recursal/Fanatic-Fandom huggingface dataset:
Demon Hunting

Because of the infestation, more and more people are becoming Demon Hunters. There’s really no need to summon a Demon anymore; there’s enough Demons roaming around the Mirror Domain already. Why contribute to the problem?

Many upper class Demons will have a bounty on their head. What the reward is for killing them varies. A Demon that only steals food would have a very small bounty, but a large Demon that kills people and damages property will have a large one. Most highly intelligent Demons also have a high bounty.This is mainly because they’re much harder to capture, but sometimes the reason is as arbitrary as they happened to piss off the wrong person.

While anyone can hunt a Demon, only highly trained individuals become recognized as Demon Hunters. Higher class Demon hunting can be extremely dangerous.  It can take years of practice to be able to correctly identify a Demon. Many inexperienced Hunters that aren’t killed by Demons are arrested for accidentally killing a Mortal. A lot of Magic schools have taken to training the new generation about Demon hunting. Finding a class at a college or university isn’t uncommon, and the popularity of these classes has only been increasing in recent years.
Identification

Like many places, countries in Mirror Domain have some sort of identification system. When an ID is given largely depends on region, but the vast majority of pure beings have one by the age of twelve. ID cards have basic information about an individual listed on them, including: Birthday, country of origin, purity, full legal name, height, and gender. Some places have extra information listed on them, such as places like Spracot which have different types of ID for Whiver depending on weather or not they're a slave. Many places also have different types of identification for guards, guild members, nobles, and royalty.

Of course, the main point of identification cards being mass produced was to help ward off Demons. All valid Identification cards are made using a type of spell that's been perfected over the years. This spell will project an image of a living being when triggered by that creature's blood. This image is the "true" self of whoever the ID belongs to. Unfortunately, the image shown on the card is oftentimes "inaccurate" to a persons appearance. It ignores any body modifications, such as scars, tattoos, hair dye, or appearance altering Magic. Most of the time it's a nonissue, as most people can tell just by looking that the owner of an ID is the same person on the card, despite minor discrepancies, although heavily disfigured individuals may not resemble their image at all.

While it can cause issues on occasion, this form of creating Identification prevents Demons from getting a valid ID. The spell that prints the card holder's image on the card won't work when offered Demon blood. This means that if a Demon wants identification it'll have to somehow get ahold of a fake ID; most of which can be spotted easily if you know what to look for. Because it's so difficult for Demons to get ahold of a valid ID, many places in Mirror Domain, especially those with Demon problems, require proof of ID before entering city boarders or buying anything from a shop. ID's are also required to board boats, Airships, and many caravans.

When it comes to other types of creatures, such as Empyreals or Wraiths, ID Magic is a shot in the dark. Generally speaking Mirror Domain has nothing against these creatures, at least not to the same extent as Demons, but some traits overlap enough to the point where the Magic in the card mistakes them as Demons. Members of DC's Hivemind tend to have so much Red Magic inside of them to the point where it prevents the Magic used in creating an ID from working at all, although that's rarely the main concern when dealing with them. Despite this, most non-Mortal beings have no use for Identification, so gambling on weather or not the spell will work isn't a concern.

Of course, pure beings aren't the only things that are given these types of ID's. Many pet or livestock animals have ID as well, although they have far less information on them. More often than not it's akin to a dog tag, with the animal's name and owner's contact information on it. Pedigree animals may have their purity listed on their ID, using their respective beast purity scale of course, but this is by no means standard practice.
Entangle

*SNBahdlp*

**Magic type:** Blue

**Difficulty:** ★★★☆☆

**Components:** Seeds for vines or brambles

**Description:** By channeling blue magic through these seeds and thrusting your hand towards a target, tangling vines will sprout out of the ground and wrap around anything they may find in their path. This could be people, animals, objects, or anything else that may be trying to get away. Depending on the types of seeds used the spell may also have the effect of goring the target with thorns. The spell will produce whatever species of seeds are used, so there’s quite a bit of leeway with secondary effects.

   Like any spell involving the growth of plants its recommended mages take great care in what seeds they use. The vines produced by this spell will remain in an area unless cleared away, and more often than not mages just discard them afterwards. Plants common in one area can be invasive and damaging to another. In addition to this, the strength and health of the plants created largely depends on the environment. Casting entangle in the middle of the desert will produce flimsy and brittle vines, where casting it in a lush forest will produce strong ones.
Sanquet Mountain Range

The Sanquet Mountain Range is one of only two mountainous areas of Mirror Domain. Seeing how harsh and unforgiving this territory is, Mortals do their best to stay away. As a result of this, many Demons have sought refuge here over the years until the landscape was populated with little else. It's climate is cold, and windstorms are extremely common. On rare occasions the mountains will see rain, which has caused a pool of water known as Salv Springs to form.

