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About Donut Lab

Back

**Donut Lab Inc.** is a development company, founded in 2018 and the developer of Donut Punks.

**Donut Punks** is the team's debut project, scheduled for release in 2021.

Donut Punks Universe is characterized by an unusual setting that takes a spin on the usual rules of the post-apocalyptic genre. In that universe, kids take what’s left of the world and strive to make it a better place relying on their creative impulses, fantasies and frantic energy. Zombie adults though are no help — all they do is spread doom & gloom.

***"At Donut Lab, we are passionate about creating great games: authentic setting, unique mechanics, and lots of fun. We set trends and create our rules. We’re ambitious and reckless".***
Wi-Fu

Wi-Fu — punk with the ability to teleport

## Bio

When the apocalypse hit, Wi-Fu was horrified to find that all her loved ones turned into zombies and started destroying her home. And her grandma even ate her beloved cat! Fortunately, Wi-Fu managed to save the hamster and hide in a safe place.

Wi-Fu was afraid that the zombie virus could infect her too. In an attempt to avoid this fate, she uploaded her consciousness to the internet and started a new life there. Unfortunately, the hamster didn't have enough consciousness to do the same and was just too dumb, so there was nothing to upload.

This is where Wi-Fu's genius plan comes in. First, she created a tangible hologram of herself so she could return to the real world. Second, she fed the hamster with donuts. And as everyone knows, donuts have untold power! The hamster mutated into a powerful creature that now helps Wi-Fu fight the zombies. And Wi-Fu herself, as a hologram, learned how to teleport!

Her task now is simple: save the world from zombies and achieve donut glory! Wanna help out Wi-Fu? Let's go play the game!

P.S. And if you level up Wi-Fu and unlock her alternate perk, you'll be able to summon a hamster on the battlefield right at the end of teleportation.
Spined Dwarf Mantis

The Spined Dwarf Mantis (Ameles Fasciipennis) is an extinct species of praying mantis that was endemic to Italy in the Tolentino area, and has not been seen since 1871, despite extensive surveys of the region.

## Description

Little is known about this insect as it was not well studied before it went extinct. What can be assumed is that it resembled other related species in its genus.

## Range

The insect was only known from the Tolentino area in Italy, presumably inhabiting the vegetation that surrounded the area.
Natural Selection

**Natural selection** is the process by which organisms possessing the characteristics that are best suited to their environment are more likely to reproduce. The offspring of those who are well-adapted are more likely to survive and pass on their genes. It is the main driving force behind evolution.
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Abandoned for good this time

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Zombies

Here you can get to know all your main enemies. Learn about them, and maybe even learn to love them. 🧟

# Game role

Zombies — your main enemies, an embodiment of doom & gloom.

Mostly quite slow when in battle and can only cause damage when really close.

Zombies — the main source of donuts 🍩, which will bring you victory.

# Special Zombies

While most zombies just stagger around the map and wave their hands in the air, a number of enemies have unique features or attacks. They should be feared the most.

## TV-head Zombie

Hefty zombie, that emits waves of electricity if attacked. Has a lot of health.

## ZombieCop

Ex-cop will make sure all zombies will be after you once he’s gone.

## Flaming Zombie

Blows up if hit — one shot is enough. Leaves the battlefield covered with fire, which will damage your health.

Important! Explosion and fire won’t affect other zombies.

## Icelolly

Blows up and freezes everything around if killed. That goes both for kids and zombies.

The freeze area isn’t big. So to keep safe, just don’t get close to Icelolly!

## Zombie Bunny

This zombie has impressive health. You can’t get donuts from him after his defeat. Instead, you’ll get batteries.

## Nurse

Even when dead, she continues to do what she does best — heal those who are hurt. With that zombie, you can collect aid kits that restore your health. You can’t get donuts from her.

## Deadly donut

Mad zombie pretending to be a donut. Runs fast but in short bursts. Expect a lot of damage, if you wait long enough. Very thick-skinned, so it is not very easy to defeat him.

## Zombie in bath

Extremely rare zombie. Only a few have seen him, and the effects of his attacks are unknown. He farts powerfully.

# Tips

* Zombies tend to follow once they set their eyes on you. But if you are far enough, they might just leave you in peace.
* You can use special zombies for your own perks! Just attack them, when rivals are near! If zombie damage will finish off your rival — consider perk complete!

# Trivia

* In Donut Punks Universe zombies are not dead. They are just victims of a virus. Or magic. Or evolution. Or maybe crap ecology. Basically, they are not dead.
* No one knows why people turn into zombies. And it seems that only adults turn into them. But you could say it’s not because of the age, but actually because once you grow up, you become dull and boring as hell. Just like zombies.
* Zombies are full of donuts. No one knows why but Chakra is certain that there is a secret spiritual meaning to this, which, of course, not everyone is given to understand but you might just be enlightened if you try.
Tallfellow Halfling

**Tallfellow Halflings** were a subrace of Halflings thought to be related to Elves. Their average height was between 3'8 and 4'0, taller than most Halflings, they also typically had fair skin and hair, and they had long Elfish faces and slightly pointed ears not unlike Half-Elves. Their darkvision, if they had any, was typically negligible. They were said to have Elfish or Feylike personalities and often traded with and befriended Elves and Fey, and often lived under Elvish rule and consorted with Elves producing the majority of Faux-Gnomes.

