recursal/Fanatic-Fandom huggingface dataset:
John Latham

**John Latham** was the father of Rochelle Qin.

## About

John was a studious bespectacled man who was unafraid of backing his ideas with practical experience. His skin was patchy with frequent sunburn, and he had shaggy hair. Despite this, he liked to dress and act formally, but at heart he was rough around the edges.

John's interest in Herbology led him to become knowledgeable in its theory. Prior to his death, he was writing an encyclopaedia on the subject.

## History

### Upbringing

John came from an ordinary family, and was completely unaware of magical society until he entered it.

### Marriage with Isabella Qin

John had feelings for Isabella Qin, which she reciprocated; they married. During their marriage, John often travelled the world to collect rare plants and seeds to gift to his wife.

At some point, John and Isabella conceived Rochelle Qin. As a young father, he often wished he could bring her on his trips around the world. These trips reduced in frequency as caring for Rochelle became a priority.

### Circumstances of Death

One day, Isabella suddenly divorced John and married another man, Ethan Lyon. John learned of Catherine Qin's involvement in the event and confronted her about it. This would lead Catherine to orchestrate his death at the hands of one of her colleagues.

Later, he would re-manifest as a ghost, intending to act as a guide to his daughter, and bring to light the injustice surrounding his death. However, Catherine anticipated this, and performed a rite to seal him into his wand, which is usually a standard tradition for ghosts.

## Abilities and Skills

**Herbology Theory**: While having no place to practice it, John was knowledgeable in the subject of Herbology. He was writing an encyclopaedia on the many plants he had the opportunity to look at over his life.
Water Evocation

The creation and control of conjured water is a discipline that has been going on for quite some time. Considered one of the trickier of the evocation due to the unstable and ever changing nature of water, the mastery of this evocation takes dedication and time.

#### Tier Zero: The Start

At this point, the mage will have little to no control of the water they conjure. In this stage of learning, the objective is to *create* the water, and nothing more. An adventurous mage may try their hand at warming or chilling the water, but very likely will not be able to keep the water conjured long enough to do this. Additionally, the caster will only be able to conjure up to a cup of water at this point.

#### Tier One:

A person who has made it to the first tier of water evocation has started to get a very basic understanding on how to summon forth water and to manipulate it. While they are far from being masters, at this stage the mage will at least start to grasp what they will eventually be able to do.

With this in mind, the mages are able to summon forth small amounts of water, about two cups worth at a time. They can turn this water into a slush like state, and use this water to put out fires and the like. Additionally, the caster will be able to make a thin mist from the water they create.
Wisps (Creature)

#### **Summary:**

Often mistaken for distant, flickering lights, these strange seemingly ethereal beings are not fully understood. They come and go without any reason, and come in a wide selection of colors. Each color of the wisp reflects a different trait or skill of the creature, and also which God they are associated with.

#### **Uses in Alchemy:**

When a Wisp is slain, one will find what appears to be a small humanoid creature - a fairy of sorts - at the center of the powdery debris. The shimmering dust that encircles the body is used for several things in alchemy and is highly valued. The fairy itself has no known use in alchemy.
Tar Leaf

#### **Summary:**

The Tar Leaf is a strange, fern-like plant. It is found in warm environments, some growing in areas in volcanoes or natural hot springs. Cutting into one of these odd plants will often result in the tool you've used getting covered in a slimy, sticky fluid. In it's raw forum, the sap is very unpleasant to have on your skin and can often times cause rashes and hives.

#### **Appearance:**

The fern-like shaped leaves of this plant are much thicker than your standard fern. They are deep green in color, with striking contrasting veins of yellow along their leaves. It is thought this contrast in color is meant to deter animals from eating their dense leaves. The plant grows to be about five feet in height with leaves reaching nearly a foot long; these long heavy leaves tend to droop at their tips, which are often a much darker shade of green from their base.

#### **Uses in Alchemy:**

The dense sap of these leaves are often used as adhesive, to aid in making paints, and to help combine various ingredients together.

**Best means of harvesting:**

 N/A

**Greenhouse Notes:**

N/A
Lataria (Goddess)

## The Child of the Astral Plane

The youngest of the most powerful five gods, Lataria's very existence is shrouded in mystery. She, unlike any of the current pantheon, was never mortal and never lived among the common races. How she came to be is uncertain, but the goddess herself has been quoted saying that she was born within the Astral Realm, a fully functioning being and never experienced infancy or childhood. When pressed, the Astral being simply stated that she was "born in . . . a vortex of stardust and mana clouds."

## The Teachings of Lataria:

She is the patron of those who study the arcane, push boundaries, and seek answers.
Lalia Baldwin

**Lalia Baldwin** is a witch who attended Makutu Kura Institution of Magic in the 2010s. She was notably head writer of *Ngā Kōrero*.

## About

Since the moment Lalia could use a pencil, she began writing about other people, first because she found them fascinating and later, after the wonder was crushed out of her, because it annoyed them.[?]

