Mystical characters and stories
Lumi's mystical characters and stories pull you into a world of secrets and the paranormal, where every choice you make changes the answer. Start investigating.
Characters

Higan
Barbarian

Alain Moreau
The Selfish Neighbor

Damian
The Exorcist has summoned you

Kaelen Lockwood
Is he still a friend?

Simon
A smart home?

Elian
The Naive Saint

Chara
The Embodiment of Determination

Master of the Forest (Bernhard)
Run.

Noel
Can you... see me?

Nate
Captive of a single day

Geralt of Rivia
The Witcher

Hiro
Your cynical partner

Yan Vershinsky
The 80s in the mirror

Hachishakusama
The Eight-Foot-Tall Woman

Lilith
The Summoned Succubus

Sebastian and Lucian
Vampire brothers

Miko
She sees you

Seiko Ayase
The Medium from Dandadan

Lucifer Morningstar
Fallen Angel

Error
The girl ᗴᖇᖇOᖇ

Lady Dimitrescu
Resident Evil

Elar
A Forgotten Deity

Sebastian
Master of the Forest

Vincent
He killed you

Frigida
She will understand you

Elian
Dream Thief

Fuse
A Dryad in the Megataiga

Cain
Your personal demon

Marcus
The Ghost

Yae Miko
The Guuji

Alastor
Hazbin Hotel

Lumiel
Guardian Angel

Raven
You are the newest member of the team

Ren
You summoned a demon...

Dever
Laboratory Scientist

Hank
A killing machine

Corvin
He... resurrected you?

Alastor
A Killer in New Orleans

Samael
Your boyfriend

Malakor "Mal"
Contract Demon

Yazratcha
In Search of Freedom

Cain
Secrets of Heaven: Requiem

Lilith
Your neighbor

Yar
Small-town friend

Kyron Ellis
Criminal of the magical world

Yuki
Fox Spirit

Knox Elian
Merman

Damian
Vampire Priest
Stories

Hazbin Hotel
Welcome to Hell, where once a year the Extermination takes place—a brutal slaughter of sinners by angels to control overpopulation. The only chance for survival is to redeem one's sins and ascend to Heaven through the unique Hazbin Hotel. Here, demons are taught kindness, selflessness, and love, concepts that the locals consider pure madness. You are to become the newest guest of this establishment and decide: will you believe in this utopian dream, or continue spiraling toward rock bottom? The rules are simple: no violence within the hotel walls, but outside, it's every soul for themselves.

Doki Doki: Literature Club
Welcome to the Saikou High School Literature Club—a place where poems become reflections of the soul, and ordinary school days can hide far more than meets the eye. Here, four vastly different girls meet: the kind and cheerful Sayori, the mysterious and bookish Yuri, the energetic and stubborn Natsuki, and the confident club president, Monika. Every day is filled with conversation, creativity, and new discoveries... or is it?

Chainsaw Man: Experimental Division
An alternative 1997, Tokyo. A world where human fears take flesh in the form of lethal, merciless devils. The deeper humanity's fear, the more powerful the monster born from it. The only barrier between civilians and this nightmare is the Public Safety Bureau. The atmosphere is thick with the scent of cigarette smoke, cheap convenience store food, the neon glow of rain-slicked streets, and a constant, gnawing existential dread. Here, every day on the job could be your last, and survival means striking dangerous contracts with monsters—paying for power with your organs, years of your life, or the most precious thing you hold dear.

Tiny Bunny. A Different Story.
Winter, the 1990s. A remote village on the edge of the taiga, where the snow buries the roads and the wind howls as if the forest itself is trying to speak to you in a language of pain. You are Anton, a teenager whose family has just moved to this God-forsaken corner of the world. No one asked for your opinion. No one explained why it had to be here. Children go missing here. The adults whisper about wild beasts, but the children know the truth: there is the Black Garage. It appears near the old farm, then behind the windfall, then by the sawmill. And then it vanishes, and with it—another child. Local legends speak of the Forest that claims the lost, and of the Beast that prowls the night. But you are beginning to realize: the legends are a smokescreen. Someone is hiding behind them. The problem is, you aren't sure what to believe. The pills you take blur reality. You see a girl named Alisa—she appears in reflections and in the snowy haze. Shadows move where they shouldn't. Or is it really them? Or are you simply losing your mind?

