recursal/Fanatic-Fandom huggingface dataset:
Charles Montgomery Burns

File:Charles Montgomery Burns.png**Charles Montgomery Plantagenet Schicklgruber Burns** is a Turkey Vulture and the owner and operator of the Springfield Nuclear Power Plant. Mr. Burns frequently orders his aide, Waylon Smithers, Jr., to "release the hounds," so as to let his vicious guard dogs attack any intruders, enemies or even invited guests. Mr. Burns is Springfield's richest and most powerful citizen.
Jaskerian, Jealous of the Gods

Main Page -> Biographies

Race: Humana

Family: Halspan

Jaskerian was born a mighty child. Having grown up in the treacherous land of Andulka, he learned to fight for his own survival from a young age.

When Arlandi babies are born, their skin is immediately coated in a long-lasting salve made from Lillipod jelly. When Jaskerian was born, he emerged from his mother's womb undamaged by the Andulkan volcanic heat. Having never seen this before, the Arlandi people decided he would be fine to live without the jelly coating.

The Arlandi were quite perplexed by the child and were at all times amazed. Farahelm spent much of his time with the child, perplexed by the child's immunity more than anyone else. What he realized was that Jaskerian was not immune to the Andulkan heat. In a secret experiment Farahelm held the baby directly over a volcanic pool and slowly lowered him to the surface. Right before submerging Jaskerian in the lava, the experiment was complete because Farahelm noticed his skin began to singe ever so slightly.

Jaskerian was not immune to the heat, rather he was so tough that the level of heat it took to damage his skin was much higher than anything Farahelm had ever seen.
Üter Zörker

File:Üter Zörker.png**Üter Zörker** is a Embden Goose and an overweight exchange student at Springfield Elementary School from Bavaria, Germany. Little is known about Üter though he is notable for his obesity, which tends to result in misfortune for him. He is obsessed with candy, especially chocolate.
Marge Simpson

File:Marge Simpson.png**Marjorie Jacqueline "Marge" Simpson** is a bunny and the happy homemaker and full-time mom of the Simpson family. With her husband Homer, she has three children: Bart, Lisa, and Maggie. Marge is the moralistic force in her family and often provides a grounding voice in the midst of her family's antics by trying to maintain order in the Simpson household. Aside from her duties at home, Marge flirted briefly with a number of careers ranging from police officer to anti-violence activist.
Lard Lad Donuts

**Lard Lad Donuts** is a donut shop in Springfield, The store's mascot, Lard Lad, stands on top of the building holding a giant donut. The store is a part of the Fast-Food Boulevard that seems to be famous in policemen terms, as Chief Wiggum is often seen eating some. It's generally an estimated 3 meter tall donut store with an estimated 8 meter tall mascot of a young boy proudly holding a donut.
Tactical Retreat

The tactical retreat is a mechanic in Narwhale.io that allows you to back up. It is useful for when another player tries to boost toward you to kill you. While you are retreating, Narwhales boosting towards you from the front cannot kill you for around a second. This can save your life and even giving you a chance to run away if you wish. If you retreat, it takes half as long to recharge your boost again than if you had attacked, also meaning that if someone boosts toward you and you retreat, you can find an opening to kill them. You can use this strategy by right-clicking or clicking the Shift key on your keyboard.

There is a secret strategy that involves using the tactical retreat to move forward.

Tip: If you have two boosts, you can retreat before the narwhale can slice you. Then, with the right timing, boost back into them for revenge!
Reindeer Express with Snowglobe Train

This article is about **Reindeer Express with Snowglobe Train**. You may be looking for **Thomas and Happy Holidays Snow Globe Car** or **Thomas Holiday Express**.

## Details:

### Item Number:

LC76153

The **Reindeer Express with Snowglobe Train** is a Target exclusive holiday pack. It includes a snow-covered Thomas with snowplow, a snowglobe car with a reindeer, Santa's sleigh and "Happy Holidays" banner, and a holiday Sodor Line Caboose with Christmas wreaths.

## Product Description

### **2004 Take Along collector card**

*Name: Thomas Reindeer Express*

*Color(s): Blue, Red and Green*

*Bio: Thomas has a very important job to do! Traveling through the snow, Thomas makes sure the reindeer arrive on time to make some very special holiday deliveries.*

## Gallery

2004 Reindeer Express with Snowglobe Train box2006 Reindeer Express with Snowglobe Train box
World Of Varel Wiki

**Welcome to the World Of Varel Wiki!**
This wiki is a collection of the immense amount of information of the entire worldbuild of Varel. Both Mesa and Meta knowledge are stored together in an easily navigable network to make adding more content as easy as possible.

The World of Varel is a fantasy universe akin to Dungeons and Dragons, complete with countries, cultures, religions, races, languages, history, a custom calendar and even a novel magic system which allows for a very wide range of ways to practice magic. It is set in a fictional world in the year of 1354. A world in which magic is quite common and enjoyed by anyone who is willing to put in some effort. A world in which countries, kingdoms and races oppose each other and fight, while others band together and cooperate. A world where hidden powerful artifacts, terrible monsters and a great other deal of quests await eager adventurers.

## Important articles

AtlasHistory (timeline)Dormeia of MartirisPlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Horenor

Horenor is the Kazenan god of firecraft. He is associated with every craft that involves fire like smithing and glass blowing.

