recursal/Fanatic-Fandom huggingface dataset:
Shiftright-Axler rivalry

The entire rivalry of the families of Kevin Shiftright and Aiken Axler.

## Members

* Shiftrights - Kurt, Kraig, Klint, Kevin, Tom, Klint Jr.
* Axlers - Morris, Andrew, Aiken
* Supporters (Shiftrights): Dino Draftsky, Suregrip, and Ed Myers
* Supporters (Axlers): Tim Treadless, Joltsen, Aikens, and Danny Wilson.

## Story of how Shiftrights and Axlers hate each other

The Shiftright Axler Rivalry is a major rivalry started by Morris Axler and Kraig Shiftright after Kraig's dad Kurt accidentally sent Morris into the wall in the 1963 Calladega 500. Then they continued to be rivals but it was after "Shiftright Enemy" Danny Wilson crashed out Kurt in 1967 and Kurt was killed that Shiftrights started to **HATE** the Axlers because it turns out ***DANNY WAS FRIENDS WITH MORRIS!!!!!!!*** And that made Kraig Shiftright very angry at Morris Axler because he believed it was a revenge after Kurt pushed Morris in 1963.

Kraig and Morris sons Klint Shiftright and Andrew Axler became racers and become rivals too. Andrew called Klint a "dumb Shiftright idiot" after his early celebrations blunder in the 1977 Michigan 400. Klint said "(Popeye toot) yeah!" after hearing Andrew Axler crashed in the 1980 BnL 500. They continued to be big rivals. But in Klint's First Win in the 1974 Rev N Go 350, Andrew congratuated him! Andrew even helped to stop John Retoline to bully Klint in His first win.

When Klint lost by few milimeters to Mike Yankee in the 1984 Brickyard 400 and cried Andrew laughed at him. Klint retired in 1996,Andrew in 1997. Then came Kevin Shiftright and Aiken Axler. Kevin and Aiken are the first Shiftright and Axler to not hate each other like the previous ones but they still were definitely not friends with each other.

After Aiken and Kevin retired there haven't been any Axler's but For Shiftrights Klint Shiftright Jr is currently the backup racer of Noah Gocheck and Clutch Aid's new racer since 2021, Tom Shiftright is George New-Win's backup, and Kenny Shiftright will join the Xfinity series in July 2020 once he becomes 17. Tim Treadless also doesnt like Klint Jr. and Tom Shiftright. It's possible another Axler will enter in the next few years but its unknown when but as of right now no more Axlers currently racing in the cup.

In 2022, William Axler, son of one of Aiken's cousins, has entered in Juniors for Nitroade. He appears to be friends with Kaiden Shiftright for some weird reason which seems to be the end of the rivalry. Also Austin Axler William’s brother and Austin’s cousin Asher have entered for Piston Cup B in 2021. Asher is also good friends with Klint Jr.
Jet

Jet's Official BFW Image

"Cool Nacho"

- Jet

## Info

Jet was eliminated from Battle for WWWEEEHHH, seventh. Jet is a simple folk, well not really I guess.

### Personality

Jet is basically a watcher. Basically a fat slob that never leaves his couch and chi- UUHHH, I mean nachos unattended. He doesn't care about anything basically.

## Trivia

* Jet loves his nachos.
* Jet doesn't give a single crap about the outside world.
* Jet is Bowser but worse.

## Abillities

* His hoverboard.
* The power of COOL NACHOS!!!!!!!!!
Pete

Pete is a character from Disney. He's a cat and anti-hero and sometimes he can villainous of Mickey and the others in several episodes and he can be helpful and save the day. He wears any clothes especially his blue shirt, blue overalls and brown shoes in Mickey Mouse Clubhouse and he's voiced by Jim Cummings.
Nina Flores

Nina is Emily Elizabeth's best friend and also the owner of Jorge. She is a sweet and lively girl despite her often being insensitive to the feelings of others. In these situations, Nina and her friends always make up in the end.

In most episodes, Nina has her hair braided with a puff. She wore a purple sweater with a heart on it, a navy blue shirt underneath, a pink headband, blue jeans, and light-blue shoes.
Princess Rapunzel

**Princess Rapunzel** is both one of the main characters and female characters from Disney's Tangled and one of the well-known Disney's Princess.

## Gallery

### TV Series

While normally known to be barefoot during the series, in "Painter's Block", Rapunzel is shown to wear single brown shoes, which shocked Eugene due to always knowing that Rapunzel like to walk barefoot.
Sarah Lawrence

File:Sarah lawrence by sharethisnow deeb6lo-fullview.jpg
**Sarah Lawrence** (Codename:**ChaotiKween**) is one of the main characters and main female character from Chaotic.

## Character Bio

Sarah is a chaotic player, with her deck being that of Daninans. She is known to be the smart, sassy female member of the group who loves to speak her mind. She is also shown time after time to be selfish and a hypocrite. An interesting fact about her is that in season 1, Sarah wore dark red opened-toed sandals but in season 2 when the series changed from flash animation to americanime animation, she was then given maroon loafers instead.

