recursal/Fanatic-Fandom huggingface dataset:
Character: Lucille

Name: Lucille
Gender: Female
Birth date: (there's no calendar for Athare yet)
Race: Imber Lilium
Home world: Athare
Live-on world: Athare
Occupation: World Walker (34 worlds)
Favourite Worlds: Quiar; Beshaki

Appearance

Eyes: violet
Personal

History: Even at a young age Lucille always knew what she wanted to do and this led to her beginning her World Walker studies at 9. Most of her classmates were older than her, in their teens and twenties, which meant that the majority looked down on her. This didn't stop her from making a few friends, mostly with the other misfits, and she became even more determined to do something few people had done before - Walk on all thirty-four worlds.
Passing the first test, six months after Lucille had started her studies, was easy. She received her first two tattoos: one for Athare, so she could return whenever she wished, and one for the world she had just been tested on. Others in her class also received their first tattoos, although this was also the time when some of her classmates dropped out. Some hadn't passed the first test, which couldn't be retaken, while others had decided that Walking wasn't for them.
As Lucille's classmates finished their studies, most choosing to focus on three of four worlds, she continued. She felt she'd wasted time during the first six months, because the rule was that they had to focus on one world during that time, and by the end of her first year she'd taken the tests for seven other worlds. There was no time for her to do anything other than study, so she found herself drifting away from her friends, but they soon moved on.

Relations

Possessions

Stories
Race: Titans

Nocturnal, originally from Mothar (South America). Rare. They have below average magic including banishing, defensive and offensive. About 20% of titans have magic. Of those, about 20% have low power, 50% have below average, 10% have average, 5% have above average, and 5% have high. They have below average anthropomorphism, mainly a larger head with a face, and they are quadrupedal with hands. They stand about 4 feet high and 10 feet long. They are like living tanks. Their tough carapaces may be covered with war paint or camouflage.
Race: Kinkajous

Nocturnal, originally from Mothar (South America). Uncommon. They have average magic. About 55% of kinkajous have magic. Of those, about 15% have low power, 10% have below average, 45% have average, 25% have above average, and 5% have high. They are about halfway anthropomorphic and retain the prehensile tail.
Race: Seagulls

Diurnal, originally from Larnach (Europe). Common. There are about 10 million in Larnach, a million each in Mothar (South America) and Fasach (Africa), a hundred thousand in Theas (Australia), and a thousand in Inish (Madagascar). They are among the races with the weakest magic, and rarely manifest multiple talents. About 20% of seagulls have magic, almost all low power with a handful of known cases below average. Their racial abilities include water magic, entropic magic, and telekinesis. They are also prone to selling bogus charms.

They stand about 4 feet tall, highly anthropomorphic with a faint down of colored feathers and a small beak on the face. They can still eat raw fish and garbage without ever getting sick, and the chicks will not eat unless they first get to peck at the red spot on the parent's beak.

Seagulls are not well respected, powerful neither physically nor magically. However, they have extremely strong ties to family in flock, and readily stick together against outside threats. They tend to take odd jobs or scutwork such as janitor, garbageman, tanner, hatter, etc. They are excellent fishermen. Some enjoy beachcombing for craft supplies, while others scrounge in dumps for things to resell. On the shady side, they are thieves, fences, snitches, and servants for crime lords.
Race: Horses

Diurnal, originally from Larnach (Europe). Common. They are among the races with the weakest magic. About 30% of horses have magic. About 80% of those have low power, 10% below average, 9% above average, and 1% high. This creates an odd dichotomy because they have quite useful magic and high magic is particularly desirable. But people often suspect that strongly gifted horses have some zebra ancestry, which is frowned upon. They have low anthropomorphism and are quadrupedal with no hands. They come in many colors and patterns, some of which have different social significance.
Race: The Umbra

The second of the three races of Beshaki, the Umbra live in the twilight third. This is the central third, trapping the Umbra between the night third and day third, which hasn't been good for the Umbra. First they had to deal with the Lumen trying to take over their territory, by the Lumen Knights, and not long after the Lumen gave up they found themselves under attack from the Arctus. There are still problems between the three races, so the Umbra work hard on keeping their borders safe.

