recursal/Fanatic-Fandom huggingface dataset:
Suzuki Every Japan Police Car (04RF-008)

04RF-027 is a model of a Suzuki Every (DA64V) with the Japan Police vehicle livery.

The 5th generation Suzuki Every (known as DA64V) is a minivan produced from 2005 to 2015. It's a Kei car powered by an inline 3 cylinder engine with 660cc. This model looks similar to the 6th generation Every (DA17V), however there are some details that confirm Era Car modeled the 5th generation (DA64V) and not the 6th generation (DA17V). First, on the front of the vehicle, the DA64V features 5 lines of ventilation holes, while the DA17V has 6 - there are two lines to the side of the licence plate instead of just one. Second, the top 2 lines of ventilation holes (the ones between the headlights and that are thinner than the ones below), have the same width as the the ones below on DA64V, but are much wider on DA17V going across the front, from one headlight to the other. Third, on the back of the vehicle, the center brake light from DA64V is wider than the trunk handle and is mounted really close to the glass, while on the DA17V, the center brake light has roughly the same width as the trunk handle, and is mounted a little bit higher in relation to the glass.

04RF-027 is modeled after a Japanese Police Suzuki Every of the 5th generation. As such it is painted in the white and black traditional livery, the Suzuki emblem on the front has been replaced by the Prefectural Police Department emblem, and has a big police light bar on the roof. In addition it has inserted headlights and tinted windows. Era Car seems to have modeled the 12 inch steel wheels, although with one less hole (part number 43210-72J00-ZBP). This model features suspension, which is uncommon among Era Car.

The normal edition (04RN-007) is a Suzuki Every painted in plain white. Has such it has no police elements, and the licence plate has the Every name on it, instead of being based on a real licence plate.

In the table below you can see the dimensions of the model. Consider some margin of error, given how small the units are, and the difficulty of capturing accurate measurements without damaging the model.

 Length
 Width

## Gallery

### Model

Right SideFront SideLeft SideBack SideFront Right SideFront Left SideBack Left SideBack Right SideTopBottomWheelsDriver Side InteriorPassenger Side InteriorInterior SeatTrunkTrunk Interior
### Box

Box FrontBox BackBox SideBox EarBox TopBox BottomBox Insert
### Official Images

From Era Car ShopFrom Era Car ShopFrom Era Car ShopFrom Era Car FacebookFrom Era Car Facebook
### Real Vehicle

From huffingtonpost.krFrom ruten.com.twFrom autoparts.beforward.jp
### With 04RN-007

Right SideFront SideLeft SideBack SideFront Right SideFront Left SideBack Left SideBack Right SideTopBottomTrunkTrunk InteriorBox FrontBox Side
Fiends

Unlike other creatures on Mirror Domain, a Fiend is not a living being. More akin to an undead zombie, a Fiend is a creature powered by a red magic “soul”. This soul is typically created by another being, which the Fiend is controlled by. They lack free will, thoughts, emotions, or any other feelings a typical mortal would have.

The vast majority of fiends are created as a front. They can be made from any creature, mortal or otherwise, so long as it at one point had a body. It’s body is seeded with red magic until its soul is driven out, at which point the creature dies. After that, the body is tethered to whoever’s creating the new red magic soul. With a fiend, someone essentially has a second body to inhabit. It’s master can see and hear everything it does, and they’re able to control and puppet the body to the full extent of its abilities.

Fiends are more often than not part of DC’s Hivemind. Only the gods themselves have nearly enough mana to be able to control more than one at a time, let alone hundreds. Most mages aren’t able to gather nearly enough magic to raise an army of them, and those that do more often than not succumb to the red magic inside them and assimilate into DC’s Hivemind themselves.

   A fiend should not be confused with an undead creature, however. While they do fall into a similar category, most undead have some semblance of free will, even if that free will is just mindlessly walking around or attacking things at random. Fiends are under their master’s full control. They cannot be swayed or reasoned with if the one controlling them can’t be. When you talk to a fiend, you’re talking to the person puppeting them.

When an average creature dies, their soul is sent to either the Afterlife or the Void, depending on whether it’s mortal or not. A fiend, however, has no “Afterlife”. Souls of red magic are not true souls, and because of this they disperse upon their death. This usually culminates in a minor burst of red magic, sometimes causing a small explosion or a red magic spell to be cast at random. After that, the body melts and decays into absolutely nothing; only leaving behind a thick maroon paste.
Relics

Seeing as the Gods are so powerful, they’ve naturally enchanted items in order to share their power with Mortals. These items are called Relics, and they’re extremely rare and valuable. Mortals don’t know the Gods created these Relics, however. All they know about them is the fact that they’re far more powerful than any Mortal’s Magic.

Only items created by the Gods themselves are considered Relics. The strength or usefullness of said items doesn't matter. A Relic could have all of the same properties as a Trinket, but because it's made by the Gods it'd classify as a Relic anyway. Many other enchanted items exist in Mirror Domain, but these items are far less powerful than real Relics. Since the original three are unknown to Mortals, the creation of Relics isn’t credited to them. Instead, it’s credited to various other False Gods or powerful individuals.

