recursal/Fanatic-Fandom huggingface dataset:
Nukralva

Behavior: Nukralvas always roam in packs ranging from 4 to 8 individuals at any given time and are seldom seen alone. Their origin is speculated at best, but some claim that they are natural beasts while others argue that specifically the drastic change in physiology at their heads and hind legs indicate some form of otherworldly contamination. Regardless, these creatures are entirely flesh and bone despite their outlandish appearance. Smaller than most carnivores in the desert, what they lack in sheer power they make up for in numbers. The boney plates covering the majority of their head serve as battering rams against threats while the tusks that jut from their lower jaw act as natural spears upon impact via head butting and is their primary method of attack when threatened or fighting over a kill. To communicate, these odd mammals utilize their uniquely shaped jaws to facilitate high-pitched screeches and warbling while hunting or alerting others to danger. Although they do not often hunt actively and mostly forage for carrion and fresh kills, they have been known to gang up and attack prey that is somewhat their same size and sometimes even manage to overwhelm larger predators through their numbers. Once a kill has been made or found, they will fight each other viciously in an attempt to feed first.

**Details:** Nukralvas have been known to be domesticated by some desert natives to serve as hunting dogs and general companions due to their keen sensory organs that protrude from their hindquarters. These tendril-like organs not only sense vibrations in the air and changes in temperature but also act as a sense of smell much like a snake's tongue, giving them excellent tracking capabilities in the arid climate of their natural habitat. Be advised though, when these beasts sense fresh meat all distinction between friend or foe dissolves until their ravenous hunger is sated.
The Beginning

**All sub-human’s have been hunted to the point of near extinction. The human race was, as usual, afraid of abnormalities. Anything that wasn’t inherently ‘them’. So those abnormalities, those ‘different’ beings have become all but extinct. Hunted to the very edges of the earth, their death has been all but guaranteed through the greed and hatred of humanity. If ‘non humans’ or ‘extras’ are found above the surface, they are shot on sight.**

No mercy, no second chances.

Because of this, anything 'supernatural' fled to sanctuaries, or safe havens far from what they knew. Forced to leave their homes, their jobs, and everything they loved in order to save their lives and those of their family. Thankfully, they found a way to survive. By means of Sanctuaries and Safe Zones throughout the world, they have found a way to not only survive the attempted extinction of their existence, but to grow.

We start our journey two years after hell day.

As far as is known at this point in time, there are four core locations that can be called safe for those who lay claim to being different, to being sub-human. They stay well hidden, connected through means that the humans can’t track to keep them safe.

But they all know what lies ahead..

A war is coming.

Only time will tell who will Survive, and who will Perish.
Scuttles

**Scuttles**
*Life expectancy: 40-80 years*

This human-cuttlefish hybrid was a result from the deep sea colonization initiative. They were created, among other races, to attempt to provide a solution to overpopulation. This program was shut down eventually with the growing hatred of non-humans. Luckily when the catastrophic day hit, most of these sea-dwellers were offshore.

Scuttles can come in a variety of forms, all humanoid, all with different possible physical traits. The common scuttle has tentacles integrated with their human-like physiology.

These include, but are not limited to, wrists, forearms, lower back, ankles, head, and shoulders. Scuttles also have the ability to change the look and texture of their skin, much like their cuttlefish kin. This leaves much open in terms of fashion and subterfuge.

However, the human aspects of scuttles can make it tricky. Those who don't hold great control over this aspect of their biology, mainly young scuttles, or otherwise impaired scuttles (such as being under the influence of alcohol) find their skin change colour based on their emotions, as such, scuttles generally can find themselves overly emotional in ordinary situations.

Some scuttle find their parents have passed on the genetic traits of venom, they can leave toxic wounds in combat. They also have faster resting heart rates due to the haemocyanin in their blood requiring oxygen to travel faster through their system (this also leaves their blood a slight bluish-green). Scuttle also have two hearts, one to circulate blood throughout their body, and one to circulate blood to their gills. Luckily this doesn't inhibit their ability to reside on land, though they don't prefer to be apart from water for extended periods of time as moisturizing is key to a happy scuttle.

These are the only human-known genetic mutations of Scuttle, there’s undoubtedly more out there who’ve undertaken unknown traits.
Indel

Sitting miles beneath the sky and sea, a vast ocean awaits those who seek refuge.

The density of the liquid allows it to sit hidden away, protecting those that hide from humanity. A vast, nearly endless pool of brine entirely toxic to those who sink below its surface.

Most skirt the edges of the underwater sea, or avoid it entirely, but for those who hope to cross it, find they must wait for days until a guide comes to ferry them across, using the small islands that intermittently jut out above the surface of the deathly murk. But what purpose does crossing it serve? After days of travel, the travelers come across another island, indistinguishable from the rest.

Among the rocky surface, it falls in on itself, exposing a sizable hole, dropping down twenty feet before being shadowed in darkness. The guide and their herd of souls swim down, a small shard of light shining from a crystal in their hands gives the only indication of movement from the group.

Half an hour pass, the hole seems bottomless, but eventually, finally, it opens up into a large cavern. This giant cavern is covered in crystalline structures, scattering light from the small light the guide holds. They swim towards the towering western wall, where, in comparison, a small but well-kept airlock sits flush within.

