recursal/Fanatic-Fandom huggingface dataset:
Dandelion Faerie

An early depiction of a Dandelion Faerie by Cicely Mary Barker, 1923

Dandelion Faeries are a type of Flower Faerie found commonly in urban and rural areas alike. They are born from the growth and bloom of dandelions and, as such, are as mischievous and resilient as the flower they came from.

Dandelion Faeries are one of the boldest types of Flower Faerie, and most prone to approach humans for shelter and food. They are one of the few to learn to take full-sized humanoid form rather than remaining in their smaller forms, and generally enjoy living and scavenging amongst us -- though prefer to retreat back to their roots for winter where they will hibernate and return in spring.

Despite being widely seen as pests and annoyances, Dandelion Faeries are loyal and steadfast, and have been known to reward kindness by helping humans with practical issues (such as a messy home) or being a comforting presence willing to listen and help with their woes. They are highly empathetic people who are codependent on other species to survive.
City Elves

The Civin (IPA: /sɪvɪn/, common name City Elves) have been living amongst humanity for decades, hidden amongst us and grown from the power of our constructions and technology. They are considered the closest to humans in both appearance and behaviour, and are responsible for the majority of modern magic-technology, being the most likely race to combine magic with science.

## Appearence

City Elves are often shorter in stature than other elf races, especially the High Elves. Their metabolism is closer to humans' than any other elf race, thus can gain more weight than other elves and it is not uncommon to see overweight and even obese City Elves.

City Elves generally have soft facial features, with high but not sharp cheekbones and a curved but noticeable jawline. Their noses are generally round, with a soft bridge and rounder tip, and their eyes are also round and wide. They can have any skin tone observed in humans. City Elf ears are shorter than High Elves and generally contain a straighter point, though some have been known to curve slightly at the tip. Their hair can be naturally any colour, but is often also dyed.

## Fashion

City Elves are resourceful and accustomed to scavenging in human cities, and so their fashion is usually pieced together from scrapped or damaged clothes. It is not unusual to see a City Elf wearing armour pieces made from old rubber or scrap metal, and they are known for sewing their own bags and satchels.

City Elves are also one of the most decorated of Elven races, and thus tend to wear more jewellery, particularly stretched ears with spiral and spiked designs.
Dark Elves

Dwelling in underground places and generally keeping to themselves, the Thin (common name: Dark Elves) are perhaps the most mysterious and misunderstood of Elven races. They are powerful in moon, star and smoke-based magic, and have a natural affinity for night-dwelling creatures.

## Appearence

Dark Elves have sharp facial features, of which a strong, sharp jawline and longer faces are characteristic. Their eyes are often almond shaped and can be catlike or humanoid in appearence, often lacking an iris. Due to their life in mostly darkness, many Dark Elves are naturally blind, but those who can see have excellent night vision and often extremely light-sensitive. Their ears are long and often curved, and they generally have minimal hair, which is often pure white or black but can be shades of blue, dark greens or grey.

## Fashion

Due to their limited resources and trading options, Dark Elf fashion is usually in tatters, but some have access to the materials for capes and armour. The richest thing they wear is generally jewellery made with precious metals mined from their caves. They generally don face paints and tattoos that glow in the dim light of their cities, and own more weaponry than other elves.

## Culture

The Dark Elves live in five major constituencies: the Northern (primarily Scandinavia), Eastern (primarily Asia and Russia ) Southern (Southern Europe and Africa), Western (the Americas) and Central (Europe). There are smaller groups and sub-groups of Dark Elves around the world, but they tend to follow the beliefs of either their closest constituency, or their own niche and independent beliefs.

Each constituency has their own group of Gods. There is some overlap, but most are unique to their locale's needs. Every constituency has its own patron of genderless elves and patron of female elves.

### Naming Conventions

Dark elves are named after the god they are closest to -- eg, a priestess could be named "nii del (female patron she's closest to/speaks for)" and a common enby would be "nii del (patron of enbies)".

Nii del roughly meaning "child belonging to". Dark Elves do not generally receive these names until after their first coming-of-age ritual, when they reach the age of puberty and begin their journey into adulthood. Before this their name suffix is *nii del Thain,* meaning "child belonging to the Ancestors".

### Language

The official language of Dark Elves is *Sinithin.* This is an umbrella term that covers the major and minor dialects of all locations, which of course have many differences.

One of the main constants of Sinithin is plural pronouns. Due to the heavy intertwining of personal self and spiritual self, the *Thin* do not refer to themselves and each other with singular pronouns (I, me, etc) but instead include their Gods, making every pronoun plural (we, us, our, etc).
Geisterwelt

Die Geisterwelt ist eine Sphäre, welche von den Geistern der Verstorbenen bewohnt wird. Diejenigen, welche verstorben sind, aber dennoch an die Welt der Sterblichen gebunden, können diese Welt, die Geisterwelt betreten. Sie ist eine düstere, kalte Kopie der Welt und der Ort, an welchem sich die Seele der Verstorbenen tatsächlich befindet. Der Geist, welcher in der sterblichen Welt zurückbleibt, ist lediglich eine Manifestation der Seele.
The Rebellion: A Field Guide

The Rebellion: A Field Guide is an introductory guide to the Rebellion, posed as a series of letters from the perspective of Evadnalia Ni'Tathal, and second-person narrative. It is currently a work in progress, mainly being written and updated by Overseer Raven.

The first couple of chapters were posted to the Wikia before being transferred to AO3.

