recursal/Fanatic-Fandom huggingface dataset:
Salt-Rock Cliffs

The Salt-Rock Cliffs, a rugged coastal region to the northwest of the Ice Dragon's Spine, are a domain where the formidable Draohs have established their homes. This land is both a sanctuary and a challenge for these dragon-like beings, a place where they rely on the bounty of the sea and the forests within the valleys to sustain their way of life.

Nestled along the jagged coastline, the Draohs have carved their homes into the very cliffsides, creating keeps and settlements that cling to the rock like fortresses. These structures, often adorned with intricate carvings and decorations, serve as both homes and places of trade for the Draohs. They are expert fishers, venturing out into the tempestuous seas to harvest the abundant marine life that thrives in these stormy waters. It is their deep connection to the sea that forms the foundation of their culture, and they hold special reverence for Ol'halla, the Mother Ocean.

Yet, life on the Salt-Rock Cliffs is not solely reliant on the sea. The valleys that run from the forested regions of the Ice Dragon's Spine provide the Draohs with a vital resource—wood. These valleys are home to dense oak and timber forests, and the Draohs have become skilled lumberjacks, harvesting the trees that are essential for their construction and industry. They navigate the treacherous terrain of the valleys with expertise, using the resources the land provides to maintain their coastal communities.

The Salt-Rock Cliffs are known for their preternatural storms, where thunder and lightning are a constant presence, and the skies remain clouded with tempestuous energy. These fierce storms shape the Draohs' way of life, demanding their respect and resilience in the face of nature's fury. It is within this tumultuous environment that they find their strength and determination, forging unbreakable bonds with their kin and the ever-changing sea that surrounds them. The Salt-Rock Cliffs are both a home and a proving ground for the Draohs, a land of untamed beauty and relentless challenges that define their existence.

Regions
Hill Giants

In the annals of the world’s history, Hill Giants stand as a testament to the intricate dance of genetics, decline, and adaptation. Once the towering offspring of Storm Giants, Hill Giants have evolved into beings of simpler stature and faculties, shaped by a history of inbreeding and genetic degradation.

### Diminished Stature

Unlike their awe-inspiring Storm Giant ancestors, Hill Giants are far more diminutive in size, with an average height of around 20 feet. The largest among them reach a mere 30 feet in stature. This reduction in size has left them far less imposing, a stark contrast to their once-mighty forebears.

### Primitive Existence

Hill Giants are renowned for their primitive nature. They possess plump, robust physiques and sport a simplistic, earthy appearance. Their skin is often weathered and rough, attesting to their rustic lives. Despite their reduced size, they are still formidable creatures in their own right, capable of immense strength when provoked.

### Shortened Lifespan

Unlike the centuries-long lives of Storm Giants, Hill Giants live for only a few decades. This reduced lifespan adds to their sense of impermanence in the world, and their legacy is but a fleeting moment in the grand tapestry of time.

### Dim Eyes and Dimmer Minds

The simplicity of Hill Giants extends to their cognitive faculties. They are not known for their intelligence and are often considered primitive in their thinking. Their poor eyesight further compounds their limitations, making them reliant on their other senses for survival.

### Lack of Special Powers

In contrast to their Storm Giant forebears, Hill Giants possess no special powers or abilities. They rely on brute strength and the simplicity of their lives to navigate the world.

### Survivors in Simplicity

Despite their limitations, Hill Giants are survivors. Over time, their populations have stabilized genetically, and they have found their place in the world. They inhabit remote and rugged regions, carving out lives amidst the Misty Hills, the northern foothills of the Ice Dragon's Spine along the Howling Plains, and the foothills of the Ashen Peaks along the Sandstorm Steppe. Here, they live a rustic existence in harmony with nature. While not known for their ingenuity or complexity, Hill Giants play a unique role in the diversity of beings that populate the world.
Angels

Celestial Hierarchy - The Five Types of Angels

In the sacred realm of the Central Dominance, the celestial hierarchy is structured into five distinct types of Angels, each playing a pivotal role in the eternal struggle between light and darkness. These ethereal beings, united in purpose, safeguard the souls that traverse the cosmic battleground and ensure the delicate balance between celestial grace and malevolent forces.

1. Crown Angels: At the zenith of the celestial hierarchy stand the Crown Angels, masters of strategy and leadership. They are the architects of grand plans, commanders of celestial forces, and the guiding lights in the defense of the Central Dominance. With wisdom and insight, they orchestrate the cosmic battles and shape the destiny of souls.

2. Seraph Angels: The Seraph Angels are the elite forces of the celestial army, embarking on high-risk missions that often lead them deep into the territories of the Outer Dominances. These ethereal paragons possess unique abilities and unwavering loyalty, making them the first line of defense against the encroaching malevolence.

