recursal/Fanatic-Fandom huggingface dataset:
Zaratan

**Zaratans** are beasts that originated in Medieval Europe, but have now spread around the world.

## Appearance

Zaratans are magical beasts that take the appearance of immense whales. However, like the aspidochelone, they are larger than the average whale, large enough, in fact, to be able to support an entire island on their backs.

## Behavior

Zaratans are similar to aspidochelones in temperament, being of mostly peaceful temperament, only becoming aggressive during mating season, or reacting defensively to someone lighting a fire on their backs. Zaratan females only give birth to one calf every mating season, and the calf usually doesn't start manifesting their island until around six months, when small bumps indicate the growth of trees and/or mountainous ranges. Also, Zaratans are filter-feeders, only eating plankton.

## Powers

* **Enhanced endurance:**​ Zaratans are able to survive with little to no energy for extended periods of time.
* **Enhanced hearing:**​ Zaratans are able to hear with amazing clarity, distance, detail, and even in frequencies many creatures cannot hear, whether they are too high or too low.
* **Enhanced lung capacity:**​ Zaratans possess tremendous lung capacity, and are able to use the oxygen more efficiently than others while staying active.
* **Enhanced strength:**​ Zaratans are able to exert a great amount of strength from their muscles.
* **Pressure resistance:**​ Zaratans are innately resistant to immense amounts of water pressure.
* **Cold immunity:**​ Zaratans are innately immune to the effects of cold.
* **Speed swimming:**​ Zaratans are able to swim immensely fast, unhampered by water resistane.
* **Echolocation:**​ Zaratans are able to determine the location of objects in their environment via reflecting soundwaves.
* **Geokinesis:**​ Zaratans, similar to aspidochelones, are able to manipulate their island's terrain, rocks, dirt, sand, rocks, etc.
* **Agrokinesis:**​ Zaratans, similar to aspidochelones, are able to control their islands specific plant life.
* **Aerokinesis:**​ Zaratans, similar to aspidochelones, are able to control their islands wind/air.
* **Atmokinesis:**​ Zaratans, similar to aspidochelones, are able to control their island's distinct weather pattern.
* **Animal telempathc link:**​ Zaratans, similar to aspidochelones, form telempathetic bond with any beast or being born on their island, thus allowing them to read, interpret and communicate with them via thoughts and emotions.
* **Zaratan communication:** Zaratans are able to communicate with members of their own kind.
Vampire venom antidote

**Vampire venom antidote** is the antidote for the effects of vampire venom.

## Description

If brewed correctly, this potion becomes a bloodred color, and, to normal people, it gives off the scent of blood. However, the potion gives off a repulsive scent to fully fledged vampires.

## Effects

When drunk, this potion will purge any vampire venom in the drinker's system. However, this potion must be drunk before the venom takes full effect, usually anywhere from a few seconds to a few hours (depending on the location of the bite), or else the victim will become a fully fledged vampire, and quite beyond any power to help.

## Ingredients and tools

* Three (3) ounces of silver.
* Three (3) ounces of holy water.
* One (1) vial of vampire venom.
* One (1) wooden stake.
* Three (3) cloves of garlic.
* One (1) moly flower.
* One (1) ounce of mandrake root.
* One (1) silver cross or crucifix.
* One (1) silver cauldron.
* One (1) silver mortar and pestle.

## Recipe

1. In a silver cauldron, pour in the holy water and bring to a boil.
2. Grind the garlic and moly flower into a paste using the mortar and pestle, add paste to the cauldron, and stir the potion three (3) times counterclockwise until the potion turns a white color.
3. Soak the wooden stake in the solution for five (5) minutes, then shred the stake and add the shreds into the potion.
4. Simmer the potion for six (6) minutes, then add the silver.
5. Stir the potion three (3) times clockwise, until the potion turns black, then intone the spell "*Ut, quem liberum esse bibit potionem a sanguine saevit in maledictionem*".
Fairy dust

**Fairy dust** is a magical substance that all fairies, cait sith, and cu sith (and any hybrids, demimyths, and demigods containing any of those mentioned) carry with them, usually in bottles attached to necklaces. This dust is intensely magical, and is usually used to heal wounds, either their own wounds, or their allies wounds. This dust is also a catalyst for the Elixir for Aerial Adaptations, and an ingredient in crafting seven-league shoes.

## Appearance

Fairy dust, until charged with magical energy (which is different depending on the individual), is a bright, glittery gold color. When it is charged with magical energy, the dust takes on a hue that reflects the magical specialty of the individual.

## Ingredients

While the exact ratio of each ingredient is a rather tight-lipped secret, the ingredients are as follows.

* Baby teeth (doesn't matter what type of baby it comes from [also explains the need for tooth fairies]).
* Dandelion seed fluff.
* Milkweed "milk".
* Ground poppy seeds.
* Ground up pyxite crystal.
* Juice from the fruit of a fairy tree.
* A blast of magical energy to catalyze the fairy dust.