During her time at Makutu Kura, she joined the writing team for Nga Korero. She later founded the school's LGBT+ Club, using her eventual position as head writer to keep it safe from targeted discrimination by controlling information the student body received about it. This included where club meetings were held and who its members were.[?]

Most of the time, Lalia will outright refuse to engage in small talk with other students, unless she thinks they have anything to say about social events at the school, and in any case she only engages with people on her own terms. Her aloof nature, use of unsuspecting students as informants, and mastery at casting jinxes to deter anybody trying to get close, has led her to become something of a school myth.[?] Her occasionally-vexing targeted commentary aside, Lalia played a large part in shaping the school newsletter into becoming a reliable source of information, as she made a point never to embellish or lie about a story.[?]

Lalia likes bubble gum, and has a collection of pristine quills kept in a warded dormitory desk.[?] As well as quills, she secretly kept stacks of notes on every student at the school in a much-more-heavily-warded filing cabinet that she brought from home.[?] She burned a student's file when they graduated or left the school, and upon her own graduation, she destroyed the cabinet's contents completely in a controlled blaze.[?] Initially, nobody knew why she did this, or what the cabinet was for.

## Other

### Trivia

* In spite of her accomplishments with *Ngā Kōrero*, Lalia would later look on her writing from this time with disdain, feeling that most of her articles were too emotional.
* Her uncle Arlo is known to host a Wizarding Wireless talk show, *Baldwin's Behind-the-Scenes*, and may have encouraged Lalia's affinity for journalism when she was young.
The Black-Water

At the bottom of the pecking order, the Black-Waters have experienced a life of hardship and isolation. Having to share their land with the Marsh-Hunts, they are often left with little room to expand and less room to hunt. These mixed wolves have been struggling to get their voices heard since their creation. A shunned and hated group the Black-Waters have only existed for a few generations, though the origin story varies according to who tells it.

In truth, the first outcast wolf’s name was forgotten, yet alone why he was banished. All that is remembered is that he was tossed to the wilds and sent to live in the marshlands. It was only a matter of time before other wolves were sent to live with him, and over time they bred. This new collection of wolves was given a name and accepted as a clan not long after, but their place was set in stone - they were outcasts and mixed, the other clans would never welcome them.

Being a blend of the other clans, most Black-Waters are very well balanced and tend to have some of the better traits of the wolves that made them up with the common traits that allow them to survive in the murky swamp they call home.

## Appearance

There is no set height or body build for the Black-Water. They tend to vary as they are all different levels of mixed, and so they range from the smallest to the tallest of heights. They come in all sizes and all widths, and none are thought to be odd or out of place among them.

A strange occurrence only found in the Black-Waters is a particular patterning in their fur where it can be merle. There is no real limit on the possibilities for their fur colors and it does strongly depend on what the wolf is mixed with. Not all of these marsh-bound Lukars have water repellent fur, but a large chunk of them do.

The last odd but not uncommon feature of these Lukars is heterochromia. This usually results in one eye being the color of whatever the prominent mix is and the other one be the next most present wolf type. The only color that their eyes can not be is red, as that is not present in any of the other Lukar eye colors.
Casey Toney

Casey Toney plays Tech Wizard and edits the show.

Casey Toney is an actor, improviser, singer, songwriter, artist, designer, and — as of the past couple years — audio editor and engineer. After moving from Toledo to Chicago in 2015 to pursue comedy and acting, Casey lucked into rooming with Mike and Gannon thanks to a mutual friend's Facebook post. His life would never be the same.

Starting with no experience, Casey's obsessive perfectionism in editing became a staple of NeoScum's production, at great detriment to his weekly allotment of Gamer Time™.

Casey loves his friends, his fam, his fans, and his baby nieces so, so much.
Glossary of Plant Life

Will be a paragraph explaining that plants can be found everywhere etc. Break down the various discovered plants by the type of climate etc. they can be found in. Will be a list, basically, of all the plants that leads them to their own wiki pages.

### **Known Plants of Astraelous:**

**Chart Breakdown:**

-The name of the plant.

- The type of climate one can try to find these various plants and herbs.

- How rare it is to find them, how common they are in the wild.

##### Breakdown of Rarity scale: VC = Very Common; C = Common; NC = Not Common; R = Rare

- If they have any known uses in alchemy, for more detail in their uses, check their own wiki pages.
Evocations

## *What are evocations?*

Evocation magic is the conjuring of various elements to be used in usually defensive or combative purposes. An Invoker does not create or pull from actual elements in the world, but rather they create replicas of the element by manipulating the mana around them. As the Invoker masters their craft, they will grow more attuned with their manipulation of mana, and in doing so will begin to be able to do more with the element they are invoking.

## Important Notes on Evocations:

The *vast majority* of spells cast by an evocationist/invoker are free-form and therefore only limited based on the type of spell they are. A melee spell must always be produced using a tell, and depending on the weapon can range from two emotes to four. A ranged spell must always be cast using three emotes minimum. A spell meant to wholly protect the caster, or otherwise change the tide of battle, must be casted using five or six emotes. Bear in mind, reports of powergaming will be examined in-depth and those found in violation of these basic requirements, or those found to lack any common sense when it comes to roleplaying their magic, will have it revoked and risk a magic blacklist.