Twilight magic, the power of the Umbra, is something that only the walkers and the Umbra know a lot about. It's a very different magic to many of the others because it gives them an ability to work with both the dark and the light. This is part of the reason both the Lumen and the Arctus tried to destroy the Umbra, believing that they could easily take over Beshaki and use their magic in all of the three parts. What they don't understand in the limitations of twilight magic, which are more limiting than those of day or night magic.
Race: Numbats

Diurnal, originally from Theas (Australia). A prevailing race. They have above average magic. About 77% of numbats have magic. Of those, about 10% have below average power, 30% have average, 50% have above average magic, 10% have high. They have above average anthropomorphism and are primarily bipedal. Another popular slave race in Fasach (Africa). Their resemblance to miniature tigers (thylacine) is a social advantage in Theas and a disadvantage in Fasach (Africa). They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Centipedes

Nocturnal, originally from Larnach (Europe). Uncommon. They have below average magic. About 33% of centipedes have magic. Of those, about 33% have low power, 33% have below average, 33% have average, and 1% have above average. They have low anthropomorphism. Ordinary centipedes are 4-5 feet long and can rear up 1-2 feet high. Sometimes if a centipede gets hit with an enlarging spell, it *stays* giant-size permanently. Giant centipedes can reach up to 20 feet long and rear up to 7 feet high.
Magic: The Doors

Every door is a little different, even the doors created by the fae. Some are permanent; some move; some are transient; some will take you to different places depending on the day of the week or the phase of the moon; some will take you back in time; some will take you forward in time; and some... well, a magical door can pretty much take you anywhere. There are people, normally demons, who know what each door will do, but none of this information is written down, even though most of the doors cannot be used by the walkers.

The permanent doors created by the fae have beautiful stone frames around them, as a symbol of their existence. Each is guarded by at least one gargoyle, although these gargoyles aren't the same as the ones you'd see on Earth. All of the gargoyles have a stone shape and a human shape. It is due to the gargoyles that demons can have trouble travelling through the doors the walkers use, but there are some who are happy to let a demon use one of their doors.

None of the other doors have a physical symbol. They are purely magical, so if you don't know they're there and you don't have the ability to walk through them without a tattoo then they'll have no affect on you. Often walkers come across these doors but have no idea. It may be possible to create tattoos for these doors, if someone with the right magical ability knew they existed, but it would be a difficult thing to do.
Race: Chinchillas

Crepuscular, originally from Mothar (South America). Uncommon. They have average magic. About 45% of chinchillas have magic. Of those, about 20% have below average power, about 50% have average, and 30% have above average. They are about halfway anthropomorphic, and ambipedal. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
World: Athare

On arrival the fae named their new home Athare. It was one of very few worlds with enough magic to sustain a settlement of the fae for any period of time, but they had no idea how long it would last, and as they were unable to live without using magic a solution had to be found. That is why Athare became the home first of the World Creation Council, because the fae's solution was to create new worlds using the magic within Athare in the hope that any new races would be able to recharge their own worlds and Athare in a way the fae couldn't, and later the World Walkers Council, after the birth of the first true walker.

Although the thirteen families made the decision together that their only real solution was to follow through with the suggestion of the Yellow and Blue families, even though many believed that it was the only way they could experiment with their families abilities', the families soon fell back into old habits. To begin with all they all lived in the same place, but once their worries about magic faded the families started creating their own settlements, allowing their allies in and keeping their enemies out. When Mab stepped down as queen the familes decided against electing another. On their new world there was no need for a queen.

It took time for the Blue family to create new worlds, so the Yellow family began by creating three new races to live on Athare. Most of the fae were against this, but knew that it was something that needed to be done, if they were going to live their lives in the way they were used to. Each race was placed on a different continent, keeping them far away from the continent the fae lived on, but the Yellow family kept a close eye on them, making sure they were safe from anyone who might decide to destroy them.

## Geography

Athare has four continents, although only the main continent, the first land the fae stepped on, is currently inhabited. On that continent there's one city, where the World Walkers' Council is, which has slowly grown since the three created races left their continents behind, believing they would have a better life elsewhere.

There are thirteen settlements, created by the fae, where each family lives.

## Doors

As the central world of the Web Athare has many doors. The fae made doors leading to the eight closest worlds, which makes travelling the worlds more difficult for the Walkers, but as they weren't expecting the evolution of anyone who could use the created doors it made sense to them to do it that way.

There are around a hundred natural doors, although the majority of them don't get used for one reason or another.

## Races

The Fae

The Weavers

The Imber Lilium

The Amethystus Ustrina
Race: Possums

Metaturnal, originally from Mothar (South America). Common. They have below average magic. About 35% of possums have magic. Of those, about 25% have low power, 50% have below average, 20% have average, 4% have above average, and 1% have high. They are about halfway anthropomorphic and retain the prehensile tail. They are incredibly difficult to kill by violence, but are highly vulnerable to illness.
Race: Lemurs

Metaturnal, originally from Inish (Madagascar). There are about 50,000 of them in Inish, 1,000 in Larnach (Europe), and a few scattered elsewhere. They have below average magic. About 5% of lemurs have magic. Of those, 40% have low power and 60% have below average. Their racial field includes bardic magic, empathy, and sound magic.

They stand about 4-5 feet tall and are bipedal. They have high anthropomorphism. They heads are large and rounded, with a short muzzle and wet nose. Their body fur is no more than flocking, although the long lail remains fluffy. They have nails instead of claws, and their hands are quite dextrous. They are very adaptable.