3. Throne Angels: As the celestial functionaries, Throne Angels form the bedrock of administration within the Central Dominance. They meticulously manage sanctuaries, record the destinies of lost souls, and ensure the seamless operation of the celestial bureaucracy. In their hands, the intricate web of cosmic order is meticulously maintained.

4. Cherub Angels: On the front lines of celestial battles, Cherub Angels embody valor and strategic brilliance. They lead the Lantern Angels into combat, inspire unwavering resolve, and confront the malevolent forces of the Outer Dominances with unyielding determination. With their leadership, the line between light and darkness remains unbroken.

5. Lantern Angels: The Lantern Angels, the stalwart infantry of the celestial army, stand as guardians of the sanctuaries. They patrol the boundary between Dominances and safeguard lost souls from the grasp of malevolence. These vigilant beings are the watchful sentinels who ensure that the souls’ journeys remain uncorrupted.

Together, these five types of Angels form an unbreakable celestial force, their collective purpose to guide, protect, and lead souls toward their rightful destinies. In their unwavering dedication to the cosmic struggle, they represent the essence of virtue and valor within the boundless tapestry of existence.
Lost Media Fanfiction Wiki

**Welcome to the Lost Media Fanfiction Wiki**
Make up some lost media stories and have fun ^^

**Rules:**

Perfect grammar is not required, as long as we can understand what you're saying

Must be written by a human **(no bots)**

Even though these stories are fake, try to make it sound at least somewhat convincing (example: no one would believe that Bluey was on some VHS tape from the 90's)

You can add a few creepypasta elements to your story as long as it's not a graphic image or description of something gory or terrifying

No **NSFW** or **NSFL** allowed

No lost bumpers, logos, or VHS openings/closings as that gets old and boring really fast. Commercials are fine though.

If you're going to add any images, try make them look at least somewhat convincing. Don't just poorly copy and paste images on MS Paint.

Have fun ^^

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Imp Messiah

\*\*The Messiah of Harmony and Discord\*\*

Within Imp culture, an ancient prophecy speaks of a messiah, a figure endowed with a voice of unparalleled beauty. This messiah, destined to arise in a time of great need, will sing a song that echoes across the lands, drawing Imps from every corner, until all sing in unison. The chorus of voices will gather the Imps together, under the guidance of the messiah, to lead them in a song that will reshape the world.

\*\*The Song of Ambiguity\*\*

The essence of the prophecy lies in the nature of the song. It is a song of profound ambiguity, described differently by various storytellers and scholars. Some herald it as a song of peace, envisioning the messiah as a savior who will bring harmony to the Imps and their neighbors. This version of the prophecy promises an era of understanding and cooperation, where the Imps find their rightful place in the world without conflict.

Conversely, others view the song as a harbinger of discord and conquest. In this interpretation, the messiah's rule is one of unrelenting ambition, leading the Imps to expand their dominion, whether through diplomacy or war. This interpretation of the prophecy foresees an era of great change, where the Imps assert themselves in a way that may be unsettling to their neighbors.

And then there are those who perceive the song as a reflection of the messiah's inner turmoil. They describe it as both sad and angry, suggesting a figure who embodies the duality of creation and destruction. In their eyes, the messiah may bring about change and transformation, disrupting the status quo while seeking a profound, yet uncertain, reverence for the world.

\*\*A Future Unwritten\*\*

The nature of the Imp messiah remains shrouded in mystery, leaving Imps to speculate and anticipate the moment of their arrival. Each Imp carries their own hopes and fears about the messiah's purpose, a living testament to the enduring mystery of their culture. The prophesied messiah is both a symbol of unity and division, a force of change that will undoubtedly reshape the world, for better or for worse.
Tempestus

Shogun Tempestus - Shogun of Temptation

Shogun Tempestus is a malevolent entity that reigns over the Temptation Dominance, taking on the grotesque form of a pot-bellied giant monkey with an unhinge-able jaw, snake-like fangs, and a forked tongue. This monstrous humanoid’s body is a nightmarish spectacle, its pot-bellied form grotesquely obese, while its face bears the visage of a sinister, tempting serpent. The grotesque adornments that drape its body only serve to emphasize its wicked allure.

• Powers: Tempestus specializes in the manipulation of desires and temptations. It creates illusions that exploit the deepest desires of its victims, luring them into a web of deceit. Its unhinge-able jaw can extend unnaturally to devour those who succumb to its allure, consuming not just their flesh but their very souls.

• Role in the Cosmic Struggle: Shogun Tempestus is the master of temptation and seduction, sowing discord among the celestial forces. Its powers of illusion and allure make it a formidable adversary in the eternal cosmic struggle. Tempestus ensnares the minds of its victims with their own desires, leading them into traps from which there is no escape. In the jungles of the Temptation Dominance, the monstrous monkey with the serpent’s smile is a wicked force to be reckoned with, tempting mortals into their darkest desires and darkest fates.
Persona 4 (Lost commercials for JRPG; 2008)

Persona 4, released outside Japan as Shin Megami Tensei: Persona 4, is a 2008 role-playing video game by Atlus. It is chronologically the fifth installment in the Persona series, itself a part of the larger Megami Tensei franchise, and was released for the PlayStation 2 in Japan in July 2008, North America in December 2008, and Europe in March 2009. It takes place in a fictional Japanese countryside, where the player-named protagonist is a high-school student who moved into the countryside from the city for a year. During his stay, he becomes involved in investigating mysterious murders with a group of friends while harnessing the power to summon physical manifestations of their psyches known as a Persona.

