recursal/Fanatic-Fandom huggingface dataset:
Koń czystej krwi arabskiej

**Koń Czystej Krwi Arabskiej** - Jest uznawany za jednego z najpiękniejszych ras koni.

## Pokrój

   Koń bardzo szlachetny i elegancki, o lekkiej budowie ciała. Jego sylwetkę można wpisać w kwadrat. Mała, sucha głowa o profilu szczupaczym (wklęsłym) lub prostym. Nogi są suche i doskonałej jakości, choć zdarzają się lekkie wady postawy, a łopatki nie zawsze są idealne. Zad jest krótki i poziomy, ogon wysoko osadzony i noszony z charakterystyczną odsadą. Kopyta są twarde i wytrzymałe. Wysokość tych koni wynosi 145 – 155 cm. Występują wszystkie maści podstawowe, z wyjątkiem srokatej. Najczęściej konie te są siwe, gniade i kasztanowate, bardzo rzadko kare. Szlachetności koniowi dodaje długa łabędzia szyja i piękna głowa z szeroko rozwartymi nozdrzami.

## Zawody w howrse

### Jeździectwo Klasyczne

#### Wyścigi galopem

Te zawody są chyba najlepszym wyjściem jeśli zdecydujecie się na klasycyzm. Araby mają optymalny poziom galopu i niesamowitą prędkość. Ujeżdżenie mogłoby być wyższe, ale jest zadowalające.

#### Wyścigi kłusem

Tutaj już gorzej. Może i mają dobry poziom prędkości i nawet nawet ujeżdżenia, ale nie zmienia do faktu, że kłus to ich Pięta Achillesowa. Raczej nie zdobędą tutaj wysokich osiągnięć.

#### Ujeżdżanie

To pójdzie im na tym samym poziomie co wyścigi kłusem. Oczywiście prestiż zawodów zależy od poziomu ujeżdżenia, ale dochodzi do tego marny kłus i taki sobie galop. Lepiej odpuście te zawody.

#### Skoki przez przeszkody

Zależy od skoczności, a Araby raczej nie są w tym dobre. Sytuacje może tylko uratować wysoki poziom prędkości i dość dobre ujeżdżenie. Tak, więc Arab nie zostanie w tym mistrzem.

#### Bieg przełajowy

Po pierwsze wytrzymałość co daje duży plus, ale potem są skoki które są dosyć słabe. Następnie zadowalające ujeżdżenie. Na pewno będzie miał większe szanse niż w skokach przez przeszkody, lecz nie zajdą tu wysoko.

## Wykorzystywanie w świecie prawdziwym

Poza klasycznym pięknem, które reprezentuje koń arabski, jest to również koń użytkowy. W przeszłości używany był jako koń bojowy, umożliwiał wojownikom pokonywanie dużych dystansów. Pomimo lekkiej budowy, bywał wykorzystywany nawet jako koń roboczy. Obecnie przoduje w dyscyplinie rajdów długodystansowych, wyścigów czy w klasach "pleasure" (w rekreacji). Coraz więcej koni arabskich pojawia się w klasach western, w ujeżdżeniu i skokach. Są to bowiem konie bardzo wszechstronne, inteligentne oraz chętne do nauki i pracy.

Zobacz **oryginalny artykuł** i **autorów**.
Synse

Aliases
 Current Status
 Race
 Sex
 Age
 World of Origin
 Affiliation

Synse is a member of the Questers. She enlisted at the same time as Graenïr following the failure to reconstruct her planet using the Cup. Being the only survivor of the destruction of her planet (which nobody knows anything about), not much is known about her or her species.

Synse is female, about six-and-a-half feet tall. She has large white wings (wingspan: around 14 feet) that are harder than most known metals and support flight, although she usually uses them for a defensive cocoon or short blasts of speed forward.

Synse is a skilled hacker and mathematical prodigy. She is currently in a romantic relationship with Graenïr.
The Aussiverse

The Aussiverse is a portion of space united under the rule of King Aussaga Shocktail, the Shocktail prophesied in the days of Shomura Shocktail. Even though Aus is dead, and the Aussiverse is currently led by Samuel Shocktail, the true king, the Aussiverse retains the name of its then-thought prophesied king.

## Culture

The Aussian culture is very deep, and very spiritual. Their religion, Sentratism, centers around the worship of the four Nativian gods and their creator, Sentralite. Sentratism is also centered around self-peace and doing daily tasks spiritually. Although, these tasks of self-peace are only practiced by the Nativians, beause most modernized Aussians in the other planets are too focused into the ever-growing technological revolution.

## Government

The Aussiverse is led by a divine monarchy. Their chief god, Little Feather, resides in the spirit of the current king Shocktail. When a king dies, Littlefeather enters the spirit of the new king. Littlefeather's presence causes the Shocktails to mature very rapidly, but Shocktails often have short and violent lives, and usually die soon after a son is born to them.
Hambus

### Friends

Oinkus Oinkus Magisword (possibly), Wilbur Pork Loin III, Queen Porcina, Warriors for Hire (at times)

## Media

### Voiced by

Kyle A. Carrozza)

**Hambus** is the royal pig guard and transporter to delivery messengers of the Loch Mess kingdom in Mighty Magiswords. As his name implies, he is a pig.

## Micro-Shorts

His first appearance was in the micro-shorts of CN Anything. As Vambre walks away, he made a simple "Oink!" behind her back, which Vambre took offense. She then used the Blow Dryer Magisword to blow him far away from her which worked. But he still Oinked which Vambre still heard at such long distance which angered her more.

She then used her Oinkus Oinkus Magisword on the pig. After the Oinkus squealed, Hambus realized his mistake and apologized while sinking in his lake. Vambre rewards the sword with a new suit because of that.

