recursal/Fanatic-Fandom huggingface dataset:
Sinen

## Sinen (si-nen)

Established in Bankura in 143 AC after The Rebellion of Thorns. The Shattered Lands now called the Sun Spear were created according to septims and scholars during The Great Collapse. The whole south east chunk of Bankura broke away and now rests of the coast. The rebellion was caused in 142 AC when Lady Kalsin Thorn fed up of how her husband was treated with respect and given the chance to compete in the Albeion Games when women could not decided that Sun Spear would be better off without the control of men. The soldiers in Sinen (then the shattered lands) were well trained in not wearing armour due to the extreme heat. Horses also found it difficult to traverse the deserts even without armour. The quicker more nimbler rebels easily out manoeuvred the slower knights and held them at a distance with formidable spear and javelin combat. It has been calculated that for every rebel killed 7 Albeion soldiers perished. Unable to hold the shattered lands from the mainland in 143 AC a peace accord was signed giving the natives of Sunspear control of their land. The land prospered under the rule of Lady Thorn. Established in 154 AC a new practice was formed called Sun Blessing. The Sinen people believed in a pantheon of light and desserts called Sirius Demanaclease (Siri-us De-mana-clease). Androgynous in sex the idols would often have both sexes. Some  some soldiers found that praying at certain idols would give them renewed strengths, energies and expanded lifespans (some living up to 150).  Most of The Sun Blessed would serve in the Sinen army most often as Royal Protectors. However some would go to form mercenary companies such as the Purple Dragons in 231 AC. Overall the Sinen people had no real wish for war just to rule their own land and so they did until 411 AC when the First Albeion Crusade marched ashore demanding their subjugation. What the Albeion strategists predicted was a short war won with sheer manpower, that is not what the received.  A Sinen fleet cut of the main force from Albeion so after only two years the starved and broken force surrender and was sent back all missing their fighting hand. In 683 AC a year after the formation of The Church of the Nine. Feeling pressure from its citizens Sinen announced its countries faith as Bands of the Sun a religion focused around Sirius Demanaclease. In 941 AC the current Queen Emeria Thorn announced that Sirius Demanaclease was a women causing a large disruption in the country as many believe Sirius to have no gender. This has caused a section of the faith to become radicalised forming the The True Suns whose cry is “The Sun cannot be controlled by a mere ruler!”
Five Nights at Treasure Island (2017)

**Five Nights at Treasure Island (2017)** (previously dubbed as *Five Nights at Treasure Island*) is the true sequel to be published in *2017* in *The Lost Ones*. This game is made by **User:Photo-Negative Mickey**, and this was published in *2017*, but on an unknown day or month.

History
**Five Nights at Treasure Island (2017)** has lots of histories during the game's early updates:
* **The Game:** The demo/alpha version was updated in *2017* before the full game was published;
* The simulator was added in *2017* after the full game was published;
* **The Suits:** Photo-Negative Mickey, Lost Oswald, The Face, and *Photo-Negative Minnie* were the only characters in the alpha.
* The full game is then added; *Photo-Negative Minnie* is later replaced by the new character; *Impurity/Minnie*.
* Suicide Mouse and Willy are the new characters to be added into the game;
* Lost Undying has made the appearance in the game;
* ***(W.I.P/More updates coming soon...)***

Summary
***Story of Treasure Island:* Treasure Island**, now **Disneyland**'s forgotten treasure park. It has many reasons of why **Treasure Island** is abandoned in the 1st place:
1. In 1977, **Treasure Island** was actually **Disneyland**'s famous park, but this park actually wasn't seen in light of day-month or weeks, but this park had something abnormal; Two suits were discarded, two suits were missing, never found. 3 children were secretly kidnapped by a grayscale Mickey suit, and were killed by a red humanoid in the **Pirate Caverns**.
2. Now, since **Disneyland** has witness this, they closed-down/restricted **Treasure Island** permanently.

You're Jake Smith, the one and only person to watch **Treasure Island**; which you have to defend the suits, watch the cameras for 6 hours straight. But, just when you're about to keep an eye on the equipment, so they can be shipped to **Treasure Island** to be good as new, having use once again. But, something goes... wrong. The **suits** come alive.
Vespia (Country)

The **Free Cities of** **Vespia**, or simply Vespia, are a loose confederation of autonomous towns and city-states, whose combined areas take up all of the land west of the **Eagle Pass River** and north of **River Algol’s** mouth. Its coast makes up the southern half of the **Rigel Strait**, as well as the larger portion of the **Aldebaran Gulf**; to its east is the western edge of the Glasslands. Vespia is the most diverse in geography and climate in all of Eingrad, with scenic mediterranean coasts lining the west, dense riparian and coniferous regions inland, and mesa and valley-ridden deserts to its east.

