recursal/Fanatic-Fandom huggingface dataset:
Blade of the Dragon

Ozymandias Lifrakeiz, the Blade of the Dragon in the Crystal Seal timeline

The Blade of the Dragon is the nominal leader of the Cetaran Regents. He/she serves as a tie-breaker between the other Regents in case of a tied vote, and rules from Ierhayera. The Blade of the Dragon is also the official head of state of the Republic of Cetara.

Unlike the other Regents, who are focused on one of strength, wisdom and speed respectively, the Blade of the Dragon is expected to display a great and balanced amount of all three. Likewise, the Blade of the Dragon is expected to act as a mediator between the other Regents and keep the balance between them.

## Regalia

The Regalia of the Blade of the Dragon are a set of the eponymous Blade of the Dragon - an Iserial Polearm - and matching three-fold Iserial Wings, as well as a headband. Together, they allows the bearer to assume the shape of a mythical Minayero-Clan Greatdragon for a limited amount of time. Like with all of the Regents' Regalia, this power is highly limited, and must recharge for a long time between uses. In fact, over-using it also risks breaking the Regalia.
Eternal Cities

The Eternal Cities are a network of relatively small linked, bounded worlds in the River of Dreams. They are among the most prosperous and persistent places in all of Minayero. Due to its prosperity, the Causeway-network centered around the Eternal Cities is highly attractive, and many worlds who learn about it and posses the resources to connect themselves to it will endeavour to do so. The Eternal Cities themselves welcome any such newcomers, but since they know just how much they have to offer rarely actively support such efforts, leaving it to the prospective newcomer worlds to figure out how to make the connection.

## Known Eternal Cities

* The Golden City
* The Eternal Observatory
* The Verdant Garden
* The Beast Metropolis
Lion

Bravest of all Wel, the Lion Wel are proud warriors on the battlefield who would rather die than turn tail and run. They are natural leaders. Though closely related to the Panther Wel, the Lion Wel's considerably more social nature is the reason why they are generally considered a different Wel Race and have no further Sub-Races.
Kekeyro

The Kekeyro rune

One of the Iserial Elements of Ceal. Following the traditional order of the Sphere Elements, Kekeyro is the seventh element.

Kekeyro represents the element most frequently associated with water. It incorporates aspects such as motion, steadiness, flow and serenity.

Kekeyro resonates with the elements of Kyera, Jelzyra, Yaera, Ariro, Haerinero. It opposes Lycro.

The Kekeyro Rune consists of a central circle divided by a wavy line, which is surrounded by two ellipses. The most striking feature of this rune is that it can be drawn in a single fluid motion. Although very regular, this rune only features a rotational symmetry of 180°.

Kekeyro is a very calm element. When trying to work with it, one must literally go with the flow, using little force, but displaying a lot of patience. Some Iserialogists believe that Kekeyro is the one element that requires the longest amount of time to truly master.

Kekeyro can be used for a wide variety of purposes, most notably to supply water in dry environments. However, since a certain amount of ambient Kekeyro energy is required to work with, only the most skilled Iserialogists are able to conjure up water in the middle of a desert. Instead, a very popular method is to use Kekeyro at the shore of an ocean, where Kekeyro energy is abundant, to conjure up fresh water.
Waveblade

A nine-strand Waveblade in the shape of a sword.

A Waveblade is a weapon made out of Iserial Energy waves. It takes extreme skill, talent and training to wield one of those, though the benefits are considerable. Skilled Wavebladers can freely manipulate the individual strands that their Waveblade is made out of for unlimited versatility and destructive effect. In addition, Waveblades are among the few weapons that can affect Nightmares.

Waveblades are ranked by the number of individual wave strands they are made of, which each strand appearing as a glowing string of sheer Iserial Energy. Managing multiple strands becomes increasingly difficult. Only few individuals manage to manifest a Waveblade consisting of even a single strand, and fewer still manage to add more on top of those. Some of the most powerful Wavebladers ever recorded have managed to create Waveblades consisting of 9 to 12 strands, and rarely more.
Matured Dream World

A Matured Dream World is a Type of World that started out as a Dream Realm and eventually managed to develop a World Wall. While Dream Realms are normally ephemeral and come into being and dissipate again within minutes, hours or days, some Dream Realms develop a certain measure of persistence, which eventually leads to them developing a World Wall and becoming Matured Dream Worlds. The reasons for this may vary: Some Dream Realms may be shared by enough people that they do not get a chance to dissipate, others may be visited by travellers in the River of Dreams and given permanence through their presence, and others yet may simply have some unique aspect that gives them permanence. Even so, compared to the number of Dream Realms that come into being and dissipate again in a given time frame, the fraction of those that end up becoming Matured Dream Worlds is exceedingly small.

Apart from the innate requirement for some factor of permanence, maturing Dream Realms are also frequently preyed upon by Nightmares. Though not generally considered to be capable of reason, Nightmares tend to seek out maturing Dream Realms, potentially sensing that once those develop a World Wall, they will no longer be capable of feeding on them. As such, many a Dream Realm in the process of becoming a Matured Dream World has suffered the fate of being destroyed by a Nightmare.

