recursal/Fanatic-Fandom huggingface dataset:
Dreadspines

**Behavior:** Dreadspines almost always hunt in pairs, regardless of gender or mating status. A dreadspine caught alone is most likely diseased, or dying. These cooperative hunters will seek a partner out immediately from birth and be nearly inseparable from their chosen individual, only leaving them upon finding a new partner after reaching sexual maturity for the purpose of mating. Being a medium-sized predator and neither excelling in strength or speed, instead their danger lies in their spines. Every single spine, claw, and tooth on a dreadspine is hollow and filled with highly potent necrotoxins that immediately begin cellular decay in as soon as 20 minutes after the initial exposure. They themselves are immune to their own toxin's effect, however. Ambush predators naturally, when one individual spots potential prey they will call out in a distinctive rattling chittering to alert their partner. Once both creatures have sighted prey one will circle around to cut prey off and bury themselves into the desert sand with their uppermost spikes exposed while the other commences pursuit in an attempt to herd prey towards the buried partner. Should this tactic fail, both dreadspines will begin active pursuit until losing sight of their prey or at least one of them sustains moderate to severe wounds.

**Details:** Despite their ruthless hunting tactics, these creatures are hailed as symbols of ultimate devotion and bonding in some desert cultures due to their unwillingness to abandon a chosen partner under any circumstances and should one be "widowed" by the death or otherwise removal of their other, they will enter a depressive state in which they refuse to eat or drink until succumbing to starvation and/or dehydration. Some desert bandits use the necrotoxin of the dreadspine as a fear tactic alongside an efficient way of disabling victims.
Rampa Na Mão

**Rampa Na Mão** is a Xuxa song from Só Para Baixinhos. It's the Brazilian version of The Wiggles song Romp Bomp A Stomp.

## Lyrics

Levante os braços mexendo pra lá e pra cá

Agora todo mundo dançando rampa pa mão

batendo os pés e dançando rampa pa pé

Rampa pa mão

Rampa pa mão

Rampa pa pé

Rampa pa pé ...

Agora é a sua vez de fazer o rampa pa mão

Rodando!

Levante os braços mexendo pra lá e pra cá

Agora todo mundo dançando rampa pa mão

batendo os pés e dançando rampa pa pé

Rampa pa mão

Rampa pa mão

Rampa pa pé

Rampa pa pé ...
Quantas Estrelas Têm No Céu

**Quantas Estrelas Têm No Céu**  is a Xuxa song from Só Para Baixinhos 3.

## Song Credits

* Joseph Phillips / Russell
Riddle / Joyce Slocum - Vs. Vanessa
Alves
* Shimbaree Music (ASCAP)
pub arm of Lyons. / Palan
Music
* (Ed. Dubas)

## Lyrics

Vamos contar quantas estrelas tem no céu?

Fomos contar e descobrir quantas estrelas tem no céu,

Desejo ir pra um lugar

Muito bonito pra sonhar

Vamos fazer um pedido e sonhar juntos?

A cada estrela que encontrar

Faça um pedido devagar

Pro seu desejo realizar

Só precisa acreditar

É muito bom ter voce pertinho de mim baixinho!

Eu te desejo mais que o melhor

Te quero aqui perto de mim

Pra sempre em seu coraçao vou estar

E voce no meu vai morar

Pra cada estrela que encontrar

Feche os olhos devagar

Faça um pedido vamos sonhar

Baixinho irei sempre te amar

Pra sempre baixinho

Pra sempre

Bons sonhos!
Korkusu

**Behavior:** Korkusu are incredibly hostile birds. From birth, they are forced to survive. Giving live birth to their young which they simply leave on the forest floor to fend for themselves, a vile temperament is developed early in these creatures. Serrated beaks and talons are the tools of these horrid thing's work as they swoop down on unsuspecting prey in flocks of 10 or more, savagely snapping and tearing at any exposed flesh until the victim succumbs to their onslaught, then the Korkusu land to begin their disgusting feast, fighting amongst themselves like unruly winged pigs over each and every scrap for their greedy gullets.

**Details:** Like most avians, Korkusu have distinct sexual differences. Males have a red crest upon their forehead and a bloated swaddle around their throat whereas females appear more dull and pale all over. Feathers of the Korkusu are so finely packed everywhere but their wings that they appear to be skin rather than plumage. Korkusu calls are absolutely horrid. Akin to the warbling of a klaxon siren mixed with the hooting of an owl.
Shake Shake

**Shake Shake** is a Xuxa song from Só Para Baixinhos. It's the Brazilian version of The Wiggles song Shaky Shaky (which was adapted from the Bananas in Pyjamas song "Hey There Everybody")

## Lyrics

shake shake...

vem no shake, shake

o shake é legal fazer

vem no shake, shake

quero fazer com você

então, vamos...