## Ritual

Grind the ingredients, mix them with the milkweed milk and fairy fruit juice, and pour the mixture into the top of the nearest fairy tree. Then, when the golden dust pours out, gather it into a dish, then add a blast of fairy energy, and your fairy dust will be complete.
Skinwalker

**Skinwalkers** are partially artificial beings that originated in the Americas, however, they have now spread worldwide. They are usually created when a mage uses a magical ritual, involving the pelt and blood and/or fluids of a beast, to transform themselves into a pseudo-werebeast. Skinwalker is the North American term, and in South America, they are known as the **Nagual**. *Note: some skinwalkers are able to use ectoplasm, and some magical spells, to make a cloak if they so wish.*

## Appearance

Skinwalkers look pretty much human, however, as a result of the skinwalker ritual, they tend to have markings on their bodies that represent the animal that they can become, along with some animalistic features (such as hair that matches their animal pelt in color, and sometimes texture, and eyes that match their animal form). They usually dress like a normal human, however, one article of clothing that they have, usually a cloak, will be made of the pelt(s) of an animal.

## Behavior

Most skinwalkers choose to live a wild lifestyle, shunning modern dwellings and conveniences to live in nature. Skinwalkers can either live alone, or they can live in remote villages. Skinwalkers can and do fall in love, and have children, however, these children are not born skinwalkers. Once they are old enough, however, the child will leave the village in order to find their own pelt/pelts in order to make their "cloak" (though this article of clothing can take the shape of anything). When they find and make said cloak, they then perform the ritual in front of the entire village. Skinwalkers are wary of strangers, and protective of their territory, however, they will make friends of those who seek it. They usually wish for someone to prove their sincerity by challenging them to single combat without external weapons (i.e. swords, spears, guns, etc.), using only hands and/or magic. If you can beat them, fair and square, then they will become a loyal, invaluable ally and friend. You can also become friends with one if you save him/her from danger.

## Powers

* **Animal morphing:** Skinwalkers are able to magically use the form and powers of the animal that provides the pelts that their cloak/clothing is made out of.
* **Vocal mimicry:** Skinwalkers are able to use their voices to imitate any human or animal "voice" (if you will).
* **Invincibility:** In their animal form, skinwalkers are immune to all forms of physical damage.
* **Animal communication:** Skinwalkers are able to use their pelts to communicate with the animal species whose pelts comprise their cloaks/clothing.
Golden Sun Lily

**Golden sun lilies** are a magical species of lily that grow pretty much everywhere. It is said that the first of this species grew when a drop of sunlight fell on fertilized soil.

## Appearance

Golden sun lilies basically look like normal lilies, however, they have twelve petals, as opposed to the usual six, each golden in color with purple centers, and yellow, spiraling stamens/anthers.

## Properties

If a special incantation is spoken and/or sung, a golden sun lily will start glowing, and will send golden sparkly particles in to the air. This powder, when inhaled, are able to heal any disease and/or injury, and even reverse the effects of aging, if given long enough time.
Blade Itachi

**Blade Itachi** is a magical being, specifically, a kamaitachi.

## Lore

Like most kamaitachi, Blade was born in a set of triplets. In his case, he was born first, with his sister being born 5 minutes later, and their younger brother born 5 minutes after that. For a long time, Blade longed to travel, to see the world. His parents would've rather he took over their apothecary, but they were accepting of his choice to see as much of the outside world as he could, and they told him before he left that he was welcome back anytime he wanted.

## Appearance

Like most kamaitachi, Blade looks like a humanoid weasel with some extra features. He possesses a long, lithe body, covered in silvery-white fur, black, weasel-like eyes, weasel-like ears, a weasel-like muzzle for a nose/mouth, complete with whiskers and fangs, claws on his human-like hands, weasel-like legs/paws, a weasel-like tail, with a scythe-like blade growing from the end, and retractable scythe blades in his arms and legs.

## Personality

If one were to align Blade on the D&D alignment chart, Blade would most likely be Chaotic Good. He has a good heart and a free spirit, but like most kamaitachi, he's a bit of a loner. He tends to be wary of strangers, but he's very protective of his friends and family. He also loves it when strong winds blow, and he loves playing in the wind.

## Powers

* **Supersonic flight:** Like other kamaitachi, Blade is able to fly through the air at extremely high speed.
* **Enhanced bite:** Like other kamaitachi, Blade possesses fangs that give him an extremely powerful bite.
* **Enhanced flexibility:** Like other kamaitachi, Blade possesses the ability to effortlessly bend and twist his body past mortal limits.
* **Enhanced stealth:** Like other kamaitachi, Blade possesses skillful expertise in numerous ways and techniques of stealth.
* **Night vision:** Like other kamaitachi, Blade possesses the ability to see effortlessly and clearly in either low-level light or even complete darkness.
* **Claws:** Like other kamaitachi, Blade possesses claws that he can use as devastating natural weapons.
* **Scythe blades:** Like other kamaitachi, Blade possesses scythe blades in his limbs and tail that he can use as devastating natural weapons.
* **Air manipulation:** Like other kamaitachi, Blade possesses the ability to shape and manipulate the air around him.
* **Weasel communication:** Like other kamaitachi, Blade possesses the ability to communicate with weasels and other mustelids.
Clareira

As propriedades livres geralmente são criadas (e, portanto, são fontes artificiais de Glamour), mas as clareiras são mananciais naturais. São extremamente raras e, quando descobertas, tornam-se segredos muito bem guardados. A clareira tem uma pedra sagrada, que é similar à lumeeira de uma propriedade livre. As pedras sagradas podem ter várias formas. Algumas são grandes pedras verticais deixadas como morainas quiméricas, outras são gemas sagradas ou seixos rolados dos riachos alpestres. Podem ter um lugar de grande honra na clareira ou passar desapercebidas, encostadas à raiz de uma árvore. Não importa sua forma, a pedra é a fonte do poder da clareira. A remoção ou a destruição de uma pedra sagrada priva a clareira de sua energia mágica. Os nunnehi ainda controlam a maioria das clareiras naturais, mas muitas fadas européias as cobiçam, o que provoca numerosos conflitos.

