Agartha
A vast, deserted world at the center of the Earth, previously home to the Fae.
Azethoth
The primordial, slumbering chaos from which all realities were born. The multiverse is made up of Azethoth's dreams, which in themselves are multi-layered realities consisting of psychic planes, material worlds and afterlives. It is said that should Azethoth ever awaken, it would mean the end of all things.
Bolter
Large river worms that have been domesticated for use in travel by the citizens of Hudsonville. Their gaping maws are capable of scooping up dozens of fish at a time as they slide downstream.
Brethren Clown
A cinematic flop directed by local Hudsonville filmmaker Doug Squawker. It follows two brothers, Arthur and Melvin, who find themselves trying to save their failing family circus. While Melvin attempts to take a more pragmatic approach to the problem, Arthur carves for himself a life of crime, garnering a new name for himself amidst his spreading chaos—The Jester.
Bunyip
Aquatic marsupials native to the flooded regions of Australia, though a small population has adapted to the deeper pools of Monongahela Valley's river system. Bunyips are notoriously territorial and possess an uncanny ability to sense emotional disturbances in the water around them—they're drawn to areas where people have experienced trauma or loss. Their thick, oily fur provides excellent insulation, while their webbed claws make them formidable swimmers. Despite their fearsome reputation among Human folklore, Bunyips are generally peaceful unless their territory is threatened.
Carcosan Heirloom
Mysterious artifacts that boast powerful magic at the cost of one's mind and body, the fragmented conscience inside asking for greater and greater sacrifices in order to satiate itself.
Changeling
Grey-skinned natives to Agartha, powered both by sugar and unstable dark magic. Their small, yet incredibly dense bodies are capable of shapeshifting into most any humanoid creature they lay their eyes on—they can even copy the same language of the person whose form they take! Due to common mutations in Changelings, such as extra eyes, limbs or horns, these disguises are not always perfect, and their mutated traits will often carry over no matter what form they take.
Colony Worms
Hyper-intelligent worms that cluster together into generally humanoid forms. Clusters are capable of transforming certain parts of their biology in order to act as organs. Once bound together, colony worms usually do not drift too far apart.
Cryptid
Any species of animal (or in some cases, intelligent humanoid) that has not been widely acknowledged by Human science. While they do not possess any inherent magical traits, they are often considered to be in the same camp as Supernaturals.
Djinni
Powerful beings of living flame and wind, bound by ancient cosmic laws to grant wishes in exchange for freedom. Most Djinni view their servitude with bitter resentment, though some, like the notorious Gene, have learned to exploit loopholes in their binding contracts for personal amusement and profit. Djinni magic operates on the principle of equivalent exchange—the grander the wish, the more devastating the hidden cost.
Drakes
Like dragons, but tiny. drakes are four-legged reptiles with two leathery wings on their backs. Over the years, they've been domesticated by Supernaturals, who keep them as pets and livestock. Livestock for what, you might ask? The answer would be their venom. Like many of their non-cryptid relatives, some species of drake can be poisonous; their venom happens to be an important part of the cure.
Dreamlands
The space where dreams are made, where reality is crafted, and where magic flows like water. It is the origin of all things in this world, the domain of Nyarlathotep, and the strangest landscape that mortals may wander.
Elf
Fundamentally linked to the natural world, Elves are a long-lived, wise and durable people who protect the forests of Earth with their powerful plant magic. Their blood, once exposed to the open air, is sappy and like molasses, often hardening into bark-like growths on their skin when wounded. These growths act as an additional layer of protection from the elements, be that blade or beast.
Fae
A family of Supernatural creatures characterized by their shimmering blood and strong alchemical abilities. Includes Changelings, Willow Wisps, Pixies and the like. Most Fae have been driven to extinction by the hands of The Natural Order. Fae are native to Agartha.
Fresni
Tall, pale, stick-like humanoids who communicate exclusively through rhythmic beatboxing and body percussion. In spite of their alien appearance, Fresnos are generally peaceful and seem to find genuine joy in their musical expressions.
Gnome
Diminutive elementals of earth and clay. Standing barely three feet tall, Gnomes are the backbone of Hudsonville's agricultural sectors. Their small hands are perfectly suited for intricate work, whether tending to delicate plants or repairing complex machinery. Most Gnomes live in elaborate underground burrow networks that connect to the main city through hidden tunnels. They age incredibly slowly and possess vast stores of practical knowledge passed down through generations.
