recursal/Fanatic-Fandom huggingface dataset:
Wish Granting

**Wish Granting** is the magical ability to make wishes, whether their own or those of other individuals, come true. With this ability, they can fulfill the wildest and most unlikely wishes and dreams, creating or destroying many things according to those wishes or dreams. It is believed that those who possess the power of wish granting are able to call upon the same supernatural forces that allow magic users to manipulate and control the universe in order to make their wishes come true.
Human World

The Human World is the realm of the living, inhabited by mortals. It's a world of cities and towns, with a rich history and culture that has been passed down from generation to generation.

## Geography

The Human World has a diverse geography, ranging from mountains and forests to deserts and oceans. It is home to a variety of climates, from tropical humid to polar cold, and is populated by an array of flora and fauna. The Human World is divided into countries and continents, each with its own unique culture, history and geography. The countries of the Human World are linked together by trade, politics, technology and travelling.

The world also has a complex and interconnected ecosystem, with species interacting with and relying on each other to survive and thrive. This interconnectedness is essential for the health and stability of the Human World, and its effects can be seen in the global climate, the spread of diseases and the health of the population. The interconnectedness of the Human World also affects the ecosystem cycles, such as the water cycle, the nutrient cycle and the carbon cycle, which are essential for the Earth's health and stability.

Its localized phenomena include the cycle of seasons, weather patterns, natural disasters and the spread of different languages. The Human World also features bizarre supernatural occurrences, such as mysterious phenomena, strange creatures and unexplainable events. All of these elements combine to create a complex and interconnected web of societies, cultures and beliefs that shape the Human World. From the most advanced technology to the most ancient customs, the Human World is a unique and ever-changing tapestry of humanity.
Potions

**Potions** are concoctions created by magic users. These potions are often used to enhance or alter a person's physical or mental attributes, to grant wishes or to perform other tasks. They are created by combining magical ingredients with various substances, such as herbs and oils, and are then consumed or applied to the body. The effects of these potions can range from the mundane to the extraordinary.
Enhancement

**Enhancement** is a magical ability that focuses on the manipulation of the magical energy within a person to increase their abilities and strength. The user can enhance the physical abilities of themselves or others so that they can achieve feats requiring an absurd amount of physical power effortlessly, reaching an overall level of physical power that is far beyond their natural limits.
Space-Time Manipulation

**Space-Time Manipulation** is a magical ability that enables the user to manipulate and control the fabric of space and time. Practitioners of this discipline can perform various feats related with space-time power allow them to manifest various feats ranging from simple teleportation to warping reality.

Since "time" exists and flows within "space", the two are interrelated, and by manipulating time, one is also distorting space proportionally. The effects of this relative distortion can vary, however. For example, controlling time of a mere object or person may not affect the space they reside in, whereas twisting the time-stream of an entire region of space can cause the area itself to warp. Additionally, due to time being so closely intertwined with our three-dimensional space, manipulating it *might*not affect another dimension, such as heaven or hell, in the same way it affects our own.
City of Dreams

The **City of Dreams** is an alternate dimension that exists outside of the physical realm, and is the realm of dreams and fantasies. It is filled with surreal landscapes, bizarre creatures, and many strange and wondrous things. It is a place where anything is possible, and where characters can explore their innermost desires and fulfill their wildest dreams. It is said that the City of Dreams is where all dreams come true, and where the boundaries between reality and fantasy become blurred.
Grim Reaper

**Grim Reapers** are supernatural entities whose primary duty is to review and collect souls of the deceased and guide them to the afterlife. The Reapers are neutral entities and they do not choose sides. They are only doing their job of collecting souls and guiding them to the afterlife. Mortals should not fear the Grim Reapers as they are only doing their job.

## Description

### Anatomy

Grim Reapers usually have an anatomy of a human but with a skeletal face. They are usually seen wearing a long black cloak with a hood and a scythe in their hands. Grim Reapers are often depicted as having a stoic, emotionless behavior and an air of mystery and dread about them. They are also often portrayed as being wise beyond mortal understanding, having a deep knowledge of the workings of the universe.

### Perception & Sensory Capabilities

The Human World is a realm of the living, full of sensory experiences and perceptions, while the Grim Reapers inhabit a realm beyond the physical, with capabilities that extend beyond the senses. Grim Reapers can see, hear and sense the spiritual realm, allowing them to locate and collect souls of the deceased.  Mortals lack this extra-sensory capability, so they should not fear the Grim Reapers as they are only fulfilling their duty of collecting souls and guiding them to the afterlife.
Initiation Ceremony

The **Initiation Ceremony** for witches is a ritual that marks the beginning of a witch's journey. It is a ritual that involves the gathering of family and friends, as well as the invocation of the gods and goddesses of the craft. During the ceremony, the witch is given a special magical tool, often an athame, which will be used to help them hone their craft and channel their magical powers. Other rituals, such as the recitation of spells, may also be involved in the Initiation Ceremony.
Casting Stones

**Casting stones** are stones that are used in magical rituals and spells. They are believed to be a source of magical power and can be used to focus the user's energy when casting spells. They are often used in combination with spells and rituals to enhance the user's power and the effect of the spell.
Immortality

**Immortality** is the power to live forever and never grow old or die.

Immortality grants the user an infinite life span, they can never die or age, can shrug off any kind of damage, possess immunity to all poisons, bacteria, diseases, etc, and are free from all bodily necessities. Users rapidly heal from any injury and every time the user dies by any means, they will inevitably restore and return to life in perfect condition no matter what, they can survive any fatal condition, recover from death and assume normal functions in a matter of minutes.