While Demons dominate the population, several other species can be found in this area; most of which being found at lower elevations. Dragons, Peryton, and Phoenix are all rumored to live here on top of the standard mountain dwelling animals. Carnivores reign supreme here, seeing as there's little plant life anywhere other than Salv Springs. The few herbivores that do live here are very small.

There are several rumors of valuable treasures and Relics in these mountains. These rumors largely stem from the fact that Wicker's Crew has a hideout stationed here. Demons and Mortals alike have undoubtedly noticed the high amounts of Magic coming from their Mirrors and other Artifacts, causing people to believe it's treasure. It's true, in a way, but no one that stumbles upon Wicker's Crew lives to tell the tale. Demons that reside within these mountains do their best to keep away from this area.

## **Rowset Overhang**

A large empty expanse of rocks that twist and turn in odd an unnatural ways. The overhang is known for being a desolate wasteland that's been completely ravaged by Red Magic. The Magic has eaten away at all of the plant and animal life to the point where not even bugs can be found here. It smells heavily of rot, and the Magical aura it gives off can be felt from miles away.

Rowset Overhang is rumored to be a mass grave of sorts. Back when Lord Lykan was still in power and the infection rate of Red Magic was at an all time high, ancient people would travel here to die far away from their family and friends. Not only would this prevent the infection from spreading more, but it'd make it inconvenient for Lykan to assimilate these individuals into his Hivemind. These rumors have yet to be proven true, though. Lykan likely destroyed all records of this place to prevent his underlings from traveling here. Still, it'd definitely explain why there's so many remains in the area.
Gremlin

**Uncommon**

**Purity:** 40-55%

Small creatures between 3 and 4 feet in height. Their body is completely covered in fluffy fur, with their fur being the longest around the cheeks, shoulders, elbows, and hips. They may or may not have a large tuft of fur on their chest as well. Their fur is commonly dark in colour, usually brown or black, to help them blend into the dark areas they’re known to inhabit.  A Gremlin's body is stout. Their limbs get wider at the ends, giving them large hands and feet. Their fingers and toes are pointed, but not necessarily sharp. They don’t have claws, but the pointiness of their fingers is enough to scare someone off if needed. If their claws don’t scare someone off, their teeth will. Extremely sharp and asymmetrical teeth are one of their defining features. Two known variants exist. One with ears, and one without.

Gremlins are known to be mischievous in nature. They don’t like being told what to do, regardless of who’s talking to them. Oftentimes they won’t even listen to members of their own species, despite the fact that they see all non-Gremlins as threats. That being said, because of their defiant nature, they may befriend someone of a different species just to break the rules. Many Gremlins will straight up ignore the 20% rule, causing a large amount of their population to have seemingly random traits. Intelligence wise Gremlins are all over the place. Most of them have some sort of psychological quirk because of all the seemingly random genes they can have.

Other species tend to dislike Gremlins. If anything happens to go wrong when one is in the area, they’ll usually be blamed. If a Gremlin is behind something it’s usually small or petty. They won’t commit acts of mass destruction, as that requires effort and planning. They want to annoy people, not exterminate them. A common example of this is names. Many of them will intentionally use a “wrong” spelling or pronunciation of a name just to urk people. Generally speaking, Gremlins are treated as a nuisance or an enemy, even if an individual isn’t causing any problems.
Chapter 3: Our Lord Rises

As Airship Valor makes their way over to the country of Vertgate a band of mysterious Kodin known as the Order of the Third eye starts causing a fuss resulting in Mau, their youngest member, to get left behind. While on her own she finds a mysterious book that seems to scramble its text making it impossible to read. Soon enough Valor's Crew makes it to their destination where they say goodbye to Lumi and friends in search of another job to keep their ship afloat. Little do they know, a certain lost Kodin may just have the job for them.

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Solomon Matx

**Name:** Solomon Matx

**Species:** Lesser Dragon

**Purity:** 22%

**Gender:** Male he/him

**Height:** 7 foot 7

**Languages Spoken:** Standard, bellows

**Personality:** an old and weathered soul. Solomon is a night owl. He always takes the night guard shift and evening hunts. When he’s not working, he can be found at the guild asleep. He’s generally pretty friendly, just awkward and tired. He likes the night shift because it means there’s less people to worry about.
Mana

Mana is a small amount of raw magic stored in a living creatures body. Any creature who has a soul will naturally draw in magical ambiance through daily life, weather it be from what they eat/drink, absorbing it from their environment, or taking it in directly. Where it's stored in the body isn't exactly clear, but people speculate that one's Mana pool is somehow connected to their circulatory system, as historically the blood of powerful mages or magical beasts has had high concentrations of raw magic.

How much magic one can store in their mana pool varies by individual. Like most things, ones mana pool can be expanded with enough training. Those who cast magic or use spells often will naturally build a larger mana pool over time, the same way someone who jogs every day will build up muscle in their legs and get faster over time. Everyone has a mana pool, but only those who train can get one large enough to cast vast amounts of magic.

