recursal/Fanatic-Fandom huggingface dataset:
People's Republic of Feeheira

The People's Republic of Feeheira was one of the great nations of the Ceal-System spanning all of Feera. It formed from the first official colony on Feera, which was founded in 487 BN, and gained its independence in 413 BN, from which point it gradually grew to cover more and more of Feera.

Feeheira relied heavily on Iserialogy to terraform the barren climate of Feera into a habitable environment, and at first only the area around the original colony of Feeheira was habitable. However, over the centuries, more and more of Feera was settled, until there were widely spaced settlements all over Feera, with a number of big cities in between.

The People's Republic of Feeheira lasted up until the Advent of Nova, when it was the first of the great nations of the Ceal-System to be conquered by the Goddess Nova in AN 1. With the terraforming Iserialogies no longer being maintained, Feera afterwards quickly reverted back to its original barren state, though to this day the regular shapes of cities and the long straight lines of transport networks can be seen from the surface of Ceal even with the naked eye.
Keylanity

One of the seven major religions of Ceal, and the second-oldest one after Falysm. Keylanists believe that the world is filled with spirits, attributing a spirit to all things, living or not. Consequently, all things have to be treated with proper respect - considering their place in the natural order of things. That means prey can still be eaten, but one must be grateful for the nourishment it provides, and tools can be worn out, as long as one appreciates the services the tool provides over the course of its lifetime.

Keylanity is a purely oral religion, with the traditions being passed down by Shamans in Glades and great Groves. The fact that this causes the tales and traditions to gradually change over the course of generations is a well understood fact, and is accepted as an integral part of Keylanity - after all, the world itself is also constantly changing, and so must the teachings by which it is to be understood. Responsibility and gratitude are central aspects of this religion, which have constantly remained in focus ever since the religion first emerged among the Gryphs of Eknaria in 4,237 BN.

Keylanists believe that every living being is nothing more and nothing less than the incarnation of a spirit in the body of an animal or a plant. After death, the spirit rejoins the other spirits in the Spiritual Plane, from where it might eventually once again reincarnate as a living being, or proceed to inhabit an inanimate object.

Although the vast majority of spirits in Keylanistic tradition is ephemeral, Keylanists believe in a pantheon of governing spirits. However, even this pantheon is not immutable, and members of the pantheon may spontaneously ascend and later disappear, the sole constant being Rekada, the chimeric Lord of Spirits.

Keylanity is most popular among Gryphs, Wel and Draykin, but does also include many Nefilim and Celinne, as well as a fair amount of Sprites amongst its followers. The heartland of Keylanity is Eknaria, and it is also quite popular on Ventana and Pelagia. By contrast, Ultros, Meviek and Rida feature only very few Glades and Groves.
Darkness

Dani Felkora, a Darkness Affine Sprite

The Darkness Affine Sprites are pessimistic, but determined. They usually expect the worst possible outcome from any situation, but still try to avoid it. They appear as 14 year old teenagers, have silky black tails and hair, but rather pale skin. They are attuned to the element of Haerinero.
Crystal Water

Crystal Water is water that has been infused with Secondary Iserial Energy of a certain Element. It is known for its unique and revitalizing properties, and can be used to restore the vitality and Energy of an Entity by drinking it.

The effectiveness of Crystal Water is dependent on how closely the Element of Entity and the Crystal Water match, with the strongest effect occurring if they are the same. Crystal Water of an element that is only resonant will still have a reasonably powerful effect, while Crystal Water of the opposing effect tends to leave the Entity dazed and hung over. Crystal Water of any other Element will have an average effect.

Crystal Water can occur either naturally if water passes through an area that is sufficiently saturated with Iserial Energy, or created artificially through the use of Battery Crystals. The basic principle is the same in both cases: If the ambient Iserial Energy is greater than the amount of Iserial Energy present within the water, the water will absorb Iserial Energy from its surroundings, effectively becoming Crystal Water. This is possible due to the special properties of water molecules, which among other things also allow them to retain Iserial Energy better than most other types of matter.

When using Battery Crystals, several methods exist for creating Crystal Water. The most basic method is simply immersing a Battery Crystal within water, and allowing it to slowly discharge its stored Iserial Energy. Other methods include continuously running water over the Battery Crystal, boiling the water and letting it condensate on the Battery Crystal, as well as running a charge from one Battery Crystal to another through the water. These different methods result in different "flavours" and potencies of Crystal Water.
Fallen Angels

Strange, Angel-like creatures that serve no Deity. They came into being as a result of the Feeran Impact, emerging around the fragments of Feera that had fallen down to Ceal. They appeared as dark, twisted versions of the Angels summoned by the Goddess Nova, and some of them were even protected with a twisted form of Divine Protection, which, while powerful, could still be destroyed by conventional means.
Ilyfra (element)

The Ilyfra rune

### Resonance

Lycro, Lyra, Jelzyra, Reyra, Ekyro, Yaera, Kekeyro, Kekeyro, Haerinero, Naleiro, Ariro, Kyera, Jylcra

### Opposition

Minayero

One of the Iserial Elements of Ceal, specifically, one of the two Transcendental Elements.

Ilyfra represents the element most frequently associated with the universe. Ilyfra incorporates aspects such as stars, unity, cooperation and resonance.

Ilyfra resonates with all twelve of the Sphere Elements. It opposes Minayero.

