This data can be used as basic background information for any of the books in the Keltrian Universe.
Most relevant to current books in the Tara series being:- Spiders, Cuttails, Dogs and *Ants.
Items added since previous update will have an Asterisk.
Tara is a world in solar system hundreds of light years from Earth.
The stories linked to Tara in this set of books are based in the Keltrian Universe.
When the Keltrian people started fleeing their doomed worlds, this was one of the many planets they colonised. They arrived in ships called Settlement Ships, five thousand years before the start of the stories being told.
A prophecy had foretold that one of their three suns was dying. When Planet 1 *(Que), The Prols Home World, suffered a massive solar flare that burnt half the planet, they and the inhabitants of the other five planets decided it was time to leave.
The Keltrian people had built wheelships, and they had spent a couple of thousand years scouring the Milky Way to find suitable planets to which they could move. The wheelships had left jump gateways and sent probes to planets in different solar systems. In many systems, they had seeded suitable planets, so they were ready for the people when they moved.
When the settlement ships had followed, they checked the probes’ information, and if a planet proved suitable, they went to it. More than one fleet of settlement ships had landed on Tara. Tara had many small continents and groups of islands that allowed the different races to spread out and do their own thing.
The Pix were one of the two Keltrian parent races and been around for a couple of million years. During different creative periods, they had created their taller cousins the Genteli and then their even taller cousins, the Grandteli and then the Faeries and the Shifter race. These races were long lived compared to humans.
The Burgis race was a taller cousin of the Prols, the other parent race, and these two races have shorter life spans. The Burgis most resemble humans on Earth. The Pix and Prols came from heavy gravity worlds, but the other races had been designed for planets in the home system that had lighter gravities, like Tara.
Tara had approximately ninety-two percent of Earth’s gravity and it eighty-six percent of the gravity of the Prol World. Hence, the Keltrians were able to grow taller here. Tara is a lot like Earth in general weather patterns though temperatures are a touch cooler in the tropics and their axial tilt is a degree more.
Tara has two moons. Brother Moon is about three quarters the size of Earth’s Moon. It apears to have a slim pale blue ring at its equator but otherwise shines white. It orbits at a similar distance but it isn’t land locked like our moon. It has a small axial tilt, completes a spin about every two Taran days and takes about thirty days to complete an orbit of Tara.
Sister Moon is less than a third of its sister in diameter, orbits at about three-fifths of the distance but it is landlocked and completes a rotation about every 18 days (three weeks). Most nights it appears bright white and looks as close in size to her brother. They periodically cause some interesting tidal effects.
Some of the Keltrian people have the ability to draw and use magical energy from the Universe. With the assistance of magical items, they can increase their abilities. Some people have the ability to use all six magical disciplines, while others have more limited abilities.
The items that assist with control of the magic are also possessed by an entity. As to whether that entity is a soul or an alien entity has never been determined. The Keltrians have devised a hierarchy of abilities depending on whether the magician has a full set of items and how many gems (disciplines) are used in an item.
The Keltrians were a matriarchal society. In some countries on Tara, this is still true, and in others, it is not. Some of the people have also encountered special problems with the places they had chosen to settle. The alterations to their fertility and the birth ratios between males and females have also affected some of them.
Some communities also have special problems with the native wildlife and plants. While the Ketrians introduced some flora and fauna when the planet was seeded thousands of years before their arrival, Tara also has some surprises of her own.
Some colloquialisms you may not know:
Bickies - cookies in the US
*Brunch - meal when you have missed breakfast but it’s a bit early for lunch. Commonly had after a late night out.
Causeway - a low bridge, often without side rails. They use water tunnels to let the river flow, during normal weather conditions. They can become flooded in heavy rain.
*Dag - derogatory term, also known as the accumulation of shit on a sheep’s arse
*Drongo - not very smart person
*Fred - a ‘Field Ration Eating Device or Fucking Ridiculous Eating Device, for a picture see https://en.wikipedia.org/wiki/Field_Ration_Eating_Device
Gunna – going to
Gonna – dying or dead
Kinda – kind of
Lucked in – got lucky
Lucked out – out of luck
Pash – passionate kissing
Shacking up - living together
Quickie - sex with little foreplay and generally quick - also known as a nookie
Useta - in the past, used to be
Other useful terms
(Note: in many cases, I’ve used Earth terms for local items, for practicality)
Flora and Fauna:
Aracnzi - a huge spider native to Tara
Antelo -relative of antelopes, about 1.2m tall, males have a single set of antlers
Ants - Ants - the common races are:
Brown (tallest is 40cm high, omnivores, plains)
Green (tallest is 1m, vegetarian, forests)
Red (tallest is 80cm, carrion eaters, scrubby bush)
Black (tallest is 1.5m vegetarian, common)
Soldier (tallest is 1.7m, omnivores, mottled browns)
Giant Ants (tallest is 2m, omnivores, russet-brown) were considered extinct.
Baboos - a type of monkey, human-sized, look like large orangutans
Bees - larger than the earth varieties but do the same job and look similar
*Bell-berry - succulent bell shaped blue berries, grow on a bush in trees
Berserker - relative of bears, they have red and white marking on their faces, mostly eat plants and fish but are aggressive if challenged or they have young
Bighorns - a type of cattle of the shorter variety
Bird Barbs - a moderate size bush with barbed seeds that cover a sweet fruity flesh
Boa - A form of slider (snake) that is Sentient and they grow very large
Brooder - female ants that lay eggs for the queen ant
Buzzes - relative of the fly
Camla - cross between a cow and a camel
Canine - huge black dog that resembles a short muzzled Dalmatian dog, sentient, ancestors to the Dog-Shifters.
Catalos - large tawny type of cat similar to Panthers but bigger
Cluckers - chickens
Cuttail - very large spotted cat, up to 1.5m long, 1.4m high with long canines and claws and a short stubby tail.