Upon dying, the user's body automatically repairs itself to its pre-death state; the user regenerates from any and all injuries, often returning to life almost immediately, then wakes up perfectly healthy. When non-fatally injured, he heals at a normal human rate; however, those injuries will rapidly heal the next time he dies. This ability seems to be subconscious, since he has died on numerous occasions only to walk away unscathed afterwards. He has recovered from being shot, stabbed, and beaten to death. His body will never get sick, rot, age or truly grow old, the user does not need to eat, drink, or breath. As a result, he will stay young, and in pinnacle human conditions forever.

## Levels of Immortality

**Semi-Immortality**

* Cannot age, thus preventing death via senescence.
* Remains vulnerable to mortal wounds, severe injuries, diseases/viruses, and foreign substances.
* Mental damage may still occur.

**Reliant Immortality**

* User acquires immortality by anchoring their life to a certain object, source, concept, etc.
* Destruction of anchor ends the user's immortality.
* The physical body remains mortal, only the soul is earthbound.
* May require a continuous intake of source or maintenance of object to remain immortal.

**Immortality** (Healing Factor, Regeneration)

* Cannot age once reaching a certain point.
	+ Some user can be biologically immortal and not age.
* Immune to diseases, toxins and drugs.
* Wounds, even crippling or fatal ones, heal near instantly.
* Time-manipulating powers can erase the user's existence, as opposed to biologically killing them.
* May apply only to biological immortality, as the mind and/or soul may remain mortal.
* Immortality power may be removed, rendering the user mortal once again.

**Unfettered Body**

* Cannot age once reaching a certain point.
* Body is completely immune to physical damage, toxins and pathogens.
* Soul and Mind may remain vulnerable.
* Perchance the body is harmed, regeneration may not occur.
* Time-manipulating powers can erase the user's existence, as opposed to biologically killing them.

**Nigh-Absolute Immortality**

* Cannot age.
* Eternal and unkillable, barring certain factors or special circumstances.

**Absolute Immortality**

* Cannot age.
* Immune to all diseases, toxins and drugs and anything related to life and death.
* All wounds and injuries heal instantly.
* Immortality applies to not only the body but mind and soul as well, rendering the user truly "absolute".
* Power is absolute, so it can never be removed, nor can the user's existence from timelines.
Familiar

A **familiar** is a magical creature bound to a witch by a magical contract. The familiar acts as a companion and aide to the witch, providing magical aid and protection. Familiars can take many forms, such as cats, birds or small animals, and often have magical powers of their own.

## Characteristics

By all appearances, a familiar seems to function as a servant to his or her witch. However, the Familiar must find their witch, rather than the other way around. Once chosen, it appears they cannot leave their master and find another one. Familiars spend half their time as animals, and the other half as people, although it's not revealed which half they start out as.

A Familiar has free will, and can voice their own opinions, but cannot disobey a direct order from their master. It is claimed that a Familiar and their master share a special bond and would die for each other. This proves to not always be the case, as Spencer kills his Familiar without a second thought. Not all witches have Familiars, and the fact that Dean didn't know about them suggests it's actually quite rare. They also die as easily as an ordinary human.

## Powers & Abilities

* **Shapeshifting** - Familiars can take on an ordinary human appearance to blend in with modern society. This power is designed for non-human individuals to hide their non-human traits and appearances to avoid detection.
* **Enhancement** - Abilities the familiars form has often are enhanced naturally.
* **Telepathy** - Familiars can communicate with their masters, but can be blocked if the master chooses to. They can communicate with their partner even if he is not speaking an understandable language. Familiar can also hear/feel their partner when she is distressed or in trouble.
* **Magical Knowledge** - Familiars are like tiny little librarians who specialize in magic. Although the are not all-knowing they can make mistakes or misunderstand things. They are not limited to a certain area, however, they tend to lean specifically towards the kinds of magic the Witch specializes in. They cannot preform magic themselves unless the Witch has spelled/charmed them. Often you will see familiars with markings, collars with charms, and so on that hold power for the familiar to use. They can store magic in a way that is best described like bundling up electricity, giving the Witch a 'burst' of power at any given time.
* **Regenerative Healing Factor** - Being that they tend to live very long lives when their bodies shouldn't they become more than a body once the initial bond is made. They have rapid healing and can even grow entire body parts back if it comes down to it. Because a familiar is bonded with you on a level that is magical itself if you become hurt the familiar will feel pain and vise versa. If they heal themselves a part of you becomes healed. Being around your familiar works much like aspirin, you feel better and its a cure all for minor aches and pains.
Cloaking Pendant

