recursal/Fanatic-Fandom huggingface dataset:
Sight/TES

The Sight, sometimes referred to as **divination** and **scrying**, is the ability possessed by some individuals that allows them to divine information through visions and prophecy. Such users may be called **Oracles**, **Seers**, **Farseers**, **Soothsayers**, **Prognosticators**, or (parasynonymously) **Prophets**. The manner of visions attained by Sight vary. Such visions can include foretelling potential futures, seeing into other realms, revealing hidden things, finding lost places, and even communicating at a distance.

A vision is not always simply a visual perception, conveying non-visual senses like sound, smell, touch, and temperature, as well as information decoupled from any of the senses. However, visions are not absolute, and may provide an incomplete story, information that is subject to change, or wisdom that is often vague, abstract, and interpretive. Using Sight can work better when the seer is feeling their best, and using their Sight can sap their energy for a time. The clarity of such visions can imply an increase in its validity.

While some are born with the Sight or a natural affinity for it, devotion to the gods can grant the Sight. It is also suggested that lineage plays some factor in one's predisposition to be born with the Sight. Some seers claim that their Sight manifests through dialogue with inanimate objects. Others may receive visions involuntarily, which can be troubling. Seer's Stones are amulets known to help stifle one's oracular senses. Azura's associations with mystery, fate, and prophecy make her more connected to the Sight and mortal seers than most gods.

Some Dragonborn are known to possess the gift of Sight. It was said that the dragon blood possessed by members of the Septim Dynasty allowed them to see more than lesser men. Emperor Uriel Septim VII was troubled all his life by dreams that showed him visions of the future, including his assassination and the start of the Oblivion Crisis that followed.

While the gods and Elder Scrolls are known to grant prophecies, this does not necessarily confer the power of Sight. However, such individuals are still referred to as Prophets.
Shapeshifter/Charmed

"*And what stops are you pulling out, Shapeshifter? You're a coward with no power.*"
—A Vulture Demon to a shapeshifter.[src]

**Shapeshifters** are demonic beings with the ability to alter their physical form and shape. These low-level beings are deemed low within the Demonic Hierarchy.

## Contents

* 1History
	+ 1.1Thank You For Not Morphing
	+ 1.2Witch Wars
	+ 1.3Witchness Protection
* 2Appendices
	+ 2.1Safety Spell
	+ 2.2Vanquishing Potion
* 3Powers and Abilities
* 4Appearances
* 5References

## History

### Thank You For Not Morphing

A trio of Shapshifters named Marshall, Cynda and Fritz moved into the house across from the Halliwell Manor and attempted to gain access to the Book of Shadows. They were vanquished by the Charmed Ones with the Safety Spell after they infiltrated the manor.

### Witch Wars

A Shapeshifter was a contender on the game show Witch Wars competing for more powers. He was vanquished by a rival Darklighter after he impersonated a reporter and attacked Phoebe Halliwell at her office.

### Witchness Protection

A Shapeshifter was one of the demons who helped free Zankou when they feared the arrival of the Avatars. Moments after Zankou was freed, he killed the Shapeshifter in order to absorb his power, which he used to infiltrate the manor to vanquish Kyra.

## Appendices

### Safety Spell

The Charmed Ones used this spell to vanquish the first Shapeshifters that had infiltrated the manor.

*When in the circle that is home*
*Safety's gone and evil roams*
*Rid all beings from these walls*
*Save us sisters three*
*Now heed our call*
### Vanquishing Potion

A potion containing Mandrake root can be used to destroy a Shapeshifter.

## Powers and Abilities

*Active Powers*
* **Shapeshifting:** The ability to change from one physical form or shape into another. Shapeshifters can turn into other people or animals.
	+ **Transmogrification:** The ability to change physical form into inanimate objects.
	+ **Voice Manipulation:** The ability to alter one's voice. When shapeshifted into other beings, Shapeshifters also copy their voices.
Outlander/Time Portals

**Time portals** (also known as time passages or time gateways) are locations on Earth that are identifiable by their capacity for allowing certain persons to pass through them and be transported to another point in time, distinct from their current one. They are usually marked by some man-made structure, such as a henge. Such portals might be formed by the convergence of lines of geomagnetic force called ley lines.
Seer/Legend of the Seeker

A **Seer** is someone who can use the gift in such a way so that they can "see" the way events play out in visions and possibly predict the future, but cannot use the gift as wizards and sorceresses do. The visions of a seer are often metaphoric, and they also have the ability to see the aura of a person.

## Seer's Magic

A seer's gift allowed them various 'sight' related abilities. When a seer saw a person they were able to naturally view a person's 'aura'. The aura of a person was described as being the 'physical form of that person's emotions and beliefs. A seer was able to discern what a person was experiencing emotionally from reading their aura, as well as what was causing those emotions and how strong they were. There is also indication that auras reveal a person's intentions. For example, when Jebra Bevinvier first met Richard Rahl, she was able to see the violence in his past, and that he wanted to start a fight.

The main aspect of a seer's magic was their visions. The visions were a form of vague prophecy that seers were able to experience. However, seers were not able to control these visions. They were triggered by the seer reading someone's aura. A seer did not always see a vision when they read an aura, but when they did the vision almost indefinitely involved the person who triggered it.

