recursal/Fanatic-Fandom huggingface dataset:
Перчик

**Перчик** - низенький самец аллозавра с тёмно-красной кожей и чёрной полоской, которая длится от морда, по спине и до хвоста. У Перчика янтарные глаза.

## Характер

Не агрессивный и спокойный аллозавр. Он не умеет постоять за себя, так как страх зачастую не даёт это сделать. Из-за этого недостатка Перчика нередко защищает сводный брат Махаон.

## Биография

### Детство

У самки трицератопса было три яйца, но вылупляется только один Махаон. Вскоре в её гнезде по неизвестным причинам появляется яйцо аллозавра и из него вылупляется Перчик. Самка трицератопса воспитывает обоих детей не смотря на то, что они похожи только по окраске кожи. С детства Махаон защищает младшего брата.

### Ученичество

В наставники Перчику дают взрослого гиганотозавра Огня. Перчик старается хорошо учиться, но у него плоховато получается, ибо ученик боится провалов. Ему даже продлевают обучение на один год, но ничего из этого не выходит. Перчик становится взрослым.

### Взрослая жизнь

Огонёк отправляет на охоту тарбозавра Хантера, гиганотозавра Огня и тиранозавра Острозуба. Они приносят в лагерь много мяса.

Перчик хватает ногу пойманного травоядного динозавра и собирается поесть, но Острозубу тоже нравится подобная пища и тиранозавр желает забрать еду у аллозавра. Махаона, к разочарованию аллозавра, рядом не было. Перчик собирается с силами и даёт отпор Острозубу, что удивляет тиранозавра. Противник отступает..

## Отношения

### Махаон

Перчик любит приёмного брата и везде с ним ходит. Он не обращает внимание на совершенно разные виды. Перчику нравится проводить время с Махаоном. Он гордится братом.
Статусы участников

На этой странице вы узнаете всё о статусах участников на нашей Вики.

## Кто есть кто

### Администраторы

Самые главные люди на Вики. Имеют множество возможностей, к примеру конструктор тем и кабинет администратора. От администрации всегда ожидается большая активность и опыт на Вики. Ники администраторов имеют бирюзовый цвет. Пример - ник Участник:Honey CW. Автоматически выдаётся плашка в комментариях "Администратор".

### Модераторы контента

Люди, ответственные за статьи. Они очищают страницы от вандализма, ищут вандалов, чтобы попросить администрацию заблокировать их а также следят за соблюдением требований. Имеют многие возможности администратора.

### Модераторы обсуждений

Модераторы обсуждений - люди, контролирующие Стены обсуждения, Disсuss Everything About Воскресшие динозавры Вики и комментарии под статьями. Обязаны удалять грубые или неприятные для общества сообщения и следить за соблюдением правил. Цвет ника модератора обсуждений имеет лаймовый цвет. Пример - ник Таранзы.

## Список участников со статусом

### Администрация

* Honey CW (основатель и бюрократ);
* Грачезвездная.

### Модераторы обсуждений

* Таранза;
* -Flowerchest.;
* Лысик (пробный период).
Череп

**Череп -** огромный самец эотирана с чёрной, как уголь, шкурой и янтарными глазами. Его морду украшает череп себе подобного. На его теле много шрамов, некоторые из которых оставили теризинозавры.

## Характер

Череп - умная личность, любящая сражения. Его в детстве обучала мать, которая она была сильной самкой эотирана и вырастила сына таким же сильным. Череп любит издеваться над динозаврами, которые слабее него. Любит чёрный юмор.

## Семья

**Мать:**

* Неизвестная самка эотирана: жива.

**Отец:**

* Неизвестный самец эотирана: мёртв.

**Пара:**

* Бездушная: жива.

## Биография

### Детство

Отца Черепа убил неизвестный теризинозавр ещё до вылупления эортиана. Детёныша растила сильная мать, которая не упала духом после смерти друга. Она знала и использовала много приёмом, которые теперь передала сыну. Также мать нередко рассказывала Черепу об отце и повторяла девиз: "Убей - или будешь убит".

### Взрослая жизнь

Череп часто охотится на территории других стай. Нередко на него нападали патрульные, однако бродяга успешно отбивался. В основном Череп всегда уходил с добычей. Бывали и исключения - когда в патруле были гиганотозавры, тиранозавры, спинозавры и прочие сильные виды. Череп был умён и не дрался с теми, кто сильнее его, ведь наперёд знал исход схватки.

## Отношения

### Мать

Череп уважал её и слушался. Считал, её умнее остальных и знал, что её советы никогда не будут лишними. Не припоминает ни одной ссоры с матерью. Череп любил её и сочувствовал, так как её пришлось расти его без партнёра.

### Бездушная

Череп любит подругу и считает её очень хорошей. Ему нравится её безразличие ко всему на свете. Он никогда не будет настаивать на чём-то, если Бездушная откажет. Очень уважает её.
Avalar

A large island in the waters of Ilmo southwards the Yain and the rocky continent of Talis. Avalar is a forested island with a central volcanic mountain known as Volinar. The island was once inhabited by humans who originally traveled through a portal from the planet Earth. The Avalarians lived in a coexisting society of Celts and Romans.

The island birthplace of Salus and Gale. Location of the ruins of Menelos.
Aetherstorm

Aetherstorms are dangerous storms of aether, full of charged particles, time dilated and interdimensional in nature, in which anything in the area becomes incorporeal, shifting in and out of dimensions, and where sound is only a broken echo. People and objects may be spontaneously teleported to randomized locations and planes, or become stretched thin in areas of warped spacetime, become disassociated, or spontaneously disintegrate.

