recursal/Fanatic-Fandom huggingface dataset:
Healing Magic

Healing is the school of magic that studies healing, restoration, and fortification of the body. Healing is a type of lifeblood magic, yet has its own tradition.

Mages skilled at healing are known as *healers*, *healer mages, white mages,* or *restoration mages*.

Also: *Restoration* or *White magic*

Healing Spell Types:

*Heal* – To heal wounds, such as cuts, bruises, broken bones, and other infirmities of the body.

*Cure* – To cure sickness, diseases and conditions.

*Immunity* – To make the body immune to disease, poison, and other ailments such as paralysis, petrification, etc.

*Restore* – To restore energy, vitality, mental faculties, fatigue, and wakefulness.

*Regenerate* – To enable the body to self-regenerate its wounds, infirmities, or energy; includes the regeneration of severed limbs, etc.

*Resist* – Bodily resistance, i.e. to reduce the effects of physical attack, disease, ailments, and magic, such as elemental fire, ice, etc.

*Fortify* – To fortify or increase qualities such as health, magic, and endurance, attributes such as speed and intelligence, and skills such as alchemy, deploying some transmutation magic.  This is also called pyramiding, especially in reference to fortifying strength.

*Absorb* – The bodily absorption of the qualities one other, such as health, magic, or endurance, any attributes, and skills. The quality is decrease in the target, and increased in the caster.

*Anti-Aging* – Healing magic that slows aging.

*Immortalize* – Healing magic that virtually stops aging and creates immortality. The body of an immortal can be killed if physically dismembered or destroyed. Only an immortal imbued with strong regenerative magic or enchantments can regenerate after being physically destroyed.

*Revive* – Healing magic that brings the dead back to life. Revival spells are most effective in a short duration after death; they lose effectiveness the longer the target is dead, ultimately creating a necromantic zombie.

\* There are exceptions to the time effectiveness of revival spells. Also necromancers can more easily raise zombies shortly after death.
Laurel

Queen and sole ruler of Hyruviel.

Laurel is a champion fighter, and a widowed queen after Tiberius' death. She has not yet remarried or found a man to rule along her side. She keeps a blue dragon in her castle as her watch and companion, and is guarded by black cerberus dogs.

Laurel is in a love interest with Azlan.
Levimancy

Levimancy, or flight magic, is the school of magic that practices levitation and flight.

Levimancy includes both flight of the caster and of objects under the caster's control. Levimancy involves some gravimancy.

A mage that uses levimancy is a *levimancer* or *levimage*.

Levimantic Spell Types:

*Float* – To raise up into the air, hovering at a fixed point above the ground.

*Levitate* – To rise up into the air with vertical freedom of movement, and limited lateral movement.

*Fly* – To levitate up into the air and fly, with control over movement on every axis.

*Rocket* – To fly with powerful speed.

*Spaceflight* – To fly in outer space, as a means of astral travel.
Massmancy

Elemental magic with power over clockwork matter (nuclear forces and radioactivity).

Massmancy is still being understood.

Magic users skilled in massmancy are known as *massmancers, obliterators,* *color mages*, or *death mages.*

Also: *Mass magic* and *Obliteration*

Massmantic Spell Types:

*Conjure Mass* – The creation, formation, or generation of particles or a nuclear force field (of varying strengths) purely from the aether, as conjuration magic.

*Generate Mass* – The collection or generation of a small collection of particles from other material sources, or generating a nuclear force from existing nuclear interactions.

*Alter Mass* – To shape, or essentially transmute material into different types of matter. (ex. oxygen into carbon)

*Masskinesis* – The kinetic control of subatomic particles.

*Animate Mass* – To bring a mass of particles to life, or into automation, the highest beings of which are small mass elementals that use their own massmancy. The mass elementals are semi-translucent, nuclear reactive (emit rays of heat and radiation), radiating beings that shift in shape and size.

*Part Mass* – The ability to part or divide apart small masses.

*Mass Radiation* – The causing of radiative reactions from small masses of material, or the control and / or emission of powerful radiation by accelerating the processes of nuclear decay.

*Mass Extrication* – To split apart masses and separate particles from atoms (causes the mass to breakdown and transform into a new mass, the splitting apart of material, or an explosive fission reaction). Nuclear fission.

*Mass Fusion* – To kinetically and / or thermodynamically fuse nucleons of matter, to create and transform new matter, and for explosive fusion reactions. Nuclear fusion.

*Particle Storm* – A storm of particles or radiation. Particles of varying types cause different storms.

*Worldshaping* – To reform the atmospheric or oceanic composition of matter on the planet, in order to change the landscape and biomes; also to affect stellar radiation processes.

\*Physics terminology is used here for explanatory purposes, despite limited scientific knowledge in Astra, and limited knowledge of nuclear physics.
Magnomancy

Elemental magic with power over ferromagnetic metal and magnetism.

Magic users skilled in magnomancy are known as *magnomancers* or *metal mages*.

Also: *Magnomagic* or *Metal magic*

Magnomantic Spell Types:

*Conjure Magnetism* – The creation, formation, or generation of a magnetic field (varying types) purely from the aether, as conjuration magic.

*Generate Magnetism* – The generation of a magnetic field from existing electrons or other magnetic fields.

*Alter Magnetic Field* – The alteration of a magnetic field into varying shapes, sizes, and strengths.

*Magnokinesis* – The kinetic control of magnetism and magnetic metals (lesser effects on non ferrous metals).

*Animate Magnetism* – To bring a magnetic field to life, or into automation, the highest beings of which are field elementals that use their own magnomancy.