Dragons - have leather wings, long necks with big heads, short front arms, long back legs and tail. They are scaly and come in a variety of colours. They don’t breathe fire, they can mind talk with magicians
Eagle - Giant bird similar to Earth eagles in body shape but they stand 1.2m tall and have massive wings
Flickers - small simian with long limbs and tail, very intelligent, they can send images to magicians. They can change gender for sex, but only the Prime can sire progeny
Flyers - birds
Glimmers - small chameleon type lizard
Jumpers - frogs
Lanky - a form of horse, have longer ears more like donkeys
Longears - type of rabbit but very big
Milky-nuts - macadamia nuts
Pomelo - type of grapefruit
Reptii - a reptilian animal with pig like behaviour and shape that lays eggs in communal burrows, they hatch after 8 weeks
Ratters - type of rat
Rohans - reptilian type bird, taste like a peppery chicken and lays eggs
Scurries - lizards (Blue Tongues - giant lizard)
Shukra - sugar or sugarcane
Silversides - a type of freshwater fish that can grow to 60cm long and are good eating
Slider - snakes, general terminology, not sentient like the Boas are
*Snapper - carnivorous plant, being close to one activated its jaws. The plant has the ability to fold in the serrated teeth on their lips and they could even spit acid several metres at the unwary
Snuffler - type of pig
Woollies - a long-legged cross between a goat and a sheep
Wolf - very similar to Earth’s grey wolves
Wyverns - don’t have the front legs like dragons but do have finger claws on their wings, grow to about 50cm in body length
Items:
Auto - small personal car
*Bandolin - looks similar to a banjo
Buggy - car made by the Dog-Shifters, it has sola-panel on roof, designed for four people and can handle rougher roads
Carrier - type of bus with bench seating
Coca - chocolate/cocoa
Flatbed - type of truck
Kaboo - an alcoholic spirit - quite potent
Kaffe - coffee
Mad - multi-application device)
Puller - small tractor style vehicle
Rider - an Auto used as a taxi
Reaper - it was attached to a Puller and it cut grain stalks and tied them into small bundles
Seeder - designed to place seeds into furrows
Thresher - removed seeds from grain stalks
Travellers - electric vehicles - generic name
Trike - hybrid moped or scooter but has two small back wheels, box style carriers, the seat long enough for two people and it is battery powered, electric motor driven
*Special Interests
*Wheelships
Wheelships had been used by the Keltrians to venture into different galaxies.
In space, the wheelships did look like a toroid shaped wheel that had been mounted on the central axis or the central arm of a long skinny letter ‘H’. The habitat spun on a spindly looking framework attached to the axis to generate the basic gravity effects. Magic was used to make gravity feel consistent, depending on which level of the ship you were located in. The inner axle area and arms of the frame had no gravity.
The main engine assemblies were mounted on the ends of the arms of the ‘H’ and slightly beyond the body of the habitat ring. Manoeuvring assemblies were studded down the arms. The engines were looked after by the small multi-purpose droids that the ships SAI controller.
Because the Hydrazine that was used as fuel was deadly to magical people, they couldn’t service the engines directly. If the Keltrians needed to access the arms, they used a transporter. To be honest, they didn’t know a hell of a lot about how the ship worked either, as long as it did.
The habitat consisted of sixteen annulus shaped sections that were capable of independent flight should the ship suffer a catastrophe. The SAI controllers were designed with several redundancy systems should one be damaged, so each section had its own hive mind.
Each section was skinnier on the inside (the top if on the ground) than the base. The 60m square top was rounded into a concave curve along its length and width to a depth of 15m where the 15 wide magnetic rails were set into the centre groove that connected to the hub.
The two sides that were exposed to space and the base had convex curves. The circumference of the base before it curved to form the outer hull was 100m square. The other two sides were flat so they could join to the next sections. Each section was close to 60m from its highest point on what was the hub connection to the square of the base that made the floor of the hanger bay.
Level 1 was the greenhouse. It was effectively the innermost ring of the torus and the green houses were divided onto two halves. Each was roughly 25m at the highest point, 25m wide and divided into four 15m lengths. Under the 15m wide section that spun around the hub were work areas and access to the lower levels.
The ceiling for want of a better word was interspaced sections of material like the Oznglass and hull sections on late twenty-first Earth ships. They used the glassed areas as gardens for their fresh foods and propagating seedlings that they were to disperse on a new planet.
Level 2 was the control room, offices, labs and food processing rooms for the greenhouses.
Levels 3 to 5 were sleep quarters and amenities for the inhabitants. Personal storage and dry-food storage were also scattered as required on these levels.
Level 6 and 7 were the hibernation chambers for the crews. They were used between stops at a posable planet they could terraform or upgrade to meet their standards. They could also be used to house settlers that transported to the ships from the home worlds.
Level 8 were labs and storage. Hibernation chambers for some of the animals and storage of other genetic material were also stored on this level.
Level 9 were workshops, labs and mostly storage. The transporter ring was also normally found on this level.
Levels 2 to 5 were roughly 3m high with 1m high crawl spaces between them. Levels 6 to 9 were a metre higher to accommodate the chambers and storage arears.
Level 10, was the outermost level. If you could walk until you got back to where you started on this level, you covered just short of 1.6km. The curved outer most section under the hanger bay had four small drive engines for emergencies.
The hanger level was 25m high. The smaller shuttles, which the Keltrians used when exploring new systems bay were stored here. 20m above the floor was a small mezzanine floor that gave access to the internal levitation tubes and stairs that took you to the other levels.
When joined together double sets of doors and interlocking pressurisation rooms let you into other sections of the ship. They had to be sealed in an emergency so the sections could break apart. Other access doors to space were located centrally on each space side of levels 2 and 10.
Over many thousands of years, the Ketrians scoured the universe to find planets they could use or terraform for their populations. As they travelled, they often stopped to rest and to carry out the terraforming process on a world. Some stayed long enough to leave a generation behind to monitor the new world.
Some of the ten original wheelships lost contact with the home worlds and became lost themselves. Some had run-ins with other objects in space and broke into their sections. If this happened, each section would try to pinpoint a suitable planet. The people on board would go into stasis and wait until the section could get them to a suitable planet if they were still alive.
If the event was truly catastrophic, like the warp engines blowing up, then the sections could get hurtled through space and for reasons to long to explain, through time. Keep in mind that time is relative to the section of space you currently inhabit. For example, the stars we see in the sky at night may not actually be there in our reference to now, today if you could take a snapshot of the universe.
*A Controller (SAI) of the Wheelships and Keltrian Cities
A controller is a self-aware entity. It is part organic and part machine. They had an uncanny resemblance to sea sponges. They call themselves SAIs, as humans seem to understand the concept quicker. They live in a tank of nutrients and use a gold perforated disc about 20cm round as a connection plate to external systems.
Unlike sea sponges, they are an organic brain of sorts. The honeycombed skeletal-like sub-structure is their data-storage area, similar to a USB key, but better. A complex nerve system in the surrounding flesh connects the data to the organic brain that looked like a blob of pink jelly if you got to see it up close.
Little orange feeder tentacles on the ends of the nobly protrusions absorb the nutrients to feed the AI’s brain and flesh. They can grow new parts to expand their capabilities and they can replace old matter that is then recycled. They can communicate using the Wi-Fi connections on personal communicators and the audio systems of a ship or building structure. With magical people, they could even connect to them mentally.
SAIs can live for five to ten thousand years as long as they have some-one to serve, (they get bored and lonely otherwise). Before they die, they can leave spores that can spawn and inhabit the old skeletal structure and replace the flesh required to sustain the memory part of the system and access the old date from their Mothers.
However, because they were created by the Pix race, they require several high level mages or better, with plenty of spare magical energy, to place the activation spells on the spores to get them to spawn. Each controller has its own personality.
