recursal/Fanatic-Fandom huggingface dataset:
The Gods

The Dreamlands as portrayed in Kid Celephais has two separate groups of deities. These two groups together form the totality of The Gods. The two groups are The Outers, usually referred to as Nyarlathotep's "family", and The Greats, who are the assortment of ancient "gods" of Earth as well as other elemental and earthly paranormal entities who are each nonhuman, physically embodied in the Dreamlands and possessed of one or more powerful abilities.

All The Gods may be mentally or physically wounded or even temporarily "killed" but after a period of time they return to the Dreamlands, appearing using a form of physical travel be it an ocean voyage, aeroplane trip, or even appearing from inside a magic circle or sorcerous gateway.
Manatee Mansion

The ancient ancestral home of the Trevor family, Manatee Mansion is a large Gothic house with two massive wings. Adjacent to it is the Warlock's Tower, a standalone building rising from the lawns of the back garden.

It is possible that Manatee Mansion, or at least the Warlock's Tower, is equivalent to Trevor Towers in Cornwall.

Mummy and Daddy both live in the mansion, as do servants including a house maid. There is also Bonzo the Dog, Daddy's pet.
Phantasus

In Ovid's *Metamorphoses*, **Phantasos** ('Fantasy') is one of the thousand sons of Somnus (Sleep). He appeared in dreams in the form of inanimate objects,
putting on "deceptive shapes of earth, rocks, water, trees, all lifeless
 things".

According to Ovid, two of his brothers were Morpheus, who appeared in dreams in human form, and one called Icelos ('Like'), by the gods, but Phobetor ('Frightener') by men, who appeared in dreams in the form of beasts. The three brothers' names are found nowhere earlier than Ovid, and are perhaps Ovidian inventions.

His children in some Fantastic Realms and Bookworlds are the fearsome and deceptive Mimics.
Orphans

At some point each of us must yield to fatality and be claimed by Death. In the case of Kuranes he "cheated" Death, his consciousness dwelling forever in the golden land of the Dreamlands where he can be hero, king, adventurer or simple country squire as he pleases, lifetime to lifetime.

https://tintin.fandom.com/wiki/Tintin\_and\_Alph-Art

> “Animal Man: 'Listen, just tell me one thing: am I REAL or what?'
>
>
>
>
>
> Grant Morrison: 'Of COURSE you're real! We wouldn't be here talking if you weren't real.
>
>
>
> 'You existed long before I wrote about you and, if you're lucky, you'll still be young when I'm old or dead.
>
>
>
> 'You're more real than I am.”
>
>
>  ―
>  Grant Morrison,
>  Animal Man, Vol. 3: Deus ex Machina
>
>
>
>

**Highwater:** Our lives are replayed every time someone

reads us. We can never die. We outlive our creators. Every time someone
reads our stories, we live again!
Cornwood Farm

Cornwood Farm is due east of the meadows behind Manatee Mansion and thus is the neighbouring estate to the one belonging to the Trevor Family.

Cornwood Farm is owned and inhabited by Destiny's family. It is a palatial estate with a walled series of gardens and a huge stately home like a renaissance palace in the centre. Around this estate there are farms and cow tracks ultimately leading to the Labyrinth around Terre de Reve.
Ketamine

**Ketamine** is a medication mainly used for starting and maintaining anesthesia. It induces a trance-like state while providing pain relief, sedation, and memory loss. Other uses include for chronic pain, sedation in intensive c

   are, and depression. Heart function, breathing, and airway reflexes generally remain functional. Effects typically begin within five minutes when given by injection, and last up to about 25 minutes.

Common side effects include agitation, confusion, or hallucinations as the medication wears off. Elevated blood pressure and muscle tremors are relatively common. Spasms of the larynx may rarely occur. Ketamine is an NMDA receptor antagonist, but it may also have other actions.

Ketamine was discovered in 1962, first tested in humans in 1964, and approved for use in the United States in 1970. It was extensively used for surgical anesthesia in the Vietnam War due to its safety. It is on the World Health Organization's List of Essential Medicines, the most effective and safe medicines needed in a health system. It is available as a generic medication. The wholesale price in the developing world is between US$0.84 and US$3.22 per vial. Ketamine is also used as a recreational drug for its hallucinogenic and dissociative effects.
Forbidden Lands

A volcanic hellscape, the forces of the unconscious, the subconscious and the id boil and bubble up to the surface of the Dreamlands here. Dangerous paths lead into gigantic areas ordinarily sealed off from the rest of the Dreamlands from the Forbidden Lands. These paths lead to immense areas with their own borders with the only way to enter and leave these other areas usually their own separate ways and means - other than the Paths of the Forbidden Lands.
W

W

Randolph Carter has dreamed of a marvelous city, but can't find it again. So he seeks the assistance of the hidden gods of dream, who dwell on unknown Kadath. After many adventures, Carter arrives at Kadath, but discovers the gods are not there - they are in fact in his dream-city, a version of Boston re-created in the Dreamlands. Nyarlathotep takes the gods home, and Carter wakes up.

Carter wants to find this magnificent city from his dreams. He seeks the gods of the Dreamlands to show him where it is.

He gets to the gods' home, and finds them missing. They've become enamoured with the city from his dreams, which is really just a recreation of his hometown.

Nyarlathotep offers to send Carter there, but instead tries to send him to Azathoth, to madness and likely death.

Carter wakes himself up, finding himself at home, and more appreciative of the city he lives in.

Meanwhile, Nyar has snatched the gods back from the dream city, and taunts them.
Mnar

A desolate wasteland in the midst of the West of the Dreamlands. Although the West in general is settled and heavily populated, Mnar is not. It is empty of all but the strangest and most poisonous of life and is a scrubland devoid of intelligent life and vegetation.

