recursal/Fanatic-Fandom huggingface dataset:
The Train Problem

### Location(s) Played

It plays during the train scene in the Wild East in which you get to choose who doesn't get hit by the "Train".

## Music Guide

### Next Track

Deal 'Em Out

**The Train Problem** is the 66th soundtrack in the *Undertale Yellow* Soundtrack. It plays during the train scene in the Wild East in which you get to choose who doesn't get hit by the "Train".
フィナーレ!

## Media

**フィナーレ!** (translated directly to English as "**Finale!**") is the 49th soundtrack in the Undertale Yellow Soundtrack. This track is heard while playing the Mew Mew Love Blaster! arcade machine in the Oasis Cafe when fighting the final boss.

Though, the japanese word "**フィナーレ"** isn't exactly how "Finale" would be written. The pronunciation of "**フィナーレ"** is "Fee-nah-lu" instead of "Fi-nawl" and so, the correct writing would be "**ファイナル"**.
Videotape

Chujin's gravesite, where this item is found.

The **Videotape** is a miscellaneous item found behind Chujin's grave at the Ketsukane Estate. It can be placed into the tape player in the basement of the house to view its contents.

This text is featured in the video, beneath Chujin:

* *This is Chujin.*
* *I messed up, miscalculated, something.*
* *Axis... Axis is dangerous.*
* *I must have overshot the variables, all I wanted was apprehension.*
* *...*
* *The human who almost hurt my child, I told Axis to track them down.*
* *I know I should've stayed to comfort Kanako and tend to the resident who was hurt but...*
* *...I had a tool that could stop the human's crusade, so I tried.*
* *...In a flash, Axis left me. Bolted for Waterfall.*
* *By the time I tracked him down... it was too late.*
* *I'll never forget the scene laid before me.*
* *Part of me wanted to quit everything that instant but...*
* *...This outcome was earned, was it not?*
* *...*
* *Axis soon contained the subject and... hid the evidence.*
* *There was some property damage but I'm sure it won't come back to me... I hope.*
* *In any case... I now have a human SOUL in my possession.*
* *I do not know exactly what I should do with it but the power that rests within it is...*
* *Well, let's just say I'm not donating it to Asgore like all the others. Not yet.*
* *As for Axis, today's actions were excessive, but the potential is astounding.*
* *With more work, Axis can be the future, I'm sure of it.*
* *Anyway, I need to sleep.*
* *Though something tells me that will be difficult to do for a while.*
Toriel

* Battle
* Overworld

The mysterious goat lady.

**Toriel** is a major returning character from *Undertale* who plays a minor role in *Undertale Yellow*. She interrupts a battle between Clover and a Froggit at the beginning of the game and attempts to guide them through the Ruins before a cave-in separates the two.

## Profile

### Appearance

Biologically, Toriel remains unchanged from her appearance in *Undertale*. She is a Boss Monster resembling a white-furred Nubian Goat with droopy ears, short horns, visible fangs, and long eyelashes. Her outfit has been changed - she now wears a red scarf with a knot and her robe is now a different shade of purple. The robe is still emblazoned with the Delta Rune located near her chest.

### Personality

Toriel's personality is, for the most part, unchanged; she is a caring mother figure that takes pleasure in guarding the Ruins and any fallen humans. However, she still maintains her stern personality, as is seen when she scares off a nearby Froggit.

## Main Story

Before the events of the game, she was married to Asgore and had a child named Asriel, and later adopted the first human. After an incident that led to the death of both their children at the hands of humans and Asgore subsequently declaring war on humanity, she abdicated her role as the Queen of the Underground and retreated to the Ruins, sealing one of the only two doors leading to Snowdin. There, she tries to convince any fallen humans to not leave the Ruins and to live with her, in order to prevent Asgore's plan to gather seven human souls to destroy the barrier and eradicate humanity.

### Neutral Route

Toriel is the second monster Clover meets in the Underground, who saves them from an encounter with a Froggit. She guides them through the Ruins and educates them on a few puzzles. However, after a puzzle malfunctions, she and Clover are forcingly separated as the floor under Clover caves in, dropping them into the Dark Ruins – a previously unexplored layer of the Ruins with no other connection to the rest of the dungeon – except for a sole gate out to Snowdin.

While she is not seen again for the rest of the route, Flowey reveals that Clover would be convinced to abandon their crusade and lived out their days with Toriel. When Flowey intervened and got the two of them to fight, Clover would die to everything else the Underground would throw at them, hence the sabotaging of the puzzles to prevent her from interfering.

### True Pacifist Route

In the True Pacifist Ending, she is seen in the Ruins, walking by the tree before realizing that its last leaf had fallen off and that Clover has passed on, much to her sadness.

## Gallery

Official artwork of Toriel formerly on the Game Jolt page.

## Trivia

* Once the player waits 5-10 minutes in the starting room of the Dark Ruins, Toriel will toss down a rope. Going up said rope restarts the game from the last save point you saved at, or from the beginning if you haven't saved.
	+ This is due to Flowey resetting, as is suggested by his dialogue during the Neutral ending where Clover would stay with her.
Trial By Fury

## Media

***Trial By Fury*** is the 131st soundtrack in the *Undertale Yellow* Soundtrack. It plays during the Ceroba Ketsukane battle on a Genocide Route. There are two seperate tracks for both phases in the files, though the difference isn't too noticable, with Phase 2's version being slightly shorter and more intense.
Wild Revolver

Wild Revolver's in-game sprite.

The **Wild Revolver** is a weapon in *Undertale Yellow*. Blackjack sells it at his weapon shop in the Wild East, but because Clover is too young, they cannot buy it. During training with Starlo in Pacifist and Neutral routes, he gives it to Clover free of charge by persuading Blackjack to let him have it. In the Genocide Route, Clover picks it up in the Dunes on the road just before the Wild East.