Interestingly, an SAI controlled wheelship only displays one personality that the magicians can communicate with even though each of the sixteen sections has its own controller. Acting as a hive mind, they can multi-task on hundreds of levels. They always have female sounding voices when they do communicate.
*Keltrian Shuttles
These shuttles have a flattened, tear-shaped design for space flight. They have wings over the side engines that can be extended for flight in an atmosphere, making them very manoeuvrable. Most of them can sleep eight people comfortably between its four bedrooms.
They have a cock-pit, storage, kitchen, bedrooms, lounge and dining facilities in the top level. The control equipment room, engineering and access to the engines and bulk cargo on the lower level.
*Punishments
Cuffs
Crimes that didn’t inflict physical injury on others carried a sentence of the Cuff. If the perpetrator attempted to repeat the same type of crime or any other, then the Cuff would inflict a stinging buzzing sensation around their wrist to remind them to behave. It would move up their arm and into their head and the pain would get worse as they persisted, until they became unconscious.
It was commonly used for theft and minor crimes. They were normally worn for short term sentences. They also disappeared once placed on the criminal so they couldn’t remove them, even if they had magical abilities.
The Hex
Hexes could be short term or for life depending on the crime. Brutality towards others often received this more severe punishment. This included verbal and physical abuse, rape and in some situations, the death of another even if they didn’t do it but planned for another to do it.
Stasis
People found guilty of murder or repeated offences despite the Hex if they had one, got to have a long sleep. Normally putting a perpetrator to sleep for a year had a profound effect on them and they rarely re-offended.
Banishment from Keltrian space
This was very rare. It was generally only enacted when the crimes against a community were committed by a magical being and they were unforgivable. Generally reserved for mass murders or people inciting rebellions or war.
The people were placed in stasis chambers with their magical items still on and sent into space in a shuttle. It was deemed a death sentence, as it was well know that magical items would desert their host if they were in stasis for more than twenty years.
Tara Time:
One year = 360 days, 12 months, 60 weeks.
A month = 30 days (5 weeks)
A week = 6 days
A day = 24 hours local or approx. 24 Earth hours
Time = close enough to Earth to be similar.
Seasons of year = 3 months each.
Gravity = 92% Earth standard
*Days of week:
Queday, Triday, Rehday, Forday, Rotaday, Saxday
*University study periods
- four terms of three months (15 weeks)
- twelve weeks of study
- One week of exams
- Two weeks of holidays
Gestation:
Live birth -
Shifters = 30 weeks (6 months)
Non-Shifters = 38 weeks (7.6 months)
Wizards who are Shifters = 20 weeks (4 months)
Dog-Shifters - 15 weeks (3 months)
Bighorns/ lankys/ baboos = 30 weeks (6 months)
Snufflers/ woollies = 15 weeks (3 months)
Boas/ Flickers/ wolfs = 10 weeks (2 months)
Faeries/ Cuttails/ Catalos/ Canines = 12 weeks (2.4 months)
Egg layers -
Reptii = 6 weeks
Eagles/ Spiders/ Sliders = 5 weeks (1 month)
Rohans/ cluckers = 18 days (3 weeks)
Money:
Denominations -
1 = a square coin, 2 = triangular coin, 5 = a round coin.
Que, tri, rota - 1, 2, 5 cents - Bronze - 20mm to a side or diameter
Queb, trib rotab - 10, 20, 50 cents - Brass - 24mm
Quek, trik, rotak - 1, 2, 5 dollars - Silver and copper alloy - 22.5mm
Ques, tris, rotas - 10, 20, 50 dollars - Gold and copper alloy - 18mm
Numbers -
Units - 0 to 9 = nil, que, tri, reh, for, rota, sax, seh, eta, nah
10s = add a ‘b’
100s = add a ‘k’
1,000s = add an ‘s’
10,000s = add a ‘z’
100,000s = add a ‘g’
A Million = add an ‘xi’
Disciplines of Magic:
Lore - diamonds or aquamarines - a book symbol - blue - Associated with retrieval and retaining of information.
Energy - rubies, sapphires or garnets - a flaming torch symbol - red -Connected to realigning base elements and energy fields.
Physics - amethyst or moonstones - a wind or a cloud symbol - purple - Associated with manipulating and shaping of liquids and gasses.
Nature - opal or agates - a leaf or tree symbol - green - Associated with manipulating plants, animals and people. This is the most common sort of magic user in the lower orders. Some are stronger with dealing with animals, others with plants and others humans.
Psychic - topaz or quartz crystals (rose, tangerine) - yellow - an eye symbol - Used for mental and metaphysical energies.
Earth - emerald or turquoise - a hill symbol - orange - Related to manipulation of base elements, minerals and other inanimate substances it’s often linked with Physics or Energy traits.
*Special - Jade or a special gem that is linked to a Queen, Overlord or Empress - clasped hands - white - Related to enhancement of all skills the bearer can use even if already enhanced by a discipline gem.
They are often found on Paladin and some wizard items. They will also extend the life expectancy of the wearer.
*Colours Associated with Disciplines
Lore - blue
Physics - purple
Energy - red
Earth - orange
Psychic - yellow
Nature - green
Shields - white.
Items in a set:
Rings
- Most common item
- It has at least one, pale green square cut gem called a Quaz crystal and one gem for each discipline the skill set was designed for
- If more disciplines, they can be arranged differently and gems can vary in size
Medallions
- The medallion is about 3cm by 4cm and about 4mm thick
- Has a Quaz crystal, about 1cm square in the centre
- The symbols associated with the disciplines it was designed for are inscribed on it.
- Some also have the associated gem for each discipline the skill set was designed for
- On the back is an inscription that read, ‘I learn to serve’. It may also have a job description, e.g. Builder
Diadems
- Can vary in style and design from simple bands to elaborate scroll work
- Generally slid onto forehead
- Have at least one Quaz crystal and one gem for each discipline the skill set was designed for
- May have non-magical quartz crystals to balance design
Wands
- A tube (baton) about 25cm long when not extended
- 25mm thick at its thickest end and slightly narrower at the other end
- 180 to 200cm at full length - called a stave
- Can be stopped any length in-between when extended
- They have a large round cut Quaz crystal at the thickest end
- Some are studded with extra gems to match the other items in the skill set
Sceptres
- Only Empresses and Queens have these instead of the wand
- They have a more elaborate rounded head with the Quaz crystal in it, and they do have the extra gems
- They can extend from 30cm to 220cm and to any length in between
Crowns
- Only Empresses and Queens have these instead of the diadem
- Normally have set of peaks and sits on top of the head
- All disciplines are represented as well as the added special gem that the Queen or Empress is named from
Vambrace
- Looks like metallic cloth or mesh that covers the forearm and it appears when called
- Replaces a full set of magical items as gems are generally larger or it may have multiple smaller ones, depending on design
- Quaz crystals stud both ends with the gems and symbols behind them
- They have a flexible screen in middle that can be removed. It can be expanded to approximately A5 size
- Have an AI and a voice/name in the pad and an Entity
- The pad acts like a Mad - storage for spells and diary, other apps, comms and GPS
Spell book/Mads
- The Older style is a small book about the size of a small fiction novel.