Mnar has a large lake surrounded by swamps. There is a scoured area on the shore of this lake where a city once stood.

Ummer and Tarwell Circus pitch their tents and concessions on the waste ground where the city once stood when their tour takes them to the West.

Image source: https://www.deviantart.com/ugnvs/art/Poisonous-Wasteland-620819884
Black Galleys

The Black Galleys are a fleet of ships able to sail the liquid oceans of the Dreamlands as well as take to the sky and then the aether that separates the Dreamlands from The Moon. They take to the skies by first entering the Sea of Clouds or sailing to the Lost Horizon.

They are operated by Men of Leng, who use slaves to row their ship. In reality the Men of Leng are themselves the slaves of the Moon-Beasts. The galleys are used to transport new slaves as workers and food to the Moon as well as run a trade in exotic spices, drugs and rubies to the ports of the Dreamlands.
Underworld

"The Underworld is a subterranean region that runs beneath the whole of the Dreamlands. Its principle inhabitants are ghouls, who can physically enter the Waking World through crypts. The Underworld is also home to the gugs, monstrous giants banished from the surface for untold blasphemies. The Underworld's deepest realm is the Vale of Pnath, a dangerous lightless chasm inhabited by enormous unseen beasts called bholes. Bholes are likely the ancestors of the dholes of Yaddith."

Source: https://kadath.fandom.com/wiki/Underworld

The Underworld is the literal underground of the Dreamlands. As such, it functions as a kind of hyperspace (subspace in this case). Travellers can enter the Underworld through caves, trapdoors, pits or even being swallowed by certain enormous Great Beasts.

Once in the Underworld, it is possible in theory to travel to any part of the Dreamlands above, even the undersea areas, islands and so on. Locations that float above the Dreamlands like Serannian can be travelled to through the Underworld to the extent that some part of the Underworld will allow a traveller to emerge as close to the floating location as is "physically" possible.

The Underworld is overrun with monsters of all kinds and sizes. It is in some respects a planet-size megadungeon.
Wow d0b woW

The **Church of the SubGenius** is a parody religion that satirizes better-known belief systems. It teache

   s a complex philosophy that focuses on J. R. "Bob" Dobbs,

 purportedly a salesman from the 1950s, who is revered as a prophet by
the Church. SubGenius leaders have developed detailed narratives about
Dobbs and his relationship to various gods and conspiracies. Their
central deity, Jehovah 1,
 is accompanied by other gods drawn from ancient myth and popular
fiction. SubGenius literature describes a grand conspiracy that seeks to
 brainwash the world and oppress Dobbs' followers. In its narratives,
the Church presents a blend of cultural references in an elaborate remix
 of the sources.

Ivan Stang,
 who co-founded the Church of the SubGenius in the 1970s, serves as its
leader and publicist. He has imitated actions of other religious
leaders, using the tactic of culture jamming
 in an attempt to undermine better-known faiths. Church leaders instruct
 their followers to avoid mainstream commercialism and the belief in absolute truths.
 The group holds that the quality of "Slack" is of utmost importance—it
is never clearly defined. The number of followers is unknown, although
the Church's message has been welcomed by college students and artists
in the United States. The group is often compared to Discordianism.
 Journalists often consider the Church to be an elaborate joke, but a
few academics have defended it as an honest system of deeply held
beliefs.
Ooth-Nargai

Ooth-Nargai is a valley on the Eastern continent, bordered by Tanarian Hills. Its main city is Celephaïs.

"Ooth-Nargai
 is defined by the valley of the Naraxa River, which flows out of the
Tanarian Hills. These hills, along with Mount Aran to the north, form
the landward border of the kingdom. The Tanarian Hills are home to many
fantastic beasts, and rumors abound of strange magical gates deep within
 them.

Celephais
 is located at the mouth of the Naraxa. This gorgeous city has streets
of onyx, and buildings of whitewashed clay with metal-roofed minarets.
Towering over all are the turquoise temple of Nath-Horthath (the city's
patron god) and the rose-crystal spires of the Palace of Seventy
Delights.

The
 entire valley is timeless. Processes requiring the passage of time
(aging, decay, fermentation, natural healing, birth, farming, etc.)
cannot take place here, though certain actions (building houses, cooking
 food, killing enemies, etc.) can occur normally. Children must be born
and raised outside of the valley.

Beyond
 the Tanarian Hills to the northeast are the Forbidden Lands, a hellish
wasteland of volcanoes and fire. Entering the wastes has been known to
drive men insane, so King Kuranes has forbidden these lands to
humankind. Anyone caught trying to enter them is imprisoned. Ilek-Vad is
 situated on the far side of the Forbidden Lands, but may only be
reached safely by sea, following the coast north then east."

Source: https://sites.google.com/site/windsoffreeport/past-lives/background-for-players

Image source: Tim Emrick (c) 2005
Tanarian Hills

Tanar is a region of the Dreamlands ringed on all sides by hills. The hills are not tall as mountains but are cruel, rocky and barren. Smoke wreathes parts of them and there are puddles and pools of peculiar and poisonous liquids. Some of these liquids have properties that will permanently alter the form of a Dreamer or even affect their physical form in the Waking World.

Beyond the Tanarian Hills of dreamland lie "forbidden ways into the waking world and other regions of dream".

In the middle of Tanar a vast smoking hole filled with sulfurous smoke leads to a shattered region of the Underworld dotted with bubbling pools of magma. Monstrous demons infest this cratered Underworld location.

