recursal/Fanatic-Fandom huggingface dataset:
Hex club

The hex club is a group of witches consisting of Weberella, Toxica, Animalia, and Stormabelle.

## Trivia

* Toxica is the only witch with a consistent voice actor (Blitzy, Mya, Lord baltron and Melody also share that trait). All the other witches' voices are constantly being switched throughout episodes.
* Toxica wasn't seen fighting Mya in the first episode
Merrshaulk Empire

The Merrshaulk Empire was home to the reptillian Yuan-Ti race, a mysterious and warlike people said to be descended from humanity. Once serious rivals to the Holy Kingdom of Ormindreal they had fallen into decline. Though no longer a major player in Alterias affairs, the Merrshaulk were still considered extremely dangerous.

### History

Once they were merely human, but faith and time are a dangerous combination. In the early days of civilization, the Merrshaulk flourished and their fledgling empire spread throughout the swamps, jungles, and deserts of the world. From those earliest days, the Yuan-Ti revered the snake for its ability to survive all climes, to wait patiently for weeks without food, and to subdue and consume creatures several times their size. In this worship, the Yuan-Ti preached a philosophy that valued stoicism and poise combined with a deadly, calculating violence when necessary.

While these attitudes and beliefs led to great achievements and wealth, it also poisoned and corrupted. The Yuan-Ti priests and sorcerers further adopted the ways of the snakes, including cannibalism, and practiced alchemy with the poison and bodies of serpents. Eventually, they came to mingle with the form and spirit of these totemic animals and the mysterious gods who favored them, becoming more snake than man. The “chosen” members who successfully transformed turned against those who could – or would – not, drastically reducing the number of their own kind for the sake of “purification.” In this reduced state, the Yuan-Ti empire became susceptible to their enemies, forcing a retreat into only the most secluded and remote towns and temples. These remaining cults worship and experiment with renewed focus and dedication, not merely to return to their former glory but to surpass and become more than men, more than even serpents, but gods instead.

A remnant of a once great civilization, the Merrshaulk are alongside the elven Ormindreal Kingdom the only other faction to have existed in previous ages though unlike their ancient rivals their power has long since diminished. They exist now as religious zealots and an empire in name alone.

### Politics

Whilst masked in mystery, it was known the Merrshaulk followed a God Emperor from the capital Shalkashlah.

### Geography

Whilst sizeable in land, the Empires strength had diminished significantly over the years. Arid, desert lands made up the home of the Yuan-ti.
Elemental Plane of Water

There was no deep or shallow, no dark depths nor wavy surface, just an endless ocean that felt as if you were submerged several feet (say a couple meters) in any body of water on the material plane. There was no sun, yet the water itself seemed to glow dimly with a bluish green luminescence. Volumes of water at any temperature and salinity could be found if you knew where to look or had a guide. It has been described as having all varieties of water constantly in motion, influenced by currents and tides. Life that depended on particular conditions flowed along with their preferred environment or suffered the consequences. Impurities such as bubbles of air, chunks of earth, and even short-lived balls of fire could be found floating about due to elemental vortices or the workings of powerful beings. Habitats and settlements typically formed near sources of food and shelter, or near portals and vortices to facilitate trade.

Supporting the teeming life of this plane were the corals and plants that made their way here and found purchase. Huge drifting three-dimensional reefs and loose spheres of freshwater grasses, kelp, and seaweed were home to myriad species and were fertile fishing spots. Travelers had to keep in mind that large predators knew of these fishing grounds also, or else they might discover just how bite-sized they actually were. Just like a material plane ocean, the Elemental Plane of Water seemed to have no limit on how large some creatures could be as giant squid, aboleth, and kraken were known to prowl the plane. Small creatures could be deadly too, with poisonous spines or barbed tails. The smallest of them all was perhaps the deadliest: algae that formed the infamous "red tide". Exposure of the eyes or lungs to the red tide caused a blinding sickness as virulent as any disease.

If the Plane of Water had any weather, it was the currents, whirlpools, tidal bores, and flows of ice, steam, or silt that could inconvenience a traveler or be a deadly surprise. Usually invisible, currents could be strong enough to pull visitors off in some direction for long distances before they were able to exit the current. Tidal bores were the most dangerous currents, hitting like a thrown boulder and carrying the unlucky creature away for miles (kilometers). Whirlpools were caused by countervailing currents that sucked everything in a tightening spiral, some of which lead to vortices to other planes. Ice and silt flows were fairly easy to spot before encountering, but steam flows were nearly undetectable and could cause nasty burns or boil the flesh from your bones.
Anamalia

Anamalia is one of the members of the Hex club an is the witch of shape shifting

## Appearance

Animalia has brown curly hair styled in a mowhawk. She has accents on her blue jacket with spikes. She wears black leather gauntlets as well as leather boot coverings.

## Personality

Anamalia is usually quiet and is easily offended. She is very attracted to fear, as seen in episode 1.