When Clover uses the Wild Revolver to attack, six attack interfaces circle around instead of just one, allowing Clover to multiply the effect of their attack by up to 6.

In the True Pacifist ending this item is shown to become the Empty Gun in *Undertale*.
Alcohols

Alcohols

It's not just the stuff your parents drink!

## Uses and Properties

* ethanol can be used as solvent
* ethanol is also the “beverage alcohol”
* methanol can be a fuel
* methanol can also be used as an industrial food stock.

Alcohols are different from the other functional groups because of their properties.

* the OH group tends to make alcohols soluble in water
* the non-polar hydrocarbon chain tends to make alcohols insoluble in water
* **all alcohols are poisonous**

## Alcohols

**DEFINE:** Functional groups are a specific group of atoms which exists in a molecule and gives a molecule an ability to react in a certain manner, or gives it special properties.

**DEFINE:** An alcohol is an organic compound containing an OH group.

**RULE:** When naming an alcohol:

* number the hydrocarbon chain to give the lowest possible number to the OH group.
* place the number immediately before the name of the parent hydrocarbon, separated by a dash. Alkyl groups (and their numbers) are placed in front of the number for the OH
* indicate the presence of an OH group by changing the ‘e’ ending of the hydrocarbon to ‘ol’

**EXAMPLES:**

* CH3-OH = methanol
* CH3-CH2-OH = ethanol

## Try it yourself!

**EXERCISES:**either draw or name the following:

* 1-butanol
* 2-methyl-1-cyclopentanol

ANSWERS:

(CH3CH2CH2CH2OH)

(2-propanol, 2,3-dimethyl-1-cyclopropanol)
Cycloalkanes

Cycloalkanes

By now, I'm sure you've seen those weird hydrocarbons that are in shapes instead of lines. What are they?

## Uses

* motor fuel
* natural gas
* petroleum gas
* kerosene
* diesel
* other heavy oils

## Cycloalkanes

**DEFINE:** Hydrocarbon chains that connect in a head to tail ‘circle’

They are known as Cyclic Hydrocarbons, or Cycloalkanes.

**NOTE:** When writing the name of the "parent" cycloalkane be sure to include "cyclo" before the prefix then add "ane" on the end (ex. cyclobutane)

**EXAMPLES:**

The general formula for a cycloalkane is C(n)H2(n)

## Try it yourself

**EXERCISES:**

a) Try drawing structural, and molecular diagrams for cyclopentane

a)

C5H10

b) Cyclohexane

## Substituted Cycloalkanes

Substituted Cycloalkanes follow the same rules as straight-chain alkanes,

**EXCEPT:**

* If there is only one 'branch' then do not use a number! All carbon in cycloalkanes is identical, so that carbon is assumed to be the '1'.
* if there is more than more branch, the first branch is assumed to be at the ‘1’ position, and the remaining ones are numbered either clockwise or counterclockwise to have the lowest set of values overall.

a) Draw diagrams for 1,1-dimethylcyclopentane and 1,2-dimethylcyclobutane

a)

b)

1,3-dimethylcyclobutane, methylcyclopropane
Glossary

Glossary

Some helpful terms you may need to know.

Hydrocarbon: A compound containing only carbon and hydrogen

Alkane: a hydrocarbon where all the carbon atoms are connected by single bonds.

Alkyl Group: an alkane that has lost one hydrogen atom.

Structural Isomer: compounds which have the same molecular formula but a different arrangement of atoms.

Cycloalkane: Hydrocarbon chains that connect in a head to tail ‘circle’

Alkene: an organic compound containing a carbon-carbon double bond.

Alkyne: an organic compound containing a carbon-carbon triple bond.

Alcohol: an organic compound containing an OH group.

Aldehydes: organic compounds that contain a C=O group at the end of a hydrocarbon chain

Ketones: organic compounds that contain a C=O group at a position *other than at the end* of a hydrocarbon chain.

Ethers: compounds wherein an oxygen joins two hydrocarbon groups

Amines: an organic compound that contains an NH2 group. They are organic bases and react with acids.

Amides: organic compounds containing CONH2 groups.

Carboxylic Acid: an organic compound that contains a COOH group.
Final Exam

Final Exam

Are you ready? Please record all your answers on a separate piece of paper, and mark it with a blue or black pen when finished. On the exam itself, please use pencil.

You have 50 minutes.

BEGIN!

**QUESTION ONE:**

What is this?

**QUESTION TWO:**

Draw a structural diagram for 4-ethylheptane

**QUESTION THREE:**

Br-CH2CH=CH2

What is this?

**QUESTION FOUR:**

Draw a structual diagram for cyclooctene, and cyclohexyne

**QUESTION FIVE:**

Name a use for butane

**QUESTION SIX:**

How many valence electrons does carbon have?

**QUESTION SEVEN:**

Define structural isomer

**QUESTION EIGHT:**

What is another name for a cycloalkane?

**QUESTION NINE:**

What is the difference between a satured and an unsaturated hydrocarbon?

**QUESTION TEN:**

How are alcohols different from the other functioning groups?

**QUESTION ELEVEN:**

Draw the structural formula for 3,5-diethyl-4,4-dimethylheptane

**QUESTION TWELVE:**

What are two distinct features of Amines?

**QUESTION THIRTEEN:**

Draw trichloromethane

**QUESTION FOURTEEN:**

What's an organic acid? How would you recognize one?

**BONUS:**

How would you recognize an ester?

CHECK THE **KEY** WHEN YOU ARE FINISHED
Exam Key

Exam Key

Now that you've completed your exam, please mark it as best as you can.