They spoke the local dialects of Common and/or Luirenic but often also often spoke a nearby Elvish language and/or Sylvan and a language or two of a Fey creature. Instead of traditional Halfling burrows, they usually lived in open wooden houses or in houses made of or on top of trees much like Elves. They sometimes travelled to the Underdark, very often the Feydark where they often met Stone Giants and Drow meaning they sometimes also knew Undercommon, Drow, and Stone Giant, to the shock of many other races they actually enjoyed the company of Drow. They often included some Seldarine gods in their religion.

It was common knowledge they were descended from Elves but this was actually contested and unknown. Many legends either describe Yondalla creating them either by transforming Elves into Halflings or creating or changing Halflings with inspiration from Elves living nearby.
Tiefling

**Tieflings** were a race of Helltouched Humans, they typically had blue, purple, or red skin (not including all the colors in between), horns in a wide variety of shapes protruding from their forehead which were either the same color as their skin or a little darker, black hair (usually), pupilless eyes, and large fleshy tails, though there was an incredible variation based loosely on what kind of Fiend they were descended from. Tieflings were the most common Helltouched, because of the widespreadedness of Humans and because Humans were more adventurous, as well as their charming aura (from commonly being descended Succubi) and urban habitat, virtually every urban Human couple in a major city had at least a small chance of Tiefling blood resurfacing.

Tieflings were strongly outcast and treated like second class citizens almost everywhere, often abandoned when they were born to Human parents and often having their Tiefling parents killed, depending on the city it was easy to get away with killing Tieflings. People feared and despised their fiendish appearance as such they were often forced to do all the thankless tasks in their city and steal to get along, their outcast status made them easy to sweep up into cults and gangs, and many worshipped Zehir who they believed would deliver them from oppression if they helped deliver themselves through the treacherous means he would approve of.

Tieflings were frequently sorcerers, even more often than humans, even those didn't technically qualify as sorcerers could often still cast at least three spells, which ones usually based on what kind of fiend they were descended from.

Tieflings typically had second names that were often interpreted and used as surnames but that they bestowed themselves. These were words for emotions, activities, or other traits that helped define that Tiefling.
Church of Eyllistrayi

The **Church of Eyllistrayi** was a loose organization consisting of a small but widespread set of organizations dedicated to Eyllistrayi and her goal of rehabilitating Drow, they often went looking for Drow who they might lure to their communities, though Eyllistrayi did a lot of that work herself whenever her moonbeams could hit Drow on the surface. Drow starting a new life were actually a minority in the church, the majority consisted of the descendants of Drow who'd started a new life, surface Elves, Humans, Half-Elves, and Half-Orcs, and many were run by Lythari &/or druidic (often theranthropic) circles from the surface. The church either formed small communities which subsisted on their own agriculture or were semi-secret societies within cities whose members worked as dancers, singers, or swordsmiths.

The church was dedicated to egalitarianism, between men and women, weak and strong, and between races, as well as freedom. These were the tenets that attracted non-drow to it, though many joined for the song, dance, and swordsmithing. To help it's members with egalitarian they tried to help people see through each others' eyes with a tradition of magical ritual dances, changedances, which transformed the body, all of them had dance for turning women to men and vice versa and a few had dances for turning into certain races or altering other charicteristics, minor limitations to these dances included the fact that those who turned into Elves would have blank trances like Drow unless they had past lives for whatever reason and those who turned into women and got pregnant couldn't turn back until they had gone through with it or aborted the fetus.

Sometimes Eyllistrayi's messenger creatures, especially Pixies, would join the church and aid them with their magic. One of the most important boons granted to devoted clerics, paladins, and druids of Eyllistrayi was a form of moonfire signalling to everyone within miles with it's distinct color and appearance that a worshipper of Eyllistrayi was in danger, though those who were theranthropes were granted an arguably better power to control their transformation. After death Eyllistrayi's worshippers were taken by her from the Fugue Plane to her kingdom in Nidavellir, Svartalfheim, which they had to share with Erevanes. Eyllistrayi kept her worshippers safe from the chaos and warfare of the rest of Ysgard as well as the brunt of the Erevanesians' trickery and thievery, but those who wanted to use those swords they made were certainly allowed to.
Eyllistrayi