A **cloaking pendant** for disguise is an enchanted pendant that is used by witches to conceal their identity. When activated, the pendant creates an illusion of the wearer's physical appearance, making them appear as someone else. The pendant can also be used to disguise the wearer's magical abilities, enabling them to blend in with mortals and avoid detection.
Dreamville Public Library

**Dreamville Public Library** is a popular destination for visitors and locals alike. The library is a beautiful, two-story building that houses an impressive collection of books and other media. The library also offers a variety of programs and events for the public, including readings, lectures and workshops.
Dreamville High School

**Dreamville High School** is a renowned school in the town of Dreamville. It is part of the oldest school district in the region, known for its stone and brick buildings with intricate designs, clustered along narrow cobblestone streets. This gives the school an old-world feel, making it a popular destination for visitors.

## Description

Dreamville High School is dedicated to providing students with a rigorous and comprehensive academic education, as well as preparing them for college and beyond. The intended purpose of Dreamville High School is to provide students with a rigorous and comprehensive academic education, as well as to prepare them for college and beyond. Originally, the school was founded to be a place of learning for the community, aimed at educating the children of the town and providing them with the skills and knowledge to become successful adults.

### Design

Dreamville High School offers a wide range of courses, including the traditional core subjects of English, History, Math, Science and Foreign Languages. They also offer advanced courses in the Arts, Computers, Music, and Physical Education. The school also offers a variety of extracurricular activities, such as sports, clubs, and volunteer opportunities. For students looking for something a little different, Dreamville High School also offers an Occult Club, which provides students with the opportunity to explore the mysteries of the unknown and to learn about ancient cultures and their beliefs.

The building employs defensive structures such as high walls and barred windows to protect it from outside intrusions. The doors of the building are also heavily reinforced with locks and bolts for added security. In addition, the grounds of the building are monitored by security guards and CCTV cameras.
Sweet Dreams

**Sweet Dreams** is the mysterious cafe in Dreamville, located in the heart of the town.

## Description

On the outside, it appears to be just a quaint cafe, with an inviting atmosphere and peaceful ambiance. However, Sweet Dreams is more than what it seems, as it is also a hideout for the supernatural. Here, the town's inhabitants can gather to share tales of the supernatural. In addition, they can plan their next moves against dark forces that threaten Dreamville.

Sweet Dreams offers a variety of delicious food and drinks, from sweet treats like cakes and ice cream to savory items like sandwiches and soups. They also serve specialty coffees, teas, and smoothies. In addition, they have a selection of alcoholic beverages for those looking for something stronger.

* Apple Pie
* Caesar Salad
* Coffee
* Donuts
* Eggs Benedict
* French Toast
* Hamburger
* Hot Chocolate
* Ice Cream
* Omelette
* Pancakes
* Sandwiches
* Smoothie
* Veggie Burger
* Waffles
* Yogurt Parfait
Biokinesis

**Biokinesis** is the magical ability to control the biology or biological condition of other beings. The have vast biokinetic abilities as they can alter their height, eye color, and appearance in the blink of an eye. However, it can also be used to heal either themselves or others as well creating uncurable diseases. Furthermore, it could also be used to alter someone's genes, body parts and if someone has the proficiency to make it work, it could either revive the dead or stop the aging process and thus grant a form of immortality.
Queen Deanna Dyre

The proud and intelligent Queen of Ultain, Deanna Dyre is a formidable woman.

She tasked the party with assassinating Lord Serris Adda regardless of his treason, due to his relentless opposition to the change she and her husband are attempting to create.

Captured during the Fall of Dal Evar by the soldiers of Lord Varin Khanzeon, she was rescued thanks to the efforts of our heroes.
Timeline

This article is a **timeline** of the major events which occur prior to and during *Witch World*.

## Historical Events

### Early Modern History

* **1692** - Over 200 people were accused of witchcraft in Salem, Massachusetts, leading to the Salem witch trials. While actual witches were never found, those accused were often outcasts or people with unpopular opinions. The fear of witches was largely driven by superstition and fear of the unknown, as the trials were seen as a way to protect the community from the perceived danger. As a result of the trials, many witches went into hiding in order to protect themselves from being accused.
* **1694** - The Mystic Coven was formed as a result of the Salem witch trials, as it provided a safe place for witches to gather and practice their craft without fear of persecution. The Mystic Coven became an important part of the occult community, offering a place for witches to come together and share their knowledge and experiences.
* **1823** - Dreamville was founded in the early 19th century, which was in 1823.
Danton Dyre VII

Reigning as King of Ultain since his father's demise some ten years prior; King Danton is the seventh ruler to hold that ancient and auspicious name. He is considered by most to be a good man, who has often challenged the nobility of Dal Evar in the peoples' name.

