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The world of Chill is a world of horror, but it is also a world where mankind fights to
take back the night in the face of that horror.
In Chill, you play an envoy, an agent of the
secretive organization SAVE, a group dedicated to
the observation, study, and eventual destruction
of “the Unknown.” What exactly is the Unknown?
Well, SAVE isn’t exactly sure. They have a working
theory, but almost nothing can be said for certain of
what SAVE’s founder called “the Enemy” save one
thing: it is a source of unspeakable evil.
Your envoy was once a normal person, but
exposure to the Unknown has awakened something
heroic in him (or her). SAVE, in its fight against
the Unknown, watches for people who have
survived such encounters, and brings them into
the organization to help with the fight. Now, your
envoy and others, travel the world in search of
elusive clues and weapons to battle the Horrors and
defend against
the magic and
machinations
of the
Unknown.
In the
world of Chill,
the Unknown
spawns
Horrors
both familiar
and alien.
Vampires,
werewolves,
zombies and
their like
come from the
Unknown, but
there are other
horrors that
defy description. One thing is certain. When the
Unknown is present, nothing is safe or normal. If a
vampire moves into town, the crime rate increases,
domestic violence increases, the weather changes,
children suffer nightmares and wake in cold sweats.
When the Unknown enters our world from its
shadowy plane of terror, it brings with it corruption
that gets right into the marrow of our reality and
starts sucking.
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