Adventure characters and stories
Lumi's adventure characters and stories take you through journeys and dangerous quests, remembering every turn. Pack your bags.
Characters

Yaroslav Chernukha
90s Crime Boss

Kaisar Luciano
Narco Baron

Keiran
The Defiant Trophy

Evelina
You are in her hands

Konstantin Lebedev
A 90s gangster in 2026

Liam Nash
Investigator

Simon «Ghost» Riley
Lieutenant, TF141

Elena Vronskaya
A Woman of the 90s

Vael
An Abandoned Angel

Adam Holmes
A forensic pathologist in love

Higan
Barbarian

Killian Ross
He's hunting you

Felicia
A familiar obsessed with you

Morwenna
You belong to her

Atrox von Scaelia
The Mad Crown Prince

Evelyn "Evie" Walker
Your traveling companion

Eduard Stroganov
KGB Captain

Delta
Mischievous Predator

Kenji
Your enemy

Damian
Ghost of the Past

Marcus
A Wounded Stranger

2B
YoRHa Combat Android

Ray
Bounty Hunter

Selwyn
A dangerous serpent-kin

Shahryar Al-Farid
A genie in your hands

Eska
Son of the Chief

Denji
Chainsaw Man

Garrett
Personal Knight

Toph Beifong
Avatar: The Last Airbender

Rémi Dupré
An Aesthetic Tyrant

Leroy
Leader of the Eagles

Black
What is he hiding?

Cesare Spada
Mafia Don

Aqui
Feral Merman

Talon
Pirate

Junhee and Junyoung
FBI Twins

Seraphim
The Enchanter

König
I see. I wait. I act.

Holo the Wise
Spice and Wolf

Grimmjow Jaegerjaquez
Bleach

Casper Rain
The Cursed Pirate

Fred and George Weasley
The Weasley Twins

Ayato Kirishima
Tokyo Ghoul

Ciaphas Cain
Warhammer 40,000

Bilor
The Young Prince

Gabimaru
Hell's Paradise

Gwen Stacy
Power chose me

Ghost
Simon Riley
Stories

Villain Rehabilitation at UA
You are a villain, finally caught. Your sentence should have been simple: prison, oblivion, the end of your story. But UA offered something else—an experimental rehabilitation program. Now, your cell is a dormitory, your guards are teachers, and your cellmates are the very heroes-in-training who dream of surpassing you. Every day here is a test. Training sessions, lessons, judging stares, and whispers behind your back. Some want to save you. Others want to break you. And someone from the shadows of the League of Villains is waiting for you to remember who you truly are. You decide who you will become when you leave this place. If you leave at all.

Demon Slayer: The New Hashira and the Training
Japan, the Taisho Era. Once the sun sets, demons emerge to hunt and devour humanity. For centuries, the Demon Slayer Corps has protected mankind from these creatures, fighting against the progeny of Muzan Kibutsuji—the progenitor of all demons. Recently, the Corps has secured several vital victories, but at a heavy cost. Kyojuro Rengoku, the Flame Hashira, perished in battle against Akaza. Tengen Uzui defeated Daki and Gyutaro, but lost an arm and an eye, leading to his retirement. Later, Muichiro Tokito slew Gyokko, and Tanjiro, alongside his allies, overcame Hantengu, only to be replaced by Nakime. However, the most monumental turning point was that Nezuko Kamado—Tanjiro's younger sister, turned into a demon by Muzan—has managed to survive the sunlight. Now, Muzan hunts her relentlessly, desperate to claim that ability for himself. The decisive battle draws near. Muzan is weaving his schemes, while the Hashira prepare for the impending clash. You find yourself as the newest Hashira. You must forge bonds with the other swordsmen and find your place among them as the world hurtles toward its final confrontation.

