recursal/Fanatic-Fandom huggingface dataset:
Beruun Terrolaghn: The Tainted Border Realm

Beruun Terrolaghn. A name from the hilesal language, meaning *Black Mountains*. Known long ago as the *Border Realm*, the enormous mountain range spanning across Valadae’s northern rim was re-named after an influx of corrupted manna permanently altered the natural energies of both plant and stone, right to their very core. Some believe the defilement was a direct result of the Manna Eruption that destroyed the northern half of Koventh. Others believe that the distortion was caused by something else—something that used the remnant energies of the Eruption to augment its own power.

Whatever the origin, the mountains were irrevocably transformed into a barren, perilous domain, in which all manner of corrupted entities began to allot as a sanctuary, in order to thrive.

## The Fall of Hunadreas

During the times of the Border Realm's prosperity, the duard creature-kind ruled the inner mountains, building giant underground cities, bastions, and outposts, and connecting them via roads (called Ways) and portals (called Merge Doors). The crown of their civilisation was the city of Hunadreas, which was home to all the Noble Clans, and spanned the lengths and breadths of the northern ranges.

When the hobgoblin clans were captured and converted by the invading manticors, the duards were betrayed and driven from their great domain. Hunadreas became the grounds for many terrible battles; first, the brutal skirmishes of the Duarden Exiles, and then during the first waves of the War of Shores, seventy cycles later.

The fall of Hunadreas dealt a terrible blow to the duard creature-kind. They lost, not only their largest and grandest city but their royal bloodline and several Noble Clans.

Once Hunadreas came under the manticor and hobgoblin control, the countdown to the War of Shores began.

## Cut Off

Though the Border Realm was once a part of Valadae, when the region earned its new name of Beruun Terrolaghn, it was effectively blotted from every documented map of Valadae. Though some records of the original Valadilian boundaries remain, Beruun Terrolaghn has not been an official part of the kingdoms since the Age of Discord.

Since the event known as The Gathering, some creature-kinds (namely the duards and the dragons) have held onto the hope that the Border Realm could one day be reclaimed and cleansed. But many believe the mountains forever lost; too tainted by Corruption to ever be reborn as an inhabitable realm again.

## Trivia

**Valadilian Trivia:** Many Valadilians believe speaking aloud the mountains' name will invoke a curse upon them. Though this is not likely to occur, the name 'Beruun Terrolaghn' *is* from the hilesal language (the language used to cast magic), and it is a known fact that individuals careless with the hilesal have unwittingly invoked manna distortions.
INT

**Intensity** (or INT) is a statistic in Skitchy swap that determines the how much base Knockback a certain Weapon has. Knockback will put certain enemies in hitstun and move them away a bit. Knockback usually doesn't affect many larger enemies at all. However, since a player base knockback resistance is Zero (however this is based on defense), this can play an important role in VS play. especially if you are trying to kill an opponent by moving them off the stage.

## Increasing Defense

* Certain Crystals increases INT.
* Certain Weapons INT can be increased by STR, LUK, or INS.
* SPD can actually increase the knockback of attacks on you making you able to be knocked backed more easily but on specific moves it can increase AT and also Damage.
Mifflin

Diet
 Attributes
 Status
 Lifespan
 Height
 Manna Type
 Kingdom
 Native Language

Mifflins are an avian, tribal creature-kind, native to the forest regions of Gelian. They are genial creatures, with a cultural mentality of respect and kindness toward friends and strangers alike.

Given their natural attributes of super-strength (in ratio to their size) and superb directional awareness, mifflins make superior navigators and distributors when coordinating tasks with other creature-kinds, and their docile disposition lends to their repute as exceptional community servants.

## Appearance

Mifflins are a creature-kind of unique and curious anatomy. Much of their physiology is bird-like in composition, with a light skeletal structure, full-bodied covering of feathers, small, funnel-shaped ears, large eyes and a short, grainivore-shaped beak. They have large feather follicles that grow above each ear hole, and of which are highly sensitive to vibrations in the air.

Their legs are quite long, although they walk, sit, and perch in a permanent semi-crouched position. The thigh muscles are the largest muscle in a mifflin's body, and gives them tremendous leaping power, as well as the ability to carry objects many times their own weight. Aiding in the carrying ability are large, straight foot claws attached to short, thick toes that are extremely flexible; though mifflins have a tridactyl foot structure, the inner toe can swivel up to 180 degrees, enabling that toe (and claw) to act as an opposable appendage when gripping objects with their feet.

Miffins have long, sinewy tails covering in tiny, circular feathers that, visually, have a hair-like quality. The tops of their heads and tail tips grow thick, bunched feather follicles that, again, have a more hair-like composition as opposed to the rest of their feathers.

Mifflin colouring is diverse, with combinations of colours (reds, yellows, blues, browns, greens, greys) and patterns (spotted, flecked, striped, patched, swirled) that match the centaurs' in rich genetic variety.

## Small but Super-powered

Though small and unassuming in stature, mifflins are power-packed with substantial and acute physical attributes.

Though they do not have a particularly high constitution (physically, they are frail), they are incredibly strong, able to carry objects *ten times* their own weight and size, even during flight.