Lemurs are matriarchal and have a short breeding season. They are a prevailing race in Inish, so their hame is slightly more tolerant of metaturnal races than the other hames. They fill a wide variety of jobs including shopkeeper, farmer, gatherer, and messenger. They make excellent entertainers particularly in dancing, singing, and acrobatics. On the shady side, they are thieves, informers, prostitutes, and exotic dancers. They fare very poorly in captivity, so are not favored as slaves. They also produce a fair number of crackpots.
Race: Owls

Nocturnal, originally from Larnach (Europe). Uncommon. They have above average magic. About 60% of owls have magic. Of those, about 10% have low power, 10% have below average, 30% have average, 40% have above average, and 10% have high. They have low anthropomorphism, with hands, and they can fly. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Giraffes

Diurnal, originally from Fasach (Africa). Uncommon. They have average magic. About 90% of giraffes have magic. Of those, about 90% have low power, 9.9% have average power, and .01% have high power. They are about halfway anthropomophic, ambipedal, knucklewalkers. Their tongues are exceptionally tough and can be tattooed safely. A fair number of giraffes have nonmagical tattoos, and a few have magical ones.
Magic: Tattoo Magic

Each world was given a symbol. These symbols were woven into the magic used to create the doors and only people with a tattoo of the symbol could use them. At first they were only given to the walkers, who had gone through years of study in order to get prove themselves worthy. Some only had one tattoo, focusing in depth on one specific world; others had multiple tattoos, normally a maximum of ten, but there were walkers who had more; and those with more than twenty tattoos were automatically given a place on the World Walkers council.

Later the magic was adapted, so that others could travel around the web. It wasn't something that many people did, because getting a temporary tattoo was expensive, but this did begin the merchant trade around the web.
Race: Koalas

Nocturnal, originally from Theas (Australia). Common. They have average magic. About 50% of koalas have magic. Of those, about 20% have low power, 20% have below average, 30% have average, 20% have above average, and 10% have high. They have below average anthropomorphism, with clumsy hands. They climb more than they walk; on the ground they are ambipedal tending toward quadrupedal. Most of them are laid-back and hazy, some are morose, a few are belligerent, and a few are brilliantly if languidly visionary. They are never fully sober.
Race: Snakebirds

Diurnal, originally from Fasach (Africa). Uncommon. They have average magic. About 55% of snakebirds have magic, almost all at average power with a few random exceptions. They have below average anthropomorphism and hands, but they are not very good at flying. They face some discrimination because of the name, even though they are not actually chimerical. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Foxes

Nocturnal, originally from Larnach (Europe). Uncommon. They have above average magic. About 75% of foxes have magic. Of those, about 10% have below average power, 10% have average, 70% have above average, and 10% have high. They have above average anthropomorphism and they are bipedal. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Hawks

Diurnal, originally from Larnach (Europe). Uncommon. They have average magic. About 50% of hawks have magic. Of those, about 10% have low power. 20% have below average, 40% have average, 20% have above average, and 10% have high. They have low anthropomorphism, without hands, and they can fly. They use their feet and beaks to manipulate things clumsily.
Race: Yellow-crowned Night Herons

Metaturnal, originally from Mothar (South America). Uncommon. They have average magic. About 55% of them have magic. Of those, about about 20% have low power, 60% have average, 10% have high. They have below average anthropomorphism, with little hands on their wings, and they can fly. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Butterflies

Diurnal, originally from Larnach (Europe). Common. They have average magic. About 60% of butterflies have magic. About 10% of those have low power, 20% have below average, 40% have average, 20% have above average, and 10% have high. They have average anthropomorphism. They can fly. They are quadrupedal with four walking legs, plus arms with hands. Their bodies and heads are faintly humanoid. They come in many splendid colors and patterns. Their delicate bodies cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Witches

The home of the race that call themselves Witches is Raenarin. They are a humanoid race, with magical abilities, who have an average lifespan of around a hundred years. Witches are born with the ability to use the magic of Raenarin and many look down on the other magical race that live here, the Sorceresses, because they have to be taught how to use the magic. They both have different strengths and weaknesses, due to the way they come into their power.

The Witches are split into thirteen covens and at the time of writing this only women are permitted to be Witches. Male children born with power are executed if they are found. Most male Witches end up living safely on other worlds. During the time of the Witch Queen, which is thought to be a myth by all the covens, both men and women could be Witches, but she was assassinated with her entire family. None of the thirteen covens get on and any female child with magic born within the borders of a certain coven is automatically taken by them, to be trained in the use of magic. There are no other options.
Race: Aardvarks

Nocturnal, originally from Fasach (Africa). Common. There are about 100,000 of them in Fasach, 2,000 in Theas (Australia), 1,000 in Larnach (Europe), and 500 in Mothar (South America). They have below average magic. About 35% of aardvarks have magic. About 20% of those have low power, 50% have below average, 20% have average, and 10% have high. Their racial field includes offensive magic, spellbreaking, earth magic, phasing through solid objects, and finding things. They have a knack for making cheap but effective charms with formulaic magic. Their tough skin makes them one of the few races who can routinely tolerate such things as tattoo ink, fur dyes, and perfumes.

