recursal/Fanatic-Fandom huggingface dataset:
Jaglint

A large amphibious animal that lives in deep water or damp, dark caves. Its brightly colored appendages are also electric, and it uses them to lure unsuspecting animals for food.

It is impossible to take a photo of a jaglint. The image will always come out fuzzy. This is thought to be something to do with its electric appendages, but this theory is disputed.
Ferrous Kaylon

The Ferrous Kaylons are sentient beings made almost entirely of iron ore. They originated in the country of Lorci, dating back to before humans evolved from Skin Possums.

Imbued with the spirits of the ancient Kaylon Wizards (the precursors to the Gold Wizards of Lorci), they were originally thought to be related to Blitts, but that theory was soon dismissed. The iron ore that composes their body is shaped like the body of a Trolipede [citation needed], and is hollow, allowing the spirits of the Kaylon Wizards to reside inside the outer shell.

They commonly live away from the Gold City, in the surrounding countryside, living in villages of their own design. These villages are very antiquated, as the spirits of the Kaylons have not advanced much technologically since their initial death.

Though they look like Trolipedes, Ferrous Kaylons are, in fact, quite different culturally. Ferrous Kaylons devote much of their time to studying, and many of their race have become renowned philosophers in the Otherworld. They also enjoy many sports, such as ninepins and football, and are very social. They also are very elegant, and usually dress in fine clothes. Often, cracks in their iron shell let light from the Kaylon's spirit leak through.

The Trolipedan Prime Leader Zarzkun had this to say about Ferrous Kaylons. "Recently, it has come to light that the humans have likened the physical form of the so-called "Ferrous Kaylon" to that of the Trolipede... The Trolipede race utterly rejects such an aspersion. Perhaps to the weak, untrained eye of the common human, our forms appear to be similar. But this is utterly false. The crude, bulbous carapace of the Ferrous Kaylon is not even a pale reflection of the sleek, refined, and elegant exoskeleton of the noble Trolipede. The pitifully spindly appendages of the Ferrous Kaylon are also a far cry from the robust and strong armicles and legicles so crucial to the Trolipede figure. I could go on and on about the dissimilarities between these small, metallic crayfish of Asoumiranz, and the Pride of Tauirca, the great and epimysterious Trolipedes, but any sentient being with a discerning eye should be able to easily spot the majority of the differences... Now, if you miserable journalistic meat-bags will excuse me, I have a Harukinito-shin Tournament to attend."
Holy Paper

Holy Paper is blue. Holy Ink is golden. Holy Paper is made by pulping wood from Sacred Trees aka Celebar. Celebar grows inside the soul caverns of yellow moon (but not exclusively).

Holy Ink is found only by powdering the scales of a certain kind of golden-scaled creature which only comes out during a blue moon. For the rest of the time, they stay hidden in deep caverns, protected by poisonous gasses which only they can breathe.
Eternity Stone

In the continent of Cirues there is a very popular tale about 3 fish who swim in the sacred pond around the eternity stone to keep reality intact, each fish represents a different symbol of peace, these fish are the love fish, the calmness fish, and the spirit fish, if any of these fish die than reality will completely fall apart and the monster within the sacred pond will awaken and cause complete chaos. The Peace Koi and Eternal Koi Monster are thought to be among the ranks of the Ageless or Physical Immortals.
Guff

Guffs are woolly animals native to Trod. Guff wool comes in a wide range of colours. It is used in a large portion of the world's textiles. Domestic Guffs have been bred to have a preposterous amount of wool. Wild Guffs are less wooly and look somewhat less ridiculous, or perhaps less cute depending on your taste. Guffs secrete Guff oil from the horn on their heads. Baby Guffs feed on this oil. Both the male and female Guffs produce oil. Wild baby Guffs feed only from their parents, but domestic baby Guffs will feed from any adult Guffs in the herd. Domestic Guffs produce a surplus of oil, which is harvested by the Guff herders. The oil is sweet and can be used in cooking, or drunk on its own. The oil can also be burned, and is used as a fuel for lanterns. The oil can be used as a lubricant as well.

Guff meat is not particularly nice to eat, so there is not much of an export for it. It can be eaten in a pinch, however. Guffs eat leaves from shrubs, berries, and grasses. These are all rather scarce in the desert. Guff herders will usually take their Guff herds into the Red Mountains to graze, where plants are more plentiful. Surprisingly, the Guffs are actually omnivorous. They have long tongues which they can extend at great speed to catch flying creatures, such as Possalriffs. But they will only do this very occasionally.

Guffs are an older relative to Candy Sheep. Some farmers raise both animals though they usually keep them in separate pens to prevent a hungry Guff from munching on the cotton candied coat of a Candy Sheep.
Ink

Ink is a naturally occurring element in Otherworld. Much of the known ink of Otherworld is deposited underneath the ground in and around Felure. Natural ink jets also tend to occur occasionally in Alvalpa, due to its harsh environment and high underground pressure. Cirues also has been found to have some sparse ink deposits.

Ink forms deep underground, when other elements, such as Flamium and Iron, collide at high speeds when propelled by the convection currents of the middle mantle. These elements are solid at this level of the earth, being more compact than others, and do not melt in the heat. Once ink is formed, it will drift through to the top of the middle mantle, going through the upper mantle as well. Once it reaches the crust, it will stop rising, and some will be absorbed into hollow Americium deposits.