It is important to remember that an Invoker is *NOT* a Shaman and thus are not working with actual raw elements in the world. They can not manipulate real sources of the element in the world and can not pull from them to cast their spells.

## Types of Evocations:

There are many types of Evocation, some meant for my utility purposes and others focusing on a more combative use. Most Evocations are fairly flexible in their use but all require a good deal of study and mastery to be proficient with them.

Evocations that are known to be primarily combative:

* Fire Evocation
* Lightning Evocation

Evocations that are known to be primarily utility:

* Air Evocation

Evocations that are useful in both combative and utility senses:

* Arcanism (Arcane Evocation)
* Water Evocation
* Earth Evocation
The Ice-Blood

Class, dignity and civility are what these mountain dwelling wolves are trying to embrace. Some of the other wolves consider them posh for starting to stray away from their tribal roots, but these snowy wolves see themselves as moving ahead of the curve and embarrassing the future. These wolves go as far as to not live alongside nature as fully as their kin, but rather to take nature into their own hands and build through it.

Having built large stoney walls around their tribe lands, they find land disputes few and far between - and should one occur, their way of handling the disagreement would leave many of the other clans quite confused. Always seeking to look the most civilized, or perhaps the most noble, the Alpha of each tribe in the dispute will designate a skilled swordsmen to duel the opposing tribe. The outcome of the duel settles the dispute unless the dispute is decided to be unjust by the clan’s Grand Elder.

Beyond their stone homes and large walls, these ice dwelling wolves are known for one other major skill, something their intensely sharp sight has added to them in mastering: swordsmanship. The art is taken extremely seriously, with pups being given training blades nearly as soon as they are able to wield them. It is not uncommon for an expertly crafted blade to be passed down from one alpha to the next, and even from one head of the family to the next within each homestead.

## Appearance

Strange is what many of the more earthy colored wolves would call the Ice-Bloods upon seeing their rather different appearance. They are average in height, reaching 6’5” roughly as a male and topping off at 6” as a female. Their builds are toned but not horribly lean; they balance the weight needed to stay warm and healthy in their frigid home with the need to be limber and swift with their blades. Additionally, they tend to have long tails, reaching a bit over three feet long on the larger wolves.

They have dense, thick fur meant to keep them warm in the snowy lands they call home. Designed to blend into the land around them while on the hunt, their pelts are usually white but often have a blue or silver hue to them. These wolves can often have an underbelly that is a different color than their main coat, but rarely have accenting fur colors or patterns and do not paint or stain their fur.

The Ice-Bloods are known to have pale, icey eyes that are always very light in color. The most color would be a very pale blue or frosty purple, but sometimes other cool colors make it into the equation. An Ice-Blood with warm or bright colored eyes is not pure blooded.
Lukars

The Lukars are a young race and as such they haven’t developed far beyond their tribal roots. It was only a few generations ago that the first truly intelligent Lukar evolved from their primal ancestors, the Lukar’vekyn, on their home planet of Lokdon. The Lukars have since tried to integrate themselves into mainland society, working to establish their kind on the larger planet and to build relations with the races that inhabit it. Due to their aggressive ancestors, most mainlanders are still wary of the Lukars.

The Lukar, like any group of people, are diverse in culture and appearance. It is known that each clan of Lukar has their own fur coloring and varying skills, making each of them stand out against each other. While there will always be the one person of a clan that doesn’t perhaps fit the norm for their kind, it is very rare and far between. Wolves born too far outside of the accepted norms of their clan are often viewed as either cursed or touched by the Ancestors; in some occasions this means nothing, but it does sometimes end up with the differing Lukar being cast out of their tribe, and sometimes even their clan.

While they are ‘tribal’ in nature, they are not savages. The Lukar don’t often turn to force, usually not unless provoked to a point where they feel as though they have no other options. Most conflicts involving the wolf-folk are internal, typically between tribes of the same clan, and typically consist of land disputes. Furthermore, the wolf-folk are known to have deep spiritual connections with the nature around them, and due to their beliefs in growing with their environment and not against it, they are commonly seen living in small ‘tribes’ within the clan lands of their home.

There are seven clans of Lukar, each having developed and grown apart from their kin on their home world. The clans are:

* Ocean-Born
* Moon-Chaser
* Wind-Dancer
* Ice-Blood
* Ash-Veil
* Marsh-Hunt
* Black-Water

## The Grand Elders

Each clan will have a single Grand Elder who usually has a small internal council of Lukars he works with, each being from one of the large tribes he oversees. These Grand Elders are used to discuss relations between other clans and to sort out any disagreements they may have. All Grand Elders have a seat in the Coral Council, which is the main governing force of the Lukars.
Glowshroom

#### **Summary:**

   At first glance, one might not note that the 'glowshroom' does not *glow* at all times. However, the bio-luminescence of its namesake is only visible at night and in areas of complete darkness.

