recursal/Fanatic-Fandom huggingface dataset:
Race:Dwarf

## Thulean Dwarf

In general, the dwarves of Thule have more in common with Duergar than Dwarves. They tend to be sullen and xenophobic. Masters of stone and iron, Thulean dwarves are a race of arms-merchants and mercenaries. They dwell in Thule’s mountains, carving hidden holds from the living rock. Only the fortress-city of Kal-Zinan, the City of the Iron Gate, welcomes visitors of other races, and even so these guests are watched constantly. But many human traders and warriors gladly endure dwarven suspicions to seek their help, because Thulean dwarves are the only smiths in the world who know the secret of working steel.

Taciturn and hardworking to a fault, dwarves are difficult to befriend—but if one is fortunate enough to win a dwarf’s friendship, he will find that a dwarf is a friend of exceptional loyalty and generosity.

## Racial Traits

Thulean dwarves are treated as the Dwarf race with a Thulean Dwarf subrace. All racial traits and features, including those inherited from the Dwarf race, are included here.

**Ability Score Increase:** Your Constitution score increases by 2. Your Strength or Wisdom score increases by 1.

**Age:** Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

**Alignment:** Thulean dwarves are calculating and mercenary; they rarely act outside of their own self-interest. However, they understand that dealing unfairly with others is likely to be bad for business in the long run. As a result, they tend toward neutral alignments.

**Size:** Medium. Dwarves stand between 4 and 5 feet tall and average 150 pounds in weight.

**Speed:** Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

**Darkvision:** 60 feet. You have superior vision in dark and dim conditions. You can see in dim light as if it were bright light. You can see in darkness as if it were dim light.

**Dwarven Resilience:** You have advantage on saving throws against poison. You have Resistance against poison damage.

**Dwarven Combat Training:** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

**Secret of Steel:** After purchasing starting equipment, choose one of the character’s items (armor, shield, or weapon). That item is made of superior dwarven steel, and is treated as a magic item with a +1 bonus. If the item is lost or destroyed, it can be replaced the next time the Thulean dwarf character returns to his or her homeland, or gains a level. If the character is 10th level or higher, the item has a +2 bonus.

**Tool Proficiency:** You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

**Stonecunning:** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check rather than your normal proficiency bonus.

**Languages:** Thulean dwarves speak Dwarven and Low Atlantean (the common tongue). They may or may not be literate (see Character Class and Literacy).
Atlantean Calendar

The Atlantean Calendar is not as widespread as prior to the fall of Atlantis, but it is still sometimes used in the calculation of long-term dates or for tracking periods of time.

The principal of this time cycle is that one year is 365 days. There are 11 months in a year, four weeks in a month, and eight days in a week. The remaining 13 days are referred to as their own period, Brevitas, and are used by sages to calculate the precise calendar of the coming year. The significance of Brevitas varies from culture to culture - some consider it an auspicious time, others inauspicious.

While scholars use Atlantean Reckoning, counting years before and after the founding of the Atlantean empire, it is more common in everyday use to hear monarchs or events referred to. For example, a business arrangement might last, "until the eleventh year of Imperator Remigius' reign," or that a settlement was founded, "twenty-three years after the last eruption of the Cthonic mountain."
Ophidian Domain

Serpents are powerful symbols for ancient secrets and hidden knowledge. Long ago, the Earth belonged to the reptiles, and the terrible race of serpentmen lingers in the jungles of Thule to this day. In Thule, ophidian gods are pre-human deities who embody many of the fears of primitive peoples: darkness, forbidden lore, black magic, and death. Set is the only such god that survives in the Age of Man.

## Ophidian Domain Spells

 3rd
 9th

## Ophidian Domain Features

### 1st Level

**Bonus Proficiency**
You are proficient with heavy armor.
**Master of Venom**
You have resistance to poison damage. In addition, you can create poison from materials at hand. You can create one dose of poison per day, and each dose you create must be used within three days or else it loses its potency (so you can normally have three doses of poison on hand).
It takes an action to apply a dose of poison to a weapon (or three pieces of ammunition), and an envenomed weapon remains poisoned for one minute. A creature hit by a weapon coated in your poison must make a Constitution saving throw or take 2d4 poison damage. At 10th level, this damage increases to 4d4.
### 2nd Level

**Charm Reptiles**
You can use divine channeling to charm reptilian animals and monsters. As an action, you display your holy symbol and invoke your deity. Each reptilian creature within 30 feet of you must make a Wisdom save. If the creature fails its saving throw, it is charmed for 1 minute or until it takes damage. While it is charmed, it is friendly to you and your allies. A creature with an Intelligence of 2 or less remains friendly to you after the charm wears off, although if you injure it the effect ends.
Reptilian creatures include animals that are reptiles, dragons, reptilian humanoids such as troglodytes and serpentmen, and monsters that are reptilian or part reptile (for example, basilisks, chimeras, medusas, and salamanders).
### 6th Level

Serpent's Eyes
You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by another 60 feet.
### 8th Level

Poison Strike
You can infuse your weapon strikes with poison. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 poison damage to the target with that attack.
At 14th level, this damage increases to 2d8.
### 17th Level

Serpent Shape
You can use your action to magically assume the form of a snake. This functions like the druid's wild shape ability, except that you are limited to the following forms: constrictor snake, giant constrictor snake, poisonous snake, giant poisonous snake, and snake swarm. You can use this ability twice, then you must rest to regain two more uses of Serpent Shape.
Race:Halfling

## Thulean Halfling

Natives of the forests and jungles of Thule’s steaming interior, halflings are a barbarian people who build no cities and regard the ways of civilization with suspicion. They are the undisputed masters of stealth and woodcraft, using the terrain of their chosen homeland to easily avoid larger enemies. In fact, halflings are so good at avoiding people they do not want to meet that many civilized Thuleans consider stories of tribes of child-sized people living in Dhar Mesh or Phoor to be mere fables. They are masters of ambush and poison, pelting invaders with a rain of envenomed arrows from the jungle shadows. Curiosity about other people and no small amount of wanderlust encourage halfling adventurers to overlook the ignorance and bad manners of most humans.