*Magnetic and Magnetospheric Travel* – Movement or passage across magnetic field lines, including flight or travel, and the use of the planet's magnetic field (using a ferromagnetic object, vestments and armor, or a vessel).

*Magnetic Forcefield* – Fields that serve as strong physical barriers, that are also barriers to psionics. Magnetic forcefields repel metals, while the strongest forcefields become electromagnetic and protect the magnomancer with invulnerability.

*Magnetic Attract / Repel* – The imposition of magnetism to people and objects to attract and repel each other.

*Magnetic Storm* – A large-scale magnetic field, and / or a storm of ferromagnetic objects.

*Worldshaping* – The shaping or creation of the planet's magnetic field, affecting its atmosphere and potential for living systems. The movement or altering of ferromagnetic rock.
Gnome

Gnomes, *Gnomenfolk* or the *Forgotten Folk* as they were sometimes known, are a humanoid race of small people 2 – 3.5 ft. in height (3.9 ft. is the tallest ever recorded gnome) that live mostly underground.

The gnomes work complex tunnel systems, and build elaborate cities in the rock. They delve deep below the surface and under mountains as persistent miners, and are inquisitive and inventive engineers.

Gnomes are altogether more peaceful than dwarves, yet live often far removed from other civilized people.

Also: *Gnomenkind* or *Gnomenfolk*
Hydromancy

Elemental magic with power over water.

Magic users skilled in hydromancy are known as *hydromancers*.

Also: *Water magic*

Hydromantic Spell Types:

*Conjure Water* – The creation, formation, or generation of water (varying types) purely from the aether, as conjuration magic.

*Accumulate Water* – The gathering or accumulation of moisture into larger bodies; the gathering of liquid water, or an increase in water pressure.

*Cloud* – The formation of clouds and vapors from moisture or liquid water.

*Shape Water* – The shaping or reshaping of water into various aspects.

*Hydrokinesis* – The kinetic control of water.

*Currents* – The creation of water currents often for the purpose of travel (also the creation of water tunnels with open air).

*Animate Water* –  To bring water to life, or into automation, the highest beings of which are water elementals that use their own hydromancy.

*Part Water* – To part or divide a body of water with an open space between.

*Hydro Shield* – A shield of high water pressure, created with hydromancy, that repels physical attack. The shield can be rounded or surround the caster in a cyclone.

*Hydrocyclone* – The creation of energetic water cyclones above or below the water's surface.

*Tsunami* – The production of large water waves.

*Hydrostorm* – The generation of large-scale torrents and storms of water, rain, water waves, and / or cyclones and water blasts.

*Worldshaping* – The shaping of the planet's waterways, and formation of inland and oceanic bodies of water. The shaping of the terrain using erosive forces from hydromantic magic.
Earth

A planet in the Orion-Cygnus arm of the Milky Way galaxy that revolves around the star: The Sun. Earth is a watery and rocky planet with evolved humanoid life, yet with much less aether concentration and magical energy.

From Earth there have been migrations of ethnic Celts and Romans to Astra, who have traveled through spaciotemporal Othe portals to explore and seek refuge on the planet. These migrations are recorded history, while it is thought there may have been even earlier migrations of people from Earth.
Halfling

Halflings, also the *Quickfoots*, are a race of small humanoids that stand on average between 3.5 – 4 ft. in height, and are born of the union of a gnome or dwarf with a human.

The term *halfling* refers to their half-gnome half-human ancestry, and the fact that they are half the size of men.

Also: *Half-Gnomes*
Lensien

A fairy-elf warrior of Avalon and Sentinel Champion, famous for his two swords: *Hyperscepter* and *Vaporslayer.*

These two swords are designed with openings or slits that can latch onto or grab the enemies' sword.

Lensien, as a fairy-elf warrior, can fly around an enemy with speed and swiftly cut them to pieces in midair.
Maps

Astra World Map

Kor

Xanitar – A large continent located in the south Ezra sea.

Notes on locations: The capped towers (mainly in the west) show elven locations. The elven city *Illundar* is in the forest to the east in a valley below the Yain plateau. Curly shaded areas are forests. The top three westerly elf cities may very well be current day ruins from when those elves left to fight in the Great War. The wide open expanses to the north, central and south in the middle of the continent are mainly desert regions, with thin lines showing some of the bordering climates. Oasis are mainly unmarked, except on the end of peninsula to the south. I have plans for this southern desert / oasis region to be a location for the Romans / humans. The single spiked mountain towers in the top desert are lizardmen stone towers, and some of them are castle cities. The dark shaded area dropping out of the central mountain range is a wide chasm that orcs use, as these mountains are also connected by a below ground passageway to the mountain group in the south, where there is also a river that flows the whole way through (from the mountain lake falls into the chasm and from there into a subterranean cavern system. Dwarves and orcs (and gnomes) live in the mountains, where dwarves control mainly the "northern eyes" and the large area in the south, while orcs are now in control of the middle *Haftpass*, and the more westward regions that are central and southern mountain ranges. The orc city Gzargarok is located in these centermost mountains.

Astaron - The largest continent on Astra, south of Xanitar.

Talis

Avalar

The maps are a work in progress and currently are not to scale.
Intensify

Intensifying magic is the art of increasing the aether supply for mages and spells, in order to magnify or enhance their powers and effects, or to alter a spell's duration.

*Fortify Magic* – Increasing the aether reserves of a target.

*Intensify* – Increasing the magnitude and / or area of a spell.

*Enhance* – Enhancing a spell with additional effects.

*Spell Copy* – To copy a spell by manipulating its aether, or with conjuration.