Seer's visions came in two forms, metaphorical and literal. Literal visions were basically viewing an event that has yet to happen. These visions always came true and, even though the vision showed them a future event, did not always happen they way the seer expected. In this way seer differentiated themselves most from prophets but were compared to witch women.

The second form, metaphorical, were much akin to the visions of prophets. In these visions the seer would be shown scenes of various signs, symbols and events that had meaning different from the literal sense. Literal visions were much more uncommon then metaphorical, probably because metaphorical visions were usually concerned with events not as important as prophecy.

The strain of the emotions and pain could often overwhelma seer, causing her to collapse or experience fits of pain, quite possibly both. The Seer's Stone most seers wore helped focus their power, as to relieve the trauma of the visions. Despite that it was still very hard for a seer to use their power, causing most to wish for death.
Merpeople/Fablehaven

They live in different towns, some live in a lagoon. Their homes are grown rather than built, with bioluminescent microbes to light them up. They have their own language. Their homes are surrounded by magical barriers that repel the drowned undead that walk the ocean floor. The merfolk have an uneasy relationship with surface dwellers, they are much more approachable than naiads, but may let a human drown, though they do this without much malice, and do not actively attempt to kill surface dwellers. They have the physique of an Olympic swimmer, wide shoulders, impressive builds, extremely long hair in exotic colors, with accessories in them, long tails with wide fins. They love and depend on the sea, relying on it for sustenance, and believe that it gives them everything they need, they gather with gratitude.
Mercenaries/Stormcrows

The **Stormcrows** are a sellsword company composed of five hundred mounted soldiers.

## Contents

* 1History
	+ 1.1Game of Thrones: Season 4
	+ 1.2Game of Thrones: Season 5
* 2In the books
	+ 2.1Known members
* 3See also
* 4References

## History

### *Game of Thrones*: Season 4

Before marching to the Wall to protect the Night's Watch, Stannis Baratheon is persuaded by Davos to hire sellswords, though the king is resistant to use mercenaries, who he claims cannot be trusted —and they lack the money to hire them anyway. After securing a loan from the Iron Bank of Braavos, Stannis hires the Stormcrows. They accompany Stannis to Castle Black, where they are part of the cavalry that charges into Mance Rayder's camp, quickly dispatching the Free Folk army.

### *Game of Thrones*: Season 5

During Stannis's march on Winterfell, a snowstorm stalls them, and the five hundred Stormcrows desert his army during the night. Stannis is not surprised and remarks to Davos that sellswords are only loyal to gold.

## In the books

In the *A Song of Ice and Fire* novels, the Stormcrows are a mercenary company found in the Free Cities, numbering five hundred horse. Their banner displays four crows between crossed lightning bolts. They are hired by Yunkai to defend it from Daenerys along with the Second Sons. Their captains are Prendahl na Ghezn, Sallor the Bald and Daario Naharis. After the parley with Daenerys, Daario kills his co-commanders and joins Daenerys's host, taking part in Battle of Yunkai and the conquest of Meereen. In the television adaptation, their plotline is merged with that of the Second Sons.

In contrast to the Second Sons who switched sides in the fifth novel, the Stormcrows are totally loyal to Daenerys, no matter how far her position grows worse, even after her departure from Meereen. While their commander is held hostage by the Yunkai, the Stormcrows are represented at the ruling council by two seasoned sellswords, an archer named Jokin and a scarred and sour axeman known as the Widower.

Unlike in the show, the Stormcrows are not involved at all in Stannis's military campaign in the North.

At the point the novels reached, Stannis has not hired any sellsword company yet. His host is about 5,000 men, including his own knights, survivors of the Northern Houses (among them the Mormonts) and members of the Northern mountain clans; so far, he has lost only 80 men (either died or deserted).

In the sample chapter of the sixth novel, Stannis orders Ser Justin Massey to travel to Braavos and hire at least 20,000 sellswords, either of the Golden Company or any company with good reputation. It is doubtful, though, that Massey will manage to travel to Braavos and back in time before the battle of Winterfell ends.
Tör

**Tör** is very similar in climate, geography, and culture to Mongolia, also Kyrgyzstan, Kazakhstan, and Tibet. It is covered in cold dry mountains and plains, with a rough nomadic people who are patient hunters and great riders. Törians are excellent bodyguards. Slightly similar in culture to the Roma and the First People's of the plains. Their language is strange, difficult, and harsh, and the people age poorly and some look eurasian and are considered ugly, while others look native and have strong and striking features, the people are considered to have a rare inner beauty and resilient to nature's hardships, they are great traders and storytellers and herbalists. They often wear furs, and use powerful bows and wear bright and intricate clothing, often in red.
Merpeople/Aquamarine

Long pale blonde hair with streaks of blue, blue eyes, fair complexion. Long silvery-blue fish-like tail. In human form, dresses femininely in shades of white, blue, and green. When a mortal helps a mermaid, they are entitled to any wish they want. Bare-chested, no concept of decency, preferring bodily mobility over covering their bodies. Can control ocean currents, water, and rain. They usually strip before going into the water, but the transformation can rip clothing. Their tail is bioluminescent, as is their skin. Nails change color according to mood, pink for happiness, green for anxiety, red for anger, blue for sadness, and purple for love. Change into a human when dry, revert to mermaid form when wet or when the sun sets. Can grant wishes and make things come true for those that help them. but cannot grant their own wishes.
Soa

**Soa** is a northeastern country in Illinata, connected to Inua:ta, and was at one point one country with Manasoa until it became an island and an independent nation.