Relics were created for various different reasons. Most of the Relics created by Oasis were created unintentionally, as her Magic likes to flow and expand freely. She’s largely unaware of their existence, and it’s always a surprise when souls begin to talk about them.

Sandra tends to make Relics that make her job easier. These items were intended to be kept in the Afterlife with her, but several have been lost over the years. Sandra desperately tries to keep this fact hidden from Oasis, as she doesn’t want to add to her stress. Green Magic Relics are very practical items.

Red Magic Relics were created as part of DC’s game. They’re often a double edged sword. A monkey’s paw, if you will. They’ll grant you unfathomable power. They’ll allow you to harness Red Magic yourself, without the unwanted side effects! Still, there’s always a caveat. Use it the wrong way and you’ll be under DC’s control. These Relics are usually alluring items. Fancy weaponry or valuable looking jewelry.

That being said, there are some artifacts that predate the existence of the Gods. Mortals don’t know this, obviously, but the Gods are aware of the existence of these items.
Dispel

*GFXoSp*

**Magic type:** Varies (see below)

**Difficulty:** ★★★☆☆

**Components:** Varies (see below)

**Description:** By channeling the opposite variant of magic as the target spell, person, object, etc, one can use this spell to nullify any effects said magic may have. This can be used to stop someone from casting a spell, rid someone of a nasty ongoing magical effect, and destroy magic items.

   Because magic is so vastly diverse and complex, dispelling magic requires prior knowledge on the targeted effect. Destroying magic items generally requires a lot more power and may involve using a favoured gemstone to amplify the spell’s effectiveness. Prior knowledge is also needed to know how much mana to even use in the first place. A lower powered dispel may mitigate dangerous or deadly magic, but only one of equal or higher power can fully negate any opposing effects. It’s finicky, to say the least.
Empyreals

An Empyreal being is a creature who was directly brought to life by a God, usually to assist them in completing a certain task that they either can’t or won’t do. What these creatures are will vary depending on the task assigned to them, and as such there’s no true standard. In some cases, such as some Dragons, an Empyreal can also be considered a Mortal.

Empyreal being's Souls can be any colour, but more often than not their Soul is the same colour of magic as the god that created them. The exception to this are Dark and Light Magic Empyreals, which can be made by any of the four gods. Meridian is also able to construct an Empyreal of any colour, although more often than not he sticks to Purple Magic.

Empyreals are not Mortals, in the sense that they do not have a finite lifespan. So long as nothing comes along to kill them an Empyreal can live forever. That being said, the vast majority of tasks assigned to an Empyreal is something that can/will get them killed eventually. A common example of this is a Sphynx: a Blue Magic Empyreal. They were created with the intention of finding lost souls and returning them to the Afterlife. This job can be dangerous, with many lost Souls being stolen by evil beings or used as potion ingredients, so they often end up dead.

While an Empyreal is created by a God, not all of them are aware of this. Many of their God given jobs or goals are embedded into their instincts. An Empyreal may not know why it has to deliver that letter, kill that demon, or free that soul, but they know that they have to. They need to. If they don’t do their assigned task they become distraught, and sometimes they go completely insane if kept from their assigned duty for long enough.

Generally speaking, once an Empyreal has completed its assignment, the God who created it will either dismiss it or set it free. Empyreals created by DC or Meridian are more often than not destroyed upon completing their task, with few exceptions. Those created by Oasis are brought back to the Afterlife, where they’re able to freely lounge in an area designated for them until their services are needed again. Empyreals created by Sandra are usually set free, being allowed to roam the Mortal Realm without any duties driving them.
Slurry

Mirror Domain has less than 10% water throughout it's entirety, which has proven to be a major problem when it comes to the survival of Mortal beings as a whole. As such, the people of Mirror Domain have taken to other means of hydrating themselves as a means of survival.

Slurry is a drink comprised of any number ingredients, with Demon blood being the main source of liquid. There's hundreds of thousands of different varieties of Slurry that exist throughout the world; their composition varying from region to region. The word Slurry is more akin to something like Soda. Many types exits, but all of them have the same basic composition. Any number of drinks, potions, curds, and even puddings fall under the category.

Slurry was first invented in the year 4000 BDI, shortly after the act of Demon Summoning was discovered. In the past Mortals would drink Demon blood straight, but Demon blood in its natural state has proven to have several adverse effects; such as iron poisoning or Red Magic infection. Still, life finds a way. Over the centuries Mortals have found more and more ways to "purify" the blood, making it safe for Mortal consumption. Creatures that commonly drink Slurry, most Pure beings and common pets/livestock, have grown a tolerance for iron as well.

