recursal/Fanatic-Fandom huggingface dataset:
Story

**Stories** are those characters from those fairytales and stories we all know and love.

## Appearances

Story appearances tend to differ depending on who they are, however, they tend to take a (mostly) humanoid form (notable exceptions being Bigbad Wolf, White Rabbit, Cowardly Lion, Humptey Dumptey, and the Three Little Pigs).

## Behavior

Story behavior depends on the individual in question.

## Powers

Story powers depend on the individual, however, they do have one power in common.

* **Conditional immortality:** Stories are immortal, like the Immortals, however, unlike them, they can only stay alive as long as their story is still alive.
Quill Tree

**Quill trees** are a magical species of tree that is grown pretty much everywhere.

## Appearance

Quill trees look like normal trees, however, the twigs and leaves, when combined, look, and, when picked off, can be used effectively as quill pens. Also, the flowers that grow from these trees are an inky black in color, and the fruits are also inky black, and shaped like pears, but with flat bottoms, that are reminiscent of inkwells as well.

## Properties

As mentioned above, quill tree twigs can be used effectively as quill pens. Also, the fruit can be used as organic inkwells, with the juice being the ink, and the stem being the "stopper" of the ink bottle.
Zapfruit

**Zapfruits** are a magical breed of fruit that grows on trees worldwide.

## Appearance

Zapfruits grow on trees that are very similar to cloudfruit trees, except that the cottony puff-like "leaves" are gray in color, and seem more foreboding. The fruits grow from flowers that possess five, electric-blue, lightning bolt-shaped petals. The fruits themselves look like hybrids of bananas and peppers, that are lightning bolt-shaped, and rainbow-colored.

## Properties

Zapfruits possess a distinct banana flavor to them, but with hints of peppers and coffee as well. Also, the outer flesh has the texture of peppers, but the inner flesh has the consistency of banana. Each fruit gives the eater quite a bit of energy, equivalent to one cup of coffee. Zapfruits are also an ingredient in the Elixir of Enhanced Energy and the Draught of Sharpened Wit.
Sparkfruit

**Sparkfruits** are a type of magical fruit-bearing tree that is cultivated around the world.

## Appearance

Sparkfruit trees look like normal trees, however, the ends of their branches look like the canisters that fireworks come out of. The flowers that these trees produce look like the branches' "nose cones" when they are closed. but when they're open, they look like miniature fireworks. The fruit that grow from these flowers look like glowing sparks of different colors (hence the name).

## Properties

Sparkfruit, despite their appearance, are edible, creating literal explosions of flavor in your mouth (think like clumps of really powerful pop rocks), the flavor of which differs depending on the color of the fruit.
Moly

**Moly** is an immensely magical herb that originated in Greece, but has now spread worldwide. The plant is so magical, that if one doesn't handle it properly when picking it, then they would die.

## Appearance

Moly is a magical herb that looks like what a water lily would like out of the water. The flower that grows from ths herb is described as being white as milk.

## Properties

Moly, when eaten, will protect the eater from any and all magical attacks. Also, while this protection lasts, one will find that one's own magic will be amplified. This plant is also used in many magical antidotes, such as the antidotes for werebeast and vampire venom.
Elixir of Enhanced Energy

The **Elixir of Enhanced Energy** is a magic potion that most brew when they need energy for a task.

## Description

The potion, when brewed correctly, has a vivid electric blue color, and the steam itself gives you a slight caffeine buzz.

## Effects

The potion, when drunk, gives the drinker exactly five point seventy-five (5.75) hours of energy. However, the person, when the effects wear off, will experience an energy crash for a few minutes.

## Ingredients and tools

* The juice of five (5) zapfruits.
* One (1) ounce of chocolate.
* One (1) ounce each of coffee and espresso beans.
* Five (5) bananas.
* Eight (8) ounces of energy drink.
* One (1) ounce of powdered sunstone.
* Seven (7) spoonfuls of sugar.
* One (1) iron cauldron.
* One (1) iron mortar and pestle.

## Recipe

1. In an iron cauldron, pour in the energy drink, then bring to a boil.
2. Melt the chocolate, mix with the sugar, then add to the potion.
3. Simmer for five (5) minutes, until the potion becomes a dark brown, then crush/grind the beans using the mortar and pestle and add to the potion.
4. Stir six (6) times clockwise until the potion becomes a lighter brown, then mash the bananas into a paste.
5. Mix the banana mash and the zapfruit juice together, add the resulting paste to the cauldron, then simmer for eight (8) minutes until the potion becomes a bright pink color.
6. Add the sunstone powder into the cauldron, stir four (4) times counterclockwise until the potion becomes a bright yellow color, then intone the words “*Sit tempus bibens potionem hanc habere vim infinitam*”.
Selkie

**Selkies** are beings native to Scotland and Ireland that are related to merfolk and cecaelia, but are a little bit different.

## Appearance

Selkies are similar to merfolk and cecaelia, but instead of being part fish or cephalopod, selkies are part seal. They tend to have a similar build to both merfolk and centaurs, but have a seal-like lower body, with a face that looks like a seal snout, complete with fangs and whiskers, and without the fins on their arms and their ears.

## Behavior

Selkies are similar to both cecaelia and merfolk in behavior, living in simple houses, but liking to scavenge for shiny things. They also are rather playful, and, having an enhanced sense of balance, are able to balance anything on their noses.