The feather follicles above their ears enable them to detect and identify sounds up to eleven miles away. They are also able to sense magnetic fields and can see in the ultraviolet light spectrum.

Their eyes being their most acute feature, can also detect rapid movements over 100 light pulse motions per second, as well as slow-moving objects, like the rotation of the sun and stars (just like migratory birds). This gifts them with exceptional direction awareness, which they can use to find their bearings, even in the most tumultuous storms.

Like wild goshawks, mifflins have remarkable dexterity and speed when navigating through their forested home; during flight, they can efficiently dodge between trees and abruptly change direction in a single wing-beat.
Unicorn

Diet
 Attributes
 Status
 Lifespan
 Height
 Manna Type
 Kingdom
 Native Language

Known in the hilesal language as *Elrathil'heris*—the Beautiful Children—unicorns are considered the loveliest creatures in Valadae. They are also of the ten ruling creature-kinds, and one of the oldest civilized kinds in the land, with a detailed history spanning back to the Elder Age.

Due to their reclusive natures and renown abilities in Light and Healing magics, they are perceived with dream-like eminence by many cultures and are a popular muse amongst the songsters and bards.

## Appearance

Unicorns are equine in appearance, with a small, compact body (averaging 4'5" in height from the withers), slender legs, and a long, spiralled horn protruding straight from the centre of a handsomely structured head. Both mane and tail grow to long, flowing lengths and have a light, silken texture. Hooves are small and somewhat egg-shaped and angle to a—oftentimes sharp—tip.

Males and females grow to a similar size and form, although males generally have a broader nose and cheek structure, and stockier legs.

The majority of unicorns are born with white fur and grey pigmentation of the skin, though a few bloodlines carry the rarer colouration of black fur and black skin. The rarest bloodline is what unicorns call a Goldling: a unicorn born with gold-coloured fur and flaxen mane and tail. A Goldling is able to amplify the magical prowess of other unicorns, in addition to casting their own magic with greater potency.

## Community

That unicorns are solitary creatures is a misconception shared among the general populace of other cultures. They are, in fact, highly sociable with their own kind, and live in herds averaging two dozen individuals.

Sometimes, the bloodlines of herd leaders join, and families merge to form herds of impressive number and status. The largest herd documented is that of the Great Stal-Marr, ruler of the kingdom of Whelvenlailil, and consists of over seven hundred individuals.

All unicorn herds have a three-head leadership who govern and guide the families under their charge: Alvarn the Shield, Elmieth the Counsel, and Shuunhers the Divination. The Alvarn oversees those called to protect the herd from physical dangers. The Elmieth governs the community and social health of the herd. The Shuunhers acts as the spiritual guide and High-healer. Only unicorns from a strong magical bloodline are considered candidates for future leadership roles.

## Reception

The vast majority of sentient creature-kinds hold unicorns in high regard and consider them the embodiment of purity and beauty. It is deemed highly taboo for one to cause deliberate harm to a unicorn, and yet individuals known as Trappers will still seek to hunt them for an unsurpassed profit.

Unicorns, in regards to interacting with creatures from other kingdoms, tend to be withdrawn and unreceptive. They rarely venture from their familiar domains and do not often make an effort to seek outside attention. Nevertheless, their reserved nature does by no means negate their instinctual tendencies toward kindness and compassion.
Temple of the Moon

The Temple of the Moon, like the Temple of the Sun, has the duty to bring balance between day and night, and to maintain the harmony of the planet. The Temple is home to the Moon Spiders and all Guardians of the Moon.

The Temple of the Moon resembles a huge camel-like creature with a pterosaur-like head, blue glowing markings on its legs, and a large hollow hump on its back with an opening at the top for the Moon to be tethered to its body. The hump's interior serves as the home of the Guardian of the Moon, consisting of a large chamber with a harp-like instrument which the Guardian uses to direct the Temple's movements. The Moon Spiders provide the silky strings for the harp and to keep the Moon attached to the Temple. On the floor is a small trapdoor that leads to the World of Dreams, where the first Guardian of the Moon carved the first Moon and brought it to the world. A small area outside the hump is a garden, where retired Guardians pass on and transform into tall blossomed plants.
Faerie

Diet
 Attributes
 Status
 Lifespan
 Height
 Manna Type
 Kingdom
 Native Language

Faeries are a docile, winged creature-kind, native to the forest regions of Gelian and Enquelandria. Though they are generally reclusive, they are widely known and fancied across the kingdoms of Valadae.

The faeries’ native tongue, faeren, is the
second most common language—vadish being the first—shared by a diverse spectrum of kinds including fauns, satyrs, goblins, and centaurs. While used as a standard form of communication among other kinds, faeries wield the faeren language to cast glamour and spells. The famous trans-shifting circles—capable of anti-gravitational transportation—are a faerie invention and can only be activated using faeren numerals.

## Appearance

Faeries are curiously diverse in physical appearance. While all share the ability of flight, have cloven hooves instead of feet, and have a set of horns protruding from the forehead, their size, shape, colour, and magical adeptness vary depending on the sub-division of faerie-kind they belong to. They have been categorised into four types:

**Honmirogein**—meaning 'tall and fair'. They are the largest faerie and arguably the comeliest and strongest of their kind.

