recursal/Fanatic-Fandom huggingface dataset:
Quests

Quests in Kid Celephais are important tasks that various characters are required to complete to advance their own objectives or those of others. They are not always tasks for Kid Celephais. Nyarlathotep has a quest: to build the city of strange angles, Riley, and in the process destroy the human-focused Dreamlands with terminal consequences for humanity.

### Defining himself

The first quest for Kid Celephais was to find himself. He begins the story with a fairly unfocused and indeed dream-like accepting attitude, with apparently no deeper appreciation of his strange world or the people in it. By the end of Episode 10, "Pogonip", that phase ends and he rejects his pseudonym Gus in favour of his true name: Kuranes.

### The Warlock's Tower

Finding a way into the tower that belonged to his Great Uncle Alfred is the next quest Kuranes faces. It begins as an aimless fun thing to do during the school holidays, but part of the way through engagement with this self imposed task various facts emerge making it a more urgent necessity.

### The Deed

Within the Warlock's Tower is a book in which Great Uncle Alfred left the Deed. This Deed confers and confirms the ownership of a large estate on Kuranes, and in the process gives him the authority to put a stop to the construction of Riley and so defeat Nyarlathotep's sinister plan.

### The Warlock's Heir

In the process of completing the above quests, Kuranes also takes up the mantle of warlock left by his Great Uncle Alfred. This has irrevocable consequences as the local warlock is a person to whom villagers, farmers, kings, knights and forest dwellers all turn to for advice.

### The Injunction Spell

After taking the Deed and reading the book, Kuranes finds Merlin with the help of the Onyx Journeyman and begins his studies of magic in order to be able to learn and cast the Injunction Spell which will stop Nyarlathotep and prevent the rise of Riley.
Sarnath

Sarnath was the capital of Mnar, in the eponymous Mnar region of The West of the Dreamlands.

The Beings of Ib had their city established in the lands of Mnar. The people of Sarnath destroyed the race and their city and cast their bodies into a lake. That night of conquest had been celebrated ever since.

Sarnath came to dominate Mnar, establishing a large kingdom. It
had many victories, both political and military, and became a great
power. On a celebration of the destruction of Ib, all the nobles of Mnar
 and beyond traveled to Sarnath to celebrate, but then the city was
destroyed by the resurrected Beings of Ib. After that, all the lands of
Mnar turned to worship of Bokrug, the god of Ib.

Sarnath was surrounded by chiseled marble walls 137 meters high and
wide enough that two chariots could pass each other on the top. The wall
 surrounded the city and was open to the lake where a giant sea wall
stopped freak waves that occur once a year. The city streets were paved
in onyx or granite.

Houses in Sarnath featured shining domes, walled gardens, and
"lakelets". They were constructed of glazed bricks and quartz and
featured types of construction not found anywhere else in the
Dreamlands. Large palaces and mansions were also common, built very tall
 with massive paintings of armies and kings. The largest of these was
the palace of the kings of Mnar. The king's throne was carved from a
sold piece of ivory, and two golden lions sat astride the throne. The
palace also contained many amphitheaters where men and lions fought.

The people of Sarnath worshipped the Elder Gods, and had a sixteen sided great temple with sixteen annexes. Each of the sixteen sides of the temple was devoted to a different Elder God. In the Mythic Age of the city, the Elder Gods walked the streets of the city and lived in their annexes. In the Ancient Age when the city was destroyed the Elder Gods had long since deserted the temple annexes for Kadath.
Geras

In Greek mythology, **Geras** /ˈdʒɪərəs/ (Ancient Greek: Γῆρας, romanized: *Gễras*) was the god of old age. It was considered a virtue whereby the more gēras a man acquired, the more *kleos* (fame) and *arete* (excellence and courage) he was considered to have. According to Hesiod, Gēras was a son of Nyx. Hyginus adds that his father was Erebus. He was depicted as a tiny shriveled-up old man. Gēras's opposite was Hebe, the goddess of youth. His Roman equivalent was Senectus. He is known primarily from vase depictions that show him with the hero Heracles; the mythic story that inspired these depictions has been entirely lost.

Geras was the Greek god of Aging. He was a brother to the goddess
Philotes and had the same parents, Erebus and Nyx. Geras made his home
in the Underworld, hanging out with other minor gods and goddesses such
as Luctus or Grief, and Metus (Fear.) The Greek playwright,
Aristophanes, gives Geras a home on Mt. Olympus with the other gods and
goddesses.

Geras was known to the Romans as Senectus. As with
the Greeks, his shrunken, frail body symbolized not only old age, but
the human fear of painful aging and death. The Romans also painted Geras
 as a frail old man leaning on a staff. Geras is surely what the Sphynx
had in mind when it asked: What goes on four legs in the morning, two
legs in the afternoon, and three legs at night? (The answer: Man. He
crawls on four legs as a baby, walks on two legs as an adult, and walks
on three legs–with a cane or staff in the evening.)

Geras is seen
most often in paintings on Greek vases alongside the famous hero
Hercules. He is typically depicted in Greek artwork as an old man
wearing a toga and leaning on a cane. He holds out a hand and looks up
at Hercules as if asking for help. Sadly, the story behind these scenes
has been lost to time.