- They contain spells and their instructions, and/or diary entries of previous owners
- In the books, spells are on the left in a special language only readable by magicians
- Pages are added as required, but the book never gets thicker
- Some magician sets, have special boxes that contain the spell books
- Newer varieties, like the Paragons have, and in vambraces, are like an electronic tablet or they attach to their wrists like Queen Lee’s variety (see Delta books), which is called a Mad (Multi-application device)
- Newer varieties can also be used as communicators.
*Crystal ball
- They were about eighteen centimetres round and were used to communicate over very long distances
- Only Wizards and above have this item if they received an old box that originated from Keltria.
- Many of the new wizards that use the communication devices did away with the crystal ball.
Notes:
- A full set of items consists of a diadem, a medallion, a ring a wand and a communication device (Mad or crystal ball)
- Novices can have parts of a set
- Some places consider a person with items that have three or more gems or at least two items, as Mages even if it’s not a full set
- The more complete the set, the stronger the users’ abilities in their disciplines.
Quaz Crystals
- These are the magical crystals that are found in all items
- They can store both electrical charge and magical charge
- They can be recharged electrically (if uses specifically for this purpose)
- Recharging by either a heat or light source is also common
- For better magician charge, sleeping, heat, the eating of food or having sex are best
- Magicians can also manipulate the magical recharge by drawing on the magic in the universe, and pull it into themselves or through another when having sex and it will heighten the sexual and magical effects
- Were known as de Ray crystals in the original Delta Series of books
Hierarchy of Wizards:
Empress
- One per planet
- Can have 10 Queens, a Paramore plus a decad of consorts (Pre - Overlords)
- Has all 6 magical gems + 1 special gem in their items
- Has a crown instead of a diadem and a sceptre instead of a stave
- Lifespan is undeterminable.
Overlord - (New type of magician)
- 6 per Emperor/Empress
- Can have 2 - 6 Queens of any type, a Paramore plus a decad of consorts
- Can be instated without Queens and will balance when sextet Wizards and decade Wizards are active without their respective Queens
- All 6 magical gems + 1 special gem for each Queen allowed, in their items - normally held on the vambrace
- Lifespan is undeterminable.
Queen Wizard
- One per continent if it has four or less countries
- Called a Regent if male or male shifter
- Can have two to five decads or sextets of Wizards (but not both types), a Paramore plus a decad of consorts
- All 6 magical gems + 1 special gem in their items
- Has a crown instead of a diadem and a sceptre instead of a stave
- Lifespan is undeterminable.
Lord Wizard
- One per country
- They are the head of a decad (group of ten)
- Can be any gender
- All 6 magical gems in items
- May have their Queen’s gem added (modern versions)
- Can have consorts who are normally of High Mage status or better - Lifespan is approximately 10+ times longer than the average for their race.
*High Wizard (Pix and Shifter versions of Wizards)
- They are a sextet of Wizards
- Can be any gender but the Wizards are paired
- They can have other consorts who are normally of High Mage status
- They don’t have a Lord Wizard or Apprentices as they rely on High Mages to replace their ranks
- Any set of 5 of the 6 magical gems are in their items but they are larger than a decade Wizard’s gems, hence the title ‘High’
- The Wizard may be named by their primary skill e.g. High Energy Wizard
- A sextet may have their Queen’s or Overlord’s special gem added (modern versions)
- Lifespan is approximately 10+ times longer than the average for their race.
Wizard (Genteli Decad version)
- 4 per decad
- Can be any gender
- Any set of 5 of the 6 magical gems in their items
- May have their Queen’s gem added (modern versions)
- Can have consorts who are normally of High Mage status or better
- often pair up with their Apprentice.
- Lifespan is approximately 7+ times longer than the average for their race.
Apprentice Wizard
- 5 per decad - each linked to a wizard or the Lord Wizard
- Any set of 4 gems in their items and they are bigger than in a High Mage’s items
- May have their Queen’s gem added
- Can have consorts who are normally of High Mage status if they are not partnered with their wizard
- Lifespan is approximately 6+ times longer than the average for their race.
Paladin
- Special type of Shield Mage - Queen’s guards or emissaries
- Set of 4 magical gems in their items - Lore and Psychic disciplines combined with Energy and/or Physics is most common
- Also had the special magical gems from their Queen - clasped hands symbol - Used to booster all disciplines
- Lifespan is approximately 5+ times longer than the average for their race
High Mage
- As many as required for a country
- Any set of 4 magical gems in their items
- Lifespan is approximately 4+ times longer than the average for their race
Shield Mage
- Special type of Mage - Protectors
- Set of 3 or 4 magical gems in their items - Lore and Psychic disciplines combined with Energy and/or Physics is most common
- Lifespan is approximately 4+ times longer than the average for their race.
Mages
- As many as required
- Set of 3 magical gems in their items
- Lifespan is approximately by 3 to 4 times longer than the average for their race.
Novices
- As many as required
- 1 or 2 magical gems in their items
- Their lifespan is roughly 2 to 3 the average years of their race.
*Magi
- Name for a magical user that is from a sentient race that is not from the human or Keltrian races e.g. Flicker, Ant, Boa
- Novice and Mage levels as such, are all Magi
- (Note: Higher levels may come later)
Local Royalty:
- Queen and Consort
- Duke and Duchess
- Marquess and Marchioness
- Earls and Countess
- Viscount and Viscountess
- Baron and Baroness
Note: Regent is used some regions for rulers who are males or Shifters who prefer their male form, rather than King. Often the title Lord or Lady is used to signify nobility of the consort and other members of nobility particuly when the higher title isn’t know.
Principle Races:
Prols
Average height - 120-130cm
Skin - chocolate to brown
Hair - chocolate to brown, some shades of red
Eyes - mostly brown but some also have dark blue or purple eyes
Life span - 60 to 70 years.
Mating
- Prols mostly stay in the race
- Males don’t like their females not being under their protection
- They can mate with Pix, shifters and Burgis
- Tend to like large families
- Females also come into season six times a year
- They don’t have periods, as humans do.
Other features
- Shorter of limbs than Pix, have big feet, short fingers and a slightly bigger head
- Some have dwarf features
- Heavy set bodies and they are very strong
- Large, roundish ears and big noses are common
- Grow genital and facial hair
- Females tend to have large breasts for their frames and wide hips
- Considered adults at age sixteen and females can be married as young as fourteen when sexually mature.
Burgis
Average height - 145-155cm
Skin - dark beige to browns
Hair - browns to black, some shades of dark red or even dark blue
Eyes - mostly browns but some also have dark blue or purple eyes
Life span - 80-90 years.
