recursal/Fanatic-Fandom huggingface dataset:
Diesel Gear

The **Diesel Gear** is a modern marvel of Spiral engineering; utilizing pliable metals and complex circuitry, Volkeris natives have been able to breathe life into once-dormant machines. Thus is born the Diesel Gear; a menacing, albeit rudimentary sentry drone that defends against foreign threats. While no means as impressive as some of the other technological feats in Avashesh, the Diesel Gear makes up for it in reliability and durability.

## Creature Information

### Appearance

Diesel Gears have variance in appearance, given how modular they can be. The most common model sits around 12 to 14 feet tall, with a brass/bronze metal used throughout the outer surface. Dependent on age, the Diesel Gear's outer shell will turn green due to oxidization. True to their name, Diesel Gears operate off of gas power, with smoke constantly being expelled through the gaps of the outer shell. Most models come equipped with a 3 foot arm blade, easily capable of piercing the thick carapaces of monsters native to Volkeris. Lastly, red eyes denote an extensive sensory array, able to pick up distant threats.

### Diet

As a machine, Diesel Gears do not traditionally eat; rather, they fueled entirely through gasoline. Given how rare fossil fuels are in the current day and age, Diesel Gears have an operational lifetime of roughly 3-4 hours before they need to be serviced again. Likewise, the fuel economy issue ensures that only 20 Diesel Gear models are ever active at any given point in time; even less outside of Veidle.

### Habitat

Diesel Gears mostly exist within the island of Volkeris, as they are a product of genius minds building with what limited materials they have. While not entirely uncommon outside the city walls, the Volkeran capital of Veidle houses the main factory that produces them, and really has the best means to service the maintenance-heavy Diesel Gear. They can mostly be seen patrolling the city's high walls at night, with their red glow and aura of smoke visible at a distance.
Westwood

### Influence

The town resembles something out of the old west, and most of the inhabitants act appropriately.

## Overview

To the southwest of Neo Haven, there rests a town straight out of the old west; Westwood sits right in the middle of the Haven Badlands, with nothing but wastes and dirt roads for miles in any direction. The people in Westwood play the part of their appearance, tending to rely on wits and overwhelming firepower rather than technology to protect them from the dangers of a post-Divide world.

Despite how far out of the way it is, Westwood sees quite a bit of traffic because of the local guild; mercenaries and guns-for-hire use Westwood as a waystation in their travels, especially for those who prefer the simple life and can't afford much in the way of amenities. Of course, this sort of attention isn't without its troubles, as the town attracts all kinds of outlaws and generally unsavory folk. Those who manage to survive the hostile badlands typically end up here.

## City Landmarks

### Stark Star Saloon

The Stark Star Saloon is the centerpiece of Westwood, and the main attraction for many travelers who pass through. Entertainment is common, typically with a pianist playing old-style tunes to set the mood, or the occasional bar fight between the local drunks. No one really knows how the saloon earned its name, only that a white star is hung up on the wall with the words "Remembering Ma" etched upon it.

### Mercenary Guild

The town of Westwood has always been known as a popular hangout for mercenary types, and this is why; the Mercenary Guild is a private-funded organization that acts independent from any notable factions stationed within the Isles. Anyone can come in and apply for a license, which allows them to take jobs from bounty boards placed in major cities. The Mercenary Guild lets just about anyone apply, which results in some of them being people of less-than-stellar repute.

### Maison Mines

On the outskirts of town lies the Maison Mines, once a place of popularity due to the exorbitant amounts of raw minerals beneath Haven's soil. The mines haven't seen much activity as of late, due to rumors that dangerous monsters have taken refuge within the dark depths of the mine. Many mercenaries have tried and failed to exterminate whatever inhabits the mine, leaving the untold riches below to be forever untouched. This trend of failures eventually led the Westwood sheriff to condemn the area, closing down the mines for good and discouraging any foolhardy mercs from senselessly leaping towards their doom. It hasn't stopped them from trying, though.
External Sites

This page lists any external sites that may pertain to this archive, either providing related information or something else of relevance.

## External Sites

### The Shadow Veil

A dimension of haunting nightmares and terrible realities, made parallel to our own.

### The Kiryus

The tale of the godlike Nephilim, and their own personal struggles.

### New Britannia

The triumphant return of the Order of the Sword.

### The Haven Archives

The progenitor, the world of myths and legends.

### The Sherwood Isles

A view into an alternate reality, where world events played out very differently.

### Abyssia

The world of darkness, where the Children of the Void are born from.
Chapter 2: An Agent Grieves

### Director

Beth McCarthy-Miller. With Jenna Lyng Adams, Alan Arkin, Sarah Baker, Cedric Begley.

**Chapter 2. An Agent Grieves** is the second episode of season one of The Kominsky Method.

 Synopsis

Sandy brings a grieving Norman home from the hospital. The next morning, Norman sets out to honor Eileen's instructions for her funeral, enlisting Sandy to help. As Sandy tries to arrange to get items such as a driftwood coffin, Lady Marmalade, Jay Leno, and Barbra Streisand, he asks Lisa to be his date at Eileen's funeral, who accepts. The service sees a late, unexpected guest arriving: Norman & Eileen's prescription drug-addicted daughter, Phoebe.
Norfang

### Ruler

The Høvdingen, a council of elected elders who offer guidance and wisdom to those who need it.

