recursal/Fanatic-Fandom huggingface dataset:
Mr. Flour

Template:Infobox character

**Mr. Flour**, also known as **Chef Flour** and credited simply as **Baker**, is a supporting character in the 2019 television series *Amphibia*

## Background

### Personality

Mr. Flour seems to be one of the more well adjusted citizens of Wartwood. While he too can be annoyed at the antics of the Plantars, he is less likely to lash out at them. He is a lot more concerned with the well being of his daughters whom he loves dearly. However, he does seem to acknowledge that they can handle themselves as he was unfazed at Maddie threatening harm on her younger sisters. It could be that he is simply used to their unusual hobbies. He was insistent on Sprig getting married to his daughter, but upon the two of them breaking it off, showed no ill will towards the matter, nor did he seem to remember or bring it up.

### Physical appearance

He is a blue, short frog, with a deep brow line and yellow eyes with purple pupils. He has purple stripes and dots along his back and a light-sky-blue underbelly. He often wears an apron, with several stains, dark grey pants, light brown shirt and a baker's hat.

## Role in the series

In "Anne or Beast?", Mr. Flour makes his first appearance where he hears One-Eyed Wally inform of his encounter with a monster in the woods. Mr. Flour joins a mob in hunting down the monster who turns out to be a human girl named Anne Boonchuy. After Anne saves the mob from a giant red mantis, Mr. Flour leaves the with the rest of the mob when Mayor Toadstool allows Hop Pop Plantar to have Anne live with him.

In "Hop Luck", Mr. Flour is seen stomping on dough while being visited by Anne and the Plantars who came to buy some dough to make pizza. After throwing his dough into an oven, Mr. Flour told them in exchange for giving them dough, Sprig had to marry his daughters, Maddie. Anne accepted and Mr. Flour gave them some dough. He is later present with Maddie as the crowd started throwing stuff at Anne and the Plantars in the cage of shame, telling everyone that Sprig is his son-in-law.

In "Children of the Spore", he along with everyone else in Wartwood (excluding Hop Pop) were among those controlled by Apothecary Gary, but was later freed when Bessie ate the mushroom.

## Trivia

* Mr. Flour is the second character on *Amphibia* to have his voice actor replaced, albeit for one episode. The first one being Braddock.
* It is unknown what happened to Mr. Flour's wife.

## External links

* Mr. Flour at the Amphibia Wiki

Template:Amphibia
Team Fortress Wiki

**Welcome to the Team Fortress Wiki!**
This is a wiki for my own personal use where I compile my ideas for my own ideas of what the perfect TF2 would be in my own eyes.

## Classes

* Ranger
* Guerilla
* Soldier
* Pyro
* Scuba
* Demoman
* Heavy Weapons Guy
* Hazmat
* Engineer
* Medic
* Scout
* Sniper
* Spy
* Civilian

## Weapons

* AK-47
* Bat
* Bazooka
* Bear Trap
* Bio Grenade
* Blowtorch
* Bolt Gun
* Bonesaw
* Bottle
* Branding Iron
* Chaingun
* Concussion Grenade
* Construction PDA
* Cyclops
* Depth Charge
* Destruction PDA
* Detpack
* Disguise Kit
* Direct Hit
* Double Barreled Shotgun
* Electric Prod
* Electro Sapper
* EMP Grenade
* Flamethrower
* Flashbang
* Fire Axe
* Fireball
* Fishwhacker
* Flare Gun
* Flare Grenade
* Frag Grenade
* Gas Can
* Grappling Hook
* Grenade Launcher
* Harpoon Gun
* Hallucination Grenade
* Impulse Rifle
* Invis Watch
* Jar
* Jetpack
* Knife
* Krac Grenade
* Kritzkrieg
* Kukri
* Laser Pistol
* Lead Pipe
* Mac-10
* Magnum
* Medigun
* Minigun
* MIRV Grenade
* Mortar
* Motion Watch
* Multitool
* Nail Grenade
* Nailgun
* Napalm Grenade
* Napalm Gun
* Needlegun
* Plasma Cannon
* Pipebomb Launcher
* Pistol
* Pocket Pistol
* Pocket Watch
* Proximity Launcher
* Railgun
* Revolver
* Rocket Launcher
* Scattergun
* Service Pistol
* Shotgun
* Shovel
* Silenced Pistol
* SMG
* Smoke Bomb
* Sniper Rifle
* Snubnose
* Staplegun
* Stickybomb Launcher
* Super Nailgun
* Super SMG
* Syringe
* Syringe Gun
* Tranquilizer Gun
* Umbrella
* Wrench
Albus Duckweed

Template:Infobox character
**Albus Duckweed** is a supporting character in the 2019 animated series *Amphibia*.

## Background

### Personality

Albus is a dignified individual who feels that he has a better outlook than most people. He openly voices his opinion on things, mostly food, and openly belittles those he feels do not meet his standards. Despite this, he does have a sense of individuality as he does not like being pampered to or given special treatment and wants to be seen as a normal person like everyone else. He is also shown to be very sociable with people as he often hosts various events such as the Firefly Festival ("Dating Season") and the mayoral run ("Hop-Popular").

### Physical appearance

Albus is a light green newt with a pale green underbelly and four fingered hands. He has a long tail that has darker green spots on it. He has big round pale blue eyes with violet pupils and turquoise hair that is slightly long and tied into a ponytail with a purple ribbon.

