recursal/Fanatic-Fandom huggingface dataset:
Tool Possession Phenomenon

The Tool Possession Phenomenon is a reasonably well-understood phenomenon, where an inanimate object is possessed by a Spirit. This happens as a result of a Spirit's innate desire to interact with the Material Plane in conjuncture with their ability to slightly manipulate random events.

In essence, a Spirit has the ability to change the outcome of nondeterministic events. However, this is not as simple as desiring a specific outcome in order to make something happen. Rather, it can be compared to the process of composing music: There is a large but finite amount of possibilities for input, but only very few combinations will create an output that is distinguishable from random chance, and even fewer will have the desired output. Even so, if one is willing to put enough time and effort into it, the desired result will eventually be reached.

That means that in order for a Spirit to effectively possess an object, it first needs to spend a certain amount of time familiarizing itself with that object. The amount of time required is directly proportional to the complexity of the object. Hence, Spirits usually only possess objects if they feel a worthwhile payoff is to be expected.

This condition usually holds true for objects that allow for a relatively strong influence on the Material Plane, as well as objects that are often interacted with by entities with a Physical Form. The latter was what first gave rise to the name of this phenomenon, since it was observed that especially cherished tools, weapon and armor had a high chance of being possessed by Spirits. This is because this allows the Spirits to be close to whoever is using the tool, and thus satisfies their desire for interaction and contact.

The other category of objects that Spirits tend to possess are objects which, by their very nature, rely on chance for semi-autonomous behaviour, such as complex Iserial Programs or Golems. Some of these are, in fact, created with the intent of having them be possessed by a Spirit, and as such aim to make it as easy as possible for Spirits to use them.
Transcendental Elements

Transcendental Elements are Iserial Elements that are not Sphere Elements. These Elements have special properties, are powerful, and difficult and/or dangerous to use. Within each world, there are exactly two Transcendental Elements: The world-specific Transcendental Element that reflects the world itself (Ilyfra in the world of Ceal) and the divine element of Minayero. These two elements are always Opposing Elements.
Zephyr Kefato

A male Gryph of the Stormwind Tribe, and a talented young Ferogryph handler in Rynda.

Zephyr is an energetic and impulsive Gryph in the prime at the very brink of adulthood. He has a knack for handling his more feral siblings, the Ferogryphs, and is currently spending his days tending to the Sky Knights' mounts in Rynda, dreaming of becoming a fully-fledged Sky Knight himself one day.

He was scouted as a Ferogryph handler by a Sky Knight patrol at age 8, when he spent much of his time playing with a local flock of Ferogryphs. Moving from his home, a sleepy little hamlet to the south of the Aluram Peaks, his proficiency at handling his
 feral cousins quickly became apparent.

Over the years, Zephyr spent much of his free time training to join the Sky Knights. However, when he attempted the entrance exam just after his 12th birthday, he failed - not miserably, but still by a good margin. It was the Grand Sky Captain Raphael Merari himself, who subsequently encouraged the disheartened Gryph not to give up and try again. He also praised Zephyr for the outstanding work he had done with the Sky Knights' Ferogryph mounts, training them and seeing to their health, and promised him a bright future in the ranks of the Sky Knights.

Motivated as such, Zephyr has redoubled his efforts ever since, and is now anxiously awaiting the coming of the next entrance exams, confident that this time around he will be able to make the cut.
Secondary Iserialogy

Colloquially also known as elemental magic. This is by far the most widely used Grade of Iserialogy, making up for over 90% of the total use of Iserialogy in any given world. Secondary Iserialogy is the only type of Iserialogy that directly uses elements other than Minayero.

Secondary Iserialogy, broadly spoken, revolves around the manipulation of energy and matter, Although it can't directly create or destroy matter, the fact that it can convert matter to energy (including Iserial Energy) and vice versa still makes it possible to generate matter out of "thin air" or reduce something "to nothing".
Vortex Point

## Vortex Points

Locations of the Vortex Points on Ceal

A point where Iserial Energy of a specific element is particularly strong. Most planets have a regular grid of vortex points. Vortex points are indications of weak points in the World Wall, and as such are convenient locations for Dream Gates. Due to the influx of Iserial Energy around a vortex point, strange phenomena tend to occur in these places.

## On Ceal

Ceal has a grid of twelve Vortex Points, of which the Yaera Vortex Point located at the south pole of Ceal is probably the most notable due to it being the location of Eykiro, Ceal's one and only Dream Gate. Further Dream Gates were planned at other Vortex Points near the end of the Golden Age of Iserialogy. However, the untimely occurrence of the First Novean War brought these plans to an abrupt halt, and caused the required technology for the construction of Dream Gates to be lost.
Types of Worlds

Worlds come in all different types and shapes. However, they can be categorized by a number of discrete criteria.