## Physical shape

Horenor's physical shape is that of a burly kazena man's upper body attached to the body of a goat. The man has a great beard and long curled horns. He is often depicted with his signature smithing hammer.

## Worship

### Honouring

To honour horenor, people often make effigies of him, though making anything through firecraft in his name is seen as a honour to him and doing so will make him look kindly upon you.

## Allegiance

Followers of Horenor are almost always people who are involved in firecrafts, which are relatively common in kazenan culture. They are often skilled in both fire related evocation and transmutation.

Strong allegiance to Horenor often makes the worshipper shape their items with more precision, allowing a superior quality of crafts.
Adzaian Spirits

Adzaians are a form of minor deity that are ranked even below patrons. They have very little power and are one of the most universally disputed religious beliefs in all of Varel.

Almost every adzaian has their own "spirit with them". They pray to it and call upon its powers in a situation where their essence applies. There is, however, a huge list of these spirits and they are all very specific. Adzaians choose which spirits they follow and can switch at all times. Because of this, it is often believed that adzaians can just will one such spirit into existance if nobody prays to the same yet.

If two adzaians who pray to the same spirit meet, they can often sense a special connection with them, although usually not clealy enough to tell it's about their spirits.

Some other races choose to pray to adzaian spirits too, but this is quite rare.

## List of known spirits

* The spirit of a good piece of cheese - Represented by a yellow mouse. It grants the follower the ability to find cheese better than most people.
* The spirit of jugs - Represented by a fat human bar maid. Jugs refer to both big breasts and jugs of beer in this context. She grants the follower increased luck in encountering big breasted women or big jugs of beer.
Dormeia's gender-bender potion

Dormeia's gender-bender potion is an alteration potion invented by Dormeia of Martiris in 1350.

## Dormeia's gender-bender potion

### Appearance

A strongly colored, clear, syrupy liquid.

### Smell

When undiluted: Like urine and Kotanan marksmen

### Taste

Bitter and like how you would imagine urine tastes

The potion was invented with mischief in mind, it is meant to put the drinker into an awkward situation. Dormeia claims that this effect is especially humorous when applied to a "buff dude".

The color of the potion depends on the observer. To men it looks pink, to girls it looks blue and to genderless individuals the bottle seems to be empty.

The potion resembles a classic gender-swap alteration potion, but lacks expensive ingredients like dew of managrass. These ingredients were left out on purpose, to make the effect only temporary.

At the end of the potion recipe, Dormeia reminds the brewer to "not use it wisely, else you wouldn’t be having any fun now would you?".

## Recipe

The recipe requires the following ingredients:

* 3 ƒ℥ filtered candleshrub berry juice
* 7 ♏︎ midnight amalgam
* 1 ℈ emetic tartar
* 3 ƒ℈ urine
* 6 ℥ lycandoe antler meal
* 3 ♏︎ blood
* 1 ♏︎ antimony
* 2 ƒ℈ squished Kotanan marksmen

The recipe requires the following steps:

* For starters, mix the midnight amalgam, antimony and blood together, let that sit for a while.
* In the meantime, take a round bottom vial and put the candleshrub berry juice in it. Start heating it up till it’s lukewarm.
* When the juice is warm, dissolve the emetic tartar in it. Keep swirling it until it is completely dissolved.
* Now add the urine and let it steep for a few minutes.
* Add the amalgam mixture to the vial and start boiling the whole affair.
* After boiling it for 10 minutes, put it off the heat, add the lycandoe antler meal and the squished Kotanan marksmen and set it aside in a dark cupboard or such.
* Let the mixture ferment until the lycandoe antler meal has completely dissolved. This should take about a week.
* Now filter the liquid thoroughly, make sure there is no amalgam or rotten marksman left in the bottle.

## Trivia

The potion has not been tested on genderless individuals. Dormeia does not recommend trying this as it may have unknown, severe adverse effects.
Igneous magnaviper sinew

Igneous magnaviper sinew is an animal-based resource used in wandcraft as core material

## Igneous magnaviper sinew

### Notabilities

It has an extremely strong sense of honour

It is a relatively rare wand core material, most commonly found around the southern parts of the world. This core material makes for extremely powerful wands and give spells channeled through it a particular and characteristic flair.

## Suitability

Wands with an igneous magnaviper sinew core are best suited to sorcerers who are stable, confident and strong. The inherent temperament of the core sinew may make the wand cast spells that are too powerful for the owner's good when they are agitated, feeding off of its owner's feelings. This may result in a heavy recoil which may knock the wand out of the owner's hands if they do not anticipate it.

## Affinities

Wands with an igneous magnaviper sinew core have a strong affinity for fire evocation magic. Even when paired with a wand material that has opposing affinities, the elemental affinity of the sinew comes through clearly and performs fire magic exceptionally well.

## Allegiance

The moment the sorcerer lays their hands on a wand with an igneous magnaviper sinew core, the wand gains an inherent sense of honour and will only pass allegiance to another sorcerer when the owner is defeated in fair battle. If the owner is defeated in unfair battle or dies of other causes, the wand will refuse to channel magic or even redirect it back to whoever attempts to use it. In this state, the wand may only become useful again in the hands of a family member of the previous owner; the wand will pass its allegiance on to the family member that lays their hands on it first.