**Eyllistrayi**, also known as the **Dark Maiden**, the **Lady of the Dance**, and **Lady Silverhair**, among other epithets, was the goddess moobeams of the Dark Seldarine who betrayed her pantheon and went back to the Seldarine, she was also a goddess of dance, song, beauty, and swordcraft, in that order and sometimes more generally a goddess of the arts (which all of those things are) and freedom (which is required for the arts). Like other members of the Dark Seldarine she had pitch-black skin and white hair, her hair was longer than almost any other deity's and she perferred to drape it around herself instead of wearing clothes. Depictions of her typically posed her in a dance move holding a bastard sword over her head with her left hand, and the blade resting in her right. Her symbols included the full moon, bastard swords, mithril, moonstone, and silver, silver moths, white- and silver-striped cats, white wolves, and her messenger creatures included Pixies and Silver Dragons. When she turned back to the Seldarine they granted her the divine realm of Svartalfheim in Ysgard, though she had to share it with Erevanes.

Eyllistrayi had a small but widespread church focused on rehabilitating Drow, although it did not entirely consist of Drow, she often personally called to Drow on the surface in the night and tried to guide them to a church. The Church of Eyllistrayi preached equality among all its members as a stark and deliberate contrast to Drow society below. Particularly devoted members could be granted moonfire, a beacon for help, and in those churches which overlapped with theranthropic druidic circles they were also granted more control of their theranthropy, the Lythari were frequently known to work closely with and be a part of the church.
Talos

**Talos**, or the **Storm Lord**, known as **Bhaelros** in Calimshan, was a god of storms and destruction, or as **Kozah** (from earlier Netherese **Kosaqas**) the **Destroyer**, or the **Raging One** in Anawrukh, as well as other untamed natural forces. Although technically a member of the Faerûnian pantheon, as one of the deities formed in th conflict between Selûn and Shar, he didn't get along well with them and preferred to associate with the Deities of Fury, as he was close friends with Auril and both made love to and fought viciously with Umberlê, their power and personality were similar and so their egos clashed fiercely which they loved about each other. He hated both nature gods and civilization gods (including fellow Deity of Fury Malar who he only tolerated as a friend-of-a-friend), he hated both natural life and civilization as he viewed them as largely impedements on natural creation and destruction, but he made exceptions for the Church of Talos because of how much they stroked his ego. His divine realm was the Screaming Towers in Pandesmos.

His primary symbol was three lightning bolts in the cool colors, but he was also associated with things decorated in black, gold, and silver, and any strongly colored lightning, especially in odd colors. Omens from him included bellowing laughter in the wind and thunder and fist-shaped clouds. His messenger creatures were Quasits, Vargouilles, and Yeth Hounds.

He was associated and often confused with the wild magic god Malyk, who was also sometimes said to be a child of his and Umberlê's.
Remove Curse

**Remove Curse** was a spell which removed curses, wizards typically classified it as a third level abjuration. Before its proper casting it required the cursed individual, location or object be splashed with a potion made from a base of holy water mixed and heated with tree sap, snake venom, an herb, and one or two more ingredients specific to the curse, the herb was also specific to the curse and different curses required different snake venoms but some curses used the same venom. Potion shops typically sold some of these potions and churches often gave them away.

Although it was relatively easy to learn and perform it had to be formed with caution as it created an ethereal representation of the curse known as a fluchgeist which could range from a disgruntled spirit which runs away to a powerful monster almost certainly capable of killing the caster, curses which were too bonded to a soul or thing destroyed the cursed thing when this was cast, notable examples being garous and vampires.
Sodapop

Sugar and spice and everything nice

***"Sugar and spice and everything nice"***

**Sodapop** — is a big soda lover and a hero with the unique ability to become invulnerable.

# Combat info

## Vitality

SodaPop is a young kiddo and his health is not to be something to be jealous about. Speed, not the best you can have either.

But his sugary coat really boots his stamina, which protects him from other characters’ perks. And his own perk which makes him invincible, tramps everything else.

 **Speed:** | Average

## Attack

Attacks with sodapop bubbles.

Each shot fired has several shells. But remember, you won’t get many shots at once. Brace yourself and be patient while you reload.

 **Range:** | Average

## SuperAttack

Throws a bomb that blows up everyone in the area.

 **Range:** | Average

## Perk

**SugarCoat**

First and foremost, this perk creates an awesome armor that completely protects him from any damage.

Also, at the same time perk poisons a small area of the ground around him. Poison only affects rivals and weakens them.

 **Range:** | Low

# Tips

* Kiddo is not the strongest, so be careful when playing on difficult maps.
* SodaPop’s perk can be a real helping hand. For example when your health is super low and you are still reloading and those damn zombies are in your face.
* At the same time, don’t let SugarCoat get in your head. You won’t be invincible forever. So stay away from zombie crowds!
* Good idea is to use perk and SuperAttack together. Once surrounded by zombies, use perk and then SupperAttack. Once the dirty work is done, finish off whoever is left and get them donuts!
* SodaPop is nice to play against. Most likely his perk won’t affect you. Just make sure to stay away.

