recursal/Fanatic-Fandom huggingface dataset:
Gremlin

**Gremlins** are magical creatures that are popular as pets around the world.

## Appearance

Gremlins are small, adorable, bipedal puffballs, round in shape, around 12 inches in height, with short, stubby limbs, small muzzles, with little fangs poking out, large, expressive eyes, four fingered and toed paws, bat-like ears, stubby tails, and two small antennae, with two prongs at the ends, on their heads. Gremlin fur starts out white, however, it will change color, depending on what type of energy they eat. They also have a language that consists of squeaks, trills, squeals, and other high pitched noises.

## Behavior

Gremlins are docile creatures, preferring to cuddle than to fight. However, they will attack if their master wishes them to, or to protect their loved ones. Gremlin babies are usually born in litters of 3-6. Gremlins feed off of energy, usually magical, however, if there is no magical energy to be found, they will feed off of electrical energy. They absorb this energy through the aforementioned antennae. As such, they are very inexpensive to feed, as all you need to do is zap them with a simple spell, and/or hook them up to a D battery for a while, and they will be perfectly full for a while.

## Powers

* **Thaumavorous:** Gremlins feed off of magical energy, and become better physically, as if they ate solid food like most other beasts and beings.
* **Electrovorous:** Gremlins feed off of electrical energy, and become better physically, as if they ate solid food like most other beasts and beings, usually if there is no magical energy around.
Minotaur

**Minotaurs** are beings that originated from Greece, but have spread pretty much worldwide now.

## Appearance

Minotaurs are beings that are basically half-human, half-bovine. They usually have a bovine head, with horns for the males, a muscular, human-like body, with four-fingered hands (including the thumbs), bovine legs, hooves, and tails, and fur on most of their bodies that range in different, bovine-esque colors.

## Behavior

Behavior-wise, minotaurs are similar to orcs, being a proud and militaristic race with a large honor system. The male members of the species are trained to be soldiers, and the females are trained to be the stay-at-home wives and mothers, keeping house, cooking, and, when the time comes, teaching the calves their ways and lore.

## Powers

* **Enhanced agility:** Minotaurs are able to go from one movement to another effortlessly, allowing them to effectively dodge attacks, do backflips, swing from things, and numerous other athletic, gymnastic, and martial impliments with little effort.
* **Enhanced bite:** Minotaurs, due to their bovine jaws, teeth, and muscles, have an extraordinarily powerful bite.
* **Enhanced durability:** Minotaurs are able to sustain numerous blows of internal or external assaults.
* **Enhanced endurance:** Minotaurs are able to operate with little to no energy for an extended amount of time.
* **Enhanced hearing:** Minotaurs have ears that can pick up sounds with amazing clairity, at great distances, and sometimes at frequencies that no normal mortal can hear.
* **Enhanced jump:** Minotaurs can achieve rocket-like jumps, while having hassle-free landings.
* **Enhanced smell:** Minotaurs, due to their bovine-like noses, are able to detect specific persons, objects, or even places, track them down, and locate their origins with just their sense of smell.
* **Enhanced strength:** Minotaurs are able to exert a great amount of strength from their muscles.
* **Horns:** Minotaurs (the males, anyway) are able to use their horns as devastating weapons.
* **Hooves:** Minotaurs can use the hooves on their feet as powerful weapons.
* **Charging:** Minotaurs are able to charge in a linear direction with immense destructive force.
* **Compass sense:** Minotaurs, due to their ancestors usually being stuck in labyrinths and mazes, have developed a sixth sense where they can sense directions like a living compass.
* **Bovine communication:** Minotaurs are able to communicate with fellow bovine creatures, whether mundane or magical.
Golem

**Golems** are artificially created beings that are usually created as guardians of certain places.

## Appearance

Golems are beings that are usually created, by alchemical processes, out of certain substances, traditionally clay, stone, or wood. Other substances, such as water, air, lightning, ice, fire, etc, have been used, however, some such substances may be a bit difficult to craft into a humanoid form, but with some spells it can and may be possible. However, there is one thing that all golems have in common. In order to stay alive, they have somewhere on their "person" the Hebrew word/symbol for "truth" etched into them, or, more traditionally, written down on a piece of parchment somewhere on them.

## Personality

Golems are created usually as protectors/guardians of certain places or people, so they will be extremely protective and loyal to the person that created them, and/or the person that they are sent to protect.

## Powers

Most golem powers differ depending on what material they are made of, however, they do have some powers in common.

* **Enhanced endurance:** Golems are able to survive with little to no energy for an extended amount of time.
* **Brainlessness:** Golems, being artificial, are able to function without an actual brain.
* **Contamnant immunity:** Golems, being artificial, are immune to all existing detrimental contaminants in their "bodies".
* **Pain suppression:** Golems, being artificial, are completey immune to the effects of pain.
* **Self sustenance:** Golems, being artificial, are able to function without eating, sleeping, drinking, etc.
* **Elemental empowerment:** Golems, being artificially created out of certain elements, are innately strengthened by the presence of the element/material that they were created with.

## Weaknesses

* **Magical inscription:** Golems, having the word for truth inscribed somewhere, are weak in that spot, as if that spot is destroyed, or the parchment taken out, then the golem will revert back to whatever element they were.
Pukwudgie

**Pukwudgies** are magical creatures related to the fay, specifically gnomes, who originate from North America, but have now spread worldwide.