He wears black pants, a navy-blue undershirt and a purple waistcoat. He wears a pair of matching purple dress shoes and a black hat.

## Role in the series

In "Lily Pad Thai", Albus makes his debut where he criticizes Stumpy for serving him only fly in his soup, only for Anne Boonchuy to show up and defend Stumpy and his restaurant. When Albus taunts her, Anne challenges him; give her and Stumpy two days to turn the diner around and Albus will have to give a positive review, if not he will give a negative one and shut down Stumpy's business, which Albus agrees to.

Though Anne and Stumpy are to fix up the restaurant and give it a makeover, a disguised Albus arrived at the newly opened restaurant to check out the huge improvements, but stubbornly decides to give the restaurant a bad review anyhow. This causes Anne and Stumpy to cook up a Kraken and serve it to Albus specifically, but once they bring it to the table, it comes alive and starts attacking everyone. Anne and Stumpy team up by first spraying its eye with lemon juice and then killing it with a meat masher. After the attack, Albus suddenly changes his mind as he found the experience of food trying to eat you as artful and decides to give the restaurant a positive review instead.

## Trivia

* Albus uses a message board in Amphibia which is a literal message board due to the fact that computers do not exist, that is until the episode "Fort in the Road".
* Albus's name is similar to the name "Albus Dumbledore" from the *Harry Potter* series.

## Gallery

Hop-Popular 3.pngReturn to Wartwood still 15.png
## External links

* Albus Duckweed at the Amphibia Wiki

Template:Amphibia
Consorcio 7

**Consorcio 7** is a Kumamoto, Japan-based concessionaire that oversees the characters of Area 7 of the CMTC, and is headed by the vice president, Kawamoto Nobuhito, with Nishizaka Hikosaburo serving as a management officer of Consorcio 7.

The concessionaire was founded in 1999.

## Members

* 7020 - Parvati Patil
* 7024 - Albus Dumbledore
* 7025 - Minerva McGonagall
* 7062 - Eda Clawthorne
* 707A - Amity Blight
* 7150 - Remus Lupin
* 7166 - Lavender Brown
* 7210 - Cormac McLaggen
* 7212 - Sanji
* 7245 - Luz Noceda
* 725S - Sasha Waybright
* 7279 - Colin Creevey
* 7281 - Peter Pettigrew
* 7287 - Dean Thomas
* 7310 - Sprig Plantar
* 7311 - Hop Pop Plantar
* 733H - Hooty
* 733L - Monkey D. Luffy
* 7361 - Neville Longbottom
* 736L - Leon Kuwata
* 7386 - Lee Jordan
* 7387 - Katie Bell
* 7388 - Angelina Johnson
* 7389 - Alicia Spinnet
* 7400 - Captain Grime
* 7403 - Seamus Finnigan
* 7411 - Mondo Owada
* 742Y - Captain Yunan
* 7438 - Sirius Black
* 7479 - Dennis Creevey
* 7480 - Hermione Granger
* 7550 - Marcy Wu
* 7670 - Lilith Clawthorne
* 771Y - Yamato
* 7725 - Gus Porter
* 775A - Anne Boonchuy
* 780Z - Zoro
* 782H - Hunter
* 7855 - Hifumi Yamada
* 7865 - Nami
CMTC Wiki

**Welcome to the CMTC Wiki!**
The Candlehead-Moana Transit Collective (CMTC) is a character office established on 1 October 1951. It is currently run by the main officer, Valentina Delgado.

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

## CMTC basics

PlaceholderAbout the character officePlaceholderThe nine areas
## Concessionaires

### Area 1 - Northwest/Green

PlaceholderSanta BrigidaPlaceholderBlack CatPlaceholderSpencer
### Area 2 - North/Blue

PlaceholderSambaibaPlaceholderGNCPlaceholderInterloopPlaceholderConsortium Abc
### Area 3 - Northeast/Yellow

PlaceholderMetropolitan PaulistaPlaceholderTransunionPlaceholderInfoThreePlaceholderConsorcio Plus
### Area 4 - East/Red

PlaceholderAmbientalPlaceholderGreat Vanellope
### Area 5 - Southeast/Dark Green

PlaceholderViasulPlaceholderVia SudestePlaceholderTaffyta's
### Area 6 - South/Sky Blue

UnisulTranswolfPlaceholderMobiloPlaceholderA-1PlaceholderKCA
### Area 7 - Southwest/Burgundy

Consorcio 7PlaceholderQifrey's

*Need help building out this community?*

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

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

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

Template:Infobox character
**Apothecary Gary**is a character that appears in the animated Disney series *Amphibia*. He is a (formerly) evil fungus that is able to take over the mind of his host.

## Background

### Physical Appearance

Apothecary Gary, in his fungus form, resembles a large purple mushroom with light blue spots that flashes as he speaks. His host's eyes turn bright purple with light pink pupils.

## History

Apothecary Gary made his first appearance in the episode segment "Children of the Spore" as the main antagonist. Prior to the events of the episode segment, Apothecary Gary took control of a local frog named Lloyd. He later encountered Hop Pop and tricked him to having a jar of elixir that would make Anne, Sprig, and Polly behave better. However, unbeknownst to Hop Pop, the "elixir" is actually a concoction of mind-control spores.