While Mana is generally separate from most body functions, any amount of magic in ones system will begin to effect it in some way eventually. For example, someone who often has red magic in their mana pool is at a higher risk of red magic infection. Their body may also make unintentional physical changes, like shifting their eye or hair colour to red. The same thing can happen with any variant of magic, especially if the mage is extremely proficient with only a single colour. Powerful mages can be easily identifiable because of this, although any mage powerful enough for their magic to make physical changes to their body is also most likely powerful enough to revert said changes if they're so inclined.

All creatures have a "limit" when it comes to how much magic they're able to have in their system. Depending on how that limit is reached will have vastly different effects. Generally speaking, though, if someone intentionally floods their mana pool with raw magic one of two things will happen. Either their body will expel the excess magic as remnant, effectively wasting it, or they'll unintentionally cast a spell at random. It is not advised to consume raw magic unless you're immediately going to put it to use. If a mage knows what they're doing, they can cast spells far above their current abilities by making up for the lack of natural mana with raw magic, but even then it can be extremely risky.
Salv Springs

While these springs have always existed in the Sanquet mountains, they’ve only become a place of interest in recent times. In the Demon Infestation of year 0 a piece of a relic known as the Rod of the Morning Sun crash landed here, shifting the ambient magic from red to blue. It started out as a small pool of water, but after this relic fragment crash landed here it’s since been dug out by its Demon residence, turning it into a life giving oasis. The plant life here appears almost alien, as it's been separated from the rest of Mirror Domain and altered by the magic of the gods. The average person wouldn't be able to identify these plants, although the local Demons have learned to. They've even named most of them, although Mortals would never adopt these titles.

Salv Springs can be separated into two sections; the upper springs and the lower springs. The Upper springs is home to Fennel Salix’s Residence. Demons do their best to stay away from this part of the springs to avoid the wrath of Wicker's Crew. The Lower springs are what the vast majority of creatures in the mountain range use as their source of water. Despite the constant war between Demons and Mortals, there's an unspoken rule to never pick a fight at the springs. It's not like they'd have any reason to anyway. Demons don't generally dislike impure creatures, and Dragons share their distaste for the rest of Mortal society enough to get a free pass.

Both the upper and lower springs are home to vastly diverse species of animals, some of which can only be found near the springs themselves. Small prey animals like rabbits and mice, larger animals like deer and bears, and even magical beasts such as phoenix wander the area; taking advantage of the life giving pools of water and the alluring blue ambiance.
False Gods

Since the Mortals of Mirror Domain are largely unaware of the existence of the real Gods, they’ve taken to worshipping other beings. These beings are known as “False Gods”. To Mortals, False Gods are considered real Gods. To the Gods, these beings are seen as imposters or legends. Nothing more.

 Unlike the original four, false Gods may or may not exist. The few that did/do exist aren’t immortal. They don’t create Magic like Oasis, DC, or Meridian and they don’t absorb it the way Sandra does. Instead, they take advantage of pre-existing Magic and use it to their own advantage. Some of them are naturally skilled Magic users, others are just really good at finding it. Some False Gods are just really good at manipulating people.

 False Gods are what Mortals largely shape their religions around. Each one of the Gods have their own opinion on this, but for the most part these opinions are kept to themselves (excluding the occasional church defaced by DC). It’s not like the Gods can really do anything to change thousands of years of Mortal culture. In some cases the tales of False Gods have been beneficial to the Gods overall. It takes them out of the spotlight and allows them to continue their work undetected.

Every culture has religion and mythology, so naturally Mirror Domain would as well. Many of these tales are at least based in truth, but not all are 100% accurate. A lot of these stories have been embellished and exaggerated over the years until they reached the point where they are today. Whether a Mortal believes these stories is largely dependent on where they live and how they were raised.
1147 (Probus)

Foto: acervo Alex Bola.

A linha **1147 - Olaria** foi criada em 1985, três anos após a implantação do sistema Probus, em substituição à linha **147 - Olaria**, e era operada inicialmente pela Belacap Coletivos Urbanos.

Era uma das poucas linhas que atendia a região do bairro Santa Margarida, às margens do Ribeirão Arrudas.

Até 1990, a linha ia para o centro pela Via Expressa Leste Oeste, mudando nesse ano seu itinerário e passando a usar a Av. Amazonas. Nesse mesmo ano, a Viação Cruzeiro adquiriu a linha e seus veículos.

Com a construção da Estação Diamante, a linha 1147 foi integrada e substituída pela linha **A305 - Estação Diamante / Maldonado / Olaria**.

## Itinerário

A rota da linha 1147 em 1995 pode ser vista neste mapa.