## Appearance

Pukwudgies look basically like human/hedgehog hybrids. They stand at around the same height as their gnome cousins, around 1-2 feet in height, with dark brown skin, hedgehog-like ears, shovel-like claws, and quills on their backs. The chief Pukwudgie is larger and has more porcupine-esque quills. They often dye their quills with berry juices to make themselves poisonous, giving their quills bright colors.

## Behavior

Pukwudgies are mischievous creatures, who will use any means necessary to drive intruders away from their homelands. They are relatively intelligent as well, often using slash and burn techniques in farming using their pyrokinetic powers. This often leads to certain forest areas being full of knocked down and charred trees. They usually live underground in a series of tunnels, in tribes of multiple individuals, ruled over a chief and his or her mate. Pukwudgies mate for life, and females bear anywhere from 1-6 offspring in a litter, though 3-4 is the most common.

## Powers

* **Enhanced archery:** Pukwudgies are extremely proficient at archery.
* **Enhanced bite:** Pukwudgies, due to their fangs, tend to have extremely powerful bites.
* **Quills:** Pukwudgies have quills growing from their bodies that they can shoot like arrows, either directly from their backs, or using them like actual arrows. These quills grow back after a little while, and the tips are coated with poison. This poison isn't deadly to humans, unless you have an allergy to it, and will generally only cause nausea, fever, and urticaria (hives).
* **Burrowing:** Pukwudgies are extremely adept at digging tunnels, due to the shovel-like claws on their hands.
* **Spherical form:** Pukwudgies have the ability to roll themselves into a ball form.
* **Invisibility:** Pukwudgies have the ability to render themselves unseen to the naked eye.
* **Pyrokinesis:** Pukwudgies are able to generate, shape, and manipulate fire.
* **Hallucikinesis:** Pukwudgies are able to generate, shape, and manipulate illusions, allowing them to make their opponents see, hear, taste, smell, and feel things that aren't really there. In fact, sometimes the illusions will be so powerful that they become psychosomatic, meaning they will become so realistic, they will actually produce physical effects on their victims (e.g., cuts, bruises, scratches, etc.)
* **Teleportation:** Pukwudgies have been believed to "disappear" at will, however this has been debunked by the Pukwudgies themselves, who state that they are able to teleport at will to avoid being seen by predators and humans.
Vanara

Vanara are a member of a race of semi-divine, forest or mountain dwelling monkeys or apes from india, but have spread to jungles and mountains worldwide.

## Appearance

Vanara are normally slightly shorter than the average human. They are covered in a thin coat of short fur that can be a variety of colours; from ivory to light browns, chestnuts and even gold.

## Behavior

Vanara are a playful,and curious race who love to prank others.They have a strong dislike for uptight and lawful personalities.they will stand up for others who can't stand up for themselves by using pranks or their combat skills.

## Powers

* **Prehensile tail:** Due to being monkey-like beings,they have a tail that can act like a third hand.
* **Enhanced agility:** Because they are monkey like,they posses great agility.
* **Shapeshifting:** Vanara are able to shapeshift into any form they please.
Gargoyle

**Gargoyles** are beings that originate from France, but are now spread worldwide.

## Appearance

Gargoyles are wildly unique individuals. Though, aesthetically, they look very different, biologically, they all are essentially the same. The skin of a gargoyle is colored like various types of stone, but it feels like something in between dragon scales, and frog skin. They have feet that are half-digitigrade, similar to dragonborns, and they have wings and tails like dragons too. Their faces are basically combinations of many different animals, such as dragons and wolves, and humans. They also have dragon-like horns on their heads (some long, some short) and claws. Some have hair, some merely have crests. Their ears are usually pointed, or fin-like.

## Behavior

Despite their rather fearsome appearance, gargoyles are kind, friendly beings. They are well-known for being protectors against evil, so they tend to be protective of their friends and mates. Most gargoyles flock to various buildings to perch, and will protect those buildings and/or people, or die trying. These beings are, as if you couldn't tell, extremely loyal, and the word betrayal is not in their vocabulary. This can be good or bad, depending on what side they're on. Gargoyles mate for life, and usually only lay one egg at a time, though multiple eggs are not unheard of.

## Powers

* **Flight:** Gargoyles, due to their wings, are able to fly through the air.
* **Enhanced bite:** Gargoyles, due to their fangs and draconic jaws, have a very powerful bite.
* **Enhanced durability:** Gargoyles are able to sustain numerous blows of internal or external assaults.
* **Enhanced stamina:** Gargoyles are able to function for long periods of time without tiring or straining themselves.
* **Enhanced strength:** Gargoyles, obviously enough, are able to exert a great amount of strength from their muscles.
* **Night vision:** Gargoyles are able to see clearly and in (almost) full detail in the dark.
* **Wallcrawling:** Gargoyles are able to fasten onto and climb vertical and horizontal surfaces without falling.
* **Claws:** Gargoyles have sharp claws and are able to use these claws as powerful weapons.
* **Tail:** Gargoyles are able to use their tails for extra limbs for various effects.
* **Regenerative healing factor:** Gargoyles are able to heal rapidly from any and all injuries, even to the point of regrowing lost limbs.
* **Petrification:** Gargoyles are able to turns anyone or anything, including themselves, into stone.
* **Water manipulation:** Gargoyles are able to create, shape, and manipulate water.
* **Water breath:** Gargoyles are able to generate water within themselves and release it through their mouths.
Elixir for Honesty Inducement

The **Elixir for Honesty Inducement** is a magic potion that most will brew when they need to interview or, more likely, interrogate someone.