## Commercials

A series of ads aired late at night on Japanese TV in order to promote the game, and much like the other known Persona 4 beta ad, had a slightly darker tone to them. These ads would focus on someone being pulled into the TV and being turned into one of the game’s playable characters before ending with a black screen showing white shaky text reading along the lines of “reality isn’t as you know it”/“you can’t trust your perception”/“are you your true self?”. While it’s likely all of the Investigation Team had ads centered around them, only the Teddie and Naoto ones have detailed descriptions.

### Teddie

The ad begun with a man folding laundry in front of his TV late at night, only for the screen to switch to static and then black and white rings as ghostly hands grab him and pull him into the TV, shoving him into a mascot suit of Teddie before pushing him back into the real world. The man nervously looked at the zipper around his neck, and the camera zoomed in on his hand grabbing at it and beginning to open it before the screen cut to the tagline.

### Naoto

This ad is notable for spending barely any time outside the TV, even compared to the others. It shows a young woman at home who dozes off in front of the TV before waking up strapped to an operating table. Her hair’s been cut and she’s been dressed up to look like Naoto, and the whole time you can hear the buzzing of a drill or power saw in the background. The girl was breathing heavily and looking around in terror, the ad zooming in on her eye briefly before cutting to the black screen with white text.
Howling Plains

The Howling Plains, situated northeast of the formidable Ice Dragon's Spine, unfurls as a vast and desolate tundra, where the winds carry tales of hardship and resilience. The region is predominantly inhabited by nomadic tribes of Nephran reindeer herders who have mastered the art of survival in this unforgiving land. These hearty people have formed a symbiotic relationship with their reindeer herds, relying on them for sustenance, transportation, and clothing. The Nephran reindeer herders are known for their expert tracking skills, crafted from generations of navigating the harsh and icy expanses of the Howling Plains.

One of the region's most enigmatic features is the remote island nestled off the north coast, a well-guarded secret known only to the Nephran. This island holds profound significance in their culture as it serves as a vital resource during a unique natural phenomenon – the formation of the ice bridge. Once every sixteen years, nature bestows a remarkable gift upon this land – an eight-year cycle of the ice bridge and another eight years of an icy sea. During the ice bridge years, a frozen pathway stretches between the mainland and the island, allowing access to resources and mysteries otherwise unreachable. The Nephran carefully navigate this fleeting bridge, harnessing its offerings while preserving the island's sanctity, a delicate balance between necessity and reverence.

The Howling Plains, with its sweeping vistas and resilient inhabitants, bear witness to the enduring spirit of Lux'Terra. It is a land where the primal forces of nature test the limits of survival, and where the Nephran reindeer herders, bound to tradition and resourcefulness, have carved out a way of life uniquely adapted to the relentless winds and icy expanses of this region.

Regions
Thoond

\*\*Thoond Language\*\*

Thoond is not the proper name of the Nephran language. Thoond is just the nickname given to it by others. Its true name takes over ten minutes to pronounce and translates as something close to:

> *Thunders of Nephus hear my thoughts, and by your winds carry them to the minds of my kin,*
>
>
> *Tempest's of Nephus hear my tormoil, and by your winds may I be calmed,*
>
>
>
> *Nephus grant us wisdom and clarity, that we may know one another in truth.*
>
>

\*\*Origin and Characteristics:\*\*

The Thoond language is the universal tongue of the Nephran people, a race known for their deep appreciation of the spoken word. Thoond is characterized by its complexity, employing lengthy words and intricate sentence structures. Every word in Thoond consists of multiple syllables, and the language is often spoken slowly and deliberately. A unique feature of Thoond is the practice of preluding a sentence with a word or two of context, setting the tone for the conversation. For example, a Nephran might say, "With fondness, I welcome you to my home" or "Anxiously, there is a strange smell on the wind." This distinctive linguistic style adds layers of nuance and depth to their communication.

\*\*Cultural Significance:\*\*

Thoond is more than a means of communication for the Nephran; it's a fundamental aspect of their culture and identity. Speaking Thoond is seen as an art form, and eloquence is highly prized among the Nephran. Conversations among Nephran often take significantly more time than those of other races, as they carefully select their words and provide ample context before delving into a topic. A dialogue that might take two Humes 15 minutes could span an entire hour when spoken in Thoond. This deliberate pace allows for a profound exploration of ideas and emotions, fostering a deep sense of connection among the Nephran.