## 3-minute shorts

He made a non-speaking cameo appearance in To Boulderly Go where he is seen in his lake while Prohyas and Vambre are running from the tumbling boulder.

## TV series

The first episode "The Mystery of Loch Mess" reveals that he is a pig guard to the Loch Mess Kingdom and handles the deliveries between the Delivery Folk and to the rulers of the kingdom. He also helps the Warriors transport to the Loch Mess castle to speak with Queen Porcina. In a clip he is seen in the same swamp while Prohyas and Vambre are chasing Grup, who was stinky, responding with a quick hello and goodbye. The smell tried to get to Hanbus, but he responds with saying that he is a pig and is naturally smelly, making the smell go all droopy.

The episode "Cleanliness Is Next to Grupliness" reveals that due to him being a pig, he's immune to the stink making him unbeatable from Grup's stink.
Odin

Aliases
 Current Status
 Race
 Sex
 Age
 World of Origin
 Affiliation

Odin, formerly Graenïr, formerly *The Grey Knight*, was the first (and most powerful) Dreamhunter. Dreamhunters fed off the dreams of sentient beings for sustenance and power. After unclear events, Graenïr developed a conscience and apparently disbanded the Dreamhunters, choosing instead to mentor Dreamwalkers, the replacement for Dreamhunters, who would soothe the dreams of sentients and put their minds at ease.

Being the first Dreamhunter and the first Dreamwalker, Odin has an incredible amount of power. He can put hundreds of sentients to sleep with a thought, and has risen people from the dead on multiple occasions.

Before he was the first Dreamhunter, Odin was a god, born of primordialism and half-brother to Mythril.

The Questers first met The Grey Knight as Mythril's brother in Legion, the chaotic mass of Dark Souls in Jaek Dawnseeker's head. Unaware that he was an Elder God, Mythril forced all of the souls in Legion out, destroying all of them, or so it was thought. However, the immense power of Graenïr kept him from destruction.

Odin appears as a massive (around 7 feet tall) man in thick grey armor, usually with a 6 foot tall shield on his back. The armor and shield are both made of the same unknown material. He carries a 3 foot long grey broadsword likely made of the same unknown material as his armor. Under his armor, his skin appears to be both infinitely old and wrinkled and badly burned, and his legs are too atrophied to walk on. Without his armor, he usually defaults to floating, and appears to be a skilled mage, although he has never used magic with the armor on.

Odin is the current leader of the Dark Souls and the Order, located in Valhalla, and commands Reuben and his brothers, who follow Graenïr's orders unwaveringly.

In the fight with Chaat, Graenïr lost his right eye.

Graenïr is currently in a romantic relationship with Synse.
The Official Quest Wiki

Admins - work on these unfinished pages.

These pages have no categories.

These pages want to be created!

Want to quick edit a random unfinished page? Click here!

Leaderboard!

## Welcome to The Official Quest Wiki

Quest is a universe created by Brandon Sams, Austin Sams, Chris Worcester and Jacob Hayes. The Official Quest Wiki details the exploits of a group known as the Questers, heroes chosen by fate. The first of these was Brannala Elusa Flameblade, a space pioneer, and Chris, his best friend.

Did you know that Wednesday was Mythril's least favorite day of the week?

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Star-Signs

## Guided by the stars...

For people on Barram, the stars extremely significant. The constellations depict ancient heroes and monsters, and the alignments of various stars and mysterious signs known to trained astrologers can produce predictions and horoscopes of surprising accuracy. Consulting an astrologer is considered ordinary business practice for merchants and other business owners, and ornate horoscopes rendered in formal Shevrandi and artful calligraphy are common household decorations for the well-to-do. The star-signs of one's birth are believed to influence magical ability, personality and personal fortune, and tattoos or personal tokens depicting one's “guardian sign” - one of the thirteen most prominent constellations in the sky, said to preside over a mortal's birth – are very common.

## ...Marked by the stars

For the Fated, however, more so than anyone else, the star-signs are of tremendous importance. Every Fated is born with the points of a Guiding Ancient on their back, marked in silvery scars that seem to be years old even at birth. The star-signs of the Fated cannot be removed, though they can be concealed. The significance of these marks is not well understood, though some Fated learn to establish a mysterious connection between themselves and the Guiding Ancients which grants them additional abilities. When the Fated uses their ability to warp destiny, the scars are said to burn with a faint, cold and unearthly light.
Howrse PL Wiki

**Witaj na Howrse Wiki!**
Witam wszystkich jeźdźców na encyklopedii wiedzy o howrse. Znajdziesz tu wszystkie informacje o rasach, przedmiotach i innych rzeczach związanych z Howrse.
Piszemy o koniach od lutego 2015r.
Proszę o przeczytanie i przestrzeganie Regulaminu

**Koń Czystej Krwi Arabskiej** - Jest uznawany za jednego z najpiękniejszych ras koni.
Pokrój
Koń bardzo szlachetny i elegancki, o lekkiej budowie ciała. Jego sylwetkę można wpisać w kwadrat. Mała, sucha głowa o profilu szczupaczym (wklęsłym) lub prostym. Nogi są suche i doskonałej jakości, choć zdarzają się lekkie wady postawy, a łopatki nie zawsze są idealne. Zad jest krótki i poziomy, ogon wysoko osadzony i noszony z charakterystyczną odsadą. Kopyta są twarde i wytrzymałe. Wysokość tych koni wynosi 145 – 155 cm. Występują wszystkie maści podstawowe, z wyjątkiem srokatej. Najczęściej konie te są siwe, gniade i kasztanowate, bardzo rzadko kare. Szlachetności koniowi dodaje długa łabędzia szyja i piękna głowa z szeroko rozwartymi nozdrzami.
Czytaj dalej!