Matured Dream Worlds can often be told apart from other types of world by the fact that they still retain many dream-like characteristics that are rarely seen in other types of worlds, such as doorways that routinely lead to different places, light without shadows, reckless abandon of physics or abstract concepts made corporeal. Matured Dream Worlds may also be of nightmarish quality, though this is related to the basic nature of the original Dream Realm, and not actual Nightmares, which would have devoured the dream in its entirety instead.
Zelsia

Zelsia as seen from space

Location of Zelsia on Ceal

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

Almost perfectly round, this continent seems to defy nature in every way. Around the highly symmetric Netal Mountains grows the Arc Forest, uniformly for almost the same distance in each direction, before giving way to the Radia Plains

The reason behind this is that Zelsia is, indeed, an artificially created continent, constructed during the Golden Age of Iserialogy. It was built atop the Zelsia-Archipelago, which as a consequence ceased to exist.

The Novean Faith considers this to be mortal arrogance and heresy against the providence of nature, and has thus declared the entire continent of Zelsia to be a land of evil, a notion which is further reinforced by the fact that fearsome Chimerals - unnatural beasts that were created as biological weapons during the Iserial War - still roam this continent, ready and willing to tear apart any and all intruders.
Unias

A Brush Unia

Great, herbivorous lizards, these spirited reptilian Fatikelij are strong enough to fight off smaller or inexperienced predators, but also have the stamina to escape more threatening foes. A large population of Unias has been domesticated by the Celinne, and now they earn their upkeep as mounts and beasts of labor, but there are still large populations of untamed Unias in the wild.

Unias are no picky eaters, and will happily munch down most plants no matter how tough or thorny. As a result, they are found in a wide range of biomes, from the lush forests and jungles of Rida to the craggy mountains of Jelkyera. The only things they can't stand are extreme temperatures and dryness, causing them to avoid arid steppes or deserts, as well as frigid tundras and taigas.

They are often seen traveling in pairs, with one Unia watching out for predators while the other is foraging. These bonds are highly volatile, and a single Unia may travel alongside dozens of different partners during its lifespan. However, there have also been reported cases of Unias forming stable monogamous relationships. This seems to be especially common among domesticated Unias.
The Chronicles of Ceal Wiki

**Welcome to the The Chronicles of Ceal Wiki!**Welcome to the Chronicles of Ceal Wiki. This Wiki is about the Chronicles of Ceal franchise, which features the world of Ceal itself as well as the extended Minayero multiverse created by tri-Tail.
## Topics

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Scaled Dracoforms

A Greatdragon of the scaled Naleiro Clan

Scaled Dracoforms are the most common phenotype of Dracoforms. All Dracoforms of the Yaera, Haerinero, Naleiro and Reyra clans are of the Scaled phenotype.

Scaled Dracoforms are covered in scales and feature a pair of leathery wings that enable them to fly. Counting their four legs (or in the case of Draykin, two legs and two arms) and tail, that means that Scaled Dracoforms have a total of seven appendages.
Falycro

Falycro with Falyra

Falycro is the smaller and dimmer of the two stars at the center of the Fal System. It is a yellow dwarf, which in Falysm is also referred to as the right eye of the Divine Dragon. The second-heaviest object in the Fal System after its partner star Falyra, it accounts for 19,39% of the system's total mass.

Falyra and Falycro orbit one another in a period of 12,23 Ceal days and at a distance of 11,540,000 km from one another, which is approximately fifteen times the diameter of Falyra. At their maximum visual distance seen from Ceal, the two stars appear approximately two finger's width apart in the sky (though it is only safe to directly observe them at sunset or sunrise, or with protective measures in place).

## Astronomical Data

**Mean radius:** 374,921 km

**Volume:** 2.21×1017 km3

**Mass:** 4.12×1029 kg

**Mean Density:** 1,868 kg/l

**Semi-major axis:** 5.77×106 km

**Orbital period:** 12.23 days

**Inclination:** 0.00° (by definition, the plane on which Falyra and Falycro orbit one another is the reference plane)

**Eccentricity:** 0.0472

**Affinity:** Lycro
Michael Lucius

A wise old Seraph of the Aclesia-caste, and a humble priest of the Novean Faith.

Michael was already well past hundred when he arrived in Selim – a humble priest with no great ambitions, and a mountain of experience and wisdom. He took over an old tower in the northern part of the town, refurbished it, and turned it into a livable place. Due to his kind demeanor and the readiness with which he helped people regardless of species or background, he was readily accepted by the citizens of Selim, and soon became an integral part of their community.

In time, Michael began to promote public education, teaching children after the times of worship in the Novean cathedral, and eventually even funding a public library with the support of some wealthy do-gooders. Eventually, he became known as the paragon of the values the Novean Faith represented, causing a religious resurgence among the citizens of Selim.

But then came Archdemon’s Raid, and although the elderly Seraph fought bravely using a pair of Iserial Projectors – relics form an era long gone by – he could not stop the Demons from destroying the majority of the town. Even worse: he had to witness the demise of two of the town’s heroes – Claudia and Marius Zerin.