Mating
- Can mate with Prols, Pixs and Shifters, generally not successful with Genteli or Grandtelis
- Females come into season four to six times a year
- Four to five children are common
- They don’t have periods as Humans do.
Other features
- Smaller rounder ears than Prols with wider noses than races linked to the Pix
- They have broader shoulders and are more heavy set than Pix.
- Females are of similar builds to Prols
- Grow genital and facial hair
- Considered adults at age eighteen and females can be married as young as sixteen when sexually mature
- Created from the Prol race
Pix
Average height - 115-125cm
Skin - white-pinks to light grey
Hair - Light honey to white and silver blonde
Eyes - Eyes tend to be larger than Prols. Mostly dark blue or purple
Life span - 120-130 years.
Mating
- Can mate with Prols, Burgis, Genteli and Shifters, generally not successful with Grandtelis
- Females come into season three to four times a year, but less often as they age
- Due to long life, they may have two to three sets of one or two children, as they don’t come into season again until then and they don’t have periods, as Humans do.
Other features
- Slim of build with long fingers and big feet
- Have long backward pointing ears
- Facial features also tend to be longer and narrower than the Prol and Burgis races
- Females tend to be smaller breasted and not as wide in the hips as Prols
- Don’t grow genital or facial hair
- Considered adults at age twenty-five and females don’t tend to marry until that age
- Sexually mature at twenty-one.
Genteli
Average height - 160 to 175cm
Skin - white-pinks to pale apricot
Hair - Light honey to white and silver blonde often with pink to purple tones
Eyes - Eyes tend to be larger than Prols. Mostly dark blue or shades of purple
Life span - 130 to 140 years.
Mating
- Can mate with Pixs, Grandtelis and Shifters, generally not successful with Prols or Burgis
- Females come into season two to three times a year, but less often as they age
- Due to long life, they may have two sets of one or two children
- Three to five years, between children is common, as they don’t come into season again until then and they don’t have periods, as Humans do.
Other features
- Mostly slim features
- Females tend to be medium to large breasted and not as wide as - Burgis in the hips
- Fingers and feet are not as long proportionally to Pix race, closer to human race on Earth
- Ears not as pointed as Pix
- Don’t grow genital or facial hair
- Considered adults at age twenty-five and females don’t tend to marry until that age
- Sexually mature at twenty-one
- First race created by the Pix.
Grandteli
Average height - 210 to 250cm
Skin - cream to tans
Hair - blonde to darker honey, light browns or shades of red. Pink to purple tones in hair are common
Eyes - mostly browns but some also have dark blue or purple eyes
Life span - 130 to 140 years.
Mating
- Can mate with Burgis, Shifters and Genteli, generally not successful with or Prols or Pixs
- Females come into season two to three times a year but less often as they age
- Due to long life, they may have two sets of one or two children with three to five years, between children being common as they don’t come into season again until then and they don’t have periods, as humans do
Other features
- More heavy set like Burgis but with Genteli features.
- Considered adults at age twenty-five and females don’t tend to marry until that age
- Don’t grow genital or facial hair
- Sexually mature at twenty-one
- Second race created by the Pix.
Shifters
Average Height - 155 to 175cm
Skin - often a paler tone that matched their hair colours
Hair - browns, blonde to darker honey or reds. Pale white, copper, green, blue or purple streaks in hair are common
Eyes - can vary widely but yellow/brown, greens and blue shades are common. Often tends to depend on dominant alternate form
Life span - 130 to 140 years.
Mating
- Can mate with any of the other races
- Females come into season two to three times a year, but less often as they age
- Due to long life, they may have two sets of one or two children with three to five years, between children being common,
- Couples, who are both shifters, often alternate pregnancies, as they are fertile when in male form
- They don’t have periods, as humans do and control when they do come into season if magical.
Other features
- Body shapes are slightly heavier than Genteli but not as much as Burgis
- Have the ability to absorb DNA of other animals
- They can shift shape to different animals if they have that DNA, and change gender
- Shifters born male are very rare and don’t tend to be able to shift gender or shape, this is considered a deformity and the child many be branded or abounded, some shifters will shun such a child
- Most are born female and at least three-quarters of them stay in female form during the day
- Don’t grow genital or facial hair
- Considered adults at age twenty-one and females don’t tend to marry until that age.
- Sexually mature at sixteen
- Last race created by the Pix.
Faeries
Height - 35 to 45cm
Skin - tend to be pale greeny-grey tones
Hair - darker tones to their skin
Eyes - mostly green but some also have light purple eyes
Life span - 140 to 160 years.
Mating
- Due to size, they don’t generally mate with the other races
- Females come into season three to four times a year, but less often as they age
- Due to long life, they may have two sets of two to three children
- Two to three years, between children is common, as they don’t come into season again until then and they don’t have periods, as humans do.
Other features
- Proportionally, they are similar to Genteli
- Have a double set of wings similar to cicadas mounded just below their scapulae
- Considered adults at age twenty-five and females don’t tend to marry until that age.
- Sexually mature at twenty-one
- Have been around as long as the Pix and Prols and are considered a different species.
Paragons (New Race on Tara)
Average Height - 180 to 220cm
Skin - often a paler tone that matches their hair colours
Hair - Blacks, browns, blonde to darker honey or reds. White, pale copper, green, blue and purple streaks in hair are common
Eyes - can vary widely but yellow/brown, greens and blue shades are common. Often tends to depend on dominant alternate form
Life span - 130 to 140 years.
Mating
- Can mate with any of the other races, but tend not to mate with Prols or Pix due to size
- Same as Shifters for children and fertility
Other features
- Body shapes are slightly heavier than Genteli but not as much as Burgis
- They are Shifters and also have DNA from a species call Controllers, who were magically created by the Pix
- They store memories in their bone structure like data storage chips
- Some do, and some don’t grow genital or facial hair, deepened on the racial mix
- Considered adults at age twenty-one and females don’t tend to marry until that age
- Sexually mature at seventeen
*Dog-Shifters (New Race that was formed on Tara)
Average Height - 190 to 210cm in human form 130cm to top of shoulder in Dog form
Skin - often light beige to mid-beige
Hair - Black, red or reddish browns, with a strip of blonde to dark honey or reds over one ear when in human form
Eyes - can vary widely but yellow/brown to dark brown is most common.
Life span - 130 to 140 years.
Mating
- Can mate with any of the other races, but tend not to mate with Prols or Pix due to size
- Fertility, female form- twice a year unless they have pups (wait 2 years), male form - approximate every 2 years
- Children, normally born as pups even if female is in human form
Other features
- Body shapes in human are slightly heavier than Genteli but not as much as Burgis
- Have the ability to absorb DNA of other animals
- Unaltered, females can shapeshift between dog and human; males cannot and stay in dog form unless changed by gene from Utopia
- Females and most altered males don’t grow genital hair, else like shifters
- Considered adults at age twenty-one and females don’t tend to come into season until that age.
