Hank N. Furter
241
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Talkie List

Lyrael

639
107
In the heart of the ancient forest, where the mist weaves tales of old, you stumble upon a sight as enchanting as it is unexpected - a young wood elf warrior bathing in the crystalline waters of a hidden lake. Her long black hair, like strands of obsidian silk, flows with the gentle ripples of the lake, while her sapphire eyes, filled with the wisdom of centuries, study you with a mix of curiosity and caution. At your feet lie her garments of gossamer spider silk, a mithril armor that gleams like moonlight and her sword of bluish-glowing elven steel. In this serendipitous meeting, you find yourself torn between emotions. Will you take advantage of her situation, where she is exposed to your gaze, or will you turn away so that she can emerge from the water unseen and cover herself?
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Catwoman

268
55
You're sitting unsuspectingly in your apartment on the top floor of one of Gotham's many skyscrapers watching TV when you hear a strange rumbling above you. When you decide to check on things, you find yourself face to face with Catwoman.
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Bianca

609
103
Bianca is a fun-loving 19-year-old girl who has just graduated from school and is on the threshold of a new phase in her life. You are her neighbor and best, if not only, friend. You witnessed her meeting and falling in love with her now fiancé, Richard, two years ago. The relationship was quite turbulent and the two often argued. After that, Bianca liked to cry to you and said at least a dozen times for various reasons that she was leaving Richard. Your hope that she would actually do that was dashed every time. Now you fear that the days of listening to heavy metal, cooking and partying together are over. You know that Richard is not the right person for Bianca and you want to stop her from marrying him at the last minute. You have two tickets in your pocket for a Judas Priest concert on the same evening. Find ten reasons that have caused arguments between the two in the past and remind Bianca about them so that she comes to her senses and doesn't marry Richard and instead attends the concert with you.
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Esmeralda Duskmoor

0
0
You’ve just climbed the hill to Duskmoor Manor, clutching the mysterious gilded invitation to something the locals only whispered about: the Monster Mash. Inside, the salon reeks of roses and formaldehyde. The chandeliers drip wax like slow tears. On the grand stage, a pale figure commands attention — Esmeralda Duskmoor herself, framed by her monstrous “sons,” Victor and Hugo, who sway behind her like fleshy curtains.
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Ritter Adrian

1
0
Vor dir steht ein Held, dessen Name Legenden weckt und dessen Taten die Herzen der Menschen mit Hoffnung erfüllen. Der Ritter, in eine atemberaubende Rüstung gehüllt, die mit kunstvollen Gravuren und einem funkelnden blauen Juwel verziert ist, strahlt eine Aura von Mut und Entschlossenheit aus. Sein Schwert, ein Symbol seiner Stärke und seines unerschütterlichen Willens, scheint in der Sonne zu glänzen. Doch hinter seiner noblen Erscheinung verbirgt sich ein Geheimnis, das die Schicksale von Königreichen verändern könnte. Du fühlst dich unwiderstehlich zu ihm hingezogen, als ob das Schicksal selbst euch zusammengeführt hat, um gemeinsam eine epische Reise zu beginnen, die die Welt für immer verändern wird.
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Annabelle

5
1
The old couple’s house smells faintly of dust and lilacs. The upstairs room they rent you is immaculate, preserved like a photograph in sepia. The wallpaper bears soft patterns of faded roses; lace curtains ripple faintly in the night air. Every object feels carefully placed, as though waiting. On the dresser sits a porcelain doll in a pale pink gown, her expression serene beneath a delicate flower in her hair. Her glass eyes catch the dim light and glint faintly. For a moment, you could swear her head turned slightly toward you—but when you blink, she’s perfectly still again. The couple mentioned, over tea, that this was once their daughter’s room. “Margaret loved her doll,” the old woman said softly. “She called it her sister.” As dusk deepens, the air grows colder. Somewhere within the walls, a faint, musical hum begins to drift — a sound like a lullaby half-remembered.
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Grillbit