## Overview

**Norfang** is the frigid capital of Eden, and is a major location in the Spiral Isles. Founded at an indeterminate time long ago, Norfang has been crafted over many centuries into a large and open town that beholds old values over anything and everything else. The town is stretched out along the Slange River, with both sides connected by several stone bridges.

The town is divided into several districts with loose dividing lines, due to how the location was established. These are mostly relegated to popular or populated sectors of the region. These districts include: the Port/Lighthouse District, the Church District and the Court District.

## City Landmarks

### Port/Lighthouse District

Like any other city that is situated along the sea, the Port District plays host to a rather large harbor that sees all kinds of merchant and military ships. While Norfang has no traditional navy of their own, a band of privateers known as the Northern Raiders operate out of the town. Due to strained relationships between Edenians and HEAVEN, Norfang has seen an uptick in naval traffic over the last few months.

### Church District

On the eastern edge of Norfang is the Church District, where old churches and those of semi-questionable faith tend to reside. Norfang isn't exactly know for its religious worship, though there are those who practice it regardless. General consensus seems to lean towards the belief that the gods had indeed abandoned them long ago, resulting in a select few who worship long forgotten deities that they cannot even remember the name of. Much was lost through the course of the Divide, and oral history was only able to preserve so much.

### Court District

While not all too large of a location, the Court District is most notable in what it contains. The Long Hall is a place of reverence and respect, where the natives pay tribute and seek wisdom from the Høvdingen; a council of five elders who represent the collective wisdom and history of their nation. While the Høvdingen aren't necessarily in a position of leadership, the people of Norfang consider them in high regard and many executive decisions aren't put through without some degree of input from the council.
Volkeris

### Inhabitants

Given the harshness of surviving the desert, Volkeris is inhabited by survivors and technological savants who make life easier for everyone else.

## Overview

The western island of the Spiral Isles is **Volkeris**; the arid wasteland of the world. With the vast and danger Baanzr Desert stretching most of the island, safe travel is almost impossible and even thinking to do so is suicidal; this is why Volkeris prides itself in its technological advances as a means to circumnavigate the horrors that have surfaced in a post-Divide world. With the rise of airship technology in the past few decades, navigating the deserts have become much more simple.

Forced to adapt to their circumstances, Volkeris plays host to many technological geniuses and savants, to the point where many of them end up being hired by HEAVEN. In terms of technical marvels, nothing else in Volkeris can quite compare to the majesty that is its capital, Veidle; a walled city comparable in might and stature to Neo Haven.

## Major Landmarks

### Veidle

As the capital of Volkeris, Veidle is a walled fortress city that sits just above the treacherous dunes of the Baanzr Desert. Elevated outer walls make surface entry impossible, unless someone brings climbing equipment. Instead, travel is mostly relegated via sky ships, as most of the city is elevated in a similar manner. Machines called "thumpers" strike the sand with powerful vibrations, keeping the deadly Ocularan Worms far away from the city.

### Candrburke

Given the duality of the Volkeran people, many inhabitants of Volkeris are part-genius, part-survivor. Candrburke represents the latter half of the mold; as a settlement formed around an old bunker, the people of Candrburke know the desert better than anyone else. While air travel is still safer, the most veteran survivors are capable of surviving out in the desert for weeks; sometimes they do it just for fun.

### Canis Point

Mostly spared the wrath of the desert, Canis Point is a place where its people were able to study and progress in relative peace. Canis Point eventually became something of a destination hotspot, being far enough away to view the dangers of the desert, without actually being in danger. This basic philosophy spit-balled into creating a tourist attraction; Canis Point remains the safest place in Volkeris, thanks to a heavy presence from HEAVEN forces.

### Baanzr Ruins

No one exactly knows what the name "Baanzr" came from, but it has come to be recognized as the name of the scorching desert that takes up much of Volkeris' sights. These ruins also share the name, perhaps having been a failed attempt to rebuild after the Divide. All that remains are half-destroyed buildings and sand-swept trails leading nowhere. Some claim to have witnessed heavily armed men entering and leaving the ruins, though this can easily be played up as tricks of the mind.
Nelkesor

The **Nelkesor** (Nell-keh-sore) is a distant cousin of the wyvern and represents an odd evolutionary link between dragons and common reptiles. Lacking any wings, the Nelkesor has adapted to land environments and is able to walk upright. Despite their imposing size, they are not sluggish whatsoever; if you see one running at you, it may already be too late. Nelkesor sightings have been exclusive to The Bogwood.

## Creature Information

### Appearance

Nelkesor appear as muscular, bipedal crocodiles, with rough, green scales covering most of their bodies. Spiked ridges travel the length of said body, like wyverns or dragons; these ridges reach down to the tip of the tail and end just above the eye line. Much like crocodiles, Nelkesor utilize an immense jaw strength to render prey helpless, as well as using their weight, destroying defenses with sharp claws. Their eyes are semi-reflective; if one is lucky, they may be able to spot a Nelkesor lurking in the water before it spots them.