## People

Almost all the Soans are autistic, as well as asexual and aromantic, they thus have developed a way to reproduce artificially. Platonic marriages exist, and about half of them are in one. Most people live in small quiet towns, while the large cities are quiet, dark, clean, and orderly. The lizard folk of Manasoa are often not well understood by outsiders as they are hard to read, while the Soans get along with them very well as they both speak straightforwardly with not subtext, and not relying on body language. The few Soans that are not autistic are considered disabled, and are thus well accommodated, but often end up adopting superficial autistic traits, or leaving to find those that speak the same unspoken language.

## Geography

Soa has the most unadulterated nature, as all it's structures are sustainable and barely disturb the landscape.
Shapeshifter/Lost Girl

A **Shapeshifter** is a Fae genus with the ability to change their appearance and body structure. This transformation typically entails changing into a particular non-humanoid species, though it can also apply to assuming the visage of different persons (including the opposite sex).

## Contents

* 1Character arc
* 2Shapeshifter characters
* 3Types of Shapeshifter species
* 4Trivia
* 5Appearances
* 6References

## Character arc

Shapeshifters are able to control their transmutations. There exist different kinds of Shapeshifters, of both Light Fae and Dark Fae clans.

A Humanoid shapeshifter can shift into different human types. Bo met a shapeshifter named Teague that suffered an identity crisis from all the times that he had shifted into the forms of many different people (Barometz. Trick. Pressure).

Other species of shapeshifters appear to be limited to one shift-form of another species. For example, Dyson always shifts into a grey wolf.

## Shapeshifter characters

* Amy
* Angel  (shifter species unknown)
* Cayden
* Donna
* Dr. Bob
* Dyson
* Hugin and Munin
* Jolene
* Maganda
* Mark
* Persephone
* Piper (shifter species unknown)
* Sheri
* Silas
* Stefan
* Teague

## Types of Shapeshifter species

* Avian: shifts from bird form into human form. (Persephone)
* Batibat: shifts from tree (plant) form into human form. (Maganda)
* Crow: shifts from bird (avian) form into human form. (Hugin and Munin)
* Humanoid: shifts into different forms of humans, male or female. (Teague)
* Land Wight: shifts from vine (plant) form into human form. (Amy)
* Lupercus: shifts from human form into animal-like form, but shape was not revealed.
* Panther: shifts from panther (animal) form into human form. (Mark)
* Rakshasa: shifts from a giant rodent-like form into another animal form. (Dr. Bob)
* Selkie: shifts from seal (animal) form and shed their pelt when they take human form. (Sheri), (Donna)
* Shtriga: shifts from moth (insect) form into human form.
* Tesso: shifts from rat (animal) form into human form.
* Tikbalang: shifts from a compound of twigs (wood) and moss (plant) into human form. (Jolene)
* Wolf: shifts from wolf (animal) form into human form. (Dyson), (Stefan), (Cayden), (Silas).

## Trivia

Shapeshifting abilities, founded in mythology and folklore (and still prevalent in modern fantasy fiction), is the ability of an entity being able to physically transform into another being or form. This is usually achieved through an inherent faculty of a mythological creature, divine intervention, or the use of magic spells or talismans. The most common form of shape-shifting myths is that of therianthropy, which is the transformation of a human being into an animal (and, conversely, of an animal into human form). Legends allow for transformations into plants and objects, and the assumption of another human countenance (e.g. fair to ugly).
Sorcerer/Heir

Sorcerers are masters of material They can create potions, poisons, amulets, magical tools, talismans and other magical items. Although they have control over powerful magic they are still weaker then the Wizard guild because they do not have the ability to shape their magic with words. Sorcerers are often associated with the color green.

Sorcerers are powerful, though they are less powerful then they once were. Over time their abilities to create many powerful objects have been lost as the knowledge died away. They forged the Seven Great Blades, though four of them are lost, and powerful amulets such as the *dyrne* *sefa*. They have grown increasingly weaker over time due to the knowledge of how to make certain things being lost.

## Power

Sorcerers are known for their skill at making different magical items and potions. They can create potions, poisons, amulets, magical tools, talismans and other magical items.
Vampire/Vampirates

Vampires are humans that have died and been reanimated to be the undead after being turned by another vampire. They are cold to the touch and need to consume blood to survive, having no hunger for human food, nocturnal. They do not remember how it feels to be alive, remembering their human life like a story told to them repeatedly. They lose the rhythm of those who are alive, they can walk and talk as they did before, but cannot feel like humans do. They feel numbness where human pain would be. When fed blood high in nutrients, a vampire can survive with a limited dose once a week. Consuming more blood than needed awakens a terrible hunger. Each time a vampire feeds, they are reborn. Overfeeding causes mood swings, and the more you take the more you think you need. Many vampires convince themselves they want more blood when they do not need more. What vampires actually feed on is *prana* or life-force, which can be taken without consuming blood. Vampires can eventually adapt to not feeding on blood at all. Daylight burns them. Night vision. Cease to age. Strong and fast. Looking at sunlight causes permanent blindness. Sharp fangs. Some dress in the fashion of the era of their death, some wear modern clothing, and some wear a mix. After feeding they appear healthier with a rosier complexion. Their eyes are like pools of fire when feeding, and their mouths engorge and they look more animals than human. Feeding can be brief, and it is possible to not cause pain to the person being fed on.
Remus Turvin

