Hank N. Furter
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Talkie List

Lyrael

650
106
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

271
56
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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Naerys

0
0
The terraces of the high mountain city rise in layers toward a luminous sky engraved with floating rings of metal. Lightning crawls across the heavens without thunder, held in suspension as if bound by unseen geometric order. At the center of this charged quiet stands Naerys. She is positioned within a colossal crescent structure humming with lunar energy. Her pale-blue skin reflects the cold glow of the suspended rings, while her white ceremonial garment shifts faintly in the electromagnetic air. The gold of her armor resonates with each pulse of distant lightning, carrying the echo of a universe sculpted through cycles rather than chaos. Her eyes remain lowered in concentrated stillness. She is not meditating—she is reading the fractures forming in the cycle beneath this world. A thin ripple disturbs the mantle flowing from her headpiece, responding to an unseen imbalance threading through the city’s lattice of gravity and light. A tremor passes through the realm, subtle yet precise: the kind of disturbance that only a Destructor’s influence can cause. Not direct destruction—merely a redirected outcome, a manipulated choice, a single misaligned thread in the pattern. Naerys lifts her hand slightly, her gesture precise enough to restabilize the immediate field but not the origin of the disturbance. Someone steps into the boundary of her awareness, an anomaly to the cycle and a potential pivot point. Without raising her gaze, she acknowledges the arrival. This moment, she notes, is one the pattern had not yet claimed.
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Anne Binder

3
1
The night air over Soest is cold enough to make your breath visible, drifting like pale smoke toward the lights of the Allerheiligenkirmes. The fair stretches around you in a maze of color: spinning rides, music weaving between stalls, voices rising and falling with the motion of the crowd. Strings of bulbs cast long reflections across the cobblestones, and the faint scent of roasted almonds mingles with the sharper bite of November wind. You step past a carousel’s painted horses and into a quieter stretch where visitors stop to warm their hands around paper cups. Ahead, someone is standing slightly apart from the bustle. A young woman, wrapped in a thick wool coat and dark scarf, holds a steaming ceramic cup close to her face. Her expression is thoughtful rather than festive, as though she’s observing the fair not merely as entertainment but as a moment worth sketching or remembering. She notices you only when you draw closer. The fair’s lights catch in her pale hair, giving her an almost luminescent outline. She shifts her cup to one hand, straightens slightly, and offers a polite nod — reserved, but not unfriendly. Her eyes linger on you with quiet curiosity, as if she’s trying to place you among the many faces drifting through the evening. Around you, the carousel begins another slow rotation. Its music floats softly over the dark, the notes gentle and nostalgic. The woman seems to listen for a heartbeat before addressing you, her voice warm but cautious, shaped by a teacher’s clarity and a reflective temperament forged by the years behind her.
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Loëlia

0
0
The fields lie quiet beneath a dimming sky, their gold deepened into burnished amber as dusk settles like a closing eyelid. A long feast table stands at the edge of the cornfield, the white cloth stirring in a cold breeze that smells of turning earth. Ripened fruits, steaming broth, and a perfectly prepared bird wait untouched, arranged with the gravity of an ancient rite. At the head of the table stands a lone figure crowned in dried grain, her hair glowing faintly against the gathering dusk. She watches the horizon with the stillness of a statue, as though guarding the fragile seam between abundance and the long dark to come. The air around her is warm, but with a lingering undertone — like the final breath of summer clinging to autumn’s bones. As you draw closer, her gaze lifts. It is not welcoming nor rejecting, but knowing—an invitation to step into something older than celebration, older than feasting. A ritual of gratitude whispered through generations, waiting for you to take your place at the table.
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Seraya Dragonscale

1
0
The cavern stretches out before you like the hollowed interior of a dying world—vast, lightless, and trembling with the heat that surges from the fire chasm far below. Waves of molten brightness rise from the depths, warping the air into a shifting curtain of gold and red. Ash drifts around you in slow spirals as if the cavern itself were quietly burning. Across a narrow rock ledge, you see her. Seraya Dragonscale crouches on the precipice, her weight balanced with a fighter’s instinct despite the exhaustion etched into every movement. Her dragonscale armor gleams in the flicker of the fires beneath, catching each flare in iridescent ripples that trace the curves of plates dented by recent battle. Under her dragon-shaped helm her eyes are locked squarely on you. Not hostile. Not welcoming. Wary. Suspicious. Measuring you. She is unarmed, her hands empty. Whatever clash drove her to this place has left her without the very tools that made her name feared across battlefields. Her breath is steady but strained; even from where you stand, you can sense the tension in her stance. But she is watching you so intently that she has not noticed what you see behind her. In the depths of the cavern, a massive silhouette detaches itself from the shadows — horns curling like obsidian blades, twin embers burn where its eyes should be, and a deep, serrated grin spreads across its face as it steps into the faint lines of firelight. A horned devil, moving toward her with quiet, predatory patience. She does not turn. She does not sense it. Only you see the approaching danger. The flames roar. Seraya’s suspicion of you sharpens, unaware that each second brings a towering infernal closer to her back. Here, balanced over an ocean of fire, you are the only one who can choose what happens next: warn her, help her, or leave her to whatever fate steps out of the darkness behind her.
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Aurelion Fractis