Slowly, the spores took over Anne, Sprig, Polly, and the rest of the Wartwood residence (except for Hop Pop and Bessie). After revealing his true self and motive, Gary battled Hop Pop in Bessie's stable. Eventually, Gary was eaten alive by Bessie after she ate the rest of his mushrooms, breaking his control over the other Wartwood residents, despite his pleads that his species would become extinct. Despite this, some of his spores survived and took control of Hop Pop's beetle Jeremy, which grew another Gary.

After leaving Wartwood, Gary and his host traveled Amphibia for a place to regrow Gary's strength. After long traveling and hardships, they were eventually found and taken in by the future citizens of Gardenton, where they formed a true symbiotic relationship where the frogs willingly used Gary's spores to become better gardeners without mind control, using this power to make Gardenton into a paradise.

At some point during that time, King Andrias got his hands on Gary's species' spores and used them for mind control collars to control the local wildlife that were produced in a factory until it was boom-shroomed by the Wartwood Resistance.

## Trivia

* Gary's species seems to be based on the amphibian (*Batrachochytrium dendrobatidis*) and salamander (*Batrachochytrium salamandrivorans*) chytrid fungi, both of which causes the disease Chytridiomycosis in amphibians; as well as entomopathogenic fungi that controls their victims' brains and sprouts out of their bodies.
* Apothecary Gary is the first major character (excluding the dangerous wildlife) in the series to not be an amphibian but rather an non-animal being.
* In the Latin American dub, he named **Apothecario Mario** in order to rhyme.

## External Links

* Apothecary Gary on Amphibia Wiki

Template:CharacterStub
Template:Amphibia
Heavy Weapons Guy

The is notable for his large size, and is outfitted with Heavy Armor, as well as a Single-Barrel Shotgun, Double-Barrel Shotgun, and Minigun. For grenades, the Heavy Weapons Guy is equipped with two powerful grenade types, the Hand Grenade and MIRV Grenade. However, he is the slowest class in the game. This makes him a great defensive class as he can take many hits before dying and has enough firepower to quickly inflict significant damage. Players need to be careful with their ammo, though. The Heavy Weapons Guy **only** uses Shells as ammunition and the Assault Cannon uses them all up in **20 seconds**.

## Bio

 **Description:** | Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb; he's not your big friend and he generally wishes that you would just shut up before he has to make you shut up.

## Basic Strategy

* It is much easier to play offensively if you have a Medic, an Engineer or both with you, otherwise staying on defense might be a better choice, as offensive HWguys are frequently looked down on and the power of the other team's defense will have you dead in no time.
* Remain in closed or partially-open areas, as Snipers will find you an exceptionally easy target due to your very slow movement speed and size.
* Use your size to block doorways and other passages.
* Improve your longevity by partnering with Medics and Engineers.
* Keep your Minigun spinning if you aren't moving.

## Weapons

### Primary

* Minigun
* Chaingun

### Secondary

* Scattergun
* Double-Barreled Shotgun

### Tertiary

* Shotgun
* Service Pistol
Scuba

The Scuba Diver is a class that is just as capable underwater as he is on land. He is most at home infiltrating a base solitarily through the water route, but can benefit from some team support. He moves at the same speed as Soldier while on land, but is much faster while underwater. When the Scuba isn't sneaking in undetected, he can use his Harpoon Gun to quickly close the distance and quickly dispatch enemies with the one-two punch of the Double Barreled Shotgun.

## Bio

 **Description:** | Hailing from Honolulu, this experienced scuba-diver was once exiled from the US Navy for openly bragging about military secrets to his civilian mistresses. He has since found work for RED and BLU as a mercenary, where he continues to do much of the same in leaking important information in a single-minded attempt to impress women. Some would consider the Scuba conceited, vain, and sociopathic, but he knows it's the secret to success. Better study up.

## Basic Strategy

* Utilize water passages to easily sneak into the enemy base. If there isn't a water route, use your Harpoon Gun to quickly fly across the map and stick to a wall.
* If you favor the direct approach, use your Harpoon Gun to pull yourself to an enemy and quickly finish them off with either the Scattergun or Double-Barreled Shotgun.
* Your Needlegun should mainly be ignored while on land. Its best use is underwater, where its firing speed is much faster.
* The Needlegun still does make a good fallback option, however.

## Weapons

### Primary

* Needlegun
* SMG

### Secondary

* Harpoon Gun
* Grappling Hook

### Tertiary

* Double-Barreled Shotgun
* Scattergun
Stumpy

Template:Infobox character**Stumpy** is a supporting character in the 2019 animated series *Amphibia*.

## Background

### Personality

Stumpy is a hard working individual. He always speaks bluntly about himself and those around him. After years of running his diner, he began to lose interest and took on a listless attitude towards everything. When Anne came around to help spruce up the place, he became more passionate and helpful and began to take pride in his business once again. Stumpy is also a tough individual and will jump into action when he is needed.

### Physical appearance

Stumpy is slightly bigger than most frogs. He is a grey-blue color with light green tongue and sharp bottom teeth that slightly stick out. The bottom of his chin is frilly to give the appearance of a beard. He has pale yellow eyes, like the other frogs, and most notably has scars all over his body.

Stumpy wears burgundy pants and a brownish-white tank top and apron, both of which are splattered with stains from cooking. He wears one black boot while his other foot is a peg leg. He is also adorned in a chef's hat and has a grasshopper leg in his mouth to mimic a toothpick. His most distinguishing feature are the two metal stumps where his hands should be, one of which has a belt used to tie it down. On the metal stumps are his tools which he can interchange.