Tanar also has a small number of human and humanoid residents known as the Rock Farmers of Tanar. Tanar has its own language and alphabet.
Vale of Pnath

Lightless although dotted with glowing fungi, the vale of Pnath is a vast pit filled with bones in the underworld. It is
flanked by the Peaks of Thok and is mostly lightless. The vale is filled
 with a mountain-sized heap of bones and is "the spot into which all
the ghouls of the waking world cast the refuse of their feastings" (*The Dream-Quest of Unknown Kadath*, Lovecraft). Enormous worm-like creatures, known as dholes, burrow through the vale crunching up the bones as food and laying expansive clusters of their eggs deep in the bone piles. Nightgaunts often carry helpless victims to the vale, where they are left to die.

The area comprised of the encircling granite cliffs of the Peaks of Thok together with the pit of Pnath is known as Pnoth, an ancient Ghoulish language word meaning "jaws" or "open snarling mouth".

Deep under the bones trickles a shiny jet black flow of burnt-smelling oil. This is Pnaoo-Kraal, the River Noctambulus. It is not water but concentrated death-juice that condensates and forms rivulets at the bottom of the bones, creating a sluggish confluence resembling a normal river.
Punch

Once commonplace at every seaside resort throughout the country, Punch & Judy shows have been entertaining audiences for many generations.

The show as we know it today has its origins traceable to the Commedia dell Arte street theatre of 16th Century Italy and most probably goes back even further than this. Commedia del Arte had many actors and players; each demanding high fees. It is thought that to keep costs down string puppets (marionettes) replaced the actors in the 17th Century.
The earliest recorded evidence we have of Punch in England is from the 17th Century
 Diarist Samuel Pepys. Who, while on a visit to Covent Garden, on 9th May 1662, wrote...

“Thence to see an Italian puppet play that is within the rayles there, which is very
 pretty, the best that ever I saw, and great resort of gallants.”

The Monarch of the day, King Charles II was also a regular visitor to Covent Garden, which was home to his mistress Nell Gwyn. It is thought the King enjoyed the puppet shows so much that a Royal Decree was passed, allowed Punch & Judy men to call themselves “Professor”. Although there is little truth behind this, to this day Punch & Judy performers refer to themselves as Professors.

Little is known of how or when Punch ceased to be a marionette and became the hand puppet we know him as today. But in the Victorian and Edwardian periods Punch & Judy shows could be seen in all major cities across Britain, always topical, the storyline mocked Politicians and the establishment of the day. Rather like the Spitting Image TV programme of the late 1980’s. Performers relied on donations from those watching the show to earn a living. The large audiences gave freely and the money was often collected in a bottle (collecting the money was, and still is, known as “Bottling”).

With the invention of George Stephenson’s steam engine, the Rocket, which revolutionised travel for all during the mid to late 19th Century. Wealthy members of society took day trips and holidays around Britain’s coastline. After the introduction of Bank Holidays in 1871, seaside day trips and holidays gradually became more affordable to the everyday family. These newly developing seaside resorts gave Punch & Judy men a lucrative opportunity.
Gaston McCubby

Gaston McCubby is a humanoid Unicorn who speaks with a theatrical French accent. He comes from the sky city of Serannian but resided in Terre de Reve at the beginning of the story.

He is brave and extremely knowledgeable and functions as one of the Guides within Kid Celephais' adventures. He seems to conform to the model of the Hermit from Knight tales.

In episode 12 when Kuranes tries to make a speech to the people of Terre de Reve, Gaston argues with Ligbertram "Liggins" Thuggerley and disrupts the talk.
Step Child

Step Child is a legendary figure in the Dreamlands (and elsewhere for that matter). An eternal youth, he hovers between childhood and adulthood, sometimes a sexually active teen, sometimes a younger more naive figure.

The Eternal Sidekick to superheroes, at times he has a signal watch or his own costume. His red hair is coiffed in a distinctive style and his freckled face is open and fresh.

A surprisingly physically tough character, he is completely good and heroic, to the point of being too trusting at times, even of avowed enemies. He is an excellent fighter and is remarkably agile. He is also good at climbing and is equally good at riding motorcycles, bicycles, driving cars or even riding horses.

There is a statue of the Step Child in Terre de Reve in the middle of its Village Square. This commemorates the time long ago when the Step Child saved the village and everyone in it.

The Step Child has existed in each known Age, and will no doubt exist in all Ages still to come, each time having heroic adventures and assisting other more powerful heroes.
Nameless Rock

The **Nameless Rock** is a bleak rocky island located several miles south of the Dreaming Shore in Leng. It serves as a citadel of the moon-beasts and the destination of the slave-hunting ships of the moon-beasts' denizen of Leng servants. At the summit of the only mountain on the island stands a great temple to eldritch gods and a bottomless pit said to reach the underworld of the Dreamlands.

Sometimes bought slaves will be brought here for undecipherable reasons.

The Nameless Rock garners avoidance through superstitions carried by
those aboard passing ships because of strange howls that sometimes
emanate from the location during the night.
Tamash

T *is for* tasteful, the way you communicate.

A *is for* accountable, someone to be counted on
 M *is for* mirth, your laughter.

 A *is for* adaptable, for the world is full of unique challenges

 S *is for* serene, your calm time.

 H *is for* handy, the helpful you.