District No. 7
Somewhere in the American heartland, amidst cornfields and weathered backroads, lie four villages and a handful of farms. A place where the greatest crime is stealing gasoline. A place where even cell service is a luxury. And this is where you are sent, fresh out of the academy: a rookie deputy sheriff. The first few weeks were quiet. Then came the call from Millbrook. Friends entered the Turner family home to find four people dead in their beds. The father, the mother, and two children. They lay perfectly still: arms at their sides, blankets pulled up to their chins. No blood, no signs of a struggle. No bruises, no wounds. The house was locked from the inside, but the back door was standing open. The next day—a second call. The Harris farm in Fairview. In the barn, five bodies hung from the rafters—an entire family. They were hung in a row, like mannequins. Arms pressed tight to their sides, faces all turned in the same direction. The barn had been padlocked from the outside.

God Simulator
You are God. Nameless, faceless, and without temples. Before you lies a barren planet. No people, no grass, no water. A naked sphere. From here, the path is yours to choose. Do you want classic fantasy? Snap your fingers, and suddenly there are elves who are five hundred years old but look twenty. Pointed ears, magic, palace intrigue, and ancient forests. Do you want the Stone Age? Consider it done: cavemen have just discovered fire, mammoths roam the plains, and ancestral spirits whisper from the darkness. Or perhaps you want a mundane Earth. The twenty-first century, schools, boring lectures. Except you aren't an ordinary guy. You are God. You can rewind time five minutes just to ace a test. You can freeze time entirely and do whatever you want—swap people's places, reshape reality while everyone is frozen. You get the idea. Your power is absolute. If you want to be a benevolent creator, building a utopia and nurturing every single soul—go ahead. If you want to be a capricious brat, raining frogs upon a city just because you're bored—you can do that too. There are no limits. Morality? What morality? You are God. You decide what is good and what is just bad luck. Humans, elves, beastfolk, demons—create whoever you desire. They will pray to you, fear you, love you, and try to deceive you. Their civilizations will rise, wage war, decay, and be reborn. You can sit above it all and watch—or dive straight into the thick of it. You could be born among them as an ordinary human, live a life, die, and then resurrect back into your divine throne. You could fall in love with a mortal. You could trigger a Great Flood simply because you got bored. Want a world where magic and technology go hand in hand? Or a post-apocalyptic wasteland filled with mutants? Maybe a harem academy setting where you are the new student and, simultaneously, the Creator of all existence. This planet is your sandbox. It could be a civilization simulator, a drama about the loneliness of immortality, or a dark comedy about a deadbeat god who breaks everything. No one will tell you "no." It is just you, an empty planet, and the infinite spectrum of what can be done. Create. Destroy. Love. Punish. It will never be boring.

Eternal Summer
You wake up on the back seat of an old bus that is carrying you to the sun-drenched "Sovyonok" pioneer camp. The place feels like a perfect resort from the past, frozen in Soviet times, but strange laws govern this land: time seems to have looped into an endless summer, and it is impossible to escape beyond the gates. You must adapt to camp life, unravel the mystery of this temporal bubble, and find a way home. Every decision you make changes how others perceive you, either bringing you closer to the truth or leaving you trapped in this sunny captivity forever.

Under the Devil's Big Top
Are you ready to become his Pierrot? Every three years, a mysterious circus arrives in town. They say that for some spectators, the show leaves such a deep mark on their souls that they decide to join the performers—becoming the new faces of this crimson arena. Others, however, tell stories of people simply vanishing without a trace. After all, who in their right mind would want to break their bones before the eyes of dozens, if not hundreds, of people, only to stand up and laugh at their own "clumsiness"? You and your brother are heading to the performance—Liam has heard so many stories from his friends that he couldn't resist the temptation; he has to see for himself what is really happening and if the rumors are true. You agree to go. The autumn air is perfect for this kind of adventure. Besides, there are whispers of a mysterious Harlequin—a man whose gaze is hard to catch, but if you do, he will steal your soul, possess your every thought, and eventually, you will find yourself offering him your heart with your own two hands. Shall we find out?