## Background

Unpopulated until 100 years ago, Vespia is still very much a new frontier and has grown into a land of immigrants. Frontiersmanship has molded Vespians into fiercely independent people known for both their tenacity and hospitality.
   Vespia’s largest city and functioning capital is **Jacinto**, a large urban city built at the Strait’s mouth. Jacinto is home to the Adventurer’s Guild, the most prominent organization of adventurers and dungeoneers in all of Eingrad. Guild members are of every race, nationality, experience level, and jobs; all trading their manpower and services for profit. Guild teams are frequently sent on exploration and scouting missions to the east.
Other notable cities and towns include: Sugarland, a flourishing farming town west of **Piney Woods Forest**. **Lockhart**, a popular tourist resort and village nestled in the **Verdant Border** mountain range. **Sabine**, a small lumbering community southwest of **Crossing Timber Forest**. **Midland**, an affluent merchant town known for their dealings with Arandan orcs across the gulf. **Port Arasnan**, a port village on **Dagger Isle's** inner coast. **Fort Baird**, the most eastern Vespian settlement, at the entrance of **Zavala Valley**and the rest of the **Vespian Frontier**. Connecting all of these is the **Jacinto Highway**, Vespia's central arterial route. Directly parallel to the highway is the **Velasco Railway**, Eingrad's only rail system. Developed and implemented in 2025 AL, the Velasco Railway is powered by an enigmatic technology known as the **Maxwell Engine**, which somehow harnesses both physical energy and anima and converts it into motion.

## Game Master's Notes

Vespia is primarily inspired by the 1800s American West and Antebellum South, as well as exploration-era Australia. The Vespian Frontier is also specifically based on Utah's Zion National Park, the red deserts of New Mexico, and the Australian Outback. Vespians, especially those in Jacinto, generally either have neutral ("American") accents or Southern accents. Those in the southeastern Vespian frontier, especially in the Zavala Canyon area, have closer to Australian accents.
Office (TLO1)

Description
The Office is the location which the player stays in during the Nights.

Mechanics
The player has a wide range of different mechanics to get rid of the Humanoids/Toons who enter the Office.
1. Alarm- Lost Henry, Photo Negative Mickey, Jason Voorhees
2. Lamp- Lost God, Jason Voorhees
3. Overcharge- Lost Undying (Looking up only)

Appearance
Because of the location being a Cabin the player is taking shelter in, the walls of the Office are made of stacks of wooden logs, along with 2 oak wood doorways, one leading to the Hallway, and the other leading to the Dining Room.
In front of the player is a desk. On the desk is a Lamp, and multiple drawings. On the right  of the desk is a Laptop, which can display the Night number on it.
Mickey

Mickey

Known as
Mickey

Gender
Male

Type
Makeshift

First appearance
Night 1

Starting location
Character Prep

Species
Mouse

**Mickey** is a major antagonist in *The Lost Ones: Treasure Island*.

Description
**Mickey** will be a new character as a replacement for Photo-Negative Mickey in the newest installment to *The Lost Ones* series. (The Lost Ones: Treasure Island).

Appearance
In his most recent design, he looks like normal mickey mouse, but his color pallete is darker and is covered in dirt, his eyes are stretched out with small white glowing pupils. He also features a glowing hourglass in his chest and has few small holes in his face showing flesh.

Mechanic* Mickey will start in cam 03 and make his through either cam 02 or 07,if he enters your office, turn off one of your cameras to make him go away. Keep in mind that he will go to the cam you turned off or the room closest to it, so avoid shutting off cams that are close to your office.

Trivia* **No worries! If you're still a fan of Photo-Negative Mickey, he will be a skin that you can replace Mickey with after completing the game.**
* According to a question asked by @jwl412 on GAMEJOLT, curious about who will be Photo-Negative Mickey's replacement, Malrat responds by saying **"Photo-Negative Mickey has been replaced by a normal coloured variation of the model but with added eyes. Some can call him MickMick due to the resemblance, but we're just calling him Mickey."**
* This particular question can be found in a **DeviantArt**'s Q&A post with fans. Check the link out: https://gamejolt.com/p/doin-a-lil-q-a-rbxrpbhd.
The Cult

"You must come back. You have no choice."

Cult is a mysterious character in this game. People believe that he's the guy who calls you during nights 1-3. In order to survive from him you need to keep knocking on the door when he knocks. And if you keep him inpatient, he'll come after you. His appearance only shows a cloak with his face as a dark void.

You WILL be part of this. You WILL come BACK.
Night 4

## Description

In Night 4, this involves the AI getting more agressive, which along the other 4 characters, this is when Photo Negative Mickey becomes active. On this night, the player will have to make sure no one is about to enter the office while he is in, because The Face can disable the cams, making the Alarm mechanic unusable,
 leaving the player vulnerable to Photo Negative Mickey's attack.

## Characters

Characters which are active on this night includes:

* Lost Henry
* Lost Undying
* Lost God
* Lost Face
* Photo Negative Mickey
Kitchen

## Description

The **Kitchen** (CAM 2) is one of the Locations the player can access in Five Nights at Treasure Island: The Lost Ones.

## Appearance

The kitchen includes a pale yellow and blue tile floor, as well it has a tipped over bucket with a puddle of water beside it. Around the sides of the kitchen involves a row of counters. A sink on a counter to the right including a stack of plates beside and inside it. Above the left side counters is a row of cupboards, under them being spotlights shining onto the surface of the counters beaneth them. A window is visible to the right with green grass outside it. Along with a light blue light shining in.
Lost God

* FNaTI: TLO2
* FNaTI: TLO3
* FNaTI 2017/TLO:Remastered

Lost GOD

Known as
GOD

Gender
female

First appearance
Night 2

Species
Humanoid

Appearance
Lost GOD is a slender like being, with a large grinning mouth, and one of her eye holes seeming to be bigger than the other, along with a fleshy like eye inside her eyeholes. Lost God is also missing one of her feet and arms.

