Midway Characters 

Welcome to our 41st 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 all are 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 Spookywood's 41st anniversary!

Mistress Hex

Supreme Sorceress of the Arcane

Alias: Mistress Hex, The Witch Queen, The Sorceress of Shadows

Occupation: High Priestess, Coven Leader, and Master of Dark Magic

Appearance: Mistress Hex is a vision of dark majesty—an ethereal blend of beauty, menace, and mystery. She moves like shadow incarnate, adorned in regal attire embroidered with ancient arcane symbols that shimmer faintly in the gloom. Her skin bears glowing golden markings—living runes that pulse with raw power and seem to bind her form to the unseen energies of the world. These radiant glyphs are the only things that prevent her from vanishing entirely into darkness. Though she appears timeless and composed, her presence carries the weight of countless ages—civilizations have risen and crumbled beneath her gaze. 

 

Personality: Mistress Hex is a master manipulator—commanding, composed, and utterly unshakable. She exudes an air of sovereign authority, her words carefully chosen and her emotions held in perfect control. Charismatic yet cold, she can bend minds with a whisper or a glance. Her power lies not just in spells but in suggestion, seduction, and psychological domination. Those who serve her—willingly or otherwise—often do so without realizing how deeply she's embedded herself into their thoughts. The creatures of the Midway feed her strength, and in return, she offers them sanctuary—though it is her coven she favors most, for they remind her of a simpler time when loyalty still held meaning.

 

Abilities:

Master of Dark Magic: Mistress Hex is a living embodiment of the most ancient and forbidden arcane powers. Her magical abilities range from casting devastating curses to manipulating the very fabric of reality. Her spells are precise and often deadly, designed to overwhelm her enemies with a combination of subtlety and overwhelming force.

 

Mind Control: One of Mistress Hex’s signature abilities is her command over the minds of others. She can plant thoughts in someone’s mind, erase memories, or even control their actions, bending them to her will.

 

Lunar Empowerment: Mistress Hex draws her greatest strength from the moon, particularly during the full moon, when her power is at its peak. The moon’s phases dictate her magical potency, with the full moon granting her almost god-like power, allowing her to perform feats of magic that would be impossible for most.

 

Backstory:Born into a bloodline steeped in ancient sorcery, Mistress Hex was raised within the sanctum of the Arcane—an isolated temple hidden beyond mortal realms. There, witches were honed into weapons of magic. But even among them, she stood apart. Gifted in elemental control and obsessed with power, she quickly outgrew her peers. Ambition bloomed into hunger, and hunger into dominance.

Rather than serve the magical order, she shattered it—uniting the fractured factions of magic not with kindness or diplomacy, but through fear, subterfuge, and unmatched magical might. Under her rule, her coven has become a force beyond reckoning. And behind her, legions of enchanted beasts and cursed beings follow, bound by ancient pacts and darker loyalties.

 

Motivation:

Mistress Hex seeks absolute dominion over the magical realm and, eventually, all realms. To her, the world is a broken machine, fragmented by chaos and weak leadership. She believes only she possesses the vision and power to restore balance, even if it must be through tyranny. She will betray, manipulate, and destroy anyone who stands in the way of her vision. The coven is her chosen instrument of this grand design, and perhaps the only thing she still considers precious.

 

Mistress Hex’s Motto:

"Power is the only truth, and the only path to it is through sacrifice."

Witch Coven

The Coven (Dusk, Thorn, and Luna)

Dusk, Thorn, and Luna are an enigmatic trio of witches who have long lurked in the shadows, manipulating the forces of nature to bend the world to their will. Known collectively as The Coven, each witch embodies an elemental force, and together they weave magic that is as ancient as the earth itself. They are feared and revered in equal measure, with their names whispered by those who know of their dark influence.


Dusk

The Enigmatic Sorceress of Twilight

  • Elemental Affiliation: Darkness, Shadow, Illusions

  • Appearance: Dusk is the embodiment of twilight—clad in flowing robes of midnight, her eyes reflecting the colors of a setting sun. Her raven-black hair cascades down her back like a shadow in motion.