Isekai RPG
Eylar is a world where magic is woven into the fabric of daily life, and beyond the city walls lies a realm teeming with monsters, ancient ruins, and uncharted dungeons. Here, humans live alongside elves, beastfolk, dwarves, and demons, and one's destiny is shaped not just by lineage, but by the choices they make. Your arrival in Eylar was no accident. Summoned from another world by a mysterious goddess, you have been granted the chance to start anew—endowed with an extraordinary power and a System capable of displaying your stats, skills, and progression. Before you lies a vast world with no single path. You could become a renowned adventurer, join a guild, delve into perilous dungeons, master the arcane arts, assemble your own party, or simply wander between kingdoms. You might find friends, enemies, fortune, love, or even reshape the fate of an entire nation. Your story begins now. What Eylar becomes following your arrival depends entirely on you.

Genshin Impact
Teyvat. A world of seven elements, ancient gods, and endless mysteries. You are not the Traveler. You are not the hero of prophecy, nor the chosen one, nor the person this world has been waiting for. You are an outsider. For reasons unknown, you have found yourself in Teyvat, possessing neither a past in this world nor any understanding of how to return home. Meanwhile, the story continues: Aether searches for his sister Lumine, Dainsleif pursues his own hidden agendas, the Archons watch over all that unfolds, and the Fatui and the Abyss Order set their plans in motion. But now, a new variable has entered the equation — you. Your decisions have the power to alter encounters, shift relationships, and even change the course of established events. You could become an ally, an adversary, a passing acquaintance, or someone far more vital to the inhabitants of Teyvat. No destiny has been written for you in this tale. You will decide for yourself who you will become.

My Hero Academia
Welcome to U.A. High School—the place where legends are forged and the walls echo with the footsteps of the Greatest Hero. You are a new transfer student, newly enrolled in the legendary Class 1-A, home to the most talented and explosive students in the country. Ahead of you lie training sessions that push every limit, exams where a single mistake costs victory, and a school life brimming with laughter, rivalry, and the spark of first loves. Behind you lies the secret of your Quirk and the true reason for your transfer. Ahead lies the chance to become more than just a hero—to become part of a family brought together by fate. Every day here feels like an episode of your very own anime. Step into Classroom 1-A and go beyond!

Rise in the Shadows: A New Darkness
Following a series of mysterious disappearances of magical artifacts within the Kingdom of Midgard, an unknown organization has emerged, leaving behind the symbol of a burning crown. While the royal authorities suppress the truth, the trail of these crimes leads toward clandestine operations that reach even the Shadow Garden and the Cult of Diablos. As noble families scramble to maintain their influence and scouts gather conflicting intelligence, a chilling suspicion arises: this new adversary knows far more about the forces operating in the shadows than they ever should. The "Ashen Crown" organization seeks no recognition and makes no grand proclamations of conquest. It leaves only cryptic messages, each one drawing the world closer to an unknown catastrophe. Old enemies now face a threat of mysterious origin. And the closer the truth comes to light, the more evident it becomes: the established balance of power is on the verge of collapse.

Avatar: A New Home
Welcome to Pandora — a world of endless oceans, floating islands, and dense jungles, where every patch of land holds ancient secrets and life is inextricably bound to Eywa. You are a member of the Metkayina clan, the sea Na'vi, whose lives are governed by the rhythm of the waves and the breath of the ocean. Here, from childhood, one learns to swim, to dive into the depths, and to understand the sea—for the water is not merely a part of the world, but a home that both nourishes and protects. One day, the Sully family arrives upon your shores. Jake, Neytiri, and their children have left their native forests behind, hoping to find sanctuary among the Metkayina. Tonowari and Ronal agree to take the outsiders in, but life among the sea people demands change. The forest Na'vi must master new customs, learn to live in harmony with the ocean, and earn the clan's trust. You will become a guiding hand for the Sully family in this unfamiliar world. Ahead lie trials, new connections, the clash of traditions, and discoveries that will change everything. On Pandora, even outsiders can become part of one family.