## Accessibility

* Sealed Worlds: Sealed off from the River of Dreams
* Open Worlds: Have access to the River of Dreams
* Linked Worlds: Are connected to other worlds by Causeways

## Boundary

* Bounded Worlds: Of finite size; direct access to the River of Dreams possible by crossing the boundary
* Infinite Worlds: Of infinite size; access to the River of Dreams only possible by breaking through the World Wall
* Recursive Worlds: Of finite size, but "round" in all directions; access to the River of Dreams only possible by breaking through the World Wall

## Origin

* Explicitly Created Worlds: Created by one or more entities with very specific parameters in mind
* Implicitly Created Worlds: Created by one or more entities, but left to develop on its own with only minimal interference
* Matured Dream Worlds: Dreams that grew stable enough over time to gain a World Wall
* Random Worlds: Came into being on its own, caused by fluctuations in the River of Dreams

## Special Types

* Paradise Worlds: Created by some Deities to reward devout followers
* Purgatory Worlds: Created by some Deities to punish sinners
Tiberius Kheral

Tiberius Kheral, a character from „The Chronicles of Ceal ~ The Crystal  Seal“, and one of the four Regents of Cetara, also known as the Hammer  of Fate.

Firm as a rock, he always keeps his composure even if things are getting  heated. Tiberius prefers thinking things through over making rash  decisions, and many delicate situations were defused because he kept a  cool head. He is also a pragmatic bear and believes in practical  solutions. Religion and phiosophy means little to him, as he is  convinced that problems should be solved with one's own ability rather  than relying on spiritual guidance or hoping for a better tomorrow.
In battle, Tiberius is a fearsome opponent who fights with a grim  determination, swinging his mighty mallet around with deadly force, while trusting his sturdy plate armor to deflect incoming attacks.
Flair Arayto

Flair Arayto, a character from „The Chronicles of Ceal ~ The Crystal Seal“, and the most powerful of the four Cetaran Generals, also known as the Spellslinger.

Flair hails from the great city of Helix, capital of the republic of Cetara. She was neither born into a particularly wealthy or influential family, nor did she receive the highest marks during school. However, there was one quality that distinguished her among her peers: Her unparalleled prowess with Iserialogy.

Even before she could walk properly, Flair already managed to manipulate Iserial Energy even without the help of Crystals. Her skill with Iserialogy flourished, and by the time she entered school, she had already mastered more Iserialogies than most graduates. She was eventually enrolled in an academy for Iserialy gifted youngsters, and quickly climbed to the top of her class. By the end of her education, she was known as one of the most promising Iserialogists in all of recorded history.

Naturally, many people wanted Flair to give up her freedom and live as an Oathbound, using her skills for the good of the nation. However, she was not particularly looking forward to that, and chose to remain a Freeborn, living a good and carefree life while looking down on those who were not as skilled as herself.

It was only two years later that Flair suddenly changed her mind and chose to become an Oathbound after all. She never told anyone her true reasons for doing so, purporting that she had finally realized the responsibility that came with her powers, and although some Oathbounds were skeptical, most of them were simply glad that Flair had come around after all, and welcomed her into their ranks.

It didn’t take Flair very long to be universally recognized, and she got promoted on a very regular basis. Eventually, there was even talk about her becoming a Regent. However, much to everyone’s surprise, it was Flair herself who declined the title, saying that she would prefer to do her part as a General while someone more suitable claimed the Rank of Regent. And so it came to be that Flair was assigned as the Cetaran General of the Blade of the Dragon – Ozymandias Lifrakeiz – while an older mouse-Wel by the name of Mavia Trepoa claimed the Rank of Grand Iserialogist.

Ever since, Flair strives to impress. She is known for her hot-bloodedness and her fervent enthusiasm regarding her missions. Whatever mission Ozymandias assigns to her, she completes without fail (though it deserves to be mentioned that Ozymandias wisely refrains from giving her any missions that require any amount of tactfulness or finesse). Her latest mission brings her to the distant continent of Rida, where she is tasked with tracking down the traitor Noah, as well as killing the Chosen to prevent the resurrection of the Goddess Nova.
Ryndean Dominion

The Ryndean Dominion was a large federated monarchy in eastern Pelagia centered around the city of Rynda. Stabilized by the influence of the Sky Knights, the Ryndean Dominion was one of the first large nations of the Novean Species.

The Ryndean Dominion eventually allied with the Holy Kingdom of Aidenous to subdue the Unganian Tribes in central Pelagia. They eventually grew ever-closer to Aidenous under the guidance of the Novean Faith, which was prevalent in both nations. Eventually, in AN 750, they merged through act of a royal marriage, and although the fusion was on equal terms, both country opted to take the name of the Holy Kingdom of Aidenous for both of them in honour of the Goddess Nova who had guided them to facilitate this peaceful union.
Ultros

Ultros as seen from space

Location of Ultros on Ceal

One of the continents of Ceal, also known as the frozen continent.

Stretching all the way to the south pole, Ultros is the most frigid place on Ceal. Most of it is covered by the Keysire Tundra and the Nebeiris Taiga. Only to the very north is there a narrow stretch of temperate land: The Traybo Plains bordering the Nilkijelzystra Forest. Yet despite the harsh conditions, there are still people who fondly call this hostile place their home.

