recursal/Fanatic-Fandom huggingface dataset:
Kaman-Thah

Inside the Cavern of Flame dwell the two gods, Nasht and Kaman-Thah. Whenever a
 new dreamer appears, they examine his soul to determine if he is
worthy. If he isn't, or if he is so foolish as to attack them, he wakes
up in his own bed, and is never able to find the Seventy Steps again.

If, however, he is worthy, they welcome him. They can then answer
 any question on the Dreamlands he asks, though their answers may seem
evasive or couched in riddles. If he decides to leave the Cavern, he can
 find it again whenever he wishes, but if he decides to enter the
Dreamlands, the priests direct him towards the back. There the Sacred
Pillar of Fire stands in the middle of an opening into a back chamber.
The dreamer can pass the pillar unscathed, and will find a small
vestibule with two tables of green malachite. On one lies clothing and
weapons, on the other food and supplies. Anything the dreamer might
desire, within reason, is available, and he is free to choose whatever
he would like to take with him.

At the back of the vestibule is the Seven Hundred Steps of Deeper Slumber, and once he has dressed and equipped himself, the dreamer can descend them.
Romans

Romans, from predominantly the imperial period of Ancient Rome's history, are the main characters encountered in the Ancient Age of the Dreamlands. There are also a large number of Ancient Greeks and Ancient Egyptians, but it is Romans who seem the proactive ones, establishing settlements, fighting as mercenaries and producing heroes in that era of the Dreamlands.

### LOST LEGIONS

One of the main groups of Romans who arrived physically in the Dreamlands are the Lost Legions. These are military detachments from Rome who were each swallowed up strange mist at different times and in different places, only to discover that they had been mysteriously transported to an alien, and often very hostile land.

The known Lost Legions are:

#### LEGIO IX HISPANA

Legio IX Hispana ("9th **Legion** – Spanish"), also written Legio nona Hispana or Legio VIIII Hispana, was a **legion** of the Imperial **Roman army** that existed from the 1st century BC until at least AD 120. The **legion** disappears from surviving **Roman** records after c. AD 120 and there is no extant account of what happened to it.

#### LOST LEGION OF CARRHAE

The legend begins in 53 BC with the Battle of Carrhae
 between the Roman general Marcus Licinius Crassus and the Parthian
general Surena. Carrhae is a location near the modern-day Syrian-Turkish
 border. In antiquity, it was near the fringes of the Roman Empire in
the west and the Parthian Empire in the east. C

rassus was already one of the wealthiest men in the
Roman republic, but he had a desire to access the wealth of Parthia, so
he convinced the Senate to let him lead 42,000 Roman soldiers into the
battlefield against the Parthians. In the battle, Crassus and his army
suffered a humiliating defeat
 at the hands of Surena and his 10,000 archers. Crassus attempted to
negotiate a truce but was killed in the process. According to legend,
liquid gold was poured down his throat as a punishment for his greed. He
 was also allegedly beheaded, and his body was desecrated. His legions were captured and enslaved with some being used as slave mercenaries for generations afterward as far away as China. However others of his men fled in an organised group, passing down into a valley wreathed in mist. When the mist the legion had vanished.

#### XVII, XVIII, XIX

Legions XVII, XVIII, and XIX fought in ancient Germany in the Teutoburg Forest in 9AD, against the occupying tribes, and were believed to be completely wiped out. However small units of each legion were lost in fog rising from the nearby river, never caught and tortured to death by the tribes and never reunited with Rome.

 Image source: https://www.deviantart.com/malteblom/art/The-Lost-Legion-323687999
Castle on the Hill

The Castle on the Hill is on the banks of the River Tamar in the Dreamlands. Outwardly it is a construction of the Vintage Age; within it is depicted as a fantasy location from the Modern Age, albeit one reflecting the architecture and contents of the Antique Age. As such it is clear that Castle on the Hill is, must be, right on the Borderlands of the Dreamlands even though it is far from Nowhere and the Edge of the Sky.

George now resides in the Castle on the Hill, and is joined there by the Court of King Arthur.

Castle on the Hill is beyond the Evil Tree, which in turn is beyond the meadows surrounding Manatee Mansion.
Anamnesis

**Anamnesis** (from the Attic Greek word ἀνάμνησις meaning
"reminiscence" or "memorial sacrifice"), in Christianity, is a
liturgical statement in which the Church refers to the memorial
character of the Eucharist or to the Passion, Resurrection and Ascension
 of Christ.

After the consecration at Mass, the prayer of remembrance in which the
Church calls to mind the Lord's passion, resurrection, and ascension
into heaven.

In philosophy, **anamnesis** (/ ˌ æ n æ m ˈ n iː s ɪ s /; Ancient
Greek: ἀνάμνησις) is a concept in Plato's epistemological and
psychological theory that he develops in his dialogues Meno and Phaedo,
and alludes to in his Phaedrus.

The ability to remember things that happened in the past is **anamnesis**. In ancient Greece, **anamnesis** was believed to include memories of past lives.
Vale of Aroogolitth

The Vale of Aroogolitth is an isolated farmland community bounded on all sides by the most extreme of environments such as the Dragonborn Mountains and the Purple Twilight. Because each of these extreme regions is itself connected via hyperspace to the Absolute South, it is impossible to identify the Vale on any settled map of the Dreamlands.

Despite all this cosmic significance the Vale is a very ordinary place, although its inhabitants are amongst the toughest of their types. Even the local farmers are, to coin a phrase, a bit tasty in a fight.

