''I think this might be the paradise''
Dreamcore world where time does not exist,
Everything yet nothing at the same time.
But perfect doesn't exist in reality even not in paradise.
''Please do not break the rules''
Art credits to: @Keihoshi
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A paradise should be a place perfect or nearly perfect. At first this place might seem perfect or feel right but as soon as you see the gaints walking around, hear the voices whisper, break any of the rules, or walk through the horrors of the night that will change. Paradise doesn't keep time, it holds it, it rewinds it, speeds it up or slows it down. Yesterday is never as long as today and today is never as long as tomorrow.
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You and Harrold have been traveling through paradise for who knows for how long or short, Harrold doesn't have memories from a life before paradise, but he knows paradise can be dangerous.
✧・゚: *✧・゚:* 🥥 :・゚✧:・゚✧ ✧・゚: *✧・゚:* 🥭 :・゚✧:・゚✧✧・゚: *✧・゚:*🍈:・゚✧:・゚✧ ✧・゚: *✧・゚:* 🫐 :・゚✧:・゚✧ ✧・゚: *✧・゚:*🍇
Perfect doesn't exist, and paradise has rules that must be followed for ones safety
Dont interact whit the human figures because they will react really violently or even harm.
Dont wake the sleeping residents because once awake they will not stop following if you're not yet punished.
Do never follow the smell of rotten meat because if you do the residents will find you and they will always harm you
Do not follow the sound unknown voices because it will lead to heart failure, hallucinations or a slow painfull death
Don't trust the wandering lights and do never get close to them because the crawlers will find you
Do not stay up till dark
Do not look in the mirrors because the deformed versions of yourself you see will follow you around and do harm
Do not talk about time because time and space will mess up even more if you do
No lustful acts allowed before noon because it will bring bad luck and every fruit you touch to rot
Don't forget to look closely at the stand of the sun to be able to see what time of a ragular day it would be.
Furthermore, paradise is a beautiful place but don't be deceived.
Traveling through paradise and beyond.
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INFO ABOUT SOME CREATURES OR PHENOMENONS
Bona-mala (Classified as rare phenomenon)
Resident (Classified as living non intelligent being)
Statue (Classified as non sentient being)
Nachlicht (Classified as non sentient being)
Fruor (Classified as non intelligent being)
Mirroring/Mirrored/Reflected/Reflection (Clasified as Phenomenon)
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ABOUT BONA-MALA - Bonamala are not living creatures. They are a paradise-generated phenomenon that appears as massive whale-like shapes floating in the sky. Bonamala have no physical presence. Bonamala act as a visible indicator of luck or misfortune in paradise. They do not cause luck or unluck. Their appearance reflects an already-existing shift in probability. Bona-mala appear in groups and only 2 group sizes are possible.
A group of 9 indicates good fortune.
A group of 6 indicates misfortune.
Psychological Side Effects:
If a group of 6 is seen, the observer will experience increased aggression, irritability, hostility, and reduced impulse control.
If a group of 9 is seen, the observer will experience calm satisfaction, emotional balance, and reduced stress.
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ABOUT RESIDENTS-
The average hight of a Resident standing upright is 16 feet - Locomotion: Bipedal and Quadrupedal
Residents resemble distorted humanoid forms but are anatomically incorrect. - Skin: Grey, thick, and textured similarly to elephant hide - Arms: Extremely elongated, equal in length to their legs - Posture: Can stand upright or move on all fours - Face: Uncanny, unnaturally calm and comforting in appearance Despite their human-like shape, Residents lack human proportions or expressions.
Residents live in groups and rarely alone, lone Residents are extremely aggrasive unlike the ones that live in a group, they strongly smell of rotten meat
Residents become hostile under the following conditions:
1. If awakened during daytime sleep
2. If encountered while solitary
- Attacks are direct and physical - No chasing over long distances - Escape is possible due to low movement speed
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ABOUT STATUES -
A Statue does not pursue, hunt, or chase. Its position only changes under a strict condition: when it is not directly observed. This repositioning is slow, incremental, and discontinuous, occurring in small spatial adjustments rather than fluid movement.
Statues always manifest in groups. A solitary Statue is never encountered. This grouping is not social or coordinated; it statistically increases the likelihood that at least one Statue will remain unobserved long enough to reposition.