## Season 2

### A Rare Hazard

Sarah Lawrence (Choatic 2x01).jpgNote:In the original version of season 1, Sarah wore sandals not loafers.Sarah Lawrence (Choatic 2x01) (2).jpgSarah Lawrence (Choatic 2x01) (3).jpgSarah Lawrence (Choatic 2x01) (4).jpg
Oceanid

The Oceanids, a breed of half-aquatic and half-mortal beings, reside within the hidden depths of the oceans and are known to possess the power of Hydrokinesis. For centuries mortals believed in, and attempted to prove, the misguided rumours surrounding their existence with myths such as the Loch Ness Monster and Merfolk stemming from their existence. It is believed that this species came to be after a fragment of the All plunged to the bottom of the ocean and unintentionally fused together the lost corpses of a mortal and an array of aquatic animals. Having been imbued with such power, the reanimated creature propagated at high speeds until a new world order found itself emerging within the seas, this kingdom would come to be known to mortals as the 'Lost City of Atlantis.' While some Oceanids fear venturing out beyond the comfort of their kingdom, some have attempted, and successfully, made their way to the shore and beyond, exploring the many realms at their disposal. Like the mortals they partly-originate from, an Oceanid can align themselves with the greater good, or the forces that oppose it.

## **Powers**

* Power Tier 1:
• Ability to breathe in Atlantis
• Tidal Teleport Short
• Water Ball
• Transform into Puddle
• Oceanid Communication
* Power Tier 2:
• Tidal Teleport Long
• Tidal Teleport Place
• Hydrokinetic Entrapment
* Power Tier 3:
• Tidal Teleport Long with Players
• Tidal Teleport Place with Players
• Water Vortex
• Water Beam
Tom Landis

Tom Landis (1950-1988) is a Piston Cup racer who died in the 1988 Pocono 400, he is a 1976 Husker Morocco resembling Ernie Gearson, he raced from 1975-1988 and went rookie in 1979, he was also the Shiny Wax racer before Darren Leadfoot, Tom died in a very brutal crash with many pieces of him off, also, his friend Don Chapcar would die four races later
Herbal Alchemy

This talent is unlockable by Hethalones who have completed the Herbal Alchemy questline. It is similar to Sorcerers and their potion crafting skill, but utilises a natural cauldron to make elixirs.

## Elixir Creation:

* **Level 1**
	+ Elixir of Revitalization
	+ Apple
	+ Ginger
	+ Holy Thistle
* **Level 2**
	+ Elixir of Attractivity
	+ Nightshade Berries
	+ Lavender
	+ Tree Bark
* **Level 3**
	+ Elixir of Illumination
		- Eye of Newt
		- Green Snakeskin
		- Toxins

* **Level 4**
	+ Elixir of Perception
		- Laurel Leaf
		- Sage
		- Cockle Shell
		- Apple

* **Level 5**
	+ Elixir of Forgetfulness
		- Rat Tail
		- Salt Water
		- Hemlock Root
		- Toadflax

* **Level 6**
	+ Elixir of Wellbeing
		- Burdock Root
		- Sage
		- Rosemary
		- Holy Thistle

* **Level 7**
	+ Elixir of Growth
		- Toadflax
		- Eye of Newt
		- Rat Tail
		- Thyme

* **Level 8**
	+ Elixir of Fertility
		- Thurfruit (Aqua)
		- Laurel Leaf
		- Burdock Root
		- Hemlock Root
		- Cockle Shell
* **Level 9**
	+ Elixir of Invincibility
		- Rat Tail
		- Salt Water
		- Spiders Egg
		- Coriander
		- Green Snakeskin
* **Level 10**
	+ Elixir of Life
		- Thurfruit (Aqua)
		- Thurfruit (Purple)
		- Toxins
		- Toadstool
		- Eye of Newt
		- Rosemary
Tara Jansen

**Tara Jansen** is one of Chloe's friends in *Chloe's Closet*. She is an adventurous and pretty 4 and a half year old Irish girl who accompanies along with Chloe in her adventures, and loves admiring herself to be pretty. Being the oldest child amongst Chloe's group of friends, she believes that being half-a-year older makes herself brighter and wiser than her "younger" friends. As such, this can make Tara a bit bossy, and usually take charge on adventures. If an adventure calls for a leader, Tara appoints herself to the position. Although, she never quite seems to get that's Chloe's job.
However, Tara is still enthusiastic with going on with the adventures, but at times she can get too overboard with the ideas and several of her initial plans end up going wrong due to her overconfidence.
Out of all of Chloe's female friends, she has the closest relationship with Chloe, appearing the most often in her adventures and shares a lot of chemistry between her in most of their adventures.
Her favorite color is purple and her favorite shapes are stars (6 pointed). She is also very good at drawing and for her age, knows how to tie her own shoelaces.
Her favorite food is grapes, and her favorite kind of flowers are sunflowers.
One notable fear that she has includes spiders and scary noises, however she has gone over with the former fear with Chloe and Danny's assistance. She is also afraid of riding in roller coasters. She took a visit with Chloe and Jet to her country of heritage (Ireland) in the episode "Dance, Leprechaun, Dance".
Her catchphrases are "crumbs" and "pickles".