The Vale is overlooked by the castle fortress of the Keeper of the Purple Twilight and by Merlin's Castle.
Cœur de Tornade

**~~ Incarnée par** Cœur-de-Tornade **~~**

## Description

Cœur de Tornade est une chatte grise tigrée aux yeux verts. Son pelage est court et lisse.

## Caractère

Cœur de Tornade est gentille avec ses proches, espiègle, agile et a soif d'apprendre. Elle est aussi courageuse, déterminée, téméraire et elle est connue pour sa langue bien pendue ainsi que pour son tempérament explosif.

## Histoire

Cœur de Tornade est née de l'union de Patte Féroce et de Pelage de Neige. Elle a un frère, Aile de Faucon.
Somnus

## Somnus (Hypnos)

In Greek mythology, Somnus or Hypnos is the god associated with sleep. His
mother was Nyx (night) and his father was Erebus (darkness). Even Zeus, the most powerful of the Greek gods, was afraid of entering Nyx’s realm because she was such a dreadful and powerful goddess.

Somnus
 and his twin brother, Thanatos (death), lived in the underworld
(Hades) in caves that were located next to each other. The caves received
 no sunlight or moonlight and were completely silent. The caves were
also surrounded by poppies and other plants that produce sleep. The bed of Somnus
is said to be made of ebony.

Somnus is said to be a calm and
gentle god who helps mortal humans in their time of need. Because he is
the god of sleep, he owns half of every human life.

The River Lethe (forgetfulness) flows from the cave of Somnus. His cave is also where day and night meet.

Somnus is the god or personified spirit (*daimon*) of sleep.
He dwelt in Erebos, the land of eternal darkness beyond the gates of the
 rising sun, and rose into the sky each night in the train of his mother
 Nyx (Night). Somnus was often paired with his twin brother Thanatos (Peaceful Death), and the Oneiroi (Dreams) were his sons.

 Somnus appears as a young man with wings on his shoulders or
brow. His attributes included either a horn of sleep-inducing opium, a
poppy-stem, a branch dripping water from the River Lethe
(Forgetfulness), or an inverted torch.

Somnus was asked by the Moon to preserve the beauty of the Shephed King Endymion and he did so.
Ringmaster

The sinister Ringmaster is a cudgel wielding tall heavy set man who seems to be partly intangible or ghostly. He is dressed in the clothing of the late Antique Age. He is the focus of the great intelligence of Yog-Sothoth and as such is a skilled Warlock who seems to possess a fragment of free will despite being merely one amongst many manifestations of the Great Old One Yog-Sothoth.

He is the principal and master of the Ummer and Tarwell Circus.
Blue Rose

The rose is a symbol of romance.
 The Greeks believed the rose was created by Aphrodite, the goddess of
love. Romans saw them as a symbol of beauty and love. No doubt their
aroma and appearance is romantic and their fragrance is irresistible.

More than 30000 breeds of roses exist, it is impossible to know the
exact number of how many different breeds there are, the names our
nearly as beautiful as the roses themselves. The rose is known as the
queen of flowers.
Roses are found in art and Literature. Its magical counterpart; it is
 known as the blue rose. It is the mysterious one, the one that is
unattainable, mentioned in legend and impossible to find.

The blue rose does not exist.
The pigment that makes flowers blue “delphinidin,” is not present in
roses. Yet it is an ultimate desire to find or possess one. Perhaps
because it is human nature to wish to have the unattainable. Blue roses
 are depicted in art and described in Legends. The blue rose is a flower
 found in fairy tales and myths. It is mentioned in “Rimsky-Korsakov’s
fairy tale opera, “Sadko.” In Arabian Nights, magicians turned roses
blue. There have been claims that the blue rose was found in gardens
during history. In the thirteenth century Arabian botanist Ibn el-Awam
listed the blue rose among those in his garden. The rose was never found
 or his claim confirmed. Modern scholars think he may have mistaken a
form of Hibiscus Syriacus “The Rose of Sharon,” for blue.”

The closest thing to blue, in roses, is the purple or lavender rose.
Especially when it begins to darken, sometimes the color turns to clear
lilac.

Since blue roses do not exist in nature, as roses lack the specific gene
 that has the ability to produce a "true blue" color, blue roses are
traditionally created by dyeing white roses.In a book entitled *Kitāb al-filāḥah* written by Ibn al-‘Awwām al-Ishbīlī in Arabic in the 12th century, and translated into French by J. J. Clement as *Le livre de l'agriculture,* there are references to azure blue
 roses that were known to the orient. These blue roses were made by
placing a blue dye into the bark of the roots.The blue rose comes from
another state.
Psychogenic Fugue

## Psychogenic Fugue (bewildered wandering)

Dissociative fugue (formerly called psychogenic fugue) is a psychological state in which a person loses awareness of their identity
 or other important autobiographical information and also engages in
some form of unexpected travel. People who experience a dissociative
fugue may suddenly find themselves in a place, such as the beach or at
work, with no memory
 of traveling there. Similarly, they may find themselves somewhere in
their home, such as a closet or in the corner of a room, with no memory
of getting there. In addition to confusion about identity, people experiencing a dissociative fugue state may also develop a new identity. Dissociative fugue is a rare condition, with prevalence estimates as low as 0.2 percent in the general population. Dissociative fugue states

are more common in adults than in children.
The Secret of the Gas Giant

"The Secret of the Gas Giant" is the title of the first "album" or "volume" of Kid Celephais motion comic episodes. The gas giant is most likely a reference to Jupiter and the mysterious Red Room and its voices.