In the modern era, Slurry is considered a commoners drink. The higher the blood content, the cheaper it is. Extra ingredients are added to the mixture in order to make it more palatable, and these ingredients drive up the price significantly. Generally speaking, the thicker the Slurry the more expensive it is, seeing as little to none of the additives are in a liquid form. On very rare occasions Slurry is mixed with water in order to artificially extend the amount of both, but this is only done in dire situations. Most people that can afford water in any capacity will more often than not just drink that instead

Demon blood has become a common substitute for water to the point where pretty much any drink that exists in real life has some sort of Slurry counterpart. Carbonated versions exits, although they aren't very common. Alcoholic versions exist as well, which are widespread throughout the world. Most alcoholic drinks have a Slurry counterpart, although how good it is varies from place to place. People would still much rather have the real thing, but it's better than nothing. Slurry is more often than not pretty high in calories. In poorer parts of the world, Slurry puddings or curds are substituted for meals.

With all that said, the people of Mirror Domain don't like drinking Slurry. At least, not Demon Slurry. It's often used as animal feed or bait, as consuming any kind of Demon product is seen as impure and cheap. With more and more technology being invented and spells being created, access to water is starting to spread out much further than the past. One day Slurry may become outdated as a whole. For the time being, though, it remains a common yet disliked drink worldwide
Sorcerer Wings

While any creature can interbreed and therefore gain physical traits from just about anywhere, there is one highly identifiable trait that's noticeably absent in the pure gene pool. Wings are a rare trait in the pure population, with only four species possessing them naturally. These species are Dragons and Lesser Dragons. But, while all of these species can have wings, their wings are more bat-like.

Magic has been known to alter the appearance of individuals, especially those who have an extremely large mana pool. It's usually more subtle, such as tinted skin or a change in eye colour, but sometimes (especially in the case of sorcerers) it can have more prominent effects. One of which is known simply as "Sorcerer's Wings".

Despite the name, these wings are not restricted to sorcerers. Rather any individual with a massive amount of magic in their system. Why these wings appear is unknown. Some say it's by chance, while others say they only appear after accomplishing a massive feat in the realm of magic. The finer details are highly disputed, but one fact remains firm and that's the fact they exist.

Sorcerers wings are generally large feathery bird-like wings; almost angelic in nature. In the off chance this trait appears on a person they’re more often than not impossible to remove without unfortunate consequences. While they may prominently be bird-like, there have been cases where these wings take on a different appearance (such is the case with the gods DC and Sandra). These wings are capable of flight, but flight to a non-flighted creature is not an innate ability and must be learned after the fact. While uncommon, a creature that already has wings can earn new ones. More often than not their original wings will either be replaced with the new feathery ones or they'll warp into a hybrid variant.

There's two variants of Sorcerer's wings. Earned wings, which are highly prized and generally considered a magical badge of honor, and lineage wings, which usually indicate a sorcerer bloodline and are almost always viewed as an impure trait. Regardless of how one gained their wings, these wings are typically kept hidden by more pure races. After all, wings are an impure trait. Those who possess them, even if they were earned rightfully, will automatically be put lower on the purity scale. A human cannot possess wings given the strict criteria that must be met in order to be classified as one, so Humans with earned wings will usually have their purity lessened
Artifacts

Given how prominent Magic is in Mirror Domain, it’s only natural that over the years people would have found various ways to imbue everyday items with magic of their own. These items are known as Artifacts. An Artifact is any nonliving item that has it’s own Mana pool and can aid in producing magical effects.

While all magic items are considered to be Artifacts, there’s different subcategories of them which all go by different names. Mundane magic items are known as Trinkets, and extremely powerful ones (more often than not made by the Gods) are known as Relics. Technically a single artifact can fall under all three labels under the right circumstances.

Magic items are a staple part of Mirror Domain’s society. They’re as common to them as things like computers or cell phones are in real life. The only limit to their use is the creator’s imagination. That being said, some types of Artifacts are more common than others. Those made with functionality in mind heavily outweigh those created purely for entertainment, although both still exist.
Magical beast

A magical beast is a creature much like any other animal in terms of intelligence. They're instinctual creatures with only rare cases of higher intelligence. What seperates a magical beast from other fauna in Mirror Domain is its tie to magic.

Magical beasts are akin to sorcerers, as in they've been born with a naturally large mana pool and are able to cast some spells instinctually. What spells they're able to cast and how powerful they are vary from creature to creature, but with few exceptions magical beasts spell casting abilities are directly tied to how they survive in their specific environment. These abilities give them an edge over the competition, allowing those who can cast said spells to survive better than those who can't.

It is important to note that, much like a sorcerer, a magical beast is only a creature born with heavy natural ties to magic, not one that learns it later on. Historically smarter animals, such as dogs or crows, have been trained to cast simple spells on command. There's also creatures like familiars, which fall into their own category entirely and may or may not be a magical beast.