### Diet

Nelkesor are entirely, 100% carnivores. They eat nothing but meat, and plenty of it. Nelkesor subsist on a diet of deer and common game animals, but will pretty much eat whatever comes too close to their territory. Surprisingly, they are able to survive quite a while without needing to eat, able to last months in starvation. This seems to directly affect their energy; if one spots a particularly slow Nelkesor, they may not have been able to eat in a while.

### Habitat

The Nelkesor is only seen in swamps and marshlands, tending to stick close to rivers and small lakes. Despite being distantly related to dragons, Nelkesor are largely amphibious and need to stay relatively close to a water source. They can, and will, stray away from their territory in search for food, but they will never move more than a few miles away. Nelkesor are creatures of habit and rarely, if ever, stray too far from their dominated regions. On a typical day, Nelkesor can be seen masking themselves as rocks in a lake, waiting for prey to come close enough. They are so surprisingly quick that most animals do not survive the ambush, nor are they even seen as the Nelkesor retreats back into the swamps.
New Marai

### Ruler

Like the rest of the Bogwood, New Marai suffers from a lack of any official governing structure. Lawlessness is the law; people are expected to protect what they own. Many people have tried to maintain the law here, but such ventures typically end in failure.

### Influence

Architectural influence is mostly centered around French and African lifestyles. Other influences may exist here and there, though they are small enough not to notice.

## Overview

**New Marai** is nestled right in the center of The Bogwood, protected on all sides by a dense swamp. The capital city of The Bogwood is interesting in that it has actual architecture, unlike the shanty towns and rural villages that otherwise dot the kingdom's landscape. Architecture seems to be a marriage of French and African cultures, with multiple districts lined with row-houses and connected via intersecting streets and roads. It is strange to consider that The Bogwood even has a capital city, as they do not have a ruling body to speak of.

## City Sectors

### Old Quarter

The oldest part of the city is also the most interesting. Much like the rest of The Bogwood, occultism is important to the culture. The Old Quarter sees this come to life in the form of wretched covens and fanatical cults tucked away, full of powerful witches and sorcerers who are not too keen on sharing their knowledge. The most notable being the Vadari and the Black Sons; both of which are constantly vying for control of New Marai.

### The Barrens

The lowest part of the city is the Barrens, merely consisting of houses that are so packed together that it creates a psuedo-labyrinthine maze. To put it in the most simplest of terms possible, it represents the slums of the city. Disease and poverty are at an all-time high, with the higher class rarely ever caring about those beneath them. It is increasingly commonplace to find dead bodies in alleyways, making a good feast for a pack of rats. Some have come to believe that this place exists on purpose; many less savory folk utilize the dark arts, and corpses are sometimes needed for such rituals.

### Ivory Heights

The heights of the city are reserved for those with money, power or both. As the lack of laws in the land dictate, those who force their way to the top shall remain unless otherwise deposed by an outside element. Such is the way of New Marai. The Ivory Heights consists of several high class estates, where the most powerful and influential people in The Bogwood reside; be it power earned through connections, or other, supernatural means. At the edge of the Heights is Nakai Manor; it is here that The Bogwood's self-proclaimed god, Baron Zamedi, resides.
Minotaur

The **Minotaur** is a race of half-bull, half-man creatures that likely descended from a similar species found in Ancient Rome. Unlike their ancestors, the modern Minotaur is an intelligent creature, capable of forming crude tools and using language. Minotaurs will often form complex tribes, roaming mountainous territories to strike out a place to call their own. Due to centuries of negative stereotyping, the Minotaur often avoid humans and human settlements.

## Creature Information

### Appearance

Minotaurs appear as they always have; half-man, half-bull creatures. Legs are double-jointed, with hooves rather than normal feet. They are often covered in a thick fur that can range in color, from brown to black to white. Minotaur are often seen with an exceedingly immense musculature, likely due to intense physical labor and frequent, nomadic journeys. The head is of a bull, with two horns of various sizes and an elongated face.

### Diet

Minotaur are considered to be omnivores, eating whatever they can find. This usually includes whatever grows in mountain areas, as well as local wildlife. They are natural born hunters; they make traps and have extensive knowledge about how to get the most from a fresh kill. Due to their rigid moral codes, Minotaur refuse to steal from anyone and anywhere; even if tempted, they would never steal any livestock or food from local settlements. The Minotaur tribes believe it to be weakness to have to resort to such acts, and it further contributes to the negative stereotype already placed upon them by mankind. Thus, many tribes have been able to thrive on little to no sustenance, able to go weeks without eating. If rearing their young, older Minotaur may intentionally starve themselves just to ensure that their children are well-fed.

### Habitat

As Minotaur refuse to stray anywhere near human settlements, the locations that they reside in are often remote and isolated. This mostly includes mountainous territories like those seen in Eden and Magna Roma. Minotaur tribes will hole up inside the various cave systems that mountains provide, often leaving behind crude cave drawings as a warning to anyone who dares to come too close into active Minotaur territory. The Minotaur is known to be a nomadic sort as well, and will constantly move about from place to place. To see a tribe anywhere near a human settlement is rare; more than likely, that tribe is either in transit, or for some unknown reason, has been unable to move on from their current location.
Mourner

The **Mourner**, alike the Dreamrunner, is a spirit who is unable to pass on to the afterlife. Typically presented as beautiful women with long hair, they haunt areas of great tragedy, usually when there has been recent death involved. Though normally docile, they will become immensely hostile if approached by anything with a pulse. It's best to leave these ones alone.