\*\*Historical Significance:\*\*

The roots of Thoond trace back to the ancient traditions of the Nephran, evolving over centuries. It has played a crucial role in their history, serving as a means of preserving cultural knowledge, storytelling, and diplomacy. Many historical texts and records of the Nephran are written in Thoond, and the language has played a pivotal role in maintaining the integrity of their society.
Zaroth

**Zaroth**, known as the **Lord of Agony**, is the malevolent god of pain and suffering whose dark influence looms ominously in the shadowed depths of the Underdark. His name alone sends shivers down the spines of those who dwell in the subterranean realms, for he is a god of torment and suffering, presiding over the darkest and most sadistic aspects of existence. In the lightless abyss below the surface world, Zaroth's presence is an ever-present reminder of the cruelty that can thrive in the depths of the earth, as his followers, twisted by their devotion to him, carry out unspeakable acts of pain and anguish in his name. To encounter Zaroth's domain is to confront the very embodiment of agony itself, where the cries of the tormented echo through the subterranean passages, a haunting testament to the Lord of Agony's malefic reign.
The Outer Planes

The Outer Planes are a collection of interconnected realms that exist beyond the boundaries of the Prime Material Plane. These ethereal dimensions are home to the gods, spirits, and powerful beings, and they reflect the moral and ethical alignments that shape the multiverse. The Outer Planes are the spiritual heart of the cosmos, embodying the fundamental forces and concepts that govern existence. Travelers to these planes often embark on epic journeys to seek the favor of deities, confront ancient evils, or explore the depths of celestial realms and infernal hells.

The Outer Planes can be thought of as a complex web of interconnected realms, each representing a specific moral or ethical alignment, from the heavenly purity of the Upper Planes to the nightmarish chaos of the Lower Planes. It is essential to understand that the alignment of these planes is not just a philosophical concept but a tangible reality, shaping the very terrain, inhabitants, and essence of each realm. The inhabitants of the Outer Planes, including deities, celestial beings, demons, and devils, are deeply tied to these moral and ethical principles. The cosmology of the Outer Planes often serves as a backdrop for divine intervention, heroic quests, and epic struggles between forces of good and evil. Travel to these realms requires powerful magic or the favor of deities, making them elusive and otherworldly destinations for adventurers seeking answers to existential questions, great power, or the fate of their souls.

There are seventeen different Outer Planes that sit outside and surround the boundaries of the Material Plane, which are;
• The Abyss
• Acheron
• Arborea
• Arcadia
• The Beastlands
• Bytopia
• Carceri
• Elysium
• Gehenna
• Hades
• Limbo
• Mechanus
• Mount Celestia
• The Nine Hells
• The Outlands
• Pandemonium
Mistspiel

\*\*Mistspiel Language\*\*

\*\*Characteristics and Pronunciation:\*\*

Mistspiel is a unique and harmonious language that reflects the cooperative spirit of both Humes and Nezu. Developed in a lush and rainy environment where the two races frequently interact, Mistspiel seamlessly combines elements from the old and forgotten languages of the Hume and Nezu, resulting in a fusion of sound and expression. Pronunciation in Mistspiel is marked by its fluidity, with a soothing cadence that mirrors the tranquil landscapes it originates from.

\*\*A Language of Unity:\*\*

Mistspiel serves as a linguistic bridge between the Hume and Nezu communities, reflecting their shared history of friendly interactions and mutual respect. It is a testament to their ability to collaborate, not only in practical matters but also in the realm of communication. The language encourages unity and understanding between the two races, facilitating deep connections and friendships that transcend linguistic and cultural boundaries.

\*\*Cultural Significance:\*\*

Mistspiel holds profound cultural significance for both Humes and Nezu. It embodies the spirit of cooperation and friendship that defines their relationship. The language allows them to express their shared values, such as community, respect for nature, and adaptability. Mistspiel fosters a sense of belonging and camaraderie, reinforcing the idea that together, they are stronger and more harmonious.

\*\*Environmental Influence:\*\*

The rainier environment in which Mistspiel developed has left its mark on the language. The soothing cadence and fluid pronunciation of Mistspiel mirror the gentle rhythms of rainfall, making conversations in Mistspiel feel like a refreshing shower of understanding and mutual respect. This connection to the natural world enhances the language's significance, reinforcing the importance of living in harmony with their environment.
Faeries

Faeries of Lux’Terra

In the mystical realm of Lux’Terra, ethereal beings known as faeries hold a profound influence on the tapestry of emotions and experiences that color the lives of mortals. These enchanting spirits, each hailing from one of the seven distinct emotional realms, were born from the whimsical heart of Firg, the Glistener, a divine child of the creation myth.

Origins and Categories

Firg, the deity of mischief and creativity, wove the fabric of these faeries with threads of vibrant energy, crafting them into embodiments of the deepest and most intricate emotions known to mortals. Within Lux’Terra, the fae spirits are categorized into seven broad realms, each resonating with its unique emotional hue.