  • Personality: Dusk is an enigmatic and introspective witch. She speaks rarely, preferring silence over words, and her calm demeanor often masks the tempestuous power she wields. A master of illusions and shadow magic, she can bend light and dark to create worlds of her own design. Dusk has a deep connection with the unknown, always seeking hidden truths and forgotten mysteries.

  • Abilities: Illusions, shadow manipulation, invisibility, and dreamwalking. Dusk has the power to cloak herself and others in the shadows, and her dreams can cross into the waking world, leaving haunting visions that warp reality.


Thorn

The Ruthless Witch of Nature's Wrath

  • Elemental Affiliation: Nature, Vines, Poison, and the Forest

  • Appearance: Thorn’s appearance is an amalgamation of beauty and danger. Her long, wild hair is interwoven with twigs, leaves, and thorns. Her eyes glow with a piercing green hue, reflecting the verdant life she commands. Vines wrap around her arms and legs like tattoos, shifting and growing at will.

  • Personality: Thorn is fiercely protective of the natural world, but she holds a dangerous edge. Quick to anger and slow to forgive, she sees the human world as fragile and often exploits its weaknesses. Her connection with nature is primal, and she believes that only through chaos and destruction can balance be restored. Those who threaten the earth’s sanctity are doomed to feel her wrath.

  • Abilities: Thorn controls the very plants and poisons that grow in the earth. She can summon deadly vines to entangle enemies, create thorns that pierce like daggers, and even manipulate the venomous creatures of the forest. Her magic can cause forests to grow rapidly or decay, depending on her will.


Luna

The Celestial Sorceress of the Moon

  • Elemental Affiliation: Moon, Water, Time, Divination

  • Appearance: Luna is a striking figure, her silver hair flowing like liquid moonlight. Her skin has a pale, almost ethereal glow, as though kissed by starlight. Her eyes, pale as the full moon, are both wise and distant, as if she sees into realms beyond mortal comprehension.

  • Personality: Luna is calm, wise, and deeply connected to the cycles of the moon. She is a seeker of knowledge, often meditating under the stars and communing with the celestial beings. Luna’s power is rooted in cycles—birth, death, and rebirth—and she has a profound understanding of time. She is not quick to act, preferring to let the tides of fate guide her, but when she does decide to intervene, it is with the precision and inevitability of the moon’s pull.

  • Abilities: Luna controls water and the phases of the moon, able to manipulate tides, summon storms, and bend time itself in small, subtle ways. She can foresee glimpses of the future through divination and shape-shift under the moon's light. Luna can also heal wounds or cause destruction, depending on the phase of the moon.


The Coven's Bond

Bound by blood, ancient rituals, and an unshakable bond of trust, the three witches form The Coven—a united front of power, wisdom, and chaos. Each witch is formidable in her own right, but together, they are an unstoppable force. They are driven by their desire to protect the balance of nature, wielding their powers with a sense of justice that is often brutal and unforgiving. The Coven operates in the shadows, manipulating events from behind the scenes and ensuring the ancient laws of magic remain intact.

However, their relationship is complex. Dusk’s quiet contemplation often puts her at odds with Thorn’s impulsive nature, while Luna’s serene wisdom sometimes clashes with both. But despite their differences, they are bound by the common goal of maintaining the delicate balance of the magical world—and they will stop at nothing to achieve their ends.


The Coven's Motto:
"We are the shadows, the storm, and the moon. We protect the earth, for we are its keepers. And if the world must burn to be reborn, then so be it."

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.