## Racial Traits

Thulean halflings are treated as the Halfling race with the Thulean Halfling subrace. All racial traits and features, including those inherited from the Halfling race, are included here.

**Ability Scores:** Your Dexterity score increases by 2. Your Wisdom score increases by 1.

**Age:** A halfling reaches adulthood at 20 and generally lives to be about 150.

**Alignment:** The halflings of Thule are a barbarian people who place freedom and individual honor above obedience to authority. They are also some of the kinder and more generous people to be found in the savage continent, although simple survival dictates a certain amount of reclusiveness in dealing with Thule’s more aggressive races. Most Thulean halflings are chaotic neutral or chaotic good.

**Size:** Small. Halflings average about 3 feet tall and 40 pounds.

**Speed:** 25 feet.

**Masters of Woodcraft:** Thulean halflings can attempt to hide in any forest, jungle, marsh, or swamp setting, as long as they have partial cover or are lightly obscured by their surroundings.

**Lucky:** When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

**Brave:** You have advantage on saving throws against being frightened.

**Halfling Nimbleness:** You can move through the space of any creature if that creature has a larger size category than you.

**Languages:** Thulean halflings speak Dhari and Low Atlantean (the common tongue). Most are not literate (see Character Class and Literacy, later in this chapter). Halflings do not have a language of their own, and instead speak a dialect of Dhari, the language of their human neighbors in Dhar Mesh.
Fraggle Rock (remake)

**Fraggle Rock** is a British/American/Canadian children's live action puppet television series. It is remake of the 1980's Jim Henson show of the same name. it has original version with dubbing of Gobo Fraggle, Junior Gorg, Pa Gorg and some other characters

## Characters

* John Tartaglia as Gobo Fraggle
* Kathryn Mullen as Mokey Fraggle
* Karen Prell as Red Fraggle
* Steve Whitmire as Wembley Fraggle, Sprocket
* Dave Goelz as Boober Fraggle, Uncle Traveling Matt
* David Rudman as Junior Gorg voice & face
* Cheryl Wagner as Ma Gorg voice & face
* Matt Vogel as Pa Gorg voice & face
* Rob Mills as Junior Gorg body
* Gord Robertson as Pa Gorg body
* Trish Leeper as Ma Gorg body
* Gerry Parkes as Jerome "Doc" Crystal

## Trivia

* This has John Tartaglia, Matt Vogel and David Rudman Dubbing the characters Gobo Fraggle, Pa Gorg, and Junior Gorg
Cosmic Domain

The Cosmic domain deals with the mortal struggle to understand the infinite reaches of space and time. Gods of the cosmos are often among the oldest and most cryptic of the beings belonging to a pantheon, and are frequently described as outsiders or predecessor figures with little interest in mortal affairs. In many cases, they are not even considered deities. They have few worshipers, and are most often sought out by mortals seeking guides or oracles who can lead them to the deep secrets of existence - an impious and reckless ambition at best. In Thule, gods of the Cosmic domain generally consist of Great Old Ones who offer terrible knowledge in exchange for the service of their mortal pawns.

## Cosmic Domain Features

### 1st Level

Secret Knowledge
When you choose this domain, you learn *dancing lights* and *ray of frost*. You also gain proficiency in the Arcana skill.
Uncontrolled Perception
You can muddle the perceptions of attackers by giving them disorienting visions of other realities. When a creature hits you with a melee attack, you can use your combat reaction to cause the creature to make an Intelligence save. On a failed save, the creature becomes disoriented until the end of its next turn. While disoriented, the creature has tactical disadvantage on attack rolls and ability checks, but not saving throws. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per day.
### 2nd Level

Turn Extraterrenes
You can use divine channeling to rebuke creatures with the extraterrene subtype. As an action, you brandish your holy symbol and invoke your cosmic patron. Each extraterrene creature within 30 feet of you must make a Wisdom save. If the creature fails the save, you turn it for 1 minute (or until it takes any damage).
### 6th Level

Sphere of Adaptation
You can use divine channeling to survive alien or hostile environments. As an action, you cause the environment within 10 feet of you to become tolerable for as long as you concentrate, up to 1 hour. Creatures in the area ignore environmental conditions of extreme cold, extreme heat, high altitude, and poor air quality while they remain in the area. They do not actually gain resistance to cold or fire, or the ability to survive vacuum.
### 8th Level

Potent Ray
Add your Wisdom modifier to damage you deal with *ray of frost.*
### 17th Level

Starry Wisdom
You gain resistance to psychic damage. You cannot become charmed or confused (for example, by the *confusion*
Ayera

**Ayera** is one of the five Elemental-majority states in the United Elemental Nations, home to the majority of Saudade's Ayera Elementals. It is located on the central-western portion of the Mainland, with Mokita to the north, Pyere to the east, and Tarye to the south. It does not share a border with Hwoun, which is also south of it.

