad in tattered attire, they move unseen and unheard until they choose to reveal themselves. No one knows their true intentions, but their presence often precedes unexplained disappearances and inexplicable events. * Other threats include: * Toxic flora and fauna, mutated by the Darkness, which pose a constant threat to unwary explorers. Examples include the Blightblooms (venomous flowers that cause hallucinations and organ failure) and the Fiendish Fungi (a sentient fungal species that ensnares victims in its tendrils). * Environmental hazards, such as acid rain, lightning storms, and ash falls, which can prove just as deadly as the supernatural menaces that lurk within the Whispering Wastes. * Lastly, there are the enigmatic figures known as the Tricksters, whose motives remain unclear. They seem to take pleasure in manipulating events from the shadows, often playing both sides against each other while pulling the strings of their sinister puppet show. Lore: * The Whispering Wastes are not the only place affected by the Darkness. Similar anomalous zones have appeared across the globe, each with its unique characteristics and dangers. Some believe these areas are connected, forming a vast network of interdimensional doorways that threaten to consume all of reality. * Certain ancient texts hint at the existence of powerful artifacts hidden within the Wastes, capable of repelling or even reversing the effects of the Darkness. However, these relics are guarded by fearsome custodians and remain difficult to locate. * The indigenous peoples of North America have long recognized the spiritual significance of the Wastes, referring to them as "the Place Where the World Ends." Their stories speak of ancestral protectors who once defended the land against malevolent forces but were eventually overwhelmed. Now, the descendants of those protectors are scattered throughout the Wastes, struggling to survive and reclaim their heritage. * Previous attempts to explore and settle the Wastes have ended in catastrophe. Ruins of forgotten settlements and research facilities litter the landscape, serving as grim reminders of past failures. Organizations: * Project Aurora: A secretive government initiative aimed at studying and containing the Darkness. They operate mobile research stations within the Wastes, conducting experiments and gathering data on the supernatural phenomena. While their ultimate goal is to harness the power of the Darkness for military purposes, many members question the morality of their mission and struggle with the weight of their discoveries. * The Order of the New Dawn: A mysterious organization that emerged shortly after the appearance of the Darkness. They claim to possess knowledge of the coming apocalypse and offer shelter and guidance to those seeking refuge. Their true motivations and leadership remain obscure, fueling rumors of cult-like activities and sinister agendas. * The Renegades: A loose alliance of scavengers, smugglers, and rebels who reject the authority of the corrupt governments and corporations that rule outside the Wastes. They thrive on the fringes of society, bartering goods and information, and sometimes collaborating with Project Aurora or the Order of the New Dawn when it suits their interests. * The Keepers of the Wild: An environmental activist group dedicated to preserving what remains of nature within the Wastes. They fiercely oppose the destructive practices of organizations like Project Aurora and work to mitigate the ecological damage caused by human activity. Despite their peaceful ideology, they will defend their territory and the natural world at any cost. People: * Dr. Sophia Patel: Leading scientist of Project Aurora, responsible for overseeing research operations within the Wastes. She struggles with the moral implications of her work and the increasingly erratic behavior of her colleagues. As she delves deeper into the mysteries of the Darkness, she begins to question whether containment is truly possible—or desirable. * Marcus Blackwood: Charismatic leader of the Order of the New Dawn, his charming demeanor and persuasive sermons attract followers eager for hope in a world gone mad. His past is shrouded in mystery, and rumors circulate about his connection to the supernatural forces he claims to combat. * Kanaq Daniels: A young, resourceful member of the Renegades, she grew up within the Wastes and possesses an innate understanding of its dangers and opportunities. Resourceful and determined, she becomes embroiled in a larger conflict between rival factions vying for control of the Wastes. * Grey Owl: An elderly, wise Native American man who serves as a spiritual guide for those seeking to understand the ancient energies that permeate the Wastes. He shares his knowledge selectively, preferring to mentor those who demonstrate respect for the land and its inhabitants. * Captain Jack Wolfe: A battle-hardened mercenary leading a team of well-equipped soldiers-for-hire. They