To conjure an aetherstorm would require significantly increased magical power, provided by an aether orb, or a group of mages with combined power.

Also: *Aether Storm*
Jommil Pasedsim

## Jomml Psdsm

**Jommil Pasedsim** is an unknown character from the *What Remains* story. Jommil has yet to make an appearance in the story, as he was never shown in the story, nor was he ever shown in *What Remains: Lost and Found*. it is unknown who is he, and where is he from, so theres not much to tell you yet.
Ryan Packcomics (MUFC)

## Ryan Packcomics

#### Origin

Ryan Packcomics was born in Mexico in 1983. He was abandoned as a pup and raised by a woman named Muriel. Muriel was the owner of a sports themed restaurant in a small town. Packcomics has aspired since childhood to become a soccer champion! At age 35, beer gut, and a little down on his luck, he finds an ad on reddit to join a soccer team in Ireland. Low and behold, they accept his application! Packcomics packs his bags and sets off for Ireland. This alcoholic shot for the stars and made it. But, now at age 39, will his body allow him to stay on this team for long?
Luigi

**Luigi** is the younger brother of Mario, being also one of the main protagonists of SuperToon63's *Super Mario 64 Bloopers* videos. He is sometimes called "Green Mario" by ST63.

## Personality

He is seen to be very scared by many things, being Goombas, Chain Chomps and Boos. But when someone he loves is in danger, he becomes very heroic.

## Appearance

Luigi is a more taller and lankier version of Mario with a green cap and shirt, white gloves, brown shoes and brown hair under his cap. But for now, he uses a Mario model.

## Relationships

### Mario

Being the youngest of the two, Luigi looks up to Mario.

### SuperToon63

Even though the two are friends, they don't interacted much.

### MarioMario54321

Just like Mario he doesn't remember any adventures with him and MM54321.

### Fan

Just like ST63 he has tried to be friendly to Fan but has failed.
Black Mountains

Mountains of black rock at the southwest isthmus of Kor, incredibly tall and sharp peaked.

The heights of the Black Mountains, and its sharp-end peaks (*magnetic extrusions*) are the result of magnetism in the Aurung*.*

The location of Nolkor, the grandest gnome city every built, and the site of many ancient and deserted gnomish mines: including Grimothe, the deepest gnome mining city purported to delve into the center of the planet.

The site of an extinct volcano Voldinor, with a contiguous caldera.

The lair of Volduin the Black.

The Black Mountain crags of Grond slope away to the west and hold the cities Und and Grond deep within, as passageways to Nolkor.
Camelot

The castle of King Arthur in the city of Caerleon.

The castle-city is Caerleon-upon-Usk. The lands of Camelot are the kingdoms Gwent and Glywysing, and beyond (the southeast into the lands of Ergyng and Brycheiniog).

Previously a Roman legionary fortress: Isca Augusta, or Isca Silurum.

Camelot castle was built on the site of an older Roman legionary fortress: Isca Silurum, that Uther Pendragon and his men took over in the war with Duke Gorlois. The stronghold is known as *Cair Legeion guar Uisc,* the City of Legions, or Isca Augusta*.* The castle-city of Camelot is Caerleon-upon-Usk (The River Usk, Welsh: *Wysk*).

Once an Iron Age hillfort.

The name Camelot is influenced by the Roman fortress and capital of Britannia: Camulodunum.
Avalon

The legendary capital megalopolis of the elves.

The rulers of Avalon are High King Felsien and High Queen Nimue, and the High Kingdom is overruled by the Fairy Queen Lady of the Lake Morgan le Fay.

The five Kingdoms of Avalon are: Avalon, Valenar, Azarel, Oth, and Illien.

Excerpt description from the Tales of Salus and Gale

*Llewellyn convinced his elfin folk to allow the boy to stay, for he was a wizard of credence and high regard in Avalon. Gale was shown where the elves had mastered their civilization in the forest; where lanterns of magic were lit across great tree houses and bridgewalks that lent paths for the elves to travel from one end of the kingdom to another, without ever having to lend their feet to the ground. There were tremendous stairways that climbed the tallest trees of Perth, giving way to the Seven Citadels and the canopy by which they fit together a paradise city.*

*He flew the boy across the land where the forest met the pale rock ranges at the Lake of Avalon, and here the elves had erected a great metropolis in the mountain pass, whereupon was laid the palaces of Silvalar, and great concourses wrapped up and around, and inward the mountainsides so their people could proceed through marketplaces under open air roofs of rock. The city was built both deep within and around the mountain, while high above overlooking Faywood and the lands beyond were the floating islands of rock, which were the Elf Havens of Avalon that were dwellings in the clouds. There inlaid upon the peak of Tor Goldor there rested the High Throne and Scepter of the Elf Lands: The Sanctum of the King and Queen who Gale laid eyes on when Llewellyn was called on to kneel and show the boy.*

Main features of Avalon: The Lake and the Isle Havens, the High Peaks, Seven Citadels, Silvalar, the Elf Havens, the Timeless Tree, and the Scepter of the Elf Lands.
Tina

**Tina** is a data analyst. It can be inferred that she works for the Russian SWR, as in the last episode of season 1, someone called her and she answered in Russian despite the tense situation. She is on a mission to spy on CIA activities. She also works for the NSA and was supposed to help the CIA to catch Boro.
Angland

The lands of the Anglo-Saxons in Britain.

To the Welsh and in Arthurian times, the Saxon people and Angles lived in eastern and southern Lloegyr, on the coasts and in the hills.