## Plot

The Rebellion: A Field Guide begins when the unnamed reader finds themself following a mysterious message from one of the Rebel leaders of South London. The message outlines the basics of what happened when the Uprising began, as well as a character introduction to Evan themself. The reader is instructed to find Evan's place of residence in Brixton, by catching the Skyline that runs to Godstone.

When the reader finds Evan's home, they are not there, but have left another message instructing them to take supplies (including an Aurorae) and look for the Rebel named "Bear" in the former Electric Brixton.

The perspective then switches to second person, as the reader journeys to find Bear. They find him with help of the Aurorae and he takes them to the nearest Rebel camp -- which appears to be the Brixton Underground Station.

## Characters

* Unnamed Reader
* Evan Ni'Tathal
* Andred "Bear" McCaulson
Yvolution.

During the introduction of Magic-Tech to human-elf combined societies, most inventions were individually created; built from scratch or adapted from already existing tech, to suit individual needs.

However, companies began to emerge in the richer parts of human-fae society; elven collaborations with human businesses and medical experts to figure out more advanced technologies to distribute on a wider scale.

Thus, Yvolution. was born. One of the forerunners in Magic-Tech companies, Yvlution. is a collaboration project between human medical and technological experts, and elven mages, specifically City and High Elves.

## Products

Yvolution.'s primary focus is on medical technology; creating enhancements for disabilities and defects from athsma to loss of limb. Their products can be recognised by their name and design, as all Yvolution. names will end with a full stop, and usually resemble ordinary words spelled in unusual ways. The design of their products is usually recognisable -- often gold or bronze with green or yellow swirling patterns and a hard glass dome which lights up when active. Yvolution. products also tend to root and anchor themselves just below the skin, creating the same swirling pattern (though this is often just an optional cosmetic decision).

## Controversy

Though Yvolution. products are available to the general public, many have accused them of catering to Rebellion forces, especially with the development of weaponry and weapon-like technology which the Rebellion favour immensely in their raids. Yvolution have disputed the claims, but many still refuse to partake in their equipment.

> *Yvolution. are a politically neutral company dedicated only to serving and bettering Earthkind. As the environments around us are often treacherous for all, we found it necessary to provide options for self-defense. All of our defensive technology also provide function as tools, and any common usage amongst political factions is purely coincidental and without Yvolution. involvement.*
>
>

- an Yvolution. spokesperson, who prefers to remain anonymous.
Concrete Fae

Each element of Fae is sub-divided into categories based on civilisational qualities, functions, abilities, etc. The Concrete Fae are as follows:

## Faeries

Faeries are similar to Elves in appearance, with often pointed ears and humanoid appearance. However, their wings and their size are what make Fairies immediately recognisable. Most Faeries are smaller than the average human, taking the height (and often the appearance) of a child. Other fairies can be no bigger than the palm of a child's hand. They are mischievous and fun-loving, and tend to stay separate from Elven politics; residing instead in their own Courts. Faeries can be categorised by element.

### Concrete Faeries

* Concrete Sprites

## Nymphs

Nymphs, often just called Elemental Fae, are a type of Fae in charge of larger bodies or categories of nature. They are guardians of nature and far less civilisational than Elves or Faeries. They steer clear of Fae politics and keep to their own, often engaging in friendly rivalry with each other. Though many have taboos and unspoken rules (especially in interacting with humans), they have no laws to speak of, and therefore can be deemed savage and dangerous by more organised Fae. Nymphs can often change their physical forms at will, and often do not appear human or humanoid; instead taking a likeness of whatever they rule.

## Spirits

Spirits are the least corporeal and most independant of the Fae. Though not considered Fae by many, Fae Spirits are the most common type and, as such, Spirits have been classified with Fae as a whole. They are highly individual creatures, solitary for the most part, and generally act purely on instinct (though some level of sentience has been witnessed).
Pixies

Tiny and mischievous, Pixies are the troublemaking cousins of Earth Sprites. Pointy little creatures, they are known to be little kleptomaniacs and pranksters.

## Appearence

Pixies tend to be sharper in features than other Faeries, with pointy, bony features and sharp teeth. Unlike most Faeries, they are the smallest of all and tend to only show up in tiny, palm-of-the-hand size.

## Fashion

Pixies rarely wear clothes, and when they do it is usually fabric tatters, petals and leaves. fashioned into crude dresses, skirts and robes.

## Culture

**THIS SECTION IS EMPTY -- FEEL FREE TO CONTRIBUTE**

Give us some details on your race/culture! Tell us what they do, how they behave, their role (or lack thereof) in the Uprising, anything you like!
Changelings

Changelings are thought to be fairy children left as replacements for children stolen by fairies, but this is not true. Rather, "Changeling" is an umbrella term for a number of phenomena.

## "Crosslings"

These are half-human, half fairy children: a rare phenomena only documented in a handful of cases -- though increasing since the Uprising.

## "Optlings"

These are the fairy children offered to parents deemed worthy, who are unable to conceive a child of their own.

## "Fae-Blessed"

These are human children who were treated with fae magic when it was clear they would not live to adulthood. Often this is done without the parents' knowledge and written off as a 'miracle' recovery or survival.

## "Fae-Touched"

Human children who the fairies have gifted with fae magic to give them a head-start in life, most often born with disabilities or developmental disorders into families who are seen to be abusive or neglectful of those children.
The Magic-Industrial Revolution

The Magic-Industrial Revolution was the transitional period post-Uprising in which magic-technology became particularly prevalent, especially in the western world, and made great strides in advancement. It was during this time that both Rebeltech and Yvolution. were formed, and the major transition from mechanical technology to the more reliable, renewable magic-electricity took place.

