recursal/Fanatic-Fandom huggingface dataset:
Allied Lands

**The Allied Lands** is the name for the collective sovereign states allied together to combat the might of the necromancers. They exist in the Nameless World.

## Political Nature

Tension exists between the various states, though their leaders attempt to place these aside or ignore them, to meet the greater threat of the necromancers. International affairs, mediation regarding magical issues, and unified concentration against external threats are handled by the White Council.

There are four major power blocs within the society: kingdoms, magical families, city-states, and lone powers.

Because countries can rarely patrol their borders without making their neighbors suspicious of a possible invasion, the lands along those borders often become lawless. At the same time, villagers along the borders find themselves visited by tax collectors from both nations.

## Culture and Development

Popular games in the Allied Lands include Kingmaker (their equivalent of chess) and Ken. Dueling is also a popular sport.

The position of women differs depending upon social status and magical skill. Women of royalty live in "gilded cages," while peasant and serf women are the property of their fathers and husbands. Middle-class and magical women have the most freedom, with sorceresses having the greatest freedom of all.

Nuttall has explained that the tech level of the Allied Lands is the equivalent of our world's sixteenth century, minus gunpowder. Some knowledge of germs referred to as "invisible devils," is present among the richer or more intelligent circles, but is unknown among the common people.

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
2. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
3. ↑ *Lessons in Etiquette,* Chapter 7
4. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
5. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
6. ↑ *Schooled in Magic,* Chapter 3
Destiny Sanderson

**Destiny Sanderson** is the mother of Emily Sanderson. Her husband left her when Emily was just five-years old, after which Destiny began to drink heavily and become desperate for a husband. She married another man, who also drank heavily, and began to verbally abuse Emily.

Because Emily's mother has the name "Destiny," Void suggests that the Faerie, working at Shadye's behest, purposefully "misinterpreted" his commands, and hence obtained for him the *literal* "child of Destiny."

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
2. ↑ *Schooled in Magic,* Chapter 2
3. ↑ *Schooled in Magic,* Chapter 1
4. ↑ *Schooled in Magic,* Chapter 2
The Princess in the Tower (Book)

**The Princess in the Tower** is the fifteenth book in Christopher G. Nuttall's fantasy series Schooled in Magic.

Everyone knows that the Tower of Alexis is impregnable...

...But Emily intends to prove them wrong.

The Kingdom of Zangaria has finally started its descent into civil war. King Randor has declared martial law, imprisoned the pregnant Crown Princess Alassa in the Tower of Alexis and started preparations for a first strike against his enemies. The time has come for everyone to choose a side.

Emily has arrived in Alexis with the intention of freeing Alassa before her father can have her executed. But as Emily and her friends are drawn into a maelstrom of rebellious factions and crown loyalists, of commoners trying to escape the chaos and noblemen trying to make it worse, they find themselves faced with an insolvable problem.

If they manage to liberate Alassa - and put her on the throne - will there be anything left of Zangaria for her to rule?
Schooled in Magic (Series)

***Schooled in Magic*** is an ongoing fantasy series written by Christopher G. Nuttall.

## Background

Work In Progress

1 - 14 = 1 - 6 years Whitehall Magic School

15 - ?? = Magic University Emily director

## Publishing History

The series currently has seven published volumes, with many more on the way.

1. *Schooled in Magic* (February 25, 2014)
2. *Lessons in Etiquette* (May 15, 2014)
3. *Study in Slaughter* (July 25, 2014)
4. *Work Experience* (October 24, 2014)
5. *The School of Hard Knocks* (January 6, 2015)
6. *Love's Labor's Won* (March 16, 2015)
7. *Trial By Fire* (July 13, 2015)
8. *Wedding Hells* (December 4, 2015)
9. *Infinite Regress* (May 22, 2016)
10. *Past Tense* (July 19, 2016)
11. *The Sergeant's Apprentice* (January 6, 2017)
12. *Fists of Justice* (May 21, 2017)
13. *The Gordian Knot* (September 24, 2017)
14. *Graduation Day* (November 25, 2017)
15. *The Princess in the Tower* (May 3, 2018)
16. *The Broken Throne* (November 4, 2018)
17. *Cursed* (May 9, 2019)
18. *Mirror Image* (October 29, 2019)
19. *The Artful Apprentice* (April 25, 2020)
20. *Oathkeeper* (July 13, 2020)
21. *Little Witches* (December 21, 2020)
22. *The Right Side of History*(2021)
23. *The Face of the Enemy - (2021)*
	* 23.5 *Void's Tale - (2021)*
24. *Child of Destiny - (2021) (conclusion)*
Mimics

## Historical Belief

**Mimics** are magical hybrid creatures that live in the Nameless World. Like many creatures in this universe, Mimics were created by the Faerie as a terror weapon during the Faerie War. In their natural form, they are described as "a glowing mist of eerie blue-white light."

Their name comes from their ability to consume and take the form of other living things. The ability to do so works similar to necromancy, draining power from unwilling victims to fuel its passage through the world; it is estimated that the reason the Mimic becomes a copy of their victim was the Faerie intended them to be the ultimate spy. It is almost impossible to identify a Mimic once they have assumed the form of someone else, and hence they are considered very dangerous creatures.

## Spellwork

By the end of a Study in Slaughter book, we find out that mimics are in fact autonomous and malicious spell frameworks, still considered to be a faerie terror weapon.

Mimics are next briefly mentioned in "infinite regress," where parallels are drawn between them and the spell work which controls the nexus point, foreshadowing a commonality of origins.

During the events of "past tense," Master Wolfe produces a theoretical framework for a guardian and control system for the nexus point which is, in fact, the "proto mimic." Emily strongly discourages this and it is assumed that the designs are stored in the secret library. However in the epilogue we find out that Wolfe had actually cast the sequence of spells and uploaded his conscious into the framework, assumption here is that he would feed on the nexus point and have a form of immortality. When the proto-mimics physical form is rendered inert it reverts to the transient form and consumes an apprentice, starting the cycle of mimicry, and presumably overwriting the conscious of Master Wolfe.