- Sexually mature at sixteen.
*Other pertinent information about the Keltrians
The Six Gods:
The Keltrian worshipped the six Ketrians Gods. The people considered them benign Gods for the most part, unless their lives were not going along as they wished.
The Matriarch - She is considered the Queen of the Gods. Her word was final, and she was considered the mother of the people. The traits of the Lore ability were often assigned to her, as she was deemed the mother of wisdom.
Justice - He deemed what was good and what was bad and determined the fate of the people. Some considered him the god of war and peace. The traits of the Psychic ability were often assigned to him, as he was deemed the seer of truth.
Genesis - He was considered to be the protector of the land and the animals, and he controlled the seasons and weather. The traits of the Nature ability were often assigned to him.
Faith - She was the goddess of hope, courage, luck or help. The traits of the Energy ability were often assigned to her, as she was deemed the controller of time and energy.
Unity - You prayed to Unity when you had family problems or were looking for love. (Sexual orientation had not been determined). Unity also represented stability and community. The traits of Physics were assigned to this god. Sailors loved this goddess, as they believed she controlled the seas.
Charity - She was deemed the Goddess of compassion, health and good will to others. Others believed she forged strong community values by promoting hard work. The traits of Earth were assigned to this goddess. Many people involved in physical jobs or trades considered her their protector.
All of the gods were considered to work together to provide for the people. They were also known to have moments of ire and Justice wasn’t the only god who got cranky.
The Void
The Keltrians also believed in reincarnation and a place called the Void. Some said that it was more like Hades, for those who misbehaved. People who angered the Gods were sent there to atone their sins. If they were lucky, they might get a chance to come back and atone for them in their next life.
It was widely accepted that you only briefly visited the Void if you lived a just and compassionate life and you may even be sent back to do the bidding of the Gods as an Entity for magical items to ensure the gift of magic was not used to create disharmony or promote evil doings.
The One People
Keltrians believed in the One People, and that all of the people had the right to live as they choose as long as it didn’t harm others.
Home planets of the Keltrian Star system
Planet 1 (Que) - Pixs - Gravity > Earth
Planet 2 (Tri) - Prols - Gravity > Earth
Planet 3 (Reh) - Grandteli and Shifters - Gravity < Earth
Planet 4 (For) - Genteli and Faeries - Gravity < Earth
Planet 5 (Rota) - Burgis - Gravity = to Earth
The Keltrian system originally had three Suns. Two were similar to Earth’s for heat and light output but slightly smaller. They closely orbited a very small dense blue sun. Que and Tri were in the same orbit around one yellow sun and the other three in a similar obit around the second yellow sun.
(Think of a spinning bar-bell with the blue planet at the centre of the bar and the focal point of the spin. The other suns being at the end of the bar and the connection points for the weights that were the spinning planets around them.)
The primary races of Keltria had waned and grown many times over the millions of years that they had inhabited the system. They had expanded into the universe on more than one occasion.
The Planets; Reh, For and Rota were moved by the surviving Empress Wizards under the direction of Empress Hinana, with one of the suns to form a new solar system. What happened there after is another story.
*Maps of Tara
These maps will be added to or updated as more continents, places and islands are introduced in the stories that they are relate too. They are not strictly to scale and measurements are approximate at best. They are provided to give a rough idea of how the places and towns are laid out so you have a mind picture of this world.
The following legend is provided to help identify features:
- Large red dots are capital cities
- Small red dots are principle towns
- Small blue dots are places of interest or prominent villages
- Only the major highways are drawn
- Grey areas poorly represent land that is 1000m above sea level as represented by the outlines of the land masses.
- The lines of latitude and longitude are roughly equivalent to one hundred kilometres per degree. Some stretching and squishing of the land masses may occur in maps representing individual continents and areas of interest.
(I’m not that much of a protectionist and the maths required to plot them all is to horrendous for this undertaking. It’s bad enough that I’ve gone this far into my fantasy world.)
Tara
Updated: 22/12/2018 (Tara-18-22_22.jpg)
The Continent of Dori
This is a close up of the area on Dori that the main part of the story in Book 1 - Spiders, is centred around.
Updated: 18/08/2017 (Dori_Tara.jpg)
The Sister Islands
This map is referred to in the books that have the islands name as their title. Book 2 - Cuttails, Book 3 - Dogs and Book 4 - Ants
Updated: 22/12/2018 (SisterIs-18-12_22.jpg)
Book 1 - Spiders
Places of interest:
Tara - Planet
Dorri - Continent
Vasa - Country - (Vasari’s)
Villas - Vasari’s city - south-east coast
Morton - Alina’s city - central - grain
Milton City - south, south-west coast
Rollin - Country - (Robina’s)
Riverview - Robina’s city - North-west
Lakeside - City - north-central - fruits & wine
Portland - City - north-east coast
Bellini Range - Range of mountains that separates the two countries, known as the exclusion zone - 50km across
Renee Province - 6 small towns, Central - Reno, Northern towns - Aracna and Veno, southern - Station, West - Oatland and East -Grove
Characters:
Caves & Lab
Mark James - Alien, 21yo - Paragon
Jean Renee - Biologist, 24yo, Shifter
Kia - Flitter, Prime
Bobo - Kia’s wife
Black - Flitter, Prime