In the weeks that followed, many people left the ruined city, leaving Selim but a shadow of its former self. Michael, however, stayed behind, helping those who chose to remain, and helping raise the children who had lost their parents in the raid, including young Sylvia and Bokay Zerin, the offspring of Claudia and Marius.

When the Zerin siblings one day appear on his
 doorstep, carrying one of the fabled Crystal Shards, Michael is beside himself with joy, and after hearing of Bokay’s ability to shoot Shining Arrows he is certain beyond a doubt: Bokay has to be the Chosen as spoken of in the Kiehlero of Nova, the most sacred text of the Klifareta, holy book of Novean Faith. With a mixture of pride and fatherly concern, he sends Bokay and Sylvia off on a journey to free the sealed goddess. He watches them depart from the window of his tower, regretting that he cannot accompany them on their quest.
Royal Army

The Royal Army is a military organization within the Holy Kingdom of Aidenous that focuses on infantry units. In addition, it also supports the largest navy of the kingdom which is usually referred to as the Royal Navy, though it technically is a part of the Royal Army and is integrated within its command structures. As the name implies, the Royal Army serves directly under the king, unlike the Crusaders and the Sky Knights which enjoy a certain degree of autonomy.

The Royal Army is primarily based in the Holy Capital of Aidenous, but also has a number of smaller bases all around the kingdom to enforce the law and fight monsters and bandits as needed. However, their main sphere of influence is still in eastern Pelagia, and they mostly leave routine jurisdiction and law enforcement to the local authorities of each state if at all possible.
Demons

Demons are violent entities that were summoned from another world during the Iserial War by the Kingdom of Jo'Wöhn to serve as brutal frontline soldiers. They most commonly resemble humanoids and sometimes beasts with greatly exaggerated offensive features such as horns, fangs and claws. Humanoid Demons also often bear weapons of curious make, though never armor. Their bodies also frequently display gruelling wounds such as tears of flesh that reach to the bone which do not seem to bother or slow down the Demon.

Demons are violent, reckless and bloodthirsty and seem to be fuelled by a mindless desire to inflict suffering onto others. As such, the only way to control them is through force, or by summoning them right into the midsts of one's enemies. If there ever was an effective means of controlling Demons, it has been lost to time. Nonetheless, Demons actively work together to destroy non-Demon opponents, and do not turn on one another if there is other viable prey nearby.

It has long been debated whether Demons are Biological Beings, Iserial Creatures, or another type of entity altogether. On one hand, their bodies seem to function in a way that does not seem to be consistent with biological models, but on the other hand they do not seem to require Iserial Energy for sustenance. As such, the leading theory is that the world from which they were originally summoned has somewhat different natural laws than Ceal, as well as most other worlds.

The brunt of Demons on Ceal were summoned during the Iserial War, after which the technique was declared to be forbidden knowledge. Even so, incidents still occurred where either devious individuals used the forbidden technique of summoning Demons, or where Demons randomly emerged in places they had been summoned before as a long-term consequence of the World Wall having been destabilized in these places. As a result of the First Novean War, the technique for summoning Demons was lost for good, and as the World Wall began to re-stabilize, less and less Demons started to appear randomly.

However, to this day Demons breaking through the World Wall in places they have been summoned before is still an event that can occasionally occur. If it does, it usually results in a drove of several dozen Demons bursting through, after which the World Wall re-stabilizes and closes again. There is no clear pattern in which "rift" will become active when, but similar to volcanic eruptions, the longer a rift has been dormant, the lower the odds that it will open up again.
Snow Leopard

Senahoy Nodies, a Snow Leopard Wel

The Snow Leopard Wel are a combination of elegant grace and deadly force. They were one of the Wel Races to almost become extinct as a result of the First Novean War. They managed to prevail by organizing themselves into honour-bound warrior clans that persist until today. Though they are closely related to the Panther Wel, they have since established a complex social structure and codex of morals and value that sets them apart. As a result, they are usually considered a Wel Race of their own, and don't have any Sub-Races.
Vaughtfall

Location of the Vaughtfall on the Vaught Peninsula

The Vaughtfall is an enormous, roughly 900km long chasm separating the Vaught Peninsula from the remainder of South Rida. Its width varies from several hundred meters to several kilometres, and it reaches all the way down to sea level, forming a narrow strait connecting the West Yaeresic Ocean with the South Yaeresic Ocean. Similar to the width, the depth of this strait fluctuates between hundreds of meters and several kilometres, with width and depth often correlating with one another. During its shallower segments, this strait is often littered with dangerous shallows and rocks that have fallen off the cliffs forming the sides of the Vaughtfall. This, along with the dangerous currents and whirlpools forming as a result of tidal forces, make navigating the strait extremely dangerous.

The sides of the Vaughtfall vary over its length. At times, the Vaughtfall is flanked by sheer cliff faces, while at others the surrounding land slopes down to sea level at angles between approximately 30° and 60°, except near its northern and southern mouths, where the gradients are much flatter.

