recursal/Fanatic-Fandom huggingface dataset:
Empathy

Empathy is the ability to both sense and affect the emotions felt by others in the surrounding vicinity.

Unlike the innate humane capability of empathy (which is simply the ability to understand and share the feelings of another), the Descendant ability of empathy is the supernatural ability to actually sense and manipulate the feelings and emotions of other people.

### ***Limitations***

As with any other ability, the extent of focus and concentrations are natural limitations for any users of this ability. Other limitations include:

* The empathetic capacity of the user
* The user's actual sensitivity to and interpretation of a specific emotion
	+ Due to different individuals experiencing emotions differently to one another, some emotions tend to be felt more or less intensely, or in some cases, misinterpreted entirely as a different emotions

### ***Application Examples***

* Transference - the ability to transfer an emotion felt by one to another being
* Overloading - the ability to overload the senses of a being, incapacitating them

## Siân O'Gallagher

Siân is among the most feared empathetics in the Academy, capable of inflicting deep negative emotions in her victims. She is particularly noted for her favoured power of incapacitating multiple opponents with the illusion of searing pain, described by her victims as though being sliced through the body by a hundreds of tiny needles.

Her abilities are capable of affecting multiple around her, but are most concentrated when focused upon a single target, often causing such a serious effect on her victims that even after subjection they experience symptoms akin to post-traumatic stress disorder.

### ***History***

Siân's powers manifested in the aftermath of a near-death experience, where the normally quiet and introverted 12-year old was shoved into a bag by a gang of ex-cons and thrown into a river. The Academy intervened and rescued her from drowning, before she unintentionally disabled all around her with the same desperation and fear suffered during her ordeal. She is now closely supervised and trained by the Academy, though she is no less feared by her fellow Academians.
Sense Deprivation

Sense deprivation is the ability to rob another of one or more of their natural senses.

Contrary to popular belief, sense deprivation does not affect the "5 human senses" alone, but may also affect other similar senses, such as the ability to feel temperature or joy.

### ***Limitations***

As with any other ability, any users of sense deprivation are subject to the extent of their focus and concentration. Other limitations include:

* The period of time over which the ability is used
* The range over which the ability is used
* The extent of deprivation

### ***Application Examples***

* Infliction - the ability to permanently rob another of one or more of their natural senses
Reality Manipulation

Reality manipulation is the ability to manipulate reality on one or more of the Planes, usually the Physical and Emotional.

Unlike most other abilities, reality manipulation is not ever consciously nor actively used. Either the manipulation of reality occurs through specific triggers (such as emotion or desire for a specific result), or very slowly over long time periods of up to several months.

Alongside reality manipulators being incredibly rare, with only a few manifesting such abilities within the space of a century, most are also completely unaware of their abilities. This arises from reality manipulators only capable of shifting the nature of reality at incredibly slow rates, often only leading to a desired result over the space of several days or even months.

Other reality manipulators on the other hands, as is the case with Libras, are capable of shifting reality on a monumental scale, and at vast speeds that render their abilities cataclysmic even at best.

### ***Limitations***

As reality manipulation does not require active/conscious use, it is not limited by concentration nor focus as many other abilities are. Instead, it is limited by:

* The speed at which they manipulate reality
* The extent to which they manipulate reality
* The range over which their abilities may take effect

### ***Application Examples***

* Triggered Manipulation - the ability to manipulate reality as a result of an emotional or circumstantial trigger
* Desired Manipulation - the ability to manipulate reality simply by desiring an outcome (though this takes prolonged periods of time)
Psionics

Psionics are a broad class of abilities, all of which involve the ability to generate and manipulate psionic energies.

Unlike the majority of psychic abilities which are involved with the mind alone, psionics involve psionic energies, which are capable of being physically touched and felt, but are controlled by the mind alone.

### ***Limitations***

As with any other ability, psionics are especially prone to the extent of their focus and concentration in controlling such energies that are sourced directly from the power of the mind. Other limitations naturally include:

* The amount of psionic energy used at any one point
* The integrity of the psionic constructs generated
* The length for which psionic constructs are maintained

### ***Application Examples***

* Psionic Fields - the ability to generate psionic force fields capable of withstanding physical and mental attack
* Psionic Locks - the ability to create psionic protection locks on a person, protecting their minds from the effects of other psychic abilities
* Psionic Singularities - the ability to concentrate psionic energies into a focal point, capable of detonation upon command
The Fourth Gate of Death

The Fourth Gate of Death is the Gate lying between the Third and Fourth Precincts. It is watched over by Elkaroth, called the "Walker", unseen and silent as he flows effortlessly among the giant waves that churn through the Fourth Precinct.

The Gate itself is a wall of pure Death energy that pulses inward to the Fourth Precinct, incinerating those not truly dead in an instant, hurling them further into the River.

The other Eight Gates are as follows:

* The First Gate
* The Second Gate of Belisar
* The Third Gate of Varanis
* The Fifth Gate of Khovat
* The Sixth Gate of Dymani
* The Seventh Gate of Orineth
* The Eighth Gate of Artavan
* The Ninth Gate

## Passage through the Gate

Similar to the Third Gate, those under the shackles of death pass harmlessly through the wall of energy.