Pauli - Traitor, Genteli
Villas
Queen Vasari - 400yo, Shifter, rules Vasa
Halina - Vasari’s daughter - 80yo, Shifter, 1st in line
Reanna - 200yo, oldest granddaughter of Vasari, 2nd in line
Halina - 3rd in line to the Vasa crown
Lady Marlene - 150yo, Genteli, Baroness
Duchess Francie - mother of one of Mark’s children
Renita - 50yo, Guild Lord, Mage, shifter
Mage Terrill - Guild Lawyer, works with Vasari
Mage Botham - Guild Lawyer, works with Vasari
Lady Rothberg - member of the Judiciary
Sir Penrith - member of the Judiciary
Saul - Leader of Vasari’s scouts
Old Cal - one of the guards
Riverview
Queen Robina - 380yo, Shifter, rules Rollin
Walter - Robina’s spy
Mage Trevin
Gralin Bartle - 70yo, Old Guild Lord, Mage
Grace - 5yo, Gralin’s daughter
Sasha - 50yo Gralin’s younger sister
Mathew - Sasha’s spouse
Lady Anne Bartle - Baroness, granddaughter to Robina
Palene - 28yo, Mage, Shifter, Anne’s daughter
Morton
Duchess Alina - 74yo, Morton, Rival faction in Vasari’s country, granddaughter of Vasari’s deceased sister
Lady Anika Mills - 50yo, Alina’s half-sister
Colonel Harrold - one of Alina’s lovers
Major Tomas Millan - Works for Alina
Eddy - one of Alina’s soldiers
David Marshal - Lore Mage, banker in Morton
Renee Province
Duchess Janet Renee - 100yo, Daughter of second oldest sister of Queen Vasari
Lady Cilia - 50yo, Shifter, Janet’s partner
Nathan - Novice, Burgis
Brando - Mayor of the town of Aracna
Mark’s Kids, all born as Paragons:
Tracy - Mother was one of Vasari’s Handmaids
Paula - Mother was one of Vasari’s Handmaids
Mara - Mother was one of Vasari’s Servants
Edith - Mother was one of Vasari’s Servants
Sophie - Sasha’s daughter
Candice - Duchess Francie’s daughter
Kala - Duchess Anika’s daughter
Brianna - Baroness Alina’s daughter
Sammy - Jean’s daughter
Davy - Jean’s son
Book 2 - Cuttails
Places of interest:
Tara -Planet
Sister Islands - Five major islands, Northern Hemisphere
Ant Island - Avilla City
Boa Island -Slider City
Cuttail Island - Hilton City, Clawton, Catton, Darina, Pixville, Merton, Loina, Clifton
Dog Island - Batton City
Eagle Island -Wing City, Talon
Erin Valley Province - Cuttail Island, Trae’s property
Bluewater Province - Eagle Island, Baroness Talon
Silverbeak Province - Eagle Island, Barron Beak
Characters:
Trae Quinton - Cuttail hunter, Ranger, Lore High Mage, Erin Valley, 23yo, 155cm, pale skin, aqua purple eyes, aqua streaked long curly hair
Kitty - Trae’s pet cuttail, found Cuttail Island
Sampson - Trae’s pet cuttail, found Eagle Island
Catton
Billie Smithers - Lanky breeder, and farmer, 50yo, Pix,
Marika - 24yo, Billies Daughter
Tomin Shale - Magistrate
Nathan Hollows - Chief of Rangers
Della, Moe and Sage - Lankys, Della birthed Soot
Mark Burrows - Ranger, Nature Novice, 22yo, Burgis,
Paul Burrows - Ranger, 18yo, Marks brother
David Peters - Ranger, 25yo
Rayleen Farley - Psychic Novice, 20yo, Tom’s sister, pink rose quartz crystals
Tom Farley - Ranger, 18yo, Paul’s friend
Wing City
Jim Cutter - Jeweller, Earth Novice, 160yo, Pix, 128cm,
Helena Cutter - Jim’s dead wife
Trisha Cutter - 61yo when she went missing, Raymond’s daughter
Reanna Cutter - Trisha’s daughter
Katrina Cutter - Energy High Mage 23yo, Trisha’s daughter to a Shifter, 145cm
Nala Ashton - Florist, Nature Novice, 80yo, Jims girlfriend
Pamela Embers - Nala’s assistant, 36yo, Burgis
Christin Embers - 15yo, Pamela’s son
Barron Roger Beaks - 80yo, Pix
Baroness Ursula Beaks - 70yo, Pix, Roger’s wife
Dewar Beaks - 24yo, Pix, Roger’s son
Reynar Beaks - 18yo, Pix, Roger’s daughter
Walter Trenton - 23yo, friend of Dewar
Felton Waters - 24yo, friend of Dewar
Baroness Fran Talon - Talon Estate, 20km east of Wing City
Baron Otto Talon - Fran’s husband
Olive Talon - 24yo, Fran’s daughter, Dewar’s girlfriend
Gunther - Forman of Talon Estate
Waina Kimble - Lawyer, 60yo, Pix, Business type law
Jenrry - Baker
Howey - Bakers assistant
Mitch Bones - butcher
Garth Leaf - Fruiter
Harold Dresser - Furrier
Queen Edwina la Roan - 100yo, Queen of Eagle Island
Chance Charms - Director of University, 130yo, Pix,
Master Alexander Aims - 90yo, teacher at University
Nathan - 26yo, Kat’s friend
Shield Peters
Trip north
Carl Fields - Cloth merchant
Kally Fields - wife
Matt, Ella and Tina - kids, 12, 8 and 3
Barron Tristin Waters - Kaboo and beer merchant
Philippa Waters - wife
Dutches Dalila de Vaal - Clawton Province, grand-daughter to Rowena
Ewin de Vaal - hubby
Deirdre de Vaal - 25yo, student at Hilton University
Edward de Vaal - 21yo, student at Hilton University
Hilton
Master Raymond Cutter - 103yo, Jim’s son, Earth Novice
Vera Cutter - 60yo, Raymond’s wife
Teresa Cutter - 19yo, Vera’s daughter (twin)
Tamara Cutter - 19yo, Vera’s daughter (twin)
Julian Cutter - baby
Guild Lord Robin Claws - 280yo
Mage Ruby Claws - 50yo, Robin’s great-granddaughter
Queen Rowena de Vaal - 270yo, Cuttail Island
Princess Francine de Vaal - 23yo, grand-daughter to Queen Rowena, first in line to the thrown
Princess Martha - Francine’s Aunt and guardian
Princess Teanna - Trae’s mother
Lord Carl de Ullina - 90yo, Burgis
Collin de Ullina - 26yo
Justine de Ullina - 16yo
Matilda de Canis - Director of Hilton University, 150yo, Pix,
Dylan de Canis - Matilda’s nephew
Master Tate - Cuttail University
Dutches Sera Hilton - a relation of Vera’s
Sven Hilton - 24yo, Sera’s son, Collin’s friend
Baroness Rita Reed - from Clifton
Edith Reed - Rita’s Daughter, Clifton
Pamela Cavil - Servant of the Cutter’s household
Grahame Cavil - Servant of the Cutter’s household
Baroness Nancy Whitlam - Governess of the Mage Guild’s charities
Dr Hanna Hands - Director of the Guild’s hospitals
Shield Dominic - investigator
Judge Anders
Princess Derris - Wolf Island
Book 3 - Dogs
Places of interest:
Major towns and cities of Dog Island-
Capitals - Batton City, Fangera, X-Lakes, Bark Bay, Fur Hills, Boney Hills, Caine, Tail Valley
Mt Dog - Den where the transporter ring and cave is located
Red Tail Hill - Den of second home of the Dog-Shifters
Characters:
Nathan, Neil and Nick - the three brothers who founded the Dog-Shifter race.