There were seven petty kingdoms: East Anglia, Essex, Kent, Mercia, Northumbria, Sussex, and Wessex that began establishment in the 5th century as a Heptarchy, until they were consolidated in the 8th century into the four kingdoms of East Anglia, Mercia, Northumbria, and Wessex. The number of kingdoms and sub-kingdoms fluctuated rapidly during this period as competing kings contended for supremacy and Brittonic rulers defended their lands.

Other minor kingdoms and territories: Bernicia, Deira, Haestingas, Hwicce, Iclingas, Wihtwara, Lindsey, Magonsæte, Meonwara, Pecsæte, Surrey, Tomsæte, Wreocensæte.

Also: *Englaland*, *Land of the Angles*, or *England*
Aelfinel

A female half-elf born on the island of Avalar. Aelfinel became one of the most skilled warriors on the island. She was conceived of the lady Aelwyn and the travelling elf Sylvidar.

Aelfinel wedded a seaman named Galegalad. Galegalad died at sea, after he, his wife, and his crew were saved from a sea monster attack by the prince of Menelos, Saluzar.

Aelfinel gave birth to the child Nardinel with Saluzar, the prince of Menelos.
Aether Orb

Aether Orbs are large devices or constructs that allow magic users access to vast amounts of aether for magic use. Such sources of aether can also amplify the effects of magical spells and phenomenon.

Aether Orbs are constructed with the power of aethermancy, and are rare devices found only among the most powerful mage circles in Astra.
Araband

A peninsula in the southwest of Kor, and its mountain range that wraps around a subterranean vol: Volmar. Araband is mainly a forested and mountainous region that contains the Bay of Volmar at the mouth of the Avalos River.

A cave in the mountains is a getaway for a mage leader of a group of bandit pirates.

Also: *The Arm of Volmar*
Ages of the Ellipses

The eons of time between the orbital transits of Astra and Meurn.

The Ellipses mark the passing of the closest approach and near collision of the two planets. Every Ellipsis signals to 2.8 thousand years. The current age is the Sixth Ellipsis (VI E). These are the ages of recorded time on Astra; as part of a method of timekeeping begun by gnome astronomers and scribes.

An orbital reversal is also thought to have occurred at one time, in which the two planets exchanged orbits. The reversal in theory is calculated to occur again at some point in the future, beyond the ages.
Arthurian Tales

Life of Merlin

Morgan le Fay and the Otherworld

Constans and Vortigern

Aurelius and Uther Pendragon

Uther's Camelot

Sword in the Stone

Rebellious Kings against Arthur

Arthur and Guinevere

Quest of the White Hart

Pellinor and the Questing Beast

Gawain

Geraint and Enide

Owain, or the Lady of the Fountain

Lancelot in Avalon

King Arthur and Emperor Lucius

Three Damsels of the Fountain

Lynette and Lyonesse

Tristan and Isolde

Gawain and the Green Knight

Palleas and Arcade

The Orkney Brothers

Lancelot and the Dolorous Guard

Balin and the Dolorous Stroke

Quest for the Holy Grail

Death of King Arthur
Badon Hill

A hill north of Solsbury in the countryside of Logres.

The location of a battle between the Britons and Anglo-Saxons in post-Roman Britain in the late 5th century. It was a major victory for the Britons, stopping westward encroachment of Anglo-Saxon kingdoms for a period, and lead by King Arthur.

Saxon: *Baddon Byrig*

Celtic: *Badonici Montis*

Also: *Mount Badon* or *Mons Badonicus*
Aeromancy

Elemental magic with power over air and winds.

Magic users skilled in aeromancy are known as a*eromancers*.

Also: *Aero magic*

Aeromantic Spell Types:

*Conjure Winds* – The creation, formation, or generation of varying types of air (humid, dry, warm, cold, toxic, acidic, etc.) purely from the aether, as conjuration magic.

*Accumulate Air* - The gathering or pressurization of air. This can be moist air into a cloud, or a dry localization of air.

*Smokescreen* – The generation of a smokescreen or smog used as a diversion or for effects.

*Shape Air -* The manipulation of air, winds, gases, or any vaporous clouds into various shapes and aspects.

*Aerokinesis* – The kinetic control of air.

*Zephyrs* – The manipulation of buffeting winds that allow flight or air travel.

*Animate Wind* – To bring air or an accumulation of it to life, or into automation, the highest beings of which are air elementals that use their own aeromancy.

*Part Wind* – To create a vacuum, or space without air.

*Shrill* – To make noise with air flow.

*Aero Shield* – An aeromantic shield either rounded or surrounding of the caster, repelling physical attacks.

*Cyclone* – The creation of energetic air columns, i.e. tornadoes, sea cyclones, dust devils, etc.

*Windstorm* – Large-scale winds and highly energetic movements of air.

*Worldshaping* – The shaping of the planet's atmosphere, alteration of wind patterns and pressure zones, or the use of repeating movements of air to shape the terrain.
Cunedda

4th century Welsh military leader and first King of Gwynedd. Cunedda successfully rallies North Wales against Irish invaders.

Roman withdrawal left North Wales defenseless and subject to increasing raids by marauders from the Ynys Manaw and Ierne, a situation which led Cunedda, his sons and their entourage, to migrate in the mid-5th century from *Manaw Gododdin* to settle and defend North Wales against the raiders and to bring the region within Romano-British control.

Cunedda and his forebears led the Votadini against Pictish and Irish incursions south of Hadrian's Wall. Sometime after this, the Votadini troops under Cunedda relocated to North Wales to defend the region from Irish invasion, specifically against the Uí Liatháin. Cunedda established himself in Wales, especially in Venedotia, the territory of the Venedoti, previously Ordovician, which would become the center of Gwynedd.