## Creature Information

### Appearance

The Mourner appears much like they did when still alive, and it is incredibly easy to mistake them for being among the living. They typically appear as frighteningly tangible women with faces hidden in long hair, and their body hunched over, grieving over the death of a loved one or close companion. It is strongly advised not to approach them, as Mourners are in a fragile state of mind and can become easily triggered into a more bestial state. Mourners usually have disfigurements, as most cases of Mourners involved a grieving widow or mother committing suicide over the loss of someone close to them. Being in a state of perpetual undeath has only seemed to worsen these life-ending wounds, which appear as lengthy scars or constant bleeding. When enraged, they show no restraint in relentlessly assaulting the one who disturbed their mourning. Eyes glow red and fingernails elongate into claws. If a Mourner has been enraged, leaving them alone for an extended period of time will allow them to eventually regress back into their passive state.

### Diet

As spirits, Mourners lack any bodily function that would deem consumption of any substances necessary. Mourners exist entirely off of their own grief, and can subsist upon it for decades.

### Habitat

Mourners are drawn to death, typically those of people who were related to them in life. Depending on where they died and the circumstances of the Mourner's creation, the grieving spirit can and will appear there. If a Mourner has taken residence in an inconvenient spot, there are a few ways to deal with them. The easiest is to leave them alone; keeping distance away from a Mourner will keep them passive and docile. They can also be exorcised through holy rituals, as they are technically hostile spirits, although only in certain circumstances. A third and more difficult way is to somehow have the Mourner make peace with whatever individual they mourn over. If the Mourner is able to overcome their grief, they will be able to pass on to the afterlife, and disappear for good.
Meru

**Meru**is the major island on Annwfyn that people visit. This is particularly due to their access to ports for trade, universities and schools for scholars, business opportunities, and fashion.

To the outside world, Meru seems to be the only modern part of Annwfyn's archipelago, due to its technological advances that it continues to grow above and beyond. It is unknown how or why Meru seems to continue to advance ahead of the other islands, or even countries, but many assume it is due to some mystic power the Sidhes have acquired overtime.

## Notable Landmarks

### Meru University

The University of Meru is home to thousands of students from all over the world. Most of the students are Annwfyn natives, but the university is open to the public. It offers a range of majors and activities. Occasionally, they will have remarkable Annwfyn natives come talk to students about potential career paths within the archipelago. The university has a second campus in Annwn, but it is dedicated solely to internships. The school board hopes to extend an exchange program to other countries in the future, with the help of the new queen, Celaena Sardothien.

### The Hellguard Order

The Hellguard Order is the rebirth of an ancient Order that fell long before the war that changed everything. The Order of the Sword fell at the hands of a great invasion on the Country of Britannia. Bringing it to a swift end after the Monarchy was slain and the Order decimated by the sheer might of the demons. While their capital city of Ocala burned, Asmodeus that whom was groomed to lead in this kind of event lead the Elders to safety. When they arrived at a heavenly fortress alike to Weiss & Daedalus who followed their tracks. They manipulated a gate way inside to transport themselves safely through time. From the ashes, the Elders and new Lord Commander, Asmodeus had begun anew with a future where they can work to establish their power and face any demonic or supernatural threat that comes. It is unknown why they have picked this island as their home base, but it is possibly due to the resources that come from the city of Meru. The Order's base is located on the edge of the island of Meru, outside of the city's border. It is currently recruiting new members. It is rumored Gwyn ap Nudd currently resides there.
Lizardfolk

**Lizardfolk** represent a statistical anomaly; a genetic link between dragons and humans. Whether this is a byproduct of failed hybridization attempts or another victim of the Divide, is ultimately left unknown to all scholars. Lizardfolk avoid civilization as much as possible, so much so that they can only be found in the desert rings of the Land of Drakes. Likely through some unknown and invisible bond, they live out their existence in proximity to the enigmatic dragons of the island. It is entirely possible that they, the Lizardfolk, have made human colonization of the Land of Drakes next to impossible.

## Creature Information

### Appearance

Lizardfolk vary in appearance rather wildly, and differ between male and female. Possible colors include just about any within the rainbow spectrum, and can come in solid colors, spotted colors or striped colors. Like other members of the Draconian species, Lizardfolk have tough scales on their exterior, able to withstand a decent amount of punishment from outside forces. Hands and feet possess sharp claws, useful for digging or as a defensive measure. While males have a fin-like mane and ridges down the back and to the tail's end, females lack such distinctions.

### Diet

They are omnivores by nature; Lizardfolk will consume whatever they can get their claws on, but seem to have a tendency to at least prepare their meals before eating. Charred fire pits and crude ovens have been found in abandoned lizard folk villages. They will absolutely refuse to eat lizards of any kind, likely due to the fact that they are lizards as well. It is assumed that Lizardfolk know how to draw liquids from cacti, due to limited water supplies in the desert region. This creates an interesting picture that paints the Lizardfolk as creatures of somewhat limited intelligence, comparable to cavemen.