They stand about 4-5 feet high (vertical) or about 2 feet (horizontal). They are about halfway anthropomorphic, with the interesting ability to fold up their long hind legs to walk comfortably on all fours. Their forepaws are thumbless and not very dextrous, with the digits ending in powerful claws. However, the long thin tongue is quite agile, used for delicate manipulation. The head is much larger and rounder than a nonsentient aardvark's would be, but retains the long slender snout and enormous ears.

Aardvarks do well at a variety of practical and military work. They are miners, ditch diggers, sappers, soldiers, and supply managers. They have a reputation for being tough and reliable. They don't like to start fights, but if somebody else does, they will *finish* it. Because of their strong work ethic, aardvarks do not steal willingly; but those whose can phase are greatly desired in the underworld, and occasionally enslaved to steal for a powerful owner. They make downright lousy spies, even if they can phase. The military learned this the hard way, and has quit trying to recruit them for that purpose.
Creature: The Phoenixes

The fourth of the five creatures to be created for Siaral was the phoenixes. Another mythical creature, the Yellow family chose to create these birds because they were immortal. They had no idea if they could create an immortal creature, especially an immortal creature who died in a fire and came back to life as a young bird once more, but they were determined to try.

Surprisingly, it worked. The phoenixes the fae created didn't live for five hundred to a thousand years before their death, but that wasn't known until later, when the first death for those first birds happened. Most lived for around two to three hundred years before their first death and then they came back to life as a young bird. Once this was known the Breeders began working on breeding the phoenixes, even though they couldn't imagine the phoenixes become as popular as the dragons, unicorns, or pegasi.

When the merchants first saw the phoenixes they thought the same thing, but one took a couple of phoenix eggs anyway. To everyone's surprise they sold quickly and there were people who preferred the phoenixes as messengers, instead of using dragons. Soon they became as popular as the other creatures, being especially useful as it was later found that they could travel backwards and forwards in time.
Race: Timberdoodles

Crepuscular, originally from Larnach (Europe). Uncommon. They have average magic. About 45% of timberdoodles have magic. Of those, about 5% have low power, 20% have below average, 75% have average, 20% have above average, and 5% have high. They have below average anthropomorphism with clumsy hands and poor flight. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Ravens

Diurnal, originally from Larnach (Europe). Common. They have above average magic. About 60% of ravens have magic. Of those, about 10% have below average power, 25% have average, 50% have above average, and 15% have high. They are about halfway anthropomorphic, have clever little hands on their wings, and can glide but not fly. They have slightly tougher skin than many birds; they cannot tolerate tattoo ink but can use specially formulated bleaches and dyes for their feathers. Some ravens love decorating themselves garishly with colors, and even glue sparkles on their feather shafts.
Race: Sorceresses

The second magical race of Raenarin, the Sorceresses, are not born with the ability to harness the magic of their world. Once their training was passed down from mother to daughter, aunt to niece, grandmother to granddaughter until one Sorceress chose to train her son as she had no daughters. People told stories of Sorcerers, about what happened when they went insane because that was what they all did, but she didn't believe the stories, and taught her son everything she knew. After that the system changed. Sorceresses passed their knowledge onto apprentices instead of daughters.

Most Sorceresses are loners, although there are yearly meets when they get together and talk about what's their year has been like. They live for longer than the witches, on average around 300 years, and have a much greater understanding of the history of Raenarin. A Sorceress will normally take on three apprentices, at the most, at a time and by the end of their lifetime will have trained between 4 and 12 apprentices. Due to this the number of Sorceresses is increasing.

Each Sorceress has their own home, normally gifted to them at the end of their training by their mistress. They are visited more often by people who want magical help, because the covens aren't easy to approach for anyone who isn't a Witch or related to them, so a Sorceress will earn money this way, and occasionally by selling things to the merchants who travel to Raenarin.
Race: Plaster Bees

Crepuscular (matinal), originally from Larnach (Europe). Uncommon. They have average magic. About 55% of plaster bees have magic. Of those, about 10% have low power, 20% have below average, 40% have average, 20% have above average, and 10% have high. They have average anthropomorphism and can fly. They have struts, walking legs, and arms with hands.
Race: The Uisce Madrai

The Uisce Madrai (or Water Dogs) are one of the underwater races of Pendragon. They're comparable to a dog on Earth, there are many breeds of them differing in size, and they have no magic. As they live underwater they have gills and they are the go betweens for the bipedal races of Pendragons and the neotonic magical races.
Magic: World Creators

This is a list of all the Blue family members who were in control of creating the new worlds, with the number of worlds they created next to them and the names of the worlds they are currently known to have created. As more worlds are named the list will be edited. During the process they were joined by members of other families, but it was down to the Blue family to do almost all the work, as they had the ability to create the worlds.

