recursal/Fanatic-Fandom huggingface dataset:
Werecat

### **Appearance:**

In werecat form, they are like a humanoid cat. Some can be of a lynx, tiger, lion, etc. Fur covers their body and they have the same features as their animal counterpart.

### **Abilities:**

Can turn into a werecat on a full moon or solar eclipse and bite others which turns them into a werecat.

### **Weaknesses:**

Gold. Just like how werewolves feel immense pain to silver, werecats feel burning pain from gold.

### **Strengths:**

Increased speed, accuracy, sight, smell, strength, and hearing when in werecat form. In normal form they are faster then their regular species and can see and hear better; however, they cannot hear past walls. The ability boost isn’t *that* strong.

### **How Werecats Came To Be:**

The werecats came to be when a Neko and a werewolf came together. The child was harshly discriminated against because it was just... wrong. The child of the Neko and werewolf was not a werecat, but it bit another and that victim became a werecat. Ever since then, if another werecat bit another, the victim became a werecat. In werecat form, it was more common to transfer, but in normal form, it is rare for the other to become a werecat.

### **Religion:**

The religion varies from one to another as there is no specific one to the race.
Sahamelle

## Sahamelle - The City of the Trees

Sahamelle is the large Wood Elven down, bordering the Forest of Time Bent, and guarding that forest for years. It has been a center of trade and commerce for Elves since the founding of its majesty.

### **Districts**

The Districts of Sahamelle are as follows;

Gates/Entrance

The Gates of Sahamelle are a bit more grand than that of Godfree, as they have large bastions set up next to the massive dark oak gates! The gates are two and open as if double doors would. The entrance district is made up of a large fountain with a statue of Ycena on it, with two ravens resting on her shoulders.

Market

The Market of Sahamelle is full of shops, rather than having stalls;

They currently have a Potions Maker, Blacksmith, Carpentry, Enchantment, Druidic Herbs (Healing Herbs, Salves), Herbologist (Plants), etc.

Housing

Self-explanatory, this is where all the people of Sahamelle find their homes.

The homes themselves aren't buildings though, **oh no**, they're massive trees with platforms built onto them, and buildings hanging on the sides of those platforms!

Square

Perhaps the most lively of the districts of Sahamelle, the Square holds the same statue-fountain as in the main entrance and holds the Tavern and Inn inside it.

Temples

Self-explanatory, this district has temples to every god, besides Emenar.

Nobility

This is the district where manors and mansions for the Nobles are held.

Manor of Faelar

Self-explanatory. This the Manor of Lord Faelar, the ruler of Sahamelle.

Gardens

Self-explanatory. Some say Ents live in these garden-forests...

### **History**

#### Planting of the Trees

In the year 1-527 (1st Era, Year 527), the Wood Elves landed on Storm Field, and avoided Godfree, instead venturing west to The Forest of Time Bent- they instantly sensed a powerful magic in it and decided to study it. They planted magical trees and nurtured them with druidic magic... they grew into massive trees- and so Sahamelle was formed!

#### Trade!

In the year 2-001 (2nd Era, Year 1) the cities of Sahamelle and Godfree opened full trade with each other!
Solime

## Solime - **The Cavern City**

The cavern-city of Solime is home to hundreds of Vampires cast out by the Empires lying on the rest of the massive continent. They have no temples to any Gods other than to Emenar. They are in a state of solitude and do not trade or speak with other civilizations. The cavern system is hidden with Illusionary Magic, and is not seen to outsiders.

It has;

* Temple to Emenar
* Two Taverns/Inns (The Curious Bat, The Broad Jackal)
* Housing
* Noble Manor
Druidic Magic

A Druid, in common myth, is one who has tuned him/herself with nature, allowing them to summon it to aid them in battle and day-to-day activities. In this world, Druids are uncommon- but still seen- and the magic they use is very real.

***NOTE;*** Druids cannot learn dark magic!

***NOTE;*** ⅞ of Druids are very protective over nature.

Magic Leveling for Druids:

* Novice (The Druid takes months of practice to form his/her connection to nature.) 6 Months to begin feeling it, a year to connect.
* Apprentice (The Druid has formed a connection, and is beginning to feel the plants whispering to him/her.) This takes about 2 years to begin hearing, and up to 5 years of practice to hear clearly.
* Caster (The Druid has listened to the plants, and can now speak clearly to them.) 10 years of practice to begin speaking, around 20 years of practice to speak clearly.
* Master (The Druid can now speak clearly to the plants, know their origins and cells, and can heal them.) This takes around 25 years of practice to begin feeling, and around 40 years to be able to heal.
* Lord (The Druid has mastered his magic, after long practice, and is now a friend of the plants! “I speak for the trees.”) 50 years of practice.

### **Basic Spells**

Natural Connection (Novice - Apprentice):

Passive Magic - The Druid/Mage can sense if plants are poisonous, dangerous, etc. Sometimes they can even hear whispers from plants.

Leaf Movement (Caster):

The Druid is able to focus on a small plant or something small, using it’s magic to basically ask it to move and do things for it.

Bring Life (Master):

It’s a known power of the Druidic people to be able to bring life into a dying plant. This power takes decades of practice. This spell takes about half an hour to cast on something like a tree, and around 2-5 minutes on something as small as a daisy.

### **Offensive Spells**

Help of Life (Caster):

The Druid is able to speak to life (animals) around him/her, and convince them to help the person fight!

Stake (Apprentice):

With their connection to nature, the Druid can summon the bark from trees, and form them into stakes to throw around.

Scent (Apprentice):
The Druid can mimic the smell of a skunk, and the effects of its odor as well. [Watery eyes, smell-stain, etc.]