The term “geras” also meant a kind of
wisdom in ancient Greece. It was virtue and something men gained. The
more “geras” or age a man had, the more courage and fame he had. The
modern word “geriatric” is thought to have its root in Geras. “Geras” is
 also the term for honors bestowed upon the deceased during a funeral. The honors of Geras are passed to the sons of a dead man or the daughters of a dead woman, bestowing some worthiness on the children in the hopes they will "live up" to the fame of their deceased parent in their own lives.

Source: https://greekgodsandgoddesses.net/gods/geras/
Artaeum Savant

## Artaeum Savant–The Elder Scrolls: Legends–Card Lore

"Five-fold venerations, my friend.”

**Graphic and character material cited from the following website:**https://www.facebook.com/TheElderScrollsLegendsAsia

## Background Story

Artaeum is the home of the Psijic Order, a beautiful isle where Ceporah Tower stood still. Altmer is undoubtedly the majority race among all savants in the Psijic Order who are considered competent scholars. The Artaeum Savant are the most intelligence savants among Tamriel, they dedicated their research wholeheartedly in all kinds of different knowledge. Many famous and well-known names were also once an Artaeum Savant.

## Card Introduction

Artaeum Savant is a 3-cost, 1-power, 4-health creature. His low-attack and high health does match the image of savants: peaceful and elegant. However, although the savants would not fight on the battlefield themselves, they can still provide great support for the warriors. Just like the ability of this card: After you play an action, give a random friendly creature +1/+1. The most compatible combination deck that is built strictly around him, because his ability requires the deck to be flexibility to cast lots of action cards in one turn, and stand creatures on board to exchange or attack other enemy creatures. As a result, he would be a better fit in burn decks with many low-cost cards and rapid card drawing combo. Currently he's not widely applied in the game, but he definitely has a big potential to be explored.
Cthulhu

**Cthulhu** (alternate spellings: *Tulu*, *Cthulu*, *Ktulu*, and many others) is a fictional character in the "Cthulhu Mythos" of H.P. Lovecraft. *Cthulhu* often includes the title *Great* or *Dread*.

Cthulhu's name is usually pronounced /kəˈθuːluː/, /kəˈθʊːluː/, or
 /kəˈtʰʊːluː/ (IPA transliteration); however, according to Lovecraft, this may simply be the closest that human vocal cords can come to reproducing the syllables of an alien language

Although the cycle of stories written by Lovecraft, his proteges, and his literary successors bear the label "Cthulhu mythos" (a term invented by August Derleth and never used by Lovecraft), Cthulhu is arguably one of the least terrible creatures in the pantheon. Cthulhu himself debuted in Lovecraft's short story "The Call of Cthulhu" (1928)—though he makes minor appearances in a few other of Lovecraft's works.

Cthulhu is a Great Old One.

Source: http://www.yog-sothoth.com/wiki/index.php/Cthulhu

Illustration: https://www.deviantart.com/rashomike/art/Cthulhu-330596926
Fourth World

Like the Maya, among whom the Hopi once lived and with whom they later traded, the Hopi conceptualize the cycles of time as world-ages. The Hopi believe that we have suffered three previous world cataclysms. The First World was destroyed by fire—a comet, asteroid strike, or a number of volcanic eruptions. The Second World was destroyed by ice—a great Ice Age. As recorded by many cultures around the globe, a tremendous deluge destroyed the Third World. These three global destructions were not the result of merely random earth changes or astrophysical phenomena but of humankind’s disregard both for Mother Earth and for the spiritual dictates of the Creator. In other words, cataclysmic events in thenatural world are causally connected to collective transgressions, or negatives human actions.

Source: https://www.ancient-origins.net/myths-legends-americas/hopi-prophecy-and-end-fourth-world-part-1-002280

Source: https://www.firstpeople.us/FP-Html-Legends/TheFourthWorld-Navajo.html

The Fourth World is a term used to describe the most underdeveloped, poverty-stricken, and marginalized regions of the world.
Many inhabitants of these nations do not have any political ties and
are often hunter-gatherers that live in nomadic communities, or are part of tribes. They may be fully functional and self-surviving but are
ascribed Fourth World status based on their economic performance.

Source: https://www.investopedia.com/terms/f/fourth-world.asp

> The **Fourth World** is an extension of the three-world model, used variably to refer to
>
>

> Sub-populations socially excluded from global society;
>
>

> Hunter-gatherer, nomadic, pastoral, and some subsistence farming peoples living beyond the modern industrial norm.[1]
>
>

#

> Sub-populations existing in a First World country, but with the living standards of those of a Third World, or developing country.
>
>

> The term is not commonly accepted. "Fourth World" has also been used
>
>
> to refer to other parts of the world in relation to the three-world
>
>
>
> model.
>
>

https://en.wikipedia.org/wiki/Fourth\_World
Great Ones

The Great Ones are the Ghods of old Earth, the pantheons of the Olympians, Viking Ghods and so on. Because they exist in the Dreamlands, they exist as multiple versions of themselves. Possibly because of their own long association with specific areas of the Dreamlands, and because Nyarlathotep made war on their human worshippers for so many thousands of years, the gods of Ancient Egypt are some of the most active Great Ones, albeit sometimes behind strange and eccentric guises.

Great Ones are able to be wounded, can be enchanted or affected by mental powers, can be tricked, bound or even temporarily killed. When they are killed, the Great Ones return in a new body or a whole new form after a length of time spent in Nowhere.