### Lugares Glamorosos

As propriedades livres são construídas, mas as clareiras são fontes de Glamour de ocorrência natural. Algumas propriedades livres são criadas em clareiras, mas nem todas as clareiras são propriedades livres. Esses lugares selváticos são usados principalmente para um período de recolhimento, contemplação silenciosa e reabastecimento de Glamour. Encontradas somente nas regiões mais obscuras do mundo, as clareiras existem porque foram sonhadas. Esses diminutos bolsões paradisíacos foram aneados por quase toda a humanidade, descritos tanto por escritores sensacionalistas quanto por romancistas sérios, e, ocasionalmente, “descobertos" por seitas religiosas. Quando encontrados, são tratadas com extremo carinho e suas fronteiras, ferozmente protegidas.

As clareiras não precisam ser pequenas nem são sempre encontradas em regiões florestais. Podem ser outeiros cobertos de relva, descampados, pequenos pomares, prados montanhosos e até mesmo praias juncadas de seixos às margens de riachos céleres ou lagos ocultos. Não importa sua forma, todas possuem uma coisa em comum: a pedra sagrada da qual extraem sua magia. Semelhante a uma lumeeira, a pedra sagrada é o coração da clareira e seu repositório de Glamour. Menos sujeitas à reivindicação por um único indivíduo, as clareiras conferem seu Glamour àquele que pela primeira vez sonhar em seu interior (ao menos naquela noite).

A pedra sagrada nem sempre é a característica mais chamativa de uma clareira. De fato, apesar de algumas clareiras ostentarem círculos de menires (majestosas pedras verticais ou mesas e altares de pedra), esses megálitos não são as verdadeiras pedras sagradas. Essas pedras são impressionantes e chamam bastante atenção, mas isso não quer dizer que os megálitos nunca sejam as pedras sagradas de uma clareira. As Lia Fail da Irlanda são um exemplo, mas é improvável que pedras como essas sejam a verdadeira fonte de poder justamente por chamarem tanta atenção. São óbvias demais e, por isso, podem ser roubadas muito facilmente, privando as clareiras de seu poder. Os candidatos mais prováveis podem ser encontrados apoiados nas árvores ou aninhados entre raízes, a acumular limo.

### Referências

* Changeling: O Sonhar, p.45
* Changeling: O Sonhar, p.136-138
Mage

**Mages** are humans who are able to use magic in the form of spells.

## Appearance

Mages are mostly human in appearance, but, when they reach a certain age, their magical specialty is realized, and therefore, may have oddly-colored hair and eyes. Also, they lose this human-like appearance if and when they start practicing dark magic. They usually dress in human clothes, which, again, varies depending on what their magical specialty is.

## Behavior

Mages behave similarly to normal mortals, however, mages have a ceremony in which the mage children, as well as fairies, genies, cait sith, cu sith, and the hybrids and demimyths thereof, that are of age will Realize their magical specialty, which is how their magic naturally expresses itself. When this happens, a magical circle appears around them, depicting a symbol that represents their magic specialty. Then the magic circle will enter their body and their hair and eyes will change depending on their magic specialty. The ceremony itself, known as the Magical Realization, is presided over by the various Immortals of magic, such as Hecate/Trivia, Thoth, Isis, Odin, Tezcatlipoca, Sun Wukong, and Kanaloa, among others, as well as the various members of the Story community that have experience with true magic, such as Fairy Godmother and Mother Goose.

## Powers

* **Magic:** As stated above, mages are able to use magic, and the magical specialty differs from mage to mage. This magic is channeled through magical weaponry that each juvinile mage gets through their realization. Each mage's spells are also recorded through a grimoire that they get after their realization.
* **Familiar contract creation:** Mages are able to form a contract with a creature and make them their familiar. After said contract has been formed, mages are able to summon and communicate with their familiar at will, and their familiar acts as their guide, pet, friend, and even conscience, if needed.
Wulfric Wilder

**Wulfric Wilder** is a young mage, specifically a faunamancer.

## Lore

Wulfric grew up the son of two travelling archaeologists. Growing up exploring the world, finding cool artifacts, meeting new people, it was the dream of a young mage. When he was a young boy, his magic was Realized, and his parents were thrilled. When he was old enough, his parents decided it would be better for him to stay with his relatives, but that they would mirror him every day. Wulfric was, at first, annoyed with his new living situations, but grew to enjoy being around his aunt, uncle, and cousins.

## Appearance

Wulfric, before his magic was Realized, had dirty-blond hair, brown eyes, and skin that was slightly tanned from years of sun exposure. After his magic was Realized, however, his dirty-blond hair became much shaggier, and turned bright orange, with black streaks throughout, his eyes turned bright green, and gained feline/reptilian pupils, and he gained small, cosmetic changes as well, such as elongated canines, elongated fingernails, and slightly pointed ears. His wardrobe mainly consists of various animal-print clothing, as well as faux fur and feathers.

## Personality

If Wulfric was placed on the D&D alignment chart, he would definitely be Chaotic Neutral. He is a free spirit, through and through, and follows his own whims. He values freedom, and his behavior is unpredictable. However, he does have a soft spot for animals, and definitely cares about the environment.