## Frota da linha

Veja a relação histórica de veículos que já passaram pela linha, os prefixos podem sofrer alterações com o longo do tempo, de acordo com as deliberações dos órgãos gerenciadores, por isto eles poderão ser separados de forma a ficar de fácil entendimento.
Familiars

Mages of all sorts use familiars for a plethora of reasons. In essence a familiar is a creature whose mana pool one has tethered themselves to, allowing them to broaden the amount of magic they can use and cast spells through the creature among other things. More often than not they’re small creatures such as birds, rabbits, mice, rats, lizards, etc. The larger and more intelligent the animal, the more difficult it is to tether to. Some animals (especially magical beasts) cannot be tethered to unless the beast is willing, as many of them are too smart to allow something like this to happen.

Tethering one's mana pool has many advantages, although it’s by no means for everyone. Most people who do so have very little capacity for storing magic in their mana pool and simply use their familiar as a living battery of sorts. Many also use these creatures for convenience sake. With the right spell and the right animal a familiar can be used to spy on people, run basic errands, deliver messages, etc. On occasion a mage will tether a familiar for ease of spell component access. If they often use spells that require feathers, for example, having a bird that can be summoned at will makes getting them much simpler.

Of course, more experienced mages with magical beasts as familiars typically do so in order to gain access to magic variants/spells they wouldn’t otherwise have access to. The Tanuki is a good example of this. Tanuki have the magic of luck, meaning anyone who manages to get one as a familiar will also be blessed with such magic. Same with Fey Fox and illusion or Phoenix and regeneration. Magical beasts offer far more magic and skills than the average animal does.

Because the process of tethering a familiar involves tapping into its mana pool a familiar can be summoned from just about anywhere. Just by channeling some of the magic inside of them you can make them appear at will. Dismissing them is another story, however. You can easily teleport them away, but most mages don’t see any reason to waste their mana to do so. More often than not when a familiar is dismissed it’s simply allowed to run off and do whatever it pleases. This can cause issues, especially with less conventional familiars. Letting your pet dog loose to wander a town isn’t too big of an issue, but allowing a fully grown stag to prance around an urban area isn’t the most ideal situation. Most mages are aware enough to know when summoning/dismissing their familiar is appropriate, though.

Familiars are animals. They’re individual creatures and much like any pet each one will have a different personality. That being said, because of the tethered mana pool they have a much deeper connection to their master than a normal pet would. Many of them end up vaguely mimicking their masters personality and behaviour. At least as much as they can, anyway. Seeing as they feel similar emotions due to their connection it’s not surprising that they’ll express those emotions at the same time as their master. That’s not to say every familiar is a mirror image of their master. Sometimes it’s a matter of what the master wants them to be as well.
Warlock

One of the most controversial types of Mage, a Warlock could almost not fall into the category at all. Warlocks do not use their own Magic. They don’t create items using raw Magic. A Warlock is a Magic user who relies on others to use Magic. This is more often than not a powerful Artifact or a curse which allows them to “borrow” someone else's power for their own gain.

While not all Warlocks are evil, many of them are. Someone with ill intent who can’t use Magic for one reason or another will seek out other means of getting a hold of it. Their knowledge on Magic is very limited, only really knowing the ins and outs of the specific item or enchantment they use to draw their power. For example: if a Warlock has an Artifact that can turn someone into stone they’ll more often than not be able to tell you exactly how it works and how to use it. But if you ask them to explain the Magic behind it or how it was created, they’d be clueless.

Warlocks can be particularly dangerous due to their ignorance. They rarely take the proper precautions when it comes to using dangerous Magic, mainly because they don’t know they have to. A Warlock succumbing to their own Magic sadly isn’t uncommon. Many of them have become contributing factors to spikes in red Magic infection.

Because they draw their power from someone else, most Warlocks don’t work alone. Those who have curses or enchantments have someone in the background pulling the strings. Those who use items or potions have a dealer who supplies or repairs these items. On rare occasions you may find someone who got lucky and just so happened to stumble across an Artifact of some sort, but this is almost never the case.

That’s not to say everyone who uses a Magic item or a potion is a Warlock, however. Nearly everyone in Mirror Domain will use some form of Magic item at some point in their life. It all boils down to intent. There’s a line between using Magic and abusing it, and Warlocks are people who’ve crossed that line to the point of no return.
Alder Talrod

**Name:** Alder Talrod

**Species:** Higher Demon

**Purity:** N/A

**Gender:** Male he/him

**Height:** 6 foot 8

**Languages Spoken:** Demonic, Bellows

**Personality:** Alder is loyal to a fault. He’s pledged his allegiance to Vira, and by extension the Ministry itself. Everything he does, he does for the Ministry. Alder is one of the few Ministry members who’s physically strong, and he uses this strength to act as a bodyguard. He’s often seen with either Vira or Tipsy, but he’ll accompany any of the Ministry’s members if needed. On top of his physical strength, Alder is also extremely proficient with Blue Magic.