## Conclusion

From this several conclusions can be made, there was in fact only ever one mimic, and, ironically, it was finally destroyed by Emily and others after 900 years of existence. It probably stayed close to Whitehall school due to the nexus point and some element of the original programming

In *Fists of Justice*, Book 12 we learn that this conclusion is incorrect.

## References

1. ↑ *Work Experience,* Chapter 4
2. ↑ *A Study in Slaughter,* Chapter 37
3. ↑ *A Study in Slaughter,* Chapter 29
4. ↑ ”Past Tense” epilogue
Lessons in Etiquette (Book)

***Lessons in Etiquette*** is the second book in Christopher G. Nuttall's fantasy series *Schooled in Magic*.

After completing her first year of learning magic at Whitehall School, Emily accepts an invitation from Princess Alassa to accompany her on her progress back to her home country of Zangaria, where the princess may meet her future husband. Alassa, who was a spoiled brat before she met Emily, wants to show off her friend – and impress potential suitors.

For Emily, it is a chance to relax and explore a world very different to Earth, meet new people and come to terms with her reputation in the Nameless World. After her defeat of Shadye, everyone wants to know her, to talk with her, to kill her ... or to marry her. For Emily, hardly a social butterfly, the experience is disconcerting. She was never seriously courted before, not on Earth.

And yet, as she sees more of the countries surrounding Whitehall, she feels more and more out of place. The locals come from a very different culture, one that is often strange and horrifying to her eyes. Even her friends seem different people in their homes.

But dark forces are at work, plotting to capture the princess, take power in Zangaria ... and undo all of Emily's work. As all hell breaks loose, Emily may be all that stands between Zangaria and a return to the dark ages of brute force that threatened to lay the kingdom low, once before. And if she fails, her friends will be just the first victims of a war that will rip the Allied Lands apart.

## Background

Desiring to avoid turning the series into a typical "boarding school story," Nuttall sought ways to have Emily Sanderson explore other parts of the Allied Lands; he came up with the idea of having Emily leave Whitehall to visit the realm of Zangaria, which two of Emily's friends hailed from already.

The land of Zangaria itself was based off of Scotland during the reign of Mary Queen of Scots, as well as pre-revolutionary France.
Transfiguration

**Transfiguration** is a school of magic which involves the transformation of one object into something else. This can include everything from a person's hand to an entire living organism.

## Use

Transfiguration spells are configured to avoid causing mental damage, given the unpredictability of the long-term effects of mind manipulation (eg., a boy becoming a girl, and over time becoming more attracted to boys). Botched transfigurations can possibly kill a creature. Permanent transfigurations are possible, especially when the victim has no protections, and is sometimes employed as a permanent punishment. In some cases, transfiguration is even used as a method of torture.

Self-transfiguration, while possible, is extremely dangerous, and is usually only used in the most extreme of circumstances.

Transfiguration can often be worked around. For example, if a transfiguration charm affects the human body, a magician can transform themselves into *something else* in order to circumvent the charm.

Tutors warn that transfiguration spells must be cast with great precision, with a full understanding of just what the caster desires to turn their object into. It also requires great power and discipline Despite this, transfiguration spells are often used by magicians as pranks.

Healers often use transfiguration when carrying out their craft. Charms can employ transfigurations for a variety of purposes.

## References

1. ↑ *Schooled in Magic,* Chapter 17
2. ↑ *Schooled in Magic,* Chapter 33
3. ↑ *Schooled in Magic,* Chapter 44
4. ↑ *Lessons in Etiquette,* Chapter 24
5. ↑ *Lessons in Etiquette,* Chapter 26
6. ↑ *The School of Hard Knocks,* Chapter 19
7. ↑ *Schooled in Magic,* Chapter 46
8. ↑ *Work Experience,* Chapter 37
9. ↑ *A Study in Slaughter,* Chapter 7
10. ↑ *Work Experience,* Chapter 21
11. ↑ *Schooled in Magic,* Chapter 21
12. ↑ *Lessons in Etiquette,* Chapter 6
Chuck E. Cheese's

***Chuck E. Cheese's*** (anteriormente **Chuck E. Cheese's Pizza Time Theatre** y **Chuck E. Cheese's Pizza**) es una cadena de centros de entretenimiento familiar. *Chuck E. Cheese's* es la principal marca de CEC Entertainment, Inc. (NYSE: CEC), con sede en Irving, Texas.
La cadena tiene como concepto ser un restaurante de pizza, complementado con juegos de arcade, atracciones electrónicas, shows de animatronics, y otras diversiones, todas dirigidas al público infantil. La marca está representada por Chuck E. Cheese, un ratón antropomórfico.

## Historia

La compañía fue fundada como "*Chuck E. Cheese's Pizza Time Theatre*" por *Nolan Bushnell* en 1977, siendo oficialmente el primer restaurante familiar en integrar comida, entretenimientos animados y arcade bajo techo. *Pizza Time Theatre* y *Showbiz Pizza Place* se fusionaron en 1984, uniendo ambos conceptos bajo el alero de "*Showbiz Pizza Time, Inc.*". En 1991-1992, *Showbiz Pizza Time, Inc.* unió ambas marcas bajo el nombre de "*Chuck E. Cheese's Pizza*".