The Ilyfra Rune consists of three sets of four 90° arcs joined concavely to form squares. The three sets are rotated at 30° angles to one another, intersecting to form the semblance of a 3{4} dodecagram. Inscribed into the arcs is a triangle, touching the 12 o'clock, 4 o'clock and 8 o'clock arches with a corner each. A line extends radially outwards from each corner of the triangle. The 12 arcs of the Ilyfra Rune are frequently associated with the 12 sphere elements and are thus often colored with respect to the elements, starting with Lyra at 9 o'clock, and progressing counter-clockwise in Zodiac order. This rune has three axes of symmetry, and a rotational symmetry of 120°.

Ilyfra effectively unites all the abilities of the 12 Sphere Elements, and is extremely difficult to master. Use of Ilyfra usually requires at least a base understanding of two opposing elements, and the skill to somehow bring them into a semblance of resonance without cancelling one another out. This effectively means diving beneath the surface of the element sphere, and making for the center, without being pushed back to the surface by the unceasing current generated by Ilyfra.

Very few Iserialogists ever achieve any level of control over Ilyfra, and only a few chosen few master it. There are also extremely rare circumstances of individuals born with a natural prowess for Ilyfra. Be it through hard work or talent, those who can use Ilyfra are usually destined for greatness of some sort.
Dracoforms

Dracoforms are a biological family of Dragon-like Species. This family includes two Cemarelij Species, as well as two Fatikelij Species. The Cemarelij Dracoforms are the Lyerelij Dragons and the Retafilij Draykin, while the Fatikelij Dracoforms are the partially domesticated Dragonmounts as well as the feral Greatdragons. Evolutionary, the Dracoforms represent a linear progression of steps, each of which took place during a different Iserial Tide and affected only a part of the extant progenitors. The Greatdragons were first, followed by the Dragonmounts, which evolved into the Dragons, and finally the Draykin.

All Dracoforms come in thirteen clans, each of which is aligned to one of the Iserial Elements of Ceal. Although specimens of different clans can differ greatly in appearance, they all share a number of typical traits, such as the general appearance of the head, the elongated neck, anatomy of the fore- and hind legs, as well as a long, serpentine tail.

Apart from that, there are a number of phenotypes, which incorporate one or more clans. The most common Phenotype is the Furred phenotype, which features fur and feathered wings. By contrast, Clans of the Scaled phenotype have scales in place of fur and leathery wings. The next most common phenotype is the Serpentine phenotype. Serpentine Dracoforms have fur and elongated bodies, but no wings at all. Finally, the Aquatic and Wyrm phenotypes are the rarest, featuring only one Clan each. Aquatic Dracoforms are incapable of flight, but have fins in place of wings and can stay underwater indefinitely. Wyrm Dracoforms are the most massive of all Dracoforms, which just like Aquatic Dracoforms can't fly, but can tunnel through earth and rock at astounding speed.

## Clans

All Dracoforms come in 13 distinct clans, matching the elements of Ceal. In addition, a mythical fourteenth clan of Divine Dragons exists, though no credible reports of such Dracoforms actually exist.
Archangels

The Archangels were the commanders of the Novean Forces, commanding the troops of the Goddess Nova in both the First and Second Novean Wars. Despite their name, they were not actual Angels, but rather Seraph of different Castes, augmented with some of the Goddess' power to grant them additional strength, as well as greatly extending their natural lifespans. With the exception of the two Archangels that died during the First Novean War, all Archangels lived for over a thousand years and played important roles in the Second Novean War as well.

Originally, there were a total of seven Archangels:

* Michael of the Aclesia Caste
* Amadeus of the Vibertum Caste
* Gabriel of the Lecon Caste
* Lucifer of the Fanae Caste
* Raphael of the Seperi Caste
* Pegasus of the Curtos Caste
* Uriel of the Notimus Caste

Lucifer and Pegasus ended up betraying Nova during the first Novean War, and both paid for it with their lives. The remaining five Archangels worked behind the scenes to unite the Novean Species under the banner of the Holy Kingdom of Aidenous and establishing the Novean Faith as one of the dominant Religions of Ceal. This was made possible through the fact that the Goddess Nova had shared some of her power with them, greatly extending their natural lifespan.

They did this under the guise of various identities, taking care to change their names and appearance, as well as their geographical position regularly such as not to raise suspicions. It was only during he decades leading up to the year 1000 AN that, in anticipation of the Goddess' return, they donned their original first names again, which at that time was quite safe on account on the names of the five "virtuous" archangels having become quite common among Novean faithful by that time.
Feeran Impact

A cataclysmic catastrophe that took place at the end of the Second Novean War, when the defeated Goddess Nova used Minayero to set Feera on a collision course with Ceal. While the heroine Sylvia was able to prevent the worst by sacrificing herself in order to purge the affected part of Feera, a large number of fragments of Feera still rained down on Ceal as a result of a fragment of Feera roughly the size of Makariba being split off the moon, leaving a scar of immense proportions behind. This fragment, corrupted by Minayero, disintegrated into smaller pieces of varying size. Some of them ended up hurtling into space, but most rained down on Feera and Ceal, causing widespread destruction.

The largest fragment to hit Ceal impacted on the Asuar Ridge, destroying it completely and causing a cataclysmic tsunami that devastated the shores of all the continents of Ceal. It left behind an almost perfectly circular crater, some parts of the rim of which were high enough to rise above sea level, thus forming the Asuar Atoll.