## Trivia

* Along with Stormabelle, Anamalia's name wasn't revealed in the first episode, as opposed to other characters
Dust on the Road

A tabaxi adventurer who traveled the world seeking riches and memories. The grandfather of Grey Mist Over The Mountain and a close friend of Felros, Dust carried with him a compass that now seems to be at the center of several strands of fate. A kind family man and generous traveling companion, long since presumed dead his final resting place remains a mystery.
Aureus of the Merry

**Aureus of the Merry**, also known as **Aureus Pax Cor**, is one of the five members in the Unmerry Band. The young Emperor of the Efforus Empire set out on a journey of self-enrichment, only to be kidnapped in his sleep, taken across time and space, to wake up two decades later in the Ochre's Grove.

## **Biography**

### **Upbringing**

\*squints\*

what are you, an enemy spy?

Now, you're gonna be investigated by the FBI, CIA, NSA, DEA, MI6. Oh, and the EIE.
EIE? Oh, that stands for everyone in Efforus :)
Howling Voice Guild

"*Howling Voice, shadow upon the ground!* *Howling Voice, flash of thunder from the gods!* *Cursed Voice that separates Life from Death!Right here, right now, these guns want to shed blood.They want to feast on souls!Listen you cursed Guns!We are it!The final blast to signal war!*"
—Howling Voice Guild dueling rites.

The **Howling Voice Guild** is a powerful espionage and assassination guild that operates across the continent. Guild members often have one of three important tasks entrusted to them: to gather information on targets, protect them, or assassinate them. The guild is often used by those that can pay, to eliminate threats to governments.

Though known for the powerful, unique weapons their members carry – guns, and the gun powder that powers them - the Howling Voice Guild also specialises in other fields, such as toxicology. Members are raised from childhood onwards in the guild, never leaving save when on a mission, each apprentice training to become part of the elite gunner classes. The training of the Howling Voice Guild is known to be extremely rigorous, and fatality rates run high; not all apprentices survive to adulthood. The process relies on Apprentice Class Gunners traveling for a period no less than five years, developing the skills taught within the garden and learning useful information to offer back the the guild master.

## ***The Tower***

Also known as the “the garden” to members of the guild, the Tower itself is a single, small fortress with one central tower. Within it’s confines live the entire guild, who once knighted are not permitted to leave unless on a mission.

## ***Ranks of the Howling Voice Guild***

**Apprentice Class**

All Howling Voice Guild members start out as part of the apprentice class. Here, they begin to learn the powerful espionage and killing techniques that will make them into effective agents of the guild. Apprentices are sent out on assignments; however, they are not allowed to handle the firearms more elite classes may.

**Squire Class Gunner**

Squire Class members are those who have proved themselves as apprentices. They are allowed to wield firearms, and are regularly sent out by the guild on missions. To be promoted to a Knight Class Gunner, they must take a test – a test so grueling it is rare that many students survive it.

**Knight Class Gunner**

If they can pass the test, however, they will become Knight Class Gunners. It is very rare for there to be more than a handful of Knight Class Gunners in a generation; they are usually chosen to become Guild Master by the Elders.

**Guild Master**

The title of Guild Master is the pinnacle of the order and one must employ great skill and luck to make it to the position. In order to become Guild Master, a Knight Class Gunner must be able to wield Sturm, one of the guns of the Howling Voice Guild – or defeat another gunner who can.
Feywild

The **Feywild**, also known as the **plane of Faerie**, existed as an "echo" of the Prime Material Plane. It was from here that the fey and elves originated, it was also a place of unusually potent magic and the seat of power for Selune.

#### Traits

As a parallel plane to the Material Plane, the Feywild's geography was similar, though not entirely identical, to the geography of that Plane.

Arcane magic ran more freely and powerfully in the Feywild than it did in the Material Plane and it was for this reason that so many of its inhabitants were magically gifted. The Feywild was also reputably beautiful compared with either the Shadowfell or the Material Plane.

#### Territories

Though much of the Feywild was the same as the Material Plane geologically, there were differences, and more importantly, the lands answered to different powers but above all else sat Selune, queen of the Fey.

It is said the elves had their earliest roots here and abandoned remnants of their culture littered the landscape. Unlike the elves, however, who had all but abandoned the Feywild,

#### Feydark

The Feydark was the twisted realm of the Feywild where those who had succumbed to negative emotions were banished. These almost maddened creatures roamed a dark mirror of the traditionally more beautiful Sildëyuir. Whilst still impressive by most standards, its captivating radiance lured many visitors into a false sense of security.

#### Sildëyuir

The seat of Selune's power and a beacon of hope to all realms, Sildëyuir was the realm eternal. Colour, beauty and joy emanated from all corners of the territory and hidden within were remnants of the elven civilisation that once called this place home. The Fey who reside here enjoy nothing more than entering the Material Plane and exploring the strange customs and desires of the creatures found there.
Ochre's Grove

Character Type:

A swampland to the far southern edge of the mainland, on the furthest western edge. This is the location the Unmerry Band woke to and first met.