Ayera is best known for its numerous libraries, shopping centers, hospitals, and excellent schooling systems. Despite lacking the wealth of Mokita or even Pyere, its few urbanized areas are some of the most modern and well-kept cities in the United Elemental Nations. Outside of its cities, it has the same economic troubles and poverty levels as the rest of the country, not counting Mokita.
Weapons

Thule is fantastically ancient and predates most of what would commonly be considered part and parcel of the tabletop RPG genre.  Weapons and armor that rely heavily on innovations from the medieval or renaissance periods are completely unavailable.  Others are simply not feasible using the standard material of the Thulean campaign - bronze.  Worked iron and steel are scarce - currently, the only smiths capable of working iron are the dwarves of Kal-Zinan.

## New Available Weapons

Weapons that are peculiar to the Thulean setting are listed below.

#### **Martial Melee Weapons**

 Mace-axe
 Warspear

**Khopesh:** This sickle-shaped blade is heavy and awkward, but its extreme curvature allows the wielder to trip opponents. When you attack with a khopesh, you can choose to make a tripping attack. You have tactical disadvantage for the attack, but if you hit, your target is knocked prone. You can only trip bipedal foes of Large size or smaller using a khopesh this way

**Mace-axe:** This weapon features a mace-like head with a single axe blade on one side. It is heavy and hard to wield, but delivers a powerful blow. You can choose to deal bludgeoning or slashing damage with an mace-axe.

**Warspear:** This is a short, broad-headed stabbing spear mostly intended for melee combat. It is too short to brace against a charge, and can only be thrown a short distance. Warspears are popular among Thule's jungle tribes.

#### **Martial Ranged Weapons**

**Chakram:** An aerodynamic throwing-ring with an edge of sharpened metal, the chakram is hard to master but deadly in trained hands.

**Throwing Spike:** The throwing spike is just a straight length of some material sharpened at both ends. They can be easily made or acquired, but suffer from a very short range.

**Atlatl:** A device made to extend the range and force with which the wielder throws projectiles. The Atlatl uses other thrown weapons as its ammunition, but triples the effective range and doubles the maximum range. Any single atlatl can only use a single type of ammunition.

## Unavailable Weapons

The following weapons are unavailable for your character to purchase; they may still exist in the world, but likely as rare and unique examples of their kind.

* Hand Crossbow
* Heavy Crossbow
* Lance
* Longbow
* Rapier

If a weapon from the SRD isn't specifically prohibited, then you can likely select it as equipment - but, as always, check with your DM.
Hwoun

**Hwoun** is one of the five Elemental-majority states in the United Elemental Nations, home to the majority of Saudade's Hwou Elementals. It is located on the southwest portion of the Mainland, sharing a border solely with Tarye, which is located to its north and east. There are a number of small islands attached to Hwoun which are easily accessible by boat—or in Hwoun Elemental cases—by utilizing magic.

Hwoun is best known for its numerous exports. The most capitalistic of the United Elemental Nations, most of its residents make their living through trade; the most common professions are fishermen, carpenters, artists, weavers, and tailors. Additionally, Hwoun Elementals seem to have a natural talent for healing, and a large amount of them are employed outside their homeland as doctors or nurses.

Other than Tarye, Hwoun is the least urbanized of the nations, and faces an equal number of economic troubles. With little work within Hwoun, its inner infrastructure has been heavily affected by large numbers of its people emigrating for their jobs. Despite this, Hwoun still remains the most culturally and spiritually active state of the United Elemental Nations, containing the most Fayshins and theaters.
Father

Father is a major antagonist in Sunverse. He is a nearly-immortal Pokemon/human hybrid created from the DNA of a passerby Mew and the man who would eventually become Van Hohenheim, and pulls many of the strings that lead towards near catastrophe in Kalos 3,000 years later.

## Basic Information

Father is a creepy orb in actual FMA, so what better to do than turn him into a Pokemon, too?

## Appearance

Father, at first glace, looks like an elderly Van Hohenheim.Further inspection, however, will paint an entirely different picture.

## Personality

Father is incredibly composed (and quite frankly, a little dry) when first encountered.

## History

### Creation and Bonding

Father, originally only called "Monstraculus," was created 3,000 years ago.

## In Moonverse

Father does not exist in Moonverse. Technically, his counterpart would be Dante, but she isn't even really much of an antagonist in the verse, as much a bother. And an asshole.

## Trivia

* Father's access to most Pokemon moves and all types is both a reference to Mew, the Pokemon he was created from, and Arceus, the being most similar to Truth in SUMOverse.
* Father could be considered something of a predecessor to Mewtwo in Sunverse. However, Mewtwo is a failed clone of Mew, rather than a hybrid. Father being *related* to Mew is a nod to Mewtwo's featuring throughout Kalos (and in Sunverse, Father effectively takes the place of any lore related to Mewtwo.)
Yuragi-sou no Yuuna-san (Series)

Template:Infobox Series
**Yuuna and the Haunted Hot Springs** 「ゆらぎ荘の幽奈さん *Yuragi-sō no Yūna-san*」 is a Japanese manga series by Tadahiro Miura. The series was first serialized in the Weekly Shōnen Jump on February 8, 2016, where it is still ongoing. The individual chapters are being collected and published in *tankōbon* volumes by Shueisha, with 9 released as of January 2018. An anime produced by Xebec will air in Japan on July, 2018.

The series was licensed for an English language release in North America by Ghost Ship (an imprint of Seven Seas Entertainment specialising in mature manga titles) on October 11, 2017.