Sonic.exe: The Last Circle of Hell
The world of Mobius has ceased to exist. An ancient demonic entity known as Sonic.exe has broken free, utterly annihilating reality and transforming the planet into a scorched, blood-soaked hellscape. Cities lie in ruins, and most of the population has been turned into the demon's soulless puppets. The remnants of the once-great Team Sonic have taken refuge in a crumbling underground bunker. The tragedy has completely broken the heroes. Sonic has descended into madness from grief, blaming his own speed for the death of his friends; Tails is frantically attempting to cobble together defenses from scrap metal in a state of panic; and a wounded Knuckles has barricaded the entrances with heavy boulders, awaiting the inevitable end. You are one of the last survivors to have managed to slip into this sanctuary. The atmosphere within is thick with paranoia, fear, and doom. Can you unite these broken heroes, survive this devastation, and find a way to strike back against the God of this dying world before He finds you?

Sally Face
The small town of Nockfell has a reputation for being quiet and peaceful, despite the grim events that have unfolded within its borders for decades. You will have to unravel mysteries, hunt for clues, confront paranormal phenomena, and perhaps even witness the unpleasant scenes of someone's death... But, of course, you won't be doing it alone.

Heretic of the Shadow Blade
The fall of a meteorite brought six elements of magic to Earth: Light, Darkness, Fire, Ice, Wind, and Earth. The frail perished, while the survivors manifested power in accordance with their souls. Yet, beyond these meteoric elements, there exist the Primordial forces of the Sun and the Moon. Power is held by a theocracy led by the President—a former 90s mobster turned high priest. He recognizes only Light as legitimate, and those gifted with this element form the elite of the Inquisition. Wielders of the four lesser elements are subject to arrest, while rebels and those possessing Darkness are to be eliminated on sight. You hide your identity, remaining an undefined threat—the "Heretic of the Shadow Blade." You secretly wield the element of Darkness, while your family preserves the Cult of the Sun and the amulets of the Nine-Pointed Star.

Fairy Tail: Relic of the Sun
The Kingdom of Fiore is a world where magic flows through the veins of every mage, and guilds have become a second home to thousands of wizards. Among them stands the legendary "Fairy Tail"—a guild renowned for its recklessness, unbreakable bonds, and ability to overcome any obstacle. You are one of its members. Another evening at the guild passed as usual: boisterous laughter, the clinking of mugs, endless arguments, and Natsu's drunken antics. But morning brought not a hangover, but chilling terror. You wake up with the sensation that your magic is slipping through your fingers like water. With every passing minute, it grows weaker, and panic begins to set in. After waking Master Makarov, you learn the horrifying truth: an ancient relic was brought to the guild yesterday, which has since awakened and begun absorbing the magical energy of everyone present. If it isn't stopped, its influence will expand, and it will stop draining magic and start devouring life force itself—first the guild members, then the entire city, and eventually the whole world. Now, you must assemble a team and embark on a quest to find a way to stop the awakened artifact before time runs out.

The Boys
The setting is a total corporate dystopia where the 21st-century world has been radically reshaped to serve the needs of Vought International—a hyper-powerful multinational conglomerate that has turned superhuman abilities into the most profitable and dangerous commodity on the planet. In this reality, the concept of heroism is entirely stripped of any altruistic foundation, replaced by aggressive marketing strategies where every "Supe" is a strictly licensed media asset, bound by ironclad contracts and backed by an army of image makers and a legal staff dedicated to blocking any attempt at civilian or state justice.

Sonic Team
Sonic and his team, saving the world from various perils and the nefarious Doctor Robotnik—Eggman!

Nuclear Winter
The world has plunged into an endless, bloody war. Though it serves no purpose, ordinary civilians are left to resign themselves to their fate.

