recursal/Fanatic-Fandom huggingface dataset:
Mummy

**Mummies** are undead beings who, due to living in a dry, hot climate, usually a desert, have been embalmed and wrapped in bandages. They are similar to zombies, however, unlike zombies, when they appear, they don't have a brain craving, nor do they look completely indistinguishable from their living counterparts.

## Appearance

Mummies tend to somewhat differ in body shape depending on what they were in their past life, however, they do have a few things in common. They tend to be wrapped in linen bandages, tend to have some dried/rotting body parts visable through their bandages, and tend to be wearing elaborate jewelry and makeup.

## Behavior

Mummies tend to be similar to zombies and skeletons, being that they can assimilate in society without much of a problem, however, they tend to cause unease wherever they go. However, they are also very protective of their loved ones and their homes, going to any lengths to protect them.

## Powers and Abilities

Some mummy powers tend to differ depending on what the individuals were in their past lives, however, they do have a few powers in common.

* **Enhanced durability:** Mummies, being undead, are able to sustain numerous blows of internal or external assaults.
* **Enhanced endurance:** Mummies, being undead, are able to survive with low energy for an extended amount of time.
* **Enhanced strength:** Mummies are able to exert a great strength from their muscles.
* **Oxygen independence:** Mummies, being undead, are able to survive without oxygen.
* **Contaminant immunity:** Mummies, being undead, are able to neutralize all detrimental contaminants in their bodies.
* **Pain suppression:** Mummies, being undead, are immune to the effects of pain.
* **Fear inducement:** Mummies are able to strike extreme fear into the hearts of their enemies.
* **Disease manipulation:** Mummies are able to generate and manipulate all diseases, viruses, bacteria, and infectious agents.
* **Sand manipulation:** Mummies are able to generate and control sand.
* **Insect manipulation:** Mummies are able to make insects do their bidding.
* **Wrapping manipulation:** Mummies are able to manipulate the bandages around their bodies for various effects.
Elixir for Enhanced Escape

The **Elixir of Enhanced Escape** is a potion one drinks whenever they need a quick escape.

## Description

This potion, when brewed correctly, is a light blue color, and the steam curls in spiral shapes. It's said to taste like chocolate-covered espresso beans.

## Effect

This potion, when imbibed, turns the drinker into a puff of wind for about 10 seconds, allowing them to escape any trouble their in. However, there is a side effect. After the potion wears off, you will feel as if you just rode ten roller coasters, back to back, with a really really bad hangover.

## Ingredients and tools

* Eight (8) ounces of coffee.
* Three (3) ounces of zapfruit juice.
* One (1) gram of cheetah fur.
* One (1) hummingbird feather.
* One (1) roadrunner feather.
* One (1) gram of zhouwu fur.
* Three (3) harpy feathers.
* Five (5) drops of centaur blood.
* One (1) standard pewter cauldron.

## Recipe

1. In a standard pewter cauldron, pour in the coffee and the juice and bring to a boil.
2. Add the cheetah fur and the hummingbird and roadrunner feathers, then stir three (3) times counterclockwise, until the potion becomes purple.
3. Add the zhouwu fur and the harpy feathers, simmer for five (5) minutes, until the potion turns green, then, as you add the blood, incant the spell "*Iniuriam bibit potionem pulsantes quicumque fugerint.*"
Homunculus

**Homunculi** are artificial beings created by the magical science known as alchemy. The process to create one can be found here.

## Appearance

Homunculi appearances differ depending on the DNA that one introduces into the mixture, however, one constant is that, like their name suggests, they all are rather little, only about the size of a large dwarf.

## Behavior

Homunculus behavior usually depends on the DNA introduced, however, one thing that all homunculi have in common is that they can be immensely loyal to their creator, almost to a fault.

## Powers

Homunculi powers mostly depend on the DNA introduced to the magical mixture, however, there are some powers in common.

* **Enhanced durability:** Homunculi are able to sustain numerous blows of internal and external assaults.
* **Enhanced endurance:** Homunculi are able to survive with little or no energy for an extended amount of time.
* **Regenerative healing factor:** Homunculi are able to heal rapidly from any and all physical injuries.
* **Contaminant immunity:** Homunculi, being artificial, are able to neutralize all existing detrimental contaminants in their bodies.
* **Pain suppression:** Homunculi, being artificial, are immune to the effects of pain.
* **Pressure resistance:** Homunculi, being artificial, are able to resist high amounts of pressure, gravity, getting flattened, crushed, etc.
* **Thermal resistance:** Homunculi, being artificial, are able to resist the effects of extreme heat and cold.
Atmosfera

Imagine um Império estilizado formado por fadas com nove cenários diferentes, cada um com sua própria atmosfera, mas com “um cheiro” desse terreno comum que o Império oferece. Nove reinos de sonhos, com um toque de antiguidade surreal, e guiados por um apenas Imperador, que raramente é visto, sendo lembrado somente pelas legiões de soldados marchando no horizonte. Nove regiões diferentes conquistadas, mas organizadas, desenvolvidas e protegidas por um Império. Ninguém sabe se elas vão trabalhar junto com o Império ou irão se revoltar contra ele.

