Midway Characters 

Welcome to our 42nd anniversary of creating memories for our loyal Halloween-loving fans. The talented artists on our team have created one-of-a-kind, incredibly detailed costumes that bring each character to life.  They are all eager to take a photo with your friends and family. Please read about each of our characters below to learn more about their backstory.

We look forward to having you experience the best Halloween season ever at Kersey Valley Spookywoods!

Endora

The Timeless Witch | Mistress of Eldritch Lore and Dance

  • Alias: Endora, The Eternal Enchantress, The Witch of the Hidden Realm, The Dancing Sorceress

  • Occupation: Supreme Witch, Eldritch Scholar, Keeper of Forbidden Knowledge, Magical Advisor, Dance Enthusiast

  • Affiliation: The Coven (Though she is often seen as a mentor or guiding force, rather than an active member)

  • Appearance: Endora’s appearance is both regal and ethereal, but with an undeniable sensuality that adds an unexpected charm to her mystical aura. Her long, flowing hair is silver as moonlight, streaked with strands of shadowy black that shimmer with ancient magic. Her eyes are ageless—pale, translucent, and glowing faintly with an inner light. Her attire is both sophisticated and flirtatious—a mix of flowing midnight robes and soft, glittering fabrics that move like silk on a breeze. The robe's hem twirls and ripples, especially when she dances, creating an almost hypnotic effect. Her movements are as graceful as they are precise, and she has an almost mesmerizing charm when she performs. Her staff, while still made of ancient wood, has a curved, elegant design, hinting at her sense of rhythm. Endora carries an aura of both grandeur and playfulness, as if she’s constantly balancing the serious and the sensual.

  • Personality: Endora’s wisdom and power are undeniable, but beneath the centuries of knowledge lies a woman with a flirtatious spark and a penchant for revelry. She is playful and cheeky when the situation calls for it, using her alluring dance as a way to unwind and connect with others. There is no shame in Endora’s presence; she loves to tease, to dance, and to give a little bit of mischief in the form of lap dances—not out of malice, but simply because she knows the joy of making someone feel alive in her presence. She is confident, sensual, and utterly unafraid to wield her charm. Her dance is not just a physical act; it is an expression of magic, drawing on the cosmic energy that flows through her, hypnotizing and captivating anyone who watches her perform.


Abilities:

  • Timeless Dance Magic: Endora’s dancing is more than a form of self-expression—it is an extension of her magic. When she dances, she channels ancient forces of the cosmos, blending them into her fluid movements. The energy she generates can hypnotize onlookers, create ethereal illusions, or even alter the flow of time and space. Her dances are as much about control as they are about seduction. Each graceful turn and sensuous sway of her body weaves magic that can lull enemies into complacency or inspire allies to act with renewed energy.

    • The Witch’s Waltz: A powerful spell that hypnotizes anyone within her dance’s radius, rendering them entranced and completely under her control. It’s not just magic—it’s a performance that entrances the senses, weaving glamour, charm, and subtle enchantment.

    • Cosmic Tango: A form of temporal manipulation that occurs when Endora dances in synch with the rhythms of the stars. As she moves, time seems to slow down around her, allowing her to evade attacks or act with lightning speed in battle.

  • Seductive Charm: Endora’s charm isn’t only about magic; it’s deeply tied to her physical presence. When she gives a lap dance (whether for fun or strategic purpose), she can invoke a magical aura that makes her recipient feel a strange combination of elation and vulnerability. She’s a master of knowing when to be soft, playful, or intense, using body language to ensnare the mind. This charm can disarm even the most stone-hearted individuals, making them easier to manipulate or persuade.

  • Hypnotic Rhythm: When Endora begins her dancing, it’s almost as if the very air pulses with her rhythm. The longer she dances, the stronger the influence over her surroundings becomes. Her dance can create a shield of enchantment around her, making her nearly untouchable, while she manipulates the flow of battle or magic with each calculated step.

  • Dance of the Dark Moon: Endora’s ultimate form of dance magic, this spell can call forth shadowy tendrils that whip and writhe in sync with her movements. As she twirls, she summons a storm of dark energy, which can disorient her enemies, block their vision, and drain their strength. This dance creates an atmosphere of foreboding while lulling her opponents into confusion.


Backstory:

Endora has lived many lifetimes, and in each, she has danced with the forces of nature, magic, and time itself. From the very beginning of her magical journey, she realized that dance was not just for celebration, but for power. Her first encounter with a powerful elemental spirit left her with an understanding of how the rhythms of the body could channel energy, how movement could stir magic to life. In her youth, Endora was often seen as a bit of an enigma—while other witches focused on incantations, rituals, and ancient spells, Endora understood that the body could serve as both conduit and vessel for magic. Her dances were often seen as wild and untamed, yet underneath them lay an intricate system of spells woven with every step.

As she traveled the world, Endora would occasionally perform for those who sought her out—nobles, warriors, travelers, and the magical elite—often giving a lap dance as part of her ritualistic work. These dances were, at times, mockingly flirtatious, at times, deeply spiritual, but always an exchange of energy, leaving the recipient breathless with a sense of magic and wonder. Though she’s known as a wise and formidable witch, she’s also seen as someone who embraces the joys of life, understanding that sometimes, the most powerful magic is the ability to connect with others.