It's elemental number is 76.

Americium, element number 95 on the Otherworldlian Periodic Table, is a radioactive substance that is found throughout Otherworld. It is particularly important in the Ink Siphoning town of Hournald, as the ink that is siphoned there is initially deposited in the Americium.
Caterpillar Vine

Caterpillar vines are a psuedoinsecta species of plant. The plant form is a climbing plant which grows on structures such as trees, lamp posts or the sides of buildings. The seeds are green and like caterpillars. The caterpillar seeds emerge from yellow flowers which grow on the vines. The caterpillar seeds will munch on leaves to gain nutrients before they find a place to sprout. When they are ready, they will find a tall structure and form a brown chrysalis near its base. Eventually vines will emerge from the cocoon and weave their way up the structure.
Crawler

Before the discovery of Tilisor, a common mode of transport was the Crawler. They came in a number of different models of varying size, power and utility. All crawlers have tank treads for mobility. Crawlers were invented in the 18,400's and they are still used for some purposes today. After the invention of the Tilimobile, many types of crawler became less common. For example, M-Crawlers, large military vehicles, are still used, but the B-Crawler, a medium sized crawler which was once used for crossing the countryside, is now largely obsolete.
Bretine

On the east coast of Taurica is a small nation called Bretine. The Bretines are humans, but they are all very short. They still have normal proportions, but they're only a few feet tall on average. Their height actually varies more than typical populations of humans. The smallest Bretines are only a few inches tall. Bretines primarily live in the city of Brinalt. All Bretines live on beaches. Brinalt is composed of one very tall sandstone wall which holds back the tides. Within the wall is a city made from sandcastles. Brinalt has been destroyed by tsunamis in the past, but there are generally very few casualties, just destroyed property. Bretines like to collect shells and other small sea creatures from the beach. The Brinalt wall is always encrusted with many barnacles, sea stars, inku, and other creatures too.
Cobolm

Cobolms are elfs which must always be submerged in some kind of liquid. They are most happy in kobalt water. Kobalt is in fact named after the cobolms. It is physically impossible to pull a cobolm out into the atmosphere. If a cobolm's liquid medium is evaporated around it, the cobolm itself will start to evaporate. This is painful and will cause a cobolm to scream. Cobolms are considered water elementals or personified liquidity in folklore.
Jumbosh

Jumbosh are plants which grow in Gruzzite and Trubistani swamplands. There are also Jumbosh of a different species in Novask rainforest. Jumbosh have short furry trunks topped by broad sword shaped leaves. There is a small spore pouch at the top of the trunk too.

## Healing Balm

The yellow spores of the Jumbosh can be used in a healing balm. The balm isn't miraculous, but it does slightly aid in the healing of burns and sores.

## Pixies

Some Jumbosh are home to jumbosh pixies. These green pixies use the tips of Jumbosh leaves as tiny swords, which they use to hunt tiny arthropods.
Alphuffel

Alphuffels are a species of sentient, llama-like ungulates from the desert of Trod. For millennia, the city of Cancara has held the annual Alphuffel Trials. These trials consist of an obstacle course which must be completed by an Alphuffel, guided by their trainer, usually a human. When the Alphuffel Trials began, Alphuffels were not a sentient race. They were intelligent animals, but they lacked complex reasoning and language. Outside of the Alphuffel Trials, Alphuffels were used as sentinels for Guff herders, Guff being woolly animals native to Trod.

Guff Wool and Guff Oil are the main exports of Trod, and Alphuffels help the shepherds by guiding herds of Guff around the plains. Alphuffels also fight and scare off Storm Dogs, a dark grey wolf-like animal native to Trod and related to Fluffels, which like to prey on Guffs, However, every year the smartest Alphuffels would tend to win the trials. These prized Alphuffels were used as breeding stock, and soon the trials would have to be made more complex and difficult to sufficiently test the new, more intelligent, population of Alphuffels. This process continued over the millennia, with the Alphuffels getting smarter and the trials getting harder and harder. Eventually, Alphuffels became so intelligent that they started to use basic language to communicate with their trainers. The trials started to include verbal tests.

Nowadays the Alphuffels are so intelligent that they don't need trainers. Many of them now go to school alongside people, and only some of them participate in the trials and become sentinels. Others simply go on to do other jobs, effectively becoming functioning members of society. Accountancy is a particularly popular job among modern Alphuffels. While they are not as dexterous as a human, having cloven hooves rather than hands, they are surprisingly capable with them, and can learn to use a pen and write almost as well as a human. Their mathematics and logic skills now actually surpass humans, on average. Most modern Alphuffels are equally good at running on all fours and walking bipedally. Alphuffels are well respected in Trod, but in other lands people often treat them with prejudice, although this has been becoming less common in recent centuries.