A natural bridge across the Vaughtfall exists within the Vaughtfall Forest. Here, two opposing cliff faces are connected by a great, overgrown stone archway - known as the Vaught Arch - across which one of the main trade routes of the Vaught Peninsula runs. Though no historical account exists, it is commonly assumed that this archway was artificially created using Iserialogy to provide a convenient way of crossing the Vaughtfall. To this day, local authorities regularly send Iserialogists to the Vaughtfall Forest to check and if needed reinforce the Vaught Arch.
Spell Crystals

Several Elements and Ranks of Spell Crystals

Spell Crystals are Iserial Crystals that can be integrated into a person's Crystal Grid, thus allowing him/her to use a certain Iserialogy. Every Spell Crystal is associated with exactly one Iserialogy.

## Growth

Spell Crystals grow stronger when used, which will make the corresponding Iserialogy more powerful. Once a Spell Crystal has reached its full potential, it can either be upgraded into a fresh Spell Crystal of the next higher Rank, or split into two Spell Crystals of the same Rank. When split into two Spell Crystals of the same Rank, the parent crystal always retains its current Iserialogy, but the child crystal may potentially have a different Iserialogy than the parent crystal.
Quoatl

Quoatl are members of medium-sized carnivorous airborne serpentine Fatikelij Species native to Rida, Ventana, the Asuar Ridge and the Zodiac Isles. They have no legs, but feature feathered wings which they can use to soar quite elegantly. With the exception of the head, the remainder of their body is also covered in feathers. From head to tail, they typically grow about a metre in length, with a slightly larger wingspan.
Naleiro

The Naleiro rune

One of the Iserial Elements of Ceal. Following the traditional order of the Sphere Elements, Naleiro is the ninth element.

Naleiro represents the element most frequently associated with fauna. it incorporates aspects such as animalism, fertility, vitality and companionship.

Naleiro resonates with the elements of Ekyro, Haerinero, Jylcra, Ariro and Lycro. It opposes Jelzyra.

The Naleiro Rune consists of two short lines joined on one corner by a 90° angle, and two longer lines joined on one corner by a 45° angled, which are connected on their open corners to form a concave quadrangle. Three additional lines radially project out from the central point marked by the intersection of the two short lines, with the first line halving the 90° angle of the two short lines, and the other two positioned at 120° angles left and right to the first one, but originating from the long lines as opposed to the central point. This rune only has a single axis of symmetry.

Naleiro is the element of animal life in general. It is favored by many healers for its revitalizing properties, but can also be used to enhance one's bodily capabilities. Healing done using Naleiro is generally quick and exhilarating, but requires a rather large amount of energy when compared to Jelzyra.

Another important aspect of Naleiro is the ability to communicate with Fatikelij. This element can be used to create some sort of tele-empathic link between animals, allowing one to communicate on a level of instinct and abstract thought. This property makes it a favorite among beastmasters, druids and animal handlers all around the world. True masters of Naleiro can also utilize it to morph into the shape of animals, and even mythological creatures, though doing so requires either a natural prowess, years of training, or large amounts of Naleiro energy.
Religions

Over the millennia, countless religions have emerged on the world of Ceal, and while many of them were only local phenomena that vanished within a matter of centuries, there were a few religions that stood the test of time and eventually became major world religions.

Today, there are a total of seven world religions that are practiced widely and thoroughly by the Cemarelij of Ceal. Most of them are spread more or less evenly across the world, although there are still places where openly confessing to a certain religion will result in punishment or even death.

The enthusiasm with which religion is practiced varies by region: In some theocratic nations, a certain religion is a fundamental part of everyday life, and other religions are at best tolerated, while in more secular parts of the world religion may be regarded more as a way to express one’s individuality.

Regardless of where on Ceal one ventures, religion is an essential part of the culture of Ceal. One will find Falystic Lefieraj, hear Keylanistic fables, pass by Elementarist Academies, observe Stargazers debate with one another, encounter Gethnist Disciples read from the Teae’Cinileto, marvel at the splendor of Novean Cathedrals, or listen the harmonious melodies of a roundel of Chanters led by a seasoned Melodist.
Asuar Ridge

The Asuar Ridge as seen from space

Location of the Asuar Ridge on Ceal

A notable archipelago of ceal, stretching part of the way between the continents of Ultros and Ventana.

A chain of volcanic islands separating the Yaeresic Ocean from the Zural Ocean. They mostly consist of untamed wilderness, and many of the smaller islands are barren and dry. Being home to many fierce beasts, this is a corner of ceal as of yet unclaimed by civilization. However, every once and so often brave adventurers make their way into this feral corner of the world, setting up temporary communes.

After the Second Novean War, almost the entire Asuar Ridge was devastated by the Feeran Impact, giving rise to the Asuar Atoll in its place.
Uriel Ophrah

Grand Magistrate Uriel Ophrah

Uriel Ophrah is a Seraph of the Notimus-Caste and the Lord Magistrate of Kiehlero in the Crystal Seal Timeline. He is a big and strong man who despite his position takes physical training very seriously, convinced that a strong body begets a strong mind. He is a very hands-on ruler and takes on problems decisively, and often personally.