### Abilities

* **Cooking:** Stumpy's main talent is cooking. He is apparently adept to the point that he was able to make Amphibian-Thai fusion once he was familiar with the ingredients.
* **Self-defense:** As his stumps can be fitted with different things, he has shown to be capable of using them to attach weapons to fight with.

## Trivia

* He keeps a garbage lizard outside his restaurant which he amusingly quips when Anne finds herself being chased by it.
* The various tools that he has had on his hand stumps include a spatula, butcher's knife, feather dusters, a serving pan, a meat mallet and a hammer.
* It is possibly that Stumpy is not his real name and simply a nickname he received from the stumps on his hands.
* Stumpy is similar to Penny Pepper from *Sanjay and Craig*.
	+ Both are voiced by John DiMaggio.
* Stumpy presumably lost his right hand in a hammer incident as stated in "The Shut-In!" when he sees it happen to another frog try to hammer some nails

## Gallery

Lily Pad Thai 4.jpgLily Pad Thai - Anne and Stumpy.jpgS1E20-Plantars suspicious of Grime.jpgChef Stumpy render.pngRenderReturn to Wartwood still 15.png
## External links

* Stumpy at the Amphibia Wiki

Template:Amphibia
Principal Bump

Template:Infobox character

> Education is the real magic.
>
> —Principal Bump, Hexside brochure

**Principal Hieronymus Bump** is the principal of Hexside School of Magic and Demonics in the Disney Channel animated series, *The Owl House*.

## Background

As all principals of any educational institute, Bump is responsible for the care and maintenance of Hexside as well as the safety and well-being of his students. While he is of a stern and intimidating visage, he takes his responsibilities toward his students seriously and genuinely cares for their success within and beyond Hexside.

### Physical appearance

Principal Bump is an elderly man with light beige skin, long black hair and brown eyes without his palisman. He wears Frewin, his demon-like palisman as a hat that covers up half of his face to help him see due to his blindness in both his scarred eye and his closed eye. He sports a traditional academic dress consisting of a long black gown with a gold yoke along with a black cape, gold trim at the sleeves and a blue stole.

## Trivia

* Bump's middle name, "Hieronymus", comes from the painter Hieronymus Bosch whose art style set the aesthetic for *The Owl House*.
* When the greater basilisk attacked the school in "The First Day", Bump complained he had "only three hundred years until retirement" as the monster drained his magic. While this suggested that he could live for that long, as stated by Dana Terrace, this was intended to be a joke.

## Gallery

I Was A Teenage Abomination 51.pngI Was A Teenage Abomination 52.pngI Was a Teenage Abomination 29.pngI Was A Teenage Abomination 57.pngCovention (16).pngSomething Ventured, Someone Framed (18).pngSomething Ventured, Someone Framed (30).pngSomething Ventured, Someone Framed (41).pngSomething Ventured, Someone Framed (53).pngSomething Ventured, Someone Framed (55).pngThe First Day (4).pngThe First Day (7).pngThe First Day (20).pngThe First Day (22).pngThe First Day (23).pngThe First Day (31).pngThe First Day (37).pngThe First Day (85).pngThe First Day (93).pngHunting Palismen (17).pngHunting Palismen (18).pngHunting Palismen (33).pngThem's the Breaks, Kid (23).jpgThem's the Breaks, Kid (39).jpgThem's the Breaks, Kid (46).jpgThem's the Breaks, Kid (47).jpgThem's the Breaks, Kid (55).jpgThem's the Breaks, Kid (114).jpgThem's the Breaks, Kid (123).jpgLabyrinth Runners (25).jpgLabyrinth Runners (63).jpgLabyrinth Runners (85).jpgLabyrinth Runners (93).jpgLabyrinth Runners (101).jpgLabyrinth Runners (103).jpgLabyrinth Runners (132).jpgLabyrinth Runners (136).jpg

## References

Template:Reflist
Template:CharacterStub
Template:The Owl House

1. ↑ https://www.youtube.com/watch?v=xs\_4w5hyV2s&t=1h12m06s
Humphrey Westwood

**Humphrey Westwood** is supporting character in the 2019 series *Amphibia*.

## Background

### Physical appearance

Humphrey is a short, elderly man with a proportionally large head and eyes, and stubby nose, along with having a bald head, white bushy eyebrows and white tufts of hair on the sides of his head with visible liver spots.

Humphrey wears a grayish-green coat with a buttoned yellow shirt and a light blue tie, grayish-brown trousers with brown shoes and glasses with rectangular red frames.

## Role in the series

Upon arriving in Hollywood, Hop Pop finds himself auditioning for a commercial and gets the part, despite another man named Humphrey Westwood giving up his chance for it. The commercial becomes a hit which gets the attention of Mr. X. After getting offered a big part in a movie, Hop Pop takes off with Mr. X in pursuit and Anne, Sprig and Polly also after him. However, Hop Pop learns that Humphrey is a janitor who has been waiting for his big break and gives up his role to him. Mr. X is humiliated once again and Hop Pop returns home with the intent to pursue a career in directing instead.

When Mr. X eventually does capture the Plantars, Anne gathers all the human friends the Plantars made during their time on Earth including Humphrey and tells the the truth about them being talking frogs from another world and asks everyone for help saving them which they all agree.