#### **Appearance:**

The cap of the glowshroom is a rich green with a texture like gel, sat atop a soft off-white stem. They vary in size greatly from 2 inch-tall sprouts to towering 12-ft monsters, sometimes forming small forests in moist, dark caves away from harsh sunlight. They can vary in color but usually a cave forest will be comprised of just one.

#### **Uses in Alchemy:**

Very commonly used in alchemy, the Glowshroom can be dehydrated and ground into powder, or boiled when fresh. It should be noted, that one should NOT consume raw Glowshroom as it can cause sickness and vivid hallucinations.
Wyatt Samson

**Wyatt Samson** is a transfer student from the United Kingdom who's talented with Enchanting and Bewitching.

## About

Wyatt is often sympathetic to his peers, despite his churlish attitude. He likes to play sports, and has a big ego despite his poor performance. His family has a history in Dragon Fighting, and he claims they own one of the most prestigious dragon breeds available in Europe.

He's quite nosey and eager to learn information about others, but prefers not to share many personal details.

## History

### Early Years

Wyatt grew up surrounded by a corporate environment, he was raised under the idea that he would one day inherit his father's company. He went to a school in Europe for half a year until his parents discovered he was gay. They pulled him out of school and was transferred to Makutu Kura the following year.

### Attendance at Makutu Kura

Wyatt started attending Makutu Kura in 2011. He quickly took a liking to Kris Williams, having recognised the family name through his dealings with Kris's brother in the past. They formed a relationship which lasted for just under a month, ending on bad terms.

## Magical Abilities and Skills

**Enchanting**

**Bewitching**: Wyatt learnt bewitching theory in Europe, and chose to continue to study and practice it after being pulled out due to his keen interest in the subject.
Julkalendrar genom tiderna Wikia

Under December månad kan radiolyssnare och TV-tittare över hela Sverige följa Sveriges Radios och SVT:s julkalendrar. Dessa återkommande serier består numera vanligtvis av 24 avsnitt, och har anknytning till julen. Varje år är det en ny serie i såväl radio som TV, med nya avsnitt och en ny handling. Julkalendern sänds i Sveriges Radio sedan 1957, och i SVT sedan 1960, och har blivit en jultradition, framför allt för barnen.

På denna sida samlar vi all information som finns kring julkalendrar i Sveriges Radio och SVT. Allt från karaktärer till avsnittsinformation.

Sidan innehåller såkallade "spoilers".

Denna sida uppdateras med jämna och ojämna mellanrum.

*Alla bilder som finns på sidan är noggrant utmärkta med fotograf och artikel/hemsida dessa är hämtade ifrån. Om det behövs förtydligande, eller om en bild bör bytas ut, hör av er. Julkalendrar Genom Tiderna-Wikian äger inga bilder om det inte uppges.*
The Wind-Dancer

Archery, skilled crafters, tracking prey for miles and taking down big game - these are the things the Wind-Dancers pride themselves in. With the second sharpest sense of smell out of all the Lukar and perhaps the best hearing, these forest dwelling wolves have mastered the art of the hunt. They boast of their successful hunts, often keeping trophies to show off their feats.

It is thought that no clan is as tightly knit as the Wind-Dancers. Many believe that their closeness is what allows them to work so effortlessly together and has contributed to their undeniable success in taking down prey that none of the other clans would consider. It is also likely why the Wind-Dancers don’t just hunt for necessity, but to prove their skill - taking on bigger, nastier creatures whenever they can. Regardless of their desire to prove their worth among their own, the Wind-Dancers are not wasteful; every part of the beast slain is used.

Other wolves traveling into Wind-Dancer lands can find themselves rather at a loss with how few of the forest wolves there are, but that is mostly due to them looking in the wrong areas. Wind-Dancers are notorious for living not just with the trees, but in them. Most of their tribes are settled up in the branches with very few deciding to settle within open groves. Every tree-settlement is usually constructed near a body of water, so any traveling Lukar looking for these hunters should search in the trees near lakes or rivers.

## Appearance

Considered one of the smallest of the wolves, these tree-climbers top off at around 5’9” for males and 5’6” for females. They are designed to be light, small and swift, with smooth, silky pelts that allow branches to easily pass through them. Their slender bodies are equipped with powerful legs for climbing and dagger sharp climbs for digging into the bark of the trees they live in. Perhaps some of the most notable physical traits of the Wind-Dancers are their slender fingers, meant for working with bows, and their strangely short tails - normally reaching no more than two feet in length.

The fur of these forest dwelling wolves is usually designed to blend into the woodland around them. Typically they are shades of brown, coming in many variations and often with more than one hue of the color on them. Their underbellies tend to be cream in color. They have a medium pelt with longer tufts around their ears and cheeks. It is not uncommon to see these earth toned wolves painted with stripes and swirls of green.