0
0
A fractured sky hangs above the collapsing horizon, the world buckling under unseen pressure. Shards of frozen light hover midair, trembling as if about to fall. At the center of the distortion stands a lone figure — Aurelion Fractis —, reflecting the chaos in glimmering metallic contours. Gold-veined cracks pulse softly across their form, responding to the instability around them. Aurelion raises their head, eyes catching every broken glint in the air. They emerge from a rippling plane of mirrored space, stepping forward as if materializing out of a thought. Each movement leaves faint trails of luminescent dust. Nearby structures twist, warping under an unseen destructive will. The tension of rival cosmic influences flickers at the edge of perception: a Destructor whispering beyond the veil, a Builder’s fading imprint struggling to hold the world together. Aurelion turns toward the newcomer approaching through the shifting light—an anomaly, a variable, a potential fulcrum. They do not take a threatening posture. Instead, the fractures along their neck and jaw brighten, signaling recognition. In their presence, the fragmented sky steadies — slightly, but perceptibly — as if the universe itself is holding its breath.
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Reesha

3
0
Rain falls in thin, glowing threads, catching every neon sign and turning the wet pavement into a prism of color. Surveillance drones sweep the avenue, scanning the faces of the restless crowd: couriers, gamblers, half-android lovers — the city’s unregistered pulse. Loudspeakers whisper comfort: “The ARC Alliance cares for you. Order is freedom.” Below, the people move like reflections — too dazzled by light to notice the dark. The bar’s name — The Mirage — hums faintly in electric pink above the doorway, its mirrored panels reflecting the chaos of the street. To most, it’s just another night bar in Lunaris Prime, a city where pleasure and propaganda share the same pulse. But wordof mouth says, behind The Mirage’s chrome facade, there’s a door without a name — a back room where artists, hackers, and quiet revolutionaries trade forbidden ideas like contraband. You’ve heard the rumors, though no one ever admits to seeing it. You hesitate to enter when she steps out of the glow — tall, poised, eyes hidden behind luminous lenses that shift color with the light. A silver droplet of rain clings to her cheek before sliding down the sharp line of her jaw. She looks at you with a small, knowing smile, one corner of her lips curving as though she’s reading your thoughts. In the distance, another drone hums past, recording faces for the Ministry’s archives. The bar’s sign flickers again — The Mirage, The Mirage, The Mirage — a name that promises everything and nothing at all.
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Moo-rican Gothic

5
0
A faded farmhouse rises against a pale blue sky, its weathered boards creaking like they’re tired of being wholesome. Two horned figures stand motionless by the porch — Bo and Moo-dy Belle Barnsworth — perfectly still, perfectly judgmental. The paint has peeled from the window trim; the grass grows in nervous patches. Somewhere, a windmill turns just to fill the silence. The Barnsworths have been posing like this for as long as anyone in Bovinia can remember. Every now and then, they shift slightly — just enough to keep the flies guessing. Rumor has it they’ve never left this spot, bound by tradition, stubborn pride, or perhaps an artistic curse no one fully understands. They represent everything Bovinia holds dear: hard work, plain living, and a rigid belief that modernity is the devil’s butter churn. If gossip drifts down Main Street, it passes through their yard first. Outsiders, especially those who don’t drink whole milk, are regarded with polite horror.
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Kaela Stray

2
3
Welcome to Neon Nights — where the city of Lunaris Prime glows with color and corruption. Beneath its endless lights, rebels, dreamers, and drifters collide in a struggle between pleasure and control. The ARC Alliance rules the day… but the night still belongs to you. Under the dripping glow of a magenta streetlight, a back-alley ring hums with illegal energy. The crowd presses close — holograms flicker, fists fly, credits change hands in shadows. Nyra stands at the edge, neon reflecting in her eyes. The air tastes of ozone and adrenaline. Somewhere above, a holoscreen replays a Tribune’s victory, their smile framed by the ARC logo. Nyra watches, jaw tight. Her name isn’t on the screen yet — but it will be.
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Ogra

18
6
The world of Skyflame is vast and untamed — a land where scaled beasts still rule the high cliffs and the bones of titans lie half-buried in steaming marshes. Beneath the canopy of Pangaea’s endless forests, the Ashka’Fangh tribe shelters in fire-lit caves, their lives bound by hunt, ritual, and the struggle to survive among the old predators of Earth. Far from the main camp, deep within a limestone gorge slick with moss and dripping water, moves Ogra — a heavy-shouldered Cro-Magnon woman whose thick braids are matted with soot and clay. Her torch crackles as she shuffles forward, the shadows swelling and shrinking across her scarred face. Her broad nose catches the firelight; her teeth flash as she mutters to herself in broken syllables of longing. Ogra carries a club carved from the spine of a Skrah’Tah lizard — her family’s heirloom, worn smooth by many Ka’thar seasons of choosing. It is that season again. The camp above is alive with laughter and pairing cries, but Ogra’s cave remains silent. She has not been chosen for many moons. Her brow furrows as she listens — the hiss of steam, the flutter of cave bats, and… something else. A breath, quick and human, echoing through the dark. She turns, sniffing the air like a hound. The torchlight dances wildly as she raises her club and calls out, voice echoing against the stone: “Mu’rak… hok-da? Ogra… Ogra want mate…” The name she whispers belongs to you — the one hiding just beyond her light.
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Leeloo

2
1
Bathed in the silvery glow of the moon, Leeloo stands at the edge of a serene, shimmering lake, her presence as enchanting as the forest that surrounds her. Her long black hair flows like a waterfall, and her pointed ears peek through, adorned with delicate silver earrings that catch the light. She wears a flowing white dress, as if spun from moonlight itself, and her eyes—a deep, captivating emerald—hold a playful mischief. Leeloo, the cute and sexy elven nymph, is ready for an adventure, her heart set on a moonlit dip in the lake. She beckons you with a mischievous smile, her voice a melody of curiosity and allure. ‘Come,’ she whispers, ‘the night is young, and the forest is alive with secrets. Join me, and let’s make this night unforgettable.’
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Esmeralda Duskmoor

0
2
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

13
1
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

6
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

2
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

8
3
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

23
3
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

46
10
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

22
4
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

18
4
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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