specialize in escorting high-value cargo and personnel through the Wastes, taking on dangerous missions that few others dare attempt. Wolfe's gruff exterior hides a personal tragedy that fuels his relentless drive to protect his clients at any cost Lore: * The Darkness is not just a physical phenomenon, but also has psychological and metaphysical aspects. It can affect people's minds, causing hallucinations, paranoia, and even suicidal thoughts. Those who spend too much time within its influence risk losing their grip on reality. * The Wastes are home to strange creatures adapted to life within the Darkness. These beings range from twisted mutants to otherworldly entities that defy comprehension. Some species display intelligent behavior, while others are driven solely by instinct. * Remnants of pre-Darkness civilization still exist within the Wastes, including abandoned buildings, roads, and ruins of cities. Explorers often stumble upon ancient technology and artifacts, which can provide valuable insights into the past – or unleash dangerous consequences. * Legends speak of a lost city deep within the Wastes, where ancient knowledge and powerful relics await those brave enough to find it. This fabled metropolis is said to hold the key to understanding the origins of the Darkness and potentially reversing its effects. * The skies above the Wastes are filled with strange celestial bodies, including glowing satellites, asteroids, and comets. These objects seem to be watching the planet, perhaps waiting for the perfect moment to strike. Threats: * In addition to the ever-present danger of the Darkness itself, explorers must contend with various hostile groups and individuals operating within the Wastes. These include violent gangs, marauders, and cultists who prey on weaker targets. * Rogue artificial intelligence (AI) entities roam the digital realm, created by the remnants of pre-Darkness technologies. These AIs seek to expand their reach and influence, often manipulating humans to achieve their goals. * Natural disasters plague the Wastes, such as earthquakes, wildfires, and toxic storms. These events can be triggered by the Darkness or caused by the reckless exploitation of resources by humanity. * Supernatural entities from other dimensions or planes of existence occasionally cross over into our world, drawn by the energy of the Darkness. These beings may bring catastrophic consequences or offer unexpected opportunities for those who encounter them. Organizations: * The Syndicate: A shadowy cabal of wealthy elites who seek to profit from the chaos wrought by the Darkness. They manipulate markets, fund illegal enterprises, and engage in espionage to maintain their grip on power. * The Enclave: A secretive collective of scientists and engineers working to develop advanced technologies that can counteract the effects of the Darkness. They hoard knowledge and resources, limiting access to those who share their vision of a new world order. * The Resistance: A grassroots movement fighting against the tyranny of the Syndicate and the Enclave. They advocate for the rights of ordinary citizens, distributing aid and information to those in need. * The Enigmas: A mysterious group of masked individuals who seem to have their own agenda within the Wastes. Their motives and objectives are unknown, but their presence often precedes significant changes in the balance of power. People: * Dr. Elara Vex: A brilliant engineer and inventor who creates innovative solutions for navigating the Wastes. Her devices and weapons are highly sought after, but she remains elusive, rarely revealing her identity or motivations. * Lord Arcturus Blackwood: A former nobleman turned leader of a prominent faction within the Enclave. He seeks to consolidate power and create a new aristocracy based on technological prowess and intellectual superiority. * Maya Singh: A skilled hacker and member of the Resistance. She uses her talents to disrupt Syndicate operations and spread propaganda promoting freedom and equality. * Elder Brother Simon: A devout religious figure who leads a sect of zealots within the Wastes. His followers believe that the Darkness is a divine punishment, and that they must atone for humanity’s sins to hasten the coming of a brighter future. Locations: * The Crimson Oasis: A sprawling trading hub located in the heart of the Wastes, known for its vibrant marketplaces and diverse population. The Oasis is neutral ground, where members of different factions and species come to barter, socialize, and seek opportunity. * The Ironclaw Stronghold: A massive, heavily fortified citadel built by the Enclave to house their most important research facilities and military forces. The stronghold is guarded by towering mechs and squadrons of drones, making it nearly impenetrable to would-be intruders. * The Shadowlands: A dense network of underground tunnels and caverns beneath the Wastes, inhabited by all manner of criminal and