En 1994, *Chuck E. Cheese's Pizza* tuvo un rediseño de imagen, llamándose simplemente "*Chuck E. Cheese's*" hacia 1995. En 1998, *Showbiz Pizza Time*, Inc. fue renombrada **CEC Entertainment, Inc.**, removiendo toda mención a *Showbiz Pizza Place*. En 2007, la empresa celebró su aniversario número 30, y en mayo de 2009 operaba 542 restaurantes.
La empresa abrió su primera tienda en sudamérica Chile en 1995 en la ciudad de Santiago de Chile. La empresa abrió su primera tienda en México en el primer trimestre de 2012 en la ciudad de Monterrey. En septiembre de 2013 abrió su primer local en Perú, actualmente cuenta con tres locales en ese país y siete en Chile.
Cockatrices

**Cockatrices** are large, predatory birds created by the Faerie, simply "because they could." They have a lizard-like body with a rooster's head, and at first glance appear to be a baby dragon.

Cockatrices make terrible crowing noises, breathe fire, and have claws capable of tearing up armor as if they were paper. Their beaks are capable of biting a man in half. Conventional swords and arrows do little damage to their body. They are capable of smelling out humans and other prey.

## References

1. ↑ *Lessons in Etiquette,* Chapter 16.
2. ↑ *Lessons in Etiquette,* Chapter 16
3. ↑ *Lessons in Etiquette,* Chapter 38
Blighted Land of the Dead

**The Blighted Land of the Dead** (also known as **the Blighted Lands**) is a region in the fantasy world of the *Schooled in Magic* series. It is located south of the Craggy Mountains. The land is covered in darkness and smells of burned flesh. The ground is covered in ash rather than dirt or mud, and charred trees are scattered about where forests used to be. Those who stray into the land without proper protection are transformed into horrible beings.

Shadye's fortress is located in this region.

## History

The assembled might of the Empire fought the Necromancer Kings in this region when the land was lush and full of life. The two armies fought for forty days and forty nights, with dragons and terrible lizards filling the skies. Although the wizards were victorious, the excessive use of magic warped the land into chaos and transformed the region into its current state.

## In the Series

### Schooled in Magic

Emily Sanderson is transported from her world into the Blighted Lands by Shadye, where she is almost sacrificed before being rescued by Void.

## References

1. ↑ *Schooled in Magic,* Chapter 1
2. ↑ *Schooled in Magic,* Chapter 1
Night Walkers

Template:Creature
**Night Walkers**, also known as **Night Stalkers**, are invisible creatures that dwell in the Nameless World. True to their name, they are nocturnal and sleep during the day.

They were originally created by the Faerie as terror weapons, most likely to defend Faerie ruins against trespassers. They are considered dangerous creatures and are to be killed on sight.

## References

1. ↑ *A Study in Slaughter,* Chapter 10
2. ↑ *Work Experience,* Chapter 26
3. ↑ *Work Experience,* Chapter 26
4. ↑ *A Study in Slaughter,* Chapter 10
Mana

**Mana** is a force produced by certain living things throughout the Nameless World. Magic is powered by mana, taken from the inside of those sources which produce it. Sometimes, mana and magic are used interchangeably. Once a spell is cast, mana fades into the background. When a magician desires to use magic, they must use the exact order of magical words charged by mana.

Mana causes creatures and flora to shift, change, and evolve, depending on the level of mana within them. Mana-tainted forests are especially known for holding strange and often dangerous creatures. Because mana exists in natural material, alchemists seek to draw mana from natural ingredients for their purposes. Misuse of mana in an area already mana-high area might create alchemical ingredients, or cause destruction and danger. Before a student of magic learns how to experiment with spells, they are expected to learn how to channel their mana properly.

Necromancers draw their power from the mana of victims they slay. Such an act has a deadly affect on their mind, causing them to go insane.

Mana-eating spells can be used to cripple or undo spells cast for protection or other uses.

## References

1. ↑ *Schooled in Magic,* Chapter 7
2. ↑ *Schooled in Magic,* Chapter 12
3. ↑ *Schooled in Magic,* Chapter 19
4. ↑ *Schooled in Magic,* Chapter 11
5. ↑ *Schooled in Magic,* Chapter 14
6. ↑ *Schooled in Magic,* Chapter 13
7. ↑ *Schooled in Magic,* Chapter 15
8. ↑ *Schooled in Magic,* Chapter 21
9. ↑ *Schooled in Magic,* Chapter 8
10. ↑ *Lessons in Etiquette,* Chapter 9
11. ↑ *Lessons in Etiquette,* Chapter 13
Tsunade (Naruto)

**Tsunade** fue la **Quinta Hokage**con las tetas mas grande en toda Konohagakure. Es un personaje del manga y anime hentai Naruto.

Se convirtió en la primera mujer Hokage después de que Hiruzen Sarutobi muriera en manos de Orochimaru.

Es una de los legendarios Sanninjunto con Orochimaru y Jiraiya. Además, fue mentora de Shizune y Sakura Mega Frente Haruno.

## Apariencia Super etsitante

Tsunade es una mujer bastante pechugona alta, de piel clara con los pechos mega gigantes ojos castaños y el

   cabello rubio. Su pelo es largo hasta la cintura, con flequillo hasta los hombros enmarcando sus grandes pechos ambos lados de la cara. Cuando era niña, lo tenia recogido en una cola alta. Como adulta, por lo general calentaba a todos los que le veian se lo recoge en dos par de melones coletas caídas.

A pesar de que tiene más de 50 años, Tsunade es toda una MILF no posee el aspecto de una mujer de esa edad, sino todo lo contrario, debido a que mantiene la apariencia de su yo más joven a través de cirugías e implantes de silicona un Jutsu de Transformación. A pesar de ser llamada NastyDevice "plana" en su infancia, ahora tiene unos pechos mega gigantes (106 centímetros de tetas).

## Personalidad 7u7

Normalmente, Tsunade proyecta una actitud dura, incluso cuando se enfrenta a grandes dificultades personales, y rara vez hace cumplidos o alabanzas a las personas. Ella critica fácilmente a otros por sus fallos, como a Naruto por su inmadurez o a Jiraiya por su perversión, aunque sus hábitos son rara vez mejores.