Pati10007

Pomóż nam i spróbuj rozbudować tę wiki.
<createbox>
width=24
break=no
buttonlabel=Utwórz nowy artykuł
</createbox>
Możesz także pomóc rozbudować tę wiki poprzez edytowanie zalążków artykułów.

<chat/>
Rekmaa

## The God of Storms

Also called: *The Queen Clad In Rage, The Storm-Lady*

Deific rank: *Greater Deity*

Symbol: *A lightning bolt striking waves*

Home Plane: *The Elemental Plane of Air*

Alignment: *Chaotic Neutral*

Portfolio: *Storms, oceans, sailing, lightning, weather*

Worshipers: *Druids, rangers, sailors, windrunners*

Cleric Alignments: *CN, TN, CG, CE*

Domains: *Air, Destruction, Weather*

Favored Weapon: *Stormbite* (terbutje)

The youngest of Kanaste's children, Rekmaa (Rak-mah) is the tempestuous, unpredictable goddess of the weather. She does as she pleases, and the most reliable thing she can be counted on to do is to spin the wheel of seasons (mostly because her brother Veymaa bothers her if she doesn't). Sometimes she smiles sweetly on mortal endeavors, sometimes she frowns angrily, but there's no malice in her actions – she genuinely believes that life would be painfully boring for mortals without her.

## History and Relationships

Rekmaa gets along poorly with most gods, and indeed with most beings; her unpredictable behavior and quick, violent fits of temper make her hard to tolerate. However, she is often in the company of her brother, Veymaa, who does what he can to temper her behavior. Rekmaa was born during an uncharacteristic fit of anger for gentle Kanaste, and indeed it is believed that most of her destructive tendencies were passed to her wild daughter. Rekmaa especially does not get along with her other two older brothers, Bornaon and Komate. The only time the Sun King and she get along is on the subject of tyranny, and the only subjects that she and Komate agree on are that of sea creatures and birds. She has a friendly rivalry with Haanoc, and an occasional romantic tryst with Pynaa, god of dreams – a relationship that tends to be literally tempestuous. Likewise, she has developed something of an infatuation with her brother's retainer; so far, the Sublime General has politely avoided her flirting.

## Dogma

Suffer no chains to bind you.

Never go down without a fight.

Challenge authority at every opportunity.

## Clergy and Temples

Rekmaa's temples are simple shrines, located at some remove from civilized towns and are mostly open air affairs. Her altars are always crafted of driftwood, sometimes brought vast distances for this purpose. Her clergy usually wear stormy-gray robes and wear their hair (and beards, should they have one) long, with numerous bone and sea-shell decorations. Rekmaa has no paladins, so she instead relies on druids and rangers as the martial arm of her worship. Because she has both good and evil worshipers, infighting is common, and indeed expected. Rekmites pray for spells whenever they feel like it.
Instruments of Fate Wiki

## THESE INSTRUMENTS ARE NOT MINE TO PLAY

***"I have known my name since my birth;***

***I have borne stars upon my back..***

***I know greatness has chosen me;***

***Is it any wonder I have chosen to be great?"***

*The Wiki compiling information relevant to the Pathfinder campaign "The Instruments of Fate" and its setting, Arc Arjet.*

The Continent of Barram

Languages of Barram

The Imperial Calendar and Daily Clock

The Anuric Pantheon

The Fated

Magic of Arc Arjet
Timeline: NQ

## -1000 N.Q.

-1000 - Universe created. Exlon creates time.

-930 - The Angelic War begins on Iteos.

-906 - Primal fighters of both sides (Huntress, Avacyon) locked away behind the Lakedeep Door. Craftsman passes Verafiel's Gate instructions to the Rokiverse.

## -900 N.Q.

-900 - Exlon splits himself into three parts to hide from the Shadow.

## -500 N.Q.

*-483 ANQ - Questers free Avacyon and Huntress, kill Avacyon, set ANQ into motion, teleport to 17 ANQ.*
## 0 N.Q.

0 - The New Quest Expedition is launched. Bran and Chris discover Quest. Chris dies. Questers formed.

1 - The Mirror War begins.

2 - Aus-Bran Concordat ends the Aussiverse-Branniverse War. The Demon War begins.

3 - The Kitsune Planet joins the Branniverse. Bran becomes The Grand Elusa. The Artifact War begins.

4 - Mythril joins the Questers.

6 - Mythril discovers his Elder God heritage.

7 - Simon joins the Questers. DotD 2011. The Imperium clan swears war on the Questers.

8 - Mythril dies, and Carnivore is freed. Mythril's clone 19 becomes sentient.

9 - DotD 2012

## 10 N.Q.

10 - Huntress is freed from the Lakedeep Door. Avacyon is also released from imprisonment.

11 - The Questers fall. Phoenixia is established and becomes the headquarters for the New Questers.

12 - DotD 2013

13 - DotD 2014. Samuel is crowned King of the Aussiverse. Tyralin army invades. Dragons return to Quest. The Grand Councilwoman is assassinated. Victor Krembaugh becomes the Grand Councilman. The Green Kitsune dies. The Four Horsemen are exiled. Azazel is killed. Joseph's body is stolen. Odin's godhood is revealed. Alder is met. The Questers vanish. All supernormal activity stops. Odin joins the Order and moves to Valhalla. Mariasa leads the Valkyries in an uprising.

14 - Sam enters into a treaty with space pirates, gives them experimental technology.

15 - Kudagitsune is dethroned in favor of an atheistic Council.

16 - Questers return to existence. Dusk loses the title of the White Kitsune of Protection. The Council refuses to appoint a new one. The Questers return. Maia is the target of an assassination attempt. World ends.