He has attempted to patch up the frayed relationship between the people of Ultain and the elven clans of Blackmoon Forest, but the elves have never responded to his entreaties. With their younger generations still assaulting boats along the Santari River, often being killed for their trouble, and King Dyre's own people in uproar about every human who dies to their arrows, he has not yet managed to achieve an end to the conflict. He is opposed in almost every effort by the Lords Illian and Adda, both prominent patriarchs of noble families within the city, and wealthy owners of many of the mines within The Depths.

King Dyre encountered the party, and asked them to investigate one of his High Lords for evidence of treason. The party did so, but were not super subtle about their exit. King Dyre was nonetheless pleased to discover evidence of Lord Adda's treason.

He was slain by Valen Reed during the invasion of Dal Evar along with all of his guard except for Paladin Barrett.

#### King Dyre's last words:

The spell we wrought was complex, but the storyteller seems to have done her work. My wife was in the east wing when the Khannaeans stormed the palace, we weren't able to get to her. My son yet lives and must take up my crown. My daughter may live also, though I don't know what plan we enacted for her survival. But you must listen to me.

This is still a war that can be won. Take my message to the pass, to the Fortress at Skaelh. Tell the Commander the ancient oath must be spoken again. The Light must return. The Concord, the city…all of it is important.

Take the sword! Raise the Outlander's banner over the Khalyn Pass once more, and hold the Khannaeans there! If you do not, then the Empress's Victory is absolute. The Commander of the Garrison at Skaelh must know. The people of the mountains must know, all of them. Promise me. Promise me you'll do this.

Take up this sword, and save us all. You must. The pass must not fall. If it should, then all of us are truly doomed.

Find the Sword of Vhara. Retake Dalasira Kantazar Keep once and for all.
Precognition

**Precognition** is the magical ability to see into the future. The direct knowledge or perception of the future, obtained through extrasensory means. Precognition is the most frequently reported of all extrasensory perception experiences, occurring most often in dreams. It may also occur spontaneously in waking visions, auditory hallucinations, migraines, flashing thoughts entering the mind, and the sense of "knowing."
Occult Club

The **Occult Club** is a student-run organization at Dreamville High School that focuses on exploring the esoteric, magical and supernatural aspects of the world. It is a place for students to learn about and discuss mysteries beyond the realm of the ordinary.

### Description

The Occult Club is organized into smaller groups that focus on specific areas of study. These groups may include tarot, astrology, alchemy, divination, witches’ lore and other topics. Each group meets regularly to discuss and explore their chosen area of study.  Most of the students at Dreamville High School regard the members of the Occult Club with a mix of curiosity and apprehension, though they don't see them as a real threat. They see the members of the club as strange but harmless, and are often eager to hear their stories and theories about the supernatural.

The club's public agenda is to promote education and understanding of esoteric topics and to foster an open and accepting environment for students to learn and explore these topics.
Hybrids

**Hybrids** are supernatural creatures that are a combination of two or more species. They often possess the traits of both species, and can possess a variety of supernatural powers.

## Examples

Additionally, it is highly likely that their power can be equally escalated to the point where they are much more powerful than either species alone. This is because of them inheriting both/all physiological powers and abilities from both parents, and their spiritual bodies also having both properties from both/all species.

If a hybrid mates with a different specific race, like a human for example, there are exactly two different outcomes as a result. First, the child will either be a quarter hybrid, though unlike the mainstream hybrids in terms of their level of power, will more than likely be weaker than the former kind of hybrids. The second outcome, however, is when the hybrid, again, mates with a different kind of member as a particular race, but this time, the born child will not only have the two combined physiology sets of said hybrid, but the infant will be a human, resulting in a trifecta, quadfecta, and the whole nine yards.

* The crossbred offspring of a mortal and a witch is referred to as a Witch-Mortal Hybrid.
* The crossbred offspring of a vampire and a witch is referred to as a Vampire-Witch Hybrid.
* The crossbred offspring of a mortal and a werewolf is referred to as a Werewolf-Mortal Hybrid.
* The crossbred offspring of a witch and werewolf is referred to as a Witch-Werewolf Hybrid.
* The crossbred offspring of a mortal and vampire is referred to as a Vampire-Mortal Hybrid.

## Trivia

* Hybrids can usually inherit the down-sides of either if not both/all species.
* Hybrids can inherit weaker skills of either both/all species.
* Since hybrids are a combination of two or multiple races, they are vulnerable towards users of Fission Inducement, as if they can *split* the chosen DNA of that said species or race, and then unhybridizing them in return. Returning that said user back to normal.
* Hybrids may be made into pariahs, depending on their societies views.
* May require genetic tampering, a special device, or a special ritual to bring out dominant traits for some hybrids.
* Hybrids may be genetically unstable, leading to various health issues/defects, such as infertility, short lifespans, etc.
* Hybrids may not have the alien physiology features of that said species or race. Such as: horns, tails, wings, etc.
* May remain mortal as normal.
Illusion Manipulation

**Illusion Manipulation** is the magical ability to create, shape and manipulate illusions/hallucinations, causing targets to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are.