The party crowds in, closing the door behind them. They wait for the water to drain, the guide slowly opens the heavy door. Their eyes brighten with hope as prismatic light floods from the state-sized cavern. A large set of stairs leads down to the city, while a small waterfall trickles down to the east. The city sits on a raised portion of the floor, packed with houses and shops, continuing on into the cavern walls.

The ceiling, floor, and walls are littered with chunks of crystals, the light from the city scattering through them, acting like thousands of prisms. These crystals can be seen integrated into the architecture, used in some lighting itself, pouring out from homes. The cavern floor sits a few hundred feet deeper than the city’s landing. It’s filled with fresh seawater, and on the eastern side, the river meets up with the body.

Small holes are carved beneath the water around the large lake. They move water through a pump, hidden in the walls, taking the newly filtered water back up to the waterfall to be reintegrated with saltwater taken from the sea it rests under. A rather large portion of the lake is covered in an algae that seems to shift colour, glow slightly. It’s hard to tell if the colour is from the prismatic light or if it’s an intrinsic property. Regardless, it’s apparent this algae provides much needed breathable air for the denizens of this city.

**This is Indel, a city of prosperity.**
Fleshgait

**Behavior**: Fleshgaits are nightmares given skin. They warp not only their own bone and muscle and flesh but also that of humans that fall prey to the effects of skin-to-skin contact with one of these unholy abominations. Once a fleshgait has touched a victim, its gaze locks onto that individual as its face contorts into a hollow smile. Unless killed quickly, it will begin to twist and bend the contaminated human into anything but what could be called a person. The work of these creatures can be seen sprinkled throughout the world, forgotten by their shapers as they travel endlessly in their forced wretched prisons of flesh. Most victims of a fleshgait are better off killed unless the one whom touched them are dispatched before any perversions of their human form can take place.

**Details:** Fleshgaits have been discovered to be drawn to humans. Wearing shrouds and robes to hide themselves, some even practice contorting their forms closer and closer to their prey's visage to better walk amongst them. The telltale sign of a fleshgait is that they cannot speak and do not respond when spoken to.
Sea

**The Sea.**
Probably the most volatile location for anything sub human or unwanted in the human cities. Nobody really dares to travel out to this treacherous territory, unless they know how to do so without dying.

The only things worse than the pirates that sail the oceans are the disgusting creatures of the depths.

The brine pools... the coves... the islands that aren't quite what they seem. Overall, the sea is a terrifying and beautiful existence, hiding all manner of sub human and creature within every crack and crevice. Do you think you know your way around? Well, I hope you do. Or else you may find yourself at the bottom of a sink hole, joining the rest of the bones littering the surface.

## Major Locations:

### **Port Libertas:**

A large cove surrounded by volcanic rock and rough terrain that rests at the edge of the open ocean. A free port that welcomes all, human and sub-human alike.

### **Indel:**

Sitting miles beneath the sky and sea, a vast ocean awaits those who seek refuge. A massive city hidden beneath the ocean, welcoming those that brave the journey there.

### **Nadzieja, the city of life and hope:**

The endlessly floating city’s title is well deserved. It rides just out of reach of human civilization, almost impossible to find on purpose. Most wind up on this self-sustaining city after being found floating adrift, or fleeing humanity on boat.
Cockatrice

Behavior: Cockatrice are highly territorial creatures and will attack one another without hesitation except during their mating season in the spring. With specialized toxin glands in the throat, these nasty creatures are able to infuse the air they inhale during a deep breath with an extremely aggressive and volatile poison that causes hemorrhaging in the blood vessels of most biological beings that inhale it. The victims of these cruel beasts experience internal bleeding along with bleeding from literally every orifice while violently choking on their own blood as the toxic air wreaks havoc on their body. Cockatrice are burrowers, much unlike the common belief of them nesting like the common chicken. Never bringing prey into their den, the tell-tale sign of a "cock-hole" as some forest residents call it, is the carelessly strewn carcasses and bones of unlucky prey around the mouths of their homes. Should their breath not work against an adversary or prey item, they will immediately lunge with their razor sharp, hooked talons and attempt to tear away flesh and muscle without mercy while biting viciously.

**Details**: Cockatrice have a horrible sense of smell and hearing due to the constant exposure of their own breath and exceptionally high-pitched vocalizations. Some compare the screams and cries of these fowl things to that of a banshee. There is also rumor that the simplest way to thwart a cockatrice attack is with a mirror, playing on the inherently territorial behavior of the monsters they are said to attack their kin before anything else.(edited)
Titanogorge

**Behavior:** These behemoths of the deep with their beady eyes and wide mouths, they almost would seem friendly. If they weren't trying to gulp down entire vessels from below without discretion. With surprisingly developed eyes to spot prey primarily at the surface and jaws that can temporarily dislocate, these underwater monsters are the definition of an eating machine. They appear to nearly always be feeding, whether it be simply opening their maw to vacuum in a school or fish or actively pursuing a small sailing ship with a hungry grin, Titanogorges are certainly at the back of every sailor's mind when it comes to fear.