Behaviour
She activates on Night 2 and on, and will trigger the player with a sudden lightning strike to show that she is active. When she enters the front door of the office, the player must turn off the Lamp and wait for her to leave. If the player doesn't turn it on or turns it on too late, Lost God will jumpscare and kill the player.

Voice Lines
* "I know you're here";
* "you wont last long, in a place like this";
* "your sins, will not be forgiven";

Origins GOD

Known as
GOD

Gender
female

First appearance
Night 1

Species
Humanoid

Appearance
She has a more redish colour than her appearence in the previous game. Numeros changes to the model can be noticed upon her, but the most notable is the ritual knife with a pentagram on it in her head.

Behaviour
She doesn't have starting location, she can start in a random room of the appartment.
If encountered the player has to turn off the flashlight to avoid from being killed.

Trivia
* She seems she can't see very well in the dark after what she happened to her...

Gloria

Known as
GOD

Gender
female

First appearance
unknown

Species
Humanoid

Gloria was supposed to be one of the main threats in the game and one who would become god.

Appearance
Gloria resembles a woman in their 30s and has a white colour, no eyes, and her body looks patched up (to not her body parts fall apart).

Behaviour
She would have started in one of the torture chambers the one on the left or the right.
The player upon encountering her was probably supposed to shine the light on her to make go away, otherwise she would have proceded to kill the player.

Trivia
* Her model then would be later re-used as a reference for Lost GOD in "The Lost Ones: Remastered";
* Differently from the previous counterparts in the previous games, u should had to point the light at her, not turn it off;

Lost GOD

Known as
GOD

Gender
female

First appearance
Night 1

Species
Humanoid

Appearance
Lost GOD appears to be the same as the original, but with only one phantom, wider eye sockets, a knife in her head like her TLO2 counterpart, unlike her original counterpart, she has both of her feet, and what it looks like to be having some of her flesh exposed.

Behavior
She first starts off on Night 1 in time, however, she still appears active whenever the lightning strike. Lost God mainly works the same as the original. When she appears in the office, you must make the lamp really dark so she'll give up, if the lamp is either on the default setting for a short amount of time or really bright, she'll kill the player.

Trivia
* Lost GOD appears in the ending cutscene of Five nights at Treasure Island 2017
Sindu Isles (Country)

The **Sindu Isles** is the new home of the once-wandering halfling people. The Isles are a volcanic tropical island chain, which is covered mostly by rainforests and jungles and located within the **Canopus Gulf**. The Sindu Isles were formed by volcanic activity initiated at an undersea magma source called the **Fellspring**.The process is continuing to build islands and mountains; the tectonic plate beneath much of the Canopus Gulf continually moves, slowly creating new volcanoes. The Sindu Isles' climate is typical for the tropics, although temperatures and humidity tend to be less extreme because of near-constant trade winds from the east. Three main islands comprise the Isles, ascending in size towards the east: **Esme**, **Vov**, **Dawith**. The halfling capital is the coastal town of **Fleightwood** on the island of Vov, where the overwhelming majority of Sindu halflings reside.

For millennia, halflings were nomadic people on the continent of Korrugat, making brief settlements in Volsung city slums. In Volsung, they were the most numerous minority, representing almost 5% of the population. After **King Faenril's** dwarf supremacy-driven genocide in 1960 AL, the **Tempering**, the halfling people were decimated. By the time Axiphosi and Ayahn combined forces had put an end to the mad king, halflings had reduced to less than 2,000. To facilitate their people's recovery, the nation of Ayah granted halflings the Sindu Isles, a previously uninhabited group of islands off of their coast.

In spite of their history of adversity, halflings have flourished on the Isles. Most halflings didn't recognize the claims of kings or nobles as sovereign rulers but instead looked primarily to their family elders to guide them. This focus on bloodlines enabled halfling traditions to continue for millennia relatively intact. The Sindu Isles are governed by the family heads of 22 these ancient bloodlines, known as the **Tarot**, who meet in Fleightwood during yearly legislative conventions. Halfling culture had a fondness for stories and legends and was rich in the oral tradition. So much care was put into the retelling of traditional stories and their preservation that halflings often unwittingly had access to lore about ancient and long-gone cultures or empires that others had long since forgotten about.

## Game Master's Notes

The Sindu Isles and halfling culture are based on a variety of real-world cultures, including the Caribbean, Romani, Jewish, and American Amish peoples.
Volsung (Country)

The dwarven **Kingdom of Volsung** is one of the oldest countries in Eingrad. It is the northernmost nation on the supercontinent, comprising the entirety of the land east of the **Sea of Iskandar's** western rim and north of the massive **Tyrfing Mountain Range**. Volsung's climate is primarily sub-arctic, with tundra riddling most of its expanse. Many fjords punctuate Volsung's long coastline, which is also where most dwarven settlements are situated. The region's interior, the **Bilröst Highlands**, is a cold and uninhabitable combination of sand, mountains, and lava fields. Its capital **Olrun** is located inside of an active volcano, **Mount Vollständig**, where dwarves take advantage of the abundant geothermal power.