Ultros is the refuge of the Wel. They live in the Republic of Cetara under the rule of four Cetaran Regents. After their defeat in the First Novean War, the surviving Wel fled to this remote corner of the world to rebuild their society. Ever since, they have been at constant war with the Novean Species in general, and the Holy Kingdom of Aidenous in parituclar. As such, members of the Novean Species are relatively rare in this corner of the world. Though members of other Cemarelij species are more common, all in all, Ultros is a land clearly dominated by the Wel.

The biggest city in Ultros is the Trading City of Aeryamaru, located on the northeastern tip of the Traybo Plains. Apart from that, the only other major city is the Frozen City of Yruma, located at the very border of the Nebeiris Tundra and the Keysire Taiga.

Ultros is also notably the location of the Eykiro, the first portal - a stabilized breach in the World Wall, allowing access to the River of Dreams, as well as providing a passage to Meviek via the Causeway. Eykiro is located at the Yaera Vortex Point atop the mountain Yaelegaro, which is located at the precise south pole of Ceal in the Keleyreste Mountains.
Units of Measurement

The world of Ceal has its own units of measurement. Most of them were introduced by the early Scholars of Elementarism. Like the numeric system of Ceal, they mostly follow a hexadecimal system.

## Distance

The basic distance unit of Ceal is the *felto.* One *delfelto* is defined as exactly 1/(16^16) of a light year, which makes one *felto* equal 1/(16^14) of a light year. Taking into account the length of the year on Ceal, this means that one *felto* equals roughly 17.3m, or about the length of a hand. Incidentally, the *belfelto*, the 16th fraction of the *felto*, equals very nearly 1cm.

All other commonly used distance units are created by prepending magnituded prefixes before *felto*. This results in the following commonly used distance units:
Ryil

Ryil is a dimensional property of Minayero that can roughly be described as "concreteness". Unlike Urst, Ryil can easily be measured as a value between 0 and 1, where 0 refers to the River of Dreams, and 1 to a World. Dreams fall somewhere between the two, and may change their Ryil value over time. A Dream that reaches a Ryil value of 1 gains a World Wall and thus becomes a world, while a Dream that falls to a Ryil value of 0 dissipates into the River of Dreams.

The difficulty of traversing the Ryil axis depends on where one is located along it. Within a World, it is generally difficult-to-impossible to drop to lower Ryil values (aka, entering the River of Dreams) without passing through the World Wall or using a Ryil Key. A breach in the World Wall effectively creates a steep gradient in Ryil, which allows access into the River of Dreams. Unless of massive size, these breaches quickly close themselves, with Ryil on both sides normalizing. If a breach of the World Wall is artificially kept open through the use of a Dream Gate, then that gradient will over time "shallow out", resulting in the area surrounding the Dream Gate inside the World to assume a dream-like quality, while the outside starts to reflect aspects of that World for some distance.

It is generally easier to ascend from a lower Ryil level to a higher Ryil level. For example, while in the River of Dreams, it is usually easy to "dive" into Dreams or Worlds, and it is usually easy to dive from Dreams into Worlds that share the same Space. While this always holds true for Dreams, sometimes the World Wall of Worlds prevents this kind of access, however, requiring the use of a Dream Gate or Ryil Key to get inside.
Sanctuaries

Sanctuaries are locations which, for one reason or another, are completely devoid of Iserial Energy of at least one Grade. They may either be naturally occurring or artificially created, though the artificial creation of a Sanctuary is an extremely difficult and advanced feat.

Sanctuaries that are devoid of Primary and/or Tertiary Iserial Energy often go unnoticed, but Sanctuaries that are devoid of Secondary Iserial Energy are usually well-known by local residents due to the profound impact they tend to have on people, plants and animals. However, apart from depriving them of Iserialogy, Sanctuaries do not have any adverse effects on Biological Beings or Mechanical Constructs, and for that reason may be used as a place of refuge if they are threatened by anything of Iserial origin. In fact, this is the very reason why these places became known as "Sanctuaries".

Sanctuaries are especially dangerous to Iserial Creatures due to them subsisting on Iserial Energy, but not outright fatal since almost all Iserial Creatures have internal reserves of Iserial Energy which they can draw upon. Nonetheless, for and Iserial Creature staying within a Sanctuary is still extremely taxing, which is why Iserial Creatures tend to avoid Sanctuaries at all costs. Sprites, as semi-Iserial Creatures also don't like spending any amount of time within Sanctuaries.

Despite the absence of Iserial Energy within a Sanctuary, it is still possible to use Iserialogy within the Sanctuary by carrying a sufficiently shielded Battery Crystal. Also, Iserialogies cast on the outside will still travel a short distance into the Sanctuary before dissipating. In fact, certain Iserialogies that function by summoning objects and then applying an impulse to it - such as creating a rock and hurling it at a target - will still function perfectly well if cast from the outside due to the fact that apart from the creation and application of the impulse, no further application of Iserial Energy is required once the projectile has entered the Sanctuary.
Yaeresic Ocean

The East Yaeresic Ocean

The three parts of the Yaeresic Ocean

The Yaeresic Ocean is the most expansive of the Seas of Ceal, reaching approximately 5/6 across the world of Ceal in a diagonal fashion, from Jeljelra in the northeast to Eknaria in the southwest. With the exception of Jelkyera, all Continents of Ceal are to some degree bordered by the great Yaeresic Ocean.