**Details:** Cloaked in a thick blubbery hide, not resistant to piercing but rather the beast simply shrugs off attempts of harpooning and even cannonfire due to copious layers of thick fat that actually serves as a grotesque form of armor for the colossal fish. Their teeth have been said to be able to piercing most things, and defintely chip away at everything else with enough chewing.
Os Três Carneirinhos

**Os Três Carneirinhos** is a Xuxa song from  Só Para Baixinhos 3.

## Song Credits

* (Greg Scelsa / Mike Lewis - Vs.
Vanessa Alves)
* Ed. Little House Music (Emi
Songs)

## Lyrics

Era uma vez, três lindos carneirinhos famintos

Que não tinham mais nada pra comer na terra em que viviam.

Eles decidiram cruzar a ponte e ir pro outro lado da montanha.

Só que o Lobo Mau morava debaixo dessa ponte e poderia acordar.

Mesmo assim os três carneirinhos decidiram ir, um por um.

O primeiro começou a caminhar e acordou o lobo com esse barulho:

Txu txa txu txa txu txap

Txu txa txu txa txu txap

(Lobo): Quem ousa andar na minha ponte?

(Carneirinho menor): Bem, somente eu

(Xuxa): Respondeu o carneirinho menor

(Xuxa): E o lobo disse:

(Lobo): Você vai ser meu jantar... nhum, nhum

(Carneirinho menor): Ai, não faça isso comigo

(Xuxa): Chorou o carneirinho menor

(Carneirinho menor): Espere o meu irmão do meio chegar... e méééééé

Sendo assim o Lobo Mau deixou o carneirinho menor ir embora

Para esperar o outro cruzar a ponte.

Ele ficou quietinho para ouvir os passos

Do carneirinho do meio, e aí...

Txu txa txu txa txu txap

Txu txa txu txa txu txap

(Lobo): Quem ousa andar na minha ponte?

(Carneirinho do meio): Bem, somente eu

(Xuxa): Respondeu o carneirinho do meio

(Xuxa): E o lobo disse:

(Lobo): Você vai ser meu jantar... nhum, nhum

(Carneirinho do meio): Ai, não faça isso comigo

(Xuxa): Chorou o carneirinho do meio

(Carneirinho do meio): Espere o meu irmão maior chegar... e méééééé

O carneirinho do meio saiu então correndo

E conseguiu cruzar a ponte.

O lobo preferiu esperar pelo carneirinho maior

E ficou quietinho aguardando o barulho dos passos:

Txu txa txu txa txu txap

Txu txa txu txa txu txap

(Lobo): Quem ousa andar na minha ponte?

(Carneirinho maior): Bem, somente eu

(Xuxa): Respondeu o carneirinho maior

(Xuxa): E o lobo disse:

(Lobo): Você vai ser meu jantar... nhum, nhum

(Carneirinho maior): Venha me pegar, quero ver o que você vai fazer

(Xuxa): E o Lobo atacou o carneirinho

Ele pulou na ponte em direção ao carneirinho maior e se assustou

(Lobo): Esse carneirinho é muito grande!!!

(Xuxa): Ele pegou o Lobo de surpresa

(Lobo): Eu vou me mandar daqui!!!

(Xuxa): Ele se assustou, deu um salto e caiu lá embaixo no rio

(Lobo): Aaaaaaaaiiiiiiii (splashhhhhhhh)

(Xuxa): O lobo nadou e nadou, morrendo de medo.

Os três carneirinhos tinham agora muita grama pra se alimentar

E viveram felizes pra sempre.

Quando ao Lobo, nunca mais se ouviu falar dele.

E essa é a história dos três carneirinhos.

(Carneirinho menor): Méééééééé

(Carneirinho do meio): Méééééééé

(Carneirinho maior): Méééééééé
The Human Cities

**The Human Cities:**

In the center of all four districts that now house the sub-humans is a huge, walled off ... well, calling it a city doesn't truly do it justice, now does it? It is more like four large cities walled in, hidden from the outside and almost impenetrable.

Almost.

At one point, the cities must have been an absolute sight to be seen. Beautiful buildings stretching for the sky. Parks, waterways, beautiful neighborhoods to raise children.

Over the years and with human greed, the cities have slowly fallen into disarray. The center of the mega city is still very much intact, with one building stretching high enough for anyone within miles to see it closely.

As you move away from the epicenter, though? Well... it is what you would expect, out of a large city, or cities. Shops, malls, big businesses. Though what use do they have now, other than trying to survive?

From the beginning of the war, everything has grown much darker. Buildings being shut down, alleyways much less safe to walk down. Buildings crumbling, falling down that once stood proud.

The humans have let their greed destroy more than their value of life, it seems.
The Kraken, Lord of the Brine

**Behavior: Anyone who approaches this thing has nothing left to live for.** Straight from the fabric of myth and legend, this creature swims through the depths as an utter terror to all whom voyage. A common misconception is that the Kraken is a giant octopus, which is partially correct. In lieu of legs or flippers, it is propelled by a mass of long tentacles covered in thorny suckers at least, but that is where the accuracy ends. Tentacles and clawed arms are the least of sailor and pirate alike's worries. The beast is equipped with two secondary serpent-esque heads that house the beast's eyes are capable of spitting concentrated jets of water with enough pressure to pierce the hulls of most standard vessels and will do just that when a ship is sighted.