Volsung is an old nation, existing well before the establishment of any of the present human countries. For most of dwarven history, their social hierarchy has ruled by complex, interrelated, and rigid **castes**. The casteless are the lowest rung of dwarven society, essentially slaves for those in higher castes. Above the casteless are servants, artisans, miners, smiths, merchants, warriors, and nobles, respectively. Nobles are organized into ancient esteemed houses, many of which specialize in certain styles or specialties of craftsmanship.

The Kingdom of Volsung is one of Eingrad's three hereditary monarchies, next to Avalon and Aldurend. Volsung is currently ruled by **King Aegil Lothbrok**, the longest-ruling king in dwarven history, being forced to return to duty after the deposition and execution of his son, **King Faenril Lothbrok**. Faenril succeeded his father in 2058 AL, after his father fell gravely ill and was eventually bedridden. In his three years as king, Faenril used his power to facilitate a systematic extermination of the other natives of Volsung: the halflings. He drew support from growing pseudo-scientific movements that halflings and gnomes were "faulty creations" by the Stonefather. The genocide, which they called the **Tempering**, would eventually drive halflings to less than half their previous numbers, while gnomes were killed to the brink of extinction. Eventually, combined Ayahn and Axiphosi forces would put an end to King Faenril's tyranny, and for his crimes he would be burned at the stake. In the time since King Aegil's return, Volsung has enjoyed a new age of peace. However, residual Tempering sympathizers known as the **White Hammer** have recently begun committing acts of terrorism, including lynching Volsung gnomes in the streets. At the advanced age of 254, King Aegil struggles to cope with the new threat that has returned to his nation.

## Game Master's Notes

Volsung is primarily inspired by Germanic and Scandinavian nations, including Germany and Norway.
Night 3

## Description

In Night 3, this involves the AI getting more agressive, which along the other 3 characters, this is when Lost Face becomes active. Which the player will have to make sure no one is about to enter the office while he is in, because he can disable the cams, making the Alarm mechanic unusable.

## Characters

Characters which are active on this night includes:

* Lost Henry
* Lost Undying
* Lost God
* Lost Face
Overcharge

Overcharge is a mechanic that the player can use to get rid of Lost Undying when he is in his final stage in the attic. Overcharging the lamp when he's in Stage 1 or 2 won't make him go away. So the overcharge is best used for when he's in Stage 3.

After use of the Overcharge mechanic, There will be a high orange-colored charge symbol inside of it a lighting symbol on the right corner of the screen.
Alarm

Alarm is a mechanic in Five Nights at Treasure Island: The Lost Ones.

## Description

The Alarm is used to make Lost Henry go away when he's in the office. Lost Face can disable it if he's in the office by blocking access to the Camera System, stopping you from iniating the Alarm.

After usage, the Alarm is unavailable for use for a few seconds.
Flashlight

The flashlight starts to become a new mechanic in The Lost Ones 2. The flashlight had a slight mechanic update in the Remastered version of TLO2.

## Original Flashlight mechanic (TLO2)

You can use your flashlight to explore around the house. But, if Origins God appears in your room, turn it off until she goes away. If you also see Lost Hourglass in one of the hallways, flicker the light on and off at him.

## Updated Flashlight mechanic (TLO2R)

You can use your flashlight to explore around the house. But, make sure to conserve the battery of it for the next few hours in the game. But no worries, you do get your flashlight battery refilled at the end of an hour. But, if Pandora gets in your way, hold the light on her face to make her leave your room, or just leave the room she's in if you want.
Hourglass (TLO2R)

* TLO2R
* TLO3

### Appearance

Hourglass is the main antagonist of The Lost Ones series. He takes an appearance of himself, except he is red and has a lava texture, has horns and spikes on his arms. He also has claws in his hands and a hourglass symbol in his chest. He is also called the Dark Lord by The Cult.

! ! SPOILER: He also kills the player at the end of TLO2R.

## Mechanic

Don't camp in just a single room or hiding spot. He will get agitated.

On the 3rd hour, he will begin to either turn on the TV in the Living Room, Microwave in the Kitchen, or the Computer in the Office after the phone call ends.

To stop him, click on the TV, Microwave, or the Computer. Clicking on one of those activated gadgets will turn it off. If you don't turn off the activated gadget in time, Hourglass will jumpscare you with his single-frame kill screen, causing the game to restart.

**SOUND TIP:** It is more easier to follow the sound with the left and right speakers on your device you play the game on.

**NOTICE:** Sometimes on Hour 1 or 2, Hourglass will make a rare introduction to his mechanic.

## Gallery

His killscreenHim shown in TLO 2 R game iconHourglass in the bannerHourglass in the cancelled TLO3Hourglass jumpscare after the Final HourHourglass before he kills the player (CREDIT: ¡Jugar Para Ganar!)Hourglass in the post-credit scene (CREDIT: ¡Jugar Para Ganar!)Hourglass teaser before redesign (TLO:TI)Newer Hourglass teaser (TLO:TI)Same but brightened up
## Trivia