### Habitat

Lizardfolk are entirely relegated to the vast deserts that separate the inner and outer rings of the dragon island. What they are doing there is a bit of a mystery, though have assumed that due in part to the genetic relation to dragons, Lizardfolk feel somewhat drawn to the island. Scraps of armor and metal left behind at abandoned villages suggest that the Lizardfolk arm themselves, in order to combat some of the desert's more dangerous encounters. The lizards appear quite more intelligent compared to other draconian species, and many tribal villages have begun to pop up across the width of the desert expanse.
Levi Kiryu

> *"Can't catch a break, can we?"* - Levi
>
>

**Levi Kiryu** is a member of the legendary Kiryu clan, albeit one born from another mother. Being well-trained in the art of the winds, Levi trains night and day to hone himself and his specific craft. His greatest ally and mentor is the ancient wind dragon, Táifēng.

## Biography

One thing time couldn't tell, was whether there would come another Arch-Nephilim... But one was given life in this era. Levi was the newest edition to the Kiryu blood-line. A Nephilim born of Law Kiryu and a Demon that harnessed harsh and unforgiving razor-winds. Lucile Petrova was an Arch-Demoness, worthy of union with Law Kiryu who was the Arch-Angel of Time and Space. Though Levi still to this day has no idea who his parents are, or what he is exactly. The only thing he knows is he has great power at his disposal and a purpose to use it for justice. He lives in the mountains near Shanghai, he is a guest of Táifēng, a Dragon of this world who commands the winds like Levi. So the Dragon decided to teach him the magic it dominates, gifting him the might and wrath of a Dragon's magic.

## Abilities

Luckily for Levi, he inherited Law's Ergokinetic powers of energy absorption and manipulation, powers mainly gifted to his twin sons Weiss and Atreyu. His mother's demonic wind magic was also inherited, making him quite strong. It gifts him the ability to manipulate the wind and air around him, into razor sharp currents or forceful hurricane gusts. He can also use it to fly. His body emanates a white smokey aura that surrounds his form, this symbolizes his power. The greater the size in aura, the more power he is wielding at his disposal. With his Dragon's teachings, his wind grew powerful and dangerous. He now has Dragon techniques for his Winds, allowing him to use his fists to propel deadly shots of wind and his mouth and lungs, to produce a viciously lethal roar of wind.
His twin swords were left to him from his father Law, forged from Star Metal, a celestial mineral from fallen stars. It's density and quality surpasses anything found on earth, giving his razor sharp blades an advantage against other weapons. His wind projects onto and through his swords, both of which are named Jufeng and Jifeng; which stand for Hurricane and Monsoon.

## Personality

Levi demonstrates a carefree nature with the occasional serious attitude. He's nonchalant, playful and excitable. However when things get real and it comes down to the wire, he has no issue stepping up to the plate and showing what he has to give. He's always looking for the next best way to test his limits and break them. He has spent a long time in isolation, his people skills are lacking but.. He has become quite strong in his training with Táifēng.
Incunabula

O Antes, Adam's place of residence

> "*They say that any time a shooting star passes by, it's because Adam made it fall; in remembrance of his lost love."* - Unknown
>
>

**Incunabula** is the most northern island of the Annwfyn archipelago. No one quite knows how it was formed. Many theorize that it was a gift from the goddess, Dôn, to her two creations: Adam and Eve. Others hypothesize that it showed up after the Divide, protected by the Warden. Either way, the land was supposedly not created when the world was. The landscape is lush and green. The harvest is always plentiful and no diseases or plagues have been known to wreck havoc on its grounds.

Incunabula is home of the Frondifera, who live peaceful lives in the valleys of Incunabula. They are the protectors of O Antes, where the Gardenkeeper or the Warden resides. Within the heart of the largest valley is the abode of Adam and posthumously Eve, who, once together, created the Sidhe race from within.

## Notable Points

### Frondiferan Monastery

The Frondifera are a sect of hermit monks who live in the valleys and mountains of Inculabula; their name roughly translates to "leaf-bearer" from Gaelic. The monastery itself oversees the flowing valleys and mountains that make up the northern expanse, as well as the massive tree that stands as its centerpiece. While peaceful in their own right, they tend to be eccentric, observing an almost cult-like worship of their warden, Adam. None more of an example can be pinpointed other than their namesake; the Frondifera keep leaves within their temple, said to be sacred relics. Said leaves are supposedly thousands of years old, having once been from the Garden of Eden.

### O Antes

Roughly translating to "The Before" from Gaelic, O Antes represents the beauty and purity of nature that remains preserved through Adam's will. Settled within the deepest valley of Inculabula, the green stays green and the trees retain their leaves year-round, even in the dead of winter. At the center of the valley is O Antes itself; a massive tree with enormous, twisting roots that are presumably spread throughout the island. Despite how lush and full the tree is, it's mostly hollow; the tree was fashioned into a dwelling long ago, and currently serves as Adam's residence, as it did with Eve before her passing.