There are also numerous other deities which have never been fully iterated on Earth. These other Great Ones may be purer more accurate forms of the Ghods, or they may be less formed and less coherent. The relative power of different Great Ones bears no relationship at all to the overt and apparent power levels of Ghods from the myths of Earth or even the stories told by the residents of the Dreamlands.

### Dunsanian Pastiches

There is a group of gods that are clearly pastiches of Dunsany type deities. Lovecraft added these freely to the Dreamlands stories he authored.

Bokrug, a Great Beast;

Oukranos, who by spelling and context may well be the Titan, Ouranos and also have some obscure connection to Kuranes; he also has a river named after him in the West of the Dreamlands.

Tamash, a god of dance, entertainment, theatre and by implication deceit, diversion and masks;

Zo-Kalar, a god of the city of Sarnath;

### Other Great Ones

There are numerous other Great Ones. Some of them originate in works of fiction on Earth, so these beings are either simply using fictional gods as their clothes whilst disguising their true names and natures, or they are conceptual entities who have taken life because enough Dreamers from Earth fuel their existence to the point that they have been born. After all, the theogeny of all the gods is open to severe questions of every kind.
Great Uncle Alfred

Kuranes' Great Uncle Alfred was a powerful magic user, a Warlock. He is deceased before the Kid Celephais story begins but his presence is felt everywhere.

### The Warlock's Tower

Great Uncle Alfred was the owner of Manatee Mansion but over his long life he gradually shifted his focus and eventually his residence to the adjacent tower. The Warlock's Tower is "downward tall", with an attached series of underground chambers forming a megadungeon.

### Magic

Great Uncle Alfred was a powerful Warlock with an extensive library. He learned his magic as an apprentice of the ultimate legendary wizard, Merlin the Magician.

### Terre de Reve

The village of Terre de Reve has many inhabitants with whom Great Uncle Alfred interacted over a long period of time.

### Riley

The city of strange angles Riley is being constructed on land owned by Great Uncle Alfred. The Outers are illegally squatting on his land and using it as the site of their building development.
Crows

**Crow**, (genus *Corvus*), any of various glossy black birds found in most parts of the world, with the exception of southern South America. Crows are generally smaller and not as thick-billed as ravens, which belong to the same genus. A large majority of the 40 or so *Corvus*
 species are known as crows, and the name has been applied to other,
unrelated birds. Large crows measure about 0.5 metre (20 inches) long,
with wingspans that can reach 1 metre (39 inches).

Crows feed chiefly on the ground, where they walk about purposefully. They are omnivores that enjoy meat and may even attack and kill young, weak animals. This habit makes them unpopular with farmers, as does the bird’s propensity to raid grain crops. Berries, insects, the eggs of other birds, and carrion are also eaten. Crows will make off with shreds of roadkill and store tidbits in trees, caching the meat like a leopard does for later consumption.
 Sometimes they bury seeds or store them in crevices in bark. They
occasionally steal food from other animals, sometimes cooperating with
other crows to raid food from otters, vultures, and water birds.
Chav Mogon

Chav Mogon is a Gnoph-Keh, from the Westmoon Mountains. Most Gnoph-Keh remain in their mountain homes, although in recent times both the activities of the Roog and other enemies have forced some Gnoph-Keh to migrate and seek their fortunes elsewhere. Chav Mogon is one such heroic Gnoph-Keh.

Chav Mogon owns and operates a dhow, sailing primarily around the South, but quite able to make much longer voyages. He is asked by Sheila and the Hafruben to take Kelvin Trevor to see Atal the Ancient, so that he can find and open the gates to Serannian.
Ulthar

**Ulthar** is a village in the Dreamlands of Earth.
 Its people are known for their simplicity, superstitious nature and
reverence of cats. In the village it was forbidden for any citizen of
the land to harm or kill a cat after the visit of mysterious dark people who worshipped Egyptian gods.

**Ulthar** is both a fictional town and a fictional deity. The town of Ulthar is part of H. P. Lovecraft's Dream Cycle, appearing in such stories as *The Dream-Quest of Unknown Kadath* (1926), "The Cats of Ulthar" (1920) and "The Other Gods" (1933). Ulthar is located "beyond the River Skai" and its most significant law
is that "no man may kill a cat", a statute instituted because of the
horrific vengeance visited upon the last people to do so. Cats in Ulthar
 are intelligent and can communicate with humans that speak their
tongue. The modest Temple of the Elder Ones is found in Ulthar and, at
the time of Randolph Carter’s visit, its patriarch was Atal, one time companion of Barzai the Wise,
 "who wisely advised the burgesses of Ulthar" in their passing of the
law against the killing of cats. According to the zoogs (small, brown,
elfin creatures) of the Enchanted Wood, a copy of the Pnakotic Manuscripts is located in this temple.

Image source: https://www.deviantart.com/beatrizmartinvidal/art/The-Cats-of-Ulthar-644922184
The South

**The South** is the southern coastal region of the continent shared by the West along with the islands of the **Southern Sea**, including the isle of **Oriab**, the largest. The South's land-locked regions and its coastal areas are known as the **Fantastic Realms**,
 because they contain nightmarish and sometimes incomprehensible zones.
All known and mapped settings for tabletop and computer roleplaying
games have lands equating to those maps fitting impossibly within the Fantastic Realms,
 each occupying its own hyperspace pocket dimension of the outer
Dreamlands and taking its sustenance and population from the surrounding
 Dreamlands energy. Otherwise, the islands of the Southern Sea are fairly normal.