1. ↑ http://drawception.com/forums/offtopic/19165/other-world/?page=5
Kashin Viper

Kashin Vipers are a species of snake native to the island of Kashin. They have a potent venom which can kill a human, but the Vistem are relatively immune, experiencing minor swelling when bitten. The females of the species are bright purple, while the males are bright green. They have bright yellow eyes. Vistem like to keep them as pets, and tame them with special pan flutes. They milk the vipers for their venom and use it in poison darts. They use poison darts to attack the odd unwelcome intruder to their island, and also to bring down animals for food.
Forget Me Potion

A potion which allows the drinker to forget a certain event. People who have gone through very traumatic experiences may turn to this elixir to extinguish the memory. The memory will still be there but they will be unable to retrieve it unless they have a Remembrance Potion. In order to forget a specific memory, the drinker must have the memory in mind while drinking the potion. If they do not do this, then a random memory will be forgotten. The potion tastes bitter at first but then has a sweet aftertaste. The liquid is transparent with a light pink hue.

Ingredients:

A puff of piaffagen

A drop of sap from a sad tree

The essence of a Light Goddess
Blue Magic

Blue Magic uses aura from the blue auric field over the Yontax Ocean to cast various spells. Blue Mages specialize in storms and are able to conjure storms and storm-related things. Basic spells include summoning whirlwinds and bolts of lightning, as well as causing rain clouds to form. Blue Magic is the second-most dangerous form of magic and the most difficult to master, due to the chaotic nature of the blue auric field. Yellow Magic is the counterpart to Blue Magic and uses the yellow auric field as opposed to the blue auric field.
King Jamiel Reedhorst

King Jamiel Reedhorst the 7th was the ruler of the Fallurost Empire in the 15,900's [citation needed]. Back then Asoumiranz was called Yinram, and the borders between countries and names of countries were quite different, although not in all cases. The Reedhorst family first established their rule over much of the continent back in the 15,500s, in the Wars of Triumph. There were still some countries who maintained independence, but the Fallurost Empire was the undisputed dominant force on the continent.
Kaburra

Kaburra are a type of special hidden dimension. They also go by other names in different places, such as Arkinions, Fablands or Picci.

Kaburra can be accessed from small doorways which appear in inconspicuous places. Kaburra portals must not become well known. If they do, the portal will move to a new location in order to prevent too many visitors. Usually Kaburra are discovered by adventurous children, or eccentric, loner teens and adults.

There are special rules governing Kaburra. Anyone born inside the Kaburra can only leave it if they're accompanied by someone born on the outside. A person can only guide one Kabburite out once every eight years. Anyone who dies in a Kaburra realm has their spirit trapped there, even if they were born outside. Spirits can act as ghosts or be reincarnated in the Kaburra.

Kaburra portals tend to appear in cities, towns or large houses. They'll appear in an out of the way place so they are not discovered too often. The world inside each Kaburra tends to be radically different. Kingdoms and fancy castles are common Kaburra features.
Grim Hags

The Grim Hags of Grimleaf forest are a clan of evil witches. They are descended from humans, but they have used magic over the years to distort their genetics into something much more foul. Grim Hags are all women, and they can reproduce asexually. They have very long lifespans, living exactly 784 years. After this time, the demonic being Arthucalalu, whom they worship, claims their souls and takes them to Bathimalu, which is one of the many afterlives hovering ethereally around otherworld. The soul of the Grim Hag is payment for the magic and extended life span afforded to them by their demonic lord.

The Grim Hags' ultimate goal is to release The Monster Unknown to Humanity from its shackles so that it can destroy otherworld and take all of its living souls to Bathimalu, but thanks to the ridiculously specific rules cast magically on the Erwidite shackles, they have thus far not been successful. The evil presence of the Grim Hags in Grimleaf forest ensures that most of the water to be found there is quickly turned into blood.
Island of the Fourth Wall

The **Island of the Fourth Wall**, also known as The Isle of the Fourth Wall, is a strange place, said to be a weak point connecting two universes, where telepathic waves breach the gap and invade the minds of people in the opposite universe. The small island lies on the border between the Colagic and Yontax oceans. It's believed that the Yellow and Blue auric fields of the two oceans may have something to do with the weak point. The island is shaped like a perfect square and is made of a hard, flat bright blue substance which glows faintly, bordered by a similar yellow substance. Decongruinconveniessence, the rule of the universe which states that certain things can't cross between worlds, prevents many things from being brought onto and away from the island. Oddly, a strange, eerie tune can always be heard on the island.

Unknown Worldly Tongue, which was dubbed "English", is spoken only on the small Island of the Fourth Wall, where most laws of the universe were written on in the mythology of Wookaris.

Sometimes the Island of the Fourth Wall just straight up teleports to a different location for no apparent reason.
Arcto Bellayus

Arcto Bellayus was a Gold Wizard renegade. He left Lorci in 34,612 to travel Asoumiranz and take in the cultures of other lands. He authored the books "Secrets of the Gold Wizards", "More Secretes of the Gold Wizards", "Further Secrets of the Gold Wizards" and his unfinished work "Extensive Secrets of the Gold Wizards", which he died before finishing. Goldactica, the afterlife of the Gold Wizards, is nigh impossible to contact, so no mediums have been able to contact him to get the book finished. Despite the names of the books, their contents don't reveal much usable information in regards to mimicking Gold Magic, since revealing such facts would get Arcto executed by the Gold High Council for sure. Instead, the books illuminate some of the quirks of Lorcian culture. The other Gold Wizards, being a secretive bunch, did not like this, but it wasn't worthy of punishment.
Fire Chariot

Fire chariots were vehicles of war which were used in the past. They were invented in Trod. They had wheels carved from spark stone, such that they would set fire to grassland and crops as they drove through them. They were constructed primarily from very light materials, and pulled by the fastest of Trod's Alphuffels, so that the chariot itself wouldn't be engulfed by the flames it produced. This still occurred on a few occasions though, making fire chariots a potential double edged sword.