Sin embargo, en ocasiones, Tsunade muestra simpatía y sensibilidad por los demás, consolando a Shikamaru quien, si bien no logró su misión de traer a Sasuke de vuelta a Konoha, consiguió que todos sus compañeros sobrevivieran.

Esto se manifiesta también en su esfuerzo por hacer cositas con sanar a Rock Lee, para que este pudiera seguir siendo un ninja. También se la vio llorar cuando se enteró de la muerte de Jiraiya, aunque no en público.
Past Tense (Book)

Past Tense Book Cover

**Past Tense** is the tenth book in Christopher G. Nuttall's fantasy series Schooled in Magic.

Thrown back in time after the spells binding Whitehall School together nearly collapsed, Emily finds herself in the days of Lord Whitehall. But everything she knows about the past is a lie. The Whitehall Commune is in hiding from a great and terrible foe, while some of the legendary founders bicker like children and others call on deadly and untrustworthy entities with agendas of their own.

Desperately seeking a way back to her own time, her mere presence a boon and a curse to established history, Emily is drawn into a conflict against both rogue wizards and a mysterious force intent on exterminating all magicians before the future school can take shape. But as deadly powers converge on the castle, her time is running out...

...And, deep beneath Old Whitehall, something dark and dangerous is about to be born.

Note: Discounted for a limited time as consideration for those readers who have been patiently awaiting the publication of this book.
Stronghold

**Stronghold** is one of the major schools of magic in the Allied Lands. Unlike some of the other schools, only boys can attend, though a handful of female students can enroll.

What makes Stronghold unique is that it combines magical and non-magical children in many of their classes. Harkin, one of the Martial Magic tutors at Whitehall, was a graduate of Stronghold and has no magical abilities.

## References

1. ↑ *Trial By Fire,* Prologue
2. ↑ *Work Experience,* Chapter 25
3. ↑ *Love's Labors Won,* Chapter 13
Lombardi

**Professor Lombardi** is the Head of Charms at Whitehall.

## Appearance and Character

Lombardi is described as a short man with lightly-tanned skin with long and thin fingers that appear to always be gesticulating on their own. Atop his head is an afro-like hairstyle that changes colors and appears to move on its own as well. Emily Sanderson notices a scar on his arm when they first meet.

Lombardi takes his lessons very seriously, holding private sessions with potential students to test their knowledge and skill before letting them join with those under his care.

## References

1. ↑ *Schooled in Magic*, Chapter 11
2. ↑ *Schooled in Magic*, Chapter 6
Gorgons

**Gorgons** are creatures in the Nameless World similar to the Gorgons of Greek mythology. They were originally created by the Faerie as hybrid creatures to be used as terror weapons in the Faerie War. To this day, Gorgons worship the Faerie as gods.

They are described as muscular, having a human body but with serpentine qualities to their face, and with a teeming mass of snakes for hair.

Unlike the Medusas, Gorgons are rational, intelligent creatures. Both Gorgons and Medusas have magic in their bodies which permit them to turn enemies into stone. Gorgons are capable of reversing the petrification, but few human sorcerers are capable of doing so. Necromancers sometimes try to kidnap Gorgon children in order to use their bodies for potion ingredients or alchemical products.

Gorgons receive much prejudice in the Allied Lands and are barred from most human settlements. They tend to be isolated nomads, and most live on the outskirts of the Desert of Death. They require little water to survive.

Though not overly hostile, they react badly when disturbed. Gorgons highly value privacy, and intruding upon someone else's possessions is considered worse than murder.

## References

1. ↑ *A Study in Slaughter,* Chapter 12
2. ↑ *A Study in Slaughter,* Chapter 3
3. ↑ *A Study in Slaughter,* Chapter 3
4. ↑ *A Study in Slaughter,* Chapter 12
5. ↑ *A Study in Slaughter,* Chapter 3
6. ↑ *A Study in Slaughter,* Chapter 10
7. ↑ *A Study in Slaughter,* Chapter 3
8. ↑ *A Study in Slaughter,* Chapter 3
9. ↑ *A Study in Slaughter,* Chapter 20
10. ↑ *A Study in Slaughter,* Chapter 23
Hitam and Putih

**Hitam and Putih** are the Dueling mistresses at the magical school of Mountaintop.

## Appearance and Character

Hitam and Putih are identical twins, with patrician cheekbones and bright blue eyes. Even their voices are similar. The only difference is that, while Hitam has black skin with brilliant white hair, Putih has white skin with pitch-black hair.

They take their role as Dueling mistresses very seriously, to the point of telling the first level students that if they challenge anyone above their level, then they will be personally killed by the mistresses.

## References

1. ↑ *The School of Hard Knocks,* Chapter 12
2. ↑ *The School of Hard Knocks,* Chapter 12
Wedding Hells (Book)

Wedding Hells Book Cover

***Wedding Hells*** is the eighth book in Christopher G. Nuttall's fantasy series *Schooled in Magic*.

After her victory over Master Grey, Emily wants nothing more than to relax and give herself time to recover from the duel. Her magic, pushed to the limits, is no longer reliable, forcing her to learn to control it from scratch. Every time she delays using her magic, she risks headaches ... or worse. But she must return to Whitehall to complete her fourth-year exams and bid farewell to those of her friends who are not returning for fifth year. And then, she must return to Zangaria to play her role in Princess Alassa's wedding to Jade. It seems, if nothing else, a brief diversion before she goes off on a tour of the Allied Lands.

But all is not well in Zangaria and the kingdom is fast approaching a major crisis. Junior aristocrats are demanding their rights and titles from the king, while King Randor himself is dangerously unstable and hiding a secret that could spark off a civil war ... and the peasants are threatening to revolt. Emily herself is isolated, unsure how to balance her obligations to her closest friends with her belief in freedom, justice and democracy.