To pass through the Gate, a Deathringer must apply a Death spell to themselves, making themselves immune to the otherwise incinerating effects of the Fourth Gate.

Done incorrectly, walking through the Fourth Gate sends the Deathringer reeling further into the River, and inflicting a painful burning sensation until removed by another Death spell.

### ***A Deathringer's Power***

Those who wield a Deathringer's power can sound the tone of Elkaroth. All souls and Dead who hear the bright echoing of Elkaroth are granted movement beyond following the River's path, or inversely stripped of all movement entirely, provided they have already been awoken from their slumber by the tone of Varanis.

* Should Elkaroth himself hear the sound of his own tone, or the tone of Belisar, he is temporarily incapacitated, and the tone of Orineth will freeze him in place; the duration based upon the purity and strength of the tone(s) sounded

## The Fourth Precinct

The Fourth Precinct is known to be the most dangerous among the Deathringers, flowing much faster than previous Precincts. With each pulse of energy from the Fourth Gate, massive waves of tidal proportions threaten to smash its cargo straight into the Fifth Gate. For this reason, Deathringers must cast a combination of Death spells to traverse the Precinct, simultaneously freezing the waves and creating a passage through the entire Precinct between Gates.
The Third Gate of Death

The Third Gate of Death is the Gate that borders between the Second and Third Precincts. Guarded by Varanis, called the "Waker", the Third Gate churns quickly as Varanis maintains eternal watch over the souls who pass through his guard.

The Gate itself is a wall of endlessly falling water, quick to wash those not under the shackles of death straight to the realm of death itself.

The other Eight Gates are as follows:

* The First Gate
* The Second Gate of Belisar
* The Fourth Gate of Elkaroth
* The Fifth Gate of Khovat
* The Sixth Gate of Dymani
* The Seventh Gate of Orineth
* The Eighth Gate of Artavan
* The Ninth Gate

## Passage through the Gate

Under the shackles of death, truly dead souls pass unaffected by the churning waterfall that pours down into River from an eternal source.

To pass through the Gate unshackled by death, a Deathringer must cast a simple Death spell to part the waterfall, creating an arch through which they may walk through.

Should they fail to create a safe passageway, the waterfall instantly freezes in time, becoming somewhat solid to the conscious touch and rendering passage impossible except to the truly dead. The water is only unfrozen by another Death spell, or by Varanis himself.

### ***A Deathringer's Power***

Those who wield a Deathringer's power can sound the tone of Varanis. All souls and Dead who hear the rough chiming of Varanis are instantly awoken to consciousness, freed from the shackles of death and awakened from their slumber. Varanis' tone is often used in conjuction with the tone of Orineth, the Binder, to grant command over the otherwise aimless souls; or with the tone of Dymani, the Thinker, to give these souls autonomy again.

* Should Varanis himself hear the sound of his own tone, or the tone of Belisar, he is temporarily incapacitated, and the tone of Orineth will instantly freeze him in place; the duration based upon the purity and strength of the tone(s) sounded

## The Third Precinct

Within the Third Precinct, the Rivers flows a little faster relative to the previous Precincts, with small waves beginning to form across the entire Precinct, though not so large as to be of any significant notice.
Masō Gakuen HxH Manga Volumen 2

**Masō Gakuen HxH (2)** (魔装学園Ｈ×Ｈ（２）) es el segundo volumen del manga de Masō Gakuen HxH. Fue publicado el 23 de agosto de 2016 por Kadokawa Shoten.

## Sinopsis

El pasado de Aine Chidorigafuchi está envuelto en un misterio... cuando Kizuna trata de procesar los sentimientos de los miembros de la tripulación, y Aine se burla de su falta de talento, ¡una gran flota de armas mágicas ataca a Ataraxia! ¡Kizuna y Aine deben llevar a cabo el Heart Hybrid!
Blood Magic

Blood magic is a type of magic, which draws upon the released life energy within fresh blood.

*To see a list of other forms of magic and magical abilities, see here.*

## The Source of Magic

While a person lives, raw life energy courses through their body, flowing alongside blood and nerves. When drawn out of a living or freshly dead body, this energy from both blood and flesh can be used as an energy source for magical spells, a type of magic now called blood magic.

Throughout history, blood magic has continued to be used, requiring its wielder to wound themselves to use their own blood, or even to wound others for their blood. There have been cases where blood magicians have even sacrificed others for use of their blood for horrific spells. For this reason alone, blood magic has been prohibited in many parts of the world due to the murderous and often sadistic nature of its wielders, though its practice still continues in the underworld of many cities today.
Ranged

The smallest class type within the Academy, the Ranged classes fire death and destruction from afar: bullets, arrows and bolts alike. Trained to keep moving and maintaining their distance, each of the Ranged classes are taught to be deadly accurate in their aim, bringing death to their victims in one swift whisper flying true through the wind.

The Ranged crest is a strung bow, its arrow pointing upward; twin wrist-mounted blades border both limbs of the blow.