   While loyal, Alder can be considered a chameleon. He can feel the emotions of the people around him, and he uses this information to his advantage. These powers allow him to easily manipulate people. If someone is scared, he’s able to figure out exactly why with ease and then do whatever he can to amplify that fear. On the flip side, if he seems to be getting along with someone he’s able to alter his behaviours to be even more alluring or pleasing to be around. If you ask someone what Alder’s like, they’ll all give you vastly different answers. It could be argued that he has no real personality of his own at all, and that he only puts on an act for the people around him.
Malceroy Balieon

**Name:** Malceroy Balieon

**Species:** Higher Demon

**Purity:** N/A

**Gender:** Male he/him

**Height:** 105 feet

**Languages Spoken:** Demonic, Bellows

**Personality:** Malceroy is a force to be reckoned with. He has all the strength and power as the mightiest of dragons and then some. He can collapse caves and topple buildings with ease. That being said, Malceroy is very mellow and even a bit reserved. He was summoned by Vira as a means of combating the Shadow Band. If he were left to his own devices, he’d be a solitary being spending most of his time basking in the sunlight or sleeping in his cave. Playing guard dog is the perfect job for him, as his sole purpose is to keep people away from the mountains. He’s of average intelligence for a dragon, but because he doesn’t put any effort into honing his knowledge he’s by no means book smart. Not that he has to be.

When it comes to his abilities, Malceroy has the power to induce fear. Literally. He can manifest ones deepest fears and insecurities as illusions which are extremely hard to shake off. This power of illusion is able to keep the majority of threats away from the Ministry before they ever face him directly. Those who do manage to push through or shake off the illusions are almost always met with a grueling fate, as no mortal alone would stand a chance against him. On top of that, he has the standard dragon’s breath as most dragons do, with the fire he produces burning white hot.
0109 (Probus)

A linha **0109 - Rubens de Pinho Ângelo / Brasiléia** surgiu através da renumeração da linha 1123 - Rubens de Pinho Ângelo / Brasiléia. Apesar da linha ser diametral, ela sempre foi pintada na cor vermelha.

Em 1995, a Transbetim implantou um novo sistema de transporte e esta linha foi renumerada com numeração do sistema local 312 - Rubens de Pinho Ângelo / Brasiléia

A linha 0109 em todo o seu período foi operada pela Viação Santa Edwiges.

## Itinerário

A rota da linha pode ser conferida neste mapa.

## Frota da linha

#### Numeração Metrobel

Veja a relação histórica de veículos que já passaram pela linha, os prefixos podem sofrer alterações com o longo do tempo, de acordo com as deliberações dos órgãos gerenciadores, por isto eles poderão ser separados de forma a ficar de fácil entendimento.
Chapter 1: Calder's Crew

About a year after Airship Valor crashed in the Bexstone Mountain Range airship crew Sonie, Bubble, and Thunder take a stop in the far off country of Barrowford on the promise of discounted repairs from a like minded ship landing owner. During their stay they run in to Calder, a renowned bounty hunter who claims to be on the hunt for a particularly nasty group of demons known as Wicker's Crew. All is well, until one night disaster strikes and Barrowford local Hazel is turned to stone! Was this the result of Wicker's Crew, or is something much more sinister going on?

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Tipsy Mulligan Guffin McGee

**Name:** Tipsy Mulligan Guffin McGee

**Species:** Higher Demon

**Purity:** N/A

**Gender:** Female she/her

**Height:** 5 feet

**Languages Spoken:** All\*

**Personality:** Tipsy is an extremely happy, cheerie, bubbly demon. Some would say she doesn’t take anything seriously, but that’s far from the truth. Her cheer can almost be sadistic, in a way, as she’s able to remain as happy and peppy as ever even when unspeakable acts of horror are happening around her. Her happiness is largely due in part to her disconnect with reality. Tipsy is able to link the minds of sleeping creatures, creating a dream-like world known as the Dreamscape. Within the dreamscape, Tipsy is in complete control of reality, much the same way someone in a lucid dream would be. This causes her to struggle with what’s real and what isn’t while awake.

   Tipsy is very physically weak, and as a result of this she keeps herself sealed away inside the Ministry walls; using the Dreamscape to organize meetings with other Ministry members or spy on their enemies. Tipsy sleeps in a 38 hour cycle, waking up for only a few hours at a time in order to eat or communicate with someone in the waking world. No one is safe from her powers once asleep, unless mind shielding precautions are put in place. When Tipsy links with ones mind, she has unlimited access to it. She can read their thoughts, see their memories, feel their emotions, and a whole whack of other things.
1113 (Probus 1985)

Fotos: Vítor Dias

A **linha 1113A - Regina via Lindéia / Belo Horizonte** foi criada em 1985 pela Metrobel através da renumeração da linha **46R - Regina / Belo Horizonte** e **46R1 - Lindéia vis Industrial / Belo Horizonte** e era operada pela Expresso Transamazonas. Pouco dias depois foi criado o ramal B atendendo o bairro Lindéia.