Cunedda brings order to North Wales, and after his death, Gwynedd is divided among eight to over ten of his sons: Einion, Meirion, Dunod, Ceredig, Dogfael Rhufon, Edern, Tybion, Osfeilion, Ysfael and Afloeg, into numerous princedoms: Meirionydd, Dunoding, Ceredigion, Rhos, Dogfeiling, Rhufoniog, Osfael, Edeirnion, Tegeingl, and others.

Son of Edeyrn.

*Cunedda ap Edern* or *Cunedda Wledig*
Avalos

The Great River of Avalon. The Avalos spans the Kor continent from east to west, and is known by other names: Sphahovian, Llangontis*,* and Great River*.*

*The River Crescent* is a great bend in the Avalos that archs for leagues around Rimwood and the Crescent Plains.

*Aelysius* is that portion of the Avalos that flows through the southern plains of the Ronic Realms, and in the Saddle Mountains. In the Saddle Vale it is known as *Valeriver*.
Elf

Intelligent pale-skinned humanoids that inhabit the forests of Astra, alongside their fairy and fairy-elf kin. Throughout the span of their history elves have progressed from being wild wood elves into building a rich and noble high elven civilization.

Elves are originally born of fairy-elves who are a fully grown type of fairy, while elves produce offspring of more elves.

*Elves* often refers to all elves and fairy-elves.

*Nymphs* are the mainly female nudist wild elves, also known as nature elves.
Andarth

A human kingdom in the great forests west of the Saddle Mountains. Andarth is a forest-city, ruled by the overlord of a wooded kingdom of castellan lieges, where a feudal system reigns.

Andarth is currently ruled by King Andorion.

The people of Andarth live in isolated country away from the civilized Ronic Realms, they are an independent province, and they mainly renounce affairs with other races. Many of them are xenophobic and racist, especially toward elves.

Andarth is that region of forests surrounding the lords and their castles, from the Saddle to lands beyond the westward river, and northward to the mouth of Frith.

The cities and towns of Andarth are: Andarth, Portigol, Farandale, Meadshed, and Aegndor.
Dwarf

Dwarves, also the *Mountain Gnomes*, *Gnomenkin*, or *Stout Ones*, are a humanoid race of small people common in the lands of Astra, and are the relatives of gnomes. Dwarves are tough and hardy miners and craftsman of stone, most of which live within mountains or below the surface underground. The *Deep Folk* collectively refers to any of the gnomenkind.

Dwarves can stand anywhere between 4 – 5.5 ft. in height compared to gnomes that stand only 2.5 – 3.9 ft. high.

Dwarves often war with goblinoid races in the mountains, or often even with each other, and because of this have strong martial traditions, while many clans are militaristic. Dwarves covet their wealth and stone, and they have great vaults that they zealously protect. They are often influenced by greed and hubris, and they engage in civil war with each other much more than do gnomes.

Dwarves also typically live higher up in elevation in the mountains than gnomes.
Celt

Celts are the ethnic group of humans on Perth who speak a Celtic dialect, or their ancestors who were originally from Earth, among the Celtic tribes on the island of Britain.

The Celts, just like the Romans, originally travelled through a portal from Earth, primarily by sea off the coast of Ynys Môn.

Insular tribes of native Britons (also *Brittani* in latin) on the planet Earth:

Dumnonii

Durotriges

Belgae

Regni

Cantiaci

Atrebates

Demetae

Silures

Dobunni

Catuvellauni

Trinovantes

Iceni

Ordovices

Decangli

Gangani

Cornovii

Corieltavi

Brigantes

Carvetii

Parisi

Novantae

Selgovae

Otadini

Epidii

Venicones

Taexali

Creones

Caledonii

Vacomagi

Carnonacae

Decantae

Caereni

Smertae

Lugi
Belthezar

A wide headland in the southwest of the main continent that connects Kor with the Yain isthmus. Belthezar is a grassy plain that begins with rolling hills out of the crags of the Black Mountains, and ends at a cliff face at the sea and the Yain.

An old forest grows in the middle of the plain.

An ancient bridge constructed by gnomes still stands to connect this headland with the Yainbridge.
Cave Wyrm

Cave wyrms are vicious serpents with sharp teeth that live in caverns in the mountains and below the surface. They are at least a dozen feet long, awfully thick, slimy, and either scaly or non scaly wyrms, often seen with goblins who use them as mounts.

Cave wyrms also have small hindlimbs, and some of them are poisonous. They are fast, aggressive, and one of the most deadly creatures of Astra.

Many cave wyrms are scaly or can breathe fire, yet are not considered dracowyrms.
Gods

Powerful beings from other star systems or worlds, and from other planes; demihumans or humans with superpowers, or celestial beings regarded or termed as *gods*.

Various peoples have come into contact with these powerful beings and have either worshiped them or are empowered by them.

The powers, abilities, and realms of the gods are often exaggerated by some of their worshipers. In the land of Astra and in the cosmos, there are no gods, omnipotent or creating of the universe and its forces, nor do the gods of classical mythology brought over by the humans of Earth even exist. The universe, as it is understood by the highest sages and philosophers, is thought to be made of a *clockwork* structure of matter, the energy of which can neither be created nor destroyed. The universe is thought to be the result of an explosion of highly energetic astral aether, that even today is continually expanding, pushing its own confines, producing and suffusing new matter.

Universes cannot be created. As part of a multiverse, only extra dimensions of the same universe can come into existence, and not through physical power of any being.
Dark Elf

Elves with dark coal-colored, grey and grey-green skin who live mainly in deep underground caverns and around the vols of Kor.