## Description

The elixir, when brewed properly, appears to be a golden-white color, and the steam billows in the shape of judges gavels and hanging scales.

## Effects

This potion forces the drinker to speak only the truth for a time. It will force them to answer any question asked of them truthfully, and will even make them spill their deepest, darkest secrets for all to hear.

## Ingredients and tools

* One (1) feather from each of the elemental birds.
* Eight (8) ounces of water blessed by the good Titan Themis (Immortal of justice).
* One (1) vial of essence of golden sun lily.
* One (1) vial of saliva from Ammit the Devourer.
* Three (3) strands of arachne webbing.
* Five (5) ounces each of seps, haemorrhois, praester, and dipsas skin.
* One (1) pinch of fairy dust.
* One (1) standard pewter cauldron.

## Recipe

1. In a standard pewter cauldron, pour in the blessed water and bring to a boil.
2. Add the snake skins, then stir five (5) times clockwise until the potion turns muddy brown.
3. Add the feathers, one at a time, stirring three (3) times clockwise after each addition.
4. Heat until the potion turns silvery blue, then add Ammit the Devourer’s saliva.
5. Stir in the sun lily essence and webbing, heat until the potion turns fiery red, then, while sprinkling in the fairy dust, incant the spell “*Ut bibentis huius potion loquentur mendacium*”
Kraken

**Krakens** are a magical species of cephalopod that live in various parts of the ocean.

## Appearance

Krakens basically look like their cousins the squid, however, they do have one difference. Krakens are extremely large, being able to give sea serpents a run for their money.

## Behavior

Krakens, similar to their squid cousins, are a shy species, preferring to keep to themselves. However, they will get together during mating season. Kraken eggs are lain in groups of 500-600, and the hatchlings tend to be well protected by the mother, sometimes with her going for the entire gestation period without eating or even sleeping. The hatchlings will be taken care of until they are old enough to take care of themselves.

## Powers

* **Enhanced agility:** Krakens are able to go from one movement to another, effectively allowing them to dodge attacks, do backflips, and numerous other athletic, gymnastic, and martial implements with little effort.
* **Enhanced bite:** Krakens, due to their beaks, possess powerful bites.
* **Enhanced flexibility:** Krakens, due to their boneless bodies, are able to effortlessly bend and twist their bodies past mortal limits.
* **Aquatic respiration:** Krakens are able to breathe underwater.
* **Boneless body:** Krakens possess no skeletons, allowing them to do things that those with skeletons aren't able to do.
* **Camouflage:** Krakens are able to blend into their environment effortlessly.
* **Constriction:** Krakens are able to constrict their prey/enemies with their powerful tentacles.
* **Speed swimming:** Krakens are able to swim extremely fast, ignoring water resistance.
* **Bioluminescence:** Krakens are able to glow in the dark.
* **Ink generation:** Krakens are able to generate ink for various effects.
* **Pressure resistance:** Krakens are able to resist water pressure, especially at the bottom of the sea.
* **Cold immunity:** Krakens are completely immune to cold, especially the cold at the bottom of the sea.
Salamander

**Salamanders** are a species of magical beasts related to mundane salamanders, however, these creatures have a few differences between them.

## Appearance

Salamanders tend to look like their mundane cousins, however, there are a few differences. For one thing, magical salamanders tend to be bigger than mundane salamanders, about 3-4 feet from the tip of the snout to the tip of the tail. For another thing, magical salamanders tend to have bright, fiery-reddish-orange skin. Also, magical salamanders have an extra pair of legs than mundane salamanders. However, the main difference between magical and mundane salamanders is that magical salamanders have small, volcano-like valves along their backs that are able to shoot fire.

## Behavior

Salamanders are skittish creatures, and, unless one earns the trust of a salamander, one may never even see one. However, if one is able to gain the trust of a salamander, one will have a loyal, and useful, pet.

## Powers

* **Enhanced agility:** Salamanders are able to go from one movement to another, effectively allowing them to dodge attacks, do backflips, and numerous other athletic, gymnastic, and martial implements.
* **Enhanced vision:** Salamanders possess eyes that allow them to see with great clarity, distance, detail, etc.
* **Wall crawling:** Salamanders are able to fasten onto and climb up vertical or horizontal surfaces without falling.
* **Regenerative healing factor:** Salamanders are able to recover and heal from any and all injury, even to the point of regenerating lost limbs.
* **Anatomical liberation:** Salamanders are able to split their bodies apart, and are able to control the detached body parts.
* **Fire immunity:** Salamanders are innately immune to the effects of fire.
* **Fire mimicry:** Salamanders are able to transform their bodies into fire and back at will.
* **Fire manipulation:** Salamanders are able to create and manipulate the element of fire.
* **Flammable blood:** Salamanders possess blood that violently reacts with the oxygen in the air and is flammable.
Seven-League Shoes

**Seven-league shoes** (also known as **seven-league boots** or **Hermes sandals**, depending on the type of shoe that you use to create them) are special pairs of shoes (or boots, or sandals) that are crafted for various purposes.