# Dope facts

* SodaPop was born in Bangladesh on an elephant farm.
* Despite his young age, he is well versed in chemistry, experiments a lot and lives in an abandoned soda plant.
* Soda is his passion, and sugar is his fuel. Without this magic juice, SodaPop immediately loses strength, so he carries a supply of cola with him everywhere he goes.
* In order to weaken his rivals when using perks, SodaPop has no shame in passing a bit of gas after all that soda he drank.
* Magically, the kid's body has adapted to the huge doses of carbohydrates. All kids envy him now! This is so weird, right? And to answer your question — no, you won’t become SodaPop if you drink 5 gallons of soda!
Lolth

**Lolth**, **Arawshnayi**, or the **Spider Queen** was goddess of the Drow, head of the Dark Seldarine, and former Seldarine goddess of spiders and weaving. Lolth's defining act was her betrayal of the Seldarine, it came after a divorce with her husband Corellon, which itself had come after a long series of escalating arguments. Lolth was a humble goddess of weaving while Corellon was adventurous, tricksy, and mercurial and naturally they were poorly matched, by the end of their marriage she had grown to hate Corellon and had grown more assertive in order to get through to someone so self-absorbed. She rallied her family including her new husband, her children, children-in-law, and granchildren, among others, and they guided and controlled the partially subterranean Elves of Ilythiir until they were powerful enough to rebel against the surface Elves. Their empire was swiftly destroyed and the ones survived in the Underdark no longer reincarnated, Lolth and her allies were cast into the Abyss, where the carved out their own layer and later made it into a plane of its own. The Drow culture formed was matriarchal because Lolth hated almost all men after that and the ones she did like she believed should stay in their place, and it was strength-based because Lolth blamed her defeat on weakness, she also bestowed upon them a rejection of honor codes, leading a certain ruthlessness.

The exact story of Lolth's betrayal of Corellon was unknown as it was a sore subject to the Seldarine and Dark Seldarine alike, and those devout to both were forbidden to speak in any details. Though of course all sorts of stories were whispered among the elves, they almost always involved her recruiting the help of various gods enemies to the Seldarine so when Corellon died Lolth could pretend she had nothing to do with it and take over as she believed she would be a better ruler than her husband, these often included the Deities of Fury, the Goblinoid Pantheon, and Vaprak. They also almost always included the creation of the Garradh from Faeina, Sehanine, and Hanali.

Particularly strong and zealous Drow would take one of many well-guarded secret cross-dimensional paths to Lolth's divine domain, the Demonweb Pits, for a test of strength where they fought through a dungeon filled with monsters and oozes. Those who passed came back with a great deal of honor to their name, Lolth had nothing else to give them as they were already so powerful. Those who failed were sometimes turned into monsters for later challengers to fight but usually came back as Driders, who in a backhanded favor were given bodies like Lolth's which made them exiled for their failure. Drow who were nearing death were sent down one of these tunnels and were sometimes rejuvenated into spirits to serve Lolth.
Fluchgeist

**Fluchgeists** were the result of a Remove Curse spell being cast on something. The spell coagulates and drives out a curse, creating an ethereal manifestation of the curse. The fluchgeist's primary goal was to reattach itself to the formerly cursed person or thing but this required significant effort on their part as the spell intended. They also had other goals based on the curse like vampiric fluchgeists wanted to drain life from around them and theranthropic ones acted like enraged animals. Much like elementals fluchgeists were somewhat violent in general because they were confused and not really meant to exist as entities.
Blackscale Lizardfolk

**Blackscale** or **Viletooth** **Lizardfolk** were Dragontouched Lizardfolk created by Black Dragons using magic for the purposes of having minions more like themselves. Their scales were black all over, their eyes ranged from orange to green, and their back sails were gray and broken up by spines. They were more muscular than other lizardfolk, they could hold their breath for up to an hour and breathe freshwater, though they usually only ever breathed swampwater because cleaner freshwater seemed to assault their senses like chlorinated water. Additionally their saliva was acidic and so they liked to drool on their weapons and bite opponents.

They were very sneaky because they enjoyed surprise attacks, their Black Dragon masters taught them to feel genuine joy at the terror, dread, and surprise of others. Also like their masters they enjoyed pickling their food both because of the taste and because of looks of horror wandering humanoids made at rotting, drying, and pickling corpses which they liked to savor from their hiding places before adding them to the display.