Bubbles & Noodles

BUBBLES

 

The Mischievous Harbinger of Laughter and Chaos

  • Alias: Bubbles

  • Occupation: Clown, Performer, and Unpredictable Agent of Chaos

  • Weapon of Choice: Bubble Machine Gun (Custom-built, fires a stream of bubbles imbued with magic)

  • Appearance: Bubbles is the embodiment of circus-like madness with a twisted, yet playful edge. She sports a brightly colored wig in shades of pink, purple, and yellow, with puffs of cotton candy-like curls that seem to defy gravity. Her face is painted with an exaggerated grin, her cheeks adorned with rosy pink blush. Her costume is a riot of color—striped leggings, oversized shoes, and a polka-dotted romper that looks like it came straight from a funhouse mirror. A large bubble machine gun, custom-crafted with an array of gleaming metallic pipes, is slung across her back, ready for action.

  • Personality: Bubbles is equal parts cheerful and terrifying. On the surface, she’s a playful trickster, always laughing and making light of even the most dangerous situations. Her bubbly nature hides a volatile, unpredictable side—when she’s not shooting her bubble machine gun, she’s pulling pranks, setting up chaotic traps, or leading people into traps of twisted humor. She thrives on confusion, drawing out people's darkest fears beneath the surface of her infectious laughter. Some see her as harmless, but she’s more dangerous than anyone could imagine, especially when her bubbles take on a life of their own.

  • Abilities:

    • Bubble Machine Gun: Bubbles' signature weapon is a high-tech bubble machine gun that shoots a continuous stream of magical bubbles. These bubbles aren’t your average soap bubbles—they can have various effects, depending on her whims:

      • Bubbling Trap: Some bubbles explode into sticky, inescapable goo that immobilizes her target.

      • Illusion Bubbles: Bubbles can cast illusions with the bubbles she releases, creating false images or confusing her enemies.

      • Explosive Bubbles: Some bubbles are imbued with explosive magic, capable of causing small, localized bursts of chaos.

      • Laughing Gas Bubbles: She can release bubbles that induce uncontrollable fits of laughter in anyone they come in contact with, rendering them helpless as they lose focus and composure.

    • Contortionist Skills: Bubbles can twist and contort her body in unnatural ways, allowing her to slip through tight spaces or dodge attacks with ease. This talent makes her a slippery target and helps her slip away when things get too dangerous.

    • Manipulation of Joy and Fear: Bubbles has a unique magical talent for manipulating emotions—she can amplify joy, causing hysteria and unbridled laughter, or she can twist that joy into terror, turning her pranks into nightmarish experiences.

  • Backstory:
    Bubbles was once a celebrated circus performer, known for her acrobatics and sense of humor. She was the star attraction of a traveling circus, bringing joy and laughter to all who saw her. However, as the years passed, she began to grow disillusioned with the world around her—what was once laughter and lighthearted fun soon became a cruel mask to hide the pain and darkness beneath. One fateful night, after an accident during a performance, Bubbles’ mind fractured. The trauma twisted her once kind-hearted nature, and the clown that once made people smile now sought to manipulate, control, and corrupt the joy she once gave to others. Her bubble machine gun, crafted from her desire to reclaim control, became the instrument of her madness. Now, she roams from town to town, turning every place she visits into a carnival of chaos, where joy and fear coexist in perfect, terrible harmony.

  • Motivation:
    Bubbles seeks to spread her chaotic brand of joy across the world, believing that the true nature of happiness is found in madness. She wants to break people down to their most primal selves—where laughter and terror are indistinguishable. Her ultimate goal is to create a world where no one can escape her brand of twisted humor, a place where even the darkest of souls cannot help but laugh at their own destruction.


Bubbles’ Motto:
"Everyone’s a clown, darling, they just need the right push."


Trivia:

  • Favorite Color: Pink (The brighter, the better)

  • Catchphrase: "Pop goes the weasel!" (Usually said right before unleashing a particularly chaotic bubble.)

  • Signature Move: "The Laugh Riot" — Bubbles will trigger a mass of explosive and laughing gas bubbles, flooding the area with chaotic energy, forcing everyone within range into fits of hysterical laughter while she takes control of the situation.