### BEGINNINGS

Book One of the The Secret of the Gas Giant is formed by the first eleven episodes of Kid Celephais. By the end of this sequence, Gus has begun calling himself Kuranes and his manner and attitude has noticeably altered. He has by this point read from the book, obtained the Deed, and clearly defined Nyarlathotep as his mortal enemy.

### MISTAKES

Book Two begins with Kuranes, newly confident, trying to motivate the people of Terre de Reve to fight against Nyarlathotep and his Riley project. Kuranes is stunned when his confidence proves entirely unfounded...
Cave of Time

The Cave of Time is a location in the United State of America in the Waking World. It is widely thought of as fictional or part of the Dreamlands, and it does indeed interdimensionally overlap with Bookworlds and the wider Dreamlands (via the Enchanted Wood). The Cave of Time is infinite in extent, in fact it is an entire parallel universe.

In terms of Kid Celephais it would technically be considered to be one of the Bookworlds within the Fantastic Realms, and one of the largest known Realms, even though all but the tiniest fragment of it exists outside the Dreamlands.
Vale of Night

The Vale of Night is a place of perpetual night time, shrouded in darkness with patches of dreamy gloom that act as portals to the Purple Twilight dimension.

In the middle of the vale stands the deserted temple known as the Seat of Somnus, where Somnus the god of sleep once held court and resided. He like almost all the Great Ones departed for Kadath and so the temple is now empty of all save those heart broken visitors who use its powers to place themselves in a deathless trance resembling the unconscious sleep of the Waking World.

Somewhere within the Seat of Somnus there is a portal leading directly to the Waking World.
Ouranos

## Ouranos

"Ouranos is the Heavens ... he was the fifth Immortal to come into existence.

Chaos was the first Immortal ... he was soon followed by Gaia,
Tartaros and Eros. Gaia is the Earth, Tartaros is the Pit and Eros is
Love. Gaia became the foundation of all the Immortal and mortal
generations that followed.

Gaia's first creation was Ouranos ... she created him to cover
herself on all sides and to be an ever-sure abiding-place for the
blessed gods.

Ouranos was not only Gaia's son, he was her first consort ... three
monstrous boys were conceived as a result of their first union ... they
were named Briareos [Obriareos], Kottos and Gyes ... as a mortal, you
might know Briareos by the title Aigaios's son.

When the three gigantic boys were ready to emerge from Gaia's womb,
Ouranos pushed them back inside ... he feared the boys because of their
power and beauty ... they had fifty heads and fifty arms sprouting from
their massive shoulders ... they were Gaia's first attempt at producing
an Immortal that had "human" characteristics ... they were indeed
beautiful!"

Source: http://www.mythagora.com/bios/ouranos.html

Image source: https://www.buzzle.com/articles/greek-god-uranus.html
Guides

A Guide is a being that guides a dreamer or the energy form of a dead person. They

 try and direct the person towards ultimate peace and bliss. They do not necessarily try and direct the person away from danger because danger firstly may not be what the dreamer perceives it to be and secondly genuine danger helps us contrast what we love from what we fear.
Other Gods

The Other Gods are cosmic guardians and gaolers, who imprison but guard over and protect the much more feeble ancients ghods of Earth. Earth's ancient ghods, such as those "gods" of the ancient pantheons and similar beings, are collectively the Great Gods or Great Ones. The Other Gods are as it were the "Gods of the Gods", beyond any comprehension or understandable power level just as Great Ones are beyond mortal understanding and power levels in some ways. However, unlike Outer Gods, Great Ones and similar cosmic beings, the Other Gods are utterly and completely indestructible and unable to be affected or harmed by any mortal or immortal being.
The Silver Key

Randolph Carter discovers, at the age of 30, that he has gradually "lost
 the key to the gate of dreams." Randolph once believed life is made up
of nothing but pictures in memory, whether they be from real life or
dreams, and he highly prefers his romantic nightly dreams of fantastic
places and beings, as an antidote for the "prosiness of life", believing
 his dreams to reveal truths missing from man's waking ideas, regarding
the purpose of humans and the universe, primary among these being the
truth of beauty as perceived and invented by humans in times past.

As he
 ages, though, he finds that his daily waking exposure to the more
"practical", scientific ideas of man, has eventually eroded his ability
to dream as he once did, and has made him regretfully subscribe more and
 more to the mundane beliefs of everyday, waking "real life". But still
not certain which is truer, he sets out to determine whether the waking
ideas of man are superior to his dreams, and in the process, he passes
through several unsatisfying philosophical stances. Discouraged, he
eventually withdraws from these lines of inquiry, and goes into
seclusion. After a time, a hint of the fantastic enters his dreams
again, though he is still unable to dream of the strange cities of his
youth, leaving him wanting more.

During one of these dreams, his
long-dead grandfather tells him of a silver key in his attic, inscribed
with mysterious arabesque symbols, which he finds and takes with him on a visit to his boyhood home in the backwoods of northeastern Massachusetts (the setting
 for many of Lovecraft's stories), where he enters a mysterious cave
that he used to play in. The key somehow enables him to return to his
childhood as a ten-year-old boy, and his adult self disappears from his
normal time. The story then relates how Randolph's relatives had noted,
beginning at the age of ten, that he had somehow gained the ability to
glimpse events in his future.