And, as Emily finds herself used as a political pawn by the different sides in the growing dispute and no longer sure who she can trust, she may find herself confronting a choice between doing the right thing, regardless of the cost...

...And losing everything she's built over the past four years.
The Right Side of History (Book)

* ebook

## POV Information

**Gender**
**Char Name**

Female
Emily

## Description

A brutal uprising in the Kingdom of Alluvia has shaken the Allied Lands - and Emily finds herself accused of starting it. Desperate, all too aware the kingdom is on the verge of becoming a vortex of chaos, Emily travels to Alluvia in the hopes of calming both sides long enough to secure peace...

...Unaware that the uprising is merely the first step in a plan to shatter the Allied Lands beyond repair.
Black Arts

**The Black Arts**, also known as the **Dark Arts**, are those spells that are forbidden within the Allied Lands. This includes summoning demons, necromancy, and illegal use of a homunculus.

Books on the Black Arts includes *Dark Magic and Malice*. Whitehall keeps a section on the Black Arts in their library, known as the Black Archive. It was from this section that Shadye became overly fascinated with the Black Arts, leading into necromancy.

## References

1. ↑ *Schooled in Magic*, Chapter 30; Chapter 48
2. ↑ *A Study in Slaughter,* Chapter 10
3. ↑ *Schooled in Magic,* Chapter 30
4. ↑ *Schooled in Magic*, Chapter 48
Clifton

**Clifton** is Professor of Wards and Warding at Mountaintop, one of the five major schools of magic in the Nameless World.

## Appearance and Character

Professor Clifton is a known drunkard, which affects his teaching ability: he slurs his words, and all the students are aware that warding classes start later because Clifton "always took longer than the other tutors to get out of bed." He even showed up to class one time "roaring drunk." Unlike Emily Sanderson's mother and stepfather, however, he is described as an "amiable drunk."

## References

1. ↑ *The School of Hard Knocks,* Chapter 18
2. ↑ *The School of Hard Knocks,* Chapter 23
3. ↑ *The School of Hard Knocks,* Chapter 18
Paddy

**Paddy** is a homunculus used in the Healing class at Whitehall, under Lady Barb's direction. He was created by capable and dedicated healers in the Allied Lands for instructive purposes.

As with most homunculi, Paddy is a copy of the human body, right down to his genitalia. His flesh even feels like human flesh. In terms of appearance, his skin is an odd shade of brown, with no hair on his head or body. This is partially due to regulations enacted by the White Council, which places limitations on homunculi - especially homunculi that look *exactly* like a human.

His responses to spells similar to that of an actual human. If he is injured too badly, he goes into regeneration mode and rebuilds himself.

Lady Barb warns the students that Paddy is to be treated with the same dignity as a human being. Maliciousness against him will be treated with the same severity as maliciousness to a living person.

## References

1. ↑ *A Study in Slaughter,* Chapter 5
2. ↑ *A Study in Slaughter,* Chapter 10
3. ↑ *A Study in Slaughter,* Chapter 5
Nameless World

**The Nameless World** is the fictional setting for Christopher G. Nuttall's fantasy series *Schooled in Magic*.

Nuttall has stated that the fact the world is nameless carries significance.

## Locations

### Regions

* Allied Lands
* Blighted Land of the Dead
* Cairngorm Mountains
* Craggy Mountains
* Desert of Death
* Mountains of Mourning

### Nations

* Alluvia
* Metrovence
* Red Rose
* White Rose
* Zangaria

### Cities

* Alexis
* White City

### Specific Locations

* Laughter Academy
* Mountaintop
* Stronghold
* Void's Tower
* Whitehall

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
Hedge Witch

**Hedge Witches** are low-level magic users who use low-magic potions or spells to assist local and rural populations.

Hedge Witches are seen as a lower-tier magician, rather than one who has mastered a full grasp of magic, like those who have completed their courses at Whitehall or one of the other major schools. Most magicians in the Allied Lands shrug them off as untrained amateurs.

Hedge witches see themselves as living closer to untamed wild magic and look upon graduates of the magic academies (like Whitehall) as haughty. They study under a Master-Apprentice system similar to the old forms of magical education. They frown upon luxury and live a humble life. They tend to live alone, unless taking on an apprentice.

Despite the use of the term "witch," Hedge Witches can be male or female. At times, however, the term "hedge wizard" does get used.

## References

1. ↑ *Schooled in Magic,* Chapter 8
2. ↑ *Work Experience,* Chapter 31
3. ↑ *Work Experience*, Prologue
4. ↑ *Work Experience,* Chapter 34
5. ↑ *Lessons in Etiquette*, Chapter 29
Mermaid

## Additional Stats

### Debuff

* Slowness () (0:10)
* Mining Fatigue III () (0:10)

### Ability

* When wet/in water
	+ For every 5 seconds
		- Resistance () (0:05)
		- Recovers 10% of its health
* Resistance
	+ Fire Resistance
	+ 25% chance of 0% knockback resistance
* Immunity
	+ Water
	+ Water Movement
	+ Ranged attacks

### Drops

* Shiny Pearl
* Prismarine Shards
* Gold Nuggets

### Rare Drops

* Ore Box
* Book Satchel

### Unique Rare Drops

* Old Luggage
* Seashell Hairpin
* Mermaid Doll

## Additional Notes

* Spawns equipped with Leather Boots enchanted with **Depth Strider III**
SEGA

**Sega Corporation**.(株式会社セガ・エンタープライゼス) Es una empresa japonesa desarrolladora de software y hardware en el campo del entretenimiento de videojuegos. Es una de las marcas de videojuegos más respetadas del mundo. SEGA ha tenido una larga historia de éxitos tanto en el mercado de los arcades como en el de las consolas.