## Important Technological Developments

* **Skylines -** Though development on Skylines began early-on in the Uprising, the completion of major lines in and out of cities was what sparked the Magic-Industrial Revolution.

* **Medical Magic-Tech -** Once minor enhancements were developed (mainly by City Elves), and Skylines were complete, the Alliance's attention turned to medical technology to treat minor ailments and disabilities. Many small companies were formed to develop and distribute these technologies, most notably Yvolution..
	+ **Magic-Tech Limb Enhancements -** Most notably was the development of magic-tech limb enhancements. This included prostheses powered by magic-electricity, attachments that aid with the function of limbs (such as leg-braces, etc), and attachments that act as hearing aids or glasses, by rooting into the affected area.

* **Anti-Fae Weaponry -** While these existed in more primitive forms around the beginning of the Uprising (aided by rogue fae), it was during the Revolution that Thaumaturgists began to aid the Cleansed efforts to keep fae out of their cities. This includes the creation of anti-fae distributing air-cleansing devices which keep the city pollution low while cleaning the air of flying fae. While less efficient in its design than fae-built tech, with the aid of Thaumaturge workers keeping the devices powered, they are effective in their purpose.
The Forsaken

The Forsaken are a group of elves and humans that banded together to create their own community on an island.

When The Uprising happened between the chaos and fighting, a group lead by a High Priestess of the Wood Elves' druidic order wished not to join the conflicts and left as The Uprising started. They travelled south from their homeland to find a new place to settle. Along the way they came across a group of humans fleeing from a similar direction to them. The humans were of many professions: builders, architects, machinists, and a few witches who had awoken to sudden new abilities they never had before, as well as many other humans. Along their travels south they came across more elves and humans that wished to join them.

Eventually The Forsaken came across an island far south and settled, building a community and slowly a society.

The island began to be settled a beautiful tropical island in the Carribean. Its vast and sprawling landscape going for miles
Air Fae

Each element of Fae is sub-divided into categories based on civilisational qualities, functions, abilities, etc. The Air Fae are as follows:

## Faeries

Faeries are similar to Elves in appearance, with often pointed ears and humanoid appearance. However, their wings and their size are what make Fairies immediately recognisable. Most Faeries are smaller than the average human, taking the height (and often the appearance) of a child. Other fairies can be no bigger than the palm of a child's hand. They are mischievous and fun-loving, and tend to stay separate from Elven politics; residing instead in their own Courts. Faeries can be categorised by element.

### Air Faeries

* Cloud Faeries
* Air Sprites
* Slyphs

## Nymphs

Nymphs, often just called Elemental Fae, are a type of Fae in charge of larger bodies or categories of nature. They are guardians of nature and far less civilisational than Elves or Faeries. They steer clear of Fae politics and keep to their own, often engaging in friendly rivalry with each other. Though many have taboos and unspoken rules (especially in interacting with humans), they have no laws to speak of, and therefore can be deemed savage and dangerous by more organised Fae. Nymphs can often change their physical forms at will, and often do not appear human or humanoid; instead taking a likeness of whatever they rule.

### Air Nymphs

* Aurae

## Spirits

Spirits are the least corporeal and most independant of the Fae. Though not considered Fae by many, Fae Spirits are the most common type and, as such, Spirits have been classified with Fae as a whole. They are highly individual creatures, solitary for the most part, and generally act purely on instinct (though some level of sentience has been witnessed).

### Air Spirits

* Will-O-Wisps
* Dragon Spirits
Dryads

Dryads are a type of Nymph, residing primarily in forests and woodland. They are spirits of the trees, born from and residing in every new tree grown -- thus, there are many Dryads living within cities and towns.

## Appearence

Dryads are capable of altering their appearance to blend in with humans, but many (especially those outside of urban areas) prefer not to. Their appearance varies from tree to tree, based on what tree they are born from and what that tree has grown to look like.

In general, Dryads appear to be made entirely of the wood of their tree; humanoid in shape and taking on an almost carved appearance. Their hands and feet tend to be closer to twisted branches and roots, and their hair is usually also flexible, twisting branches intertwined with leaves or blossom depending on the season. Some older Dryads may appear more wizened and hold more twisted, gnarled branches.

Those who wish to appear more humanoid do so to several levels. Some are completely human-appearing, while others may choose to retain defining characteristics such as the branch/leaf hair or hooked, wooden fingers.

## Fashion

Few Dryads wear clothes, but those who do usually prefer flowing capes, dresses and robes which allow free movement of their branches, flowers and leaves. Very few Dryads will wear shoes, gloves or hats due to their restrictive nature

## Culture

**THIS SECTION IS EMPTY -- FEEL FREE TO CONTRIBUTE**

Give us some details on your race/culture! Tell us what they do, how they behave, their role (or lack thereof) in the Uprising, anything you like!
Wood Elves

The Dhamin (IPA: /jemɪn/, common name Wood Elves) can be playful and airy people, but many mistake that for naivete -- mistakenly so. They are friendly and spiritual people, but wise and fierce when it is required of them and adept in nature magics. Among the first to approach and live with humans during the Uprising, they are generally found aiding farmers and animal shelters and would rather stay out of conflict altogether.

## Appearence

Wood Elves tend to wildly vary in height, but are generally the smallest and slimmest in stature (though larger, stockier Wood Elves have been witnessed). Their features are softest of all the elves, with round and almond shaped eyes and soft faces with few hard edges.