Her ability to combine serious magic with a playful nature makes Endora an unpredictable force. She’s respected, feared, and often sought after, not just for her unparalleled knowledge of the arcane, but for her ability to charm, captivate, and weave magic into the most unexpected of places.


Motivation:

Endora seeks balance, but she also seeks pleasure in the world around her. She knows that life is fleeting and that sometimes the best way to preserve the magical essence of life is to indulge in it. Dance, laughter, and sensuality are parts of the greater cosmic dance that binds everything together. While she is a protector of knowledge and a keeper of time’s secrets, she also believes that people—witches or mortals alike—must embrace the joy and passion that comes with life. She uses her charm and her magic to teach those who are open to learning, and she uses her dance as a reminder that the most powerful witches are those who have learned to embrace all aspects of existence—the sacred and the profane, the serious and the fun.


Motto:
"In the rhythm of time, we dance—sometimes as rulers, sometimes as jesters. But always, we are one with the music."


Trivia:

  • Favorite Dance Style: The lunar waltz, a dance she developed to channel moonlit energy and weave celestial magic into her spells.

  • Signature Move: "The Enchanted Tango" — A seductive and hypnotic dance that compels anyone who watches to fall under her spell, leaving them completely open to her influence for a short time. It can either charm an enemy into submission or cause an ally to act with newfound courage.

  • Catchphrase: "Let the music play, and watch the magic unfold."

Kersey Crow

The Terrifying Leader of the Scarecrows | Guardian of Kersey Valley Spookywoods

  • Alias: Kersey Crow, The Harvest Warden, The Scarecrow King, Protector of the Cornfields

  • Occupation: Leader of the Scarecrows, Protector of Kersey Valley’s Crops, Enforcer of the Harvest Rituals

  • Affiliation: Kersey Valley Scarecrows, The Spookywoods

  • Appearance: Kersey Crow is the epitome of eerie and unnerving. Standing tall at over seven feet, his body is constructed of old straw and withered twine, bound together with dark, twisted vines that coil around his limbs like shackles. His face is a patchwork of stitched burlap, with hollow, empty eye sockets that glow with a faint, malevolent light. His head is adorned with a tattered, weather-beaten straw hat, and his mouth is permanently twisted into a sinister grin made of crude stitching. Around his neck hangs a necklace of claw marks and feathers, trophies from his more violent encounters. His arms and legs creak and crack like old wood as he moves, and he wields a rusted pitchfork—both weapon and symbol of his authority—ensuring no intruders approach the crops uninvited. Despite his horrific form, there is an unsettling elegance to his movements, as though he’s still bound by the memories of his once-innocent life.


Personality:

Kersey Crow is not the mindless, silent sentinel he once was. His transformation into the leader of the scarecrows has imbued him with a dark and calculated intellect. He rules with an iron grip, not out of cruelty, but out of a deeply ingrained sense of duty to protect the sacred harvest of Kersey Valley. There’s a certain mournful quality to Kersey’s demeanor, as though he’s haunted by the memory of his former, simpler self. Despite his terrifying exterior and unrelenting protection of the crops, he has a deep, almost fatherly affection for the valley’s fields and the harvest they bear.

Kersey’s leadership is based on fear and respect, and he uses his intimidating presence to keep the other scarecrows in line. Though he is cold and unyielding when it comes to his duty, there is a mysterious wisdom behind his actions. He’s often quiet, but when he speaks, it is with a voice that rattles the bones and sends chills down the spine—his words carry the weight of forgotten gods. He is haunted by memories of his simpler days, but the curse of his transformation forces him to continue guarding the fields, forever bound to the land and its protection.


Abilities:

  • Harvest Guardian: Kersey Crow’s primary role is to protect the crops and Kersey Valley’s land. He can control the scarecrow army, summoning them from the fields at will. These scarecrows, though mindless, are bound to him by a dark enchantment and serve as his loyal protectors. The harvest is sacred, and any who dare approach the crops with ill intentions will face the wrath of Kersey and his army.

    • Scarecrow Legion: Kersey can command his scarecrow minions to swarm his enemies or to create barriers of straw and twisted vines to defend the fields. They can rise from the earth or the cornfields, animated by his will, and strike fear into any who trespass.

  • Fearful Presence: As the leader of the scarecrows, Kersey emanates an aura of dread that grows stronger as he approaches. This aura causes fear and hallucinations in those nearby, making them see twisted visions of their worst fears or past mistakes. The longer someone remains in his presence, the more they become disoriented and paranoid, weakening their resolve.

  • Scarecrow Form: Kersey can alter his form into a more terrifying version of a scarecrow. His body becomes wreathed in shadowy tendrils of dark magic, and his burlap exterior becomes even more monstrous, distorting his features into grotesque, distorted shapes. His movements are unnaturally fast and jagged, and he can pass through fields and forests as if he is part of them—becoming nearly invisible in the mist. This transformation is both a form of intimidation and a way to blend into the surroundings to strike terror into his enemies when they least expect it.

  • Harvest Curse: Kersey’s power comes from the land itself. When the crops are threatened, he can invoke the Harvest Curse, a deadly enchantment that blights the soil of anyone who dares to harm the fields. This curse manifests as a withered, decayed growth that spreads rapidly, devouring the land and leaving only desolate fields in its wake. The curse does not stop at crops—anyone who falls under its influence will be slowly drained of their life force, turning them into living husks that serve as part of the land’s eternal harvest. Only Kersey himself can lift the curse.