*To see a list of other classes within the Academy, see here.*

## Hunter

Hunters are the guards of the Ranged classes and armed with a myriad of shorter ranged weapons, Hunters deal their damage at a far closer range than the other Ranged classes. Skilled in espionage and intelligence, Hunters use their abilities to gain the upper hand against their opponents through deception and black games enacted deep within enemy territories..

* ***Saboteur*** - specialises in advanced espionage and operating behind enemy lines

## Marksman

The gunmen of the Academy, Marksmen are equipped with arsenal upon arsenal of guns and other firearms. Gifted with an incredible aim from afar, snipes and bullet barrages take their opponents down from great distances, burning through even the staunchest of foes and riddling their rivals with bullet upon bullet.

* ***Artillery*** - specialises in missiles, munition, and rockets
* ***Heavy Weapons*** - specialises in heavy bombardment, pyrotechnics and explosives
* ***Sniper*** - specialises in long range, critical single-shot weaponry

## Ranger

Rangers are the true archers of the Academy; with bow and arrow in hand, they whittle down their opponents with deadly precision. Equipped with trick arrows simply to name a few among their arsenal, Rangers are fully capable of decimating an entire battalion from on high, whether engulfing them in a catastrophic flame shot or a glacial barrage.

* ***Skirmisher*** - specialises in swift guerilla tactics and precision planning
Fürstenstein

**Fürstenstein** is a german-style principality inspired by Liechtenstein. Fürstenstein is to be located somewhere alpine and mountains.

Furstenstein is also affiliated with the CivRail Organization.

## Government

* Prince - Monarch of Furstenstein but limited power
* Prime Minister - Head of Government
* Ministry of Furstenstein - In charge of businesses, e.g Agriculture, Protection, Construction, Mining, etc.
Keleron Wiki

## Welcome to the Keleron Wiki

Ever since I was young, I created and sculpted a world of my own; a supernatural fantasy hidden away from the world we know as reality. Over the years (alternately on and off throughout my teenage years especially), as I discovered and read about all these other fantasy worlds, mythologies and supernatural myths popular in our world, I began to incorporate them into my imaginary world as well. Instead of having sheets upon sheets of paper describing each aspect of the imaginary world I created as I had originally, I decided to write them down online. So I'd always have them, somewhere.

Note: None of this is related to an actual game world, nor is canon to any fantasy/world/universe. I simply thought a wiki would be the best way to structure my own imaginary world.

Considering the vastness of the world I created for myself, perhaps the best place to start would be these pages:

1. Aldári
2. Guardians
3. Keleron
4. Sources
5. The Academy
6. Manifestation
7. The Planes of Existence
8. Descendant Abilities
9. Supernatural Species and Phenomena
10. The River of Death
Aldea

**Aldea** (アルディア) es una miembro de la Sexta Fuerza de Asedio del Imperio Batlantis.

## Apariencia

Aldea es una hermosa joven con largo cabello verde jade, profundos ojos morados y pechos grandes. Ella es muy alta y parece un modelo extranjero. Su traje piloto también es muy corto. Cuando Aldea utiliza su Heart Hybrid Gear, aparecen varios escudos, dándole la impresión de una sólida fortaleza personal.

## Personalidad

Aldea a menudo se ve con una personalidad muy alegre, y se le ve a menudo hablando con cualquier persona - aliados y enemigos igualmente - como una dama de clase alta. Detrás de su aparentemente jovial y amistosa actitud, sin embargo, enmascara su actitud arrogante y altiva mientras mira hacia abajo a cualquier persona, especialmente humana que parece ser "débil" cuando no son un desafío para Batlantis. Ella también tiene una racha media y sádica ya que no dudará en derrotar a cualquier enemigo (como Kizuna y Hayuru) sin ningún tipo de advertencias o provocaciones, mientras disfruta de su destrucción sin tener en cuenta las consecuencias. Sin embargo, Aldea también es leal a sus amigas, especialmente a Gravel.

## Equipamiento

**Heart Hybrid Gear**: El Heart Hybrid Gear de Aldea es Zeel. Tiene la habilidad de cambiar de forma de un escudo (que tiene un uso defensivo extremadamente efectivo) a una lanza. A diferencia de otros Heart Hybrid Gears, cuando Zeel es purgado puede desprenderse y convertirse en una lanza o un escudo.

* **Lanza y Escudo**: Aldea puede usar estas dos armas en varias opciones, puede cambiar fácilmente de defensa a ofensa, ambas pueden controlar el espacio y la gravedad.
	+ **Manipulación espacio-tiempo**: La lanza y el escudo de Aldea tienen la capacidad de distorsionar el espacio.
	+ **Manipulación de Gravedad**: Con el mismo poder de distorsión, Aldea puede manipular fácilmente la gravedad a su antojo.
	+ **Escudos de Lanza Múltiples**: Aldea tiene una legión de escudos que se pueden utilizar para deformar el espacio.
	+ **Cubo del Laberinto**: Los escudos de Aldia forman un cubo y atrapan a sus enemigos dentro de él.
Genesis Cycles

Genesis Cycles (known as G.C.) are the chronological cycles of the rebirth of life, upon a given planet that can sustain it. It is usually considered to begin when the aforementioned planet has begun to sustain life (or has the resources to do so), and ends when life as currently known on that planet can no longer be sustained, regardless if rendered so actively, artificially or naturally. For as long as a planet, in any given timeline, is be able to sustain life, it may constitute a Genesis Cycle.