*Shorten* – Shortening the duration of a spell.

*Extend* – Extending the duration of a spell.

*Permanency* – The magic of making spells or their effects permanent.
Mirror of Unseeing

A large magic prismatic mirror that renders any viewer of themselves invisible, along with any sentient consciousness in its view (or in the view of any in its view) that is in the company of one that's aware of the mirror. Objects are also rendered invisible.

The mirror will reflect back only that which is plain or indistinct to any conscious viewers, i.e. in a room full of objects and furniture with people and animals, it will only show the plain floor and the walls of the room; in a field with circus activity, it will only show the plain grass, the sky, and the horizon.

The mirror was created as an artifice for war in cloaking armies.
Druid

A mage class of human magic users who are Celtic spellcasters originally from Earth, that use natural and primal magic.

The druids were most powerful on the island of Ynys Môn of Celtic Britain, and on Avalar where their influence was eventually ended and their population destroyed in a war of control over the island.

Druids still do exist in a fragmented community of rare spellcasters on Astra.
Magic

Magic is the ability to draw power from highly energetic celestial aether in order to manipulate the ambient energies of the physical world, and to produce desired results. Aether is an unseen, ubiquitous type of matter in the universe that carries with it a lot of potential and kinetic energy, while it is also known as a force.

There are verbal, somatic, implementary, and mental means of using magic. There are also natural sources, materials, and phenomenon of magic. Magic use requires a supply of aether, and energy from the spellcaster, of which there is a limited amount.

The four fundamental types of magic are: aethermancy, conjuration, transmutation, and spatiotemporal magic.

Schools of Magic:

*Elemental*

*Aethermancy*

*Conjuration*

*Aegis*

*Illusion*

*Transmutation*

*Healing*

*Levimancy*

*Teleportation*

*Dark*

*Psionics*

*Lifeblood*

*Temporal*

*Celestial*

*Metamagic*

*Enchanting*

*Spellbinding*

*Alchemy*
Kinesis

The ability or action of applying force from a distance. Kinesis is a power of aethermancy, and is the physical means of magic itself, in its manipulation of various aspects of the universe.

Kinesis is often used by aether mages in the study of aethermantic arts. Aethermancers are disciplined in physiokinesis and aetherkinesis.

Also: *Force magic*

Types of Kinesis:

*Physiokinesis*, or *kinesis*.

*Aetherkinesis*

*Geokinesis*

*Aerokinesis*

*Hydrokinesis*

*Cryokinesis*

*Pyrokinesis*

*Audiokinesis*

*Electrokinesis*

*Magnokinesis*

*Vivikinesis*

*Plasikinesis*

*Gravikinesis*

*Masskinesis*

*Conjurakinesis*

*Aegikinesis*

*Illusiokinesis*

*Transmutokinesis*

*Regenerokinesis*

*Levikinesis*

*Warpokinesis*

*Shadowkinesis*

*Telekinesis*

*Plantikinesis*

*Transformokinesis*

*Hematokinesis*

*Pherokinesis*

*Chronokinesis*

*Celestekinesis*

*Omnikinesis*

*Antikinesis*

*Thermokinesis*
Hammering Mountains

A ring and chain of mountains in the northeast of Kor.

The Hammering Mountains encircle a great peninsula and the gulf of its waters, and from the shoulder form a cluster that rolls away into a westward range.

The mountains are home to dwarves that name their lands *Hammering,* and have built great cities and mines there.

The location of Gondvold: A city in the valley of a long extinct volcano. The valley is a lush caldera of the mountain-crater, where the skies can be seen through the crater's rim high on.
Mount Bighorn

The centermost peak in the Saddle Mountains, and third highest of the five high peaks.

Currently the mountain is being hollowed out by dwarves and Ronics, in the building of a new Realms city.

Location of what was once was the gulion of a goblin city.

Location of Grimmore, a deep underground cavern system.
Fairy-Elf

A tall standing elf who is a fully grown fairy with feathery wings.

Fairy elves are the most powerful and magical type of fairy or elf. The Fairy Queens are typically fairy-elves, yet in some cases remain a type of fairy.

Most fairy-elves are pale of skin, born of common fairies. The less common green-skinned fairy-elves have longer lifespans, are more imbued with magic, and show more battlefield prowess.

The offspring of fairy-elves are elves.
Lake of Avalon

The central lake of Avalon beneath the High Peaks of the Eastern Reach, inland the mouth of the Avalos. The lake is the sacred fairy haven of Avalon, where the Fairy Queen rules from the Isle of Avalon. This haven is both a ruling place and protected sanctuary, and the breeding place of fairies.

Morgan le Fay is currently the overruling Fairy Queen.

Also: *Avanon*
Meurn

A barren and rocky oceanic planet in the same star system as Astra. The two planets have elliptical proximity events every x thousand years.

Meurn is inhabited by a small population of chloreans, who originally portalled there from Astra. Mzult is the Shirq wizard's tower of chloreans in the central city next to a giant whirling water well.

Also: *Myrn*

Pronunciation: [M-yern]
Icemancy

Elemental magic with power over cold temperature and ice.

Magic users skilled in icemancy are known as *icemancers* or *ice mages.*

Also: *Cryomancy*

Icemantic Spell Types:

*Conjure Ice* – The creation of ice (varying types) purely from the aether, as conjuration magic.

*Freeze Liquid* – To form ice from existing moisture or liquids.

*Alter Ice* – To shape or reshape ice into various configurations.

*Cryokinesis* – The kinetic control of ice.