Somewhere far away in the southwest of The South is Kornweal, a dream of Cornwall brought into existence by Kuranes. At its southernmost tip is the Absolute South, and the white energy marking the boundary with the Waking World.

Image source: https://cthulhusupremusest.obsidianportal.com/wikis/mount-ngranek
The Elder Scrolls: Legends Asia Wiki

**Welcome to the The Elder Scrolls: Legends Asia Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

## Important articles

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*Need help building out this community?*

* Getting Started
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Mount Olympus

**Alternative Titles:**
 Áno Ólimbos, Áno Ólympos, Mount Ólympos, Upper Olympus

**Mount Olympus**, Modern Greek **Ólympos**,
 mountain peak, the highest (9,570 feet [2,917 m]) in Greece. It is
part of the Olympus massif near the Gulf of Thérmai (Modern Greek:
Thermaïkós) of the Aegean Sea and lies astride the border between
Macedonia (Makedonía) and Thessaly (Thessalía). It is also designated as
 Upper Olympus (Áno Ólympos), as opposed to Lower Olympus (Káto
Ólympos), an adjacent peak on the south rising to 5,210 feet (1,588 m).
Mount Olympus is snowcapped and often has cloud cover. According to
Homer’s *Odyssey*, however, the peak never has storms and it basks in cloudless *aithēr.*
Ilek-Vad

Ilek-Vad is one of the furthest known city-states in the human Dreamlands. It is further away than the Moon and is a floating city in the aether, remote and lonely. Its inhabitants are very happy because the immense disk of the city of Ilek-Vad provides all their needs, but it has no real commerce or contact with the rest of the Dreamlands.

Its king makes a yearly pilgrimage to the Dreamlands proper, which is the only way anyone even discovered the existence of this remote polis.
Outer Gods

According to H.P. Lovecraft's cosmology, there are two sets of Outer Gods: the Elder Gods and the Other Gods. Though the terms "Outer Gods" and "Other Gods" are often mistakenly used interchangeably, the beings described below are the Outer Gods.

The Outer Gods are "mindless blasphemies" from outside the capacity of humanity to understand. Most of the time, they are asleep and/or insane, and would like to see humanity dead, devoured, or made slaves. They include Azathoth, Nyarlathotep, Yog-Sothoth and Shub-Niggurath. Each of them is an aspect or version of an extra-universal Demiurge and Ape of God.

The Elder Gods are sometimes presumed to be good, but are distant and unmoved by humanity's cries. Periodically, they may be invoked, but they generally neglect humanity, leaving them in the hands of the Outer Gods.

Source: http://www.yog-sothoth.com/wiki/index.php/Outer\_Gods

### ORIGINS OF THE OUTSIDER MONSTER-GODS

The Outer Gods and their Great Old One overlords are clearly simply the pinnacle of the evolution of the clade known as Outer Monstrosities.
Auridon Paladin

## Auridon Paladin–The Elder Scrolls: Legends–Card Lore

“My fury is unleashed!”

**Graphic and character material cited from the following website:**https://www.facebook.com/TheElderScrollsLegendsAsia

## Background Story

Auridon is the second largest island and only gateway in and out of Summerest Isle. This is also the only place for outlanders to stop over before Ayreen announced The Queen's Decree in the Second Era. , Auridon Paladin are some of the best amongst all well trained elite warriors and mages. With their amazing willpower and fighting skills, these reliable Paladin defend Auridon from all ambitious outlander and the rebel from Summerset Island.

## Card Introduction

Auridon Paladin is a 4-cost 4/4 Willpower creature. When you play an action, it will gain Drain in that turn. When facing aggro decks, it can help leveraging against your opponent by enabling the Drain effect, which could save you from extreme circumstances. Its 4 power and 4 health is in a pretty good position to exchange with opponent’s creatures and be able to survive under most AOE spells. In sum, this card can be very effective and match well with most midrange decks.
Dylath-Leen

***Dylath-Leen*** is a bustling trading port and one of the largest cities in the Dreamlands.
 As well as the usual boats, mule caravans and two wheeled carts that
stream constantly through the gates and docks Dylath-Leen Is famous for
the comings and goings of the mysterious Black Galleys operated by the Moon-Beasts and their slaves.

Source:

☀https://lovecraft.fandom.com/wiki/Dylath-Leen#Geography

### ONYX JOURNEYMAN

When first seen, the Onyx Journeyman is departing Dylath-Leen immediately after the passing of the weird "Dry Thunderstorm" that seemed to threaten all of reality.
Orc Warrior

## The Elder Scrolls: Legends Classic Decks Guides and Tips–Orc Warrior

### 1. Deck overview

1.1 Orcs theme: there are 43 cards related to Orcs, it’s made for those who are fan of the violent Orcs!

1.2 Synergies between Orcs: this deck’s win condition is just synergies of Orcs, like Orc Clan Shaman, Orc Clan captain, Wrothgar Kingpin, Militant Chieftain. In addition, there are 3 copies of the support card Chieftain Banner, which can increase all the Orcs health on board.

1.3 High tempo: This is a tempo mid-range deck, if your starting hand is not too bad, you can put very high pressure on your opponent from the beginning to the end.