**Uthrett**—meaning 'feathered'. They are stocky faeries covered in thick hair, with extra layers bunched around their necks, chests, and groins. Their wings are also feathered, instead of the strong, segmented veins connected by chitin found on the other faerie kinds (like insect wings).

**Quinelk**—meaning 'hairless'. They are the opposite of uthretts in that they have no hair on their bodies (aside from their heads) and are slender in build. They are often inherently powerful spell-casters.

**Geudavell**—meaning 'traveller'. They are the only nomadic faerie-kind and traverse the southern kingdoms in vast numbers, following season weather shifts and phenomenon. They are hairy, like the uthretts, but their hair is very fine, with a sheen, 'glittery' quality.

## Sensitive Synchrony

Akin to unicorns and nymphs, faeries rely on their magical prowess for their physical health and are susceptible to fatigue, illness, and even death if their natural connection to the manna of the land is subdued or severed. They are also highly susceptible to poisons, particularly miasmas and toxic fogs, and will often shy from places where the air is still.

Like their fellow Gelian inhabitants the nymphs, faeries are powerful Denin creatures, capable of elemental manipulations, rapid rejuvenation, and energy-synchrony with other living things (making them capable of sharing thoughts, feelings, and even memories with both animals and flora, like trees).

Though quinelks are technically the strongest magic-wielders, the honmirogein are the only faerie capable of maintaining a stable Denin connection when in compromised environments (effected by malevolence, curses, or medium levels of corruption) thanks to their larger sizes and longer lifespans.
Soujor

Diet
 Attributes
 Status
 Lifespan
 Height
 Manna Type
 Kingdom
 Native Language

The rarest known creature in existence, the soujor is a beast of immense spiritual power, the product of an extremely rare union between a mortal creature and an eudemon.

An eudemon is a benevolent spirit entity that has chosen to take on a physical form (an extremely rare occurrence, as such spirits are generally disinterested in interacting with the physical realm).

## Appearance

Regardless of the creature-kind of the mortal parent, the majority of known soujors appear as large felines, marked with patterns ranging from stripes to swirls. Many soujors have multiple appendages—such as three tails or two pairs of ears—and flexible horns and spines protruding from their bodies.

Most grow to an average height similar to the sphinx creature-kind, though there have been a few that have varied significantly, from felines as small as common wild cats to beasts as large as a horse. The largest recorded soujor was Heshtalvia the Magnificant, who lived before the Age of Discord, and was said to have stood shoulder-to-shoulder with the largest hippogriffs (it is believed he was the offspring of an eudemon and gryphon). Historical records reveal that Heshtalvia disappeared during the War of Shores, and has not been seen since.

Though most soujors appear as felines, records show that there have been bird soujors, namely hawk and raven-like.

## Divine and Logical

Though they share the spiritual prowess of their eudemon sires—or dams—soujors are immune to manipulative magics such as binds and curses. They are born with physical bodies but are capable of accelerating their manna to impossible
speeds, enabling them to shift between the seen and unseen realms.

A soujor’s disposition is infallibly logical and keenly observant. Using their *Spirit Sight*, soujors can gaze into another creature’s soul and interpret the intentions of its heart, making it impossible to deceive them. While able to comprehend the root of emotions, soujors are incapable of feeling to the extent of other creatures and do not react from a compromising state, such as anger, fear, or mercy.

As such, soujors are generally feared by common communities, and are left to their own devices; though being such a rare, elusive creature, most Valadilians have never seen one, and so have only documents and word-of-mouth accounts to go by.

## Trivia

**Valadilian Trivia:** According to the most recent documented records, as of the start of the Age of Undoing (current Age), there are *eleven* (known) living soujors residing in Valadae, though it is likely there are more.

Those whose names are known are:

Revelef the Swift

Creecechel the Whisperer

Ourntar the White

Evaas the Welcoming

Whindervrorl of the Shadows

**Valadilian Trivia:** The name *soujor* was derived from the term 'sojourn', which means to *stay somewhere temporarily*, and is inspired by the soujor's unique nature, and the fact that they move in and out of different physical states as though they don't belong to any set realm and really are just 'staying for a brief time'.
Rhin-Tset: The Desert Empire

An unforgiving realm for those ill-equipped for its harsh, burning landscape, Rhin-Tset is essentially Valadae's 'Desert Realm'. Scorched in heat by sunspan and icy temperatures by sundark, over eighty-percent of the kingdom is governed by extreme conditions, where only the hardiest plants and creatures survive.
The customs of Rhin-Tset’s native citizens are ancient and extravagant, the superstitions deep and ceremonial, with histories steeped in noble lineages, famous heroes, and terrible, bloody wars. Long ago a fierce and war-mongering nation, Rhin-Tset has since maintained an honourable, neutral peace with the other kingdoms of Valadae, although it is generally an unreceptive place, where strangers are looked upon with mild disinterest.

## Kingdom of Sand

As the above geological details suggest, Rhin-Tset is dominated by arid rocky regions, and large swathes of sandy desert, from labyrinths of eroded, rocky crevices; sweeping wind-swept dunes; pockets of hard-soiled basins traced with only slivers of waterways; the entire scape sprawling westward to a coastline of giant, iron-grey cliffs that drop sheer into a warm sea, wrought with large, powerful currents.