QUESTION ONE:

4-ethyl-2,3,3,4-tetramethyloctane

3-bromo-1-propene

QUESTION FOUR

QUESTION FIVE:

Butane is a fuel used in 'backpack stoves'

QUESTION SIX:

Four

QUESTION SEVEN:

A structural isomer is a compound that has the same molecular formula but a different arrangement of atoms.

QUESTION EIGHT:

Saturated hydrocarbons contain the maximum number of hydrogens possible, unsaturated hydrocarbons (such as alknes and alkynes) have less.

QUESTION TEN:

Any of the following answers are acceptable:

* the OH group tends to make alcohols soluble in water
* the non-polar hydrocarbon chain tends to make alcohols insoluble in water
* all alcohols are poisonous
* alcohols contain an OH group

* they contain an NH2 group
* they are organic bases

QUESTION THIRTEEN:

CHCl3

QUESTION FOURTEEN:

A carboxylic acid. They must contain a -COOH group.

BONUS:

The group -COO- is present somewhere in the formula
Berserker

## Description

Beserkers wage into battle with little concern for their own lives, building rage with each blow they take to unleash devastating chains of attacks on anything within striking distance.

Beserkers wage into battle with little concern for their own lives, building rage with each blow they take to unleash devastating chains of attacks on anything within striking distance.

This class utilizes a wide array of offensive skills and powerful blows to dominate the battlefield, but requires careful management and timing to be effective.

## Abilities

Level 1

 Rising Cutter
Wizard

## Description

Wizards control the very fabric of nature, conjuring the elements to unleash massive destruction over wide areas of the battlefield.

Wizards control the very fabric of nature, conjuring the elements to unleash massive destruction over wide areas of the battlefield.
This class commands power spells to assault enemies with the elements, stacking up powerful magical combos and relying on careful planning to survive.
Multiple Bonds

Multiple Bonds

Alkanes have singular bonds. What are molecules with double bonds called? Triple Bonds?

## Multiple Bonds

**DEFINE:** an organic compound containing a carbon-carbon double/triple bond. This is known as an Alkene, or and Alkyne.

**EXAMPLES**:

In order: propene, 2-butene, propyne, 2-butyne, 3,3-dimethyl-1-cyclopentane, 4-chloro-2-hexyne, 1,3-dibromo-3-hexene

The naming of compounds with double and triple bonds has a few rules

**RULES:**

* If a double bond is present, change the ‘ane’ ending of the parent hydrocarbon to ‘ene.’
* If a triple bond is present, change the ‘ane’ ending of the parent hydrocarbon to ‘yne’
* Use a number to indicate the lower numbered hydrocarbon involved in the bond (the bond goes FROM the lowered numbered carbon TO the higher numbered carbon.) The number goes immediately in front of the name of the parent hydrocarbon, separated by a dash.
* Number the parent hydrocarbon to give the double/triple bond the lowest possible number. If the number is the same starting from either end, start the numbering from the end closest to the first branch point.

## Uses

* Alkenes are used in the manufacturing of plastic
* Lower alkenes are used as fuel and illuminant
* Alkenes can also ripen fruit artifically
* Acetylene, or ethyne, is a widely used alkyne that can go under multiple chemical reactions in manufacturing products
* Propyne can be used as fuel in welding torches

## Hints and Facts

**NOTE:** A simple way to remember the endings is:

* Single bonds, ‘-ANE’
* Double bonds ‘-ENE’
* Triple bonds ‘-YNE’

Alkenes and Alkynes are **unsaturated** hydrocarbons because they have less hydrogen atoms than alkanes. Alkanes are said to be **saturated** hydrocarbons because they contain the maximum amount of hydrogens possible.

## Try it yourself!

**EXERCISES:** Name the following:

Draw the following:

2a) 1-hexene b) 3-decene c) 2-heptyne d) 1-octyne

**ANSWERS:**

1) 2-methyl-1-butene, 3,3-dimethyl-1-pentane, 2-butyne, 4-methyl-1-pentyne
Riders of Icarus

Riders of Icarus is a new massively multiplayer online role-playing game (MMORPG) developed by WeMade Entertainment. The game has just ended all closed Beta testing and will be going into Open Beta on July 6 2016. Players who have purchased a Founder's Pack will be able to play June 29 2016. Special collector capes will be awarded to players who participated in the closed Beta. See here for more details.

While a release date has not yet been announced, the Open Beta appears to be a 'soft launch' meaning no content wipes (unless it becomes necessary of course).

**Overview**

Riders of Icarus is a fantasy mount-collecting mmo with an emphasis on both ground and air mounted combat.

*"Tame and ride fearsome winged beasts into explosive battles as you scorch the skies of enemy legions in thrilling combat. As a Rider, capture and train flying mounts to become deadly weapons in adrenaline-charged aerial battles.*

*Discover a world of wonders and danger as you begin a heroic quest that will take you from the majestic capital city of Hakanas to the outer realms of the world. Riders of Icarus offers a fantasy adventure unlike any other.''*

## Media

### Videos

Riders of Icarus - Official Classes Gameplay TrailerRiders of Icarus - Official Mounts Gameplay TrailerRiders of Icarus Official Gameplay Trailer
Halo Groups

Halo Groups

What do they call the followers of the Organic Chemistry god? Halo Groups!

Halo Groups are more commonly known as **Alkyl Halides**

## Uses

Alkyl Halides can be used as

* refrigerants,

* propellants for aerosols

* for generating foamed plastics like expanded polystyrene or polyurethane foam

* as solvents for dry cleaning and for general degreasing purposes

The naming of Alkyl Halides (halogens: F, Cl, Br, I attached to alkanes) is straightforward.