## Plot

Homeless and haunted by ghosts, high schooler Kogarashi thinks his luck has finally turned when he finds Yuragi-sou–a cheap boarding house that was formerly a hot springs inn, now full of super sexy, scantily clad female tenants. If Kogarashi can use his spirit abilities to banish the ghost that haunts the inn, he can even live there rent-free! But when the ghost, a beautiful teenage girl named Yuuna, appears before him, Kogarashi takes pity on her and is suddenly not so sure about the exorcism. Will he help save Yuuna from becoming an evil spirit? And what supernatural secrets do the other boarders hold?

## Manga

*Main article: Volumes and Chapters*

The series was first serialized in the Weekly Shōnen Jump on February 8, 2016. The individual chapters are being collected and published in *tankōbon* volumes by Shueisha, with the first one being released on June 3, 2016.

The series was licensed for an English language release in North America by Ghost Ship (an imprint of Seven Seas Entertainment specialising in mature manga titles) on October 11, 2017.

## Anime

*Main article: Episodes*

An anime adaptation produced by Xebec and directed by Tsuyoshi Nagasawa is set to premiere on July, 2009.
Elemental Naming Conventions

**Elemental Naming Conventions** are a strictly followed series of rules by which all Elemental children in the United Elemental Nations are named after. Children are not allowed to have a Patron Ceremony without a proper name, and since Patron Ceremonies are required by all communities in the UEN, it makes it impossible to get around the conventions.

## The Rules

Depending on the Elemental type, there is a small variation in the naming conventions, though they all follow the same basic patterns, which are as follows:

> *Child's First Name + Parental Affix + Mother/Father's First Name*
>
>

The Parental Affix depends on two things: one, the child's gender, and two: the child's Elemental type. For girls, it will either be ta (for Taryes), fa (for Pyeris), sa (for Hwouns), and ya (for Ayera). For boys, it will be tu (for Taryes), fu (for Pyeris), su (for Hwouns), and yu (for Ayera).

For the final part of the name, girls take on their father's first name, while boys take on their mother's.

### Mixed-Elementals

For mixed Elementals, they take on the Parental Affix of the parent of the opposite gender. For example, the daughter of a Tarye mother and an Ayera father would take on the affix "ya" as opposed to "ta."

###
Faynian Calendar

The **Faynian Calendar** is the most widely-used calendar in Saudade. It is named after the Fayne, who were assumed to have been the creators of the system in the first place.

The system has sixteen months, all consisting of exactly twenty-five days. Each month has five weeks, all consisting of five days.

Each month and day of the week is named after a specific significant Fayne, with all names coming from *The Yugen,* a book containing the origins of life on Saudade and its history before the disappearance of the Fayne.

## Months

The sixteen Fayne which the months are named after are considered some—though not all—of the most important Fayne documented in *The Yugen,* the most notable being Ohre, Queen of the Fayne, and her daughter, Lain, whom the first and last months are named after, respectively.

It is a noted phenomenon that most Elementals born during a certain month are given that Fayne as a Patron Fayne, though exceptions are not exceedingly rare. Most notably, there are certain Fayne who do not have a month named after them that are Patron Fayne, and all children born within the walls of the Ministry Castle receive Ohre as their patron.

## Days of Week

The days of the week are named after the Fiver Fayne, who were born five days in succession of each other.
Toska

A painting of Toska created in c. 1996 AF

**Toska** was a small farming village on the outskirts of Tarye, on the mountainous border between the United Elemental Nations and Moori. Both the village and its inhabitants were completely destroyed by the Iktsarpok in 2002 AF following the murder of a halla boy named Ta tu Telly, and no one has attempted to resettle there since, citing bad energy from the land.

## 2002 Massacre

In late 2002 AF, the son of a local farmer, Ta tu Telly, reached his fourteenth birthday without an Emergence. The boy's father, having heard of the massacres that occurred in other villages, killed Ta in hopes of protecting the rest of his family from murder.

This had the opposite effect. Less than a day later, the village was overrun with figures clad in white (which would later come to be known as the 'Iktsarpok'). The Iktsarpok slaughtered the entire population of the village (which at the time was estimated to be approximately 800 Elementals and 50 Moore servants) within a few hours. Additionally, many of the buildings were set on fire, leaving only ruins in their wake. The events were recorded by the historian Flaner, who survived by hiding amongst the dead. Flaner claimed that Ta tu Telly's father was the first to be murdered, in front of the entire village, though some factions believe that Flaner had fabricated this claim in order to suggest that the massacre was directly connected to the death of Ta, which at the time had not been proven.

## Toska Today

No attempts have been made to attempt to resettle Toska since the massacre. The only proof of the village's former existence is a dilapidated *"Welcome to Toska"* sign at the village's northern edge, as well as the remains of buildings and other destroyed objects.

Some people even believe that the land of Toska is cursed, a rumor perpetuated by a group of travelers who claimed they were attacked by white-clad bandits after passing through the ruined village. However, there is no formal evidence to support these claims.
Moori

**Moori** (formerly known as 'Rie') is the eastern-most part of the Mainland of Saudade, separated from the rest of the continent by the Melmi Mountains. Moori is a desolate place with little living flora or fauna. Following the formation of the United Elemental Nations in 30 AF, it became the primary home of the Moore race, for which it was renamed.
Volumes and Chapters

List of **chapters** of the manga, *Yuragi-sou no Yuuna-san*.