Southern parts of the kingdom are more favourable to travellers, as there are several oasis pockets, including the Oenen settlement, and the famous Elspec Oasis—which houses Rhin-Tset's largest underground water supply.

The entire north-east of the kingdom is predominantly sand dunes—an area called the *Wilder Desert*.

Rhin-Tset is the lowest-lying kingdom in Valadae; a vast, sunken landscape that descends from all cardinal directions, down toward the kingdom's centre, which lies below sea-level, where sand and water have pooled to form a massive lake of quicksand, known as the Sand Sea. The Sea is a sacred area forbidden to outsiders, due in part to being a breeding ground for the rare (and dangerously giant) sand mantas.
Landscape

A **landscape** is the shape of a level in Skitchy swap. When used with a Tileset, a whole stage can be recreated.

## Usage

Landscapes are most often used in Stick Ranger. A landscape can be used with multiple tilesets, but only one can be used at a time. A landscape is normally shown with a tileset already applied, but it can be shown without one. A landscape can include water in its design.
There are many [Levels] in Skitchy swap that have the same or similar landscapes.
$$$

Potential money proposal:

THIS HAS TO BE A VISUALLY AND MECHANICALLY WELL MADE GAME OR ELSE IT WILL GET ZERO MONEY

There are two versions. A free version and a premium version. The premium version is 1.99
NO ADS. Customization do nothing to increase competitive viability, it only allows for more individualistic styling for your characters. More DLC will be added periodically. These include, costumes, skins, taunts, Swap phrases, weapons, Moves.

Weapons and moves that are DLC can be bought, however When ever the DLC comes out it is automatically implemented into everyone's game but as a rare Item. This way you can still have the item if you didn't buy the DLC however it would just take more time and effort to get, usually crafting is involved. These weapons are also balanced out. by not having a rank until a full set is released. DLC is usually included in new Levels so that you can be able to get said weapons in game. This keeps it pay-for-less-effort instead of pay to win. Weapons will always come out with moves and moves will always come out after the weapon is out. Weapons are also pre-balanced so that they are not broken. This is key to stop power creep and PTW effects, which ruin competitive gameplay and decrease overall sales.

If this game goes to a console or a PC: ALL PRICES FOR OLD STUFF STAYS THE SAME, any new DLC **Items** will cost more. Other things such as skins and costume will have a similar price point which may be heightened slightly to cover costs. The mobile device can be used as a controller however you must use the Screen that the Console is using for visuals. Similar to how the 3DS and WiiU operate for SSB4 in regards to local. However, online and console-console and mobile-mobile can use their own personal screens.

The free version:

* Crafting takes time
	+ Time is dependent on the item.
	+ Time is also IRL time meaning you don't have to be playing the game while the item is crafting.
* You can only register 2 sets at a single 24 session in VS.
* You can only register up to 14 sets in VS.
* All skins, costumes, taunts, DLC and etc. cost full price. These do not affect the competitive aspects per battle however it does make things like Item creation and single player efficiency or grinding easier. So it is not really pay to win however you have to pay to fully customize.

Premium version:

* Crafting is instant
* You can register as many sets as you want when ever you want
* You can register up to 30 sets in VS.
* You receive 5 free skins and 3 free costumes for both Usagi and Parasol (these are exclusive)
* You also receive 3 free taunts and two free alternate swap phrases (these are exclusive)
	+ You also can set more than one to randomly play, and you can set how often each one plays.
* All skins, costumes, taunts, DLC and etc. are 25% off, there will probably sales and such sometimes.
LTH

**Length** (or LTH) is a statistic for the Moves in Skitchy swap that determines the How long a hit box will stay on screen for a specific move. This would be considered the Active frames of an attack, and these can rarely if every be changed. This can be only slightly affected by the Character stat INS. However this is variable for each move and not even a factor on most Moves. This simply just tells how long the move stays active.
Utopia Nederland Wikia

## Welkom bij de Utopia Wikia

A wiki about the Dutch reality series Utopia / Een wiki over de Nederlandse reality serie Utopia.

## Huidige Utopianen

> Lijst van alle Utopianen

* Aike Muller (31 december 2013 - heden)
* Andrea Tolson (31 december 2013 - heden)
* Billy Bakker (31 december 2013 - heden)
* Charlotte Muis (31 december 2013 - heden)
* Emil Sotici (31 december 2013 - heden)
* Giorgio Verweij (31 december 2013 - heden)
* Hakim Elfassih (31 december 2013 - heden)
* Harold van Triet (31 december 2013 - heden)
* Isabella Smit (31 december 2013 - heden)
* Lindy Vermeer (31 december 2013 - heden)
* Paul Lenten (31 december 2013 - heden)
* Peter Nunninga (31 december 2013 - heden)
* Rienk Kroese (31 december 2013 - heden)
* Ruud Zwaan (31 december 2013 - heden)
* Vanessa Heymans (31 december 2013 - heden)

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
DN cycle

## Day/Night cycle

In the game Skitchy swap there is a Day and Night cycle. It is based on your mobile devices time. Certain enemies only appear during the night or day time and certain bosses only appear during the night or day (this will actually slow gameplay a little because you can not move on to the next stage until the boss is beaten. Some events also happen depending on the time.
Lijst van alle Utopianen