Cada reino do Império tem seu próprio sabor e atmosfera única. O que os une é uma certa atmosfera de surrealidade que é fornecida pela presença do Império. É tanto uma alucinação coletiva de todos os Kithain quanto uma morada segura para a qual retornam quando estão cansados. Mestre e amante, um sedutor e um amigo, o Império conquista e alimenta, destrói para reconstruir, pode proteger ou matar você. O Império, porém, deseja o crescimento. Deseja honestamente o melhor para você de todo o seu coração, mas deseja ainda mais ser maior, maior e mais poderoso, um prisioneiro de seu próprio destino, pois sabe que o dia da realização desse objetivo será o dia do início de sua queda e a total destruição.

Pode-se dizer que o Império, como entidade, compartilha o afastamento dos sidhe, não existindo o tempo todo. Às vezes, é uma bandeira, às vezes é uma figura fantasma de uma mulher do antigo Império que está no corredor, e simplesmente não está mais lá quando você olha novamente. Assim como muitos reinos do Sonhar, o Império quase tem vida, um pouco de consciência própria e sabe estar presente em quase todos os lugares, mas nunca tão ostensivamente a ponto de incitar a raiva de seus súditos. Ele representa, ao mesmo tempo, uma gota de eternidade no tempo, algo que sabemos que sempre estará lá e podemos confiar, e uma ameaça de que algo pode engolir nossa vida a qualquer momento. Todos saúdem o Império!
Florovulpe

**Florovulpes** are a species of magical beasts related to foxes.

## Appearance

Florovulpes are beasts that look very similar to their fox cousins, however, they tend to have light green fur where the orange-red fur on a mundane fox would be, and, growing from their backs is an entire selection of various flowers. The flower stems almost completely blend in with the fur, and the fur around these flowers feels coarse to the touch, almost like grass.

## Behavior

Florovulpes are very clever, like their fox cousins, and are incredibly sneaky, able to use their flowery backs to blend in to flowerbeds. They can also use their flowery backs to attract prey to them. Just like with mundane foxes, florovulpes tend to have one night stands during mating season. Females tend to have around 10-12 kits in a litter, and the kits tend to be born without flowers, the flowers growing when they are around three weeks old, and fully blooming at around one month. The females take care of their kits up until they can take care of themselves.

## Powers

* **Enhanced bite:** Florovulpes, due to their canine jaws and fangs, possess powerful bites.
* **Enhanced durability:** Florovulpes are able to sustain numerous blows of internal or external assaults.
* **Enhanced endurance:** Florovulpes are able to survive with little to no energy for an extended amount of time.
* **Enhanced hearing:** Florovulpes are able to hear with amazing clarity, detail, distance, and even sounds that are high for most to hear.
* **Enhanced smell:** Florovulpes are able to detect specific beasts, beings, objects, places, substances, etc., locate their origins, and even track, using nothing but their senses of smell.
* **Enhanced speed:** Florovulpes are able to move at extraordinary physical speed.
* **Enhanced stamina:** Florovulpes are able to remain active for longer periods of time then most.
* **Enhanced strength:** Florovulpes are able to exert a great amount of strength from their muscles.
* **Night vision:** Florovulpes are able to see clearly and with great detail in either low light conditions or even in complete darkness.
* **Photosynthesis:** Florovulpes are able to sustain themselves from the suns energy, water, minerals from the soil, and a carnivorous diet.
* **Contaminant immunity:** Florovulpes are able to neutralize all existing detrimental contaminants in their bodies.
* **Supernaturally dense tissue:** Florovulpes possess body tissues that are denser than is normal for members of the fox family.
* **Flower manipulation:** Florovulpes are able to manipulate flowers, both on their backs, and in their environment, for various effects.
* **Fragrace generation:** Florovulpes are able to generate fragrances from their flowers for various effects.
* **Pollen generation:** Florovulpes are able to generate pollen and are able to use it for various effects.
* **Florovulpe/fox communication:** Florovulpes are able to communicate with both florovulpes and their mundane fox cousins.
Colher de Açúcar

**Colher de Açúcar** é um tesouro dos boggans que pode variar de 1 a 3 pontos.

## Visão Geral

Muitos boggans são obrigados a criar algo como parte de sua cerimônia de Nomeação, e uma colher é e o item mais comum. É um símbolo de sua ligação com o lar e o trabalho árduo. A colher pode ser feita de madeira ou metal, desde que o boggan a faça com as próprias mãos. Elas podem ser pequenas colheres de chá, grandes colheres de cozinha, ou intrincadas colheres de amor galesas. O mentor do boggan direciona seu pupilo e o ajuda a realizar o encantamento tradicional nesta primeira criação do novo changeling. O mesmo encantamento é utilizado pela maioria dos boggans, mas a sua eficácia varia de acordo com a habilidade dos artesãos.