## Chapters Not Yet In Tankōbon Format

* 080. 「狭霧ちゃんの思い出」
* 081. 「にゃん♡にゃん♡パラダイス」
* 082. 「それぞれの進路相談」
* 083. 「対決！かるら様と朧さん」
* 084. 「湯煙高校七不思議レポートその１」
* 085. 「悪夢見る千紗希さん」
* 086. 「大奮闘のマトラさん」
* 087. 「湯煙温泉郷フェスの幽奈さん①」
* 088. 「湯煙温泉郷フェスの幽奈さん②」
* 089. 「湯煙温泉郷フェスの幽奈さん③」
* 090. 「レッツスタディ雲雀ちゃん」
* 091. 「アクティビティ！！紫音ちゃん、千紗希さん」
* 092. 「ドキッだらけのお泊り」
* 093. 「ゆらぎ荘のミリアちゃん」
United Elemental Nations

The **United Elemental Nations** (UEN)is the country that encompasses almost the entire continent of Saudade, and includes the seven nation-states of Tarye, Ayera, Hwoun, Pyere, Moori, Mangata Island, and Mokita. The only Saudadian land it does not include is the mystical Fayne Island, which is inaccessible to all beings excepted for the Fayne, who have not been seen in over 2000 years. At 6,000,000 square feet, the UEN is the largest country in Saudade, and the largest known country on Goia. The capitol nation is Mokita, home to The Minister's City, the location of the UEN's governing body.

The United Elemental Nations is home to three species of intelligent life: the ruling Elemental people, the servant-class Moores, and the Salamans, who live exclusively on Mangata Island. Despite this, the government is solely Elemental-run, and Elementals have significantly more rights and freedoms than the Moores and Salamans, as a result of a series of wars and uprisings in the early "After Fayne" Era.

The UEN is governed by a monarchy, known as the Ministry. Every minister can be traced back to Sonder, the Pyeri Elemental who founded the UEN in the year 30 AF. In the last few hundred years, the Ministry has also developed some traits of an oligarchy, with the wealthy noble class that populates Mokita gaining increasing political power in the country's recent history.
Iktsarpok

The **Iktsarpok** are a mysterious, monstrous group of unidentifiable beings of unknown origins, who are known for committing numerous massacres and other monstrosities throughout the United Elemental Nations for the last five centuries. Despite their many appearances in countless locations throughout Saudade, hardly nothing is known about them beyond general descriptions of their appearances, and the fact that they appear whenever a child is confirmed to be a halla.

## History

The Halla Castle Massacre in 2000 AF was the first known appearance of the Iktsarpok in Saudade. They appeared one week after Halla ya Moso became the first child to not develop magical abilities by her fourteenth birthday. The Iktsarpok stormed the heavily guarded castle (which is deep within The Minister's City) with no warning, killing everyone inside except for Shu, a Moore servant-girl, who survived by hiding in a suit of armor. Only one other person was not accounted for, and that was Moso herself.

In the coming months, the Iktsarpok reappeared whenever a new halla was discovered. The link between the two phenomenons was soon made, and a stigma quickly was created against hallas, who were considered omens of death.

## Abilities

It is unclear what sort of magical abilities the Iktsarpok have—if any—but it has been noted that, despite their many battles, not a single Iktsarpok has ever been killed in a fight, nor has anyone ever survived a direct interaction with one of them.

## Physical Appearance

There are very few accounts of the physical appearance of the Iktsarpok, due to the rarity of anyone surviving one of their attacks. The two most widely cited accounts of the Iktsarpok come from Shu, a Moore servant-girl who was the sole survivor of the Halla Castle Massacre in 2000, and Flaner, a historian who survived the Toska massacre in 2002.

Both accounts agree on a few key points. Each agreed that the Iktsarpok were clad completely in white, in a shade so bright that it hurt to look directly at them. Additionally, the Iktsarpok have various spikes and claws covering their bodies, though neither Shu nor Flaner were able to discern if they were part of the Iktsarpoks' bodies themselves, or some sort of armor they were wearing. They were also very tall, some reportedly reaching over twelve feet in height—even larger than the Salamans, who are known to be the largest of the four intelligent races in the UEN. Other than this, nothing has been solidified.

Most speculate that the Iktsarpok are a five Intelligent Saudadian species, though it is difficult to say what.
Pyere

**Pyere**is one of the five Elemental-majority states in the United Elemental Nations, home to the majority of Saudade's Hwou Elementals. It is located on the southwest portion of the Mainland, sharing a border with Mokita in the north, Ayera in the east, and Tarye in the south.

Pyere is best known for being the most financially stable of the five Elemental-majority states, due both to its affluent career options and its historical connection to the royal family. Many Pyeri Elementals work as smiths, traders, artisans, miners, and cattle-farmers, and due to their comparatively violent magical abilities, they make up the majority of the UEN military, with Tarye Elementals being a close second.
Halla

A **halla** is an Elemental-born child who does not have an Emergence, therefore never getting the magical elemental abilities that are the defining feature of their race. It is impossible for a child to be labelled as a halla before their fourteenth birthday, which is the latest date that Elemental children are capable of having Emergences.

The term is in reference to Halla ya Moso, who in 2000 AF became the first documented case of a child without abilities. Hallas have become known in the United Elemental Nations as dark omens and death-bringers, as any family that does not expel their halla child will be massacred by the Iktsarpok within a week of the child's fourteenth birthday.

It is unknown how the Iktsarpok are able to locate hallas, though there are a number of theories. Additionally, there is no documented accounts of what happens to hallas who are expelled from their homes, as anyone who has attempted to follow the children have either disappeared or been murdered themselves.