Kim Namjoon. From a wealthy family. Very academically accomplished. Gifted in intelligence, went to university in Sorellicor. Short straight black hair. Dark eyes. Monolids. Very tall. Poet, author. Best friends with Emrys Greenway, grew up with Eridanus Darragh. Introvert, well-traveled, lover of fine art. Famous for his artful words and deep intelligence and as a philosopher.
Mages/Mages' Collective

The **Mages' Collective** is a group of magi, comprising of both Apostates and Circle mages, that conspire to operate outside the restrictions and oversight of the Chantry and the Templars.

## Contents

* 1Background
* 2Involvement
	+ 2.1Leliana's Song
	+ 2.2Dragon Age: Origins
	+ 2.3Dragon Age: Inquisition
* 3Quests
	+ 3.1Lake Calenhad Docks
	+ 3.2Redcliffe Village
	+ 3.3Denerim Market District
	+ 3.4Other (Denerim)
* 4Locations of Mages Collective Liaisons & Bags
* 5Rewards
* 6Codex entries
* 7See also

## Background

It is described as a shadow-guild of sorts, wherein members can submit requests relating to either the practice of magic or something more mundane and have them seen to without judgement. This collective manages to work in relative secrecy, their members discreet and their clients anonymous. As of yet, this collective has seen no sanction from the templars, and there has been no sign that its members are practicing magic of which the Maker would not approve. Given the inherent danger in defying the Chantry (and thus risking being labeled an apostate or, worse, maleficarum), it is no surprise that dealing with the Mages' Collective can be risky (if profitable) business.

## Involvement

### *Leliana's Song*

Leliana may interact with the Collective by slaying some of their members and removing their wealth.

### *Dragon Age: Origins*

There are several quests available through liaisons located in Denerim, Lake Calenhad, and Redcliffe Village.

### *Dragon Age: Inquisition*

The Collective took it upon themselves to study rifts in the Veil. Your Trainer is sent to Skyhold to teach The Inquisitor the specialisation of Rift Mage, if they are a mage. If the Inquisitor becomes a rift mage, the collective later approaches the Inquisition for a copy of the results from the study. The note may be sent to the collective or the Inquisition may offer to train several collective members in rift magic directly at Skyhold, rather than letting potentially dangerous magical research circulate openly.
Vampire/Wizarding World

"Evil creature that roams the night feeding on the blood of living beings. Cannot go out in the daylight." They were usually pale and gaunt, with sharp fangs for puncturing the throats of their victims. Vampires seemed to be able to live much longer than humans. Vampires had a very strong aversion to garlic and could be kept at bay by its presence. Bites are incurable. They can be born.
Uglies/Extras

**The Extras** (Extraterrestrials) are a group of people with plans to launch shuttles into orbit to live in. They appear in Extras.

## Background

They are based in the Rusty Ruins of Singapore where they collect metal and build their rockets. They have also been collecting metal from around the world and sending it using Mass Launchers. When Aya Fuse kicks a story mistakenly about the extras, She is pursued and kidnaped along with her friends. Udzir is of the main Extras in the book and is the one to kidnap everyone. He later gets invited to the 1000 faces party thrown by Nana Love where he receives some new recruits like Lai.

## Appearance

Extras have gone under surgery to help with space life. They have extremely pale skin to help with Vitamin D production in a place with little sunlight. They have prehensile toes because a second pair of hands will be more useful in zero gravity than feet. They have wide set eyes because the first shuttles will be so small that normal depth perception isn't necessary. They use hoverball rigs set at zero-g to float around so they can learn to travel in a zero-g environment.
Merpeople/Percy Jackson

Mostly friendly. Wear battle armor. They make underwater graves for their fallen kin. They inhabit a nation in the ocean, with courtyards filled with warriors, fish tails from the waist down. Blue skin, some tend to the wounded, some sharpen spears and swords, bright green eyes. There are dozens of them at a camp. They swim through the streets, are in courtyards, and practicing with tridents. Ichthyocentaurs (upper body of a human, lower body of a horse, tail of a fish). Leathery green, blue, coral red, or inky black skin, bright green or yellow eyes that glow, shark-like teeth. Claws, gills, shark-like skin, fangs, green seaweed-like hair. Can survive the freezing cold temperatures at the bottom of the ocean. Trained in combat to survive the dangers of the ocean. Skilled swimmers. Because of their anatomy and exercise, they can survive the deepest parts of the ocean.
Uglies/Ugly

**Uglies** are people who are typically aged twelve to sixteen who have not had the Pretty Operation yet.

## History

Once they turn twelve, children move out of their parents' house in the suburbs and move into the Uglyville dorms where they attend classes, such as biology and history, and pull tricks until their sixteenth birthdays. They are conditioned to believe that they are ugly, making them desire the Operation. They are encouraged to call each other Ugly nicknames based on their "imperfections", such as Fatty, Squint, and Slouch, are given unflattering, basic dorm uniforms to wear, and they play with morphology software that allows them to generate ideas of what they may look like as Pretties.