17 - Questers travel back in time to -483 NQ, then bounce to 17 ANQ. DotD 2016. *17 ANQ - Questers appear in a radically altered universe, informs alternate Questers about events that transpired.*
Sailor Theory: Kinmoku and the Starlights

In the Sailor Stars arc of the manga and anime, we find that the 3 Lights, Sailor Starlights, are looking for their Princess Kakyuu after the mother planet/Star, Kinmokusei or Kinmoku. Here's a theory I made about the Starlights and Kinmoku.

## The Starlights and Kakyuu

To star off, I'll talk about the known residents of Kinmoku: Seiya, Yaten, Taiki, Kakyuu's lover and Kakyuu herself. Despite appearance, kingdoms (or kingdom in this case) are of the whole planet instead of just the country on earth. We know little about the Tankei kingdom, except the princess and possibly prince (Kakyuu's lover). You might have heard the "Starlights getting their power from Kinmoku's moons theory". It is possible, but there's still that possibility of Kinmoku being a star...
Darja

## The God of Magic

Also called: *The Silent One, The Jade Heron*

Deific Rank: *Greater Deity*

Symbol: *A heron in silhouette, often rendered in jade-green*

Home Plane: *The Astral Plane*

Alignment: *True Neutral*

Portfolio: *Magic, knowledge, spell creation, research, libraries, sorcerers, wizards*

Worshipers: *Arcanists, Pathfinders, librarians, sages, scribes*

Cleric Alignments: *Any*

Domains: *Artifice, Knowledge, Magic*

Favored Weapon: *A Gentle Admonishment (hanbo)*

Silent and inscrutable, wreathed in smoke from her ever-present ornate pipe, Darja (Dayr-jay) is said to know everything worth knowing – but prying a secret out of the Jade Heron is a difficult task indeed. Daughter of Kanaste, she is said to be shockingly beautiful when her face is visible, but always wearing a neutral, distant expression. Embodying magic as the ultimate expression of knowledge, she is impartial and detached, preferring subtlety to brute force, yet just as likely to employ the most destructive evocations as the most undetectable illusions. She has a habit of interrogating souls passing through the Astral Plane on their way to the afterlife, in order to add to her stock of knowledge. Conversations with Darja can be either frustratingly vague and philosophical, or shockingly blunt and direct, depending on the subject matter. They are, however, always brief.

## History and Relationships

Darja is introverted and bookish, and not prone to seeking out companionship from other gods or celestial beings. The only time that she laughs or smiles is in the present of her foremost ally, Haanoc. She was born fully grown from a tear brushed from Kanaste's right eye, and though she rarely speaks, she knows secrets unknown even to the Mother of Mothers. She is good friends with Veymaa, however, and on rare occasions, sometimes seeks out other Anur like Komate to ask their opinions on esoteric subjects.

As the goddess of Artifice, she assisted Komate with the weaving of a magical veil for Fieraa. The two goddesses are depicted in myth as having a complex relationship, being shown simultaneously as chaste lovers, teacher and pupil, and deific rivals. What is absolutely certain is that Darja's magic and Fieraa's writing are intrinsically bound to each other.

## Dogma

Wield power wisely and sparingly.

Be subtle, even to the point of formlessness.

Speak when you have good cause.

Respect the wise and the learned; denounce those that pretend to greater knowledge than they possess.

## Clergy and Temples

Clergy of Darja wear long, hooded, gray robes trimmed with jade green at hem, collar and cuffs, with wide sleeves. Her temples resemble libraries more than anything, and boast impressive collections of books and numerous trained scribes on hand to assist with research and transcription. Her clerics and paladins typically pray at either sunrise or sunset for spells.
Bornaon

## The God of the Sun

Also called: *The Sun King, Fireheart*

Deific Rank: *Greater Deity*

Symbol: *A radiant sun burst superimposed on a sword with a crown-shaped pommel*

Home Plane: *Elemental Plane of Fire*

Alignment: *Lawful Good*

Portfolio: *The sun, fire, chivalry, knights, honorable combat, dueling*

Worshipers: *Cavaliers, farmers, fighters, nobility*

Cleric Alignments: *LG, NG*

Domains: *Glory, Nobility, Sun*

Favored Weapon: *Radiant Beam (bastard sword)*

Noble, imperious, stubborn but kind, Bornaon (Bohr-nay-ohn) is the guardian of Kanaste's heart. The Sun King's temper is fiery, but he is as quick to forgive as he is to anger. However, he cannot abide cruelty committed for cruelty's sake, and he refuses to tolerate the undead; it is said his anger at those who pervert his mother's gift of life is what causes the weakness to sunlight exhibited by many undead. The right of rulership is a boon, and the price of that boon is responsibility to the ruled. For many, the champion of Bornaon is the quintessential image of a paladin, and with good reason.

## History and Relationships

Bornaon is fond of a good fight, and would likely challenge the infernal powers head-on if the other gods didn't talk him out of it. The image of Bormaon, resplendent in his glorious plate armor, arguing with the dusty, carefree Haanoc is a classical one in the minds of adherents of both deities.

He sometimes finds Haanoc's behavior annoying, but is quick to side with the Herald on the question of tyranny. His impetuous desire to do battle is most often tempered by the advice of his younger brother, Veymaa. As the god of the sun, he often clashes with another of his siblings, the storm-goddess Rekmaa. There is a famous fable of a contest between the two, with the aim of forcing a traveler to shed his cloak. Counseled to patience by Veymaa, Bornaon won out by simply shining his light upon the traveler.

## Dogma

Be as constant as the rising sun.

Be an example to others.

Be orderly and clean in your habits, and bright and warm in your dealings.

Suffer no undead to persist.