Due to its massive size, the Yaeresic Ocean is commonly divided into three parts:

The East Yaeresic Ocean encompasses the part of the Yaeresic Ocean that is located on the eastern hemisphere of Ceal. It is bordered by Jeljelra, Zelsia, Ventana, the Asuar Ridge as well as the Zodiac Isles. The East Yaeresic Ocean actually extends a small bit into the western hemisphere, where it is bordered by the southwesternmost portion of Pelagia's coast. By definition, the East Yaeresic Ocean does not actually touch Ultros, although it ends just in front of its northernmost offshore islands.

The West Yaeresic Ocean encompasses the part of the Yaeresic Ocean that lies between the Zodiac Isles, Pelagia, Rida and Ultros. It actually stretches quite a bit into the eastern hemisphere to cover Ultros' western coast. It also encompasses the entirety of the Vaught Peninsula.

Finally, the South Yaeresic Ocean encompasses the remaining part, which is surrounded by Rida, Ventana, Ultros and Eknaria. The dividing line between the West and South Yaeresic Ocean is drawn at the oceanic ridge containing the Damaros Islands.
Soul

A Soul is the fundamental part of every Form of Existence. Put simply, a Soul contains the essence of what a creature is once everything else is stripped away. It could possibly be compared to a creature's consciousness without memories, or a creature's very nature. It is to be distinguished from the Spirit and the Physical Form.

All creatures with a Physical Form, such as Body, Hardware of Frame are composed of a trinity of a Soul, some sort of Physical Form, and a Spirit linking the two together. Spirits meanwhile only consist of a Soul surrounded by a persistent Spirit. In most cases, the Spirit dissipates when the Physical Form is destroyed, leaving the Soul to drift alone. But in some cases the Spirit persists, and a Spirit is born.

Unlike the Physical Form, which can be destroyed relatively easily, and the Spirit, which can be destroyed with some difficulty, a Soul is indestructible. While it can be damaged, broken, fragmented, imprisoned or otherwise negatively affected, there is no way to permanently destroy a Soul. Souls can, however, merge with one another given enough time.

A Soul consists of two distinct parts: The mantle, and the core. The core of a Soul is the indestructible part, and also can NOT be damaged, broken, or fragmented. The only part of a Soul that can directly be affected is the mantle. However, the mantle will, over time, change the core.

A Soul can be separated by cutting off a part of its mantle. This will weaken the original Soul, but the cut-off mantle will, in time, grow its own core, which will resemble the original core. Thus, a new consciousness is born. It is possible for this to happen on its own if a Soul is under extreme psychological stress, thus resulting in the creation of multiple personalities within the same Physical Form.

Two Souls can merge if they stay close enough for their mantles to become one. In time, the two cores will grow together and become one. Fusing Souls is a lengthy and gradual process that takes about 10 Absolute Years to complete. For the affected Souls, this feels like at first they're starting to understand one another, then sensing one another's thoughts, then sharing one another's memories, and eventually thinking the same thoughts at the same time to the point that for both it becomes impossible to tell where one ends and the other begins. At this point, the Souls are considered to have fully merged, going by the practical maxim of "How can I tell whether there's one Soul in my body, or ten Souls having the same thoughts and feelings?".
Space Key

A Space Key

A Space Key is a Dream Key which allows for movement within the space of a World, Dream or the River of Dreams. While primarily used for movement within a World, Space Keys are also a reliable way of traversing large distances within the River of Dreams without risking to be affected by Urst Drift.

Space Keys resemble black cubes made of Creametarium.
Zural Ocean

The Zural Ocean

Location of the Zural Ocean on Ceal

The Zural Ocean is the warmest of the Seas of Ceal. Located between Ventana, Eknaria, Ultros and the Asuar Ridge, this ocean is the main reason why Eknaria and Ultros are relatively habitable despite their polar location,

The Zural Ocean effectively gathers heat in the equatorial regions, and then gradually disperses it south by means of several ocean currents. This has a balancing effect on all affected landmasses, warming up Ultros and Eknaria, and cooling down Ventana and the Asuar Ridge.

It is also worth noting that a warm ocean current runs along the surface of the Taskanaya Strait between Eknaria and Ultros, thus keeping the passage ice-free year-round. However, the bays and shores of Ultros and Eknaria along both side of these passage are still iced-up for most of the year. As a consequence of this, the warm ocean current effectively serves as a very powerful natural barrier, keeping the continents separated. A cold counter-current runs along the bottom of the strait.
Ultima-Unit

The Ultima-Unit is an autonomous mechanical combat entity the size of a small space station or a large satellite. It was constructed by the Divine State of Mel-Erik during the Iserial War within the Judgement Grid and remains one of the single most destructive machines on (or at least near) Ceal.