shake, shake bem rapidinho

shake, shake devagarzinho

continua no shake, shake galera! ÚÚÚ!

shake, shake, shake...

vem no shake, shake

o shake é legal fazer

vem no shake, shake

quero fazer com você

então, vamos...

shake, shake bem rapidinho

shake devagarzinho

vem no shake shake

o shake é legal fazer

vem no shake shake

quero fazer com você

quero fazer com você

oh yeah!!!
The Emerald Stag

**Behavior**: Sightings state that this creature wanders the forest in an eerie silence, not even the brush nor twigs make a sound under its hooves as if the very forest itself makes way for the Stag. Some say it is the very origin of all the forests, and others say it is the spirit of the greenery itself. No one knows for certain what it is, but it has never been reported attacking anything nor being attacked as if nothing among the trees even know it exists. One traveler claimed to see it walk right past a cockatrice patrolling its territory in the height of their mating season, feathers ruffled while on the lookout for trouble. Another allegedly witnessed tree saplings and flowers sprouting in the Stag's wake as it passed by.

**Details**: No tangible proof has ever been recorded of this creature, but the lore is almost as old as civilization itself. Some con-artists claim to have horn or hoof fragments or tufts of hide from the Stag, none of which could be proven one way or the other.
Tão Grande

**Tão Grande** is a Xuxa song from Só Para Baixinhos. It's the Brazilian version of the Hap Palmer song "So Big".

## Lyrics

Quanto mede o neném?

Quanto pode ser?

É maior do que o gato?

Sim, sim, sim

É maior do que um pato?

Sim, sim, sim

É maior do que a maça que a gente come?

Sim, sim, sim

Ele é tão grande

Tão grande

Olha o neném como é tão grande!

Quanto mede a mamãe?

Quanto pode ser?

É maior do que a formiga?

Sim, sim, sim

É maior que o elefante?

Não, não, não

É maior do que uma torta de chocolate?

Sim, sim, sim

Ela é tão grande

Tão grande

Olha a mamãe como é tão grande!

Quanto mede o papai?

Quanto pode ser?

É maior do que uma abelha?

Sim, sim, sim

É maior do que baleia?

Não, não , não

É maior do que uma folha de bananeira?

Sim, sim, sim

Ele é tão grande

Tão grande

Olha o papai como é tão grande!

E o seu tamanho

Quanto pode ser?

Você é maior do que caneta?

Sim, sim, sim

Você é maior do que a girafa?

Não, não, não

Você é maior do que as asas de um passarinho?

Sim, sim, sim

Vôce é tão grande

Tão grande

Veja você como é tão grande!
Shake Com O Pé

**Shake Com O Pé** is an Xuxa song from Só Para Baixinhos 4.

## Song Credits

(Norman Foote - Vs. Vanessa Alves)

Ed. Casblanca (Emi Songs)

## Lyrics

Voces estao preparados para o shake shake com pé?

SIIIIIMMM

Shake shake com pé...

Mexendo os braços..

Balançe a cintura

Abaixe os joelhos mexendo o corpo

Shake shake shake

Estale os dedos bata as maos

Eu quero ver todo mundo rodar...

Nessa nova dança

Shake shake com o pé

SHAKE!SHAKE!SHAKE!SHAKE!SHAKE!

Quem dança o Ula Ula...

Faz shake shake com a cintura...

Quem dança o twist...

Faz shake shake com o bumbum

Ula Ula

Hip-Hop

Samba

Rock

Funk

Som

Dance...

É muito fácil de aprender!

Por que só precisa

Fazer o Shake Shake!

Shake shake com pé...

Mexendo os braços..

Balançe a cintura

Abaixe os joelhos mexendo o corpo

Shake shake shake

Estale os dedos bata as maos

Eu quero ver todo mundo rodar...

Nessa nova dança

Shake shake com o pé (3x)

Shake, shake

Yeah Baby...
Vamos No Shake

**Vamos No Shake** is a Xuxa song from Só Para Baixinhos 3.

## Song Credits

* (Raffi / Bert Simpson /
Bonnie Simpson - Vs. Vanessa
 Alves
* Ed. Homeland Publishing (Emi
Songs)

## Lyrics

Aí galera, tá todo mundo preparado pra

Dançar comigo no shake?

Simmmmmm!!!

Isso, então vamos lá!

Vamos no shake,shake

Shake com as mãos

Shake, shake, shake com as mãos

Shake, shake, shake com as mãos

Dançando shake, shake com as mãos

Vamos bater, bater, bater

Bater com as mãos

Bater, bater, bater

Bater com as mãos

Bater, bater, bater

Bater com as mãos

Dançando e patendo com

As mãos

Vamos pular, pular, pular

Sair do chão

Pular, pular, pular, sair do chão

Pular, pular, pular, sair do chão

Dançando e saindo do chão

Vamos bo, bo, bo, bocejar

Bo, bo, bo, bocejar

Bo, bo, bo, bocejar

Dando um bocejão

Vamos no shake, shake

Shake com as mãos

Shake, shake, shake com as mãos

Shake,shake, shake

Com as mãos

(Sasha): De novo. de novo mamãe,

Canta de novo?