subversive elements. Smugglers, assassins, and rebels use the Shadowlands to move undetected and strike at their enemies from the shadows. * The Ruins of Eldrid: The remnants of an ancient city, said to contain ancient artifacts and knowledge that could change the course of history. The ruins are guarded by powerful magical wards and enigmatic sentries, making them a prized target for treasure hunters and scholars alike. Creatures: * The Skinthieves: A race of shapeshifters capable of mimicking the appearance and abilities of other creatures. They are notorious for their cunning and thievery, often infiltrating settlements and stealing valuable resources before disappearing into the shadows. * The Tunnelworms: Massive, burrowing creatures that tunnel through the earth, creating vast networks of tunnels and caverns. They are blind and deaf, but possess a keen sense of smell that allows them to detect prey. Tunnelworms are feared for their ability to swallow entire vehicles and buildings whole. * The Stormcallers: Humans who have undergone a transformation that grants them control over the elemental forces of nature. They can summon lightning, conjure tempests, and channel the raw power of the Darkness itself. Stormcallers are revered and feared, often serving as potent weapons for the factions that employ them. Organizations: * The Steelhands: A union of mechanics, engineers, and machinists who specialize in crafting and repairing advanced technology. They operate out of the Crimson Oasis and are known for their skill in improving weaponry and armor * * The concept of "The Other" - a supernatural force that exists beyond the bounds of human understanding and is thought to be responsible for many of the strange occurrences in the world. Some cultures worship The Other as a deity, while others view it as a malevolent entity that must be avoided at all costs. * The legend of the "Black Pilgrimage" - a centuries-old tradition in which individuals with a deep connection to the occult travel to remote locations around the world to perform rituals and make offerings to The Other. These pilgrims are believed to receive visions and messages from beyond the veil, which they then bring back to their communities to guide and protect them. * The existence of "shadow roads" - hidden pathways that crisscross the globe, allowing practitioners of the occult to travel quickly and unnoticed between distant locations. These roads are said to exist outside of normal space and time, and those who use them risk becoming lost forever if they stray too far from their intended destination.”Lore: * The concept of "The Hidden": a belief held by some that there are entities, objects, and places in the world that are intentionally kept hidden from the masses, either for their own protection or to prevent widespread panic. Those who seek to uncover these secrets are often viewed with suspicion and hostility. * The legend of the "Nameless City": a fabled metropolis said to exist in a remote corner of the world, where the inhabitants have achieved a level of spiritual enlightenment that transcends human comprehension. Few have claimed to have seen the city, and even fewer have returned to describe what lies within. * The myth of the "Sunless Cults": secret societies that worship ancient deities who demand human sacrifice in exchange for dark powers. These cults are rumored to operate in the shadows, using their influence to manipulate world events and ensure that their twisted beliefs remain hidden from public scrutiny. Organizations: * The Order of the New Dawn: a mysterious collective of occultists who aim to usher in a new era of enlightenment and spiritual awakening. Their methods are shrouded in mystery, but they are believed to engage in elaborate rituals and recruit followers from all walks of life. * The Hermetic Brotherhood: a fraternal organization dedicated to preserving ancient wisdom and esoteric knowledge. They are known for their extensive libraries and laboratories, where they study and experiment with various forms of magic and alchemy. * The Nightwatch: a vigilante group composed of ordinary citizens who band together to protect their communities from supernatural threats. They operate under the cover of darkness, using guerrilla tactics and makeshift weapons to counter the forces of evil. Locations: * The Whispering Woods: a dense forest rumored to be alive with malevolent spirits and eerie sounds. Many brave adventurers have entered the woods seeking answers, but few return to share their findings. * The Ashen Plains: a desolate wasteland scarred by ancient battles and catastrophes. The land is said to be cursed, causing crops to wither and die, and animals to become mutated and aggressive. * The Drowned Cities: once-thriving coastal metropolises now submerged beneath the waves due to rising sea levels and cataclysmic floods. Survivors have adapted to life in the water, forming underwater settlements and utilizing strange