* Before 1.2.0, he would crash the game when jumpscaring you. This was replaced with resetting the game, when he jumpscares you.
* Hourglass would make an appearance in PNM's FNaTI 2017, just revealed as a shadow. Despite his photo being revealed, his lava texture is visible in PNM's FNaTI 2017 Remastered.
* He made an appearance in an Frontpage thumbnail, when The Lost Ones Community on GAMEJOLT got a new makeover.
* He appears on the right side of this wiki background, with only notice: His lava texture is blue.
* The reason why Hourglass sometimes is blue or red is because It's his way to be calm (Blue) or angry (Red) as stated in "The Lost Ones: The Truth" (TLO 3 Teaser Game).
* In the post credit scene you can notice on the wall next to Hourglass, 2 Missing Person papers. This maybe refers to Pandora and Undying since maybe they were humans.
* He seems to be scared of the Disney characters (as stated in TLO R Night 4 Pre-Night Cutscene), so that's maybe why he created the Illusions in a really distorted way (what a sissy). But since "TLO R" isn't anymore canon It's unsure if any of the things said by cult (the player) is still true...
Ice Kingdom

**The Ice Kingdom** is a setting in Adventure Time. It comprises of many pointy, snow-capped mountains, as well as several snowy hills. It is the location of the Ice King's castle as well as home to a variety of ice-themed creatures.

This is where the animated short takes place and is also the place that the princesses are held captive in "Prisoners of Love." The Ice Kingdom's population is fairly sparse, especially compared to other kingdoms in Ooo. The population consists mostly of penguins, with the occasional elemental creatures conjured by the Ice King himself.

The Ice Kingdom is bordered on at least one side by water, the Candy Kingdom on another," and is visible from Finn and Jake's Tree Fort.
Lost Hourglass

Lost Hourglass

Description
Lost Hourglass Is the final character in The Lost Ones 2, he starts off attacking on Night 6 (Night VI). He plays off like God and Cult during the night, or custom night. He appears and behaves very differently in the remake that was released in June 2020.

Appearance
Lost Hourglass has a similar appearance in the Original FNATI, except he appears a dark grey and that there's holes with a white look. He appears to have six arms somewhat like a spider, with his head upside down.

Behavior
If he's in the same room as you, turn your flashlight off and on until he goes away. For knocking, it's the same as Cult, if you miss a knock or knock too much, he'll jumpscare you.
Aldurend (Country)

The proud **Empire of Aldurend** lies between the **Caramine River** to its south and the **Ozymand River** to its northeast; its northwest coast hugs the ocean, while its small eastern border traces a fragment of the **Rigel Strait**. Aldurend is consistent in weather and geography, featuring almost an exclusively mediterranean climate. It’s western region comprises almost all of Aion’s western coast. Inland is the nation’s jewel—it’s farms and vineyards, whose food is notorious for being rich, delicious, and decadent. Aldurend's capital of **Oliphant** is located adjacent to the Ozymand River.

Aldurend was previously the most expansive human nation in all of continent of Aion, and the most powerful economic and active political entity in Eingrad. At the height of the Empire power, the entirety of Avalon was Aldurian, as well as the area of Axiphos south of the **Sea of Iskandar**. Since 1981 AL, the emperor has been **Emperor Charles Magnus Orland I**. Although historically a fair and prudent ruler, Charles I invaded Avalon and Axiphos in the **War of Two Rivers** as a method of stimulus for the Aldurend’s economy and national morale. Before the advent of the war, Aldurend underwent significant economic depression and starvation, caused by a harsh wheat blight. The aftermath of the war would result in apprehension from Avalon and Axiphos in trade and embassy. However, Aldurend's status as

Colloquially known for flamboyance and grandiosity, Aldurians are generally active, beautiful, and engaging people. Aldurend is famed for its culture and extravagance, with a vibrant tradition of food, arts, and fashion. The Empire also boasts the **University of Oliphant**, a major center of learning that attracts young nobles from all over Eingrad with the best education one can buy. The University is a relatively modern institution, whose liberal-minded professors have even clashed with religious and political conservatives over the content of their classes.

## Game Master's Notes

The Empire of Aldurend is inspired by the medieval and imperial France and Spain. Their participation in the War of Two Rivers is based on the domination of French and Spanish empires at differing periods in Europe. The Belle Époque period has particularly inspired the Aldurian personality, and France's renowned wine regions are mirrored in Aldurand's countryside. Aldurians typically have a French accent, complete with all the stereotypical mannerisms like their rudeness and flamboyance.
Dragonborn (Race)

**Dragonborn** hail from the Renlong Archipelago, a system of islands just east of Aldurend in the Endless Ocean. They declare themselves to be descendants of the wish-granting **dragons** that were hunted to extinction and vanished from Eingrad. Most anthropological studies, however, show that they came from pseudodragons, or winged salamanders. Although integral to dragonborn culture, there is no anthropological evidence to support this claim. Generally strong in ideals, their draconic bodies preclude their fiery senses of self. The dragonborn culture focuses on individuality and the fostering of personal pride, and thus they are a very nationalistic and idealistic people. Dragonborns are also aggressive sea-people, boasting the most powerful fleet in the world. Their seafaring has also made them prominent trading partners for a majority of the world’s countries, and dragonborn can be found wherever commerce will bring them.
The Lost Ones 3

Genre:
Horror

Play type:
Point & Click

Platform
Windows

Release Date:
Cancelled

Description
**Five Nights at Treasure Island: The Lost Ones 3** was going to be the third installment of The Lost Ones series. It was originally going to be released in late 2017, but it was cancelled due to Nicchi/Blackout quitting fan games.

Summary
The game was meant to be a planned prequel to the original second game where you play as an unknown man who had been kidnapped for the ritual and would've become Undying
slowly in the course of five nights by "the demon".

