In Real Life "Fairy Tales"

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Skinwalker Flesh Eater

The Skinwalker Flesh Eater begins its transformation by consuming its own kind. Species doesn't matter—whether it's a bird, a bear, or a human. Once it has tasted its own flesh, something changes. It begins to crave more. First meat, then any organic matter, and eventually anything. Bones, bark, rotting things. Whatever it devours, it becomes.

It doesn’t always transform completely, sometimes it merges features. You may see a thing with raccoon eyes, deer legs, and human hands. Wherever it goes, the air grows colder. People nearby feel sick to their stomachs. Its clothes are crude, like scraps—loincloths, stitched rags, or what's left from what it last consumed.

Defense: Fire keeps it at bay. Salt lines and raw meat traps can confuse it. Never bleed near one—it will remember your scent forever.

Skinwalker Hollowmother

Said to cry like a baby in the woods, the Skinwalker Hollowmother lures wanderers to care for it. But it's not a child. It's something that wears the sound of innocence like a mask. Those who find it are found later—sometimes. Emptied out. Not dead, just... missing everything inside.

Defense: Stuff cotton or herbs in your ears if traveling at night. Don’t follow sounds. If you hear crying, go the opposite direction.

Skinwalker Lanternback

Seen from far away as a dim glowing figure in the woods, it resembles a human with a lantern growing out of its back. When approached, the light vanishes and something else appears in its place. It is never the same. People report different visions—loved ones, animals, even dead versions of themselves.

Defense: Don’t follow the light. Wearing mirrored sunglasses can delay hallucinations. Use iron jewelry to keep your mind clear.

Elf

Elves are not always the pretty, kind creatures in fantasy. In older stories, they are tricksters, sometimes dangerous. These forest-dwellers appear suddenly and vanish just as fast. They may give you gifts, but they always take something in return—even if you don’t notice what.

Defense: Never accept gifts. Iron disrupts their magic. Cross running water to escape pursuit.

Goblin

Small and clever, goblins thrive in places people forget—under homes, behind cracked walls, or deep in mines. They collect shiny things and whisper lies to anyone who listens too long. Some are violent. Others just watch. Either way, you’ll never know until it’s too late.

Defense: Keep your home clean. Don't hoard shiny objects. Copper and vinegar drive them off.

Nymph

Nymphs are bound to nature—trees, rivers, caves. Some are beautiful and curious, while others are jealous, dark, and pull intruders into water or tangle them in vines. They cannot stray far from their source, and if it dies, they do too.

Defense: Don’t step into still water without stirring it first. Respect their forest. Burn a twig of their origin tree if threatened.

Demons

Demons reside in the Demon Realm, which was once a place of chaos but now operates as a strange kind of marketplace. Many creatures, good and bad, live there—dwarves, twisted animals, even exiled elves. Demons made most of these creatures.

There are two types of demons: Demon-born and Creature-born. Demon-born were always demons—formless, shifting shadows that only take shape when injured. Seeing their true form is lethal. Creature-born demons were once mortal, changed through a bite and ritual binding by another demon. Their bodies remain familiar—human, dwarf, or elf—but something is always off.

If the reigning Demon King bites any being, that being becomes the next Demon King—but only if the king chooses so. This ensures the throne is passed deliberately.

Defense: Holy water stuns. Salt burns them. Only the brave can enter the Demon Realm. If you must deal with them, never sign a name or trade blood.