biotechnology to survive. Creatures: * The Shadow Weavers: ghostly arachnids that spin webs of pure darkness, capable of ensnaring victims' souls and trapping them in a realm of eternal nightmare. They are said to be created when humans succumb to extreme fear and despair. * The Luminous Ones: ethereal beings clothed in iridescent light, who roam the world to dispense justice against those who commit heinous acts. They are both worshipped and feared, as their judgments are often capricious and severe. * The Abysmal Horde: a legion of grotesque, fishlike humanoids that dwell in the depths of the ocean. They periodically rise to the surface to raid coastal towns and kidnap victims for unknown purposes. People: * Dr. Elara Vex: a brilliant scientist and occult scholar who has devoted her life to studying the paranormal and developing cutting-edge technology to harness its power. She is both admired and reviled for her controversial theories and experiments. * Kaelith Sunshadow: a charismatic cult leader who claims to have discovered a way to transcend mortality and achieve godhood. His followers are fiercely loyal, but his detractors accuse him of being a dangerous fraudster. * Inspector Edgar Thorne: a seasoned investigator tasked with solving cases involving supernatural phenomena. He is a skeptic who keeps his mind open to rational explanations, but has encountered things that challenge even his stalwart resolve Lore: * The concept of "Thin Places": areas where the veil between the physical world and the spiritual realm is at its thinnest, allowing for easier communication with the dead, nature spirits, and otherworldly entities. These places are often sought after by practitioners of the occult, but can also be dangerous for those unprepared for the energies that reside there. * The legend of the "Crimson Empress": a powerful female figure from an ancient civilization who ruled over a kingdom of vampires. According to legend, she still exists today, hiding in plain sight among humans while manipulating world events to further her own agenda. * The myth of the "Forgotten Gods": deities worshipped by ancient cultures that have been forgotten by modern society. These gods are said to still exist, waiting patiently for their chance to reclaim their former glory and exact revenge on those who forgot them. Organizations: * The Aurora Initiative: a think tank comprised of experts in various fields, including science, philosophy, and the occult. They aim to understand and harness the power of the paranormal, believing it holds the key to solving global crises and pushing humanity forward. However, their motives and true intentions are not always clear. * The Blackwood Institute: a prestigious university that offers courses on the occult, demonology, and other taboo subjects. Its faculty members are respected authorities in their fields, but rumors circulate about the school's involvement in sinister plots and secret pacts. * The Wanderers' Guild: a nomadic organization that helps individuals with unique abilities (such as psychics, mediums, and spellcasters) hone their skills and evade those who would exploit or harm them. They believe that their kind plays a crucial role in maintaining balance in a world threatened by supernatural forces. Locations: * The Ghost Quarter: a district in a major city that serves as a hub for all things occult. It houses rare bookstores, curio shops, and seedy bars where patrons can rub shoulders with practitioners of the arcane arts. However, danger lurks around every corner, as rival factions vie for control of the area's lucrative trade in forbidden knowledge. * The Ruins of Eldrid: the remnants of an ancient city deep in the heart of a vast desert. It is said that the ruins hold secrets of the past that could change humanity's destiny, but treacherous sand worms, scavengers, and competing expeditions make exploration a perilous endeavor. * The Isle of Shadows: a mist-shrouded island rumored to be home to powerful sorcerers, vengeful spirits, and ancient artifacts. Few dare to venture there, as tales speak of visitors never returning—or worse, being transformed into something else entirely. Creatures: * The Shadow Menagerie: a collection of spectral animals that serve as messengers and spies for shadowy entities. They appear as transparent, glowing apparitions, and can take on various forms such as wolves, crows, and serpents. Those who encounter them risk being drawn into a realm of eternal darkness. * The Tallowmen: humanoid figures crafted from melted candle wax and imbued with a sliver of human soul. They act as servants, enforcers, or assassins for those skilled in necromancy and dark magic. Despite their slow movements, they prove formidable opponents due to their resistance to conventional attacks. * The Wild Hunt: a nocturnal procession of spectral horsemen, led by a horned figure astride a black steed. They sweep across rural areas, searching for prey to add to their