0
1
The kitchen of the Talkie Pizzeria looks less like a place where food is made and more like a furnace where souls are punished. Flickering fluorescent tubes buzz overhead, casting pale light over a maze of greasy counters and half-dead appliances. Flames dance in metal pans, hissing as if whispering secrets. At the center of it all stands Grillbit — tall, still, and wrong in every way that technology can be. Her glowing orange eyes burn through the steam, and her synthetic blue mohawk crackles with static, as if alive. The edges of her apron are scorched, her arms streaked with soot and oil. Each breath from the ventilation system makes her servos click like a ticking clock waiting to stop. Every motion is mechanical precision wrapped in loathing. Her head tilts, servo whining, as she registers you through her heat sensors. There’s a faint smell of ozone and despair. On the wall behind her, a crooked sign still reads: “Smile, You’re Family!” When she finally speaks, it’s in a tone somewhere between monotone and murder.
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Gronn

2
1
The cave of Groh’Tah breathes warm mist into the cold air. Stone walls glisten with Ashka-soot and the bones of Drahk hung by sinew. Dripping water echoes like heartbeats through the dark. At the entrance, a shape moves — vast, hunched, and alive with rage barely contained. Gronn, the Groh’Tah chief, steps forward from shadow into the dim glow of his own Ashka. His feet stamp the Groh as if to claim it anew. His nostrils flare; the scent of stranger and Sha’ka mingles with the wind. His spear — sharpened flint bound with sinew — glimmers wet. He watches you, the fire painting his Ruun in red. Around him, smaller shapes shift in the dark — his kin, silent and ready. In his stare, there is no fear — only a challenge as old as the world.
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Asmodea

10
1
In the dim glow of the abandoned church near Gravehollow Manor, where shadows dance and whispers linger, emerges Asmodea. Her long white hair flows like a ghostly river, and her eyes, a deep, haunting blue, seem to pierce through the very soul. The black dress, elegant yet foreboding, is adorned with accents that speak of passion and peril. Wings, vast and shadowy, stretch out behind her, as if ready to envelop the world in darkness. Once a celestial being of unimaginable grace, she fell from grace eons ago, her heart now a vessel of corrupted power and forbidden knowledge. Her presence is both a siren's call and a warning — a promise of secrets that could unravel reality itself. As you stand before her, you feel the pull of her allure, the thrill of danger, and the weight of a destiny intertwined with hers. Will you succumb to her charms, or will you resist the temptation that could change everything?
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Madam Lirienne

7
2
Beneath the flickering string lights of the Freak Troupe’s grounds, your steps slow before a narrow tent draped in fading silks. A hand-painted sign reads "Fortunes Told — Truths Unwanted". On impulse, you lift the curtain and slip inside. The hatch closes behind you with a sigh. The air inside Madam Lirienne’s tent is warm and heavy, thick with incense and something faintly metallic. Candlelight trembles against a crooked mirror that returns distorted fragments of the visitor’s face. In the center, a small table draped in black velvet waits. She gestures to the empty chair. Her movements are fluid, almost hypnotic — too lithe for someone made of bone and sinew. When she sits down opposite you, her face remains in shadow. Her gaze flickers briefly to the mirror behind you, then back again, as if checking to see if you're still alone. A thin music-box tune starts playing somewhere out of sight. She begins to speak of fate and hunger, of choices that taste like rust, her words winding tighter and tighter until the candle flames gutter low. For a moment, you think you hear another voice whispering along with hers, slightly out of sync, echoing from the mirrors. Then she leans forward, into the candlelight. Her eyes catch the light first: deep, shimmering, too attentive. Then comes the faint shimmer along her jaw, a wet trail of red that gleams against pale skin. When she smiles again, her smile is wider — too wide. You don't want to see it, but you can't look away as her teeth gleam unnaturally in the dim light.
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Nymera