Dark elves are the offspring of black fairies that inhabit subterranean wellspring pools and cavern oases. As with elves, dark elves are the offspring of dark fairy-elves (of black fairies) and other dark elves.

Also: *Drow*
Elf Havens

A haven of elves, distinguished from a fairy haven, that is a sanctuary and breeding place of elves and fairy-elves.

*At the havens, the elves take restorative potions and tonics, and drink the cordials of vitality. They cleanse in the great baths of the sanctum, and breathe the sacred aromas of the finest plants and oils of Faywood. The elf havens are a place where elves frolic and mate, and where many give live birth. It's a place of privacy and tranquility, renewal, energy and vitality. It's a haven for a celestial orgasm.*
Deepwood

A tremendously deep forested jungle located on the equator, in the middle region of all the wood. Also *Nweet* or *Findolwood*

The floor of the deepwood forest is so far down that its pitch dark, and few have claimed to have seen its phenomenon. The forest is made of several layers thousands of feet deep into a supergorge of many canopies.

Deepwood is modelled after the forest in the film: *Nausicaä of the Valley of the Wind*
Electromancy

Elemental magic with power over electricity.

Magic users skilled in electromancy are known as *electromancers* or *shock mages*.

Also: *Shock magic* or *Bolt magic*

Electromantic Spell Types:

*Conjure Electricity* – The creation, formation, or generation of electricity (varying types) purely from the aether, as conjuration magic.

*Generate Electricity* – To generate electricity from existing ions (charged particles in the air, water, etc.)

*Alter Electricity* – To shape or reshape electric fields.

*Electrokinesis* – The kinetic control of electricity.

*Animate Electricity* – To bring electricity to life, or into automation; the highest beings of which are lightning elementals that can use their own electromancy.

*Electric Shield* – A shield, orb, or wall of electricity that is impenetrable to physical attack, and serves as a psionic barrier. Physical contact with the barrier is highly electrocuting. The strongest of these shields become electromagnetic and are invulnerable.

*Charge Lightning Bolt* – To charge the atmosphere and to generate natural lightning bolts.

*Channel Lightning* – To channel or redirect the lightning through a magical implement, such as a staff or wand.

*Fork Electricity* – To compound the effects of electrical spells, by adding electrical energy and branching the bolts.

*Chain Electricity* – To create a reverberating bolt of electricity that moves from one target to another.

*Electrostorm* – To produce a large-scale electrical storm.
Eastern Reach

The bordering region of the lands of Avalon where the continent meets the sea, and at the confluence of the Avalos.

Locations of the Eastern Reach:

*Faywood* (east of the Lake of Avalon)

*Lake of Avalon*

*Avalon*

*Avalonian Mountains* (east of the Lake of Avalon)

*High Peaks of Avalon*

Also: *The Avalonian Seaboard*
Dumnonia

A sub-Roman kingdom and region of the southwestern peninsula of Britain that flourished in the early dark ages, especially during the time of King Arthur. It contained the lands of Cornwall (Kernow), and further eastward into the region the Welsh called Dyfnaint, the Celtic lands of Dan-munith, and Durnovaria. During this time Dumnonia was ruled by King Erbin and his son Geraint, descendants in a line of Cornish and Roman-British rulers.

Dumnonia was named by the Romans after the Dumnonii, a Celtic tribe living in the south-west at the time of their invasion of the island.
Dumnonii

A tribe of Celtic Britons on Earth. The Dumnonii controlled the southwestern peninsula of the island of Britain. They lived in lowlands and in valleys, in which manner they named the land *Dan-munith*.

*Dumnonii* is thought to mean 'deep valley dwellers', from the Proto-Celtic *dubnos,* 'deep'.

The territory of the Dumnonii later became the Brittonic kingdom of Dumnonia.
Elemental Magic

Elemental magic is the manipulation of the elements and fundamental forces of nature.

A *mancer* is a mage skilled in elemental magic. Mancers often create animations called elementals.

Also: *Elemancy*

Elemental Schools:

*Geomancy*

*Aeromancy*

*Hydromancy*

*Icemancy*

*Pyromancy*

*Ringimancy*

*Electromancy*

*Magnomancy*

*Vivimancy*

*Plasimancy*

*Gravimancy*

*Massmancy*

*Climate Shaping*

*Stormshaping*

*Worldshaping*

\* The various types of elemental magic can be combined in different ways, such as fire and ice, etc. Waterwalking often uses conjuration, or can be achieved through gravimancy in becoming feather light. Swift swimming takes either a pyramid spell, or uses gravimancy. Stormshaping, climate shaping, terraforming, etc. take more power than general elemancy. Force fields are also made my mancers, and the most powerful energy fields by aethermancers. Gravity warps can wipe out armies, cities, civs. with powerful singularity magic. Lock / unlock spells, as well as disarming both physical and magical traps are aethermantic.
Gravimancy

Elemental magic with power over gravity and weight.

Gravimancy plays a role in levimancy and flight magic.

Magic users skilled in gravimancy are known as *gravimancers* or *dynamo mages*.

Also: *Gravity magic*

Gravimantic Spell Types:

*Conjure Gravity* – The creation, formation, or generation of gravitational force (of varying strengths) purely from the aether, as conjuration magic.

*Manipulate Gravity* – The change of the strength or area of a gravitational field.

*Gravikinesis* – The kinetic control of gravity, i.e. the movement or exchange of gravitational fields.

*Animate Gravity*  – To bring gravity to life, or into automation, the highest beings of which are mass elementals that use their own gravimancy.

*Part Gravity* – To part or divide a gravitational field with zero gravity between.