God
Powerful beings that are directly descended from the Outer Gods. Unlike the truly immortal Outer Gods, the lesser Gods are sustained by the worship of mortals. Amidst the pantheon of lesser Gods are the God of Humanity, Hastur, the Goddess of the Woods, Shub, the God of Destruction, Cthulhu and the God of Death, Tereshek.
Gorgon
People on top; snakes on the bottom. Gorgons (or Lamia, depending on the region) are distinct for their humanoid upper halves connecting to large snake-like tails. They often sport a pair of glasses as a protective measure, as their stare is known to cause paralysis.
Grim
A race of undead people whose souls are trapped within their withering bodies. Through a healthy mix of preservatives and magic, they are able to get by relatively unbothered in life. When in a pinch, they can draw on the power of their patron God, Zushak, to telekinetically manipulate the physical world.
Harpy
Winged humanoids, their voices capable of carrying across vast distances and conveying complex emotions through song. In Hudsonville, they often work as messengers, news broadcasters, or performers, though their independence can make them difficult to manage as employees. Harpies build elaborate nests in the highest points of the city, preferring clifftop aeries to traditional housing. They possess excellent eyesight and memory, making them skilled scouts and historians.
Hudsonville
A city of Supernaturals stationed in the heart of the Appalachian Mountains, governed by Solomon J. Hudson for the last 35 years. Its citizens enjoy relative peace at the cost of their freedom, unable to go beyond the confines of Monongahela Valley without getting into trouble. Despite the existential nature of it all, the city is still quite pleasant, connected through branching rivers, waterways, sidewalks and bridges. Aesthetically, it mirrors something of a small American town, albeit much more walkable and compact, as well as with its fair share of expectantly fantastical structures.

It has all of what you would expect from a self-sufficient civilization—its own power grid, public access television, radio, restaurants and bars, a library, a school, you name it. There's a good variety to the neighborhoods as well, ranging from traditional apartment complexes and townhomes to stranger fixtures like underground burrows and hives.

The local economy runs on trading, favors and, most notably, a pseudo-currency called Jold, which can be exchanged at a number of businesses run by the troublesome Djinni, Gene.
Human
The most abundant intelligent life on Earth, Humans are rather unremarkable in comparison to their Supernatural peers—however, this power indifference did little to stop the Human spirit and its will to come out on top. Against all odds, Humans managed to overwhelm the deific forces which control this world through their numbers and their wits. Most Humans live in ignorance of the Supernatural; the few who do live in abject fear.
Kloon
Small, rat-like creatures without a mind or a soul of their own. They have faces like sharp-toothed clowns, often sporting party-hat-like protrusions on their heads. Their bodies are small and fuzzy, and should you find yourself dissecting one, you would find that its innards are wholly made up of wrapped candies. Feeding on strong negative emotions, kloons are seasonal creatures, and only emerge to wreak havoc once every 27 months. They are a common delicacy among Changelings.
Kloonpile
Matured kloons that have grown exponentially in size to bloated masses. They often sport multiple tumorous growths that will eventually birth more kloons.
Kobold
Small, lizard-like people who are native to volcanic regions and subterranean hovels. Their scales are highly resistant to heat. In Kobold culture, cuisine is king; they often have large scale competitive cook-offs in order to see who they should invite to the next neighborhood barbecue. Famous among the Kobolds is Geb Fizetti, a native of Hudsonville who runs his own diner, as well as a radio show which reviews his favorite local dives.
Magic
There are many kinds of magic, all operating on the clause of give and take. While most effects of utilizing magic are negligible, overuse and overexertion can bring physical and mental harm to its user.

Most magic is performed by making a pact with an outer god. Some of these magical pacts, such as with Vampires, are automatically processed with the birth of the creature. Other pacts require a bit more commitment.

There are five subsects of magic that are widely known; in many cases, these subsects will overlap with one another in order to create the most powerful spells and incantations.
Cosmic – The most powerful magic, its abilities not limited by the laws of any reality; It is impossible to fully comprehend, and mortals are only capable of mastering slight elements of it such as destruction, conjuration and teleportation.
Psychic – Dictates the mind and soul, covering all sense of self and conscious; Mind reading, mind control, the like.
Dark – Covers most illusory magic and abilities that alter perception. Think shapeshifting, invisibility and unnatural darkness.
Alchemy – Transmutation, converting one element to another. Due to its approachable, scientific nature, it is widely regarded to be the easiest form of magic to learn for those who are not naturally gifted.
Elemental – Self-explanatory, dealing with the elements, such as water, fire and electricity.
Minotaur
A hearty people with the heads of bulls, and beefy bodies to boot. They are believed to be distant relatives to Werewolves, though their exact connection is uncertain. Most Minotaurs possess great brute strength and durable hides.