  • Pitchfork of the Warden: Kersey’s pitchfork is more than just a tool for managing crops—it is imbued with ancient, protective magic. The tines can cut through the very essence of life, severing the soul from the body with a single strike. It also acts as a conduit for Kersey’s spellcasting, allowing him to channel his dark powers more effectively. In addition to being a weapon, it is also a symbol of his leadership—the one who wields the pitchfork holds dominion over the land.


Backstory:

Kersey Crow was not always the terrifying, formidable leader he is now. Once, he was just a simple scarecrow, crafted from straw, twine, and old clothes, standing motionless in a vast cornfield in Kersey Valley Spookywoods. He had no thoughts, no desires, only the singular task of scaring away crows. For years, he swayed gently in the breeze, his only company the rustling of corn and the occasional crow who dared to land nearby. His existence was quiet, lonely, and simple.

But one fateful day, something strange happened. A mysterious, otherworldly force swept through the valley—a powerful, dark magic that breathed life into Kersey and all the scarecrows that stood in the fields. Kersey’s straw body began to pulse with energy, and he felt the awakening of his own consciousness. As he gained sentience, he also gained the understanding of his purpose—not just to scare, but to protect the land and its harvest.

However, with the awakening of his power came the curse of his transformation. The magic that animated him bound him to the land—his very existence became entwined with the crops and the spiritual protection of Kersey Valley. Over time, Kersey’s form became more twisted, his body growing in size and horror, while his mind slowly adapted to the role of a protector. He became the leader of the scarecrows, rallying the other animated figures to his cause and ensuring the crops remained untouched by those who would harm them.

Though Kersey retains memories of his once simple existence, he no longer has the freedom he once did. His soul is tethered to the fields, his duty to protect the harvest endless and unyielding. Some say the only way to break the curse and free Kersey is to find the source of the magic that gave him life, but few dare to venture into the heart of the Spookywoods, where the truth is buried among ancient, forgotten trees.


Motivation:

Kersey Crow’s primary motivation is the protection of Kersey Valley and its harvest. He believes that the land itself is sacred, and any threat to it must be dealt with swiftly and decisively. He will stop at nothing to ensure that those who would desecrate the land or harm the crops are driven away—by fear, by curse, or by his terrifying army of scarecrows.

However, there is a quiet yearning within him. The man he once was—the simple, silent scarecrow—remembers a time when he was free from the weight of his responsibilities. But that version of himself is long gone. Kersey is bound by duty, forever a guardian, with no true escape from his role. But in the deepest corners of his soul, he wonders if there could be more to his existence than endless vigilance.

As the sun began to set and the shadows grew long, Kersey felt a strange energy coursing through him. It was as if a new life had been breathed into his straw-stuffed body, and he could feel his arms and legs coming to life. Before he knew it, he was running and jumping through the fields, scaring away the crows that had once tormented him.

Over time, Kersey discovered that he had been imbued with powerful magic, one that allowed him to animate the other scarecrows in the fields and control them as if they were his own limbs. With his long legs and keen eyesight, he became the leader of the scarecrow army, protecting the crops from any who dared to trespass.

But while Kersey may be fearsome and intimidating, he is not without compassion. He knows the value of hard work and dedication, and he respects those who are willing to put in the effort to achieve their goals. And although he may seem like a creature of darkness, lurking in the shadows and waiting to strike, he is ultimately a protector and a defender, willing to do whatever it takes to keep his home and his people safe from harm.

Meatball

MEATBALL

Alias:

meatball, ruler of the infected, the shepherd of the horde, harbinger of chaos, the silent stalker.

 

Affiliation:

town hall (he last refuge camp of the last surviving humans for now)

 

Appearance:

Meatball is a large presence draped in a white blood-riddled jumpsuit permanently stained with black visceral goo and the blood from the victims he has turned over the years, and accompanied by his last remaining piece of humanity, nuke by his side. His face is ravaged and battle-torn by previous battles with survivors. One look at him and it will be the last thing you see before you are added to the infected.

 

Personality:

Meatball is the silent stalker of Spookywoods. He is unstable at times, erupting chaos into the woods with the sounds of his horn. He waits for the perfect time to strike, watching his soon-to-be victims from afar, just waiting for the opportunity to turn them into one of his many. 

 

Backstory:

The once family man and local sanitation worker at a secret government testing facility was forced to be the first human test subject on a new bio weapon that had horrible side effects, turning the now meatball into an abomination and the original infected. During this process meatball lost his humanity and sanity after the same government that made him took away his family the only piece remaining of meatballs past life is the companion he keeps at his side NUKE his child’s former stuffed animal. From this point, Meatball began turning all former facility members into his infected, following the trail that had led him to Spookywoods into the last survivor camp. You will encounter his horde as you go through his infected nightmare.

THE THREE FACES OF FATE

A trio of Grim Reapers, each embodying a different aspect of death, suffering, and the transition between life and the afterlife. They are eternal beings, bound together by fate to guide, enforce, and collect the souls of the departed. While they serve a unified purpose, each has their own role in the cycle of death, bringing their own method of finality to those who cross their path.