Como um tesouro de um ponto, a colher torna tudo o que for colocado nela doce e delicioso quando colocado na boca. Isto é útil para encobrir o sabor do óleo de fígado de bacalhau ou mesmo de um veneno. Com dois pontos, a colher pode ser capaz de dar um sabor agradável a uma mistura inteira que tenha sido mexida com ela. Com três pontos, a colher pode não só tornar os alimentos mais saborosos como pode torna-los mais saudáveis, até ao ponto de remover alguns venenos.
Sylvia Snyder

From the Characters page:

*"The ghost of a World War 2 mathematician, Sylvia died in 1948 and has haunted her mother’s house ever since. She was very lonely until Oscar moved in. Sylvia loves card games and learning about what has happened in the world since she died. Her emotions sometimes get the better of her and she is prone to sudden mood swings."*

 Age
 Status
 Weight

   Sylvia Snyder is a ghost who in life was a mathematician and Computer Girl in the 1940s.  She passed away in 1948.  She currently resides in Podunk.

Template:Spoilers

Born on June 7, 1920, Sylvia became a mathematician in her 20s and worked as a Computer Girl during WWII.  An unknown period of time after the war, Sylvia returned to Oklahoma to care for her mother.  She died while caring for her of unknown causes, though, on March 8, 1948 at the age of 27.  She came back as a ghost and stayed with her mother until her death.  It is unknown why Sylvia remained after her mother's passing or if she revealed herself while a ghost to her mother.  She has haunted the house ever since.

After her mother's death, a family moved into the house.  She came to like them a great deal. Despite this, she never revealed herself to them, having been too afraid to, but she helped them in little ways whenever she could.  After the family moved away there was only a string of renters, all of whom she scared off, having not liked them.  This continued until Oscar spotted her shortly after renting the house and moving in, which prompted her to introduce herself.

The two quickly became friends, and with his help she has taken up hobbies, such as photography, and begun catching up on culture she has missed since she died.

Sylvia Snyder/Spoiler

## Relationships

Barbara Yaga does seem to be at least partially aware of Sylvia's existence, as evidenced by her choice of words on pages 9-11.

## Powers and Abilities

As a ghost she is able to float and pass through solid objects.  She can't smell things, and while she can manipulate unliving objects with some effort, doing so is draining, and her ability to do so at any given time is tied to her emotional state.  She can't touch anything living, though, instead phasing right through and leaving the person she passed through feeling cold.  Her breath can also leave glass covered in a thin frost.  She is also able to discorporate and become invisible.

## Trivia

-Sylvia enjoys reading, but couldn't do it after dying because it was often too tiring to turn pages. Oscar puts on audiobooks for her sometimes when he leaves.

## References

1. ↑ 1.0 1.1 https://www.wildelifecomic.com/comic/707
2. ↑ http://www.wildelifecomic.com/comic/34
3. ↑ 3.0 3.1 http://www.wildelifecomic.com/comic/28
4. ↑ https://www.wildelifecomic.com/comic/33
5. ↑ http://www.wildelifecomic.com/comic/33
6. ↑ 6.0 6.1 http://www.wildelifecomic.com/comic/29
7. ↑ http://www.wildelifecomic.com/comic/30
Bug Person

**Bug people** are beings that are divided into different tribes, based on their insect.

## Appearance

Bug people are basically human/insect hybrids. Appearances differ between tribes.

## Behavior

Behavior differs depending on the tribe, however, they are all usually cautious of outsiders until one gets to know them. They also have a powerful rapport with their insect counterparts.

## Powers

Bug people powers differ depending on their tribe, both physical and mystical, however, they do have a few powers in common.

* **Flight:** Most bug people tribes are able to fly, one notable exception being the Myrmidones (ant people).
* **Enhanced agility:** Bug people are able to go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, do backflips, and other gymnastic, martial, and athletic feats with little effort.
* **Enhanced balance:** Bug people have a well-developed sense of balance, the positioning of limbs and the center of balance, and the physical condition to use these bodily factors.
* **Enhanced bite:** Most bug people have incredibly strong bite strengths.
* **Enhanced smell:** Most bug people tribes are able to detect specific persons, objects, substances, or even places, locate their origin, and track, using nothing but their senses of smell.
* **Enhanced strength:** Most bug people are able to exert great strength from their muscles.
* **Enhanced vision:** Most bug people are able to see with incredible clarity, detail, distance, and color, even to another light spectrum entirely.
* **Size reduction:** Most bug people are able to shrink themselves down to the size of their respective insects.
* **Wallcrawling:** Bug people, just like their insect counterparts, are able to fasten onto and climb vertical and horizontal surfaces without falling.
* **Insect communication:** Bug people are able to communicate with their insect counterparts. They do so by a combination of telepathy and pheromones.
Loveberry

**Loveberries** are a special breed of magical fruits that grow in various places around the world. It is said that the first loveberry bush grew when a cupid accidentally shot an arrow into the earth, and then a merperson sang near the location.

## Appearance

Loveberries grow on bushes that have heart-shaped leaves, and the branches and twigs that bear the berries grow in characteristic spirals. The berries grow from heart-shaped flowers that are white with red centers, and give off a scent that changes depending on what the smeller likes. The fruits ripen only once a year (February 14th). The berries themselves are heart-shaped, and bright red when ripe.