## Powers

* **Magic:** Due to being a mage, Wulfric is able to use magic, and specializes in animal magic, which, in his case, includes spells that both enhance certain parts of his body to the standard of animals, and spells that allow him to summon spectral animals for various effects.
* **Familiar contract creation:** As a mage, Wulfric is able to create a contract with an animal and turn it into his familiar, acting as his pet, friend, guide, and even conscience, if needed.

## Possessions

* **Grimoire:** The record of all his spells. Wulfric's grimoire takes the form of a book with a cover divided in six sections, with the silhouette of an animal in each section, and all the sections meet in the center, where a green crystal, in the shape of an animal eye, sits.
* **Magic focus:** Wulfric's magical focus takes the form of a staff, with the main body shaped like a snake, with an eagle perched on the head of the snake, and the eagle head and wings are wrapped around a crystal.

## Familiar

Wulfric's familiar (fittingly enough, considering his name meaning) is a timber wolf he named Howl. Wulfric met Howl as a cub, abandoned by his mother as the runt of the litter. Wulfric took the cub in, nursed him back to health, and then made him his familiar. Howl, like many other timber wolves, is a light grayish-brown in color, but, when he became Wulfric's familiar, he gained two white markings on his back and chest that look vaguely like wings.
Tsukumogami

**Tsukumogami** are beings from Japan that are created (not born) when an inanimate object reaches the 100th anniversary of existence (its "birthday", if you will), and gains a spirit, personality, etc.

## Appearance

Tsukumogami tend to look humanoid, however, they do still have elements of their inanimate form (e.g. a clock tsukumogami having clock numbers on their face, a telephone tsukumogami having the reciever and transmitter in each hand, a bell tsukumogami having a bell-like lower body, etc). However, all tsukumogami have one thing, appearance-wise, in common, and that is the Japanese kanji symbol for tsukumogami (付喪神) etched somewhere on their body.

## Behavior

Tsukumogami behavior depends on how they were treated in their past, inanimate "life". If their owner(s) treated them with respect, love, etc., then they will return said love, respect, etc., to their owners and others. Contrariwise, if one neglects or abuses them, then they will abuse others in return.

## Powers

Most tsukumogami powers depend on what they were in their past, however, there are a few powers in common,

* **Enhanced durability:** Tsukumogami are able to withstand numerous blows of internal and external assaults.
* **Enhanced endurance:** Tsukumogami are able to survive with little to no energy for an extended amount of time.
* **Form switching:** Tsukumogami are able to switch between their humanoid form and their object form at will.
* **Oxygen independence:** Tsukumogami, being artificially created out of inanimate objects, are able to survive without oxygen.
* **Contaminant immunity:** Tsukumogami, being artificially created out of inanimate objects, are able to neutralize all existing detrimental contaminants in their bodies.
* **Pain suppression:** Tsukumogami, being artificially created out of inanimate objects, are immune to the effects of pain.
* **Pressure resistance:** Tsukumogami, being artificially created out of inanimate objects, are resistant to high amounts of pressure.
* **Self-sustenance:** Tsukumogami, being artificially created out of inanimate objects, have no need for various bodily necessities, such as eating/drinking, sleep, and bodily evacuations.

## Weaknesses

* **Object form:** If a tsukumogami's object form is destroyed, then the tsukumogami will cease to exist.
Nurarihyon

**Nurarihyon** are a race of beings originating from Japan that have spread worldwide.

## Appearance

Nurarihyon are basically human/jellyfish hybrids. They tend to have blue, sparkly, translucent, jelly-like skin, with their organs showing up red through the skin, blue eyes, humanoid hands and feet, watery voices, barely visible ears and noses, and, instead of hair, they have jellyfish bells growing from their heads, complete with tentacles.

## Behavior

Nurarihyon are a peaceful species, however, they tend to be a bit self-conscious due to their appearance and poison. They tend to be skittish around strangers, however, they are friendly when one gets to know them.

## Powers

* **Amphibious respiration:** Nurarihyon are able to breathe both underwater and on land.
* **Cold immunity:** Nurarihyon. being adapted to living underwater, are completely unaffected by the cold.
* **Pressure resistance:** Nurarihyon, being adapted to living underwater, are completely resistant to water pressure, especially at the bottom of the ocean.
* **Speed swimming:** Nurarihyon are able to swim at incredible speed, unhapered by water resistance.
* **Anatomical liberation:** Nurarihyon are able to split their body parts from their body, and are able to control them like they were still part of the body.
* **Bioluminescence:** Nurarihyon are able to generate a glowing light from their skin.
* **Elasticity:** Nurarihyon, due to their flexible bones, are able to stretch, deform, expand, or contract their bodies into any form imaginable.
* **Electricity manipulation:** Nurarihyon are able to generate, shape, and manipulate electricity.
* **Night vision:** Nurarihyon are able to see clearly and easily in either low light and/or complete darkness.
* **Poison generation:** Nurarihyon create a powerful, yet nonlethal toxin in their bodies and release it from skin-to-skin contact.
* **Regenerative healing factor:** Nurarihyon are able to heal rapidly from any physical injury.
* **Tentacles:** Nurarihyon are able to use their jellyfish tentacles as powerful weapons when needed.
* **Water sense:** Nurarihyon are able to percieve the movement of/on a body of water with extreme accuracy, and determine where threats are located in aquatic environments and water sources.
* **Water manipulation:** Nurarihyon are able to create, shape, and manipulate water.
* **Jellyfish communication:** Nurarihyon are able to communicate telepathically with jellyfish.
Spell Scar

**Spell scars** are, unfortunately, fairly common afflictions among spellcasters (mages, fairies, genies, cait sith, cu sith, and the various demimyths, demigods, and hybrids containing those lineages).