Esta linha foi durante muito tempo a linha metropolitana com maior número de usuários e maior frota do sistema, chegando ao número de 56 carros durante a década de 90. Isso se deve ao fato da linha atender praticamente todos bairros do bairro Industrial em Contagem. Em 2000, a Expresso Transmazonas, fez de forma autônoma uma experiência, transformando a linha em troncal, e integralizando com uma Estação de Transferência na região da Praça dos Trabalhadores. Com isto a linha 1113B passou a se chamar **Estação dos Trabalhadores / Belo Horizonte**, com linhas diretas e paradoras, e a partir daí demais linhas integralizariam com a estação como a 1117, 1106, 1105, 1112 e 1109.

Esta experiência durou pouco tempo, e acabou sobrecarregando ainda mais a linha 1113A, com isto retornou ao esquema anterior, mas adicionando uma linha direta na 1113A nos horários de pico, e criando mais um ramal B atendendo ao bairro Washington Pires.

Em 2008, com a implantação do novo sistema baseado em consórcios e renumeração de várias linhas, a linha 1113 e seus ramais foram substituídas por diversas linhas
**1111 - Washington Pires / Belo Horizonte
1270 - Regina via Lindéia / Belo Horizonte
1271 - Regina via Lindéia / Belo Horizonte (Direto)
1280 - Lindéia / Belo Horizonte
1281 - Lindéia via Industrial / Belo Horizonte**.

## Itinerário

A evolução do itinerário da linha 1113 em 1992, 1997 e 2007 podem ser conferidas neste mapa.
Quinn Lemmy

**Name:** Quinn Lemmy

**Species:** Lesser Dragon

**Purity:** 15%

**Gender:** Female she/her

**Height:** 5 foot 9

**Languages Spoken:** Standard, Bellows, Lupin

**Personality:** Quiet and reserved. She’s lowest on the guild hierarchy because of her lower Purity. Some of the guild members believe she’s a Coguine (Lesser Dragon Sinvian), but this isn’t true. Her eyesight isn’t the best, but she more than makes up for it with her powerful Blue Magic. She’s more or less the guild’s field medic. Don’t expect her to talk much
Currency

While the value and commonality of it varies by region, Mirror Domain for the most part uses a singular currency system. Coins are split into three variants: Tik, Tekt, Tekton. 10 Tik makes a Tekt. 10 Tekt makes a Tekton. A Tekt is the most commonly used form of coin.

All coins are small bronze, silver, and gold in colour with a signal circular hole in the center. Many coins are minted to have the magic circle coordinates to their country of origin engraved onto them, although this is only the case for better established countries. Lesser countries or territories' coins will have the coordinates for their occupying country instead. Rarely a coin will not have coordinates on it at all, but these are generally considered to be counterfeits and as such are not usually accepted, even if their value is the same.

Because each magic circle is different, coins from different countries technically do weigh different amounts, and as a result are worth different amounts. That being said, the differences are so minute that it's not typically accounted for when it comes to exchange rates

Coins are generally held on a string or a chain. The coins are strung to this chain via the hole in the center. Coin purses are used on occasion, but they aren't nearly as common. Chains are considered to be safer than a pouch, as a chain can be strung around a belt loop or other article of clothing as a means of securing it to one's person.

Currency exchange between countries varies wildly. Some countries, such as Aelvale, won't accept coins if they aren't minted within the region or by an allied country. Other places will accept any coin so long as it's a legitimate coin regardless of it's country of origin. It can also be down to personal preference in some cases, although this isn't nearly as common.
112 (Belo Horizonte)

A **linha 112 - Santa Cruz via Ipiranga** foi uma linha criada pelo DBO em 1964, e sempre foi operada pela Viação Evangelistana.

Nos anos 70, tinha seu ponto final do Centro na Av. Santos Dumont, 508. Além disso, também teve o ramal **112R - Maria Virgínia**.

Em 1982, com a adoção do sistema Probus, a Metrobel extinguiu a linha e seu ramal, que tiveram como sucessoras as linhas **5507 - Maria Virgínia** (112R) e **5508 - Santa Cruz** (112).

## Itinerário

As rotas da linha principal e do seu ramal em 1979 podem ser conferidas neste mapa.

## Frota

Na tabela abaixo, segue a frota da linha na década de 70.
Vivifying Amulet

Blue Magic Relic

A beautiful amulet made of what almost looks like blue amber. It’s clear and translucent, with no imperfections or bubbles inside. One side of the amulet has a paw print carved into it, with wings on either side. The other side is completely smooth. The amulet has a loop at the top in order to attach it to a string or chain.

When the Vivifying Amulet is on one's person, it allows small amounts of Blue Magic to radiate through them. This keeps all illnesses at bay, as well as speeding up the healing process. If the holder of the amulet happens to die with it in their possession, the amulet will bring them back to life in an explosion of Blue Magic; healing their body completely in the process. It more or less prevents someone’s soul from leaving their body in the first place.