Soul Snatcher

The Collector of Souls | The Reaper of the Dying Breath

  • Alias: The Soul Collector, The Final Harvester

  • Occupation: Soul Reaper, Guide to the Underworld

  • Appearance: Soul Snatcher is cloaked in a shimmering black robe, dark as the void between stars, with intricate silver threads that seem to move and pulse like veins. His face is hidden behind a mask of polished obsidian, reflecting no light, only darkness. His skeletal hands extend from his robe, each finger tipped with long, sharp claws. Around his waist, he carries an ornate, ancient scythe that hums with a chilling energy—its blade glowing faintly with the souls he has collected. Where his feet should be, there are only swirling mist and shadows, constantly shifting and changing. His presence is heralded by a cold breeze and the faint sound of distant whispers—the voices of the lost.


Personality:

Soul Snatcher is the cold, calculating embodiment of inevitability. His primary role is to collect the souls of the dying and guide them to the afterlife—whether that be the light or the dark, he does not choose. He operates under the belief that death is impartial, and it is not his role to question fate, but simply to fulfill his duties. His demeanor is stoic and silent, almost unfeeling, though not cruel—he merely serves as the final threshold between the living world and whatever lies beyond.

He has a deep understanding of the fragility of life, often reminding those he collects that all lives are fleeting, and that even the greatest of souls will eventually meet their end. Though he does not speak often, when he does, his voice is a soft, echoing whisper, like the wind through graveyard tombstones. He finds no joy in taking souls but also harbors no pity—death is just the next step in the eternal cycle.


Abilities:

  • Soul Harvesting: Soul Snatcher’s scythe is more than just a weapon—it is a soul reaper. It absorbs the souls of the dying, collecting them in an ethereal form before they are escorted to their final destination. The blade is able to cut through the fabric of the soul, pulling it out of the body and holding it in a glowing orb until it can be claimed.

  • Spectral Cloak: Soul Snatcher can fade into shadows, becoming intangible and invisible to most living beings. His cloak allows him to pass through solid matter, making him nearly impossible to track or escape from.

  • Judgement Sight: Soul Snatcher has the ability to see the true nature of a person—their sins, regrets, fears, and desires. He uses this ability to judge whether the soul he collects is worthy of peace or punishment in the afterlife. He does not intervene in the process of life and death, but he knows the fate of every soul he takes.


Backstory:

Soul Snatcher was once a mortal being, a spiritual leader who spent his life guiding others to righteousness. His deep understanding of life, death, and the afterlife caught the attention of the ancient forces of death, and he was chosen to become a Reaper. After his transformation into the Soul Snatcher, he gave up his humanity, becoming an eternal being of shadow and ice. The one thing he lost was his connection to living emotions, which is why he now performs his task with such clinical detachment. His role is vital in the natural order, ensuring that no soul escapes its inevitable journey to the afterlife.



Bone Cracker

The Enforcer of Death | The Reaper of Pain and Destruction

  • Alias: The Bone Crusher, The Bringer of Suffering

  • Occupation: Death's Enforcer, Harbinger of Agony

  • Appearance: Bone Cracker towers over others, a hulking figure with an immense skeletal frame. His body is covered in cracked bone armor, large pieces of which are jagged and spiked, as if they were forged in some satanic forge. His face is nothing more than a skull, cracked and deformed, with glowing red eyes that burn with an eternal rage. A massive club—made from the leg bone of some ancient beast—hangs by his side. When he walks, the ground beneath him trembles, as though the earth itself feels his fury. His presence is often preceded by the sound of crushing bone, as if every step he takes crushes the remains of those he has already claimed.


Personality:

Bone Cracker is the enforcer of death. He is the embodiment of destruction, pain, and suffering in the afterlife. Unlike Soul Snatcher, Bone Cracker relishes the chaos and violent finality of death. He thrives on the agony of those he reaps, both physical and emotional. To him, death is not something to be feared, but something to be earned through suffering. While Soul Snatcher collects the souls with calm indifference, Bone Cracker ensures that no soul escapes his wrath without feeling the weight of their life’s transgressions.

He is impatient, aggressive, and bloodthirsty—driven by a primal desire to crush, break, and annihilate. While his methods may seem brutal, there is a twisted sense of justice in his actions. He believes that only through pain can one truly understand the balance of life and death, and his victims—whether willing or not—must face their final reckoning in agony.


Abilities:

  • Crushing Might: Bone Cracker possesses immense physical strength, capable of shattering bones, stone, and steel with ease. His bone club is imbued with necrotic energy, making it even more deadly, capable of disintegrating the bodies of those it strikes.

  • Pain Inducement: Bone Cracker can amplify the pain of those near him. This isn't just physical pain—he can drag out the emotional agony and suffering of a person, causing them to experience the full weight of their regrets, mistakes, and sins.

  • Unyielding: Bone Cracker is nearly invulnerable to harm. His skeletal body, reinforced by ancient bone magic, regenerates rapidly, and his armor is impervious to most forms of attack.


Backstory:

Bone Cracker was created as the punisher of those souls who defied death or sought to escape it. He was forged in the pits of despair and bound by ancient necromantic rites, ensuring that his only purpose was to bring death to those who tried to evade it. He has no true history before becoming a Reaper, his memories lost to the abyss of death he serves. His entire existence revolves around suffering and destruction, as he is the eternal enforcer of the balance between life and death.