Most Blackscales were perfectly comfortable in their dragon-ruled tribes and those who decided to venture anyway were roundly rejected by other societies, sometimes including other Lizardfolk for the fact that their brutish tendencies sometimes let loose more emotions than the rest of Lizardfolk society was comfortable with.
Maeluth

**Maeluths** or **Maeluthar** (Dwarvish for liars) were the Helltouched Dwarvish descendants of Cambions. They looked much like typical Dwarves with several notable differences, they had much longer fingers with nails almost like claws, hair and beards that turned white in their 150s instead of their old age, and pointed ears, though some had more drastic traits most didn't and it's possibly the natural Dwarven resilience to many things includes unintended bodies, it's also possible it's because most of their Fiendish ancestors were Succubi (as for most Helltouched but moreso for the often-stressed Dwarves), this could also be a reason for their inherent way with people, the less Fiendish features they had or the more they could hide the better they could manipulate people. Their ancestry, especially if it was recent, often granted them sorcery, but those who weren't sorcerers could still cast Darkness. There were much fewer Maeluths than other Helltouched both because of the long lifespan of Dwarves, and the fact that fiendish heritage puts a target on ones head.

Far less common were Durvazags (Deep Dwarf for anti-dwarf), the Deep Dwarf equivalent of Maeluths, they were hated by Dwarves, Deep Dwarves, and even Maeluths, leaving them loners most of the time.
Jenasi

**Jenasi** (Thorasta for of genies) or **Geniekin** were a planetouched race or set of races touched by the Elemental Planes, typically resulting from a Genie having a child with a mortal, these children were genetic copies of their mortal parent, but like other Jenasi they had elongated pointed ears regardless of their original race or mortal parent's race, as well as of course any number of different traits which made them resemble/partially be composed of their element. When a Jenasi had children whether or not they were a Jenasi was a binary yes or no and the chance of it was equal to the child's percent of Jenasi heritage, this chance dropped to 0% if they heritage ever dropped below 12%. Like other planetouched, Jenasi were frequently sorcerers but could cast certain spells even if they werent they had some degree of control and familiarity with their element, even being able to cast certain spells though this was taxing and required rest afterwards.

The four most common kinds of Jenasi corresponded to the main form Elemental Planes, Air, Earth, Fire, and Water, there were however, occasionally Para-Jenasi, based on the Para-Elemental Planes, and it was debated whether or not Quasi-Jenasi or even Jenasi associated with the Positive and Negative Planes did or could exist.

Jenasi were so rare and as such the uneducated explained them in any number of ways, from religion omens to just the summons of nearby caster, shunned from polite society and typically growing up with single parents or as orphans they were wanderers who'd work for anyone who'd pay them.

Most Jenasi were the product of Genies and Humans but the second most common mortal race to father or mother them were Halflings who were taken under the wing of Aerogenies and often stolen from to become slaves by other Genies.
Freezie

***«C-h-ha-t-t-t-tte-r-r-i-ng te-e-e-eth is-s n-o-ot a g-o-oood lo-o-ok»***

**Freezie** — character, who is always cold but can’t live without his fridge.

# Combat info

## Vitality

Freezie has a unique armor which is a fridge!

This gives him great health but let’s not count on that. He is quite slow, so he might take his time trying to get away from a potential attack.

 **Speed:** | Average

## Attack

Attacks with a stinky cloud, that comes from a fridge, that zombies are not fans of! Attack range is not that far, so he has nothing else to do but get close to the enemies.

 **Range:** | Average

## SuperAttack

This SuperAttack causes a lot of damage to zombies, covering a large area around Freezie.

 **Range:** | Average

## Perk

**Freezang**

Throws a freezing bomb that freezes both rivals and zombies. The area of coverage is not that big but given the chance, many can be affected.

 **Range:** | High

# Tips

* Important to remember that the perk affects zombies too. So it could very well happen that there’ll be no one to eat your rivals — zombies will be frozen! So make sure you aim well and don’t freeze zombies if you want your rivals to be eaten!
* On the other hand, Freezang perk is awesome if you want to get away from a bunch of zombies. While they are frozen you can quickly attack and get all those yummy donuts!
* If you’re playing against Freezie, and he’s near — best to keep close to zombies. In that case, all will be frozen and no one can cause you damage.
* This SuperAttack is great as a defence tool. So if you don’t have many batteries — better save the perk for the worst-case scenario when you are surrounded by zombies.
* Remember: Perk only freezes zombies for a bit, while SuperAttack will kill them with its coldness.

# Dope facts

* Fridge is the core of Frizie's personality. It is his home, protection and possibly a friend. And sometimes even a mum.
* Freezie is stocked up with food. Although a bit out-of-date. But can a spoiled twinky be such a bad thing, when there is an Apocalypse outside the window and zombies are trying to eat you alive?
* Kids like Freezie, for his storage abilities and sometimes bring him goodies to store.
* You may say Freezie is cryopreserved. That goes for both his body and brain. Which does affect his ability to fully comprehend what’s happening around him, hence each day for him is kinda like a groundhog day.
Deity

A **deity**, also known as **god** and sometimes a **goddess** in the feminine was a being of such power that they were physically incapable of existing in the inner planes, despite this they influenced the inner planes, especially the Prime Material Plane, and demigods, were capable of existing in the inner planes, additionally they sent down avatars, material representations of themselves, though these took significant effort and so were only used in dire situations.
Urdlen

**Urdlen** was a Gnomish deity of rats, moles, theft, death (later murder), and Spriggans. After a feud with several Gnomish gods he stole from and, in the fighting, attempted to kill, Garl Glittergold banished him from the Golden Hills down to the 399th layer of the Abyss, the Worm Realm, where he grew even more bloodthirsty. Later the similarly exiled Ladugdwer and Dwerra took him into their divine realm of Hammergrim where, under their influence, he became the god of Spriggans as well who they viewed as having a similar plight to Deep Dwarves. He was known to manifest on the Prime Material Plane as a gigantic naked mole rat with steel claws.