Several years later, peculiar Angel-like creatures started to emerge near where the fragments of Feera had fallen and began to spread havoc. These creatures were referred to as Fallen Angels, and were eventually defeated during the Feeran Dawn sidestory.

Fallen Angels also emerged near the corrupted fragments that landed on Feera itself and should serve as a major impediment to the eventual re-colonization of Feera.
Mechanical Construct

Mechanical Constructs are a Form of Existence with a Physical Form that are composed of a Soul, Spirit and Hardware. They are dependent on some sort of energy that may be Iserial Energy or some other sort of energy such as rotational energy or electrical energy to function. The core component of a Mechanical Construct is a sort of processor that is capable of conveying free will, and as such effectively running a Spirit process, allowing a Soul to inhabit the Hardware.

Mechanical Constructs can't come into existence on their own and instead have to be assembled by either Biological Beings or Iserial Creatures, though sufficiently advanced Mechanical Constructs may also be capable of building others of their kind.

Mechanical Constructs are the most durable of their kind and can persist for millennia so long as their processor remains intact. They do not usually heal automatically, but have to repair damage using spare parts. However, with enough resources, virtually all damage to Mechanical Constructs can be repaired. In addition, their Hardware can be rebuilt, upgraded or otherwise be modified as necessary.

Mechanical Constructs can grow to enormous sizes the scale of cities, however, there is a limit to how much they can process at a time, so complex facilities are usually split up between multiple Mechanical Constructs working together rather than using a single one.
Truffe d'Écorce

~**Ce personnage n'est pas incarné**~

**Chaque personnage de ce Wiki appartient son propriétaire respectif, la moindre copie de l'apparence, personnalités ou autre est strictement interdite au risque d'une lourde sanction. Nous vous remercions de votre compréhension!**

## Apprentissage

### Mentor(s)

Cœur de Ronce

**Truffe d'Écorce** ***(*  *Angl:*  *Barktruffle* *)*** est un matou brun tigré aux pattes blanches, ainsi qu'au poitrail et au bout de la queue blancs. Ses yeux sont verts clairs, perçants. Sa truffe paraît être toujours sèche, ce qui lui a donné son nom.

## Histoire

### Générale

Né de l'union de Pelage de Tortue et de Griffe Obscure, il grandit avec sa sœur, Petite Boule d'Eau. Lors de son apprentissage, il admirera son mentor, Cœur de Ronce. Il est à présent un valeureux guerrier du Clan des Roseaux et il compte bien continuer ainsi !

## Apprentissage

**Mentor** : Cœur de Ronce.

**Apprenti** : *Aucun*.

## Caractère

Plutôt discret, c'est un guerrier apprécié de tous par ses actes. Il n'aime pas que l'on le félicite, par timidité.

## Famille

**Grands-pères** :

Laurier : décédé, résidence inconnue.

Plume de Geai : décédé, résidence inconnue.

**Grands-mères** :

Patte Rousse : décédée, résidence inconnue.

Plume de Tortue : décédée (pour ce qui d'*une quête lointaine*).

**Père** :

Griffe Obscure : décédé, vérifié comme membre du Clan des Guerriers d'Autrefois.

**Mère** :

Étoile de Tortue : décédée, vérifiée comme membre du Clan des Guerriers d'Autrefois.

**Oncle** :

Cœur de Ronce : vivant.

**Tantes** :

Écaille Noire : vivante (pour ce qui est d'*une quête lointaine*).

Vipère : vivante (pour ce qui est d'*une quête lointaine*)

**Cœur de Nuit** : vivante.

**Demi-frère** :

Comète : décédé, résidence inconnue.

**Beau-frère** :

Aile de Chouette : vivant.

**Sœurs** :

Eau de Mousse : vivante (pour ce qui est d'*une quête lointaine*).

**Demies-sœurs** :

Étoile de Rosée : décédée, vérifiée comme membre du Clan des Guerriers d'Autrefois.

Plume : décédée, résidence inconnue.

**Neveux** :

Patte de Loup : vivant.

Nuage de Silex : décédé, vérifié comme membre du Clan des Guerriers d'Autrefois.

**Nièce** :

Aile d'Hirondelle : vivante.

**Cousins** :

Petit Lamantin : vivant.

Petit Loup : vivant.

**Cousine** :

Patte de Minuit : vivante.

### Arbre généalogique

    = **Mâle**
    = **Femelle**
    = **Non-Genré.e**

## Notes

**1** : Truffe d'Écorce ne sera jamais très proche d'Étoile de Rosée, sa demie-sœur aînée.
Cyrus Kyerafa

A male gray fox Wel and traitor to the people of Cetara.

Upon hearing about the Regents' plans to attack the Holy Kingdom of Aidenous and kill the Chosen of Nova, Cyrus makes a bold decision that will change his life forever. Believing that the Wel should seek redemption for the sins of their forefathers, he decides to aid the resurrection of the goddess rather than prevent it. Together with two of his friends - the raccoon Seti and the bat Melia - he steals the Crystal Shard of Cetara, intending to give it to the Chosen as a proof of his good intentions.

However, during his escape from Yruma, he is separated from his friends, and eventually arrives on the continent of Ventana all alone. From there, he books a passage to Rida and - after some months of aimlessly wandering around the countryside of a land that detested Wel - eventually runs into Sylvia and her friends by pure coincidence - or maybe divine providence.