## Powers

* **Enhanced agility:** Selkies are able to go fro one movement to another effortlessly, allowing them to effectively dodge attacks, do backflips, and numerous other gymnastic, martial, and athletic implements with little to no effort.
* **Enhanced balance:** Selkies have an extremely well-developed sense of balance, the positioning of limbs in space, center of balance. and the physical condition to use these facts.
* **Enhanced bite:** Selkies, due to their fangs, have a powerful bite.
* **Enhanced dexterity:** Selkies are able to control their limbs, muscles, and digits extremely well.
* **Enhanced endurance:** Selkies are able to survive with little to no energy for an extended amount of time.
* **Enhanced reflexes:** Selkies have extremely enhanced reaction speed, allowing them to dodge magical attacks, catch falling objects, and react instantaneously to what would take others more time to react.
* **Enhanced stamina:** Selkies are able to be physically active for longer periods of time than most other beings.
* **Enhanced strength:** Selkies are able to exert a great amount of strength from their muscles.
* **Night vision:** Selkies are able to see perfectly in total darkness.
* **Speed swimming:** Selkies are able to swim at incredible speeds, unhampered by water resistance.
* **Amphibious respiration:** Selkies, due to being related to merfolk, are able to breathe underwater and in air.
* **Cold immunity:** Selkies, being adapted to the ocean, are completely immune to cold.
* **Pressure resistance:** Selkies, being adapted to the ocean, are completely resistant to water pressure, especially at the bottom of the episode.
* **Water sense:** Selkies are able to perceive the movement of/on a body of water with extreme accuracy, and determine where threats are located in aquatic environments and water sources.
* **Siren song:** Selkies, similar to merfolk and cecaelia, are able to sing a song that is capable of hypnotizing anyone that hears it.
* **Sonic singing:** Selkies, similar to merfolk and cecaelia, are able to sing a highly destructive blast of sound at high amplitude.
* **Water manipulation:** Selkies are able to generate, shape, and manipulate water.
* **Aquatic life communication:** Selkies are able to telepathically communicate with aquatic creatures.
Sandman

**Sandmen** are beings that serve the Grecian Immortal Morpheus, also known by his Roman name of Somnia.

## Appearance

Sandmen tend to look human, but with golden-yellow hair and eyes, and their eyes are usually only about half-open.

## Personality

Sandmen tend to have dreamy, serene personalities, however, they can and will become aggressive when provoked.

## Powers

* **Flight:** Sandmen have the ability to fly, usually by manipulating a cloud of dreamsand underneath them.
* **Dreamsand manipulation:** Sandmen have the ability to generate and manipulate a magical substance that looks like glittering golden sand. This sand is the source of their dream powers.
* **Sleep inducement:** Via the dreamsand, sandmen have the ability to make others fall asleep.
* **Nightmare purification:** Sandmen are able to undo a boogeyman's power, and purify a nightmare back into a dream.
* **Dreamwalking:** Sandmen are able to enter another's dream, and see them from the inside.
Mythical bestiary Wikia

## Welcome to the Mythical beastiary Wikia

I created this wiki as a mythical bestiary, or database. Some of these are taken straight out of mythology, some are completely made up, and the rest are everywhere in between. Also, despite what the title says, it won't just feature mythical beasts and beings, but plants, spells, and potions as well. All I ask is no vulgarities, no copying unless it stays on this site, and have fun. Thank you, and enjoy.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Snallygaster

**Snallygasters**, sometimes called the North American Wyvern, are a species of Dragonkin that are native to North America, specifically in the Maryland and Washington, D.C. area.

## Appearance

Snallygasters are somewhat similar in appearance to their draconic cousins, however, there are quite a few things that set them apart. Their body shape is similar to what most would consider a wyvern, with a relatively bird-like gait, two legs, two wings/forelimbs, dark green, scaly skin, a metallic, beak-like snout, filled with rows of razor-sharp teeth, a forked tongue, and three long tails, similar to octopus tentacles. Some have claimed that they also have singular eyes in the middle of their foreheads, similar to Cyclops', however, this is not necessarily true. This creature has two true eyes, and what appears to be a single forehead eye is actually a large marking in the shape of an eye.

## Behavior

Similar to their cousins, the true dragons and the jabberwocks, snallygasters tend to be solitary in nature, until they find their mate, who they will mate with for life. Also similar to their cousins, they will lay clutches of between 8-10 eggs at a time. However, they will typically lay them every 15 draconic moons (or approximately 1.12 years).
Padgidazo

**Padgidazos**, also known as **Assimilating Forests** are a phenomenon recorded in Southeastern Europe. The term itself derives from the Greek phrase "παγίδα δάσος (pagída dásos)" roughly translating to forest trap.

## Characteristics

These forests tend to have the appearances of a dense grove of flowering fruit trees, dense in a way that it's possible to move around inside, but it's near impossible to see the world outside the trees. The trees all appear identical so it's easy to get lost in as well. The supernatural elements come in once you decide to rest in the grove, the trees will bend inward making it impossible to escape the grove. It's ill advised to fall asleep in a padgidazo, as that's when metamorphosis takes place. If a human or animal enters the forest, they will slowly and painfully transform into one of the fruit trees. Their hair or fur will become flower petals, their skin will harden turning into chapped bark, and their eyes will turn into fruit.