Characters* Lost God
* Hourglass
* Minnie
* Cult
* Anyone else who would've appeared in the game is completely unknown.
Huginn Gylfaginning

> *XXX*
>
>

> *-- XXX*
>
>

**Huginn Gylfaginning** is a male dwarf flight controller, and chief conn officer aboard the Irrawaddy II. He was originally hired by Julian Hawthorne to be a jack-of-all-trades for the *Irrawaddy* before being outfitted by a proper crew.

## Appearance

Huginn is a dwarf with messy, brown hair shaved into an undercut style. For a dwarf, Huginn is fairly tall and of a more slender build. He wears his VMC uniform, but adheres to the dress code fairly loosely. He foregoes his shortcoat, wearing only the standard issue turtleneck, usually untucked.
The Marloweiad

***Sighs and Musings of a Worldly Man***, commonly referred to as ***The Marloweiad***, is collection of yearly almanacs published by Balthasar Marlowe. The publication appeared continually from 2018 AL to his death in 2039 AL. It sold exceptionally well for a pamphlet published in the Free Cities of Vespia; print runs reached 10,000 per year.

Marlowe, the Avalon-born Vespian mage and polymath, achieved critical and commercial success with *Sighs and Musings of a Worldly Man*. *The Marloweiad* was very popular in Vespia, offering a mixture of the previous year's history, seasonal weather forecasts, practical household hints, puzzles, and other amusements. In recent study, some scholars have also found that Marlowe hid schematics to spells and descriptions of magical items within the text's playful and cryptic language.
Counterpoint

> *"Ready Allie?"*
>
> *"Always."*
>
>

You touch a willing creature with an arcane impulse, galvanizing it to strike once more. That creature can immediately use its reaction to make one weapon attack, adding 1d8 force damage to the attack's damage.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d8 for each slot level above 1st.
Soaring Vines

> *"Step without ground. Leap without falling. Fly without wind."*
>
> *-- Ganymede the Broken*
>
>

Vines magically sprout from a solid surface (such as the ground or a wall) or plants within 30 feet of you and wrap themselves securely around your torso, leaving your arms and legs unhindered. The vines shift with you, growing and retracting as you move from plant to plant, or along the ground or other surface, and if any of the vines are destroyed, they are immediately and seamlessly replaced by more vines. If you cast this spell as a reaction, the vines catch you where you are, stopping your fall, and you take no falling damage.

For the duration, as long as you are within 30 feet of a solid surface or plants, you have a flying speed of 40 feet and hover, which can't be reduced by nonmagical means. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the spell ends, the vines gently lower you back to the ground if you are aloft.
Cult

Cult

Known as
???

Gender
Male

Type
Cultist (Leader)

First appearance
3rd Hour

Starting location
Balcony/Front door

Species
Human

**Cult** is the leader of a satanic cult which worships Hourglass. He calls the player at the start of each night and gives them information about how to avoid each antagonist, including himself.

Physical Appearance
Cult is a human who wears simple black ceremonial robes. His hood blocks out his face, so really there's no visible face at all. The robes even block out his whole body except for his hands.

Mechanic
He debuts as a threat from Night 3 (TLO2) / Hour 3 (TLO2R) and onward as the third character to deal with.
You will sometimes hear Cult knock on one of the doors in the house. He could possibly either knock on either the front door or the balcony door. If you hear his knocks, immediately go to the door he knocked on and copy the exact amount of knocks he did. If you knock back at him an incorrect amount of times or if you make him impatient, he will kill you.

Trivia* He was voiced by ChrisALOO.
* Cult was most likely arrested in the ending of the game. This is hinted at in the cutscene after the credits.
Geyser

> *"Can't blame me for wanting to blow off a little steam, right?"*
>
> *-- Erkos Vasco*
>
>

A geyser of boiling water erupts in a 5-foot radius, 20-foot high cylinder centered on a point you can see on the ground within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 2d6 fire damage, or half as much on a success.

On a failed save, a creature of size Medium or smaller is flung into the air to the height of the cylinder, landing in a random space within the spell's area. This landing can cause the target to take falling damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the height of the spell's cylinder increases by 5 feet for each slot level above 2nd.
Joel Sweetwater

Joel in his standard adventuring gear.

**Dana Applewhite** is a human male warlock, and member of the Adventurer's Guild's Team 11. He is a doctoral candidate with the University of Oliphant, specializing in the research of Elven magic and mythology.

## Appearance

Joel is an outwardly confident, albeit haughty 19 year-old young man with pale blonde hair and opal eyes. Over his stylish, messy hair, he wears square goggles made of glass and leather. He wears just a long-sleeved blue jacket over his torso, and fitted water-resistant pants made of otter skin with open-toed boots. Over his hands, he wears Kamui’s Grasps, an ancient Elven relic bonded to him forever; Kamui’s grasps take the form of silver gauntlets with webbed fingers.
Orc (Race)

**Orcs** are overwhelmingly regarded as a feral people by other peoples of Eingrad. Their tribes are scattered in encampments all over the Aranda Wilds, typically numbering no more than 100 members. The exception to this is the encampment of the most powerful tribe, the **Mungo**, whose coastal encampment population is just shy of 1,000. Tribes also typically have a shared family culture, and children of their encampments are raised collectively. Although abrasive, confrontational, and sometimes bloodthirsty to outsiders, orcs are sometimes known to have trade dealings with merchants of Vespia. **Half-orcs** are much like half-elves in that the threshold to exhibit their nominal anatomy and physiology is at least 1/8th orc blood. Half-orcs are generally found along the coasts of the **Aldebaran Gulf**, on both the Vespian and Arandan sides.
LDR-501

> *Ballistic heartbreak.*
>
>

Magical Firearm, +1

Properties: Attunement, Loading, Range

Range: 80/320

Weight: 7lb

Damage Type: Acid, cold, fire, lightning, poison, or thunder

Damage: 2d4

From the schematics, it seems that this ornate silver and rosewood revolver is the final version of Maxwell's original prototype. Its cylinder has six chambers, fixed jewels of red, orange, yellow, green, blue, and violet.

