recursal/Fanatic-Fandom huggingface dataset:
Super Wrench

The **Super Wrench** is a weapon in Ravenfield.

## Unlocking

In Beta 5, one must type the code "ISEEGOLD” in the main menu. If done correctly, a sound similar to a slot machine will play and it will become usable.

## Usage

Super Wrench is essentially the Wrench but does more damage, capable of killing infantry units instantly. Upon hit, it turns the subject into gold, plays a chime and dollar bills spawn briefly. The attack does massive knock-back to its targets.

Golden Soldiers do not have any difference from normal ones, although this will override their default color.

Golden Vehicles have drastically improved mobility stats.

On the player or the vehicle, the hue wears off if their health drops to zero.

## Advantages

The mobility buff of the Super Wrench is its one and only use. With this, lighter vehicles like RHIB will achieve lightspeed in seconds and Tanks can easily avoid enemy rockets. It is also powerful versus enemy infantry due to its increased damage, while enemy ground vehicles can be devastated by its absurd knock back.

## Weaknesses

The knock-back may destroy the intended subject of the wrench. It also cannot repair vehicles and will damage them per usual. Enhanced vehicles may also occasionally spin out of control due to their erratic behavior.

As with the original Wrench, Super Wrench suffers as a melee weapon as most enemies will attack from a distance with firearms. It is also possible to confuse enemy and allied infantry due to the gold hue overriding their color.

## Gallery

Golden Infantry Unit. Note that it was defeated in a single hit.Golden Player model, briefly seen after getting up.Piloting a golden Helicopter.The aftermath of the weapon's self-damage glitch in a Jeep, causing the user to die instantly.Destroying a Quad with the Wrench's knock-back.Golden HeliGolden HeliGolden JeepGolden QuadGolden TankA golden Reflection of the farm.The Golden Wrench's shadow. note the extending part behind the player.
## Trivia

* When killed or paralyzed, the player will lose the gold color, but when they get back up or respawn, the hue will return.
* In future game sessions Golden Wrench cannot be chosen directly without typing the code again. However if it was in the player's inventory in the last session, it can still be used normally.
* Hitting a vehicle occupied by any infantry turns them golden along with the vehicle itself.
* Like the Wrench, it is possible to kill the user if they attack with it when pointing upwards.
* If the player is somehow struck with the Super Wrench via glitches, their third person model will be golden. However, the first person model is not affected if not holding the Super Wrench.
Kuniru

The **kuniru** (kuniru) is a species of swamp-dwelling feline mammal. They walk on long, thin legs through swamp water and spear prey, usually rodents and fish, with their single retractable switchblade-like claws. Kuniru have a scream-like cry that is especially haunting and has earned the creature a place in legends of lost souls and frightful specters of death.
Chatterer

**Chatterers** are a unique family of chordate teratopod that exists in the world of Aerill. Characterized by eyeless, skull-like faces with exposed teeth, their unique biology makes their classification difficult and unclear.

The predominant feature of all chatterers is the head, which bears a resemblance to an external, eyeless skull. Housed within the skull is a soft, toothless, internal mouth that superficially resembles a tongue, which can extend out of the skull and function as a manipulating appendage. All chatterers have external vertebrae leading down the spine to a purely bone-and-cartilage tail, typically ending in a sharp point.

Chatterers are obligate carnivorous carrion-eaters, and will scavenge for their food, but greatly prefer to hunt and kill their own prey, store it in a guarded place until it is sufficiently decayed, and then consume the rotted material. They will pick apart their meals, finding the most decayed parts of a corpse, and wait, even denying their own hunger, until the remaining meat has rotted to their liking. Domesticated chatterers that have been presented with premium food choices exhibit a preference towards nearly-liquidated putrefied meat from hot, moist storage. Chatterers are highly prone to "overkill" - they will continue to claw and bite violently at a fresh kill until its innards are well exposed and it is in multiple pieces. It is unclear if chatterers do this out of a sense of playfulness or simply because it facilitates more rapid decay.

### Biology and Behavior

#### Vocalizations

Chatterers vocalize frequently, especially when domesticated. The soft, tongue-like inner mouth can be manipulated to produce a wide variety of sounds, much like a parrot, to mimic spoken voices. Chatterers are named for the manner in which they rapidly click the teeth of their external skull to express irritation.

### Species

#### Arga

Horse-like skull, bulky feline body, massive hooked meat-rending claws. Burly and slow, but makes a good multi-person mount or beast of burden.

#### Ventril

Vulpine-like skull, slim limbs. A quick-footed guard animal, but too small to mount.

#### Ajir

Wolf-like skull with ram-like horns, powerful limbs. Strong enough for a single rider and fast, but only in bursts.
Skolin Swallow

The Skolin Swallow is an underwater trench in Skolin Lakesea on the continent of Myiss, and is the deepest point in the world of Aerill. It is considered extremely dangerous and rife with predatory animals, and is even believed by some to be the origin of the Great Monsters. No traveler has managed to venture to the bottom of the Swallow, and so its true depth is unknown.