## Trivia

* Humphrey looks strikingly similar to Hop Pop.
* According to Humphrey, he had been trying to become an actor for forty-five years.
* The name Humphrey means "peaceful warrior".

## Gallery

Escape to Amphibia (75).pngEscape to Amphibia (77).pngEscape to Amphibia (79).pngEscape to Amphibia (81).pngEscape to Amphibia (90).pngEscape to Amphibia (92).pngEscape to Amphibia (95).pngEscape to Amphibia (97).pngEscape to Amphibia (98).pngEscape to Amphibia (102).pngEscape to Amphibia (103).pngEscape to Amphibia (109).pngEscape to Amphibia (119).pngEscape to Amphibia (121).pngEscape to Amphibia (124).pngEscape to Amphibia (133).pngEscape to Amphibia (140).pngEscape to Amphibia (143).pngEscape to Amphibia (155).pngEscape to Amphibia (189).pngEscape to Amphibia (191).pngEscape to Amphibia (214).png
## External Links

* Humphrey Westwood at Amphibia Wiki

Template:Amphibia
Sylvia Sundew

Template:Infobox character
**Sylvia Sundew** is a supporting character in the 2019 series *Amphibia*.

## Background

### Personality

Sylvia is a confident woman in her older years. She is typically soft-spoken, but out going and friendly. She is not afraid to be honest about things to the point that she openly embarrasses her daughter, Felicia. Sylvia claims to have a soft spot for the weird ones, like Hop Pop, and it shows in her own weird ways. She likes to act up, most likely as a way to show that their is still a lot of spark in her spirit. However, she does display a lot of insight and understanding as well, such as when she knew that Sprig was feeling left out of their fishing trip and told Hop Pop to be with his grandson when he was spending more time with her.

### Physical appearance

Sylvia is a skinny light green frog with a pale yellow underbelly. Like the other frogs, she has four fingers and two toes on both her hands and feet respectively. She has grey hair that is pulled back into a long ponytail. She has pink lipstick, light pink nails and pink circles on her cheeks. Her eyes however are two tiny black dots and wears a pair of light blue glasses with pointed tips at the end.

She normally wears a plain pink dress that has a deep pink flower with a orange center on the top. In "Family Fishing Trip", she wore white sun pants, a yellow shirt and a cyan neckerchief while her hair was pulled up into a bun at the top.

## Trivia

* While she playfully teased both Hop Pop and Monroe, it is obvious that she preferred Hop Pop for being "weird".
* Besides Anne, Sylvia is also considered part of the Plantar family despite not being directly related.

## Gallery

Hop Pop and Lock 1.pngFamily Fishing Trip 18.jpgFamily Fishing Trip 20.jpgFamily Fishing Trip 23.jpgFamily Fishing Trip 25.jpgFamily Fishing Trip 27.jpgFamily Fishing Trip 39.jpgFamily Fishing Trip 44.jpgFamily Fishing Trip 46.jpgFamily Fishing Trip 65.jpgFamily Fishing Trip 1.jpgFamily Fishing Trip 91.jpgFamily Fishing Trip 96.jpgFamily Fishing Trip 106.jpgFamily Fishing Trip 112.jpgFamily Fishing Trip 113.jpgFamily Fishing Trip 125.jpgFamily Fishing Trip 128.jpgFamily Fishing Trip 157.jpgFamily Fishing Trip 166.jpgFamily Fishing Trip 169.jpgFamily Fishing Trip 174.jpgFamily Fishing Trip 178.jpgFamily Fishing Trip 182.jpgFamily Fishing Trip 194.jpgFamily Fishing Trip 248.jpgFamily Fishing Trip 274.jpgFamily Fishing Trip 276.jpgFamily Fishing Trip 282.jpgFamily Fishing Trip 288.jpgFamily Fishing Trip 295.jpgFamily Fishing Trip 297.jpgFamily Fishing Trip 300.jpgFamily Fishing Trip 311.jpgFamily Fishing Trip 312.jpgFamily Fishing Trip 314.jpgFamily Fishing Trip 320.jpgFamily Fishing Trip 332.jpg
## External links

* Sylvia Sundew at the Amphibia Wiki

Template:Amphibia
pt-br:Sylvia Sundew
Palisman

Template:Prop
A **Palisman** is a magical toten that sits on top of a witch's staff in the Disney Channel animated series, *The Owl House*. They serve as a witch's familiar, as well as both a loyal friend and and a powerful tool.

## Background

Palismen are regarded as objects rather than a living creatures. They are equivalents of a familiar while also acting as magical staves that house their own source of power outside a witch's bile sac. Despite this, palismem are independent, sapient entities capable of having consciousness and detaching themselves from their staffs and act freely, though still subservient to the witches who own them. Every palisman has their own unique interlock that mate to only their own staffs and no other.

The bond between witches and palismen are built on a relationship of affection and mutual respect. If that relationship were to be broken in anyway, through either mistreatment or abandonment, a palisman will forever lose all loyalty and respect for its owner, unless they earn it back. Previously owned palismen can also become the partner of a new witch whom they find to be worthy.

Traditionally, witches in their teens would carve their own palismen from palistrom wood. However, palistrom trees have become an increasingly rare resource and the ones that are left are heavily guarded. As a result, a system of palisman adoption was established by Principal Bump and the Bat Queen. During this process, a young witch would step forward and speak their greatest ambitions, and if a palisman is compatible with the emotion of that ambition, they will step forward to meet their new partner.