She is/was voiced by Siobhan Ni Thuairisg.

## Trivia

* The Producers originally planned to have Tara wear Violet before switching to Green.
Magicosm Wiki

**Welcome to Magicosm's Official Wiki**
## **Introduction**

Magicosm is an innovative original fantasy-RP game consisting of dozens of unique sandbox elements, with everything from player owned houses, pregnancies, marriages and custom characterisation to careers, quests and unique lore with plenty more features to discover in-game. Players are therefore highly encouraged to immerse themselves in the unique and ever-growing world as they come to grips with not only the original races and realms but also the vast amount of gratifying content in-game. As this is an RPG, role-playing is mandatory to ensure everyone's enjoyment.

## **Background**

Eternities ago a great force known as the Eon crashed into the Earth in the form of a meteor, causing it to manifest within several mortal beings. The Eon affected different people in diverse ways and advanced uniquely in every person, causing many a species to be created. As time went on the Eon began to die out, those who harboured it weren’t able to control it and the history books noted it as an epidemic that could not be explained; an epidemic that took place in the 1200s. As the strand of DNA grew rare, those who contained it were forced into hiding, culled for their supernatural abilities they decided that their kind would have to remain hidden forever. With a raging battle between good and evil, both on Earth and the other realms of existence, will you make your mark?
Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Good Sorcerers:**

- Aura Sorcerer

- Electrokinetic Sorcerer

- Lunar Sorcerer

- Matter Sorcerer

- Molecular Sorcerer

- Photokinetic Sorcerer

- Telepathic Sorcerer

- Telekinetic Sorcerer

- Voodoo Sorcerer

- Water Sorcerer

## **Evil Sorcerers:**

- Electrokinetic Sorcerer

- Lunar Sorcerer

- Matter Sorcerer

- Molecular Sorcerer

- Photokinetic Sorcerer

- Pyrokinetic Sorcerer

- Telepathic Sorcerer

- Telekinetic Sorcerer

- Voodoo Sorcerer

- Water Sorcerer
Electrokinetic Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
• Electrical Bolt
• Electrical Lift
• Electrical Teleport Short
* Power Tier 2:
• Electrical Flicker
• Electrocute Player
• Electrical Teleport Long
• Electrical Teleport Place
* Power Tier 3:
• Electrical Outtage
• Electrical Teleport Long W/ Players
• Electrical Teleport Place W /Players
* Power Tier 3:
• Electrical Surge
• Electrocute Surroundings
Molecular Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
	+ Molecular Immobilization Object
	+ Molecular Immobilization Player
	+ Molecular Immobilization Body
	+ Molecular Immobilization Player Undo
* Power Tier 2:
	+ Molecular Immobilization Surroundings
	+ Molecular Immobilization Surroundings Undo
	+ Molecular Combustion Object
	+ Molecular Combustion Weak
* Power Tier 3:
	+ Molecular Combustion Strong
Earth

Earth, also known as Terra or the Physical Realm, is the third planet in the solar system and home to all of humanity and remains as it has for many eons with magic still being hidden from the mortals who were unaffected by the All. However, it is believed that a governmental task force known as FORM has been tasked with tracking the existence of magic and unexplained phenomena in a means to either contain and control it, or stop it completely.
Smithing

Smithing is a skill which allows players to use ores acquired through mining to make ingot bars. These ingot bars can then be crafted into items by using a anvil whilst holding a  hammer and the required materials.

## Smithing Guide (Level, Item, Requirement, Sell Price)

**Lvl 1 -** Bronze Bar {Copper Ore, Tin Ore} (15GC)
**Lvl 5 -** Bronze Helmet {3x Bars} (30GC)
**Lvl 12 -** Bronze Armour{5x Bars} (50GC)

**Lvl 10 -** Iron Bar {Iron Ore, Coal Ore} (20GC)
**Lvl 12 -** Opal Necklace {Gold Bar, Opal} (200GC)
**Lvl 15 -** Iron Helmet {3x Bars} (50GC)
**Lvl 22 -** Iron  Armour{5x Bars} (75GC)

**Lvl 20 -** Steel Bar {Iron, Coal, Steel} (25GC)
**Lvl 22 -** Sapphire Necklace {Gold Bar, Sapphire} (400GC)
**Lvl 25 -** Steel  Helmet {3x Bars} (100GC)
**Lvl 32 -** Steel  Armour{5x Bars} (150GC)

**Lvl 25 -** Gold Bar {Gold Ore, Coal Ore} (50GC)
**Lvl 30 -** Gold Helmet {3x Bars} (200GC)
**Lvl 32 -** Gold Armour{5x Bars} (250GC)

**Lvl 32 -** Rosium Bar {Rosium Ore, Coal Ore} (300GC)
**Lvl 32 -** Emerald Necklace {Gold Bar, Emerald } (1500GC)
**Lvl 35 -** Rosium Helmet {3x Bars} (350GC)
**Lvl 42 -** Rosium Armour{5x Bars} (500GC)