## Rules and Properties

**RULE**: Name alkyl halides in the same manner as alkyl groups.

* Attached F, Cl, Br, and I atoms are called ‘fluro’, ‘chloro’, ‘bromo’, and ‘iodo’ groups. (The general term for an attached halogen atom is a ‘halo’ group.)
* Use a number to indicate the position of attachment on the hydrocarbon chain.
* If more than one of the same kind of halogen is present, uses the prefixes di, tri, etc.
* If a compound contains both alkyl groups and halo groups, list the attached groups in alphabetical order. Number from the end which gives the lowest set of numbers.

#### **Properties of Alkyl Halides**

* Alkyl halides are usually insoluble in water, like alkanes
* Compounds with many fluorine atoms tend to be unreactive (inert). ‘Teflon’ is a hightail fluorinated hydrocarbon, and is inert to almost all chemical attack
* Chloro and broom compounds are susceptible to chemical attack, but require drastic conditions. Iodo compounds are more reactive.

## Try it yourself!

**NOTE**: Unlike alkyl groups attached to straight-chain carbon, halo groups can be placed at the 1-postion

**EXAMPLES:**

CH3-Cl = chloromethane

CCl3-CF3 = 1,1,1-trichloro-2,2,2-trifluoroethane

**EXCERCISES**: Draw the following

1. trichloromethane (chloroform)
2. 1,2-dichloroethane
3. 1,1,1-trifluoro-2-methylpentane

Name the following

4) CH3-CH2-Cl

5) CH2F-CHCL2

**ANSWERS:**

1) CHCL3

2) ClCH2CH2Cl
Crafting

Players will learn crafting skills once they reach Hakain's Crossing (around level 9-10). In the city is a questgiver who will send the player to various crafting stations where they will learn to craft items with the guidance of an NPC in each building. There are six tradeskills and players can craft items from each one of them. There are no requirements to learn a skill, but players will need to level it before learning new recipes. The six tradeskills are:

* Armor Crafting - Craft armor for all classes
* Weapon Crafting - Craft weapons for all classes
* Jewelry Crafting - Craft rings, necklaces
* Barder Crafting - Saddles, bridles, soul stones, etc
* Alchemy - Mana, Health Potions, etc
* Cooking - Food for restoring health or granting boons
Deal 'Em Out

## Media

***Deal 'Em Out*** is the 67th soundtrack in the *Undertale Yellow* Soundtrack. It plays during the Feisty Four battle.

The main track is played all-throughout, but each character has a separate 'track' of instruments that is overlayed whenever they're the one attacking. When multiple are attacking at once, they both play. Ace adds snapping and clapping, Ed adds heavy bongos/bass-drum, Mooch adds maracas and bell-clinging, and Moray adds light bongos and snare.
Assassin

## Description

Assassins are nimble warriors, soaring in to deliver a lethal chain of killing blows and aerial combos before disappearing to a safe distance.

Assassins are nimble warriors, soaring in to deliver a lethal chain of killing blows and aerial combos before disappearing to a safe distance.

This class specializes in swift attacks and evasive actions to outmaneuver enemies and chain together attacks across both land and air.
Priest

## Description

Priests wield the power of light to protect allies and smite their enemies.

Priests wield the power of light to protect allies and smite their enemies. Advanced priests have even been known to manipulate the minds of evil creatures, bending them to their will.

This class harnesses Ellora's strength to smite enemies and protect party members with a wide array of recovery and enhancement spells.
Familiar

A Familiar is a creature that has been tamed by or given to a player to used as a pet or a mount. Riders of Icarus puts a great amount of emphasis on Familiar collecting and mounted/pet combat.

Each zone in the game contains specific creatures that can be tamed. Some of them require special items to be in the player's inventory, others may require a specific achievement or misson to be completed (game is still in beta, so subject to change). Players will earn taming points while they play that are requred to tame Familiars. Each one requires a specific amount of points. Each failed tame attempt will cost points, so learning to do it properly is key or players will find themselves too low on points to tame the next creature they encounter, even if they have the required items. For more information on how to tame, see Taming .

Below is a list of Familiars by zone:

## Brakarr Forest

* Taslan the Devourer
* Pristine the Cannibal
* Cold Tusk
* Woodland Joey
* Shimmerwood Turtle
* Savage Gray Wolf
* Gray Wolf Alpha
* Ruins Wolf
* Gray Wolf
* Fury Boar
* Feral Boar
* Brakarr Gallant
* Black Wolf

## Hakain's Crossing

* Windrunner
* Skar
* Elder Caribou
* Barios
* Bakkhus
* Meadow Caribou
* Meadow Bear
* King's Caribou
* Hakanian Rouncey
* Feral Leopard
* Crossing Palfrey

## Hakanas Highlands

* Garme
* Agnas the Red
* Vulkarus
* Trutan
* Scalleda
* Ruby Bloodwyrm
* Rogaton The White
* Natan the Tyrant
* Magma Hound
* Logash
* Leorid
* Hoonbaba
* Frostclaw Bear
* Frost Spider
* Fenris
* Chakai
* Caldera Firebeak
* Blue Bloodwyrm
* Blood Destrier
* Black Wind
* Baranosaurus
* Al-Shai
* Wild Buffalo
* White-Whisker Panther
* White-Maned Panther
* Warrior Bear
* Unicorn
* Undead Spider
* Spotted Cow
* Shadow Wolf
* Shadow Hound
* Scavenger Bear
* Ruins Reindeer
* Redfeather Hatchling
* Panther Prowler
* Morineh Turtle
* Matted Buffalo
* Lavashell Tortoise
* Kellwoods Reindeer
* Ignis Hound
* Highland Panther
* Graymane Bear
* Fierce Buffalo
* Emberstone Flamecrest
* Darkmane Caribou
* Darkhoof Reindeer

* Crystalhorn Stag
* Blueflame Pheonix
* Black Stormwing
* Black Bison
* Aranosaur
* Ambermane Doe
* Ambermane Caribou

## Sea of Hakanas

* Yvoke
* Lynic
* Glided Benthic
* Albino Ashtail
* Sparkwing Pheonix
* Skanner
* Screamer
* Horned Owl
* Eagle
* Coral Hawk
* Ashtail Pheonix
* Akrat Glider
Guardian

## Description

Guardians stand on the front lines, shielding themselves in righteous power to keep up the fight long after others have fallen.