Animate (Lord):
The Druid is so powerful that nature will full on MOVE itself to help him/her fight! They can call upon small trees and up to large plants to help them! This spell would most likely take around 5 minutes to summon to full power and animate the tree, even for Lord level.

### **Defensive Spells**

Wall of Vines (Caster):

The Druid can speak to the life under and ground them, asking it to move and make a wall where they need it to. At Caster this would most likely take around 5 minutes to conjure, but for higher levels it'd be near instant for the vines to move.

Terrain (Master):The crust around the Druid cracks and throws itself [as rocks] outwards, making a small crater around the Druid.

Poisonous Flowers (Caster):

The Druid is able to summon a black flower that excludes a poisonous smoke, that chokes on the person’s lungs if they breathe it in.
Spiritual Magic

## Spiritual Magic (WIP)

Spiritual Magic is the summoning, speaking with, and ancient connect to spirits and aura. They are able to summon white light in form of the ancient magic from their connections to the ancients.

### Shaman Magic

Shamanism (Shaman Magic) is the speaking with and connection with spirits.

#### Basic Spells

Sense Spirits (Novice-Apprentice)

The caster closes their eyes, feeling the area, letting their mind sink into the spirit world to find any spirits/ghosts around them.

Speak with Spirit (Apprentice)

The caster reaches out to a spirit they sensed before, using their connection to the ancients to reach into the aura of the spirit and speak with it telepathically.
Xiqilz

## Xiqilz (Shadow Walkers)

"No one knew what they were, but they were dark... evil... spiteful!" - The Unknown Race

## **Appearance**

Dark skinned in some way, between a tanned caucasian to black. Their eyes range from black, silver, or yellow, sometimes red, never purple, blue, or green. In some cases, these people are known to have multi-colored eyes. Hair ranges from all sorts of colors, from generations it differs, but mostly seems to have either black, blonde, dull green, or silver. They wear all sorts of clothing, depending on their personality and style, there is no set clothing type for them. They can also look Elven or human (in their ears).

## **Abilities**

Xiqilz’s can naturally use (caster level) shadow magic, as is revealed why in their origins. (Must train to Master and Lord if they want.) They have the inherent ability to switch into a form known as the ‘Shadowvale,’ which is a form that allows the Xiqilz to become a pure shadow, unable to be struck or strike others, simply there. They can come in and out of this form.

## **Weaknesses**

Being made from reshaped souls taken by Emenar, they are naturally weak to Holy Magic, however other weaknesses depend on their life.

## **Origin**

Xiqilz are creations of pure shadow-spirits (Souls taken by Emenar and changed to make a new soul) and therefore they commonly live in the Shadowfell, the realm of Emenar. But some are known to linger elsewhere...

## **Religion**

Depends, most Xiqilz are grateful to Emenar for making them, but might not worship him. Some, on the other hand, admire and praise him.
Vampires

In the days of the 1st Era... the Humans began meeting with dark beings and blood practitioners, being bored with their mortal lives. These people made deals with the Humans, showing them blood magic and the abilities of it, which intrigued them. The Humans used their blood in advanced rituals, which then turned them into creatures that desired and craved blood... making them dark beings who despise sunlight.

### Appearance

Vampires are a sub-race of all other races, and therefore only a few things are listed under appearance. First of all, Vampires skin is *much* paler than other races... and their eyes turn a bright red, glowing with demonic influence. They do tend to wear darker reds or blacks, so blood doesn't show on them.

### Personality

Personality changes when turned, the person becomes more angered.

### Magic Atonement

Vampires, being bloodsuckers, have the ability to use Blood Magic at Apprentice level without having it take up a Magic Slot (the three you can learn), however, to learn more advanced blood magic it will take a slot.

In fact, Vampires have one more extra power in Blood Magic, and so another page has been made for them... Blood Magic (Vampires)
Pop-up Pastry Cars

These **Pop-up Pastry Cars** are designed to inspire children's imaginations, so they can create endless stories about Mr. Jolly and the delicious sweets he sells from his mobile concessions coach. kids can seat the poseable Mr. Jolly figure in the coach, or raise the roof on the second car so he can stand, just like a vendor in a food truck!

## Includes

* Concessions Coach
* Vendor Car
* Mr. Jolly Figure
Mind Magic

Mind Magic is a powerful magic in good or evil hands. It was one of the first magicks said to be gifted to Mortals by Sekhem Solus to test if mortal beings could handle it. With this power, you could end up having much influence in any settlement…

### **Basic Spells**

Listen (Novice):

The Mage has barely even begun to practice, and must focus rather hard to hear thoughts. They can only hear the most forefront thoughts, and may not probe deeper at this point.

Thoughts (Apprentice):

The Mage has begun to figure out how to use the magic further, and is now able to concentrate and hear deeper thoughts, not just those at the forefront. [In order to do this, you and the person being listened too must roll a d20, if you win you can hear, if they win they notice someone else in their head with them.]

Telepathy (Apprentice-Caster):

The Mage is now attempting to project his/her thoughts to others’ minds. At Apprentice level it not only takes more time and effort/mana, but the words are whispers and rather unclear. By the time they reach Caster Level in this magic, the Mage is able to clearly project words to another mind.

Control (Lord):

This is what the Mage has wanted… for this entire time… they’ve finally mastered a way to control weak-minded beings! Undead, Animals, and possibly humans can be willed to do what you wish! [To control a humanoid, you must roll a d20 against them. If you get higher they are under your control until you decide to release them, if they get higher they notice they are being charmed and your spell doesn’t work.]