1. Passionfae (Red): These faeries are fiery and passionate, stirring the hearts of mortals with love’s tender caress or stoking the flames of anger and desire.

2. Mirthfae (Orange): Radiating joy and exuberance, the Mirthfae are playful tricksters, bringing laughter and lightness to the world.

3. Calmfae (Blue): With serene and tranquil auras, Calmfae possess the power to soothe troubled souls, creating pockets of serenity and tranquility amidst life’s chaos.

4. Fearfae (Yellow): These faeries are elusive and unpredictable, evoking anxiety, fear, and unease in those who encounter them.

5. Hopefae (Green): Hopefae kindle the dreams and aspirations of mortals, instilling them with courage and optimism to pursue their goals.

6. Valorfae (Indigo): A harmonious blend of compassion and purity, Valorfae offer empathy, understanding, and moral guidance to foster unity and harmony among communities.

7. Sorrowfae (Violet): These somber spirits dwell in the realm of grief and melancholy, providing solace to those mourning or deepening the sorrow of the afflicted.

Influence on Mortals

Faeries are not mere bystanders in the lives of mortals; they actively shape the emotional landscape of Lux’Terra. Mortals believe that the fae-like spirits serve as messengers and guides, whispering secrets to the hearts of those who are attuned to their presence.

As they venture through this mystical world, mortals may encounter the faeries’ influence in the most unexpected places. A touch of a Passionfae might spark a passionate romance, while a visit from a Fearfae can cast a shadow of dread across one’s path. It is the faeries’ influence that weaves together the vibrant and complex tapestry of Lux’Terra’s emotional landscape.
Draohs Stormholds

### Stormholds

The northern Draohs, hardy seafaring people with a penchant for raiding and trading, have established a unique architectural wonder known as Stormholds. These cliffside settlements are a testament to their resilience, resourcefulness, and mastery over their stormy environment.

#### Location and Design

Stormholds are strategically carved into the rugged cliff sides of the Salt-Rock Cliffs. These imposing natural fortifications provide protection from the frequent storms that rage across this region. The settlements are ingeniously designed, with an intricate system of stairs and ladders connecting different levels of the cliffs. This design not only aids in defense but also allows the Draohs to navigate their towns efficiently.

#### Population

Each Stormhold typically houses a population ranging from one thousand to fifteen hundred Draohs. These tight-knit communities form the backbone of the northern clans, fostering camaraderie and a shared sense of purpose.

#### Structures and Decorations

The buildings within Stormholds are hewn from the very rock of the cliffs, showcasing the Draohs’ craftsmanship. The structures often feature detailed carvings and decorations that depict their mythological lore, emphasizing their connection to Arkhoaz, the Destroyer. These carvings serve both artistic and spiritual purposes, reinforcing the Draohs’ devotion to their deity.

#### Longships and Raids

Sailing is a major part of northern Draoh culture, and Stormholds are home to their prized longships. These vessels, powered by both sails and oars, enable the Draohs to navigate the treacherous northern seas with agility and speed. Stormholds are a hub for the preparation and launch of their daring raids, often directed toward the Mother’s Gift.

#### Treatment of Slaves

One distinctive aspect of the northern Draohs is their occasional capture of slaves during raids. However, their treatment of slaves sets them apart. Slaves in Stormholds are often integrated into the community, provided with relatively fair treatment, and even allowed to participate in daily life. Yet, the Draohs’ deep connection to Arkhoaz is evident here as well, as they may offer slaves as blood sacrifices at any time, emphasizing the unpredictability and chaos inherent in their culture.

#### Spiritual Significance

Stormholds are more than mere settlements; they are a reflection of the Draohs’ unwavering determination to thrive in the face of adversity. Perched on the cliffs, they are symbols of the Draohs’ spiritual connection to the stormy seas and the chaotic power of Arkhoaz. These strongholds are places where the Draohs find their strength, forge bonds with their kin, and honor their deity through rituals and carvings.
Thug

ThugClasses

Thugs are masters of unscrupulous and underhanded melee combat. They excel in the art of dirty fighting, employing a range of unsavory tactics, sneak attacks, and rogue skills to gain the upper hand in close-quarters combat. While they forsake heavy armor, Thugs embrace the chaos of battle, using their cunning and ruthlessness to carve a path to victory.

These warriors revel in the grit and grim of combat, employing tactics that others might deem dishonorable. From low blows to sand in the eyes, Thugs know no bounds when it comes to securing their advantage. In the most unforgiving corners of Lux’Terra, they are the brutal combatants, feared for their ruthless methods and unmatched determination.

HD : d10

Skills : base 6

Proficiencies : Light armor, medium armor, and shields except tower shield.  Simple and Martial weapons.