Some combinations with certain wand woods may allow this strong sense of honour to fade slightly.

## Facts and history

Igneous magnaviper sinew is one of the few rare animal-based core materials that keeps its magical properties long after the donor animal has died. Some sinew has been said to have lasted 13 years between donation and incorporation.

Delvaruud has a particular history with igneous magnaviper sinew, because magnavipers are more common in that agglomeration. Delvaruudian wandwmakers are known all over the world for being particularly skilled in harvesting and processing the sinew.
Whiff

* 2019
* 2015
* 2010
* 2008

**Whiff** is a dark green tank engine who collects rubbish and scrap.

*Color: Green and Red*

*Bio: Whiff is a cheery, little tank engine with a very special job. He collects rubbish! He has a look and smell all his own but gets the job done!*

## Timeline

* 2008 (two-way magnets, metal smokebox, 0-4-4 arrangement, made in China)
* Late 2008 (plastic smokebox)
* 2010 (minor updates, axle boxes added)
* 2015 (shorter cab, unpainted buffers, one-way magnets 2-2-4 arrangement, hollowed out wheel pins, made in Thailand; cancelled individual release)
* 2015 (clip connectors, CG style face, shorter cab, unpainted buffers, 2-2-4 arrangement, hollowed out wheel pins, made in Thailand; only available in select countries until 2018)
* 2019 (hook and loop couplings, taller cab, less detailed chassis, 0-6-0 arrangement)

### Components

* 2013 (more detailed chassis, upgraded face, 2-2-4 arrangement, hollowed out wheel pins, made in Thailand; only available in Whiff's Messy Day and Whiff's Banana Blooper)
* 2016 (shorter cab, unpainted buffers, one-way magnets; only available in Sodor's Green Team)

## Availability

* Butch, Billy and Whiff Assortment
* Really Useful Engines 2 Pack with Billy
* Whiff's Messy Day
* Whiff's Banana Blooper

## Trivia

* A version of Whiff's Take Along collector card was produced featuring an image from the television series, and another featuring an image of the Take Along model.
* Whiff was the last engine released with a metal smokebox.
* The prototype Collectible Railway Whiff features painted buffers.
* The prototype Adventures 2018 Whiff box features the version from Clean-Up Crew.
* The back of the Adventures 2018 Toby, Steelworks Frankie, and Kevin boxes feature the Whiff from Clean-Up Crew.

## Gallery

Prototype Take Along WhiffTake Along/Prototype Take-n-Play Whiff2008 UK Take Along Whiff box2010-2012 Take-n-Play Whiff
### Variants gallery

2013-2014 Take-n-Play Whiff from Whiff's Messy Day and Whiff's Banana Blooper
Sir Topham Hatt's Car

* 2010
* 2008
* 1996

**Sir Topham Hatt's Car** (also known as **The Fat Controller's Car**) is a road vehicle that Sir Topham Hatt uses to travel around the island.

## Product Description

### **1996 ERTL collector card**

*Quite naturally, Sir Topham Hatt prefers trains to any other way of traveling. But he does need his faithful car to take him to work every day.*

### **Historical Note**

*The Fat Controller, Sir Topham Hatt's Car is loosely based on saloon cars made in the 1950s.*

### **2002 ERTL collector card**

*Quite naturally, Sir Topham Hatt prefers trains to any other way of travelling. However, he does need his faithful saloon car to take him to work every day.*

### **US Take Along collector card**

*Name: Sir Topham Hatt's Car*

*Color: Blue*

*Bio: Sir Topham Hatt is responsible for making sure the engines are really reliable. He drives his car around Sodor to make sure the engines are on track and on time.*

### **UK Take Along collector card**

*The Fat Controller is responsible for making sure the engines are really reliable. He drives his car around Sodor to make sure the engines are on track and on time.*

## Timeline

* 1996 (old car, roof up, silver hubcaps, Britt Allcroft licensing, made in China)
* 2001 (Gullane licensing)
* 2008 (new car, roof removed to accommodate Sir Topham Hatt, added rear magnet, blue hubcaps, name on chassis; only available at Target)
* Late 2008 (rear magnet removed; only available at Target until 2009)
* 2010 (updated details)
* 2013 (made in Thailand)

## Variants

* Snow-covered Sir Topham Hatt's Car from Sodor Holiday Parade
* Sodor Celebration

## Availability

* 6-Piece Gift Set 4
* Sodor Viaduct Bridge Playset
* Hiro's Farewell 4 Pack
* Rebuilding Great Waterton

## Trivia

* Sir Topham Hatt's Car's ERTL model is a repaint of ERTL's black 1936 Ford Coupe from their Dick Tracy range.
* This is the last Take Along road vehicle released with a rear magnet.
* The car's tooling was also used for Mr. Percival's Car.

## Gallery

ERTL Sir Topham Hatt's Car1996-2000 ERTL Sir Topham Hatt's Car box1996-2000 ERTL Sir Topham Hatt's Car collector card2000-2002 ERTL Sir Topham Hatt's Car box2002-2004 ERTL the Fat Controller's Car box2002-2004 ERTL the Fat Controller's Car collector cardPrototype Take Along Sir Topham Hatt's CarTake Along/Prototype Take-n-Play Sir Topham Hatt's CarTake-n-Play Sir Topham Hatt's Car
Fèidhdun School of Witchcraft

Fèidhdun School of Witchcraft (or Sgoil Buidseachd) is a relatively big and renowned school of magic located in the Castle of Fèidhdun. It is well known by the people of Aileron and it is well considered when someone has graduated from Fèidhdun. Even a little beyond the borders of Aileron, Fèidhdun is known amongst magical folk.