### **Offensive Spells**

[NONE - Mind Magic is not a fighting magic. ]

### **Defensive Spells**

Blockade (Caster):
The Mage is able to put up sort of firewalls around their mind, blocking other from entering. [For you to enter a blocked mind, you must roll a d20 against the other person. If you roll higher, you’re in. If you roll lower, the blocked mind will notice someone trying to enter.]

Headache (Master):

[Can only be done of someone attempts to enter your mind!] The Mage can retaliate against someone entering and cause them to have a headache, this requires many years of practice due to the force and mana needed to redirect a mana flow from one to another.
Ghost (Custom)

## **Ghost (Custom Race, By: Utah/Kyrum and Ethan)**

NOTE: *You must check with a Master in order for this race to be used.*

There have been legends of beings that resemble loved ones and people others knew before they *died*, and apparently came back to life. These beings have returned due to the fact that they have unfinished business with the living.

### **Appearance**

Ghosts are apparitions of the spirit/soul of those who have died and have uncompleted things in their lives. Therefore they take on a dull blue/gray spirit-like look in their appearance. The clothing and objects of the person also take the dull color.

### **Reglion**

Ghosts are linked to the religion they followed in life.

### **Aging**

Being spiritual beings, Ghosts cannot age and stay in the form they died with forever, or until they pass on.

### **Abilities**

- Tangibility: Able to pass through walls.

- Float: Able to float slightly above the ground and float onto roofs.

- Slight Invisibility: Able to turn nearly transparent, making them hard to spot.
Temple of Sekhem Solus

## **Temple of the Divine Magic Masters**

The Temple of Sekhem Solus (shown right) is a large temple in which Divine Spirits known to mortals as "The Monks" live.

These Monks live in the temple, behind secluded, large mountains of sharp rocks and climbs.

It's known that they will grant the answer to any question(s)- but bother them too much, and you will be given a time limit till your next visit, and will be magically banned from the temple for that time.
Lastwallow

## **Lastwallow - Dark Tribal People**

Lastwallow is a barbaric tribe of Dark Elves, who have not overly advanced in technology. They have tattoos on their faces most of the time, and they live in small tents in a large village-like civilization. The largest tent holds Chief Elluin Trislana, the “Mistress of Shadows.”

It does not often do trade with anyone besides Vonia, who protected them in a war with Emverius.
Storm Field Wiki

## Welcome to the Storm Field Wiki

Welcome to the continent of Storm Field! This place has many secrets, abilities, anything! Will you become a criminal of the Thieves' Guild? A master of magic? An Alchemist that the kingdom of Godfree relies on? Or a simple merchant? Endless possibilities await!

## Pages

```
**Races:**

```

```
Humans

```

```
Nekos

```

```
Elves (High, Wood, Dark Elves)

```

```
Dwarves

```

```
Vampires (Sub-race)

```

```
Werewolves

```

```
Werecat

```
```
**Custom Races:**

```

```
Ghost

```

```
Aquaticas

```

```
Centaurs

```

```
Xiqilz

```

```
Constellation

```

```
Chromalt

```

```
Orc

```
```
**Mainland:**

```

```
Vonia (Human Empire)

```

```
Drymaw (WW City)

```

```
Emverius (Elf Dominion)

```

```
Nim Ulum (Dwarven City)

```

```
Solime (Vampire Caves)

```

```
Lastwallow (Drow Tribe)

```

```
Biomes of Vonia

```
```
**Cities/Settlements:**

```

```
Godfree (Interracial)

```

```
Sahamelle (Wood Elven)

```

```
Forest of Time Bent

```

```
Afallaen (Dark Elven)

```

```
Umo Taesi (High Elven)

```

```
Native Ruins

```

```
Temple of Sekhem Solus (Elven)

```

```
**Magic:**

```

```
Elemental Magic

```

```
Clerical Magic

```

```
Arcane Magic

```

```
Druidic Magic

```

```
Alchemy

```
```
**Dark/Forbidden Magic:**

```

```
Dark Magic

```

```
Mind Magic

```
```
**Misc Magical:**

```

```
Deities

```
```
**Unplayable Races:**

```

```
Ent

```

```
Demon

```

```
Meddlers

```
Blood Magic (Vampires)

"Blood Magic, like most if not all black magic, is forbidden in the world... and practitioners of this magic will be arrested if *seen* practicing." - Original Page (Dark Magic)

[This page is redesigned for Vampires, as blood magic is easier to learn for them.]

### **Basic Spells**

Cut (Novice)

The caster simply focuses on a spot on their body, making a cut deep and large enough to draw a bit of blood.

Scar (Novice - Apprentice)

The caster beings to become more advanced, now able to cut rather deeply into their body and draw a large amount of blood. *(If you wish to use this on other people, you must roll a d20 to see if you are able with little amount of power.)*

Dagger (Apprentice)

The caster forms a dagger from blood, manipulating it into their hands and focusing on the blood, forcing it to solidify into a dagger. (Apprentices take longer, and can hold the shape for a shorter time than Caster ranked mages.)

### **Offensive Spells**

Blood Blade (Apprentice)

This is the only necrotic and blood magic spell shared between the two magic's. This spell takes your OWN blood, using it to form a solid red shortsword made from solidified blood.

Force Blood (Apprentice)

The caster focuses on a spot on the target, forcing the blood to clot and push out of the target, making a small hole in their limb.

Boil Blood (Novice - Apprentice)

The caster focuses on a target, making their blood become warm, and forcing their body to relieve them of heat, causing sweating to occur. *(Like some spells, you must roll a d20 to see if you can pull it off at Apprentice level.)*

Blood Slice (Apprentice)

The caster is able to solidify blood into a spike, throwing it at a target. This does take a lot of practice.