Legends vary regarding the origin and nature of the Swallow. Several groups identify the trench or entire lakesea as the mouth of an enormous monster.
Dragontick

The **dragontick** is a parasitic arthropod with 8 functional limbs and 2 chelicerae, resembling the Terran Ixodida (ticks), arachnids, and crabs. Dragonticks have flat bodies covered in a very strong exoskeleton that is sometimes carved into knives, bowls, or plate armor. Dragonticks are also harvested and eaten for their meat in regions where they are prevalent.
Euraes

**Eureas** (jʊəreɪɛs) is an Aerillian continent located entirely in the northern hemisphere. Euraes is largely composed of flat, windy highlands and mountains, with very few large trees. Euraes is home mostly to skyfolk and winged draconids, including the occasional lesser true dragon. However, Euraes is also highly stigmatized and feared due to its many ancient ruins and rumors of prevalent ghost hauntings.

### Meta

Euraes is inspired by the real-world Isle of Skye and Scotland in general.
Seafolk

**Seafolk** are an amphibious sub-race of humans on Aerill adapted for coastal and oceanic living. Seafolk are considered "human", just a different kind of human. Seafolk possess piscine features, including functional gills in addition to air-breathing lungs.

Seafolk have large, smooth-skinned tails, with strong muscle development and thick fat insulation, terminating in a vertical, bony homocercal caudal fin. The tail also has small side fins analogous to the anal fins of most fish. There are similar bony fins on the forearms, connected to the radius bone. The fin spines are bone, with muscle at the base that allows them to be relaxed or tensed, which opens and closes the fin.

Seafolk have a gill slit under each side of the jaw, covered by a flexible operculum. Seafolk reflexively breathe through their gills while underwater, but can willingly overpower this reflex.

The fingers of seafolk are webbed to the first joint, giving them slightly reduced manual dexterity in certain situation. The toes are entirely webbed. Seafolk have greatly reduced ability to sense pain and temperature in their feet compared to earthfolk.

Seafolk are highly resistant, but not immune, to nitrogen narcosis and decompression sickness.
Daresal

The **daresal** (dɛrɛsɔl) is a species of small, dexterous mammal native to most regions of Aerill. They are considered pests by most Aerillians.

Daresal are rat-sized creatures with large ears. They have lean, ferret-like bodies. Daresal are known for their habit of stealing and hoarding small objects, and will build elaborate nests meant to "blend in" with their surroundings. In populated areas, this means daresal nests resemble tiny human homes.

### Meta

I created the first Daresal when I was 14 years old as companion animal to an original character that was heavily inspired by late 90's/early 2000's anime protagonists.

Daresals are inspired by Borrowers and little people myths.
Ayes

**Ayes** (aɪɛz) is one of Aerill's moons and also a deity associated associated with mid-life, late summer, harvest, long-term romance and family. Ayes is the second-farthest and second-largest of Aerill's moons. It is a pale yellow in color. Lemons are typically associated with Ayes and presented as offerings to the deity.
Myiss

**Myiss** (maɪɪs) is the largest Aerillian continent. It is located on the equator, but the majority of the continent is in the norther hemisphere.

Myiss has the first and third largest bodies of fresh water in Aerill, Skolin Lakesea and Lempur Lakesea.

### History of Exploration

There are several permanent settlements on Myiss, owned by various nations seeking to claim land on the continent; Arsink has more than a dozen outposts, looking to colonize the fertile land for crops.

All attempts to claim more than the immediate coastline of Myiss have been met with failure due to the aggressive wildlife and harsh weather conditions on Myiss.

### Geography

Myiss is known to be the "land of monsters", where massive animals aggressively defend their territory and predate upon anything smaller than themselves. The deepest point in the world lies at the bottom of Skolin Swallow, a trench in the freshwater Skolin Lakesea.

Southern Myiss is largely covered with swampland and forest. Northern Myiss, including the large northeastern "arm" of the continent, is covered in low mountains and flat, barren snowfields.

### Climate

Likely due to the climate impacts of Skolin Lakesea, Myiss is frequently buffeted by violent storms; thunderstorms, hailstorms, thundersnow, and smothering whiteouts of lake-effect snow. Weather changes very suddenly on Myiss, and travelers are cautioned to be prepared for violent downpours and thunder at any moment.

### Biodiversity

Myiss travelers refer to a group of animals as the "Great Monsters", even though these animals are only distantly taxonomically related. The Great Monsters are the creatures which prove to be most troublesome to exploration, either due to their aggression, predatory drive towards humans, sheer size, or ability to cause damage to settlements.

**Great Monsters**

* Boneshark
* Harvester
* Mouthtrap
* Shattersnake
Sand-Diver

**Sand-Divers** are massive draconids native to the deserts of Amura. They are about the same mass as a Terran orca whale. Sand-Divers are solitary predators that hunt by burrowing under sand, mouth agape, and then snapping their jaws closed around unsuspecting creatures. Sand-Divers have uniquely modified airgills, sometimes called "sand-gills" that allow them to filter the small particles of sand out of their mouths. Still, large mounds of regurgitated sand can be found within Sand-Diver territory. They prefer large prey, as it is less likely to be expelled from the sand-gills. Sand-Divers are clever enough to lure prey to their hunting spot by leaving a bit of a previous kill's carcass nearby.
Transportation

## Aerial Transportation

Airship

Flying mounts

Cloudrails, or sky-trains, are enormous aerial tramways that utilize steel cables connected to massive kites. Cloudrails only connect to the ground at the start and end points.

Gliders

## Oceanic Transportation

Sailing ships require the efforts of multiple people to safely operate and are powered by the wind on the open ocean.