Most magical beasts gain their power from the ambiance of the environment they're in, which can lead to different variants of the same species or new species to arise all together. For example, Unicorns and Pegasus used to be one singular species, but over time those who favored red magic eventually gained more powerful wings and the ability to fly and those who favored blue magic gained stronger horns and ageless bodies. This is just one of many examples of creatures who've speciated due to ambient influence

The more ambiance in an area, the higher the likelihood of Magical Beasts migrating there. Many of them are so reliant on their niche magic to survive that they simply can't without it. If their homeland ever lost its magic, the creatures there would either migrate elsewhere or go extinct; being driven out by more adapt non magical creatures. There's advantages to both sides, which is why both magical and non magical animals are able to exist and thrive within Mirror Domain
Tinker

A Tinker, as the name would suggest, is a form of Magic user who focuses heavily on enchanting items and making Artifacts. In the past these mages were known as “Enchanters”, and many parts of Mirror Domain still use this term. But, with information on Magic being more readily available, more and more people are able to learn how to create these items. The term “Tinker” stems from the term “Trinket”, as both of them are generally considered to be lesser mages/Artifacts.

That being said, the term Tinker is not often used as a derogatory term, especially given how convenient many trinkets have made modern life. Tinkers are by far one of the most populous forms of mage, as you don’t even have to use your own mana pool in order to enchant an item. Yes, more elaborate enchantments do take a more highly trained Tinker to make, but if you want to make a simple sword that’s better able to fight off demons all you really have to do is let it soak in raw blue Magic for a couple days.

Because Tinkers are so common, the vast majority of them are forced to specialize themselves in order to gain headway in the realm of business. It’s not uncommon to find a Tinker who only puts up building lighting or a Tinker who only creates totems to ward off demons. Better to be specialized than a jack of all trades, at least in this particular circumstance.
Suzuki Jimny Japan Fire Command Car (13RN-033)

13RN-033 is a model of a 4th gen Suzuki Jimny with a Japanese Fire Engine livery.

The 4th generation Jimny was released in 2018 in two versions. One is a kei car version (JB64W) exclusive to the Japanese domestic market, powered by a 660cc three cylinder turbocharged petrol engine developing 63hp. In contrast, the global version (aka Jimny Sierra or JB74W) is wider (has fender flares) and longer (bumpers are not tucked in), and has a more capable power unit: a 1.5L four cylinder, naturally aspirated, petrol engine developing 100 horsepower. Both versions are similar in weight, with the kei version at around 1035kg, and the heavier global version reaching around 1100kg.

The Era Car model is based on a real fire department vehicle, most likely a JB64W version due to the lack of fender flares. The attention to detail is clear, for example by observing the same color and style of basket roof rack and light bar, as well as the livery colors (not only the body color and inscriptions, but also small things like the color of the side mirrors and wheels). Other details of note are the replaced Suzuki badge on the front, a Japanese style licence plate, and tinted rear side windows. Even the two small windshield stickers were reproduced on the model. The wheels of the model do not seem to match the 5 spoke design of the real counterpart found in photos around the internet, however it is possible a real vehicle in the same livery with the wheels fitted on the Era Car model exists, since they are a OEM design (and also paired with the JB64W). Also worth mentioning are the inserted headlights and fog lights, rubber spare wheel, and a small antena on the roof.

The 1st Release 13RF-032, because it is not a fire department vehicle has a distinct color, being predominately lime green with a few dark contrasting touches. In addition has a different style of radiator grille. It shares the same wheels but in a more traditional silver. Gone is the light bar and the basket style roof rack, and in its place is a roof rack with a surfboard, that can be detached from the model. Lastly the licence plate is not based on a real licence plate and instead has the Jimny branding on it.

In the table below you can see the dimensions of the model. Consider some margin of error, given how small the units are, and the difficulty of capturing accurate measurements without damaging the model.

 Length

## Gallery

### Model

Right SideFront SideBack SideLeft SideFront Right SideFront Left SideBack Left SideBack Right SideTopBottomWheelsDriver Side InteriorPassenger Side InteriorInterior SeatEngine
### Box

Box FrontBox BackBox SideBox BottomBox TopBox EarBox Insert
### Official Images

From Era Car ShopFrom Era Car FacebookFrom Era Car Facebook
### Real Vehicle

From 3g.163.comFrom 3g.163.comFrom 3g.163.comFrom 3g.163.comFrom autoparts.beforward.jp
### With 13RF-032

Left SideFront SideRight SideBack SideFront Left SideFront Right SideBack Right SideBack Left SideBottomtopEngineBox FrontBox Side
Card of Time Stop

Purple Magic Relic

A seemingly normal looking playing card with a purple diamond checkerboard pattern on the back. The front of this card has a "T" in place of the number, and a clockwork pattern in place of the center image. The card feels as if it were made out of metal, as its got a fair bit of weight to it. It cannot be bent or folded no matter how hard one tries.