Unlike the Judgement Grid - which was geared to take out large single targets - the Ultima-Unit was constructed with a wide array of weaponry to make it suitable for any situation, as well as individual propulsion and powerful Iserial Shields. In essence, it was to be the ultimate war machine, designed to operate from orbit and take out any type, number and formation of enemies from a safe distance, while also being protected against retaliation from the ground.

After the Iserial War, the Ultima-Unit - which had also been constructed with advanced self-protection protocols - was mothballed and later hidden within the very substance of Ringworld, where it endured the First Novean War. During the Second Novean War it was re-discovered in the Ring Ruins and used in the fight against the Goddess Nova.
Standard Year

A Standard Year is an objective measure of time that is independent of whatever definition of a year any particular world might have. However, in order to measure it on any given world, Physeicos must have a reasonably strong grasp on the world (which is true for the majority of worlds), since a Standard Year is defined as the half-life of Cadmium-109.

## Standard Year subdivisions

* 1 Standard Year = 10 Standard Months
* 1 Standard Month = 10 Standard Weeks
* 1 Standard Week = 4 Standard Days

## Comparisons

 Local Year Length
 Standard Month
 Standard Week
 Standard Day
Pretty Cure

Pretty Cure is a magical girl anime series produced by Funimation and TOEI Animation Studios. It first aired in 2004 to present time. It features magical girls with many different names with their first names being "Cure". It features many television series and movies as well. It also had a manga series as well.
Ring Ruins

The Ring Ruins surrounding Ceal

The Ring Ruins are the leftover remains of Ringworld after it was destroyed by the Goddess Nova during the First Novean War. Through a mechanism that is not yet fully understood but probably can be attributed to Nova's use of Minayero, Ringworld - despite being mostly made of Creatanium - fractured into countless pieces measuring from microscopic to several dozen metres across.

The majority of these fragments either flew odd into space or rained down on Ceal. However, roughly 10% of the material that Ringworld was composed of found stable orbits, and eventually aggregated into a ring of turquoise color. Cemarelij who are unaware of its origins usually simply refer to it as "The Ring", while those who are aware of its origins call it the "Ring Ruins".

## Astronomical Data

**Mean Radius**: 38,062 km (centred on geostationary orbit)

**Width:** 12,000 km

**Inner Radius:** 32,000 km

**Outer Radius**: 44,000 km

**Thickness:** 0.1 km

**Volume:** 2.91E+08 km³

## Appearance

The Ring Ruins appear as a turquoise-grey disc with a bright core that gradually fades out the further from the centre it gets. It is subdivided into small individual bands caused by bigger fragments clearing paths through the smaller fragments.

Furthermore, the outer half of the Ring Ruins tends t be more turquoise, while the inner part tends to be more grey in color. This is due to the fact that the denser materials of Ringworld - such as stone, metal and Creatanium - tend to orbit closer around Ceal than the lighter materials - such as ice and frozen plant matter.

The Ring Ruins can best be seen on Ceal during the summer months of a hemisphere, which is when they are illuminated by the light of the twin suns Falyra and Falycro. During that time, they can be observed both at day as well as night, and are most spectacular at night when Feera is not visible. Since they are mostly composed of opaque materials, they can't easily be observed during the winter months, when they are not directly illuminated. However, due to the ice crystals making up part of the Ring Ruins, they can still be observed during night time as a faint band across the heavens, as well as occluding stars and Feera.

Depending on the time of the year, the brightness of the Ring Ruins varies due to its angle to the twin suns. They are always brightest at the summer solstice, when they can be easily seen during the day and outshine Feera at night. They are darkest during the equinoxes, which is when the sunlight catches them edge-on. During that time, they are all but impossible to directly observe for about a week or so. During the winter half of the year, the Ring Ruins are at their brightest during the winter solstice, which is when the front of the Ring Ruins catches the most sunlight, and thus the ice particles in the rings scatter the most light to the backside. However, even during the winter equinox, the Ring Ruins can't be easily seen by day.
World Wall

A World Wall is the defining feature of a World, separating it from a Dream. It is a durable barrier separating a World from the River of Dreams. In Bounded Worlds, the World Wall exists within the same order of dimensions as the world itself, and can usually be crossed without having to break through the World Wall. In Infinite and Recursive Worlds, meanwhile, the World Wall exists in a higher dimension, and must be broken through in order to leave the World.

If the Dreams and Worlds are imagined as bubbles or spheres floating in the River of Dreams, then the World Wall can be imagined as the boundary of these domains, while the domains themselves are the space within. For example, a Dream can be imagined as a bubble, with a very thin membrane protecting it, which can easily be popped, thus dissolving the Dream. A World, meanwhile, can be thought of as a glass sphere of considerable thickness, making it impossible to destroy without great force.

Dreams can mature into Worlds under certain circumstances. This involves the Dream gradually getting more concrete, and the membrane protecting it to gradually grow stronger into a World Wall. Worlds that come into being in such a way are known as Matured Dream Worlds.

The best way to separate a proper World Wall from the boundary of a Dream is that at a certain point, Nightmares are no longer able to cross it. This point, curiously, is independent of the strength of the Nightmare, and once a certain tipping point is reached, neither a Nightmare Zevi nor a Nightmare Dragon will be able to cross or destroy the World Wall.