Bleed (Apprentice)

The caster focuses on a target, out of their anger and/or annoyance towards them, they cause blood to slowly trickle from the ears, eyes, and nose of the person. *(Your character must be angry or annoyed by the other character to cast this.)*

### **Defensive Spells**

Harden Blood (Apprentice)

The caster focuses for a few seconds, their blood hardening inside them for about a minute, making it as hard as steel, so cutting it is hard.

Blood Disc/Shield (Apprentice)

The caster summons the blood of him/herself or another, creating a disc the size of their arm as a shield that solidifies for use. (Apprentices take about a minute and make a shield about half arm-size, while Caster's do the full effect in about 30 seconds.)

### **Vampire Specific Spells**

Vampiric Drain (Apprentice)

Vampires are able to summon blood magic to fuel their blood addiction and take the blood from a person without touching them. The person this is used on still grows two snake-like puncture wounds on their neck.
Dwarves

The Dwarves came to the continent in the year 3-100 (3rd Era 100th Year), and brought their vast knowledge of craftsmanship and blacksmithery to the Humans and Elves.

### **Appearance**

The Dwarves are normally rather pudgy and short, ranging from 4'3" to 4'10" in height. They normally have ginger, red, or brown hair, and sometimes blonde, never black or white. They have dull eye colors, normally brown, black, or hazel, never blue or green. They are commonly seen with jewelry and expensive things on their body, in their beard, etc. The clothing itself shows a nobility of most Dwarves, being brown leather, black or dull red silks, or white cottons, and most likely they will have a small weapon with them.

#### **Religion**

It is common knowledge that Dwarves are greedy and gold-lovers, this is true for mostly all Dwarves, they are known to care greatly for gold and gems. One dug deeply into the Earth, finding a gemstone named the Arazoth, and it was told this is the god of War, Expenses, and Craftsmanship. The Dwarves worship this gemstone as a god or demi-god in some cases.

### **Aging**

Dwarves do not age as fast as Humans, but not as slow as Elves, somewhere in the middle. They normally live to about 150-250, coming of age about 20-25. At this age males are sent off to the mines, coming back and getting about 60% of the gold and minerals they mine in money. Females are sent to the kitchens (sterotypical) and work their most of the time, but sometimes they'll work in mines or leave with males.

### **History**

#### The Dwarves Arrival

In 3-100, another ship docked 500 years after the Elven ships, releasing wave after wave of small warriors and miners, looking to settle in the land of the Humans and Elves, they are off to the city of Godfree, to settle in with the rest of the races, making the city rich in gold and gemstones! Perfect!
Emverius

## **Emverius - Dominion of Elves**

The great Elven Dominion of Emverius was formed long ago, when Elves and Humans both were first placed here on his plain. Humans and Elves (as explained in Vonia lore) split themselves from each other, going separate directions. The Elves, going East, settled down with each other in peace. Some Dark Elves, more tribal in nature, left to the North to settle in their own village. The rest of the Elves began to form Emverius (‘Peace’ in Elvish), and decided on a Council-based government. In which six Elves, 2 from each race, would control the government and run it as based on their laws and beliefs. The Wood Elves created a district of their own, growing massive trees with small housing hanging off the thick, strong branches.

The High Elves have built a marble and quartz city of their own in a way, with their housing being large, manor-like houses for each of them.

And, finally, the Dark Elves decided to create brick housing (like small houses in Godfree’s housing district), and love in those for the time being, unless they decide otherwise.

It has been a few hundred years now, and the houses and districts are still the same to this day.
Aquaticas

The dark, twisted versions of a curse placed on a group of Humans. The Aquaticas, or Merpeople in simple terms, are fish and human.

### **Appearance**

The Aquaticas are seen as dark beings in some cases, however, Godfree has allowed them to come into the city as long as they do not attack. These people are as you'd expect a normal mermaid/merman to look, they have long fish tails, but rarely their blood can become more potent, making them turn into much more fish-like people in their entire appearance.

### **Basic Abilities**

The Aquaticas were magically created, and therefore they have some light magical abilities.

- **Water Magic**: The most basic abilities of the Aquaticas, being at Apprentice level when they are born, and can train more in the magic. *(Aquaticas CANNOT use Ice Spells, as this affects their ability to absorb moisture.)*

- **Swimming**: Aquaticas being mostly fish-like, are able to swim fast and move very well with currents.

- **Mapping**: Being people of the water, Aquaticas can sense ripples in the water. Be it people getting in, people swimming, or another fish species moving about.

### **Weaknesses/Strengths**

- **Breathing (Both)**: Breathing can be good or bad, in this case (unlike Mali/Elves, and Humans) Aquaticas cannot breathe for over half an hour above water, but can survive forever under water.

- **Ice and Fire Magic (Weakness)**: Aquaticas are weak to Ice and Fire magic, due to them both blocking the Aquaticas from absorbing the moister they need to survive.

- **Poaching/Fishing (Weakness)**: Fishers and hunters want to kill these creatures either for their scales or for their meat.

- **Water Adaptation (Strength)**: Aquaticas are able to adapt to any watery environment, but it warm or cool water, dark or light.

- **Swimming (Strength)**: Aquaticas being mostly fish-like, are able to swim fast and move very well with currents.

### **Aging**

Due to being magically inclined and created, these creatures have a rather long and prosperous lifespan. They normally live to around 500 or so and come of age at around 20.