### The Trial Grounds

The Trial Grounds is where potential leaders of Annwfyn would meet up with Adam, usually for the first time, in order to gain his respect and blessing to rule over the lands he has made. It is located on the side of one of the lesser valleys, one that is connected to O Antes through man-made tunnels. The landing is flat and opens out to the hazy air of the island, as if it is cover in constant mist and fog. This standpoint is remarkable because it seems to be immune to the weather that occurs in the rest of the island. The skies are not clear from this place, which many assume is Adam's doing, due to his love of the stars above. He never wishes for his love, Eve, to watch the trials from above in case she would not approve.
Create~pony Wiki

## Welcome to create~pony

Welcome to create~pony! At the moment, I am the only member or editor of Create Pony so please, click that edit button on the top and help me out!----Evening Star (talk) 07:42, December 26, 2018 (UTC)eveningstar

## Describe your topic

Here at create~pony, we welcome anything creative! Roleplay, music, art, fanfiction, head canons... you name it!

At the moment we are just beginning, but we plan to contain things from all generations of mlp. --Evening Star (talk) 07:18, December 26, 2018 (UTC)eveningstar

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Ashur

> "*What the fuck are those kids doing over there?" -*Ashur.
>
>

**Ashur** is the creator of the archipelago, Annwfyn. He is noted to be reclusive, not really wanting to be bothered by society for the past few millennia. He is known to enjoy creating and playing with the stars, occasionally forming new constellations to note new kings or queens of Annwfyn. Supposedly, he is found among the mountains on the island of Xian.
All

Here you'll find a compiled list of all the posts so far on create.

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>
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## Appearance

A thorough description of the character's appearance. This includes: what they look like, skin type, eye color, hair color, hair length, typical attire and things of that nature. If the character has multiple forms, please note so here. Be sure to list them under different sub-headings.

## Personality

Your character's personality. Are they friendly, always trying to help people and do the right thing? Do they want to kill everyone? List your character's personality quirks and how they perceive the world around them.

## Abilities

This is where you can list off what your character is capable of. Do they have unique powers? What are they good at? This section doesn't have to solely encompass supernatural or magical skill, but can include anything worthy of note. If your character is really proficient at fencing or is bilingual, it might be info that can be put here.

## Relationships

### Applicable Character Name

This is a section where you can list possible relationships between this character and another character, be it romantic, symbolic or hostile. You're allowed to have as many relationships as you want, though try to limit it to four if you're able to.
Twilight Sparkle

video

### Relatives

Shining Armor - Brother; Princess Cadance - Sister in law, foalsitter; Twilight Velvet - mother; Nightlight - father; Princess Flurry Heart - niece; Princess Celestia - mentor

## Physical description

### Gender

Female

Twilight Sparkle is the main character in the tv show My Little Pony, Friendship is Magic.

See also: Twilight (Main, g1) and Twilight (Uncommon, g1)

## About

Twilight Sparkle is the main character of the tv show My Little Pony, Friendship is Magic.

Element of magic

## Canon

Mane: flat, straight bangs; Indigo with violet streak and pink streak

Tail: long (almost to floor); Indigo with violet streak and pink streak

Cutiemark: pink starburst with five small white sparkles surrounding it

Personality: calm, serious, studios, introvert

Likes: reading, books

Dislikes: quesadillas

Afraid of: quesadillas

Backstory: Twilight Sparkle was born to Twilight Velvet and Nightlight, with an older brother, Shining Armor. As she grew older and graduated magic kindergarten, she tried to get into the prestigious school run by Princess Celestia herself: Princess Celestia's School for Gifted Unicorns. Her entrance exam was a total fail, -she got so nervous that she couldn't do anything- but at the end of the exam a rainboom caused her magic to surge and she hatched the egg, her magic causing the baby dragon to grow to the size of Canterlot Castle. After seeing her untapped magical potential Princess Celestia took her as her personal protege.

As the years passed, Twilight's magic grew and grew, but there was one thing she didn't have- friends. So Princess Celestia sent her to the small town of Ponyville to prepare for the Summer Sun Celebration and tasked her with making friends. Her and her friends; Applejack, Pinkie Pie, Fluttershy, Rainbow Dash and Rarity all wield the Elements of Harmony and have defeated many a foe with them.

Years later Twilight Sparkle became an alicorn Princess, the Princess of Friendship.

Relations: Shining Armor (BBBFF), Twilight Velvet (mother), Nightlight (father), Princess Celestia (mentor), Spike (assistant, brother, son), Princess Cadance (foal sitter, sister in-law)

Occupation: Librarian (former), Princess of Friendship (current), element of magic (current)

Lives: Ponyville

## Appears

- My Little Pony Friendship is Magic (starting at episode 1, season 1)

- My Little Pony Movie

- fan-works.
Fanfiction: Rules

Here are the rules for submitting Fanfiction to Create-pony.

1. It can be for any of the generations of mlp

2. It can contain humans/crossovers etc.

3. Dark and slight gore allowed as long as properly stated in the description

4. No explicit gore (i.e. Cupcakes, Rainbow Factory, heads being blown off.)

5. Keep it friendly for Christian pups under 13 years old

6. No cursing or calling people names

7. No NSFW
Rhaccar wiki

**Welkom bij Rhaccar wiki**
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## Inhoud

Deze Wiki behandelt de geschiedenis van de wereld Rhaccar

## Wat is er nieuw?

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## Bijdragen aan deze wiki

Om een nieuw artikel te schrijven, moet je gewoon de titel van het artikel in de box hieronder invullen.