Riordan - 6 worlds (Kniroch, Beshaki)
Emrys - 5 worlds (Taithmarin, Gaelom, Quiar)
Ianto - 5 worlds (Kankirin)
Bryn - 5 worlds (Janoch)
Torin - 4 worlds
Oscar - 3 worlds (Saethera)
Ruarc - 3 worlds
Sibeal - 3 worlds (Aerith)
Aubrie - 2 worlds (Raenarin)
Piaras - 2 worlds (Siaral)
Anwen - 2 worlds
Saiorse - 1 worlds
Race: Porcupines

Nocturnal, originally from Larnach (Europe). Uncommon. They have below average magic including banishing. About 33% of porcupines have magic. Of those, about 25% have low power, 40% have below average, 25% have average, 9% have above average, and 1% have high. They have below average anthropomorphism. They are mostly quadrupedal; they can stand upright but rarely walk that way. A unique racial talent is shooting their quills.
House of State

Redirect to:

* Senate#House of State 2
Created with the intent to have reduced partisanship, members of the **House of State** are directly elected to the position. The House of State consists of directly elected senators, as well as the Heads of State of Republican sub-factions. The Constitution posits that there must be more directly elected senators in the House of State than Heads of State of integrated sub-factions.

Members of the House of State which are not directly elected senators are unable to vote on legislation. However, they are able to propose motions and pieces of legislation themselves.

Members of the House of State are elected, via a preferential voting system, to 6-month terms.
Magic: Time Travelling

Within the fae there are those with the ability to travel through time, which isn't used as much as it could be due to worries about how their presence might affect the time they're visiting. However there have been times when certain groups have used this ability to their advantage.

Time travelling, generally, isn't dangerous, but it can be if the user doesn't have a good understanding of the magic they're working with. This becomes more of a problem on Earth when the fae arrive, because some of the mixed-bloods begin their studies but leave before they are completed which leads to an incomplete understanding of the magic and other never find the school but realise that they have the ability to travel through time. Willow, the Queen at the time of the fae's arrival, does her best to make sure that as many people as possible are trained, even though the majority of the elders do what they do best - bury their heads in the sand.

The thirteen families also have time travellers within their midst, which has more of an effect on Aerith than it does the whole web. Aerith becomes the home of a large group of time travellers, who do their best to affect the world so it become the way they want it to, even though this is much harder than it seems to be. They have their rules, but people often break them, which also affects Aerith.

Some of natural doors around the web can also send someone travelling through time. The majority of travellers don't even know that's what happened to them, because it's not normally the long term doors so they often assume that they'll never get back home anyway and do their best to make a new life wherever they are.
Race: Mice

Metaturnal, originally from Larnach (Europe). There are about 100 million in Larnach, another 10 million each in Mothar (South America) and Fasach (Africa), about 10 thousand in Theas (Australia), and perhaps a thousand in Inish (Madagascar). They are a prevailing race in Larnach. They are among the three most powerful races, widely admired for their social skills and magical ability. About 80% of mice have some magic. About 40% of those have average power, 40% have above average, and 20% have high. They are the only metaturnal race to enjoy high social status, and they do it by locking themselves to a specific shift as if belonging to one of the standard urns. However, mice outside the respectable professions often follow their true metaturnal nature. Their racial field of magic includes empathy, navigation, telekinesis, earth magic, preservation, and defensive magic.

Mice stand about 3 feet tall (upright) or just under 1 foot (horizontal). They are ambipedal, slightly awkward on two or four legs on the ground, but excellent climbers as they can grip with hands and feet alike. They are about halfway anthropomorphic. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.

The three most common coats are fawn with white belly, solid grey, and solid white with pink eyes. Other colors and patterns appear locally in Larnach. There are no white mice in Fasach (Africa) because people think they are demons and kill them on sight. However, white mice are revered as sacred in Mothar (South America), which the mice themselves usually think is very weird unless they were raised there. Mice with patterned coats (spotted, hooded, banded, etc.) are considered funny and adorable in Inish (Madagascar), a rare exception to the island's usual insularity; they are often traders or entertainers there.