Many planets usually experience two to four Genesis Cycles consecutive to one another within that planet's lifetime. That is, life may begin and end, and an entirely new form of life may begin within a planet's lifetime. According to the definition dictated by the Academy, life is defined as the ability of a being or object, inclusive of animate or inanimate, to exert influence of its own doing or happenstance upon its surrounding, regardless of how infinitesimal that influence may be. Thus, by this definition, humans, plants, and objects of power are all said to possess life.

However, some Genesis Cycles end upon the entire obliteration of a given planet, and the next Genesis Cycle begins again when the same planet is reformed, whether by natural or artificial means. Therefore, Genesis Cycles can sometimes span an entire cosmological timeline, ending when that given universe (and thus the respective planet) is destroyed, and the next Cycle begins after the planet is remade upon the next Big Bang.

As of current date, Earth is in 12 G.C. (or its 12th Genesis Cycle), with life on the planet destroyed and reborn naturally seven times (of which twice was artificially) and the planet itself remade twice, and the planet having gone through its cosmological timeline twice. However, Keleron is in 3 G.C., with life on the planet destroyed and reborn naturally once, and artificially once.

For this reason, Earth as a planet has existed for near 89.34 billion years, though its current form is 4.543 billion years old (due to it having been remade in the beginning of its current Cycle). Contrarily, Keleron as a planet has existed for 21.85 billions years, and has never been remade.

## The First

The First of each and every planet capable of sustaining life are immune to the ravages of time and space, and so are unaffected by Genesis Cycles. For as long as their designated planet can and may sustain life, the First will continue to exist, even for future Genesis Cycles. Upon the end of a Cycle where a new genesis will never again form life, the First also cease to exist.
Supernatural Species and Phenomena

This page is a directory of among many of the supernatural species and phenomena known to the Academy.

## Supernatural Species

* Dead
* Descendants
* Embodied
* Moroi
* Nymphs
* Reapers
* Seraphim
* Soulless
* Vampires
* Werewolves
* Witches

## Descendant Phenomena

* Capricorns
* Doppelgangers
* Dreamers
* Gemini
* Gifted
* Keepers
* Libras
* Sentinels
* Siphons

## Hybrids

* Catalytes
* Fallen
* Heretics
* Dawnravens
* Lycans
Musicality

Musicality is the ownership and/or expression of a supernaturally greater musical ability and understanding, or the ability to psychically augment such musical ability.

Those Descendants who possess musicality often find a proficiency in a single instrument, though few may also choose to express their supernatural ability in more than one.

### ***Limitations***

As with any other ability, those who possess musicality in particular rely on a strong sense of focus and concentration. Other limitations include:

* The nature of the instrument they choose proficiency in
* The user's natural musical capacity
The Seventh Gate of Death

The Seventh Gate of Death borders between Sixth and Seventh Precincts. It is watched over by Orineth, called the "Binder", who ebbs his way through the near-impenetrable darkness, acting as a guiding beacon for all those who his Gate towards the realm of the dead, or suffocating those who attempt to turn back in utter blackness.

The Gate itself is a shroud of complete darkness that merges directly with the almost choking shadow that envelops the Seventh Precinct.

The other Eight Gates are as follows:

* The First Gate
* The Second Gate of Belisar
* The Third Gate of Varanis
* The Fourth Gate of Elkaroth
* The Fifth Gate of Khovat
* The Sixth Gate of Dymani
* The Eighth Gate of Artavan
* The Ninth Gate

## Passage through the Gate

Under Orineth's guidance, truly dead souls pass noiselessly through the Gate and onwards through their journey.

Unlike all previous Gates, Death magic is not involved in passing through the Gate. To pass through, a Deathringer must become devoid of all emotion, thought and feeling; they must continue to be emotionally devoid all throughout Seventh Precinct. The Gate acts almost as a predator of sorts, preying upon the fear and griefs of those not truly dead who attempt to pass the Gate.

Failure to become completely emotionless causes the Gate to conjure images as if their fears were reality, choking its victims with an unending grief and misery. In many cases, victims are subjugated to a complete paralysis of terror and become lost to the River for eternity. Freedom is only ever granted by Orineth himself, or by the sounding of his tone by another Deathringer.

### ***A Deathringer's Power***

Those who wield a Deathringer's power can sound the tone of Orineth. All souls and Dead who hear the menacing ring of Orineth are given freedom from the shackles of death, or bound completely to the Deathringer's will. An incorrect sounding will instead bind the Deathringer to Orineth himself.

* Should Orineth himself hear his own tone, he becomes temporarily incapacitated, and if the tone is pure/strong enough, becomes obliged to release a single soul to a Deathringer's custody, though it is Orineth's decision whether to answer the obligation or not

## The Seventh Precinct

The Seventh Precinct is covered in a thick shroud of suffocating blackness, almost an extension of the Seventh Gate in its almost predatory nature. The River itself however is completely calm and much shallower; its current runs slower than the previous Precinct as the River leads to the Eighth Precinct.
Projection

Projection is the ability to project one's identity beyond one's physical body, while retaining a connection between the two.