**Details**: Accompanied through its massive wakes is a school all of its own making. Terrorfish follow this legendary horror wherever it swims. Being quite the unique organism, in lieu of the ability to procreate this monstrosity instead appears to consistently birth a school of this needle-teeth, hyperaggressive fish that exhibit fins, spines, and even eelish bodies. Lesser creatures seemingly designed with the sole purpose for cleaning up any messes their overlord may leave behind.(edited)
Stained One

Behavior: Stained ones are a strange breed of creature, seeming to lack sentience or the care to communicate with other sentient beings and appearing to be something between celestial and infernal, they are beings of violence and bloodshed. Always sighted in areas of intense conflict, violence, or loss of life, stained ones hold silent vigil as they wander the site as if keeping guard over those fallen in battle in the earth below. They have also been known to use otherworldly abilities similar to those wielded by both angels and demons alike, however considerably less potent in power. Simply getting too close to one of these beings will incite hostility without warning, a merciless onslaught and pursuit until they are killed, banished, or the transgressor has left their patrolled area.

**Details**: Stained ones never seem to leave the areas they appear under any circumstance. Some speculate that unknown rules or planar effects created during intense conflict or mass death tethers them to the physical land itself. Also to be noted, stained ones have been known to suddenly materialize amongst conflicts and begin butchering all involved until felled. Little else is known about them since they have only recently appeared after the Hell Day.(edited)
Mimics

**Behavior:** In their natural state they are extraordinarily hostile. While in their 'prime' state, they appear to tirelessly seek out a desirable form whether it be organic or inorganic. Once optimal prey is found, its body breaks down and melds into a fleshy blanket of sorts in which to pounce onto and cover their target. Over the next few hours, beneath the blanket a highly corrosively agent is secreted from beneath the mimic to break down the victim's chemical/molecular makeup which is then assimilated into the mimic's own, giving it the shape of that which is consumed. Upon completion, the newly disguised mimic will attempt to assume the identity of its prey whether it be a simple lamp post, or an actual person. Variances in behavior from this point onwards are subject to the form chosen, however if it is organic they will seek out others of their new kind and begin learning how to blend in with the species.

**Details:** Have been exhibited to show enhanced discomfort in the presence of heat and intense light.
Port Libertas:

A large cove surrounded by volcanic rock and rough terrain that rests at the edge of the open ocean. From the outside, the cove looks as if it was created by some raging god, the obsidian-colored rocks offering little invitation for even the most curious adventurers. However, for those who have spent their lives on the sea, this cove is known only as Port Libertas, a free port that promotes wealth and peace. All people are supported here, regardless of race or upbringing, under the assumption that they have thrown away their previous lives to start anew.

**The Gate of Judgement**

To enter the cove, one must pass the natural archway that has been dubbed the Gate of Judgement. Behind its entrance rests two massive harpoon guns, manned by the port’s denizens. If the ship is unworthy, or too dangerous, the harpoon guns are equipped to lift even the largest Galleon out of the seafloor and hang it. The ship is then scuttled and sent to the bottom of the ocean.

*Note: If one was to fall in the wide expanse of water beneath the gate, they’d find a dark abyss beneath them. No one knows how deep the cove truly is; only that it shallows radically towards the port city itself.*

**The Main City**

Once a ship passes the gate and traverses the long entrance, they will soon find themselves in the center of a massive open area. From here the city’s location is more than obvious. Its sprawling buildings rest within the center, built along a huge rock that has speared itself up and into the air. The buildings themselves are shaped after old ships or carved stone. Large towers sprawl near the two harbors that rest on opposite sides of the city, offering impossibly strong defenses.

**The Outer Edges**

From the harbors of the city, large ferries move across the inside of the cove towards the outer edges. This allows adventurers and settlers to travel to the more inhabitable areas within the cove. From here a few farming towns have been created, as well as a few trading outposts. These towns belong to the sovereignty to Port Libertas, though a few towns have mysteriously lost contact, and found abandoned in the deeper edges of the cove itself. It is unknown as to why.
Manticores

**Behavior:** These creatures have been spotted in prides much like lions, but also in smaller groups and even alone. Manticores hunt much like mundane big cats, favoring stealth to sneak up on prey and then attacking without warning. As their teeth go for the jugular of their victims, their massive stinger upon their tail strikes wildly much like a scorpion's. Within the base of their tail are specialized organs which produce a paralytic venom to aid in subduing larger prey. It is not uncommon for members of a manticore pride to suffer wounds at the ends of their kin's stingers while taking down a kill.

**Details:** Although appearing soft at a distance, their fur is actually more bristly like that of a fine porcupine's quills rather than an actual pelt of fur. A manticore's teeth are also hollow, leading some to believe that there may be another form of poison incorporated into their hunting tactics than previously thought. Larger prides of manticore appear to be largely made up of males with a solitary female as the alpha, whereas singular roaming manticore are almost exclusively female. The distinction between male and female is that males grow a distinctive mane, whereas females exhibit sandy stripes along their body.(edited)
Dançando Com O Txutxucão

**Dançando Com O Txutxucão** is a Xuxa song from Só Para Baixinhos 2. It's the Brazilian version of The Wiggles song We're Dancing With Wags The Dog.