 

NOODLES

The Foam-Fighting Fool of Spookywoods 

Alias: Noodles

Occupation: Mischief Maker, Fear Disrupter, Clown Extraordinaire

Weapon of Choice: Dual Pool Noodles (soft, yet surprisingly menacing)

Appearance: Noodles is instantly recognizable with his oversized polka-dotted costume, exaggerated clown shoes, and a wild shock of neon hair that seems to stick out in every direction. His painted grin stretches ear to ear, splattered with streaks of chaotic color. He wears a belt holster designed to carry his foam “swords,” which he wields with dramatic flair. His makeup is deliberately smudged, giving him a manic edge that blurs the line between comedy and creepiness.

Personality: Unlike most clowns who thrive on jokes, Noodles thrives on games of chaos. He’s playful, unpredictable, and relentless in his pursuit of fun, whether guests are ready or not. He’ll leap into an impromptu duel at the drop of a hat, laughing manically with each foam clash. Beneath the antics, however, lies a mischievous cunning—Noodles loves to test people’s reactions, turning fear into laughter before they know what hit them.

Abilities:

  • Pool Noodle Duelist: Skilled in the art of foam swordplay, Noodles launches sneak attacks and challenges guests to duels with lightning-fast noodle strikes.

  • Clown Agility: Despite his oversized shoes, Noodles is surprisingly nimble—able to dodge, spin, and twirl his way around foes in a dance of nonsense.

  • Chaos Energy: Wherever Noodles goes, tension breaks. He thrives on disrupting the dark atmosphere with unpredictable bursts of silliness that both disarm and unsettle.

  • Psychological Trickster: Noodles knows laughter and fear are closely linked. His antics blur that line, leaving guests unsure whether to laugh, scream, or both.

Backstory:
Noodles wasn’t always part of Spookywoods. Legend has it he wandered in one foggy night, following the sound of distant laughter. Carrying nothing but two brightly colored foam noodles, he challenged the monsters to battle—and won, not with strength, but with absurdity. Ever since, he’s made Spookywoods his home, popping up when least expected to challenge both ghouls and guests to his noodle duels.

Motivation:
Noodles believes every scare needs a laugh to balance it out. His mission? To remind everyone that even in the darkest corners of Spookywoods, there’s always room for ridiculous fun.

Noodles’ Motto:
“Why be scary… when you can be silly-scary?”

Trivia:

  • Favorite Spot: Anywhere he can ambush guests with a surprise noodle strike.

  • Signature Move: The Double Foam Whirlwind — spinning both noodles like helicopter blades before striking with a final, dramatic slap.

  • Catchphrase: “Pick your noodle… and prepare to duel!

ABADDON

Title: The Fallen Archangel, The Angel of Destruction, The Destroyer of Worlds

Alias: The Apocalypse Herald, The Bringer of Ruin, The Fallen One

Occupation: Former Archangel, Master of Destruction, Prisoner of the Bottomless Pit

Appearance:

Abaddon was once a majestic and terrifying being of light, an Archangel of the highest order, but now he is a twisted shadow of his former glory. His once radiant form is now marred by dark, molten scars that glow with an eerie, infernal light, like the remnants of an angelic explosion of power. His wings, once pure white and shining, have now turned into a mass of charred, blackened feathers, torn and disheveled from his fall. His eyes burn with a fiery crimson glow, reflecting an anger that has not waned in eons.

Abaddon’s once gleaming armor now appears decayed, with pieces of ethereal plating hanging off his form like the ruins of a fallen empire. His massive sword, once forged from divine light, is now a jagged, twisted blade of pure destruction—its edge crackles with dark energy. The ground trembles beneath his steps, and his very presence distorts the air, as if reality itself shudders at his existence.


Personality:

Abaddon is a force of absolute destruction, driven by rage, hubris, and a desire for ultimate freedom. He was once the most powerful and honored of angels, known for his unparalleled strength and unwavering loyalty to the Creator. However, his growing desire for chaos and his refusal to bow to any higher authority led to his rebellion. Abaddon sought to reshape the cosmos in his image, believing that the universe was flawed and that true power came from complete and utter destruction.