## **Residents**

### **The Croakers**

A group of starving bollywogs that have largely united into one tribe, living in the southeastern section of the swampy area. The poor creatures are weak and dumb, often exploited by the Sporebacks that plague the Grove. Entering their village, one would notice that the Croakers were in a serious famine, one of the many symptoms the Firebreather-Icebreather war has caused. Their central village is known as Ribbbus.

#### **His Ribbins**

The person who united Bollywog society into a single kingdom and hence became their king. His true identity however is Kalyzenthar Verthisathurgiesh, a black dragonborn. He adeptly wields butterknives twice his size to defend his daughter, Iaria.

### **The Sporebacks**

The Sporebacks are a group of large wolf-like plant creatures. They seem to possess some form of intelligence, but cannot speak the Common language. The Mossdogs have an insatiable hunger and hatred for those not of the Grove.

### **The Giants**

#### **Hax K'Nar**

An elderly frost giant that served as the advisor to Chasoc Rhost. As the war raged between that of the Frost Giants and the Fire Giants, he sought to unite the two groups and bring about Collapsia earlier. Not long after discussing his intentions, the Unmerry Band slaughtered him in the cave where Noel resided.

## **The Great Four**

#### **Pierre Roaths**

Resident of the eastern Spring of Vitality.

#### **Ai Thingale**

Resident of the southern Lake of Glamour.
Astral Plane

*"It is the space between everything.*

*It is the road that goes everywhere.*

*It is where you are when you aren't anywhere else."*

The Astral could be reached from almost any point in a Prime Material plane or first layer of any Outer plane by spell, ability or magical item. It was described as a barren place of other-dimensional nothingness extending in all directions. What little solid substance that floated in the bright, grey void was typically chunks of matter broken off from their original plane. The Astral had no gravity but objects did retain their mass so you could throw small items or push off from large objects to move in the weightless environment.

Time in the Astral flowed at the same rate on a Prime Material plane but the *effects* of time were slowed almost to a stop―a thousand years in the Astral plane felt like only a day to the traveler. Creatures did not go hungry or age while in the Astral plane. For that reason, its mortal inhabitants needed to return to the Material Plane in order to have children or to reach adulthood.

Entering the Astral plane could be accomplished in one of two ways: projecting your astral form into the plane via the astral projection spell, or by physically entering the plane. *Astral projection* was the safest way to travel but still involved risk because you left your physical body behind on the traveler's plane of origin. The astral body would be accompanied by the astral forms of any items and clothing that were magical or radiated a magic aura. While projecting, your astral self was connected to your physical body by a silver cord that stretched out behind you for about 10 feet and then became invisible and intangible.

Very few things could sever this silver cord: a powerful psychic wind, a *githyanki* sword or the will of the gods. The physical body left behind appeared alive but did not require food, water, or air and did not age. It could be moved and was vulnerable to damage and death. If the traveler's physical body was slain, death followed the projection some minutes later. If the astral self was slain, the traveler then returned to his or her physical body in a coma. Physically entering the Astral plane required a spell such as plane shift and brought the traveler wholly into the Astral with no silver cord to anchor her to her plane of origin.
Aletrias Wiki

**Welcome to the Aletrias Wiki!**
The world of Aletrias

We're a collaborative community website about Aletrias that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Tempus

**Tempus**, also known as the **Mother of Battles**, was the goddess of war, honour and the forge. Her dogma was primarily concerned with honourable battle, forbidding cowardice and encouraging the use of force of arms to settle disputes.

Her symbol was a sword upon a flaming field, her favoured animals were lions.

Common titles given to her were **The Red Knight, Changebringer and Hammerstriker.**

## Description

War. War never changes. From before the First Age until today, gods, mortals, monsters and everything in between has forced conflict upon one another. Perhaps a sickness, perhaps a need. Tempus was the last of the war gods to survive Harmonic Convergence and as such considered a warrior unrivalled. Patron of soldiers and honourable fighters she is depicted in art as armour clad riding a golden lion into battle, but also shown as a shadowy figure walking amongst the dead of battle.

Whilst imbued with glory and chivalry it is said in the midst of battle she can be overtaken with the same bloodlust as all who make war, yet none can shake the foundations of creation as she. For that reason she is said to wander the elemental plains, honing her skill and focusing her mind, lest she become the destroyer she is often called.

## Orders

Aletrias has always seen violence and thus from sheer number of historical worshipers Tempus was one of the mightiest deities in the Realms. Nearly everyone who drew a sword or nocked an arrow had fought felt her strength and knew her nature.

Temples to the Lord of Battle looked more like military fortresses than the archetypal temple. They featured barracks, mess halls, armouries, and training grounds.

Due to its tendency to have followers and priests on both sides of any engagement, the church of Tempus had no central authority that might support one side or the other exclusively. Within a given temple or order, however, there was a strict hierarchy and chain of command.