## Song Credits

* (M. Cook / J. Fatt / A. Field / G. Page - Vs. Vanessa Alves) Ed. Wiggly Tunes
(EMI Songs) BR-SGL-01/00200

## Lyrics

Mexe a cintura com o Txutxucão

Mexe a cabeça com o txutxucão

Mexendo as mãos e os joelhos assim

Dançando com o Txutxucão

Levante as mão com o Txutxucão

Abaixe as mãos e a cabeça assim

Sai do lugar nessa posição

Dançando com o Txutxucão

au au au au

Vem com com a gente dançar

au au au au

É hora de cavar

Nós vamos cavar também

Mexe a cintura com o Txutxucão

Mexe a cabeça com o txutxucão

Mexendo as mãos e os joelhos assim

Dançando com o Txutxucão

au au au au

Vem com com a gente dançar

au au au au

É hora de cavar

Nós vamos cavar também
Hunted Roleplay Wiki

## Welcome to Hunted

The next step in living, breathing roleplay communities.

## Hunted - A Living World

Hunted is a Living World Community with a strong focus on roleplay and world building, with pathfinder to form a solid backbone for the use of stats through roleplay.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Wendigo

**Behavior:** Often observed stalking prey silently through the trees until the appropriate moment arrives for it to attack. Solitary hunters, never seen in groups. Has been known to impersonate the voices of travelers to lure others astray. Due to elusive nature, little more is known.

**Details:** Some eyewitnesses claim the ability of having been observed utilizing perverted druidic rituals resulting in rotting and unnatural effects, also noted that the smell of decaying meat and an unearthly quiet is said to accompany their presence. Rumored to possess incredible physical strength and speed.
Siren

Behavior: Sirens are very secretive and shy creatures, keeping to the lower depths of the ocean during the daytime and preying using an ambush method with it's bioluminescent 'lure' that has a distinct human shape. Waving the tendril attached to said lure and flexing muscles within the appendage to contort the arms of it, sirens simulate a drowning victim almost flawlessly to attract prey before lunging forward with a gaping maw filled with razors to chew its prey to shreds. Should something larger than its mouth approach, the lure will instantly go dark and the siren will flee with a jarring high-frequency screech. Once the sun sets, however, these cunning predators migrate towards the surface in pursuit of easier prey such as mundane marine life, ghost whips, fiend shrimp, and specifically altruistic sea vessels.

Details: Sirens navigate and communicate using vocalizations that are strikingly similar to female 'singing' which serves a dual purpose for attracting sentient prey as well. In rare situations up to 3 of these actually large creatures (measuring up to 10ft/3 meters) have been know to hunt in temporary packs to attack larger prey and vessels. Possessing a hominid upper body that tapers down into the tail of an eel, they prove to be quite versatile in both hunting and fleeing.
Known to be the mothers of the rare Sirensong.
Forest

The most dangerous Territory for anything sub human to live. They have to be above ground, therefore they're much more likely to be found. So they have to be that much more creative with the way they live.
Hiding in caverns, up in the trees, just because they're above ground does by no means make them weaker, or easier prey. If anything else, the forest makes its inhabitants that much more volatile.

## Major Locations:

### Treetops:

Arguably the most dangerous of the sanctuaries, given that it is right above the ground - considered human land, and absolutely uninhabitable by the subhumans. Yet somehow, they've managed to figure out a way to cohabitate. Without the humans knowing, of course.

**The Faerie Mound:** The faerie mound is a gateway or a portal, to what one could only explain as another dimension, or world. It isn't as big as one would expect an entire world to be, but that is what it is.
The Hyena

**Temperament:** HIGHLY agressive. Although it does not appear to eat things besides Humans, it has been witnessed to assault other creatures.

**Behavior:** Appears to be bold and unpredictable, hunting tactics ranging from charging with reckless abandon to stalking prey through the trees and employing scare tactics to exhaust before moving in for the kill.

**Details**: Rumors speculate it is a single individual of an unconfirmed species. Due to its nomadic nature, information regarding this creature is scarce. Any who encouter are advised to not approach. Side note: Rumors also lean towards this creature in fact being a rogue supernatural, no evidence at this time to confirm or deny.
Hellmaw

**Behavior:** Hellmaws are demonic bastardizations of life that were created from the residual energy of powerful or mass demonic summonings seeping into and saturating the live sacrifices. Once animated, these demons are starving with ever increasing mouths to feed and a stomach that never fills. Anything a hellmaw devours becomes a part of it so long as it has a mouth or limbs. Eating as much as they can, they will sooner devour a freshly killed or even nearby rotting corpse rather than even respond to an active aggressor until their latest meal is consumed, using the new flesh and parts to repair whatever damage has befallen it as it feasted.