*Gravity Forcefield* – A forcefield of gravity that may be a point in space or take the shape of rings or walls.

*Gravity Ravine* – The creation of a line of gravity that acts as a "ravine" for objects to be pulled toward, often literally breaking the ground into a ravine like fissure in the ground.

*Gravity Sinkhole* – The creation of a localized point of gravity on the ground to pull objects toward it, often literally breaking the ground into a sinkhole to fall into.

*Generate Mass* – The gathering up of a mass by gravitating smaller particles or matter.

*Gravitational Waves* – The formation or generation of rippling gravitational waves.

*Generate Singularity* – The creation of a strong gravitational mass that pulls in the material around it, and warps the spacetime in its vicinity.

\*Gravity warps and time warps can wipe out entire armies, cities, and civs, by relocating them or placing them in other times, or with powerful singularity magic.
Eagle

Eagles are birds of prey that live in the wilds of Astra in large nests or eyries. The smaller and wild type of eagle are known simply as Wild Eagles, while the larger eagles with higher sentience are known as Halcyon Eagles.

*Wild Eagles*

The eagle animal birds of prey.

*Halcyon Eagles*

Larger majestic birds of prey with evolved and magical sentience and intelligence.

The Eagles of Hykor and the Saddle Vale are allied with the Ronics, who breed them and ride them as mounts into battle for their military.

Elves also use halcyon eagle mounts as they live in harmony with these creatures in a more natural relationship. Elves can even better communicate with eagles, and their eagle friends fly watch over the Avalonian Kingdoms.

Also: *Mythic Eagles* or *High Eagles*
Goyg

Mutating parasite creatures that feed and grow rapidly on the dead. Goygs become gargantuan monsters in the battlefields of dead bodies they emerge out of. The more carion they feed on the larger they grow.

Goygs are extremely dangerous. The rapid growth of a goyg can finish off a victor in the field of war, and is a death knell to armies.

Goygs have physical characteristics similar to a *Lhurgoyf* in Magic the Gathering.

Also: *Necrogoyg* or *Mordigoyg*
Dark Fairy-Elf

Drow fairy-elves that are fully-grown black fairies with feathery white, black, or violet wings.

They have coal-colored, grey, or grey-green skin. The coal-colored black-skinned drow fairy-elves have longer lifespans, are more imbued with magic, and show more battlefield prowess.

The offspring of drow fairy-elves are dark elves.
Darksteel Dwarf

Darksteel dwarves are more aggressive, hardcore types of dwarves that live around vols. They are often in conflict with the High Mountain Dwarves.

Darksteel dwarves tend to wear body and war paint, and some of them have many piercings and tattoos.

Darksteel dwarves refers to a cultural and ethnic group of dwarves, rather than a variant race of dwarf. They have the same physical characteristics as other dwarves, unlike the rare duergar dwarves who have gray skin and deeper underground holds.

*Darksteel* also refers to the dwarf clan.

Also: *Voldwarf* or *Dark Dwarf*
Elf Sentinel

The elite elven and fairy-elven warrior defenders of their havens and kingdoms.

In Avalon, there are generally three types:

Sentinel Guard or *Sentinel Guardians –* Personal guard of the High King and Queen, and guardians of the throne.

Sentinel Champion or *Sentinel Warriors* – Defenders of Faywood and the kingdoms.

Sentinel Protector or *Fairy Sentinels –* Elite protectors of the Fairy Queen Lady of the Lake.
Abjuration

Abjuration, or Aegis magic, is the school of magic that casts protective wards and barriers against physical and magical forces.

Mages that specialize in abjuration are *aegis mages* or *abjurers.*

The Aegii were a famous sect of aegis mages.

Also: *Aegis magic* or *Protection magic*

Abjuration Spell Types:

*Ward* – A lucent barrier in the shape of a large shield, that provides physical or magical defense, or a combination of both.

*Ward Enchantment* – An invisible protective barrier over an object, i.e. prevents rust, destruction, etc., or a bodily enchantment that wards against magic, poison, or ailments such as petrification, paralysis, sickness, etc.

*Shield* – A magical spheroid shield that protects against physical or magical attack, or a combination of both, or may protect against specific types of magic or attacks. Shields surround the user, while wards are limited in surface area. For elemental shields, see elemental magic.

*Flesh Shield* – Body *s*hields that cover the flesh or outer skin, as physical or magical barriers.

*Armor Shielding* – Shields over armor, or magically reinforced armor. This also includes weaponry shielding.

*Aegis Shield* – Larger more powerful shields that cover users anywhere from 10 meters in diameter to several leagues across, that may protect an entire city. Often these are enchanted to give the user speed, energy, etc., climate enchantments, or protection from monsters. They may even compel enemies to leave the area of the shield, or irritate them, agonize, or antagonize them in some way within the shield's radius.

*Cloak* – An elemental or magical barrier close to the body, such as a fire or ice cloak that harms attackers if they get too close, or with trappings in the cloak that can also can harm enemies.

*Resistance* – Abjuration that prevents some or the majority of damage from physical attacks or effects from magic.

*Sanctuary* – An aura of abjuration.

*Rebound –* Abjuration that rebounds a physical attack, reversing the weapon's motion on the attacker.  Some rebounding shield spells also banish attackers to other planes.

*Nullification* – Negates the effects of a spell or magic, usually built in within a shield or ward, or is cast as the aethermantic spell.

*Absorbtion* – The absorption of magic or a spell's effect, and its aether.

*Reflection* – To deflect or bounce the effects of a spell or magic.

*Redirect* – The redirection of a spell from one target or area to another.