Although Sylvia is initially highly suspicious of the fox, Bokay and Idra quickly warm up to him, and accept him as a part of their group. Travelling together with his new friends, Cyrus has to endure countless instances of racism by the Novean Species, who blame the Wel for sealing their goddess a thousand years ago, and even though all he wants to gain is redemption for his kind, he quickly finds that people can't easily be convinced to forget age-old grudges.
Petit Givre

**Chaque personnage de ce Wiki appartient son propriétaire respectif, la moindre copie de l'apparence, personnalités ou autre est strictement interdite au risque d'une lourde sanction. Nous vous remercions de votre compréhension!**

## Famille:

### Sœur(s):

Petite Glace

**Petit Givre** ***(*  *Angl:*  *Frostkit* *)*** est un chaton au pelage gris et aux yeux bleus.

## Famille

**Grand-père** :

Brise Automnale : vivant.

**Grand-mère** :

Stalactite Colorée : vivante.

**Tante** :

Pelage de Nuit : vivante.

**Père** :

Plume de Galets : vivant.

**Mère** :

Aile de Miel : vivante.

**Sœur** :

Petite Glace : vivante.

### Arbre généalogique

    = **Mâle**
    = **Femelle**
    = **Non-Genré.e**
Kimaras

An Ariro-Clan Kimara

Native to the southern continent of Ultros, these reptilian Fatikelij predators  are closely related to the Greatdragons. Just as with Dracoforms, there are twelve distinct races of Kimaras known as Clans, each associated with one of the twelve Sphere Elements. Specimens of the Jylcra-, Lycro-, Kyera-, Lyra- and  Ariro-races have fur, while the other seven races are clad in scales (though there is some debate about whether the elongated, leaf-like  scales of the Jelzyra-Kimaras should not be counted as fur, since that  would result in a nice 50:50 split).

Kimaras are solitary predators, rarely meeting outside the mating  season. Nonetheless, they are still remarkably social when circumstances force them to cooperate. This trait is the most likely reason why the Wel were able to domesticate specimens of each race, and turn them into willing mounts and beasts of labor.

In the wild, Kimaras usually hunt big game, using their physical strength and stamina to bring down large ungulates and other prey. These almost exclusively carnivorous animals do not claim territories like other predators, but rather follow a nomadic lifestyle, wandering around  and following herds of potential prey animals. Occasionally, they may briefly cooperate with others of their own kind when they meet, only to go separate ways some time later.

Kimaras of the Ariro Clan of Chaos sport a characteristic fur of chaotic  colors, which blend together in a burgundy tone when viewed from a  distance. Together with the Lycro Clan Kimaras of Lightning, they also  have the longest tails of all Kimara races, and are generally more wiry and slender than Kimaras of other clans.
Dragon Breath

Dragon Breath is an innate ability of all Dracoforms, in which the Dracoform breaths destructive Iserialogy from its maw. It is the evolutionary equivalent of Plumage in Gryphs and Ferogryphs.

When using Dragon Breath, a Dracoform gathers Iserial Energy within its chest and throat, instinctively stabilizes it, and then unleashes it by opening its maw and roaring. This is instinctive, and Dracoforms of all clans can from a very young age on use the basic Dragon Breath of the element matching their own clan. Basic Dragon Breath usually takes the form of a cone of elemental energy, the width/narrowness and range of which can be controlled to a certain extent.

Greatdragons usually do not learn any other type of Dragon Breath past the basic Dragon Breath of their own clan, which only gets more powerful as they grow older and bigger. However, Dragonmounts will usually also learn the basic Dragon Breaths of elements resonant with their own, so long as they have flockmates that can use that element.

Dragons, meanwhile, have access to more sophisticated Dragon Breath that requires conscious control and discipline to learn. Since this kind of Dragon Breath is an art form of its own, there are countless variations even within the same element, optimizing for strength, precision, range, or other criteria. In addition, advanced Dragon Breath techniques are even capable of combining multiple resonant elements.

## Advanced Dragon Breath Techniques

* Ocean Mist Stream (Kekeyro/Kyera)
* Blast Breath (Jylcra/Kyera/Lyra)
* Vaporizer (Lyra/Reyra/Kyera/Jelzyra/Lycro/Jylcra)
* Vortex Rush (Kyera)
* Crystal Freeze Bomb (Yaera/Ekyro)
Dreamchaser

A Sidestory of the Chronicles of Ceal. Taking place in AN 1,047, it tells the story of Malacaroos "Caroo" Lifrakeiz, who was spirited away into the River of Dreams after the Nightmare Dragon destroyed the Ceal-Meviek Causeway. Caroo spent a long time wandering the River of Dreams, where he encountered Somnius, The Ancient of dreams, who bestowed upon Caroo a Dreamblade that he could use to defeat Nightmares. Eventually, Caroo was able to defeat the Nightmare Dragon and return back to Ceal.
Agine Rainforest

The Agine Rainforest as seen from space

Location of the Agine Rainforest in northern Rida

The Agine Rainforest is a major landscape on northern Rida, covering the northern half of the central Ridan basin.It is a humid, tropical rainforest that is almost completely untarnished by civilization. Its borders are the Western and Central Stiuraj mountains to the west and north respectively. To the south, the defining line is often drawn at the great Aragyune river, with the Eskulian Highlands and the Baskara Plains lying beyond. To the east, the Agine Rainforest terminates at the Sarvels and the Kerian Sea respectively.