### Hierarchy

All clergymen of Tempus were known as "Hammers". Each Hammer received their own ceremonial armour, depending on their rank. Hammers were broken down further into ranks:

* Acolyte: The lowest in the hierarchy, they wore leather jackets and baldrics.
* Stalwart: Priests, who wore chainmail.
* Hardhar: Warrior-priests, who wore breastplates and bracers.
* Arahar: Battle-chaplains, who wore splint mail.
* Rauthat: Swordmasters, who wore plate mail with shoulder spikes.
* Direhar: Guardian priests, who wore full plate.
* Warlyon: High priests, who wore gilded magic plate mail.

### Dogma

Tempus' orders to all combatants were simple and direct:

1. Be fearless
2. Never turn away from a fight.
3. Obey the rules of war.

### Orders

Order of the Broken Blade
The Order of the Broken Blade honoured those warriors and clergy who could no longer fight at their best. They continued to serve Tempus by working at shrines and temples.
   Order of the Red Fang
The Order of the Steel Fang were an elite group that took on the most dangerous missions. Their leaders were battle-tested members of the clergy.
City of Anchors

A wretched hive of danger, intrigue and corruption. The only law is that of the Pirate Lord, an almost mythical figure who dominates control of the ancient Yuan-Ti city. Commerce and trade flow through this port between the main islands of Aletrias which is a hotbed of pirate activity and a melting pot of cultures.

#### ***Notable Locations:***

- ***Golden Mast Inn***

A friendly inn in a more reputable part of the city of anchors. The party first encountered Professor Brodguk here, who tasked them with discovering the fates of his students. Sadly, the journey led to the demise of Arihasar and so the return trip was filled with mixed emotions. Once the professor had left the party made this their accommodation.

The Inn is ran by a beautiful and friendly tabaxi named Bright Snow.

Serves dark ales and a mutton stew particularly favoured by Halvar.

- ***Ribbons Ink***

A tattoo parlour formerly ran by an old friend of Grey named Blue Ribbon.

- ***Jolly Tortle Inn***

An inn by the docks popular with sailors. Tradition had decommissioned ships bring their anchors here and the names of lost crewman were carved upon them then memorialised on the wall. The party were tasked with clearing out a cellar full of giant rats and finding the owners missing cousin, alive or dead.

- ***Wishbeard's Last Laugh***
A magic shop dealing in trinkets and scrolls from across the continent.
Elemental Plane of Earth

The Elemental Plane of Earth was an infinite expanse of solid matter pockmarked by bubbles of other elements and riddled with fissures and tunnels created by burrowing creatures or the occasional small mining operation. Ensconced in a few of these pockets were trading outposts and the rare hidden wizard fortress. Solid does not imply stationary: the substances of this plane were constantly moving in a slow, grinding motion punctuated by earthquakes from small tremors to massively violent upheavals. Open spaces were gradually filled by the relentless shifting (or marauding earth elementals) unless action was taken to prevent it. Air could be found in scattered pockets but unbreathable gasses were also present—unprepared travellers lucky enough to arrive in a cavern might slowly asphyxiate while the unlucky quickly suffocated by being buried alive. Other pockets of magma, water, ooze, dust, or ash were particularly dangerous for miners if they accidentally breached one of these.

No light existed in the Plane of Earth except for rare luminous gems buried in the crushing darkness. Travellers able to pass through stone were effectively blind or until their eyes reached an open space where darkvision could operate or a source of light could be produced. Hearing was actually enhanced while encased in earth, to the point where travellers could detect any movement through the rock within a certain radius of their position.

Every type of rock, soil, mineral, metal ore, sand, and dirt could be found here in abundance, ranging from talc soft to marble tough to diamond hard. Mining operations tended to be small and short-lived because the movement of the substance of the plane and intense gravity caused cave-ins, and the native population defended their territory and/or food supply. In addition, there was the unusual problem of where to put the discarded mine tailings. The elemental genies, the Dao were the only people known to successfully manage large continuous mining operations in the Plane of Earth.
Vinay Del Hexan

## Overview

Capital of the Hexen Confederacy Vinay Del Hexan is a large port city, located on the crown river within the plains of plenty. Vinay Del Hexan was founded by the great trader, Marco De Hayme, with profits made from the deer antler trade.

## Politics and Culture

Since then, Vinay Del Hexan has grown into one of the main trading points on the entire continent, specialising in trade with the desert homelands of the Tabaxi amongst others. 'The Crown', five merchants princes/princesses rule this city with an iron fist and have considerable influence from the merchant's guild whose headquarters are located in the center of the city. Vinay Del Hexan is always bustling with activity, with a lively market thriving every day at the town square. Vinay Del Hexan is home to the nation's government as well as a number of important institutions such as the Hexen Association of Ancient History, the Hexen Archeology League and the Hexen Appraisal Association.

The city also has a large entertainment district which is very popular with tourists as well as the many wealthy merchants who live in the area. Various artisans practice their trade in this area of the city and late-night balls are often held to entertain foreign guests.
Calender

The calendar of Aletrias was forged after Harmonic Convergence, when much of the world was rebuilt. In honour of the deities who had endured the cataclysmic event, it was agreed eight months would make up the annual cycle.