### **Religion**

Most Aquaticas are supporters of a powerful, dark deity of magical potential. A Lord of Water and Ice magic, the ice used to punish the Aquaticas who disobey his will and commands! His name? They simply call him the Trident-Holder, but his true name is unknown.
Stanley

**Stanley** is occasionally referred to as "the boy next door". Because he's stylish, smart and charming, Stanley is extremely popular. His positive attitude and compassion also mean there's nothing he wouldn't do to help a friend in need.

## Fun Facts

* Stanley's original design gave him a black smokebox instead of his proper silver one!
Bill Cipher

**This article is a disambiguation page for Bill Cipher**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* Bill Cipher
* Angry

## Summary

**Bill Cipher** is a triangular dream demon existing within the Mindscape. Previously from the second dimension, Bill exists in a higher dimension now. He is the true main antagonist behind the show *Gravity Falls*, and is the culprit behind many of the show's plot struggles, including ones leading up to the show. Many years prior to the events of the show, Bill was contacted by Stanford Filbrick "Ford" Pines, who reached a bump in his research, and was searching for someone to help him. Bill agrees to give him all the answers he needs; so long as he grants him access to his mind. When Ford agrees to this, Bill convinces him--over time, and through flattery and cunning--that he is a friend.
Thomas & Friends Wood Wiki

**WELCOME TO THE**

Wood is the successor line to the Wooden Railway. Featuring a variety of colorful characters and locations from the hit Thomas & Friends television show, it is produced by Mattel and is crafted from sustainably-sourced materials. Enjoy your visit!

* Vehicles‏‎
* Components‏‎‏‎
* Multi-Car Packs‏‎‏‎
* Rolling Stock‏‎‏‎
* Sets‏‎‏‎
* Destinations‏‎‏‎
* Special Models‏‎‏‎
* Accessories‏‎‏‎
* Track Packs‏‎‏‎
2018

**2018**is the first year of Wood, which officially replaced Wooden Railway after 2017. Some products for this year were released in late 2017 to introduce the new line to consumers before the full launch.

## Products

### Vehicles

* Thomas
* Percy
* Victor
* Rosie
* Winston
* Diesel
* Harold
* Salty
* Charlie
* Bertie
* Stanley
* Diesel 10
* Harvey
* Rusty
* Ashima
* Hugo
* James
* Spencer
* Emily
* Gordon
* Ferdinand
* Caitlin
* Stephen
* Hiro
* Merlin the Invisible
* Yong Bao
* Flynn
* Birthday Thomas
* Water Tanker Belle
* Dynamite Ryan
* Nia
* Ace the Racer
* Gator
* Kevin
* Beau
* Connor
* Holiday Cookie Delivery Train
* Rocky
* Flying Scotsman
* Étienne
* Frankie

### Rolling Stock

* Annie & Clarabel
* Candy Cars
* Aquarium Cars
* Pop-up Pastry Cars

### Multi-Car Packs

* Rosie's Prize Pony
* Butch's Road Rescue
* Diesel's Dairy Drop-Off

### Destinations

* Spin & Lift Crane
* Cranky at the Docks
* Knapford Train Station
* Get Well Hospital
* Tidmouth Sheds

### Sets

* 5-in-1 Builder Set
* Racing Figure-8 Set
* Lift & Load Cargo Set
* Animal Park Set
* Snowy Rails Set
* Deluxe Eco Rescue Set

### Track Packs

* Straights & Curves Track Pack
* Expansion Track Pack
* Bridge Track Pack
S.C. Ruffey

**S.C. Ruffey** is a very troublesome truck who causes trouble and sometimes gets the other trucks to sings songs about the engines. He finds himself carrying a very explosive piece of cargo that can be ejected with the push of a button!

## Availability

S.C. Ruffey is included with the Dynamite Ryan pack. He is only available in that pack!

## Product Gallery

S.C. Ruffey as seen in the Dynamite Ryan pack
Birthday Thomas

*Party like it's your birthday (even if it's not)...*

No matter whose birthday it is, there's plenty to celebrate -- spending time with friends, giving or receiving gifts, and of course, cake. Whether it's vanilla, chocolate, fruit-filled, low-sugar, or even vegan, nothing beats sharing a slice with friends.

## Includes

* Birthday Thomas
* Cargo Car
* Musical Cake Cargo
Thomas

*Meet the story-starter...*

Every child's imagination has stories to tell – and this cheeky steam engine is the perfect helper. Children create the stories, **Thomas** just delivers inspiration.

## Special Models

* Paint Thomas (5-in-1 Builder Set)
* Animal Park Banner Thomas (Animal Park Set)
* Birthday Thomas (Birthday Thomas)
Yong Bao

**Yong Bao** is kind, faithful, full of life and driven to succeed. He is also courageous, which is why he was rewarded for a heroic act in his homeland of China.

## Fun Facts

* Yong Bao's name in the Thomas & Friends TV series is printed on his cab in traditional Chinese. Yong Bao's Thomas & Friends Wood toy has his name printed in simplified Chinese instead!
Martial Arts

## Summary

**Martial Arts** is defined as **different techniques of attacking and self-defense, with the purpose of physical and/or spiritual self-improvement.** Some fictional characters (especially if they have attained mastery), often pass regular limits and become akin to superhuman (there are a lot of tales and legends about the miracles that some real life martial artists were capable of all as well).

## Possible Uses

* Obtaining superhuman physical characteristics (on a temporary or even permanent basis, or to imitate such characteristics via chi manipulation)
* Repel attacks of an enemy back at them, or use their energy to strengthen oneself.
* Neutralize the opponent's attack or partially reduce its power.
* Control your body in a variety of ways.
* Attack vulnerable points of the enemy (hurting, paralyzing or even killing by a touch); Can be labelled as acupuncture, with strikes aimed at bones, joints and internal organs
* Attack with internal energy; Can lead to increased strike impact because of chi, and also generating powerful energy attacks.
Deities

## Gods/Goddesses

### Dindros (KING)

King of the Gods. God of the Sun. Dindros is the master of all light and giver of the sunlight in this world. He is known to work with Okeyar and Ycena to give crops growth.