They teach approximately 550 studens at once and a good bunch of them also live in the castle during their studies.

## Policies

In contrast to some Aileronian schools, Fèidhdun does not keep boys and girls separate. They do require the students to wear a uniform. Slight deviations, especially considering hats are allowed though.

Fèidhdun allows students to keep pets, provided they are well kept and looked after. Most students who do keep pets decide to tame a forest animal through herbalism or a charm, in order to train themselves in using these forms of magic.

## Curriculum

Most imaginable subjects are taught at Fèidhdun. Everything from advanced evocation to cultural magic and lore. Students must follow at least one class from the groups Evocation, abjuration, enchantment, alchemy and magical culture. Beyond that, they are allowed to follow as many classes as they want.

Enchantment is one of the school's specialities, since it is one of the few schools that has it as a compulsory subject. Their way of teaching gives their enchantments a specific magical signature.

## Uniform

**Boys**

The boys' school uniform consists of black linen pants and tunic. A dark green pointed hood is worn over this tunic. They wear a leather belt for pouches and potions and a wand holster on their side. They wear brown leather boots.

**Girls**

The girls' uniform is not much different. Instead of black linen pants, the girls are directed to wear a knee-length skirt, also black. They also wear more pointy leather lace up shoes.

Some boys and girls opt to wear witches hats, this is allowed by Fèidhdun, even during class, even though it is not part of the official uniform.

## Staff and students

Following is a list of canon staff and students:

* Ainsley Flimean, Resident witch/student.
Troublesome Trucks (2-Pack)

This article is about *the two-pack*. You may be looking for *the single-pack* or *the giggling* or *talking variants*.

## Troublesome Trucks

* 1991
* 1990

## Details:

### Active:

1990-2004 (UK)
1990-2001 (US)
1990-2002 (AUS)

### Ranges:

ERTL 1:64 Scale Range
The ERTL Collection

### Portrait Number:

12 (1993)
22 (STS)
26 (2002)

### Item Number:

1705
34436 (TATMR packaging)

The **Troublesome Trucks** (also known as **Foolish Freight Cars** in the US) are troublesome rolling stock who love to pull tricks on whoever gets stuck pulling them.

## Product Description

### **1993 ERTL collector card**

*The Troublesome Trucks are the rascals of The Fat Controller's railway who take great delight in causing trouble for whichever engine has to pull them. Noisy and silly, they talk a lot and do not attend to what they are doing.*

### **Historical Note**

*The trucks are mixed goods wagons which date from various periods.*

### **Shining Time Station collector card**

*Whoever gets stuck pulling them is in for a double dose of trouble!*

### **2002 ERTL collector card**

*The Troublesome Trucks are the rascals of Sir Topham Hatt's railway who take great delight in causing trouble for whichever engine has to pull them.*

## Timeline

* 1990 (pin-hook couplings, brown livery, Britt Allcroft licensing)
* 1991 (grey livery)
* 2001 (Gullane licensing)
* 2003 (U-hook rear couplings; only available in the UK)

## Variants

* Miniature Troublesome Truck
* Foolish Freight Car
* Gold Rail Troublesome Truck
* Thomas and the Troublesome Trucks

## Availability

* James with Troublesome Trucks
* 6-Piece Gift Set 2
* Gift Set 1 (one only)
* Gift Set 2 (one only)
* Gift Set 3
* Thomas Turntable and Video Playset (one only)

## Trivia

* The Troublesome Trucks were the first rolling stock released when the characters were given 3D faces, although their prototypes have sticker faces.
* The trucks are named, *Naughty* and *Troublesome*.
* The Troublesome Trucks are featured on the following boxes:
	+ Branch Line Playtrack (1996-2000)
	+ Turntable Playtrack
	+ Crane Accessory Set
* The Troublesome Trucks's ERTL Collection portrait depicts them with grey chassis's and wheels.

## Gallery

Prototype Troublesome Truck1990 Troublesome Trucks1990 Troublesome Trucks box1991-2004 Troublesome Trucks1991-1993 Troublesome Trucks box1993-2000 Troublesome Trucks box1993-2000 Troublesome Trucks collector card2000-2002 Troublesome Trucks boxTroublesome Trucks in Thomas and the Magic Railroad box2003-2004 Troublesome Trucks box2002-2004 Troublesome Trucks collector card
### Variants

Miniature Troublesome TruckFoolish Freight CarGold Rail Troublesome Truck
Merena of Ketar

Merena of Katar is a 22 year old kazena woman born in Ketar. She is a dame of the Ferdenan order and quite skilled with the sword. She is assigned to the Vøthorgian border patrol and guards the Southern bridge between Martaforë and Vøthorge together with her younger sister, Jazara of Ketar.

## Backstory

Merena of Katar was born in X. She grew up together with her sister in a loving family. From a young age she was enamoured with swords and sharp things. This prompted her to go into military training as soon as she could, which was at age 13. She successfully finished this training 5 years later and was therefore knighted by the Ferdenan order. When she was 19, together with her sister, she was assigned to the Vøthorgian border patrol through an agreement between Vøthorge and Delvaruud.