## Clergy and Temples

Bornaon's clergy wear spotless red robes, with a golden sun image on the arm indicating rank by position; an empty sky is a novice, followed by a rising sun, the morning sun, and lastly sun at its zenith for the highest ranks. His clerics and paladins keep their armor in spotless condition whenever possible, and can often be found after a battle dusting and polishing. His clerics and paladins pray for suns at sunrise.
Vazur

"Vazur" (Shevrandi for "persecutor" or "enemy") is the collective term for malevolent gods. They do not comprise an actual, distinct pantheon as such; although from time to time, one of the more Lawful of their number attempts to unite them. The Vazur are the sworn enemies of the Anur.

On Barram, outright holy war between Anur and Vazur churches was largely prevented for the last several centuries by the Amaranthine Empress, but covert conflict between various churches has been a reality of life on the continent for ages. The last time a true, overt war was fought between any major religious factions on Barram was two hundred and six years ago. The faiths of Veymaa, Komate and Bornaeon unified in the Bright Water Crusade, virtually wiping out the growing faith of the Drowned God, Umbaru. Worship of this dark river-god was driven underground (sometimes quite literally) ever since.

### The Vazur

Dezraa: God of Tyranny

Faceless Khed: God of Lust

Isherak: God of Madness

Jedoraa: God of Falsehood

Meveraa: God of Entropy

Nūr: God of Gluttony

Umbaru: God of Drowning
Jess Harnell

**Jess Harnell** (born December 23, 1963) is an American actor, singer, announcer and comedian who voices the Bag Puppets generated from the Paper Bag Magisword in the Mighty Magiswords episode, Dungeons and Dayjobs. He also sang some vocals for the Füd Fit Theme Song in the episode, Champion of Breakfasts.

Jess is best known for his voice roles as Wakko Warner on the Warner Brothers animated series *Animaniacs* (which Kyle worked on at the Startoons studio for two days), Ironhide in the *Transformers* film franchise and Crash Bandicoot in the *Crash Bandicoot* video game franchise. He is also the current announcer for the ABC reality television program *America's Funniest Home Videos* since 1998.
Haanoc

## The God of Song

Also called: *He Who Walks Ahead, The Herald*

Deific Rank: *Greater Deity*

Symbol: *A stylized quill pen over a lantern*

Home Plane: *Herald's Home*

Alignment: *Chaotic Good*

Portfolio: *Bards, wanderers, adventurers, storytelling, travel*

Worshipers: *Adventurers, bards, Pathfinders, writers, explorers*

Cleric Alignments: *LG, NG, CG*

Domains: *Liberation, Song, Travel*

Favored Weapon: *Fearless (lantern staff)*

Haanoc (Hah-nohk) is a bold and quick-witted god, forever seeking new vistas and distant horizons. From time to time he even leaves the world under his protection to wander the planes, but thanks to his peerless speed, he can return in a blink of the eye. He is a great ally of Darja, goddess of magic, and despises slavery and tyranny of all kinds. The head of his staff features an ever-burning golden lantern, lighting the way. The Herald dresses in green and brown garments that seem pieced together from items from all over Arc Arjet, with a hat featuring a vast brim and a light pack at his side. He always seems covered in road dust.

## History and Relationships

Haanoc is not one of Kanaste's sons; in fact, no one is really sure where he came from. He is on relatively friendly terms with all good deities, but is especially close to Darja and Fieraa. As the god of song and storytelling, his relationship with the goddess of law and written language can be a complex one, though their faiths are not only allies, but considered dogmatically linked. He is fascinated by Pynaa, god of dreams. Haanoc is a reckless adventurer and many stories are told of his fondness for contests, song, beautiful companions, wine and gambling.

He seems to derive some pleasure from annoying Bornaon and Rekmaa, though he is wise enough not to push either deity too far.

Of all the Anur, Haanoc has the most godling children, often specifically fathered for some great purpose or another. He takes a special interest in the actions of the Fated, and delights in their constant wandering and world-changing actions.

## Dogma

Respect the power of the written word and the spoken tale.

Always seek to improve yourself, and always seek new surrounds and new stories.

Savor the journey, for it is more important than your destination.

## Clergy and Temples

Temples dedicated to Haanoc are most often simple roadside shrines, though it is not uncommon to find a chapel of The Herald in a Pathfinder lodge. His clergy tend to make pilgrimages from town to town. His largest temples are part library, part hospital, and it is customary to allow bards and Pathfinders to stay overnight there and peruse the library whenever they ask. His clerics and paladins pray for new spells whenever it is convenient, but most often when breaking camp on the road.
Veymaa

## The God of Healing

Also called: *The Brother in Gray Raiment, The Gentle King*

Deific Rank: *Greater Deity*

Symbol: *A silver crown*

Home Plane: *Arguros, the Silver Haven*

Alignment: *Neutral Good*

Portfolio: *Healing, herbalism, medicine, purity, water*

Worshipers: *Healers, sailors, apothecaries, sages*

Cleric Alignments: *LG, NG, CG*

Domains: *Good, Healing, Water*

Favored Weapon: *Patience (hooked lance)*

Veymaa (Vee-mah) is the second of Kanaste's sons. Quiet and soft-spoken, the Gentle King often restrains the temper of the storm goddess, his sister Rekmaa. Knowing all healing arts, he is said to understand plants nearly as well as Komate, and he is always quick to teach what he knows to his followers. He dislikes violence, and prefers to use *Patience* to trip enemies when he is confronted in avatar form, knocking them over until they stop attacking.

## History and Relationships

Veymaa is the second-youngest of Kanaste's children, and the most gentle. He cautions patience and goodwill to his fellow gods, and looks for the least harmful solution to any problem. He gets on very well with others, even more aggressive gods like Rekmaa and his older brother Bornaon or the Sun-King's retainer, Horuman. He is one of the few to have any length of conversation with the silent and bookish Darja, who occasionally seeks out his knowledge on the arts of healing and curatives.