Due to its wild and untamed nature, few Cemarelij live in the Agine Rainforest, and those who do are usually nomadic, with barely any permanent settlements existing within the rainforest. There also are no land-based trade routes through the rainforest, though a river-based trade route exists on the Nionroza river, connecting the city of Fienyn with the mountain town of Karenyn on Lake Kare in the Central Stiuraj, from where a road to Kiehlero exists.
Ceal

Ceal seen from space

Map of Ceal

Ceal is the third planet of the Fal System. A medium-sized rock planet featuring vast oceans and lush continents, Ceal is the only planet of the Fal System that naturally contains life. Ceal has one moon by the name of Feera and over the course of its history had an orbital Ringworld and later a ring system.

On a larger scale, Ceal is located within the Ilyfra universe, which itself is a part of the Minayero multiverse, which encompasses all of existence.

## Astronomical Data

**Mean radius:** 5,730 km

**Equatorial Circumference**: 36,000 km

**Volume:** 7.88×1011 km3

**Mass:** 4.37×1024 kg

**Mean Density:** 5,545 kg/l

**Semi-major axis:** 1.15×108 km

**Orbital period:** 300.164 days

**Inclination:** 3.14°

**Eccentricity:** 0.0095

**Affinity:** Ekyro

## Continents

*Main article: Continents of Ceal*

Ceal was originally composed of seven major landmasses, as well as four notable archipelagoes. However, during the Golden Age of Iserialogy, the Zelsia-Archipelago was artificially filled in to create the continent of Zelsia, bringing the modern count of continents to a total of eight.

## Seas

*Main article: Seas of Ceal*

The counterpart to landmasses, the majority of Ceal's surface is covered by oceans and seas. These are traditionally subdivided into three major oceans, and four somewhat smaller seas.

## Celestial

The following locales are not located above the surface of Ceal, wither in the sky or in the space surrounding Ceal:

* Clyainlero
* Feera
* Ring Ruins
* Ringworld

## Nations

*Main article: Nations of Ceal*

Over the course of the millennia, Ceal was home to many great nations, the most historically important of which would be:

* The Domain of Ninanjiro
* The Kingdom of Phryconia
* The Resgrif Empire
* The Kingdom of Jo'Wöhn
* The Kyeéyrifra Ecotopia
* The Republic of Cetara
* The People's Republic of Feeheira
* The Ilyfkilo Commonwealth
* The Ryndean Dominion
* The Unganian Tribes
* The Holy Kingdom of Aidenous
* The Domain of Vigard
Plume de Galets

**Chaque personnage de ce Wiki appartient son propriétaire respectif, la moindre copie de l'apparence, personnalités ou autre est strictement interdite au risque d'une lourde sanction. Nous vous remercions de votre compréhension!**

## Apprentissage

### Apprenti(e)(s)

*À compléter*

**Plume de Galets** ***(*  *Angl:*  *Pebblefeather* *)*** est un chat au pelage gris. Il a les yeux bleus.

## Famille

**Beau-père** :

Brise Automnale : vivant.

**Belle-mère** :

Stalactite Colorée : vivante.

**Belle-sœur** :

Pelage de Nuit : vivante.

**Compagne** :

Aile de Miel : vivante.

**Fils** :

Petit Givre : vivant.

**Fille** :

Petite Glace : vivante.

### Arbre généalogique

    = **Mâle**
    = **Femelle**
    = **Non-Genré.e**
Dream Key

All four types of Dream Keys

Dream Keys are complex Iserial devices using Tertiary Iserialogy that facilitate travel within the multiverse of Minayero. They look like cubes of different colors and can be activated by anyone capable of using Iserialogy, though purposeful use requires the user to be familiar with Tertiary Iserialogy.

The following types of Dream Keys are known to exist:

* Space Keys
* Time Keys
* Urst Keys
* Ryil Keys

## Function

Dream Keys require relatively large amounts of Secondary and Tertiary Iserial Energy to function. However, since they are designed as portable devices made for travel, they provide their own internal cache of Iserial Energy, which they will gradually replenish by absorbing ambient Iserial Energy between activations. The maximum rate of intake can be configured by the user if required. The maximum amount of Iserial Energy that a Dream Key can store is quite large, to the point where a single user can use a Dream Key countless times before having to recharge it. So even if a user ends up inside a Sanctuary, they can still use the Dream Key to get out out of there. Dream Keys can also expel stored Iserial Energy at a configurable rate, so while this is not their intended use, they can also be used as weapons or batteries for Iserial Energy.

Dream Keys can affect either a single Entity, multiple Entities, or an area and all Entities within it, with the consumed amount of Iserial Energy increasing with the number of affected Entities, or size of the affected area, as well as the "distance" travelled. A fully charged Dream Key can affect an entire region (and will then require a long time to recharge, during which it will absorb notable amounts of ambient Iserial Energy).

## Origin

Dream Keys are manufactured and sold in the Eternal Cities throughout Minayero. Though the manufacturing process is long and difficult, it has long since been streamlined so that an adequate supply of Dream Keys is available. Outside the Eternal Cities, Dream Keys are extremely rare. They sometimes find their way into normal Worlds through a traveller who dies while in that world, and usually come to be regarded by the locals as divine artefacts of tremendous power.

Curiously, there are no records anywhere about how the Dream Keys were originally invented. Everything points towards people always having had the knowledge to make them. Some hypothesize that The Ancient played a role in that.
Fireball

The all-time classic of pyrokinetic warfare. Fireball is a relatively easy-to-learn Jylcra Iserialogy that still has the potential to do a lot of damage, be it to structures or enemies, and is such a timeless favourite among combat Iserialogists.