* Aike de Vor (31 december 2013-23 juli 2014)
* Andrea Tolson (31 december 2013 - 21 april 2014)
* Billy Bakker (31 december 2013 - 7 oktober 2014)
* Charlotte Muis (31 december 2013 - 1 januari 2015)
* Emil Sotici (31 december 2013 - 9 juni 2014)
* Giorgio Verweij (31 december 2013 - heden)
* Hakim Elfassih (31 december 2013 - 24 februari 2014)
* Harold van Triet (31 december 2013 - 21 januari 2014)
* Isabella Smit (31 december 2013 - 1 november 2014)
* Lindy Vermeer (31 december 2013 - 14 januari 2014)
* Paul Lenten (31 december 2013 - 12 maart 2014)
* Peter Nunninga (31 december 2013 - 28 januari 2014)
* Rienk Kroese (31 december 2013 - 8 september 2014)
* Ruud Zwaan (31 december 2013 - 6 oktober 2014)
* Vanessa Heymans (31 december 2013 - 1 januari 2015)
* Jimmy Omanette (17 januari 2014 - 24 maart 2014)
* Laura Graper (23 januari 2014 - 24 april 2015)
* Ruud Termijn (23 januari 2014 - 27 januari 2014)
* Nicoline Smalbraak (9 februari 2014 - 1 januari 2015)
* Joey Booy (19 februari 2014 - 25 mei 2015)
* Amanda Veldman (19 februari 2014 - 23 februari 2014)
* Robin Bottemanne (19 maart 2014 - 19 mei 2014)
* Wytze Pieter van der Gaast (19 maart 2014 - 23 maart 2014)
* Ron Weezepoel (28 maart 2014 - 14 juli 2014)
* Dennis Rosenboom (16 april 2014 - 16 juni 2014)
* Mike Jansen (16 april 2014 - 20 april 2014)
* Marije Slee (14 mei 2014 - 11 augustus 2014)
* Marcel-Elias Baegen (14 mei 2014 - 18 mei 2014)
* Ivan Mauloed (11 juni 2014 - heden)
* Marceline van Etten (11 juni 2014 - 15 juni 2014)
* Colinda van den Broek (25 juni 2014 - heden)
* Sonny Lansmans (9 juli 2014 - 24 augustus 2014)
* Tim Keizer (9 juli 2014 - 13 juli 2014)
* Laura van Bekhoven (23 juli 2014 - heden)
* Rene Meerding (6 augustus 2014 -26 september 2014)
* Jacqueline Steenbekkers (6 augustus 2014 - 10 augustus 2014)
* Mark Elgers (3 september 2014 - heden)
* Chris Dusoleil (3 september 2014 - 7 september 2014)
* Elzewieke Borger (1 oktober 2014 - 2 november 2014)
* Marinus van der Veen (1 oktober 2014 - 5 oktober 2014)
* Nicole Hofstede (10 oktober 2014 - heden)
* Patrick Monsieur (13 oktober 2014 - 2 maart 2015)
* Wilco Zegers (20 oktober 2014 - 6 mei 2015)
* Esza (25 oktober 2014 - 2 november 2014)
* Chris Berbee (29 oktober 2014 - 5 april 2015)
* Naomi van Verseveld (26 november 2014 - heden)
* Patricia (1 december 2014 - 4 december 2014)
* Gaby (2 januari 2015 - heden)
* Bjorn (4 januari 2015 - heden)
* Gabrielle (12 januari 2015 - heden)
* Tineke (25 februari 2015 - 27 april 2015)
* Danny (25 februari 2015 - 1 maart 2015)
* Marcel (22 april 2015 - 26 april 2015)
* Gina (26 april 2015 - heden)
* Rob (4 mei 2015 - heden)
* Bas (7 mei 2015 - heden)
* Stefanie (11 mei 2015 - heden)
* Demi Burgers
* Fay Burgers
Dragon Calling Wikia

## Welcome to the Dragon Calling Wikia!

Dragon Calling Wiki is a database for N. R. Eccles-Smith's fantasy adventure series, Dragon Calling. The perfect place to discover and learn more about the world of Valadae, and the unique creature characters that drive the series.

The Dragon Calling series is categorised as *light epic fantasy*, aimed at a young confident readers audience (ages 10+ years). The series focuses heavily on a variety of fantasy creatures, many of which are anthropomorphized; for example, the main protagonist of the series, Laeka'Draeon, is a dragon.

For more Dragon Calling info, be sure to check out the main website, facebook page, and Pinterest. The author also has a Patreon page, for fans who are keen for more expansive and exclusive content. Additionally, a comprehensive collection of information and tropes about the books and characters have been complied over on TVTropes.com.

## What is Dragon Calling about?

The Dragon Calling series follows the adventures of the young dragon, Laeka'Draeon, on his quest to find the others of his kind in order to restore the balance of peace in an increasingly chaotic world.

The series spans a total of five books. The first novel, Kin Seeker, was released in August 2013. The second book, The Beacon Thrones, came out in November 2014. The third in the series, Dual Destiny, released March 2016. The fourth, The Sword of Stars, launched at a pop culture convention in April 2018. The fifth (and final) instalment, titled, The Last Calling, released November 2020. All books are available in paperback, hardcover and eBook formats.