They are as follows;

-  Lathandil

- Bahamari

- Oghmed

- Seluned

- Shareed

- Tempeed

- Tiamun

- Myrkun

Each month lasts 42 days, meaning the full cycle of a year in Aletrias is 336 days.

The days are separated into seven as below;

- Moonday

- Toilday

- Wealday

- Oathday

- Fireday

- Starday

- Sunday
Myrkul

**Myrkul**, also known as the **The One Who Waits**, the **Lord of the Dead** and **the Reaper**, was the neutral evil god of death, decay and twilight in the Ogdoad pantheon. His status as god was not always so, a minor god in ancient times, Harmonic Convergence not only strengthened his power, but his survival ensured him the status as god of the dead for all time to come. Ever patient, ever vigilant. Myrkul is the constant, the certainty that all mortals must come to terms with. All races know him, all feel his presence. Depicted as a shrouded skeleton his true form is unknown to even the gods. Both venerated and feared throughout the world, most cultures feature Myrkul in some capacity. Whilst not openly worshipped, all pay tribute to him to ward off plague, disease and death before its time. In some tales, Myrkul is the remains of the calamity made god. Whatever the truth, he waits for all at journeys end.

His influence in Aletrias was inspired through the fear of death. Myrkul wasn't widely worshiped so much as dreaded, and even blamed for the natural difficulties that accompanied growing old. He had mastered the skill of sparking unease and fear amongst mortals through every action or mere word. His face, the white skull shrouded in a black cowl, was recognised across the Realms as the symbol of fear and death, the paragon of nightmares.

It was very important to Myrkul that people of Aletrias always kept him in the back of their mind. He never missed an opportunity to remind the world that he was waiting for them all. His symbol was a white skull and he favoured ravens as his messengers of death and disease

## Description

The avatar of Myrkul appeared as a humanoid skeleton hidden in flowing black robes. His wrinkled, lesioned skin and blackened, cracked lips gave the appearance he was just on the verge of death. He spoke in a rather high whisper, though his words never showed enough inflection to convey feeling or concern.

### Symbol

The holy symbol of Myrkul was a white skull inset into a black triangle.

## Worshipers

The worship of Myrkul was never popular in Aletrias. His worshipers, who were often undertakers in one form or another, were a morose, secretive lot, reticent to share their faith with those outside his meagre and unorganised church. These Myrkulytes were tasked with ensuring the people of Aletrias both feared and respected death. To aggrandise Myrkul's power they would propagate rumours that merely touching one of his priests would bring certain death.

"*Death walks behind each of us, every day. Nay, don't look back nor try to run—none can outrun his fate, though many try strange and elaborate ways of doing so. Death is patient and comes for you when he's ready—oft when you least expect him and least want him. It's the way of Death*."

— Oren Bel Danarr, Sage of the Infinite Chorus, *Musings on the Realms*
Episode 39: P in P (Panic in Pearl Piari)

Template:Episode Details
**P in P (Panic in Pearl Piari)** (Panikku in Pāru Piari) is the thirty ninth episode of Mermaid Melody Pichi Pichi Pitch.

## Plot

Hours before a scheduled New Year's concert, Lucia, Hanon and Rina bicker over some melon pudding. The Dark Lovers check into the hotel and try to resolve the conflict.

## Characters

* Lucia
* Hanon
* Rina
* Kaito
* Nikora (mentioned)
* Hippo
* Izuru
* Eriru
* Yuri
* Maria
* Caren
* Hippo
* Gaito (mentioned)
* Black Beauty Sisters (mentioned)

## Trivia

* This episode marked the last time Aurora no Kaze ni Notte was sung.
Oghma

**Oghma,** also known as **The Lord of Knowledge**, was the true neutral God of Knowledge, Memory and the Written Word. Oghma was a collector of knowledge first and foremost and said to know all things that had happened and will happen. From his home plane he waked the grounds of the House of Knowledge. His symbol was a blank scroll and owls his favoured animals.

*“An idea has no heft but it can move mountains. An idea has no authority but it can dominate people. An idea has no strength but it can push aside empires. Knowledge is the greatest tool of the mortal mind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.”*

— An aphorism and common prayer of an acolyte of Oghma.

Titles attributed to Oghma were ***The Binder**, **He Who Knows*** and ***Old Man Weaver.***

## Worshipers

Those who worshiped Oghma included artists, bards, cartographers, inventors, loremasters, sages, scholars, scribes and wizards—archivists, a generalist cleric prestige class, might pray to him as well. They could be of any alignment, unlike most neutral gods. They often wore Oghma's symbol, a silver scroll on a chain, as a necklace.

## Description

Oghma is a finder and collector of knowledge and wisdom. From the highest peak to the lowest shadow, Oghma studies and records. Every breath, every dream, every word and every name. All that can be known is his. Depicted as a blind man chained to an old tome, it is said nothing can happen without him jotting it down.