**Details:** Hellmaws eat indiscriminately. They will consume human, inhuman, and animals all the same. If it has any signs of life mundane or supernatural it is found to be food. As these animated ritual fallouts search for prey, they will consistently appear to flex and test every new part they acquire from eating, even vocalizations leading to them being quite the loud cacophony depending on how much they've consumed.
Mugabe

Shot through the heart
It's all part of the game we call love

Would you be content to see me crying
After all those little games you put me through
After all I've done for you you're lying
Wouldn't it be nice to tell the truth

Didn't somebody somewhere say
You're gonna take a fall
I gave you everything
Now here's the curtain call

And I'm shot through the heart as I lay there alone
In the dark through the heart
It's all part of this game that we call love

Now you've come back here to say you're sorry
I just don't know who you're talking to
It could be the man I used to be, girl
I've grown up and now I'm over you
Standing there just a live wire
With nowhere left to turn
You were gonna set the world on fire
But you never learn

That I'm shot through the heart as I lay there alone
In the dark through the heart
It's all part of this game that we call love

Standing there just a live wire
With nowhere left to turn
You were gonna set the world on fire
But you never learn?
Now you're shot

Baby does what baby please
And baby must have what she sees
But not this time, the tables turned
And baby, you just got burned

Shot through the heart as I lay there alone
In the dark through the heart
It's all part of this game that we call
Shot through the heart as I lay there alone
In the dark through the heart
It's all part of this game that we call
Shot through the heart as I lay there alone
In the dark through the heart
It's all part of this game that we call love
Shot, shot, shot
Shot, shot, shot
Shot, shot, shot
Dejart-Saayar, the Sire of the Sands

**Behavior:** A fickle beast, the dejart-saayar is a sight to behold given it's lustrous scales that resembles plumage in nearly a rainbow of coloration. This species has been recorded long into the depths of early human and sub-human history. Blamed for the largest and most violent of sandstorms, and the most scorching of heatwaves. Not much is known about the creature itself outside of legend and speculation, with only a handful of recorded sightings each century at most. From accounts of travelers and scholars, it is said that the beast arrives in a whirlwind of explosively heated sand and has been reported to breathe such tremendously hot breath that the very sand in it's wake is turned to glass. Areas of the desert give mild support to these legends due to inexplicable formations of natural glass forming in shapes that suggest a strong wind.

**Details:** It is not uncommon for 'specialty' peddlers and merchants to sport supposed scales from this beast along with alleged teeth and claws. It is rumored that the scales harbor an impossible hardness that all but the most masterfully crafted blades and projectiles can pierce and that the teeth and claws can cut through every material save orichalcum.
Só Para Baixinhos 4 (video)

**Só Para Baixinhos 4** is a Xuxa video released in 2003.

## Track List

1. Dirigindo Meu Carro (Driving My Car)
2. Estátua
3. Nadando Com O Teddy (Swim Henry Swim)
4. Se... (If All The Raindrops)
5. Dedo Das Mãos, Dedo Dos Pés (Finger And Toes)
6. Toque O Dedo (If You're Happy And You Know It)
7. Surfar (Do The Flap)
8. Ele É O Txutxucão (Wags Loves To Shake Shake)
9. Cinco Na Cama (Five In The Bed)
10. Sem Parar (Clap Your Hands)
11. Sr. Batedecabatedelá (Mr. Knickerbocker)
12. Shake Com O Pé (Shake A Leg)
13. A História Da Cabana (Little Cabin In The Woods)
14. Skinimarinki (Skinimarinki)
15. Hula-Hula Da Xuxinha (Dance The Ooby Doo)
16. Linda Sereia
17. Taba Naba
18. Porquinho (This Little Pig)
19. Hora de Dormir (Go To Bed, Sleepy Head)
20. Aloha'Oe (Aloha-Oe)

## Trivia

* This video uses songs from The Wiggles, Wee Sing, Barney and a song from Bear in the Big Blue House.
* The Peter Rabbit II costume from "Wee Sing Together" returns in this DVD.
* The Hula-Hula Da Xuxinha scene is similar to the Barney video "Barney's Beach Party".
Troll

**Behavior**: Often oblivious brutes of the mountains, these behemoth humanoids appear to largely lack intelligence but exhibit a highly sensitive olfactory organ which gives them a sense of smell akin to that of a bloodhound. More often than not, they are usually found within large caves and sometimes even observed in familial pod-based groupings consisting of two parents (male and female) with the occasional offspring. Males are quite territorial and unreasonably aggressive towards outsiders, attacking and maiming even members of the same species that wander too close to it's marked cave and outlying terrain. Females, on the other hand, appear to be quite docile and more scavengers than predators in feeding habits and overall demeanor. Travelers can quite literally walk right past a female troll without a second thought, so long as a healthy berth is given to the creature.

**Details**: Rumors of trolls communicating with one another and fashioning crude weapons have circulated for countless years, none have been verified as of yet.
Broxigar

**Broxigar** (a.k.a **Broxigar the Red**, **Broxigar the Red Axe**, or simply **Brox**) was a veteran orc warrior whose comrades were slaughtered in battle and who sought his own death in battle because of his guilt. Sent back in time to the War of the Ancients, Brox became an important figure in the war, and was chronologically the first orc ever encountered on Azeroth in the new altered timeline. At the final battle of the war, Broxigar leapt through the portal opening in the collapsing Well of Eternity and died in a blaze of glory after having become one of the only known mortals to ever inflict a wound on Sargeras himself.

He was the older brother of Varok Saurfang.
Infernya Fenix

Infernya's story isn't one most people know about, she usually only tells those close to her, or to those who ask while she's drunk enough.