She now guards the southern bridge together with her sister, making sure nobody crosses it who isn't allowed to.

## Appearance

Merena is a young kazena woman with a darkish red skin. She has dark brown hair worn in a pageboy cut. She is quite buff and has well-defined muscles. None of those are ever seen though, as she usually wears full ebonite plate armour except for a helmet. She has relatively long horns and fangs, and even has a tail. To compensate for her relatively clunky armour, she wears quite a bit of makeup, amongst which eyeliner with thick wings.

## Behaviour

Merena has a tendency to throw perpetrators of the bridge over the edge of the chasm if she can get a good hold of them. She often does the same with corpses if they made any.

Merena is quite good at lying and frequently does it, never to her sister though.

Though trying to look good, Merena is quite a bit less seductive than the average kazena. She still likes to toy with people though.

Just like her sister, she absolutely loves to eat renadian spice flakes.

## Trivia

The Vøthorgian border patrol has most likely hired two kazena women to guard the border because of the mutual hatred between the kazena and elven races.
Arana

Arana is the kazenan goddess of death. She is associated with the glorious ascension of honourable Kazena. Arana is not to be confused with the god of unglorious death, Vemaran.

## Physical shape

Like most kazenan dieties, Arana is known to have a physical shape. This shape is of an enormous black bird which mostly manifests in black smoke. She has glowing red eyes and three flowing long tails reminiscent of a lacetrice. She leaves trails of continuously flowing wind where she moves. She also produces shrieks which can be heard kilometers away from where she is.

Her shape is revered. Though Arana is not associated with despair, many still fear her.

## Worship

### Honouring

Arana is a hard deity to please and relatively high maintenance. The main way that she is appeased is through the sacrifice of an unglorious person, be they kazena or another race. Kazena sacrifices are worth the most to her.

### Dishonouring

In logical contrast, the easiest way to make Arana upset with you is by murdering a glorious and honorable kazena.

## Attributed phenomena

Arana is very well known for Arana's plague, a big dark ritual which would usher in a new age for the Kazena through a mass murder of other races.

An astrological event closely tied to Arana is an eclipse of Jazar, while surrounded by a triangle formed by Jumerus, Ocarn and Ukaron. It is through this eclipse that Arana has been said to return to Kzonar after the creation of Delvaruud, leaving behind Arana's Orb in the process.

## Allegiance

Followers of Arana are often exceptionally skilled in Necromancy and have a strong sense of Kazenan honour.
Fladryn Sarquinal

Fladryn Sarquinal was a half-elven male born in Lal alora, Yasera, Martaforë. He was educated as a herbalist and minor sorcerer, before dropping out of mage college and travelling the world in search of different herbs and alchemical catalysts.

## Appearance

Fladryn was a young half-elven man. He was an about aveare height but would still stand out as small amongst a purebred elven crowd. He had a large, sharp-ish nose and small but pointy ears. He had an elven complexion. He is quite thin and not very strong. He had light blue eyes and short, brown, frizzy hair.

Fladryn usually wears a green tunic with cowl and beige pants. He wears a leather backpack and fine leather hand bracers. He has thin, ladylike hands.

## Behaviour

Fladryn is not good with words and social interaction. He often stumbles and fumbles with words and even stutters when caught off-guard. He tries his best to act like he is very much a social beacon, though it is not very convincing most of the time.

Fladryn is quite racist, but he tries to hide it, often when it's already too late.

## Legacy

**[SPOILER]** In Martaforë - The crystals of Gringledoof, Fladryn gives his life to reinstate Gringledoof the Grandmage's protection charm against the Vøthorgian gloomtails which terrorize the neighboring elven villages. in Cantanórae. He is celebrated as a hero in this province.
Loppunave remnants

Loppunave remnants are whiskers from saukonaves. In Tallund religion, every human carries the spirit of an animal with them. Once they die, they are believed to transform into these spirits and move on to the afterlife. Sometimes, this transformation seems to happen a moment before death. This is a rare occurence and, to them, means that their spirit is strong and will have a good time in the afterlife.

Such an occurence is often a sign which onlookers are waiting for. It might also be unsettling for those who fear the deceasing person's passing. Those people often try to fight or hang on to the spirits who appear. These spirits have a physical form, making this possible.

There are many kinds of animals of which spirits can be carried within the people.

During the struggle with a Loppunave some remnants may be severed from them, i.e. the whisker from an otter spirit. When obtained from non-magical people, remnants are considered exceptionally strong magical items and are often worked into magical trinkets. The Tallunders believe that if the deceased was involved in magic, their animal spirits have been exhausted by the end of their host's lives, nonmagical hosts therefore often retain the immense magical power that these spirits contain.

### Saukonave whiskers

Saukonave whiskers are whiskers from otter spirits. These are often quite long, long enough to be worked into wands. Wands with a saukonave wisker

## Saukonave whiskers

### Effect

Extremely potent spells. produces icy, turquoise sparkling magical wind.