*Animate Ice*  – To bring ice to life, or into automation; the highest beings of which are ice elementals that can use their own icemancy.

*Part Ice* – To part or divide ice with an open space between.

*Ice Shield* – A cryomantic shield that can be rounded or surround the caster in an ice wall.

*Ice Bridge* – The formation of a bridge of ice from the moisture in the air.

*Ice Spike* – To cause spikes of ice to rise up from moisture in the ground.

*Icestorm* – A large-scale ice storm with accompanying snows.
Pyromancy

Elemental magic with power over fire.

Magic users skilled in pyromancy are known as *pyromancers*.

Also: *Fire magic*

Pyromantic Spell Types:

*Conjure Fire* – The creation, formation, or generation of fire (varying types) purely from the aether, as conjuration magic.

*Combust Flame* – The igniting of a flame of fire in the atmosphere or otherwise.

*Sparks* – The making of sparks, or the manipulation of them.

*Embers* – The kinetic control of embers (or the formation of larger embers out of smaller ones).

*Shape Fire* – The shaping or reshaping of fire into various aspects.

*Pyrokinesis* – The kinetic control of fire.

*Animate Fire* – To bring fire to life, or into automation, the highest beings of which are fire elementals that use their own pyromancy.

*Part Fire* – To part or divide fire with an open space between.

*Pyro Shield* – A pyromantic shield of fire. The shield can be rounded or surround the caster in a fiery cyclone.

*Pyrocyclone* – The creation of cyclones of fire.

*Explosion* – To make an explosion.

*Firestorm* – A large-scale storm of explosions and fire.
Mystlithen

A gulf-encircled island in the rocky southwestern lands of Astaron. It is a large landmass with a series of laccolithic plateaus that each climb onto wide plains set on terraces. As the island reaches higher toward the center, mountainous and rocky protrusions are jutting into the centermost region, while a Telven kingdom is built within a forest there amid the cliffs and high rock.

The insular rock of Mystlithen, home of the Telves. Telves inhabit both the high rock and plains of Mystlithen.

Also: *Mistlithen* or *High Rock*
Logres

Logres is the Latin form of the medieval Welsh *Lloegyr*: a name for the region of Britain east of borders running southeast from the Humber Estuary to the Severn Estuary (southeast Britain, or eventually Angland), and those lands east of Dumnonia. Logres is considered the heartland of King Arthur's realm, and the land he defends from both Saxons and Romans.
Lake of Ronia

A resplendent lake of the Ronic Realms in the Middle Lands of Kor. Ronia on Midlake is the upper portion on the plateau of the southern plains, while great falls flow into Low Lake below cliffs at the city of Hyruviel.

*Lake of Ronia* is currently a placeholder name.

The falls of the lake placeholder names: *High Falls* or *Falls of Ronia*
List of Incantations

Elemental

*Lumio* – Light point

Aethermantic Arts

*Rectro Incantus* – Retract magical item.

Conjuration

*Praepostero* – Ridiculously duplicate small item into 150 copies.

Aegis

Illusion

Transmutation

Healing

Levimancy

Teleportation

Dark

Psionics

Lifeblood

Temporal

Celestial

*Rexum Fortunum* – Luck to the king.

Metamagic

Enchanting

Spellbinding

Alchemy
Ringimancy

Elemental magic with power over sounds.

Ringimancy is also a part of the Illusion school.

Magic users skilled in ringimancy are known as *ringimancers* or *pitch mages.*

Also: *Pitch magic*

Ringimantic Spell Types:

*Conjure Sound* – The creation, formation, or generation of sound waves (varying types, including the voices of people and animals) purely from the aether, as conjuration magic.

*Generate Sound* – The creation of sound from existing sound waves or other existing natural vibrations.

*Alter Sound* – The alteration of sound into varying wavelengths, frequencies, etc.

*Audiokinesis* – The kinetic control of sound waves.

*Animate Sound*  –  To bring sound to life, or into automation, the highest beings of which are noise elementals that use their own ringimancy.

*Part Sound* – The division or separation of two areas of sound, with a quiet area between.

*Wave Travel* – The speedy travel with sound waves in linear fashion.

*Wave Shaping* – To manipulate or shape materials with sound waves using ringimancy.

*Sound Break* – The sound waves or vibrations used to destroy other objects (ex: sound waves that create heat and friction, or sound breaking apart or shattering material).

*Anti-Magic Noise* – The generation of magical noise that interferes with the target's ability to cast spells.

*Spell Breach* – The emission of sound waves that break up magic spells into fragments.

*Soundstorm* – A deafening storm of sounds and vibrations at violent and deadly frequencies that wreak destruction.
Teleportation

Teleportation is the school of magic that studies astral and planar travel in interdimensional space, and spacetime portaling.

Mages that specialize in teleportation are *teleporters*, *warp mages*, or *portal mages*.

Also: *Warping* or *Portal magic*

Teleportation Spell Types:

*Warp* – Teleportation over short distances.

*Teleport* – Teleportation over long distances.

*Transport* – To teleport other people and objects to different locations or planes. The target dematerializes and then reappears at the new location. This includes the *Banish* spell.

*Portal* – The creation of a teleportation gate via a wormhole or tunnel in spacetime. Portals naturally exist, can be created, or even mined.

*Planar* – The opening of planar gateway portals to other dimensions, or the use of planar magic that transports people and objects to other planes.

*Mark* – To mark a location to be teleported to. *Recall* spells teleport the caster to marked locations.