The Companion Guide to Kin Seeker was released May 2015, with the Guide for The Beacon Thrones arriving February 2017.

Companion Guides are planned for each book in the series, although news of the third Guide's planned release date is yet to be announced.

It is also confirmed that audiobooks are in the works. Stayed tuned for more updates!

## Potential Spoilers

As this wiki expands, more and more information pertaining to character and story plots will be revealed. If you're currently reading the series and want to avoid spoilers, be aware that this wiki might have spoiler mines you'd wish to steer clear of! With the series completed and all five books published and available to the public, *major* spoilers are being added. **You have been warned!**

## Extras

Take the "WHICH CREATURE-KIND ARE YOU?" Quiz!

    Know your Myers Briggs Personality? Check out WHICH DRAGON CALLING CHARACTER aligns with yours!

Check out the CHARACTER ALIGNMENT SYSTEM with Dragon Calling characters!
TerraOcculta

TerraOcculta is the land of the Skweirels, let by Vigil and Waker. Another name for TerraOcculta is TerraSciurus. It got attacked by the Skwepugits, including gummy bears who escaped from candy land, and evil Skweirels. Vigil and Waker had to set up a prison camp for Skwepugits, even though they love all their citizens and it broke their hearts.
The dimensional drift

The dimensional drift is the space inhabited by demons, is takes immense amount of power to break through, and up until the war or the realms, Filgrim the Pilgrim was the only demon to ever break through, and even he could only do it for short amounts of time, sometimes. But from the realms, there are the dimensional bridges linking them together, but as a demon, you cannot get out of the drift from the inside.
Filgrim the Pilgrim

This is a page on the demon Filgrim, he is the sole demon who has ever broken through the dimensional drift through to the realms, and broken into TerraInfernum, he was terrorizing them, and they had no way to stop him. He has the power of time travel and teleportation, he has a hat that changes every time he kills someone, the current number on his hat is only 2000, because it takes the immense amount of power to break through the dimensional drift. He is the why TerraInfernum was so unprepared for the war with TerraCaelum, during the war, Filgrim was caught in the middle of the war, and was forced to destroy TerraInfernum, in the last act of Skrillex was to kill Filgrim, but Filgrim was too powerful, and ended up killing Skrillex as he dies, leaving only 8 of the 9 Dubstep lords alive.
TerraInfernum

TerraInfernum is the realm of Dubstep, ruled by the all-powerful Dubstep lords. The lords, and warriors of TerraInfernum are completely deaf. They use soundboards and instrumental sticks to manipulate the world around them. TerraInfernum was the first realm attacked at the beginning of Finem Ludum. When the demons attacked TerraInfernum, the Dubstep lords destroyed the TerraInfernum crystal, after spending hours creating a shield strong enough to protect themselves from the resulting blast when TerraInfernum was destroyed.
Dimensional Drift

The dimensional drift is the space inhabited by demons, is takes immense amount of power to break through, and up until the war of the realms, Filgrim the Pilgrim was the only demon to ever break through, and even he could only do it for short amounts of time, sometimes. But from the realms, there are dimensional bridges linking them together, but as a demon, you cannot get out of the drift from the inside. A dimensional drift is the space between a dimension and Arth, usually the people who can break through it are hostile, and can be a major problem for the realm they end up in, dimensional drifts were the reason all of Arth died during Finem Ludum, the gummepugits came from dimensional drifts, they ended up not being too much of a problem because of Vigil and Wakers amazing leadership, but you get the idea.
The Moon

**The Moon** is one of the two celestial bodies that governs the balance of life in *Mune: Guardian of the Moon*. The Moon was carved from the Moon Quarry within the World of Dreams by the first Guardian of the Moon. Its power allows for the world's inhabitants to dream and gives the People of the Night the power to "sing"; to communicate with and empower plants and other creatures of the night. It is the source of night regardless of the Sun's position, as shown during the Ceremony of the Guardians when the Sun and Moon are near each other but a narrow divide between day and night is seen. The Moon shares a mutual relationship with the Sun, as without the Sun, the Moon loses it's power until it crumbles to nothingness. It also empowers the Guardian of the Moon, enhancing their powers when they are needed. Finally, the Moon seems to have some connection with life, as it in conjunction with the Sun was able to reanimate Glim after she had been re-sculpted.

The Moon and the string of the Moon Spiders control the movements of the Temple of the Moon. The strings, connecting the Moon to the Temple, vibrate like harp strings, and when played melodiously the Temple moves gracefully and correctly. However, when the Moon's tethers snapped the Temple stopped in its place. Mune, the Guardian of the Moon, was able to recover the Moon using a Moon Spider like a harpoon, but before the Moon could be tethered to the Temple once again, the Sun was stolen. The Moon persisted for a while, preventing a total blackout. However, the Moon waned, sapping the powers of the People of the Night to sing. It eventually disintegrated into nothingness, casting the world into complete darkness and sending the Temple into a mindless rampage. Mune was able to calm the Temple and carve a new Moon from the World of Dreams, however it was powerless without the Sun. When the Sun was restored, the Moon shone and Mune was empowered, allowing him to trap Necross within the World of Dreams and remove the Evil Corruptor around his heart.