The definition of one's identity is often either an astral projection (i.e. the projection of one's soul from the physical body) or an emotional projection (i.e. the projection of one's emotions). In either form, projection is a powerful ability that allows the person to scout ahead or otherwise gain information without having to physically perform the task.

### ***Limitations***

Alongside a projector's extent of focus and concentration, their abilities are also limited by:

* Method of projection
* The range over which the ability is used
* The viable duration the ability is used for

### ***Application Examples***

* Astral Projection - the ability to project one's soul beyond one's physical body
* Emotional Projection - the ability to project one's emotions beyond one's physical body
* Physical Projection - the ability to project one's identity beyond one's physical body, capable of interacting with the Physical Plane
Vampires

> *Click here to return to the directory of supernatural species and phenomena.*
>
>

In circa. 1112 A.D., an illegitimate son to Robert Cuthrose and grandson of William the Conqueror, also named William, had traveled to Palestine and become Lord of Tortosa. While history records William as having died without a heir, unbeknownst to history, he fathered eight children in total: four with his first wife, three with his second, and one with his third wife. All three of his wives had died eventually from disease or childbirth, as well as two of his children, one of which was his lastborn daughter at the young age of 9, whom William had loved dearly.

To protect his remaining family and a powerful warlock member of what would become the Bennett witch family, he sought the aid of the Guardians. When the Guardians refused to help a single individual above the masses, William resorted to abusing his own powerful magical abilities and infused his magic with dark magics. Imbuing the essence of his now corrupted life force within his blood, he demanded each of his remaining children to drink a cup of his own now tainted blood. In doing so, William's corrupted blood created an unnatural tether between each child's soul to their newly immortal bodies, before each was slain by William's own hand. They soon reawakened as vampires in transition, their instant thirst for blood causing them to turn upon their father, killing him and feeding on his blood: thus the first vampires in existence were born, proclaiming themselves as the Elders of their race.
Ancestral Magic

Ancestral magic is a type of magic, that draws upon the consecrated power of those already dead.

*To see a list of other forms of magic and magical abilities, see here.*

## The Source of Magic

Throughout one's life, the consistent use of magic permeates both body and soul (already Sources in of themselves) with a raw magical energy. After a true death and burial, that energy can be magically consecrated directly into the ground below the site of one's burial, though the process is lengthy and requires much magic in its own right to be performed. In the cases of a cremation, that same energy can instead be consecrated into the ashes themselves.

* To have its energy consecrated, the physical body must be placed to rest and otherwise be together as a whole; thus consecration cannot be performed for those dead at sea or if their physical body is not complete

As a result of consecration, the area around the body/ashes is transformed into an eternal well of magical energy for as long as the body/ashes remain untouched and intact. Any spells and incantations that draw upon this well of magical energy is said to be ancestral magic.

Ancestral magic is highly circumstantial however, as the well can only be drawn upon for as long as the caster remains within the vicinity of the consecrated body/ashes. For this reason, graveyards tend to be powerful sites of ancestral magic and proficient casters of ancestral magic tend to live nearby to these cemeteries.

## Applications

The site of consecration can also be destroyed however, using a particular ancestral spell known as a Corruption; in this case, the well of magic is destroyed entirely or simply made unusable until reconsecration occurs.
The Eighth Gate of Death

The Eighth Gate of Death separates the Seventh and the final Eighth Precinct. The Eighth Spirit of Death is Artavan, called the "Weeper", circling high above the Eighth Precinct. Artavan does not guard his respective Gate as is the case with the other Spirits of Death. Instead, he passively watches over them, mourning the final step of the dead as they pass into either the Astral Plane for their final resting, or utter oblivion in the Void.

The Gate itself is a beacon of light that shines in the darkness of the Seventh Precinct to reveal the starlit Eighth.

The other Eight Gates are as follows:

* The First Gate
* The Second Gate of Belisar
* The Third Gate of Varanis
* The Fourth Gate of Elkaroth
* The Fifth Gate of Khovat
* The Sixth Gate of Dymani
* The Seventh Gate of Orineth
* The Ninth Gate

## Passage through the Gate

At this Eighth Gate, all souls, Dead and those not truly dead alike need only pass through the light into the Eighth Precinct, without requirement nor need for magic.

However, upon passing into the Eighth Gate, all beings are rendered without power nor ability, stripping their soul down to its very core. They are made completely and truly powerless for as long as they remain within the Eighth Precinct, with any exceptions granted by Artavan himself.

### ***A Deathringer's Power***

Those who wield a Deathringer's power can sound the tone of Artavan. All souls and Dead who hear the lone grieving tone of Artavan (including the Deathringer responsible for the tone) are instantly thrown into the River of Death. The purer and stronger the tone, the further into the River. If sounded within the River itself, the tone instantly hurls all within proximity into the Eighth Precinct.