## How to Avoid

Before entering a fruit grove, pay close attention to the trees. If it's a padgidazo all the trees will look perfectly identical, also be sure the lack of wildlife aside from the fruit trees. Another thing you may notice is the fact that there are both fruit and flower petals on the trees, despite the fact that flowering and bearing fruit are two separate parts of a tree's life cycle.
Goblin

**Goblins** are beings that are thought to be distant relatives of the dwarves and gnomes, however, both races will forever deny this speculation. They are also said to be descended from the Immortal Hermes, however, the same can be said for him as the dwarves and gnomes.

## Appearance

Goblins stand at about 3-4 feet tall, and have extremely deformed features. They tend to be scrawny, with greenish-gray skin, yellow, cat-like eyes, upturned eyebrows, bald heads, long, sharp noses, large, bat-like ears, claws, and fangs.

## Behavior

Goblins are usually mischievous, but they have a pronounced interest in wealth. Goblins can usually be persuaded into fighting for either the Light side, or the Dark side, by promising them whatever price they wish to have.

## Powers

* **Enhanced crafting:** Goblins are able to craft any weapons, armor, tools, etc. flawlessly. However, their specialty is magical amulets and jewelry.
* **Enhanced dexterity:** Goblins are able to precisely control their movements and muscles, making them unable to be clumsy or fumbling.
* **Enhanced endurance:** Goblins are able to survive without supplies, resources, energy, or other items for an extended amount of time.
* **Enhanced intelligence:** Goblins have intelligence that is significantly above standard genius level intellect.
* **Enhanced thievery:** Goblins are much more skilled in the "art" of thievery. They can blend into shadows, slip into tight spaces, avoid detection from guards, and escape without leaving behind much evidence.
* **Enhanced trapping:** Goblins are able to create a variety of complicated and difficult traps for others to fall for.
Harleykin

**Harleykin** are a race of beings related to the fay folk, who have unknown origins, but have spread worldwide.

## Appearance

Harleykin are a...strange-looking race, to say the least. Their skin tends to run in shades ranging from as dark as pale peach to apricot to actually white. Their hair tends to range in a variety of colors and patterns, and their eyes also range in colors. They tend to have markings on their faces, which vary between individuals. Some individuals, though not all, may have red markings around their lips, and the ends of their noses may be red and abnormally large, as well. Also, Harleykin possess their ancestral trait of pointed ears.

## Personality

Harleykin are a fairly chaotic race, personality-wise. They believe life is a game, and tend to love playing games and pranks. They mostly use these pranks and games to spread laughter, which they feed on like a vampire feeds on blood, or a zombie feeds on brains. However, there are some who use their pranks to spread fear, which affects them in a way similar to hard drugs on humans (especially in the fact that it's addictive). Harleykin, similar to most beings, mate for life, and tend to have one child at a time, though multiple births are not uncommon.

## Powers

* **Cartoon physics:** Harleykin possess the ability to use the physics of cartoons to their advantage (e.g., using an umbrella as a parachute, defying gravity until they remember gravity's effect, survive being flattened like a pancake, etc.)
* **Elasticity:** Harleykin, as a result of the above power, have the ability to stretch and deform their bodies into any form imaginable.
* **Geliovorous:** Harleykin feed off of laughter, and become better physically, as if they eat solid food like other beasts and beings.
* **Phobovorous:** Harleykin sometimes feed on fear, and become better physically, however, unlike laughter, this comes at a cost (because it's as addictive as hard drugs for humans).
* **Laughter inducement:** Harleykin possess the ability to magically induce laughter in others.
* **Fear inducement:** Harleykin possess the ability to magically induce fear in others.
* **Party inducement:** Harleykin possess the ability to magically cause others to spontaneously celebrate and party.
* **Miming:** Harleykin possess the ability to create effects based on what their acting out (e.g. actually shooting someone with a finger gun, actually driving an invisible car, etc.).

## Weaknesses

Herleykin tend to share their weaknesses with their fay relatives.
Rocking Horsefly

**Rocking Horseflies** are small, insectoid creatures, native to Wonderland, and related distantly to pegasi.

## Appearance

Rocking horseflies, from far away, appear to be insect-sized versions of their pegasi cousins. However, when you get up close and personal, there are many things that show you just how different they are. First of all, their wings are much more insectoid, rather than avian. Also, their hooves have somehow been altered, fusing together into a pair of rockers, like those found on rocking horses. As such, when they aren't flying, they're usually found rocking themselves.

## Behavior

Rocking horseflies are passive creatures, living on mainly sap and sawdust. They're usually found either flitting about gardens and woods, or possibly rocking themselves on the plants and leaves and mushrooms they land on. Rocking horseflies usually meet in swarms during mating season, where they will find suitable mates, and pair up. Once they've, *ahem* had their fun, they usually go their separate ways. The females will then lay around 10-20 eggs in places far from predators. When the babies hatch, they will be fully grown, except their wings will still need to be inflated, like a butterfly out of the cocoon. They will start inflating their wings just out of the egg, and while they dry, they will look for their first meal.