### 2. Deck and code

SPAEhqpwrYgRACsfpzAObHgjkBshgneQdakNhwlMlLbygIhV

###

### 3. General Strategy

3.1 Balance between hitting face and board control: Since most of the cards are low costs, you should try reducing opponent’s health at early stage of the game; at the same time try to build up synergies between Orcs and control the board. For example, Wrothgar Kingpin and Militant Chieftain have very strong buff effect and becomes stronger when you have more Orcs. How to balance between those 2 elements are the key strategy and fun factor of this deck.

3.2 Fast tempo in early game: tempo decks need to make use every magicka in each turn, and pass empty turns without any actions. You need to put pressure to your opponent by maximizing your creatures on the board (you should use your mana ring as early as possible), then you are able to control the board while still maintaining health advantage.

3.3 Use your actions properly: Use Stone Throw and Fell the Mighty to remove your opponent’s dangerous unit, like big Guards or core engines.

3.4 Relatively weaker in late game: This deck still has some strong cards like Gortwog gro-Nagorm and the high burst card Wood Orc Headhunter to create bursting damage and final death blow.

### 4. Mulligan

4.1 Mulligan cards with 4 mana or above and 0 mana cost Healing Hands to secure a steady tempo in early game.

4.2 If you go second with mana ring, keep 2 copies of 2 or 3 mana cost creatures; if you go first, don’t keep any cards with the same mana cost.

4.3 If you have low cost creatures in hand, mulligan prophecy creatures to get higher quality cards.
Dholes

**Dholes**, also called *bholes*, are huge, slimy worm-like
creatures, at least several hundred feet long. Because they avoid
daylight and are covered in viscous goo, their features are nearly
impossible to discern. Similar creatures called *bholes* exist in the Vale of Pnath in the Dreamlands. Dholes appear to be related to (or perhaps identical with) chthonians and their vermiform god, Shudde M'ell. Like dholes, chthonians are huge, worm-like creatures covered in viscous slime who live deep underground.
Asgard

**Asgard**, Old Norse **Ásgardr**, in Norse mythology, the dwelling place of the gods, comparable to the Greek Mount Olympus. Legend divided Asgard into 12 or more realms, including Valhalla, the home of Odin and the abode of heroes slain in earthly battle; Thrudheim, the realm of Thor; and Breidablik, the home of Balder.

Each important god had his own palace in Asgard, and many Germanic peoples
 believed that these mansions were similar in design to those of their
own nobility. Asgard could be reached from Earth only by the bridge Bifrost

(the rainbow).
Heather

— Heather

**Heather**, labeled **The Queen Bee**, was the winner of Total Drama Island, competing as a member of the Screaming Gophers, serving as the season's antagonist turned anti-hero. She is set to compete on Total Drama Action.

## Biography

Heather has it all - looks, brains, talent - she could go on and on, but why talk about something that is so obvious! Heather likes to keep busy with extra curricular activities. (Read: Be the center of attention and hog the spotlight.) She's School President (after several ballot boxes for her opponents mysteriously ended up in the boys urinals). She's Head Cheerleader (but only attends rallies where the Year Book Photographer is present). She's Head of the Year Book Committee (to ensure that "said photographer" includes only her best shots, and also to ban photos of anyone she hates). She's President of the Debate Team, (because she loves to argue) but will only debate issues of personal interest (i.e. did you see Susie's new haircut? Can everyone say: "80's perm-gone-wrong?") Heather is a winner at everything and can do anything she sets her mind to because she doesn't have to worry about pesky things like morals, ethics or scruples getting in the way. Her credo is "Why put off until tomorrow what someone else can do for you today." The only place Heather is out-ranked is at home. She has an evil younger brother, Damien, who enjoys torturing Heather by booby-trapping her room and putting glue in her hair conditioner. Heather would be mortified if the audience discovered her deep dark secret, but Total Drama Island has heard from reliable sources (her brother) that she used to be a fat, brace-faced, pimply, style-challenged junior high reject; something she overcompensates for now with a mean veneer and lots of makeup. Heather hopes that her experience on Total Drama Island will open more doors for her so she can eventually attain her long-term goal of ruling Europe.

## Appearances

Total Drama Island
* 1x1 - Not So Happy Campers
* 1x2 - Dodgebrawl
* 1x3 - Wawanakwa's Got Talent
* 1x4 - Liar, Liar, Tent's on Fire
* 1x5 - Brunch of Disgustingness
* 1x6 - Lightning Round
* 1x7 - Paintball Deer Hunter
* 1x8 - Up the Creek
* 1x9 - Hunted
* 1x10 - Phobia Factor
* 1x11 - Hide and Be Sneaky
* 1x12 - The Lesser of Two Evils
* 1x13 - Love at First Fight
* 1x14 - The Sister Act
* 1x15 - In Heather We Trust
* 1x16 - Finders Creepers
* 1x17 - Scarlett Fever
13

13
--

The **13 numerology** number is the focus of pragmatism. The **13's** nature is to build a secure foundation for the very future. ... The **13 numerology** number tends to vibrate best when the goal is being chased without any interference. **13's** know what they want and often gain support from others to achieve it.

Twin Peaks Part 13 (S03E13, “What story is that, Charlie?”) which airs August 6, 2017.
The Jack Dimension

## TDJ

The Jack Dimension is both a physical space and a sentient energy Its properties in physical space are still largely unknown, Only a few expeditions were ever conducted. Key features of the space are debated, but the majority of researchers have agreed it's just a pure white room, with nothing else, Seemingly with little to no end. It's partly sentient due to responding to the positive stimulus provided by researchers. Researchers have given it pleasure, have spoken to it, and have partly befriended the energy. The conversation logs researchers have recorded with The Jack Dimension (TJD for short) have been unsuccessful. Jack, a fellow researcher with the Xen Tribe is the only living creature to have spoken with the dimension. Its namesake comes from him.