So, a long while ago, there was a human couple who found out that the woman was sterile and couldn't have kids. Now, unlike normal people who would give up and turn to adoption, they were desperate to have their own kids by any means, to have their own blood related descendants. They searched and searched for ways, and eventually came across you the legends of magic that can grant wishes, and of genie-kin who are particularly adept at it. They weren't particularly fond of sub-humans, but if they could find a genie-kin who could grant wishes, they would do anything. So a couple years pass and they eventually get their hands upon a way of summoning an Efreeti. The couple made a wish to be able to bear children, but in their desperation, they forgot caution. Genies aren't particularly the most helpful of elementals, and he schemed to have her bear not just any children, but his.

That's where her life began, and almost ended. Almost immediately after Infernya was born, her parents abandoned her, revolted that they had given birth to 'such a horrid creature' and left her to die. She wandered for a long while until she was picked up by some sub-human nomads who took her in. They taught her how to fend for herself and were pretty much her new family, they even gave her her name. A couple years later, Hell Day came while they were in Syvaris for trading. It took away her new family, She was the only one who managed to survive, but only barely, and she ran away from it all, eventually blacking out from exhaustion. Next thing she knew, she woke up in the desert. She somehow managed to survive long enough to stumble upon a patrol around the caverns of Haven, and she managed to scrape out a life for herself there.
Cherry Petal Wyvern

Behavior: As loud as their shimmering, rosy coats of feathers are vibrant, these moderately large carrion feeders are quite a unique individual. Utterly docile unless contesting a food source or directly provoked via hostility, they spend most of their lifetime airborne soaring through the desert sky upon thermals versus actively flapping their wings. They use their impeccably keen eyesight to spot potential food amidst the sands. Given their inherently docile nature, some denizens of the desert have taken to domesticating these odd scavengers to be used as a means of airborne transportation.

Details: Within the mouth of a Cherry Petal Wyvern is a row of needle-like teeth lining their jaws which is used to puncture rather than tear, their claws and hind feet are also adapted to slash instead of grasp as seen in most other similar flying species. Contrary to popular belief, they are neither purely avian nor reptilian, but rather a hybrid of both species sporting feathers and hollow bones along with being cold-blooded. Utilizing the strangely shaped structure of their nasal cavity they are able to blast out deafening honks and clicks as a means of communication with others of their species.
Só Para Baixinhos (video)

**Só Para Baixinhos** is a Xuxa video released sometime in 2000.

## Track List

1. Batatinha Bem Quentinha (Hot Potato)
2. Dança Do Macaco (The Monkey Dance)
3. Teddy, O Polvo (Henry's Dance)
4. Trenzinho (Pufferbillies)
5. Tão Grande (So Big)
6. Shake Shake (Shaky Shaky)
7. Guto Bate Com Martelo (Joannie Works With One Hammer)
8. Atravessar A Rua (Look Both Ways)
9. Os Números (John Bradlelum)
Cabeça, Ombro, Joelho E Pé (Head, Shoulders, Knees And Toes)
10. Grite E Cochiche (Shout And Whisper)
11. Quack Quack (Quack Quack)
12. Rampa Na Mão (Romp Bomp A Stomp)
13. Cinco Patinhos (Five Little Ducks)
14. Vamos Dizer Alô (We Like To Say Hello)
15. Borboleta

## Trivia

* The songs are from The Wiggles and Hap Palmer are used.
* A plush of Winnie the Pooh in a Bee Costume and a Pinocchio toy are seen on a shelf during Tão Grande.
* The sky backdrop is similar to The Wiggles Yummy Yummy and Wiggle Time!. The sky transitions are similar to The Wiggles Yummy Yummy.
	+ In addition, at the end of the prologue of Batatinha Bem Quentinha, Xuxa did the Wiggle Fingers, which is The Wiggles' trademark hand movement
* In Atravessar A Rua a female officer is similar to Officer Beaples, that's because in Look Both Ways she was played by Leanne Halloran while in Atravessar A Rua was played by Paquitas former Andressa Cruz.
* In a beginning of Cabeça, Ombro, Joelho E Pé, Xuxa, X, Y and Z are rolling down the hill is similar when The Wiggles did it same thing in original 1998 version of Toot! Toot!.
* In beginning of Dança Do Macaco, Xuxa, Y and Z are awakening up the X to scare is similar which The Wiggles always to wake up the Jeff Wiggle.
* In Shake Shake, Xuxa, X, Y and Z are ready to Shake Shake with Shake outfits and Xuxa dressing as Elvis are similar to a beginning of Shaky Shaky in Yummy Yummy when The Wiggles are ready to Shaky Shaky with Elvis outfits.
* In Teddy, O Polvo, Z are dancing to Teddy's dance are similar in a beginning to Henry's Dance in Yummy Yummy when Captain Feathersword are dancing the Henry's Dance.
* In Guto Bate Com Martelo, Xuxa and the kids are playing dough is similar in beginning to Joannie Works With One Hammer in Yummy Yummy when Anthony Wiggle and kids are playing with dough.
Nadzieja, the city of life and hope

The endlessly floating city’s title is well deserved. It rides just out of reach of human civilization, almost impossible to find on purpose. Most wind up on this self-sustaining city after being found floating adrift, or fleeing humanity on boat.

At the center of Nadzieja are two of the largest human frigates built, hijacked and stolen by those wishing to escape their menacing grasp. Over time, they’ve re-engineered the hull of the ships, converting the lower decks into a marketplace, the upper decks, into living quarters.