Users can create, shape and manipulate illusions/hallucinations, causing targets to see, hear, touch, smell, and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. Some users can create complex and detailed worlds or place a target within a variety of simulated conditions and circumstances, while others may be able to only alter the way they or the target are perceived. As such, illusions can either exist solely within the physical or mental perceptions of usually organic and sentient targets, or as external projections occupying material space, like holograms and mirages.
Stoneheart Park

**Stoneheart Park** is the town's central park, named for the unique stone and brick buildings that make up the majority of the town's architecture. Stoneheart Park is the perfect place to relax and unwind. It is a nice, quiet and peaceful park, with plenty of benches to sit and enjoy the scenery. Whether you are looking for a quiet place to read a book or to take a leisurely stroll, Stoneheart Park is sure to please.
Witch World Wiki

**Welcome to the Witch World Wiki!**
We're a collaborative community website about Witch World 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!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section 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.
Magic Broom

## Magic brooms

**Magic brooms** are tools used by witches to fly or travel quickly. They are believed to be able to fly at incredible speeds and are used for transportation or to escape danger. Magic brooms are also used to access places that are difficult to reach on foot and to access magical realms. Additionally, witches are believed to use their brooms to store magical items such as potions, ingredients, and herbs.
Dreamville Hospital

**Dreamville Hospital** is the town's medical center, providing medical care to the residents of the town.

## Description

The hospital was originally intended to provide medical care to the residents of the town. However, over time it became a place for research and experimentation on supernatural creatures and phenomena. It is now a hub for strange and mysterious activities, and its main purpose is to study and explore the unknown.

The style of architecture used in Dreamville Hospital is gothic. The building has a spired roof, pointed arches, and ornate decorations. Its façade is made of stone, with intricate designs carved in the walls. Windows are tall and narrow, and the main entrance is an arched doorway leading into the inner courtyard.

Over the years, the hospital has undergone several changes and renovations to serve the needs of the community. The hospital was originally built to treat diseases and illnesses, but now it also serves as a research center, where new treatments and medical technologies are developed. The hospital has also been remodeled to accommodate more patients, and the latest medical equipment has been installed to ensure the highest quality of care. Additionally, the hospital has been upgraded to include a modern emergency room and an intensive care unit, allowing for faster and more effective treatment for patients.

### Design

* **Walk-in Clinic:** Dreamville Hospital also houses a walk-in clinic for minor illnesses and injuries, as well as a pharmacy for prescription drugs and over-the-counter medications.
* **Emergency Room:** Dreamville Hospital has a fully-equipped emergency room, staffed by experienced medical professionals who are able to provide prompt and comprehensive care to any patient who may need it.  The hospital also offers specialized services, such as lab tests, x-rays, and medication. It is equipped with the latest medical technology, allowing for faster and more accurate diagnosis and treatment. Furthermore, the hospital is committed to providing quality care to their patients in a timely manner.
* **Morgue:** Dreamville Hospital also has a morgue, located in the basement of the hospital, that is used to store the bodies of those who have passed away in the town.
* **Maternity Ward:** The hospital's maternity ward is especially popular, as it provides a safe and comfortable environment for expecting mothers and their newborns. The maternity ward also offers a wide range of services, from prenatal care to postpartum care.
* **Patient Rooms:** The hospital's patient rooms are modern, clean, and spacious, with all the latest medical equipment and supplies. Each room is designed to provide comfort and privacy to the patient, equipped with a private bathroom, television, and telephone.
* **Psychiatric Ward:** Dreamville Hospital's psychiatric ward is one of the largest in the area, providing care and treatment for those suffering from mental illnesses and disorders. The ward is staffed by a team of highly trained and experienced professionals, who provide personalized care and support to each patient.
Dot-collision

**dot-collision** is a set of loading animation.

```
/\*\*
 \* ==============================================
 \* Dot Collision
 \* ==============================================
 \*/

@use './variables';
@use './mixins';

.dot-collision {
 position: relative;

 @include mixins.dot;

 &::before,
 &::after {
 content: '';
 display: inline-block;
 position: absolute;
 top: 0;
 }

 &::before {
 left: - variables.$dot-width;

 @include mixins.dot($bg-color: variables.$dot-before-color);

 animation: dot-collision-before 2s infinite ease-in;
 }

 &::after {
 left: variables.$dot-width;

 @include mixins.dot($bg-color: variables.$dot-after-color);

 animation: dot-collision-after 2s infinite ease-in;
 animation-delay: 1s;
 }
}

@keyframes dot-collision-before {
 0%,
 50%,
 75%,
 100% {
 transform: translateX(0);
 }

 25% {
 transform: translateX(- variables.$dot-spacing);
 }
}

@keyframes dot-collision-after {
 0%,
 50%,
 75%,
 100% {
 transform: translateX(0);
 }

 25% {
 transform: translateX(variables.$dot-spacing);
 }
}