Their ears are shorter pointed than High Elves, but longer than City Elves, and can be straight or curved. Their hair is usually any colour found in nature, especially browns, pinks and greens.

## Fashion

Wood Elves only adopted the use of clothing when negotiations with humanity began, and thus their dress is usually patched together crudely from pieces of fabric and incredibly minimal.

They do not wear as much jewellery as other elven races, but prefer to wear symbolic face paints and body modifications such as scarifications and implants.
Earth Fae

Each element of Fae is sub-divided into categories based on civilisational qualities, functions, abilities, etc. The Earth Fae are as follows:

## Elves

Elves  are considered their own category of Fae, being borne not from one particular element but from all local elements together. However, for the sake of classification they are grouped with Earth Fae. Elves are the closest the Fae come to humanity, and are often considered the 'perfect' balance between both. While they maintain the powerful magic of the Fae realms, they have a far more organised and cohesive civilisation than any other Fae, and as such are considered the main voices in all Fae matters.

## Faeries

Faeries are similar to Elves in appearence, with often pointed ears and humanoid appearence. However, their wings and their size are what make Fairies immediately recognisable. Most Faeries are smaller than the average human, taking the height (and often the appearence) of a child. Other fairies can be no bigger than the palm of a child's hand. They are mischievous and fun-loving, and tend to stay seperate from Elven politics; residing instead in their own Courts. Faeries can be categorised by element.

### Earth Faeries

* Flower Faeries
* Earth Sprites
* Pixies

## Nymphs

Nymphs, often just called Elemental Fae, are a type of Fae in charge of larger bodies or categories of nature. They are guardians of nature and far less civilisational than Elves or Faeries. They steer clear of Fae politics and keep to their own, often engaging in friendly rivalry with each other. Though many have taboos and unspoken rules (especially in interacting with humans), they have no laws to speak of, and therefore can be deemed savage and dangerous by more organised Fae. Nymphs can often change their physical forms at will, and often do not appear human or humanoid; instead taking a likeness of whatever they rule.

### Earth Nymphs

* Dryads
* Spriggans
* Veela

## Spirits

Spirits are the least corporeal and most independant of the Fae. Though not considered Fae by many, Fae Spirits are the most common type and, as such, Spirits have been classified with Fae as a whole. They are highly individual creatures, solitary for the most part, and generally act purely on instinct (though some level of sentience has been witnessed).

### Earth Spirits

* Boggarts
* Brownies
* Landsouls
Яратар

*Бог-Отец, Великий Отец, Великий Небесный Король, Творец, Единый*

Верховный бог сидского пантеона, бог-отец, вместе со своей супругой богиней земли и природы Палуриэн породивший Теневой Двор.

Сиды веруют, что именно Яратар создал Мидгард по одному ему известным мотивам, и задумал сделать его домом для всего живого. Для этого он и породил Теневой Двор и привёл его в Броселианд, свергнув его прежних владык и превратив Вечный лес в своё царство. В отличие от своей жены Палуриэн Яратар не принимал прямого участия в обустройстве Мидгарда, возложив эти обязанности на своих детей и повелев им править Броселиандом и созданнымии ими мирами от Его имени. Так величайшего из своих детей - Валлара Уриона он назначил Королём Броселианда и Мидгарда.

Яратар лишь раз лично вмешался в творение после войны Теневого Двора с Преисподней. Великий Отец во всём своём могуществе явился в Межреальности, создав вокруг Мидгарда Завесу, которая навсегда отделила мир богов от мира смертных, после чего снова ушёл куда-то за пределы божественных владений. За ним ушла и Палуриэн.
E-11 Standard Rifle (Fusion E-11)

`*"Сама винтовка выполнена из стали, а основная часть окрашена тёмно-синей краской... Общая длина оружия (Считая от приклада до дульного среза) ровняется 847 мм, а её масса с заряженным магазином составляет 4 килограмма."*`

`*(Информация из ранней Вики игры)*`

## В игре

E-11 Standard Rifle (Fusion E-11) - это плазменная винтовка, наиболее распространённая в комплексе. Использует боеприпасы SFA Fusion и выдаётся каждому оперативнику МОГ, за исключением Охранника *(Позднее Кадет МОГ)*. Можно было заполучить в двух экземплярах в Тяжёлой Зоне Содержания.

## Описание

E-11 Standard Rifle (Fusion E-11) является второй вариацией винтовки **Epsilon-11**, что просуществовала в игре до версии 6.0.0.

"*Несмотря на большие различия во внешнем облике, все оружие имеет аналогичную планировку, поэтому его конструкция состоит из шести элементов:*

* **1)** *Термоядерная камера - Это место, где измеренное количество жидкости SFA поступит для термоядерного синтеза. Имеет форму ролика объемом от 15 до 35 миллилитров*
* **2)** *Распределитель - Система насосов, обеспечивающая пополнение термоядерной камеры после выстрела*
* **3)** *Охладитель - Перед тем, как сделать следующий выстрел, необходимо восстановить нормальную температуру в термоядерном реакторе. Для этого используется жидкое охлаждение.*
* **4)** *Контрольный процессор - Занимается управлением остальными микросхемами и инициированием термоядерного синтеза.*
* **5)** *Концентратор - Простое расположение линз и зеркал определяет направление выстрела.*
* **6)** *Рассеиватель - Дополнительное утолщение в конце ствола, позволяющее безопасно рассеивать газы, возникшие в результате побочного воздействия катализатора на жидкость SFA.*"

## Галерея

Раннее изображение на Вики SCP SLРендер винтовки от третьего лица
Trading System

With the collapse of society in many places of the world, and the Elves in power elsewhere, traditional money quickly lost its value. Thus, other means of trade and purchase had to be devised.