\*Teleportation can only be done within the same dimension, and not into other planes. Planar magic must be used to gain access to other dimensions.
Myrmidon

A warrior-soldier of the Myrmidon mercenary group. The Myrmidons are highly trained with consummate fighting skill. They wear magical sentient weapons and armor that gears together and can fight on its own, known as *Myrmidon Armor*.

The Myrmidons have their own creed, their own culture, their own code, and reside in secret locations; a secret city.
Spellbinding

Spellbinding, or *scribe magic*, is the process of magically enchanting written words and inscription onto parchments and stone. It is usually when the words are spoken that the spell is enacted, yet as often is the case of rune magic, such words or symbols can serve as a special bond or link with the user, or even harmonize with other runes. Skilled mages in spellbinding are *spellbinders* or *scribe mages*.

Spellbinding is a method of enchanting, yet has its own tradition.

*Scroll Magic*

*Tome Magic*

*Rune Magic*
Talis

A small continent on Astra to the east and south of Kor. Talis is a very mountainous continent where there are mainly gnomes and brownies, dwarves, giants, and half-elves. A vast open plateau with several raised lands can be found north and central on the continent, while a wide country of alpine steppe lies to the southeast.

The continent is surrounded on its east and west sides by a vast array of continental fragments and archipelago islands, making it difficult to spot or reach.

The land bridge route to Talis ends in sundered rock, the passageway mountain tunnels are buried, and the passes are treacherous to explore; therefore not many have been there or seen its lands, nor much is heard of it or known.
Sulis

A town just south of Môr Hafren, on the River Avon. Known for its natural springs and baths, also named *Bath*. It is a walled town with defensive stone structures, also referred to as borough walls.

Sulis was a Roman town at the mouth of the river later named after its Roman-built baths, and known as Aquae Sulis, for "the waters of Sulis"; once the shrine of Celtic Britons on a large natural hot spring, and dedicated to Sulis: goddess of healing, water, hot springs and curses. The Romans identified the goddess with Minerva, and encouraged her worship. The spring was built up into a major Roman Baths complex associated with an adjoining temple.

Also: *Aquae Solis*
Ronia

The capital human kingdom in the southern plains, situated on the High Lake of Aelysius as part of the Ronic Realms. The city overlooks the clifftop falls of a great plateau that divides High Lake and the lower lands of Doriand, and lies just outside of the Saddle Mountains.

Landscape is modelled after the city *Alexandria* in *Final Fantasy IX*

The Ronics, just like the Avalarians, are a coexistent ethnic assimilation of Celts and Romans.

Ronia, along with many surrounding human kingdoms of the Saddle were originally the settlements of Ronic horselord kings.
Ogre

Large or gigantoid humanoids that are lumbering and misshapen, monstrous and unintelligent oafs. Ogres are lazy, brutish, and usually grossly out of shape, with quick tempers, and uncanny brute strength. They are an avaricious race, some of them grotesquely obese, disgusting looking and deranged, often squabbling over treasure and even basic necessities.

They usually live in small groups like giants or trolls, and they associate with the goblinoid race.

Ogres with only one eye are Cyclopean Ogres, which is a common trait among their kind.
Plasimancy

Elemental magic with power over plasma.

Plasma magic can essentially generate plasma or varying kinds, or cause matter to heat or explode into a blinding plasma. Plasma fluctuates in and out between its vividly bright energy and spots of darkness.

Magic users skilled in plasimancy are known as *plasimancers, plasma mages,* or *thermomancers.*

Also: *Plasma magic*

Plasimantic Spell Types:

*Conjure Plasma* – The creation, formation, or generation of plasma (varying types) purely from the aether, as conjuration magic.

*Generate Plasma* – To generate plasma from existing ions (charged particles in the air, water, etc.)

*Alter Plasma* – The shaping or reshaping of plasma into different forms.

*Plasikinesis* – The kinetic control of plasma.

*Animate Plasma* – To bring plasma to life, or into automation, the highest beings of which are plasma elementals that use their own plasimancy.

*Part Plasma* – To part or divide plasma with an open space between.

*Plasma Shield* – A shield of superheated plasma. Plasma shields are impervious to physical attack, as anything that comes into contact melts down or vaporizes. They can be rounded or surround that plasimancer in plasma fields.

*Plosion* – Blinding explosions of plasma, which leave plasma clusters in the air.

*Brandish Lightning* – The ability to channel and manipulate lightning bolts, wielding them and redirecting their plasma energy (a staff or implement must be used).

*Plasma Storm* – A large-scale plasma storm.
Outer District

The Outer District just within the city walls of Farandale is a wealthy district of an upper class of guildmasters and financiers.

Witsney Field and Bellwalk lay just beyond the Outer District.

*"The Outer District was a semi-suburban purlieu of rich inhabitants who lived in tall, elaborate buildings and luxuriant residences. The buildings were made of bathstone; they were green and purple, or cream colored brick, and they rose lining the streets and avenues with smooth marble pilasters and windows of sea blue glass.*

*The gateway lead Gale to a posh boulevard lined with planted trees and benches on pearly sidewalks where the city-goers would mingle with pipes and barley tea in front of a mélange of shops and townhouses; with talk of their wagers and of cliff climbers, and the gallantry of duke Artorius to so boldly speak out against the Lord Fertiens when he prohibited cockfights in the district."*
Oth

A city of Avalon on the southwest spur of the Avalonian mountains, situated in the high crags overlooking Elvend. The city is known for its great domes of white diamond, and Oth can be seen at night glimmering from afar under the light of the moon.