```
Dalasira

Once known as the City of Light due to a gigantic glowing gemstone that sat atop a tower in it's central square. The gemstone was supposedly placed there to protect the city. It is now dull to the point that many doubt it ever shone at all. It was built by Soren Locke, High Sorcerer of Kantazar Keep atop already old ruins. It was rebuilt again by Ultain following the shadow war; however, as the mines closed what little population it had was either reassigned or moved to the neighbouring city Dal Merrick. What little trade continued was stopped by the noble family of Dal Merrick who redirected it into their city. Very few now travel to Dalasira and a darkness seems to lie over the city.
Dot-windmill

**dot-windmill** is a set of loading animation.

## css

```
.dot-windmill {
 position: relative;
 top: -10px;
 width: 10px;
 height: 10px;
 border-radius: 5px;
 background-color: #9880ff;
 color: #9880ff;
 transform-origin: 5px 15px;
 animation: dot-windmill 2s infinite linear;
}
.dot-windmill::before, .dot-windmill::after {
 content: "";
 display: inline-block;
 position: absolute;
}
.dot-windmill::before {
 left: -8.66254px;
 top: 15px;
 width: 10px;
 height: 10px;
 border-radius: 5px;
 background-color: #9880ff;
 color: #9880ff;
}
.dot-windmill::after {
 left: 8.66254px;
 top: 15px;
 width: 10px;
 height: 10px;
 border-radius: 5px;
 background-color: #9880ff;
 color: #9880ff;
}

@keyframes dot-windmill {
 0% {
 transform: rotateZ(0deg) translate3d(0, 0, 0);
 }
 100% {
 transform: rotateZ(720deg) translate3d(0, 0, 0);
 }
}

```
Three Dots Wiki

**Welcome to the Three Dots Wiki!**
There Dots is only used for loading animations.

We're a collaborative community website about Three Dots 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!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section 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.
Ultain

Founded in the closing years of the 6th Epoch, the Kingdom of Ultain is one of the most mysterious regions in Andura. It was founded by a hero named Malik the Outlander and his companions, who led a legion of escaped slaves south after the collapse of the Arahna'dar Dominion in 1490 AC (6th Epoch).

The slaves were guided to a vast plain at the centre of the forests by friendly tribes of wood elves, with whom the Outlanders struck an accord. It was here, at the foot of Ultgard Mountain, that they founded the city of Dal Evar. The dense forests and rivers surrounding the plain kept the city safe for many centuries, allowing it to flourish and mine the precious gems and metals that lay beneath the mountain.

The city expanded, with people leaving to settle in the Araven mountains to the north, and Dal Evar became a kingdom in truth. A pass through the mountain range was discovered, and settlements seeded across it. This would eventually bring the burgeoning kingdom into contact with the newly minted Khannaean Empire, as its first Empress was consolidating her rule. Trade was established, tentatively at first, but Khannaea would become the first ally of Ultain as its people journeyed into the new world.

It was also around this time that they encountered the mysterious Sorcerer of Kantazar Keep, who would eventually make war on Ultain with his vast armies of the undead. His defeat came at a great cost to the kingdom; but with the help of the Khannaean Empress, they triumphed over the necromancer in the year 31 AR.

In more recent centuries, the people of Ultain have deigned to emerge from their forests, trading with the rest of the southern kingdoms freely. The town of Der Malyn was built on the outskirts of the forest to trade with outsiders, but none were ever permitted to travel to the city itself. This led to Dal Evar becoming known as "The Shadow City".

The House of Dyre rules the city, along with the noble families that make up its elite. They oversee the mining operations in the tunnels beneath the mountains, and the production of arms and armour within the city itself. With the riches mined from the Depths, and the vast siege machines that the city produces and provides to the rest of the world, the Dyres have quickly made themselves central to Andura's Economy.

Relations with the wood elf tribes have become strained over the centuries, with a large number of the city's elf population being expelled in 454 AR. The conflict between the Shadowguard and the Wood Elves appears to centre around the destruction of the forest that has gradually increased in the last few centuries, with the forge-fires' demand for wood to fuel them growing and growing with every year.
Haldorian the Wise

A very old elf who has been locked away in the tower of Areias in self-imposed isolation for over 700 years. He was charged by Malik the Outlander to find a way to stop the shadow army of the necromancer of Kantazar Keep during The War of Shadow. However, he lost track of time and has accidentally survived into the modern age. A very brilliant wizard he has successfully managed to find a way to return those raised through necromancy back to dust.

The party encountered him after he scolded Lina for disturbing his work with her spell casting. After a lot of convincing they got him to leave his tower and join the caravan so that he might revert the queen back from her feline form. He has agreed to teach Lina how to better control her powers.
Aalea Mureti

> Don't fuck me or I'll have your head
>
>

### Description

A tall 6'4" half elf half firbolg that dresses with functionality with hand towels and jars or herbs to medicinal vials at her side ready at a moments notice. They wear rings of silver adorned with various intricately carved runes that aid in the curating, positioning, and performing of miracles.