### Notabilities

One of the strongest wand materials possible

core are amongst the most powerful one could make. In the right hands, they are said to be able to rule realms, and destroy them in evil ones. Taking hold of a well crafted saukonave wand makes any imperfections in the wand glow with an eerie turquoise glow; i.e. the grain of wood or the boundaries in damascus metalwork. When used, they leave a distinct magical signature. If the spell is powerful enough it might even leave pure mana residue.
Fauntaum

The fauntaum is a wand belonging to Makenna Leokalyn.

She received it at a very young age, considering the power of the wand. It is an exceptionally fine example of a wand of its kind.

The wand is made of aspen wood and has a intricate design. The blade is smooth and sturdy with a minimal taper. The hilt is bulbous and a crosshatch pattern on it making it reminiscent of a pine cone. The core used for this wand is a lacetrice feather.

One of Makenna's favorite spells, conjuring bunny ears onto people, lends itself very well to this wand as illusion magic is one of its magical affinities. This, along with it's easy mastery for her, made her extremely fond of her wand. She decided to name it "the fauntaum" after her love for the forest and magic. Her sense of adventure and drive to move makes her wand very loyal to her, though a certain "extra connection" has always existed between the two. Her father speculates that the lacetrice that donated the feather for her wand could have been the same lacetrice that came down in their village when Makenna was being born.

The wand was crafted exceptionally well, using only the best piece of wood and the best part of the lacetrice feather. The wand's good quality materials and good quality craftsmanship makes it more powerful, able to conjure more realistic illusions and more destructive evocations, all the while staying sturdy in the users hands and performing reliably. Part of Makenna's overconfidence probably comes from the power of her wand
Dormeia's eyecandy concoction

Dormeia's eyecandy concoction is a hallucinogenic potion invented by Dormeia of Martiris in 1349.

## Dormeia's eyecandy concoction

### Effect

Makes the drinker hallucinate that everyone around them is naked.

### Appearance

A fancy blue, yellow and red layered cocktail.

### Taste

Boozy and fruity

The potion was invented with mischief in mind, as it will put the drinker in quite an embarrassing situation.

Dormeia notes that this is "one of the few of [her] potion's that you can't use to spike someone's drink." but luckily looks and tastes very appealing and is not hard to get one to drink it.

Because of its nature of deception and composition, it is usually brewed on the spot. If kept in a bottle for over an hour its duration will decrease dramatically.

Though the potion fills an entire glass, the ingredients are potent enough that the drinker can experience the effects after only having one swig. After taking their first drink, the effect sets in in about 2 minutes. This is often enough to provide the drinker with about 15 minutes of effect. If the drinker decides to continue on and drink the entire potion, the effects may persist for over half an hour.

Dormeia notes that adding an ice elemental fragment forms an interesting ice lattice and makes the drink even more appealing to the drinker. It also prolongs the effectiveness of the potion, both increasing the duration of the effects and keeping it effective for longer after brewing it. Dormeia has observed that in most cases, the cocktail has already been fully drunk before the ice lattice has melted completely.

## Recipe

The recipe requires the following ingredients:

* 7 ƒ℥ candleshrub berry juice
* 1 ℈ aetherus spirits
* 2 ƒ℈ juniper extract
* 5 ƒ℥ andorberry cider
* 2 ♏︎ sex sweat
* 1 ℈ luminous saltpeter
* 3 ƒ℥ blueberry juice

The recipe requires the following steps:

* Put the Aetherus spirits, sex sweat and luminous saltpeter together in a pint glass and shake it up vigorously, incorporating some air.
* Put the blueberry juice in the glass, then hold the glass sideways while pouring in the andorberry cider very gently, it should form two different layers.
* Now layer the candleshrub berry juice on top of that, gently.
* At last, put in the juniper extract along the side as well. Then let it stand for at least half a minute to make sure the effective components have spread throughout the entire potion.
Ilija

Ilija is the Kazenan goddess of Fire. She is associated with the force of heat and fire. Ilija is also associated with passionate sex, though this association is less well known.

## Physical shape

Ilija's physical shape is that of a big fox' head which consists of bright orange flames and black voids for her nose and eyes. Her presence releases a huge amount of heat.

## Worship

Ilija is honoured by burning any combustible material using a pyromantic spell imbued with her magic. Ilija especially enjoys feeding on the lifeforce of burned beings. The stronger the lifeforce of the target burned, the greater honour it is to Ilija. The same counts for the total force of the spell, the bigger and more forceful the spell, the bigger the honour.

Another way to honour Ilija, which may be less suspective, is having passionate sex in her name, especially ritual sex where the woman or women bear masks in her figure. The cherry on top of the cake would be setting these masks on fire during the act. Ilija would be "feeding on the burning, firey passion" of the act in these cases.

## Attributed phenomena

Ilija is known to bless magic foci of followers with a strong bond with her. These foci gain a distinct flair and increased power cast pyromancy spells.

## Allegiance

Followers have an easier time casting evocative pyromancy. Their resistence against heat also increases quite a bit and their ability to recover from burns improves vastly.

The sex drive of her followers is also enhanced, granting the more stamina the more passionate the sex is.
Dormeia of Martiris' Wand

Because Dormeia is a sorceress, she naturally has a proper wand. She does not use her wand often, but makes sure it is quite a show when she does.

Her wand is made of stained dogwood and is curvy and curly. It’s curls are reminiscent of the curls on the Wind waker, only the curls flow through in the rest of the design. The hilt and the blade flow into each other and have no distinct separation. The core material used for Dormeia's wand is igneous magnaviper sinew, a good fit for her.