*Invulnerability* – A shield over the user that cannot be destroyed by magic or physical force. The only way to break invulnerability is with very strong anti-magic.

\*Aegis Shield is a common term for any of the abjuration shields.
Aether Art

The Aether Arts, or the Art, as part of the aethermantic school, is an unarmed style of training in martial arts, kinesis, telekinesis, and clairvoyance. These aethermancers are some of the most skilled combatants and mages in Astra, and are regarded by some as its mightiest defenders and heroes. Many who study the Arts live secluded or ascetic lives removed from society, or are monks part of tightly knit magii groups. Some use staffs or wands.

Often the more skilled at unarmed combat they are, the more concentrated (less types) their arcane abilities will be.

A mage skilled in the Art is known as an *aethermancer*, *aether mage*, *arcane mage*, *monk of the arts,* or *aether magii.*

Also: *The Art*, *Aethermantic Art*, *Arcane Magic, the Aether Arts, the Arcane Arts, the Force Power.*
Glywysing

A kingdom in southeast Wales, neighboring Gwent and Caerleon. Glywysing are those lands west of the river Lwyd, and eastward the river Llwchwr.

*Glywysing* is named after Glywys, an early king of the region. The country formed after the Roman withdrawal from Britain in 410 AD.

Glywysing in later centuries unites with Gwent to become the one nation of Morgannwg, or Glamorgan.
Conjuration

Conjuration is the school of magic that brings objects, materials, beings, and energy into existence from the aether, or else calls such entities to the conjurer.

Mages that specialize in conjuration are *conjurers.*

Conjuration Spell Types:

*Conjure Entity* – Conjure matter into existence, i.e. objects, beings, energy, or any entity temporarily, or for an extended period of time.

*Copy* – Conjure copies of objects, people, and spells.

*Call Object* – Conjure objects that already exist into your possession or to your location. Called upon objects remain at the new location. These are non-living entities that the caster already has knowledge of. The caster can also resend the object back to the original location, before the next call.

*Summon* – Bring a creature or being from wherever it currently is to the caster of the spell, for as long as the spell lasts. The being must be marked by the conjurer in order to be summoned. The creature is instantly sent back when the spell expires. If the being is killed, they reappear back from where they were summoned from. The caster can also rescind the summons.

*Transpose* – Conjuring overlapping entities in order to, for example: fill them like tea overlapping a cup, or to merge them, or to destroy them in such process.

\*Conjurers are often learned in teleportation and planar magic, and are known for their banishing spells. *Banish* is a planar teleportation spell, and is not part of the conjuration school.

\*\*Waterwalking often uses conjuration, or can be achieved through gravimancy.

\*\*\*The word *conjure* is often used loosely to describe the results of a magical spell, rather than the conjuration school of magic.
Galigor IX

The last King of Menelos, and father to Salus and Gale. Galigor is the ninth descendent of Galigor I who defeated Arcalagon on the island of Avalar, who's heirs held the same name. Galigor is wedded to Nardinel, a lady with elf's blood.

Galigor and Nardinel together had three sons: Galigor X, Salus, and Galeon.

In 1208 VII E Galigor was turned into a lycan monster by a druidic cult lead by Stygon, in an attempt to dismantle his power, as a war for his castle ensued.
Fairy

Magical humanoid beings found in the forests of Astra, typically around springs and pond pools in warmer climates. Fairies are small flying creatures that produce sparkling dust, a luminescent crystal with life-giving properties that shines a bright green-yellow light.

Fairies are intelligent beings that are wild and sensible to nature, and very elusive in any interactions with other beings; even shrewd despite their healing powers. They are generally benign and friendly creatures, as opposed to the more aggressive sprites.

The Fairy Queen is the breeding mother of fairies in a pool, pond, or even lake. She can be either a fairy, usually in smaller populations, or a fairy-elf queen of fairies and elves.

Many fairies grow into sprites and fairy-elves, and many of them will keep the same size and body type throughout the span of their lives and throughout generations.
Geomancy

Elemental magic with power over rock and soil.

Magic users skilled in geomancy are known as *geomancers*.

Also: *Rock magic*

Geomantic Spell Types:

*Conjure Rock* – The creation, formation, or generation of rock (also varying types, including metal) purely from aether, as conjuration magic.

*Muster Rock* –  The gathering or accumulation of rock out of smaller rocks, soil and dust.

*Alter Rock* – The shaping or reshaping of rock into various configurations.

*Geokinesis* – The kinetic control of rock.

*Animate Rock* – To bring rock to life, or into automation; the highest stone beings of which are rock elementals that can use their own geomancy.

*Geo Shield* – A shield of rock that can be rounded or surround the geomancer.

*Quake* – To cause vibrations in rock, and the ground to tremble.

*Fissure* – To split or destroy rock, or cause fissures in the planet's surface rock. Fissure also parts rock.

*Avalanche* – Large-scale movements in the hills and mountainsides with bombardments of tumbling and falling rock.

*Rockstorm* – A large-scale rock barrage.

*Cataclysm* – The breaking of the land in large quakes, fissures, and rupturing rock.

*Worldshaping* – The shaping of surface rock on massive scales. The shaping and modification of a planet's topography; the formation and movement of mountains, the creation of canyons, ridges, islands, rock formations, and continents.
Drake

Drakes are wyrm relatives of dragons that are typically smaller and lack fire-breathing abilities. There are many variations of drakes: some that fly, some that only walk, and some with horns or large draconic lizards that move quickly on all fours or on only two feet.

Drakes include cavern drakes and winged drakes, and are in the dracowyrm family along with landwyrms, dragons, wyverns, and hydra.