The narrator of the story then states that
 he expects to meet Randolph soon, in one of his own dreams, "in a
certain dream-city we both used to haunt", reigning there as a new king,
 where the narrator may look at Randolph's key, whose symbols he hopes
will tell him the mysteries of the cosmos.
Ape of God

An Ape of God, most notably in Christian mythology, Satan, is an imitator of the power, position and authority of God. In particular, an Ape of God will create a world of illusion, wrapping around mortals to confuse and dismay them and turn them away from good and salvation. This illusion is powerful, and is not able to be penetrated or understood very easily.

The Ape of God is imitating or "aping" the real Creator, God. Thus, Ape of God.
Merlin's Castle

Merlin the magician resides in a beautiful well appointed castle. Despite castles dating from the Antique Age, Merlin's Castle is one of the areas which has changed its appearance from that of the Antique Age to that of the Modern Age. This was a side effect of the dry thunderstorm apparently caused by Nyarlathotep at the climax of the events leading to Kuranes finding the Deed.

Merlin's Castle is inhabited by Merlin himself and his retainers. Very rarely over the centuries it has also hosted apprentices. Kuranes' Great Uncle Alfred was one such apprentice. The castle sits on borderlands between the Vale of Aroogolitth and the Dragonborn Mountains.

Within the castle is Merlin's laboratory, with shelves containing ingredients and potions and a work table. This is where the wizard instructs Kuranes in the casting of the Injunction Spell that Kuranes intends to use on Nyarlathotep and Riley, although the first thing it ends up being used on is a Gug.
Nexus of All Realities

The Nexus was first discovered by Steve Gerber, and depicted by Rich Buckler.

The Nexus is a cross-dimensional gateway which provides a pathway to any and all possible realities, this includes realities between realities. It is unknown whether it was created by some being or just if it's the one place in the entire multiverse where all realities naturally intersect.
Inquanok

A large city locate

d on the southern coast of the Northern continent,

 that chiefly exports onyx from quarries and mines outside the city to
the rest of the Dreamlands by sea. The port and harbours are on the
shoreline about a mile south of the city, and the city itself stands on
its own on a plain, behind a circular, black onyx wall. It is large
enough to boast all kinds of residents, and has an artisans' and a
merchants' quarter.

Inquanok is ruled over by The Veiled King, who has a palace
boasting a great translucent dome, situated on a rise in the middle of
the city. Also set in a series of gardens in the centre of the city is
The Temple of the Elder Gods, a sixteen-sided round building with sixteen spires, sixteen gates and an orbit of sixteen lodge-houses facing the gates.
Kuranes

Kuranes in "Kid Celephais" is Kid Celephais himself, Augustus Trevor. However, he is adapted from the central character of the public domain H.P. Lovecraft story "Celephais".

Kid Celephais is the story of a Dreamer. But not just any Dreamer. In the stories of H.P. Lovecraft, the last major literary figure to really deal with the Dreamlands, **Kuranes** is the most powerful Dreamer ever known. He has called into existence an enormous chunk of the world of the Dreamlands, and has endured his own physical death to remain in the Dreamlands, immortal, forever.

However, in Kid Celephais, the story shows us a **Kuranes** who has become cryptomnesic. He is reiterating a dream of Cornwall, Kornweal, as his home in the Dreamlands. He no longer remembers his original human life or his glorious godlike life as a king in the Dreamlands. Now he is a young boy, with a Mummy and a Daddy and school chums to go on adventures. WHY this has happened is not yet revealed. At times it seems Anamnesis will occur but he keeps becoming distracted at the critical moment...
Dreaming Technology

The dreaming technology of the last two decades of the twenty-first century is a direct outgrowth of games consoles and research into recording thoughtsand dreams, as developed during the twentieth and early twenty-first centuries. Most Dreaming Technology (DT) devices allow single player or multiple player modes. In multiple player modes they directly connect a surface level of consciousness of each player's mind with those of all other players. The resulting gestalt is a blend of all the thoughts and desires combined from the players. Although the software used will dictate the basic type of world entered, the "flavor" will be determined by this interaction of the players' minds.
Kid Celephais

## Kid Celephais: the animated series

Kid Celephais is Augustus Trevor, better known in his world as Kuranes, or sometimes the Warlock's Heir.

Kid Celephais is a young boy, dressed in red. He is brave, tough, prepared to fight, but not stupid to the point of standing his ground when death would be certain. He is intelligent but not as sharp witted as his friend Puck nor possessed of the incredible expanse of education of his friend Destiny.

He is the central character of the Kid Celephais series of motion comics and the protagonist of some of the stories that this Wiki chronicles.

## Kid Celephais: the webcomic

Kid Celephais is Kelvin Trevor, a small boy entrusted with the mysterious and powerful Silver Key by the Old Man.
Ghouls

**Ghouls** are a species of cannibalistic humanoids featured in several of Lovecraft's works.

They are first depicted in the short story Pickman's Model,
 where the eponymous main character meets with the beings regularly to
paint them in various poses and activities. It is revealed in The Dream-Quest of Unknown Kadath that Pickman is in fact a partial or full-blooded ghoul, and now resides with them in the Dreamlands as a chieftain.

In combat, they are known to use items such as headstones and
were unfamiliar with other types of weaponry up until their battle with
the Moon-beasts.
 It was here that they first discovered, and quickly mastered, the use
of spears and of javelins. With this newfound technology, they were able
 to annihilate the garrison of Moon-beasts on the nameless rock off the
coast of Sarkomand in the Dreamlands.