After he was brought into office with the support of the Novean Faith, one of his first and most spectacular acts was to crush a crime syndicate that had been holding Kiehlero hostage for decades. In fact, he personally led the decisive operation when it commenced and literally crushed the skull of one of the ringleaders when they tried to resist capture.

Ever since then, Uriel has fought crime and corruption in Kiehlero with great success, and thus quickly gained the support of the common people. Naturally, a number of people who had profited from the old ways were not quite as happy about that and incited quite a number of plots and assassination attempts against Uriel. However, thanks to his physical training and mental acuteness, Uriel has thus far managed to survive all of these attempts.

Uriel is relatively progressive for a ruler within the Holy Kingdom of Aidenous. As such, he does not completely share the Novean Faith's position that Wel are the anathema of all that is good. If he did, he would surely have any Wel in his domain be killed on sight. Instead, he tolerates Wel so long as they do not attempt to rise above a servant- or pet-like rank, and even sustains a small "Wel Reserve" near his manor where he allows Wel to live in their "natural surroundings". Condescending as this might sound, this is still considerably better treatment than most authorities in the Holy Kingdom of Aidenous usually give Wel, and he has often suffered harsh criticism for it.

In secret, Uriel is also one of the Goddess Nova's Archangels, having worked towards building an army of devout followers with the other Archangels for a millennium. During this time he assumed many different identities and has mostly been in charge governing cities and fighting crime and corruption to make sure that the growing Nation they wanted to devote to Nova did not self-destruct over corruption and petty issues.
Selim

Location of Selim in South Rida

A city/town in the southwest of the Vaught Peninsula on south Rida, and the capital of the Principality of Fagnos. Once a bustling trade city located at the shore of the West Yaeresic Ocean and the mouth of the river Rela, Selim was partially destroyed during Archdemon's Raid in AN 1007.

Efforts were made to rebuild the city after that, but since it became known that Archdemon was not defeated but only rather sealed away in the nearby Mannailu Forest, many of the survivors left the city in search of a safer place to live in. As such, most of the city was left in ruins, and today only a fraction of the remaining houses are still populated. Empty plots have been turned into fields, and livestock roams the once busy streets freely these days.

Even so, Selim is still the home town of Sylvia and Bokay Zerin and their families, as well as the former city sage and now town sage Michael Lucius. In addition, both Idra Kegis and Jioan Reklif spent a portion of their lives here.

Before Archdemon's Raid, the majority of Selim's population lived to the west of the Rela in the city proper. On the eastern banks of the Rela lies Selimsport, which used to be a separate town with a ferry line running between it and Selim. However, eventually, the Great Kepelius Bridge was erected with the help of a powerful Seraph Sage by the name of Kepelius, joining Selimsport to Selim. On account of being located on the far said of the Rela, Selimsport was not hit nearly as strong by Archdemon's Raid, even though many people still left Selimsport afterwards anyway. Today, the amount of people still living in both parts of town is about equal.
Zodiality

One of the seven major religions of Ceal. Officially constituted in 1,722 BN, Zodiality has been a decentralized religion for some time before that. With the advent of a theocratic government in the nation of Mel'Erik, Zodiality was formalized by an assembly of Stargazers, and its statutes written down in the Ceta'Fereyra. Zodiality is a polytheistic religion centered on the thirteen zodiac signs, which are revered as individual deities.

Starchildren value order and structure above all else. They firmly believe that everything has its place in the divine order of things, and that true happiness and fulfillment can be achieved by finding ones place and doing ones best to fulfill the role arranged for one by the gods. Stargazers assist the Starchildren by diving the will of the gods from the movements and positions of celestial objects, the most important of which are the 12 deities of the circle of the zodiac, governed by the 13th, eccentric zodiac sign representing the Star Dragon Trayesse, presiding over them all.
Pokémon

***Pokémon*** (English: /ˈpoʊkɪˌmɒn, -ki-, -keɪ-/), also known as ***Pocket Monsters*** in Japan, is a Japanese media franchise managed by the Pokémon Company, a company founded and with shares divided between Nintendo, Game Freak, and Creatures. The franchise copyright and Japanese trademark is shared by all three companies, but Nintendo is the sole owner of the trademark in other countries. The franchise was created by Satoshi Tajiri in 1995, and is centered on fictional creatures called "Pokémon", which humans, known as Pokémon Trainers, catch and train to battle each other for sport. The English slogan for the franchise is "Gotta Catch 'Em All". Works within the franchise are set in the Pokémon universe.
Ventana

Ventana as seen from space

Location of Ventana on Ceal

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

Of all the places on Ceal, this is the one where all Cemarelij seem to get along with one another. The continent itself is almost completely covered by the massive Ukugob Jungle, harboring the massive steppe highlands of Boma Irieyra and Ihsoti Kleira in its midst. Towering over Ihsoti Kleira stands Mungaaekrestro, the biggest volcano on Ceal. The southwestern tip of Ventana is covered by the extensive marsh of Magure Hekifra, also known as the mangrove swamp.