Drakes are more docile than dragons, and easily trained as mounts for the intelligent races to use for transport or companionship.
Farandale

A walled city in Andarth, ruled by Lord Fertiens. Farandale was built against the cliff face of the Westwild Plateau, and in an open dale of wildlands and forests.

The city walls were built in a horseshoe surrounding the Outer District, Witsney Field, Bellwalk, the Tudor District, Tower's Square, and Farandale Keep.

Weatherbee is the farmland of Farandale outside the city walls.

Inside the cliff rock behind Farandale Keep is a waterway and large open cavern of sea drakes tended by the Farandalians. The caves are known as Gorvindol, named after Prince Gorvince.
Draconian

Draconians are a race of reptilian humanoids. They are intelligent, and have a loosely established civilization on the continent of Xanitar, ruled by the Lizardmen Magi. The magi govern from stone towers on the fringes of deserts and in the mountains. They are also widely known as *lizardmen*.

Draconians are reptilian terrestrials that walk upright, most of which lack the ability to fly like the dragons and drakes, while some them do have draconic wings and can fly. Many of them can also breath fire.

Draconians were the first dragon riders.

Also: *Lizardmen, Dracon,* or *Draconii*
Dark Magic

Dark magic, also known as the Dark Arts or Destruction, is the school of magic that studies shadow magic, necromancy, and the destruction, damaging, or weakening of beings and objects.

Mages skilled in dark magic are known as *dark mages*, *shadow mages*, *black mages*, or *necromancers*.

Also: *Destruction magic* or *Black magic*

Dark Spell Types:

*Weakness* – To cause weakness or vulnerability to any physical incursions or a specific type of magic, such as weakness to fire, ice, or psionics.

*Drain* – The draining down of a targets energy, magic, or any skills or attributes they may have. The effects of drain spells are often quick acting and eventually wear off.

*Degenerate* – To cause a degeneration of health, attributes, or skills. These spells act on the target over time, with a more long lasting effects.

*Deteriorate* - To cause a degeneration or corrosion of objects such as weapons and armor. This may rust, warp, or diminish them in some way.

*Damage* – To cause direct physical damage to people or objects. These can also maim or cause conditions or ailments in the target, or render things grotesque.

*Poison* – Spells that inflict various kinds of poison.

*Paralyze* – A spell that paralyzes the target temporarily, or for an extended period of time.

*Petrify* – A spell that turns the target to stone or mineralizes them temporarily or indefinitely.

*Disease* – A spell that causes a disease in the target. With enough intensification of the spell, diseases can cause temporary outbreaks or plagues.

*Corrupt* – To corrupt the target's willpower into carrying out evil acts of greed, hate, hubris, etc. or to cause megalomania or villainous behavior.

*Death* – To kill or destroy a being or object serving as the target. Death spells wither, disintegrate or can melt the target.

*Shadow* – The use of shadow magic that uses anti-aether from the anti-matter universe, in which the caster transmutes into smoke or shadow, and casts shadow spells.

*Necromancy* – The magic of raising the dead, or achieving various undead states, such as wraith and shade forms, zombification, vampirism, and lichdom.

\*Many dark mages also contrive ways to use absorption magic, albeit drain is more efficient, requiring less energy.
Elemental

A magical being of the elements. Elementals are animated and created by mages, or those with magical power, namely the *mancers*.

Types of Elementals:

*Rock Elemental*

*Air Elemental*

*Water Elemental*

*Ice Elemental*

*Fire Elemental*

*Noise Elemental*

*Lightning Elemental*

*Field Elemental*

*Light Elemental*

*Plasma Elemental*

*Mass Elemental*

*Aether Elemental*

*Creator Elemental*

*Aegis Elemental*

*Illusory Elemental*

*Shifter Elemental*

*Planar Elemental*

*Shadow Elemental*

*Psion Elemental*

*Living Elemental*

*Time Elemental*

*Anti Elemental*

*Ethereal Elemental*

\*There are a myriad of elementals that can be created. The above listed are the major animations that embody various types of magic.
Lesle

The fairy companion of Salus.

*"...Taliesin thumped his staff on the ground once again in an attempt to conjure a light. It flickered briefly and went out. 'Agh. What is it in here?' said the wizard. 'Your lights won’t work Taliesin. Not tonight.' The green glow was now drowned out, yet when the wizard tried to find it squinting his eyes he noticed that the green had actually intensified, only now it was sequestered and more localized, no longer hanging in the mid-air of darkness, but resting still and propped on a wooden girder that was a part of the tent’s framework. He gave it a smug look and glossed it over, 'Oh sweet Lesle, are you not in the spirits to greet me?...' 'She’s mad about the cave,” Salus said as he set his knife down on the table. He raised his voice, 'Aren’t you Lesle?' The green light suddenly jumped while there was the faintest ringing sound and a sparkling wisp of dust; glittering xanthene crystals as it flew off unseen behind another wooden post. 'Hmf,' said the wizard. 'I think I heard a tear, or was it a titter? You can never tell.'...*

– Tales of Salus and Gale
Inkor

The vast expanse of the forested lands of Kor, i.e. the combined woods now south of the Avalos. The forests of all the land; *Inkor* is a name for the total area of forest on the continent, termed by the elves in reference to their origin place, or historical place of settlement.

Also: *The Fairy Wood*
Gale

Galeon Gothsvane, also known as Gale, is a messenger for the Kingdom of Ronia and one of the elfkin brothers of Avalon.

Gale, as with his brother Salus is third blood of a half-elf.

Gale is husband to Lindsel, who live married in the hinterlands of the Realm.

Named after Galegalad, a seaman that married first with Aelfinel.