## Equal-Value Trade

Areas in conflict, under Elven rule, or human-elf Alliance quickly developed a trading system focusing around material goods and resources rather than money. To purchase something, the person must offer something of equal worth. Some traders may accept less, but most stick with equal value. This value could be:

* **Practical Value** such as crafting, building or survival materials
* **Aesthetic Value** for clothing and accessories
* **Emotional Value** for trading personal heirlooms, childhood toys, gifts from friends, etc.
* **Personal Value** for trading with people who are in need of specific materials, objects, etc.

## Credits

Some spaces prefer to keep a monetary method of pay, through a credits system. Astoria and Cleansed spaces are two examples of this (though both use the system very differently). This works similarly to physical money, only is stored on a digital system, and most current currencies were exchanged for it when the Uprising settled.
Skylines

Skyline is a brand of magic transport centered primarily in the United Kingdom, though some exist elsewhere. They mostly exist on tracks (some invisible) around high city buildings, and lower to ground level in smaller towns and villages.

## Types

There are several types of Skyline transport, designed for particular purposes. Unlike regular trains, however, few are made for one *specific*purpose; most can be adjusted.

### Cleansed Skyline

The Skyline tracks leading to Cleansed territory begin and terminate at the border, just outside the walls. They are generally formed by five or six long carriages and resemble white bullet trains. Those who take bullet trains in and out of Cleansed territory will be decontaminated inside the carriage, by anti-fae gas sprayed from hidden nozzles positioned around each carriage's door. As the doors open, the nozzles are activated and spray any entering and leaving the carriage.

### City Skyline

Concept sketch for the village Skyline

Created and operated by fae-human alliance engineers, these trains are adapted from the remains of already existing trains. They run on tracks around the taller buildings, lowering to ground level in the outer city towns, and begin and terminate at the border outside Cleansed territory.

### Village Skyline

These are combination trains and trams, or trains and buses in some cases, and usually only consist of single carriages with no seats, in which all must sit or stand in rows. Generally run down and barely maintained, they travel from city edges and Cleansed borders along worn down, overgrown, generally unsafe tracks. Travelling incredibly fast, they slow as they near the villages outside cities and lower to the ground, where they either adapt to tramlines or eject wheels and grow into buses.
Harbyr.

A device that rests against the sternum, rooting into the skin upon activation. Its roots grow through the skin, creating a visible pattern resemblant of a tattoo across the person’s chest, which glows in a pulsating pattern with the magic that flows through it. The roots attach themselves to the lungs, working with pulses of magic which respond to signals from the body and work to stabilise breathing, clear the lungs, and act quickly in response to asthma symptoms.

Though created originally for asthma, many use this device to help with panic attacks and even whilst exercising, though this is not recommended.
High Elves

The Qealin (IPA: /qælin/, common name High Elves) were the first to bring the Uprising upon humanity, and hold the highest seats in the Elven Council. They reside in major cities and primarily rely on their strong magic and excellent metalwork to carry and convey their strength. Besides Dark Elves, they are the most prepared for any kind of battle as their weaponry and armour is of an extremely high grade.

## Appearence

High Elves have sharp, strong facial features with high cheekbones and sharp jawlines. They are generally taller than most, and their eyes are narrow, slanted, or generally small. Their noses are often pointed or hooked, and their ears are long and often curved.

Their hair is usually shades of blond or rich browns. Their skin usually ranges from a yellowish tone to soft, dark browns, and is often dotted with flecks of gold or a shimmering complexion.

## Fashion

The High Elves are a rich, noble race, and as such their attire is bright and well-crafted, usually in stereotypically ‘regal’ colours such as red, purple and gold. They often adorn themselves with flowers, ceremonial face paints and gold chains, and their piercings are usually also gold and minimal.
London

When London was overthrown by the High Elves, few were happy about the change. Though the British Government were willing to vote on a truce with the new invaders, the people were not so happy.

Divided in numbers, they began to fight not only with the Elves, but amongst themselves. City Elves  were outed and ousted, having to take refuge with those who opposed the violence. The High Elves could see no other solution but to take the city by force.

## Central London

Sure enough, a Cleansed faction was formed within Central London, and over time that part of the city was walled off entirely, with all original trains terminating outside its walls to pass through "decontamination". New trains were built with decontamination sprays at every carriage, and all passengers hoping to gain access to the inner city were required to change onto one of these new trains.

## Canary Wharf

Concept sketch for the Canary Wharf tube station entrance

Just outside of Central London and one of the least damaged areas of London after the Uprising, Canary Wharf quickly became a stronghold for the High Elves, and one of the main areas of Elven activity. The High Elf Council of London presides there and all are welcome to visit. Many people who escaped Central London chose to take shelter in areas around the Wharf, under High Elf protection.

## Brixton Underground

*(Full article: Brixton Underground)*

Brixton Underground is one of many Rebellion strongholds within London. Adapted from the old Brixton Underground Station, the old train platforms have been repurposed into a shelter and marketplace for the local Rebellion of South London. It also acts as a refugee camp, giving those made homeless by the Uprising a safe, warm place to sleep.

## Skylines

*(Full article: Skylines)*

Alongside the Cleansed's new decontaminated train lines, many other railroads were erected. With much of London in ruins and a lot of the Underground collapsed or occupied by refugees and Dark Elves, new magic-railroads were built *above* the ground.