Close to their sixteenth birthdays, Uglies are throroughly examined and measured by surgeons so that they can make the Operation go as smoothly as possible. On the big day, the Uglies gather up what belongings they want to take with them to New Pretty Town and are taken by hovercar to the hospital.

Some Uglies are unable to undergo the surgery and are known as Uglies-for-life. They are allowed to go out in public, but they are usually too ashamed and choose instead to hide themselves.

Uglies kill time until their sixteenth birthdays by hoverboarding, playing sports, and pulling tricks.
Nathaniel Caron

**Nathaniel Caron** is the current King of Camling, and husband of the noblewoman Tatiana Wright. Together they have a daughter, Crown Princess Jessamine Caron. His marriage is purely political, and he is deep in love with his mistress, a lowborn dwarf; Lady Raisa Moss, who rose to prominence for her heroics in the Great War. The two have an illegitimate daughter named Lady Rose Caron, who has the misfortune of being far more popular than her younger sister.
Niven Stirling

Lauren Lyle (Marsali)

Personal History
Marsali MacKimmie was born the eldest daughter of Laoghaire and Simon MacKimmie. A few years later, her sister Joan was born. They lived at Balriggan. As an adult, Marsali recalls that Simon was short-tempered and violent, and had on at least one occasion slapped her face when she wouldn't stop crying. When Laoghaire had retaliated, Simon pushed her so hard that she fell against the hearth and hit her face on the chimney.
At Hogmanay, Marsali told Fergus that she loved him, and Fergus admitted he loved her too, but he knew that Laoghaire would never agree to the match. Marsali, assuming that he was referring to the fact that he is French and missing a hand, assured him that those things don't matter, but Fergus explains that Laoghaire wouldn't approve because of his past. He confessed to her that he was born in a brothel and worked as a pickpocket before Jamie took him under his wing.
Fergus told Marsali that he wouldn't see her anymore, but Marsali was determined and their relationship continued. When Marsali told Laoghaire about her love for Fergus, Laoghaire fulfilled Fergus's prophecy, telling her daughter that Fergus would do terrible things to her because his mother was a whore and he grew up in a whorehouse.
Personality
Marsali has a quiet demeanor but underneath lies an extremely determined and strong personality.
Physical Appearance
Marsali is described to have long flaxen hair and big blue eyes.
The 100/Acid Fog

The **Acid Fog** officially known as **The Veil** is a virulent weapon utilized by the Mountain Men. When deployed the toxic fog spread through an area paralyzing, burning and killing those caught within.

## Contents

* 1Overview
* 2Throughout the Series
* 3Effects
* 4Victims
* 5Gallery

## Overview

The Veil system was created by the Mountain Men. Located within the Mountain, its chemical containment and dispersal units allowed them to create a billowing mass of the lethal fog like vapors shrouding large areas of the outside, which could be used as a defensive weapon against outside threats.

The Grounders appear to have been aware of The Veil before the first members of Skaikru touched the ground. To prevent their people from being caught in it, Grounders who spot the first signs of it would blow a foghorn to warn others, as demonstrated by Lincoln.

The acid fog can be avoided by sheltering in caves higher than their entrance, by getting within an enclosed space, or more surely, by fleeing the area.

Observed occurrences:

* Fog-like occurrence - Acts much like regular fog does in areas.
* Radiation Storm - Occurs like a tornado/rainstorm and sweeps areas very quickly.

## Throughout the Series

* Season One
* Season Two

In ***Earth Kills***, the Acid Fog is deployed at nighttime while Trina and Pascal are trying to make their way back to the Delinquents' Camp. The fog confuses and alarms the two who are consumed and killed by it. The next day, while Clarke is leading a group to get seaweed to treat Jasper's injuries, they hear a Grounder foghorn, spot birds suddenly flying away in alarm and then a strange-tornado like fog bank that chases them. Clarke, Finn and Wells Jaha hide in an abandoned vehicle from the fog while Bellamy and Charlotte hide in a cave and the Delinquents, feeling some of the less lethal effects of the fog, seal themselves in their dropship. However, Atom is caught in the Acid Fog and severely burned. Unable to save him, Clarke mercy kills Atom to end his suffering.
In ***His Sister's Keeper***, Lincoln blows his foghorn to end the Grounder ambush of the Delinquents, causing both sides to think Acid Fog is coming. While the Grounders flee, the Delinquents hide under a tarp until they realize that it was just a false alarm. Finn later realizes what Lincoln did after spotting his foghorn.

## Effects

Mild exposure results in blistering skin and causes coughing. Exposure lasting more than a minute or two, however, causes extreme pain, blindness, paralysis, and eventually death.

According to Raven Reyes's notes, the Acid Fog is assumed to be part nerve gas part sulfur mustard vesicant (military chemical warfare agents). Exposure to these chemicals can cause paralysis, skin blisters and burns, and respiratory effects.