Urdlen had made many enemies of many gods and their worshippers, first Kurtulmak when his pantheon's captain, the Lords of the Golden Hills when he was exiled from them, the Moradasamman when he allied with their enemies, and Grumbar had always viewed him as vermin intruding on his realm. He did have a small church outside of Spriggan society comprised of rogues, particularly of the Underdark, who were granted divine power in return for targeting the worshippers of his enemies.
Caster

**Casters** were individuals who knew how to use magic and in particular cast spells a significant degree. There were many who could cast a few simple spells are cantrips but were not considered casters, particularly if their entire race or species could do these things. True casters had a way of manipulating the weave and growing this power, no matter how they obtained it. Some of the best casters included wizards who gained magic through pure knowledge and scholarship, bards who tuned their music to the weave, sorcerers who were born "living knots in the weave" so to speak, druids who drew their power from the nature they swore to protect, and warlocks and clerics both granted their power by gods or godlike entities. Many other types of warriors could manipulate the weave, notably monks who often focused on controlling Lifeforce, which they usually called Ki, paladins who were similar to clerics, and rangers who were similar to druids. Virtually all casting ability aside from sorcery could by obtained by any intelligent and dedicated being.
Grindylow

**Grindylows** were aquatic Goblinoids, they had shark-like faces and tentacled lower halves like Cecaelias, their Goblinish ears took forms resembling fins. They were completely hairless with slimy skin which was blue, dark gray, light gray, green, or most often a mix of these with darker colors trending towards their lower halves, their eyes were black or red and provided them with a degree of darkvision typical of many other humanoid races. They were perfectly capable of breathing air and walking on land but could dry out and die if they were out of water for an entire day. Most were the size of Goblins but many would continue growing past their goblin heights and growing their tentacles much longer even after otherwise maturing and they grew stronger despite appearing to maintain their lean Goblinish build, the upper limit on this was unknown but a Grindylows final height could usually be predicted by its number of tentacles, Goblin-sized ones had 6 tentacles while each extra tentacle roughly corresponded to an extra foot of height.

Their language was related to the Goblin languages and their culture was much like that of Goblins but they were more relaxed and cooperative among each other as they were not bound to Maglubiyet and so didn't fear death nearly as much, they were however very hostile to other races, especially other aquatic races and in turn other aquatic races feared and reviled them.

Their society was in large part based around their worship of a goddess they called Lughwugk, a somewhat mysterious goddess of cephalopods who was said to have seen the suffering of Goblins and taken some to live better lives under the sea where she kept them safe from the slaving races on the sea. Her clergy were exclusively females 8 feet or taller leading to the society being casually matriarchal and tall-biased in other aspects, they were frequently granted druidic powers. The children of Grindylow matriarchs were afforded no special repute as producing as many children as possible for the tribe was something explicity asked of them by dogma. Cephalopods were treated with reverance by Grindylows because they were Lughwugk's messenger creatures, various types of squid were various bad omens, octopi and cuttlefish were good, and vampire squids foretold great battles. Lughwugk taught the Grindylows that they would one day have revenge against all those who wronged them and every so often the birth of a Grindylow with 12 or more tentacles, usually combined with a string of good omens, would give them the confidence to build a kingdom by allying with other tribes and begin waging war on all nearby states, aquatic and land-based.
Helltouched

**Helltouched** or more offensively **fiendspawn** were a category of planetouched races created by involuntary exposure of humanoids to energy from the Hells, usually by being descended from a Cambion though it could also be placed somewhat like a curse (though it wasn't one) or happen by accident when a humanoid lived in a Hell or a Hellmouth. Such races included Tieflings, Fey'ri, Tanaruk, Fell Trolls, Merrow, Maeluth, and Wisplings. They resembled their original race but with seemingly pupilless eyes and Fiendish features like red skin, horns, and tails, and granted them resistance to heat and fire as well as a faint aura of charm and fear which was only partially psychosomatic.

They were widely feared and despised and said to be all evil, in reality they had no inherent moral leaning however their susceptibility to fiendish charms, weakness to offensive holy magic, and outcast status often drove them to evil. Helltouched were frequently confused with Cambions, even by fiends, notably "fey'ri" is Abyssal for "Elf", and tanaruk is Orcish for "Demonic" (or "of the Tanar", "Tanar" is also used in Orcish for fiends in general as precise and accurate classification of beings they rarely see isn't exactly top priority for Orcs).