Known as "Skylines", these tracks traveled through the city above ground, usually heading up and around the various taller buildings in the area. Most cars were rendered obsolete by this new approach to travel, and so the streets remained mostly empty save for the few lines which crossed them.

For those looking to leave the city (mostly refugees uncomfortable with staying so close to Cleansed rule), new Skylines were built leading directly out to the nearest villages, which were now primarily occupied by these refugees. The Skylines leading out to villages doubled as trams; slowing and lowering to ground level once they reached the villages.
Fire Fae

Each element of Fae is sub-divided into categories based on civilisational qualities, functions, abilities, etc. The Fire Fae are as follows:

## Faeries

Faeries are similar to Elves in appearance, with often pointed ears and humanoid appearance. However, their wings and their size are what make Fairies immediately recognisable. Most Faeries are smaller than the average human, taking the height (and often the appearance) of a child. Other fairies can be no bigger than the palm of a child's hand. They are mischievous and fun-loving, and tend to stay separate from Elven politics; residing instead in their own Courts. Faeries can be categorised by element.

### Fire Faeries

* Ember Faeries
* Fire Sprites
* Salamanders

## Nymphs

Nymphs, often just called Elemental Fae, are a type of Fae in charge of larger bodies or categories of nature. They are guardians of nature and far less civilisational than Elves or Faeries. They steer clear of Fae politics and keep to their own, often engaging in friendly rivalry with each other. Though many have taboos and unspoken rules (especially in interacting with humans), they have no laws to speak of, and therefore can be deemed savage and dangerous by more organised Fae. Nymphs can often change their physical forms at will, and often do not appear human or humanoid; instead taking a likeness of whatever they rule.

### Fire Nymphs

* Drakes
* Lampades

## Spirits

Spirits are the least corporeal and most independant of the Fae. Though not considered Fae by many, Fae Spirits are the most common type and, as such, Spirits have been classified with Fae as a whole. They are highly individual creatures, solitary for the most part, and generally act purely on instinct (though some level of sentience has been witnessed).
Plastic Fae

Each element of Fae is sub-divided into categories based on civilisational qualities, functions, abilities, etc. The Plastic Fae are as follows:

## Faeries

Faeries are similar to Elves in appearance, with often pointed ears and humanoid appearance. However, their wings and their size are what make Fairies immediately recognisable. Most Faeries are smaller than the average human, taking the height (and often the appearance) of a child. Other fairies can be no bigger than the palm of a child's hand. They are mischievous and fun-loving, and tend to stay separate from Elven politics; residing instead in their own Courts. Faeries can be categorised by element.

### Plastic Faeries

* Glitter Faeries
* Plastic Sprites

## Nymphs

Nymphs, often just called Elemental Fae, are a type of Fae in charge of larger bodies or categories of nature. They are guardians of nature and far less civilisational than Elves or Faeries. They steer clear of Fae politics and keep to their own, often engaging in friendly rivalry with each other. Though many have taboos and unspoken rules (especially in interacting with humans), they have no laws to speak of, and therefore can be deemed savage and dangerous by more organised Fae. Nymphs can often change their physical forms at will, and often do not appear human or humanoid; instead taking a likeness of whatever they rule.

### Plastic Nymphs

* Plasteids
* Cracklings

## Spirits

Spirits are the least corporeal and most independant of the Fae. Though not considered Fae by many, Fae Spirits are the most common type and, as such, Spirits have been classified with Fae as a whole. They are highly individual creatures, solitary for the most part, and generally act purely on instinct (though some level of sentience has been witnessed).

### Plastic Spirits

* Polymelts
Karam'aan

## Stats

➥*Legal Name:*Karam’aan

➥*Birthday:*June 23rd

➥*Gender | Species:*Male *|*High Elf

➥*Preferred Pronouns:*He/Him/His

➥*Occupation:*Scribe

➥*Character’s Build:*Lanky

➥*Height:*6″0

➥*Hair Colour:*Blond

➥*Eye Colour:* Brown

➥*Skin Colour:* Brown with flecks of gold

➥*Body Modifications:* none

*➥Piercings:*Nose, left eyebrow and lobes

*➥Enhancements:* none

➥*Vice:*Sloth, Pride

➥*Virtue:*Temperance, Diligence

➥*Alignment:*  Lawful Neutral
Hummingbyrd.

Designed to aid people with heart conditions, the *Hummingbyrd*. is a pod which attaches itself to the chest of its user when activated. By sending pulses of magic through the person’s chest, it keeps the heart pumping and stable.

In case of an emergency, a hook at the bottom of the pod can sprout a clump of roots which will grow and enter underneath their ribcage, attaching themselves directly to the heart and attempting to strengthen and keep it stable as an emergency intervention.
Unterwelt

Die Unterwelt ist die Sphäre von Baal, dem Gott des Todes. Als Gott der Unterwelt gestaltete Baal diese um, sodass sie zu einem schrecklichen, grausamen Ort wurde. Die Unterwelt besteht aus den Dämonenreichen, also den Herrschaftsgebieten der Dämonen, der Hölle, wo die Seelen der Verstorbenen sich befinden und (mitten in der Hölle) Baals Palast, einer großen Struktur, die nur von ihm auserwählte betreten dürfen.
Randin Korgrim

Randin Korgrim war der sechste König des Königreiches Karantorn und der Nachfolger seines Vaters Vandor Korgrim. Da dieser sehr lange regierte übernahm Randin den Thron erst sehr spät. Er lebte im Dunklen Zeitalter und zu Beginn der 1.Ära.