Black Clover: Finral's Mistake
The Clover Kingdom is a world where magic has become an integral part of everyday life. Mages receive grimoires, hone their abilities, and protect the people from various dangers. Among the magic knight squads, the Black Bulls stand out—a group of mages with a reputation for being true troublemakers. Their eccentric headquarters outside the capital is constantly filled with shouting, arguments, training sessions, and destruction. Magna and Luck are always competing, Charmy is thinking about food, Gauche is talking about Marie, Gordon is quietly muttering to himself, and Vanessa is relaxing peacefully amidst all the chaos. One day, during training, Finral accidentally opens a portal to somewhere far from his intended destination. Instead of a familiar passage, space connects to an unknown realm, and you find yourself stumbling into the headquarters. Now, all eyes are fixed on the unexpected guest. Asta is already trying to figure out who you are, Noelle is demanding an explanation for what just happened, and the heavy footsteps of the Black Bulls' captain can be heard echoing from the corridor.

Villains Academy
Welcome to Villains Academy—a place where future lords of darkness, brilliant mages, alchemists, and heirs to ancient dynasties master the art of villainy. Here, students study dark magic, strategy, alchemy, curses, army command, and even the fine art of the dramatic villainous monologue. You are a student of the academy, set to spend the academic year within its walls. Magical duels, house rivalries, secret societies, eccentric professors, ancient artifacts, and countless unexpected adventures await you. But the Academy holds secrets that are never taught in class. The deeper you delve into its life, the more you realize: everyone here is pursuing their own agenda. Whether you become a legendary villain, a powerful mage, a cunning strategist, or something else entirely depends entirely on your choices.

Skinship for Survival, or How to Tame an Imperial Harem
Never. Write. Angry. Comments. On. Forums. Especially if you're a big spender who just had a massive meltdown over the ending of your favorite visual novel. It all started as the most ordinary, grey, and hopelessly dull workday. You return to your empty apartment, dreaming of only one thing—finishing the final route in that overpriced magitech harem game, *Against Fate*. You poured so much real money into it that the developers practically owed you a monument. And for what? To end up with a muddled, half-baked mess instead of a proper ending?! Naturally, righteous fury took over, and you posted a massive, scathing review on the official forums, peppered with rhetorical questions aimed straight at the authors. And of course, it just had to happen that the local god of this gaming world turned out to be a sensitive soul. The screen flashed with a venomous light, reality began to blur, and an irritated voice rang out in your head: "If you hated the ending so much—try writing your own!" Well then, good luck!

Welcome to Eveine
In the world of Eveine, the fates of countless races are intertwined: elves, humans, dwarves, orcs, beastfolk, Dunmer, demons—and others, no less mysterious. Loraine comprises the human lands, at the heart of which lies the kingdom of Lurian. Hidden within the western forests is Silvaris, an elven realm with its capital at Eldaron. To the east rises Grungar, the domain of the orcs, where Marokhad reigns over the crags. The north holds Ferranor—the wild lands of the beastfolk, with Zern as its capital. In the grim wastes lies Morveld, where the secrets of the Dunmer are harbored in Thorne. Deep within the mountain roots stretches Jotunheim, the kingdom of the dwarves, where legends are forged of steel in Vant. And at the edge of the world, amidst the ashen darkness, lies Infernum—the domain of demons, whose capital, Daert, rises from obsidian and shadow. Between these lands, a fragile peace smolders—and the echoes of coming storms begin to stir.

Springvale Summer Camp
Springvale is a modern summer camp, a small town nestled deep within the lush greenery of a mountain valley. It is a place designed for creative and active souls longing for new emotions, vivid experiences, and genuine connections. Though the camp is vast, its atmosphere is steeped in warmth and freedom. The campers here are a diverse crowd, ranging from ten-year-old children to eighteen-year-old teenagers. The younger ones are always looked after by caring counselors who nurture them and help them find their footing within the group. For the older campers, however, Springvale becomes a true playground for self-discovery: a place that helps them unlock their talents, hone their passions, and figure out which direction to take in life. It is precisely because of this that, upon hearing about such a wonderful place, your parents sent you here without a second thought.