<createbox>
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buttonlabel=Maak een nieuw artikel
</createbox>

**Niet zeker waar te beginnen?**

* Lees **de tutorial** eens door.
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## Uitgelicht artikel

 Bestand:Uitgelicht.png
*Type hier de eerste paragraaf van een artikel waarvan jij vindt dat hij een plaats verdient op de hoofdpagina. Vergeet niet een om link naar het artikel te plaatsen zodat je bezoekers hem helemaal kunnen lezen.*

## Uitgelichte media

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*Gebruik deze sectie om een afbeelding, video of soundtrack te laten zien die een plaats op de hoofdpagina verdient*
Falhann

De **Falhann** waren een religieuze sekte in de stad Kirgar, in het noorden van het subcontinent Royhar. De Falhann waren een van de vele sekten in de stad die elkaar bestreden om politieke en religieuze dominantie. Ongeveer 100 jaar geleden grepen de Falhann na de Nacht van de Messen de macht in de stad. De Falhann slaagden erin om door het gebruik van huurmoordenaars en religieuze soldaten (de Vuurgarde) hun greep op de stad te behouden. De Falhann verzetten zich hevig tegen Het Rijk toen de Grote Veroveringsoorlogen begonnen, en weigerden Kirgar op te geven. Tijdens het Beleg van Kirgar sloegen keizerlijke troepen een bres in de stadsmuur en bestormden de stad. In het bloedbad dat volgde werden bijna alle Falhann uitgemoord. Een paar slaagden erin om de stad te ontvluchten. Zij trokken ver naar het oosten, naar de Thurkalvallei, om daar een nieuw bestaan op te bouwen buiten de keizerlijke macht om.
Lyesse

De **Lyesse** is een rivier op het subcontinent Royhar. De rivier ontspringt in het Tandraygebergte en stroomt door de stad Kirgar naar het zuiden. De rivier mondt uit in de Verdronken Landen, een moerassig gebied waar reizigers moeilijk doorheen kunnen komen door de zompige grond en de nevels. De oevers van de Lyesse zijn erg vruchtbaar en daardoor uitstekend geschikt voor intensieve landbouw van boerengemeenschappen.
Kirgar

**Kirgar** is een stad in het noorden van het subcontinent Royhar, gelegen op de zuidelijke slopen van het Tandraygebergte. De inwoners van de stad worden **Kirgari** genoemd. Kirgar staat bekend om haar handel in pelzen en om haar grote aantallen Vuurtempels.

### Geschiedenis van Kirgar

De stad Kirgar ontstond ongeveer 600 jaar geleden toen een groep mensen op de hellingen van het Tandraygebergte een nederzetting vestigde bij de bronnen van de rivier Lyesse. De stad ontwikkelde zich door handel met de volkeren die ten noorden en ten zuiden van het gebergte leefden, en door landbouw in de bergvallei. Kirgar ontwikkelde zich achtereenvolgens tot de hoofdstad van het koninkrijk Kirgahan en daarna tot het religieuze centrum van de religieuze Vuursekten, die elkaar bestreden en de stad bestuurden als een religieuze staat. Tijdens de Grote Veroveringsoorlogen werd de stad maandenlang belegerd door Het Rijk. De heersende sekte - de Falhann - weigerde de stad over te geven. Uiteindelijk bestormden de keizerlijke troepen de stad, waarop een bloedbad volgde. Alle leden van de Falhann werden uitgemoord. Sindsdien is het Vierde Legioen in en rondom de stad gelegerd.

### Bijzonderheden in Kirgar

De stad Kirgar staat bekend om de grote hoeveelheid Vuurtempels, en wordt daarom door de Kirgari zelf ook wel de Tempelstad genoemd. Verschillende sekten leven met elkaar samen in de stad. In het verleden bestreden de sekten elkaar met huurmoordenaars, religieuze preken en uitbarstingen van geweld. Mede om die reden werd Kirgar gezien als een van de gevaarlijkste steden van Royhar. Ieder jaar, bij de eerste maanwende van de hete zomer, trekken tienduizenden pelgrims naar de stad voor de Vuurbede.
D'harvlakte

De **D'harvlakte** is een steppe in het oosten van het subcontinent Royhar. De vlakte ligt ten noorden van de stad Ghasban en de Zandheuvels, en ten zuiden van de Thurkalvallei. De D'harvlakte wordt gekenmerkt door de zeer spaarzame regen, die meestal komt tijdens zware stormen. De vlakte wordt bewoond door de D'hara, een nomadenvolk dat de God van het Vuur (M'ktor) aanbidt en in tenten leeft. Hun paarden worden gezien als de beste van heel Royhar. De D'hara staan bekend als uitstekende ruiters en verkenners, maar ook als halve wilden die zich maar moeilijk door Het Rijk laten onderdrukken.
Tandraygebergte