*Ship-lets* or simply *lets* are floating artificial "islands" comprised of rafts, barges, and pontoon platforms that are permanently or semi-permanently anchored within the water. Ship-lets are commonly built in major transport waterways, ocean-connected-rivers, or enclosed bays. Only very large ship-lets can survive in the open ocean.

Sailing boats require the efforts of a single person to safely operate and are powered by the wind on the open ocean.

Punts are small boats that have no means of propulsion except for a single punter wielding a pole for steering. In some riverside communities, "drifters" are punts without an operator that are set to float downstream on their own. The mere presence of a punter in one of these rivers indicates that the cargo is precious and can often draw more attention to the shipment.

## Terrestrial Transportation

Mounted animals

Animal-drawn carts

Electric locomotives

Electric trolleys

## Arboreal Transportation

Gondolas

Ziplines

Pulleys

## Underground Transportation

Bullworms, or bullet worms, are high-speed magnetic trains used for transporting goods underground.
Units of measurement

### Units of Length

The standard unit of length in Aerill is the **tip**, which is roughly 8.26 Imperial inches, or 20.97 metric centimeters. The word is derived from 'tip-to-tip', referring to the tip of the thumb to the tip of the little finger. A tip is based off the average Aerillian human's hand-span length. Anything smaller than a tip is measured in half-tips, quarter-tips, etc.

Most Aerillian humans are between 7 and 9 tips tall.

A half-tip is about 4in. A quarter-tip is 2in. A "tip and a half" is about 12.4in; just over an Imperial foot.

10 tips is a **leep**, which is about 6.8 ft or 210 cm. Large animals like sailwings are measured in leeps.

A half-leep is about 3.4 ft. A "leep and a half" is about 10.2 ft.

The standard unit of distance traveled in Aerill is the **roam**. A roam is equal to about 1.15m/1.85km and is used both on land, in air, and at sea. There are about 882.5 leeps, or 8825 tips, in a roam.

### Units of Weight

A **coin** is a unit of weight referring to the weight of a standard coin, about 7.2 grams/.25oz. Anything lighter is referred to in half-coins, quarter-coins, etc.

Some chefs and alchemists, who require precise weight measurements, use "feathers", a weight unit equal to about .6 grams. 12 feathers equal a coin, but feathers are generally only used for very small amounts. It would be very unlikely that one would hear a weight referred to as "one coin, three feathers" by anyone other than an alchemist, as a layman would simply say "a little more than a coin". Even just the term "feather" in regards to weight carries a connotation of finicky, uptight precision, and implies exactness is crucial.

100 coins is a **tung**, equal to about 1.58 pounds/720 grams. 1000 tungs is a kilotung.

The average Aerillian human weight is 86 tungs. Heavyset humans are usually around 158 tungs. A fully-grown sailwing is about 949 tungs.
Vaneus

**Vaneus** (væneɪus) is a small Aerillian continent that is located entirely in the northern hemisphere. Vaneus is largely unexplored due to its distance from the civilized world of Amura, requiring adventurers to circumnavigate the dangerous continents of the monster-filled Myiss and dragon-filled Lorat.

Vaneus has a very cold climate, and is covered in dense coniferous evergreen forest and mountains. Vaneus is primarily home to the harfgn and harrocks; there are only small, scattered settlements of humans.
Dunerunner

**Dunerunners** are medium-sized aviform draconids, similar in mass to a Terran horse. They are excellent high-efficiency active soarers, relying on heat rising from the desert sands to coast for miles with very little energy.

Dunerunners undergo seasonal skin and rickle color changes. In the dry season, dunerunners are a camouflaged dull, mottled sandy brown. In the rainy season, they develop vibrant patterns of blue, green, and bright yellow across the body. These bright patterns are unique to each individual dunerunner and are used to attract attention to potential mates. Studies have proven that any dunerunner with high enough body hydration will develop these patterns, and it is not triggered by seasonal changes. Dunerunners that have been introduced to wetter regions such as Windward almost always sport their vibrant colors.
Watervine

**Watervine** is a type of jungle parasitic vine plant that is known for producing **waterfruit.** Watervine draws rainwater, often mixed with sap, from large trees and stores it in translucent nodules that swell to the size of oranges. These "fruit" are easily removed and provide a convenient source of electrolyte-heavy, slightly-sweet water, encased in a relatively tough plant polymer skin. The skin does degrade over the next few days, and will eventually rip, spilling the water out. Waterfruit are recognized and utilized by many Windwardians as easy sources of water.

Caution should be exercised that one does not drink the water from a waterfruit filled by poisonous or diseased trees. The watervine itself often removes minor impurities, but if the vine itself becomes diseased it can produce cloudy or discolored waterfruit.
Greater True Dragon

Greater True Dragons, or, just "dragons" to the average person, are large, predatory, hexapodal vertebrate draconid animals that are intelligent and capable of complex thought and speech. Whether or not they should be considered a "race" of Aerill is up for debate; while they are fully sentient, they do not have a culture and largely live as wild animals.

Greater True Dragons dwell exclusively on the continent of Lorat. Each individual has a massive territory, and they are fiercely independent and territorial. Clashes between dragons are intense and destructive and often result in collateral damage and casualties to the land and animals around them.

Dragons are feared and honored symbols of unmatched natural power and independence across Aerill. Encounters with dragons are met with fear and wonder.