The rulers of Oth are King Faragund and Queen Illidar.
Reincarnation

To fertilize or instill the aether essence of one being into the embryo or egg of another, or to infuse it into another being of any age. The essence reincarnates the original being into a new body, yet with memory of their previous life, and with virtually the same attributes, tendencies for certain skills, etc. To reincarnate properly the aether essence must be instilled in the early stages of life. The farther along in age the host, the less effective the aether essence will be.
Salus

Salus Saluzar Ambrosius is one of the nine Sentinels of the Lake and is an elfkin brother of Avalon.

Salus, as with his brother Gale is third blood of a half-elf.

Salus is the lover of the Ronic princess Miramel, who were engaged before she died.

Named after Saluzar, a prince of Menelos.

In Avalon, Lesle becomes Salus' fairy companion.

Also: *Salus Saluzar* or *Salus Ambrosius*
Othe

A white, bright magical substance used for portaling, commonly in the shape of a sphere.

Othe is a quasi-metallic material found as crystallized veins in the rocky planet. Othe can be mined as ore and used magically. Most of the othe is found at great depths, while some veins exist at or near the surface.

Othe is considered the purest form of aether.
Wyvern

Wyverns are dracowyrms that nest in large caverns. They are the smaller flying relatives of dragons, often more territorial and aggressive. Some wyverns are even poisonous.

Wyverns lack the ability to breathe fire, have shorter lifespans, and are never found in such long slumbers as dragons.

Also: *Cave Dragon*
Talgarth

A town in south Teyrnllwg.

A fort near Cwmdu (Pen-y-Gaer) is of significance to Talgarth, as it was the site where a 1st-century AD British chieftain, Caratacus (of the Catuvellauni tribe), fought with the Romans.

The town's name derives from the Welsh words *tâl* (forehead or brow of a hill) and *garth* (mountain ridge or promontory), thus meaning "end of the ridge"
Wolds

A hilly region of the Flatlands at the foothills of the Hammering Mountains. The wolds are the open country just beyond the Hammering Dwarf Kingdoms, where small populations of hill gnomes dwell.

*Highwolds*: The wolds that run westerly out of the foothills.

*Lowolds*: The woldlands that run further south.

*Wealds*: Areas of steep grassy hills much like the wolds, and with tree growth on the tops of each hill.

Also: *Rolling Wolds*
Orc

Orcs are grey-green, yellow and slime colored, and brown species of goblinoids that are diverged descendants of goblins. They are typically larger, stronger, and more intelligent than goblins.

As goblins reproduce over generations, some of their key traits (skin color, sizes) mutate into more orcish forms.

Orcs reproduce at a rapid pace, though not on the scale of the mass reproductive power of the goblin gulions.
Westwild Plateau

An enormous plateau in the southern lands of Andarth that runs southwest to northeast. The great forests of the region fill the highlands north of the rim all the way to Frith, while the cliff falls away into more open country of dales and lesser stretches of forest.

A long stretch of road known as the Highway of the Shard runs along the rim of the plateau.

The base of the plateau is the location of Farandale, and Farandale Keep raised against the cliff face. There are caverns behind the keep where drakes are bred by the Farandalians, known as Gorvindol.
Volmar

A subterranean volcano, and one of the major vols of Kor. Volmar lays to the southwest in a bay called the Bay of Volmar, and has a rocky atoll.

It is unknown when the last volcanic eruption occurred, although there are accounts of ancient volcanic activity.

*Volmar* is a term used to refer to the general region of the bay, its peninsula and mountains, as well as Araband. Volmar and its bay are referred to as the *Mouth of the Great River*.

The waters of Volmar are dangerously filled with sharks, and a sea monster lives in the dormant vol.
Vivimancy

Elemental magic with power over light.

Vivimancy is also a part of the Illusion school.

Magic users skilled in vivimancy are known as *vivimancers* or *illumancers.*

Also: *Light magic or Illumancy*

See also: *Holomancy* for conjuring images and holograms.

Vivimantic Spell Types:

*Conjure Light* – The creation, formation, or generation of light (varying types) purely from the aether, as conjuration magic.

*Light Orb* – The collection or gathering of light from other light sources into its own light orb.

*Alter Light* – The alteration of light via its wavelength, frequency, or brightness.

*Vivikinesis* – The kinetic control of light.

*Animate Light* – To bring light to life, or into automation, the highest beings of which are light elementals that use their own vivimancy.

*Warp Light* – Altering light by bending it. This can turn people and objects dark, or can warp the visual perception of reality to an onlooker (includes the parting of light).

*Invisibility* – To render an object (or person) passable by light into its surroundings, which renders the object invisible.

*Lightspeed* – The magic ability to move at the speed of light.

*Light Shield* – A shield that emanates heat and emits a blinding light to onlookers; also called a *vivimantic shield*.

*Laser Raybeams* – A light wave intense enough to generate heat, the higher intensity beams of which are used as laser weaponry.

*Light Storm* – An electromagnetic storm of high intensity light waves, which are often warped to an onlooker.
Venta Silurum

A fortified town in Roman Britain, located in southeast Wales. Venta was established by the Romans in around 75 AD as an administrative center for the defeated Silures tribe in Roman Wales. The town, situated on the Roman road between Isca Augusta (Caerleon) and Glevum*,* and close to the Sabrina aestuarium, was (in contrast with nearby "Isca") established for civilian administration rather than military purposes.

Veta Silurum later became the town of Caerwent.
Volblade

Volblades are enchanted swords with edges hotter than molten tungsten that can cut through anything.