With Necross defeated, Mune placed the Moon back in the sky, while the Guardian of the Sun, Sohone did the same with the Sun, and together, the harmony of the planet was restored once again.

The First MoonMune holding the first Moon.Mune with the Second Moon.
TerraCaelum

TerraCaelum is the land of heaven. In TerraCaelum, the people of are protected greatly. They are in direct war with TerraInfernum. It is the land of peace, though not all would wish to live there. The people of TerraCaelum very strongly believe in the country singers being the only true gods, and have become very loving of only their own people. They believe the country singers won the great war, and all should worship them. TerraCaelum was destroyed by the fairies and Skweirels but in order to get there they destabalized the dimensional drift allowing the demons to pass into TerraInfernum.
Arth Wikia

## Welcome to the Arth Wikia

Welcome to Arth. Arth is a collection of 4 main dimensions, and many smaller pocket dimensions. You can travel between them using dimensional bridges. The realms are called TerraCaelum, TerraPelagus, TerraInfernum, and TerraOcculta.

## Latest activity

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Scrolls

**Scrolls** are Combo Items found in Skitchy swap. There are TBA types of scrolls in total. Scrolls are not restricted to weapons like most other combo items; rather, they are restricted to only the players personal combo slots. A Scroll affects the stats that they player experiences while in battle.

* Weight
* Knockback resistance
* Gravity
* Momentum
* Personal typing
* Sliding
* Joke Scrolls

Selling scrolls at the Shops gives players TBA per level.
Instrumental sticks

## TerraInfernum Instrumental Sticks

Instrumental Sticks are slightly curved sticks, about 3 feet long. They are massively customizable instruments that are also used as weapons by the TerraInfernum. They can be any and every instrument at once. The greatest Dubstep lords can manipulate sound so well that they held off the massive army of TerraCaelum for hundreds of years by themselves. TerraInfernum warriors use complex dubstep combined with the power of instrumental sticks, to create barriers, blasts of sound, and electricity.
The Ancient War

In the beginning, there were the factions of sound, each of which would later become gods.There was a war going on between the three factions. Dubstep, Rap, and Country, the main Rap god, is 2pac, the dubstep most powerful lord, is skrillix, and there is no most powerful country lord, there are tons of different lords for each music faction. They were originally on earth, but their power was too much, and they destroyed earth, the avengers tried to fight, but were all destroyed, so the factions moved to Arth, created by their immense power, but when it was created, it let the demons in from outside the dimensional drift. The lords had to work together briefly, and close up the drift again, also closing each of them in their own lands, a fourth was created, there were only three factions, so eventually, fairies named Vigil and Waker, came, they were the last fairies alive, and brought along their servants, the Skweirels. The 3 original factions tried to attack each other, but could not get through the drift. So they all grew stronger, made villages, and towns, and cities, had servants, and eventually, they became more like gods, then lords, never coming down, they were rarely seen, made speeches, laws, and so on. But they all trained their armies, ready for when they could fight again.
Temple of the Sun

The Temple of the Sun, much like the Temple of the Moon, is also responsible for maintaining the balance of the planet, and serves as the home of the Guardian of the Sun. The Sun Temple resembles a gigantic quadraped creature with no distinct physiological features, composed of solid rock with small patches of vegetation in diverse locations. The front side is a faceless juggernaut of rock, while the backside contains stairways leading to various spots, including a walled opening that consists of a hallway containing the former Guardians of the Sun, who, after passing on, transform into rock statues. At the top of the Temple is a flat surface, flanked by a pair of rocky ports with chains to allow the Guardian to slow down or stop the Temple from moving when desired.
Skweirels

The Skweirels are the inhabitents of TerraOcculta. They helped hold off the demon invasion during Finem Ludum, to give time to the Dubstep lords.

## Skweirels And Their Leaders

The Skweirels leader is Vigil, and they have a watcher, or a prison guard, Waker. They just happen to be dating by some weird coincidence, except for them being the only fairies on TerraOcculta. Vigil and Waker live in a giant tree, next to a beach, they live the high life. While Vigil rests on their paradise, and gives speeches sometimes, Waker is off watching Skweirels, a major part of TerraOcculta is overrun by Escapee Gummy Bear terrorists, orGummepugits. When Waker is watching the Skweirels, he often see gummepugits, and he catches them, and then puts them in the prison camps, and makes them mine for the precious gems of TerraOcculta. Some of them can be good long enough to get out of the mines and be able to enjoy paradise for the last little bit of their lives, but most die in the mines soon after arriving, as soon as 6 months! The average life-span of a Gummepugit is around 8 years, and they cannot break through the dimensional drift between candyland and Arth until they are at least 3. Because of all the soot, and the long hours, most of them die at 4 1/2.

## Section heading

Write the second section of your page here.
The Beacon Thrones Companion Guide

The Beacon Thrones Companion Guide is the second in the Companion Guide series: illustrated guides created to enhance and expand the world-building of the Dragon Calling series.

The author of the Dragon Calling series, N. R. Eccles-Smith, is also the content writer and illustrator for the Companion Guides.

Each of the guides offers exclusive insights and information on characters, places, lore, and creatures encountered in each of the Dragon Calling novels. Inclusive are the Prologue Comics (comics centred on the secondary characters and their personal endeavours leading up to their encounter with the main character).