Ventana is governed by the Domain of Ninanjiro, a democratic and decentralized state, giving its individual regions great economic and political independence. Members of all Cemarelij species congregate here, mostly those who have grown tired of the conflicts in other parts of Ceal. As such, this continent is one of the most peaceful places on the entire planet, though naturally minor conflicts still arise from time to time.

The decentralized nature of Ninanjiro goes down all the way to the community level. As such, there are very few larger settlements on Ventana, despite it having a sizable populace. Instead, most people live in smaller communities and hamlets rarely numbering more than 100 people, which are loosely interconnected with one another. However, there are still two major cities on Ventana: The Haven of Fiyakko, where the majority of immigrants and refugees arrive, located on the northwestern tip of Ventana, and the ever-shifting city of Ishamuera, a nomadic center of trade located on the eastern part of Ihsoti Kleira, within sight of Mungaaekrestro.
Zevis

A Stone Zevi

Found all over the world of Ceal, these tiny reptilian Fatikelij fill the ecological niche left behind by mice during the Ascension Event. They feed mostly on seeds, but can also be found chewing down nuts and berries. Also, several breeds of Zevis feed on insects either occasionally or exclusively.

Zevis often live in family groups of up to a dozen, but forage mostly alone. Cute though they may be, they are not the sharpest knives in the drawer, and especially young Zevi often walk right into the face of danger, never to return. Although the surviving Zevis quickly replenish their numbers, this suicidal attitude which can be commonly observed in the field has given rise to the term "Zevi-brained", to describe a particularly stupid idea or endeavor.
Sky's Tear

Location of Sky's Tear

An anomaly in the space-time of Ilyfra caused through the use of Minayero by the Goddess Nova in the First Novean War. Sky's Tear is effectively where part of the world of Ceal itself was destroyed, causing a substantial scar raked across the fabric of reality itself, where the normal laws of physics no longer apply to their full extent.

Sky's tear is located around the site of Skytower Fleto, which was itself constructed on the equator in the strait between Makariba and Ventana. It covers an roughly spherical area about 5km in diameter and centered on the ruins of Skytower Fleto, approximately 4km above sea level. At sea level, it extends about 3km in all directions around Skytower Fleto. The area is both dreaded by sailors and at the same time venerated as a holy place by the Novean Faith, marking a location where the Goddess Nova won a great victory over the Wel. Either way, the place is considered taboo, and few people ever venture there.

Within that area, time appears to be frozen. The most obvious characteristic is the water, which at first glance seems to be a snapshot of a stormy sea frozen in time. A closer look, however, reveals wave formations quite unlike those ever produced by natural weather, including bridge- and cave-like formations. The ocean's water gradually hardens as one approaches Sky's Tear becoming first thick and viscous like jelly and eventually getting hard as stone. Within Sky's Tear itself, the water is harder than diamond, and can't be broken by any known means, not even with Creatanium tools or advanced Iserialogy.

However, even though the frozen sea is already a spectacular sight, the most breathtaking sight is the sky enclosed in the area of Sky's Tear, which is responsible for its name. Not only does it contain frozen clouds that exhibit equally spectacular formations as the ocean below, but it appears that the very sky itself is torn to pieces, raked by huge scars that seem to look out into the emptiness of space, or some other remote, otherworldly place. While these tears in the fabric of reality are pitch dark in the light of day, they sometimes glow with an eerie light at night. It is unclear whether they are rifts in the World Wall, or instead connect to some remote corner of Ilyfra. Some attempts have been made to explore them, but no one and nothing that was ever sent through those tears has ever returned.

At the centre of Sky's Tear stand the ruins of Skytower Fleto, frozen at the moment of its collapse for all eternity. Since the time freeze occurred shortly after the collapse began, the fragments of Skytower Fleto within Sky's Tear are still relatively close together, forming a tower-like overall structure made up of individual chunks of Creatanium that are frozen in time.

In addition, space itself is still warped within Sky's Tear. Scattered seemingly at random throughout the anomaly are discontinuities where explorers will suddenly find themselves at different positions than expected. The exact cause of this is unknown, but it is hypothesized to be related due to different points in space-time having been stitched together.
Wyverns

The Wyverns are the ultimate organic weapons created by the Kyeéyrifra Ecotopia during the Iserial War. Based from the experience gathered in creating the Chimerals, the Wyverns were bio-engineered using Iserial Technology to be the strongest possible Biological Beings on Ceal, exceeding even the might Greatdragons in strength. Apart from fearsome physical strength, they were also engineered to have Dragon Breath, Plumage, powerful Iserialogy, and incredible regenerative properties.