The two were grafted together, needing the engine power to be able to carry out their plans. Ships then had the capability to dock onto these, anchoring themselves to them. The settlement grew, as more and more ships were docked or permanently integrated into the city.

Years went by, the ship ever-expanding. With it becoming increasingly more difficult to control their own direction, and now at a size impossible to dock anywhere else, they implemented a tracking system. A magical object built into the city that transmits their location to a sister-object. This counterpart resides in another non-human settlement, one that houses large airports, to allow trade with the floating mass of boats. Catastrophe hit, a radical faction of non-humans grew in secret, rising up one day to form a mutiny.

They planted explosives at the joints between the two frigates. ripping Nadzieja apart, splitting down the center. The two mutilated halves drifted away from each other, stranding many on the wrong side. Mass confusion and panic ensued, the radicals all amassed on one half of Nadzieja, executing all who refused to join their cause. The streets were covered in bones, the hull, plastered in blood.

This split was cataclysmic to the residents of the once proud city Nadzieja.

The radicals now known as Dread Pirates have rechristened their city **Morte-laev; the ship of death.**

Those left drifting on the second half of Nadzieja kept the name, and rebuilt. Currently, the ship-city doesn’t live up to its former glory but it certainly still is a beacon of hope for all those who sail the seas. It’s rumored that if you see decaying corpses riding atop driftwood, that the Dread-pirate city of Morte-laev lurks nearby; a well known omen for all sailors, both human and not.
Tiruma:

**Behavior:** Tiurma are ambush predators that often stick to the larger trees of the forests. Using their excellent vision adapted for low light settings, perfect for the darker portions among the trees, these silent predators stalk their prey through the branches above while waiting for the perfect moment to pounce and disembowel them with powerful hindlegs equipped with dagger-like claws and crushing the windpipe with strong jaws and serrated teeth. Once a kill is secured, they drag their prize up into the canopy in order to safeguard it from larger predators on the ground below to consume it at their leisure.

**Details:** Tiurmas have incredible hearing. Some say they can hear the movements of a mouse half a mile away, and their pelts while being unbelievably soft are also quite resilient as well as waterproof. Tiurmas are not inherently aggressive unless already hunting and prove to be somewhat mild tempered when their hunger is sated. Some forest folk have managed to tame individuals as faithful hunting companions and pets.
Lycanthrope

**Lycanthrope; Lycan for short.**

*Life Expectancy: Ageless*

While commonly mistaken for werewolves, Lycanthropes have three distinctive features that separate the two species.

The first, is that while a werewolf may only be able to transform on the night of the full moon, a Lycan can transform to and from their wolf form at will. The other, is that while werewolves may be weak to silver, and will die from a silver stake or bullet to the head or heart, a Lycan does not share this weakness, to properly kill a Lycan, one must completely sever their spine from the rest of their body, otherwise they will regenerate over time.

The last detail, and this is the most defining feature on whether another being can distinguish if it’s a Lycan or not, is the snout. Lycan’s tend to have a much shorter snout than a Werewolf, giving them a more humanlike face when transformed.

Now, Lycan’s as a race, tend to be very secluded from the rest of the world. They work in a clan system, each clan with their own respective areas that are not to be intruded upon by other Lycanthrope without the proper approval. This is due to their difference in beliefs; Lycan’s are a religious people, some clans worship a god, while others worship nature or the world around them. When the clans do meet, it is either under the premise of trading, or the start of a bloody, vicious war.

Lycan’s, while transformed, are similar in strength and agility to the werewolf, the largest difference is a Lycan’s intelligence. Lycan’s are extremely intelligent, often leading them to stop wars in the realization it benefits no one, which to some may be baffling, to see a race of such power and finesse, to also possess intelligence above that of most other forms of life. Due to their intelligence though, Lycan’s also view themselves above all other beings. It is not uncommon for a Lycan to tear the head off of a human on sight, not out of rage or hate, but because they believe that humans are like a parasitic insect that does not belong.

While some races have managed relations with the Lycan’s, it has only been through large amounts of vigorous effort and the promise that no one of their kind shall intrude on their territory. Their territory, by the way. Is within the mountains, where they can use their strength and agility to the fullest, constantly hunting and constantly watching. Here any adventurer should be careful, for if they wander into the wrong clearing, the wrong cave, if they drink from the wrong river; They will die. A quick and swift death, and the last thing they will see is a pair of glowing eyes, bright and full of thought, and then darkness, as their neck is snapped within seconds.
Unfortunate

**Behavior**: Unfortunates are the portrait of their name. Being the victims of fleshgaits that were allowed to have their way and complete their 'art', these pitiful lumps of twisted human appear to be in constant agony, jerking erratically and often are ceaselessly screaming, crying, or moaning if they were lucky enough to be left a mouth or eyes. Should they have the ability of locomotion, they mindlessly wander wherever they have been abandoned by the eyes of all mercy to be alone in their unending misery.

**Details:** Unfortunates were among one of the first most commonly documented 'casualties' following the Hell Day. Rumors have begun to stir that more and more unfortunates are appearing more fortunate and even more closely resembling their creators, leaving speculation towards the creation of these beings having been failed attempts of procreation.