**Lvl 40** - Rhodonite Bar {Rhodonite Ore, Coal Ore} (200GC)
**Lvl 42 -** Ruby Necklace {Gold Bar, Ruby } (3000GC)
**Lvl 45 -** Rhodonite Helmet {3x Bars} (500GC)
**Lvl 52** - Rhodonite Armour{5x Bars} (750GC)

**Lvl 50 -** Kyanite Bar {Kyanite Ore, Coal Ore} (300GC)
**Lvl 52 -** Diamond Necklace {Gold Bar, Diamond} (5000GC)
**Lvl 55 -** Kyanite Helmet {3x Bars} (1000GC)
**Lvl 62 -** Kyanite Armour{5x Bars} (1500GC)

**Lvl 60 -** Dioptase Bar {Dioptase Ore, Coal Ore} (500GC)
**Lvl 65 -** Dioptase Helmet {3x Bars} (2000GC)
**Lvl 72 -** Dioptase Armour{5x Bars} (3500GC)
Photokinetic Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
	+ Duplicate
	+ Emit Light
	+ Invisibility
	+ Photokinetic Blast
* Power Tier 2:
	+ Duplicative Confusion
	+ Duplicate to Player
	+ Duplicate to Place
	+ Emit Light Player
* Power Tier 3:
	+ Create Photokinetic Orb
	+ Duplicative Echo
	+ Duplicate Object
Voodoo Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practiced pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the sorcerer's heritage gaining power.

## **Powers**

* Power Tier 1:
• Conjure
• Call Ghosts
• Energy Absorption
• Telepathic Talk
* Power Tier 2:
• Cloak Alignment
• Sense Object
• Unanimate Corpse
* Power Tier 3:
• Curse Player
• Curse Reversal
• Craft Voodoo Doll

## **Voodoo Items**

* Voodoo Doll:
• Pierce (Deals a small amount of damage to the target)
• Protect (Casts a shield over the target)
• Repair (Heals a quarter of the target's health)
Characteristics

## What are Character Points?

Character Points is a new feature that allows players to exchange points for characteristics. Each characteristic costs a different amount.

## How do I earn them?

Simply put, players earn Character Points by RPing. When a player interacts with other players and role plays consistently, their CP will automatically increase. The higher the quality of RP delivered, the quicker a player will earn points.

## What happens if I die?

Character Points are retained after death but any purchased characteristics are tied to the deceased character and will be lost upon recreation.
Ghost

Ghosts have been known by a variation of different names over the years, but their existence remains a mystery amongst mortals. When a being who has a soul dies, the soul often crosses over to the afterlife or is reincarnated. However, in certain cases a the soul will either cling onto the mortal coil or be trapped on it for an unknown reason. Ghosts can be seen only by Sorcerers who possess The Eye unless they manifest enough energy to become corporeal, and even still, this is temporary. They can, however, possess people and speak through them.

## **Powers**

* Power Tier 1:
• Absorb Energy
• Click & Drag Telekinesis
• Telekinetic Pull
* Power Tier 2:
• Possess
• X-Ray Vision
• Thought Implantation
* Power Tier 3:
• Levitate
• Toggle Corporeality
Form Agent

With Mortals having discovered magical occurrences, a governmental task force known as FORM was initiated and tasked with tracking the existence of magic and any other unexplained phenomena in a means to either contain and control it, or stop it completely. FORM now has its own secret base located beneath the university with only a fair few who aren't part of FORM knowing the location of the entrance. The FORM Chief calls all the shots while the Agents do their best to locate, imprison and potentially execute any magical users. Their main goal is the rid Earth of any supernatural beings and protect humanity.

## **Powers**

* Access to FORM Machines
* FORM Arrest (Places an opponent in magic-restricting handcuffs)
* Transfer Player to FORM
Spellcasting

A Sorcerer is born with a chance of 1 of three rare abilities: Spell-casting, Potion Making and The Eye. Some sorcerers may even be lucky enough to be born with two. With Spell-casting, as a player increases their intelligence by studying, completing quests, working or RPing, they will begin to unlock spells individually and at random- meaning different Sorcerers will acquire different spells to begin with.

## In-game Spells:

* Banish Item Spell
* Banish a Ghost
* Charm a Lock
* Distraction Spell
* Expel a Ghost
* Projectile Deflection Spell
* Relinquish Powers Spell
* Summoning Spell (Requires a lock of the person's hair and two sorcerers)
* Switch Positions Spell
* Track Player Spell
* Uncloak Invisibility Spell
Magnoesse Descendant

File:Placeholder
## Rank Requirements

Name of Rank: Magnoesse Descendant (2-4)

Required Race: Sorcerer

Required Gender: Male/Female

Required RP Status: 3

## Background

Millenniums ago a great force known as the All crashed into the Earth in the form of a meteor, causing it to manifest within several mortal beings. The All affected different people in diverse ways and advanced uniquely in every person, causing many a species to be created. As time went on the All began to die out, those who harboured it weren’t able to control it and the history books noted it as an epidemic that could not be explained; an epidemic that took place in the 1200s. As the strand of DNA grew rare, those who contained it were forced into hiding, culled for their supernatural abilities they decided that their kind would have to remain hidden forever. However, a unique collection of humans created a community of beings who practised pagan ways, and eventually they reawakened the essence of the All which had been dormant for centuries.