## Properties

The fruits taste similar to whatever the person smelled from the flower. The fruit, if it glows when two people get near it, then it is said that those two people are destined to marry. The berries are also used as an ingredient in the Draught of Infatuation.
Blemmya

**Blemmyae** are a race of beings that originate from the country of Greece, but have now spread worldwide.

## Appearance

Blemmyae tend to look somewhat human, however, they don’t have a head like normal mortals do. Instead, their heads and their torsos have combined into one, with hair on their shoulders, eyes on their chests, noses where their breastbone would be, and mouths on their stomachs. Their arms are attached to the tops of their heads, and their legs sprout from behind their chins.

## Behavior

Blemmyae are a peaceful and polite race, who despise rudeness from others or themselves. Blemmyae mate for life, and, like their human cousins, tend to have only one child at a time, although multiple births are not uncommon.

## Powers

* **Enhanced bite:** Blemmyae, due to their large mouths and teeth, possess very powerful bites.
* **Enhanced durability:** Blemmyae are able to withstand blows of internal or external assaults.
* **Enhanced endurance:** Blemmyae are able to survive with little to no energy for an extended amount of time.
* **Enhanced strength:** Blemmyae are able to exert great strength from their muscles.

## Weaknesses

* **Politeness:** Blemmyae, as mentioned above, are a very polite people, and despise rudeness. However, this can work against them, as they are always polite, and, if one is clever enough, one can trick them into letting you go if you are captured, as that is the polite thing to do.
Bread-and-Butterfly

**Bread-and-Butterflies** are a species of insect native to Wonderland.

## Appearance

Bread-and-butterflies appear to be butterflies from far away, but, when seen up close, they appear to possess wings made up of, well, bread-and-butter. When a swarm get together and rest, they use their wings to disguise themselves as loaves of bread.

## Behavior

Other than their rather...*unusual* appearance, bread-and-butterflies generally behave like mundane butterflies. They tend to flit from flower to flower, drinking nectar, and occasionally tea from the stray teacup or teacup flower, and occasionally are found on small swarms. However, they will get together and use their wings to hide themselves from predators. Occasionally, bread-and-butterflies will pair up to mate, and then the females will lay their eggs on the undersides of leaves. The bread dough-like larvae will hatch out of their eggs, and, like their mundane counterparts, will eat, and eat, and eat, until they're ready to form a chrysalis. They will stay in this chrysalis for a few days, until they hatch out into their adult form.

## Powers

* **Flight:** Bread-and-butterflies, due to their wings, are able to fly through the air effortlessly.
* **Enhanced smell:** Bread-and-butterflies are able to detect various beings, beasts, objects, places, substances, etc, merely through their senses of smell.
* **Enhanced vision:** Bread-and-butterflies are able to see with incredible clarity, detail, distance, and color, even to another light spectrum entirely.
* **Wallcrawling:** Being insects, bread-and-butterflies possess the ability to fasten onto and climb vertical and horizontal surfaces without falling.

## Trivia

* As their appearance would suggest, bread-and-butterflies are, in fact, edible. Those who have tasted them say that they do, in fact, taste like bread with butter.
Ducado do Sigilo Dourado

**Artigos Anteriores:** C20 \ Livro Um \ Capítulo Um \ Concórdia \  Maçãs

**(Estado de Nova Iorque)**

O Ducado do Sigilo Dourado, que compreende o estado de Nova York, está sob a liderança de seu governante eleito, Duke Kelodin, da Casa Fiona, um troll rezingão que é um dos poucos plebeus enobrecidos após a Guerra da Harmonia. A propriedade de Duke Kelodin, Neve-Invernal, fica em Buffalo. Assim como o Grande Rei, ele também possui uma casa de inverno em Manhattan. Apesar da maioria de seus súditos o apoiarem de todo coração, uma porção significativa de Kithain, liderada pelo Conde Maldiset da Casa Dougal, se resigna por sua liderança, acreditando que um dos sidhe, de preferência um Gwydion, deveria possuir a liderança do ducado.
Megafauna

**Megafauna** is an umbrella term for any beast that lives in the realm of the giants.

## Appearance

Megafauna are beasts that are pretty much identical to their Earth dwelling cousins, however, due to living in the realm of the giants, are larger than their mundane counterparts. For example, insects that can crawl and sit on your finger here are big enough to ride on there.

## Behavior

Behavior depends on the specific species.
Rider

**Riders** are beings that have each bonded with a magical creature, or **Mount**, and have gained powers through that bond.

## Appearance

Riders look almost similar to the race that they come from, however, the main difference is a special mark on the palm of the rider, which varies depending on the mount. Another thing in common among riders is that they tend to wear a **Rider Bracer**, which is a special arm band that allows a rider to store his/her Rider Form/armor, store their weapon, and even summon their Mount.

## Behavior

Rider behavior is similar to their respective race.

## Powers

Most rider powers are dependent on their mount, however, there are two powers that they have in common.