Fireball travels fast and is thus also reasonably accurate against moving targets, so long as they are within close to medium range. It is inaccurate over longer ranges or against fast targets since the basic version of Fireball does not track a target's movements.

Iserialogists who are proficient with Fireball, however, may augment it to track the target's movements. Other popular augmentations are firing several Fireballs at once or in rapid succession.
Fox

Lisa Lifrakeiz, a Red Fox Wel

A race of Wel. Cunning tricksters taking the shape of foxes. They are elegant with their bodies and their tongue alike.

## Sub-Races of Fox Wel

There are multiple sub-races of Fox Wel, all stemming from the genus vulpes. Though they differ in size and appearance, their dispositions are generally alike.

* Red Fox
* Arctic Fox
* Pale Fox
* Fennec
* Swift Fox
* Pale Fox
* Kit Fox
* Cape Fox
Kirin Ocean

The Kirin Ocean as seen from space

The location of the Kirin Ocean on Ceal

The Kirin Ocean is the northernmost of the Seas of Ceal. The vast majority of this frigid ocean is located north of 60°N. It borders the continents of Pelagia, the Jel-Archipelago as well as Zelsia.

The Kirin Ocean north of 80°N is usually covered by ice year round , which means that the Kirin ice cap is permanently attached to the northernmost tip of Jelkyera, except during particularly hot summers. During the winter months, the ice cap usually grows up to about 70°N, sometimes - but not always - connecting to the northernmost reaches of Pelagia and Jeljelra. During particularly cold winters, the ice can also proceed to cover the strait between Jelkyera and Pelagia, as well as the northernmost part of Jelkekeyra. However, due to the effects of warm ocean currents, the ice cap never reaches Zelsia or Nadagam.
Advocates

Advocates are Spirits that are, in some form or another, bound to one or more Summoners, providing services for them. In exchange, Summoners provide either a part or all of the Iserial Energy required for an Advocate to incarnate in the form of a Frame. Advocates come in three different types: Slaves, Contractors and Friends.

## Advocate Slaves

Some Advocates are used by Summoners forcibly, with little to no regard being given to the feelings or desires of the Advocate. Nonetheless, many Advocates still allow this with little resistance as it nonetheless gives them the opportunity to be incarnated into the Material Plane. Advocate Slaves do not usually contribute any Iserial Energy when being summoned, and may even require additional Iserial Energy to subdue.

## Advocate Contractors

Some Advocates and Summoners reach mutually beneficial agreements where the Advocate will pledge its services to the Summoner under certain conditions or for a certain price. Many Advocates are content just knowing that they are considered as equivalent partners, and will not ask for much in return past some basic rules and regulations about what they will and will not do, but especially more powerful Advocates may ask for a steep price. Advocate Contractors usually provide some of the Iserial Energy for their Frame themselves.

## Advocate Friends

Some Advocates befriend Summoners, resulting in a relationship where they not only consider one another to be equals, but develop a deep emotional bond with one another. Advocate Friends trust that their Summoner will not ask too much of them, and support them however they can. In exchange, the Summoners take good care of their Advocate Friends, and may even occasionally summon them purely for the Advocate's pleasure. Advocate Friends usually provide a considerable amount of the Iserial Energy for their frame themselves.
Elemental Affinity

Elemental Affinity describes the affinity that a Form of Existence has to one or more Iserial Elements. Usually, one's Elemental Affinity falls somewhere along the surface of the Element Sphere, gravitating to one of the dominant Iserial Elements as determined by a world's Vortex Points.

Less commonly, an entity's Elemental Affinity may be located between two or more of a world's dominant Iserial Elements, giving them a double, triple, quadruple or even quintuple Elemental Affinity.

Even more rarely, an entity's Elemental Affinity may be located a the centre of the Element Sphere, becoming that of a world's Transcendental Element (Ilyfra, in the case of Ceal).

The rarest type. Is a combination of the above types, where an entity's Elemental Affinity is located within the Elemental Sphere, but not at the centre. Rather, the Elemental Affinity lies at a point between one or more of the Sphere Elements, and the world's Transcendental Element. It is theorized that there is a very small window for this to happen, and if an entity's Elemental affinity is closer to the core, it will gravitate entirely to the core, while being any further from the core will cause it to gravitate to the surface.

An entity's Elemental Affinity is mostly dependant on the state of its soul, but can also be changed by environmental factors and events with profound effects. For some Biological Beings and almost all Iserial Creatures, one's Elemental Affinity may affect the form they take in the Material Plane. For example, the races of the Sprites are a direct representation of the Elemental Affinity a Sprite had at the time of its incarnation, and since the Elemental Affinities of Sprites are somewhat self-reinforcing, it is extremely rare for Sprites to change Elemental Affinities during their life (and even if they do, they still retain the appearance they were born with).

Dracoforms are different. Though their clans reflect the Iserial Elements of Ceal in a similar fashion to the Sprites, only about half of all Dracoforms are born to a clan matching their Elemental Affinity, thus signifying a weak correlation. The sole exception to this rule is the Ilyfra-Clan, where the Elemental Affinity directly necessitates the clan (or the other way around).
Pegasus

## Pegasus Tharyn

A Seraph of the Curtos-Caste, and of the Archangels of the Goddess Nova during the First Novean War. A noble warrior and guardian at heart, he was the second among the Archangels to betray Nova.