Years passed and the All had infected the mortals, creating a new breed branded by many as the 'Sorcerers'- eventually causing a divide in alignments- with the Magnoesse family leading the Good and the Duskvale family leading evil. As the years passed, the Magnoesse family continued to multiply until eventually, a renown Seer prophesied that a set of siblings would be born, each under a full moon. Upon the birth of the final sibling, they would be regarded as the strongest Sorcerers and in due course would be destined to protect the world from evil.(edited)

While the same was expected of the Duskvale descendants, in the early 1800s, the eldest sibling of three Duskvale descendent sought power and control which consequently led them to murder their siblings in an effort to harvest this power. Before they died, the two siblings cast a curse on their brother which stated his descendants would bare one child and one child only, leaving the Duskvale family line in jeopardy. Despite this, each Duskvale Descendant is imbued with three sets of powers as opposed to one and so are regarded as the most powerful force of evil known to man.

## Rank Powers:

- Access to the Magnoesse Manor

- Ability to brew Potions

- Ability to cast Spells

- Specialized Spells
The Eye

A Sorcerer is born with a chance of 1 of three rare abilities: Spell-casting, Potion Making and The Eye. Some sorcerers may even be lucky enough to be born with two. The Eye is a very rare supernatural trait which offers an insight to events, past, present and future, which would otherwise be beyond normal sensory contact. This can include visions, an increased intuition and the ability to sense a person or an object. Many people refer to this gift as Clairvoyance and others as the 'Cunning' but its common name is 'The Eye.' As a player's intelligence increases, they will gain access to different abilities granted to them by The Eye.

## Progression of The Eye:

* Intelligence Level: 2500
	+ Remote Viewing Person
* Intelligence Level: 6000
	+ Remove Viewing Place
* Intelligence Level: 10000
	+ Sense Object
* Intelligence Level: 15000
	+ Sense Player
* Intelligence Level: 20000
	+ Sense Surroundings
Telepathic Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
	+ Sense Player
	+ Sense Surroundings
* Power Tier 2:
	+ Telepathic Talk
	+ Mental Exhaustion
* Power Tier 3:
	+ Read Thoughts
	+ Thought Implantation
	+ Mental Overload
* Power Tier 4:
	+ Possess Player
	+ Block Thought Reading
	+ Erase Memories
Dark Priest/ess

A Dark Priest/ess, the counterpart to a HolyPriest/ess, utilise a Dark Binding ceremony in which they can manipulate the alignment of either the bride or groom, bestowing their marriage with a veil of darkness and evil. They are dedicated to the promotion of evil and strive to pollute family lines with darkness.

## **Powers**

* Telekinesis (Click&Drag)
* Telekinesis Object
* Telekinesis Player
* Telekinetic Repel Players
* Telekinetic Repel Projectiles
* Telekinetic Pull
* Enchant Item
* Marry Players
Mother Nature

Mother Nature is an essence that has been regarded by many religions and scholars by different names, to some she is known as Gaia and to others she is God, but one fact that remains undisputed is its existence. Mother Nature is said to be an entity that strives for harmony, wholeness and balance within its environment, and is known for its stern and sometimes destructive methods. While her true origins cannot be be validated, she is said to be the mother of all Earthly Gods, mortals and beings alike.

For millenniums there were myths and legends concocted and spread by mortal and magical beings, and while very little is known about this entity, it is recorded that she remains dormant for centuries until she finds an appropriate host body. While the host can be vanquished and killed, the essence is said to return to its place of origin, into the atmosphere, until it assumes the body of its next internuncio.

## **Powers**

* Nature Teleport Short
* Nature Teleport to Player
* Nature Teleport to Place
* Nature Teleport to Player with Others
* Nature Teleport to Place with Others
* Weather Manipulation
* Summon Hethalone
* Poison Thorns
* Water Ball
* Water Beam
The First

The First is the most powerful Haddow of all the lands, having been the first of its kind. It feeds off of darkness and thrives from misery and despair. Its powers are more advanced than that of a normal Haddow, but its true powers are unknown to many.