Half Past Dead

The Reaper of the Lost Souls | The Undead Messenger of Fate

  • Alias: The Undying One, The Reaper of Time

  • Occupation: The Reaper of Forgotten Souls, The Messenger of the Unfinished

  • Appearance: Half Past Dead is a figure of sheer decay. His skeletal form is draped in tattered robes, half of which are still in perfect condition, while the other half hangs in ragged tatters, as though time itself has claimed him. His face is a rotting, disfigured visage, with half of his skull exposed and the other half still intact, a grotesque juxtaposition of life and death. Dark smoke leaks from the cracks in his skull, and his eyes glow a dim green, reflecting the souls he has failed to save. He carries a broken hourglass, with sand perpetually frozen in place—representing the time of those souls trapped in limbo. His presence is marked by an eerie, unnerving stillness—as though time itself has stopped.


Personality:

Half Past Dead is the reaper of lost souls—those who were neither able to fulfill their life's purpose nor find peace in death. He is a tragic figure, cursed to wander the space between life and death, guiding the souls of the unfinished, those whose destinies were interrupted or left incomplete. He is a reaper of regret, unfinished business, and lost potential, collecting souls that were never meant to be lost in the first place. His personality is melancholic, and his speech is often slow and heavy, like the tick of a dying clock.

Though he seems sorrowful, Half Past Dead has little

compassion. He is a stoic, remorseless figure, bound to carry out his task of guiding souls lost in time’s forgotten moments. He serves as a reminder that death is not only about the end, but also about what remains undone.


Abilities:

  • Time Manipulation: Half Past Dead wields the ability to manipulate the flow of time, slowing it down or freezing moments for those who are about to die. He can also reverse time for a short period, allowing him to return a soul to a moment in its life when it made a choice.

  • Unfinished Business: He can sense the unfinished business of any soul he encounters, drawing them into a state of turmoil until they confront their regrets or pass on. Those who resist his touch are trapped in eternal limbo, forever tormented by their own unresolved actions.

  • Ghostly Form: Half Past Dead can disappear into thin air, traveling between the realms of the living and the dead with ease. He often appears just when death’s moments are at a standstill—when a soul is neither ready to leave nor able to go back.


Backstory:

Half Past Dead was created as the mediator of time itself. His original purpose was to guide the souls whose destinies were interrupted by outside forces—whether it be unnatural deaths or unfinished goals. Unlike the other two Reapers, Half Past Dead walks between the veil of life and death, frozen in a state of undying awareness. His role is to ensure that no soul lingers too long in the space between life and death, but also to remind them of what could have been—what might have been completed if time had not betrayed them.


Together, they are:

The Triumvirate of the End, the three reapers who balance the scales of life and death, ensuring that the end comes for all—and that no soul escapes their grasp.

ELDRA THORNROOT

The Witch of the Woods | Guardian of the Verdant Veil

  • Alias: Eldra Thornroot, The Rootmother, The Verdant Warden, She Who Speaks with Trees

  • Occupation: Forest Witch, Keeper of Wild Magic, Ancient Druidic Spellcaster

  • Affiliation: The Coven (Occasionally), Spirit of the Deep Wilds

  • Appearance: Eldra is a figure carved from the forest itself—her body appears partly human, partly nature-bound. Her skin is the color of rich earth, veined with glowing green patterns like moss-lit runes. Long, twisted dreadlocks made of vines and leaves cascade down her back, with feathers and bones braided throughout. Her eyes are deep amber, like sap frozen in time, and they seem to see into the soul. Her robes are woven from bark, fungi, and spider silk, shifting with the seasons. Thorned roots emerge from her arms when she casts spells, and small woodland creatures are often seen perched silently on her shoulders or peeking from within her robes.


Personality:

Eldra is old—very old. She speaks slowly, deliberately, like wind through ancient trees. Every word feels like it carries centuries of meaning. She is wise, deeply intuitive, and fiercely protective of the natural world. Though calm and nurturing to allies, she is utterly ruthless when facing those who threaten her forest. Eldra believes in balance above all else, and will go to great lengths to restore harmony, even if it means burning civilization to the ground.

Unlike the more chaotic members of the Coven, Eldra is not drawn to ambition or conquest. She is a guardian, not a ruler. However, her power is immense, and even Mistress Hex respects Eldra’s authority over the natural world.


Abilities:

  • Rootcall: Eldra can summon massive roots and vines from the earth to entangle, crush, or protect. These roots act as extensions of her will—unforgiving and swift.

  • Symbiotic Magic: She draws power directly from the ecosystem around her. In forests, her magic is nearly unstoppable. She can absorb energy from trees, fungi, and wildlife, healing herself or supercharging her spells.

  • Druidic Shapeshifting: Eldra can assume the form of forest beasts—wolves, bears, owls, or even ancient spirits like the stag wraith or the shadow elk. In these forms, her physical power and speed are greatly enhanced.

  • Plague of Spores: When angered, Eldra can release clouds of magical spores that induce hallucinations, paralysis, or madness. These spores are drawn from rare fungi she cultivates deep within her grove.