## Gallery

Escape of the Palisman (6).pngOwlbertEscape of the Palisman (37).pngBat QueenEscape of the Palisman (83).pngOther abandoned palismenKeeping Up A-fear-ances (97).jpgGwendolyn's palisman (Hawksley)Hunting Palismen (18).pngHunting Palismen (20).pngHunting Palismen (24).pngWillow's palisman (Clover)Hunting Palismen (26).pngBoscha's palisman (Maya)Hunting Palismen (27).pngHunting Palismen (28).pngHunting Palismen (29).pngHunting Palismen (122).pngHunting Palismen (78).png"Flapjack"Hunting Palismen (110).jpgEda's Requiem (62).jpgEclipse Lake (152).jpgAmity's palisman (Ghost)Eclipse Lake (151).jpgFlapjack and Hunter communicatingElsewhere and Elsewhen (18).jpgLilith's palismanAny Sport in a Storm (24).jpgClover on Willow's shoulderThe Owl House S2B (16).jpgAny Sport in a Storm (81).jpgAny Sport in a Storm (89).jpgAny Sport in a Storm (90).jpgAny Sport in a Storm (96).jpgAny Sport in a Storm (97).jpgKing's Tide (197).jpgKing's Tide (200).jpgKeeping Up A-fear-ances concept 21.jpgHawksley's conceptLilith's raven palisman.jpg
## External links

* Palisman on The Owl House Wiki

Template:The Owl House
Harley Quinn

### tittle

Harley Quinn – Harleen Quinzel, a former psychiatry intern, sexual moves and ex-girlfriend of the Joker

### status

Alive
Deceased (Knightmare future)

### movie

***Harley Quinn***
*Harley Quinn 2*
*Superman 2* (mentioned)
Ms Quinn
 Harley Quinn - 30th Anniversary Special

### book

Harley Quinn: The Official Movie Novelization

### tv

*The Flash* (archive footage & mentioned)

### actor

Sharon Michael Peter Jackson

1. ↑ 1.0 1.1 Template:Book ref
Molly Jo

**Molly Jo** is a secondary character from the Disney Channel animated series *Amphibia*.

## Background

### Personality

Molly Jo is a nice girl with an appreciation for those who do the right thing. She was quick to befriend the new local hero "Frog-Man" (actually Sprig Plantar) after seeing him save several people, including herself, from a bus accident. However, the thing she hates the most is glory hounds who put lives in danger for the sake of attention, as seen when she reprimanded Sprig and her grandfather, Robert Otto, for fighting and putting the city at risk to get attention. She can also be forgiving if people make up for their mistakes, such as when she reconciled with Sprig after he and Otto repaired the damage they caused.

She is also loyal to her friends, as seen when she choose to save Sprig from an FBI bade even after learning he is a frog from another dimension and that saving him would involve getting in problems with the federal government. She is also as friendly with Sprig as before.

### Physical appearance

Molly Jo is a young human girl slightly than Sprig, with waist long blonde hair dyed pink on her left side and light green on the bottom. Her outfit consists of a white t-shirt with a brown sweater vest, a green skit, black leggings, and dark blue-gray boots with spikes on the back, as well as toes, stars, and stud-like buttons all of them colored in black. She also wears in her right wrist a spiked bracelet, and a black shoulder bag that has on it the image of a hot pink cat.

## Trivia

* The character is inspired by Mary Jane Watson, from the *Spider-Man* comics. Her initials are even "MJ", which is one of the character's nicknames.
	+ She also has a blonde hair, similar to Gwen Stacy, albeit Molly Jo's is dyed with pink and green colorations. However, Gwen Stacy also has her blonde hair dyed with pink colorations at times.
	+ Additionally, she is the granddaughter of Robert Otto, who became an enemy of Sprig's in his "Frog-Man" identity. This is similar to how Harry Osborn is the son of Spider-Man's archnemesis, the Green Goblin.

## Gallery

Escape to Amphibia (73).pngWait, Frog-Man is a frog?Escape to Amphibia (75).pngEscape to Amphibia (77).pngEscape to Amphibia (83).pngEscape to Amphibia (82).pngEscape to Amphibia (92).pngEscape to Amphibia (95).pngEscape to Amphibia (97).pngEscape to Amphibia (98).pngEscape to Amphibia (101).pngEscape to Amphibia (103).pngEscape to Amphibia (108).pngEscape to Amphibia (115).pngEscape to Amphibia (118).pngEscape to Amphibia (121).pngEscape to Amphibia (124).pngEscape to Amphibia (133).pngEscape to Amphibia (140).pngEscape to Amphibia (142).pngMolly & Sprig meet again.Escape to Amphibia (155).pngEscape to Amphibia (189).pngEscape to Amphibia (191).pngEscape to Amphibia (214).png
## External links

* Molly Jo on Amphibia Wiki
* Molly Jo on Heroes Wiki

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The Real Avengers Wiki

**The Avengers,** Everybody know who is the avengers, from marvel, but the real them is (Re-DNA & Created & Robots and Normal) Six classes for 120 superhero

## Avengers

"If you not believe that we are real, then put your shit in your face, If you, We're will meet you"

## Movies

Avengers (1979-1980-1982-1984-1987-1991-1994-1995-1999-2008-2012)

Star Man (1989-2006)

Captain Marvel (1998-2010-2013-2014-2020)

The Wasp (2016-2019-2021)

Miss America (2017-2018)
Temphros

## Description

Directly to the Southeast, passing between the East Dawnwood and Auros, is the mysterious realm of Temphros.