(Xuxa): Tá bom Sasha, vamos lá,

No shake shake shake

Vamos no shake, shake, shake com as mãos

Shake, shake, shake com as mãos

Shake, shake, shake com as mãos

Dançando shake, shake com as mãos
Season 3

*So... You want to hear a story, eh? One about Dungeons and Dragons? Haha, have I got a story for you! Heros... This is our home. But make no mistake - this is not a continent of peace and love. They say it's a wasteland, that it's dangerous, that only a fool would search for something of value here. Then perhaps I am a fool. But do not be fooled by what Heros appears to be.*

Look, we somehow ended up on this continent with. Fast forward a bit we now own the local library, we kill a demon or two and some girl on the way, two out of our 4 guild members die and somehow I gotta save them. End of story right?

Wrong, Me and a zealous bounty hunter manages to revive them and we go out on a bunch of quests including looting, pillaging, terrorism, kidnapping, saving said kidnapped hostages.
Nadando Com O Teddy

**Nadando Com O Teddy**  is a Xuxa song from Só Para Baixinhos 4. It's the Brazilian version of The Wiggles song Swim Henry Swim.

## Song Credits

* M Cook / J Fatt / A Field / G Page
 Vs. Vanessa Alves)
* Ed. Wiggly Tunes (Emi Songs)

## Lyrics

Teddy: pô, tipo assim aê

Passo mal ?brother? aê

Vamos nadar!

Quem é que é muito legal

E todo mundo já conhece?

(sou eu ?mermo? aê!)

Ele mora no fundo do mar

É o nosso amigo teddy

(show!)...

Jogue as mãos lá em cima

Pra lá e para cá

(só!)

Imitando um pião

Todo mundo precisa rodar

(oiiiii!)...

Vamos nadar com o teddy

Tá na hora de nadar

(sinistro!)

Vamos nadar com o teddy

Tá na hora, vamos nadar...

Todo mundo tem que mexer

Os braços com o teddy

(demorô!)

Todo mundo tem que rodar

Os braços com o teddy

(é!)...

Jogue as mãos lá em cima

Pra lá e para cá

Imitando um pião

Todo mundo precisa rodar...

Vamos nadar com o teddy

Tá na hora de nadar

(é!)

Vamos nadar com o teddy

Tá na hora, vamos nadar

(manda ver ?brother?!)...

Vamos nadar com o teddy

Tá na hora de nadar

Vamos nadar com o teddy

Tá na hora, vamos nadar...

Teddy: pô, aê, já acabou?

Ninguém merece, aê pô
Season 2

That time snakes attacked the world

Somehow snakes began to eat people, another somehow totally unrelated group to season 1 took on the mission of exterminating these snakes after waking up inside one of their temples with no memories. A mystic, a gunslinger, and a barbarian somehow after walking inside the temple end up 400 years in the future where they meet a dragon, they bring said dragon back with them to their timeline causing mass confusion and mass destabilization of the time-space continuum.

After setting the local town of Darkmire aflame they venture to the city of Frostfire on a diplomatic mission. This ends up well and they gain the trust of the local archmage called Regnel. They kill some more snakes and end up with a cool looking staff, turns out the staff was bad and they need to destroy it but not there since that will ruin everything by summoning a demon.

And a dragon sorcerer ends up joining the party.

Also the gunslinger is into beastiality or something but that's irrelevant. They party wipes out the orc race from the world. Meet a dragon named Cimbit which will get blinded on later in the story.

They go to a a house for a murder investigation but almost die, go to a mine but finds cursed gold which their dragon devours.

One time the good ol boys got attacked by some furry cosplayers called the shadowpaw or something but turns out their suits were flammable.

It all ends with a final confrontation against the snake god in which the party won somehow through the power of friendship and love.
Zoológico

**Zoológico** is a Xuxa song from Só Para Baixinhos 2. It's the Portuguese version of the Dragon Tales song "Zoo".

## Lyrics

Ande como um macaco

Imite um canguru

Imite o leão

Agora o papagaio

Vamos nos divertir

Cantar, correr, sorrir

Num lugar mágico

Pra gente ser feliz

Vem brincar no zoológico

Imite o elefante

Ande como a girafa

Imitando a foquinha

Agora a hiena

Vamos nos divertir

Cantar, correr, sorrir

Num lugar mágico

Pra gente ser feliz

Vem brincar no zoológico

Ande como um macaco

Imite um canguru

Imite um leão

Agora o papagaio

Vem brincar no zoológico
Wristpocket

2nd*-level conjuration (ritual)*
 Range
 Components
 Duration

You flick the wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weight no more than 10 pounds, is transported to an extradimensional space, where it remains for the duration.