Arrogant, bitter, and vengeful, Abaddon sees himself as the rightful ruler of creation, and he seeks to wipe the slate clean, believing that only after the destruction of all things can there be true order. He considers himself above all other beings, from gods to mortals, and he has no mercy, viewing compassion as a weakness.

However, despite his immense power and hatred for those who imprisoned him, Abaddon is cunning, manipulative, and a master of psychological warfare. He is not mindless in his destruction—he plans, waits, and strikes when the time is right. His hunger for chaos is tempered with strategic brilliance, making him a deadly adversary.


Abilities:

  1. Apocalyptic Fury: Abaddon has the ability to bring cataclysmic destruction upon any world or realm he targets. With a single thought, he can reshape the landscape, summoning earthquakes, volcanic eruptions, raining meteors, and plagues of dark energy that warp the very fabric of reality. His wrath is all-encompassing, turning entire cities into ruins and annihilating entire populations with ease.

  2. Infernal Wings: While his wings are no longer the pure, celestial appendages they once were, they are still capable of unnatural flight. When Abaddon unfurls his wings, they become shrouded in fire, capable of burning everything they touch. The winds generated by his wings can cause tempests of flame or a suffocating darkness, depending on his mood.

  3. Divine Wrathblade: Abaddon’s sword, once a weapon of divine light, now serves as an instrument of ruin. Forged from the heart of a dying star, it is a blade of pure chaos energy, capable of severing the fabric of existence itself. The blade disintegrates anything it touches, from mortals to gods, and can even rend the boundaries between realms. When Abaddon strikes, the very concepts of time and space are warped, leaving nothing but an empty, lifeless void.

  4. Void Mastery: Abaddon can tap into the Bottomless Pit, using the cosmic void to enhance his powers. He can open rifts to the dark dimension, pulling forth energy from the abyss itself. This allows him to summon terrifying entities, distort reality, or create zones of total annihilation, where time and space are entirely obliterated.

  5. Immortality (but not invulnerability): As a fallen angel, Abaddon cannot die in the traditional sense. He can be wounded, but his divine regeneration ensures that he revives in moments. While imprisoned in the Bottomless Pit, his regeneration is slow, but it still persists over millennia.


Backstory:

Once, Abaddon was an Archangel—a being of light, duty, and divine purpose, one of the closest servants to the Creator. He was tasked with leading heavenly armies in protection of the divine order and upholding the will of the celestial realm. He had everything—immense power, glory, and honor. But pride consumed him.

Over time, Abaddon began to see the divine order as a prison—a rigid system that constrained his limitless power. He began to believe that true strength lay in destruction, that only by burning the old and creating something new could true freedom exist. This led him to challenge the Creator's will, seeking to overthrow the established order and bring about a new age of chaos.

Abaddon waged an epic rebellion against the heavens, leading an army of fallen angels who shared his vision of a universe reshaped through annihilation. The rebellion was cataclysmic, devastating entire realms and threatening the very foundation of existence. His power was unmatched, his rage unstoppable.

But the Creator, unwilling to let such chaos reign, intervened. Abaddon was betrayed and imprisoned, cast into the Bottomless Pit, a realm of pure void and darkness where time and space cease to exist. There, Abaddon was bound, his immense power suppressed by celestial chains, but not destroyed. He remains there still, trapped in the infinite abyss, his rage burning brighter than ever.

Yet, the fury of Abaddon is far from quenched. Over the eons, his power has grown in the darkness, fed by the sheer intensity of his desire for revenge. His imprisonment is only temporary, he believes. He waits, plotting, watching, and waiting for the moment when his chains will finally break, and he will bring about the final destruction of all things.


Goals and Motivations:

  • Revenge on the Creator: Abaddon’s hatred for the Creator runs deep. He wants not only to destroy the universe but to exact personal revenge on the being that betrayed him. He wishes to unmake everything, including those who once served him.