### Background

While they obviously originate from the country of Lithandel due to their accent, how they ended up at Dal Evar, bumping into the party. They are very explicit in their dislike for the elven race, as to what reason, not much is known. Their reason for joining the party has never been brought up, and their intentions never questioned. With hair so big, many secrets are buried deep within.

From brewing tea off of burning dead bodies to committing mass murder, she is not one of many morals. It is know that she doesn't like going out of her way more than she needs to.

### Relationships

There seems to be some sort connection between Aalea and Zan, with obvious flirtation retorts and bickering the norm between the two. If Aalea realises that she is flirting is another thing.

### Act 1: Dal Evar

Aalea discovered the party as they were fending off from some guards of sort. Aalea was a bystander who help heal a wound from one of the party's members. Asa inquired as to whether Aalea would be willing to join them and be one to take care of the healing and aid them on their adventures. Without giving an explanation, she decided to join.

During the infiltration into the Adda Estate, Aalea impersonated a chef and entered through the back gates into the warzone of the kitchen. After some scouting about and a few piss breaks, Aalea decided to follow through with Queen Deanna Dyre's plan of assassinating Lord Adda and poison him through his tea. At an attempt of escape, Aalea was questioned and intimidated by the estate's guard captain and was held in a room. Without wanting to suffer the consequences, Aalea proceeded to 'Geyser' a guard and escape through a window, where she met her almost demise as she was surrounded. Luckily, the party heard Aalea's cries for help and was thrown to freedom by Chretun.

When meeting with Kathaan, Aalea was given a card that showed a 'strange and powerful traveller'. Following a rest, Aalea had a dream. As to what that is has yet to be shared with the party.

### Act 2: The Khalyn Pass

Aalea was gifted an elven lantern by Tarix the Archivist that, tried as they might, didn't respond to anything they did. Meeting Tarix a second time in their giant crab, Tarix explained that the lantern reacts to a journey and intense emotions. With that in mind, Aalea held the lantern close and it spark but a hint of flame. What she thought about was not discussed.
Dot-revolution

**dot-revolution** is a set of loading animation.

```
/\*\*
 \* ==============================================
 \* Dot Revolution
 \* ==============================================
 \*/

@use './variables';
@use './mixins';

.dot-revolution {
 position: relative;

 @include mixins.dot;

 &::before,
 &::after {
 content: '';
 display: inline-block;
 position: absolute;
 }

 &::before {
 left: 0;
 top: - variables.$dot-spacing;

 @include mixins.dot($bg-color: variables.$dot-before-color);

 transform-origin: (variables.$dot-width \* .5) (variables.$dot-spacing + variables.$dot-width \* .5);
 animation: dot-revolution 1.4s linear infinite;
 }

 &::after {
 left: 0;
 top: - variables.$dot-spacing \* 2;

 @include mixins.dot($bg-color: variables.$dot-after-color);

 transform-origin: (variables.$dot-width \* .5) (variables.$dot-spacing \* 2 + variables.$dot-width \* .5);
 animation: dot-revolution 1s linear infinite;
 }
}

@keyframes dot-revolution {
 0% {
 transform: rotateZ(0deg) translate3d(0, 0, 0);
 }

 100% {
 transform: rotateZ(360deg) translate3d(0, 0, 0);
 }
}

```
Aurora Kaladan

The Lady Aurora Kaladan was born to a minor noble family in the heights of Kheran'vher, one who often championed the cause of slaves in the city and Dominion itself. When their time of revolution inevitably came, she abandoned her family to stand with them.

She distinguished herself during the revolt by persuading much of the city's nobility to accept surrender instead of fighting onward, and is commonly credited with preventing a great deal of bloodshed during the city's takeover. It was only natural, then, that her actions would place her chief amongst the Outlander's advisors after the fighting was done. When the Great Exodus began, she walked at the column's head, representing the members of human nobility that chose to accompany it.

Lady Kaladan faced much opposition from the more humble members of the refugee caravan, and clashed especially with Danton Dyre I, the Outlander's right-hand man. Despite this, the Lady Kaladan was always firm in her convictions, and never gave the Outlander anything less than the wisest counsel.

The opposition to her inclusion in the leader's inner circle wilted over time, and she eventually was welcomed among their number. The emnity between her and Danton Dyre blossomed into admiration over time, and it was not long before she arranged their wedding. They were married on the shoreline of Tel'eran Lake, where the Royal Docks now sit astride the water.

She ruled capably over the nobility of Dal Evar and was their representative during the city's earliest years. After her husband's death during the War of Shadow, she was crowned Queen Regent so that she may properly shepherd her young son's rule. She passed in 35 AR from natural causes, mourned by the Kingdom she had helped forge.

Some have, in recent years, speculated whether it was the Lady Kaladan that provided the Outlander with the weapons he used to stage his revolt. She was known to have been involved in assisting escaped slaves during this period, though a large-scale revolution like the Outlander's own would have been beyond her abilities. An answer was never discovered during Lady Kaladan's lifetime.
House Var Palizan

The Arms of House Palizan, depicting the Iron Chain of Ostenalm.