When a person holds this card they gain the ability to stop time for everyone except themselves and anyone they're currently touching. Everything and everyone other than them will be perfectly frozen in time, like a statue. Because time isn't flowing, the person or people who remain unfrozen will not age. They will not need to eat, drink, or do anything else to help further their survival either. They're perfectly frozen in whatever state they were in before time stops. To use this card, the holder must hold it up in the air and say the command word while swiping it downwards and across their body. To make time resume, they must do the opposite: swipe the card upwards and across their body, while saying the second trigger word.
Alchemist

Alchemists are a variant of Magic user that focus mainly on potion making. Unlike a Wizard, who relies on their own mana pool in order to use Magic, Alchemists commonly use raw Magic or Magical components to create some form of consumable with a desired effect. Many of them have focused their studies on the Magical properties of items found in nature and ways to strengthen or draw out these powers.

That’s not to say all Alchemists are nature buffs. Many do grow or otherwise cultivate their own potion ingredients, but there are a fair few (especially in the realm of dark or red Magic) that stray from plants and minerals and focus more on harvesting Magic from living or once living creatures. Many of them in place of raising plants will raise or hunt animals for their Magic. It all depends on what that specific Alchemist is wanting to use their talents for.

While they mainly focus on potions, what a “potion” is can be really subjective. Many Alchemists make other forms of consumable Magic as well as potions. Weather it be Magical pills to fight off infections or enchanted foods for recreational purposes. The only limit to what they can make boils down to what an average person is able to consume.
Objets

Cette liste contient l'ensemble des objets trouvables dans Unord et Itomy, en dehors de ce que donnent les Boss.

A

* Accro Griffe
* Aimant

B

* Balle Lumière
* Bec Pointu
* Bracelet Macho
* Boue Noire
* Bandeau Muscle
* Bel'Ecaille

C

* Ceinture Noire
* Casque Brut
* Cuillère Tordue
* Croc Rasoir
* Chantibonbon

D

E

* Eau Mystique
* Ecaille Ocean
* Evoluroc
* Ecaille Dragon
* Electriseur

F

G

* Graine Herbe
* Graine Psychique
* Grelot Coque
* Griffe Rasoir

H

* Herbe Pouvoir

I

J

K

L

M

* Magmariseur
* Masse Os

N

O

* Orbe Vie
* Orbe Toxique
* Orbe Flamme

P

* Peau Métal
* Pierre Lune
* Protecteur
* Pomme Acidulée
* Pomme Sucrée

Q

R

* Roche Humide
* Restes
* Roche Chaude
* Roche Royale

S

* Sachet Senteur

T

* Tissu Fauche

U

V

* Vive Griffe

X

Y

Z
Zalfari

Zalfari est la cinquième ville d'Unord. Les Pokemons apparaissant dans cette ville sont de type Plante.

## Bâtiments

* Centre Pokemon
* Pension
* Arène Plante

## Arène Plante

Rival Timmy Niveau 35
 Arcanin
 Magneton

Récompense:

* 350 Pokedollars

Arène Plante Niveau 35
 Ludicolo
 Florizarre

Récompense:

* Badge Plante
* Eco-Sphère
* 700 Pokedollars
Souls

A Soul is a small, compact wisp of Magic created by the Gods as a means of granting Magic to living creatures; Mortal or otherwise. A creature's Soul is what ties it to Magic, allowing it to passively absorb ambient Magic in an area and store in their mana pool. Creatures without a Soul have no ties to Magic, and therefore are unable to use it in any meaningful way. They're still able to trigger the use of Artifacts, so long as the trigger doesn't rely on any input from the user. They're also still able to be affected by Magic, such as potion or spell effects, but other than those instances they'd be unable to use it in any way shape or form.

Technically speaking, a Soul is simply Magic in a solid form. All matter can exist in three different states: Solid, liquid, and gas. Souls are no different. A Soul is a solid form of Magic, albeit extremely small, that typically rests in or around the chest area of a living being. Under normal circumstances a Soul cannot be interacted with. Exceptions to this rule do exist, as stealing Souls or binding them to objects happens fairly often, but generally speaking a Mortal cannot interact with its own or another creature’s Soul.

While Souls are primarily made by the Gods, a primitive less stable version of them can occur naturally in the world. Before the ascension of Oasis Mortals still had blue Souls, but because they were far weaker they would immediately dissipate upon death, causing that Soul to die permanently. Oasis ascending tide Blue Magic to her being, preventing Blue Magic from congealing into a Soul naturally. As a direct result of this an event called The Abrupt Demise, a time where no new Souls went into circulation and populations rapidly began to die off, was allowed to happen. After the ascension of Oasis she was able to create a more compact and stable version of a Soul; one that could keep itself in a solid state long enough to return to the Afterlife. This allowed memories to persist throughout different incarnations.

Oasis is the primary creator/distributer of Souls, but that doesn’t mean Souls are limited to just Blue Magic. A Soul can be any colour, but only blue Souls are recognized as “true Souls” in the eyes of the Gods. Blue Souls are tied to Mortals. Purple Souls are most commonly created when Purple Magic overtakes one's body and turns them into a Wraith, although there are several outliers (those being Empyreal beings). Red Souls aren’t really considered to be “Souls”, although they technically fit the definition. They act as “batteries” for Fiends. The last three variants of Magic, Green, Light, and Dark, all make up the Souls of Demons.
Dreamcatcher

Green Magic Relic

 Made from a wooden hoop, with intricate patterns in it’s center created by woven strings. It has three strings attached to the bottom that are decorated with colourful green beads and beautiful white feathers. The top of this Dreamcatcher has a small loop, presumably so it can be secured to something.