   Largely uninterested in the comings and goings of his fellow gods, beyond noting their every move, it is said many of the other members of the Ogdoad would do anything to gain hold of the information written within the pages of the great repository. Patron of scholars and learned mortals, those who seek knowledge and betterment of the mind frequently offer up a silent prayer between studies to the one that already knows.
Outer Planes

***Outer Planes*** is a collective term used to describe a subset of the known planes of existence in various cosmology models. The term refers to the placement of the planes being the outermost concentric sphere that made up the multiverse. Believed to be the realms of the gods, the seven hells and realms long since abandoned, little is truly known about these places, if indeed they can be considered 'places' by our understanding.
Kingdom of Undermountain

"**Human coins are like their words: never trust them. Use your weighing scales and keep your axe handy!**"

### *History:*

*"The dwarves have mined the earth as long as the earth has been there to be mined". Whilst the old saying may be an exaggeration it is a generally held fact that the dwarves have always been there, in the dark places of the world, the origin of the kingdom remains shrouded in this same shadows, It is know for a very long time the dwarves formed clans based off mutually beneficial relationships between families, in time these clans grew, consumed smaller clans until only a handful remained, each powerful enough to stave off the others. This period of dwarven history is documented in the rather dwarven sounding "A History Of The Dwarven Clans" by Bofrick Whitebeard, explaining that for a time an uneasy alliance settled over his people, neither clan wishing to upset the balance for fear of collapsing the whole of society.*

*The clans dug deeper, grew wealthy and built cities of wonder. They were content to remain largely oblivious to the happenings of the continent until one fateful day, when in their own words "They dug too deep."*

*The Calamity as it became known, awoke a long dormant power beneath the country the dwarves had called their own since time immemorial. This ancient force drew into its maw most of the nation, dragging ocean from the 'Pale Beyond' and drowning the majority of the dwarven folk. In its wake the event left dwarven society shattered, once a proud nation they now found their home split asunder and divided into what we now know as 'The Anvil Islands'. The effects of this event still linger, the waters at the center of the islands still claim any ship foolish enough to venture too close and it's mysteries lay buried beneath the remnants of the dwarves ancient lands.*

*A hardy and resourceful people the dwarves adapted, they continued to mine but with much stricter controls, never again would avarice bring them to their knees. The clans that had survived had been torn apart but in time also rebuilt. They remained hidden with only a minor presence above the surface. They would have remained that way but for a foolish attack by the Hexan Confederacy in 904, forcing the dwarves into war under the banner of this new leader and the title 'Kingdom of Undermountain'. The attack was thwarted with ease and once more the world knew the very real might of this proud and ancient people.*
Lowhill

A large village, this idyllic farming community is famed for its two exports prized across Aletrias. Lowhill Blue, a rich and mellow cheese and it’s and Ulser Honey, named for the family that has raised bees in the village since halflings cared to record such things.

By halfling standards this bustling place is no stranger to outsiders, seeing regular shipments of its foodstuffs carted off south to Leathnas and north to Summerseat.

It’s close proximity to the Ormindreal Kingdom means denizens of Lowhill are no stranger to elves and the two enjoy a mutual respect and friendly relationship.
Elemental Plane of Air

The Elemental Plane of Air was filled essentially completely with air but had various impurities that tended to form pockets or bubbles in the otherwise pure atmosphere. Gaseous bubbles included clouds of every type, fog, steam, mist, smoke, poisonous clouds and acidic vapors; also the rare intrusion of elemental fire which is flame without fuel. Liquid impurities were usually water or water-based and tended to form floating spheres when not buffeted or frozen by the winds. Solid matter could be found here, from dust, ash, salt, or sand, to chunks of earth approaching the size of a large asteroid. The larger chunks were often brought into the plane by intelligent beings and were very likely to be inhabited or formerly inhabited. As described by the Great Wheel model, a traveler with a guide could approach the boundaries with the para- and quasi-elemental planes: where the whiff of smoke eventually became hot, thick, and choking, or the tang of ozone soon lead to heavy storms with arcs of lightning in all directions, or the temperature dropped until flakes of snow, crystals of ice, and lumps of hail finally became a wall of ice, or the light faded to gray and the air thinned out until there was nothing.

If you had to describe the Elemental Plane of Air in a single word, it would have been "blue". The very substance of the plane seemed to radiate the magnificent sapphire hue of a clear summer day on the material plane. Visibility was twice what the best conditions on the Prime could allow, unless of course something obscured vision. Weather was the primary natural hazard in this plane. The winds were normally light to moderately strong throughout the plane but could intensify into tornadoes, maelstroms, and hurricanes with powerful lightning. These extreme weather events were common, and when other elements got caught up in the storm it could produce pounding rain, blinding snow, pelting hail, freezing sleet, and storms of choking smoke, biting sand, burning ash, scalding steam, or searing fire. The worst of these was the maelstrom, a toroid-shaped tornado that could last for decades. Being caught in one was like being in a violent dust storm and death was only a matter of minutes away unless the victim was able to achieve great speed (escape velocity), perform an act of great strength or receive outside assistance. Spellcasting was impossible within a maelstrom.
Tehlarisa Sylfina