## Formation

Spell scars typically form for one of two reasons.

### Depleted Reservoir

The first reason a spell scar is formed is when someone casts a spell when their magic reservoir is completely depleted, and said spell uses some of their life force to cast. When this happens, the damage to the caster’s body is almost always fatal (leading to their very body and soul to dissolve into pure magical energy), so these types of spell scars are rather rare, but not impossible.

### Dark Magic/Spell Backlash

A less rare, but just as unfortunate, reason someone developed a spell scar is from spell backlash. When a spellcaster starts practicing dark magic, or using their magic for wicked purposes, then the backlash for every jinx, hex, or curse will cause them to develop spell scars.

## Description

Spell scars tend to range both in appearance and severity depending on a. the magical specialty of the spellcaster in question, and b. how much of their life force was drained for the spell, or how severe the jinx, hex, or curse that they cast was. They can range from simple warts, wrinkles, drooping earlobes, bucked teeth, and other strange, yet simple blemishes, to growing horns, tails, beaks, whiskers, scales, claws, fangs, feathers, and/or tentacles, to growing branches, coral, seaweed, stony skin, skin made of charcoal, burning ovens for stomachs, etc. There are even spell scars so severe, that they create fates much worse than death.
Dragonberry

**Dragonberries** are a species of magical fruits that grow on trees worldwide.

## Appearance

Dragoberry trees are rather tall, and shaped like hybrids of wyrms (legless, snake-like dragons ) and Asian dragons, with the body being the trunk, and the branches sprouting from the "mouth". The branches also look like wyrms, with the leaves growing on branches that make up each branch's "wings", and the fire-like flowers that the berries grow from bloom from the "mouths" of the branches. The berries themselves look like purple, scaly, grape/plum hybrids.

## Properties

The flesh of the berries is similar to both plums and grapes, and the taste is similar to both plums and grapes, but also has a distinct spiciness mixed in with the sweet.
Magic Bean

**Magic beans** are a magical species of legume that is grown worldwide. In order to grow them, one must find some dried beans (any species), bury them in soil fertilized with unicorn manure, and watered with the tears of either a mage, a merperson, an elemental bird, or any combination thereof. Then, wait for the bean plants to grow, and then harvest the pods.

## Appearance

Magical beans look like normal beans, about the size of favas, but are green, with a slight glow to them.

## Properties

When magic beans are planted into the ground, then they will grow into a ***GIANT*** beanstalk that provides a shortcut to the realm of the sky giants
Lily Zhou

**Lily Zhou** is a rider; a human who formed a bond with a kirin named Coral.

## Lore

Lily was the daughter of two proud riders, Lee and Sun Zhou. Her father was a dragon rider, her mother, a unicorn rider. When Lily was born, her parents’ Mounts, Crest the ocean dragon and Aurora the unicorn, also had a child, a kirin that they named Coral. Coral and Lily did not get along well, at first, but after a few years, they became fast friends. It wasn’t long before they formed a Rider Bond with each other, and from that day forward, their friendship became even deeper.

## Appearance

As a rider, Lily has two forms, her civilian form, and her rider form. In her civilian form, she possesses sleek, black hair, light skin, and brown, almond-shaped eyes. Her wardrobe mainly consists of light colors, almost pastel. She is also never seen without her rider bracer on her left wrist, and her right hand contains her rider's mark, which takes the shape of a coral-shaped kirin horn.
In her rider form, Lily gains seafoam-green armor, with pearls and coral incorporated throughout, webbed gloves and boots, fin-like structures on her gauntlets and greaves, a helmet shaped like a kirin head, and a holster on her back for her weapon.

## Personality

If Lily was placed on the D&D alignment chart, she would be Neutral Good, as she just want others to have a good time and get along, whether that means breaking the rules or enforcing them. She also is very protective of her friends, and will fight to protect them.

## Powers

### Rider powers

* **Rider transformation:** By activating her rider bracer, Lily is able to summon her armor and weapon in order to transform into her rider form. She does this by opening the lid of her bracer and saying "Armor on!"
* **Aquatic respiration:** When in her rider form, Lily is able to breathe underwater.
* **Cold immunity:** When in her rider form, Lily possesses immunity to the effects of cold.
* **Pressure resistance:** When in her rider form, Lily gains the ability to survive the pressure of the ocean depths.
* **Water generation/manipulation:** When in her rider form, Lily possesses the ability to generate, shape, and manipulate water.
* **Rider bond:** Lily, as a rider, possesses a mental and emotional bond with Coral, allowing them to communicate by thought.

## Possessions

* **Rider bracer:** Lily's armband, which allows her to store her rider weapon and armor when not in use, and even store Coral in a pocket dimension. When inactive, it takes the form of a seafoam-green armband, with a clamshell on the top, which, when opened, has a pearl in the middle. When active, it fuses with her left gauntlet.
* **Rider weapon:** The weapon Lily uses in rider form. It takes the form of a naginata, with a wing-shaped blade, a kirin head-shaped guard, and a seafoam-green handle.