According to Dormeia, the igneous magnaviper which donated the sinew for the wand's core had "a good sense of style", allegedly helping her cast even more flamboyant spells than other wands with similar cores. She also claims that the wand wood has been stained using blood from an arid dunelynx, but this is unlikely.
Dormeia's snaketongue potion

Dormeia's snaketongue potion is a well known verbomodesiac potion invented by Dormeia of Martiris in 1349.

## Dormeia's snaketongue potion

### Taste

Indistinctive

The potion was invented as a counterpart to veritaserum, to accomplish the same goal through cheaper and more convenient ways. It was also invented with mischief in mind, as making someone drink the potion in certain occasions may prove to be quite inconvenient, much to the pleasure of the person who administered it.One of the ingredients of the potion is dried bloodsnake weed, a potion ingredient common to Dormeia's homeland. This ingredient's name has also been inspiration to her for the name of the potion itself.

## Recipe

The recipe requires the following ingredients:

* 2 ℈ dried bloodsnake weed
* 1 ƒʒ snake saliva
* 2 ƒ℥ molenut tincture
* 2 ƒʒ filtered candleshrub berry juice
* 4 ƒ℥ clean water
* 3 gr sulphidous chromic patina.

The recipe requires the following steps:

* Put the bloodsnake weed, chromic patina and snake saliva together in a mortar and grind until it turns into a smooth paste.
* Put the water into a round-bottom flask and put it over a slight flame.
* When the water is close to boiling, dissolve the paste into the water. Keep stirring and make sure the water does not start boiling.
* Once the paste has fully dissolved, add the candleshrub berry juice and keep the concoction simmering until it turns a cloudy, faint pink.
* Now slowly add the molenut tincture while stirring continuously. If added slowly enough, the tincture should now be suspended in the liquid and it should now have a cloudy, light green color.
* Keep the liquid simmering until only about 3 ƒʒ remains, then bottle it once it has cooled.

## Trivia

Other potions have been invented which share the name "Snaketongue potion". This is why Dormeia had chosen to add her first name to the name of the potion. She only learnt about this about a year after the invention of the potion. Dormeia's snaketongue potion is so popular though, that most people simply call it "Snaketongue potion", specifying only if they mean a variant other than Dormeia's.
Sanctifico Documentum

The Sanctifico Documentum is an ancient humeran abjuration spell cast upon scrolls and magic documents which creation must be halted. The magic imbued into the parchment is preserved through this spell, without its protection the magic is thought to fade after a few moments, rendering the scroll useless.

Nowadays it is believed that magic is only imbued into the scroll once it is completed, but a lot of mages all over Varel still use the spell just to be sure.

The spell has both verbal and sematic components.

To continue writing the abjured document and adding magic to it, instead of on top of it, the abjuration must be lifted. There is only one way to lift a sanctifico documentum, and that is by casting an Aperio Documentum on it. It is said that the spell may be used an infinite amount of times on the same document.

During the cast, a magical signature may be imprinted on the spell. An object with a open magical signature spell cast onto it may be touched by the caster during the casting of Sanctifico documentum. This imprints the signature on the spell, and will only be affected by an Aperio Documentum spell if the caster is touching the same magical signature spell.

## Sematics

The mage gently holds their wand and circles counter clockwise over the document as they whisper the incantation. Once the incantation has been recited, the mage taps the center of the document once with their wand.

## Incantation

The incantation goes as follows:

in virtute et numine ego sanctifico documenti huius. Sit magia continebat ponere continebat usque fati tempus advenit annota.

This translates to modern english:

By the power of the deity i hallow this document. May the magic contained maintain contained until the time of fate arrives.
Kivarin

### Physical form

An androgynic human-cat hybrid with long manes and a long pointy tongue, looking attractive according to each kazena.

### Magic affinity

Aphromancy/Aphrodesiacs, Animancy

Kivarin is the Kazenan god of Passion. They are associated with passionate love and sex. It is a very important god in Kazenan religion since many consider sex a very important thing.

## Physical shape

Kivarin's physical shape depends very much on the observer. Their form always stems from an androgynic human-cat hybrid with long manes and a long pointy tongue. They're always depicted wearing a loincloth and a loose binder covering the chest. They are almost universally attractive to any kazena out there, who see their manifestation just a bit tweaked to what their ideal of beauty would be. If seen or depicted by a straight kazena male, Kivarin may exhibit more feminine features, bigger breasts and hips. This is not necessarily true however, and in many cases Kivarin's natural form is enough to make most Kazena positively aroused. This is also a big reason why many kazena are more comfortable with bi- and pansexuality than other races, as Kivarin could just as well be a man as a woman in their most common form.

The genitals of Kivarin are hidden at all times, adding to their mysterious allure.

Kivarin moves very alluringly, sensually and with a lot of grace.

## Attributed phenomena

Many kazena, during sex in Kivarin's name, claim to be able to feel Kivarin watching them, or even see them floating around them.

## Allegiance

Followers of Kivarin gain more passion. More passion for life, more passion for their loved ones and more passionate lovemaking.

They also become more adept at using aphrodesiacs and casting aphromancy, as well as love-oriented animancy like love spells.