En su lanzamiento de Dreamcast, Sega está fuera del mercado de las consolas domésticas, para el que solamente se dedica a la programación de videojuegos y fabricación de algunos periféricos para máquinas de otras compañías.

## Videojuegos destacados:

* **Adventures of Mighty Max**
* **After Burner II**
* **Alex Kidd**
* **Alien: Isolation**
* **Alien Syndrome**
* **Alien vs. Predator (2010)**
* **Altered Beast**
* **Columns**
* **Crazy Taxi**
* **Batman Returns**
* **Bayonetta**
* **Bonanza Bros.**
* **Daytona USA**
* **Golden Axe**
* **Head On**
* **Jet Grind Radio (Jet Set Radio)**
* **Jurasic Park**
* **Light Crusader**
* **Mario & Sonic at The Olympic Games (en colaboración con Nintendo)**
* **Medieval II: Total War**
* **Mega-lo Mania**
* **Nights Into Dreams**
* **Out Run**
* **Panzer Dragoon**
* **Pengo**

* **Periscope**
* **Phantasy Star**
* **Rambo III**
* **Rez**
* **Revenge of Shinobi**
* **Sakura Taisen**
* **Samba de Amigo**
* **Sega Rally Championship**
* **Shining Force**
* **Shinobi**
* **Shinobi III: Return of the Ninja Master**
* **Sonic Adventure**
* **Sonic Adventure 2**
* **Sonic & the Secret Rings**
* **Sonic the Hedgehog**
* **Sonic the Hedgehog 2**
* **Sonic 3 & Knuckles**
* **Sonic Generations**
* **Shenmue**
* **Shenmue II**
* **Skies of Arcadia**
* **Space Attack**
* **Space Harrier**
* **Spiral Knights**
* **Streets of Rage**
* **Streets of Rage II**
* **Streets of Rage III**

* **Super Monkey Ball**
* **The House of the Dead**
* **The House of the Dead 2**
* **The House of the Dead 2 & 3 Return**
* **The House of the Dead 3**
* **The House of the Dead 4**
* **The House of the Dead Overkill**
* **The Story of Thor**
* **The Sword of the Berserk (Gutts's Rage)**
* **Tranquilizer Gun**
* **Vectorman**
* **Vectorman 2**
* **Virtua Fighter**
* **Virtua Racing**
* **Virtua Tennis**
* **Yakuza**
* **Yakuza 2**
* **Yakuza 3**
* **Zool**
* **Dinosaur King**

Su primera Consola fue **SG-1000**: Primera videoconsola de sobremesa de Sega, lanzada en 1983. Más tarde se lanzaría una actualización con el nombre de ***SG-1000 II***.

Su edificio tercer Edificio en Japon:
Kirdáne

**Mistress Kirdáne** is the Head of Magical Creatures at Whitehall.

She is often accompanied in the garden and zoo by the strange creature known as CT.

## Appearance and Character

Kirdáne is a young woman who wears a green robe and carries a small knife in her hand. She speaks with a soft voice, even when teaching her class.

## In the Series

### *Schooled in Magic*

Emily has to take Kirdáne's Magical Creatures class as part of her curriculum, where she learns about unicorns, Mimics, and other creatures.

### *Lessons in Etiquette*

Kirdáne is briefly seen near the beginning, speaking with the grandmaster.

### *A Study in Slaughter*

Kirdáne is involved in attempting to control the Mimic and explains that it was partially satiated through feeding.

### *Work Experience*

When encountering a Night Walker, Emily muses to herself that "Mistress Kirdáne would love a new pet."

## References

1. ↑ *Lessons in Etiquette,* Chapter 4
2. ↑ *Schooled in Magic,* Chapter 32
The Broken Throne (Book)

**The Broken Throne** is the sixteenth book in Christopher G. Nuttall's fantasy series *Schooled in Magic*.

The Kingdom of Zangaria has fallen into a civil war. On one side, King Randor and his forces determined to impose his rule over the entire kingdom; on another, the noblemen who want to crush the king; on a third, Princess Alassa and the Levellers.

Caught in the middle, Emily must steer a course between her loyalty to her friend, her duty to people who put their faith in her and her fears for the future.

But King Randor has unleashed forces even he may be unable to control...
The Face of the Enemy (Book)

* ebook

## POV Information

**Gender**
**Char Name**

Female
Emily

## Description

The Necromantic Wars are over, but there is no peace. In the aftermath of the struggle, long-held grudges are boiling over and conflicts are breaking out. The monarchs want to settle border disputes, the aristocrats want to impose their will on monarchs and peasants alike, the commoners want freedom and justice and the magical communities want to rule all or else separate themselves from the mundanes. And most of this chaos is being orchestrated by Emily’s mentor, the sorcerer Void. He believes the only path to salvation for the Allied Lands is to make himself the undisputed ruler of the world.

After discovering the truth - too late - Emily is on the run, blamed for the disorder by friend and foe alike. With a handful of allies by her side, Emily must find a safe place to gather herself and strike back before it is too late to save what remains of the Allied Lands. And yet, as she flees through lands plagued by civil wars and rebellious nobility, hunted by powerful sorcerers, aristocrats and rebels who want to kill her or use her for their own purposes, she is forced to accept it may not be possible to save everything and to realize, as much as she might wish to deny it, that her mentor might be right.

And yet, she also knows the path to hell is paved with good intentions...
Graduation Day (Book)

**Graduation Day** is the fourteenth book in Christopher G. Nuttall's fantasy series Schooled in Magic.

Frieda is one of Emily’s closest friends, a young girl she saved from Mountaintop and brought back to Whitehall. But Frieda found herself the victim of a deadly soul-destroying plot - and the true target may well be Emily herself. Now, after Emily saved Frieda from a magician who was slowly driving her mad, Frieda stands accused of attempted murder - and worse. She must now stand trial for her crimes.