 When used correctly, a Dreamcatcher can be used to directly communicate with the Afterlife. Not only that, but it makes traveling to the realm possible for the living. Dreamcatchers take advantage of the Afterlife’s weak spot created by DC to allow a portal to be opened up. Technically speaking, a soul could also use these portals to exit the Afterlife without a Mortal body, but given how well Sandra has kept these items a secret has prevented this from happening. Only 4 Relic Dreamcatchers are known to exist, and Sandra herself only knows the whereabouts of one of them.

 Sandra created this Relic in order to exit the Afterlife and interact with the Mortal realm directly. At first it was to find Relics that Oasis had lost, but it quickly turned into a means of solving problems that otherwise couldn’t be solved from the Afterlife. Sandra never meant for any of these to get into the hands of Mortals, but they did nonetheless. Three of them have been lost entirely. The remaining one is currently in use by a trusted individual that Sandra keeps secret.
Manacles of Nullification

Blue Magic Relic

Created by Oasis in order to nullify DC's Red Magic. These manacles are made of a pearly white material with gear like inscriptions carved around the perimeter. The inscriptions are black when not in use, and red while containing DC.

When closed, these manacles have no clear seam. This makes removing them impossible, unless they're somehow damaged. In order to retain their strength, they must be "recharged" with more Blue Magic weekly. This Blue Magic comes from Oasis' blood to ensure its strength and purity.

These manacles have never been used on any being other than DC since their creation. Because of this, no one knows for certain what they’d do on anyone else. Some speculate they’d have the same nullification effect they usually have, while others think that the amount of Blue Magic required to make them work would be too much for anyone else to handle.
Cairo Milvok

**Name:** Cairo Milvok

**Species:** Higher Demon

**Purity:** N/A

**Gender:** Male he/him

**Height:** 5 foot 7

**Languages Spoken:** Demonic, Standard, Chitt

**Personality:** Cairo is a calm, cool, and somewhat dull individual. He’s extremely knowledgeable on magic and has devoted a significant amount of his life researching it. Out of everyone in the ministry, he’s probably the second most proficient mage aside from Vira. He largely uses his magic to amplify his own natural psychic abilities. Cairo has the ability to form blades of psychic energy and summon them at will. He also has insanely strong telekinesis, being able to list well over a tonn with just his mind alone. Both of these combined have made him part of the Ministry’s front line in terms of defense.

Unfortunately for Cairo, an injury to his head has brought on what’s known as Split Brain Syndrome. His “real” self is a dull and boring bookworm, who’d much rather have a chat with someone rather than fight them. The other half of his brain was largely composed of fighting techniques and feral demon instincts. When left to his own devices, his unconscious mind will attack things at random, and his conscious mind will be unable to do anything about it. Luckily for Cairo, though, he does have something to keep his actions in check. Cairo has left his body in the control of one of the other Ministry members, Bur. He figured if he wasn’t going to be able to control his body anyway, he may as well leave it in the hands of someone trustworthy
Chapter 2: Stakeout

Airship Valor's crew has been staying in Barrowford as their ship is being repaired. With repairs done the crew comes to the startling realization that they don't have enough money to leave the country. Meanwhile, local university students have found themselves in a bit of a pickle after it's discovered one of their own has been buying Marrowmist from Wicker's Crew. Sonie and friends end up banding together with the Crew's contact in the hopes of organizing a stakeout to catch them! Given the bounty at stake, it'd be more than enough to get them off the ground if they succeed.

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Omnic

The language of the gods. Anyone can understand this language, but very few can speak it themselves. Those who cannot speak/write this language will perceive it as their native tongue, regardless of what language they may currently be speaking in. For example: a Feline Kodin speaking Standard will understand Omnic as Chitt due to Chitt being their native tongue. This is the only tip off to the fact someone is using Omnic.

Seeing as it's the language of gods, someone who learns Omnic will be granted the understanding of all spoken and written languages. In addition to that, Omnic speakers can selectively choose who can and cannot understand them. Who can and can’t understand it is at the mercy of the speaker.

Spells are able to be cast using Omnic, and more often than not they're far more powerful than those cast in Arkan or Demonic
Annexed Journals

Green Magic Relic

A very peculiar set of books that always seem to come in pairs. Anything written in one will show up in the other. Sandra originally created these as a quick means of communication with Oasis, but several have been lost over the years.

It's extremely rare to find a complete set of these books. Oftentimes when you find one, the person with the other is a complete mystery. Some pairs may not be in use at all. It's not uncommon to not get a response or to find a book with writing already inside. Some say writing in these books allow you to talk to the Gods themselves, but the two complete sets in existence more or less disprove this.