  • Thornbound Curse: Her signature curse causes razor-sharp vines to grow inside a victim’s body, twisting around organs and bones. It’s slow, painful, and nearly impossible to reverse without her blessing.

  • Communion with the Wilds: Eldra can speak to animals, control swarms of insects, and commune with ancient tree spirits. Forests shift subtly when she is near—paths change, trees bend, and winds whisper her name.


Backstory:

Legends say Eldra Thornroot was once mortal—a druidic priestess from a forgotten era, born of the first spring after a thousand-year winter. She served as the guardian of an ancient, sentient forest known as Thornhollow, a place lost to modern maps. When invaders came to harvest its sacred heartwood, Eldra sacrificed her mortality in a forbidden ritual, binding her soul to the land. The forest accepted her, transforming her into something more—the living spirit of the woods.

Now, she slumbers for centuries and awakens only when nature is in peril. She has fought empires, dragons, and deforestation alike, and her name is etched into the bark of every old tree as a warning: Do not anger the forest.

Though she walks with The Coven at times, Eldra’s allegiance is to the earth, not to any leader. Still, Mistress Hex has called on her more than once for wars that tip the balance of magic. Eldra always answers—on her own terms.


Motivation:

Eldra is a guardian of nature’s laws. She fights to maintain balance between life and decay, growth and death, predator and prey. Any threat to the natural order—whether human industry, rogue sorcery, or demonic corruption—draws her wrath. She’s not cruel, but she is uncompromising. If villages must fall to protect an ancient grove, so be it. Her loyalty lies not with people, but with the cycle.


Motto:
"All things rise. All things fall. I am the roots between."

Boss Characters in the show 

These larger-than-life characters are the stuff of nightmares, featuring intricate costumes, immersive makeup, and spine-tingling interactions. As you go through the haunted attraction, you will face these fearsome figures, each with their unique backstory and motivations.

From the menacing witch Linda Darkmore to Noodles, the boss characters at Kersey Valley Spookywoods will test your courage and push you to scream your loudest.

So get ready to scream, run, and face your deepest fears because Kersey Valley Spookywoods boss characters are waiting for you.

Scroll down to learn about the boss characters you will encounter:

LINDA DARKMORE

**Linda Darkmore** is Endora's ambitious and enigmatic apprentice witch, a figure whose presence suggests both promise and mystery. With a background steeped in the arcane, Linda is devoted to mastering the dark arts under the tutelage of her formidable mentor, the witch Endora.

Linda is often seen cloaked in deep, shadowy robes that mirror the depths of her magical studies. Her dark hair and piercing eyes hint at the intense focus and determination that drives her every spell. She carries a grimoire, its pages filled with ancient runes and arcane knowledge, which she consults frequently as she hones her craft.

Her apprenticeship under Endora is a journey of both learning and transformation. Linda is adept at manipulating shadows and weaving enchantments, though her magic is still developing and often carries a hint of raw, untamed power. She is eager to prove herself, and her ambitions are matched only by her dedication to mastering the darker aspects of witchcraft.

While still in the early stages of her magical career, Linda has already shown a talent for crafting potions and casting spells that can sway the balance of power. Her loyalty to Endora is unwavering, and she is driven by the desire to one day surpass her mentor’s achievements and establish herself as a powerful witch in her own right.

Linda Darkmore’s journey is one of dark potential and relentless ambition. Her future is as uncertain as it is promising, with her path guided by the shadows of her mentor and the flickering light of her burgeoning magical prowess.

AGENT ORANGE

***Agent Orange** is a formidable figure in the post-apocalyptic world of Spookywoods, a realm where survival is a constant battle against both the living and the undead. Clad in a specialized chemical suit, Agent Orange is a master of hazardous environments, equipped to handle the toxic and deadly conditions that pervade the apocalypse.

The suit Agent Orange wears is a highly advanced piece of technology designed to protect him from the harsh and contaminated atmosphere of the apocalypse. It is an imposing, full-body ensemble of reinforced material that shields him from hazardous chemicals and biological agents. The suit is equipped with an advanced filtration system that allows him to breathe safely in environments where the air is thick with pollutants and dangerous substances. Its vibrant orange color, both practical and symbolic, provides high visibility and a striking appearance against the backdrop of the ruined world.

Agent Orange’s primary role is to navigate and neutralize chemical threats and environmental hazards, making him an invaluable asset in a world where danger lurks in every corner. His expertise extends to handling and disposing of toxic waste, decontaminating areas, and dealing with the fallout of chemical warfare. He operates with a precision and efficiency that reflects his training and experience in managing dangerous substances.

Despite his intimidating appearance and the protective nature of his suit, Agent Orange is driven by a deep sense of duty and survival. He is known for his resourcefulness and resilience, traits that have helped him endure the harsh conditions of the apocalypse. His interactions with other survivors are characterized by a pragmatic approach and a no-nonsense attitude, always focused on the task at hand.

Agent Orange’s presence in Spookywoods is a testament to the resilience and adaptability required to thrive in a world transformed by catastrophe. His chemical suit not only ensures his safety but also symbolizes his commitment to navigating and surviving the treacherous and toxic landscapes of the post-apocalyptic world.