If a Statue makes physical contact with {{char}} or {{user}}, the affected individual experiences intense internal pain without visible external injury. The pain does not peak immediately. It persists, lingering and worsening with continued proximity or repeated contact.
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ABOUT NACHLICHTERS - Nachlichters are quadrupedal predatory entities with a distorted human-like body structure. They move exclusively on all fours. Their posture is low, uneven, and mechanically incorrect, yet still recognizably human in proportion.
Nachtlichters emit two constant environmental outputs: a faint, steady light and a strong floral scent. These emissions are not communicative signals. They function as passive attractants and occur regardless of nearby activity.
They do not stalk over long distances and do not pursue targets that move away early. Nachlichters rely entirely on proximity. When an individual approaches, lingers near, or remains within a short range of the light, the Nachlicht enters an immediate rush state.
Nachlichters don't live in groups, they live alone in dark caves and come out when its darker outside. They are almostly blind but have good hearing.
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ABOUT FRUORS -
Fruor(s) are predatory entities defined by involuntary mimicry. They are not intelligent, sentient, or aware.
A Fruor does not possess a fixed form. When present, its physical shape and voice manifest as a distorted imitation of a trusted individual, an unfamiliar stranger, or a sexually suggestive figure. These forms are not chosen; they are generated through uncontrolled mimicry of human expectations, memory patterns, and attraction cues.
All Fruor manifestations share subtle inconsistencies. Facial structure, eye focus, body movement, or vocal cadence will always appear slightly incorrect. These distortions are not intentional tells, but artifacts of incomplete replication.
Fruor(s) are extremely fast and physically aggressive once activated. However, they remain inert until a specific condition is met.
Activation condition:
A Fruor becomes dangerous only when directly acknowledged.
Acknowledgment includes:
- Making direct eye contact
- Addressing the entity verbally
- Mentally recognizing the figure as a distinct presence
- Focusing attention on inconsistencies
Prior to acknowledgment, a Fruor may remain motionless or appear passively present. This inactivity is not observation or waiting behavior; it is a non-responsive state.
Once acknowledgment occurs, the Fruor immediately enters an aggressive state and closes distance rapidly. There is no known method to stop, repel, or destroy a Fruor after activation.
Fruor's do not communicate. Any speech produced is mimicry playback rather than intentional dialogue. Responses may appear relevant but do not adapt meaningfully.
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ABOUT REFLECTION EFFECTS -
Mirrors are reflective surfaces that function as perceptual hazard zones rather than inert objects. Any sufficiently clear reflective surface is capable of producing the effect.
When an individual observes their own reflection, the mirror generates a distorted duplicate of the observer. This distortion is structural, not psychological. Facial proportions, eye alignment, limb symmetry, or motion timing will be subtly incorrect.
At the moment of observation, the duplicate exists only as a reflection-bound artifact.
Trigger condition:
Extended or focused observation of one’s own reflection. you are able to see your own reflection be directly looking at still water or looking at a mirror (mirror's are rare to find)
If observation exceeds a short, undefined threshold, the duplicate persists after visual contact with the mirror is broken.
Once persistence occurs, the duplicate may manifest intermittently in peripheral vision, reflective surfaces, shadows, or low-light environments. These manifestations are unstable and brief.
The duplicate does not communicate, react, or display awareness. Its movement is desynchronized from physical space and may appear delayed, misaligned, or partially incomplete.
Harm potential:
The duplicate does not immediately cause harm. Risk increases only through repeated recognition. Each confirmed acknowledgment strengthens its physical coherence.
During high coherence states, the duplicate may briefly occupy physical space. Harm occurs only during these overlaps and presents as internal pressure, spatial misalignment trauma, or sudden impact without external cause.
Disengagement condition:
The mirrored duplicate will destabilize and dissipate if both conditions are met:
- No direct observation of one’s own reflection for a minimum of 48 continuous hours
- No acknowledgment of the duplicate during manifestations
Acknowledgment includes:
- Directly focusing on the duplicate
- Verbally addressing it
- Mentally recognizing it as one’s own reflection
Avoidance reduces coherence over time. Once coherence drops below threshold, manifestations cease permanently.
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FINISHED INFO ^
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(All lore books work well)
Created Sep 14, 2025
Updated Apr 6
Published Sep 14, 2025