That being said, a certain individual seems to own a large quantity of these books. It is unknown who this individual is, but they often use these books to recruit people to do specific tasks; usually finding certain items and leaving them in a set location. They also tend to complain about being overworked, using that as an excuse to keep their responses vague. Some speculate this person is the creator of these books.
Lupin

The language of Canine Kodin. Lupin is largely made up of body language. Ear position, tail wagging, facial expression, etc. Because of this, it can be extremely difficult for species like Humans, Gremlins, etc to speak fluently. It's verbal components can mean several different things based on the speaker's body language. A creature without a tail, for example, would have a harder time conveying their point because their words could be taken several different ways.

The parts of the language that are verbal are very loud and bold. It's obvious when someone is speaking Lupin because it can often be heard from very far away. That's not to say it's always loud, but generally speaking most speakers talk loud and proud. Conversation being heard from so far away plays into Kodin social aspect. If everyone can hear your conversion, anyone can chime in with their own comments or ideas. People don't see this as rude, as they know everyone can hear them anyway.
Pip Scaald

**Name:** Pip Scaald

**Species:** Lesser Dragon

**Purity:** 24%

**Gender:** Male he/him

**Height:** 6 foot 8

**Languages Spoken:** Standard, Bellows

**Personality:** The guild’s newest recruit! Pip is a super peppy and overall happy kid, although occasionally this winds up getting him in trouble. He’s more often than not found alongside his mentor, Cyrus. When he’s not at the guild he can be found at the local university studying.
Wizard

Wizards are one of the most well known and well respected forms of Magic users. They draw the majority of their Magic from their mana pool, and they rely on their own skills and knowledge on Magic to perfect their craft. The title of Wizard is akin to the title of Doctor. One only gains the title after years of schooling and practice; practice that usually continues well after they graduate.

Because their main focus is on academia, Wizards are the pioneers when it comes to Magic. They’re the ones who create spells that can later be turned into potions or Artifacts by other mages. Without their hard work and studies in the field, most commonplace Magic items Mirror Domain has today simply wouldn’t exist. It’s nearly impossible to create a potion or Artifact without a spell as a basis, and Wizards are the ones who create said spells.

One of the biggest downfalls of a Wizard is the fact they rely so heavily on their own mana pool. Once their mana runs out, they’re no longer able to cast spells and must take time to replenish their supply. For an untrained Wizard, this puts other variants of mages at an advantage. Highly trained Wizards, however, are usually smart enough to know how and when to divvy up their mana. Most Wizards don’t cast spells all willy nilly, and those that do don’t usually last long.
Gods

Mirror Domain has four Gods. Three of these Gods are the source of magic itself, whereas the fourth is more of a “magical sponge” who’s absorbed far more magic than a mortal could ever hope to. Oasis, the source of Blue Magic, is ruler of the Afterlife. She is in charge of keeping the balance. Making sure enough souls get reincarnated and sent down to the living world to meet quota.

DC, the source of Red Magic, is an evil being who wants nothing more than to rule over Mirror Domain with an iron fist. He’s suave, playful, and extremely dangerous. DC will use his Magic to infect Mortals and Demons alike, forcing them into a Hivemind of sorts. Souls infected with his Magic are dragged down to his own realm, the Underworld.

The third God, Sandra, lives in the afterlife and keeps track of the Hall of Records. She’s second in command up there, and her job is to keep everyone’s life documents in order.

Lastly, there's Meridian. The source of the rare and elusive Purple Magic. Meridian keeps himself distant from Mortals and Gods alike, living his life as a spectator of sorts. He'll take notes which he can add to his collection.

Generally speaking, The Gods have little influence on the mortal realm. They’re unknown to the living world for the most part. DC is the most well known of them all, but even then most of the information on him has been heavily skewed. A lot of the time he’s mistaken for a False God or someone in political power.
Aurora Mace

Blue Magic Relic

A mace made of a beautiful white and gold material, lined with brilliant blue gemstones and covered in intricate markings. It radiates magical energy, and just touching it is more than enough to prove that fact. Sometimes when being held, it gives off beautiful swaying lights, similar to Aurora Borealis. Hence the name.

Some Afterlife residents speculate this mace was created by Oasis for the purposes of smiting evil. Others think it's some sort of intimidation tactic. No one has ever seen her use it, which only adds to the mystery. All they know for sure is that this Relic is one of a kind.

In reality, the mace is yet another status symbol, same as her wings and halo. Not even Oasis knows why she has it or where it came from, though it did come in handy while facing off with DC. Since she’s unable to enter the living world, the true qualities of this mace may remain a mystery.
Remnant

Almost every creature in Mirror Domain can use Magic. The soul itself is comprised of Blue Magic, so every living creature is innately tied to Magic. All of them have a Mana pool, even if it is abysmal in size, and nearly everyone and everything will use Magic at least once in it's life. It's just as natural as eating or drinking in many cases. Magic doesn't just disappear upon being expended. When a creature uses Magic, the "leftovers" will be expelled as Remnant.