## **Powers**

* Shadow Teleport Short
* Shadow Teleport to Player
* Shadow Teleport to Place
* Shadow Teleport to Player with Others
* Shadow Teleport to Place with Others
* Nightmare Entrapment
* Infect with Shadow
Ghosts

The Ghosts are a highly trained group of people who work for the empire's Secret Service. They wear masks to conceal their identities. They mask their presence using 'Deterioration'. They have a Manager Ghost Who doesn't wear a mask. They appear in Grasmere to make sure Chandler Namjak is eaten by Grub's With no problem in Timeline 8. The ones that appear in Erast are stronger than the others Ghosts and are there because of the imperial order that "Director candidates must work for 1 year in Erast". Ghosts are the direct underlings of Duke Laurence.
The Necromancer

With Mortals having discovered magical occurrences, a governmental task force known as FORM was initiated and tasked with tracking the existence of magic and any other unexplained phenomena in a means to either contain and control it, or stop it completely. FORM now has its own secret base located beneath the university with only a fair few who aren't part of FORM knowing the location of the entrance. The FORM Chief calls all the shots while the Agents do their best to locate, imprison and potentially execute any magical users. Their main goal is the rid Earth of any supernatural beings and protect humanity.

## **Powers**

* Cloak Alignment
* Soul Blast
* Summon Corpse
* Re-animate Corpse
* Revive Corpse
* Curse Player
* Reverse Curse
Siren of Ossification

The Siren of Ossification is a powerful essence which seeks refuge in the bodies of scorned Sorcerers, forcing the host body to prey on, seduce and kill men in a quest for vengeance and gratification. Having mastered the art of voice manipulation, the entity is able to lure, lull and destroy the men she comes in contact with. The Siren of Ossification has the ability not only to seduce the male species, but also harbours the potential to petrify any living creature- entombing them eternally in stone.

## **Powers**

* Lullaby
* Lure Player
* Lure Surroundings
* Sonic Lift
* Manipulate Voice
* Static Scream
* Petrify Player
* Unpetrify Player
* Shatter
Mining

Mining is a skill in which players are able to gather ores and gems. When an ore has been mined, it can be smelted in a furnace to produce bars for smithing.

## Mining Guide (Level, Mineral, Sell Price)

**Lvl 1** *- Tin Ore (5GC)
**Lvl 1 -** Copper Ore (5GC)
**Lvl 5 -** Clay Ore (8GC)
**Lvl 10** - Coal (15 GC)
**Lvl 16** - Iron Ore (20GC)
**Lvl 20 -** Steel Ore (30GC)
**Lvl 25 -** Gold Ore (40GC)
**Lvl 32 -** Rosium Ore (50GC)
**Lvl 38 -** Rhodonite Ore (150GC)
**Lvl 50 -** Kyanite Ore (250GC)
**Lvl 60 -*** Dioptase Ore (350GC)

## Level Requirements for Pickaxes

**Lvl 1 -** Wooden Pickaxe
**Lvl 5 -** Bronze Pickaxe
**Lvl 15 -** Iron Pickaxe
**Lvl 20 -** Steel Pickaxe
**Lvl 38 -** Rhodonite Pickaxe
**Lvl 50 -** Kyanite Pickaxe
**Lvl 60 -** Dioptase Pickaxe
Form Chief

With Mortals having discovered magical occurrences, a governmental task force known as FORM was initiated and tasked with tracking the existence of magic and any other unexplained phenomena in a means to either contain and control it, or stop it completely. FORM now has its own secret base located beneath the university with only a fair few who aren't part of FORM knowing the location of the entrance. The FORM Chief calls all the shots while the Agents do their best to locate, imprison and potentially execute any magical users. Their main goal is the rid Earth of any supernatural beings and protect humanity.

## **Powers**

* Access to FORM Machines
* FORM Arrest (Places an opponent in magic-restricting handcuffs)
* Transfer Player to FORM
* Hire Form Agent
* Fire Form Agent
City of Atlantis

The City of Atlantis, as it's known to mortals, is an ancient civilization built by the native Oceanids. The new world order manifested by The Eon was initially headed by a self-appointed governing council, The Orcath, before the Maltorth revolution divided the city in two. Since then, the City of Atlantis has been defined by the raging civil war fought by the Eastern and Western Oceanids to the tune of over a million casualties over the centuries. Currently populated by the Oceanids, the city of Atlantis can only be accessed by other races through the use of an enchanted topaz amulet and the whirlpool due to its depth in the ocean.
Lunar Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
• Lunar Shield
• Lunar Rock
* Power Tier 2:
• Lunar Shield Other
• Sense Object
• Laser Eyes
* Power Tier 3:
• Lunar Beam
• Thought Implantation
Magnoesse Descendants

Millenniums ago a great force known as the All crashed into the Earth in the form of a meteor, causing it to manifest within several mortal beings. The All affected different people in diverse ways and advanced uniquely in every person, causing many a species to be created. As time went on the All began to die out, those who harboured it weren’t able to control it and the history books noted it as an epidemic that could not be explained; an epidemic that took place in the 1200s. As the strand of DNA grew rare, those who contained it were forced into hiding, culled for their supernatural abilities they decided that their kind would have to remain hidden forever. However, a unique collection of humans created a community of beings who practised pagan ways, and eventually they reawakened the essence of the All which had been dormant for centuries. Years passed and the All had infected the mortals, creating a new breed branded by many as the 'Sorcerers'- eventually causing a divide in alignments- with the Magnoesse family leading the Good and the Duskvale family leading evil.