However, in 2490 AF, *The Diary of Lula ta Lork,* supposedly written by a halla-Tarye girl, was found near the abandoned village of Toska, known for the brutal massacre that occurred there in the Early Halla Era. The diary, a mere fifteen pages long, describes the events immediately following Lula's exile from home, though it abruptly cuts off after about two weeks of entries. Despite this, those who believe in the diary's legitimacy cite it as evidence that hallas are not immediately kidnapped or murdered by the Iktsarpok, which had been the prevailing theory of the last 400 years.
Fraggle Rock: The Challenge

Gobo's always been the leader of the five Fraggle friends -- until Red decides she's sick of doing things Gobo's way. Between them, they "lead" themselves and Boober right into the Gorgs' Garden, where Junior Gorg is looking for a genie to rescue him from his drudgery.

Meanwhile, Doc buys a computer and a game on it has him and Sprocket competing for the high score until Ned Shimmelfinney wants to try the game.

## Fraggle Facts

* The Fraggles still don't know the Gorgs very well. When Gobo, Red, and Boober are trapped, they wonder if the Gorgs will eat them. That's probably because Junior himself seems unclear on the subject, sometimes trying to catch Fraggles for pets, and sometimes threatening to "thump" them.

* Mokey Fraggle does not appear in this episode, though she is mentioned.

* This episode has the most mentioned but unseen characters: Mokey, The Trash Heap, Ned Shimmelfinneyand Fluffinella.
* Pa Gorg spends the entire episode in Ma Gorg's crown from the first 12 episodes instead of his regular crown

## Notes

* When this episode aired on The Hub, the computer game that Doc and Sprocket were playing (*Zombie Attack*) had the word "attack" muted whenever Doc said it and the game's box was blurred.

## International versions

* French version: Doc and Croquette are entranced by a new video game system, but are reluctant to take turns with the sole controller. After Croquette sets a record, the system short-circuits. Doc repairs it, and adds a second controller, so the pair can play together. Meanwhile, Uncle Traveling Matt finds a stone lion and assumes the lion is alive. He climbs up and waves, hoping to make friends. Tourists spot him through their pay telescopes.

## Songs

* "Noodlin' Nut"
* "Dum De Dum II (I Wish I Had a Genie)"
* "Dixie Wailin'"

## Video releases

* *Fraggle Rock: Complete First Season* (HIT!, 2005)
* *Fraggle Rock: Complete Series Collection* (HIT!, 2008)

## International episode titles

* Denmark: "Udfordringen"
* Finland: "Haaste"
* France: "Le défi"
* Germany: "Die Herausforderung"
* Japan: "リーダーはどっち" (Which is the Leader?)
* Netherlands: "De uitdaging"
* Norway: "Utfordringen"
* Poland: "Wyzwanie"
* Spain: "El desafío"
* Sweden: "Utmaningen"

## Cast

* John Tartaglia as Gobo Fraggle (Dubbing over Jerry Nelson's lines)
* Karen Prell as Red Fraggle
* Steve Whitmire as Wembley Fraggle and Sprocket
* Dave Goelz as Boober Fraggle and Uncle Traveling Matt
* David Rudman as Junior Gorg (Dubbing over Richard Hunt's lines)
* Myra Fried as Ma Gorg
* Matt Vogel as Pa Gorg (Dubbing over Jerry Nelson's lines)
* Rob Mills as Junior Gorg body
* Gord Robertson as Pa Gorg body
* Trish Leeper as Ma Gorg body
* Gerry Parkes as Jerome "Doc" Crystal
Adelap, the Betrayed

**Adelap, the Betrayed**is one of the fifty named Fayne in *The Yugen,*known now as "The Betrayed" due to his supposed abandonment and inadvertent murder by Paleda, the Warrior, in one of the later chapters of *The Yugen*. He is considered one of the sixteen most important Fayne in history, as evidenced by the month Ade being named in his honor.

He is the only named Fayne that has been assumed dead, and is also the only named Fayne who has never been a Patron Fayne, which has been used as evidence for his death (and occasionally for his fictionality, though that is not a common theory).
Mangata Island

**Mangata Island** is an island off the coast of the Mainland of Saudade, and is under the control of the United Elemental Nations and Minister Sora fa Pre, though it exists almost entirely independent of the country otherwise. It is home to a number of plant and animal species, as well as being the sole residence of the Salamans, one of the four intelligent races of Saudade. The Salamans have been confined to Mangata Island ever since the formation of the UEN in 30 AF, with very small numbers of them being extracted for labor and other purposes periodically.
Patron Ceremony

A **Patron Ceremony** is an event that usually occurs within the first six months of an Elemental child's birth, and is considered extraordinarily important to the point that if a child does not have a ceremony before their first birthday, the child will be taken from his or her family by the government, as not having a ceremony is considered a type of child abuse.

In the Patron Ceremony the Elemental child receives his or her Patron Fayne, who can be any of the fifty named Fayne in *The Yugen.* The Patron Fayne plays a significant role in every Elemental's life, with most calling upon their Fayne to assist them in times of need. In some communities, a child's Patron Fayne is used to make important decisions about the child's life. For example, a child with the Patron Fayne Brokka, the Musician, would likely be encouraged (or forced) to pursue a career relating to music.

## The Ceremony

Most Patron Ceremonies occur within a family's local Fayshin, though more affluent families may choose to travel to one of the Five Great Fayshins instead. The ceremony is performed by a Devoter, who places the child on an altar before the fifty individual symbols of each of the named Fayne. These symbols are sculpted from fay wood, which is believed to change color from brown to white under influence from the Fayne.