## Description

Seven-league shoes look like normal shoes, boots, or sandals, but they may have some aesthetic features that betray the specific tribe of centaur whose blood you used to craft them.

## Properties

Seven-league shoes have many properties, the main property being that they have the ability to allow whoever wears them to travel seven leagues (roughly 21 miles) with each step. Another property is that, no matter the wearers feet are shaped or sized, the shoes will always be a perfect fit. Each pair also has an additional effect, depending on the type of centaur blood was used in crafting them.

## What you'll need

* One (1) pair of shoes, boots, or sandals (any kind).
* One (1) ounce of centaur blood (from any tribe).
* One (1) ounce of hnzoorub potion.
* One (1) ounce of nfxsrub cake.
* One (1) hair from each member of the giant family.
* One (1) ounce of fairy dust.
* One (1) Sorcerer's Stone.
* Some will-o'-the-wisp flame.

## How to craft

1. Draw an alchemy circle on the ground, and place the Sorcerer's Stone in the middle.
2. In the 12:00 position, place the shoes, boots, or sandals.
3. In the 6:00 position, place the ounce of centaur blood.
4. In the 2:00 position, place the hnzoorub potion.
5. In the 8:00 position, place the nfxsrub cake.
6. Bundle the giant hairs, and place the bundle in the 4:00 position.
7. In the 10:00 position, sprinkle the fairy dust.
8. Light the circle on fire with the will-o'-the-wisp flame, then incant the spell "*O Veneficus Lapis per Alchemical, ego præcipio tibi, et calceamenta miscere omnia medicamenta singula primum iter faceret cum septem leucas.*"

If done correctly, the stone should glow, then each of the ingredients should be engulfed in a ball of will-o'-the-wisp fire, and then all six should combine into one ball, then the fire will dissipate, revealing the finished product.
Melody Hanson

**Melody Hanson** is a young mage, specifically, a bard.

## Lore

Melody was the daughter of two mages, who worked as a troupe of circus performers, her mother using her magic to create amazing pyrotechnics, and her father using his magic to charm the animals. When Melody was born, her parents knew she was special, and her magic would express itself in its own way, separate to either. When her magic specialty was Realized, her parents were so proud. She travelled with the troupe until she decided to strike out on her own. Her parents and the rest of her “family” in the troupe gave her a pin depicting their symbol, and told her that, as long as she wore that pin, she would find them no matter where they were. They also told her she was always welcome if and when she wanted to visit.

## Appearance

Before her Realization, Melody had brown hair, usually cut short, brown eyes, and light skin. When her magic was Realized, however, her hair became a bright magenta color, and her eyes turned an electric purple color. Her wardrobe and aesthetic is essentially rock star chic, with mainly pink and purple clothes, mixed with a healthy amount of black, and certain parts of her clothes are artistically ripped, or at least look like they do.

## Personality

If Melody was to be placed on the D&D alignment chart, she would most likely be Chaotic Good. She definitely has a kind heart, as well as a free spirit, and prefers to let her conscience be her guide. Her personality can be described as "stereotypical rocker chick", but she is also very friendly and kind. She's the type of person who, if someone was giving her friends a hard time, she would teach the bully a lesson.

## Powers

* **Magic:** Due to her mage nature, Melody has the ability to use magic and cast spells. Her magical specialty (as evidenced by her name) is music magic.
* **Familiar contract creation:** Due to her mage nature, Melody is able to create a contract with an animal and turn it into her familiar, which acts as her pet, friend, guide, and even conscience, if need be.

## Possessions

* **Grimoire:** The record of her spells. Melody's grimoire takes the shape of a large book, with a magenta cover, golden trim in the shape of musical scales, and a golden treble clef on the front, with two golden gems in the middle and bottom part.
* **Magical focus:** Melody's magical focus takes the form of a six-string guitar, with a pink body, and a headstock in the shape of a star.

## Familiar

Melody's familiar is a canary she named Sonata. Like many other canaries, Sonata is yellow in color, but, when Melody formed a familiar contract with her, she gained a bright magenta patch in the shape of a pair of eighth notes on her chest, and her beak turned a bright fuchsia as well.
Praester

**Praesters** are a magical breed of asp that originated in Medieval Europe, but has now spread around the world.

## Appearance

Praesters are magical beasts that look similar to mundane snakes, however, they are mostly a light bluish-gray color, the color of steam.

## Behavior

Despite their appearance, praesters, for all intents and purposes, behave much like their mundane cousins.

## Powers

* **Snake physiology:** Praesters possess the main powers and abiities of snakes (basically look at the amphisbaena page, but without the extra head powers).
* **Steam breath:** Praesters possess the ability to exhale clouds of scalding hot steam.
* **Steamy venom:** Praesters possess venom that not only burns when injected, but turns to steam/hot air when it enters, which, if left untreated, will basically inflate the victim like a balloon, lift them into the air, and eventually make them explode.
Phooka

**Phookas** are a species of being-like beasts, distantly related to the fay folk, and that originate from Ireland and Scotland.

## Appearance

Phookas are beasts that basically look like hybrids of goblins, elves (specifically northern and house elves), and gremlins. They have dark skin, long, spindly arms and legs, long/large hands/fingers and feet, large ears, claws, fangs, dark manes/collars of hair, and golden eyes. They also have a squeaky language that is hard to understand unless you have lived with one long enough.