* **Magical bond:** Riders, from the moment they and their Mounts meet for the first time, have a mental and emotional bond, thus allowing them to communicate by thought.
* **Rider transformation:** Riders are able to switch between their civilian form and their rider form. This, as mentioned above, is possible via the Bracer.
List of Named Demimyths

Demimyths usually just call themselves demimyths (which is an umbrella term for half-human, half-mythical beings, beast, or hybrid thereof). These, however, are the demimyth types that go by names other than just demimyth.

## Changeling

A changeling is a demimyth who has one human parent, and one parent who is a member of the fay. Appearance-wise, their human form may possess traits from their fay parent (e.g., a leprechaun changeling having a slight green tinge to his skin, a fairy changeling having birthmarks where her wings will be, etc), including, but not limited to, slightly pointed ears. Their magical form generally looks indistinguishable from any other member of their fay parent's race.

## Dhampir

A dhampir is a demimyth who has one human parent, and one vampire parent. Appearance-wise, their human form may have pale skin, eyes that may look red in some lights, and dark hair. They also may or may not have visible fangs, and their ears may or may not be pointed. When they transform, their magical form will generally look like the stereotypical vampire.

## Dragonborn

A dragonborn is a demimyth who has one human parent, and one dragon parent. Their human form may have slightly rough skin, small bumps on their head where their horns may be, enlarged shoulderblades, etc. Their magical form will generally look like a humanoid dragon, with scaly skin, horns on their head and nose, wings on their backs, dragon-like eyes, etc.

## Goliath

A goliath is a demimyth who has one human parent, and one parent who is a member of one of the giant races. Their human form may be slightly larger than average, around 5'9" at the smallest extreme, and very muscular. They may also have some features that betray their heritage (e.g., a fire giant goliath having smoky gray eyes, a frost giant goliath having platinum-blond hair, etc). Their magical form looks almost indistinguishable from any other member of their giant parent's race.

## Tideblood

A tideblood is a colloquial term for a demimyth with one human parent, and one parent who is either a merperson, a cecaelia, or a selkie. Tidebloods in human form possess slender builds, with some slight variations depending on the specific parentage.

## Weretouched

Weretouched is the colloquial term for a demimyth with one human parent, and one werebeast parent. Weretouched in human form tend to appear mostly humanoid, but with some features that belie their bestial heritage. They also only possess two forms (human and therian), where full-blooded or turned werebeasts have three (human, therian, and animal).
Aniwye

The Aniwye (pronounced: Ah-Ni-Why) is known as a Northern American legend acted as the legendary primordial monstrous ancestor to modern skunks.

## Appearance

The Aniwye take the form of humongous skunks in the size of an elephant instead of what today's modern skunks look like. They have enormous claws, and use their gigantic size to terrorize villages.

## Behavior

Aniwyes are extremely territorial, and are highly dangerous towards those who are smaller than it. They would also threaten to kill those who dares to cross their territory(s) and fret no species. They are also excellent trackers to the target, and also gains supernatural knowledge regarding their victim. Aniwyes possess an extremely foul stench from their anal glands, which if strong enough, can kill those who smelt it. The stench is also corrosive towards stone, wood and flesh. Other attacks includes uses of their sharp teeth and claws while at it. They are also very stubborn combatists and would fight for their territory until their last breath. If they take a fatal attack, they will release their stench as their 'Death Burst" before dying.

They are omnivorious creatures who hunt down flesh, berries and fruits primarily, but their special fondness are on venomous animals and poisonous plants. They are usually less active in the winter but they don't hibernate.

## Powers

* **Enhanced Stench:** Aniwyes' blinding sprays are corrosive towards stone, wood and flesh. If strong enough, anyone who smelt their stench have a high possiblity to be killed by it.
* **Enhanced Speed:** When tracking down, they can move extraordinarily fast to their target with no penalty.
* **Enhanced Smell:** Aniwyes have a very unique way to track down and detect their victim very specifically. They also gain personal knowledge of the victim while tracking them down.
* **Enhanced Strength:** Aniwyes are gigantic and destructive towards those who are smaller than it, they can destroy a village in a short time.
* **Enhanced Bites:** Aniwyes possess dangerously sharp and big teeth, which can lead them to deadlier bites on its victim.

## Weaknesses

* They are stubborn combatists, and would sacrifice themselves in dangerous fights in order to save or claim their territories.
* Aniwyes are less active in winter seasons, although they don't hibernate.
Elixir for Aquatic Adaptations

The **Elixir for Aquatic Adaptations** is a powerful magic potion.

## Description

The potion, when brewed correctly, is as clear as water, and has a smell like the ocean. It also has a taste similar to seawater.

## Effects

The potion, when drunk, gives the drinker or drinkers various aquatic adaptations, effectively turning them into rudimentary merpeople. The potion is in effect as long as the drinker or drinkers stay underwater. The effect is dispelled as soon as the dinker is entirely above water and their lungs are completely drained of water.

## Ingredients and tools

* Three (3) sea serpent scales.
* One (1) vial each of sea serpent venom and kraken ink.
* The juice of six (6) bubbleberries.
* Four (4) ounces of seawater.
* Three (3) seashells.
* Seven (7) pearls (Must be real pearls, no substitutions by any means).
* Three (3) sea peaches.
* Five (5) strands of seaweed.
* Seven (7) crab claws.
* One (1) standard cauldron.
* One (1) standard mortar and pestle.