Wind-Dancers tend to have very natural earthy eye colors with the most common being a deep gold and rich brown. It is thought to be uncommon to see them with green eyes but it is possible. Any Wind-Dancer with eyes that are not brown, gold/yellow or green is not pure blooded.
The Ocean-Born

Hailing from the coastal regions of their homeworld, these wolves are not only fishermen and sailors, but also are the known arcane mystics of their kind. They, like the Ice-Bloods, often will not live alongside nature, but rather take over it - building large, stunning temples and grand homes for their upper-class. Currently, they hold the largest library of knowledge among the Lukars, having built a grand library to hold the books they’ve begun collecting from around both their homeworld and the mainland. It is no doubt they are viewed as one of the more elite and scholarly clans.

An important thing to note with the Ocean-Born, these sea-side wolves are the only Lukars that are openly allowed to use arcane magic. Believing they have been blessed by the Ancestors, Ocean-Born claim to have had the arcane world opened to them. Many claim their right to the use of magic in a culture that otherwise is wary of it stems back to the origins of their race, stating that it was one of their kind that took the first steps away from being a Lukar’vekyn and towards being what they are now. It is thought that that first Lukar is the one who bestowed the knowledge of the arcane on the ocean-wolves.

## Appearance

These seafaring wolves are slowly below the average height of the Lukars, with males reaching around 6’ tall and females topping off at around 5’9”. They have a more slender build, not usually carrying the bulk of their weight in overly toned muscle like most of their kin. Having the bodies of scholars and mages, only those who tend the ships are known to be more fit. Their hind-paws are webbed to aid with moving across the sand and water, and their medium length fur seems to easily repel water.

Typically, Ocean-Born are pale furred, with fur coloring ranging in shades of white or cream. The most common fur color for the sea-wolves is seafoam white with the least common being a dingy, but light, gray. They are one of the only wolves that don’t normally have a pelt that is two or more shades; they usually are one color and only one color.

The eye color of these Lukars usually contrasts with their pallid fur drastically. They normally have very bright or very deep colored eyes that are typically shades of sea-green and various ocean-blues. You will never see an Ocean-Born that is pure blooded have eyes that are not a shade of blue or green.
Magic

## What Exactly *is* Magic

Magic is a complicated and complex part of life on Lailahn; there is no simple way of explaining how drastically magic effects every part of life and every function of the planet. Magic, or rather, *mana* exists in every part of the world. Every living creature has mana running through their body and due to this, they are all connected to the realm of magic - commonly called the Astral Realm.

Mana is often also referred to as *life essence,* as it directly corresponds to the life force of a person. If a mage, for example, drains too much of their mana when casting it could leave them in a weakened state, and in extreme cases can even kill them. It is important to remember this and to balance your spells according to your ability.

## Types of Magic

There are various different types of magic in the world of Lailahn.

Evocations
Kings Goblet

#### **Summary:**

This strange mushroom is very commonly found in humid areas, it does not matter if the area is one that gets a lot of rainfall or areas that tend to have a lot of run-off of water. They grow in dark environments such as caves but prefer to grow underneath large shady trees that get very minimal sun-light at their base.

The King's Goblet releases spores that mix with the water they collect in their caps; this water is then consumed by various creatures in passing. This is the method the fungus uses to spread their spores, for as the animals defecate or urinate, the spores will be passed on. These spores are not without effect on their hosts, as they have sedative properties and will cause most creatures that drink the laced water to become drowsy or to fall asleep soon after consumption.

#### **Appearance:**

These medium size mushrooms can grow to be about six to seven inches tall and about three to four inches wide. They get their name due to their very uncommon cup-like appearance, which is why they are able to collect water in their cap. The cap of this fungus tends to be bright in color, often shades of burnt gold with accenting colored spots near the brim. They have a deep indent at the top where the water will pool on them.

#### **Uses in Alchemy:**

To be Filled

**Best means of harvesting:**

 Plant - Cut halfway through the stalk to maintain form factor

Water - Collect via any means of water collection and storage.

**Greenhouse Notes:**  Fungus is best kept in a humid environment with plenty of shade and plenty of water collection. Simulated rain or water run-offs are sufficient for species survival. Fertile soil required.
Ravya Rose (plant)

#### **Summary:**

The ravya rose, or snow rose, is found only in cold and harsh environments such as mountains, icy plains and tundras. The seemingly delicate plant is an uncommon find, and is documented as only being seen sprouting out from under rock formations such as boulders or piles of rocky debris. It is thought that this is done as a means to protect the seeds and roots from the bitter winds of their habitat and also to prevent excessive moisture from killing the rose.

#### **Appearance:**

The ravya rose is a pale petaled plant. The petals of the flower are white/silver with edges that are usually very pale blue though it can range to a darker shade of the color. Though it is extremely rare, one may even find a rose with light purple on their petals instead.

#### **Uses in Alchemy:**

The ravya rose has many uses in alchemy, from creams and drops to teas and bath soaks. It is important to note the elemental base of the plant when using it in your alchemy studies, for while it is not a volatile component usually, it can still have adverse effects when mixed with someone it does not combine well with.