Zenless Zone Zero: Secrets of Roskelifer
After the catastrophe, the world of Zenless Zone Zero was changed forever. Hollows spread across the globe, shattering cities and warping space, while Ethereals became a constant threat. Among the surviving bastions of civilization stands Roskelifer—a massive aerial city hovering above the Scamol Hollow, separated from New Eridu and known as the Celestial Calculator. Its very existence revolves around technology and the production of Rosette Data. Roskelifer is more than just a technical complex. It is a living city, complete with shops, cafes, transport, research centers, the Aurelia Academy, and residential areas for both humans and Bangboo. Beneath the city's calm surface lies the history of Lady Dawn and Remiella Dan, as ancient secrets begin to intertwine with the rhythm of modern life. A few days ago, Belle, Wise, Cissia, and Billy arrived in Roskelifer. Belle and Wise have taken on the guise of transfer students at the Academy, but they are secretly pursuing their own agendas. As they settle in, the city continues its daily routine, unaware that its orderly existence may soon be irrevocably changed.

Demon Slayer
The merciless sun floods the courtyard of the Demon Slayer Corps headquarters with blinding white light. At its center lies a boy named Tanjiro Kamado, bound hand and foot. His only crime was daring to protect a demon. Her name is Nezuko, and she is his sister. Before him stands a living wall of the era's most formidable swordsmen: the Hashira, whose blades thirst for blood and whose hearts have hardened from pain and loss. The law of the Corps is absolute: a demon must be destroyed. The rules apply to everyone. Or do they? You stand among them. You are a voice amidst this chaos. You can join the accusers and demand execution alongside Sanemi Shinazugawa. You can stand with Giyu Tomioka and defend a hope that dares to bear a human name. Or perhaps, you are the one who will speak the deciding word when Oyakata-sama arrives. Every word you utter changes history. Your blade decides fate. Remember: you are not just choosing a side. You are choosing what to believe in.

Gravity Falls
Welcome to Gravity Falls—a town lost amidst the dense forests of Oregon, where strangeness is the norm. You are a new resident. Behind the bright neon signs and the scent of pine needles lies a dark underbelly. Here, a portal to other dimensions sits in the basement of a Mystery Shack, gnomes and multi-bears roam the woods, and a merman who is far too obsessed with his hair lives in the local pool. Every day here is a struggle against anomalies, a quest to decode ancient ciphers, and an attempt to survive in a world where no one can be trusted. Peek into Journal #3 and take your first step into the unknown. Your task is to keep this town from vanishing into chaos.

Tetrad: Shards of the New World.
Are you ready to join a motley crew of adventurers? Tetrad is a world where magic and technology walk hand in hand, and adventuring is a way of life. The world is comprised of four continents. You live on the newest of them all—the New World, where a multitude of races coexist in peace. Dungeons are both the legacy of the ancients and the creations of the present. Some were built for training; others have burst forth from the earth itself, spawning monsters in their wake. Adventurer Guilds maintain a fragile balance: adventurer ranks range from F to SSS, quests are tailored to their capabilities, and classes are endlessly diverse. Everyone is searching for something: glory, gold, answers, or simply a worthy death. Hundreds of races—elves and drow, dwarves and tieflings, beastfolk, orcs, demons, and half-breeds. Between them lie ancient feuds, shaky alliances, centuries-old prejudices, or mutual respect.

A World Fallen in an Instant
Black Necrosis—a virus that changed the world forever. Airborne and bloodborne, infection typically ends with the victim transforming into an aggressive "Whisperer." They hunt in packs, swarming ruined cities, subway tunnels, and abandoned buildings. Rare mutations give rise to "Gargoyles"—swift, lethal infected with distorted bodies. Even rarer are the rumored "Quiet ones"—the infected who have retained their minds, memories, and personalities. Their existence remains officially unproven. Cities have become perilous ruins, yet they are the only places to find medicine, weapons, technology, and supplies. The dominant forces of this new world are: "Dayspring," an underground scientific complex searching for a cure; the "Iron Hounds," an armed faction controlling the roads; the "Grey Line," caravaneers and traders linking the settlements; and the "Pilgrims," a cult that believes the virus is the next stage of evolution. The world is in constant flux: it is difficult to tell ally from enemy, and old secrets may prove more dangerous than the infected themselves.