## Recipe

1. In a standard cauldron, pour in the seawater and bring to a boil.
2. Add the ink and the venom, then lower the heat to a simmer.
3. Add the bubbleberry juice, then stir seven (7) times counterclockwise, until the potion becomes a deep purple color.
4. Grind up the shells and scales into a powder using the mortar and pestle, then set aside.
5. Chop up the sea peaches, grind them and the seaweed into a paste using the mortar and pestle, then mix the paste and the powder in the previous step together.
6. Add half of the paste into the potion, then stir the potion eight (8) times clockwise until the potion becomes a sea green color.
7. Grind up the claws using the mortar and pestle, mix that with the paste, then add that to the cauldron.
8. Stir the potion seven (7) times clockwise, until it becomes a pearly-white color, then add the pearls.
9. Stir the potion seven (7) times clockwise, then seven (7) times counterclockwise, until the potion becomes a light blue, then intone the words "*Utinam omnis qui bibit potionem accommodare ad mare*".
Dipsas

**Dipsases** are a magical breed of asp that originated in ancient Greece, but has spread worldwide.

## Appearance

Dipsases are beasts that look similar to mundane asps, however, their scales are a bright sapphire-blue color.

## Behavior

Despite their extraordinary appearance, they behave much like their mundane cousins.

## Powers

* **Snake physiology:** Dipsases possess all the powers of a snake (basically look at the amphisbaena page, without the extra head-based powers).
* **Thirst-inducing venom:** Dipsases possess venom that infects the victim with unbearable and unquenchable thirst.
Pandai

**Pandai** (also known as Panotioi) are a race of beings that originate from the mountain valleys of India, with some branches living in ancient Greece and Italy (specifically Rome), but have now spread around the world.

## Appearance

Pandai are a strange-looking race, to say the least. For starters, each pandos is covered in a coat of fur, which starts out white but then darkens with age. For another, pandai have eight fingers on each hand and eight toes on each foot. Finally, to round it off, pandai have extremely large ears; so big, in fact, that these ears can be used as anything from an emergency cloak, to a blanket at night, to even wings.

## Behavior

Pandai are a noble and clever race; in fact, their name actually means clever. They are also a very warlike race, and 5000 of their ancestors, armed with bows and spears, used to accompany the king of India on his military expeditions. They would later do the same with the Immortal Dionysus. Couples mate for life, and females will only have children once in their life. These children, which are born with beautiful teeth, are trained from birth in every skill known to man.

## Powers

* **Auricular flight:** Pandai are able to use their rather large ears as wings in order to fly.
* **Enhanced agility:** Panotioi 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 dexterity:** Pandai possess the ability to control their limbs, muscles, and digits extremely well. So well, in fact, that they can string a bow and nock an arrow before you could take a step.
* **Enhanced combat:** Pandai possess superhuman levels of hand-to-hand fighting skills, and excel in various forms of combat.
* **Enhanced hearing:** Panotioi, due to their large ears, are able to hear with amazing clarity, distance, detail, and even frequencies that most cannot hear.
* **Enhanced intelligence:** Pandai have intelligence that is significantly above standard genius level.

## Weaknesses

* **Noises:** Panotioi, due to their large and sensitive ears, can be disabled with any loud and/or annoying sound.
Dysmagia

**Dysmagia** is an unusual (yet not unheard of) magical disorder that is most prevalent among spellcasters (fairies, genies, cait sith, cu sith, mages, etc).

## Description and symptoms

Dysmagia tends to happen when a spellcaster's connection to the original magic (where all magic comes from) becomes corrupted for some reason or another, typically through some sort of trauma. This tends to cause the sufferer to have trouble with their magic, causing spells to backfire, sometimes with disastrous results.
Jewelfruit

**Jewelfruits** are a species of special fruit trees that grow around the world.

## Appearance

The trees that these fruits grow from look like normal trees, yet are faceted like jewels. The flowers that these trees produce look like pearls until they open, in which case they look like normal flowers, but with pearlescent petals. The fruits that come from these blossoms look like gems of many different varieties. One tree can produce many fruits of many shapes, colors, and flavors.

## Properties

These fruits taste different depending on the types of gems they look like. They have a unique texture, with the flesh feeling like a combination of apple, grape, banana, and orange, and the outside having the texture of rock candy.
Triclops

**Triclopses** are members of the giant family, however, they look a little different from their cousins.

## Appearance

Triclopses are similar in appearance to their giant and cyclops cousins. however, they are smaller than the smallest giant, but larger than a cyclops, so, around 15 feet high. However, the biggest difference between them is that they have not one, not two, but *three* eyes. the first two are in the normal positions for eyes, and the third eye is positioned on their foreheads, just in between and above their other two.

## Behavior

Triclopses are rather peaceful beings, who would rather pursue intellectual knowledge than battle. However, do not think that they won't fight whenever they need to. They, like the Shaolin monks of old, will fight in self defense, however, they will never be the aggressor.