* **How unique is the name Tamash?** Out of 5,933,561 records in the U.S. Social Security Administration public data, the first name *Tamash* was not present. It is possible the name you are searching has less than five occurrences per year.
* **Weird things about the name Tamash:** Your name in reverse order is *Hsamat*. A random rearrangement of the letters in your name *(anagram)* will give *Mtaahs*. How do you pronounce that?
Non-Euclidean Geometry

**Non-Euclidean geometry**, literally any geometry that is not the same as Euclidean geometry. Although the term is frequently used to refer only to hyperbolic geometry, common usage includes those few geometries (hyperbolic and spherical) that differ from but are very close to Euclidean geometry.

In three dimensions, there are three classes of constant curvature geometries. All are based on the first four of Euclid's postulates,
 but each uses its own version of the parallel postulate.
 The "flat" geometry of everyday intuition is called Euclidean
 geometry (or parabolic geometry), and the non-Euclidean geometries are called
 hyperbolic geometry (or Lobachevsky-Bolyai-Gauss
 geometry) and elliptic geometry (or Riemannian
 geometry). Spherical geometry is a non-Euclidean
 two-dimensional geometry. It was not until 1868 that Beltrami proved that non-Euclidean
 geometries were as logically consistent as Euclidean
 geometry.
Antarctica

"Of the various conceptions brought forth before the human mind by the
advance of science, what can be compared in strangeness and magnitude
with that of eternity and infinity, as presented by modern astronomy?
Nothing more deeply disturbs our settled egotism and self-importance
than the realisation of man's utter insignificance which comes with
knowledge of his position in time and space."

H.P. Lovecraft (1918)

Antarctica is now buried under megatonnes of ice and compacted snow, but the two island continents, separated by a narrow strait, which comprise this region were once temperate in climate. Vestiges of a mighty world-spanning civilization, destroyed first by comet strike and then by flood, survive to this day in caverns and in the Mountains of Madness in the interior of the continent.

### Herbert West, Reanimator

The immortal monster once the man Herbert West is held captive at a secret prison in Antarctica, ringed by guard posts. His prison is self sufficient, save for food, which is air dropped to him. No contact with life is permitted due to the extreme powers of mutation and resurrection his current form possesses. His guards are over a kilometer from his prison perimeter, too far for him to march before freezing solid.

### Outpost 33

A Hellflower device is operated near the opening to the Inner Earth at a United States of America installation named Outpost 33. This device allows entry to and monitoring of the Dreamlands, and is situated close to the natural occurring window area which is the local entrance to the Dreamlands. Outpost 33 is also tasked with monitoring the Dreamlands contamination in the area surrounding National Science Institute Station 4.
Aamumeren Isä

**Aamumeren Isä** zwany także **Ojcem Morza Porannego** jest neutralnym Maiarem, który żył w Zatoce Forochel . Ongiś wędrował po tym obszarze w postaci gigantycznego wieloryba - humbaka dwa razy większego niż normalny dorosły osobnik tego gatunku. Przybierał również formę wody i miał całkowitą kontrolę nad temperaturą swego ciała - mogąc zamienić się w choćby parę wodną lub słup lodu. Atakował (i zjadał) kłusowników polujących na wieloryby, ale zwykle był dobry dla każdego, chyba że widział jakoby próbował zrobić krzywdę jego przyjaciołom (także wielorybom). Według wielu podań Aamumeren Isa ratował niekiedy ludzi z tonących statków, jeśli tylko uważał, że byli oni ludźmi dobrymi. Tych złych gdy tonęli poprostu zjadał.

## Notatki

* Być może na jego postaci opierają się historie o Moby Dicku.
* Północni trytoni otaczają go szczególna czcią - podobno jest najstarszym wodnym mieszkańcem północy.
* Od wielu stuleci nikt nie widział go w Ambarze, być może wyemigrował do królestwa rzeczy ukrytych.
Onyx

## Onyx

Onyx primarily refers to the parallel banded variety of the
silicate mineral chalcedony. Agate and onyx are both varieties of
layered chalcedony that differ only in the form of the bands: agate has
curved bands and onyx has parallel bands. The colors of its bands range
from white to almost every color.

Onyx is not common in the Dreamlands and is primarily quarried in The North.
Atlach-Nacha

Atlach-Nacha is a god of spiders, a giant spider with a human-like face. It dwells in a cave system beneath Mount Voormithadreth. There, it spins a great web, forming a great bridge between the Dreamlands and the waking world. It is believed that when the web is complete, the end of the world will come.

Spiders of Leng are thought to be the children of Atlach-Nacha.

"*The*
 dark form ran toward him with incredible swiftness. When it came near
he saw that there was a kind of face on the squat ebon body, low down
amid the several-jointed legs. The face peered up with a weird
expression of doubt and inquiry; and terror crawled through the veins of
 the bold huntsman as he met the small, crafty eyes that were circled
about with hair
 „

~ **Clark Ashton Smith , *The Seven Geases***
Demiurge

"In the Platonic school of philosophy, the Demiurge is a deity who
fashions the physical world in the light of eternal ideas. In the
Timaeus, Plato credits the Demiurge with taking preexisting materials of
 chaos and arranging them in accordance with the models of eternal
forms. Nowadays the word *demiurge* can refer to the individual or group chiefly responsible for a creative idea, as in "the demiurge behind the new hit TV show." *Demiurge* derives via Late Latin from Greek *dēmiourgos,* meaning "artisan" or "one with special skill." The "demi-" part of the word comes from the Greek noun *dēmos,* meaning "people;" the second part comes from the word for worker, "ergon.""