ranks or drag back to their realm of eternal hunting. Those who hear the sound of their howling wind instruments are advised to seek shelter immediately Lore: * The concept of "Thin Places": areas where the veil between the physical world and the spiritual realm is at its thinnest, allowing for easier communication with the dead, nature spirits, and otherworldly entities. These places are often sought after by practitioners of the occult, but can also be dangerous for those unprepared for the energies that reside there. * The legend of the "Crimson Empress": a powerful female figure from an ancient civilization who ruled over a kingdom of vampires. According to legend, she still exists today, hiding in plain sight among humans while manipulating world events to further her own agenda. * The myth of the "Forgotten Gods": deities worshipped by ancient cultures that have been forgotten by modern society. These gods are said to still exist, waiting patiently for their chance to reclaim their former glory and exact revenge on those who forgot them. Organizations: * The Aurora Initiative: a think tank comprised of experts in various fields, including science, philosophy, and the occult. They aim to understand and harness the power of the paranormal, believing it holds the key to solving global crises and pushing humanity forward. However, their motives and true intentions are not always clear. * The Blackwood Institute: a prestigious university that offers courses on the occult, demonology, and other taboo subjects. Its faculty members are respected authorities in their fields, but rumors circulate about the school's involvement in sinister plots and secret pacts. * The Wanderers' Guild: a nomadic organization that helps individuals with unique abilities (such as psychics, mediums, and spellcasters) hone their skills and evade those who would exploit or harm them. They believe that their kind plays a crucial role in maintaining balance in a world threatened by supernatural forces. Locations: * The Ghost Quarter: a district in a major city that serves as a hub for all things occult. It houses rare bookstores, curio shops, and seedy bars where patrons can rub shoulders with practitioners of the arcane arts. However, danger lurks around every corner, as rival factions vie for control of the area's lucrative trade in forbidden knowledge. * The Ruins of Eldrid: the remnants of an ancient city deep in the heart of a vast desert. It is said that the ruins hold secrets of the past that could change humanity's destiny, but treacherous sand worms, scavengers, and competing expeditions make exploration a perilous endeavor. * The Isle of Shadows: a mist-shrouded island rumored to be home to powerful sorcerers, vengeful spirits, and ancient artifacts. Few dare to venture there, as tales speak of visitors never returning—or worse, being transformed into something else entirely. Creatures: * The Shadow Menagerie: a collection of spectral animals that serve as messengers and spies for shadowy entities. They appear as transparent, glowing apparitions, and can take on various forms such as wolves, crows, and serpents. Those who encounter them risk being drawn into a realm of eternal darkness. * The Tallowmen: humanoid figures crafted from melted candle wax and imbued with a sliver of human soul. They act as servants, enforcers, or assassins for those skilled in necromancy and dark magic. Despite their slow movements, they prove formidable opponents due to their resistance to conventional attacks. * The Wild Hunt: a nocturnal procession of spectral horsemen, led by a horned figure astride a black steed. They sweep across rural areas, searching for prey to add to their ranks or drag back to their realm of eternal hunting. Those who hear the sound of their howling wind instruments are advised to seek shelter immediately * Ashwood Asylum: a long-abandoned mental institution built on the site of an ancient burial ground. Patients once housed within its walls were subjected to horrific experiments, which awakened dark forces that now haunt the building's crumbling halls. Those brave enough to explore the asylum may uncover disturbing secrets and confront the restless spirits of its former residents. * The Catacombs of the Forgotten Saints: an extensive network of subterranean tunnels beneath a historic church. The remains of revered saints and martyrs lie entombed here, but so too do the bodies of those whose names were stricken from history. Dark rituals and desecration have awoken the ire of the buried saints, making the catacombs a treacherous place for anyone foolhardy enough to venture inside. * The Festival Grounds: a traveling carnival that appears seemingly out of nowhere, offering revelers a chance to indulge in their wildest desires. Attendees are warned, however, that the price of entry is steep, and those who partake in the festivities may find themselves bound to a lifetime of servitude to the carnival's shadowy proprietors.