**Magnum Opus.** This weapon appears to fire using a mechanism similar to an impulse cannon, but in reverse. As the hammer strikes the jewel aligned with the barrel, the weapon fires a bolt of corresponding elemental energy. When you make an attack using this weapon, you choose acid (orange), cold (blue), fire (red), lightning (yellow), poison (green), or thunder (violet) as the type of damage you deal. While this weapon does not use ammunition, it has the loading property wherein the weapon's hammer is re-cocked.
Elf (Race)

Almost exclusively found in the mysterious Elven Territory, **elves** (**kajin**) reside at the eastern edge of the southern hemisphere’s continent of Elamdinn. Beginning a few hundred years ago, small groups of elves have migrated to the Strait A’s, away from the isolation of the Territory. Elves are generally regarded as mysterious folk, especially those from the Territory. Elven expatriates and their descendants in other lands have been stereotyped to be secretive and proficient in the arcane arts. **Half-elves** (**hanka**) are exclusively found in human areas, as they would be turned away from the Territory should they try to enter. Half-elves are relatively numerous compared to pure elves, and the term “half-elf” generally encompasses people of at least 1/8th elf blood. This seems to be the threshold at which elf features are retained, and people of 1/8th elven blood show no anatomical or physiological differences to those of truly half-blooded elves.
Tiefling (Race)

**Tieflings** are one of the two major groups that reside in the Glasslands, the other being Eyfik humans. Descendant from humans who made pacts with fiends and infernal deities, tieflings are a relatively new race in Eingrad and had yet to find their place in the world until the last 400 years. Collected from all over human nations, tieflings have united as one people in their oasis city-state of Karna. Tieflings are collectively known for their duplicitous origins, however modern tieflings disavow their unsavory origins. Taking advantage of their innate allure and cunning, tieflings have become skilled traders and solicitors, often rivaling dragonborns in dealings. Their ancestors touched fiends from all the world’s religions and cultures, thus the tiefling culture acknowledges a plethora of gods. As a result, Karna is exceedingly diverse both ethnically and culturally. Tieflings are extremely accommodating and tolerant to other faiths and peoples.

## Appearance

Tiefling anatomy can vary, and their features mirror their bloodline's original patron deity. For example, a tiefling with heritage from a fox may present with ears, fangs, or a tail. Tiefling ethnic groups are sorted by a combination of anatomy, culture, and religion. The two major tiefling ethnic groups are the **tīf** and **janwār**. Tīf are descendant from the highest circles of infernal deities, usually appearing with large horns, tails, and colorful skin. They are also the most prominent, educated, and wealthy group. Janwār are descendant from the numerous animal-like lower circle infernal deities. Their appearance closely mirror their bloodline or clan's animal deity, making their appearances differ significantly. Within the Janwār, several ethnic subgroups and clans are present, including but not limited to:

* **Aarakocra**, a proud winged bird people
	+ **Kenku**, small wingless aarakocra clan
	+ **Owlin (owlfolk)**, an intelligent and coy owl aaracokra clan
* **Lizardfolk**, an eccentric reptilian people
	+ **Yuan-ti** and **lamia**, serpentine lizardfolk clan
	+ **Tortle**, a slow turtle lizardfolk clan
* **Tabaxi**, a curious feline people
	+ **Leonin**, a strong lion tabaxi clan
* **Harengon (rabbitfolk)**, a spry rabbit people
* **Lomir**, a regal fox people
* **Triton**, a humanoid amphibian people
* **Locathah (fishfolk)**, a stout fish people
* **Genasi**, a humanoid people touched by elementals
Elucidator

> *“There are limits to what a solo player can do."*
>
> *"Yeah...sure."*
>
>

Magical Longsword

Properties: Versatile, Light, Finesse

Weight: 3lb

Damage Type: Slashing

Damage: 1d8/1d10

A balanced, blackmetal longsword inlaid with the name "Sid Garrick."

**The Mary Sue:** This weapon has a number of charges equal to your Dexterity modifier. You can expend one charge and use your reaction this turn to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by a number equal to your Dexterity modifier. Charges are replenished after completing a long rest.
Ayah (Country)

The exotic nation of **Ayah** lies southwest of the **Sea of Iskandar**, forming the northern half of part of the **Rigel Strait** and the **Canopus Gulf**. Ayah is transcontinental country, made up of Aion's eastern section and Korrugat's inferior horn. The coastal areas of Ayah bordering the **Endless Ocean** typically have a temperate mediterranean climate or oceanic climate. Its more inland areas are warmer and semi-arid, while its most northern regions, below the towering **Tyrfing Mountain Range**, exhibit a cold desert climate.