A wood elf from the forests of the void. Met the party in Jienadel and was hired as a guide through the ancient realm. Offered the party shelter at her village but was shocked to find Minun'muna had been attacked by a nearby Kobold warren and her father taken! The party decided to assist Belanor and the other captors and ventured forth. Upon their return with all of the survivors Tehlarissa was happy beyond words and urged the group to stay and recuperate with them.
The guardian is revealed

The guardian is revealed is the first episode of Season 1 of Mya magic

## Plot

The episode starts out at Hexica castle in Hexus, a world in the Presvian Dimension. Lord baltron was just about to tell Melody about the guardian and the purity stone-until the Hex club ( more specifically, Toxica and Weberella) storm in and complain. After melody shoos them out, she tells Baltron about the dangers of pure magic, saying that it's near to impossible to control. Baltron ignores and denies this, while leaving.

We then see Mya playing on her phone, when all of a sudden, the guardian's staff hits her. She is confused why this happened, until she transforms. Blitzy then appears and confirms that she is the guardian. Their chat is interrupted when crashing was heard from across town. Mya rushes to the scene only to discover the hex club is causing trouble.

After a long battle, the hex club finally gives up, Lord baltron is furious to hear that they were defeated. After the witches leave, Melody questions baltron's method of attack, asking why he doesn't fight the guardian himself. His excuse is that he already has people to do that.

## Characters In this episode

* Mya
* Lord baltron
* Melody
* Blitzy
* Hex club
	+ Weberella
	+ Toxica
	+ Stormabelle
	+ Anamalia
Blue Ribbon

An old friend of Greys and skilled tattooist. Commemorated her meeting the band with a tattoo upon Greys return to the city. Later sent a mysterious note to the Golden Mast Inn requesting a meeting, the party were cautious and decided to rest first. Upon entering Grey discovered Blue had not only been killed but had been flayed by the mysterious agent of the Pirate Lord know as the 'Associate'.
Eylül Niler

Çay kurbağası,

Prenses,

Süs bebeği (Cassandra Teivel),

14 - 16 / İkizler,

Aslan Niler (Akraba)

Yula Niler (Akraba)

Gece Niler (Akraba)

Ryker Niler (Akraba)

Dolunay Niler (Akraba)

Orion Niler (Akraba)

Ruhlarla iletişim,

### Öne çıkan özellikleri

Dikkat çekici güzelliği, herkese karşı empatik oluşu, etrafında olduklarını iyi hissettirme, önyargısızlık,

> Dünya'nın sonuna kadar mı?
>
> Eylül Defne Niler 'e
An Uninvited advantage

An uninvited advantage is the third episode of season 1 of Mya magic.

## Plot

We first see Weberella and Stormabelle stressing about how to get the guardian's staff. Toxica comes in and makes a rude remark, which sets off stormabelle. After telling her that she is in a bad mood, Katalyna comes in, explaining how she can help. The witches are at first concerned, but soon realize this is an advantage.

We then see Mya make a remark about the smell of the staff. Blitzy hears an earthquake, and then suspects it's lord baltron. After telling her that she's lying, Mya then gets hit by Lord baltron. While battling him, Weberella and Toxica are attempting to sneak up on Mya. Mya then catches them and sends them and lord baltron to the Presvian dimension.

We then see Melody, Anamalia, and Stormabelle wondering where the others went. After a abrupt arrival, Melody questions them going to the guardian's house. After the witches take their leave, Melody and Baltron once again talk about the purity stone. This conversation then turns into a blow-out argument which ends with Melody taking her leave.
Toxica

Toxica is one of the four Hex club members and is the witch of potions and slime.

## Appearance

Toxica has green hair with black streaks. She wears a plastic jacket, many spikes and metal parts, a black one piece fishnet suit, a skirt with 'caution tape', zebra print leg warmers, and green shoes which are hidden by the leg warmers.

## Personality

Toxica is very forgetful, and has trouble doing basic tasks. She and Weberella are usually seen whining together while walking into Lord baltron's lair. People usually have to tell her things twice before she understands.

## Trivia

* Toxica and Weberella are very close friends
* Baltron and Toxica don't have a very good relationship
* In the first episode of mya magic, Toxica wasn't seen battling Mya
Stormabelle

Stormabelle is one of the members of the Hex club and is the witch of storms.

## Appearance

Stormabelle has crimped blond hair and has a painted lightning bolt on her face. She wears a silver body armor and a gold chest plate. She wears a glittery shoulder jacket, stockings, and platform boots.

## Personality

Stormabelle is the most tempered of the four. She usually is very confident when it comes to battling Mya.

## Trivia

* Stormabelle is the oldest of the sisters
* Stormabelle is usually paired with Anamalia
* Along with Anamalia, Stormabelle's name was NOT revealed in the first episode, as opposed to other characters
Mya Magic Wiki

**Welcome to the Mya Magic Wiki!**
In a world where danger and fear are just around the corner, there is a hero: one person who may look ordinary, but has gifts of love and wisdom. She is the Mytherium guardian: Mya Magic.