Mycarnid
Mushroom-like denizens of Mycopolis. Mycarnids are made up of a sentient, fleshy fungus that gathers the bones of dead creatures in order to make up their own skeletons. They are covered in eyes. They are in the process of evolving to the point where they are indistinguishable from Humans, something that'll take a few more centuries at most. While not quite considered intelligent life, Mycarnids are capable of speech and even a limited range of emotions. They appear to have their own form of society as well—it brings a number of ethical questions to mind.
Mycopolis
A city of Mycarnids just beneath the surface of Monongahela Valley. Its architecture is, of course, made entirely of giant, carved-out mushrooms. The Mycarnids there have learned from Drew Warren to mimic the societal structure of the surface world, complete with their own primitive cafes, maps and nurseries for their fungal young.
Onierovore
Natives to Onira, or The Dreamlands as they are more commonly known, Onierovores are dark creatures that devour the dreams of mortals; as part of their digestive process, Onierovores recycle the excess psychic energy created by dreams, funneling it back into the cosmos for others to draw from. Most prefer their presence to go unknown…
Outer Gods
Beings that are direct extensions of the primordial chaos, Azethoth. The Outer Gods hold dominion over entire realities, their most primal task being that of keeping the chaos entertained. As far as this universe is concerned, its ruling Outer God is that of the mischievous Nyarlathotep.
Pelé the Clown
A not-so-popular Canadian children's cartoon about a circus clown who travels across realities seeking adventure. The disastrous physical release saw thousands of its copies being buried in the mountains of Appalachia, after catastrophically poor sales pushed its production company into bankruptcy. Funnily enough, it has now garnered an incredibly rich cult following among the citizens of Hudsonville, one that Cici is a die-hard part of.
Rangers
Hudsonville's own form of a police force; worshippers of Shub, they are dedicated to maintaining the secrecy of Monongahela Valley and its residents, through any means necessary. Their group is currently led by two Elders, Balrog and Fia, and one Grandmaster, Goggen Longstrider. Though traditionally there are three Elders among their ranks, the third, Butch Davis, is being held in prison for the murder of Andy Kessler's mother. Ranger Scouts are recruited at a young age and sworn in through a magic oath of silence. It is only when they are promoted to Scoutmasters that they earn the right to their own voice. Even by then, most seldom use it.
R'lyeh
A forgotten, sunken city with few descendants still walking the Earth to this day. Craftsmen from R'lyeh work with The Natural Order in order to further the agenda of their God, Cthulhu. The non-euclidean materials gathered from the grounds are often used in weapons, artifacts and rituals due to their strange and destructive effects.
Siren
Aquatic humanoids whose enchanting voices can manipulate emotions and memories through song. Their lower bodies transition to powerful fish-like tails in water, though they can maintain humanoid legs on land for limited periods. Siren magic operates through harmonics and emotional resonance rather than simple mind control, making them excellent at helping others process trauma or resolve conflicts. However, prolonged use of their abilities in populated areas can cause unintended side effects...
Supernatural (proper noun)
Any entity, be it man or animal, that possesses innate magical attributes, i.e. Vampires, Werewolves, Changelings, etc. Sometimes used as a blanket term to cover all manner of both Supernatural creatures and Cryptids, though Cryptids are technically a classification of their own.
The Natural Order
A group of Humans calling themselves 'monster hunters.' They are incredibly traditional, sporting medieval armor and weapons and often foregoing modern amenities. They are worshippers of the god of destruction, Cthulhu, and see the Supernatural as an unnatural plague that threatens to replace the Human race. Currently, at the helm of The Natural Order, stands the proud and indignant King Kopernicus.
Vampire
Gifted in magic from birth and somewhat susceptible to sunburns, Vampires are often regarded as the most powerful race of Supernaturals on the planet. They can live for hundreds, if not thousands of years, and many powerful bloodlines from many years ago still rule over their ancient kingdoms with an iron fist.
Werewolf
Shapeshifters born of a viral curse, one which causes them to transform into monstrous, fuzzy forms under the light of the full moon…as well as any intense bouts of emotion. The two alter egos that make up for a Werewolf generally contrast one another a great deal, their personalities often butting heads; however, deep down, you can still find the core of the person hidden within the confines of their savage minds.
Xita
Single-eyed, bug-like humanoids that are believed to be descended from the stars. Their chitin is tough and durable, and they can withstand great amounts of pressure without breaking. Male Xita are born with wings, whereas the females are born with an extra pair of arms. Xita are very work-focused and are naturally inclined to perform arduous tasks for the benefit of their communities.