## Dogma

Cause no needless pain; do no unnecessary harm.

Heal those who are in need of help, and you will be healed in turn.

Take no more than you need, and you shall have all you desire.

Concern yourself as much with wounds of the spirit as wounds of the flesh.

Keep your tools, your person and your abode clean, and you will know better health all your days.

## Clergy and Temples

Clergy of Veymaa wear simple light gray robes which are kept neat. They often shave their heads or wear their hair quite short, and are known for their personal cleanliness. All temples of Veymaa are fairly large, spacious and well-lit affairs, usually with an open-air courtyard; most cities that host one give generously, since Veymites provide free healing whenever possible. Clerics and paladins of Veymaa pray for new spells at noon whenever possible.
The Fated

*Can we keep our bearing straight,*

*Or will we be blown off course?*

*Are we instruments of fate?*

*Do we really have a choice?*

“Boat Song,” Woodkid

## Born Different

The Fated are different from all other mortal beings. They are marked from birth with star-signs – constellation-shaped birthmarks – on their backs. No Fated has lived a mundane life, and every Fated has become part of an enduring legend. What they are fated to do, and by whom, is a mystery. Every communion with any god (save one) has received the same answer, even word for word.

***“These Instruments are not mine to play.”***

The only exception is the time god, Aanelustre, who simply ignores the question or responds with bewildering koans.

## Actors Upon A Grand Stage

Legends of the Fated go back millennia; the earliest records of the Sevenfold Empire of Shevrandt that have been located by sages are believed to mention the Fated: “Our Kings bear the stars upon their backs; the Crown has chosen them.”

Fated can come of any race or background, from elven royalty to halfling vagabonds. What they all have in common is a peculiar physical marking: all Fated bear a birthmark on their back in the shape one of the thirteen Guiding Ancients, the most important star-signs. The connection between the Guiding Ancients and the Fated is, like many things about them, not well understood.

Fated are exceptionally gifted representatives of their race, even by the standards of champions and heroes. They show this talent early on, before they even enter training in the adventurous paths that they invariably choose (or which choose them). Furthermore, through some unknown means, the Fated can reach deep within themselves and actively attempt to alter their destiny. No other beings – not even the gods – are believed to be capable of this, and just how it is that the Fated accomplish this is unknown.

## The Banner of Fate

All sapient, living things have a sort of “banner” in the Astral Plane, representing their destiny. The gods, and those who study esoteric methods for doing so, can perceive these banners. When multiple banners come together, they mingle into a larger one. When the banners separate, they leave little fragments in each other, as every meeting has an effect on the destiny of others. Most of these are insignificant, and the banners of most individuals are faint and difficult to see. However, the destiny of a Fated is larger and more obvious, more like a signal fire than a banner, and when they come together, they weave into a flame that can be perceived even by untrained but sensitive individuals. Even the gods take notice of these lights, and when they come into contact with others, the effect they have is usually significant.
Anur

The chief deities worshiped on Barram are the **Anuric Pantheon**.
The Anuric deities are so-called as they refer to themselves as *Anur,* a Shevrandi term meaning “guardian.” They are also known as "Those Who Decree" and "the Gods That Walk."

The Anur consider themselves guardians of the mortal races against evil gods and infernal beings, and often walk amongst mortals in their avatar forms. They are not the only pantheon, but they are the strongest.

### The Anur

Kanaste: God of Creation

Haanoc: God of Song

Bornaon: God of the Sun

Horuman: God of War; Zanpakyan deity and servant of Bornaon
Darja: God of Magic

Arciramdos: God of Dragons; ascended dragon and servant of Darja
Veymaa: God of Healing

Rekmaa: God of Storms

Kyrmak: God of Depths; creation of Komate and servant of Rekmaa
Fieraa: God of Law

Azdrosil: God of Lycanthropes; creation of Komate and servant of Fieraa
Medriza: God of Vengeance; ascended Fated mortal
Aanelustre: God of Time

Komate: God of Beasts

Rokh-Rani: God of Steel; son of Komate and an elemental dragon of fire
Ghette: God of Death

Pynaa: God of Dreams

Riu'la: God of Wine; elven deity and servant of Pynaa
Kanaste

## The God of Creation

Also called: *Mother of Mothers, The Shaper*

Deific Rank: *Greater Deity*

Symbol: *Interlocked hands above a heart*

Home Plane: *Idyl, Plane of Safe Abode*

Alignment: *Neutral Good*

Portfolio: *Mothers, birth, creation, families, community, art*

Worshipers: *Mothers, healers, midwives, doulas, artists*

Cleric Alignments: *LG, NG, CG*

Domains: *Community, Good, Protection*

Favored Weapon: *The Guiding Hand (light mace)*

Kanaste (Kay-nay-st-ah) is the patron goddess of motherhood and families, including extended families and communities. She is also the patroness of the arts, as they are acts of creation that serve no violent purpose. Kanaste was grieved by the sorrowful cries of the mortal races when the world was new and cold, so she plucked out her own heart to serve as the sun, bringing warmth and life to the world. She would later entrust the protection of her heart to her son, Bornaon.

She is the first of the Anur to exist, and assisted in the creation of other deities. She was created by Inur, the Maker of Things, to serve as the first guardian and creator of Arc Arjet.

## History and Relationships

Kanaste is amongst the oldest known gods, and evidence of her worship dates back thousands of years. She is kind but somewhat removed, rarely speaking when the gods gather and preferring to tend to her domains instead.

Kanaste's power over creation and indeed life itself means that she has had a hand in the birth of not only mortal races, but other gods. She does not see herself as the ruler of her pantheon, but the other Anur look to her as a maternal figure and supreme adviser. Naturally, they do not always agree with her gentle, unobtrusive ways, but she never seems to lose patience with them.