## Mount

Lily's mount is a kirin named Coral. Coral and Lily balance themselves out somewhat; whereas Lily is warm, friendly, and outgoing, Coral is definitely more reserved and demure.
Cyclops

**Cyclopses** are beings related to giants, but are a little different.

## Appearance

Cyclopses look similar to their giant cousins, but are rather on the runty side, at around 10 feet tall. Cyclopses also have another difference that sets them apart from their cousins; they have only one large eye in the middle of their faces, just above their noses.

## Behavior

Cyclops behavior has changed throughout the centuries. The first cyclopses were three brothers, who, though they may have been a bit cranky, they were always willing to help whenever needed. The earliest cyclops descendants, however, were far less civilized than their ancestors, even going as far as to eat any unwary traveler that wandered their way. Nowadays, though, cyclopses are much more civilized. Again, even though they are a little rough around the edges, they are still willing to help someone in need.

## Powers

* **Enhanced crafting:** Cyclopses, thanks to their ancestry, are able to craft various items effortlessly, including armor, weapons, artifacts, items, statues, etc.
* **Enhanced endurance:** Cyclopses are able to survive on a "low power setting", allowing them to operate with low energy for an extended amount of time.
* **Enhanced smell:** Cyclopses can detect specific persons, objects, substances, or even locate their origin and track with nothing but their nose.
* **Enhanced strength:** Cyclopses, due to their relationship with the giants, are able to exert great strength from their muscles.
* **Invulnerability:** Cyclopses are completely immune to all forms of physical damage, including fire.

## Weaknesses

* **Eyes:** Cyclopses are much more vulnerable to anything that can blind them, as they only have one eye to blind.
Reaper

**Reapers**, also called**shinigami** or **valkyries**, are beings that work for the various underworld Immortals. Their job is to ferry the souls of the dead into the different afterlife realms that their respective masters run. There are those who are born shinigami, however, they are usually spirits of those who died an unnatural death (aka suicide), and, as punishment for not living a full life (and therefore violate the Laws of Life and Death), are given the job of ferrying dead souls for the rest of the years that they had left in their natural life.

## Appearance

Reapers that became Reapers tend to look similar to what they were before they died, however, natural born reapers tend to have black hair, pale skin, and purple eyes. However, most reapers tend to wear black robes, although valkyries tend to wear Nordic-style armor. Also, all reapers tend to have one physical trait in common; they all have black bird wings sprouting from their backs, which takes the form of a cloak when not in use. Also, recruited reapers tend to have physical characteristics depending on the way they died (e.g., gunshot wounds, slashes, ropeburn, etc.).

## Behavior

Shinigami are spirits that are usually on the morbid side of mentality. Also, recruited reapers tend to be rather resentful about being forced to reap other souls for the rest of their original life.

## Powers

* **Spirit physiology:** Reapers have the standard powers of spirits.
* **Afterlife door summoning:** Reapers are able to summon the gate to the part of the underworld that their respective employer runs.
* **Death/lifespan sight:** Reapers are able to see the exact time and way that a person will die.
* **Weapon proficiency:** Reapers are extremely proficient with various weapons, usually swords, scythes, or spears, but other weapons aren't unheard of.
Triffid

**Triffids** are a species of beasts that are basically sentient, ambulatory, carnivorous plants.

## Appearance

Triffids basically look like giant, humanoid plants, with long, green, stem-like bodies, long, spindly arms, flytrap/flower-like hands, several roots/vines for legs, and giant flowers/heads, with reptilian jaws in the middle of the flower, complete with fangs, and anther/stamen-like eyestalks.

## Behavior

Triffids are solitary by nature, but will get together to mate. The female, like crocodilians, will make nest mounds, and will stay around to guard the seeds until the seedlings grow old enough to take care of themselves, around six weeks. They are carnivorous by nature, and will attack and eat any meat that they can find. However, if one can procure a seed from the mother (not an easy task), one might be able to form a rider's bond with the seedling.

## Powers

* **Enhanced bite:** Triffids possess an extremely powerful bite.
* **Enhanced durability:** Triffids are able to sustain many blows of internal or external assaults.
* **Enhanced endurance:** Triffids are able to perform with little to no energy for an extended amount of time.
* **Enhanced smell:** Triffids are able to detect certain objects, persons, beasts, substances, and/or places, are able to locate their origins, and are able to track, just by using their senses of smell.
* **Enhanced strength:** Triffids are able to exert a great amount of strength from their "muscles".
* **Oxygen independence:** Triffids, being plants, don't breathe oxygen, and, therefore, can live without it.
* **Photosynthesis:** Triffids, being plants, can sustain themselves by using the sun's energy, water, minerals from the soil, and their carnivorous diet.
* **Contaminant immunity:** Triffids are able to neutralize any and all existing detrimental contaminants in their bodies.
* **Consumptive growth:** Triffids are able to grow in size and power through consumption of food.
* **Vine generation:** Triffids are able to extend vines from their bodies for various reasons.
* **Plant-icity:** Triffids are able to stretch and manipulate the plant-like structure of their bodies for various effects.
* **Supernaturally dense tissue:** Triffids have bodily tissues that are denser than what is thought to be naturally possible.
* **Regenerative healing factor:** Triffids are able to heal from any and all injuries, mundane and magical.
* **Fragrance emission:** Triffids are able to release a sweet perfume that attracts prey towards them.
* **Acid generation:** Triffids are able to spew globs of acid to attack their prey or their enemies.
* **Plant manipulation:** Triffids are able to shape and manipulate their fellow plants for various effects.
Harpy

**Harpies** are beings originating from Greece, but have now spread worldwide.

## Appearance

Harpies, contrary to popular belief, are not a single-gender species. There aren't only female harpies, but there are harpies of the male gender as well. Harpies look basically like human/bird hybrids, with a human face, feathers for hair, bird-like eyes, bird talon-like hands (while still shaped like a human hand), bird talons for feet, feathers on most of their bodies, bird tails sprouting from their lower backs, and bird wings sprouting from their shoulderblades. Their feathers, eyes, and talon skin differ in color between individuals.