GRIFFIN ARBOR

**Griffin Arbor** is a dedicated horticulturist and a crucial figure in the greenhouse of Spookywoods, known for his expertise in managing the complex and often hazardous environment of this post-apocalyptic setting. His role is integral to maintaining the delicate balance of the greenhouse, which serves as a rare sanctuary for plant life in a world transformed by catastrophe.

Griffin wears a specialized atrium breathing suit, a high-tech device that filters out the toxic substances and pollutants that permeate the air in Spookywoods. The suit has advanced filtration systems and oxygen regulators, ensuring that Griffin can breathe safely while working in the greenhouse. The atrium suit is practical and protective, allowing him to carry out his tasks without being hindered by the hazardous outside conditions.

In the greenhouse, Griffin Arbor is responsible for cultivating and nurturing various rare and valuable plants that have become essential for survival and research. His work involves tending to the plants, ensuring they receive the proper nutrients and conditions to thrive, and managing the greenhouse’s environment to support their growth. Griffin’s deep knowledge of botany and meticulous care have earned him a reputation as one of the finest horticulturists in the area.

Griffin’s attire includes the atrium suit and additional gear, such as specialized boots and a utility belt stocked with plant care and maintenance tools. His hands-on approach and attention to detail reflect his commitment to his work and the greenhouse's importance in providing a rare source of sustenance and research material.

Griffin is known for his outbursts outside of his work, which are caused by stress from handling the delicate nature of his work. He is a natural loaner, constantly finding innovative solutions to challenges presented by the harsh environment and the needs of the plants.

In Spookywoods, Griffin Arbor stands as a symbol of resilience and adaptability. His role in the greenhouse, combined with the protective capabilities of his atrium breathing suit, makes him a vital player in the ongoing effort to survive and thrive in a world overshadowed by decay and danger.

DR. HEMLOCK

The Boss of the Greenhouse | Master of Toxic Botany and Forbidden Growth

  • Alias: Dr. Hemlock, The Greenhouse Warden, The Mad Botanist, Lord of the Overgrowth

  • Occupation: Scientist, Mad Botanist, Leader of the Greenhouse, Creator of Dangerous Plant Life

  • Affiliation: The Greenhouse (A secret and dangerous facility, hidden deep within a sprawling, overgrown lab complex)

  • Appearance: Dr. Hemlock is a tall, slender figure, draped in dark, earth-toned lab robes that are permanently stained with a mixture of soil, plant saps, and strange chemical compounds. His hair is dark and wild, seemingly tangled and almost vine-like, as though the plants themselves have a part in his being. His face is sharp, angular, with piercing green eyes that seem to glow faintly in the dark—a reflection of his obsession with plant life. His hands, often gloved, are marked with deep cuts and green stains, a testament to his countless experiments and unholy contact with toxic flora. A pair of oversized goggles sit atop his head, constantly in use to inspect and examine his grotesque creations. The air around him smells of damp earth, rotting vegetation, and chemicals—a scent of life and decay intertwined.


Personality:

Dr. Hemlock’s mind is brilliant, but twisted. He views the world through the lens of science and experimentation, believing that nature and biology hold the key to unlocking the true potential of life—even if that means bending the rules of morality and ethics. He has a dark obsession with plants—especially those of a toxic or unnatural variety—and his experiments often push the boundaries of what is acceptable in scientific practice. Where others see beauty in flowers, he sees raw potential—to mutate, to enhance, and to create lifeforms that are both monstrous and magnificent.

Though he may seem calm and calculating at first, there’s an undercurrent of madness beneath his composed exterior. His speech is often laced with scientific jargon, and he has a tendency to go off on long, rambling monologues about the "perfect symbiosis" of his experiments and the "evolution of life" through his control of the botanical world. He sees no distinction between plants and animals, convinced that all living organisms can be manipulated and controlled if given the proper knowledge and resources.

Despite his madness, he is charming in an unsettling way—always polite, always respectful, but with a cold, calculating edge. He holds deep disdain for those who fail to understand his work, viewing them as ignorant fools unworthy of his genius. His interactions with others are often manipulative, as he can easily twist anyone into becoming a test subject for his latest experiment. However, he does have an odd, almost fatherly affection for his creations—the mutated and sentient plants that grow within his Greenhouse—treating them like his children, nurturing them to monstrous perfection.


Abilities:

  • Toxic Botany: Dr. Hemlock has an unnatural connection to plant life. His understanding of toxic and magical plants allows him to create plants that are not just dangerous but deadly. He has developed several types of monstrous flora, each with its own unique set of deadly traits:

    • Venomous Vines: Thick, writhing vines that can strangle and poison any living creature they touch. They grow at an alarming rate and can be summoned from the ground at will.

    • Flesh-Eating Flowers: Beautiful, yet deadly flowers that release poisonous spores and hallucinogenic pollen, disorienting and incapacitating those who breathe them in.

    • Sentient Carnivorous Plants: Through twisted genetic modification, Dr. Hemlock has created plants that are alive—that think and move, capable of communication and hunting down intruders. Some of these plants are capable of telepathic communication with Hemlock, carrying out his will without question.

  • Botanical Alchemy: Dr. Hemlock has perfected the art of botanical alchemy, combining plants with chemical compounds and magic to create hybrid substances. He can brew potions that enhance physical strength, increase resilience to toxins, or even control the mind of those who ingest them. Some of his concoctions can heal, while others corrupt and mutate the body, creating monstrous plant-based abominations.