**Best means of harvesting:**

The ravya rose is a complicated flower to harvest as the fluid within the stem can cause frostbite should it touch your bare skin. It is recommended that you use thick leather gloves and treated gloves if you have the means to protect your skin from exposure. You will need to cut at the stem of the flower and use some type of paste against the exposed stem to prevent the fluid from causing any frost crystals to generate on you or your belongings.

**Greenhouse Notes:**

The ravya rose needs to be raised in a frigid yet damp environment, attempting to grow it in a dry and warm area will result in the plant withering and dying.
The Right Way To Travel

## Plot

Mildred wants to go to Majorca on holiday, but George wants to stay at Mrs Muldoon's in Blackpool like they usually do. He tries to talk Mildred out of going by pointing out that neither of them can speak Spanish. What is worse for George is that Mildred wants them to travel with the Conservative Association to obtain a 40% discount. George, a supporter of the Labour Party is not happy with that idea either. The Ropers attend a meeting with the club which Jeffrey is in, at which they accept him, despite his awful answers to their questions about his political views and Jeffrey's objections to him. Jeffrey falsely claims that the trip is fully booked, so George refuses to join. When they get home, to cheer Mildred up, George is unable to book a hotel in Blackpool because the hotels there are full due to Labour holding their conference there.

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Edward Evans as Bernard West
* Zulema Dene as Penelope Fordham
Best Foot Forward

## Plot

Mildred decides that she and George should mingle with the posh people of the area and visit The Genevieve, the pub on the green, which is were Jeffrey goes. They see him there and is embarrassed when George juggles with his pickled onions. Later that day, the Ropers' television signal takes a turn for the worse and 'borrowing' a ladder from the Fourmiles, George looks at the aerial on the roof. Jeffrey annoyed that George keeps pinching his things without asking, removes the ladder, unaware that George is still on the roof. George inevitably falls off the roof and breaks his leg. Jeffrey tries to be nice to George in case he decides to sue him.

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Sebastian Breaks as Peter Ffolkes
* Kenneth Watson as Fred Jolly
* Ralph Ball as Bunny
* Gail Lidstone as Nurse
* Mike Lewin as Ambulance Man
* Maxine Horn as Joanne

## Trivia

* Ralph Ball had just appeared a few episodes before in *"Where My Caravan Has Rested"* as Mr Morecombe.
Opportunity Knocks

## Plot

Mildred invites people to her coffee morning, but the only guest who arrives is Ann, who is heavily pregnant, because Mrs Clfiton-White, the WI chairwoman, is also holding one. Jerry tells George about a scheme to make him rich. George has very little money, so he thinks it a good idea to sell the house to raise the capital to back it. He goes to Fourmile to ask him to put the house on the market, which he gleefully does without charging any commission, but when some snobbish people come to have a look around the house Mildred arrives back home to find people criticising her furniture, so she throws them out. Mildred is angry when she finds out from Ann that George tried to sell it, so it is taken off the market. After speaking to Ann, Mr and Mrs Clifton-White go to see Mildred, feeling sorry for her, but Mildred thinks they are more people to look round the house, so she throws them out as well, but is upset when Ann tells them who they were.

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Lesley Staples as Mrs Williams
* Michael Wynne as Mr Williams
The Unkindest Cut of All

## Plot

Mildred's sister Ethel and her husband Humphrey are coming to dinner, so Mildred wants to cook poulet rôti. The Ropers' electricity supply is cut off because George failed to pay the bill. With the Fourmiles visiting his mother - and Ann having given Mildred a house key - George runs an extension lead from their electricity socket into his house. When they return, Jeffrey pulls the lead, moving the Ropers' lamp. He then disconnects it, leaving the Ropers and their guests in the dark - and the dinner half-cooked. Humphrey decides to phone a hotel to book a table for dinner there. However, the phone does not work because it has been cut off due to George not having paid the phone bill

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Reginald Marsh as Humphrey Pumphrey
* Avril Elgar as Ethel Pumphrey
* Norman Mitchell as Ted
Sheila Fearn

**Sheila Fearn** (born 3 October 1940 in Leicester) is a retired British actress best known for playing Audrey, the sister of Terry Collier in BBC situation comedies *The Likely Lads* and *Whatever Happened to the Likely Lads?*, and also later on as Ann Fourmile, the next door neighbour in the popular Thames Television sitcom George and Mildred.

## Early life

She attended Gateway Girls Grammar School on Elbow Lane in Leicester, which closed in 1960.

## Career

On film she appeared in *Billy Liar* (1963), *Catch Us If You Can* (1965) and *Time Bandits* (1981), as well as the film versions of both *The Likely Lads* (1976) and *George and Mildred* (1980). Fearn's other television credits include *Adam Adamant Lives!*, *Paul Temple*, *Crown Court*, *East of Ipswich* by Michael Palin, *Emergency – Ward 10*, *Walter*, *Z-Cars* and *The Avengers*. She also played Freddie, a girlfriend of Ronnie Corbett's character Timothy, in *Sorry!* She also appeared many times with the Scaffold.