In total, three Wyverns were created, each according to different specifications: Celerity, Divinity and Infinity. Originally held in separate bio-stasis chambers, Celerity was eventually unleashed and killed during the Iserial War, while Infinity was released during the Second Novean War to be used as a weapon against the Goddess Nova. The whereabouts of Divinity are still unclear to this day, since all records of its location where destroyed as a result of the First Novean War. However, it stands to reason that it must still exist somewhere on Ceal since the Wyverns were specifically designed in a way that would ensure they would wake up if threatened in any way, including the failure of their bio-stasis chambers.
Sealed World

A Sealed World is a Type of World that is sealed off from the River of Dreams, and thus from contact with other worlds, either by natural or artificial means. A direct consequence of that is that a Sealed World only has very limited access to Secondary and Tertiary Iserialogy, and thus Iserialogy as a whole is usually underdeveloped in Sealed Worlds, to the point where it is often not considered real and banished into the world of myths and legends, especially as the population of the Sealed Worlds increases and Iserial Energy is subconsciously consumed so rapidly that even with the proper knowledge it is impossible to gather enough Iserial Energy to create a measurable effect.

The lack of Iserial Energy within Sealed Worlds, however, also has a number of positive side effects. For one, Sealed Worlds tend to be more stable in terms of geology and weather, but also on a social level. Without Iserialogy, conflicts tend to be more localized due to natural restrictions such as travel time and difficulty in communication that can easily overcome by Iserialogy - at least until a certain technology level is reached, at which point however a world usually has a sufficient number of inhabitants that even a large-scale world-wide war is going to set its development back more than a few decades.

Another effect of the lack of Iserial Energy within Sealed Worlds is that they tend to be much more focused on technology, achieving feats like long-distance communication and large-scale aviation without using Iserial Energy at all - something which in turn less tech-savvy Iserialogists may marvel at and call magic.

Sealed Worlds can either naturally come into being in Random Worlds and Matured Dream Worlds, or a world can intentionally be created as a Sealed World by a creator deity, resulting in a Sealed Explicitly Created World or Implicitly Created World. If a deity creates a sealed world it may choose to specify ways to access the world, which is a thing that deities routinely do to limit access to Paradise Worlds or make it hard to escape from Purgatory Worlds.

It is also possible for the seal of a Sealed World to be broken, turning it into an Open World, or an Open World to be sealed, turning it into a Sealed World. Such acts, however, are rare, and are usually carried out by Ailrokyklij, though some especially powerful deities as well as The Ancient are also capable of such feats.
Lake Laton

Lake Laton surrounding the Holy Capital of Aidenous

Lake Laton is an oxbow lake that used to be part of the river Magsabion. It still receives ample water from nearby brooks and drains into the Magsabion. It surrounds three quarters of the northeastern portion of the Holy Capital of Aidenous, and together with the great tree Gand'Shirar forms a topographical formation that is very reminiscent of the Novean Comet.
Summoners

Summoners are Iserialogists that focus on working with Spirits. Spirits in service of a Summoner are also known as Advocates.

## Advocate Types

*Main Article: Advocates*

Summoners generally fall into one of three categories, based on how they handle their Advocates: They can either forcibly enslave their advocates and use them as tools, enter a contract with them where the Advocates agree to perform certain services usually in return for a certain amount of Iserial Energy, or befriend them and help one another out on a friendship basis.

## Summon Types

There are generally three major ways in which Summoners use their advocate. There is a loose (but not set-in-stone) relation between these and the Advocate types that originates from the nature of the resulting bond.

### Calling

The Summoner briefly incarnates the Advocate, which will then use a powerful skill and disappear into the Spiritual Plane again. This type is favoured by Summoners using Advocate Slaves since the Advocate only has to be actively controlled for the brief amount of time during which it is incarnated in the Material Plane.

### Summoning

The Summoner incarnates the Advocate, which will stay by his side and assist him either for a set amount of time or until its Frame is destroyed. This type is favoured by Summoners using Contractor Advocates since the Advocate can be relied on to act independently and within the terms laid out in its contract.

### Linking

The Summoner partially merges with the Advocate, altering his physical appearance and enhancing his own abilities. During this time, Summoner and Advocate effectively share one Body surrounded by a Frame and act as one. This type is favoured by Summoners using Advocate Friends since linking like this is an intimate bond that requires a certain level of trust, or very rigid control.
Species

Ceal is home to many amazing and unique species of animals, plants and other lifeforms such as Spirits and Elementals.

Perhaps the most important distinction is between Cemarelij - intelligent species capable of building lasting and developing civilizations - and Fatikelij - wild species that do not change between generations and stay more or less the same even over a timescale of several millennia.

## Cemarelij Species

*Main article: Cemarelij*

Cemarelij are civilized species capable of creating societies and structures that not only last, but also evolve within relatively short time spans. The world of Ceal is home to a total of eight Cemarelij species, which can be further subdivided according to different criteria.

For one, there are four Original Species - Cemarelij species that came into being as a result of the natural laws governing Ceal - as well as four Novean Species - Cemarelij species that were created by the Goddess Nova after her arrival on Ceal.

The Cemarelij species of Ceal can also be subdivided into two Lyerelij Species - civilized species without hands or other appendages to manipulate tools - five Retafilij Species - civilized species with hands or other appendages to manipulate tools - as well as the Celinne, who are freely able to shift between Lyereli- and Retafili-morph.

### Original Species

*Main article: Original Species*

There are a total of four Original Species on Ceal, two of which are Lyerelij and two of which are Retafilij.