Among the most populous and widespread races, mice live everywhere in Quiar. They are politicians, bankers, judges, counselors, teachers, and otherwise involved in holding society together. Therefore most people think of them as highly respectable and civilized. But they also make the most devastating bandits, pirates, and gangsters.
Race: Kookaburras

Diurnal, originally from Theas (Australia). Common. There are about 800,000 in Theas. They have average magic including summoning. About 65% of kookaburras have magic. Of those, about 5% have low power, 20% have below average, 50% have average, 15% have above average, and 10% have high. They have above average anthropomorphism with hands and vestigial pinions.
Race: Sorcerers

The third magical race of Raenarin, the Sorcerers, live on a hidden continent. They know of the Witches and Sorceresses, but neither the Witches or the Sorceresses know about the existence of the Sorcerers or the hidden continent. When the Witch Queen was alive she did know of the hidden continent and did everything she could to keep it hidden, believing that there was a reason for everything the fae did when they were creating the worlds of the web.

Sorcerers are much like Sorceresses, only male instead of female, and not insane due to learning how to use the magic of Raenarin from a male persepective. They have different abilities, although they are viewed by the common people in much the same way as the Sorceresses. A Sorcerer will have more apprentices, due to more people on the hidden continent wanting to learn how to use magic as they aren't put off by the Witches, and there are two sorcery schools, with a new one in construction. Once a Sorcerer has completed his studies he will often explore the web and many live on other worlds. There are even a few living on the known continent of Raenarin, sending information back to the Sorcerers.

Often Sorcerers use their powers to keep any male Witches safe, knowing that they are just as important as female Witches, and are more likely to notice if a Witch is unhappy. Many do what they can to keep the few independent Witches safe as well as helping the Witches who want to be independent get away from their covens.
Race: Painted Dogs

Crepuscular, originally from Fasach (Africa). Uncommon. They have above average magic. About 70% of painted dogs have magic. Of those, about 10% have low power, 10% have below average, 15% have average, 50% have above average, and 15% have high. They make excellent charms and artifacts. They are about halfway anthropomorphic and ambipedal. They have somewhat sensitive skin and cannot tolerate tattoo ink. Perfumes and cosmetics are risky if not specially formulated for them. They really like fur paint, but favor a thick paste that stays atop the fur rather than getting down to the skin.
DS-10 Albe

DS-10 in flight over Champs Vert, Valland

The DS-10 Albe is a single-seat, single-engined fighter used by Bavarian forces from 1935 to 1944. The aircraft was notable for being the replacement of the much older DS-3 biplane still in service with the Bavarian Airforce well into the mid 1930s. During the first few years of the war, the type was unmatched in turn radius, speed and climb but was later surpassed by Union designs by 1942. During the First Battle of The Royal Isles in 1940, the DS-10 was closely matched by the RIAF's DP-5 and DP-7 fighters. Further development of the DS-10 incorporating features found on captured DP-15 Marauders would eventually lead to the DS-21 Falke.

## Design and Development

By the early-1930s, the Bavarian Air Force was severely lagging behind in both size and technology compared to other Arbonean nations like the Royal Isles and Impero. The DS-3 Geier; the primary Bavarian fighter at the time, was already long obsolete even in comparison to some Sky Pirate aircraft. Not wanting to be the joke of the skies, the Bavarian Air Force sent out an urgent requirement for a new Fighter. The new aircraft had to be fast, nimble and easy to produce in numbers. Dargun-Saarfeld - already manufacturing the DS-3, had the winning design: the DS-10 Albe. Entering service in 1935, the diminutive DS-10 was instantly a success with Bavarian Pilots being incredibly easy to fly. As the type was simple to produce, by late 1936, the Bavarian Air Force was the 3rd largest air force in Arbon following the Royal Isles and Impero. With the war breaking out on July 12th 1939, the DS-10 would finally be tested against foreign designs.

## Operational History

On August 24th, 1939, the Battle of Valland began. Squadrons of DS-10s violated Vallian airspace. Vallian pursuit were scrambled against the waves of DS-10s but resistance was ultimately futile. With superior top speed, turn radius and climb in comparison to the aging Vallian Faucon aircraft, DS-10s mopped the floor over the skies of Valland. The DS-10 would earn an almost legendary status among surviving Vallian pilots. The DS-10 would finally see a worthy opponent over the skies of Valland in early 1940 against the Royal Isle’s DP-5 and DP-7 fighters. By 1943, the DS-10 was well out of date. While no fighter except for the Ikanese I-3 Taka could match the DS-10’s turn radius, Union aircraft like the DP-15 Marauder could outclimb, outgun and outspeed it. The type was relegated to ground attack and eventually completely retired in 1944. The last major usage of the type was during the Second Attack of the Royal Isles in mid-1943.