## Behavior

Phookas are tricksters, with a human-like intellect, however, due to their mischievous, unpredictable nature, their tendencies to cause more harm than good, and their wild lifestyle, they have been classified as beasts. They have child-like personalities, and practical jokers, however, like most prankster beings, prefer not to cause harm to those they prank. Unfortunately, they don't actually realize when they have hurt someone, physically or emotionally, until it's too late. Despite their chaotic nature, phookas can be surprisingly helpful to those who need it. If one needs to seek wisdom from a phooka, they will give good advice in exchange for the latest gossip. However, this knowledge and advice may be spoken as riddles, and the true meaning may only be understood once the riddle is solved. One of a phooka's favorite pranks is to take the form of a horse that allows someone to mount it, only to be taken on a very wild ride. Unlike more malevolent fay, the worst these rides do to the rider is make them extremely dizzy and disoriented. Phookas will willingly help and serve one who is fast enough and/or clever enough in order to catch the phooka. Phookas are surprisingly good to their mates and children, and they mate for life.

## Powers

* **Enhanced agility:** Phookas are able to go from one movement to another effortlessly, effectively allowing them to dodge attacks, do backflips, swing from things, and numerous other athletic, gymnastic, and martial implements with ease.
* **Enhanced intelligence:** Phookas possess intelligence that is at standard genius level, if not surpassing it.
* **Enhanced speed:** Phookas are able to move at extraordinary physical speed.
* **Enhanced wisdom:** Phookas each possess a deep understanding and realization of concepts, people, things, events, or situations, allowing them to apply judgements, actions, and perceptions while keeping said understandings.
* **Shapeshifting:** Phookas are one of the few true shapeshifters in the magical world, however, they do have two limitations with their shapeshifting. One, they can change into anything, as long as it's sentient, (e.g. an animal and/or human), and two, their skin/fur/eyes stay the same when they change.
* **Sticky skin:** Phookas are able to secrete a sticky substance from their skin that makes the one riding them unable to slip off. However, they are able to unstick someone once they have had their fun.

## Weaknesses

Phookas share their weaknesses with the rest of the fay.
Landshark

**Landsharks** are magical beasts that are related to mundane sharks, but live in entirely different habitats.

## Appearance

Landsharks basically look like mundane sharks, but with a few differences. First, they are larger, broader, and somewhat more sphere shaped. Second, they are sandy colored, with darker stripes and spots in various places on their bodies. Third, their fins possess stony growths on the straight edges, away from their mouths. Fourth, their teeth also look as if they were carved and shaped from stone. Fifth, they have small, blunt, stone-like spines scattered on their backs. Sixth, and finally, they don't have gill slits, and those seem to be replaced by stony spike arrangements.

## Behavior

Landsharks are similar to their aquatic cousins in behavior, due to the fact that they tend to be solitary, but will hunt in groups if necessary. They will usually have one night stands during mating season. The females tend to lay their eggs in rocky outcroppings, where the sun will incubate it until the pup hatches from it. Carnivorous by nature, they are usually ambush hunters, preferring to attack when their prey least expects it. They will eat any creature that they find, weak, unprotected, usually either those too old or too young to keep up with the rest of the group. They will also attack any who are too sickly to keep up with the group.

## Powers

* **Enhanced bite:** Landsharks, due to their stone-like teeth and shark-like jaws, possess powerful bites.
* **Enhanced durability:** Landsharks are able to sustain blows of internal or external assaults.
* **Enhanced endurance:** Landsharks are able to survive with little to no energy for an extended amount of time.
* **Enhanced hearing:** Landsharks are able to hear with amazing clarity, distance, detail, and even in frequencies that many others may or may not hear.
* **Enhanced smell:** Landsharks are able to detect certain beasts, beings, objects, places, substances, etc., locate their origins, and even track, using nothing but their sense of smell.
* **Enhanced speed:** Landsharks are able to move at extraordinary physical speed.
* **Enhanced strength:** Landsharks are able to exert a great amount of strength from their muscles.
* **Enhanced vision:** Landsharks are able to see with amazing clarity, detail, distance, and even light wavelengths that most aren't able to see.
* **Electroperception:** Landsharks are able to sense and perceive electrical stimuli, which they use to pick up the electrical energy from the muscles in their prey.
* **Seismic sense:** Landsharks are able to sense and perceive the vibrations in the earth.
* **Night vision:** Landsharks are able to see clearly and with great detail in either low-light conditions or in complete darkness.
* **Earth manipulation:** Landsharks are able to shape and manipulate the earth around them, specifically dirt, rock, sand, mud, etc.
Hybrid

**Hybrids** are beings that are similar to demimyths in many ways, but the one difference is that they don't have any human blood within them (for the most part). Also, they cannot swap forms, like their demimyth counterparts (with the exception of werebeast hybrids). Most hybrids only identify as a hybrid of their parents (e.g. merman/shinigami, dragon/maenad, werewolf/akhlut, etc), however, there are some hybrids that are called something else entirely. The list of these hybrids can be found here.

## Appearance

Hybrid appearances differ depending on their parents.