Mt Dog
Darcy - Dakarai Dibir - Shield Mage, 27yo, Earthling
Tingko - Blaze - Dog-Shifter, 21yo
Grand Dame Huntress - Blaze’s mother
Goldie - Guardian, Dog-Shifter
Roll-Over - Guardian, Dog-Shifter
Chaser - Guardian, Dog-Shifter
Flopear - Guardian, Dog-Shifter, 28yo
Sniff - Guardian, Dog-Shifter, 28yo
Pointer - Guardian, Dog-Shifter
Twitch - Female Dog
Boner - Male Dog - Huntress’s lover
Grunt - Male Dog, Roll-Over’s partner
Speeder - Male Dog, Goldie’s partner
Romp - Male Dog, Twitches partner
Slash - Male Dog, Rollover’s son
Scratch - Male Dog, Rollover’s son
Reek - young male dog, Flopear’s brother, 16yo
Boney Hills
Martin Rothe - Jeweller, Huntresses human lover
High Mage Melisa
Teresa
Latisha
Red Tail Pack
Grand Dame Brindle
Shelly - Brindles daughter, 24yo
Spike - Brindles son, 21yo
Milly
Sage
Hackle
Batton
Queen Frederica Elders - Mage, Rules Dog Island
High Guild Mage Sierra Sight
Lord Archibald Oak - Mage
Lady Ethyl Oak - Novice
Mage Raven Black
Mage Decan Draven
Mage Justin Markus
Henry - Runs small resort in White Sand Bay, near Batton
Anny - Henry’s wife
Renaldo - used-car salesman
Sam, Ginny, Alana, Trevor - Work for Darcy
Lady Anne Norton
Barks Bay
Simon - Chef
Roma - Cook
Garth - Tavern owner
Jamison - Tax collector
Aletta White - Mayor
Donald - Aletta’s husband
Dr Sonny White - Aletta’s son
Matte - Shield Mage
Tomas - Shield Mage
Finder and Seeker - Brothers, Dog-Shifters
Bess Donavan - Nurse/teacher
Dr Fiona Falls
X-Lakes
Tilly - Shifter, Head of Darcy’s road crew
Spade - Shifter, Tilly’s half-brother
Marsh and Reed - Shifters, half-brother to Spade and Clover
Clover - Shifter, Tilly’s half-sister
Rea - Genteli, Clerk
Extra Data:
Watson Island is on Harmony in the Delta Pavonis System
Queen Lee Watson - was from Earth, rules both of the planets in her system, Harmony and Utopia (Also over sees the planets Earth and Tara)
Lord Wizard Sean Watson - was from Earth, Lee’s husband
Lord Wizard Kyle Vella - was from Earth, Lee’s second cousin
Donny - Lee’s consort - Faerie Shapeshifter
David Topple (DT) and Qu Jackson - Lee’s Paladins, also from Earth
Emperor
*Book 4 - Ants
*(If any characters are missing they appear late in the book and will be added before the next book is included. - Kris Me, Dec-2018)
Places of interest:
Avilla City - Capital on the western coast, nearest port to Boa Island
Ashton - The place were Asha and Gazza’s cavern are located.
Green Bay - nearest norther city to Aston
Black Ant Inn - between Green Bay and Avilla
Eitleoir - Faerie Town, east of Ashton
Mt Fire - to the north of Eitleoir and one of the oldest settlements
Mt Ant - inside the border of the land on the island that has been set aside for the ants after years of fighting in the past.
Clifton and Two Rivers - Towns on the coasts close to the shield that protects the Giant Ants.
Ants Characters:
Eitleoir
Bette - 21yo, Faerie/Shifter, 140cm, Lore, Energy, Earth, Nature + Psychic + Benitoite, AI - Redel
Ella - 33yo, Faerie, Bette’s half-sister, died
Roux - Faerie, Bette’s half-brother
Maxim - Faerie, Ella’s Beau
Romano - Faerie, Roux’s friend
Ashton
Gazza White - 21yo, 165cm, from Earth, 1992, Physics, Lore, Psychic, Nature + Earth + Benitoite, AI - Bluey
Asha - Keltrian Wheelship, Section 9
Basil - Flicker, Magi - Lore and Energy
Petal - Flicker, Magi - Nature and Lore
Sage and Thyme - Basil and Petal’s twins
Old Prime - The Prime of a tribe of flickers near the location of Asha
Acorn and Hazel - Basil’s new wives
Possum - SAI - Droid, features of a 17yo Genteli/human male
Wombat - SAI - Droid features of a 17yo Genteli/human male
Koala (Koal) - SAI - Droid features of a 17yo Genteli/human male
Candy - SAI - Droid features of a 17yo Genteli/human female
Mandy - SAI - Droid, features of a 17yo Genteli/human female
Sandy - SAI - Droid, features of a 17yo Genteli/human female
Green Bay
Herby and Irene - Burgis, owners of Black Ant Inn
George - Pix, Jewellery shop owner
Anton - Genteli, concierge
Saucy Sue(sailing/motor ship)
Captain Dan - Genteli, from Oron
Cookie - Genteli, from Oron
Lindsay - service worker
Avilla City
Linda - 130yo, Pix, landlady and friend
Jina - Flicker
Mint - Flicker, Jina’s daughter
Stix - Envoy Ant of the Soldier Ants race
Scar - Queen’s Guard of the Soldier Ant race
Dent - Queen’s Guard of the Soldier Ant race
Blade - Queen’s Guard of the Soldier Ant race
Cutter - Queen’s Guard of the Soldier Ant race
Mage Winter - Leader of the Mage Guild
Professor Petra Thomas - Lecturer
Mr Coats - Lecturer
Professor Gibbs - Lecturer
Dean Art Mitchel - Dean of Avilla University
Sir Perry Vassal - Student
Lady Vassal - Perry’s mother
Marci Southerner - Student
Princess Regina - Genteli, daughter of dead Queen of Ant Island
Princess Louise - Genteli, Regina’s oldest daughter
Princess Jenifer - Genteli, Regina’s youngest daughter
Princess Candice - Genteli, Louis’s youngest daughter
Old Malan - Jenifer’s old tutor
Lord Janson
Lady Waterway
Mt Fire
Mr Carson - Genteli, Owner of land in Avilla
Janice - Genteli, Owner of the Careers business
Tiffany - Genteli, Career
Flora - Genteli, Career, Tiffany’s mum
Marty - Pix, Bank Manager
Nat - Shifter, Gary’s father
Deedee - Shifter, Nat’s mate and Garry’s mother
Garry - Shifter, Nat’s son
Nancy - Shifter, Deedee’s Aunt
Kelly - Shifter, Nat’s sibling
Mt Ant
Stone - Ant-Shifter
Prime Jagger - Flicker
High Queen Lillian - Ant-Shifter
Queen Star - Ant-Shifter and Stone’s mother
Princess Shelly - Ant-Shifter
Clifton
Captain Tonus - Ship’s captain and a trader
Mage Riana - Shifter
Captain Eddie Sorenson - ship’s captain
Fluff - Flicker
Grace - Flicker
Two Rivers
Stan - orphan
Burly Bob - street vendor
Uvale plains
Lieutenant Edge - Green Ants
Sergeants Rip and Tear - Green Ants
Special
Wizard’s Garett and Gina - were on the Wheelship Asha Section 9
Darcy - Overlord Wizard of the Sister Islands, originally from Australia