“
 *The madness and monstrosity lay in the figures in the*
foreground- for Pickman's morbid art was pre-eminently one of demoniac
portraiture. These figures were seldom completely human, but often
approached humanity in varying degree. Most of the bodies, while roughly
 bipedal, had a forward slumping, and a vaguely canine cast. The texture
 of the majority was a kind of unpleasant rubberiness.
 „

~ **-H.P. Lovecraft, *Pickman's Model***

Lovecraftian Ghouls are usually described as white or green-skinned
humanoid hairless creatures with long canine muzzles, pointed ears, and
clawed feet that have almost become hooves. They inhabit networks of
underground tunnels and crypts, and eat the corpses of dead humans.
Despite their favored food and reclusive habits, Ghouls are usually not
hostile creatures, and in *The Dream-Quest of Unknown Kadath*
 the protagonist gains the aid of a group of Ghouls and travels with
them for a period of time. Ghouls communicate using a "meeping" or
gibbering vocalization called Ghoul Speech or Pnathic.

Ghouls are found through the underworld of the Dreamlands
 as well, and it seems that they can navigate between the waking world
and the dreamlands through the use of special tunnels. The universal
center of ghoul activity seems to be the bone-filled Vale of Pnath in the Dreamland underworld, were the world's ghouls dump cleaned bones. This dumping is done from the Crag of the Ghouls, a cliff jutting off from the Mountains of Thok over the vale.

Ghouls appear to be a separate species from humans, breeding and
living as their own society, but it also seems that some humans can
slowly become ghouls, though the exact means are unknown, and the
Changeling aspect of some of Pickman's paintings suggests that human and
 ghoul infants are routinely exchanged, and it might be inferred that,
similarly to other aspects of Changeling myths, humans and ghouls might
be able to interbreed.
The Eternal Struggle

**Manichaean** theology teaches a dualistic view **of good and evil**. A key belief in **Manichaenism** is that the powerful, though not omnipotent **good** power (God), was opposed by the eternal **evil** power (Devil). Humanity, the world and the soul are seen as the byproduct **of** the **battle between** God's proxy, Primal Man, and the devil.
Elder Gods

The **Elder Gods** have mostly human-like appearance and they are
benevolent in nature. In different parts of the world such as Egypt, Mesoamerica, and the Mediterranean they were worshipped by ancient humans. Nowadays, they are remembered as the gods in just about every
ancient race, including Greek, Norse, Egyptian, Aztec, and many others.

The **Elder Gods** are a group of cosmic beings which feature in the H.P. Lovecraft-inspired *Cthulhu Mythos*. They also form many of the Great Ones of Earth's Dreamlands.

Whilst initially depicted by Lovecraft as little different to the other deities of the setting, they have been retroactively portrayed as the adversaries to such entities as the Outer Gods and Great Old Ones, and are usually depicted as “good” beings. They are not good. Or bad; largely, they are disinterested, at best bored and craving stimulation. They await the conjunction that will give them supremacy once more.

Their definite enemies are the Outer Monstrosities, mainly because those predatory entities are a threat to the Elder Gods themselves.
Tower of Xiurhn

## Tower of Xiuhrn

This tall stark tower sits in a barren wasteland. From its doors issue forth unending streams of evil monsters, brought into existence by the sinister Dreamer within, the mysterious Minndarrk.

Minndarrk once thought of himself as a potential warlord capable of conquering the whole of the Dreamlands but after a disastrous encounter with Nyarlathotep he realized his power level was not even remotely enough for his ambitions.
Averoigne

**Averoigne** is a fictional counterpart of a historical province in France, detailed in a series of short stories by the American writer Clark Ashton Smith. Smith may have based Averoigne on the actual province of Auvergne, but its name was probably influenced by the French department of Aveyron, immediately south of Auvergne, due to the similarity in pronunciation.

Averoigne, overtaken by magics of the Elder Gods and the Outer Gods, has been split and refracted many times into many forms. It exists as a region in the Dreamlands in its own subspace level, in effect a pocket dimension. In ancient times, Averoigne was settled by the fictional Gallic tribe called the Averones. They established a number of settlements in the region, many of which were fortified when the Roman Empire
 absorbed the region. When Christianity spread through the Empire, many
churches and monasteries were established among the ruins of Druidic
temples. Greatest among these was a great cathedral constructed in
Vyones, completed in 1138.

Averoigne was located in the southern half of France. The northern
half of the territory is dominated by the walled city of Vyones, site of
 an impressive cathedral. In the southern half is located the town of
Ximes; the main road of Averoigne runs between Ximes and Vyones,
straight through the thick, dark forest that blankets the province. A
river called Isoile flows from the mountains in the northern part of the
 province to feed into a swamp in the south.

Other towns and villages located in Averoigne include: Moulins,
Les Hiboux, La Frenâie, Touraine, Sainte Zenobie, and Périgon. In the
forest can be found haunted ruins, such as the Château of Fausseflammes
and the stronghold of Ylourgne. (It was from that abandoned abode of
evil robber barons, that the horrific events of *The Colossus of Ylourgne* had their start.)

Averoigne exists in the Antique Age of the Dreamlands.
Hermit

Contemplation was not, for the hermit, the self-absorbed asceticism that it was

for the non-m

obile anchorite. In the early and central Middles Ages in England,

the hermit resided in wayside cottages and huts, attentive to self-sufficiency
between garden and forest gathering, taking on miscellaneous socially useful
employments such as road tendering and bridge repairing, or working as hospital
worker or alms-gatherer while preserving solitude.