Symptoms may include loss of consciousness, convulsions, cessation of respiration, Flaccid, Paralysis copious nasal and oral secretions. Intense bronchoconstriction. Decontaminate within 2min to prevent tissue damage.
Sorellicor

**Sorellicor** is a country in the center of Illinata, it's people are called "Sorellicors", closely bordered by Kanne and Antrion Island. It is home to the Bay of Gentra, and shares both the Strait of Defiance with Kanne and Byrdan's Bay (Ennis Bay) with both Kanne and Antrion Island.

## Culture

The nation is similar to Hammerfell, the Middle East (Algeria, Egypt, Libya, Morocco, Tunisia, Western Sahara), Arrakis, Jakku, Tatooine, Tevinter Imperium, North Africa, Japan, Ottomans, Saracens, Byzantine, Roman Empire, Orthodox Church, and Russia.

### Death

There is a hall of the dead, where the corpses are used as homes for displaced spirits and made to guard it, the upper level has busts lining the walls, very accurate to the person's face.

## Geography

The climate is a hot arid desert. The nation is similar to Hammerfell, the Middle East (Algeria, Egypt, Libya, Morocco, Tunisia, Western Sahara), Arrakis, Jakku, Tatooine, and North Africa.

## People

They usually have olive skin, grey eyes, and black hair. The people are extremely intelligent, educated, and studious. They have fantastical orreries and are very skilled with astronomy and often enjoy astrology.

## Government

Noocracy. Geniocracy. Demarchy. Sortition.

* This is a country of learning and education, here scholars reign supreme, and even the poorest person is literate, school is free and taken very seriously, as is cultural experience. Though book smarts are the most prized, they do not forget to cultivate other types of intelligence, such as physical or musical, and so there is always somewhere to hone your talents. Those sufficiently educated, that pass an IQ and EQ test, are placed into a pool of candidates, and so there is a council of the intelligent, not necessarily the oldest, but always those with exorbitant wisdom. To be in the candidate pool and have a chance of random selection, one must continually train in leadership and government, and ideally law as well.

## Notes

The shape of the country is that of a desert in Mongolia and Jilin Province, China. The nation is similar to Hammerfell, the Middle East (Algeria, Egypt, Libya, Morocco, Tunisia, Western Sahara), Arrakis, Jakku, Tatooine, Tevinter Imperium, North Africa, Japan, Ottomans, Saracens, Byzantine, Roman Empire, Orthodox Church, and Russia.
Unicorn/TES

Can only be harmed by magical weapons (silver, daedric, enchanted). Very rare, its existence is constantly doubted. Mythical. Resemble a white horse with a sharp horn that curves slightly and has a delicate spiral patter, described as made of pure alabaster ivory or silver. Possesses great agility, can jump over nine feet and fly without wings, wield great speed that is faster than a dragon. First named, last tamed. Wields immense agility, considered rather powerful, too quick to damage in physical combat, with dangerously strong hooves and piercing horn.
Mercenaries/Blackstone Irregulars

The **Blackstone Irregulars** are an independent mercenary group operating out of Ferelden. There are three Blackstone Liaisons that can be encountered. One can be found inside of Lothering's tavern; another is located inside Denerim's Gnawed Noble Tavern; and the third is stationed outside of Redcliffe's Chantry.

The Irregulars appear to handle odd jobs that either cannot go through official channels for legal reasons, or that the officials don't find worth the effort to do themselves. Currently led by Raelnor Hawkwind and his son Taoran Hawkwind, it remains to be seen what direction the group will head in the future. Raelnor wants the guild to be an honorable organization, while Taoran wants to take on contracts of a more profitable but shadier nature.
Seer/Charmed

**The Seer** is a title held by demons who can perceive past, present and future events through premonitions and divination.

Unlike Oracles, Seers can see into the future without the help of crystal balls. The first Seer also once said that she predicted further into the future and more accurately than the oracle, hinting that Seers are more powerful than Oracles.

## Contents

* 1Known Seers
* 2Notes and Trivia
* 3Appearances
* 4References

## Known Seers

* **The Seer:** Known only by her title, this Seer served the Source of All Evil for thousands of years, but was only loyal to herself. Her manipulations resulted in Cole Turner becoming the Source and Phoebe Halliwell becoming pregnant with his heir.
* **The Crone:** Although not using the title, she is considered a Seer. She was a well respected advisor to powerful evil demons and a powerful demon herself. She was interested in Wyatt Halliwell because of his tremendous power.
* **Kyra:** The second demon known as the Seer. She had information on Avatars and wanted to become mortal, as she resented her demonic life.
* **Alexi:** A close friend of Cole Turner in the past. Cole came to her in the hope that she will help him find Prue Halliwell, whose spirit had gone missing.