Since Trod is primarily a desert nation, fire chariots could be deployed from there safely. Alvalpa was not inhabited by people in those days, and most other surrounding countries were covered in grasslands, so fire chariots were seldom used by nations other than Trod. Given the rarity of spark stones outside of Alvalpa, Trod was only able to build a handful of fire chariots. But they were, nevertheless, fundamental in winning several battles for Trod, destroying smilewheat crops of their enemies to cause famines, and causing some fire damage to wooden buildings and troops as well.
Fushfides

Fushfides are tall, lanky beings that are found near oceans. Their skin is dark and leathery, and has small, hard, wart-like bumps all over it. Their faces are roughly humanoid, with small slits for nostrils and the bumps being on the back of their head. They usually either sit in the sand or wander aimlessly.
Edwin Brictar Shpozzlebeard

Edwin Brictar Schpozzlebeard was a wizard from Trod. He was once a public figure and a tenured professor of Spirit Force at the Cancara Esteemed University. He developed a new branch of magic, Blood Magic. His development of this new arcane art led him down a dark path. At first his deeds were merely unsavoury, requiring animals to be sacrificed in bloody ways. Soon he was taking unidentified corpses from the morgue, and pressing the Trod Legal County to give him live prisoners on death row to use in his rituals. This made officials and other professors uneasy, but it was tolerated. Eventually, in his craving for more powerful Blood spells, he started committing abductions and murders of innocent citizens, and training up some of his students in a secret society of Blood Wizards. His crimes were eventually uncovered, and in a climactic duel with his old friend and rival Headmaster Hacarax the Blue, (pronounced hassaracks) he was immobilized and captured, and put on trial. It was quickly decreed that he should be executed, and he was executed by means of iron slamming soon after. Iron slamming is an execution device in which a person is smashed between two heavy iron plates. Unfortunately, the secret society of Blood Wizards were not all brought to justice, and they escaped into the Red Mountains. They remain at large up to the present day.
Candle Maze

The Candle Maze is a large stone maze that emerged from the ground in Cirues. People describe the maze as being very tall, but this is most likely intentional as the maze is slowly sinking into the ground.

The Candle Maze appears to change depending on who enters it. As such, the maze can be considered living, and maybe even sentient.

The Candle Maze often changes to confuse the person who enters it, appearing to have knowledge of the victim's I.Q and how to confuse them. If multiple people enter The Candle Maze, they will most likely be separated. The Candle Maze has its name because most of its dead ends contain tables with candles on top of them.

Music plays in the maze, gradually getting louder and louder depending on how long the victim is in there.

No one has made it to the end of the Candle Maze, and quiet a few people have disappeared inside of it.

There are also some living creatures inside of the Candle Maze, often resembling fears that the victim(s) have.
Ghas

The Taurican country of Ghas is made up of the Laladoon Desert and the Jorlian Steppes, separated by a mountain range known as the Hemges. The cold dry country is not particularly fertile, and its population is fairly sparse. The largest city in the country is Hazenburg, a mining town specializing in Cocoaite. Hazenburg chocolate ingots are popular treats, and many of Ghas's buildings are made from cocoa bricks and choc iron. Gorwaxes are common beasts in Ghas. They feature heavily in the country's folklore, and Gorwax hunting supports a small flash-grenade making industry for Ghas. Ghas, like many Taurican countries, is powered by poworbs. There are several poworb ranches in southern Ghas, on the Jorlian Steppes. Ghas is sometimes known as "The Treeless Country" or "The Land with No Trees" for its conspicuous lack of trees, although truth be told, there are a small number of trees in the country.

### Food

Bochvash is a type of cake made in Ghas. It contains blueberries and stygian figs.
Fringla

Fringla is a large island that sits in the Colagic Ocean, between the Halamacos Archipelago and Samir. The entire island is more like a ring of land with water inside it than an actual island. The ring has vegetation on it, and some small houses which some of the natives reside in. The body of water inside has many ships and boats which are basically the homes most of the natives live in.
Klorpii Well

Klorpii Wells are artificially made mining facilities typically found off the coast of North Felure. They float above the ocean on gigantic, buoyant rafts, and often have entire communities of workers that work to keep them running. At the top of a Klorpii well, there is a large canister that, when heated, pumps air at a high pressure into a long cylinder that extends for over a kilometer vertically into the water below. This air then flows out of the cylinder, creating a temporary vacuum. This vacuum lasts a lot longer than a normal one would, due to the fact that the cylinder is enchanted magically. This vacuum then sucks water into it, and in the process it also sucks granules of rare minerals into it. After this process is repeated many times, a layer of granules will build up and will have to be cleaned out. This layer usually is extremely strong, and , when combined with steel, serves as excellent armor. When heated, the granules fuse together into a compound known as Klorpiium.
Dryast

**Dryast** is an island not too far from Brant. it is an arid desert with little to no vegetation. It spans an enormous 26, 000 km per square inch. There are man-made fountains here and there, but instead of water, they are filled with liquid gold. What flora exists are crab-like bulbs that burrow themselves into the ground during the day to avoid the heat, but let the bulbous part of themselves stick out of the ground to absorb sunlight. During the night, they will come out to play with others of their kind. These creatures are known as Shfellers.