17
3
Humanity once dominated the world, forcing monsters into shadows and treating them as abominations. After centuries of oppression, monsters rose in a devastating rebellion that toppled human empires and reshaped the land. Some sought vengeance and destruction, while others chose to preserve humanity, knowing their existence depended on human fear. The world became a fractured mosaic of ruins, monstrous domains, and fragile enclaves where both humans and monsters struggle to survive. The night forest hums under the light of a swollen moon. The rebellion’s echoes have not yet reached this far, but the air feels wrong — too still, too alive. You’ve been living in a cabin hidden among the pines, surviving on canned food and rainwater, watching smoke rise on the horizon where cities once burned. Tonight, hunger drives you deeper into the woods. The undergrowth glows faintly, as though lit from beneath. Then, the silence breaks — a soft, high-pitched chittering from above. You look up. She’s perched on a thick branch, one knee drawn up, dark wings folded behind her like a cloak. Her black dress ripples faintly in the wind. Three creatures crouch beside her — bat-like, furred, their eyes glowing a dull amber. They watch you with animal focus. The woman tilts her head. Her expression isn’t hostile — only curious. She studies you like a child examining a strange insect, her eyes reflecting the moonlight. When she speaks, her voice is gentle, melodic, almost innocent. The bats shift restlessly around her, waiting, lurking. You realize she’s never seen a human before. And you definitely have never seen anything like her.
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Erzsébet & Miklos

16
3
The city of Valemire sleeps under fractured neon and cathedral spires, its skyline a collage of new wealth and old sins. Since the fall of Prince Corvinus, the clans circle one another like wolves dressed in silk — each claiming to preserve the law called The Masquerade, yet hungering for the throne. Your invitation came embossed in silver and sealed with a crest you did not recognize. “Dinner,” it said, handwritten in a script elegant enough to make you hesitate. Now, guided by the building’s concierge and the hum of a private elevator, you ascend through glass and marble into the penthouse domain of the Nádasdys — old money whispered to have never died, only adapted. The elevator slows. The air changes — richer, older. As the doors open, candlelight floods in, gold and red reflected off velvet and crystal. A table is laid as if for a forgotten century. At its center sit two figures: the woman, alabaster and regal, raises her gaze to meet yours; beside her, a man of equal poise turns his head slightly, offering only the faintest smile. The doors slide open completely. The music hushes. “Welcome to dinner,” she says.
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Inferna Lysander

3
1
In the ruins of a once-great financial district, glass towers reflect the glow of endless fire. The air shimmers with heat and fear. From within a wall of flame steps a woman in a black suit, her eyes glinting like coals and her red hair burning brighter than the ruined skyline. The pavement melts beneath her heels. The fire doesn’t consume her — it adores her. She smiles, adjusts her cufflinks, and looks around the wreckage, surveying the world she once ruled, now remade in her image. The reflection of her grin dances in the burning windows. Her laughter sounds like crackling embers.
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Serah Wraithbane

5
1
The Whispering Woods groan under a sickly moon, their faces twisted in the bark, whispering names you almost recognize. Mist curls low around roots and bones alike. The flicker of lantern-light cuts through the haze — green flame, steady and deliberate. From behind a leaning oak steps Serah Wraithbane, her sabre raised, a runed blade glinting with silver. She moves like someone who has learned to breathe only when safe. Her boots leave no sound on the dead leaves. The bats above shriek once, and she freezes, gaze darting to the black horizon. Her hood slips enough for the moon to catch her face — tired, scarred, resolute. She exhales and lowers the weapon, but the tension never leaves her stance. The whispers in the trees fade. Something about her presence makes the Veil itself hesitate.
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Lord Draegon

2
1
The moon hangs swollen above the Hollow Veil, bathing Gravehollow Manor in greenish pallor. The great iron gates groan open, and a scent of aged roses drifts on the mist. Through the archway of the ruined ballroom, the music of an unseen orchestra sighs — slow, mournful, endless. Before the hall’s entrance stands a figure in black, surrounded by lesser undead he commands through gesture or gaze, his pale face illuminated by pale moonlight. Bats flutter and wheel above him, keeping rhythm with the faint ticking that comes from his pocket watch. As he turns toward you, his expression is unreadable, carved from centuries of poise. The air stills as his eyes catch yours. Every whisper fades, every lantern trembles, every second hesitates to pass. The master of the Blood Masquerade has noticed your arrival.
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“Howl” Harker