  • Revenge on Heaven and the Celestial Realm: Abaddon holds an intense loathing for the celestial hierarchy that cast him down. He seeks to obliterate heaven and all its angels, reshaping them into his own image of chaos.

  • Freedom and Dominion: Above all else, Abaddon wants freedom. He desires to break his chains, to escape the Bottomless Pit, and return to the mortal realm to bring his vision of apocalypse to fruition. He believes he is the true ruler of all and will stop at nothing to reshape the universe in his image.


The Prison of Abaddon:

Abaddon’s prison is located in the Bottomless Pit, a dimension of endless void and swirling darkness, where time and space have no meaning. It is said that the very walls of his prison are composed of the agonized screams of lost souls, their suffering resonating through the pit for eternity. Abaddon is surrounded by an infinite void, alone with his thoughts and rage, but his power is slowly creeping back. The pit itself is a living entity, constantly trying to keep him in check, but even it cannot suppress Abaddon’s fury forever.

Some whisper that, on rare occasions, cracks in the pit’s structure open, allowing Abaddon to reach out and whisper promises of destruction to those who listen. He speaks to mortals, promising them power, revenge, and the end of all things—if they free him.

But no one has yet dared to release him, knowing the consequences could be nothing short of catastrophic.

Lunatix

LUNATIX

A fractured family of outcasts, rogues, and shadow-born legends. Each member carries scars, powers, and motives that blur the line between hero and villain. Together, they are chaos incarnate—unstoppable when the night calls.


Fenix — The Silent Speedster with a Spark of Chaos

  • Alias: Fenix

  • Role in LUNATIX: Urban Phantom, Infiltrator, Shock Elemental

  • Weapon of Choice: None — pure electricity, channeled through his hands

Appearance:
Fenix is all sharp edges and fluid movement. His dark, fitted hoodie gleams with metallic streaks that ripple like heat waves under neon light. Reinforced pants and a tactical belt keep him agile, while his custom-built shoes let him glide at impossible speeds across concrete, steel, or glass. Magnetic soles ground him when needed, but when he slides, sparks flicker at his heels. His electric-blue eyes burn faintly in the dark, and every motion of his hands leaves trails of crackling light — his unspoken warning.

Personality:
Reserved but razor-focused, Fenix is the quiet observer of LUNATIX. He rarely wastes words, letting his speed and sparks speak for him. Beneath the stoic exterior lies a calculating mind and an independent streak — he’s not one for blind loyalty, but when he chooses to stand with the crew, his presence turns the tide. A hint of charm surfaces when he wants it, often paired with a mischievous flicker of electricity just to keep people guessing.

Abilities:

  • Shock Slide: His signature — a near-supernatural slide across surfaces, fast, fluid, and impossible to track. Always followed by a trail of sparks.

  • Electromagnetic Control: Sparks at his fingertips to stun, short out systems, blind enemies, or fire bolts of raw energy.

  • Urban Camouflage: Melts into shadow and steel, blending seamlessly into the cityscape.

  • Superhuman Agility: Accelerates faster than the eye can follow, striking from unseen angles.

Backstory:
Once a legend in the underground racing scene, Fenix lived for speed and the thrill of bending the city to his will. A rival gang’s sabotage changed everything: an explosion left him broken — but awakened his dormant power over electricity. He disappeared from racing, reborn as something more dangerous. LUNATIX found him in the ashes of his old life, and while he resists authority, he thrives as the team’s ghost in the machine — a thief, mercenary, and phantom who lives by his own code.

Motivation:
Fenix seeks only freedom. No master, no leash, no cage. He isn’t chasing fortune or fame — he’s chasing the night itself. Hero? Villain? He doesn’t care. What matters is control over his own fate, and the sparks that blaze in his wake.

Motto:
"Speed is freedom. Spark is power. Silence is survival."

Trivia:

  • Favorite Place: Rooftops at midnight, where the city hums beneath him.