Legally, Dryast is considered part of Lorci, but the island is actually slightly closer to the coast of Djornt.

The island of Dryast is a magical place, enchanted by the Gold Wizards of Lorci. It was once a small sand bar just a few meters across. But the Gold Wizards turned it into an immense desert using their space-bending fountains of gold. From the outside, the island still looks to be a few meters wide, but the closer one gets, the larger it seems, and once one reaches the shore, the enormous desert stretches as far as the eye can see. The Gold Wizards use the Dryast Desert as a penal colony. The convicts toll away at huge glass factories on the island. The glass is fashioned into windows, jars, bottles, aquariums, ninja stars, and more. Then it is carried off by golden airships and is exported around the world.

The Dryast penal colony is constantly watched by the Blood Eye Towers. These are giant eyeballs with red irises created by the Gold Wizards. They are able to see in the dark, and fire heat rays at escapees. These heat rays cause unbearable heat, then severe burns to the skin, and eventually internal cooking which kills the target. The level of damage wrought depends on how long the target is exposed to the ray.

The dominant feature of the penal colony is the colossal glass factory. It has a huge port where Lorci Airships dock and collect glass cargo for shipment. The convicts sleep in a large camp made up of small buildings. Gold Wizard wardens live in a comfortable bunker underneath the sand.

As a result of the space bending charms in place over Dryast, whole rain clouds and storms can be sucked up by the island as they pass overhead. This is quite a sight to behold. Of course, the clouds are tiny compared to the Dryast desert, and are only able to sustain the sparse population of Shfellers. The glass-working prisoners, and wizard wardens, get their water from a gigantic magic hourglass which transmutes sand into water. The hourglass was, of course, created by the Gold Wizards.
Grumborb

Grumborbs are Orbs that live in Switlan. They resemble Jawbreakers or Gobstoppers, and like the Poworb and Plare, can't float and can only move by rolling. They are about the same size as a human hand. They are probably among the most durable of Orbs, as they can endure most attacks from predators. Grumborbs can be killed by the same means the candy they resemble is eaten, though from their rolling in sugary plains, it is more likely to dissolve your teeth than them.
Gingerbread Spruce

**Gingerbread spruce** are tall trees that grow in cold to temperate regions of Otherworld. They look exactly like ordinary spruce trees, but during winter and in especially cold weather, they release a scent like that of freshly baked gingerbread. The wood of the gingerbread spruce also exhibits this property, but the scent is less intense than that of a living tree, and after about three to five years, the wood looses it's scent entirely. Magic enchantments or chemical processes can be used preserve the temperature-triggered scent of the wood if desired. Gingerbread spruce trees, despite their delicious scent when it's cold outside, are not edible, and should not be confused with the Gingerbread Trees that grow in candy biomes.
Чизкейк с белым шоколадом

**Цена за порцию**
 **XP**
 **Время приготовления**
 **Порций**
 **Уровень**
 **Прибавления от изюминки**

 **Чизкейк с белым шоколадом** -

## Внешний вид

Чизкейк с белым шоколадом на розовой тарелочке.

## Звезды мастерства

Бронзовая: Порций 2100+105

Серебряная: Опыта 1498+75

Золотая: Времени 16:00:00-48:00

## Интересные факты

* В игре еще есть чизкейк "Нью-Йорк" и шоколадный чизкейк

## Галерея

Чизкейк с белым шоколадом на стойкеОфициант несет чизкейк с белым шоколадомЧизкейк с белым шоколадом несет поварПосетитель ест чизкейкМного чизкейков приготовились
Gantasia

Gantasia is a subterranean world underneath Taurica. Much like the Divide of Asoumiranz, it connects to several mountain ranges, and has its own upside down gravity. Unlike The Divide, Gantasia is not infernal or cursed with evil aura. It is home to many giant luminous fungi forests, lakes, and many creatures. Some giant prehistoric animals exist down there, which have gone extinct up above.

Otherworld has a powerful aura field emanating from its core, with a red pole and a green pole. It is the red pole aura which causes the Divide to be so dreadful. It is thought that the red-green auric field spontaneously switches places, on average every 70 million years. The green auric field has effects too, tending to make things feel more relaxed or sluggish. The red-green auric field only effects the subterranean realms, and has no effect on the surface whatsoever, other than the effected creatures occasionally leaving the subterranean world and going into the surface world. There is a similar blue-yellow auric field which effects the oceans. Its this field that causes the Yontax Ocean to be so barren and hostile. The blue-yellow field switches more regularly, on average every 45 million years.