Source: https://www.merriam-webster.com/dictionary/demiurge
253

## 253

In "Through the Gates of the Silver Key"
 Randolph Carter actually meets Yog-Sothoth, "the Gate, the Key and the
Guardian". The encounter makes it very clear that it is the point of
view which defines the nature of the interaction; there is nothing
inherently evil or frightening about him. He opens the gates of the
Multiverse to anyone who is willing to glimpse it and unlike the
"nameless devourers" he is not going to harm you or force you into what
you do not want. He gives Carter the option of leaving or going forward;
 the price is to see the true or at least partial vastness of what is, a
 flood of knowledge that overwhelms the current "self".
Yaddith

Yaddith is a world in a star system far from Earth. The sentient race who once dominated the planet were defeated and scattered by an invasion of monsters called Dholes. The planet Yaddith was home aeons ago to an **intelligent species** of clawed, snouted creatures called the Nug-Soth. The wizard Zkauba is a member of this species. The Nug-Soth sought a way to
prevent the destruction of their planet's crust by the Dholes, but to no
 avail. Eventually, the Dholes overwhelmed them and destroyed the
Nug-Soth's civilization. Survivors of the catastrophe escaped, however,
and hid on various pla

nets.
Human

Humans, currently mainly represented by the ubiquitous Homo Sapiens modern human, are mortal men and women, doomed to age and die. In the Dreamlands, their dream form may be human, or something wildly unhuman. However, they are still subject to final death, after which they will not awaken ever again, and will either remain within the Dreamlands forever if they are a powerful enough Dreamer, or most often eventually fade, usually first manifesting symptoms as if they are tired - yawning, becoming sleepy or ill, then slipping into a coma-like sleep before fading out of existence. If their death in the waking world is sudden and violent, they simply blink out of existence from the
Dreamlands.
NPC

A **non-player character** (**NPC**) is any character in a game which is not controlled by a player. The term originated in traditional tabletop role-playing games, where it applies to characters controlled by the gamemaster or referee, rather than another player. In video games, this usually means a character controlled by the computer via algorithmic, predetermined or responsive behavior, but not necessarily true artificial intelligence.
The Tower Key

The Tower Key is an item in the shape of an antique key. It is the sole key able to fit and open the many locks to the trapdoors, windows and doors that allow entry into the Warlock's Tower.

Presumably it would also allow the locking of these portals from the inside, although apparently all such portals close and lock automatically, whether someone is inside or not, and form the inside any of them can be opened without a key.

The search by Kid Celephais for this key is the quest which emerges and becomes central by the time of the Pogonip.
Tpaenr

Tpaenr is the Warmill, an item resembling a crank operated pencil sharpener. Whatever is placed into the hole is "sharpened", which in the case of the Warmill means it is magically changed and enhanced. It is not necessarily ground down to a point; it is possible to put a rifle into the hole and have it emerge as an improved baroque looking "better" rifle. Whatever is placed into Warmill emerges more fit for the purpose desired.

Since the Warmill Tpaenr is magical, and an item forged in the Dreamlands, it can accept an item of any size from a toothpick or smaller to an aircraft carrier or larger in a manner similar to a Magician's Hat.
Fortress of the Keeper of the Purple Twilight

The expansive hilltop castle called Krak du Purpure, the Fortress of the Keeper of the Purple Twilight, overlooks the Vale of Aroogolitth and Merlin's Castle. It is home to an order of noble knights, a survival of the Antique Age, more suited to the lost days of King Arthur. They serve the mysterious Keeper of the Purple Twilight and the causes of romance and inspiration, truth, beauty and justice.
Dream-Land

## Dream-Land

### Dream-Land

By Edgar Allan Poe

 By a route obscure and lonely,

Haunted by ill angels only,

Where an Eidolon, named NIGHT,

On a black throne reigns upright,

I have reached these lands but newly

From an ultimate dim Thule—

From a wild weird clime that lieth, sublime,

Out of SPACE—Out of TIME.

Bottomless vales and boundless floods,

And chasms, and caves, and Titan woods,

With forms that no man can discover

For the tears that drip all over;

Mountains toppling evermore

Into seas without a shore;

Seas that restlessly aspire,

Surging, unto skies of fire;

Lakes that endlessly outspread

Their lone waters—lone and dead,—

Their still waters—still and chilly

With the snows of the lolling lily.

By the lakes that thus outspread

Their lone waters, lone and dead,—

Their sad waters, sad and chilly

With the snows of the lolling lily,—

By the mountains—near the river

Murmuring lowly, murmuring ever,—

By the grey woods,—by the swamp

Where the toad and the newt encamp,—

By the dismal tarns and pools

Where dwell the Ghouls,—

By each spot the most unholy—

In each nook most melancholy,—

There the traveller meets, aghast,

Sheeted Memories of the Past—

Shrouded forms that start and sigh

As they pass the wanderer by—

White-robed forms of friends long given,

In agony, to the Earth—and Heaven.

For the heart whose woes are legion

’T is a peaceful, soothing region—

For the spirit that walks in shadow

’T is—oh, ’t is an Eldorado!

But the traveller, travelling through it,

May not—dare not openly view it;

Never its mysteries are exposed

To the weak human eye unclosed;

So wills its King, who hath forbid

The uplifting of the fring'd lid;

And thus the sad Soul that here passes

Beholds it but through darkened glasses.

By a route obscure and lonely,

Haunted by ill angels only,

Where an Eidolon, named NIGHT,

On a black throne reigns upright,

I have wandered home but newly

From this ultimate dim Thule.

Source: *The Complete Poems and Stories of Edgar Allan Poe* (1946)
Ravens

The
 common raven, also known as the northern raven, is a large all-black
passerine bird. Found across the Northern Hemisphere, it is the most
widely distributed of all corvids.