There are rumors of a "dragon city" located on the coast, or even on an island within, Pomil Lakesea on the continent of Lorat.

Like most draconids, Greater True Dragons are mesocarnivorous omnivores, but they are extremely picky about their meals. They are also excessively cleanly and easily disgusted; dragons dispose of unwanted meals in designated places away from their dens, where various scavengers will gladly partake of the leftovers. Dragons do not tolerate infestations of rodents or insects within their dens.

Dragons typically spend their time resting, either soaking in water or sleeping in warm, comfortable places. They only hunt when hungry and are completely confident of their ability to procure food when it is desired.

The most successful interactions between other races and dragons have come about when the dragons have been offered comfort items such as pillows, and well-prepared food dishes. With a sufficient offering and the fortune of the dragon being in a good mood, they will engage in conversation for a short time, until their patience wears out. It is ill advised to discuss certain matters with a dragon, such as other neighboring dragons, anything that might be perceived as insulting towards the dragon or their territory, or anything that might make one appear entitled to the dragon's time, knowledge, or resources.
Zodiac

The Aerillian **zodiac** is based off the five major moons and Shatter that orbit Aerill. The closer moons are thought to exhibit more influence than the distant ones, and so the closer of two moons will always be listed first and considered a more dominant influence on traits.

**Pure** **Terlem** people are thought to be hedonistic, fearful, and addictive personalities.

**Terlem-Juen** people are thought to be...

**Terlem-Zeir** are thought to be...

**Terlem-Ayes** people are thought to be...

**Terlem-Maik** people are thought to be spiritual, creative, and well balanced between their earthly and emotional needs.

**Pure** **Juen** people are thought to be hopeless romantics, pining, childish.

**Juen-Zeir** people are thought to be sociable, assertive, romantic, hot-headed, emotional, and passionate.

**Juen-Ayes** people are thought to be motivated, good leaders, and good at achieving long-term goals.

**Juen-Maik** people are thought to be impulsive, self-destructive, brave, reckless, and adventurous.

**Pure** **Zeir** people are thought to be aggressive, insecure, and demanding.

**Zeir-Ayes** people are thought to be flighty, "grass is always greener".

**Zeir-Maik** people are thought to be "jack of all trades", change their entire life course easily.

**Pure** **Ayes** people are thought to be kindly, parental, and patient.

**Ayes-Maik** people are thought to be thoughtful, good teachers, wise, philosophical.

**Pure** **Maik** people are thought to be cold, distant, introverted, and grim.
Skyfolk

**Skyfolk** are a winged sub-race of humans on Aerill adapted for limited flight. They are modified, or magically evolved, from standard earthfolk by an unknown supernatural force on Aerill.

#### Wings

Skyfolk possess modified arms that serve as wings. What would be the 3rd and 4th fingers on an earthfolk are fused to support the wings; skyfolk still possess a thumb, index, and middle finger, but might struggle to use them with the same dexterity as earthfolk. Skyfolk cannot sustain powered flight for very long, but are highly effective passive soarers and gliders and capable of brief bursts of flight. Skyfolk typically use wing-assisted hops and glides to move between perches, and only engage in true powered flight out of absolute necessity, as it is rapidly tiring.

#### Feet

Like Terran passerine birds, skyfolk have anisodactyl feet, with three toes pointing forward and one toe pointing backward, allowing them to perch and grasp onto branches. The toenails are curved and claw-like for improved purchase. The feet can also be used to fill dexterity gaps that the three-fingered hands might experience.

#### Ears

Lacking an external cartilaginous ear, auricular feathers cover the ear opening for skyfolk. These feathers reduce wind noise and protect the ear opening.
Arsink

**Arsink** (ɑrsɪŋk) is an industrial nation, located on the southern portion of the continent of Amura**.** Its capital is Kaa Lin.

### Geography

Arsink is primarily desert, with a few regions of savanna and foothills.

Arsink's ground is rich in ferrous metals, predominantly silver and copper. Sodastone (nahcolite/baking soda) and borax, two important materials in manufacturing and household cleaning, are found near volcanoes along with borax.

The sand of Arsinian desert is primarily silica and is used to make glass.

### Government

Arsink is run by three parties: the Elders, Merchants, and Workers. These parties are meant to represent the three major groups of the nation.

The Elders refer to the upper-class nobles, the Merchants refer to the middle-class salespeople and traders, and the Workers refer to the lower-class physical laborers. The supervisor of each party is the High Elder, High Merchant, and High Worker, respectively, which are elected positions. In order to represent a party, one must be within the class one wishes to represent for at least 5 years. Each party's supervisor is expected to make decisions that benefit the group they represent, and to not worry about the other groups.

These three parties are, in turn, overseen by the High Judge, a judicial figure who has worked their way to the position over years of ladder-climbing. Lawmaking and crucial decisions are treated as court cases, with each party providing their proposed motion. The High Judge often makes a decision that mediates between all three parties. If all three parties disagree with the High Judge's decision and can agree upon an alternative, the High Judge will be overruled.

The High Judge cannot propose new laws or make decisions on their own; they exist to mediate decisions between the three parties.

Criticism has been raised towards the demands of the High Worker position. The time investment required in political activities is the same throughout all three parties. This often results in high turnover of the High Worker position, as the members of the worker class often cannot meet the time demands of the position while also working their full-time job. The working class is often under-represented and thus overlooked during important decision-making meetings.