With urbanization in the later Middle Ages came poverty, charity,
beggary, and fraud. The tenuous relations of hermits to ecclesiastical and civil
supervision became more defined and rigid. Ritual and regulation pursued the
solitary. Licensing of urban hermits as  beggars signaled that authorities
had consigned the hermit to the mass of the city underclass. Writing in the
fifteenth century, Malory confirms this decline in his *Morte d'Arthur*,
reflecting on the contrast of ancient and contemporary hermit:

Such a complex social phenomenon as the hermit, not easily codified by the
church and not easily subordinated to class or social structure, was a
target of government suppression in seventeenth-century England. The suppression
had a profound effect on eremitism in Europe as well, for if eremitism in its
most thriving form could not survive in England, it would not likely be revived
or encouraged on the continent, even by the Catholic Church. In general, the
hermit went underground for centuries, percolating through the romantics, the
poets, the Transcendentalists, and the observers of nature, who revived the
insights of the hermit but could not and did not want to revive the
ecclesiastical context.

A Hermit in the myths of King Arthur is a Guide, one who steers the knights or other heroes towards their final destination.
Quest Items

Quest Items seem to possess special significance in the Dreamlands. As the driving force of certain dreams, they possess an innate unique form of energy. Firstly they are the creation of a powerful obsession by a particular Dreamer but then their existence is strengthened by the dreams of other Dreamers who believe in them, seek them, think about them in the Waking World and go on long quests to obtain or use them in the Dreamlands.
The Red Room

An apparently technological location. Humans are inside tubes, which are filled with a red liquid. Likewise the walls are metallic red with yellow pipes and warning tapes. Yellow control consoles are apparent, as are blue crates and a robot which is standing idle near the tubes.

This location has strange voices saying strange things repeatedly. One of these voices sounds identical to that of Destiny.
Journeyman

A **journeyman** is a worker, skilled in a given building trade or craft, who has successfully completed an official apprenticeship
 qualification. Journeymen are considered competent and authorized to
work in that field as a fully qualified employee. They earn their
license by education, supervised experience and examination. Although journeymen have completed a trade certificate and are allowed
to work as employees, they may not yet work as self-employed master craftsmen.

The term "journeyman" was originally used in the medieval trade guilds. Journeymen were paid daily and the word "journey" is derived from *journée*, meaning "day" in French.
 Each individual guild generally recognised three ranks of workers:
apprentices, journeymen, and masters. A journeyman, as a qualified
tradesman could become a master and run their own business, but most
continued working as employees.

Guidelines were put in place to promote responsible tradesmen,
who were held accountable for their own work and to protect the
individual trade and the general public from unskilled workers. To
become a master, a journeyman has to submit a master piece of work to a
guild for evaluation. Only after evaluation can a journeyman be admitted
 to the guild as a master.[4] Sometimes, a journeyman was required to accomplish a three-year working trip, which may be called the journeyman years.
Hadster Kerman

Hadster Kerman, inside of Merone Station

Hadster Kerman is a kerbal that first appeared in The Adventures of the JSA Part 2: The Mun and Merone Station. After getting rescued and recruited, he was sent on a mission to put Merone Station in Munar Orbit along with 2 other kerbals where he currently resides.

> ***"The view from up here is nice, everything on the station looks intact. As for kerbin, I can see the home continent where the JSC is!"***
>
> ~~ Hadster Kerman, Describing What He Sees During An EVA

## Background

After Hadster Kerman was rescued, he was recruited as a kerbonaut of the JSA. He was then sent on a mission to put Merone Station into Low Munar Orbit. After the success of the mission, Hadster Kerman, along with 2 other kerbals, now live on the station.

## Trivia

* Hadster, like Sheppont Kerman, is a rescued Kerbonaut who, after being rescued, was put on a mission
* In The Mun and Merone Station, after getting Merone Station into Low Munar Orbit, he states that the kerbinrise "Sure is pretty"
* Out of Doodnand, Jasen, and Hadster Kerman, Hadster is the most talkative of the 3

## Gallery

Hadster Kerman during an EVA, high over Kerbin's Surface
TOYNBEE IDEA

## Dead Molecules

The name **Toynbee** comes from British historian Arnold Toynbee, who
argued that **dead molecules** could be revived if scientists put their focus in their right place. “MOVIE 2001” is a reference to the sci-fi
film *2001: A Space Odyssey*,
 in which humans travel to Jupiter to find information pertaining to the
 survival of mankind. “PLANET JUPITER” represents the future home for
the humankind that will be resurrected from the dead by science. Duerr
believes that the suspect is trying to spread his words to as many as
possible, which explains the quick by-car system used to install the
tiles.

“In 1983, an article in The Philadelphia Inquirer told of a man named
James Morasco who said Toynbee’s theory of bringing dead molecules back
to life on Jupiter appeared in Kubrick’s 1968 film. Many have argued
that no such reference exists, but Jupiter is part of the movie. Toynbee
 was best known for his writings on the rise and fall of civilizations.”
 (https://www.google.com/amp/s/amp.space.com/2380-odd-street-notes-point-jupiter-kubrick-2001-space-odyssey.html#ampshare=https://www.space.com/2380-odd-street-notes-point-jupiter-kubrick-2001-space-odyssey.html)

## WHY

It was 6 years into the filming or *Resurrect Dead* before I
actually understood the meaning of the tiles and the movement The
Toynbee Tiler (TTT) was trying to start. That’s not because it’s a
complicated or densely layered, multifaceted argument. Maybe I’m just
slow, but I’m guessing that most of you will need a little push to
understand exactly what TTT’s goal is.