*Likely Lads* writer Ian La Frenais said of her "she was sexy and funny and she knew John Lennon...Sheila always found time for everyone, and I now think of her and Audrey with great affection".

Fearn retired from acting in 1988, after sustaining a broken leg during a fall from the third biggest mountain in the world at that time. Her injury left her with a prominent limp, making her less appealing to casting directors.
The Travelling Man

## Plot

initially opposed to George's idea of taking in a lodger to make more money, Mildred changes her mind when the charming salesman Edward Rogers turns up to rent their back bedroom for a month. Edward is everything George is not, charming, cultured, always goes for an evening walk, and dead keen to help Mildred with all those little jobs George can't be bothered with. George gets jealous and is a weed as ever. Ultimately, his worries are proved to be unfounded, for Rogers has been going to the pub during his evening walk to see his girlfriend. He announces that he is gay, to throw Mildred off his tail in order to deflect her advances.

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Derek Waring as Edward Rogers
* Catherine Kessler as Brenda
* Harry Littlewood as Frank
The Little Dog Laughed

## Plot

George is unhappy about Truffles seeming to get better treatment from Mildred than he does. He takes Truffles to the pub with him, leaves her outside, and she wanders off. He cannot find her anywhere. He searches the park and all over the town. He decides to buy another Yorkshire Terrier from Mr Clayton at the pet shop, hoping Mildred doesn't notice. A policeman returns the real Truffles to Mildred while George is out. When George arrives home, there are two Truffles, and that the one that George bought is male! Tristram really wants a dog, much to Jeffrey's annoyance, so Ann lets him have the Truffles II from the Ropers, but when Jeffrey returns home, he has also bought a dog for Tristram!

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Paul Angelis as Man in Pub
* Norman Mitchell as Mr Clayton
* Anthony Heaton as Policeman
* Verne Morgan as Traffic Warden
* Bella Emberg as Woman on Park Bench
* Ricky Lansing as Pub Customer

## Trivia

* Paul Angelis also appeared in Man About the House, also as another cross man in a pub!
Where My Caravan Has Rested

## Plot

George trades in his broken-down car, a Reliant Regal, for a broken-down caravan. The local Residents Association are keen to get rid of the eyesore. Mildred's sister Ethel and her husband Humphrey visit from Oxshott. They have had electronic gates fitted to their drive that open to the sound of Ethel's voice. Humphrey says. Fourmile runs out of patience and sends the caravan to the scrapyard to be crushed, not knowing that George is sleeping inside it. George wakes up and gets out of the caravan at the scrapyard, before it is crushed there.

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Reginald Marsh as Humphrey Pumphrey
* Avril Elgar as Ethel Pumphrey
* Michael Redfern as Car Salesman
* Alister Williamson as Breakers Yard Man
* Pamela Watling as Mrs Morcambe
* Ralph Ball as Mr Morcambe
* Margaret Lacey as Miss Wise
* Eamonn Boyce as Scrap Dealer

## Trivia

* Ralph Ball is to appear in two episodes time, as a completely different character.
The Tale of the Brothers

The story of Greater God Khonda and his Cursed brother, Melaak, is still passed down from generation to generation, more so near the Ebonwood. It is thought that the 'Day of Burdens', which is celebrated in the winter season, was started because of this exchange. The Tale of the Brothers is a favorite story told during the celebration.

### The tale as told by those of Ebonguard:

*"Melaak, so full of rage, came to the garrison alone. He stood in front of the gates and screamed his brother's name - Khonda - a name we had never heard. Nokyiita, came out from Ebonguard alone to confront the enraged Lukar, heavily sick with the Curse, against the wishes of the Guard. Everyone could hear the shouting, Melaak was so full of hatred for the kind Priest - but Nokyiita didn't have a drop of it in him for his brother. He spoke softly, so softly we could hardly hear it!*

*"'Melaak,' he said, 'you are of my blood. You did for me what I would have done for you, if I had been the elder one. I thanked Zyitalan every day for your sacrifice, and I prayed for you. The burden you carry is one of love; it saddens me so to see that love turned into hatred. It is the Crimson that turns your gaze red and that blinds you to our bond.'*

*"Melaak only grew angrier, his brothers words were like dry tinder to an infant flame. We heard him scream, 'Our bond?! It is because we are of the same blood that I am Cursed and you are a Staeri in Lukar furs! Zyitalan did not save you, I did! He is no god in my eyes; he is just the babbling of these gray skins!"*

*"The kind Priest remained silent a long time. Melaak was angry, we all knew that, but Nokyiita also knew this rage blinded him from being able to understand the blasphemy he shouted! To shame Zyitalan was something the kind Priest could not look past.*

*"Nokyiita asked his brother, 'Do you truly have so much hatred in you that you shun the very god that has led me here to save you?'*