### Culture

#### Cuisine

Arsinian cuisine is reflective of the desert climate. Farms are frequent, especially around the capitol city of Kaa Lin. Rice, lentils, and wheat are important staples.

Bread is a key staple food that is eaten at every meal; lower-class meals may consist solely of bread.

Curries are popular, served with rice and breads, or sometimes stuffed inside of buns.
Chimea

**Chimea** (ʧaɪmia) (same plural) are a race of intelligent bipedal non-human mammals. Comparatively short to humans, Chimea stand at an average of 6 tips tall (4.08 feet/124cm).

Chimea have unique fur - each strand is capped with a unique type of chromatophore that allows the color of the fur to appear different colors. Chimea use this as camouflage, both in avoiding predation and to assist with hunting. Chimea also possess bioluminescent-tipped whiskers, which can glow at will in and are used to communicate with one another. Chimea are generally quiet and do not speak much to other races.

Chimea are insectivorous.

### Meta

Chimea are inspired by worldwide "little people" myths and classical fae folk.
Liltra

Liltra (lɪltˈtrɔ) are a category of plants on Aerill known for their ability to carbonate water. Liltra grow on freshwater riverbanks and pond edges in volcanic regions; while the roots extend into the soil, the leaves and stem grow underwater. The plant transfers carbonic acid from the soil to its tube-like leaves and periodically ejects carbon dioxide bubbles into the water.
Myconet

The **myconet** is an information sharing and data transmission network across Aerill utilizing the electrical impulses of underground fungal mycelium. There are very few corners of Aerill that are outright inhospitable to mycelium and thus cannot be "connected". The myconet can only be accessed via fruiting bodies - mushrooms - that serve as "terminals" and only last until the mushroom decays. Artificial, permanent terminals are rare and difficult to maintain.

The easiest information to transmit via the myconet is odor. Destination terminal mushrooms can produce spores mimicking the chemical makeup of the input odor.

Communicating between terminals on the myconet can be difficult. The destination terminal is typically very distant from the input terminal. Messages, including sounds and odors, are typically well-preserved as they are transmitted, but specifying an exact destination can be challenging.
Kitewing

**Kitewings** are medium-sized draconids that are often used as single-person mounts. Kitewings have a unique wing shape which allow them to glide with high efficiency and take advantage of thermal updrafts, but cannot power their own flight with flapping except to take off. They can remain airborne almost indefinitely as long as they're able to passively soar.
The Alburuldi

The Alburuldi, "pale-faced man" in Quisi, is a enigmatic trickster. No one knows what race he belongs to or where came from, but there are very few who haven't heard of him in one way or another. His legends are many and wide-spread across the world. Some say he's mortal man, some say Lerefic, and others say that he's none of the above and is a unique individual. Whatever the truth is, he is known he equally dispense malevolent tricks and altruistic help. His motives behind these actions are as mysterious as he is. Whatever he was, he was killed by Galucas when the former taunted the latter about his dead wife.

During his lifetime, he displayed proficieny in knife-fighting, teleportation, invisibility, and prognostication. Some explained his random behavior as a result of being bipolar.
Earthen

**Earthen** is an Aerillian monotheistic religion focused heavily on the idea that humankind emigrated to Aerill from Earth, which is interpreted as a metaphysical paradise or heavenly realm (instead of simply another planet) and also as the central deity. "Earth" as a deity is typically represented as a wizened elderly woman. Earthens believe that if they prove their worthiness, they will be returned to their one true home of Earth and rejoin their creator.

Non-human Earthens are rare, but not unheard of, and often are human-identified or believe they were inaccurately reincarnated.
Shattersnake

Shattersnakes are massive burrowing serpents found on the continent of Myiss. They have hard, segmented bodies covered in sharp armor-like plates and scales. Shattersnakes can travel quickly by tunneling 2-3 leeps deep in earth, even rocky or packed soil. This creates a ridge of buckled and "shattered" earth resembling a small earthquake fault.
Varrus

**Varrus** (ˈvɛrəs) is an Aerillian deity presiding over magma and metals. It is callous and direct, and enjoys hosting lavish parties. It is partial to offerings and rituals in its honor. The people of Arsink particularly worship Varrus.

Varrus is associated with lizards and low-to-the-ground animals.
Sailwing

**Sailwings** are very large aviform draconids.

They are predominantly piscivorous and employ surface-skimming to catch fish from shallow water. Sailwings are known for their flight endurance, as they use active and passive soaring methods to remain airborne with minimal effort.

Sailwings are preferred long-distance mounts of traders and pirates. They are capable of sustained flight for several hours even while burdened with cargo or passengers.
Yeanbeast

Yeanbeasts, or simply yeans, are hyper-predatory carnivorous mammals native to Aerillian shrublands and dry forests. Yeanbeasts are driven by a strong compulsion to hunt and kill prey, even if not hungry, often resulting in unnecessary and excessive deaths of livestock, children, and occasionally adults in the areas they prowl. Yeanbeasts are solitary wanderers throughout their entire lives, never settling or establishing territory, and will spend no longer than two weeks in a single area.