Lifespan: 10 – 15 years (In the wild)

Mass: 0.69 – 2 kg (Large Adult)

Scientific name: Corvus corax

Wingspan: 100 – 150 cm (Large Adult)

Length: 56 – 78 cm (Large Adult)

Did you know: Ravens have wedge-shaped tails and crows have fan-shaped tails.

There is no consistent distinction between "crows"
 and "ravens", and these appellations have been assigned to different
species chiefly on the basis of their size, crows generally being
smaller than ravens.

The term "raven" originally referred to the common raven (*Corvus corax*), the type species of the genus *Corvus*, which has a larger distribution than any other species of *Corvus*, ranging over much of the Northern Hemisphere. The modern English word *raven* has cognates in all other Germanic languages, including Old Norse (and subsequently modern Icelandic) *hrafn* and Old High German *(h)raban*, all of which descend from Proto-Germanic *\*hrabanaz*.

Collective nouns for a group of ravens (or at least the common raven) include "unkindness", "treachery", and "conspiracy".

In practice, most people use the more generic "flock".
Dream Worlds

The geography and explored areas of the Dreamlands tend to focus on the areas that H.P. Lovecraft adapted and expanded from Dunsany, Poe, Bierce, Machen and others. However there are immense regions, some of them planetary in scale, that are also all part, integral parts, of the Dreamlands, even though they are more or less sealed off in normal circumstances from the generally accessible Dreamlands familiar from Lovecraft.

### DAVID LYNCH'S OEUVRE

David Lynch has created a set of films and television series chiefly Twin Peaks in the case of television / cable and online streaming which exist on multiple levels and which are absolutely and deliberately a

kind of Dream World.

### WONDERLAND

###
Dinozaury

**Alatatalantecuimar** lub **Artalantecuimar** (Q. „Zwierzęta o wielkiej skali") krasnoludom znane jako **Behemoty** zaś dziś zwane **Dinozaurami** to pradawne pokrewne gadom stworzenia, które ongiś wędrowały po Ardzie i dominowały w jej południowych krajach, w czasach kiedy świat był oświetlony przez Dwie Lampy, a Arda skąpana w ich blasku przeżywała rozkwit, zaś twierdze Almaren i Utumno stały naprzeciwko siebie w stanie wieczystej wojny. Mędrcy powiadają, że w tych Dawnych Dniach to właśnie Dinozury zaintrygowały Morgotha i zainspirowały go do stworzenia smoczej rasy.

Kres tym wspaniałym i majestatycznym istotom przyniosło zniszczenie Ormalu. Późniejsze pożary pochłonęły i zniszczyły większość ich siedlisk, powodując całkowite wyginięcie większości ich gatunków, choć mówi się, że niektóre ich stada przetrwały i żyły jeszcze w Pierwszej Erze na terenie kamienistej krainy Gondor, w Starym Lesie oraz w Morenorze. Także Czarny Władca Sauron wykorzystywał niekiedy utrzymywane przy życiu przezeń pozostałości tej rasy do prowadzenia swoich kampanii.

W Czwartej Erze pozostałe przy życiu Dinozaury najczęściej zamieszkują surowe lub odizolowane tereny, rzadko odwiedzane
 przez humanoidy odległe górskie doliny, niedostępne płaskowyże,
tropikalne wyspy oraz przepastne moczary.
 Ostatni przedstawiciele taj rasy wyginęli w połowie Piątej Ery na kontynencie Morenor, który był ostatnią siedzibą ocalałych ich gatunków.

Gdy w Drugiej Erze krasnoludowie zaczęli odkrywać szczątki tych przedwiecznych stworzeń spekulowano, że mogą to być jakieś dawniejsze odmiany smoków, tak jeszcze w Śródziemiu licznych. Dziś wiadomo już, że były to zupełnie inne istoty, które zwiemy Dinozaurami.

## Opis

Drapieżne jaszczury mają liczne cechy, które dzielą ze smokami - są to,
między innymi: ostre zęby, dzikie skłonności, rozwinięty zmysł
terytorialny oraz skłonność do polowań bez litości. Roślinożerne
dinozaury zwykle nie są agresywne, chyba że zostaną zranione lub bronią
młodych. Mogą też zaatakować, jeśli ktoś je będzie niepokoił lub nękał.
Te stworzenia są różnorodnych rozmiarów i kształtów. Przedstawiciele
większych gatunków mają ciemniejsze ubarwienie. Natomiast mniejsze
dinozaury są wielokolorowe. Skóra większości tych stworów jest gruba i
guzowata.
List of Episodes

## Kid Celephais: List of Episodes

Kid Celephais (TM) is an ongoing web based series. Most episodes are approximately 7 minutes in length including credits. The story follows Kuranes, aka "Gus", and his adventures and explorations in a dreamy world that seems familiar and old fashioned but at the same time off kilter and dangerous. As the series progresses, the nature of his reality becomes apparent and emerging from the confusion come friends, enemies and quests.
Trevor Towers

In the real world on Earth, Trevor Towers is owned by a millionaire who bought it from the financially ruined family of Kuranes. It perches on cliffs above the sea on the southern coast of the British Isles in Cornwall.

Its equivalent in the Dreamlands is Manatee Mansion, or possibly only the Warlock's Tower.
Green Formica Table

Twin Peaks is so close I can taste it…so you’re gonna have to put up with a bunch of Twin Peaks-themed manicures.

I’ve been thinking about “Green Formica
Table” for ages and ages. (Or technically, “This is a formica table.
Green is its colors.) Going off of memory, this is how I remember the
green formica table and I was too lazy to watch Fire Walk With Me
again…or google it. I think I did pretty well.
I started with **Sinful Colors Base Coat** and two coats of **Sinful Colors “Happy Ending”**. I topped with a single coat of **Hare Polish “The Owls are Not What They Seem”** and then finished with **Zoya Matte Velvet Top Coat**.