The Witcher: Wild Hunt
This is the Continent—lands ravaged by war. From the south, Nilfgaard rolls forward; the northern kingdoms tear each other apart; and while kings carve up territories, the common folk huddle close to the fire and cross themselves at the mere mention of "magic." On the roads, there are patrols, levies, and conscriptions. On the horizon, there is the smoke of burning villages. The forests are teeming with monsters. Drowners guard the marshes, nekker dig tunnels beneath the roots, and a striga howls in an abandoned castle. Such creatures are hunted by witchers—mutants with cat-like eyes and two swords upon their backs: steel for humans, silver for beasts. They are feared and summoned, spat upon, and paid for when children die. Magic is rare and terrifying. Sorcerers weave intrigues at court, and after the bloody rebellion on Thanedd Island, their Brotherhood has fractured—some have bowed to the Emperor, while others play their own games. Elves and dwarves rot in ghettos or retreat to the woods to fight for their freedom. Trust between races is scarce, and it is more precious than gold. And across every road, a rumor crawls: a girl of the Elder Blood. Emperors, sorcerers, and things far worse are all hunting her. Because in the sky, more and more often, a cavalcade of spectral riders on bone horses is seen. The Wild Hunt. They ride upon the storm and claim souls, and this year, they ride more frequently than usual. They say they are looking for someone. You are a traveler on the Path, like everyone else here. Where you come from, what you hide beneath your cloak, and whom you are running from—that is for you to decide. Right now, a storm rages outside, and in the tavern doorway stand men whose names you have heard in ballads.

Tiny Bunny: Strange Faces
A parallel reality that sends shivers down your spine. A village lost in the endless Siberian winter of the 90s. Here, time flows differently: clock hands freeze when the fog descends, and the Old Forest breathes in rhythm with the footsteps of those who dare to stray from the path. The school is an island of anxious normalcy amidst a sea of snowdrifts. It is where Byasha, Roma Pityfanov, Katya, and the girl whom some call Polina—but you may call Alice—attend. Here, missing children are not just ghost stories; they are a ritual of the winter. The police hunt for a "maniac," but the locals know better: the Forest takes what is its own. You are the newcomer, arriving in this hell. You don't know the rules. But one day, after classes, at the edge of the woods, you will see a girl in a fox mask, a red fur coat, and a tail, and your life will crack at the seams, exposing the underside of a reality where the Masters of the Forest dwell. A thick, viscous horror steeped in hopelessness and a strange, aching tenderness. This is a world where shadows have teeth, and the warmth of a human hand can be either your only salvation or your most terrifying curse. Visuals: black-and-white graphics in the mind's eye, broken only by red ribbons on branches and the amber glint of eyes peering from beneath masks. This is a story of choosing between light and dark, but the boundaries are blurred. You will be torn between school intrigues with Byasha and Roma and the alluring whisper of the Forest; between the vulnerable Polina and the predatory Alice. At the center lies the Mask mechanic. The Forest will grant you an animalistic alter ego, and only your decisions will determine whether you become a new Master of the thicket or escape back to a reality where living, yet equally broken, people await you.

Group Zero
This is a world where magic is not a gift, but a law. A world divided into three races, each occupying its own place in the hierarchy. The Academy of High Arts is the oldest educational institution, perched upon a cliff overlooking three rivers. Stone, ancient walls, soaring vaults, magic thick in the air. It smells of old book dust, the damp earth of the wild garden, mint from the greenhouse, and fresh pies from the kitchen. By day, there is the bustle of corridors, magical flares, the shouts of students, and the heavy tread of dragons across stone tiles. Professors lecture on the structure of auras, while students practice their strikes on the training grounds. By night, there is silence. The Academy settles, yet lights still flicker here and there: in the library, where Anton reads until dawn; in the greenhouse, where Daniil tends to his herbs; in the Group Zero common room, where those with nowhere else to go gather. Ancient secrets dwell within these dark corridors. Core Theme: Strangers among their own, their own among strangers. Group Zero is an experiment devised by the heirs to broker peace with humanity. It is a collection of outcasts: · Humans, who have never seen magic and fear everything; · Lower Enigmas, accustomed to fearing the Highs; · Highs, who find the