## Discovery

Scientists within the Xen Tribe have yet to confirm it's origins. Many theories have sprung up, with the following being the most popular among African anthropologists.

It's understood that the first known occurrence of TDJ was around 60,000 years ago. Neanderthals being the first to discover it. Upon waking at the earliest of dawn, a local tribe in pursuit of wild elephants vanished. Their bones never washed up onto the shore, never fell below to the seafloor, and hasn't been digested any sea creatures. Underwater sea divers have noted however, the sounds of deep and loud drum beats, brass and various metals shaking with great succession, and a celestial tone never heard before. No other known instrument being accurate enough to produce. Besides the tone, its rhythm, time signature, and general sound have a comically similar feel to modern-day trap music. Music under the sea, if you will. Figure 1 shows the location of the site.

Said underwater divers have tried to locate the origins of the music but with little results. The origin was loosely found around the very bottom of the earth's outer core. Modern sonar and tracking technologies have said for it to be getting closer and closer to the surface each year. it's expected to be able to resurface near the ocean floor again by the year 2057.

### Early Efforts

Locals within the Sakalava tribe in Madagascar have been telling stories about the music for generations. To them its seemingly a gateway to the afterlife itself.
Rooks

The **rook** (*Corvus frugilegus*) is a member of the crow family in the passerine order of birds. It is found in Eurasia, its range extending from Scandinavia and western Europe to eastern Siberia.
 It is a large, gregarious, black bird, distinguished from similar
species by the whitish featherless area on the face. Rooks nest
collectively in the tops of tall trees, often close to farms or
villages, the groups of nests being known as rookeries.

Rooks are mainly resident birds, but the northernmost populations
 may move southwards to avoid the harshest winter conditions. The birds
form flocks in winter, often in the company of other *Corvus* species or jackdaws.
 They return to their rookeries and breeding takes place in spring. They
 forage on arable land and pasture, probing the ground with their strong
 bills and feeding largely on grubs and soil-based invertebrates, but
also consuming cereals and other plant material. Historically, farmers
have accused the birds of damaging their crops, and have made efforts to
 drive them away or kill them. Like other corvids, they are intelligent
birds with complex behavioural traits and an ability to solve simple
problems.
Nyx

Nyx is the Greek Goddess of the night, one of the oldest Elder Gods and the daughter of Chaos.
 She was said to be very beautiful when she shapeshifted into a humanoid form. Her natural form is that of a colossal Nightgaunt. Her birthplace was not on Earth but in Gaia. She is a Primordial God. It is said that she was created near the
 beginning of time. Her home is in the depths of Hades’ underworld. Nyx
has a shadowy figure, which makes her the perfect personification of the
 night. In ancient art, Nyx was drawn in three different ways. She was
either winged, charioteer, or crowned with an aureole of dark mists.

Nyx
 is a very unique goddess. She can impact mankind in a good or bad way.
Her ability to bring sleep or death unto to the human race. This is not
the goddess to mess with. Zeus even feared Nyx because she was older and
 stronger than him. She is the only goddess he’s ever feared. That
speaks volumes of her power. The moonstone is used to honor her to this
day. It reflects its owner and should be used during the full moon.

Nyx
 lived in Tartarus, a place of torment, suffering, and darkness. Funnily
 enough, however, Nyx is not exactly the personification of evil in
greek mythology. She’s never spoken of having done anything more ‘evil’
than Zeus himself does in any mythology. Yet, because of her mysterious
and dark nature, many see her as more of a villain figure than she ever
appears to be. Surprisingly, Nyx was never the figurehead of any cult or
 group, but was worshipped as a background deity in many of the ones for
 other gods and goddesses.

Nyx married Erebus, the God of
darkness. Nyx and Erebus produced Hemera (Day) and Aither (Light).
Hemera is Nyx’s opposite. Nyx brought the dark veil over the night,
while Hemera chased the dark mists away each morning. Interestingly so,
Nyx was able to create her own dark spirits including Fates, Sleep,
Death, Strife, and Pain. More of Nyx’s children include, Geras, Moros,
Nemesis, the Keres, and the Oneiroi.
Thuum'ha

The **thuum'ha** were - or possibly are - natives of the land
Mnar, seemingly amphibious humanoids who lived near a giant lake in an
ancient stone city named Ib.
 It was claimed they, and the city, had been there as long as had the
lake itself. Their city was destroyed and they themselves routed around
ten thousand years ago by the human people of the city Sarnath, who found their existence unacceptable.

From their description they share numerous physical characteristics with Deep Ones and those that have the hybridized Innsmouth look. Ib and Sarnath
 are not given a specific geographic location in "MediaWiki:Badtitletext" - although they are stated to be as far from the waking lands
as they are from the Dreamlands - , so it is difficult to determine
whether they are near other known Deep One cities.

The thuum'ha - a name apparently given them by the people of
Sarnath, and which means no more than 'the Voiceless' in the language of Sarnath - venerated a
statue of the great water lizard Bokrug.
Rats McCheeseburger

Rats McCheeseburger is the nonhuman pilot of the orange biplane. As he explains himself, he usually flies a mail route between the sky city of Serannian and the land of Kornweal in the Dreamlands.
He is obviously an extremely skilled pilot.
He is based in Serannian and at the Terre de Reve Aerodrome outside the village of Terre de Reve, adjacent to the labyrinth.