If you’re familiar with “Happy Ending”, it’s a bright kelly green. The jelly brown in “Owls” darkened it up just enough to make it look like aged plastic, plus the matte-ed glitter made it perfect.

Just two more days until Agent Cooper returns…isn’t it too dreamy?

http://www.beautyhoard.com/2017/05/19/green-formica-table/

```
MAN FROM ANOTHER PLACE
				(subtitled)
			This is a formica table.  Green is its
			color.

```

http://www.davidlynch.it/twin-peaks-the-secrets-of-the-room-above-the-convenience-store/

https://twinpeaks.fandom.com/wiki/Convenience\_store
Riley

"“
 *[T]he nightmare corpse-city of R'lyeh [...] was built in*
measureless eons behind history by the vast, loathsome shapes that
seeped down from the dark stars. There lay great Cthulhu and his hordes,
 hidden in green slimy vaults [...] until the end.
 „

~  **HPL, "The Call of Cthulhu"**

**R'lyeh** (pronounced /ˈɹu.li.a/ or /ɹɪl.ˈai.ɛ/)[1] is a fictional island city created by H. P. Lovecraft, which makes its first appearance in the 1928 short story "The Call of Cthulhu". R'lyeh is also referred to in Lovecraft's "The Mound" as Relex.

R'lyeh is a sunken city located deep under the Pacific Ocean and is where the Great Old One Cthulhu is interred. R'lyeh's bizarre architecture is characterized by its non-Euclidean geometry."

Source: https://lovecraft.fandom.com/wiki/R%27lyeh

### RILEY, THE CITY OF STRANGE ANGLES

Riley is a large industrial development. It is right next to the village of Terre de Reve, separated from it by the stone wall along the western border of the village. Riley is intended to be as its sign says "The City Of The Future" and is usually described as a "city of strange angles" based on what locals have seen of its scaffolds and buildings. It is described as "rising", in the sense that it is rising up from ground level. When completed it will overshadow Terre de Reve and no doubt swiftly overwhelm and destroy the village, which is definitely part of its intention.

Riley is being built on land that Nyarlathotep and his family the Outers are squatting on. They used the death of Great Uncle Alfred the Warlock to steal the land and commence construction. Kuranes must find the Deed which confers ownership and power upon its holder to stop Riley. If it is indeed that simple a process to stop the rising of Riley.
The Ultimate Gate

"The **Ultimate Gate** is a gateway through space and time. It is guarded by 'Umr At-Tawil, as well as Yog-Sothoth, and can be accessed through the use of the Silver Key. Among other things, it allows one access to all of the possible lives one may live or have lived; for example, Randolph Carter was able to enter the mind and body of Zkauba, an alien mystic who existed along a divergent spatial and temporal continuity from Carter's own existence."

Source: https://lovecraft.fandom.com/wiki/Ultimate\_Gate
Great Abyss

The Great Abyss is a realm that lies below the ruins of Sarkomand,
 and is a massive cavern that joins with all other parts of the
underworld through a network of magical tunnels. It connects with the upper Dreamlands by a stairway in the centre of
Sarkomand.

The Abyss is ruled by the god Nodens, who is served by a flock of

nightgaunts.
 Nodens' influence seems very languid in the underworld and does not
appear to extend much beyond the Abyss itself; except perhaps to Ngranek on the isle of Oriab, whose upper slopes are guarded by his nightgaunts.
Parliament of Birds

The Parliament of Birds is a democratic body that meets regularly on the sky city of Serannian. It is composed of Owls, Ravens, Rooks and Crows. It is presided over by a Speaker who is a Crane and a "King" who functions as the executive to give Royal Assent. The current King is an Eagle.

## The Power of the Dreamlands

Since it stands apart from all the politics and wars of gods and men in the Dreamlands, the Parliament of Birds has become the de facto High Court of the Dreamlands and it regularly sits in judgment over disputes of the most serious sort.

## The Watchers

All birds everywhere in the Dreamlands are subjects of the King of the Birds, and his Parliament. Birds fly to Serannian and make regular reports, making the Parliament of Birds the best informed body anywhere in the Dreamlands, at least that part of the Dreamlands formed by the Dreamers from Earth.

## Chaucer's Poem

The ***Parlement of Foules*** (also known as the *Parliament of Foules*, *Parlement of Briddes*, *Assembly of Fowls*, *Assemble of Foules*, or *The Parliament of Birds*) is a poem by Geoffrey Chaucer (1343?–1400) made up of approximately 700 lines. The poem is in the form of a dream vision in rhyme royal stanza and contains one of the earliest references to the idea that St. Valentine's Day is a special day for lovers.