## Specifications

Crew: 1

Top Speed: 510km/h @4000m

Rate of Climb: 15m/s (21.3m/s in later variants)

Engine(s): 1x ER-4 Löwe V-12 (950HP) [1200HP in later variants]

Armament: 1x 20mm FF Motorkanone + 2x 7.92mm MS-1 machine guns (3x 20mm FF cannons in later variants)
Character: Raenarin

The bipedal form of Raenarin is androgynous. Some of it's sibling see it as female, and therefore have a tendency to use a female pronoun, while other see it as male, and may refer to it using a male pronoun. Raenarin doesn't have a problem with this, as this is something it knows happens due to the magic of the sentient worlds. All of the others chose to show themselves as one gender or another around their fellow worlds while Raenarin simply allows other people to dress it as they see fit.
Races of the Web

The fae, when creating the many races of the web, were often more interested in the different magics they could give each of them and so many were based on the human race. In part this was because many of the fae who had survived the end of the magic on their old world could be seen as the lesser fae, because they were more humanoid. Only a few of the greater fae, the less humanoid, managed to survive. Some had a part in making sure that there were at least a few races that were based on those who had lost their lives. No one is quite sure why, although some believe that the greater fae needed more magic in order to simply survive, while others think it is due to the stronger connection the greater fae had to their old world.

As the world creators worked together with the race creators, and there was often several of them working on each world, some worlds were created specifically for the races that were going to live there while others were created in order to test the races who would be placed on that world. Everything they did was an experiment, because most of them didn't care much about who they were creating or what would happen to them later on. It wasn't because the fae are uncaring in general, but the Yellow family is still seen as the least caring of the thirteen families, more interested in what they can do with their magic than anything else. Some of the Yellows really are like that. Others did care about what they were doing, but they were entirely sure that what they were doing was the only option.

Due to their lack of understanding the fae's experiments could easily have gone very wrong. Almost all of the races were given some form of magic, often based on a magic the fae knew of, although they were just as experimental as everything else they did, and this could have ended everything. Instead they got lucky. They had landed on a world with some understanding of what needed to be done and it worked on making sure that those things were done, along with its newly created child worlds. Unfortunately the fae don't know this, so they believe that everything they did worked, apart from those things they know for certain went wrong (like the doors leading to Taithmarin, Kankirin, and Aerith).
Race: Jaguars

Metaturnal, originally from Mothar (South America). Uncommon. They have above average magic. About 75% of jaguars have magic. Of those, 15% have below average power, about 30% have average, 40% have above average, and 15% have high. They have below average anthropomorphism and are mostly quadrupedal, although they have moderately dextrous hands. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Ava Lily McCarrol

Ava

### Relatives:

(formerly) Mother(formerly) Father(formerly) Crystal (sister) (formerly) Scott (brother)Sammy (sister)

## Biography

#### Backstory

Ava's family (with the exception of baby Samantha) were going out to a restaurant to celebrate her dad's promotion. She forgot her sweater and rushed back up into her room. She looked out the window after hearing screaming just in time to see all four shot down.

She later met Mark, a 14-year-old boy whose telepathy was uncontrollable. With his help, she learned to overcome the past.

### Powers

* Necromancy
* Telekinesis
* Combat skills

She has paranoia attacks every-so-often.

#### Later...

Ava later met Thespia, and she then met the rest of the team. While she was at the HQ, she learned how to control her powers.
Race: Zebras

Diurnal, originally from Fasach (Africa). There are about 75 million of them in Fasach, 2 million in Larnach (Europe), 1 million in Theas (Australia), a hundred thousand in Mothar (South America), and only a few in Inish (Madagascar). They have above average magic. About 60% of zebras have magic. Of those, about 10% have below average power, 20% have average, 60% have above average, 10% have high power. Their racial field includes balance and polarity, defensive magic, illusion, sound magic, telekinesis, telepathy, and travel magic.

They stand 4-5 feet high and 7-8 feet long. They are quadrupeds. They have low anthropomorphism and no hands, although their mouths are moderately useful for manipulating things. Their vivid black-and-white stripes make them easy to see, although it's hard to pick out a single zebra from a herd. Albino zebras, with tan-and-white stripes, are considered lucky; a famously successful historic general was one and the idea stuck. Zebras are not as fast as horses, but have greater endurance. They have tough skin and are one of the few races who tolerate tattoos and cosmetics well. Some zebras like to dye their white parts in vivid colors.

Zebras and horses don't get along well, despite seeming quite similar. Zebras tend to think of horses as boring and stupid. Horses tend to think of zebras as stuck-up, bossy, and confusing. Both are annoyed by the persistent belief that magically adept horses must really be horse-zebra halfbreeds -- which are actually rare, given the animosity between the two races. Most of those halfbreeds are the product of rape.