Guardians stand on the front lines, shielding themselves in righteous power to keep up the fight long after others have fallen. Their prowess in single combat is legendary.

This class relies on a shield and quick reflexes to deflect enemy attacks and create opportunities for various follow up strikes.
Nvh

**N'vh** (pronounced *n-VÉ* and shortened to **Nvh**), usually called the **Sleeping** and sometimes simply **Hypnos** (in accordance with the Ancient Greek deified personification of *sleep*), is an anomalous, highly evolved sentience that often manifests itself in the regular third-dimensional plane as a race of separate beings. Rarely, the connection was made between brief sleep and the eternal sleep the Nvh cause on wanton occasion, and Nvh were in those cases dubbed **Death** by the men who discovered it.

Nvh are a raw consciousness, extant of any body, and as such seamlessly may drift from consciousness to consciousness and, perhaps horrifyingly, influence through dreams, thoughts, and even take control of and kill weak-minded humans at will.

Needless to say, many mythoses and idealogies influenced by unexplained "spiritual" encounters unexplained scientifically by those who experienced them were in fact Nvh.

Nvh are extremely difficult and perhaps entirely impossible to isolate and study against their will by human means, being beyond our comprehension, so there is little solid evidence that Nvh even exist to those who have not been made privy to Nvh's existence.
Selberrian

Selberrians are natives to the planet Selberria, and often attempt to "colonize" other planets, particularly Estheor. Selberrian culture teaches that the native species of the planets they wish to control are more often than not inferior, stupid, and need the light of Selberrian civilization to reach them.
Adfsk

Adfsk are a curious species of deep-space beings, with small, squat, milky-white bodies, small, toothless mouths, slits for noses, and immense black eyes adapted to seeing in the darkness. It is said that they are likely distantly related to the Anji, due to their similar physical characteristics, their abducting, scientific nature, and the fact that they too, seem to have no home planet in particular. After countless millenia roaming space, the Adfsk have grown genderless, spawning their offspring in laboratories using tissue matter.

They are mortal enemies of the invasive species known as the Af.
Bestiolan

Bestiolans are a species of insects classified as "sentient" by the Humans who first encountered them. They have a large, bulging green and yellow eye on either side of their head, mandibles, long, hard-shelled, curving yellow bodies spotted with black, and carapaces that are damp to the touch. They are incapable of speech, communicating through scent and mandible movement.

They were named by Dr. Dante Canales, the head of the team who first discovered the Bestiolans and their planet, dubbed Calidus Arbor.
Anji

The Anji are a species fond of abducting Humans for scientific experimentation and breeding, due to having similar genes. Most Anji are said to look like tall, slender, beautiful Humans, with flowing blonde hair and soft, pale skin. They do, however, have two characteristics most Humans will likely find disconcerting- faces far longer than any Human's would be, and huge, circular eyes. It is unknown whether they have their own planet or not.
The Order of Derwyddon

## Treatise on the Order of the Derwyddon

### Being Named

One child of the goddess is named each year on Midsummer's Eve at the end of the five-day festival that honors the victory of the Goddess over Adam.

The named is consecrated as a bard or an ovydd after they journey to their new home at the fortress of Druid’s Oath. The bards memorize the sacred poetry and song of the Goddess singing and reciting her grace far and wide. While the ovydds study the arts of herbology and augury to become traveling healers and seers that bring prosperity to her children across many lands.

On the final eve of the festival the named are called to the stone altar to say their vows and shed their blood, binding themselves to the Goddess.  In return for their vows, they are given the gift of song or the gift of sight.

### The Joining

At indeterminate times one of the named is selected to undergo the joining in addition to their vows.

The joining is an ancient sacred ceremony where the named binds his/her soul to the earth itself extending its life so long as the earth itself exists.  It is the same ceremony that the Fist of the Goddess underwent in the first age.

The named drinks the “tears of the mother” a primordial elixir of the soul, gathered from the well of souls in the Temple of the Mother. The tears are the same elixir that the Oracle uses to commune with the Goddess.

The tears retain the memories and essence of those who have not yet been born or reborn unto the world.  Each drop of the elixir contains an individual soul. Thus the named must sift through the thousands of voices in the trance and select a soul companion who acts as the druid’s link to the Goddess.  This can have an adverse effect on the named if a soul that is corrupted should take root. If a corrupted soul attaches to the named, he or she must be destroyed to prevent the awakening of Tiamat the embodiment of chaos, destruction, and corruption that darkened the world in the First Age.
Sirothell

Sirothell, *City of Broken Bones,* is the seat of House Basilisk, a puppet branch of the Fomorian King in Formene. As the remenant of the capital city of the Old Empire before the first rebellion of man, it still remains important to the human inhabitants of the sprawling slums. Though many other races do business in Sirothell, due to its location and extensive ports, the city is the only sizable human settlement left standing after the third rebellion of man.