## Powers

* **Flight:** Rocking horseflies, due to the wings sprouting from their shoulders, are able to fly through the air.
* **Enhanced balance:** Rocking horseflies possess extremely well-developed senses of balance, the positioning of limbs in space, centers of balance, and the physical conditions to use these facts.
* **Enhanced bite:** Rocking horseflies, due to their horse-like teeth and jaws, possess extremely powerful bites.
* **Enhanced hearing:**​ Rocking horseflies can hear with amazing clarity, distance, detail, and even hearing frequencies outside most hearing ranges.
* **Enhanced jump:** Rocking horseflies are able to achieve rocket-like jumps, while having hassle-free landings.
* **Enhanced smell:** Rocking horseflies are able to detect various persons, beasts, places, substances, objects, etc., locate their origins, and even track, using just their senses of smell.
* **Enhanced strength:** Rocking horseflies are able to exert a great amount of strength from their muscles.
* **Expanded view:** Rocking horseflies possess greatly expanded views, however, they usually have to turn their heads to view something behind them.
* **Night vision:** Rocking horseflies are able to see clearly, and with great detail, in low-light conditions, and even in complete darkness.
* **Aerial adaptation:** Rocking horseflies are adapted to living in high altitudes, allowing them to use oxygen more efficiently, combat wind resistance, and are immune to the fear of heights and the effects of vertigo.
Doppelgänger

**Doppelgängers** are beings that are one of the few true shapeshifters in the world.

## Appearance

The true form of doppelgängers tends to basically look like humanoid blobs of green slime (basically think a combination of a human, a Polymorph from Ben 10, Ditto from Pokémon, and B.O.B, from Monsters vs. Aliens). They tend to have vaguely humanoid figures from the "waist" up, with a face and arms, hair, etc, made entirely out of slime, and everything from the "waist" down is basically like a big green B.O.B.-shaped blob.

## Behavior

Doppelgängers tend to be rather skittish towards strangers, and tend to use their shapeshifting powers whenever they are surprised/frightened, however, once one gets to know a doppelgänger, one finds that they are truly friendly, and are invaluable allies and friends for life.

## Powers

* **Elasticity:** Doppelgängers have the ability to stretch, deform, expand, or contract their bodies into any form imaginable.
* **Injury immunity:** Doppelgängers, as their bodies are made entirely out of green slime, basically cannot be injured, as anything that could injure them just phases through them.
* **Shapeshifting:** Doppelgängers are one of the few true shapeshifters in the world, being able to reshape and transform their bodies into anything imaginable.
* **Matter ingestion:** Doppelgängers are able to ingest and digest/absorb anything that they can fit their mouths around (which, suffice it to say, is anything), without any harm to them.
* **Goo generation:** Doppelgängers are able to generate any type of goo that they want/need, of any consistency/viscosity, whether sticky, slippery, etc.

## Weakness

* **Shock/surprise:** Doppelgängers, when they are in another form, can be knocked out of that form if they are taken by surprise and/or hit with a surprise attack.
* **Extreme temperatures:** Doppelgängers, due to their semi-solid physiology, are weak to extreme changes in temperatures. If the temperature change is gradual, they can still remain stable, however, if the temperature is too hot too quickly, they may completely liquify. Also, if the temperature is too cold too quickly, they may become solid, and therefore, shatterable.
Argus

The **Argi** are a race of giants that come from Greece. They claim to be of ancient heritage, because the first of their race, Argus, was created by the Grecian Immortal Hera.

## Appearance

Argi are the shortest of the giant races, at around 7-8 feet tall. They tend to look mostly humanoid, however, there is one specific feature that sets them apart. This feature is that each member of the species has around a hundred eyes all over their bodies.

## Behavior

Argi were created to be efficient shepherds and guards. They tend to wear minimal clothing, so as to not block any of their eyes, and if they have a need to rest their eyes, they usually just rest about half of them at a time.

## Powers

* **Enhanced durability:** Argi are able to sustain numerous blows of internal or external assaults.
* **Enhanced endurance:** Argi are able to survive with low energy for an extended amount of time.
* **Enhanced lung capacity:** Argi have tremendous lung capacity, and the ability to use oxygen very efficiently, effectively enabling them to hold their breath for extended periods of time while staying active.
* **Enhanced smell:** Argi can detect specific persons, objects, substances, or even locate their origin and track with nothing but their noses.
* **Enhanced strength:** Argi, obviously, are able to exert a great amount of strength from their muscles.
* **Enhanced vision:** Argi have vision that allows them to see with amazing clarity, detail, distance, etc.
* **Contaminant immunity:** Argi are able to neutralize all existing detrimental contaminants in their bodies.
* **Disease immunity:** Argi are immune to any and all diseases.
* **360-degree vision:** Argi, obviously, are able to see in all directions at once.

## Weaknesses

* **Sleep:** Argi usually only rest about half of their eyes at a time, however, if one can convince them to sleep all the way, then they will be weak to surprise attacks.
* **Gorgons, cockatrices, and basilisks:** Argi, due to having eyes everywhere on their bodies, tend to be weak to the stare of a gorgon and/or a basilisk/cockatrice.
Moonblossom

**Moonblossom** is a magical type of flower that originally only grew in certain places, but has now spread worldwide. It is a flower that needs to be planted at night, preferably under the light of a full moon.

## Appearance

Moonblossom is a flower with silvery-yellow petals, like the moon. Also, the petals, and the leaves, are shaped like crescent moons.

## Properties

Moonblossom is a flower that is used in many potions, mainly the werebeast antidote, and the Peaceful Sleep apple. Even when not used in potions, moonblossom can be used to make a delicious tea, said to have calming and relaxing qualities.
Vampire blood substitute

The **Vampire blood substitute** is a potion that most brew when either they or their friends are either full or part vampires and are "vegetarian" (meaning they feed from animals as opposed to other beings).