## Behavior

Harpies tend to be wary of strangers wandering into their territories, but if one wishes to make friends with them, set out a picnic and/or buffet to satisfy their hunger, or give them a new recipe so that they can make it themselves. They are very friendly once one gets to know them, and love food and cooking. Just don't ask to compare recipes unless you want your ear talked off. Like most other races, harpies mate for life, and the female usually lays one egg at a time, though multiple births are not uncommon. Babies usually hatch after about 9 months, but are still about as helpless as newborn humans. The offspring will usually stay with their parents until they are old enough to leave the nest.

## Powers

* **Flight:** Harpies, due to their wings, are able to fly through the air.
* **Enhanced agility:** Harpies are able to go from one movement to another effortlessly, allowing them to effectively dodge attacks, swing from things, do backflips, and numerous other athletic, gymnastic, and martial implements with little to no effort.
* **Enhanced balance:** Harpies have an extremely well-developed sense of balance, the positioning of limbs in space, center of balance, and the physical condition to use these facts.
* **Enhanced lung capacity:** Harpies have tremendous lung capacity and are able to use oxygen much more efficiently than others while staying active.
* **Enhanced reflexes:** Harpies have a drastically enhanced reaction speed, allowing them to dodge magical attacks, catch falling objects, and react instantaneously to what would take others more time to react.
* **Aerial adaptation:** Harpies are adapted to living in high altitudes, allowing them to use the oxygen more efficiently, combat wind friction, and immunity to vertigo and fear of heights.
* **Contaminant immunity:** Harpies are able to neutralize all existing detrimental contaminants in their bodies.
* **Sonic scream:** Harpies are able to emit highly enhanced destructive and deafening screams of high amplitude.
* **Air manipulation:** Harpies are able to shape and manipulate air.
* **Avian communication:** Harpies, just like merfolk with aquatic creatures, are able to communicate telepathically with birds.
Ichor

**Ichor** is a special fluid that flows through the veins of the Immortals like blood.

## Appearance

Ichor tends to appear different depending on the Immortal.

### African

The ichor of the African Immortals (aside from the Egyptian) is a glittering silver color.

### Aztec/Mayan

The ichor of Aztec and Mayan Immortals is a glittering shade of deep purple, almost black.

### Chinese

Chinese ichor is a glittering jade green color.

### Egyptian

Egyptian ichor is a light tan color (the color of the desert sand).

### Greco-Roman

Greco-Roman ichor is a glittering golden color.

### Hawaiian/Oceanic

The ichor of the Oceanic and Hawaiian Immortals is a deep blue color (the color of the sea).

### Hindu

Hindu ichor is the light pink of a lotus blossom.

### Japanese

Japanese ichor is the light pink of a *sakura* (cherry blossom).

### Native North American

The ichor of the native North American Immortals is a bright turquoise color.

## Properties

Ichor has many properties. One of the main properties is the fact that it gives Immortals, and their demigod children, their strength and power. Pure ichor is also an ingredient in Greek Fire.
Pirate Genie

**Pirate Genie** is similar to Genie. Pirate Genies grants treasure wishes.

## Differences between genie and pirate genie

* Unlike genies who grants only three wishes for each master, pirate genies only grants one wish for each matey.

## Powers and Abilities

* **Flight:** Genies, like their fairy cousins, can fly, though, in the past, doing so without wings took some developing. Whenever a genie flies, his/her lower body will become enveloped in a wisp of magical energy, the appearance of which differs depending on the magic of the individual.
* **Magic:** Genies, like fairies and mages, have magical specialties that differ between individuals.
* **Wish granting:** Like fairies, genies have an innate ability to grant wishes, however, wish granting is a bit limited.
Ball-Tailed Cat

**Ball-tailed cats** are a species of big cats, related to mountain lions, that live in the mountains of North America.

## Appearance

Ball-tailed cats are basically mountain lions, with a few other features thrown in. For one thing, they have a pinkish tinge to their fur. Second, they have six legs instead of four. Third, and most well-known of all, they have a big, bony, ball-shaped club at the end of their long tail (think like an *ankylosaurus*).

## Behavior

Ball-tailed cats are similar to their mountain lion cousins, in the fact that they tend to live solitary lives and stay out of the way of other members of their species until mating season. The females are fiercely protective of their cubs, and will fight to the death to protect them. However, they have a different hunting strategy from their mundane cousins. When one hunts, it will climb into a tree and wait until prey wanders into striking distance. Then, when a prey item has wandered into their striking distance, then it will lower its tail and strike the prey item with the ball at the end, stunning it. It will then leap down and strike a final blow.

