Nobody knows where she got that cauldron.
She is too small for such a burden. It sways heavily on her back, and something stirs inside. In the villages they would have told the child to go home. But there are no villages here anymore. Only meadows where monsters roam, and a little girl walking straight toward them.
At first, the monsters laugh.
Then the arms rise from the cauldron.
THE CAULDRON AWAKENS
Whips slice the air. Claws tear the silence apart. A stone fist falls from the sky like a verdict. She doesn't even need to look back: the cauldron knows who it wants. Lead her forward with one finger, and it will take its due.
WHAT IT EATS STAYS WITH HER
Every enemy she defeats vanishes into the cauldron, and she grows stronger. Forever. Yesterday a goblin could knock her off her feet. Today goblins scatter at the sight of her shadow.
WEAPONS REMEMBER
Claw of the Threshold. Sister's Whip. Fist of the Requiem. Will Made Fist. These things have names, and behind each one echoes an old story. Find them, feed them to the cauldron and watch them awaken into something far more terrible.
THE WORLD SHUT ITS DOORS
Beyond the Meadow lie Dust Gulch, Crystal Tundra, Darkwood and Stone Reach. Every road is guarded by one who has never lost: the cyclops, the werewolf, the satyr, the ancient treant. They have stood at these gates for centuries and have never met anyone this hungry.
THE HUNT BEGINS
There is an arena people enter of their own free will. Two hours. Twenty bosses, each more terrible than the last. You may retreat, but there is no one to surrender to. Those who return bring chests full of loot. And they never tell what the cauldron did out there on the sand.
THE ROAD HAS ONLY BEGUN
When it gets too hard, you can always catch your breath at the fountain. But you won't linger long: behind your back, the quiet rumbling has already started again.
It isn't full yet.
Your cauldron misses you. Feed it.
Her cauldron is hungry. The monsters don't know they're dinner yet. Action RPG.
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