As the years passed, the Magnoesse family continued to multiply until eventually, a renown Seer prophesied that a set of siblings would be born, each under a full moon. Upon the birth of the final sibling, they would be regarded as the strongest Sorcerers and in due course would be destined to protect the world from evil.

While the same was expected of the Duskvale descendants, in the early 1800s, the eldest sibling of three Duskvale descendent sought power and control which consequently led them to murder their siblings in an effort to harvest this power. Before they died, the two siblings cast a curse on their brother which stated his descendants would bare one child and one child only, leaving the Duskvale family line in jeopardy. Despite this, each Duskvale Descendant is imbued with three sets of powers as opposed to one and so are regarded as the most powerful force of evil known to man.

## **Powers**

* Access to the Magnoesse Manor
* Ability to brew Potions
* Ability to cast Spells
* Specialized Spells
Pyrokinetic Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
	+ Flame Teleport Short
	+ Pyrokinetic Projectile
	+ Ignite Object
* Power Tier 2:
	+ Flame Teleport Long
	+ Flame Teleport Place
	+ Fire Cage
	+ Ignite Player
* Power Tier 3:
	+ Flame Teleport Long with Players
	+ Flame Teleport Place with Players
	+ Inferno Beam
Duskvale Descendant

Millenniums ago a great force known as the All crashed into the Earth in the form of a meteor, causing it to manifest within several mortal beings. The All affected different people in diverse ways and advanced uniquely in every person, causing many a species to be created. As time went on the All began to die out, those who harboured it weren’t able to control it and the history books noted it as an epidemic that could not be explained; an epidemic that took place in the 1200s. As the strand of DNA grew rare, those who contained it were forced into hiding, culled for their supernatural abilities they decided that their kind would have to remain hidden forever. However, a unique collection of humans created a community of beings who practised pagan ways, and eventually they reawakened the essence of the All which had been dormant for centuries. Years passed and the All had infected the mortals, creating a new breed branded by many as the 'Sorcerers'- eventually causing a divide in alignments- with the Magnoesse family leading the Good and the Duskvale family leading evil.

As the years passed, the Magnoesse family continued to multiply until eventually, a renown Seer prophesied that three siblings would be born, each under a full moon. Upon the birth of the third sibling, they would be regarded as the strongest Sorcerers and in due course would be destined to protect the world from evil.
While the same was expected of the Duskvale descendants, in the early 1800s, the eldest sibling of three Duskvale descendent sought power and control which consequently led them to murder their siblings in an effort to harvest this power. Before they died, the two siblings cast a curse on their brother which stated his descendants would bare one child and one child only, leaving the Duskvale family line in jeopardy. Despite this, each Duskvale Descendant is imbued with three sets of powers as opposed to one and so are regarded as the most powerful force of evil known to man.

## **Powers**

* 2 Additional Power-sets
* Smoke Teleportation
* Ability to brew Potions
* Ability to cast Spells
* Specialised Spells
Matter Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
• Conjure
• Toggle Corporeality
• Transmogrification Object
* Power Tier 2:
• Switch Positions
• Transmogrification Player
• Invisibility
• X-Ray Vision
* Power Tier 3:
• Assume Identity
• Cloak Alignment
• Generate Identity
• Summon Player's Item
Haddow

As the battle between the forces of good and evil raged, residual magic swept across the land. The blackest of magic took shelter in the darkest corners of life, and the first Haddow was born. ‘The First’ developed consciousness, and in time, a form. For many years 'The First' inhabited the shadows, feeding off the dark energy within the Lower Realms. Utilising their powers of transmogrification and possession they worked to infect chaos and darkness wherever they travelled. As the centuries passed and The First grew in power, they began to distribute fragments of their energy around the Lower Realms to gather residual magic. These energies continued to grow until The First had built an army of his own creation and thus were born the Haddows- a race of darkness dedicated to spreading malice and evil.

## **Powers**

* Power Tier 1:
• Super-Speed
• Invisibility
* Power Tier 2:
• Transmogrification
• Darken Surroundings
* Power Tier 3:
• Possess Player
• Shadow Choke
Aura Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
• Invisibility
• Sense Aura
• Heal Player
* Power Tier 2:
• Sense Aura Long
• Sense Object
• Absorb Energy
• Project Aura
* Power Tier 3:
• Project Aura to Player
• Project Aura to Place
Hethalonia

## Description

Creation, life and growth are at the core of Hethalonia, with wild flora and fauna ruling the naturally flourishing realm which is shared and governed by Mother Nature herself. The landscapes are overtly scenic but naturally occurring, with beauty radiating from every wooden infrastructure. The gentle ground is fertile and infused with never-ending sustenance.

However, due to Mother Nature's matriarchal desire to protect her people, the realm is only accessible to those accompanied by one of its natives. While its location is still to this day unknown, it is speculated it may never be discovered as the entrances are always shifting and can only be sensed by Hethalones.