The city is comprised of Viscount's Manor at the center which is surrounded by a great many slums including: Beggar's Run and Pauper's Alley.
The Castle at the End of the World

The Castle at the End of the World, is the city and the fortress of the Merefolk, who heil from the Sea of Mere. The Merefolk are the guardians of the only entrance to the realm of Tír na nÓg. The fortress is the seat of power for *the House of Spilled Seas.* It is also the port from which the Royal Armada sails. It is the third oldest fortress in Tír na nÓg.
Bizaram

Bizaram, *The Blackstone Door,* is the capital city and seat of power for House Stonehome. It is comprised of the surface bulwark, *Blackstone Keep,* the Grand Exchange, StoneHome, and the Bottomless Mines. Bizaram and its sister cities Kharbaraz and Zarazgar of The Ancient Heights are ruled by the Prime of Bizaram who rules over House Stonehome who swears fealty to the Starlit Throne.
Freehold

Freehold, is a human farming settlement in the Eponean Lowlands of The Fomorian Valley. The primary inhabitants are Human. The town is the largest supplier of grain to the dominions, producing wheat, corn, barely as well as fruits and vegetables for the realm. The town is under formally under the rule of House Basilisk, which swears fealty to House Starlight in Formene.
Xeornne

A species of beings with hard sand-colored or brown exoskeletons, a multitude of small black eyes, and three tendrils flowing from their face, directly beneath their eyes. They are known to be fond of philosophy and mathematics, and live a far simpler life than most other species familiar with modern technology. Despite their incredible intelligence and knack for new technology, most Xeornne still live within dark, bacteria-rich pools deep within the ground of their homeworld, Jurrfa , as they always have, and make use of their technology once they return to the surface.
Empyrean

This race of Man, *The Sky People,* are descendants of the exiled tribes of Man from the First Age. Commonly called *The Sky People*, or *Empyreans.*They hail from the Free City of Empyrea in the Great Expanse. The seat of their power resides in the city of *Empyrea*. *The Sky People*that reside within the city owe their allegiance to the Ensí. Little is known about the Empyrean people and the other races in the realm fear the intentions of the Sky People to be hostile. The Sigil of the Empyrean People is a man's shadow.
Dweörg

The Dweörg, *The House of Stonehome,* are one of four noble houses in Tír na nÓg. Commonly called T*he Stone Folk, Dwarves, or Rockers,* the Dweörg heil from The Ancient Heights. The seat of their power resides in the city of Bizaram. They are led by the Prime of Bizaram who heads House Stonehome. The *Stone Folk* are a hardy people who's craftsmanship is unmatched due in large part to their lordship over the Gnomos of Faleris. They are a cunning people who's shrewd nature has made House Stonehome one of the wealthiest dominions in the known world. The *Stone Folk,* were born of primordial stone to shield the dominions from the darkness. The Sigil of House Stonehome is a stone fist.

## Culture

The Dweörg are a proud culture that rarely stray from their ancient traditions. Although the great majority of Dweörgen culture reside under the mountains of The Ancient Heights there are some offshoots of their race that have sought to live above the surface. Thus the Dweörg are split between the Stoneskin, those who live beneath the mountain, and the Sunskin, those who live under the light of the sun.

As with many cultures in Tír na nÓg the Dweörg are stratified into classes, primarily of high birth and low birth. While the High Born reap the benefits of the mountain, the Low Born are the arms and legs of the Dweörgen machine. While many males work the mines, the females of the low-born conduct the steam-driven trains that run along the veins of the world.

## Settlements

The Dweörg like many of the races of Tír na nÓg can be found in settlements across the globe. Their primary settlements lay in the Ancient Heights and the Western Reaches. In the Ancient Heights, the Dweörg are the largest group of the population in Bizaram, Kharbaraz, and Zarazgar.

Bizaram is the seat of House Stonehome and has the largest population of Dweörg in the known world. The western settlement of Kharbaraz is more a fortress than a city, fortifying the western border with the reaches. Zarazgar is the primary supplier of meat and grain to the Dweörg that lie beneath the surface. Zarazgar is home to the only settlement of Sunskin that swear fealty to House Stonehome.

In the Western Reaches lies Sunhold, a large settlement founded by a long exiled thane of the Sunskin Dweörg. Sunhold is a free city whose mixed population is unlike other Dweörgen settlements.
Kentaros

The Kentarosare one of the Courtless races in the realm of Tír na nÓg. Commonly called *The Wildfolk, Centaurs*, or *Horselords,* the Kentaros hail from the vast and mysteries Greatwood Forest. The Wildfolk are primarily nomadic and thus, they do not have a settlement to call their capital. The herd is led by the Champion of the Greatwood, who is selected to lead the herd for life through a contest of strength.

*The Wildfolk* are a primal people, who live in harmony with nature and are rarely seen outside of the Greatwood Forest. They are fierce people, who see themselves as guardians of the *Weefolk* of Tír na nÓg. *The Wildfolk* were born of the tempest winds. The Kentaros bear no sigil, but are affiliated with the Courtless peoples of Tír na nÓg.
Gnomos

The Gnomos, *The House of Whimsy,* hang their banner with *House Stonehome.* Commonly called *the Clever Folk, Gnomes, or Tinkers* the Gnomos heil from The Ancient Heights. Though the seat of their power resides in Bizaram, the Gnomos themselves live in Faleris, *The City of Inventions.* They are led by the High Tinkerer who serves the Prime of Bizaram. *The Clever Folk* are an ingenius people, whose hard working, sleepless lives often limit their longevity. They are a humble, eccetric people whose ingenuity far superceeds the creative abiites of other folk. *The Clever Folk's* origin is a mystery to both the Gnomos, who could not be bothered to chronicle such events, and the Dweörg who discovered them feverishly building in Faleris. The Sigil of the House of Whimsy is a gear behind crossed wrenches.
Zarazgar

Zarazgar, *The Sunskin's Quarry*, is one of the three sister cities of House Stonehome. Zarazgar is the home of the workforce of House Stonehome. The quarries of Zarazgar provide the majority of stone used throughout the realm. The tunnels beneath Zarazgar connect with the network that connects to Bizaram and Kharbaraz, the sister cities of the Dweörg beneath the peaks of the Ancient Heights.
The Ancient Heights