Hello! Welcome to The official wiki for the youtube series, Mya magic! Here, you will find character info, episode info, and much more!

Only edit if you think it needs information. NO LEAKS!! Also, only edit pages with relevant information on that topic. Thank you and enjoy!

Another episode hasn't been made since January 30, 2021, probably due to poor reviews and low views.

## Start here

Episode guide

The characters

## Special moments

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Lord baltron

Lord baltron is the main antagonist of season 1 of Mya magic

## Appearance

Baltron wears a yellow hoodie with shorts and white shoes. He carries a backpack around, has dirty blond hair, and his face looks very scratched up. His hoodies hides his Alcara star, which is the source of his power.

## Personality

Similar to Melody, Lord baltron goes with his gut and won't take 'no' for an answer. He is unaware of the consequences for his actions, as shown in Episode 1 when he argues with Melody about taking the purity stone.

## Trivia

* Baltron shows hate for the hex club, however he covers it up by telling melody that 'the witches aren't weak'.
* Baltron's main goal is to take the purity stone and obtain it's power
Circle of Eight

The title given to a legendary band of heroes, present for thousands of years. Dedicated to uphold honour, truth and virtue they roam Aletrias righting wrongs. Tales from across the continent regularly feature individual members or in some exceptionally rare cases, all eight involved in world changing events. Whilst members fall in battle, die of old age or retire, they are always replaced by the only the most gifted of people.There are always eight, no more, no less.
Melody

Melody is one of the antagonists in Mya magic. She is an assistant to Lord Baltron and frenemy of the Hex club

## Appearance

Melody is seen wearing a jean skirt and blue polkadot top. She wears a red bow in her hair and wears brown boots. She has blond hair and is white.

## Personality

Melody is usually shy about things, but she is very firm with her beliefs. This trait is first shown in episode 1 when Lord baltron denies the difficulty of the purity gem. Melody always questions baltron's ideas, but is very loyal to him.

## Trivia

* Melody is actually not on any side
* Melody is a very creative person, always making new ideas
* Melody seems to show signs that she has a crush on Lord baltron
Mya

Mya is the main character of Mya Magic. She is also known as "The guardian of Mythia (Kingdom in Mythium)".

### Appearance

Mya is usually seen with some sort of braids in her hair. She is usually seen wearing pajamas and (when transformed) wears a purple robe and pink bracelet which is hidden by the robe. All other information is unavailable for privacy reasons

### Personality

Mya is originally concerned about her place as a guardian. She is very smiley at times and makes jokes about battles, as seen in episode 1 when battling the Hex club

## Trivia

* Mya is the only person to appear in every episode in Mya Magic
* Mya was supposed to be a fairy,spy, or superhero in early thoughts of the series
Weberella

Weberella is one of the members of the Hex club and is the witch of spiders.

## Appearance

Weberella has black hair on one side and pink on the other, each braided. She wears minnie mouse sleeves and skirt, but wears a white and black top. She wears socks resembling spider webs and wears black and pink boots.

## Personality

Weberella is one of the less tempered witches and takes compliments nicely. She is usually seen with Toxica whining while walking into Lord baltron's lair.

## Trivia

* Weberella is very close to Toxica
* Weberella seems to resemble Draculaura from monster high, In terms of fashin sense
Putting spells to the test

Putting spells to the test is the second episode of season 1 of Mya magic

## Plot

The episode starts out with Weberella, Toxica, and Anamalia arguing about who's fault it is. Then, Stormabelle comes in about to share a good idea. Melody (off camera), then knocks on the door, saying that Lord baltron requests that the witches come to him. Baltron apparently makes stormabelle angry, and causes a storm inside. After melody vacates the witches, she once again questions baltron about his decision to take the purity stone. As always, baltron storms out.

Then, we see Blitzy on screen teaching Mya the sea of justice spell. However, we then see that Mya is not paying attention, and does the spell wrong, hurting blitzy. Out of complete nowhere, baltron appears to Mya, followed by Melody and the Hex club.

After a long fight, Mya casts an Omega spell that sends Baltron back to the Presvian dimension. We see all the Antagonists on the couch scattered. Stormabelle then casts anothe rstorm on Lord baltron, which fails. Baltron then drops his Alcara gem, which is the source of his power.

## Notes

* Animalia and Stormabelle's names are finally revealed in this episode
* This is the first episode where we see Mya casting an omega spell
Gate of Salvation

A ring that acts as the key to a door to lands only describable as 'heaven', into which a great deal of folk could be shepherded to graze upon the sweet fronds of freedom. Freedom from pain, from hunger. It is, as its own name implies, a gateway to salvation. According to Anjo Nevado, it is, to the Order Selune, the greatest artefact they could desire.

#### **Inside the Tome:**

[ On page CCXLXVII ] *"--eparate space free from hardship, where none could ever come to harm. A world for the unjustly suffering to have a moment of respite, a safe-haven for the hurt, the damaged, the broken..."*

*"'The Land of the Merry...'"*

*"--A ring, the 'Gate of Salvation'--..."*