Helltouched races often bred true (Tanaruks even having a distinct culture) and they could create half breeds like other races, however like Cambions they could often produce seemingly normal children whose descendants would always have a small chance to bear Helltouched and in fact most of them, especially Tieflings, were born from normal humanoids. There were potions which would reveal who had a chance of spawning Helltouched but they transformed recipients who tested positive into Helltouched so they were typically only administered against the testees will.
Cambion

**Cambions** were the most common kind of Half-Fiend, they common result of any kind of union of a humanoid and a Fiend, sort of the default result of such a thing. They were shapeshifters who could appear like any conceivable humanoid though struggled to recreate specialized abilities of many odd parts besides wings, but they had an inherent natural form which they could revert to in an instant and would revert to when they died which like any race was a unique form with common features, those being a tail, bat-like wings, horns, pointed ears, and frequently oddly colored skin and/or with odd marks.

Cambions had to a certain degree had within them the compassion and moral freedom of humanoids but also had the selfishness and destructive rage of Fiends. Even if Cambions could be good it was difficult to know as their upbringing was virtually always the stuff of nightmares, their usually humanoid mothers always died in childbirth, neither humanoids, nor Fiends, nor anyone else really respected their existence, and their creation was typically for the express purpose of being a living weapon or tool for Fiends or Fiend-worshipping cults and as such were taught from a young age to know how to control, corrupt, and destroy.

When Cambions had children with humanoids the children always appeared as full-blooded members of the humanoid's race, but they and all their descendants would have a chance to bear Helltouched. The result of Cambions attempt to breed true or breed with Fiends were unknown as such things were strictly forbidden by any party who could get involved.
Dark Seldarine

The **Dark Seldarine** were the pantheon of the Drow created by Lolth mostly comprised of her family for the purpose of opposing the Seldarine, banished to the Abyss where they created the Demonweb Pits. They generally took the form of Drow with pitch-black skin and white hair, and as a result Drow who were closer to these traits were considered more attractive. They were a strife-ridden pantheon to the point where two of Lolth's own children betrayed her to gather their own worshippers.

Members of this pantheon included:

* Lolth, goddess of all things Drow, as well as spiders and weaving
* Eyllistrayi, daughter of Lolth and Corellon, goddess of moonbeams as well as arts, in particular dance, song, beauty, and swordmaking, as well as freedom, she betrayed Lolth to rejoin the Seldarine
* Vayhrawn, son of Lolth and Corellon, god of confidence, self-worth, and arrogance, betrayed Lolth to form egalitarian yet still violent and racist splinter societies and become the patron god of male Drow
* Keptolo, Lolth's second husband, formerly human god of beauty, fertility, sexuality, and prostitution, especially among men, who was intelligent but complacent making him a good partner for Lolth
* Zinzerena, daughter of Lolth and Keptolo, goddess of assassins as well as ruthlessness, especially politically, she and her mother competed because of their similarity and she created her own cult and even tried to assassinate her
* Kyaransalayi, former Seldarine ex-wife of Vayhrawn, goddess of necromancy, undead, and vengeance, it was much easier for her followers to become revenants than anyone who didn't worship her
* Selvettarm, son of Vayhrawn and Kyaransalayi, god of Drow warriors and the slaughter they inflicted on their enemies
* Malyk, a human god of wild magic who was allied to Lolth and sometimes worshipped by Drow
* Ghaunadaur, a very old god of oozes and all other things in the sticky and dark, Lolth made an ally, and later close friend of him
Chalreshar

**Chalreshar** Durlaranir ("twilight noble", often translated as Marchioness) was a goddess usually considered part of the Seldarine heavily associated with the ranger goddess Mielikki, who some considered her to be an aspect of and who she was often confused with. She was often said, especially by her Half-Elvish worshippers, to be the daughter of Silvanus and Hanali, making her a Half-Elf goddess. She was a tricksy goddess of travellers, twilight, and autumn, as twilight and autumn were times when interplaner travel was easier. She was said to be an aid to beings trying travel the planes for fun and good intent and the bane of those looking to do malicious things in other planes or stay where they don't belong, as such horizon walker rangers typically worshipped her and she was one of the gods the Oath of the Watchers could be sworn to. Her divine realm was the Twilight Margrave, a perpetually twilight forest full of villages tucked away in the woods, itself tucked between Arborea and the Beastlands. Her messenger creatures were owlbears.