If the follower wants it, Kivarin can slowly make them look more androgynous as well, forming themselves in Kivarin's image and becoming alluring to members of all sexes.
Villains Falling To Their Deaths

Villains Falling To Their Deaths is an epic climatic ending mostly found on cinema films. The climatic ending has been used in a huge variety of films, such as Die Hard, Rush Hour, The Lord of the Rings: The Return of the King, Batman (1989), Batman Forever, The Dark Knight (2008), Trolls (2016), Mortal Kombat (1995), Antz, Up & many more. Benton Film Unlimited, 833time's Motion Picture Studio Asset, uses this climax in all of its motion pictures to this day.

## Examples:

Slavo in The 2 Realms of Mincartia

The Hunimal Commanders in My Little Pony: Next Generation- The Temple Book

The Juicers in Ghost of the Past

Cloaked Dark in Birthday Week

Evokader in Mincartia: The Legend from the Far.

Fluffnosisdimon in 833time: Volume 2.
Analena of Verden

Analena of Verden, Also known as Annallee Zylnerios, is a 20 year old transspecial kazena woman. She was born in Ifeneas, Ancalen, Martaforë.

## Backstory

Analena was born as Annallee Zylnerios to two loving parents. From early on in her life, though, she was quite fussy. She would grow up to be a very rebellious girl. When she was 11, she was admitted to <a magic school> where she studied health-centered herbology. It is here that she first encountered the effects of dried bloodsnake weed overdose.

## Appearance

Analena is a pretty, young woman who has transitioned relatively well. She has a light red skin and dark blonde hair. She has full cheeks and a sharp nose. Her eyelashes are naturally long but more often than not also enhanced with some makeup. She has relatively pale yellow eyes compared to a real Kazena and if you look closely you can still see the outline of her iris.

## Legacy

Analena founded the Liliferiae cult, a group of Elf to Kazena transspecial people. They share resources and findings on how to become more and more like a real Kazena woman and their main goal is "to be completely indistinguishable from cisspecies Kazena.
Kharèn

A kharèn (pronounced kɑrɛn) is a traditional Delvaruudian knife used for dark rituals and in herbalism.

## Kharèn

### Type

Ritual tool

A kharèn is very similar in use to an athame. The tip of the blade curves upward slightly, not unlike a sabre. They are traditionally made from deep steel and said to not hold the same magical power if one is made from another metal. Like the athame, the Kharèn also symbolises an element, the element of Air in this case, as they are “sharp enough to cut through [it]”
List of potions invented by Dormeia of Martiris

This is a comprehensive list of all potions that Dormeia of Martiris has invented.

All these potions are also mentioned in Dormeia's notebook "Mischievious potions and how to make them"

* Snaketongue potion
* Gender bender potion
* Eyecandy concoction
* Amoraroma
* Carnal craving concoction
* Juulberry elixir
* Potion of caudality
* Tongue twister potion
Vex

Vex is the Kazenan god of inner balance, best known as the god of spirit in other religions. He is associated with the soul and balance of the soul. Where some deities are known to represent a single thing, Vex represents the duality of the balance of the soul: keeping the soul in balance, and the tipping of its scales.

## Physical shape

His physical form is that of a big yellow glowing deer, symbolizing gentility, calmness and balance. His form can change phases between a physical deer and a plasma.

## Worship

### Honouring

Vex is honoured by professing control over a soul. Be it your own soul and keeping it within balance, or be it controlling someone elses. Vex is honoured by severed souls sent up in his name.

Another way to honour Vex is to keep prolonged balance in your life. Every up must have a down, every down must have an up. Steering the boat of life as it were, in such a way into the stream of life that the boat goes in a straight line is very honourable to Vex.

### Dishonouring

Vex is a hard to dishonour god, he is only dishonoured by keeping your soul imbalanced. This is a broad term on purpose. Vex does not praise a person who abstains theirself of alcohol and pleasure and engulfs themself in work and duty, and vice versa. For him, it is in the balance of these things. The importance of this balance is strong in most kazena. "He who works hard, must enjoy hard" is a saying often attributed to Vex.

## Attributed phenomena

Vex' charge is the strongest spell connected to Vex, which is a tremendously strong spell which is able to irreversibly disintegrate any soul on which it is cast.

## Allegiance

People who follow Vex have an easier time practicing animancy, be it through understanding of controlling their own soul, or proficiency with controlling the souls of others.
Manedeer

A manedeer is a non-magical creature which wears thick manes on its neck. Their coat is also generally thicker than normal deer. The color of their coat is usually a tint of brown, but a separate manedeer breed also can have a fiery orange coat.

## Natural habitat

Manedeer are only found in deep forests and rarely outside of Martaforë and Zaiinaika. In the latter they are found more often, as Zaiinaika has laws against poaching most animals, amongst which are manedeer. Red manedeer are only found in Martaforë.

## Facts and history

Because of their warm and pretty, but not obscenely thick coat, manedeer fur coats are very desirable and often worn by the medium aristocracy.

Tail hair of manedeer has been used in wandcraft for centuries. Only tail hair from a living manedeer can be used for wandcraft, but its magical powers are preserved when it is inside the wand. The wand stays magical after the manedeer dies. Tail hair of red manedeer is slightly more magical and therefore better suited for wandcraft.

Manedeer are very slightly magical, not enough for them to do anything useful with it, hence why they count as non-magical.