* As the Eighth Precinct strips all of any power, a Deathringer has no use of magic nor ability within its boundary. Artavan himself is not affected by any of the Seven Death Tones, including his own; and unlike all other Spirits of Death, will not try to stop those attempting to escape the Eighth Precinct

## The Eighth Precinct

The Eighth Precinct is completely devoid of current and movement, and the River ankle-deep. Unlike all other Precincts, the Eighth Precincts is not covered by the shroud of death and the environment completely clear, softly lit by the stars that make up the sky above the Precinct.
Kelsey Silver

Kelsey Silver (Littlebird) is a relative newcomer to CivEx, with big plans and big ambitions. Having made her first appearance on the 2nd iteration of the server, Kelsey continues to make a big impact on the community, through extensive social means. Committed to two large nations already for 3.0, it is clear that this upcoming socialite will again surprise and astound.

## History

Kelsey began her CivEx experience on the second server, CivEx 2.0. She joined the server at 2.0 launch, several months before it shut down in the late spring of 2016. First a citizen of Rijeka, she transitioned to Salsus shortly after.

## CivEx 3.0

Kelsey has big plans for 3.0, and intends on joining both Irongrad and Brimholdt, taking advantage of the opportunity for a dual citizenship between the two.

### Irongrad

A popular vote put Kelsey in the position of "Server Mom" for the Irongrad Discord (since renamed Kelseygrad for meme purposes). Within Irongrad, she is well-known for having adorable kittens.
Precognition

Precognition is the ability to foresee into periods of time in the future.

Unlike divination, precognition allows its user to foresee solely into the future. However, instead of simple insights into future events, precognition often provides its user with a complete scene, including all sensory and contextual understanding.

However, seeing as precognition is often incredibly sporadic in nature, it often does not include any foresight into the events leading up to their precognised scene, nor does it provide an approximate time frame as to when that scene will occur.

### ***Limitations***

Unlike most other abilities, precognition is incredibly sporadic and is almost never used at will, but rather triggered, making it incredibly unreliable. As such, it does not fall under the concentration nor active focus of the precognitor, instead being limited by:

* The sporadicity of the ability
* The length of the precognised scene
* Foreseen images being simply the future should present events continue as they are, and thus being subject to change

### ***Application Examples***

* Triggered Precognition - the ability to foresee into future periods of time when triggered by a present event
Death Magic

Death magic is a type of magic, which draws energy from the River of Death. It is unique in that it may only be performed by Deathringers, the Dead, or the Guardians, all of whom have free access to the River.

*To see a list of other forms of magic and magical abilities, see here.*

## The Source of Magic

The River of Death is a dimension in its own right, separated from all other Planes of Existence, and is the carrier of all dead souls from Life to Death.

By its very nature, the River emanates its own unique form of energy, which can be magically drawn upon by any who are able to access the River and return to the Living. Such spells and incantations that draw upon the River's power is called Death magic.

Death magic is at its strongest when cast within the River of Death itself, or when its wielder has recently been within the River. Inversely, it is at its weakest when the caster has not been within the River for a long period of time. If apart from the River for an extended period, the caster may find themselves unable to use Death magic at all.

## Applications

Death magic is most prominently used by Deathringers, who use this magic type extensively and in some cases, exclusively. The most well-known use of Death magic is in the Instruments of Death used by Deathringers, which do not operate using conventional vibration to produce their unique tones. Rather these instruments use vibrations that occur as a result of a specific frequency of Death magic, respective to the Spirit of Death from whom the tone draws power from.

Another use for Death magic is in Death runes, which allow whomsoever holds the rune to enter the River of Death, and return, without having to truly die. Those who use a Death rune to access the River however, may find themselves powerless as they are unable to safely pass the Gates of Death if they do not possess any ability to use Death magic.
Conjuration

Conjuration is the ability to conjure objects and matter out of ostensible nothingness.

While the ability seems to be able to bring matter out of nothingness, conjuration actually transforms raw energy in the form of heat, vibration and movement into physical matter by manipulation of that energy. It is an incredibly rare ability, and has only ever been seen by three non-Guardians throughout history.

Contrary to popular belief, conjuration is unable to conjure life out of nothing due to its sheer complexity, though they are able to create inanimate constructs with identical appearance to living matter.

### ***Limitations***

As with any other ability, conjuration is particularly limited by the conjurer's extent of focus and concentration. Other limitations include:

* The object being conjured
* The number of objects being conjured at any one point

### ***Application Examples***

* Construction - the ability to create constructs of physical matter, with no specific shape nor form
Telepathy

Telepathy is the ability to communicate psychically with others.

### ***Limitations***

As with any other ability, telepaths must possess complete focus and concentration when using their abilities. Other limitations include:

* The number of those communicated with at any one point
* The range over which the ability is used

### ***Application Examples***

* Passive Telepathy - the ability to passively "hear" the thoughts of others nearby
* Tactile Telepathy - the ability to read the thoughts and feelings of a being through tactile contact
Telekinesis

Telekinesis is the ability to manipulate physical objects with the psychic power of the mind alone.