## Human Inhabitants

Gantasians are a race of human peoples who migrated to Gantasia long ago. Their ancestors are thought to have built the Sapphire Ruin of Ronstor and its large spiral staircase leading down into Gantasia. Gantasians are a very slothful people due to the green auric field's effects. They do weave clothes, baskets and very basic huts, but they do so very slowly and methodically. Gantasian's never cut their hair, and their hair and clothing often starts to grow moss and algae. Gantasians typically eat small arthropods which pass by them and plants and fungi which grow on or near them. Gantasians can and do walk around, but they have never been seen running.
Bedethiel

The merchant-monster Bedethiel is a mysterious being who is found travelling from town to town. They have no gender and cannot age, and have been around for an extremely long time. In fact, it's possible they were alive before sentient species began to form. Their face is concealed by two of the four wings that sprout from it's back, the other two resting folded on it's back, and it has clawed hands and is covered in black feathers. Nobody is sure what the being is exactly, and those who try to kill or catch them find that they vanish right before they're killed or caught and appears elsewhere in the world.

Bedethiel seems to have a regard for laws in any and every country, and as a result, abides by said laws heavily (no horse candy for Vistem, certain/all weapons aren't sold in some locations, etc). However, if they see fit, Bedethiel may possibly break the law if it is to ensure the safety for an innocent customer. They're a very compassionate and friendly being. As for what's sold, Bedethiel seems to have... Well, everything. Unless it's outlawed or is too powerful to be given to one, Bedethiel virtually sells everything.
Aeusinisses

Thank you for purchasing your new "Aeusinisses"! Your new Aeusinisses should arrive shortly in a package, right by your doorstep!

You must live in Djornt or Cirues in order for the Aeusinisses to arrive, if that is not the case, we will provide refunds. Your Aeusinisses is a herbivore, they prefer too eat Delidoikas, a small bag of Delidoikas will be delivered with your Aeusinisses as well as some water.

Aeusinisses, are, of course, a sub species of the F'mal, they are considered such as they share many similarities with the F'mal such as:

1: Being quadruped

2: Being mammals

3: Living in Djornt and Cirues

4: Both having an alter the speech and writing of the people who talk about them (In this case, the Aeusinisses only affects writing.)

The Aeusinisses' green fur help keep it very warm! Please do not take off this fur, green fur will be given to you if you fill out a form given too you below.

You should also be informed that you can not write about the Aeusinisses normally due too it affecting the person who writes about it, any writing about it will be altered in the form of a advertisement, stating that you have purchased the Aeusinisses in question, the information you originally wrote will still be there, so do not worry! Our product will not cause any inconvenience!
Dreek

Dreek is a fairly small kingdom said to be found inside some Kaburras, and it is said to be drab and dreary in its colour scheme, almost grayscale. It is a very craggy, rocky place too. In The Carpenter's Curse, a folktale, there is a nasty witch who is queen of Dreek, who causes trouble for the brother and sister as well as the other Dreekians.
Flamium

Flamium is an element with the chemical symbol Sp and atomic number 23.

The metal which gives spark stones their special properties, although spark stones themselves are not made of pure flamium. Pure flamium is bright orange in colour and has a glassy shine to it. Pure flamium is not capable of igniting things like a spark stone. Flamium does emit a small number of burnion particles though, causing it to be warm to the touch.

Flamium has applications in Industrial Laser Beams, Glotchester Boxes, and dortite cables.

Aside from being found in spark stones, flamium exists in such minerals as dortite, vulchert and vanvite. Vanvite is the most flamium rich mineral, and it also occurs in large deposits, so it is used for most of the other world's flamium production. Vanvite is particularly common in Alvalpa, and is mined there by the Alvalpa Mining Company.
Bakkin

The Bakkin are a bat-like people living in Mysseru. They make up one of the few tribes on the continent and mainly live in the trees of Sky Jungle. The jungle is called this because its trees are some of the tallest in the world, some even reaching the clouds. The Bakkin almost never go to the ground floor. They have built onto these trees and have created houses, shops, bridges, and other structures. They make tools and items out of wood and leaves and they live off the various fruits growing from the tall trees. They can be seen flying around above the trees or right by them. Young Bakkins, called baklings, can be seen chasing eachother around in a playful manner. The oldest Bakkins can use the bridges and ladders to get around the place since they have gotten too old to fly. The only reason the Bakkins ever willingly leave their trees is in the case of a jungle fire or other such dangers which drive them out.
Dreaded Chasm

The Dreaded Chasm is a deep ravine that goes all the way into the Otherworld's mantle or possibly even further in some places. It is a known entrance to the Divide. The Dreaded Chasm separates the Grimleaf Forest from the Great Elder Wilderness. At the east end of the chasm rests the Red Monastery where the Red Monks can be found.
Boaconic

Boaconic is an adjective. It describes something which is expansive, barren, dry, and or brown. It can be used to describe things such as deserts or canyons, but it also used in a more metaphorical sense when it is used to describe, for example, an especially long and uninteresting meeting.