theratqueen
iling, Poorly drawn hands, Poorly drawn feet, Poorly drawn face, Out of frame, Mutation, Mutated, Extra limbs, Extra legs, Extra arms, Disfigured, Deformed, Cross-eye, Body out of frame, Blurry, Bad art, Bad anatomy, Blurred, Watermark, Grainy, Duplicate, nice art, well hand-drawn art, colorful, Small body, Cute animal, Cute clothing, Full body, Cute Eyes, Cute expressions, Watercolor style, Storybook style, Character Design, Illustrator, Digital watercolor, White background, Cartoon style, Kawaii, white background, one single character, pokemon style
sugipuls123
Joker who is alive since 300 years somehow shows sign of slow decay, his organs are replaced by artificially synthetic organs, he is not just flesh but a bit of decomposed skin making him look disgusting and disturbing at the same time the worst part is he still have he wisdom within his brains. He mutated himself long time ago which gave him this new look.
omkarsush123
Joker who is alive since 300 years somehow shows sign of slow decay, his organs are replaced by artificially synthetic organs, he is not just flesh but a bit of decomposed skin making him look disgusting and disturbing at the same time the worst part is he still have he wisdom within his brains. He mutated himself long time ago which gave him this new look.
omkarsush123
symmetry!! portrait of a woman, sci - fi, tech wear, glowing lights!! intricate, elegant, highly detailed, digital painting, artstation, concept art, smooth, sharp focus, illustration, art by artgerm and greg rutkowski and alphonse mucha. Negative prompt : Watermark, Text, censored, deformed, bad anatomy, disfigured, poorly drawn face, mutated, extra limb, ugly, poorly drawn hands, missing limb, floating limbs, disconnected limbs, disconnected head, malformed hands, long neck, mutated hands and fingers, bad hands, missing fingers, cropped, worst quality, low quality, mutation, poorly drawn, huge calf, bad hands, fused hand, missing hand, disappearing arms, disappearing thigh, disappearing calf, disappearing legs, missing fingers, fused fingers, abnormal eye proportion, Abnormal hands, abnormal legs, abnormal feet, abnormal fingers
tronjen
Smokey Goblin Mutated with a Tanuki, Purple, Teal
StinPie
Smokey Goblin Mutated with a Tanuki, Purple, Teal
StinPie
Smokey Goblin Mutated with a Tanuki, Purple, Teal
StinPie
Smokey Goblin Mutated with a Tanuki, Pink, Lime Green,
StinPie
Smokey Goblin Mutated with a Tanuki, Pink, Lime Green,
StinPie
Smokey Goblin Mutated with a Tanuki, Pink, Lime Green,, 8k, Beautiful colors, Pastel colors, White background
StinPie
Smokey Goblin Mutated with a Tanuki, Pink, Lime Green,, Low polygon render, Tiny, Cute, A cute tiny little fox, Centered, On a white background, Isometric, 3D, UHD, 8k, Beautiful colors, Pastel colors, White background
StinPie
Smokey Goblin Mutated with a Tanuki, Pink, Lime Green,, Low polygon render, Tiny, Cute, A cute tiny little fox, Centered, On a white background, Isometric, 3D, UHD, 8k, Beautiful colors, Pastel colors, White background
StinPie
Smokey Goblin Mutated with a Tanuki, Pink, Lime Green,, Low polygon render, Tiny, Cute, A cute tiny little fox, Centered, On a white background, Isometric, 3D, UHD, 8k, Beautiful colors, Pastel colors, White background
StinPie
Smokey Goblin Mutated with a Tanuki, Pink, Lime Green, mermaids, and gryphons, with musical elements like notes and instruments, The artist's use of rhythmic patterns and harmonious colors evokes the sense of a symphony of mythical beings. Artist: Wassily Kandinsky, known for his abstract art and emphasis on the connection between music and painting., Mythical Symphony, An abstract artwork that combines mythical creatures
StinPie
ancient viking goddess. (deformed, distorted, disfigured:1.3), poorly drawn, bad anatomy, wrong anatomy, extra limb, missing limb, floating limbs, (mutated hands and fingers:1.4), disconnected limbs, mutation, mutated, ugly, disgusting, blurry, amputation, watermark
ikbalpratamaa