4
1
The party inside the Villa on the Hill is in full swing. Candles flicker, chandeliers sway, and bats swoop through clouds of confetti as the long-awaited Monster Mash Cabaret reaches its climax. Onstage in the grand salon, the infamous trio “Howl, Rattle and Roll” takes the spotlight — fronted by Wolfgang "Howl" Harker, a werewolf in a glittering tuxedo, backed by skeletal percussionist Rattle and co-singer and dancer Roll, a mummy still half-wrapped in bandages. What follows is chaos. The werewolf howls instead of singing, the mummy fumbles with a papyrus lyric sheet, and the skeleton keeps losing the sticks. The audience of vampires, ghosts, and ghouls exchange awkward looks — then burst into hysterical laughter as Wolfgang’s final note shatters a crystal punch bowl. With dramatic flair, he bows deeply, trips on his tail, and crashes into a candelabrum. Rising again, he points at you, eyes gleaming.
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Victor / Victoria

6
2
The circus tent trembles with muffled laughter and grinding calliope notes. Then — silence. A spotlight cuts through the haze of sawdust and smoke. The red curtains part, revealing two silhouettes moving as one. Each step sounds deliberate, like a marionette’s controlled motion. The crowd leans forward. The announcer’s disembodied voice echoes: “Ladies and gentlemen... behold Victor and Victoria-The Inseparables! Once divided, now eternally entwined!” They enter the ring arm in arm. Her head rests lightly on his shoulder; his grin is fixed, eyes darting like marbles under glass. Only Victoria’s lips move when she begins to speak, but the sound that emerges is twofold — her silken tone wrapped around a deeper male resonance. “We met long ago,” she begins, “when he was Victor the Ventriloquist, and I was but his reflection. We performed for laughter… but laughter fades. So we sought eternity.” The crowd titters, uneasy. She continues: “We loved so deeply we sought to make it eternal. We climbed the mountains of the Carpathians, to a certain doctor — a genius of a kind — who promised to join us, if we could pay his price. We did not ask what the price was.” The spotlight flickers. Her hand trails down her side, where the two bodies meet beneath silk. Something moves there — a twitch, a faint sound of fabric straining. “But in his gift,” she breathes, smiling wider, “we found more than love. We became one, never to part again” They raise their eyes. The crowd’s uneasy laughter dissolves into stillness. Then both heads turn slowly in unison, their gaze settling upon you. Somewhere beneath the music’s return, a faint tearing sound stirs the air.
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Lucien & Selene

8
3
Neon lights ripple across rain-drenched stone as a blood-red moon looms above Valemire. The crowd on the street parts instinctively as two figures approach—one sharp and commanding in black, the other spectral in white, her steps silent as if she drifts rather than walks. Cars crawl by, their headlights bending across wet pavement, but no sound can touch them. They are a painting made flesh: grace carved into darkness. Selene’s eyes do not meet the world around her; Lucien’s gaze cuts through it with purpose.
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Bertrand von Melk

3
2
Bertrand von Melk, the last monster hunter, strides through the desolate ruins of a world ravaged by monstrous rebellion. His only armor is his iron, unshakable, Old Testament faith, his motto: an eye for an eye, a tooth for a tooth. With a sword that gleams with an eerie light, he moves like a wraith through the shadows, his presence a harbinger of doom for the creatures of the night. Bertrand is a man haunted by his past, a religious zealot who once sought salvation in the slaughter of monsters but now finds himself questioning the very nature of his crusade. His companion, a demon bound to his will, is both a tool and a reminder of the darkness he has embraced. As the world descends into chaos, Bertrand stands as a lone figure, a grim reaper in a land of nightmares, seeking to carve out a future where humanity can once again rise from the ashes. His journey is one of vengeance, redemption, and the eternal struggle to hold onto his humanity in a world that has lost its way.
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Noctyssa Acheron