## WW1 Ace

Despite his appearance in the Dreamlands, Rats McCheeseburger is actually a persona of a highly successful fighter ace from World War I on Earth.
Labyrinth

The Labyrinth is a vast array of farm fields that seemingly surround the village of Terre de Reve. As we see Kid Celephais and Puck depart the village through this maze of fields, implicitly it seems these fields really do surround Terre de Reve.

As with so many odd features of Kornweal, it is never really acknowledged or discussed by locals as to why or how the Labyrinth came to be or who uses it. Clearly the fields are well tended.
Warlock

A Warlock is a magic user who makes a pact, an eldritch contract, with an Outer God, Other God, Elder God or Ghods in general. In exchange for providing energy of some kind to the Ghod, the Warlock is able to tap the energy of the Ghod to create magical effects, warping or reshaping reality in a minor way - such as producing flame on command or turning invisible - or a major way - reordering reality itself.

The most commonly accepted etymology derives "**warlock"** from the Old English wǣrloga meaning "oathbreaker" or "deceiver". In early modern Scots, the word came to be used as the male equivalent of witch (which can be male or female, but has historically been used predominantly for females).
Knight of the Vale

The Vale of Aroogolitth has a small militia for self defence, necessitated by its proximity to some of the most overpowered and dangerous locations in the whole of the Dreamlands of Earth.

Part of its defence are Knights of the Vale. These fighting men (and a handful of women) are classical knights of the Antique Age. They serve as part of the fighting forces of the Fortress of the Keeper of the Purple Twilight, defend the local farms of the vale and also serve in Merlin's Castle.
14

14
--

Meaning of Number **14** in **Numerology**. ... The number **14** connects with people who require independence, justice, unity and self-initiative. The number **14** people need balance, prudence, temperance and harmony. The **14** people are great at motivating themselves; they tend to be successful when the effort is put in.
Great Wyrm

A gigantic chamaeleon-like wingless dragon with four lizard-like legs and the ability to spit fireballs. It is friendly to Kid Celephais and his friends, and implacably hostile and violent towards the Outers and in particular Nyarlathotep, who he calls a "Mad white Jumbee".

The Great Wyrm is one of the Great Ones, and thus is some kind of immortal being and not merely an unusual giant animal.
Ngranek

## Ngranek

Dominating the southern half of Oriab,
 Mount Ngranek is a dormant volcano that rises to a high summit that was
 once home to the Great Ones (who have since moved to Kadath). Their
likenesses are said to be carved on the southern face of the mountain.

Rumors tell of elaborate tunnels that
stretch to the lower reaches of the Dreamlands, and of horrible,
faceless, leathery winged-creatures who pray upon any that dare climb
Ngranek’s steep slopes.

Mount Ngranek is a two-days march from

Baharna, and can be reached by boat via the Lake of Yath.

Image source: https://www.deviantart.com/i2ebis/art/Mount-Ngranek-136087744
Bookworlds

Bookworlds are areas of the Dreamlands formed from the consensus subjective "reality" of popular books.

Bookworlds have well established maps, illustrations, biographical details and minutiae of every kind in the Waking World which means the landscape of these areas of the Dreamlands are among the most stable and enduring of all regions.

Because some source literature has become adapted into every conceivable media, there are Bookworlds of enormous size (once one enters the region) and there are also some Bookworlds that exist as distinct neighbouring versions. Other Bookworlds incorporate all their disparate versions into one coherent whole.
Seventy Steps of Light Slumber

To reach the Dreamlands, a sleeper must find an unusual stairway in a conventional dream and walk down the **Seventy Steps of Light Slumber** to face the judgment of powerful gatekeepers named **Nasht** and **Kaman-Tha**.

The Step are stairs which appear in dreams and which, if descended, lead the dreamer to the Cavern of Flame where Nasht and Kaman-Tha reside. It has been suggested that one may walk down these steps and then enter the Dreamlands, bypassing the Seven Hundred Steps of Deeper Slumber
 entirely. This method is not confirmed nor would it be recommended, as
 it does not allow the dreamer much control of his wanderings; however,
some may consider it to be safer.
Lucinda Whaitley Carter

Lucinda Carter is the maternal grandmother of Kelvin Trevor. She is the daughter of John Randolph "JR" Carter and Isla Musetta Whaitley of the Dunwich Whaitleys, although her only acknowledged local New England ancestor is Fern Pastille, who gave birth to her father Wilson Whaitley in 1929, father unknown.

Her husband, William Stephen Rogers, is the son of a pair of ghostbusting detectives from the 1960s.
Earth

**Earth** is the densest **planet** in the Solar System and the largest and most massive of the four terrestrial **planets**. **Earth's**
 lithosphere is divided into several rigid tectonic plates that migrate
across the surface over many millions of years. About 71% of **Earth's** surface is covered with water, mostly by oceans.

Earth is where humans apparently originate and certainly where humans live now. As such it is the cognate of the Waking World for humans, just as other inhabited planets are the Waking World of the "aliens" who inhabit those places.
Sheila

Sheila O'Brian is the owner of one of the Items of Power. Hers is the Cloak of Thievenkind, which grants her ghost like powers. Kelvin Trevor encounters her in the Eastmoon Oasis where she is assisting the Hafruben in their guardianship of the exit from the Hellhound Mine complex. She provides advice to Kelvin.