*"...They all roared as the Gremlin (Salus) yelled with his sword held high; a mighty longsword it was, and as he raised it over the camp it cast a hot bright sapphire light. It was a magical sword, a Volblade with edges lined a burning blue; a glowing strip that outlined the blade like a wire of neon light. He continued with the flair of a pirate waving the blade, and when he walked there were streaks of blue trails left behind as he swept his sword through the air..."*

*–* Tales of Salus and Gale
Vorlisgion

A river in the far northern Flatlands that runs at the feet of the Dymerian and Dark Mountains. The river flows predominantly over the plains, and then drops down into subterranean waterways that flow up again into the mountains of Dymeria. It's fingers have many below ground systems and cavernous riverways.

The city of Dymeria lies in the mountains along the river.

Also: *Volisgion*
The Elf Wars

The story of a great war between Elven kingdoms.

*Long, long ago there were three elf kings: Galthizar, Celizar, and Azarel, and they waged war nigh the eruption of Volinor. Now of the three Galthizar was the most cunning, and he was a dark elf. Celizar lived to the south in the Great Stalk and his kingdom was most populous. Azarel ruled the High Kingdom of Avalon and had the most friends, the strongest armies, and the deepest magic. Galthizar being of dark brood, reigned in that very mountain of Volinor, and he had in the depths of his mountain an amber disk, which he used to spy on the other kings.*

– Excerpt from the Elf Wars by Nosomolys the Gnome. Accounted for in the Chronicle of the Third Ellipsis.
Thoft

The southern most Ronic Realms city in the mountains of the Saddle Vale.

Thoft is the second city to engineer airships.

Thoft is a kingdom built on the rock of the Southern Spurs. There is a great arched bridge under construction that reaches across the vale to the newly built eastern portion of the city.
Quicksilver Cantle

An underground, partly above ground valley passage down the Saddle Vale and out of the mountains to the south. The Quicksilver Cantle carries the Quicksilver; a lesser river of the Aelysius that flows under and above ground, down the vale, until washing out of the Southern Spurs.

The Quicksilver Cantle is also a tavern in Lordorion.
Worldshaping

Worldshaping, also *terraforming*, is the shaping or modification of a planets surface and atmosphere, i.e. climate, topography, temperature, composition, ecology, etc., often to suit the needs of the people or mages employing such magic. Worldshaping is a cross-disciplinary approach, utilizing a host of methods that call upon mages from several fields, many of which are elemental.

Magic users skilled in worldshaping are known as *worldshapers* or *terramages*.

Also: *World Shaping*
Volandria

The north-central region of Astaron bordered by a volcanic mountain chain. Much of the lands of Volandria are wastelands to the south, plains and desert.

A massive chasm penetrates into its far southern reach amidst the vols.

Dark powers and latin speaking human cities are found here and on the shores of Volandria.
Transference

Magic, as part of the transmutation school, that transfers physical properties or magical effects from one entity to another, such as strength, mass, burning flames from a pyromantic spell, etc. Materials in physical contact, physical appearance, hair, disease, clothing, wounds, can all be transferred.

*Transfer magic* is a type of aethermantic spell that transfers magical effects from one entity to another; also part of the transmutation school, as aether transference.
Garten of Banban

***Garten of Banban (рус. Детсад БанБана) -*** игра в жанре хоррор от компании Euphoric Brothers.

## История

«Сад Банбана» расположен в детском саду Банбана. Детский сад закрыли в связи с недавними случаями исчезновения всех посещающих детский сад детей. В игре Игрок, который предположительно является родителем, который, устав от того, что никто не может найти его пропавшего ребенка, решил пойти в детский сад и самостоятельно найти своего ребенка и других пропавших детей. Но постепенно они начинают открывать ужасающие тайны детского сада.

## Прохождение

Начав игру, вы сначала увидите комнату, полную компьютеров. Внизу экрана написано: «Для родителя, ищущего своих детей, время – дело тонкое. Нажмите на часы, чтобы ускорить время», а для продвижения вам нужно несколько раз нажать на часы Jumbo Josh рядом с текстом. Сначала вы появляетесь во Внешнем секторе. Синяя карта-ключ находится на стойке регистрации. Используйте ее на считывателе синих карточек, чтобы попасть в Комнату дронов. Соберите контроллер, а в кафетерии есть батарейки для него. Заставьте Дрон нажимать кнопки в вестибюле, у двери. откроется там, где...

## Сюжет

Детский сад Банбана известен по всему миру благодаря их знаменитым талисманам. Любой хочет туда попасть. Но однажды все (в том числе и сотрудники) пропадают без вести. Кто-то должен узнать, почему, и этот кто-то — вы!

Оказывается, их талисманы реально существуют. Они кого-то съели, кого-то убили. Вам нужно выжить среди них и нейтрализовать их! Для этого нужно проходить испытания и... драться.

## Персонажи

* Птица Опила
* Джамбо Джош

## Примечания

* Эта игра очень похожа на игры "*Poppy Playtime*" и "*Rainbow Friends*".

* Ютуберы начали называть её «*The Next Poppy Playtime*» или «*The Next Rainbow Friends*».

* Игра стала популярной и стала вирусной на *YouTube* в период с 10 по 20 января 2023 года.
Джамбо Джош

Ешьте овощи и фрукты, чтобы стать сильным. КАК Я!" - Джамбо Джош

Содержание 1Обзор 1.1 Внешний вид 1.2 Личность 1.3 Геймплей 1.3.1 Сад Банбана 1.3.2Сад Банбана II 1.3.3Сад Банбана III 1.3.4Сад Банбана IV 2Викторины 3Галерея 4Навигация ОбзорВнешний вид

Описание Монстр ГоБ Монстр ГоBBII-III

Изображение

Джамбо Джош выглядит как светло-желтое, мускулистое гигантское существо, отдаленно напоминающее гуманоида, с двумя короткими ногами, двумя расширенными предплечьями, заканчивающимися кулаками, похожими на рукавицы, и довольно выпуклой головой. На его голове два выпученных глаза и озорной рот без языка в форме широкой ухмылки. Личность Джамбо Джош — сильное существо, которое часто может злиться, за исключением того, что он довольно спокойный, Он проявляет враждебность к людям.