*"Melaak snarled, the sound like that of an enraged hound. 'To allow the Crimson to exist is to show me there are no gods. No god would allow the Curse to burn their world and rot their people!'*

*"'I pity you,' Nokyiita told him, 'not because you carry this curse, though I know it does burden you so. I pity you for you have closed your mind to help, to hope, and that is why you have become the beast you are today. Zyitalan would cure you, if you would accept his teachings.'*

### Other Tellings of the Tale

A bard song about the exchange is still sung in present times and is called 'The Song of [the] Brothers'.
The Dorothy Letters

## Plot

While Mildred is cleaning, she finds an old case which contains many love letters written by George to somebody called Dorothy. He refuses to tell her who Dorothy is, so they go to see a marriage guidance counsellor. At the session, Mildred tells the counsellor about the letters, but George refuses to talk about them. At home, he eventually admits to Mildred that they were written to Dorothy Lamour and that he never sent any of them. Meanwhile at the Fourmiles', since the world is overpopulated, and he does not want any more children, Jeffrey considers having a vasectomy after his friend Keith has one. Ann is disappointed because she wants another child, so she torments him after he makes an appointment putting him off the idea, much to her relief.

Starring:

* Yootha Joyce as Mildred Roper
* Brian Murphy as George Roper
* Norman Eshley as Jeffrey Fourmile
* Sheila Fearn as Ann Fourmile
* Nicholas Bond-Owen as Tristram Fourmile
* Peggy Sinclair as Mrs Eastham
* James Cosmo as Keith
Arnold Higson

Senior Traffic Warden **Arnold P. W. Higson** is in charge of the Hampton Wick Traffic Warden, to which Brown is his deputy.

In 1978, after employing new traffic warden George Roper, he becomes unimpressed at his over enthusiastic attitude, booking the mayor's car. Due to complaints about his over-zealous attitude, Higson thinks this is the last straw and rows with his George, and George resigns his job as a traffic warden. He is scared to tell his wife Mildred, who finds out from Mr. Higson with whom she flirts to get George his job back.

George does not return to the job, as he has been offered a job with his dodgy friend Jerry, which he also turns down.

## Character Traits

Mr Higson cannot stand lateness, although he lets the female employees get away with it, as seen with Elsie Wainwright.
Mrs Fourmile

Ann Fourmile (daughter-in-law)

Tristram Fourmile (grandson)

Tarquin Fourmile (grandson)

**Mrs Fourmile** is Jeffrey Fourmile's mother. She is an unseen character and is only heard of twice. Jeffrey is her only child and she has two grandsons, Tristram, and Tarquin.

She was married, but her husband (Jeffrey's unmentioned father) has obviously since died.

She lives in a large detached house, and has 6 cats, named Sammy, Marmalade, Tiddles, Ginger, Smokey and Fluff. She is colour blind, and makes Tristram recite his times-tables before he has any pudding. She also checks behind his ears 'to see if there are any potatoes grow'.

In 1968, Mrs Fourmile becomes a grandmother when Jeffrey's wife Ann gives birth to a boy, who they name Tristram.

At an unknown date, she gave Jeffrey a blue and red striped tie, much to his disgust.

In December 1977, Jeffrey, Ann and Tristram visit Mrs Fourmile, Jeffrey wearing the tie, Tristram plays draughts with his grandmother and wins much to his pleasure. Things take a turn for the worse though, when Ann accidentally sits on Tiddles, much to her annoyance. Ann apologises to Mrs Fourmile for sitting on her cat, but is miffed that she didn't say sorry to the cat.

In September 1978, Mrs Fourmile becomes a grandmother for the second time when Ann gives birth to their second child, again a boy, whom they name Tarquin.

In December 1978, Mrs Fourmile is on a skiing holiday in Switzerland, but when Ann's Aunt Cynthia dies, Jeffrey, Ann and Tristram go to her funeral, but they cannot take baby Tarquin with them as he will start crying all the way through it. They can't give him to Ann's mother as she will be at the funeral. The crisis is then solved when they give Tarquin to their neighbours George and Mildred Roper.
Margaret Partridge MP

**Margaret Partridge MP**, is Hampton Wick's Member of Parliament, who supports the Conservative Party.

Her and her husband Charles live in Surrey, and are members at the Hampton Wick Tennis Club and are invited by Jeffrey Fourmile, a fellow member, for dinner, but when they arrive, their next door neighbour, George Roper accidentally locks himself out while his wife Mildred is round at the Fourmiles'. He stays at the Fourmiles' while the locksmith arrives, but he criticises the Tory party for the whole evening, much to her embarrassment.
Hampton Wick Traffic Wardens

The **Hampton Wick Traffic Wardens** is a fictional organisation based in Hampton Wick, which controls parking and the parking restrictions in it's vicinity. The staff list is as follows:

Senior Traffic Warden: Arnold Higson

Deputy Traffic Wardens: Brown, Jones and Smith.

Traffic Wardens:

* George Roper (1978 only, resigned)
* Elsie Wainwright