In more ancient times, House Palizan were lords in the service of the Kings of Tere-Velor. They were raised to Ducal Authority over the Ebonsong Coast in 542 AR, and erected the fortress of Darkstone to stake their claim over the land thereafter.

### Feuds with the Gray Isle

The title "Defenders of the Ebonsong Coast" was not handed down to House Palizan for little cause. Since the days of its founding, Tere-Velor has feuded with the inhabitants of Petragon, the Gray Isle. In the Days of Blood, it was the Palizans that spearheaded the charge across the strait to conquer the Graylings and their home, in order to add them to the Kingdom of Tere-Velor.

When the Petragonians inevitably threw off the chains placed upon them by the Velorans, and seized their independence, it was against the Palizans that they fought most of all. In the present day, where Petragon is entirely its own nation (though a much divided one), their raids across the strait target mostly the lands of House Palizan, who raid the Grey Isle mercilessly in retribution.

Centuries of such back-and-forth conflicts have torn a river of blood between the two peoples, and it seems unlikely that it will ever be mended.
Dot-flashing

**dot-flashing** is a set of loading animation.

```
/\*\*
 \* ==============================================
 \* Dot Flashing
 \* ==============================================
 \*/

@use './variables';
@use './mixins';

.dot-flashing {
 position: relative;

 @include mixins.dot;

 animation: dot-flashing 1s infinite linear alternate;
 animation-delay: .5s;

 &::before,
 &::after {
 content: '';
 display: inline-block;
 position: absolute;
 top: 0;
 }

 &::before {
 left: - variables.$dot-spacing;

 @include mixins.dot($bg-color: variables.$dot-before-color);

 animation: dot-flashing 1s infinite alternate;
 animation-delay: 0s;
 }

 &::after {
 left: variables.$dot-spacing;

 @include mixins.dot($bg-color: variables.$dot-after-color);

 animation: dot-flashing 1s infinite alternate;
 animation-delay: 1s;
 }
}

@keyframes dot-flashing {
 0% {
 background-color: rgba(variables.$dot-color, 1);
 }

 50%,
 100% {
 background-color: rgba(variables.$dot-color, .2);
 }
}

```

## less

It is used to make a less set of loading animation:

```
/\*\*
\* ==============================================
\* Dot Flashing
\* ==============================================
\*/

.dot-flashing {
 .dot;

 position: relative;
 animation: dot-flashing 1s .5s infinite linear alternate;

 &::before,
 &::after {
 content: "";
 display: inline-block;
 position: absolute;
 top: 0;
 }

 &::before {
 .dot(@bg-color: @dot-before-color);

 left: -@dot-spacing;
 animation: dot-flashing 1s infinite alternate;
 }

 &::after {
 .dot(@bg-color: @dot-after-color);

 left: @dot-spacing;
 animation: dot-flashing 1s 1s infinite alternate;
 }
}

@keyframes dot-flashing {
 0% {
 background-color: @dot-color;
 }

 50%,
 100% {
 background-color: lighten(@dot-color, 20%);
 }
}

```
Dot-elastic

**dot-elastic** is a set of loading animation.

```
/\*\*
 \* ==============================================
 \* Dot Elastic
 \* ==============================================
 \*/

@use './variables';
@use './mixins';

.dot-elastic {
 position: relative;

 @include mixins.dot;

 animation: dot-elastic 1s infinite linear;

 &::before,
 &::after {
 content: '';
 display: inline-block;
 position: absolute;
 top: 0;
 }

 &::before {
 left: - variables.$dot-spacing;

 @include mixins.dot($bg-color: variables.$dot-before-color);

 animation: dot-elastic-before 1s infinite linear;
 }

 &::after {
 left: variables.$dot-spacing;

 @include mixins.dot($bg-color: variables.$dot-after-color);

 animation: dot-elastic-after 1s infinite linear;
 }
}

@keyframes dot-elastic-before {
 0% {
 transform: scale(1, 1);
 }

 25% {
 transform: scale(1, 1.5);
 }

 50% {
 transform: scale(1, .67);
 }

 75% {
 transform: scale(1, 1);
 }

 100% {
 transform: scale(1, 1);
 }
}

@keyframes dot-elastic {
 0% {
 transform: scale(1, 1);
 }

 25% {
 transform: scale(1, 1);
 }

 50% {
 transform: scale(1, 1.5);
 }

 75% {
 transform: scale(1, 1);
 }

 100% {
 transform: scale(1, 1);
 }
}

@keyframes dot-elastic-after {
 0% {
 transform: scale(1, 1);
 }

 25% {
 transform: scale(1, 1);
 }

 50% {
 transform: scale(1, .67);
 }

 75% {
 transform: scale(1, 1.5);
 }

 100% {
 transform: scale(1, 1);
 }
}

```
Healing

**Healing** is a type of magic used to restore the health of living creatures. It is believed to be one of the most powerful forms of magic, said to be capable of restoring life to the dead and curing the most severe of ailments. It is believed to be able to access the life force of the target and use it to help heal them.