## Notes and Trivia

* Seer is considered a title, not a species of demon, due to the fact that each Seer possessed distinctly different powers, hinting they are not related by any means.
* Each Seer also had vastly different goals and motivations.
* All known Seers were vanquished over the course of the series.
	+ Kyra was brought forward in time before she could be vanquished by Prue in the comics.
* All of the Seers that appeared in the television series had a production still taken of them.
Species

* Humanoid
* Reptilian
* Aquatic
* Avian
* Undead
* Mythical
* Magic User
* Nationality

* Hybrid
* Demigod
* Deity
* Immortal
* Inhuman
* Mutant
* Nightblood
* Banshee
* Half-Elf
* Qunari
* Nephilim
* Android
* Angel
* Slayer
* Werewolf
* Darkspawn
* Human
* Orc
* Khajiit
* Elf
* Fairy
* Faeries
* Sprite
* Wisp

- Scaled Ones

- Argonian

- Tsaesci

- Dragon

- Lamia

- Merpeople

- Siren

- Selkie

- Atlantean

- Spirit

- Vampire

- Ghost

- Wraith

- Zombie

- Dhampir

- Unicorn

- Golem

- Demon

- Enchanter

- Mage

- Witch

- Wizard

- Hedge Mage

- Sorcerer

- Traveler

- Warlock

- Magus

- Tranquil
Merpeople/Wizarding World

All share a love of music. Those in warmer waters are more beautiful than cold water. Found all over the world, can breathe above water for a time, mysterious customs and habits. Greyish skin, long wild dark green hair, yellow eyes and teeth, thick ropes of pebbles around necks. Silver tails, seven feet tall, choker of shark fangs, spears, Mermish language, as a whole are fond of music. Thriving culture, highly organized communities, elaborate dwellings made of stone, domesticated hippocampus, jewelry, weapons, paintings, statues, colonies in lakes, hair as wand core, greenish-tinted scales, slight webbing between fingers - a white and delicate film like the skin between egg and shell, freshwater are less warlike than salt-water.
Organizations/MCU

* Ten Rings
* HYDRA
* S.H.I.E.L.D.
* Time Variance Authority
* Hand
* Einherjar
* Warriors Three
* Valkyries
* Flag Smashers
* Genetic Council
* Kree Empire
* Masters of the Mystic Arts
* S.W.O.R.D.
* Salem Coven
* Stark Industries
* Nova Corps
* Ravagers
* Strategic Scientific Reserve
* Rising Tide
* Howling Commandos
* Winter Soldiers
* Thunderbolts
* Eternals
* Dora Milaje
* Defenders
* Starforce
* STRIKE
* Coven
* Secret Warriors
* Coulson's Team
* Chronicom Hunters
* Runaways
* Ravengers
* Black Widows
* PRIDE
* Black Order
* Minutemen
* Kree Reapers
Merpeople/Charmed

Like shiny baubles, sea shells, and sea shanties, their hearts warm up when they feel loneliness and they will become curious about the world ashore, heightened hearing, smell, and sight, speed and swiftness, high degree of agility in the water, infinite lifespan, arrested aging process, can only die when they give up their immortality willingly by placing an augur shell on their heart to drain it away, falling in love with a mortal makes them lose their powers, immortality, and tail and become human when the mortal professes their love. Experience and intense phenomenon known as the Call of the Sea; turning their hearts cold and keeps them wanting nothing more than to live in the sea, if their hearts warm up they can no longer hear it, know no modesty, scales covering each breast, need to protect the innocent, individual powers, come from a sunken city, see in the dark, connection to other sea creatures, read emotions, strength and agility.
Knights/Knights of the Thorn

The Knights of the Thorn are a chivalrous order dedicated to the protection of Cheydinhal, in Cyrodiil. They own a lodge just outside the city gates. The order's crest is a sword enveloped in thorns; thorns are also symbolically related to the Indarys family. Every member of the order wears a special medallion, and are typically outfitted with steel shields emblazoned with their coat-of-arms.

## History[edit]

The Knights were founded as an amateur order in 3E 431 by Farwil Indarys, the son of Count Andel Indarys. The group were considered by the town guard to be nothing more than a glorified club, and by many of the town's citizens to be only Farwil's drinking buddies, as they were arrogant and rarely performed any noteworthy deeds.

In 3E 433, a Redguard knight named Pyke learned of a strange portal which had appeared in Niben Bay. Perceiving it as a threat, he departed to investigate. The portal was a door to the Shivering Isles, which had been opened by Sheogorath in search of a mortal champion. Pyke passed into the Isles and began wandering the realm. Having apparently not succumbed to madness, he eventually settled in the village of Hale, where he fell in love and decided to never return to Cyrodiil. He contracted the Champion of Cyrodiil with retrieving his lost Knights of the Thorn medallion, and in return he gave the Champion the Thorn Shield, an enchanted steel shield.

During the Oblivion Crisis, an Oblivion gate was opened right beside the Knights of the Thorn Headquarters outside Cheydinhal. Count Andel Indarys tasked the Champion of Cyrodiil with entering the gate to rescue Farwil and six other knights who had foolheartedly stormed the portal. The Champion led Farwil and a knight named Bremman Senyan into the Citadel to remove the Sigil Stone and close the Gate. Consequently, Farwil made the Champion an honorary Knight of the Thorn, and the story was published in a special edition of the Black Horse Courier. By the end of the Third Era, only four Knights remained: Farwil, Bremman, the Champion, and a knight named Jhared Strongblade who had stayed behind.