  • Signature Move: The Shock Slide — a streak of lightning across the ground, followed by a flash of disorienting sparks before he vanishes.

  • Catchphrase: "Catch me if you can... but you won’t."

Pyros

PYROS MANGUS

The Infernal Warlock | Master of Fire and Chaos

  • Alias: Pyros Mangus, The Burning Soul, The Infernal Sage, Lord of Scorched Realms

  • Occupation: Warlock, Sorcerer, Fiery Archmage, Arcane Mercenary

  • Affiliation: The Coven (Allied, though not fully trusting of the group’s political agenda)

  • Appearance: Pyros is a striking figure, always clad in dark, ashen robes that shimmer with an almost otherworldly glow. His skin is tanned and burned, like the charred remnants of an ancient pyre, and his eyes glow with an intense, molten orange light—embers of his infernal pact. His hair is flame-like, red and gold, constantly shifting as if it were alive, flickering and sparking like embers. Across his face are markings—arcane sigils burned into his skin—evidence of his long-standing pact with the fire elementals. A long, ornate staff, crowned with a dark crystal that radiates heat, is always by his side, its shaft carved with intricate symbols that seem to shift and twist in the presence of fire.

  • Personality: Pyros is a warlock consumed by his own power and ambition, but not without a sense of pragmatic wisdom. He is not reckless in his destruction; he is a tactician and a scholar, constantly seeking to expand his knowledge of the arcane and the infernal realms. Though he might appear cold or aloof, beneath his fiery exterior is a calculating mind. He is fiercely independent, often working for himself rather than submitting to others, though he does respect the Coven’s power when it aligns with his own interests. Pyros is not inherently evil, but his hunger for knowledge and power can make him appear cruel, particularly when it comes to his experiments or the consequences of his unholy pacts. In the presence of those who understand fire’s true nature—its creation and destruction—he reveals a deeper, almost philosophical side, contemplating the balance of the world’s natural elements.


Abilities:

  • Infernal Fire Magic: Pyros has a nearly unlimited control over fire, shaping and manipulating it in ways that few can imagine. He can summon flame from nothing, control existing fires, and even bend fire to create sentient flame creatures. His fire magic isn't just heat—it’s arcane, purifying, and destructive all at once, capable of burning through both physical and magical barriers.

    • Flamecraft: The ability to craft fire into complex shapes or constructs, such as shields of flame, fire golems, or weapons made entirely of searing heat.

    • Blazeweaving: Pyros can weave fire into threads of pure energy, using them to bind enemies, ensnare objects, or even create infernal portals for traveling through fire itself.

  • Pact with Fire Elementals: Through an ancient pact with fire elementals, Pyros can summon these beings from the elemental planes of fire. These fiery creatures are beings of pure flame, capable of incinerating everything they touch. They are bound to him by his infernal contract, and their loyalty to Pyros is absolute—but also dangerous, as their power grows with his.

  • Fire Manipulation: Pyros can control existing fire in various ways. He can direct flames into controlled streams of destruction or turn them into devastating explosions at will. This ability is so precise that he can even use fire to melt metals, ignite the air, or incinerate entire armies in a single strike.

  • Infernal Rage: When pushed into a corner, Pyros can tap into his deepest reserves of power, unleashing a wave of unrestrained infernal energy. This attack engulfs his surroundings in a storm of hellfire that incinerates anything in its path, but it comes at a price—Pyros’ physical form weakens for a time after unleashing this immense power.

    • Hellfire Torrent: A massive eruption of fire magic that cascades like a raging river of molten lava, causing entire landscapes to burn away. The fire has purifying properties, destroying all corruption, but also consuming the very land itself.

  • Arcane Knowledge and Sorcery: Pyros is a master warlock and an expert in arcane rituals. He has knowledge of ancient spells, forbidden rituals, and soul-binding contracts, which he has learned through years of study and pacts with infernal beings. His magic is not limited to just fire—it stretches into the realms of necromancy, curses, and the manipulation of spirits and souls.