Remnant is categorized as a mundane Magical residue that's left behind after using a spell or creating an Artifact. Any action that involves Magic will leave behind some sort of Remnant. Magic can be used almost instantly, and Remnant is useless to the body. As such, a Mortal body will take to excreting the Remnant as fast as possible. 99% of all Remnant exits the body via the respiratory system. Skilled mages or creatures with high Mana will not show any obvious signs of expelling Remnant, but people who have a small Mana pool or who don't use Magic often will usually be sent into a coughing fit. Depending on the type of Magic used, brightly coloured smoke will be expelled from the lungs and dissipate in the air. That smoke is Remnant.

The more powerful the Magic, the more Remnant it will create. This leaves a "footprint" of all Magic used in an area. If someone teleports somewhere, they'll leave Remnant behind. A skilled enough mage can use this to track down where the target disappeared to. Many spells leave behind Remnant with very specific compositions. Something with material components can easily be figured out just by identifying the Remnant. Magic is not invisible, and no matter how hard someone tries there will always be leftovers.

Generally speaking Remnant is harmless, regardless of colour. Someone could inhale Red Remnant as much as they wanted and they'd never get infected. Still, while harmless, Magic can be extracted from Remnant with the right tools. The amount isn't enough to make it worth the effort, but with enough time and energy someone could in theory restore Remnant back into a usable form of Magic known as Coagulant. Also, while the Remnant itself is harmless, material components associated with it may not be. If a spell requires a harmful material, such as poison, that material may still linger in the area and cause harm.

In recent years, people have taken to using Remnant as a means of dating Artifacts and Relics. They're able to take a closer look into these items and, based on the amount of Magic compared to the amount of Remnant, determine the approximate age of any given item. The process of Magic dating has become increasingly accurate over the years, to the point where most major cities will have a place to do so
Airship Valor

Built by Magnus Longear in the year 712ADI, Airship Valor is a standard yet old fashioned model of Airship. Originally it was built with the intention of traveling the world and exploring, but over the years it’s been altered to ship cargo from place to place reliably. If it wasn’t converted into a cargo ship, the Longear family wouldn’t have had enough funds to maintain the vessel and it would have fallen into disrepair.

The airship itself has a total of three floors, as well as a captain's quarters attached to the top deck. It comes equipped with two offices, a lounge area, six bedrooms, a mailroom, kitchen, dining area, bathroom, and storage hull. The storage hull has since been converted into a trophy/storage area for the current crew’s expeditions.

Airship Valor’s current Captain is Bubble Longear, who’s been in possession of the ship since 848ADI after the ship unfortunately crashed in the Bexstone Mountain Range and it’s previous crew was lost. Since then, she’s converted it from a cargo ship back into her great grandfather’s original image: a ship built to explore Mirror Domain and a tool to find valuable treasures.

Airship Valor still has lingering scars from the crash. The air tank that allows the ship to remain in the air has several weak points, points which are always inspected before take off. A lot of the internal structures have been weakened as well, causing shelves or doors to occasionally shift or fall off. That being said, the crew remains diligent, and the ship is slowly being restored to its former glory
Ambiance

Seeing how prevalent Magic is in Mirror Domain, it's only natural it'd find it's way into mundane things. If a powerful spell is cast in an area, the remnant it leaves behind will disperse into the air and spread around the area. Ambiance, or Ambient Magic, is trace amounts of magic found throughout the world. Weather it be in the air, soil, plants, etc. This ambient Magic is naturally drawn to creatures with Souls, causing it to pool up in their systems creating what's known as a Mana Pool.

The vast majority of magical ambiance is created as a result of the gods. They all naturally produce magic, and there's so much of it that them just existing in an area for any amount of time is enough for it to leek out into the natural world. Lord Lykan's residence in Vertgate, for example, was enough to saturate the natural landscape with red magic, resulting in Vertgate and many of its surrounding areas to have high amounts of red magic ambiance. Many of Oasis' relics have had their magic leak out and infect its surroundings, such as the case of Salv Springs. But, over time this magic has dispersed, causing most of Mirror Domain to have some level of green ambiance to it. The mixing of ambiance will only continue as time goes on, but it's such a slow process that the average person won't see any significant change within their lifetime. Ambiance in the air can easily be blown around, but ambiance in the plants or soil is a different story.

Ambient Magic can have odd effects on the world. Magic building up in underground veins has lead to many places in Mirror Domain to be rich with magic infused crystals. Several plant species are heavily tied to magic as well, which has lead to several species of magical beasts to evolve over the years. Animals which consume these plants will build larger and larger mana pools, effectively turning them into archaic mages and resulting in their offspring becoming sorcerers. While ambiance can be very beneficial in some cases, it can be detrimental in others. Places with vast amounts of blue ambiance will often see a boom in its population, but it can't always be sustained long term. Places with high red ambiance may see an influx of death or infection.