### Okeyar

Husband of Ycena. Okeyar is the God of Agriculture and Plant Life. He and Ycena protect the flora and fauna of the world.

### Ycena

Wife of Okeyar. Ycena is the Goddess of Life and Time. She protects the flora and fauna of the world, along with Okeyar.

### Ylous

God of War. Ylous is the warrior of the Gods of this world, he is known to cause strife and tension between nations and ethnic groups.

### Nunva

Goddess of Love. Nunva is often associated with hearts, love, and relationships, she is said to bless the love the of the Gods.

### Emenar

God of the Dark. Emenar is often known to the Dark Elves as their creator or chief deity, as he is the God of Darkness, he is associated with death and evil in the world.

### Hidphion

Goddess of the Sea. Hidphion is the mistress of waves and sea creatures, she often guides

those with good itnentions to the mainland or islands, including Godfree.

### Doses

God of Medicine. Doses is the most known of the Gods, as most churches that use Divine magic are linked to him via a clerical bond.

### Sekhem Solus

God of Magic. Sekhem is the most powerful magician ever known. He can raises mountains with his earth Magic, even fight against Doses with his dark magic. Being a god he knows *all* magic, even dark magic. He has a temple of powerful monks on Storm Field.

### Ahenar

God of Pleasure. Nuff said. Ahenar is the god known for sexual interactions with mortals and gods/goddesses alike. To worship him is to love all sexualities as well.
Cranky at the Docks

Featuring Cranky the Crane, Bulstrode the Boat, a plastic dock manager figure, four cargo pieces, and a Troublesome Truck, this destination provides inspiration for imaginative, fun-filled play and amazing kid-crafted stories. Children can use Cranky to lift and lower the cargo pieces, and load them into the Troublesome Truck.

## Includes

* Cranky the Crane
* Bulstrode
* Dock Manager Figure
* Confetti Cargo
* Ballahoo Fine Crystal Cargo
* Arlesdale Luxury Linens Cargo
* Crosby Croquet Cargo
* 2- Track Adaptors

## Fun Facts

* The product description states that a Troublesome Truck is included, but the product doesn't actually include one!
Animal Park Escape!

**Animal Park Escape!**is an official video released on the Thomas & Friends YouTube channel. It is part of the Playing Around with Thomas and Friends series.

## Plot

When a horse escapes the animal park, Thomas and Rosie must work together to find the horse and bring it home!

## Featured Products

* Thomas
* Victor
* Winston
* Diesel
* Charlie
* Bertie
* James
* Stephen
* Merlin the Invisible
* Annie & Clarabel
* Rosie's Prize Pony
* Diesel's Dairy Drop-Off
* Cranky at the Docks
* Knapford Train Station
* Bridge Track Pack
* Animal Park Set
Flying Scotsman

The **Flying Scotsman** is polite and proud, even though he can be cocky about his superior speed and glory. Sometimes he teases his brother, Gordon, because of their sibling rivalry, but he still cares for him – and all his friends – very deeply. Featured here with his two tenders, Flying Scotsman is ready for racing adventures.
Rosie's Prize Pony

Kids can craft endless stories about Rosie, a pony and their trip to the county fair. What kind of competition took place? What were the prizes? Does the pony have a future in racing?? With these quirky story starters, kids can let their imaginations run wild (pun intended).

## Includes

* Flag Banner Rosie
* Pony Figure
* Sodor County Fair Cargo Car
* Apple Crate Cargo
* 2- Hurdles

## Fun Facts

* The original design for Rosie's Prize Pony gave Rosie a different face, a different font on the Sodor County Fair Cargo Car, an all-brown pony, and an all-red cargo piece!
Animal Park Set

What happens when Thomas delivers a Zebra to the Animal Park? The task may sound simple, but the adventures children create are always special and unique. Designed to encourage young imaginations with quirky story-starters, this train set provides inspiration for amazing kid-crafted tales.

## Includes

* Animal Park Banner Thomas
* Animal Park Cargo Car
* Zebra Figure
* Sodor Animal Park Map
* Sodor Animal Park Bridge
* 1- Straight Track
* 6- Curved Tracks
* 2- Track Adaptors

## Fun Facts

* The Sodor Animal Park Bridge has the same design as the Welcome to Sodor Bridge from the 5-in-1 Builder Set!
Racing Figure-8 Set

Playful competition between two friends can bring out the best in them. That's why this set lets children create reasons for a race between Thomas and Bertie, or imagine any other stories. Throw the Mayor in the mix and you have amazing inspiration for kid-crafted tales.

## Includes

* Thomas
* Bertie
* Mayor of Sodor Figure
* Drawbridge
* Crossing Gates
* Spectator Stand
* Thomas' Branchline Map
* 8- Curved Tracks
* 2- Track Adaptors
Meddlers

***Created by VoiceOfReason:***

=== Note: THIS IS AN UNPLAYABLE RACE. It is a subrace, and can
only be played by Admins or Moderators due to powers and rarity. ===

Name: Meddlers, but can go by other nicknames, such as
Grasshoppers

Appearance: Meddlers can be any height, size, gender, race,
etc. The only real tell is that their eyes are always a gem-like green, almost
unnatural. They’re very easy to pick out.

Abilities: Meddlers have a plethora of strange abilities,
more like attributes. They have extraordinary vision, even in the dark. They
have no need for sleep. They can jump or leap great heights. They do not age,
not in the normal ways.