## Description

This potion, when brewed correctly, has the appearance, and (supposedly) taste of blood.

## Effects

This potion, like it's name suggests, acts as a blood substitute for "vegetarian" vampires.

## Ingredients and tools

* The juice of one (1) tomato.
* The juice of eight (8) cherries.
* Four (4) ounces of pomegranate juice.
* The juice of two (2) blood oranges.
* The juice of three (3) beets.
* One (1) clove of garlic.
* One (1) blood sausage.
* Seven (7) drops of vampire venom.
* One (1) iron cauldron.
* One (1) iron mortar and pestle.

## Recipe

1. In an iron cauldron, pour in the tomato juice and bring to a boil.
2. Pour in the cherry juice and pomegranate juice, and stir seven (7) times clockwise.
3. Crush the garlic into a paste using the mortar and pestle, mix the paste with the blood orange and beet juices, then add the resulting mixture to the cauldron.
4. Chop up the blood sausage, add it to the cauldron, then stir five (5) times counterclockwise.
5. Pour in the vampire venom, simmer for six (6) minutes, then intone the incantation "*Huius autem rubro liquid sicut sanguis*".
List of Satyrs

There are many types of satyrs

With each relating to one another. Maybe with different attributes

Note: By Satyr’s I’m specifically speaking of a man with traits (such as, ears, legs, tail, etc.) of a goat or some other species.

## Satyr

one of a class of lustful, drunken woodland minor ‘gods’. In Greek art they were represented as a man with a horse's ears and tail, but in Roman representations as a man with a goat's ears, tail, legs, and horns.

Satyrs were characterized by their ribaldry and were known as lovers of wine, music, dancing, and women. They were companions of the god Dionysus and were believed to inhabit remote locales, such as woodlands, mountains, and pastures. They often attempted to seduce or rape nymphs and mortal women alike, usually with little success. They are sometimes shown masturbating or engaging in bestiality.

## Fauns

The faun, more commonly affiliated with the Satyrs of Greek mythology than the fauns of Roman, are bipedal creatures with the horns, legs and tail of a goat and the head, torso, and arms of a human, and are often depicted with a pointed ears. These mythological creatures borrowed their appearance from the satyrs, who in turn borrowed their appearance from the god Pan of the Greek pantheon. They were symbols of peace and fertility

## Fauntyus

A fauntyus is characterized as a faun or satyr with a more peaceful and less lustful characteristics, despite also being a symbol of fertility. They represented peace and the wild. they are a nature and fertility of the land spirit. The etymology behind this is a hybrid word of ‘Faun’ and ‘Satyr’.

They had the iconic legs, torso, ears etc. of a goat, and/or different species. As well as being a nature spirit.
Chimera creation formula

The **Chimera creation formula** is the magical formula that people use when they want to create a truly unique pet, livestock, etc.

## Ingredients and tools

Same as the homunculus formula, but leave out the human DNA. Also, alternatively, you can use gemstones.

## Recipe

Follow the homunculus recipe, however, the incantation is "*O Veneficus scriptor lapideis alchymicam, ego præcipio tibi, hoc ipsum a tempus fluidum faciuntque alchymicam chimaeram novem menses*". If done right, the result should be the same as a homunculus, but more animalistic instead of humanoid.
Jack-O'-Lantern

**Jack-o'-lanterns** are beings that are usually seen around All Hallows Eve. It is said that the first was born when the soul of a mage killed on All Hallows Eve gained a new body in the form of a pumpkin on a vine.

## Appearance

Jack-o'-lanterns have a very simple appearance, having one big pumpkin for most of their body, a small pumpkin with a face carved in it for a head, a stem and leaves for hair, with vines accompanying them for females, twisted/interwoven vines for the rest of the body, arms, and legs, big leaves for hands and feet, and smaller leaves growing on the vine limbs, and female hair.

## Behavior

Jack-o'-lanterns have very prankish and mischievous mentality. The height of their pranks usually appears around All Hallows Eve, but usually don't get any worse than maybe egging and TPing a house.....or a neighborhood. Like the goblins, they can be persuaded to use their pranks for either evil or good, dark or light, however, they always will be chaotic in nature.

## Powers

* **Enhanced agility:** Jack-o'-lanterns are able to move from one action to another effortlessly, allowing them to dodge attacks, swing from things easily, sprint, do back flips, etc, with little to no effort.
* **Enhanced durability:** Jack-o'-lanterns are able to sustain numerous blows of external or internal assaults.
* **Enhanced endurance:** Jack-o'-lanterns, being plants, are able to perform with little energy for an extended period of time.
* **Enhanced jump:** Jack-o'-lanterns are able to achieve great, rocket-like jumps, while having hassle-free landings.
* **Enhanced strength:** Jack-o'-lanterns are able to exert great strength, even though they have no muscles to speak of.
* **Regenerative healing factor:** Jack-o'-lanterns, being plants, are able to heal rapidly from any injury, even being able to regrow lost limbs.
* **"Plant-icity":** Jack-o'-lanterns, being plants, have a plant-like version of elasticity, being able to stretch and bend into numerous shapes and forms at will.
* **Photosynthesis:** Jack-o'-lanterns, being plants, are able to use the energy from sun (or moon) light, water, and soil to make their own nourishment and energy.
* **Contaminant immunity:** Jack-o'-lanterns, being plants, are immune to pretty much all contaminants that could infect their bodies.
* **Limited chlorokinesis:** Jack-o'-lanterns are able to manipulate plants, however, like leprechauns, are limited to a specific plant, in this case, pumpkins.
* **Fear inducement:** Jack-o'-lanterns, when the need arises, are able to invoke feelings of intense and extreme fear in others.
* **Pyrokinesis:** Jack-o'-lanterns are able to generate, shape, and manipulate fire.
* **Formulated fire blasts:** Jack-o'-lanterns are able to shape blasts of fire into the shape of jack-o'-lanterns whenever the need arises.
Aralez