As one of the prevailing races in Fasach, zebras hold a variety of jobs. They are farmers, merchants, porters, lawyers, judges, guards, and soldiers. They often do heavy labor such as pulling a plow or a wagon, carrying baggage, or carrying a rider. They are very picky about their choice of partner for cooperative activities like that. Unlike horses, zebras work singly in harness and not as a team. However, they still have a strong herd bond and they are intolerant of most differences.
Polar Ice Sheet

* Exists at the poles.
* There is always weak sunlight. The precipitation level is extremely low which therefore means it is extremely dry and very arid. Precipitation will be in the form of snow. Water will always remain frozen; it is covered in an ice sheet of glaciers. As it is terrestrial, there is atmospheric oxygen levels, no detritus and insignificant pressure. It experiences slight seasons.
* Summer: The temperature is extremely cold during the daytime hours and exceedingly cold from dusk through the night to dawn.
* Winter (Late Autumn - Late Spring): The temperature is always exceedingly cold.
Magic: The Demons

It wasn't long after the creation of the first worlds that the first demon was born. When the fae found her, and the other children born after her, they decided it was better to be in control. Letting anyone travel around the web without the knowledge they needed could be dangerous, so the fae weren't being purely selfish, but at the same time it was important to the world creation council that they were in charge of everything to do with the web. Having people out there who could travel around the web freely wasn't a part of the plan - they didn't plan for anyone to travel around the web apart from the fae, and even that wasn't going to happen regularly.

The World Walkers Council was created to control the newly named World Walkers and the first rule they made was that the walkers shouldn't get involved. Every walker was meant to watch what was happening on each of the worlds, staying completely detached, because that was what the fae wanted. Instead the fae got empathetic people from many of the different races who wanted to help their race and, occasionally, other races that they felt close to.

Eventually the fae realised that giving rules to a group of people who had the freedom to move around the web without needing help was never going to work. The people had once been the walkers were demonised and the fae created a new way for their chosen walkers to travel around the web. However the demons didn't stop being born. Sometimes they were caught travelling from world to world, which, in the beginning, led to executions. Later they created a way of stopping the demons from travelling, a tattoo much like the ones the walkers used, but it didn't always work, because the doors chose who they wanted to travel through them.

Most demons have a choice to make. They can either keep themselves safe by not travelling or they can take the more dangerous path and choose to travel the web. Some make the choice because they want to do the right thing and help those who need help while others just want to travel the web. Other demons aren't given a choice because they come across a door, end up walking through it, and then have no way of getting home again.
Race: The Breeders

Not everyone on Siaral becomes a Breeder, but this is what the race was called by the fae, and they don't see a reason to change it. They are a humanoid race, created purely to look after the creatures they share a world with, so they weren't originally given any magical powers. On this planet the fae planned on the magic of the creatures being collected rather than the people. Now many of the Breeders do have one of three forms of magic that have become normal on this world, in part due to the magical volcano.

The first form of magic is wish magic. Some Breeders can grant the wishes of anyone on any world, including Taithmarin, Kankirin, and Aerith. Normally they are careful about whose wishes they grant, but occasionally they make mistakes and grant wishes that adversely affect other people, and they don't often grant wishes for the anyone on the lost worlds. It's possible that the Breeders with wish magic know more about the worlds of the web than the walkers.

The second form is knot magic. Using different types of knots these Breeders can tie spells into cords for later use or to sell on to people who don't have this ability. Often these Breeders travel to other worlds to learn spells from different races to include within the knots, as they can learn almost any type of magic known in the web. Some people think that these Breeders have the most terrifying ability as they can learn all the types of magic and the walkers watch over them more closely than any of the other breeders.

The third form is scroll magic. Breeders with this ability can create magical scrolls that can be used by almost anyone on the web. Most other written magic can only be used by races with magic, but these scrolls can be used by races without magic too. They are more expensive than any other written magic, but people are happy to pay the money in order to use magic they may never have been able to use.

Each type of Breeder wears a band around their arm to tell people which type they are. Those Breeders who don't have any of the Breeder specific magics or want to raise the magical creatures of Siaral often travel to one of the other worlds.
Race: Moths

Nocturnal, originally from Larnach (Europe). Common. They have average magic. About 50% of moths have magic. About 20% of them have low magic, 50% have average magic, and 10% have high. They have average anthropomorphism and can fly. They have struts, walking legs, and arms with hands. Their bodies and heads are somewhat humanoid. They come in many colors and patterns, few as vivid as butterflies. Their delicate bodies cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Macaws

Diurnal, originally from Mothar (South America). Common. They have average magic. About 55% of macaws have magic. Of those, about 20% have low power, 75% have average, and 5% have high. They excel at using formulaic magic to create artifacts. They are about halfway anthropomorphic; they can't glide well but can slow or slightly steer a fall. They have tiny hands on their wings and also use their beaks to manipulate things. They can get competitive with quetzals. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Parrots

Diurnal, originally from Fasach (Africa). Uncommon. They have average magic. About 50% of parrots have magic. Of those, about 5% have low power, 30% have below average, 30% have average, 30% have above average, and 5% have high. They have low anthropomorphism, without hands, and they can fly. They use their feet and beaks to manipulate things rather well. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.