The only drawback to this item is that, once used, it seemingly disappears. Some speculate that the large amount of Magic it releases causes it to teleport away. Others think it uses up it’s remaining Magic and breaks. No one has ever seen more than one of these items together, so no one knows for sure whether there’s multiple amulets or not.
Green Magic

The weakest of the four variants of Magic, Green Magic is created after reuniting red and blue. The separation of Purple Magic was not perfect, so when the two are united once again they end up destroying key elements of Purple Magic; resulting in a far weaker mix. That said, much like Purple Magic, Green Magic does encompass both time and reality. It’s just to such a lesser extent that it poses no threat to the fabric of reality or to the set timeline.

Green Magic is considered to be a jack of all trades. It can accomplish anything that the other variants are able to do, but to such a lesser extent that many things simply aren’t worth trying. Yes, Green Magic could give a glimpse into the future, but it’d be so blurry and distorted to the point where an educated guess on events to come would be just as accurate. Despite it’s lesser power, Mortals have taken a liking to Green Magic. It’s far easier and safer to use, so beginner mages can utilize large amounts of it with few risks involved. That’s not to say it’s not dangerous, but accidents with Green Magic can be directly pinned on the incompetence of its user and not loss of control. Twice the amount Green Magic is only half as powerful as red or blue.

People have deemed Green Magic to be “neutral” when it comes to the main variants. If red is “bad” and blue is “good” then obviously green would be a middle ground. This is not entirely true, however, as green can easily lean itself one way. It’s not hard to use Green Magic to create fire and burn down a village. It’s also not hard to use Green Magic to shield someone from harm or teleport them to safety. Whether it’s good or bad largely depends on the person harnessing its power.

Because Green Magic is a mix of red and blue, there’s different variations of it. With more Blue Magic added to the mix it becomes Light Magic, and more Red Magic creates Dark Magic. That said, “pure” Green Magic is considered to be anything between a 40/60 mix to a 50/50 mix of red and blue. Anything more than a 40/60 mix and the effects of the Magic will have such profound differences to the point it can be considered dark or light.

Green Magic is most commonly found in rocks or gemstones. Because there’s so much of it, it’s easily able to get into the natural ecosystem and become locked away as a result. Once a crystal begins to form, it’ll draw more and more Magic from the surrounding area into it, allowing it to grow larger and larger. Digging or mining for Green Magic is the simplest way to obtain it, and because Green Magic crystals are more or less pure, extracting the Magic is as easy as grinding them up and bottling it in a container.
105 (Belo Horizonte)

A **linha 105 - Humaitá via Ravena** foi uma das linhas de auto-ônibus numeradas pelo DBO em 1962, operada inicialmente pela Viação Orleans.

Em 1964, a linha já se chamava **105 - Ravena Humaitá** e era operada pela Viação Flor de Maio. Em 1966, a Auto Viação São Jorge assumiu a operação da linha.

Nos anos 70, a linha tinha seu ponto final do Centro na Rua dos Caetés, 523.

Em 1982, com a adoção do sistema Probus, a Metrobel fundiu a linha 105 à linha **130R - Alto Santa Lúcia** para criar a linha **2901 - Ravena / Alto Santa Lúcia**.

## Itinerário

A rota da linha em 1979 pode ser conferida neste mapa.

## Frota

Na tabela abaixo, segue a frota da linha na década de 70.
1170 (BHBUS)

Foto: Vítor Dias.

A linha **1170 - Santa Lúcia / Mangabeiras** é uma linha criada por ocasião da implantação do sistema BHBUS em 1998, seguindo a licitação ocorrida naquele ano. Foi um atendimento novo, que não substituiu nenhuma linha, e era operada inicialmente pela Viação Nova Suíça.

Em 2002, a Coletivos São Lucas passou a operar a linha.

Após a licitação de 2008, a linha passou a ser operada pelo Consórcio Pampulha.

## Itinerário

A rota da linha 1170 em 1998 pode ser vista neste mapa.
Lute of Equanimity

Blue Magic Relic

A magnificent instrument, made out of an almost blindingly white material and lined with intricate gold patterns. While being played, it's strings glow a soft blue.

Some say hearing the lute's melody will bring you good luck. Others say it speeds up the healing process. Both of these statements are correct in a way. When played, the lute has an extremely calming effect, often making those who hear it feel happy. It can help with healing, but that's more of a side effect from its Blue Magic and not its main purpose.

While this Relic has never been seen in the Mortal realm, some mortals swear up and down they've heard its melody playing off in the distance. Whether this is true or not is yet to be determined. It’s just as likely that they heard any other lute. It’s not like it’s a rare instrument.
Airships

Much like it's sea counterpart, an Airship is a large boat-like vessel that's been designed to fly through the air rather than the sea. Any waterbound vehicles are largely useless in Mirror Domain. There simply isn't enough water to make water travel a viable solution. So, the people of Mirror Domain have taken to the skies in order to expand their range of travel.