Геймплей Garten Of Banban Джамбо Джош является сюрпризом в конце, после того, как Игрок использует лифт, чтобы спуститься вниз. Проехав некоторое время, лифт резко останавливается. Слышен сигнал тревоги, и Джош хватается за лифт и смотрит на игрока, прежде чем лифт упадет и упадет еще ниже, предположительно из-за его веса.
Transmutation

Transmutation is the school of magic that changes the physical properties of some object, creature, or condition. Transmutation spells are known for simply transforming something into another.

Mages skilled at the transmutation school are known as *transmutation mages* or *alteration mages*.

Also: *Alteration* or *Transmute magic*

Transmutation Spell Types:

*Transmute* – To change some or all (transform) of the physical properties of some object, creature, or condition. Ex: Changing a bird into a tree, or a rock into water. This includes changing parts, for instance, changing the mass or strength of a warrior. Transformation is the complete transmutation of one complex thing into another. Transformation often refers to the study of transforming living beings into other living beings, as part of lifeblood magic.

*Animate* – The use of animancy; to give lifelike properties to inanimate objects, such as walking, talking, eyesight, mindfulness, etc.

*Transference* – Magic that transfers physical properties or magical effects from one entity to another, such as strength, mass, burning flames from a pyromantic spell, etc. Materials in physical contact, physical appearance, hair, disease, clothing, wounds, etc. can all be transferred.

*Conversion* – To convert something into one other specific material, usually with a byproduct. *Separation* is the breakdown of something into all of its basic materials or constituents, in order to isolate them. *Extrication* is the separation of part of something, in order to extract a specific basic material or constituent.

*Intangibility* – To render an entity intangible, in that solid matter can pass through it. Intangibility allows for walking through walls, and creating magical passwalls.

*Rearrangement* – The rapid rearrangement of people or objects that occupy a given area; thus a change in condition.
The Old Maps

Here is a number of old maps drawn many years ago as a rough sketch of Astra. The creator is currently working on newly updated maps to be released soon.

Upcoming fixes: More regions and lands, and distance between kingdoms and cities. Kor is a very large continent, while these maps were originally conceived to illustrate a world on the surface area of a globe. New Kicker: Kor will turn out to be a much smaller place on a larger globe, while the Yain leads to other lands, and even bigger continents! Astaron, Xanitar, Talis, and Yyrsk.

Name upgrades are in progress! Names that are no longer in use: *Eria, Froth, Aulmo, Red Mountains, Firerays, Qolken, Hyklen, Wphindolwood, Arcos, Silvanople, Valinor,  Esgilliath, Arvindel, Avondel, Seraphel, Coast of Shadow, Volcungas, Green River, Laiolep, Athens, Spark, Kales, Veld, Andor, Beruviel, Tintaglo, Arcastle, Gondol, Ornithol, Hornfels, Illecium, Glasingol,* and *Hessigal.*

Main new region: The Dark Lands...an area north of Volinor (or what was once Pykor, or the Helios; *Helios* is now a region in the Saddle Mountains.) in a dark wasteland with bordering mountains (*Mordor* type concept). The two vols Drazagkor and Volinor are connected via subterranean caverns.

The objective is to make the geography as close to the old maps as possible, as they are close renditions. Drawings are currently just not to scale.
Garten of Banban 7

***Garten of Banban 7 (рус. Детсад Банбана 7) —*** продолжение игры Garten of Banban 6.

## Сюжет

Найти Хирурга, чтобы получить часть скипетра и остановить врагов! Также узнаем, где находится ребёнок!

## Персонажи

* Хирург
* Сэр Дададу
* Шалуны
* Таматаки-Чаматаки
* Биттергиггл
* Набналина
* Опила Бёрд
* Тарта Бёрд
* Киттизавр
* Новые враги?!
Wood Elf

Wood elves or *wild elves* are the original ancestor progenitors of all elves, who were native to the forests of Astra. Wood elves are smaller elves on average, standing 4'5" to 5'9" in height.

The wood elves were once populous and many on the continents of Astra, with great woodland civilizations in bright treehouse-towns and village groves that were resplendent across the land. By IV and V E, they were superseded by the high elven race, through competition interbreeding, assimilation, and wars.

In V and VI E wood elves are still found in many isolated locations across the land, or still live among the high elves or in diverse cosmopolitan cities and towns.
Xanitar

A large continent toward the equator of the world. Xanitar is 2 – 3 times the size of Kor, on the opposite side of the planet, mostly a desert and mountainous region, with some forested lands. Xanitar is connected to the Yain isthmus.

The main races of Xanitar are elves, gnomes, dwarves, lizardmen, sand people, and Romans.

There is a small elven kingdom in the east of Xanitar: Illundar, with loosely affiliated towns. The elves there remember the days before the Great War of Volinor, and the more flourishing times of high elven civilization. Azkalon to the west is restoring itself into an elf-human city, gradually rising back to power. The Romans to the south rule in castles and citadel-fortresses in the mountains and desert wastes of Kaladar and Volandria.

Also: *Xantar* or *Xanidar*