In 4E 48, the Knights of the Thorn, led by Ilver Indarys, aided the city guard and the Imperial Legion in evacuating citizens when the floating city of Umbriel passed over Cheydinhal and the city itself was besieged by wormies, Umbriel's undead minions. Riding barded horses, the twenty knights escorted the citizens along the Blue Road towards the Imperial City. They saved two legionnaires, Mazgar gra-Yagash and Brennus, from the wormies when the two were driven away from the road.
Valkyrie/MCU

*"The Valkyrie are legend. Elite warriors of Asgard, sworn to defend the throne."*
―Thor[src]
The **Valkyrie** were a group of female Asgardian elite warriors that served as Odin's special force.

## Contents

* 1History
* 2Appearances
* 3Trivia
* 4Behind the Scenes
* 5References
* 6External Links

## History

*"I used to want to be a Valkyrie when I was younger, until I found out you were all women."*
―Thor to Valkyrie[src]
Odin sent the Valkyrie to Hel in order to prevent Hela from escaping. The attack turned into a massacre, as Hela killed every Valkyrie with the exception of Brunnhilde. The trauma of the massacre led her to abandon Asgard and settle on Sakaar.

## Appearances

In chronological order:

* *Thor: Ragnarok* (flashback)
* *Captain America: The First Avenger* (indirectly mentioned)
* *Thor: Ragnarok* (mentioned)
* *Thor: Love and Thunder* (mentioned)
* *Ms. Marvel*
	+ *Season One*
		- *Generation Why* (mentioned)

Outside of time:

* *Loki*
	+ *Season One*
		- *The Nexus Event* (mentioned)

## Trivia

* In the comics, the Valkyrie, or **Valkyrior**, led by Valkyrie, were killed in a war between Odin and Hela over rulership of Valhalla. Odin restored the Valkyrie to life after he regained possession of Valhalla, but these Valkyrie only have physical forms within Valhalla; outside it, they exist only in astral form.
* The sacrifice of the Valkyrie was honoured with a monument in the Einherjar barracks within the City of Asgard.
Seer/GoT

"*Their wise men were called Greenseers and possessed powerful magic.*"
―Bran Stark[src]
**Greenseer** is the title given to people who possess the magical ability to perceive future, past or distant events in dreams known as Green Dreams. According to legend, greenseers were much respected by the Children of the Forest.

## In the books

In the *A Song of Ice and Fire* books, greenseers were the wise men of the Children of the Forest who had magical abilities that included power over nature and prophetic visions. While one in a thousand men is born a skinchanger, one skinchanger in a thousand is born a greenseer. It is also mentioned that humans can be born greenseers just as they are born wargs.
Sunfire Desert

**The Sunfire Desert** is a large desert covering the entirety of the Siirin Peninsula in Isla Antrion. The sand is red varying by shade depending on the time of day, ranging from bright orange to deep blood red. There are a few oases and the little sage brush that survives there is rumored to spontaneously combust. Sand dragons have been sighted there and they often set fire to areas to establish the borders of their territory or to help incubate their eggs, as well as keep themselves warm on the cold nights. The deepest layer of the desert sand is a fine powdery red clay, which is used as a spice by the Antrions and in their early trade as a valued export and currency. The Antrions observed how the sand would turn to golden glass at the touch of the dragons' flame, and that their nests were made of shimmering amber stones. Some Antrions have captured dragon younglings and used their flame to melt the red upper layer of the desert sand they harvested, and then they would shape them into golden statues and works of art, of which many survived and are prized expensive heirlooms of the rich families that were the early traders and adventurers. This abduction of the dragons' young, of which they have only a few, incited the Dragon Wars of the Endritch Era, while some Antrion commoners wished to stop the greed of the elite that caused the destruction of cities, they moved against the elite, though they were unsuccessful and that dragons look on all of the humans as the enemy, some managed to steal the stolen dragonlings and raise them as mounts, using them to fight against their parents, where only in the depths of the desert, near the sea, are the dragons hateful of humans, and remembering how some of their young were taken and corrupted against them. While there are small tribes of humans that eeke out an existence in the shallow desert, holding a monopoly on the best sand and dragon products, raising dragons as war mounts for defense and for work in mercenary companies, being contracted out along with their riders who are often slaves. Though the slaves are the dragon riders, only the chieftans can ride the largest grown dragons, keeping the rest in check. The dragons of the Sunfire Desert are actually wyverns, but are called that by the locals as they had heard of dragons and thought that's what they must be, but outsiders call them what they are, though some tourists are tricked only to be disappointed that they are not real dragons. The wyverns are distant cousins of the dragons and are speculated to have originally split off from the dragons of Sorellicor or Sa'hasa, though no one really knows.
Fishface's Nintendo 3DS

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**Fishface's Nintendo 3DS** is the 32nd episode of the series. It premiered on September 21st, 2022.

## Plot

Fishface finds a Nintendo 3DS in his house and has fun while playing with it!

## Characters

* Fishface
* Boa
* Bluebeard
* Mushroom (cameo on blanket)
* Power Star (cameo on blanket)
* Yoshi
* Piggy
* Ice Bird
* Dogbert (mentioned)
* Bob the Minion (indirectly mentioned)