**Aralez** are a species of magical canines native to the mountains of Armenia, but have now spread all over the world.

## Appearance

Aralez take on the appearance of mundane dogs, appearing with as much variety as mundane dogs. However, there is one feature that separates aralez from their mundane cousins; sprouting from the backs of each aralez is a pair of feathered, bird-like wings.

## Behavior

Aralez tend to behave in typical canine fashion, usually living in packs, however, they also are very well-known for helping mortals, especially those who have been wounded. Females tend to have between 3-8 pups in a litter.

## Powers

* **Flight:** Due to the wings on their backs, aralez are able to propel themselves through the air.
* **Enhanced bite:** Due to their strong jaws and teeth, aralez possess extremely powerful bites.
* **Enhanced durability:** Aralez are able to sustain numerous blows of internal or external assaults.
* **Enhanced endurance:** Aralez are able to survive on little-to-no energy for a time.
* **Enhanced hearing:** Aralez are able to hear with extraordinary clarity, distance, detail, and even in ultrasound, which is sound too high for most to hear.
* **Enhanced smell:** Aralez are able to detect various beasts, beings, objects, places, and even substances, locate their origin, and even track, just by using their sense of smell.
* **Enhanced speed:** Aralez are able to move at extraordinary physical speed.
* **Enhanced stamina:** Aralez are able to function for long periods of time without tiring or straining themselves.
* **Enhanced strength:** Aralez are able to exert great strength from their bodies.
* **Night vision:** Aralez are able to see with great clarity in low-light conditions and even in complete darkness.
* **Claws:** Aralez are able to use their claws as fearsome weapons.
* **Healing saliva:** Aralez' saliva possesses miraculous healing properties. In fact, their licks can heal any injury, and are even said to revive the recently deceased.
Haemorrhois

**Haemorrhoises** are a magical breed of asp that originated in Medieval Europe, but has now spread around the world.

## Appearance

Haemorrhoises are magical beasts that tend to look similar to mundane snakes, but with mostly white bodies, with three bloodred stripes running down their backs.

## Behavior

Despite their extraordinary appearance, these beasts behave mostly like their mundane cousins.

## Powers

* **Snake physiology:** Haemorrhoises possess the main powers and abilities of mundane snakes (Basically use amphisbaena as a reference, but without the extra head-based powers).
* **Venom:** Haemorrhoises possess venom that make the victim bleed out through his/her pores, as though "sweating blood".
Dwarf

**Dwarves** are beings that are actually descendants from three distinct bloodlines. On the one side, they are descendants of the Kabeiroi, twin sons of the Grecian Immortal blacksmith Hephaestus, and on the other side, they are descended from the Egyptian Immortal Bes. They are also descended from the dwarves that lived amongst the Norse Immortals back when they were worshiped as gods. They are also partially related to the fay folk.

## Appearance

Dwarves are humanoid in appearance, but they tend to be rather short, with adults measuring in at around 3-4 feet in height. They tend to be squat, stocky, and also, rather hirsute. Females and males are almost directly indistinguishable, however, females, aside from the usual differences between male and female (if you know what I'm talking about), don't have beards. They also possess their ancestral trait of pointed ears.

## Behavior

Dwarves tend to be rather stubborn, almost to a fault, and they also are somewhat gruff, yet if you make friends with one (which is no easy feat) that dwarf will be an invaluable ally and a friend to the end.

## Powers

* **Enhanced combat:** Dwarves are able to wield weapons with the greatest of them, usually axes or blunt weapons.
* **Enhanced crafting:** Dwarves, due to their being descended from the Grecian blacksmith Immortal, and the dwarves that came from the Nordic lands, are masters of the forge, and master blacksmiths. They are actually able to build and forge anything, from flying ships that can fold up to fit into your pocket, to an ax able to slice through anything, to an arm band that multiplies itself every nine nights, to even fully functioning spun gold hair.
* **Enhanced endurance:** Dwarves are able to withstand things that many people couldn't.
* **Enhanced strength:** Dwarves are extremely strong, being able to lift things even mere mortals cannot!
* **Subterranean adaption:** Dwarves, being related to the dwarves from the Nordic lands, are adapted to living underground, from having the ability to see in the dark, to being able to withstand immense pressure.
* **Thermal resistance:** Dwarves, being descended from the Grecian blacksmith Immortal, are able to withstand extreme heat.
* **Steel/iron immunity:** Dwarves, unlike other fay, are immune to the effects of iron and steel.

## Weaknesses

As dwarves are related to fay folk, they share some of the same weaknesses.
Skeleton

**Skeletons** are undead beings that actually were zombies that lived for so long that they eventually lost most their physical humanity.

## Appearance

Skeletons are, well, just that. Skeletons that walk and talk. Appearances differ depending on what they were in their past life.