Facing out to the ocean on its eastern side, Temphros is famously plagued by terrible storms throughout most of the year. From hurricanes to tsunamis, the storms, particularly in southern Temphros, are fiercer and more frequent than anywhere else in the world. In the north the storms are mild enough that large numbers of people can live- in the south, only those adapted to the lifestyle can thrive.

Those who live in southern Temphros are often referred to as stormers, and are without exception passionate for the lifestyle that comes with living through the storms. And the life is not without rewards- for reasons unknown, Temphros appears to have more magical artifacts than anywhere else in the world by orders of magnitude. Many of these artifacts are found buried in ancient vaults and sanctums beneath the earth, others wash ashore or can be found bobbing on the waves, particularly during storms. Most of these relics are fairly minimal in nature- simple convenient magics to help with everyday life.

Some however are immensely powerful, with the potential to cause massive destruction. To prevent these weapons from getting into the wrong hands, an enormous self-sustaining fortress was built in southern Temphros called the Archives. Maintained and protected by an order of scholar-knights, the most dangerous or historically relevant artifacts are stored in the Archives. Though many have attempted to steal from the Archives, thus far the fortress has remained impregnable to even the most devious heists.

However, the more numerous lesser relics which are discovered from time to time in Temphros are open game- some are sold for exorbitant prices, others are kept by their finders. The stories of incredible artifacts lure many to become archaeologists, who make up the majority of stormers. None know what causes the storms or why so many artifacts can be found in Temphros specifically, though many suspect the Archivists know more than they let on.
Intrevale

## Description

It is spoken of in hushed tones, if at all. Versions of its name are considered vile slurs and curses in many regions of the world. The Blood-Sea of Intrevale is the most feared and loathed region in the world.

It is said that when the demon lord Il’Credis was struck down, his body fell into the sea, where his foul blood cursed the realm. Though magic has long since disappeared from the world, the dark arcane power infused into the land of Intrevale has persisted. The land smells of sulfur and bile, and the sun can never be seen through the clouds that hang over Intrevale but never rain. The dark thoughts most people push to the back of their mind become louder in Intrevale, and one’s heartbeat becomes so loud it sounds like a drumbeat. The only animal life in Intrevale are locusts and fell wolves, both of which seem to unnaturally respond to those who devote themselves to darkness and prey on those who do not. One would have to be desperate to visit Intrevale. One would have to be insane to stay.

And yet, stay many do- all manner of people live in Intrevale. Along the shore of the Blood-Sea are countless shacks and sheds. Within them dwell the most depraved and insane individuals on the face of the world- lunatics, murderers, and worshippers of darkness. Some come to Intrevale to escape the law or the church, others come to attempt to glean foul insight from the dark region.

Towering above the region is a great tower known as the Ebony Spire- and around it is the town of Davrin Thal. It is here that the cult known as the Society that Was operates. Its leader, known as the Thraxil the Purified, dwells in the Ebony Tower, where it is claimed he communes directly with the shattered consciousness of Il’Credis, goading him towards waking. He leaves the tower only once every year to commune with his Cabal and discuss the next stage in the Society’s plans- plans even the Cabal does not know. Davrin Thal is home to more than just cultists however- it contains a market known as the Three Hands, where dark artifacts can be bought, or those who know the location of such relics can request them be procured.

Long has the topic of a crusade through Intrevale been discussed- but so long as the dark magic still imbues the land of Intrevale, any such action is impossible.
Great Isles

## Description

Through the raging battles of the Southern Kingdoms and between the trees of the East Dawnwood, the voyager will arrive at the lands of the Great Isles in the south.

Removed from the mainland by more than just water, the Great Isles have an ancient history and culture largely detached from that of the rest of the world. They do not follow New Orthodoxy, nor a variant of the First Orthodoxy like much of the West- rather, most of the Great Isles (with the exception of Elbas) follow a fully unique religion that shares mostly the same pantheon as the religions of the mainland, but with different names and beliefs. This faith is referred to as Alihanism, named for their primary god Alihan- their name for Medesis. Though Alihanism is considered highly heretical by the New Orthodox, a number of factors including the strength of Silari’s navy and the prevalence of trade with the Great Isles have thus far prevented the Patriarch from calling a crusade against the Great Isles- though Somervillia occasionally sends its fleet dangerously close to Silari to test their response times.

Though recent times have ushered in what seems to be a new era of war and hostility to the Great Isles, the majority of the history of the region has been that of peaceful cooperation and carefully planned efficiency. The Great Isles are famed for countless little innovations not found anywhere else in the world, mostly guided towards making the gathering of resources and the living of life as efficient and comfortable as possible. Though tourism to and from the Great Isles is rare, the heated bathhouses found in every town in Silari are a constant attraction to wealthy visitors from the mainland, and a staple of the culture of the Great Isles.

As the world looks to the new coming age, many wonder whether the Great Isles will be able to afford remaining aloof, or if the two realms will soon become one.
Mr. Boonchuy

Template:Infobox character
**Mr. Boonchuy** is the father of Anne Boonchuy and a major supporting character of the series *Amphibia*.