## Alliance with Donesque

Since learning of the existence of Donesque, Hethalonia has enthusiastically offered reciprocated support and protection regardless of the circumstances. This allegiance faced troubles when Queen Alastrina's morals became clouded by Morthanos. However, after his death, the kingdoms worked to resolve the conflict.
Donesquian

Descended from ancestral warriors, the Donesquians are a humanoid race blessed with longevity, wisdom and advanced combat. Whist known predominantly for their combative talent, they are also blessed with magical attributes granted to them by their blessed surroundings- an affinity better known as the 'Mystique of Donesque.'

## **Powers**

* Power Tier 1:
• Maxed out Combat
• Super-speed
• Enchant Item
* Power Tier 2:
• Transmogrification
• Inflict Confusion
• Create Portal to Place
* Power Tier 3:
• Create Portal to Player
• Energy Absorption
Telekinetic Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
	+ Telekinesis Object
	+ Telekinesis Player
	+ Telekinetic Pull
* Power Tier 2:
	+ Click & Drag Telekinesis
	+ Telekinetically Repel Players
	+ Telekinetically Repel Projectiles
	+ Levitate
* Power Tier 3:
	+ Telekinetic Blast
	+ Telekinetic Choke
* Power Tier 4:
	+ Telekinetic Rage
Potion Making

A Sorcerer is born with a chance of 1 of three rare abilities: Spell-casting, Potion Making and The Eye. Some sorcerers may even be lucky enough to be born with two. With Potion making, a player gains experience per potion brewed and as their potion level increases, they will be able to brew more and more potions.

## Potion Making:

* **Level 1:**
	+ Smoke Potion
		- Burdock Root
		- Coriander
		- Eye of Newt
* **Level 2:**
	+ Invisibility Potion
		- Blood
		- Tree Bark
		- Toadflax
		- Holy Thistle
* **Level 3:**
	+ Blinding Potion
		- Thyme
		- Rosemary
		- Coriander
		- Salt Water
* **Level 4:**
	+ Alignment Potion
		- Rat Tail
		- Ginger
		- Eye of Newt
		- Holy Thistle
	+ Health Potion
		- Laurel Leaf
		- Rosemary
		- Sage
		- Apple
* **Level 5:**
	+ Shapeshifting Potion
		- Lock of Hair
		- Garlic
		- Cockle Shell
		- Toadflax
		- Burdock Root
	+ Teleport to Place Potion
		- Tree Bark
		- Cockle Shell
		- Rosemary
		- Garlic
		- Eye of Newt
* **Level 6:**
	+ Explosive Potion
		- Nightshade Berries
		- Blood
		- Mandrake Root
		- Hemlock Root
		- Ginger
* **Level 7:**
	+ Power Binding Potion
		- Toadflax
		- Mandrake Root
		- Eye of Newt
		- Bloodroot
		- Lock of Hair
	+ Teleport to Player Potion
		- Sage
		- Cockle Shell
		- Apple
		- Lavender
		- Rosemary
* **Level 8:**
	+ Super Alignment Potion
		- Rat Tail
		- Ginger
		- Eye of Newt
		- Holy Thistle
		- Nightshade Berries
* **Level 9:**
	+ Killer Cocktail Potion
		- Nightshade Berries
		- Mandrake Root
		- Toadstool
		- Rat Tail
		- Hemlock Root
		- Nightshade Berries
* **Level 10:**
	+ Power Stripping Potion
		- Rat Tail
		- Toadflax
		- Bloodroot
		- Toadflax
		- Mandrake Root
		- Blood
		- Lock of Hair
Gardening

Gardening allows players to grow herbs and plants which can be used either for cooking or for potion making and herbal alchemy. There are an array of different seeds that can be planted, and each plant must be watered an appropriate amount and checked for diseases regularly throughout its growing phases.B@{?
Holy Priest/ess

A Holy Priest/ess, the counterpart to a Dark Priest/ess, aims to bind couples together through the use of good magic, marrying the couple under the protection and love of light. They bestow a great blessing upon those they initiate as husband and wife, and this allows their love to grow stronger everyday.

## **Powers**

* Telekinesis (Click&Drag)
* Telekinesis Object
* Telekinesis Player
* Telekinetic Repel Players
* Telekinetic Repel Projectiles
* Telekinetic Pull
* Enchant Item
* Marry Players
Water Sorcerer

Many centuries ago mere mortals roamed the earth, that was until a unique collection of humans created a community of beings who practised pagan ways- eventually imbuing themselves with abilities beyond their control. This new breed of mortal, branded the 'Sorcerers', would see a tear within their community due to the rift in alignments. Magic was being used for both good and evil. Their practitioners splitting into covens and cults, each heritage would be led by a family. With the 'Magnoesse' family leading the good and the 'Duskvale' family leading evil, the two alignments would be sworn enemies for evermore- each generation the Wiccan heritage gaining power.

## **Powers**

* Power Tier 1:
	+ Turn into Puddle
	+ Mud Entrapment
	+ Water Ball
* Power Tier 2:
	+ Ice Spike
	+ Ice Ball
	+ Cyrokinetically Immobilize Player
* Power Tier 3:
	+ Water Vortex
	+ Water Beam
	+ Cyrokinetically Immobilize Surroundings