## Behavior

Skeletons, like their zombie counterparts, can mostly assimilate into normal society, however, due to their appearance, they tend to cause unease wherever they go.

## Powers

* **Enhanced agility:** Skeletons are able to move from one movement to another effortlessly, allowing them to dodge attacks, swing from things easily, sprint, do back flips, etc., with little to no effort.
* **Enhanced dexterity:** Skeletons are able to control their bodies, limbs, and digits extremely well.
* **Enhanced durability:** Skeletons, being undead, are able to sustain numerous blows of external assaults.
* **Enhanced endurance:** Skeletons, being undead, are able to perform without energy for an extended time.
* **Enhanced speed:** Skeletons are able to move at extraordinary physical speed.
* **Contaminant immunity:** Skeletons, being undead, are immune to all existing detrimental contaminants.
* **Disease immunity:** Skeletons, being undead, are immune to any and all diseases.
* **Pain suppression:** Skeletons, being undead, are immune to physical pain.
* **Thermal resistance:** Skeletons, being undead, cannot feel temperature.
* **Oxygen independence:** Skeletons, being undead, are able to survive without oxygen.
* **Anatomical liberation:** Skeletons, being undead, are able to split their bones apart, and are able to control the pieces at will.
Gene splice ritual

The **Gene splice ritual** is a magical ritual that allows one to become their own magical chimera.

## What you'll need

* The blood and/or fluids of the creature/being that you want your DNA to be spliced with.
* Some will-o'-the-wisp flame.

## How to perform

1. Draw an alchemy circle on the ground, stand in the middle of it, place a Sorcerer’s stone in the middle, stand    above the stone, and light the circle with the will-o’-the-wisp flame.
2. Inject the fluid/blood into your body, while at the same time, incant the spell “*Veneficus lapis super hac virtute alchimia nunc una cum sanguine de anima.*”

## Effect

This ritual, when performed correctly, combines the caster’s DNA with the DNA of the beast, thereby becoming their own alchemical chimera.

***WARNING: THIS RITUAL, LIKE ALL THE OTHERS, IS PRETTY MUCH PERMANENT. DO NOT PERFORM IF YOU NEED THIS AS A TEMPORARY SOLUTION TO A PROBLEM!!!!***
Skinwalker ritual

The **Skinwalker ritual** is the special magical ritual that most perform to become skinwalkers.

## Things you'll need

* The skin, sinews, blood and/or fluids of the creature that you want to become.
* Blood of the caster.

## How to perform

1. Using the spell, “*Lux argentum flamma*”, light a silver flame.
2. Take the pelts and sinews of the creature and sew them into a skinwalker cloak.
3. As the full moon reaches it’s peak, place a print of blood from your finger onto your cloak and throw it on the fire.
4. As you inject the fluid into your body, incant the spell “*O argentum flammis luna sub luce factus sum sicut qui ambulat bestia, vultus mutantur, et qui ab homine usque ad pecus.*”

## Effect

When done correctly, this ritual transforms the performer into a skinwalker.

## Note

If you are using ectoplasm to make yourself the cloak (which you can), then you can use the spell “*Factus filum*” to weave the ectoplasm into thread, and “*Convolvas fila pariter*” to weave the threads together into fabric (same principle as the gleipnir).
Peaceful Sleep apple

The **Peaceful Sleep apple** is a magical potion that most people brew whenever they cannot sleep.

## Description

When properly crafted, the apple should have a bright, almost unnatural, color, which differs depending on the apple variety, and it should give off a calming sensation of warmth.

## Effects

When eaten, the potion acts as a (non-habit forming) sleeping pill, allowing the eater to fall into a deep, almost natural sleep, for the normal amount of time.

## Ingredients and tools

* Eight (8) ounces of warm milk.
* One (1) ounce of dreamsand.
* Seven (7) sprigs of lavender.
* One (1) gram of sheep wool.
* Twelve (12) snail shells.
* Five (5) sloth hairs.
* One (1) valerian root.
* One (1) ounce of powdered moonstone.
* Seven (7) mint leaves.
* Twelve (12) moonblossom flowers.
* One (1) apple (Red Delicious works best, but you can use whatever you have around).
* One (1) standard cauldron.
* One (1) standard mortar and pestle.

## Recipe

1. In a standard cauldron, pour in the milk and bring to a boil.
2. Add the dreamsand, then stir seven (7) times clockwise, until the potion becomes golden.
3. Grind the shells into a powder using the mortar and pestle, add it to the cauldron, and stir eight (8) times counterclockwise, until the potion becomes a deep blue color.
4. Add the hairs and the wool, simmer for eight (8) minutes, until the potion becomes purple, then add the powdered moonstone and stir eight (8) times clockwise, until the potion becomes a silvery color and sparkles like stars.
5. Crush the moonblossoms, mint, lavender, and valerian root into a paste using the mortar and pestle, add the paste to the potion, and simmer for eight (8) minutes until the potion becomes an ivory color.
6. Dip the apple into the potion up to the stem, then intone the words "*Ut si quis manducaverit ex hoc penitus dormitabit*".

## Notes

* This potion is similar to the potion that the Evil Queen used against Snow White, however, the two differences between them are the addition of eight (8) nightshade berries added to the paste mentioned in step five (5), and the intonation of a different spell. The spell is "*Ut cuicumque manducat hunc incidunt in morte, sicut in somnum*".
Seps

**Sepses** are a magical breed of asp that originated in England, however, it has spread worldwide.

## Appearance

Sepses are magical beasts that look similar to mundane snakes, however, they are mostly an acid green color, and possess various bumps all over their bodies that are colored bloodred.