Worse, Fulvia - Matriarch of House Ashworth - has returned. Humiliated by Emily, years ago, Fulvia burns for revenge - and the chance to regain her lost power. Calling in favors from all over the world and rigging the trial against Frieda - and Emily - it looks as if her time is finally at hand. With no clear proof of Frieda’s innocence - and a jury that can be manipulated at will - Fulvia has all the leverage she needs to bring Emily to heel.

Gathering her friends around her, and calling in favors of her own, Emily must find a way to outwit a kangaroo court and save her friend from a fate worse than death, little realizing that Fulvia’s true target is Emily herself ...

... And that Fulvia’s desperate quest for revenge will bring the entire world crashing down.
The Sorcerer's Rule

**The Sorcerer's Rule** is a rule which states that "a magician cannot be forced to share any magical discoveries against his or her will." Though magicians have been known to spy on one another, or experimenting in an attempt to recreate what another magician did, they cannot compel another magician to explain it himself.

## References

1. ↑ http://www.chrishanger.net/Published/SIMseries/sim\_annotations.html
Kip

**General Kip** is the Head of Combat Magic and Battle Strategy at Whitehall.

## Appearance and Personality

Kip demands that those under him refer to him as "General." He is known by students for assigning the worst detentions in school.

## In the Series

### *Schooled in Magic*

Kip is mentioned twice in the book: once by Imaiqah, when she is showing Emily Sanderson the various faculty; and again by Aloha, who says that she had to convince Kip she could take the pressure in Combat Magic class.

## References

1. ↑ *Schooled in Magic*, Chapter 6
2. ↑ *Schooled in Magic*, Chapter 6
3. ↑ *Schooled in Magic*, Chapter 12
Vampires

**Vampires** are deeply magical creatures that exist in the Nameless World.

Vampires are capable of shape-shifting into bats or mist and are unstoppable save for magic or a wooden stake (at times, silver blades are also used). They are capable of using hypnosis and will utilize this power to create slaves to lure fresh victims to them. Vampires are considered so dangerous that they are to be exterminated on sight.

Some of the more mundane aristocrats in the Allied Lands are rumored to be vampires.

## References

1. ↑ *A Study in Slaughter*, Chapter 18
2. ↑ *A Study in Slaughter,* Chapter 10
3. ↑ *The School of Hard Knocks,* Chapter 21
Goblins

**Goblins** are hybrid magical creatures that exist in the Nameless World. They were created by the Faerie, most likely during the Faerie War.

Along with orcs, goblins dwell in the Blighted Lands. They are known to breed like rabbits. By nature, orcs and goblins are unintelligent, and will bow the knee to any magician with enough power to terrify them, after which they become fanatically devoted out of fear - hence their use by necromancers.

## References

1. ↑ *A Study in Slaughter,* Chapter 3
2. ↑ *The School of Hard Knocks,* Chapter 39
3. ↑ *Work Experience,* Chapter 12
4. ↑ *Lessons in Etiquette,* Chapter 23
Rune

A **Rune** is a series of specific symbols drawn on a piece of material, such as stone or metal, that casts a desired spell or channels a limited amount of mana. Runes are most often used in subtle magic, defensive magic, martial magic, and even necromancy. Runes are also used for a variety of minor purposes, including repelling insects or cleaning rooms. Runes can even be used to defend against other runes.

Runes vary in size and patterns, from the very simple to complex and snake-like.

Some magicians, known as *Runecarvers*, specialize in organizing and carving special runes.

## Use

Most runes only require low-level ambient magic in the vicinity to work, although a magician can charge runes themselves. The material chosen for the rune is important, as different materials produce different effects. For example, a rune scratched in the earth works quickly, but lasts shortly; a rune in metal can take weeks or months to take effect, and yet lasts much longer. Magic can be used to discover, and hence destroy, the runes in use. If a person waits too long, and hence receives too much influence from the rune, then even discovering the rune will grant no freedom.

Runes can be used in conjunction with one another; removing one of these runes may cause an imbalance, and hence disastrous results, depending on the spell.

Runes can be carved into a person's flesh to protect them from the effects of spells, especially subtle magic. If someone else carves into a person's flesh, the rune can be healed, and hence negated. If the flesh rune comes begins to work against another rune or spell, it begins to warm the flesh. Some magicians prefer to simply sew the rune into their clothes. It is also a possible danger that someone might offer a person a rune meant to protect them, but with completely opposite effects.

In most magical schools, such as Whitehall, students are initially taught how to read runes. By their fifth or sixth year, they are trained on how to craft their own. Any student caught attempting to carve runes into their own flesh is expelled "for gross stupidity."

In the Allied Lands, it is illegal for non-magicians to experiment with runes, no matter the justification.

## References

1. ↑ *A Study in Slaughter,* Chapter 8
2. ↑ *A Study in Slaughter,* Chapter 7
3. ↑ *Lessons in Etiquette,* Chapter 29
4. ↑ *A Study in Slaughter,* Chapter 27
5. ↑ *Lessons in Etiquette,* Chapter 10
6. ↑ *A Study in Slaughter,* Chapter 22
7. ↑ *A Study in Slaughter,* Chapter 23
8. ↑ *A Study in Slaughter,* Chapter 24
9. ↑ *The School of Hard Knocks,* Chapter 3
10. ↑ *Work Experience,* Chapter 23
11. ↑ *A Study in Slaughter,* Chapter 28
12. ↑ *A Study in Slaughter,* Chapter 7
13. ↑ *A Study in Slaughter,* Chapter 24
14. ↑ *A Study in Slaughter,* Chapter 7
15. ↑ *A Study in Slaughter,* Chapter 7
16. ↑ *The School of Hard Knocks,* Chapter 3
17. ↑ *The School of Hard Knocks,* Chapter 21
18. ↑ *A Study in Slaughter,* Chapter 24
19. ↑ *A Study in Slaughter,* Chapter 7
20. ↑ *A Study in Slaughter,* Chapter 10
Desert of Death

**The Desert of Death** is a wide desert between the Allied Lands and the realm of the Necromancers.

The desert is mostly inhabited by Gorgons, who require little water to survive. Necromancers often venture into the desert to try and kidnap Gorgon children for use as potion ingredients or alchemical products.
Torquemada

**Professor Torquemada** is the Head of Healing at Whitehall. He is later replaced by Lady Barb.

Little is known of Torquemada, other than that he has been squabbling with Professor Thande for years over "something that happened when they were both students."