Kanaste is the mother of Bornaon, Veymaa, Darja and Rekmaa.

## Dogma

For everything which you destroy, create another thing.

Shepherd mothers, instruct the young, and tend the sick.

Remember that a community of any size is simply a very large family.

## Clergy and Temples

Kanaste's temples are often large, but are simply appointed. Her clergy wear white robes trimmed with scarlet, with her holy symbol prominently displayed on the chest. Her clerics and paladins pray for their spells at dawn, to reflect new beginnings and to celebrate the gift she gave the world in the form of the sun.
Shevrandt

The Sevenfold Empire of Shevrandt was the first major known civilization to appear on the continent of Barram.

## The Sun People

The first nation to leave record of its existence was the Sevenfold Empire of Shevrandt, also called "the Sun People."

Shevrandt was based largely in the Valley of the Sun, or *Mun Ardat* in the Shevrandi language. The Valley is located in northern Barram, at the foot of the Brightcloud Mountains. Shevrandt was a kingdom of literal giants, and though dwarfed by later civilizations (especially the Prasatan Empire) their influence on Arc Arjet cannot be discounted. The name "Sevenfold Empire" refers to the religious beliefs of the Shevrandi giants, who believed their empire extended not merely into the Material Plane, but into six other successive "holy" planes. The true meaning of these other planes has not been fully uncovered by historians.

The sorcerer-kings of Shevrandt were the first to create the formulae for permanent enchantments which could be incorporated into objects, and authored many spells known to arcanists to this day. Their language, Shevrandi, is used by scholars and arcanists in formal documents, and many ancient towns, legendary relics and members of the noble classes still bear names in this most ancient tongue. According to surviving stone tablets from that time, the Shevrandi masters of agriculture created three of the six species of orchid that make up the average meal on Barram, and their careful crossbreeding lead to the seed-bearing *goldheart* which also contributes greatly to the diet of many races.

While the Shevrandi giants invented the art of binding enchantments to permanent objects, it was to be their downfall. The giants kept and employed many other races as slaves according to their various skills, and in their arrogance owing to their tremendous size, strength and magical arts, they permitted their slaves to learn much of their secrets so they could avoid any labor themselves. Doing all the practical work, the slaves soon surpassed their masters in skill, and in secret they manufactured magic equipment and practiced magic. Indeed, the belts of giant strength were first manufactured to help close the gap in strength between giants and their smaller slaves. The giants were eventually overwhelmed and torn to pieces in a massive revolt. Those who survived scattered to the four corners of the world, and never again grasped greatness on the scale of their former glory. Their ruins are mostly dust now, save for those partly preserved by the lingering echoes of tremendous magic.

## The Language of the Sun

Shevrandi is a largely-extinct tongue, chiefly used by scholars, historians and as an ecclesiastical language by the clergy of the Anuric pantheon. Very few are fluent in spoken Shevrandi, but it remains in formal place names and the names of the gods.

Shevrandi has a twenty-two character phonetic alphabet, with each letter having a "high" and "low" value, and numerals one through nine. Shevrandi also has a placeholder number, analogous to the use of zero.
The Gods

## The Anuric Pantheon

Though there are many gods in the world called Arc Arjet, the most-commonly worshiped gods (especially on the continent of Barram) are the deities of the Anuric Pantheon.

These deities refer to themselves as *Anur*, a Shevrandi term meaning “guardian.” The Anuric pantheon consider themselves guardians of the mortal races against evil gods and infernal beings, and often walk amongst mortals in their avatar forms.

It is believed by some scholars that the Anur actually inspired the language spoken in the Sevenfold Empire of Shevrandt; all of the Anur prefer their Shevrandi names, and the language is used for ecclesiastical purposes for prayers and sacred writings. However, it is also possible that, as the oldest civilization on Barram, the giants of Shevrandt were simply the first to give names to the Pantheon, and their ancient language was spoken by the earliest priests of the Pantheon.

The eleven Anur are:

**Kanaste**, goddess of birth and community

**Haanoc**, god of travel and song

**Bornaon**, god of the sun and nobility

**Darja**, goddess of magic and knowledge

**Veymaa**, god of water and healing

**Rekmaa**, goddess of air and destruction

**Fiera**, goddess of the greater moon and law

**Aanelustre**, god of the lesser moon and time

**Komate**, god of earth and beasts

**Ghette**, god of void and death

**Pynaa**, god of dream and memory
Cartoon Network

**Cartoon Network** is the television channel that airs *Mighty Magiswords*, and many other shows. It is headquartered in the CNN Center in Atlanta, Georgia with studios in Burbank, California. It is owned by Turner Broadcasting System, a subsidiary of AT&T's WarnerMedia.

Mighty Magiswords is billed as the company's first ever original web series. It was produced in-house Flash animation at the Cartoon Network Studios, which is rare for a Cartoon Network production.
Gabe del Valle

**Gabriel "Gabe" Alejandro del Valle** was a crew member of *Mighty Magiswords*, serving as a storyboard artist and writer of the series.

## Episodes Written and Storyboarded

Season 1:

* The Tome of Morrow (with Jessie Greenberg)
* Bad Man Oldman (with Mike Pelensky)
* Action Comedy (with Mike Pelensky)
* They See Me Trollblin (with Mike Pelensky)
* Pachydermus Interruptus (with Mike Pelensky)
* Transylbabies (with Mike Pelensky)
* Get That BORFL! (with Mike Pelensky)
* Taming of the Swords (with Mike Pelensky)

Season 2:

* Collection Infection (with Mike Pelensky)
* Suitable Armor (with Mike Pelensky)
* Ain't That A Kick In The Side? (with Mike Pelensky)
* Team of Broccoli (with Mike Pelensky)
* Dunkadelic (with Mike Pelensky)
* Warts and All (with Mike Pelensky)
* Manlier Fish the Fishlier Man (with Mike Pelensky)
* Forever a Fishstick (with Mike Pelensky)
* Train on a Snake (with Mike Pelensky)
* Hangry Hangry Hoppus (with Mike Pelensky)
Frostferatu

**Frostferatu** is the Lord of the Snowmanpires who debuts in the *Mighty Magiswords* episode, Share and Share Dislike. He is voiced by Dave (Gruber) Allen.