Airships are relatively new technology. They were first invented in the year 638 shortly before The Great Fall, but they wouldn't get into the mainstream until 723. At first it was seen as a ludicrous idea. A ship, something that was already largely useless, being retrofitted to sail the skies? Why would anyone waist their money on such a thing! Still, as time went on and the technology advanced people began to see just how useful something like this could really be. An Airship could turn weeks of travel by caravan into days. Not only that, but the crew would be able to avoid the many dangers of the surface world.

Nowadays most modern countries have Airship landings in their major cities. Some of the more well off countries, such as Vertgate, Havenlyn, or Aelvale, have landings scattered throughout the country as a whole rather than just capitals. It's made Airship travel far easier and safer than it was in the past. Not only that, but it's only furthered the use of Airships and the study of the technology, making them cheaper and easier to produce. It's only a matter of time until worse off countries are able to get their hands on them as well.

Most Airships are used for travel and trade. Cargo ships are by far the most common type of Airship. That said, places like Aelvale have begun to retrofit some of these ships into warships. They believe that the first country to rule the skies will be able to dominate Mirror Domain as a whole. Because of their push to turn these ships into tools of war, other countries have taken to upping their own ships defenses. Most ships nowadays have a sturdy hull and several canons just as a means of defense. These tools are rarely used, but they do come in handy on the rare occasions they're needed.
Sword of the Fallen

Light Magic Artifact

The Sword of the Fallen is a long, roughly 4 foot, steel sword crafted by the Ministry of Demons during the Great Infestation. This sword was forged with the bones of slain mortals imbued into it’s blade, causing the metal inside to become a rudimentary form of steel and in turn strengthening it. It’s decorative elements, such as the gold plating and elegant eye shaped gemstone, were all added after the fact after the sword was taken from the demon armies as a trophy.

   The sword at its core was enchanted to use light magic against its targets; using the time aspect to make wounds bleed faster and heal slower. In the midst of battle this was extremely useful, as it’s wielder could spend less time on a single target and focus their attention on larger groups. Not only that, but because those hit by the blade had lingering effects of the sword's enchantment, healing these injuries became far more difficult. Light magic remnant would be left behind, and because most people use this variant to heal it lead many mages to believe the injured party had already had healing magic cast on them. It was a smokescreen that prevented injured parties from getting help, ultimately leading to more deaths.

   While it’s not known by the majority, adding bones of mortals into the sword had an additional effect; one not seen until years after the infestation. Fragments of these creature’s souls congealed in the blade, eventually causing a new soul to form within it. This caused the sword to come to life. The sword has since dubbed itself Bur, and in the current day it’s working alongside the demon who created it in the Ministry of Demons. How this soul was able to form without input of the god Oasis is unclear. A mystery yet to be solved
Coagulant

When magic is used it’s generally not completely used up. Residual magic will exit the body of its caster as a smoke-like substance called Remnant. Remnant, while generally considered to be mundane in nature, can still be used as a source of magic. With enough Remnant at one's disposal it can be condensed down into a substance known as Coaguant.

Coagulant is a highly unstable and extremely dangerous form of magic. Because it’s made of whatever’s left over from casting a spell, making a potion, or creating an Artifact, the magic which comprises it is damaged. The damage causes Coagulant to be extremely unstable, as there’s no real way to tell what’s left of it. How unstable the Coagulant is largely depends on what type of magic the remnant that made it came from. Coagulant made from Green magic is the most unstable, as green magic is the weakest form of magic to begin with.

Unlike magic, Coagulant cannot be tied to a single colour. Red, Blue, and Green Remnant will all create the same type of Coagulant. Purple magic is unable to create Coagulant, as Purple Magic Remnant naturally coagulates itself into Red and Blue magic. Coagulant is white in appearance with shimmering rainbow iridescence. It tends to be far thicker than your standard magic. While most magic in its raw form is similar to water in terms of consistency, Coagulant is more akin to syrup. This is partly due to its composition.

Because its created from remnant, Coagulant is not a pure form of magic. Bits of material components get mixed in as the remnant condenses, which only results in the final product being more unstable. If there's a high amount of material components needed to create fire, as an example, the coagulant may be more inclined to ignite or spontaneously combust, even if the mage using it wasn’t trying to do so. Coagulant is more or less the barest bones form of magic. Very primitive in terms of composition, and extremely difficult to utilize.

Coagulant is extremely powerful, but it’s difficult to get it in large quantities. One would need to expend an absurd amount of magic to have enough remnant needed to make it, and most mortal’s Mana pools aren’t anywhere near large enough to do so. Powerful beings like the Gods or Empyreals may have a shot at making Coagulant, but their magic is better used elsewhere. It simply isn’t worth it to put in the effort. The few times Coagulant has been made, it ended up being more trouble than it’s worth. As things currently stand, the only place on Mirror Domain that has Coagulant in any extent is a place known as the Cavern of 12 Deaths.