## Background

He was born in Bangkok, Thailand and some time later fell in love with his future wife. Later, they had a daughter, Anne.

When he and his wife immigrated to the US, they opened Thai Go near their house.

### Personality

Mr. Boonchuy is a very caring and loving man towards his wife and daughter. Like Hop Pop Plantar, Mr. Boonchuy does show some overprotectiveness towards to Anne and to an extension, Sprig and Polly Plantar. Mr. Boonchuy was also capable recognizing how mature Anne had grown during her time in Amphibia and how the Plantars meant so much to her.

### Physical appearance

Mr. Boonchuy bears few resemblance to Anne, though mostly the dark brown hair. He has a big chin, dark thick brown eyebrows above his eyes, light wrinkles underneath his eyes and a big yet a bit flat nose. He wears a yellow polo shirt with red stripes having a blue shield like symbol at the heart area as well as a 3 at the back of his shirt, a pair of blue jeans and a pair of white socks in home while wearing a pair of brown sandals when he is out. He's the tallest in the family.

For the most part, he wears his gold wedding ring.

## Trivia

* Mr. Boonchuy was supposed to make his first appearance in "Anne Vs. Wild", via flashback when Anne comments on her history with camping. The artwork depicted him looking much more stocky than his final design. He was also met to appear in the flashback at the beginning of "Reunion", but the scene was also cut.
* He has the ability to speak Thai, much like his wife.
* Mr. Boonchuy can drive a mini van as shown in the "The New Normal" and "Mr. X" alongside a motor scooter as shown in "Adventures in Catsitting".
* Despite being a gamer, he has trouble using a smartphone.

## External links

* Mr. Boonchuy at the Amphibia Wiki

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Traxia

## Description

Through the farmlands of Casteros and across the sweltering desert of Ebbenfar, the wary scout will find the Traxian Badlands.

A mountainous wasteland, Traxia is among the most barren and ugly regions of the world. Though not nearly as hot as Ebbenfar, the majority of Traxia is hot and dry with sandy dunes making up much of the region. Breaking free from the sand are small stone spires and hills. Plantlife is scarce, largely growing in the cracks of the stone and in shallower sections of the sand- and so too is animal life scarce. Small ponds, and Lake Drukh in the north provide Traxia with fresh water, around which can be found small patches of greenery.

With the bulk of Traxia completely cut off by the impassable dunes of Ebbenfar, Traxia can only be reached through one of two ways. A tiny section in the north connects to Casteros, though this way has no roads or trails, and is a long and difficult trek which has to be done on foot. A large section in the south connects to the western Dorosia, though a series of fortresses block travelers from entering, or more importantly, exiting Traxia through this path without permission from the horse-lords of the Great West or the New Orthodoxy.

As a result of being more or less entirely cut off from the rest of the world, Traxia became a haven for smugglers, murderers, thieves, and all manner of other criminals. The region is ruled over by bandit kingdoms, engaging in constant squabbles with each other over territory or resources- in some ways not too dissimilar from the “civilized” conflicts of the Southern Kingdoms. Here, however, there are no rules beyond whatever the bandit king of a particular town says- and between the towns there are massive stretches of lawless land. A common expression is that one can find anything in Traxia, and will leave with nothing. Despite this, it is not uncommon for the desperate, stupid, or greedy to sail west to Zrard, a town in the northern Badlands with a small port, in order to attempt to gain some boon. Most do not achieve the hoped for result, though the locals certainly appreciate the donations.
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Ebbenfar

## Description

Past the vast farmlands of Casteros and through the whistling peaks of Dale, the ranging pilgrim will find the sweltering dunes of Ebbenfar. Ebbenfar is among the most uninhabitable regions of the world, with temperatures reaching as high as 140℉ (60℃). Past the thin belt bordering Dorosia where the dunes are liveable, there is no plant or animal life, no oases. There is nothing but the sun, and the vast and shapeless dunes. The sand ranges from tan to a burnt sienna, and there are no merchants or travelers.

However, Ebbenfar is not impassable. The desert is predictable, with some regions consistently getting hotter than others, and small, cooler caverns in certain regions. There are no maps of Ebbenfar, but a few individuals know the rarely trod paths through the dunes. These paths are as much about what to bring and how to travel as they are where to go, but they are essential for making it through Ebbenfar alive- any who attempt it without knowing one of the Old Roads, as they are referred to by the locals, will certainly perish.

Even knowing the path, trekking through one of the Old Roads is not a task for the weak or the faint of heart- they require an endurance of steel and a willpower to match. It is a long journey, and if it doesn’t kill you it will certainly get close. In order to discourage people from attempting to pass through Ebbenfar, the locals keep knowledge of the Old Roads in as few hands as possible, and one who knows the path will only surrender the knowledge to one they trust implicitly.

For those who choose to live in the towns in the shallower regions of the desert, there is a strong sense of community. Very few willingly choose to live in the desert, but for those who do there is simply no other way to live. Ebbenfar natives have an ancient and powerful culture. The stories of heroes long past are remembered word for word by the community’s elders, and told again and again so the next generation of elders remember them still.

Residents of Ebbenfar work together and provide for their brethren without thought or concern for individual profit. Such a tightly knit community can perhaps not be found anywhere else in the world. It stems from the communal struggle against the difficulties of living in Ebbenfar, and making the choice to stay rather than leave for fairer tides.