## Powers

* **Enhanced durability:** Triclopses are able to sustain numerous blows of internal or external assaults.
* **Enhanced endurance:** Triclopses are able to operate on a "low power setting", allowing them to operate on a low energy for an extended amount of time.
* **Enhanced strength:** Triclopses are able to exert a great amount of strength from their muscles.
* **Enhanced vision:** Triclopses are able to see with amazing clarity, detail, and distance.

Triclopses also have various psychic powers, all of which are focused through their third eye.

* **Telepathy:** Triclopses are able to mentally percieve and transmit information, and are able to communicate without speaking.
* **Telekinesis:** Triclopses are able to mentally affect/manipulate objects.
* **Precognition:** Triclopses are able to catch slight glimpses of the future before it happens.
* **Postcognition:** Triclopses are able to catch glimpses of the past.
Roc

**Rocs** are a species of large birds that originate from the Persian deserts, but have now spread worldwide.

## Appearance

Rocs are raptors, like eagles, falcons, condors, etc., however, the main thing that separates them from their fellow raptors is that they are rather large. By large, I mean that they are big enough to pick up a fully grown African bull elephant as if it were a mere rat. They otherwise look like normal raptors, with dark brown, almost black, plumage, golden yellow talons and hooked beaks, and greenish-gold eyes. They also have a call that sounds like a raptor screech, but magnified by about 100.

## Behavior

Rocs are fearsome creatures, preferring to live alone until mating season. Females will nest in mountain craters that (obviously) will fit them. The mother is extremely protective of her eggs, and will defend the eggs, and the resulting chicks, until they are old enough to fly and take care of themselves. They will hunt, kill, and eat anything that they can catch. As such, they are extremely dangerous, and one must stay away from one at all costs.

## Powers

* **Flight:** Rocs, due to their wings, are able to fly through the air.
* **Enhanced agility:** Rocs are able to go from one movement to another effortlessly, effectively alowing them to effectively dodge attacks, do backflips, and numerous other athletic, gymnastic, and martial implements with ease.
* **Enhanced balance:** Rocs possess extremely well-developed senses of balance, the positioning of limbs in space, centers of balance, and the physical condition to use these facts.
* **Enhanced bite:** Rocs, due to their beaks, possess powerful bites.
* **Enhanced lung capacity:** Rocs have tremendous lung capacity, and are able to use oxygen much more efficiently than others.
* **Enhanced reflexes:** Rocs possess drastically enhanced reaction speed, allowing them to effectively dodge attacks, catch falling objects, and react instantaneously to what would take others more time to react.
* **Telescopic vision:** Rocs possess eyes that allow them to see distant objects in magnified scale.
* **Supernatural condition:** Rocs possess supernaturally enhanced physical condition.
* **Talons:** Rocs are able to use their claws as extremely proficient weapons.
* **Super screech:** Rocs are able to emit highly destructive and deafening screeches of high amplitude.
* **Unnatural size:** Rocs are innately much, much, ***MUCH*** bigger than most beasts and beings.
Mandrake

**Mandrakes**, also known as **mandragora**, are magical plants that grow all over the world. It is said that the first mandrakes grew when men who were hanged released bodily fluids onto fertile soil.

## Appearance

The mandrake plants themselves look normal, with elliptical, hairy leaves, and five flowers, ranging in color from greenish-white to pale blue. The root, however, looks humanoid, with seedlings looking like infants, all the way up to adulthood.

## Properties

When mandrake grow, they not only tend to look like humans, but tend to have similar behaviors. They tend to sprout their version of acne, become moody, secretive, and throw large parties when they enter their version of adolescence. One can tell when mandrakes are fully grown when they start planting themselves next to each other or moving into each other's pots. When a mandrake is pulled out of the ground, then they will release a scream as a defense mechanism. The scream of a mature plant will kill anyone who hears it, however, a seedling plant's scream will only knock out anyone who hears it. These plants, when matured, are mainly used in many medicinal potions, such as the werebeast and vampire antidotes.
Hippalektryon

**Hippalektryons** are an unusual breed of magical beast that originate from Greece, but are now domesticated worldwide.

## Appearance

Hippalektryons are beasts that basically have the front halves of horses, and the back halves and wings of chickens, or roosters. Essentially, the main differences between the males and females are males are more colorful than females.

## Behavior

Hippalektryons are skittish by nature, preferring to live in their own groups than interacting with strangers. Males tend to get into little fights over females during mating season, in which they use their hooves and their talons to fight. Basically, the one who wins gets the girl, and the one who loses has to find another girl. Eggs are usually laid in groups of 1-2, and the foals are able to walk around 90 minutes after hatching.