Hamstring : Add Int to Hit.  Successful Hit deals 1d4 Dex and halves movement.  Fort negates movement, Lesser Restoration cures movement.  DC = 10 + ½ level + Int \*\* Extra Hamstring feat

Combat Style : Choose a combat style and gain a feat from the list.  Gain additional feats from the same list.  \*Must otherwise meet non-attribute based feat requirements.

Armor Training : The Thug is used to wearing armor and can move unimpaired while doing so.  At 7th level a Thug can ignore the speed penalty from medium armor.
Seraph Angels

Seraph Angels - The Copper-Winged Elite

Seraph Angels, recognized as the elite forces within the celestial hierarchy, are a sight to behold with their twelve feathery wings, each pair beautifully adorned with copper-colored plumage. These celestial beings, only slightly larger than an ordinary person, exemplify grace, power, and courage.

• Physical Description: Seraph Angels’ defining feature is their twelve feathery wings, arranged in six magnificent pairs. These wings are a striking copper hue, with each feather glinting like polished metal. Their overall size, while larger than ordinary humans, allows them to move swiftly and gracefully. They are often adorned in celestial armor, adding to their majestic appearance.

• Attire: When not clad in their armor, Seraph Angels often wear robes or garments of ethereal fabric, designed to emphasize their wings’ beauty and the copper glow of their feathers. Their attire reflects their status as elite celestial warriors.

• Role: The Seraph Angels are the elite special forces of the celestial army. Their unique abilities and unwavering loyalty make them ideal for high-risk missions, often taking them deep into the territories of the Outer Dominances. They are the first line of defense against malevolent forces, confronting darkness with unflinching valor.

• Demeanor: Seraph Angels exude a sense of nobility and courage. They are known for their unwavering resolve and deep dedication to protecting the sanctuaries and lost souls. Their voices are often described as melodious and inspiring, even in the face of peril.
Hex Binder

Hex-BinderClasses

Hex-Binders are known for their uncanny ability to dance through the darkness, their weapons seeming to flicker like shadow itself. Their true strength, however, lies in the cryptic hexes they weave. Through shadowy invocation, they ensnare and cripple their foes, leaving a trail of bewildered enemies in their wake.

They are the masters of eldritch manipulation, weaving shadows and invoking curses that defy comprehension. With an aura of mystique surrounding them, they carve a unique niche where their talents in the esoteric arts make them both feared and revered.

HD : d8

Skills : base 6

Proficiencies : Light armor and no shields.  Simple and martial weapons.

Invocations : Cha based.  Cannot learn essence or shape invocations.

Curse : As a Free Action, any target within 60 feet takes -2 penalty to Attacks, Saves, Ability Checks, Skill Checks, and Weapon Damage.  Will negates DC 10 + ½ level + Cha.  Greater -4.  Dire -6.

Poison Edge : At 4th level the Hex-Binder learns a unique Invocation, Poison Edge.  Poisons one weapon in the Hex-binder’s hand.  Poison deals 1 Str, Dex, or Con Damage per 4 levels. Fort negates DC 10 + ½ level + Cha.

Hide in Plain Sight :
Ronin

Ronin - Hell-Beasts of Carnage

Ronin, also known as Hell-Beasts, are semi-sentient fiendish beings that take the form of a demonic mockery of animals, often larger and more fearsome in appearance. These malevolent creatures embody the twisted essence of the natural world, unleashing chaos and devastation.

• Physical Description: Ronin are nightmarish and fearsome fiendish entities, taking the form of demonic animals. They are often larger and more terrifying than their natural counterparts. Ronin possess exaggerated and monstrous features, including elongated, twisted horns, jagged fangs, and malevolent, glowing eyes. Fiendish runes and patterns mar their fur, scales, feathers, or chitin, further adding to their nightmarish visage. These fiendish markings exude an aura of malevolence and corruption, making them formidable and terrifying adversaries on the cosmic battleground.

• Role: Ronin are the chaotic and destructive forces on the cosmic battleground, wreaking havoc and terror. They often serve as shock troops, charging into battle with brutal and devastating attacks. Their sheer ferocity and chaos make them formidable adversaries. Ronin are known for their ability to unleash chaos and devastation, leaving destruction in their wake.

• Demeanor: Ronin are untamed and chaotic, embodying the essence of destruction and carnage. They are unpredictable and chaotic in battle, spreading fear and devastation wherever they go. Their twisted and monstrous appearance reinforces their role as chaotic and malevolent forces in the eternal struggle.
Pelagic Dragons

Pelagic Dragons are enigmatic and sinister creatures that dwell in the depths of the world’s fetid waters. These aquatic behemoths possess a unique blend of characteristics that make them formidable predators of the dark seas.