## References

1. ↑ *Lessons in Etiquette,* Chapter 6
2. ↑ *Schooled in Magic*, Chapter 6
Whitehall

**Whitehall** is one of five major schools of magic, and the oldest school in the Allied Lands that was constructed back in the days of the Old Empire. It is politically unaligned in the power struggles between the Allied Lands, and is considered a "bastion against the necromancers." In fact, it lies on the border of the Blighted Land and the Allied Lands; to enter the Allied Lands, the necromancers would have to push first through Whitehall.

## Description

Whitehall sits in the mountains, at a crossroads of power where two ley lines intersect which gives the school's wards incredible power and it is surrounded by a green valley. It appears as if it is made of pure marble, and sparkles white in the sunlight. The mountain under Whitehall is actually part of the building, hollowed out for living space.

## Curriculum

The First year students are required to take dozens of various classes, including Alchemy, Charms, Cryptozoology, Divination, and Ethics. Sports are also required parts of the curriculum.

## Faculty

**Head of Alchemy:** Professor Thande

**Head of Healing:** Professor Torquemada (Later Lady Barb)

**Head of Charms:** Professor Lombardi

**Head of Combat Magic/Battle Strategy:** General Kip

**History of Magic:** Professor Locke

## References

1. ↑ *Schooled in Magic,* Chapter 3
2. ↑ *Schooled in Magic*, Chapter 4
3. ↑ *Schooled in Magic,* Chapter 7
Shadye

**Shadye** is a necromancer and is the principle antagonist of *Schooled in Magic*.

His fortress resides in the Blighted Land of the Dead, to the southern face of the Craggy Mountains.

## Appearance and Character

Shadye is described as having skin pulled tightly against his skull that you could see the bones underneath, with his nose cut away and replaced by a melted mass of burned flesh. His eyes look like burning coals of red light which shine in the dark. His hand has cuts that criss-cross across his flesh. He carries a long black staff and rides a giant snake into battle.

Necromancy has an effect on the practitioner's brain, wearing down his sanity. It likewise has an effect on their flesh and muscle, as the magic begins to replace their body. When Emily first meets Shadye, he is already in decrepit condition and is mentally insane.

## In the Series

### *Schooled in Magic*

Using the power of the Faerie, Shadye transports Emily Sanderson from her world into his base in the Blighted Lands, where he attempts to sacrifice her to the Harrowing. However, the sacrifice is interrupted by Void, who stuns him and rescues Emily.

## References

1. ↑ *Schooled in Magic,* Chapter 1
2. ↑ *Schooled in Magic,* Chapter 42
Aurelius

**Aurelius** is the Administrator of Mountaintop, one of the five major schools for magic in the Nameless World.

## Appearance and Character

Aurelius is described as a tall man in his early forties, with a thin line of gray hair and a patch of baldness similar to a monk. His body is strong and powerful, with his muscles visible even under his fine robes. A wand hangs on his belt, along with a sharp, silver knife. A haze of magic is said to surround Aurelius. On one of the occasions when Emily Sanderson first meets him, she finds it hard to look at him, as he seems to "glow with light and power."

While not overtly threatening, Aurelius comes across as someone who is willing to sacrifice the good of those closest to him for a larger goal. In this sense, Emily compares his personality to King Randor.

## References

1. ↑ *The School of Hard Knocks,* Chapter 5
2. ↑ *The School of Hard Knocks,* Chapter 7
3. ↑ *The School of Hard Knocks,* Chapter 5
Fists of Justice (Book)

**Fists of Justice** is the twelfth book in Christopher G. Nuttall's fantasy series *Schooled in Magic*.

The war is over. But the scars remain.

Emily’s New Learning has been good for Beneficence. In the years since she arrived on the Nameless World, the city has been at the forefront of technological advancement and social development. Thousands of newcomers are moving to the city, railways span the gorge and drive into Zangaria, the first steamboats are plowing the ocean wave and a whole new banking system is reshaping national and international trade. A true golden age appears to be on hand.

But all is not well. The city’s largest businessman may be on the verge of collapse, the city guilds are weakening, religious fanatics stalk the streets, and there are rumors that one of the Great Gods has returned to judge everyone. The streets are on edge. No one knows which way to turn.

Emily returns to Beneficence for Casper’s funeral before she goes back to school. But, as she is drawn into a political, social and religious meltdown, she finds herself dealing with the darker consequences of her innovations, people who blame her for the problems facing the city, religious fanatics, her boyfriend’s family ...

... And a deadly plot from the dark past that may lead the Nameless World to utter ruin.
Orcs

**Orcs** are hybrid magical creatures that exist in the Nameless World. They were created by the Faerie, most likely during the Faerie War.

Most orcs, along with goblins, dwell in the Blighted Lands. They are known to breed like rabbits. By nature, orcs and goblins are unintelligent and will bow the knee to any magician with enough power to terrify them, after which they become fanatically devoted out of fear - hence their use by necromancers.

## References

1. ↑ *A Study in Slaughter,* Chapter 3
2. ↑ *The School of Hard Knocks,* Chapter 39
3. ↑ *Work Experience,* Chapter 12
4. ↑ *Lessons in Etiquette,* Chapter 23