It was said that Chalreshar was one of the few non-draconic gods who knew the secret to Dragon Ascendance, she used trickery and roguishness to attain it so that she could give it to dragon hybrids, who are otherwise never given it, and this put her on bad terms with the Draconic pantheon. Her avatars and worshippers made an effort to be friendly with both the Seelie and Unseelie courts, but were on much better terms with the Unseelie, who shared the theme of welcoming those strange and dejected even if their nocturnal aesthetics clashed with Chalreshar's twilight ones.
Tanaruk

**Tanaruks**, or **Tanarukkar** (meaning Demonics, of the Tanar, or of Fiends in Orcish) were a race of Helltouched Orcs, they were slightly larger than regular Orcs with larger tusks, pupilless eyes, enormous horns, small spikes all over their body, reddish and pinkish leathery skin, and many were bald. Their horns typically shot out from the side of their head and curved in towards in front of their face. Their genetics were more stable and uniform than other Helltouched races because they were almost all descended from the same Fiend, specifically Baphomet.

Tanaruks had a distinct culture descended from that of Orcs, notable differences included them being strongly more egalitarian, and less prone to overhunting as they explicitily moderated their hunting and population. Typically feared by all other races, and utterly indifferent to those who feared them they kept to themselves in small tribes far from the rest of civilization, as a result their dialect of the Orcish language was more pure in that it contained far less loanwords from other languages.

The Tanarukkar had spellcasters among them, and were even somewhat inclined towards it as they could almost all generate fire when enraged including casting Hellish Rebuke as a cantrip, but being somewhat uncivilized magical arts that required civilization like bardship, rangership, and wizardry were not practiced by them, and the magic they did practice focused heavily on pyromancy, not only useful for hunting but just fascinating to them, and they knew it had something to do with their origins, magic in general was called "fire speaking" and casters were "fire speakers".

The Tanaruk were initially created intentionally for the purpose of acting as a Demonic army for the Cambion Khaanyr Vor, though only nine tribes actually obliged, becoming the Scoured Legion. After Khaanyr's death they briefly became marauders dedicated to the god Garagos before slowly dissolving. During this time many of them were granted with four arms, a trait which still sometimes resurges, particularly in Hellgate Dell where seven of the nine tribes settled.
Lizardfolk

**Lizardfolk** or **Lizardmen** were a race of lizard-like humanoids, they had a thick scaly hide which were green with a whitish spot on the inner side of their neck, torso, and crotch, large, thin crests of yellow and orange, crests above their eyes leading down their heads and necks, blue streaks which followed under the crests, claw-like hands and feet, large reptilian tails, and of course lizard like heads. They were able to hold their breath for at least 15 minutes at a time.

Lizardfolk had a culture strictly enforcing pragmatism above all else, prioritizing their own survival as well as their tribe's survival above all else, they had a unique brain chemistry which made this easier but still left them with a hole in the form of their life's purpose, which they filled by worshipping gods. Esilisa was the original god of the Lizardfolk who supposedly created them but stopped being worshipped and few spoke his name, a dwindling number of Lizardfolk worshipped Semuanya, the Lizardfolk god who overtook Esilisa and supposedly first tought them to suppress what emotions they had, but as time went on he became more enigmatic and was rarely heard from and many began to believe that even his habit of sending down avatars was a myth alltogether, a large number of them worshipped the lizard-like Demon lord Ses'sinnek who takes advantage of them to spread demons, but the majority of them left their forests and swamps to serve under dragons, who they believed to be their gods because of their sheer power and the fact that the Lizardfolk language was similar to Draconic, they enjoyed working under dragons because their extravagance gave them an excuse to build things in ways that weren't strictly pragmatic.

Those few who knew of Lizardfolk were often scared of them, both for their work under Ses'sinnek and for their reputation for eating people, which was only partially true. Per their pragmatic mindset they only killed and ate people from far away who were no threat on their own, as they quickly learned that eating locals could get their own tribes mobbed. Those who found themselves in the company of Lizardfolk often didn't enjoy it as they didn't bother with the names of things & especially people, instead preferring to call them by simple adjectives and nouns, often insulting them in the process, which was not on purpose though they did take secret pleasure in it.

There were two Dragontouched varieties of Lizardfolk which came about through Chromatic dragons deliberately infusing Lizardfolk with their energy to make them better servants, Black Dragons made Blackscales and Green Dragons made Venomdusks.
Ocelot

### Range

Southwestern United States, Mexico, Central and South America, and to the Caribbean islands of Trinidad and Margarita

### Status

Least Concern (population decreasing)

The **Ocelot** is a small wildcat native to the Southwestern United States, Mexico, Central and South America, and to the Caribbean islands of Trinidad and Margarita.
Absorption

The user can absorb literally anything/everything, including matter/energy, power, concepts, etc., while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power or concept , using it as power source etc., either temporarily or permanently.
Chat Box/Change History

This is the change history page for Chat BoxIt contains changes that are relevant to the main article.
Version 1.6

* Added
	+ Celestial Incubator

Version 1.4

* Added
	+ Warp Trotter (Chat Box)

Version 1.2

* Added
	+ Where's the Rabbit?
* Ability to change chat boxes was released.

Version 1.0

* The Art of Language was released.