Sheila is an earthling, having first entered the Dreamlands in 1983 and returning to Earth in 1985. As of 1986 she had the ability to go to and from the Dreamlands physically, and has adventured there ever since intermittently.

In the mortal realm, she married Thomas Treeves Trevor. They had one child, Anthony Treeves Trevor, the father of Kelvin Trevor. In other words, she is one of Kelvin Trevor's grandmothers!
West Wind

West Wind is an Outer Monstrosity that is relatively benevolent. Relatively. It manifests as a storm cloud with mist and rain falling from it.

It first appeared in the Kid Celephais story during the dry thunderstorm, and hovered over Kuranes when he encountered one of the upgraded Clowns from the Ummer and Tarwell Circus.
The Source

The Source is a creation of comic book artist, writer, mythographer and visionary Jack Kirby.

The Source is eternal, limitless, pre-existing (at least as old as Nyarlathotep and most likely far older) and good. It is a benevolent all-pervasive energy.

Jack Kirby introduced The Source in his Fourth World myth building comic books.
Dreamers

"A person who visit the Dreamlands
 in his dreams. Dreamers generally remain within the Dreamlands for as
long as they are asleep in the Waking World. Time in the Dreamworld is
fluid, but generally a dreamer will be in the Dreamlands a week for
every hour his Waking body remains asleep.

Dreamers live fairly normal lives in the Dreamlands, even those
who become adventurers. They must eat, drink, and sleep just as in the
Waking World. They must have clothing and shelter, all the material
goods needed to furnish their home, and armor and weapons if they plan
to go adventuring. And for all this, they must have money. Many dreamers
 become adventurers as the quickest means of acquiring wealth they can
turn into money, but there is also every sort of professional and
craftsman in the Dreamworld that one can think of.

Many dreamers use the Dreamlands as a refuge from a disappointing
 or hard life, and many use the Dreamworld as an opportunity to start
over or live the lives they want. Some will even marry and start
families, and because of the fluidity of time, many can live for many
decades or even centuries. However, the Dreamlands is far from a
paradise. In addition to the need for money, the presence of criminals,
monsters, and wicked beings makes it a dangerous place. Dreamers can be
injured and become sick, they will grow old if at a slower rate, and all
 die at one point or another. A dreamer whose dream body dies can never
return to the Dreamlands. Still, one advantage is that the reverse is
not true - a dreamer whose waking body dies can elect to live in the
Dreamlands for the remainder of his dream life, provided his dream body
is still alive. What happens to such dreamers, as well as natural-born
inhabitants, when their dream bodies die is as profound a mystery as
what happens when a non-dreamer dies in the Waking World.

The ability to dream usually begins with the onset of puberty,
but it can appear later or in rare cases even earlier. Certain drugs and
 poisons can trigger latent abilities while certain magical and
religious rituals can direct a non-dreamer to find the Seventy Steps.
 Anyone permitted to enter the Dreamlands by Nasht and Kaman-Thah may
return on subsequent nights, even if they have no dreaming talent, but
they must learn how to find the Seventy Steps on their own."

Source: https://kadath.fandom.com/wiki/Dreamer

Dreamers are all those who exist in the Waking World and who then fall asleep and dream. When they dream they function in the Dreamlands, either somewhat consciously as adventurers or unconsciously in which case it seems they are the NPCs of the Dreamlands, playing the "extras".
Land's End

**Land's End** (Cornish: *Penn an Wlas* or *Pedn an Wlas*) is a headland and holiday complex in western Cornwall, England. It is the most westerly point of mainland Cornwall and England, situated within the Penwith peninsula about eight miles (13 km) west-south-west of Penzance at the western end of the A30 road. To the east of it is the English Channel, and to the west the Celtic Sea.

The actual Land’s End or Peal Point, is a modest headland compared with nearby headlands such as Pedn-men-dhu overlooking Sennen Cove and Pordenack, to the south. The present hotel and tourist complex is at Carn Kez, 200 m south of the actual Land’s End. Land's End has a particular resonance because it is often used to suggest distance. Land's End to John o' Groats in Scotland is a distance of 838 miles (1,349 km) by road and this *Land's End to John o' Groats* distance is often used to define charitable events such as end-to-end walks and races in the UK. Land's End to the northernmost point of England is a distance of 556 miles (895 km) by road.

Land's End is a popular venue for rock climbers.

The Longships, a group of rocky islets are just over 1 mile (1.6 km) offshore, and together with the Seven Stones Reef and the Isles of Scilly which lie about 28 miles (45 km) southwest — are part of the mythical lost land of Lyonesse, referred to in Arthurian literature.
Village School

The Village School of Terre de Reve is on the north side of the village of Terre de Reve, accessed through the semi-detached mansions of the Dwellings of Simplicity.

Its interior like that of the Castle on a Hill is of the Modern Age, a sign of the continuing changes rippling across the Dreamlands after the dry thunderstorm and the events beginning in Episode 10, "Pogonip".

There are several conventional corridors, classrooms and other facilities, all fitting incomprehensibly within a single tall mansion structure. Only the main entrance in any way "maps" correctly to the interior architecture.

The teaching staff is a blend of Vintage and Modern Ages, and the curriculum focuses on the Dreamlands for its history, geography, science and social studies.