However, they have several abilities that make them too
powerful for average player. They have the ability to see Filaments: strange,
melodical threads that tell the fate of whoever they’re attached to. They can
be ‘read’ and followed, but only a fully-fledged Meddler can understand what
they mean. They also have the ability to enter the Neither, a cold dark
in-between that allows them to travel through space and time. They have great
potential, and though they are not good nor evil, they often turn the tides of
battles, save the lives of influential people, or determine the fate of an
entire kingdom.

Weaknesses: Other than their ‘Meddlerness’, Meddlers do not
have any extraordinary magical abilities. They cannot levitate objects, control
fire or wind, nor call on deities to save the dying. They cannot advance beyond
Apprentice level with any type of magic, as their fleeting nature makes it
difficult to do so. They are also sensitive to cold and heat, due to the nature
of the Neither, and are prone to bouts of insanity or mood swings.

How They Came to Be: No one knows how the Meddlers appeared
in this world, not even the longest-lasting of them. However, how to become or
create one is like so: One must take the eyes of another Meddler, and squeeze
the liquid inside into the eyes of another being. After that, they gain the
abilities of the Meddler, and are able to see Filaments, though they must learn
how to navigate them. They are fleeting and secretive, not much being known
about them scientifically or magically; though if one knows what to look for,
they can find Meddlers in the lore of ancient kingdoms or lands. Few and far between,
they flit between times and worlds, changing fate in ways that they deem fit,
according to what they see, hear, and feel. There are ties between them as a
race, yes- but they are thin and vague.

Other Lore:

According to unspoken law, there are no child Meddlers.
However, this rule has been broken before, though not without dire consequence.

All Meddlers have names reflecting their nature. Some known
Meddler names are: Willy-Nilly, Jocose, Happenstance, Fluke, Destiny, Kismet.

After becoming proficient in Filaments, a Meddler will
typically gain their carefree, mischievous nature. It is uncertain why this is,
but it is common for all true Meddlers to be tricksters.

This race is taken from a series called ‘The Books of
Umber’. I took the lore to the best of my ability. I am not sponsored by the
author. Yeet.
Gordon

Gordon Loves Pulling The Express With Rebecca. He Does Not Like Pulling Trucks When It’s Time. Gordon Is A Big Blue Express Engine.

## Product Information

### Introduced:

* November 2017 (Shelf Date)
* 2018 (Official)

### Buy Here:

Store Page

*Meet Gordon The Express Engine*

**Gordon** is strong, physically and mentally, so sometimes he seems wise beyond his years. This means he looks out for his friends and does anything possible to help when they get into trouble. Gordon Also Pulls The Express With Rebecca Proudly.

## Fun Facts

* Gordon shares the same design boiler and cab as Hiro on his Thomas & Friends Wood toy!
Solid Snake (Canon)/Sebastian pereira90

## Summary

**Solid Snake** is the main protagonist from the **Metal Gear** series. A former spy and soldier, Snake was part of the experiment "Les Enfants Terribles" as a clone of Big Boss. He has taken multiple tasks, such as destroying multiple Metal Gears, bipedal weapons, or destroying entire armies.

## Powers and Stats

**Name:** David (Solid Snake is a mere codename)

**Origin:** Metal Gear

**Gender:** Male

**Age:** 23 (Metal Gear), 33 (MGS), 37 (MGS2), 42 (MGS4)

**Classification:** Human Clone

**Powers and Abilities:** Superhuman Physical Characteristics, Resistance to Mind Attacks and Telepathy and CQC

**Attack Potency:** At least **Building level+** (Defeated Big Boss
who pushed Cocoon, could also harm the latter, Big Boss tanked direct strikes from Volgin's lighting) up to **City Block Level** with most weapons (Can injure Vamp, who can tank hits from Raiden, who stopped Outer Heaven to **Multi-City Block level+** (His P-Bombs can do this

**Speed:** At least **Supersonic+￼** (Outran Outer Heaven's self destruction) with **Massively Hypersonic** Combat Speed and Reactions (Comparable to Grey Fox, who could blitz Ocelot's entire arm off, before he could even react- Ocelot reacted to lighting at Mach 255.9641556

**Lifting Strength:** **Class M** (Comparable to Big Boss, who could lift Cocoon)

**Striking Strength:** At least **Building Class+** | At least **Building Class+**

**Durability:** **Large Building level+** (Can tank a giant microwave for several minutes)

**Stamina:** **Superhuman**

**Range:** Melee | Several meters

**Standard Equipment:** His SOCOM pistol, a Stinger Launcher, cardboard box, many types of radars, Codec, OctoCamo and Solid Eye

**Intelligence:** **Above Average** (Has an I.Q. of 180)

**Weaknesses:** The FOXDIE virus can tire him out and stress him

**Key:** Physically | W/ weapons
Godfree (Interracial)

## Geography

Godfree lays atop a large plateau that overlooks The Forest of Time Bent and Wood Elven city of Sahmelle down below them, around them lies a hilly and plain-like region, with animals and creatures walking around all over. The city is land-locked on two of four sides.

## Military

Godfree's military is, obviously, made up of all races, Elves, Dwarves, Humans, all of them. They are known to have a very powerful navy, because of the water-side location, most soldiers, if not all, are trained in some form of naval combat, even if they are in land-based combat. The training is very rigorous, because they are known as the best military on the continent.

## Districts

Godfree has seven different districts, including the middle of the city which is the Palace.