## Powers

* **Enhanced agility:** Ball-tailed cats are able to go from one movement to another, allowing them to effectively dodge attacks, do backflips, swing from things, and numerous other athletic, gymnastic, and martial implements with ease.
* **Enhanced balance:** Ball-tailed cats innately possess well-developed senses of balance, the positioning of limbs in space, centers of balance, and the physical condition to use these facts.
* **Enhanced bite:** Ball-tailed cats, due to their jaws and fangs, possess very powerful bites.
* **Enhanced climbing:** Ball-tailed cats are able to climb, and otherwise move effortlessly up vertical or angled surfaces, such as rocks, walls, branches, etc., as long as they are able to gain ahold of it, and maintain their balance.
* **Enhanced flexibility:** Ball-tailed cats are able to effortlessly bend and twist their bodies past mortal limits.
* **Enhanced jump:** Ball-tailed cats are able to achieve rocket-like jumps, while having hassle-free landings.
* **Enhanced reflexes:**  Ball-tailed cats have drastically enhanced reaction speed, effectively allowing them to dodge attacks and react to what would take others more time to react.
* **Enhanced senses:** Ball-tailed cats are able to see, hear, taste, smell, and feel better than most other beasts and beings.
* **Enhanced speed:** Ball-tailed cats are able to move at extraordinary physical speed.
* **Enhanced stealth:** Ball-tailed cats possess extraordinarily skillful expertise in the various ways and techniques of stealth.
* **Enhanced strength:** Ball-tailed cats are able to exert a great amount of strength from their muscles.
* **Claws:** Ball-tailed cats are able to use their claws as devastating weapons.
* **Tail:** Ball-tailed cats are able to use their tails as devastating weapons.
Alco-Ivy

**Alco-ivy** is a magical species of plant, specifically ivy, that is used in bars, inns, pubs, and other food establishments like these worldwide.

## Appearance

Alco-ivy looks like a normal ivy plant, however, it is distinguished by leaves growing in groups of four, and said leaves having purple edges.

## Properties

Alco-ivy is a plant that is used/grown for its unique property of absorbing any alcohol in a drink without disrupting the flavor, thereby allowing minors to have drinks without having alcohol. When the alcohol has been completely absorbed, the entire leaf turns purple.
Lich

**Liches** are undead beings that formerly were once beings (or any creatures that are capable of intelligence and speech) that used the Dark Art of necromancy to give themselves a false sense of immortality. They do this via an ancient ritual that rips the soul from the body and binds it in an object known as a phylactery. This object can take the form of any kind of object, usually the former being's most prized possession.

## Appearance

Liches tend to look normal to their race until they perform the ritual, then pretty much all of their normalcy is stripped away until they look like an animated skeleton, wearing tattered clothes. Also, usually there will be glowing orbs of magic in place of their eyes.

## Behavior

When one becomes a lich, one will find that one only has one thought in their mind; EVIL! They usually have their own personal goals, of which they will do whatever it takes to see those goals come to fruition, anywhere from gaining more power to seeking dominion over all.

## Powers

* **Enhanced agility:** Liches are able to move from one action to another effortlessly, allowing them to dodge attacks, swing from things easily, sprint, do backflips, etc, with little to no effort.
* **Enhanced dexterity:** Liches are able to control their bodies, limbs, and digits extremely well.
* **Enhanced durability:** Liches, being undead, are able to sustain numerous blows of external assaults.
* **Enhanced endurance:** Liches, being undead, are able to perform without energy for an extended period of time.
* **Enhanced speed:** Liches are able to move at extreme speed.
* **Contaminant immunity:** Liches, being undead, are immune to all detrimental contaminants.
* **Disease immunity:** Liches, being undead, are immune to any and all diseases.
* **Pain suppression:** Liches, being undead, are immune to physical pain.
* **Thermal resistance:** Liches, being undead, are immune to temperature.
* **Oxygen independance:** Liches, being undead, are able tosurvive without oxygen.
* **Anatomical liberation:** Liches, being undead, are able to split their bones apart, and are able to control the pieces at will.
* **Dark Arts:** Liches are able to use all dark and evil magic spells.
* **Necromancy:** Liches are able to utilize spells to control the dead.
* **Semi-immortality:** Liches have used a necromantic ritual to make them partially immortal, however, this is only if their phylactery, and thereby their soul, is not destroyed.
* **Undead manipulation:** Liches are able to put all undead creatures and beings under their command.
* **Bone manipulation:** Liches are able to manipulate bones, both their own, and the ones of others.

## Weaknesses

* **Phylactery:** A lich's phylactery is not only their greatest strength, but also their greatest weakness. The object that becomes the phylactery holds the lich's own soul, and as such, if the phylactery, and therefore the soul, is destroyed, then the lich will be no more.
Longma

Longma are creatures that are part horse and part dragon

## Appearance

It has a horse's body, dragon scales, mane resembled that of a dragon, wings at its sides and double-pupil eyes (indicating insight).

## Behavior

They are a very honorable species,if one would want to befriend one they’d have to prove they are worthy,they tend to be loyal to those who are noble and pure of heart.

## Powers and Abilities

* **Cloud Generation****:**they can make clouds appear.
* **Fog Generation:**they can make fog out of thin air.
* **Scale Manifestation:**they have scales due to being part dragon.
* **Water Walking:**these equine creatures have the ability to walk on water.
* **Wing Manifestation:**they can fly with wings due to being part dragon.
* **Fire manipulation****:**because their part dragon they can breathe fire.