Having witnessed Lucifer's gruesome execution and the termination of the entire Fanae-Caste, Pegasus knew that even though the Goddess had created him, he could no longer approve of the way she was doing things. However, since he also feared for the safety of his fellow Seraph of the Curtos-Caste, he went along with Nova's orders for the time being.

It was only near the end of the First Novean War when Pegasus switched sides in a situation where he felt his betrayal would result in the swift conclusion of the war, and thus ensure the safety of his brethren. True enough, thanks to his help, the people of Ceal soon thereafter managed to confront the goddess in Minayeiranro and managed to defeat her. It was then that Pegasus offered up his own life to use Minayero to seal her within the Crystal Seal, feeling that it was the least he could do to atone for the sins he had committed carrying out Nova's orders against his better judgement.
Fatikelij

A number of different Fatikelij

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

Fatikelij can be divided into two categories: Uncivilized animals that have been tamed and/or domesticated by Cemarelij are called Einalij, while untamed uncivilized animals are known as Kynalij. Interestingly, the border between Einalij and Kynalij is not quite as rigid as the border between Fatikelij and Cemarelij: While there are some Fatikelij that exist exclusively as a feral or a domestic breed, most Fatikelij consist of both Einalij and Kynalij populations that may experience some flux.

The size of all Fatikelij ranges from colossal to tiny, with the biggest being the mighty Greatdragons, and the smallest being insects so tiny they are not even visible to the naked eye.

The world of Ceal shares a fair number of animals with animals with Earth, although the Ascension Event of BN1942 removed a significant number of mammal species from the pool of Fatikelij by elevating them to Cemarelij as the Wel.

This, in turn, led to several ecological niches to become vacant, which have since been filled by more exotic animals that are now playing a dominant role in the ecosystem of Ceal.
Cetaran Treaty

The Cetaran Treaty was the treaty that officially ended the Iserial War and united the Four Great Wel Nations into the Republic of Cetara. Specifically, it required each of the Four Great Wel Nations to either disassemble or stop using their greatest war assets, specifically the Iserial Cannon and Obelisk of the Resgrif Empire, the Demon summoning of the Kingdom of Jo'Wöhn, the Chimerals and Wyverns of the Kyeéyrifra Ecotopia, as well as the Judgement Grid and the Ultima-Unit of the Divine State of Mel-Erik.

It furthermore stated that each of the Four Great Wel Nations designate a leader to represent the nation during the designated three-generation transitional period. This system eventually evolved into Cetara's current system of having four Regents.

The Cetaran Treaty was worked out with the help of the Dragons and Draykin of the Domain of Ninanjiro, who offered their aid as independent mediators, and their knowledge and wisdom as the oldest Cemarelij of Ceal. It was them who proposed a three-generation transition period of gradual change to allow the people currently alive to live out the remainder of their days in the old system, while new generations were raised to the new system. Though it did not go entirely without bumps in the road, in the end, this worked out to everyone's advantage, and was one of the reasons why the Republic of Cetara should later be able to usher in the Golden Age of Iserialogy for Ceal.
Amadeus Zeb'Lun

The Grand Patriarch of the Novean Faith, Amadeus is the effective leader of the Novean Faith on Ceal in lieu of the Goddess Nova during her imprisonment. He is the 52nd Seraph to hold this position. As the arbitrator of Novean Faith, he has spared no effort to prepare the world for the return of the Goddess Nova in AN 1000, and ordered a large-scale search for the Chosen of Nova when he did not arrive at the prophecised time. Not only did the scope of the search cover the entirety of the Holy Kingdom of Aidenous - missionaries of the Novean Faith also proceeded to carry out the search in other countries, even going as far as to the remote continent of Ultros.

Despite all this, the prophezised time never arrived, and ever since, Amadeus has been doing his utmost to avert or at the very least mitigate a widespread crisis of faith. Rather than to await the age-old prohecy of Nova, Amadeus is currently reforming the Nvoean Faith to focus on the core values of diligence, subservience, and doing one's best to carry out the lot one was given under the watchful eyes of the Goddess.

Amadeus is a wise man, and a charismatic leader, skilled in politics, and seemingly incorruptible. There's little doubt that if anyone can avert the crisis of the Novean Faith, it's him. His staff, the Comet of Guidance, is a holy relic said to be given by the Goddess Nova herself to the very first Grand Patriarch. Brimming with divine power, it conveys the will of the Goddess by allowing only those she deems worthy to wield it.
Celinne

Jioan Reklif, a Celinne of the Zinsheb Tribe

A Cemarelij species of half-beast-people, the Celinne resemble Nefilim sporting the tails, claws, ears and eyes of the Fatikelij aspect associated with their respective tribe. They have the ability to shapeshift into Lyerelij resembling these Fatikelij. The size of these Lyerelo-morphs still roughly resembles their size in Retafilo-morph.

Nova’s third born, according to the Libereja, are a wild and indomitable people, capable of tapping into their feral instincts to grant them power, speed and endurance. This unique power makes them flexible, and gives them an edge in many situations.

Celinne are able to quickly shift between their Retafilo- and Lyerelo-morphs – the complete transformation only lasts a few seconds and is not even particularly exhausting. The transformation itself is an instinctive sort of Iserialogy, comparable to the Dragons’ Dragon Breath and the Gryphs’ Plumage. In fact, Celinne are able to shift between their morphs from birth, and do so involuntarily until they grow older. Most Celinne learn to control their instinctive shifting behavior between the ages of 3 and 6.