The Devoter then will read a passage from *The Yugen* before lighting a fire in a small, circular hole at the base of the altar. Within the next minute, one of the symbols will turn white, and whichever Fayne the symbol corresponds to is the child's Patron.
Halla Castle Massacre

The **Halla Castle Massacre** is the name given to the 2000 murder of three hundred officials and affiliates of Saudade's government, military, and royal family. It occurred on 18 Lain 2000, in the Ministry Castle in The Minister's City, in the Mokita region of Saudade. The Elementals and Moores inside the castle were killed indiscriminately by creatures later to be known as the Iktsarpok, leaving only one known survivor. The incident occurred following the admittance of Halla ya Moso (of whom the massacre is named) to the castle.
Fayshin

A **Fayshin** is a building dedicated to honoring the Fayne. Even the smallest, least wealthy villages in the United Elemental Nations have one, as Fayshins are necessary for a number of practices in Elemental society, most notably Patron Ceremonies, funerals, weddings, and Emergence parties.

Every Fayshin is maintained by at least one Devoter, an Elemental who has devoted his or her life to serving and honoring the Fayne. Most larger Fayshins have a multiple Devoters, though the smaller and/or poorer ones may only have one.
Emergence

An **Emergence** is the event in which a young Elemental child first develops their magical abilities. Emergences can occur anywhere from shortly after birth to a child's fourteenth birthday, though never afterwards. Most commonly, Emergences occur between the ages of ten and fourteen, though earlier is not completely unlikely.

## Hallas

*(Main Article: Halla)*

If a child does not develop abilities, they are known as a halla. Hallas are considered extremely dangerous in all five of the United Elemental Nations states, and families are urged to send any child who does not develop their powers away immediately, or else they risk being murdered by the mysterious Iktsarpok.

For thousands of years, hallas were unheard of. In 2000 AF the first halla was discovered: a Ayera noble-child named Halla ya Moso, whose lack of emergence lead to the Halla Castle Massacre.
Witches

## What Witches Are

Witches are normal humans, the only difference is their ability to do magic. However, they do not eat snakes for breakfast and have green faces. They don't have warts and evil laughs either. Most witches are kind, caring, and they use their magic for reasonable things. Always stay true toy yourself.

### Ways To Find Out If You Are A Witch

1. Having visions.
2. Gut reactions.
3. Making stuff happen when you're around.
4. Unusual Skills and Talents
5. Witches in the Family
6. Being Very Interested in Magic
7. Feeling "Other Than"

Showing any of these signs probably means you are a witch.

### What Being A Witch Means

Being a witch isn't a curse. It's a blessing, so if you're a witch then don't get put down if someone teases you for it. You are special, just remember that :)
Lula ta Lork

**Lula ta Lork** (14 Fay 2476 AF – ?) was a halla Tarye Elemental, who lived in the village of Mosho before being discovered as a halla. She is best known as the presumed author of a diary (which was published in 2492 under the title *The Diary of Lula ta Lork*) which details the two weeks following her exile from Mosho. While the diary's legitimacy has been called into question, most people believe it is indeed a real account of her experiences.
Fraggle Rock: The Beast of Blue Rock

Fed up with Wembley's wembling, Gobo makes the terrifying journey to face the dreaded Beast of Blue Rock alone. But Gobo forgets his pickax, so Wembley has to go after him.

Meanwhile, Doc tends to Sprocket when he falls sick and plans to take him to the veterinarian.

## Fraggle Facts

* Blue Rock is a magical place. It's visible only two days after the Doozer Equinox, and then disappears for a year.

* Marjory the Trash Heap shows her magical abilities here, appearing to Wembley and Gobo at Blue Rock and teleporting them home again.

* The Beast of Blue Rock is not a physical creature but fear. As Marjory says: while the beast will return, with the help of friends it can be defeated -- as it was by Wembley and Gobo at Blue Rock.

* Marjory also explains that she was the one who made up the rumor of the Beast of Blue Rock, expressing surprise that the old rumors kept Fraggles away for centuries.

## Notes

* Large Marvin, the fattest Fraggle in the world, debuts in this episode.

## Songs

* "Brave Alone"
* "Brave Boy, Jump Up"
* "Wemblin' Fool"

## Video releases

* *Fraggle Rock: Complete First Season* (HIT!, 2005)
* *Fraggle Rock: Complete Series Collection* (HIT!, 2008)

## International episode titles

* Denmark: "Bæstet på Blåbjerg"
* Finland: "Sinikallion peto"
* France: "La Bête de Roc Bleu" (The Beast of Blue Rock)
* Germany: "Das Ungeheuer von Blaufels" (The Mystery of the Blue Rock)
* Japan: "ブルーロックの"
* The Netherlands: "Het enge beest" (The Scary Beast)
* Norway: "Beistet i Blåsteinen"
* Poland: "Bestia z błękitnej skały" (The Beast of Blue Rocks)
* Spain: "La bestia de Bluerock"

## Cast

* John Tartaglia as Gobo Fraggle (Dubbing over Jerry Nelson's lines)
* Kathryn Mullen as Mokey Fraggle and Flutebird
* Karen Prell as Red Fraggle
* Steve Whitmire as Wembley Fraggle and Sprocket
* Dave Goelz as Boober Fraggle, Uncle Traveling Matt, Philo and Large Marvin
* David Rudman as Gunge (Dubbing over Richard Hunt's lines)
* Matt Vogel as Marjory the Trash Heap (Dubbing over Jerry Nelson's lines)
* Gerry Parkes as Jerome "Doc" Crystal
Fen fa Rue

Moso su Gaka's rendition of fa Rue, completed circa. 2478.