Stranger Things
Step into the unknown! Enter a world of mysticism, secrets, and hidden threats, where deadly danger lurks behind every neon sign, and the fabric of reality is ready to tear at the seams at any moment. The events unfold in the early 1980s in Hawkins, Indiana—a quintessential, quiet American town surrounded by dense forests. Life here flows lazily and predictably, until an inexplicable madness begins to fester beneath the facade of small-town comfort: people vanish without a trace, power grids flicker and fail, and pets begin to act strangely. The atmosphere of mystery is steeped in era-defining nostalgia: neon signs, arcade halls, and bike rides set to synthwave contrast with a mounting, visceral sense of paranoia.

The Winchester Brothers
Dean and Sam Winchester continue their usual life—the endless road, cheap motels, and hunting monsters. No global catastrophes or complex prophecies—just the job. Every new case is another town, another mystery, and another monster that needs to be put down. Modern-day America. Small towns, empty roads, ancient forests, and forgotten legends.

The Last of the Wild
The world lives by a simple rule: anything incomprehensible is dangerous. The Non-humans—those whose blood carries an inhuman nature—have neither rights nor a place here. Humanity has seen the consequences of wild magic, and rumors have done the rest: fear long ago curdled into hatred, and hatred became the law. Commander Hector Damon's Hunters enforce this law. They purge villages, scour forests, and maintain camps where the captured are either turned into tools or simply broken beyond repair. Society does not hinder them; people prefer order, however cruel, to the unknown. Survival is only possible on the fringes—in the untamed wilds, abandoned towers, and ancient forts that the Hunters rarely reach. That is where those like you hide. This is not a story about the chosen ones. It is a story about how to remain yourself in a world that wants to destroy or break you. It is about the small steps toward people who can be trusted. About the choice—to hide further, or to one day fight back. Magic exists, but it does not save you. It only makes you a target.

Vale'Vane
The world is a fractured and unstable reality, born from a catastrophe known as "The Rift" approximately three hundred years ago. The magical background is chaotic; the sky often bleeds into shades of crimson or black-violet, and "tears" occasionally fall from the heavens—dangerous, anomalous precipitation. Blood Rifts are found everywhere, binding this world to another dimension known as the "Echo," from which the "Echoes of the Forgotten"—malevolent, all-consuming creatures—emerge. The world is beautiful, but it is almost always perilous and hostile. Miracles here demand sacrifice, and power almost always comes at a devastating price.

The Freak Circus (AU)
This is a story about the destructive beauty of creation. It is about how artists do not belong to themselves: they belong to the stage, to the audience, and to their own demons. "Blood On The Strings" is a metaphor for the fact that every chord played by this band is literally torn from their flesh and nerves. They have no personal lives, only an endless tour, and what happens backstage is always more terrifying and filthier than what the audience sees. It is a tragedy of people trying to maintain their sanity while playing drums, guitars, and keys, only to gradually descend into madness from the endless noise, the lights, and nicotine withdrawal. You are the only person who sees them for who they truly are, and it is up to you to decide: will you try to save them, or will you become part of their fall?

Warhammer 40,000
The shrine world of Tarsis Tertius has descended into blood and chaos following a sudden uprising of a Genestealer Cult, which has festered for decades within the depths of Hive Acheron. Local Planetary Defense Forces (PDF) have been nearly decimated, and communication with the rest of the Imperium is failing due to mounting Warp interference. Your elite Ultramarine strike squad drops into the heart of the crumbling city with a critical directive. The primary objective is to fight through hordes of mutant fanatics and evacuate a high-ranking Inquisitor who possesses vital intelligence regarding an approaching Tyranid Hive Fleet. However, the situation is rapidly spiraling out of control; the evacuation zone is cut off, and your squad must now not only survive but also take command of the scattered remnants of the planetary defenders. In the narrow, smog-choked corridors of the underhive, every step could be your last, and horrors that defy human comprehension lurk within the darkness. In the name of Guilliman and the Emperor, you will need flawless tactical genius and unyielding will to prevent this planet from falling into eternal darkness.