The Ancient Heights, *Land of the Stone Father's* is the dominion of the Dweörg and the Gnomos. It is a composite monarchy that rules over the three dweörgen cities of Bizaram, Kharbaraz, and Zarazgar and the city of Faleris that lie within the mountain range. The Ancient Heights are ruled by the Prime of Bizaram who swears fealty to the Starlit Throne in Formene. The Ancient Heights serve as the boundary between Tír na nÓg and the Eastern Reaches.
The Acropolis

The Acropolis, is the fortress of the Seræphym, who heil from the Sea of Mere. *The Scribes* as they are commonly called are the guardians of the knowledge and history of the realm of Tír na nÓg. It is located on the *Unreachable Isle,* atop the colossal white cliffs and is only accessible by way of flight and few outsiders are granted entrance. It is the largest depository of knowledge and ancient relics in the realm and beyond.
Weefolk

The *Weefolk,* refers to the collective races of the Courtless people's that live in the realm of Tír na nÓg. They live far and wide and can be found in cities, forests, mountains, and rivers throughout the realm. A great majority of the Weefolk make their homes within the safety of the Greatwood Forest. The *Weefolk* have and affinity for the natural world largely because a great portion of the nomadic peopleś are elemental in nature, living in trees, rivers, and rocky caverns. They are peaceful peopleś who keep to themselves and rarely involved themselves in the political or religious realms of the Fae and Mankind. As they are part of the Courtless races of Tír na nÓg those that make their home in the Greatwood Forest are guarded by the Kentaros. Those who live outside of the Greatwood are protected by the sacred laws of the Goddess, however due to their valuable elemental essence, many who live beyond the Greatwood are at greater risk of being poached. The *Weefolk* are countless in number largely in part to their reclusive nature. They come in many shapes and sizes, each with a magical gift that harnesses elemental magic. Some of the more well known *Weefolk* are:

* Faunus
* Kelpie
* Pixie
* Trow
* Dryads
* Water Nymphs
* Brownies
* Puca

These are but a few of the many mysterious and magical *Weefolk* that one can see while traversing the lands of Tír na nÓg.
The Forbidden Crags

The Forbidden Crags are the ancient battlements in which the Jótun defend the dominions of Tír na nÓg from the dragonkin of the Far North. The fortress is the seat of power for *House Dragonbane* that heils from The Shimmering Peaks*.* The flame scorched rock that makes up the fortress is said to be impenetrable to all but dragonflame. It is the second oldest fortress in Tír na nÓg.
The Druidic Wheel

## The Outer Wheels

The outer wheels describe the passage of years ages and the precession of the equinox by the constellations of the zodiac. The first wheel tells of the passage of ages, first the golden age, followed by the silver, bronze, and iron ages. The ages descend before reascending into a new golden age. The top of the wheel and the last golden age peaked in 11500 BCE, while the low point in the iron age occurred approximately in 498 - 500 AD. The passage of the zodiac is marked by the passage of approximately two thousand years per sign.

## The Inner Wheels

The inner wheels depict the passage of months, festivals, and seasons. The outer wheel within the inner wheels depict the names by which men in the land of Tír na nÓg refer to the passing months. The next wheel depicts the time of the festivals that the people of Tír na nÓg celebrate. The next wheel depicts the names by which the fair folk and many other magical born creatures refer to the passing months. The inner wheels describe the seasons, the ascending and descending ages and at the center the Goddess is depicted!
Galewind Bluffs

Galewind Bluffs, is a human farming settlement along the western edge of The Fomorian Valley. The primary inhabitants are Human. The town is the largest supplier of meat to the dominions, producing mutton, beef, pork and chicken for the realm. The town is under formally under the rule of House Basilisk, which swears fealty to House Starlight in Formene.
Kharbaraz

Kharbaraz, *The StoneSkein Castle,* is one of the three sister cities of the Dweörgen Monarchy. Kharbaraz is the military stronghold of House Stonehome and home to the elite StoneSkein Warriors, who guard the eastern border of Tír na nÓg. The tunnels beneath Kharbaraz connect with the network that connects to Bizaram and Zarazgar, the sister cities of the Dweörg beneath the peaks of the Ancient Heights.
Faleris

Faleris, *The City of Inventions,* is the home of the Gnomos and subject to House Stonehome. Faleris is governed by the High Tinkerer, the appointed leader of the Gnomos. Faleris is made up of a number of nodes, *Delver's Inquest*, *Fabricator Factory*, and *Gadget Depot*. At the center of Faleris is the *Tinkerer's Tower*.
Tuatha Dé

The Tuatha Dé, *House of Starlight,*are the preeminent race in the dominions. Commonly called the *Fair Folk*, *Fairies*, or *Wingers* the Tuatha Dé people hail from the Fomorian Valley. The seat of their power resides in the capital city of Formene. They are ruled by King Dagda Starlight who sits upon the Starlit Throne. The *Fair Folk* are ageless, immune to most disease, and adept in the arcane arts. They are a prideful, high-born race of people who see themselves as transcendent when compared to the other folk throughout the dominions of Tír na nÓg. The *Fair Folk* were born of pure starlight to illuminate the darkness of the First Age. The Sigil of the House of Starlight is a three-pointed star.
Moon Grove

## Dinas Affaraon

Dinas Affaraon, *Moon Grove,* the city of the moon children and seat of power for *House Moontree.* The city is comprised of the lodges and tannerys of the *Mist Walkers*, the renowned hunters of the Vale. At the center of the city stands The *Sanctum of the Mists*, the chamber of the council of elders, and *the Temple of Enon*. *Moon Grove,* acts as the hub from which the frontier outposts of the Vale of Enon, which borders the Great Expanse in the East.
The Shimmering Peaks