### Palace District

The palace is the home of the Elder Council, which rules over the massive interracial city.
Butch's Road Rescue

Kids can craft endless stories for Butch, Sir Topham Hatt and his car. Was there an accident? Is Butch coming to the rescue? Will Sir Topham Hatt's car insurance rates skyrocket?? With these quirky story starters, kids can let their imaginations tell limitless tales.

## Includes

* Butch
* Hay-Covered Sir Topham Hatt's Car
* Hay-Covered Sir Topham Hatt Figure
* McColl's Farm Hay Bale Cargo
* Sodor Search & Rescue Barrier

## Fun Facts

* The original design for Butch's Road Rescue didn't give Sir Topham Hatt's car any steering wheel or gauge details!
Knapford Train Station

**Knapford Station** is one of the most popular, iconic stations on the Thomas & Friends TV show, so it's the perfect addition to a child's railway. It also includes two plastic poseable figures, a bench, a passenger coach and an accessory piece, providing inspiration for imaginative kid-crafted stories. For even more ways to play, the figures can sit on the bench or ride in the coach.

## Includes

* Knapford Station
* Express Coach
* Passenger Figure
* Baker Figure
* Sodor Clock
* Knapford Bench
* 2- Track Adaptors

## Fun Facts

* The Express Coach shares the same base design as Annie & Clarabel!

## Product Gallery

Note: Knapford Train Station does not include additional track
Water Tanker Belle

Bursting with enthusiasm, Belle is loud, lively and courageous. With nothing but the best intentions in mind, it's clear the only thing bigger than her personality is her heart. Featured here with her water tanker, which includes trapped liquid for a realistic "water" appearance, Belle is ready to race to the rescue!

## Includes

* Belle
* Water Tanker
Expansion Track Pack

Kids can expand their railway layouts and their creativity by connecting this collection of curved, straight and turnout track pieces to Thomas & Friends™ Wood destinations and train sets. The handy turnouts let children build in two different directions, and easy-to-use knobs allow them to choose which track their toy trains take. With six straight track pieces, six curved track pieces, four turnouts, two ramps and two adaptors, the possibilities are as limitless as a child's imagination.

## Includes

* 6- Straight Tracks
* 6- Curved Tracks
* 4- Switch Tracks
* 2- Ramps
* 2- Track Adaptors

## Fun Facts

* The original design included two less pieces of curved track and shorter red ramps. It was also known as the **Turnout Track Pack**!
Starie49

Starence Nugite Pestelen

Speech Languange Pathologist (2006-2011)

Mechanical Engineer (2003-2006)

## About

he is born on 21 may 1989 in united states, and he is started in 2006 in hetinend, whatever he is became a social worker in 2007, but he is beekeeper in whiteshaped, how many he can catches kind of bees, sometimes he will changes to another groups in whiteshaped, and he has 1 sister in his family.
Nekos

## **Nekos (Nekojin//Cat People)**

The Nekos are human-cat hybrids. They have cat ears coming from their head, rather than Human ears on their side. They also have tails coming from their backsides.

### **Appearance**

The only difference between Neko's and Human's are basically the same, besides the ears and tail, however touching the ears or tail of a Neko is extremely intimate:

"Humans have a rather diverse appearance, their height can range from around 4'8" to 6'5". Their eyes can range to any color (mostly blue, green, hazel, and brown). They don't have much of a preference on certain clothing, as stated very diverse. Hair can range from all sorts of base colors... blonde, white, ginger/red, black... but it's almost never seen with full saturation to it." - Human Appearance

### **Religion**

Like the appearance, Human and Neko religion is very diverse and different for each person. One person might pray to a god of chaos, while one sacrifices animals to a god of knowledge, another endless scheme of things on the Human spectrum! (Check Deities page for gods and goddesses.)

### **Aging**

Humans and Neko's age much slower than Elves, and a bit slower than Dwarves. They normally hit puberty/coming of age, at around 15-17. Males are normally sent to become warriors or such, but that's starting to change to a more broader spectrum of "Do whatever." Females tend to, around this age, become trained in medicine and cooking more, though it's not unheard of for them to join with males in the armies of the continent.

### **Differences**

Neko's are slightly different that Human's. Obviously they have ears atop their heads and tails from their backside, and cat ears at that, but they are also much more agile and nimble that normal Human's, as they posses the qualities of some cats. Some are known to lick their tail clean rather than washing the sensitive part with soap and water.
Snowy Rails Set

James needs to deliver salt to melt the ice and snow. The task may sound simple, but the adventures children create are always special and unique. Designed to encourage young minds with quirky story-starters, this wooden train set provides the inspiration for kid-crafted tales.

## Includes

* Snowy James
* Cargo Car
* Rock Salt Cargo
* Snowy Crane
* Snowy Tunnel
* Snowy Bridge
* Snowy Pine Tree
* 2- Snowy Straight Tracks
* 6- Snowy Curved Tracks
* 2- Track Adaptors
Cow

**Cows** help by making fresh milk and by grazing the grass. Sometimes they can stray onto the lines and cause confusion and delay!

## Availability

A black cow with white spots is included in Diesel's Dairy Drop-Off.

A brown cow is included in the Straights & Curves Track Pack.

## Product Gallery

Black cow as seen in Diesel's Dairy Drop-OffBrown cow as seen in the Straights & Curves Track Pack
Wackymation: Season 1

**Season 1** of ***Wackymation*** was announced on November 26, 2017, while cancelling all out there shows. Season 1 was confirmed to be taking place by FGN, Inc. on November 29, 2017. Season 1 was going to debut on December 22, 2017, but it was moved to December 24th. However on December 24th, they decided to cancel Wackymation, along with it's spin-offs, to replace it with another animated series, *FGN Animation Show*. The new replacement will be released on December 27, 2017.