The poem begins with the narrator reading Cicero’s *Somnium Scipionis* in the hope of learning some "certeyn thing". When he falls asleep Scipio Africanus the Elder appears and guides him up through the celestial spheres to a gate promising both a "welle of grace" and a stream that "ledeth to the sorweful were/ Ther as a fissh in prison is al drye" (reminiscent of the famous grimly inscribed gates in Dante's *Inferno*). After some deliberation at the gate, the narrator enters and passes through Venus’s dark temple with its friezes of doomed lovers and out into the bright sunlight. Here Nature is convening a parliament at which the birds will all choose their mates. The three tercel (male) eagles make their case for the hand of a formel (female) eagle until the birds of the lower estates begin to protest and launch into a comic parliamentary debate, which Nature herself finally ends. None of the tercels wins the formel, for at her request Nature allows her to put off her decision for another year (indeed, female birds of prey often become sexually mature at one year of age, males only at two years). Nature, as the ruling figure, in allowing the formel the right to choose not to choose, is acknowledging the importance of free will, which is ultimately the foundation of a key theme in the poem, that of common profit. Nature allows the other birds, however, to pair off. The dream ends with a song welcoming the new spring. The dreamer awakes, still unsatisfied, and returns to his books, hoping still to learn the thing for which he seeks.
Professor

Professor has a special meaning in the Dreamlands of Kid Celephais. Evolving from its traditional meaning of Punch and Judy Man, it has come to mean anyone who uses puppets, animates constructs and robots or who in a broader sense works with theatrical mechanisms and "special effects". It has replaced the older term Smith.
Dancing Men Code

**The Adventure of the Dancing Men** is one of the 56 Sherlock Holmes short stories written by Sir Arthur Conan Doyle. It was first published in The Strand Magazine in 1903 with illustrations by Sidney Paget. It is one of 13 stories in the cycle collected as *The Return of Sherlock Holmes*.
 Doyle ranked "The Adventure of the Dancing Men" third in his list of
his twelve favourite Holmes stories. This is one of only two Sherlock Holmes short stories where Holmes' client dies after seeking his help.
The other is "The Five Orange Pips", part of *The Adventures of Sherlock Holmes*.

The Dancing Men script is a secret alphabet used by a gang of
 American criminals in the Sherlock Holmes short story "The Adventure
 of the Dancing Men", which appears in *The Return of Sherlock Holmes,
 A Collection of Holmes Adventures* by Sir Arthur Conan Doyle.

The script is a substitution cypher in which each letter of the Latin
 alphabet is substituted for a picture of a dancing man. Information about the script within
 the story is limited, and it appears that there is no connection between
 the postures of the men and the letters they stand for, and in the original
 illustrations few of the symbols are consistent from one message to another.

17 of the symbols are documented in the story and Sherlockian scholars have puzzled over the remaining symbols for many years. A Danish scholar, Aage Rieck Sørensen, discovered a hidden pattern in the script, although while some symbols had to be revised to fit the pattern.

The Dancing Men alphabet is a cypher created by Arthur Conan Doyle in 1903, and used in his Sherlock Holmes short story The Adventure of the Dancing Men, published in Collier's and The Strand Magazine in december 1903.

The alphabet is a simple character substitution. Each symbols may
 have two forms : a dancing man and the same dancing man holding a flag
to represent the separation of two words.

In his manuscript,
 Conan Doyle used 18 symbols for the 18 letters needed in his cyphers. 8
 letters (F, J, K, Q, U, W, X, Z) were not used and then have no known
symbols.

Note that P and V have almost the same dancing man symbol (in the V the foot is slightly sloping to the left).
Ithildin

**Ithildín** lub **Metal Księżycowy** to dawny i niezwykle praktyczny stop opracowany przez bractwo Gwaith-i-Mîrdain z Eregionu w Drugiej Erze Świata. Itildin w świetle księżyca stawał się przezroczysty, reagował też z jego blaskiem tworząc nieznaczną acz przydatną sumę energii. Metal był też jednym z nielicznych nadających się do tworzenia Pierścieni Władzy. Uzyskiwano go poprzez zlanie z sobą mithrilu, srebra i kilku innych substancji nieznanych już w dzisiejszych czasach.
Lizard Point

A cape of southwest England at the southern tip of **The Lizard,** a peninsula

extending southward into the English Channel. It is the southernmost point of Great Britain.

Lizard Point maps to the Absolute South in Kornweal in the Dreamlands. It is possible to pass through the rock arch at Lizard Point and enter Kornweal, and likewise if the correct point in the whiteness of the Absolute South is found it is possible to exit the Dreamlands and emerge through the same rock arch into the Waking World.
Kadath

**Kadath** is an ancient city and the home of the dream-gods of Earth, otherwise known as the "Great Ones". In a way, it functions as the equivalent of Asgard or Mount Olympus, but as an entire city where all the survivors and children of all the pantheons of Earth, as well as many Elder Gods, can live undisturbed by mortals.

Kadath's precise location in the universe is uncertain; there is even
 confusion over whether it exists in the dream-world or the waking
world. However, in Lovecraft's *At the Mountains of Madness*, it is hinted that the mountain ranges beyond the Antarctic plateau of Leng may hide the location of Kadath. But in *The Dream-Quest of Unknown **Kadath***, Randolph Carter finds the unknown city far north from Leng and Inquanok.
River Naraxa

## River Naraxa

Ooth-Nargai
 is defined by the valley of the Naraxa River, which flows out of the
Tanarian Hills. These hills, along with Mount Aran to the north, form
the landward border of the kingdom. The Tanarian Hills are home to many
fantastic beasts, and rumors abound of strange magical gates deep within
 them.

Celephais
 is located at the mouth of the Naraxa. This gorgeous city has streets
of onyx, and buildings of whitewashed clay with metal-roofed minarets.
Towering over all are the turquoise temple of Nath-Horthath (the city's
patron god) and the rose-crystal spires of the Palace of Seventy
Delights.
Gedulmon

**Geldumon** znany też jak **Chayyliel** był demonem z Udun i jednym z pomniejszych Balrogów. Podczas uwięzienie Melkora, Geldumon podporządkował się Kaeciliusowi a po powrocie swego pana został zesłany do nadzorowania niewolników pracujących pod Angbandem. Po upadku Mrocznego Pana w Wojnie Gniewu został jednym z demonów zesłanych przez Valarów do piekła.