Originally living the life of nomads and valuing their own freedom above all else, the Celinne were gradually assimilated into the major civilizations of the Novean Species over the centuries. In the beginning, however, even mixed Celinne tribes were rare, but as the Celinne became more numerous, and tribes got bigger, mixed race and even mixed species tribes became more common.

Ever since, the Celinne have proven to be a valuable asset to the other Cemarelij. They do great in many different fields, as long as they provide some sort of excitement. If there's one thing Celinne can't stand, it's being bored. They are more mercenaries, adventurers and hunters than guards or soldiers, but also make quite proficient merchants, or heavy workers.

Generally, Celinne don't tend to wear a lot of clothes. This is due to the fact that their shifting ability makes clothes bothersome to begin with. With some practice, Celinne can transform their clothes when they shift between morphs, but this skill is not usually mastered before adolescence. As a result, Celinne don’t tend to wear any more clothes than strictly necessary, and are generally not extremely concerned with modesty.

Having tough pads on their feet, Celinne generally don’t wear footwear even while in Retafilo-morph, although they may decide to do so anyway in harsh environments. They prefer Unias as their favoured mounts.

## Celinne Tribes

Celinne belong to one of thirteen races known as Tribes, which determine their appearance and Lyerlo-morph. These Tribes coincide with the Zodiac constellations of Ceal.
Epiphras

A Steppe Epiphra

These massive reptilean Fatikelij are the largest terrestrial herbivores on Ceal. Reaching heights of up to 6 meters, these giants are invincible to all but the most fierce predators, such as the mighty Greatdragons, or a well-coordinated pack of feral Dragonmounts or Ferogryphs.

Apart from their impressive size, their main method of defense is their tail, which is adorned by three pairs of bone plates, the edges of which are razor-sharp. By swinging its highly flexible tail, an Epiphra can thus inflict crippling or even fatal wounds as if wielding a giant axe.

Epiphras mostly feed on leaves, twigs, fruit, bark, grass and roots. Their long neck allows them to reach higher branches, giving them access to premium foliage, which they only have to share with elephants and giraffes. What's more, their long and flexible tail allows them to balance while rearing up on their hind legs, allowing them to reach branches as high as 15 meters above the ground.

Being herd animals, they usually form small groups of five to nine animals. These groups are usually either harems of females guarded by one dominant male, or bachelor groups of unmated males.
Jylcra

The Jylcra rune

One of the Iserial Elements of Ceal. Following the traditional order of the Sphere Elements, Jylcra is the twelfth and final element.

Jylcra represents the element most frequently associated with fire. Jylcra incorporates aspects such as warmth, vigor, passion and action.

Jylcra resonates with the elements of Ariro, Lyra, Kyera, Naleiro and Lycro. It opposes Yaera.

The Jylcra Rune consists of three 60° arcs joined to create a concave triangle (effectively an inverted Reuleaux triangle), and three smaller circles touching the arcs at their midpoints. This rune has three axes of symmetry, and a rotational symmetry of 120°.

History has found many uses for Jylcra. Most of them were quite aggressive. Unlike Haerinero - which has often been falsely accused as being evil - Jylcra is the element which is responsible for the most amount of destruction in the history of Ceal - and probably in many other worlds as well. It is most renowned for the classic of offensive Iserialogy: Fireball.

Apart from its extensive use in conflict and warfare, however, there are quite a good number of civil uses for Jylcra, such as providing warmth, cooking, crafting, and many other areas. Jylcra readily submits to those who show passion for what they do, and will help them further along their desires. However, long-term use of Jylcra also carries the risk of burning out the user, so moderation is recommended.
Frederic Schwanthaler IV

King Frederic Schwanthaler IV

King Frederic Schwanthaler, the fourth of his name, is the ruler of the Holy Kingdom of Aidenous in the Crystal Seal Timeline. He is a strong, fair and just, yet also simple-minded man who does not overly concern himself with the finesses of politics. Entrusting most of the complicated political business to his advisors and the Novean Faith under the leadership of Grand Patriarch Amadeus Zeb'Lun, King Frederic IV concerns himself mostly with "bigger issues", such as the recent intrusions of Cetaran forces all over the kingdom.
Mazoi

A River Mazoi

Living along the coasts and rivers of Ceal, these amphibeous reptilean Fatikelij are quite playful. Filling the ecological niche left behind by otters after the Ascension Event, they feed mostly on fish, clams and crustaceans, but won't scorn small mammals and amphibeans either.

Mazoi are highly social animals that usually live in packs of about half a dozen members called floats. It is extremely uncommon to find a lone Mazoi, since they will always flock together. While hunting, they can be seen cooperating to herd fish together while individual members pick off their share. They take shifts until every member of the float has eaten its share.

Mischiveous and playful, Mazoi can be a nuisance to travelers and  adventurers. Especially bigger floats of Mazoi can become quite bold, and may even pose a serious threat. However, many people delight in having a small population of Mazoi nearby, as their antics can be quite funny to watch. There have even been cases of people taming small groups of Mazoi, although they have never been fully domesticated.
Darus

Darus are members of tiny omnivorous reptilian Fatikelij Species native to all of Ceal. They fill the ecological niche left behind by rats after the Ascension Event, and as such share many physical characteristics with the rodent ancestors of the Rat Wel.

Different types of Darus can be found in almost all continents of Ceal. They are highly opportunistic and will eat whatever they come across. Darus are also known for forming large dens with others of their kind, and will often go out hunting and foraging in groups.