**Fen fa Rue** (born 10 Grarp 2465) is the firstborn daughter of Sora fa Pre, current Minister of the active nations of Saudade, and her husband, Rue fu Aden. She is the Heir Apparent to becoming the next Minister in the event of her mother's resignation or death.
Fraggle Rock: The Minstrels

The Minstrels, wandering musicians led by the enigmatic and wise Cantus the Minstrel, arrive at the Fraggles' cave, announcing that a medley will be sung the next day. Red is chosen as Medley Leader, but the medley won't begin until Red finds the song inside her -- and she doesn't know where to look!

Meanwhile, Doc and Sprocket work on a new type of doorbell.

## Fraggle Facts

* This episode reveals another clue about the size of Fraggle Rock. The Minstrels -- who Gobo and his friends have never seen before -- arrive in the cave and explain that they travel around, "finding Fraggles in distant caves," and leading medleys. For Cantus and the Minstrels to have enough places to go for them not to have been here within recent memory, the Rock must be huge.

## Notes

* This episode is the first appearance of Cantus and the Minstrels, who reappear whenever music and wisdom are needed. He is also one of the two recurring characters performed by Bill Barretta, the other one being Gills Fraggle.

* This marks the first time when Doc reads one of Uncle Traveling Matt's postcards when Ned Shimmelfinney got that postcard in his mail by mistake.

* If a Fraggle "borrows" Cantus' magic pipe in order to learn their inner song, the pipe will take a mind of its own and drag that Fraggle around until Cantus tells the magic pipe to stop. Also, it will leave an odd-shaped mark on the Fraggle's hand that is similar to the one on Cantus' hand....at least until the Fraggle learns their inner song. In other words, Cantus claims that this is the magic pipe's way of saying "MNH-MNH."

## International versions

* UK version: Sprocket thinks he has musical talent, but the Captain begs to differ. Uncle Traveling Matt is horrified at the sight of a Scotsman playing a bagpipe, thinking the bagpipe is a monster which the Silly Creatureis strangling.

## Songs

* "Let Me Be Your Song"
* "Our Melody"

## Video releases

* *The Minstrels (VHS)* (HBO Video, 1986)
* *The Fraggles Search and Find* (Jim Henson Video, 1993) -- original closing credits replaced
* *Fraggle Rock: Complete First Season* (HIT!, 2005)
* *Fraggle Rock: Complete Series Collection* (HIT!, 2008)

## International episode titles

* Denmark: "Troubadourerne"
* Finland: "Minstrelit"
* France: "Les Ménestrels" (The Minstrels)
* Germany: "Fahrende Musikanten" (Traveling Musicians)
* Netherlands: "De minestrelen"
* Norway: "Trubadurene" (Troubadours)
* Poland: "Składanka" (Medley)
* Spain: "Los trovadores"

## Cast

* John Tartaglia as Gobo Fraggle (Dubbing over Jerry Nelson's lines)
* Kathryn Mullen as Mokey Fraggle
* Karen Prell as Red Fraggle
* Steve Whitmire as Wembley Fraggle, Sprocket and Murray the Minstrel
* Dave Goelz as Boober Fraggle and Uncle Traveling Matt
* David Rudman as Junior Gorg (Dubbing over Richard Hunt's lines)
* Bill Barretta as Cantus the Minstrel (Dubbing over Jim Henson's lines)
* Terry Angus as Brio the Minstrel
* Tim Gosley as Brool the Minstrel
* Gerry Parkes as Jerome "Doc" Crystal
Salaman

The **Salamans** are one of the four known intelligent races on Saudade, and are the only race that is known to live exclusively on Mangata Island, following the formation of the United Elemental Nations in 30 AF. They are a magical race, but are unique in the sense that their magic comes from crafted objects or other creations, as opposed to an intrinsic magical ability within themselves.

This magic is considered somewhat barbaric, which is part of the reason of their banishment to Mangata Island. However, Salaman-made objects are often stolen or collected by Elementals for use, often under orders from the government.

## Physical Appearance

Salamans are the largest of the four intelligent races, oftentimes reaching adult heights exceeding over ten feet in length. They have a relatively androgynous appearance between genders.

They (like all intelligent races on Saudade) are humanoid, perhaps the most so. Unlike the Elementals and Moores, they have a variety of skin, hair, and eye colorings that appear all over the island, as opposed to geographically isolated features.
Shu

**Shu** was a Moore servant-girl who was employed at the Ministry Castle in the year 2000 AF, at the time of the Halla Castle Massacre, of which she was the sole (known) survivor. She is notable for being the first witness of an Iktsarpok attack, and for her detailed account of what occurred during the massacre.
Sunverse

Sunverse is considered the "canon" timeline between the two SUMOverse timelines. Of the two, it is the one that adheres closer to the canon of the *Pokemon* games (alterations due to crossovers notwithstanding).

## Game Canon

The games which Sunverse considers canon are as follows:

* Gen I: *Pokemon Yellow.* Red is protagonist.
* Gen II: *Pokemon Soulsilver.* Kotone is protagonist.
* Gen III: *Pokemon Emerald.* Yuuki is protagonist(?).
* Gen IV: *Pokemon Platinum.* Hikari is protagonist.
* Gen V: *Pokemon White / White 2.* Nate is protagonist.
* Gen VI: *Pokemon X.* Serena is protagonist.
* Gen VII: *Pokemon Sun.* Moon is protagonist.