## Meta

Yeanbeasts are based on the Beast of Gévaudan, werewolves in general, hyenas and their ancient ancestor the hyaenadon.
Mouthtrap

Mouthtraps are a carnivorous plant-like creature found on the continent of Myiss. These creatures extend root-like tentacles beneath the surface of the soil, allowing them to feel vibrations of approaching prey. The mouthtrap is eyeless and blind. The main body of the mouthtrap is similar to an octopus, with a soft, featureless head. The mouthtrap has a circular mouth on top of its head. Mouthtraps will bury themselves in soil with only the circular mouth exposed, waiting for prey to approach, and then seize the prey with their tentacles, and lower the prey into their mouth. Mouthtraps can spend weeks or even months rooted to the same spot. Mouthtraps can drink groundwater through pores in their tentacles.
Harrock

**Harrocks** (hɛrrɑk) are an intelligent race of quadrupedal centaur-like horned mammals with muscular, bulky, fur-covered bodies.

### Biology

Harrocks have the lower body of a quadrupedal animal, similar to a large goat or horse, but also an upright torso similar to a bipedal being, giving them an appearance similar to the mythological Terran centaur.

The body is covered in short, dense fur, except for the mane, pelvic region, and tail, which are long-haired. The ears are long and pointed like those of a cat or wolf, but cannot rotate. The horns, which grow continually throughout a harrock's life, are solid keratin and do not possess a core of bone. Broken horns regrow slowly, but are more likely to grow in unusual shapes or with branches.

### Culture

The horns are an important symbol of power in Harrock culture. Divination is performed on the exact curves and ridges of each individual's horns, and are considered prophetic of greatness or failures.

Harrocks place great value in family, the home, and protection. The house is seen as a member of the family, and leaving or losing a home is a great loss. Exile from a family or village is therefore considered the harshest of punishments. Homeless harrocks are seen as one of the greatest tragedies, and are often quickly adopted by a well-off family. Harrocks often live in a single large room together, often even sleeping in a large pile.

Warmth, or fire, are regarded as a basic need alongside food, water, and sleep. "Fire" is used to both refer to actual flames from a hearth or campfire, and the presence of friends or family. Fireplaces or campfires are typically gathering places

#### Relationship with humans

Harrocks are typically secluded to their villages, but are seen infrequently in Cressent and Kaa Lin as traders.

Rarely, harrocks will join human families as adopted members.
Oleana

**Oleana** (oʊˈleɪɑnʌ) is an Aerillian continent located on the equator, but the majority of the continent lies in the southern hemisphere.

Oleana is unincorporated and is therefore lawless, making it attractive for pirates and thieves. The west coast, facing Amura, is relatively safe for the average traveler, as nations send enforcers to protect their ports and settlements, but the eastern coast is infamously cutthroat.

Oleana's coasts are largely tropical sand beaches, with low mountains and rainforest inland.
Amura

**Amura** (ɑmurɑ) is a the second-largest Aerillian continent. Amura lies on the equator with greater landmass in the southern hemisphere.

The nations of Arsink, Windward, and Stonesteppe are located on Amura.

The prime meridian of Aerill was established by the Windwardian capitol of Cressent.

### Countries & Territories

* Arsink
* Windward
* Stonesteppe

### Geography

Amura is divided into two clear geographical zones; Northern Amura and Southern Amura. Northern Amura features heavy Karst topography, with steep limestone pillars and cliffs. Southern Amura is largely composed of flat-top plateaus and mesas with wide expanses of silica-sand desert.
Night-Eyes

**Night-Eyes** are an intelligent, sentient non-human race of bipedal avians native to Aerill.

### Biology

Night-Eyes are tall, bipedal avians with dark grey and black feathers covering most of the body. Like most Aerillian vertebrates, they are hexapodal, with two sets of arms. The front-facing arms are actually raptorial limbs used purely for hunting and combat, while the rear-facing arms/wings possess three-fingered hands.

Night-Eyes are obligate carnivores.

### History

Night-Eyes were first documented several decades after humans were documented in Aerill.

### Society

#### Relationship with humans

Night-Eyes are feared by most humans. There is a commonly-held belief that they kidnap human children for ritual sacrifice.

### Meta

Night-Eyes are based on the mothman cryptid and various Goetic demons. They represent various Earth monster myths and are the supernatural-inspired counterpart to the alien-inspired rastilian.
Julie Kowalevich

**Julie Kowalevich** is a recurring character on season 1 of *Arrowheads* and the mother of Kai Kowalevich.

She is portrayed by Linlyn Lue.

## Personality

Julie is a domineering tiger mom, who has strict expectations for her children. She demands a high level of respect from her children, and thus they both fear and respect her greatly. Despite her authoritarian approach to parenting, she still cares for her children deeply and would do anything for them.

## Background

Julie was born in Pennsylvania to Korean immigrant parents. Her parents had strict expectations for her, much like she does for her children. As a result, she did very well in school and went on to have a successful career as a nurse practitioner.

Julie married an American businessman of European and Native American descent, and settled in Rocky Point, Pennsylvania. She has two children; Kai Kowalevich and an unknown daughter. She appears to be unaware of Kai's slacker ways.
Glastr

Glastrs are caniform draconids that typically live in subterranean caverns or the surface layers of the Deeplands, rarely seen on the surface. Glastrs possess functional grasping arms behind their ambulatory forelimbs, which are used to manipulate and carry objects and communicate. These limbs are usually kept curled tightly to the body, as they are extremely delicate and prone to breakages. Glastrs are known for their tendencies to extract and collect gemstones, carefully picking them from rocks and soil.
Harfgn

Harfgn (hɑrfˈən) are a race of sapient quadrupedal mammal that originate from the forested continent of Vaneus. Superficially, these creatures resemble the Terran wolf or large domestic dog. Harfgn possess wings, which are not capable of flight, but are used more as insulation against the cold and as "arms" - these wings have a three-fingered hand at the wrist.