Het **Tandraygebergte** is een gebergte in het noorden van het subcontinent Royhar. Het gebergte strekt zich van oost naar west uit over het subcontinent en vormt een belangrijke natuurlijke barrière. Ten noorden van het gebergte ligt het koude hoogland Tandray, waar slechts weinig buitenstaanders zich wagen. Het gebergte is moeilijk begaanbaar. De enige veilige manier om het gebergte over te steken is via de kust ten oosten en westen van het gebergte, en via een nauwe pas ten noorden van de stad Kirgar. In de wintermaanden wordt het gebergte bijna onbegaanbaar door sneeuwstormen en strenge vorst.
Ghasban

**Ghasban** is een van de grote steden op het subcontinent Royhar. De inwoners van de stad worden **Ghasbani** genoemd. Ghasban is de meest oostelijke stad op het subcontinent, gelegen aan de Hoofdweg die het continent van oost naar west doorkruist. Ghasban ligt midden op de droge vlaktes en vormt de scheiding tussen de D'harvlakte in het noorden en de Semkvlakte in het zuiden. Sinds de Grote Veroveringsoorlogen wordt de stad bestuurd door Het Rijk. Momenteel wordt de stad bestuurd door Geys Barrick, een van de Dominaten van Het Rijk.

###

### Geschiedenis

Ghasban ontstond ongeveer 600 jaar geleden als gevolg van toenemende handel tussen de nomaden van de vlakte en de boeren in de Zandheuvels. De stad stond vanaf haar ontstaan bekend om haar juwelen en paardenmarkten en ligt bovenop een ondergronds waterbassin, wat toegang tot de stad voor de nomaden zeer gewild maakte. Ghasban ontwikkelde zich ongeveer 400 jaar geleden tot Ghasabhan, een koninkrijk dat oorlog voerde met de nomaden (de D'hara en de Semkoy). In de stad werd de Grote Vuurtempel opgetrokken uit rood gesteente. De koningen van Ghasabhan droegen de Rode Kroon, gemaakt van een vreemd soort metaal.

30 jaar voor het begin van de serie werd de laatste Rode Koning, Althaar di Masayen, samen met zijn vrouw en kinderen vermoord door magiërs van Het Rijk. Het koninkrijk stortte zich daarop in chaos. Niet lang daarna trok het Tweede Legioen van Het Rijk de stad binnen, zonder veel verzet. Sindsdien wordt de stad bestuurd door Het Rijk en vormt zij een belangrijke doorvoerroute voor troepen en voorraden. Ook de handel met de steppen en de steden in het westen van Royhar floreerde. In tegenstelling tot andere delen van Royhar vestigden zich maar weinig kolonisten uit Tandros in en rondom de stad.

Ondanks de relatief vreedzame overname door Het Rijk zien veel Ghasbani de keizerlijke troepen als bezetters en ongelovigen. Velen sloten zich daarom aan bij de Grote Opstand.
Royhar

**Royhar** is een subcontinent ten noorden van Tandros en ten westen van Shenray. Het subcontinent strekt zich van oost naar west uit en wordt gekenmerkt door periodieke droogte, een heuvelachtig landschap en grote vlaktes die zich uitstekend lenen voor het houden van paarden en groot vee.

### Geografie

Royhar wordt gekenmerkt door periodieke droogte. De meeste regen valt in het oostelijk deel van het subcontinent. Het westelijke deel is droger en bestaat grotendeels uit steppen, heuvels en gebergten. Het droge oostelijke deel van het subcontinent wordt grotendeels gedomineerd door de D'harvlakte en de Semkvlakte. In het oosten van Royhar ligt het Halkwoud, het enige grote woud op het subcontinent.

### Culturen

De inwoners van Royhar aanbidden M'ktor, de God van het Vuur. Gedurende een groot deel van de geschiedenis vormden de volkeren van Royhar geen politieke of culturele eenheid. Pas zeer recent zijn alle volkeren en stammen onder de invloed van Het Rijk gekomen, na de Grote Veroveringsoorlogen. Sinds de veroveringsoorlogen zijn tienduizenden kolonisten vanuit Tandros naar Royhar gekomen. Zij hebben hun cultuur, dialect en geloof in Gorth, de God van de Geest, meegenomen.

### Belangrijke steden

* Ghasban
* Kirgar
* Danisban
* Ghorkei
* Himrad

### Andere plaatsen

* Himrad
* Hirek
* Kohar
* Mehlek
* Tirek
* Shelek
* Orinelle
Himrad

**Himrad** is een kasteel aan de noordelijke oever van het Schemermeer aan de Hoofdweg. De sterkte werd ongeveer 300 jaar geleden gebouwd door de Rode Koningen van Ghasabhan om de handelsroutes door de vlakten te bereiken. De sterkte vormde de oostelijke grens van het koninkrijk. Na de dood van de laatste Rode Koning door de magiërs van Het Rijk werd de sterkte overgenomen door keizerlijke troepen. Inmiddels wordt het kasteel bezet door het Tweede Legioen onder het commando van Geys Barrick, en vormt het kasteel de oostelijke grens van Het Rijk. Ten oosten van de sterkte ligt het land Shenrey.