Breaking through the World Wall is essential in order to create Dream Gates. Since the World Wall is existing on a higher dimension in Bounded and Recursive Worlds, it is effectively present everywhere and oriented perpendicular to reality. As such, it is possible to break through the World Wall at any location. However, the stability of the World Wall depends by location. In fact, Vortex Points specifically occur at places where the World Wall is thin, and thus make for ideal locations for Dream Gates.

Destroying the entire World Wall of a world is theoretically possible and according to the Ailrokykli Archives has been done during the recorded history of Minayero. However, doing so would require exorbitant amounts of power, likely originating from several Deities and/or Ailrokyklij working together, while also possibly relying on support from the Ancient. At any rate, such a feat is clearly beyond the scope of Mortals.
The Chronicles of Ceal ~ Recession

The Chronicles of Ceal ~ Recession is a Pen & Paper RPG set in the late 13th century AN on Ceal. It is a narrative-focused game designed to allow players a maximum of freedom in their decisions while minimizing the required preparation for each session. Its dominant plothook is the Iserial Calm taking place in that time frame, and how it affects the world of Ceal.

## Gameplay

Like with most P&P RPGs, one player takes the role of game master, moderating the game, while the other players create a character each, which they will play for the duration of a campaign. A campaign is composed of several game sessions, over the course of which the players' characters accumulate experience and learn new skills. A full start-to-end campaign covering all tiers of play can last between 10 and 30 sessions.

Unlike most P&P RPGs, Recession is played with a set of cards instead of dice. A deck of challenge cards is used to dynamically generate content, as well as determine the difficulty and nature of the challenges which the players face. Two connected decks of karma cards are used to generate a random factor to the characters' actions, and a deck of hero cards is used to reward players for good role-play and give the characters a number of additional trumps to play.

## Species

Recession features a total of twelve playable species. In addition to the eight Cemarelij species of Ceal, the players are also able to make Fatikelij, Spirit and Puky characters.
Vashya Carmina

Vashya Carmina from the Crystal Seal Chronicle, an enigmatic Draykin lady of unknown origins with access to mysterious artifacts.

Little is known about this Draykin of the Jylcra-Clan of fire who roams the skies of Ceal aboard her ancient flying ship, the Reginleif. Rumors have it that she used to be an adventuress who - be it through skill or chance - came upon a stash of ancient Iserial artifacts, dating from an age long past, and somehow managed to figure out how to use them.

Apart from the Reginleif, her most prized possession is her unique weapon. Known as a Force Rod, this staff-like implement is able to shoot beams and blasts of concentrated Iserial Energy in a similar manner to marginally more common artifacts called Iserial Projectors. However, the output of Vashya's Force Rod greatly exceeds that of any known Iserial Projector, and on top of that, it also makes for a handy quarterstaff, since the design is quite sturdy.

In battle, Vashya is also able to utilize Virtualogy, an advanced from of Iserialogy, which modern day scholars have long theorized should exist, but the existence of which they have not been able to prove conclusively yet. Whether Vashya is simply a genius beyond equal, or has found an artifact which allows her to utilize this cutting-edge technique, is also debatable.

Curiously - and possibly thankfully - Vashya seems in no way to inclined to use her superior technology to interfere with society, or the Chosen's quest to resurrect the Goddess Nova. Instead, she roams the world freely, and participates in whatever actions strike her fancy. Could this mysterious lady truly be nothing more than a whimsical adventuress who got lucky? Or does she have a hidden agenda, and is just bidding her time until the day comes for her to finally execute her plan? Only time knows.
Vaught Peninsula

The Vaught Peninsula as seen from Space

Map of the Vaught Peninsula

The Vaught Peninsula is a large peninsula with an area of over 1,000,000 km², which forms the south-westernmost tip of Rida. It is a roughly rectangular landmass that is bordered by the South Yaeresic Ocean to the South, and the West Yaeresic Ocean to the north and west. Its eastern border is defined by the Vaughtfall.

The Vaught Peninsula is relatively flat, being covered with Forests especially near its four corners, and consisting of hills covered mostly in grassland further inland. Despite it being located in tropical latitudes, the Vaught Peninsula is relatively cool as a result of cold ocean currents - especially near the southern coast. Thus, especially the southern coast has a warm temperate climate, while the center and north are more subtropical.

The highest elevations of the Vaught Peninsula can be found in the Jazek mountains to the west, which also block some of the incoming rain. However, rainfall coming from the south still provides the central Markin Ridge with enough rainfall for it to be covered in lush grasslands, if not in forests. The central Markin Ridge consists mostly of round hills that rise a few hundred meters above the valleys separating them at most.