### Meta

Harfgn are based on sparkledogs and deviantART wolfsonas.
Stonesteppe

**Stonesteppe** (stoʊnstɛp) is a country located in the northernmost part of the continent of Amura.

Stonesteppe connects to Windward via a mountain pass known as the Windgate. Stonesteppe provides the easiest access to the Myiss continent.

Stoneteppe is largely populated by, and the homeland of, the Harrock people.
Spadenut

**Spadenut** is a type of deciduous hardwood tree prevalent in most lowlands and temperate forests of Aerill. The name also refers to the edible fruit they produce, and the pits of those fruit. The tree is named for the pointed "heart" shape of the fruit's pit.

The spadenut fruit has a pale peach-colored skin with juicy pink flesh. The fruit has a high citric acid content and is very sour. Naturally dropped and rotting spadefruit at the base of trees can release cyanide gas or liquid cyanide ("blue acid"), especially if the pits are cracked and the weather is wet, and cultivators must take care to harvest and clean up any fallen fruit to prevent this from happening.

The pits of the spadenut fruit are notable for their high quantity of amygdalin, which releases cyanide in the human body and causes cyanide poisoning. The nuts are used to produce hydrogen cyanide when crushed, soaked in water with citric acid, and then evaporated. The average whole "nut" releases enough cyanide to kill 10 adult humans.

Spadenut pits are sometimes used as spinning top toys.
Arrowheads

**Aired from** | 3 December 2016 – present

***Arrowheads*** is a teen drama television series created by Lila Kardashianski. It will begin airing on 3 December 2016.

## Premise

*Arrowheads* follows a group of seniors attending Rocky Point High School in the fictional suburban town of Rocky Point, Pennsylvania. The show chronicles the ups and downs of the students' lives, including their friendships, relationships, families, school lives, and internal struggles.

## Characters

Every other season, the show's main cast graduates, and a new cast takes over.

### Current

* **Lily-Rose Depp** as Katy Levenchuk
* **Tyler Posey** as Ryker Hansen
* **Naomi Scott** as Pennie Brighton
* **Dylan Sprayberry** as Nicky O'Connor
* **Booboo Stewart** as Kai Kowalevich
* **Juno Temple** as Gigi Anthony
Pyloria

**Pyloria** (ˈpaɪˌlɔrˈiə) is an Aerillian continent encircling the south pole of the planet. Pyloria is cold year-round due to its latitude, but is also one of the most highly active volcanic regions of Aerill.

Pyloria is believed by many to be the gateway to the underworld. There are very few permanent settlements on Pyloria, though some greater true dragons migrate to Pyloria during its summer.
Notorious BIG

*Not to be confused with some rat bastard*

Biggie Smalls, better known as the Notorious B.I.G, is a rap singer known for his classic album Ready to Die and Life after Death. He is real and he beat up my dad. He would later be replaced by some rat faggot after his death. To this day, nobody knows the real Biggie died except the gang.
Kiya

A **kiya** (kijɑ) is an Aerillian term and concept for a pet or companion animal that is intensely closely bonded with the owner. It is one of many forms of Aerillian animal spiritualism. A kiya is a complex term and relationship between a person and an animal that combines concepts such as "spirit animal", "best friend", "service animal", and "guardian". Some people see their kiya as an externalization of their own soul, whereas others see it as a type of "soul mate" relationship.

Kiyas are believed to develop a Therial-like spirit that can live beyond the natural life of the physical animal.

Most people and establishments in Aerill respect the importance of a kiya; it is actually considered sad and socially awkward to not have a kiya. Kiyas typically accompany their people to work, even formal events.

Each person-kiya relationship is unique, but many sleep beside their kiya every night. A relationship with a kiya is typically seen as even more significant than a relationship with a romantic spouse.

Kiyas are believed to be more intelligent, willful, and expressive in personality than non-bonded domestic or wild members of their same species.

Given that direct spoken communication is not possible between a person and kiya, people often describe an unspoken, telepathic, or empathetic form of communication with their animal.

**Kiya-orala** are larger, mountable animals that are ridden or serve as beasts of burden (e.g. sailwings, horses, elephants, deer, panthers).

**Kiya-vaia** are animals that are small or lightweight enough to ride easily on their person, often on the shoulder, which typically perform scouting, or dexterous tasks (e.g. small birds, startails, geckos, darings, snakes).

**Kiya-maka** are medium-sized animals cannot be ridden, nor can ride on their person, which are typically hunting companions or help carry small packages (e.g. dogs, cats, large birds, farthurs)
Startail

**Startails** are one of the smallest draconids on Aerill. They are highly nimble and flexible, and are well-known for thieving food from human stores. Startails get their name from the bioluminescent spade at the tip of the creature's tail, which is used to distract predators from the head, and lure insects, the primary prey. Startails are crepuscular animals and hunt at dawn and dusk, where the light from their tails can sometimes be mistaken for "shooting stars" zooming overhead.
Deepfolk

**Deepfolk** are a sub-race of humans on Aerill adapted for living underground in the region known as The Deeplands. They are modified, or magically evolved, from standard earthfolk by an unknown supernatural force on Aerill.