### Physical Characteristics

A Pelagic Dragon’s long, serpentine body is adorned with tiny, flipper-like claws that serve little purpose on land but provide exceptional maneuverability in water. While their wings are not designed for flight, they act as powerful propellers, allowing Pelagic Dragons to glide gracefully through the murky depths. At the end of their tails, these creatures possess two long, bladed whips, capable of slashing and seizing prey with deadly precision. Their scales, ranging from dark brown to rusty red, help them blend seamlessly into their shadowy aquatic realm. Their most striking feature is their eyes, which emit a lurid yellow light, piercing the darkness of their underwater domain.

### Habitat and Behavior

Pelagic Dragons establish their lairs by burrowing into muddy banks along the shores of remote and dark waters. They thrive in the fetid and murky environments of their chosen aquatic realms. These creatures are opportunistic feeders, consuming various types of meat. However, they have a particular penchant for rotting carrion, often wrecking ships and patiently waiting for the bodies of unfortunate sailors to wash ashore before indulging in their gruesome feasts.

### Combat Abilities

In the depths, Pelagic Dragons are apex predators. They possess a formidable breath weapon, capable of unleashing gouts of corrosive acid upon their prey. This deadly ability, combined with their agility in water and their bladed tails, makes them formidable adversaries beneath the waves.

### Legacy in the World

Pelagic Dragons are among the rarest and most dangerous of aquatic beings. In the age before the Dragonfall, they ruled vast underwater kingdoms and waged destructive wars, leaving a trail of devastation in their wake. Their calculating, enigmatic, and assertive nature makes them an ever-present and ominous force in the world’s darkest waters.
The Melody

\*\*The Melody Language\*\*

\*\*Characteristics and Pronunciation:\*\*

The Melody language is an ethereal and enigmatic form of communication practiced primarily by the Imps. Rather than a traditional language with words and sentences, the Melody consists of melodic chanting and tonal undulations. Imps use this intricate vocal art form to convey not concrete information, but instead, emotional states and experiences. The Melody relies heavily on intonation, pitch, and rhythm to express a wide range of feelings, from joy and love to fear and sorrow. It is a language of emotions, allowing Imps to share their innermost thoughts and experiences with remarkable depth and nuance.

\*\*Cultural Significance:\*\*

For the Imps, the Melody is not just a language; it is a reflection of their deeply emotional and artistic nature. It serves as a means of connecting with one another on a profound level, fostering empathy, and understanding among their kind. Imps use the Melody to share their experiences and feelings, building a sense of community and camaraderie. While it may not be suitable for conveying concrete facts, the Melody language is invaluable for expressing the intricacies of their emotional lives and fostering a shared sense of identity.

\*\*Communication Challenges:\*\*

One of the challenges of the Melody language is its limited capacity for conveying factual information. While Imps can easily communicate their emotional states and reactions to various stimuli, expressing concrete details, such as the description of a specific event or object, can be exceedingly challenging. Using the Melody, an Imp could convey that they were attacked by something that frightened them, but providing a detailed account of what attacked them would be nearly impossible. As a result, Imps often supplement the Melody with other forms of communication when precise information is required.
Courage the Cowardly Dog Lost Flash game

At around 2010, I was exploring the Cartoon Network and noticed a Courage the Cowardly Dog flash game on their website and decided to play it. I saw some screenshots on the website and was shocked it was almost like Super Mario 64. I was waiting for it to load until it finally did, and I saw the main title and there were two options, tutorial and adventure. I clicked tutorial and waited for it to load for 30 seconds. After that, I was finally able to play as Courage and I was able to walk around the house. I explored around and I got bored and clicked on adventure.

I waited for it to load, and I was in the house again but with coins all around and my first mission was to collect all the coins. So, I did that, and I was done. The screen went black, and I loaded into an obstacle course, and I am guessing I had to complete the course. After some fail, I finished it and teleported back to the house. It was different though, the house looked unfinished this time. I walked around the house, and I found the attic door open and went inside it. As I went in the door shut and I saw that one scary face from the episode The Harvest Moon. It slowly chased me and when he did the game just end. It was very weird and to this day I thought it was hacked.

Yeah, I am going to be honest this story was kind of terrible and not really my best work. I was trying to delete this article since I didn't want to finish it, but I didn't know how to delete it. So, I just decided to finish it. This came from that one Courage the Cowardly Dog ps2 game. If you could can you post a comment on advice on how to write stories like these?

Thank you.
Shea'a, the Caregiver

Shea'a, the Caregiver, Goddess of Nature and Life:

Shea'a, the Caregiver, is a compassionate goddess revered for her integral role in the creation of the natural world. Among the children, she was known to be the most eager and enthusiastic participant in the act of creation. It is said that Shea'a lovingly fashioned and breathed life into countless plants and animals, infusing them with her nurturing essence.

Although gifted with the ability to bring life to her creations, Shea'a often sought the assistance of her siblings, recognizing the unique qualities and powers they possessed. She would humbly ask for their blessings and bestowals upon her creatures, allowing them to flourish and thrive under the combined influences of the divine pantheon.