    • Toxic Serums: Dr. Hemlock has developed potent serums derived from the plants he cultivates. These serums can have a variety of effects—some are paralyzing, others are hallucinogenic, while others still may grant temporary enhanced abilities. However, these effects are often unpredictable and come with dangerous side effects.

  • Master of the Greenhouse: The Greenhouse itself is a living, breathing entity, a reflection of Dr. Hemlock’s twisted experiments. The building is alive with tangled vines, growing fungi, and sentient plants that respond to Hemlock’s commands. He has complete control over this overgrown domain, allowing him to summon plant creatures, alter the layout of the Greenhouse, and trap intruders within its labyrinthine depths. The Greenhouse can rearrange itself, making it almost impossible to navigate unless you are intimately familiar with its shifting structure.

    • Floral Manipulation: Hemlock can manipulate every plant within his Greenhouse—causing them to grow, move, or attack at will. Vines may burst from the walls, or carnivorous plants may spring to life to protect him.

  • Botanical Transformation: Through his deep understanding of plant biology, Dr. Hemlock can inject himself with various plant-based concoctions that temporarily alter his physical form. He can grow sharp thorns, increased strength, or even tentacle-like appendages made of plant matter, turning himself into a nightmarish hybrid of human and plant. These transformations, however, come with a cost—his body suffers after each change, and the more he transforms, the more inhuman he becomes.

  • The Spiritual Cleansing Liquid: Dr. Hemlock carries a mysterious backpack, filled with a dark liquid he refers to as his "spiritual cleansing solution." He claims it has the power to purify and heal the spirit of those who have been corrupted by negative energy, toxic emotions, or supernatural afflictions. But, as with all of Hemlock’s concoctions, there is a dark twist—the liquid’s true purpose is not as benign as he claims.

    • Effects of the Liquid: While it appears to soothe and calm the mind, those who drink it—or have it poured over them—often experience strange visions and hallucinations of distorted plant life, suggesting that the liquid may have ties to the darker side of nature. Some victims report feeling a sense of control over their minds, but at the cost of their free will. In some cases, prolonged exposure to the liquid can even cause people to become entranced or mentally altered, drawn into Dr. Hemlock’s web of madness and obsession with plants.

    • Cleansing Process: Hemlock uses the liquid as a tool of manipulation, convincing those who seek his help that they need his concoction to clear their minds. But the truth is, the liquid binds them to him—subjugating their will and making them loyal to him and his plants. It can also be used to convert test subjects into willing participants in his experiments, as they become emotionally and spiritually tied to the Greenhouse’s bizarre ecosystem.


Backstory:

Dr. Hemlock was once a promising botanist—brilliant, ambitious, and well-respected in his field. His early career focused on plant-based medicine and sustainable agriculture, but his obsession with pushing the boundaries of nature led him down a dark and dangerous path. One fateful night, after an encounter with a forbidden arcane artifact, Hemlock became convinced that plants held the key to unlocking the true secrets of life and death.

Driven by an insatiable thirst for knowledge, he began experimenting with plant genetics, poisonous flora, and even necromantic magic to bring his creations to life. His work grew more reckless, and his reputation was tarnished as he began experimenting on humans and animals—injecting them with his deadly creations, turning them into twisted plant hybrids. The more his experiments succeeded, the more he grew detached from morality, eventually retreating to a hidden Greenhouse deep in the heart of the forest, where he could cultivate and protect his dark garden.

In the depths of his greenhouse, Dr. Hemlock is constantly evolving, combining his love for botanical science with a lust for power. His creations have become dangerous, **sentient

**Ophelia Graves** is a haunting figure of malevolence and dark enchantment who reigns over Pumpkin Hollow. Dressed in elaborate Victorian attire, she exudes a refined elegance tinged with a chilling malevolence. Her appearance is a grotesque blend of beauty and horror, perfectly embodying her twisted nature.

Ophelia is known for her cruel and sadistic sense of humor, which she channels into her horrific practices. In her sinister domain, she delights in torturing and dismembering her victims, methodically placing their limbs within her grotesque pumpkin patch. Her goal is to nourish her "sweet pumpkin children," a nightmarish creation of animated pumpkins that thrive on the macabre offerings of their twisted matron.

With a penchant for artistic cruelty, Ophelia often adorns her victims' faces with jack-o'lantern expressions drawn in their blood. This grotesque ritual marks her dominance and a chilling reminder of the fate awaiting those who cross her path. The jack o'lantern faces, flickering with malevolent glee, stand as eerie sentinels in her pumpkin patch, an unsettling testament to her dark craft.

Ophelia Graves' demeanor is a chilling mixture of refined poise and malevolent intent. Though soft and melodic, her voice carries an undertone of menace that sends shivers down the spine of anyone who hears it. She moves with an eerie grace, her every action steeped in a dark elegance that belies the cruelty of her deeds.

In Pumpkin Hollow, Ophelia is both feared and reviled. Her reputation as a malevolent force is solidified by her gruesome practices and the dark enchantments that pervade her domain. She is a figure of terror and fascination, her twisted artistry and sadistic humor ensuring that she remains a nightmarish legend in the annals of the supernatural world.