## Appearance

Frostferatu has pale blue skin, white hair, claw-like nails, pointed ears, and fangs, as well as a widow's peak and a beard. His attire consists of a floor-length cloak, along with a cape and a tacky pink sweater.

## Personality

Frostferatu has a boastful personality, and hates being ignored. He also claims himself to be menacing and evil.

## TV Series

In his first appearance, Frostferatu steals the never-melting ice cube from Omnibus. When the Warriors enter his castle, he demands that they fear him. However, due to their bickering over the Shooting Star Magisword, he steals it from them so they will pay attention to him. However, this action greatly angered the Warriors, causing them to use almost every Magisword they had against him. Finally, they used a Super Teamwork Combo on him, and he reluctantly gave them back the Magisword and the ice cube.

In his second appearance, "Hideous Hound", he captures the Warriors when they purposely tresspass into his lair to find Pugcake. Vambre weepingly makes a winding aplogic speech, which Frosteratu believed she was directing to him, causing him to have a slight change of heart. When Vambre revealed she was talking to Pugcake, feeling embaressed, he asked to know where he was so he could destroy him. When he turns around, horrified by Pugcake's appearance, he backs away and falls down from the icy plane they were both in.

On the episode "Transylbabies", in continuation with Hideous Hound, Frosferatu lands on snow and vows revenge. Prohyas hands him their business card and he crumbles it up and throws it in response. Borp, whom was coincidentally standing next to them, threatens to call the authorities on him for littering. Later on the episode shows that he was on Transylberia's Most Wanted List and was arrested due to aggrivated littering. Although all the prosecuted criminals excluding the Warriors were let go, Frostferatu was stopped because Borp revealed to Officer Eightdor that he was the litterbug. Borp mocks him and in response, Frostferatu hisses and rants on how much he dislikes him.

He also appears again in the episode "Collection Infection" where he hires the Warriors to deliver a present to his mother whom lives in a dangerous neighborhood at the Deepest Darkest Woods.

In his final appearance, "King of the Zombeez", his castle is overrun by Queen Bumblia and her hypnotized army and he hires the Warriors to get her out of his castle.

## Powers

* **Ice Generation:** Frostferatu can form weapons and other objects made of ice.
* **Vampire Transformation:** Frostferatu can turn anyone into his minions by biting them on their necks.
* **Shape-shifting:** Frostferatu can turn into a bat.

## Trivia

* He's on Transylberia's Most Wanted List due to aggrivated littering.
* Supposedly, his reason for living as a hermit is due to his hatred for the authorities.
Komate

## The God of Beasts

Also Called: *The Earth Lord, Father of Beasts*

Deific Rank: *Greater Deity*

Symbol: *A spreading oak tree*

Home Plane: *The Beastlands*

Alignment: *True Neutra*l

Portfolio: *Animals, plants, nature, earth*

Worshipers: *Animal-trainers, barbarians, druids, farmers, hunters, rangers, miners*

Cleric Alignments: *TN, NG, LG, NE*

Domains: *Animal, Earth, Plan*t

Favored Weapon: *Komate's Fang (pickaxe)*

Second-eldest son of Kanaste and the third-eldest of her children, Komate (Koh-mayt-ah) is almost completely feral, behaving much as his creations. He lives in quiet seclusion from other gods, roaming the Beastlands in the company of various animal lords. There is no malice or deceit in him, and he finds these qualities repugnant in others. However, he is not overly benevolent either; his ethics are those of a wild animal. Behind his feral behavior, however, is a keen and curious intellect, prone to exploration. It was Komate who taught mortals the arts of taming fire, crafting shelters and traps, and tracking animals. As the Earth Lord, Komate is also often found underground, crafting caves with his pickaxe and conversing with earth elementals.

## History and Relationships

Komate shies away from most other gods, though he does take any offered opportunity to bicker with his younger sister,Rekmaa, as they are of opposing elements and his trees defy her lightning strikes with their height. (She has also never forgiven him for ruining her fun by teaching mortals how to make shelters.) He does like the company of quiet Darja, however, and he finds Haanoc amusing. He assisted in the creation of Pynaa, and has crafted two deific beings with Kanaste's assistance: Azdrosil, lord of lycanthropes, and Kyrmak, god of the ocean abyss. Rokh-Rani, the god of steel, is his son, conceived with an ancient, god-like dragon.

He is, however, most fond of Fieraa, the lunar goddess. With Darja's help, he created the veil which transforms the Drawer of Tides' mysterious tears into magical gemstones, and he granted dominion over lycanthropes (considered by some to be the greatest of his creations besides the behemoths) to her, tying them to the Greater Moon.

## Dogma

Take what you need and nothing more; use all that you take and waste nothing.

Respect the wild things in their environments and learn from them.

Spurn the excesses of civilization.

Treat the children of Komate with care.

Never dig deeper than you need.

## Clergy and Temples

Komate's temples are always hidden in forest glades or dry caves, though his shrines are a common sight at the edges of farming communities. His clergy wear simple tunics or robes of earth brown trimmed in forest greens and often go barefoot, the better to feel the earth underfoot. They pray for spells most often at dusk, but will do so at dawn if necessary.