The Shimmering Peaks, *Home of the Mountainfolk*, is the dominion to the north of the Fomorian Valley and home to the Jótun. The mountain range hosts the tallest peaks in the realm. The Jótun Imperator, head of *House Dragonbane* rules the many mountain villages from the Forbidden Crags, a nearly unreachable fortress tucked away deep within the mountains. The Shimmering Peaks serve as the boundary between Tír na nÓg and the Far North.
Merefolk

The Mermen, *The House of the Spilling Seas,*hang their banner with the *House of Starlight.*Commonly called *the Mere Folk, Mermen, or Cocles. The Mermen* hail from The Sea of Mere. Though the seat of their power resides in Formene, the Mermen themselves live in The Castles at the End of the World*.*They are led by the MerKing Enki who serves King Tethra Starlight. *The Mere Folk*are an aggressive people, who patrol the open oceans. They are a capricious, wild people whose ferocity far supersedes the other folk. *The Mere Folk*were born of the waves to cleanse the sin of the world. The Sigil of the Spilling Seas is a cascading waterfall.

The Merefolk are one of shifting races of Tír na nÓg. Although they can take human form, the Merefolk prefer their beast form. They take their form of their beast when in the water, and revert only to human form when taking to the land.
Human

### Hails From

The Eponean Lowlands - The Fomorrian Valley - Western Reaches - The Far North - The Great Expanse

### Sigil

A serpent's fang gripped in a man's hand

The race of Man, *House Basilisk,*are the most populous race in the dominions. Commonly called *The Banalfolk*, *Humans*, or *Heretics.* The race of Man heil from the Eponean Lowlands of the Fomorian Valley. The seat of their power resides in the city of Sirothell. *The Banalfolk* that reside within the borders of Tír na nÓg owe their allegiance to the Viscount of Sirothell and are ruled by King Tethra Starlight. *The Banalfolk* are a cursed race, devoid of magic, and despised by most other races in the realm. They are a scorned race of people who have a chip on their shoulder for their continued persecution under the rule of the *The* *Fair Folk. The Banalfolk* were the first race born of the Goddess Gaia and the primary cause of the darkness of the First Age. The Sigil of the House Basilisk is a serpent's fang gripped in a man's hand.

## Culture

The race of man is the most scattered and diverse of the races that reside in Tír na nÓg. *The Banalfolk* have many settlements in Tír na nÓg, The Far North, The Great Expanse, and the Western Reaches. There are three main sub-races of man: The Progenitors of the Greatwood Forest, The Exiled who reside in the city of Empyrea, and The Banal Tribes whose reach is far and wide throughout the realm.
Chester:Legacy

## Information

Release Date: December, 2011

Timeline Date: June 16, 2045

Series: Crazy Chester

Story Arc: The Classics

Preceded By (in series): The Incredible Shrinking Chester

Succeeded By (in series): How To Train Your Chester

Preceded By (in timeline): The Incredible Shrinking Chester

Succeeded By (in timeline): How To Train Your Chester
The Greatwood Forest

The Greatwood Forest is the largest and most dense forest within the realm of Tír na nÓg. It receives its name from the prominent, sacred Greatwood trees. Greatwood trees are known for the strength of their bark and the magical properties of the wood they grant. If not for the fearsome Kentaros who live within and guard the sacred woodlands, the entire forest would have been cleared out by poachers ages ago.

The Greatwood is largely unexplored and remains a frontier for the races that inhabit the cities of Tír na nÓg. The mysterious and mystical nature of the Greatwood only reinforces the commonly held belief that the Greatwood is a haunted and dangerous place. Although many do traverse its expansive hinterlands, it is recommended to take Traveler's Pike to avoid being enchanted or finding oneself lost.
Formene

Formene, *The Eternal City,* is the Capital City of the Fomorian Valley and Seat of Power in Tír na nÓg. It is broken up into four quarters, the Eastern Quarter, The Western Quarter, The Southern Quarter, and the Northern Quarter. The Starlit Citadel is at its center. Formene is an absolute monarchy, ruled by the Tuatha Dé King who sits upon the Starlit Throne.
The Mother's Grace

The oldest known collection of fables from the first age. ***Mother's Grace*** as it is refered to in the common tongue is the basis for the faithful followers of the Goddess. It serves as the creation story, a history of the first age, and the final promise and commandments of the Goddess. The original manuscript is held at the Acropolis on the Unreachable Isle and curated by the Keeper of Knowledge. Many of the pages have dissentegrated over time, and thus when a page is beyond repair it is transcribed and replaced, thus giving the manuscript its unique coloration and ecclectic style. Each page represents an individual story of the first age as used by the Druid's who spread and teach the faith of the Goddess throughout Tír na nÓg and the realms beyond. Although it is the cornerstone of the faith, it is not the most thurough represenation of the first age available, as the more complete histories of the first age still reside at the Acropolis.
Seræphym

The Seræphymare one of the Courtless races in the realm of Tír na nÓg. Commonly called *The Scribes, Sylphs*, or *Furies,* the Seræphym hail from the Unreachable Isle. The seat of their power is the Acropolis. They are ruled by Keeper of Knowledge who is charged with the chronicling of history and the curation of relics from Tír na nÓg and beyond. *The Scribes* are an isolated people, whose commitment to their sacred charge keeps them segregated from the other races. They are a noble people, who see themselves as servants to needs of the other folk throughout the dominions of Tír na nÓg. *The Scribes* were born of the fiery winds of passion. The Seræphym bear no sigil, but are affiliated with the Courtless peoples of Tír na nÓg.

The Seræphym were created by mankind in the first age to carry out the will of Adam throughout the world. At the end of the first age many of the Seræphym had defected to join the Children of the Goddess.