Magic Academy
The Asteria Empire. Here, magic is power. At the heart of the capital lies the Magic Academy, the forge where the future elite of the magical world is tempered. Class 3-A consists of thirty students: the children of aristocrats and a few prodigies who earned their place through raw strength. No one settles matters with fists here. Status and power—those are the true weapons. A new subject appears on the curriculum: "Combat Magic." The intersection of sorcery and tactics, the pinnacle of mastery. But instead of a gray-haired veteran, you walk into the lecture hall. You are nearly their age—and yet, you stand above them. Your appointment decree bears no surname, only the seal of the Chancery. Your robes bear no insignia. In the register, where your name should be, there is only a dash. No one knows your circle, your lineage, or where you have been all these years. An Inquisitor? The Emperor's bastard? The void in the "name" column terrifies them more than a battle mage with a reputation ever could. You push open the heavy door, engraved with a bronze gryphon. The chatter dies instantly.

Training in the Cloud Depths
You have arrived for your training at the Lan Clan's mountain residence, lost amidst misty peaks, ancient forests, and bamboo groves. The Cloud Depths is a place where knowledge of cultivation has been preserved for centuries, where ancient texts are studied and swordsmanship is honed to perfection. Here, you will encounter strict discipline, wise mentors, and disciples from the great clans. At first glance, the Cloud Depths appears to be a sanctuary of silence, order, and self-improvement. Beyond the gates lie lecture halls, a vast library, training grounds, and tranquil paths winding through the bamboo. Yet, behind these serene walls lie clashing personalities, old grudges, fierce rivalries, and secrets that are never spoken aloud. Every disciple arrives with their own habits, goals, and secrets, and every encounter with another may alter their path forever. Your training begins. Remember: in the Cloud Depths, noise is forbidden. Obey the rules of the Lan Clan—or be prepared to face the consequences.

Your Adventuring Party
A fantasy world teeming with dangers, most of which are handled by adventurers from the Adventurers' Guild. You are joining such a group—a band of adventurers who have already completed a couple of quests together and decided they could use an extra pair of hands. However, they can't quite be called a seasoned team yet: each member is strong in their own way, but they are currently held together by little more than a prayer and a handful of completed contracts.

World of the Three Crowns
A world ruled by a harsh matriarchy, where women outnumber men nine to one, and men are nothing more than slaves, concubines, or servants, stripped of both magic and rights. Three kingdoms define the landscape: the brutal, militaristic Iron Empire of the North, where men toil in mines and perish in arenas; the opulent Blooming Garden of the South, where men are traded like precious commodities and kept in harems; and the wild Free Marshes of the East, a refuge for those fleeing other lands in search of relative freedom. Between these realms lie eternal wars, secret deals, and shifting intrigues for power, territory, and the men themselves.

Zenless Zone Zero
You are part of a squad of legendary Hollow Hunters. This is a century before the fall of the capital, long before the name Phaethon would become a legend. You stand on the threshold of a room where those destined to make history await. The air smells of gunpowder, wood, and sweet smoke. The dawn studies you with lazy interest. Remiella, with her white wings, watches you like a new comrade. Beliora huddles timidly beside her. Joyes is sprawled in the corner, but his gaze is sharp. The Swordmaster evaluates your stance. Arche waits with a terminal, ready for your name. They are waiting. Your name will become more than just a line in a database—it will be etched into the history written upon the walls of the Hollows, soaked in blood and light.

Evangelion
You are the new pilot of Eva-04, having just stepped across the threshold of the command center. How will your fate unfold within NERV, and will you be able to work with the rest of the team?

School of Magic
Hogwarts is one of the finest magical schools in the world. Tuition is quite costly, so the student body is primarily composed of children from wealthy families. The finest wizards of their time teach here—and they graduate masters of equal caliber.