### Novean Species

*Main article: Novean Species*

There are a total of four Novean Species on Ceal, three of which are Retafilij, and the fourth of which can shift between Lyereli- and Retafili-morph at will.

## Fatikelij Species

*Main article: Fatikelij*

Fatikelij are feral species that do not form civilizations and remain largely unchanged even across large timespans. The world of Ceal is home to many amazing Fatikelij species.
Unganian Tribes

The Unganian Tribes were a nomadic people living in the Ungani Savannah in central Pelagia. They were united in AN 213 by a powerful and charismatic warlord who succeeded in bringing the other tribes to follow him either through diplomacy or by force of arms. United, the Unganian Tribes were a force to be reckoned with and conquered many cities and smaller states in central Pelagia.

The Unganian Tribes were the first major civilization of the Novean Species, consisting primarily of Celinne and Sprites. Their lifestyle was unruly at best and outright chaotic at worst, and yet they somehow managed to build a society spanning half a continent that agreed on the same basic morals and values, and bowed before a central authority figure.

The Unganian Tribes flourished and prospered for several centuries before they started to experience serious opposition in the form of the Ryndean Dominion to the east and the Holy Kingdom of Aidenous to the west. Though the Unganian Tribes mustered more manpower in total, Aidenous and Rynda were considerably better organized, and coordinated their actions with one another in order to defeat the Unganian Tribes. Starting with a decisive defeat at the Lasiondyr Canyon - which had traditionally marked the western border of the Unganian Tribes, the losing struggle of the Unganian Tribes lasted for several decades, with several episodes of back and forth, before the Unganian Tribes finally fell with the conquest of their capital Eclys'Shur'Genuz in AN 575 by the joint forces of Aidenous and Rynda.

However, to this day the legacy of the Unganian Tribes lives on, and many people of the region still practice a nomadic lifestyle in the endless savannah.
Urst Key

An Urst Key

An Urst Key is a Dream Key which allows for movement inside the Urst continuum for the user and its surroundings. Effectively, this allows for travel to parallel Worlds. Urst Keys also keep track of all visited worlds, allowing the users to return to parallel Worlds they visited before.

Urst Keys resemble silver cubes made of Creametarium.
Sphoxes

Sphoxes (singular: Sphox) are a mythical species of fox-like Iserial Creatures native to the River of Dreams. They look like winged foxes and are capable of speaking in any language. They are naturally endearing and adorable and like to entice hapless travellers into taking them along.

Beneath their cute appearance, they are playful tricksters and compulsive pranksters. Sphoxes regularly ask riddles of the ones whom they accompany, and should the riddle be answered incorrectly, misfortune is sure to follow. If possible, the Sphox will somehow trigger the misfortune on its own - albeit often in a cute and derpy way that makes it difficult to be too upset about it - but if the Sphox is somehow prevented from doing so, misfortune still strikes inevitably. This has been described as reality warping Sphoxes to ensure that the cosmic law of "If you fail to correctly answer a riddle asked by a Sphox then misfortune will inevitably follow" is upheld.

One typically "contracts" a Sphox by allowing it to follow one around. It is also possible to contract a Sphox by getting it out of a prison into which it was placed by a previous contractor. Once contracted, a Sphox is notoriously difficult to get rid of, giving rise to the phrase "Clingy like a Sphox", which is sometimes used in the Eternal Cities. Not only are Sphoxes never affected by any of the misfortunes which they trigger, they also have the ability to miraculously survive almost everything. And even if a Sphox's Frame is destroyed, it will quickly reform and start following its contractor around again. Sphoxes can be passed on to other persons, but only if all of the Sphox, its contractor, and the other person agree to it, which is a rare occasion. A more common way of getting rid of Sphoxes is to place them into special prisons from which they can only escape by being carried out of the gate - an act which makes the one carrying the Sphox its new contractor. Since Sphoxes are not all that common, however, there are not many of those prisons, and their construction is somewhat difficult to figure out.

Sphoxes also sometimes serve as messengers to Lady Rouge/Lord Reynard, and will then leave their contractor alone after their mission has been fulfilled... or not.

Sphoxes are of a child-like naive and derpy disposition. It is actually hard to tell whether they are feigning ignorance about what they are doing, or if they really simply are that impulsive and simple-minded. One theory is that they are simply instinctively following their nature, while another labels them as obsessive-compulsive tricksters and pranksters. The truth is probably somewhere in between, and it is a widely accepted opinion that Sphoxes are probably the most annoying adorable thing in all of Minayero.
Wyrm Dracoforms

A Greatdragon of the Ekyro Clan

Wyrm Dracoforms, together with the Aquatic Dracoforms, are the least common phenotype of Dracoforms. All Dracoforms of the Ekyro Clan are of the Wyrm phenotype.

Wyrm Dracoforms are covered in scales and have no wings. Instead, their powerful front claws allow them to tunnel through earth and rock at astounding speeds. Counting their four legs (or in the case of Draykin, two legs and two arms) and tail, Wyrm Dracoforms have a total of five appendages.