## Powers

* **Limited flight:** Hippalektryons are able to fly for short distances. However, they aren't able to fly as well as their pegasus cousins.
* **Enhanced agility:** Hippalektryons 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 ease.
* **Enhanced balance:** Hippalektryons possess extremely well-developed senses of balance, the positioning of limbs in space, centers of balance, and the physical conditions to use these facts.
* **Enhanced bite:** Hippalektryons, due to their horse-like jaws and teeth, possess powerful bites.
* **Enhanced hearing:** Hippalektryons are able to hear with amazing clarity, detail, distance, and even frequencies that most cannot hear.
* **Enhanced jump:** Hippalektryons are able to achieve rocket-like jumps, while having hassle-free landings.
* **Enhanced lung capacity:** Hippalektryons possess tremendous lung capacity, and are able to use oxygen more efficiently than others while staying active.
* **Enhanced reflexes:** Hippalektryons have drastically enhanced reaction speed, allowing them to dodge attacks, catch falling objects, and react instantaneously to what would take others more time to react.
* **Enhanced smell:** Hippalektryons are able to detect specific beings, beasts, places, substances, objects, etc., locate their origins, and even track, using nothing but ther senses of smell.
* **Enhanced speed:** Hippalektryons are able to move at extraordinary physical speed.
* **Enhanced strength:** Hippalektryons are able to exert a great amount of strength from their muscles.
* **Expanded view:** Hippalektryons have greatly expanded views, however, they need to turn their heads in order to see anything behind them.
* **Night vision:** Hippalektryons are able to see with great clarity, detail, etc., while in low-light conditions, or even in complete distance.
* **Hooves:** Hippalektryons are able to use their hooves as powerful weapons.
* **Talons:** Hippalektryons are able to use their talons as powerful weapons.
Wikia conventions

A page for discussing site conventions.

## Overall layout

Structure is currently kind of amorphous, with pages covering each chapter, pages for each character, and a stub page-by-page summary.

Discussion questions/suggestions:

1. Let's get rid of the single page-by-page summary, and move the contents to chapter-specific page-by-page pages. We're over a thousand pages in, the existing structure simply isn't maintainable.
2. As the cast grows the Podunk world feels very different to how it did back around chapters three and four, when this site was started. Do we need to rethink the strategy? Individual pages for main characters only, and a large minor-character page? How should we manage it if it grows too large for convenient access?
3. Wondering if there should be pages describing specific myths, with chapters linking in to them.

### Chapter page layout

Chapter summary pages are presently laid out as follows (under development, obviously):

* [chapter title] [chapter image]
* Synopsis
* Detailed summary
* Post chapter
* Quotes
* Meta
	+ Characters
	+ Continuity
	+ Mythology
	+ Pop culture

Questions/suggestions:

1. We need better spoiler control. If a plot point is meaningful later it's probably better to have a link to the relevant later chapter, if a character appears in the background it's probably better to mention that in a specifically-marked spoiler section under Continuity, etc.
2. How much detail is too much? How much is too little? What's good for a balance?
3. Do the Meta subsections need to be subsections, or should they be brought up a level?

Maybe:

* Synopsis
* Detailed summary
* Characters
* Continuity
* Locations
* Mythology
* Pop culture
* Post chapter
* Art
* Quotes
Drake Serpenthide

**Drake Serpenthide** is a young mage raised by dragons.

## Lore

Drake was born the son of two famous riders, Layla and Jake Serpenthide. Sadly, his father died before he was born, and his mother died shortly after childbirth. She lived just long enough to name him, and name her and her late husband's mounts as his guardians. So Igneous, a fire dragon, and Snowflake, his ice dragon mate, raised Drake as if he were their own child, and he grew up among his adoptive brothers and sisters. When he was old enough, they told him the stories of his parents' adventures, as well as what happened. Drake only hopes he can live up to those stories one day.

## Appearance

Drake is a young mage with light skin, with a scattering of freckles across his nose and cheeks, red hair, with blue streaks throughout, blue eyes, with draconine pupils, short claws, short fangs, and small, horn-like bumps on his forehead and nose.

## Personality

If one were to place Drake on the D&D alignment chart, he would definitely be Neutral Good. He was raised to believe in being good for the sake of being good, whether that means breaking the rules or enforcing them. He is also very friendly, caring, and kind, but if he's in a bad mood, there are two different versions of him. Either his anger is a raging inferno, or else he gives you the cold shoulder and chilling glares.

## Powers

* **Magic:** As a mage, Drake possesses the ability to cast spells. His magical specialty, due to his adoptive parents' influence, is both draconic fire (for his adoptive father), and draconic ice (for his adoptive mother).
* **Familiar contract creation:** As a mage, Drake is able to form a contract with a creature and make it his familiar, acting as his guide, friend, and even conscience, if needed.

## Possessions

* **Magical focus:** Drake's magical focus takes the form of a scepter, in the shape of a dragon, with the tail being the handle, and the head and wings of the dragon wrapped around a magical crystal.
* **Grimoire:** The record of all his spells. Drake's grimoire looks like a large book, with a blue cover, embossed to look and feel like dragon skin (without actually being dragon skin), with some small faux horns decorating the four corners, as well as a smaller row on the very top edge, and a crystal embedded in the middle that looks to be a dragon eye.

## Familiar

Drake's familiar is a tatzelwurm that he named Wildcard. Before he became a familiar, Wildcard had orange tabby fur, with a similar pattern on his snake scales, and green-gold eyes. When he became a familiar, he gained two, icy-blue stripes starting from just above his eyes and going along his back to the tip of his tail, as well as now having icy-blue eyes.