## Contents

DOUBLE-PAGED MAP OF VALADAE

INTRODUCTION

TIMES AND SEASONS

GENERAL KNOWLEDGE

TALES OF VALADAE: Includes: The Gathering, Kazthal the Great and Terrible, The Tree Children, & The White Fountain.

PLACES OF VALADAE: Includes: Realm of the Nymphs, Olmu Glade, Rellornen, Mistwood, The Labyrinth of Tears, & Beruun Terrolaghn.

CREATURES OF VALADAE: Includes: Morwulf, Faerie, Nymph, Soujor, Hemlan, Fellis, Water Horse, & Serpentine Drake.

PROLOGUE COMICS: Includes Shifra, The Wall-watcher, & Ghinzel.

## Blurb

The official companion guide to The Beacon Thrones continues the tradition of revealing fascinating facts from the realm of Valadae, following Laeka'Draeon's adventures. Introduced once again by Redwick Ravenwings, the celebrated "White Raven" chronicler.

Find out how the mysterious wall-watchers came into being, and discover the dark origins of the harpies' hatred for all things beautiful and pure.

Learn about more of the creature-kinds Laeka'Draeon meets on his journey: the morwulves and faeries, water horses and fellis, as well as the fabled Beacon Throne guardians, the serpentine drakes.

Discover what Shifra and Ghinzel were doing leading up to their encounter with Laeka'Draeon, in the popular Prologue Comics.

More exciting details from Valadae are ready to be unveiled.
HP

**Health Points** (or **HP** for short) determines the health of the Characters (or Enemies) in Skitchy swap. It is represented in the form X/Y, with X being the current HP and Y being the maximum HP of the character.

When a character has 0 HP left, the character will die. If the characters are reduced to 0 HP, the game is over, unless the Character has an extra life. When that happens, the game will return to the main screen with some penalties – The characters with 1 HP.

Enemy HP can be viewed by buying the Book for a specific stage.

## Increasing HP

* **Onigiri**: when consumed, allow a character to regain 20% of its maximum HP.
* **Inn**: restores the HP of all characters, to the maximum.

## Increasing maximum HP

* Investing EP into HP increases the maximum HP of the character by a certain amount. (10)
	+ Investing EP into other stats will also increase maximum HP, albeit at a lower rate. Details are given in each of the main articles about the Weapons.
* Attaching a certain stones to weapons or in the Stat slots.
	+ Similarly, attaching any stone will increase maximum HP, although White Stone is the most effective at this.
INS

**Insanity** (also known as **INS**) is one of the character statistics in Skitchy swap.

## Effect of increasing INS for Weapons

Increasing INS has a different effect for each Weapons. And for each EP invested into INS, the HP of the character also raises automatically. INS sometimes affect the weapons directly with certain attributes.

## Increasing Dexterity

* Investing EP into Insanity
* Equipping certain Stones
AT

**AT** (attack) is a weapon Statistic in Skitchy swap that determines the damage a character can inflict on an enemy with a Weapons.

## Minimum and maximum AT

AT is represented in the form X-Y, where X is the lowest possible damage the weapon can do each hit and Y is the highest possible damage. Therefore, X and Y are also called the minimum and maximum attack values.

The minimum AT value is capped at the maximum AT value. Even if the minimum AT value exceeds the maximum AT value, it doesn't render the extra minimum AT useless - if the maximum AT value is raised, the minimum AT value will also adjust to fit the new cap.

## Weapons

Weapons have one AT that is the Base AT for that weapon and will be added to however much damage any moves that use that weapon have does.

## Moves

Weapons have two AT values. The first is the damage done when the projectile/weapon hits the enemy. The second AT value can be referred to as "Bonus AT". It is only used in some moves and can have two different meanings. For a magical weapon it indicates the damage done by the magical attack which is triggered when enough SP was collected, and which is often related to a certain an elemental Type. For a normal move which is not magical the bonus AT indicates the damage of a secondary attack effect.

## Increasing AT

* Equipping a weapon. This is the most important criterion - without a weapon, a character will simply be incapable of dealing damage.
	+ Most weapons found later in the game tend to grant more AT to the wielder.
* Equipping a Move. This is an important criterion - without a moves, weapons will simply be incapable of dealing damage.
* Investing EP into a stat. This stat varies from class to class.
* Some Combo Items directly increase AT.
	+ Certain Stones may indirectly increase AT through increasing STR, DEX, MAG, INS, LUK, or SPD. The effect of stones differ from Weapon to Weapon.
* Certain jewels increase Bonus AT for weapons of the same type.
* Certain cards create a Critical hit on the opponent increasing damage tremendously.
* An offensive aura (AT) from a Staff.

## Priority

Due to the large number of AT-increasing methods and the possibility of stacking them up, priority determines the order in which damage bonuses are calculated. The priority is as follows:

* Modifications to character's main stat (STR, DEX, MAG, INS, LUK, SPD)
* Crystals: Crystal's have own Hierarchy
* All other cards except the Critical cards
* Staff's AT aura and Zerker cards
* Critical Cards

After applying each of the bonuses the AT values are then rounded down to the nearest integer to give the damage value.