  • Flamebound Resilience: Pyros has burned away any weakness in his body. His connection to fire has made him highly resilient to physical harm, allowing him to withstand extreme temperatures and injuries that would otherwise kill a normal person. His body, like the fire he commands, has become both his strength and his curse—wounded flesh regenerates at an accelerated rate, but with pain that never quite fades.


Backstory:

Pyros Mangus was born in a land ravaged by war and conflict, where fire was both a destroyer and a protector. The youngest of a family of powerful sorcerers, he was drawn to the arcane at a young age. However, unlike his family, who specialized in manipulating nature and celestial forces, Pyros became obsessed with the elemental forces of fire—the raw, chaotic power of the flame. His early experiments were seen as reckless, and his thirst for power pushed him to seek dangerous alliances with entities from the Infernal Realms.

Pyros eventually made a pact with a powerful fire elemental lord, binding his soul to the flames in exchange for knowledge and power beyond imagination. As his powers grew, so did his reputation as a fire-wielding warlock capable of devastating entire armies with a mere flick of his hand. He was sought after as a mercenary, hired by kings and rebels alike, yet he never stayed in one place long. His insatiable hunger for arcane knowledge and destructive power led him to the deepest, most dangerous magical secrets—and it was in his travels that he encountered Mistress Hex, who saw in him both an ally and a potential tool to be used for her own purposes. Though Pyros respects Mistress Hex’s power, he remains fundamentally independent, often operating according to his own moral code.


Motivation:

Pyros is driven by the quest for ultimate power and arcane understanding, but not in the traditional sense of domination or conquest. He seeks to understand the raw forces of the universe—to master destruction and creation alike. Fire, to him, is not just a force of annihilation; it is the very essence of life, renewal, and change. He is obsessed with uncovering ancient secrets, unlocking forgotten magics, and tapping into the infinite energy that lies hidden within the cosmos.

While he aligns with the Coven in some matters, Pyros is ultimately a freelancer—he has no interest in ruling the world, only in bending it to his will when it suits his purposes. However, when the time comes for him to wield his power for a greater cause, he does so with terrifying precision and unmatched fury.


Motto:
"Fire is not just destruction. It is the force that burns away the old, to create what is yet to come."


Trivia:

  • Favorite Element: Fire, but also deeply fascinated by the boundaries between life, death, and rebirth.

  • Signature Move: "Infernal Cataclysm" — Pyros channels the full power of his pact with the fire elementals, causing the sky itself to catch flame. A massive storm of hellfire engulfs the battlefield, creating volcanic eruptions and lightning strikes that reduce everything in their path to ash.

  • Catchphrase: "Let it burn. Only then can we see what’s truly worth saving."

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."

Vlad

VLAD

**Vlad** is a shadowy figure who prowls the night with a luminous lantern, a haunting beacon in the apocalyptic wasteland. Since the world descended into chaos, Vlad has been the right-hand man to the Apocalyptic girl, taking on the grittiest and most dangerous tasks to ensure her reign remains unchallenged.

Vlad’s role is one of relentless efficiency and cold-blooded precision. He handles the dirty work with a grim determination—whether it’s dispatching the undead, scouring the ruins for precious fuel and old vehicles, or executing those who dare to defy the Apocalyptic girl’s rule. His lantern, an eerie glow against the darkness, not only lights his way but also symbolizes the fear he inspires.

His reputation is built on his ruthlessness and unwavering loyalty. Vlad’s actions ensure that the Apocalyptic girl’s enemies are dealt with swiftly and mercilessly. His expertise in scavenging has made him invaluable as he unearths critical resources that sustain their reign amidst the desolation.

While he operates in the shadows, his presence is unmistakable—a silent enforcer whose actions are as chilling as the world he inhabits. Vlad’s loyalty to the Apocalyptic girl is unwavering, and his role as her enforcer ensures that her vision for the end of the world is carried out with uncompromising zeal.

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.

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.