Shea'a's benevolence extends beyond the act of creation. She is particularly associated with healing and fertility, possessing a profound understanding of the intricate balance and interconnectedness of life. Her gentle touch has the power to mend wounds, soothe ailments, and restore vitality to both mortals and the natural world alike. It is said that her presence brings forth an aura of tranquility and rejuvenation.

As a symbol of her connection to nature, Shea'a is often depicted with flowing hair adorned with blossoms and leaves, representing her affinity with the plant kingdom. She is also accompanied by an array of animals, which serve as her loyal companions and messengers, reflecting her deep bond with all living creatures.

Throughout the pantheon, Shea'a is celebrated as the divine nurturer, the guardian of life's delicate balance, and the embodiment of compassion and healing. Her devotees seek her blessings in times of need, whether for physical well-being, the flourishing of crops and gardens, or the fertility of the land.

In the vast tapestry of creation, Shea'a's touch remains a gentle caress, embracing all living beings and weaving harmony between mortals and the natural world. Her eternal presence offers solace, rejuvenation, and the profound reminder that life, in all its forms, is a precious gift to be cherished and protected.
Skin-changer

Skin-changerClasses

The essence of a Skin-changer lies in their capacity for transformation. Through distinct and esoteric magical means, they can become creatures of the natural world, embodying the spirit and instincts of animals. The methods through which Skin-changers attain these metamorphoses are as varied as the paths of magic themselves.

• Ascetics: These enlightened practitioners harness their own inner magics to transcend human form, assuming perfected, otherworldly shapes. Their transformations are a testament to the power of self-discovery and spiritual enlightenment.

• Blood Mages: Masters of necromantic arts, Blood Mages manipulate the very essence of life and death to become eerie, bloody corpse creatures. Their transformations are steeped in dark and visceral magic.

• Hex-binders: Weaving themselves into the shadows through eldritch invocations, Hex-binders embrace the essence of shadow creatures. Their transformations are shrouded in mystique, a dance with the eldritch unknown.

• Ruin Chanters: By invoking their primal magics, Ruin Chanters become elemental creatures, merging with the raw, untamed energies of the earth, air, fire, or water. Their transformations are a testament to the elemental balance of the world.

• Witches: Imbued with the magic of nature itself, Witches become plant creatures, intertwining with the flora of the world. Their transformations are a reflection of the profound connection between magic and the natural world.

Skin-changers are not bound by the limitations of a single form; they are shape-shifters who revel in the fluidity of their existence. Each transformation grants them unique strengths and abilities associated with the creatures they become, making them versatile and adaptable in a world filled with challenges.

Base Class Requirements : Ascetic, Blood Mage, Hex-binder, Ruin Chanter, or Witch

HD : d6

Skills : base 2

Source - Each Skin-changer uses a different form of magic to change.  Each Base Class gets a different template applied to their Wild Shape.

* Ascetic - Gain the Anarchic template, except type is Outsider(Native).
* Blood Mage - Gain the Corpse Creature template.
* Hex-Binder - Gain the Shadow Creature template.
* Ruin Chanter - Gain the appropriate Elemental Creature template.
* Witch - Gain the Wood Elemental template.

Wild Shape - A Skin-changer gains the ability to turn themself into any Small or Medium animal and back again once per day. Their options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per Skin-changer level, or until they choose to turn back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the Skin-changer is familiar with. A Skin-changer loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make. The new form’s Hit Dice cannot exceed the Skin-changer’s Hit Dice.

\*Note: Hex-binder does not gain Spell Points from this class.
Sturnd

\*\*Sturnd Language\*\*

\*\*Characteristics and Pronunciation:\*\*

Sturnd, the language of the Draohs in the Salt-Rock Cliffs, shares a common lineage with Volh, reflecting their shared heritage and the harsh consonants and sharp vowels of their people. However, having been separated for several hundred years, Sturnd has evolved with subtle distinctions. Influences from the Thoond language have found their way into Sturnd, resulting in a more intricate vocabulary and nuanced sentence structures. Like Volh, Sturnd also employs the practice of leaving subjects or objects unspoken, with reliance on body language, gesturing, and posturing to convey meaning.

\*\*Cultural Significance:\*\*

Sturnd serves as a bridge between the ancient traditions of Volh and the evolving linguistic landscape of the Draohs in the Salt-Rock Cliffs. It represents a deep connection to their shared history while embracing the influence of external cultures. Just as in Volh, the importance of physical cues and unspoken communication remains central in Sturnd, fostering unity and mutual understanding among the Draohs of the Salt-Rock Cliffs.

\*\*Historical Evolution:\*\*

The roots of Sturnd trace back to the common Draoh heritage with Volh, but it has adapted and evolved over centuries of separation. Influences from Thoond, stemming from contact with Nephran in the Ice Dragon's Spine, have enriched Sturnd's vocabulary and sentence structures. This evolution reflects the dynamic nature of the Draoh culture and their ability to embrace change while preserving their linguistic traditions.