The tiles can be taken literally. At least in the early days, TTT’s
sole motivation appeared to be the establishment of a human colony on
Jupiter. The ultimate goal of this colony would be to “build heaven in
space” and physically resurrect the dead on a planet large enough to
accommodate that staggering number of humans.

And this is the point where you need to understand the philosophical
worldview of the tiler to truly grasp his intentions. TTT didn’t believe
 in an automatic afterlife. He believed that if one was going to exist,
that it was up to human beings to physically construct it. So basically,
 the plan goes like this:

Step 1: You drop dead and rot away. Your consciousness goes with it.
Step 2: Humans decide to build heaven in space on a planet suitable to house everyone who has ever lived.
Step 3: Terraform Jupiter
Step 4: Find a way to recombine the pattern of molecules that made up
your physical body. A perfect replica brings rise to the consciousness
that was and always will be you. And voilà, afterlife.

It’s a purely materialist worldview, not all that different than a
Star Trek transporter, with a little Law of Complexity-Consciousness
thrown in.

TTT claimed he came across this idea by combining a passage from Arnold Toynbee’s autobiography *Experiences* with the movie *2001* by Stanley Kubrick. In short:

TOYNBEE IDEA
IN MOViE 2001
RESURRECT DEAD
ON PLANET JUPiTER

Source: http://www.toynbeeidea.com/portfolio/why/
Zo-Kalar

Zo Kalar or Zo-Kalar ("The Lure And The Hook") is a Great One and one of the principal gods of Sarnath. Zo Kalar resembles a gigantic man with a head similar to a starfish with a barbed tentacle extending from each of the five legs of the starfish. He has claws six fingered hands and talons on his six toed feet. He can also manifest as a blonde child.
Clowns

Clowns in Kid Celephais are manifestations or puppets of Yog-Sothoth. When first encountered they are from the Vintage Age, and are static and unable to react or move in any great degree, much like the Ringmaster. After the intervention of Nyarlathotep, they become "updated", able to move, attack and die in a manner similar to the other Modern Age characters such Gus, Puck, Destiny and their other fully rendered antagonists.
Roog

Roogs are a fungal-insectoid race resembling humanoid houseflies. A typical Roog is half the height of a human with a head similar to that of a housefly and with green armored wings on its back. They have two arms and two legs and antenna-tentacles on the crown of their heads. Senior Roog wear papier-mache crowns and some Roog who work as miner or engineers wear hardhats with lamps. There are also wingless Roog, who ride on the back of gigantic fly-like insects that seem to be close kin to the Roog themselves.

Roog may be confused with, or identical to, the Mi-Go from H.P. Lovecraft stories.

Roog use hypnotism and illusion to move through human communities, stealing waste from trashcans and garbage hoppers. When they do they are either invisible or disguised as garbage men, and their "Death Cart" vehicles are either invisible or mistaken by the unobservant for low flying aircraft, drones or genuine garbage trucks.

The Roog are sworn enemies of Kelvin Trevor since they do not want the Silver Key to be used to restore Kuranes. In the absence of the King of the Dreamlands, the Roog have grown in power into a major power across several dimensions.

Roog can be sensed by canines and the dogs of Earth set up a furious barking whenever Roog are near.

Roogs are selfish rather than malevolent and hostile to those who oppose them rather than being evil for the sake of being evil.

Roogs first appeared in the Philip K. Dick story "Roog" detailing their conflict with a dog trying to protect his family from their deprevations.
The First Cave

Near Manatee Mansion in a copse of trees in the meadows, there is a cave system that connects not only to the Underworld of the Dreamlands but specifically has a passage that leads directly to an underground entrance to the Warlock's Tower.

The Great Wyrm lives in the First Cave and it is the scene of that Great Beast's final battle with Nyarlathotep.

The First Cave's entrance has a strange inscription carved into the wall.
Cerenerian Sea

## Cerenarian Sea

The Cerenerian Sea is a great, sky-blue ocean in the Dreamlands. It connects many important places, such as Celephaïs in Ooth-Nargai, the port of Hlanith, the city of Inquanok, the Nameless Rock, and the ruins of ancient Sarkomand.

By steering a ship toward the horizon, where the Cerenerian Sea
touches the clouds, it is possible to sail into the sky; and thus reach
places like the cloud-kingdom of Serannian.
Scheherezade

**Scheherazade** (/ʃəˌhɛrəˈzɑːd, -də/[1]) is a major female character and the storyteller in the frame narrative of the Middle Eastern collection of tales known as the *One Thousand and One Nights*. According to modern scholarship, the name Scheherazade derives from an Arabic form of the Middle Persian name *Čehrāzād*, which is composed of the words *čehr* (lineage) and *āzād* (noble, exalted). The earliest forms of Scheherazade's name in Arabic sources include Shirazad (شيرازاد, *Šīrāzād*) in Masudi, and Shahrazad in Ibn al-Nadim.
The North

The Northern continent of the Dreamlands is mostly a cold, fairly
barren place. The centres of civilisation on this land are the city of Inquanok and the ruined city-state of Sarkomand.

There are towns and villages
 dotted around the plains and mountains of the Northern continent,
though they tend to be situated in the southern reaches, and around
Inquanok.

Dominating the centre of the continent is the hideous Plateau of Leng, where most men fear to tread.