## Weaknesses

Hybrid weaknesses depend on their parents.
Jasconius

**Jasconii** are a species of magical beasts that originated in Italy, specifically Rome, but have now spread worldwide.

## Appearance

Jasconii are beasts that look like mundane fish, however, just like the aspidochelone, they are larger than average fish, big enough, in fact, that they have entire islands resting atop their backs, where their dorsal fin would be.

## Behavior

Jasconii are peaceful creatures, just like the aspidochelone are, only getting aggressive during mating season, and reacting defensively to someone lighting a fire on its back. Females will lay up to 200 eggs at once, and both will attach one hundred each to each other after they are fertilized. The parents will only stay together until the fry hatch from the eggs.

## Powers

* **Aquatic respiration:** Jasconii, due to their gills, are able to breathe underwater.
* **Cold immunity:** Jasconii are innately unaffected by the cold.
* **Pressure resistance:** Jasconii are innately resistant to underwater pressure.
* **Speed swimming:** Jasconii are able to swim at incredible speeds, unhampered by water resistance.
* **Water sense:** Jasconii are able to perceive the movement of/on a body of water with extreme accuracy, and determine where threats are located in aquatic environments and water sources.
* **Geokinesis:** Jasconii, similar to aspidochelones and zaratans, are able to control their islands terrain, rocks, dirt, soil, sand, etc.
* **Agrokinesis:** Jasconii, similar to aspidochelones and zaratans, are able to control their islands plant life.
* **Aerokinesis:** Jasconii, similar to aspidochelones and zaratans, are able to control their islands air and wind.
* **Atmokinesis:** Jasconii, similar to aspidochelones and zaratans, are able to control their islands distinct weather pattern.
* **Animal telempathic bond:** Jasconii, similar to aspidochelones and zaratans, are able to form telempathic bonds with any beast or being born on the island, thus allowing them to read, interpret, and communicate with them via thought and emotions.
* **Jasconius communication:** Jasconii are able to communicate with members of their own species.
Power-Up ritual

The **Power-up ritual** is a simple, yet immensely powerful ritual.

## How to perform

1. In a **LARGE** cauldron, add each of the projectile powers (shooting powers as opposed to bodily powers) of the people whose powers are to be amplified (must have two or more), and, if you have to, use the spell “*Hac tum praetoria naue in capiendum*” to capture them in a jar or bottle.
2. Have all the participants intone the incantation “*Adauge nobis magicae vires et decuplo*”.

## Effect

If intoned correctly, the cauldron contents should shine with an intense white light, and release several beams of light of different colors. The beams of light should cover their owners, and the owners should gain special marks on their bodies. The participants powers, if the spell is intoned correctly, should increase tenfold until the enemy is defeated.

## Note

This spell is usually reserved for large, more titan-like enemies.
Ultimate Wish

The **Ultimate Wish ritual** is a magical ritual that most perform when they absolutely need a wish granted.

## What you'll need

* The lamp and ring of Aladdin’s genies.
* The tear of a sad fae.
* A bottle containing a merperson's siren song.
* One of Mother Goose’s quills and inkwells.
* Three magic beans.
* Water blessed by someone with healing powers.
* A piece of Snow White’s coffin.
* A shard of glass from the original Magic Mirror.
* Gold thread from Rumpelstiltskin’s spinning wheel.

## How to perform

1. Dig a small hole, and place the objects in a circle as such around the hole. Place the quill, dipped in ink, in the 12:00 position, and opposite that, place the ring around the spout of the lamp, and place it in the 6:00 position. Then, clockwise, place the mirror shard, the coffin glass, and the thread.
2. Place the beans in the hole, then water them with the healing water and the ink.
3. As the beanstalk grows, release the siren song from the bottle.
4. Incant the spell “*Det mihi quod ultima voluntate*”, and as you do, splash the tear on the ground.

## Effects

This ritual, once performed, makes the objects glow, then grants the Ultimate Wish, a wish that, no matter how impossible, will be granted.
Ghoul

**Ghouls** are undead genies that died in battle, or whose magical item was destroyed. Which are pretty much the only ways a genie can die.

## Appearance

Ghouls basically look similar to what they did in their past life, however, they tend to have gray skin, white hair, and washed-out eyes, similar to zombies.

## Behavior

Ghouls, like zombies, tend to be able to assimilate into society without any problems.

## Powers

Ghouls basically have the combined powers of both genies and ghosts, however, their spells tend to revolve around ectoplasm, rather than what they had in their life. Also, they tend to have contaminant immunity like zombies.
Inugami

**inugami** are yokai that live in asia

## Appearance

In public, an inugami looks identical to an ordinary dog in order to blend in with society. However, its true form is that of a desiccated, mummified dog's head, often dressed up in ceremonial trappings. This is kept safe (and away from prying eyes) in a secret shrine in its owner's house.