## Hintergrund

Während seiner Herrschaft geschah die Tangren-Rebellion. Während der Rassenkriege war der Tangren-Clan zu Ruhm gelangt, da er hauptsächlich aus Kriegern bestand und eine lange Tradition besaß. Laut ihnen habe jedoch Korgrim II. in der letzten Schlacht gegen die Orks in den Rassenkriegen einen Großteil des Clans geopfert, aus Furcht vor ihrer Stärke und ihrem Einfluss. Der Korgrim-Clan jedoch widersprach dieser These und behauptete, der Clan habe gerade deswegen an vorderster Front gekämpft, weil sie so starke Krieger waren.

Nach diesem Disput sank das Ansehen des Clans. Sie waren ein Clan aus Kriegern und hatten einen Großteil ihrer Krieger im Kampf verloren. Während der Herrschaft von Vandor, dem Sohn von Korgrim II. bauten sie den Clan wieder auf und warteten ab.

### Tangren-Rebellion

Nicht lange nach der Übernahme der Herrschaft durch Randin dann kam es zu öffentlichen Protesten gegen den neuen König. Mitglieder des Tangren-Clans beschimpften den König und forderten seine Abdankung. Grund hierfür war die Ausgrenzung des Clans, wofür sie dem Korgrim-Clan die Schuld gaben. Randin müsse für den Fehler seines Großvaters gerade stehen und abdanken. Diese Forderung war zu drastisch, als dass sie realistisch sein könnte. Daher wurde sie - wie erwartet - abgelehnt. Darauf hatte der Tangren-Clan gewartet und erklärte öffentlich seine Rebellion. Als Randin einen Unterhändler schickte wurde dieser von Tangren-Anhängern getötet.

Der neue König musste hart durchgreifen um sich selbst zu behaupten. Er forderte eine Wiedergutmachung für den "unehrenhaften Mord" des Abgesandten. Dies lehnte der Clan jedoch ab. Daraufhin zog Randin mit einer Armee zur Bergfeste des Clans und griff diese an. Der Kampf war hart, doch am Ende gelang es König Randin Korgrim die Bergfestung zu erobern. Am Ende forderte Wartor Tangren, das Oberhaupt des Clans, Randin zum Zweikampf heraus. Sie trugen ihn vor Ort aus und Randin erschlug seinen Widersacher. Die wenigen Überlebenden des Tangren-Clans flohen daraufhin. Randin verbannte sie offiziell aus Karantorn.

Noch am selben Tag starb Randin jedoch an seinen Wunden. Ihm folgte sein Sohn Kardun Korgrim auf den Thron.
Water Fae

Each element of Fae is sub-divided into categories based on civilisational qualities, functions, abilities, etc. The Water Fae are as follows:

## Faeries

Faeries are similar to Elves in appearance, with often pointed ears and humanoid appearance. However, their wings and their size are what make Fairies immediately recognisable. Most Faeries are smaller than the average human, taking the height (and often the appearance) of a child. Other fairies can be no bigger than the palm of a child's hand. They are mischievous and fun-loving, and tend to stay separate from Elven politics; residing instead in their own Courts. Faeries can be categorised by element.

### Water Faeries

* Raindrop Faeries
* Water Sprites
* Kelpies

## Nymphs

Nymphs, often just called Elemental Fae, are a type of Fae in charge of larger bodies or categories of nature. They are guardians of nature and far less civilisational than Elves or Faeries. They steer clear of Fae politics and keep to their own, often engaging in friendly rivalry with each other. Though many have taboos and unspoken rules (especially in interacting with humans), they have no laws to speak of, and therefore can be deemed savage and dangerous by more organised Fae. Nymphs can often change their physical forms at will, and often do not appear human or humanoid; instead taking a likeness of whatever they rule.

### Water Nymphs

* Naiads
* Mer-people
* Morgen
* Gwragedd Annwn
* Selkies
* Oceanids

## Spirits

Spirits are the least corporeal and most independant of the Fae. Though not considered Fae by many, Fae Spirits are the most common type and, as such, Spirits have been classified with Fae as a whole. They are highly individual creatures, solitary for the most part, and generally act purely on instinct (though some level of sentience has been witnessed).

### Water Spirits

* Undyne
* Sirens
* Banshees
Glass

Each element of Fae is sub-divided into categories based on civilisational qualities, functions, abilities, etc. The Glasss Fae are as follows:

## Faeries

Faeries are similar to Elves in appearance, with often pointed ears and humanoid appearance. However, their wings and their size are what make Fairies immediately recognisable. Most Faeries are smaller than the average human, taking the height (and often the appearance) of a child. Other fairies can be no bigger than the palm of a child's hand. They are mischievous and fun-loving, and tend to stay separate from Elven politics; residing instead in their own Courts. Faeries can be categorised by element.

### Glass Faeries

* Shatter Faeries
* Glass Sprites

## Nymphs

Nymphs, often just called Elemental Fae, are a type of Fae in charge of larger bodies or categories of nature. They are guardians of nature and far less civilisational than Elves or Faeries. They steer clear of Fae politics and keep to their own, often engaging in friendly rivalry with each other. Though many have taboos and unspoken rules (especially in interacting with humans), they have no laws to speak of, and therefore can be deemed savage and dangerous by more organised Fae. Nymphs can often change their physical forms at will, and often do not appear human or humanoid; instead taking a likeness of whatever they rule.