### ***Limitations***

As with any other ability, telekinetics require a strong sense of focus and concentration. Other limitations include:

* The weight and/or mass of the objects being manipulated
* The distance over which the objects are manipulated
* The range over which the ability is used

### ***Application Examples***

* Atomisation - the ability to completely atomise an object or subject
The Sixth Gate of Death

The Sixth Gate of Death separates the Fifth and Sixth Precincts, protected by Dymani, called the "Thinker". Dymani rushes along the base of the Gate, eyeing his charge closely for all souls they pass.

The Gate itself is a reverse waterfall that flows upwards, pouring straight into the Sixth Precinct.

The other Eight Gates are as follows:

* The First Gate
* The Second Gate of Belisar
* The Third Gate of Varanis
* The Fourth Gate of Elkaroth
* The Fifth Gate of Khovat
* The Seventh Gate of Orineth
* The Eighth Gate of Artavan
* The Ninth Gate

## Passage through the Gate

As with any other Gate, all those truly dead and shackled by death are able to pass the Gate safely, rising swiftly yet eerily upwards with the rising waters.

To pass up the Gate, a Deathringer must first experience a rising emotion (i.e. grief, joy or wrath) that is then amplified with their own Death magic. While feeling this rising emotion, the Deathringer can step into the rising waters, which will carry them upwards and into the Sixth Precinct

* Inversely, when travelling back through the River of Death to the realm of life, they must instead experience a falling or diminishing emotion (i.e. depression or introspection)

Failure to do so causes the Gate to actually reject the Deathringer, leaving them stranded at the Gate's base. As time continues to pass, near proximity to the Gate causes eventual loss of memory and personality altogether. This is only reversible by Dymani himself, or by hearing his tone sounded by another Deathringer.

### ***A Deathringer's Power***

Those who wield a Deathringer's power can sound the tone of Dymani. All souls and dead who hear the mysteriously low vibrating of Dymani are given to ability to think for themselves, and regain the memories of their life. Contrastedly, they may also lose all thought and memory altogether if the tone is sounded incorrectly.

* Should Dymani himself hear the sound his own tone, or the tone Belisar, he is temporarily incapacitated; the duration is based upon the purity and strength of the tone(s) sounded. Hearing the tone of Orineth will also obliges Dymani to heed a single question asked of him, though it is Dymani's decision to answer the obligation or not

## The Sixth Precinct

The Sixth Precinct is as near unpredictable as the Fourth, as while it may seem calm at first, massive whirlpools and water spouts appear at random through the Precinct, disappearing as quickly as they appear. The River here reaches up to the chest, and the current swift due to the constant buffeting by the surrounding chaos.

* Deathringers may cast several Death spells to make the journey through the Precinct easier, calming the chaos around them
Mental Shielding

Mental shielding is the ability to create a mental shield capable of fending against the influence of other psychic abilities.

### ***Limitations***

As with any other ability, mental shields require the user to maintain focus and concentration throughout their use. Other limitations include:

* The number or strength of psychic abilities fended against

* If projected beyond oneself, the range over which the shield persists
* If projected beyond oneself, the number of those shielded

### ***Application Examples***

* Primary Shielding - the ownership of a passive mental shield that exists only around oneself
* Secondary Shielding - the ability to generate mental shields external to oneself
* Shield Projection - the ability to create and project mental shields outward to additionally protect others from mental attack

## Orion Mendel

Orion is the best known mental shield in the Academy, particularly for his involvement during the Liberator revolution against Giovanni Rossacino between 1995-1998.

During one such battle between Giovanni Rossacino's followers and the Liberators in 1997, Giovanni had employed several extremely powerful psychics, who would have wreaked havoc upon the Liberators had Orion not intervened. In the midst of the battle, Orion produced a massive mental shield around the entirety of his allied men, successfully negating even the combined efforts of the enemy psychics and ultimately winning the decisive battle.

### ***History***

It is unclear when Orion manifested his abilities, but his own personal retelling describes how as a child, he was the subject of his father's alcoholic breakdowns, often taking beatings and mental abuse that caused Orion to shut his mind down in times of need. This ultimately manifested in his ability to shield against mental attack.
Dark Magic

Dark magic is a type of magic, which draws upon the necromantic energies of Death.

*To see a list of other forms of magic and magical abilities, see here.*

## The Source of Magic

The River of Death has always been the natural pathway of those who have died to pass onto the Astral Plane since time's beginning. For those, however, who fight against the River's current and make the return to Life, they become abominations against the forces of Nature, becoming mangled beings of what they once were: the Dead. As truly dead souls inhabiting the decayed corpses of their old selves, the Dead emanate a pure unnatural energy. This energy can be drawn upon to cast powerful magics, resulting in a malicious, necromantic power called dark magic.

Dark magic is an extremely rare yet powerful type of magic, which can only be wielded by a direct connection to or presence of the Dead. For the Dead to return through the Gates of Death is a feat enough, and the Dead that do make the return to the Living must be strong enough to make it through. As a result, these Dead are often incredibly powerful, emanating a strong energy that renders dark magic near unfathomable in power.

This type of magic however also relies on a constant source, which the Dead can only provide so much of before they become entirely drained and consequently return to the River of Death. Thus, practitioners of dark magic must continue to raise enough Dead to fuel their abilities, which unsurprisingly resulted in the practice itself being forbidden in many countries of the world.
Location

Location is ability to psychically deduce the exact location of a subject or object.