## Behavior

Inugami serve their masters loyally, performing tasks just like a faithful dog. They are loyal to one person or one family only, and unless seriously mistreated they remain loyal forever; these spirits can be passed down from generation to generation like an heirloom. Inugami were treated like family members by inugami-mochi families, and most of the time would quickly run out to do their master’s bidding any time their master wanted something. However, like living dogs, occasionally a resentful inugami might betray a master that grew too abusive or domineering, savagely biting him to death. And while inugami, like other familiar spirits, were created to bring wealth and prosperity to their families, occasionally they might also cause a family to fall into ruin.Similar to Shikigami, Inugami are evoked for criminal activities, such as murdering, kidnapping and mutilation of the victims. If the evoker is perfectly trained, they can order his Inugami to possess humans and manipulate them. The victim is often forced to kill itself or other peoples, or to act like being lunatic. But Inugami are also said to be very dangerous for the evoker: since the Inugami's soul is blinded by its desire for revenge and its unstoppable rage, the Inugami can quickly escape the master's control and kill their own evoker.

## Powers and Abilities

* **Contract Bestowal:**Inugami are known to make pacts with humans
* **Aether or Nether Manipulation/Magic:**Inugami are known to bend light and dark to their will depending on the art they use
* **Flight:**They are able to walk on air or fly
* **Elemental Manipulation:**the inugami have the ability to control the elements around them
* **Possession:**They are very good at possessing emotionally unstable or weak people. They do so usually by entering through the ears and settling into the internal organs. People who have found themselves possessed by an inugami — or even if it was only suspected that a person might be possessed — were in for some serious misfortune.
* **Regenerative Healing Factor:**they can rapidly regrow limbs that were lost
* **Shapeshifting:**They have incredible shapeshifting abilities,able to
* **Sleep Paralysis Inducement:**they can induce sleep paralysis
* **Enhanced Tracking:**because they are dog yo kai they have incredible sense of smell
Nora Hudson

From the *Characters* page:

*"Clifford’s mother. She moved to Podunk from Georgia when Clifford was still a baby. Once in Podunk she married Carl Hudson and adopted a second son, Kevin. Nora works long hours to try and make a good life for her children. She and Clifford have grown apart in recent years."*
Gleipnir

The **Gleipnir** (glayp-neer) is a special magical rope/ribbon that people craft in order to tie up/bind something.

## Description

A gleipnir takes the appearance of a rainbow-colored, tulle/silken ribbon.

## Effects

Despite it’s rather fragile appearance, the gleipnir is one of the strongest substances known. Because it is made of seemingly impossible things, the more the subject struggles, the longer, stronger, and more tangled the rope becomes.

## Ingredients

* The sound of a cat’s footfalls-*Cattus vestigiis*.
* The beard of a woman-*Mulier barbam*.
* The roots of a mountain-*Radices montis*.
* The breath of a fish-*Respiratus pisces*.
* The vitality of a bear-*Ursus vitale*.
* The spittle of a bird-*Avis ex sputo*.

## Process

1. Turn each of these into a thread, by saying the ingredients in Latin, then intoning the incantation “*Factus filum*”.
2. Use the incantation “*Convolvas fila pariter*” to weave the threads together.
Bubbleberry

**Bubbleberries** are special fruits that grow under the sea.

## Appearance

Bubbleberries tend to grow on kelp-like plants under the sea. These fruit look like bubbles, hence the name, and are also buoyant when ripe. Once bubbleberries are ripe, they will immediately detach from the plant and float up to the surface.

## Properties

Bubbleberries tend to taste a bit like blueberries, however, because of their oceanic environment, they have a distinct saltiness to them as well. They are commonly used as an ingredient in the Elixir for Aquatic Adaptations.
Oracle

**Oracles** are beings that are descended from the original Oracle, thus gaining the power of the oracle.

## Appearance

Oracles look similar to humans at first glace, but they have longer shinier hair and glowing eyes which appear to have nebulas in their irises.

## Behavior

Similar to humans, apart from their ability to gaze into the future. Often may speak in tongues, rhymes, or ancient languages.

## Powers

* **Clairvoyance:** Oracles have inherited their ancestors power of seeing glimpses of the future. They also can see glimpses of the past and the present, if that in any way will affect the future. This power manifests either through dreams, or by involuntary entering a dream-like state. They also, if the oracle isn't sure whether his/her last dream was a dream or a vision, can use a special spell, along with a focal object, usually a crystal, mirror, or bowl of liquid (usually water or oil), though other objects aren't unheard of. With the dream-like state and the focal objects, their eyes will glow a bright golden color.
Hidebehind

The **Hidebehind** is a species of animal first identified in North American woodlands, and it is currently unknown if they live anywhere else.

## Appearence

Due to their incredible skill at remaining hidden, nobody knows what exactly a Hidebehind looks like, as the most anyone has ever seen of it was a motion blur, but it can be deduced from damage they cause and their ability to hide that they are not especially large and have claws.

## Behavior

Whenever anyone attempts to look at a Hidebehind, it finds a way to hide from them, and it is believed they are able to contort themselves in order to hide behind any object. While it is not known for sure, Hidebehinds are thought to be predators due to occasionally attacking lone humans.

## Powers

### Known

* **Enhanced Hiding:** A Hidebehind is able to hide behind the nearest object before their observer has turned around, flexible enough to match the object and able to change their size to fit behind it.
* **Claws**: Hidebehinds have large claws that can be used as weapons.

### Suspected

* **Enhanced Speed:** Hidebehinds are at least fast enough to hide before being noticed, and in the one sighting of one it was moving fast enough to create enough motion blur to obscure it's appearance.
* **Enhanced Strength:** Hidebehinds have shown the ability to overcome armed adult humans, and while the element of surprise was likely on it's side, the definitely are at least able to carry or drag humans.