### Glass Nymphs

* Ballistei
* Scrye
* Stained

## Spirits

Spirits are the least corporeal and most independant of the Fae. Though not considered Fae by many, Fae Spirits are the most common type and, as such, Spirits have been classified with Fae as a whole. They are highly individual creatures, solitary for the most part, and generally act purely on instinct (though some level of sentience has been witnessed).

### Glass Spirits

* ​​​​Globs
* Shards
Thaumaturgie

Thaumaturgie ist eine Wissenschaft und verbindet "traditionelle" Heilkunst, bzw. Medizin mit der Heilung durch Magie.

Das Vorurteil von Medizinern war stets, dass Heiler, also diejenigen, die sich für die Heilung der Magie bedienen, zwar umfangreiches Wissen über die Magie besitzen mögen, es ihnen aber oft an medizinischem Wissen mangelt. Im Gegenzug sahen sich Heiler den Vertretern der "klassischen" Medizin überlegen, da sie mit Magie erreichen konnten, was ohne nie möglich wäre.

Thaumaturgie ist ein Fachgebiet, welches "klassische" Medizin mit Heilmagie miteinander verbindet, wobei auch andere Aspekte, wie beispielsweise die Alchemie, mit einbezogen werden können. Thaumaturgen werden im Volksmund daher auch "Wundertäter" oder "Wunderheiler" genannt, da sie aufgrund der Verbindung mehrerer Fachgebiete meist ein breiteres Wissensspektrum besitzen. Vorurteile gegenüber Thaumaturgen sind jedoch, dass sie zwar in mehreren Gebieten bewandert sein mögen, aber in keinem der besagten Gebiete tieferes Verständnis besitzen. Dies trifft zweifellos auf einige zu, doch keinesfalls auf alle.
Lumi

Lumi (also known as Glowbugs, Club Ghosts and Yeezies) are a race of Neon Fae most often found in dimly-lit neighborhoods and underground passages.

## Appearance

Lumi are humanoid figures of pure light, resembling dim glow-in-the-dark stickers. They are incredibly difficult for the average human eyes to focus on, usually only visible in the periphery until their eyes have become properly accustomed to them.

## Culture

**THIS SECTION IS EMPTY -- FEEL FREE TO CONTRIBUTE**

Give us some details on your race/culture! Tell us what they do, how they behave, their role (or lack thereof) in the Uprising, anything you like!
Besessenheit (Illusionsmagie)

"Besessenheits"-Zauber entstammen der Schule der Illusionsmagie und gehören somit der Äthermagie an. Mithilfe dieses Zaubers ist es möglich einen Geist Besitz von einem Körper ergreifen zu lassen. Dies kann der eigene Geist sein, oder auch ein fremder.

Anfangs kann das Lebewesen nur für eine kurze Zeit besessen werden, erfahrenere und mächtigere Anwender dieses Zaubers vermögen es jedoch, ihn über längere Zeit aufrechtzuerhalten. Stärkere Ziele können diesem Zauber aber widerstehen. Dies ist ein sehr gefährlicher Zauber und enorm schwieriger, aber auch sehr mächtiger Zauber. Entsprechend hoch ist der Verbrauch an magischer Energie.

Die Möglichkeiten das Ziel zu kontrollieren sind für Anfänger stark eingeschränkt. So können sie sich nur langsam fortbewegen und nicht klettern, oder - als Vögel - fliegen. Mit Übung und Erfahrung gelingt dies.

Zum Wirken des Zaubers benötigt der Anwender die Vorstellung, dass er seinen Geist von seinem Körper trennt, wie als würde er unsichtbare Bänder zerreißen. Nun steuert er den Geist auf das als Ziel gewählt Lebewesen zu. Dazu benötigt er weiterhin folgende Zauberformel:

*Tan faire, vardi leai Ithron, gohar ies.* (Simpler Geist, unterwerfe dich meinem Willen, dadurch besessen!)

Schlafende oder bewusstlose sind einfacher zu kontrollieren, da ihr Wille keinen aktiven Widerstand leisten kann. Lediglich ihr Unterbewusstsein kann sich gegen die Kontrolle wehren. Stirbt der besessene Körper, so stirbt auch der Geist des Anwenders. Für die Dauer des Zaubers bleibt der Körper des Anwenders wie tot liegen. Ziele mit starkem Willen, selbst wenn dieser für die Kontrolle gebrochen wird, erinnern sich an die Kontrolle und alle Geschehnisse. Manche Anwender können sogar von einem Ziel zum nächsten "wandern".
Sog (Telekinese)

Dies ist ein sehr grundlegender Zauber der Telekinese, bei welchem der Anwender einen oder mehrere Gegenstände zu sich heran zieht.

Um den Zauber zu wirken ist keine Zauberformel nötig. Der Magier konzentriert sich auf das Zielobjekt oder die Zielobjekte, und stellt eine magische Verbindung her, das heißt er leitet einen Strom magischer Energie von sich zu dem Gegenstand. Anschließend bewegt er diesen in diesem Strom zu sich hin. Erfahrene Anwender können dies mit mehr Gegenständen, können diese auch in der Luft an Ort und Stelle halten und auch Personen mithilfe dieses Zaubers bewegen.

Viele Lebewesen werden sich allerdings dagegen wehren, ob es ihnen gelingt hängt von ihrer Willenskraft und physischen Stärke ab. Wie schnell, präzise, weit und wie schwere Gegenstände bewegt werden können hängt vom Anwender und dem Gewicht des Gegenstandes beziehungsweise der Gegenstände ab.