## Behavior

Despite their extraordinary appearance, they behave much like their mundane cousins.

## Powers

* **Snake physiology:** Sepses possess the main powers and abilities of mundane snakes (basically use amphisbaena as a reference, but without the extra head based powers).
* **Acidic venom:** Sepses possess venom that is mixed with acid, making it burn and dissolve as well as poison.
Orc

**Orcs** are beings in the goblin family that are the most humanoid in appearance.

## Appearance

Orcs basically look similar to their goblin, troll, and ogre cousins, but tend to look somewhat human. Orcs stand at around 7 feet tall, have green skin, tusks on their lower jaws, yellow eyes, claws, black hair, horns on their foreheads, and are extremely muscular. They also tend to wear animal skin clothing.

## Behavior

Orcs are a proud and militaristic race, with a large honor system. The members of the species are usually trained to be soldiers, and the females are only allowed one break from training and battle every year, where there is a big feast and everyone gets a little chummy with each other, if you know what I mean. The females are then temporarily discharged to raise the young ones and teach them their ways.

## Powers

* **Enhanced durability:** Orcs are able to sustain numerous blows of internal or external assaults.
* **Enhanced endurance:** Orcs are able to enter a "low-power setting" which allows them to operate for an extended amount of time.
* **Enhanced hearing:** Orcs have ears that can pick up any and all sounds, including those sounds outside of normal mortal range.
* **Enhanced smell:** Orcs can detect specific persons, objects, substances or evenplaces, locate their origin and track with nothing but their nose.
* **Enhanced stamina:** Orcs are able to function for long periods of time without tiring or straining themselves.
* **Enhanced strength:** Orcs are able to exert a great amount of strength from their muscles.
* **Battlefield adaptation:** Orcs are able to adapt to the conditions of a battlefield, and become stronger with each battle.
* **Battle fury:** Orcs are able to enter a state of pure rage that empowers them in battle.
Bunyip

**Bunyips** are a race of beast-like beings that originate from the continent of Australia, but have spread to swamps worldwide.

## Appearance

Bunyips tend to have brownish-green, scaly skin, are covered in algae-like/underwater swamp plants-like fur, glowing green, reptilian eyes, fangs, gills on their necks, webbed hands and feet, claws, fins on arms, legs, and backs, and fins/ears.

## Behavior

Bunyips generally are a very shy species, who prefer to keep to themselves, and rarely, if ever, leave their swamp homes. Bunyips are generally solitary by nature, but can and do mate for life. Bunyip children tend to stay with their parents until they are fully grown. When they are fully grown, they will go off to find their own swamps to claim as territory. Bunyips are carnivorous by nature, and prefer to hunt for and eat any creatures that share their swamps.

## Powers

* **Enhanced bite:** Bunyips, due to their fangs, possess a powerful bite.
* **Enhanced durability:** Bunyips, due to their scaly skin, are able to sustain numerous blows of internal or external assaults.
* **Enhanced lung capacity:** Bunyips possess tremendous lung capacity, allowing them to use oxygen more efficiently than others.
* **Enhanced speed:** Bunyips are able to move at extraordinary physical speed.
* **Enhanced strength:** Bunyips are able to exert large amounts of physical strength from their muscles.
* **Enhanced vision:** Bunyips are able to see with incredible clairity, distance, detail, and colors outside the mundane range of vision.
* **Night vision:** Bunyips are able to see effortlessly in either low-level light or complete darkness.
* **Aquatic respiration:** Bunyips are able to breathe underwater.
* **Speed swimming:** Bunyips are able to swim at incredible speeds, unhampered by water resistance.
* **Dermal armor:** Bunyips possess scaly skin that protects them from attack.
* **Claws:** Bunyips are able to use their claws as devastating weapons.
* **Wetland adaptation:** Bunyips have adapted to living in wetland environments, such as bogs, swamps, and marshes.
* **Matter ingestion:** Bunyips have the ability to eat any material without adverse effects.
* **Camouflage:** Bunyips are able to effortlessly blend into their environment.
* **Water sense:** Bunyips are able to sense and detect the movements of/on a body of water with extreme accuracy, and determine where threats/prey are located in aquatic environments and water sources.
* **Water manipulation:** Bunyips are able to create, shape, and manipulate water.
* **Wetland creature communication:** Bunyips are able to communicate with the other denizens of their wetland homes.
Demimyth

**Demimyths** are beings that are the offspring of a mortal, and a mythical beast, being, or hybrid thereof. There are a few demimyths who go by names other than demimyth, the names of which can be found here.

## Appearance

Demimyths appear mostly human, but maybe have some resemblance of their magical parent (e.g., small horns for a dragon demimyth, hair that somewhat resembles feathers for a harpy demimyth, a greenish tinge to the skin for an anthousa demimyth, etc). However, they not only have a human form, but also, they have a magical form that they can become when needed. This form differs depending on their parent.

## Behavior

Demimyth behavior differ depending on their magical parent.

## Powers

Demimyth powers differ depending on their magical parent, however, they do have a power in common.

* **Form swapping:** Demimyths, as mentioned above, can switch between their human form and their mythical form at will.

## Weaknesses

Demimyth weaknesses depend on their magical parent.