## Weaknesses

* **Aversion to being seen**: Hidebehinds will do anything they can do prevent themselves from being seen by any other creature.
* **Alcohol:** Hidebehinds show a strong aversion to the smell of alcohol.
Fairy Tree

A **fairy tree** is a magical tree that has been grown by and taken care of by the fay folk for various magical purposes.

## Appearance

Fairy trees can be made of any type of tree, are usually the biggest and oldest living trees in a forest, and can be easily recognized at a distance by the presence of many fairy lights (shrunken, glowing fairies, cait sith, and cu sith, as well as any hybrids and demimyths of the species) around it. It usually has an unusually thick trunk, with widespread branches, and a hollow in the trunk near the top, which is used in a fairy ritual to make fairy dust. Also, the fruits grown on this tree look like mundane version of their species, but tend to glow various colors, and are used by the fairies to craft fairy dust.

## Properties

When a fairy dust user wants to craft said dust, one must gather the right ingredients, mix them in the right way, then pour them into the top of the fairy tree. When that happens, the magic of the tree turns the mixture into a beautiful golden dust that pours out of magical tunnels/spouts grown in the tree, and are gathered and distributed to the users. Also, the magical fruit have the odd property that if one who is not the fay folk eats one, they will forevermore only be able to eat fairy fruit.
Nikolai Harris

**Nikolai Harris**, or Nik, for short, is a young mage, specifically a technomancer.

## Lore

Nik was orphaned at a very young age, and was raised by his grandmother. She was a loving, wonderful, if a bit strict, caretaker for him. He loved playing with his friends, learning magic, tinkering with his toys. However, the day his magic was Realized, was the proudest day of his life, and his grandmothers. He could now use his magic to craft new magitek items, and help others by fixing their existing magitek.

## Appearance

Before his magic was Realized, Nik possessed cocoa-colored skin, dark, curly hair, and melted-chocolate eyes. When his magic was Realized, his hair became purple, with streaks of cyber-green throughout, and his eyes became cyber-green in color. His wardrobe can be described as cyberprep, with mainly cyber-greens and purples, with some splotches of black, with circuitry patterns, and pieces of tech he designed and enchanted himself.

## Personality

If Nik was to be placed on the D&D alignment chart, he would most likely be Lawful Neutral. He is the stereotypical nerd, and has a "place for everything and everything in it's place" kind of attitude. He definitely prefers things go his way, and if something goes wrong, he will do whatever it takes to make it right.

## Powers

* **Magic:** Due to being a mage, Nik possesses the ability to use magic and cast spells. His magical specialty is technomancy, also known as technology magic.
* **Familiar contract creation:** Due to his being a mage, Nik is able to create a contract with an animal and turn it into his familiar, acting as his pet, friend, guide, and even conscience, if needed.

## Possessions

* **Grimoire:** The record of his spells. Nik's grimoire takes the form of a book with a primarily purple color, with cyber-green circuitry patterns all over it, which radiates from a cyber-green gem in the center of the front cover.
* **Magical focus:** Nik's magical focus takes the form of a purple and cyber-green, futuristic-looking blaster, which, when the stock is folded in a certain way, transforms it into a sword with a blade made of magical energy.

## Familiar

Nik's familiar is a barred owl named Archimedes. Like most barred owls, Archimedes is a mottled gray color, but, when Nik formed a contract with him, some of his feathers turned a cybernetic green color.
Leprechaun

**Leprechauns** are members of the fay folk that originate from the country of Ireland. Leprechauns are also said to be servants of the Greek Immortal Tyche, or, as the Romans called her, Fortuna.

## Appearance

Leprechauns take the appearance of short humans, about the same height of a brownie. They also tend to have green skin, red hair, green eyes, and their ancestral trait of pointed ears.

## Behavior

Leprechauns tend to behave like stereotypical Irishmen and women. They love a good drink, love a good duel, and are wonderful wordsmiths, poets, etc.

## Powers

* **Tychokinesis:** Leprechauns are known to be extremely lucky, and are also able to manipulate luck itself.
* **Coin manipulation:** Leprechauns are known for their pots of gold that they keep at the ends of rainbows. They are able to summon and manipulate this gold when they need it. However, this gold is enchanted. If it is given to you, then you get to keep it. If you steal it, or otherwise come by it illegally, the gold will vanish as soon as you lose sight of it. Also, if a leprechaun holds a gold piece in their hands and concentrates, they can transform it into any currency of their choice.
* **Limited chlorokinesis:** Leprechauns are able to manipulate plants. However, this power is limited to one type of plant: clover.
* **Enhanced crafting:** Leprechauns are well known for their cobbling (shoe making) skills, however, they are also known for other types of crafting, such as saddle making, tailoring, or even armor building.

## Weaknesses

Leprechauns pretty much have all the same weaknesses as the rest of the fay.
Pyxite

**Pyxite** is a magical, crystalline substance that the fairies mine in order to create fairy dust.

## Appearance

Pyxite looks like a cloudy white, crystalline substance. The individual crystals also have a slight golden glow about them, that seems to flow through each crystal like flowing and looping rivers of dreamsand.

## Properties

Pyxite, when ground up and mixed with some other substances and poured into a fairy tree, magically transmutes into fairy dust, to be collected by, and distributed to, fairies.