The most notable difference between earthfolk ("normal humans") and deepfolk is the presence of large, keratinous claws on the hands and feet. The eyes of deepfolk are significantly larger than earthfolk, and glow due to the presence of bioluminescent bacteria. Deepfolk also have bioluminescent nodules, called "gems", along their forearms and under their eyes.

#### Hands

The hands of deepfolk are made of fewer individual bones than those of earthfolk, and the fingers only bend at a single joint at the base of each phalange. While this results in lower dexterity, deepfolk are able to use their hands to scrape, dig, and carve soil and stone.
Geography of Aerill

36.53% land

* 30% tropical rainforest
* 10% savannah/grassland
* 17% desert
* 12% boreal forest/taiga

### Continents

Aerill has nine named continents, several large islands, and numerous small islands.

**Click the continents on the imagemap below to learn more:**

Continents listed in order of largest (most landmass) to smallest (least landmass):

* **Myiss**, a dangerous land of hungry monsters.
* **Amura**, where most humans live in developed cities.
* **Lorat**, a wild land of territorial dragons.
* **Vaneus**, a mysterious, cold land that is barely explored.
* **Nakess**, a rainforest land full of natural magic.
* **Euraes**, a lost land of ruins and ghosts.
* **Pyloria**, encircling the south pole, a harsh land of volcanoes and ice.
* **Oleana**, a tropical port land of trade and pirates.
* **Arway**, a distant, temperate land that is barely explored.

### Ocean

Due to the even spread of continents, the Aerillian ocean is almost entirely seated upon continental shelf. There are few areas of truly deep ocean. The presence of multiple moons causes nearly non-stop tidal activity, and the currents are influenced heavily by the amount of continental coastline. Ocean travel is faster and safer than on Earth, leading to many professional adventurers, private shipping companies, and piracy.
Shrall

The **shrall** (ʃrɔl) is a tropical swamp-dwelling amphibious reptile resembling a large Terran alligator, with traits of Terran sharks. Unlike alligators, the shrall has long legs and is fully capable of running and leaping, and is equally fast in the water. Shralls can exist in salt and freshwater and prefer mangrove swamps.
Thrask

**Thrasks** are a sentient race native to rainforests of Nakess, though there are some individuals who have emigrated to the jungles of Windward.

Thrasks resemble the Terran Utahraptor - a feathered bipedal theropod with proto-wing arms and highly dexterous feet. Thrasks are vibrantly-colored, not unlike tropical birds. Thrasks do possess small flightless wings, which are mostly used in conversation.

Thrasks are eager conversationalists and generally exuberant and talkative. They are known for being welcoming to other beings and tend to avoid conflict, preferring to make pleasant conversation about beauty and aesthetics.
Cloudweaver

**Cloudweavers** are an extremely rare Aerillian animal, and their exact nature is still largely a mystery. Cloudweavers superficially resemble draconids, but are massive in scale and live the entirety of their lives airborne. Cloudweavers are able to remain airborne with no visible or apparent means of lift - they "fly" effortlessly as if gravity simply does not apply to them, "swimming" through the air.
Portia Brighton

**Portia Brighton** is a major recurring character on season 1 of *Arrowheads* and the cousin of Pennie Brighton.

She is portrayed by Claire Julien.

## Personality

Portia is like a more wild version of Pennie. She loves to party, drink, and smoke, but also has her inner hippie that comes out when she's with Pennie. Portia is also very flirtatious, and sometimes gets her and Pennie into trouble.

## Background

Portia is the daughter of Pennie Brighton's father's brother, thus making her the first-cousin of Pennie and niece of Devika Brighton. Since they're the same age, Portia and Pennie have been close since childhood, and consider each other best friends. She attends a school near Rocky Point High School.

## Biography

### Season 1

Portia is first introduced in **Pilot**, when she accompanies her cousin Pennie Brighton to a club, ANNiKA. While at the club, Portia runs off to the bathroom with an unknown man.

Portia does not appear in **Running Up That Hill**, but at the end of the episode Pennie receives a phone call from a distraught Portia, crying about how her friend Geoff had passed away.

In **Our Lips Are Sealed**, Pennie accompanies Portia to the wake of Geoff. There, Pennie discovers that Geoff was the man Portia ran off with to the bathroom at ANNiKA. While at the wake, Pennie suggests that Portia is a prostitute and Geoff was one of her clients, leading to Portia to becoming angry and getting into a fight with Pennie.
Treefolk

**Treefolk** are an arboreal sub-race of humans on Aerill adapted for climbing and agility. They are modified, or magically evolved, from standard earthfolk by an unknown supernatural force on Aerill.

#### Tail

Treefolk possess a fully prehensile tail, which is the same length as their body. Able to support the entire weight of the body for dangling and swinging on tree branches.

#### Feet

Prehensile with a thumb-like large toe, can be used almost as dexterously as hands. The ankles can rotate 180 degrees, like those of a Terran margay.

#### Hands

Friction pads on palms and underside of fingers, short claws.

#### Ears

Ears are feline or lemur-like, limited swiveling ability, highly developed inner ear for balance and righting during swinging, climbing, and falling.