Examples of things which are boaconic include the Bazakun Desert, Brown Mountain, and the parliament of Korrick.
Fune Tribe

The Fune Tribe is a nomadic tribe that travels between the Red Mountains, Frosted Mountains, and Great Ridge Mountains yearly. The tribe consists of about 30 people. The tribe is divided into four groups; the hunter-gatherers who gather food for the tribe, the caretakers who are in charge of taking care of children, the sick or the weak, the warriors who defend the tribe against attacks, and finally the Head Council. The Head Council consists of five members: the leader of the tribe, the General that trains warriors how to fight and defend, the Nurse who teaches caretakers how to use medicines and how to care for children, the Chief Hunter teaches hunter-gatherers how to look for food, and finally the Seer.

The Seer has the ability to speak to those who have left the land of the living and now wander around as ghosts. When someone is having constant terrible nightmares, one thing they can do is find this Seer and request that they examine their dreams. The Seer will tell them to sleep in a special bed. As the person is sleeping, the Seer will touch their forehead and enter their dream. They will examine what they see and make a conclusion for what it means. They can find a way to end the nightmares and maybe learn of things to come that the dream may tell, like an omen or a prophecy. Only one person in the tribe has the ability to become a Seer, and only the present Seer will know who it is.

Genetic testing has shown that the people of the Fune Tribe and the Gold Wizards of Lorci are surprisingly closely related. Scholars have suggested that the mystical abilities of the Fune Tribe's Seer and the magic of the Gold Wizards' may be somehow related, but neither the Fune Tribe nor the Gold Wizards wish to divulge much information about their magic to outsiders. The Fune Tribe are tanned and dark haired, though, unlike most Gold Wizards, who have fair skin and hair.
Bratwud

Bratwud is one of the few Untorr settlements where humans and zanlos live together in harmony, and in roughly equal numbers. It lies a short distance from the famed Untorr Caverns. Explorers and adventurers often stay in Bratwud as their final stop before braving the Caverns. Bratwud's economy centers around proving accommodation and caving equipment to these explorers. There are also special parks and museums where artefacts and creatures taken from within the caves are put on display for tourists who don't wish to take the considerable risk of actually entering the caverns themselves. There is a price for admission, though.
Food Origins Databse Wiki

## Welcome to the Food Origins Database Wiki

Our aim is to create a searchable listing of food products available in Australia with information about country of ownership, and country of origin. Its intended to help consumers make an informed decision to know where their food products originate from its not, as-well as where to find them.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## 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.

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Inku

Inku are a type of shellfish common in the seas of other world. They come in many varieties. Bright Blue Inku have bright, brilliant blue shells, which people collect and crush into powder, which is used as a blue dye. Common Inku are brown in shell and flesh, and they are harvested for eating. Psychedelic Inku are perhaps the most treasured type, as they are very rare and have wild, multicoloured shells. Their meat can also be ingested, but it is a powerful hallucinogenic drug. This evolved as a defense mechanism, and the bright shell as a warning, but some people, being as they are, like to enjoy their mind altering effects. Wolfins, a species of very intelligent aquatic mammal, have also been observed deliberately seeking out the Psychedelic Inku.
Gerosol

The Gerosol is a animal commonly found in Cirues and Northern parts of Asoumiranz, but can also be rarely found in Taurica and Sorre.

Gerosol are powerful creatures, they can have either telekinesis, pyrokinesis, or cryokinesis, as indicated by the color of the spots on their eggs. If the egg has purple spots, the Gerosol will have telekinetic powers, if the egg has red spots, the Gerosol will have Pyrokinetic powers, and if the egg has blue spots, the Gerosol will have Cryokinetic powers.

The source of the Gerosol's powers come from 2 souls that "orbit" the Gerosol, the Souls, unlike the gerosol, are sentient, and are capable of communicating in most languages. If the Gerosol dies, the souls will both lose their powers, if the souls die, the Gerosol will also die, this means that the souls and Gerosol both need to protect eachother for the sake of both of them.

The souls of a Gerosol match the color of the spots on the egg.
Cocoaite

Cocoaite is a mineral ore containing chocolate. It is common throughout the Red Mountains, Untorr Caverns, and Frostrum Mountains. It can also be found in Taurica, where it is called Hazenbrien. It can be smelted into chocolate ingots.

Chocolate can be combined with strawberry to create a chockleberry alloy.
Great Elder Ridge

The Great Elder Ridge is a chain of ancient mountains that looms over Plastic City. The river Nalgzi springs from them.

The Great Elder Village people are renowned for their great hospitality.

The year-round snow makes for great tourism for the picturesque villages in the mountains. These villages have banned the hunting of local fauna to protect the elusive and endangered Frosthook Ram, long valued for its highly valuable pelts and durable horns.

The people of these picturesque villages do not rely on the Alsan for their power needs. Instead, they mine the bedrock beneath the Great Elder Ridge for rybilum, a mineral that, when heated and agitated, slowly disintegrates to release usable power. When expended, rybilum takes on a deep purple color and is then fashioned into brilliant jewellery.

1. ↑ http://drawception.com/forums/forumgames/23270/other-world/?page=8
.
Fma'l

Hello, I am a Quadruped animal known as the Fma'l, I have the ability to turn into a shadow and I use this to catch prey (Small insects) and hide from predators.

I also live in Cirues and Djornt, usually near paper mines and at the bottom of mountains, despite all attempts, it is impossible to talk or write about me without inadvertently mentioning me in first person.

I am sentient and I am part of a endangered species, most of the tribes are very small and rare.