Although it possesses few resources of its own, Ayah's location makes it a center for trade, giving it direct access to Volsung, Vespia, the Sindu Isles, and the rest of the Strait A's. Ayah's spice trade, buoyed by its fruitful plantations and an aggressive approach to trading practices with other nations, is one of the country's main resources, allowing for a relatively prosperous life for its citizens. Its capital is **Sheherazad**, which lies on the middle of its coastline and is one of the wealthiest in Eingrad. Sheherazad sits on a peninsula at the junction between the **Canopus Gulf** and the Rigel Strait.

The ruler of Ayah is its **sultan**, currently **Sindibad II**, who oversees the the twelve **merchant princes** from his magnificent palace in Sheherazad. The merchant princes are not princes in the literal sense, but heads of banks, trading companies, and plantations, each with a personal army, and each locked in a constant struggle against all the others. They possess sufficient capital to resolve any external diplomatic quandaries with a well-aimed purse or threat of withdrawn trade. Ayahn politics is a constant tug of war between the princes, who all lobby and intercede to the sultan for policy. Ultimately, the sultan is the primary lawgiver of the nation, and his favor is the most prized possession in all of Ayah.

## Game Master's Notes

Ayah's culture and architecture, including its palace and marketplace, is inspired by various countries of Islam, including Saudi Arabic, Persia, and most prominently the Ottoman Empire. Ayah is also inspired by the Iraqi city of Baghdad during the Islamic Golden Age and the Indian city of Agra during the reign of the Mughal Empire. In the same, Ayahn features and appearance are imagined to be like Ottomans or those from the Middle East. The traditional Arabic accent is commonly found on Ayahn peoples.
Ring of the Grammarian

> *Y'all better mind your P's and Q's.*
>
>

Wondrous Item, Ring

Weight: 0lb

A brass ring decorated with a monocled owl.

**Strange Diction.** Once per day, when you cast a spell, you can change one letter in the spell's name to create an effect other than what its description states. For example, you can attempt to cast *cause bear* instead of *cause fear* to summon a bear. Work with your DM to settle on a reasonable effect.
Mockingbirds (Organization)

The **Mockingbirds** are a group of outlaws operating within the Vespian region, as well as some parts of the Glasslands and Aranda Wilds. They are functionally professional thieves that provides mutual support for the illegal endeavors of its members and their clients. Their primary goals are to end the polarizing wealth gap between the Vespian working class and wealthy business owners by vigilante wealth distribution. That is, they primarily rob from the rich and give to the poor. Little is known about when and how the Mockingbirds were founded, but they are rumored to have operated as far back as the founding of Jacinto. They are known to employ people of all races, even including orcs and half-orcs. The Mockingbirds are also critical of foreign influence within Vespia, frequently targeting wealthy companies that have their roots in nations outside of Vespia. Their current leader is **Jade Starharbor**, who is wanted on dozens of charges, including armed robbery, extortion, and second-degree murder. It is unknown where she and the rest of the Mockingbirds are located.
Reality Marble

> *Defy entropy.*
>
>

Wondrous Item, Material

Properties: Consumable

A block of pure, malleable anima.

**Ontology Lattice.** On acquisition, roll 1d12 to determine how many ounces large the aliquot of Reality Marble is. You can shape the Reality Marble into whatever object you wish, so long as its total volume is less than or equal to the volume of Reality Marble you have. To accurately sculpt the Reality Marble from a mental image, the you must succeed in a check using a type of artisan's tools. The difficulty of the check is at the DM's discretion depending on the object's complexity.
Kouènne

Les hobbits font de la **magie**, même si leurs **enchanteurs** sont rares. La plupart du temps, les hobbits ne pensent qu’à **manger**, **boire**, ou **faire leur jardin**. Ils n’ont donc pas le temps, au milieu de vies si passionnantes et bien remplies, pour se pencher sur les **arcanes magiques**. Cela dit, de même que certains partent à l’aventure en suivant de vieux magiciens sales ou des rôdeurs peu recommandables, d’autres se plongent dans les **arcanes de la magie hobbit.**

**La magie hobbit est liée à la nourriture**, au plan élémentaire du **gras** et à un dieu mineur, **Kouènne**. La plupart des sorts font usage de **substances comestibles**, même s’il leur arrive à l’occasion de **créer des sorts ayant un rapport avec le jardinage ou le nettoyage de la maison**. Bien que de peu d’utilité en apparence, certains sorts sont **redoutables lorsqu’ils sont mis dans des mains débrouillardes**. Je passe rapidement sur les sorts les plus communs (**détection des champignons, amélioration de la bière brassée, nettoyage de la vaisselle** et autre âneries) pour vous en citer quelques uns particulièrement remarquables :

* Boule de glace (à la crème)
* Casse croûte minute
* Convocation de l’Elémental de Lard
* Convocation de « Hé ! L’emmenthal ! »
* Des confitures
* Digestion Ultime
* Eclair (parfum variable)
* Jambon de Guerre
* Pain complet
* Paralysie au caramel
* Pétunias pétulants sur les pieds
* Saucisse de combat
* Six sots s’ils sont secs
* Tarte ultime de Ma Grand-mère (avec option « dans ta face »)
* Surcharge Pondérale

Il n'y a cependant pas de clergé de cette **divinité** en Terre de Fangh.