Further to the north is the Cold Waste - mountains that eventually lead to Kadath, the fortress mountain where the Earth Gods are said to live. Apparently the fortress was built with onyx from The Giants' Quarry, which is situated on more-accessible lands to the south.
Allégeance : Mensonges et Trahisons

* Clan de la Glace
* Clan du Feu
* Clan de la Lune
* Clan de la Nuit

Chef : Étoile de Frêne - chat brun foncé tacheté de noir aux yeux verts

Lieutenant : Patte Féroce - chat gris tigré

Guérisseur : Orage Blanc - chat blanc et brun

Guerriers :

Croc Accéré - matou gris aux yeux ambrés

Griffe de Jaguar - chat brun et noir

*Apprentie* : Nuage de Truite

Feuille de l'Aube - chatte blanche aux yeux bleus

*Apprentie* - Nuage de Givre

Pelage de Neige - chatte brune claire aux yeux verts

Ciel Sombre - chat gris foncé et blanc

*Apprenti* - Nuage de Furet

Fleur de Lys - femelle blanche et grise

Cri du Lynx- chat brun crème tacheté

Poil de Mousse - chat noir et blanc

Cœur de Tornade - chatte grise claire tigrée

Aile de Faucon - chat brun tigré

Lune de Nuit - chatte noir aux yeux sombres

Apprentis :

Nuage de Furet - chat blanc tacheté de brun

Nuage de Givre - chatte blanche

Nuage de Truite - chatte écaille

Reines :

Tornade Gris - chatte grise mouchetée (Compagne d'Étoile de Frêne)

Anciens :

Queue Tordue - chat brun au museau grisonnant et à la queue tordue

Belle Fleur - chatte écaille
Outer Monstrosities

The Outer Monstrosities are a race of astral, aetherial, nebulous,
predatory psychic forces and intelligences, made from different states
of matter than that which humans are familiar with, which swim the eerie
 "Outer Circle" beyond the Earth, occasionally plunging down into the
depths of Earth's more familiar material world, through weaknesses in
Earth's psychic defenses, to sate their alien lusts and hungers for
psychic human entity. The Outer Monsters are vast and, perhaps,
formless in any sense we are familiar with - or alternatively hold a
form that is too terrible for material man to behold and remain sane,
with the most detailed descriptions of these monstrosities gathered from
 sketchy impressions left upon terrified and maddened voyagers into the Astral Plane where it borders upon the Outer Circle where these monstrosities thrive.

These entities pose a terrible threat to Earthly life in general,
 but to the physical and psychic essence of astral travelers and
psychically vulnerable human beings in general, with potential effects on
 material victims ranging from severe psychological and astral/spiritual
 attacks that might result in madness or catatonia resulting from damage
 to the mind or astral body, to physical attacks resulting in physical
corruption or material destruction and complete disintegration.

Standing between Earth's ordinary material plane and the Outer
Circles of these Monstrosities are Earth's psychic or astral defenses,
built in distant prehistory by strange, distant, ascended masters of the
 Astral Plane for their own inscrutable but seemingly benevolent
purposes, defenses that have eroded but are still sparsely patrolled and
 defended by these "Ab-human Priests of Raaee"
 when called upon with the proper incantations and rituals to do so,
though the defenses continue to erode, and the Priests grow increasingly
 distant and forgetful; in time, it will be the responsibility of
humanity alone to rebuild and maintain these defenses....

It is interesting that when looking for an example of a completely alien form of life in his letters or stories, H.P. Lovecraft returns again and again to the idea of a sentient gas, a living nebula, which is indeed much the same as the amorphous spaceborne forms of the Outer Monstrosities.
High Sorcery

High Sorcery is a form of magic that requires the caster to speak words that form poetry, usually rhyming poetry. This poetic form of language triggers the intention, the focus and the harmony required to cast a spell. High Sorcery always invokes a force, element, god or interdimensional being of sufficient power to produce an effect for the spellcaster.
Dépendance affective

## **Description**

La dépendance affective, est, dans tous les types de relations, une dépendance, une addiction a l'affection et la présence d'une personne avec qui l'on entretient ou a entrenu une relation amoureuse ou simplement sexuelle. Dans le cadre des relations sacrées, la dépendance affective est omniprésente. Dans la relation Flammes Jumelles, les deux polarités éprouvent une dépendance affective différente qui leur est propre. La ou le Chaser a tendance à développer une dépendance affective pour son Runner, ce dernier à plutôt tendance à développer une dépendance affective négative, pour son énergie tierce.

La dépendance affective est considérée par les psychologues et psychiatres comme une véritable addiction, qui peut, à long terme, être néfaste pour la personne concernée. Dans le cas des relation sacrées et principalement de la relation Flammes Jumelles, cette dépendance doit être vaincue des deux côtés pour que les deux polarités puissent enfin entrer dans la phase de vie commune.
Blacklist

These are people who are **NOT** aloud to join the cast.

* Sunnyfan22 (despite being a TSRITW rebel, he vandalised BB230’s page on the Battle Cats Character Creator wiki)
* Catmonster928 (stalked BB230 on several wikis just to vandalise BB230’s pages or attempt to disprove his arguments)
* TSRITW (you should know why)
* Sally[and then whatever those numbers are] (again, you probably know why)
* QurryQuserCoolUser2 (doing all kinds of bad stuff to the NSC)
* Jadan1111 (making spam pages on 4 NSC wikis)
* Jorvin18 (He's underaged)
* Nou404Epic! (Here at NumberToon, we don't want a repeat of the Night Glue drama)