(original page: http://drawception.com/forums/forumgames/23270/other-world/?page=34)
Infernal Hunters

The Infernal Hunters are immortal adolescents with insane speed and strength that serve the Infernal Blump. They are "grandchildren" of the Infernal Blump that survived to adolescence, being transformed by the heat of the Divide and the Blump's venom. Their physical characteristics vary based on their species, but they all share a number of common traits: crimson skin, toned muscular build, sharp teeth and talons, and glowing orange eyes with reptilian slits for pupils. They are brutally sadistic, and delight in the suffering of other living creatures.

This is the result of their wicked nature cultivated through years of indoctrination by their "grandfather", coupled with their juvenile sense of mischief. The Infernal Hunters serve the Infernal Blump in a number of ways, the foremost of which being the procurement of new grandchildren from the surface of Otherworld. When they aren't serving the Blump, their pastimes include attacking unwary travelers to the Divide, capturing and torturing animals, and tormenting the younger grandchildren.
Canjon

Canjon is a country in Taurica.

In Canjon, yellow fireworks are made from Gorwax Powder. Green fireworks are made with sparkle grass and red fireworks are made with runide.

## Tea

Canjon tea is otherworld famous, and comes in countless varieties. Blue tea, classic tea and joy tea are popular favourites, but there are many more, such as skunk tea, firecracker tea, skull tea and feather tea. The tea leaves are grown in enormous quantities on the Tea Mountains. Tea leaves are even thrown into the mountains' many hotsprings to create an extraordinarily soothing bath.

## Fireworks

Fireworks are quite popular in Taurica, and were first invented in Canjon approximately 10,000 years ago.

## Popular Sayings

"It is better to be a kind, strong beetle than it is to be a weak-willed man."
Dremnors

Dremnors are reptilian animals with an amazing sense of smell. Their nostrils are very large, and can take in many smells, and can single one out. They are quadrupedal, with their hind legs being further up than their front ones. They have strong jaws that they use for gripping and breaking things. Dremnors aren't very hostile, and there are actually domesticated Dremnors that are used for sniffing out criminals or protecting people.
Alvalpa

West of Trod is the country Alvalpa, colloquially known as the Country

of Fire or the Kingdom of Heat. Much of Asoumiranz's fire and lava biomes are to be found there. Trod has had to build structures called Fire Shields along their shared border with Alvalpa to protect their country from the encroaching lava storms, Qazi swarms and fires. Fire Shields are metal structures which emit a blue field of energy which neutralizes fire and lava. The energy field has the appearance of a wavy translucent blue curtain which towers up into the sky. When fire or lava hit the energy field, they are zapped by blue sparks and disappear. The Fire Shields are powered by Alsan imprisoned inside them. Ever since the Alsan Rights movement freed the Alsan in Djornt, there has been pressure on Trod to release their Alsan, but since the Fire Shields are the only thing protecting all of Trod from becoming a fiery wasteland, Trod officials have been resistant to the idea. Other countries sharing a border with Alvalpa are generally safe from lava clouds and fire, as those countries have plentiful rainclouds which collide with the lava clouds and become pebble storms. They are also safe from Qazi swarms, as Qazi are afraid of water. Trod doesn't have this natural protection, because it is a dry desert with very little clouds, thanks to the rain shadow cast by the Red Mountains. Because of the pebblestorms, Alvalpa is surrounded on its non Trod borders by huge mounds of pebbles.

## Population

Because of the fire biomes, Alvalpa only has a very small population of humans. Smoklent, Qazi, Ignetitans and Roglama are the main inhabitants, but since these beings are classified as "magical creatures" by most governments, they do not have the same rights granted to them as people.

## Lava Tree

The lava tree is a tree that grows in Alvalpa. It has dark orange leaves that crown the tree's red-orange trunk. Despite its name, it does not have lava inside it. The lava tree gives off heat caused by hot sticky sap within its trunk. Touching the tree on the outside isn't harmful but touching the sap with bare hands can cause serious burns. The sap can be carefully collected to make a strong hot glue. It will almost never cool off.

## Rock steel and rock iron

Rock steel and rock iron are iron alloys used out in the open in Alvalpa. They're able to resist the rough, very hot conditions better than other metals. They do have downsides; they're not as durable as other metals, making them impractical in other places.

## Pleidbarrows

Hot spring pleidbarrows are common sights in Alvalpa. While Alvalpa isn't a particularly good place for a resort, several spas have been built upon pleidbarrows there. All of them belong to the Alvalpa Mining Co. Shielded from lava storms by tall cliffs, these spas attract miners on their vacations and foreign adventurers. During the winter, these adventurers sneak into Alvalpa and relax in the spas.
Chocosaur

A chocosaur is a tall dark brown reptile with a long neck. It is candyvorous, meaning it only eats candy or candied things. It can grow larger than the trees that decorate Switlan where it is found. The chocosaur's body is made of a thick outer shell made of chocolate. If one were to cut it open, they would find the chocosaur is filled with jelly beans. These jelly beans do all sorts of things for the chocosaur such as allow it to move or produce acids to digest anything it eats. If the chocosaur is killed or any of the beans leak out from a cut, they will turn into regular jelly beans.