Unlike tracking, location is a specific psychic ability that does not involve any physical work whatsoever.

### ***Limitations***

As with any other ability, location users are limited by the extent of their focus and concentration. Other limitations include:

* The range over which the ability is used
* The nature of the subject/object in question

### ***Application Examples***

* Locative Tracking - the ability to deduce the residual psychic trail of a desired object or subject
Manifestation

All Descendants, including the Guardians themselves, are born without conscious access to their innate abilities, and live through much of their early lives as any other of their species. During this time, a Descendant's powers remain dormant, up until around puberty, when their powers finally surface in what is called a "Manifestation".

## The Manifestation "Trigger"

A Manifestation is commonly triggered during puberty, though the exact age varies from individual to individual; on average, the age at which Manifestation occurs is around 12 to 19 years of age, though some Manifestations have been recorded at unusual ages such as 9 and 25.

In species other than humans (such as in Descendant Seraphim), Manifestation generally occurs during that species' version of coming of age. Some exceptions include that of Libras and Descendant Siphons, who possess their abilities from birth and do not undergo a "manifestation".

While relatively uncommon, a Descendant's abilities may also manifest in times of extreme need or stress. Around 15% of Descendants undergo Manifestations in such occasions, such as the death of a loved one or physical torture. An even lower percentage undergo Manifestation in times of great need, such as in life-threatening situations to themselves or loved ones.

## The Time of Manifestation

The timing of Manifestation has also been noted to depend on the actual type of ability that manifests (whether physical, psychic, elemental, magical or cosmic in nature).

Generally speaking, magical/psychic/physical abilities tend to manifest earlier than other ability types at around 12-15 years of age or its equivalent, with cosmic abilities manifesting later (around 16-19 years of age). Elemental abilities do not follow this trend, and instead manifest across a larger range of ages.

In most known cases, the earlier the ability (or abilities) manifest in a Descendant, the more powerful they are.

For the majority of Descendants, their abilities manifest altogether and uncontrollably at once, though with rigorous training a Descendant may eventually gain full control of their abilities. Many abilities have often been known to change and develop alongside the one who possesses them, and thus the abilities that first manifest in a Descendant are rarely the same abilities they have after a few years.

## Prospects

In extremely rare cases, even before Manifestation, a Descendant may show underlying signs of their abilities-to-come; in such cases, the Descendant in question is called a "Prospect".

Known Prospects have included the youngster Nicolaj Vortanov, who naturally gave off a strong emotional and physical warmth in those around him that eventually manifested as an intense pyrokinetic ability. Another example includes Alexei Gaultier, who as an infant seemed to know the location of his loved ones even when not in their presence that manifested as a powerful global location and revelation ability.

Regardless, these underlying signs often result in said Prospect undergoing Manifestation at an extremely early age, and with an unusual innate control of their vast abilities.
The Fifth Gate of Death

The Fifth Gate of Death separates the Fourth and Fifth Precincts, guarded over eternally by Khovat, called the "Speaker". He prowls across the Gate's edge, resounding his protection for all souls as they plunge into the Fifth Precinct.

The Gate itself is a ceaseless whirpool, halted only by the word of Khovat or the magic of the Deathringers.

The other Eight Gates are as follows:

* The First Gate
* The Second Gate of Belisar
* The Third Gate of Varanis
* The Fourth Gate of Elkaroth
* The Sixth Gate of Dymani
* The Seventh Gate of Orineth
* The Eighth Gate of Artavan
* The Ninth Gate

## Passage through the Gate

Under the shackles of death, the truly dead pass unharmed into the whirlpool, flowing seemingly downward into the Fifth Precinct.

To pass through the Gate, a Deathringer must cast a Death spell to freeze the whirlpool. In the small time given by the spell, the Deathringer must then proceed upwards or downwards through the Gate.

If too close to the whirlpool without having enacted the correct spell, a Deathringer may be pulled under and into the Gate. By Khovat's power, the Deathringer becomes unable to make any sounds whatsoever and becomes largely powerless (as much Death magic requires sound to work). This can only be reversed by Khovat himself or by the sounding of his tone by another Deathringer.

* As the Fourth Precinct behind the Gate constantly churns forth tidal waves, the spell to freeze the Fifth Gate must be done swiftly while running through the Fourth Precinct to avoid being capsized by the River

### ***A Deathringer's Power***

Those who wield the Deathringer's power can sound the tone of Khovat. All souls and Dead who hear the melodious singing of Khovat are given the ability to speak, or rendered completely mute depending on the intention of its use.

* Should Khovat himself hear the sound of his own tone, or the tone of Belisar, he is temporarily incapacitated; the duration is based upon the purity and strength of the tone(s) sounded. Hearing the tone of Orineth obliges Khovat to allow a single soul passing under his care to answer a Deathringer, though it is his decision whether to fulfill the obligation or not

## The Fifth Precinct

In direct contrast to the Fourth Precinct, the Fifth Precinct is completely silent, though the River runs halfway up the shins at the same speed, ice-cold to the touch.