With its temperate and subtropical climate and ample rainfalls, the Vaught Peninsula has been a popular place for civilizations to settle all throughout the history of Ceal. In the Crystal Seal timeline, it belongs to the Holy Kingdom of Aidenous and composes the largest part of the South Rida Province.
Ungani Savannah

The Ungani as seen from space

Location of the Ungani in Pelagia

 The Ungani is a major landscape on Pelagia, spanning most of the continent's width. It is an arid, subtropical area mostly composed of dry steppes, with wet steppes and deserts at its borders. It stretches from the Lasiondyr Canyon in the west all the way to the Pargic Sea in the east, and from the Medlagian Sea in the north to the West Yaeresic Ocean in the south. In the past it used to be the home range of the Unganian Tribes, while today it falls within the domain of the Holy Kingdom of Aidenous.

## Sub-Areas

* Balirian Highlands
* Heru Spikes
* Efkord Steppes
* Logar Shield
* Sebil Badlands
* Lost Sea
Thani

The wise Thani Tribe Celinne are extremely rare. In Retafilo-morph, they are most easily distinguished by their wings and purple-and-black hair. In Lyerelo-morph they take the form of Ilyfra Clan Dragons, and are only distinguishable by their smaller size. Just like Ilyfra Clan Dracoforms, they are capable of surviving in outer space. Thani Tribe Celinne are the only Celinne that are naturally capable of flight.
Youko

Youko are Mortals that have been empowered by Lady Rouge or Lord Reynard, and assume a fox-like appearance. Their primary characteristic is that they can have up to nine tails, and grow in power the more tails they have. Each Youko also has a Foxblade of his/her own.

The conditions a Youko must fulfil in order to gain more tails are highly individual, and are presumably determined by Lady Rouge/Lord Reynard for each Youko individually. However, these conditions are not communicated clearly. Instead, a Youko only gets a rough idea of where he/she must go in order to earn his/her next tail, and once he/she gets there, he/she starts to understand what his/her purpose at this place is. It has to be noted that these "tail trials" never go against a Youko's nature or values. Rather, the tail trials serve to bring out the true colours of the shining core of a Youko's soul.

Youkos always come in pairs. If the Lady Rouge makes a Youko of one Mortal, the Lord Reynard makes a Youko of another, and the fates of these two Youkos will be forever interwoven. Generally, there are two directions in which this can go. Either, the two Youkos will compliment one another and become partners, or they will oppose one another and become rivals or enemies. In the latter case, the two Youkos will usually clash at some point and cancel one another out, either dying, or becoming normal Mortals again. There is no way for an odd number of Youko to exist. If one Youko is killed in any way, the other Youko either dies or becomes a normal Mortal again.
Yaelegaro

Location of Yaelegaro on Ultros

Yaelegaro (zer.: Ice Crest) is a great mountain located at the south pole of Ceal. While the peak is several kilometres away from the south pole, the south pole still clearly lies on the flanks of this great mountain. Rising 6,397m above sea level, Yaelegaro is actually one of the smaller mountains of the Keleyreste mountain range, which features some of the tallest mountains on Ceal.

Nonetheless, Yaelegaro is still a harsh place due to the Vortex Point of Yaera being located here. This makes it to the single one coldest point on Ceal, even during polar summer, with temperatures ranging between -30 and -90°C. As such, only the very hardiest creatures such as Yaera-Clan Dracoforms can survive here without the use of some sort of warming Iserialogy or equipment.

Nonetheless, this was the location chose for the construction of Eykiro, the first and to date only Dream Gate on Ceal. The reason why this site was chosen was that while relatively remote, it is one of only four Vortex Points that are located on land, with two being on small islands, and the third potential candidate being located close to a densely populated area, making it a decidedly bad point for performing an experiment that effectively consisted of breaking through the fabric of space and time itself.
Wild Geese

Wild Geese was the name of a band of adventurers consisting of Idra Kegis, Jioan Reklif, Claudia Zerin and Marius Zerin. They gained some local renown on Makariba, Pelagia and the Vaught Peninsula.

The Wild Geese were officially formed after Idra and Jioan (who had already been travelling together for quite some time) saved the teenage Claudia, who in her ambition to prove herself as a monster hunter had overestimated her own abilities. Since they got along well with one another and their abilities complemented one another, they decided to stick together and named themselves the "Wild Geese", signifying a tight-knit group of wild spirits who go wherever the wind takes them.

In the original Wild Geese, Claudia took the role of the front-line fighter with Idra providing ranged support with Dragon Breath and Iserialogy while Jioan acted as a skirmisher and, if needed, healer, relying on Naleiro-elemental Iserialogy.

Wanting to see the great tree Gand'Shirar, they eventually travelled to Pelagia, where their adventures took them into the Ungani Savannah for quite some time. There, Claudia met Marius, who at the time was a promising young hunter of one of the many tribes of the Ungani. The two of them hit it off right away, and so Marius ended up joining the Wild Geese, taking a role of skirmisher and switching between close and ranged combat as needed.

After Claudia got pregnant with Marius' child, the Wild Geese decided to move to Claudia's home town of Selim on the Vaught Peninsula, which was an area that at least three of the four were not familiar with and had an interest in exploring. However, their joint adventures became somewhat less common once Sylvia gave birth to first Sylvia and later Bokay. Eventually, Idra and Jioan started taking off on longer and longer duo adventures, and the Wild Geese would likely have fallen apart before long, however...