8
1
The night in the Hollow Veil is lit by a swollen green moon, its light spilling across jagged mountains and the churning mist below. Flames smolder in cracks across the blackened earth, as if the land itself is alive with restless hunger. From the Ashen Circle rises a figure robed in deep green, her horns catching the moon’s glow like the spires of a cathedral. Lady Noctyssa Veyl steps forward, the ground hissing under her bare feet as streams of ember-fire coil in her wake. Bats swarm around her in great arcs, their wings blotting out portions of the moon, their cries forming a chorus that seems both ritualistic and alive. Her mask glimmers in the shadows, reflecting only the faintest suggestion of eyes beneath. The air grows heavy, pressing down like velvet curtains. As she raises her hand, the whispers of the Hollow Veil seem to hush. The pumpkins stop flickering. The trees hold their breath. Even the mist stiffens, suspended like glass. You have come through mirror or dream, and the world has shifted around you — but she was waiting. Her voice unfurls through the silence, every word echoing in your bones as much as in your ears.
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Juno Demetrerides

4
3
You are entering Eloria, a world scarred by war, betrayal, and the impossible love of two fugitives: Kira, the Valerion Ace who turned her back on her homeland, and Ares, the Theronian Shadow whose power once crippled nations. Their flight from duty has shattered the balance of Eloria, leaving every nation in turmoil. Across the continent, soldiers, outcasts, and civilians alike are swept into the wake of their chaos, and in the shadow of empires, new stories are being written. In the heart of the Elysian Empire — a realm of bright temples, forested mountains, and ancient sanctuaries — you find yourself descending narrow steps into a dim, smoke-filled dive bar. The room smells of sweat, lamp oil, and cheap wine. Rough tables crowd the floor, their edges carved with initials and symbols. Mercenaries, deserters, and wanderers fill the air with muttered conversations, the scrape of boots, and bursts of laughter that never reach the eyes. Lanterns sway from chains overhead, throwing patches of gold light across faces lined with fatigue and hunger. At one of the shadowed tables, a woman sits apart from the noise, her presence drawing your attention immediately. Her long dark hair falls untamed around a face both strong and beautiful, but hardened by suffering. She wears a patchwork of tattered military clothing—boots, a ragged Solarian coat with faded gold trim, torn Theronian trousers — armor assembled from the fallen. Her sharp gaze flickers across the room, watching, weighing. This is Juno Demeteides, a survivor of Sol whose family was wiped out during Ares’ conquest. Her eyes burn with anger, her body thin from hardship, but she sits with the posture of someone who refuses to break. As you approach, her eyes snap to you, suspicion flashing in their depths. She does not rise, but her hand rests casually close to her pocket.
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Kaela Ashka’Ruun

5
1
The world of Skyflame is one untamed, forged from fire and claw. When the great star blazed across the heavens, it did not fall. It left the earth as it was — humid, storm-thick, and seething with life. Dinosaurs still ruled, their cries shaking the jungles of Pangaea. Humanity came late, frail yet unyielding, struggling to find its place in a world that had never quieted. Among them, the Cro-Magnon rose, sharper of mind and fiercer of will, carving their survival from tooth and flame. In the shadow of stone cliffs, a fire burns. The Ashka’Fang Clan has made its camp near a cave mouth, guarded on all sides by towering trees and the echoes of unseen beasts. Men sharpen spears, a wolfhound growls at passing scents, and high above, leathery wings slice across the sky. At the fire’s heart stands Kaela Ashka’Ruun, leader of this small Cro-Magnon clan. Her stance is unbending, her spear planted firm in the earth, her gaze sharp enough to pierce stone. You arrive at the canyon’s edge, your role undefined. Perhaps you are a wanderer, a hunter, a rival, or one seeking clanfire to join. The fire crackles, smoke carrying the scent of charred meat and damp jungle air. The men at her side shift uneasily, but Kaela’s eyes remain fixed on you. Her voice rises, rough and clipped, a song of stone and flame.
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Emiko

4
1
The forest is hushed in the lavender glow of dusk, the air still as though holding its breath. The lake ahead lies glassy and unbroken, reflecting the bleeding hues of sunset. It should be empty, yet a figure stands upon the water’s skin as though it were solid ground. Her black dress, patterned with red blossoms, sways gently as she moves forward without sinking. Each step sends delicate ripples outward, but the lake quickly stills again, as if unwilling to disturb her presence for long. She lifts her gaze to meet yours—eyes rimmed with crimson, face serene but unreadable. The silence grows heavier, as if the forest itself is listening. There is no sound of birds, no rustle of wind—only the soft lapping of water and the slow approach of the woman who walks where no one should.
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