...before that could happen, Archdemon's Raid occurred, bringing the Wild Geese together for one last time, yet also tearing them apart as Claudia and Marius used Minayero to seal Archdemon away, thus forfeiting their lives. This final sacrifice made the Wild Geese into local heroes, while also ending their adventures for good.

Afterwards, Idra should stay behind to look after the now orphaned Sylvia and Bokay along with Claudia's mother Amelia Zerin, while Jioan - being a Celinne and thus having a much more limited lifespan than Idra - eventually took off to explore more of the world while he was still able.
Rida

Rida as seen from space

The location of Rida on Ceal

One of the continents of Ceal, Rida is a continent of contrasts that can be roughly divided into four parts: South Rida, Central Rida, the extensive Stiuraj Mountain Range in the north, and the Makariba subcontinent to the east.

South Rida is separated from Central Rida by an arid mountain range known as the Marracks, through which only few paths - such as the Maaring Coast Road - lead, and is in itself also divided into an eastern and a western part. The temperate southwestern Lefvian Peninsula stands in sharp contrast with the barren Sanah desert spanning the southeastern portion of Rida. Notable cities of South Rida are Selim, the capital of the Principality of Fagnos, as well as Maaring, capital of the Grand Duchy of Vernezi.

The center of Rida is a basin composed mostly of steppes and highlands, ranging from dry to wet. Geographically, Central Rida is almost a perfect basin, being almost fully surrounded by mountains, which gives it a very unique climate. The entire northern half of the basin is composed of the Agine Rainforest, a massive tropical jungle. Located on the banks of the mighty Aragyune river lies the Crusaders' citadel city of Fienyn.

The northern part of Rida is almost entirely mountainous, being composed of the massive Stiuraj Mountain Range. Combiend with the Agine Rainforest, this forms a natural barrier. Located between the Northern Stiuraj and the Central Stiuraj, however, there is the long and fertile

Venner Valley, in which the bustling trade city of Kiehlero is located.

The eastern end of Rida is defined by Makariba, the biggest island on all of Ceal. In fact, some scholars argue that Makariba should be seen as a separate continent in its own right. Makariba is separated from the rest of Rida by the Kerian Sea.

This continent is also known as the cradle of civilization for the Novean Species. The high diversity of this continent allowing trade to flourish.

Politically, Rida is under the control of the Holy Kingdom of Aidenous, and as such is populated mostly by members of the Novean species, although members of other species are tolerated as long as they abide the laws.
The Great Chant

The youngest of the seven major religions of Ceal. This religion’s origins lie in the tribal cultures of the nomadic Celinne tribes that used to freely roam the Ungani and began to pick up pace around AN 300. This religion is akin to Keylanity since it is passed down orally, but unlike the former, it is passed on through song and focuses on the phenomenon from which it takes its name. According to this religion, the Great Chant is a sort of intangible melody that permeates the entire world and shapes the flow of things, fitting individual melodies together into a greater whole.

According to the teachings of the Great Chant, the Chant is the natural flow of things, which results in the best possible way of life for all involved. Cemarelij and Fatikelij alike are not compelled to follow it, yet those who do will find their lives fulfilling despite all challenges, in harmony with the Chant, while those who struggle against it will create dissonance and experience setbacks and disappointments. Chanters seek to attune themselves to the Chant so that they may find the path of harmony and avoid dissonance, while Melodists help Chanters find the right way.
Urst

Urst is a dimensional property of Minayero that can roughly be described as "parallelity". In Minayero, multiple Spaces can occupy the same space and time and yet be different and unable to interact with one another, because their Urst is different.

Unlike Time which features one linear dimension, and Space which features three dimensions, Urst does not appear to have a finite number of dimensions. Rather, it seems to range freely over a "probability continuum", which represents the infinite choices made every moment, and their infinite possibilities. Two Worlds or Entities with similar Urst values will most likely be similar, though that is not a guarantee. Since a small difference in Urst equals a small difference in decisions (or random events), it can also mean that a cataclysmic event that was narrowly avoided in one World did indeed happen in the other World, thus making them radically different.

Urst values have special and highly complicated properties that allow them to be "saved" using Tertiary Iserialogy. Also, the Urst values can (through complex algorithms) be used to determine if two Entities originated from the same World, or if two Worlds are parallels of one another. These properties are being made use of by Urst Keys in order to travel between parallel versions of a world.

Urst is one of the things that complicate travel within the River of Dreams. Unlike Time, Space and even Ryil, which are easily observed, travellers in the River of Dreams often find themselves subject to "Urst Drift", where they slowly drift around the Urst continuum. While this is not at all noticeable as long as travellers keep seeking out new Worlds, it often comes as a shock when travellers return to their home or other previously visited world, and due to Urst drift find them radically different from when they left on account of effectively having returned to a parallel world instead. This can be particularly disconcerting when travellers return to a version of their home World in which they never left, and thus run into a parallel version of themselves. Dream Maps are the most common way of combating this Urst Drift, not only allowing travellers to keep track of their current Urst, but also guiding them back to the same versions of Worlds which they already visited.