Untill the spell ends you can summon the object to your free hand with an action and use your action to return the object. If the object is in the pocket plane when the spell ends, it appears in front of your feet.
Hora de Dormir

**Bedtime is an Xuxa song from Só Para Baixinhos 4,** It's adapted from the Bear in the Big Blue House song "Go to Bed Sleepy Head"

**Song Credits**

* (Peter Luyre / Mitchell Kreigman
 Vs. Vanessa Alves)
* Ed. Sony Music

## Lyrics

Hora de dormir

XUXINHA: Sempre que eu vou dormir

Os monstros aparecem

Rostos esquisitos

E barulhos me enlouquecem

Eu sei que é imaginação

Eu preciso esquecer

Mas monstros me

Assustam

Xuxa, o que eu devo fazer?

XUXA: - Xuxinha, quando esses monstrinhos aparecerem

Não se assuste, feche os olhos

XUXINHA: - Como assim, Xuxa?

XUXA: - Bem...

XUXA: Se isso me acontece

Penso só em coisas boas

Converso com a lua

E com as estrelas lá do céu

Penso no amanhã

E nas coisas que aprendi

Assim eles não ficam por aqui

XUXINHA: Verdade?

XUXA: Claro!

É hora de dormir, baixinho

Pense em livros e canções

Em coisas boas com o seu coração

XUXINHA: Será, Xuxa?

XUXA: Já é hora de dormir, baixinho

Jesus vai lhe proteger

XUXINHA: - Ah, então eu vou tentar

- Já sei!

Vou sonhar que estou voando

De carona num balão

E perto das estrelas

Vou cantar uma canção

Agora nenhum monstro

Vai poder me assustar

Eu descobri como é bom sonhar

É hora de dormir, baixinho

Pense em livros e canções

Em coisas boas com o seu coração

Já é hora de dormir, baixinho

Jesus vai lhe proteger

Jesus vai lhe...

- Xuxinha?...proteger

Durma bem
Mosca Sai

**Mosca Sai**  is a Xuxa song from Só Para Baixinhos 3.

## Song Credits

* (Hap Palmer - Vs. Vanessa
Alves)
* Ed. Hap-pal Music Inc (EMI
songs)

## Lyrics

Quanta mosca tem aqui

Bzz bzz sai daqui

Ela vem de cá,

Ela vai pra lá

Mosca sai daqui

Mosca sai do meu ombro

Mosca sai do nariz

Mosca sai da barriga

Mosca sai do meu pé

Mexe, mexe a cabeça

Mexe, mexe o corpo todo

Mosca sai dos meus dedos

Mosca sai do pescoço

Mosca sai do joelho

Mosca sai da cabeça

Quanta mosca tem aqui

Bzz bzz sai daqui

Ela vem de cá,

Ela vai pra lá

Mosca sai daqui

Mosca saiiiiiiiii

Mosca saiiiiiiiii

Mosca saiiiiiiiii

Mosca saiiiiiiiii

Mexe, mexe a cabeça

Mexe, mexe o corpo todo

Quanta mosca tem aqui

Bzz bzz sai daqui

Ela vem de cá,

Ela vai pra lá

Mosca sai daqui

Mosca sai daqui, mosca

Sai daqui...

Bzzzzzz bzzzzzz
Pulse Wave

Range
 Components
 Duration

You create intense pressure. Unleash it in a 30-foot cone and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a constitution saving throw. A creature takes 6d6 force damage on a failed save or half as much as successful. Every creature that fails are also pulled 15 feet towards you or pushed 15 feet away from you depending on the choice you made.

In addition unsecured objects are also pulled or pushed away 15 feet.

At Higher Levels. When you cast this spell using a 4th level slot or higher the damage increases by 1d6 and the distance pulled or pushed is increased by 5 feet.
Vem Dançar Com O Txutxucão

**Vvem Dançar Com O Txutxucão**  is a Xuxa song from Só Para Baixinhos 3. It's the Brazilian version of The Wiggles song Wave to Wags.

## Song Credits

* (M Cook / J Fatt / A Field / G
Page
/ J Field - Vs. Vanessa Alves)
* Ed. Wiggly Tunes (Emi Songs)

## Lyrics

Au, au, au, au, au, au, au

Ele é grande

Ele é peludo

Ele gosta de aparecer

Vem, vem dançar,

Vem dançar

Com o Txutxucão

Mexendo os braços

Mexendo as pernas

Ele gosta de aparecer

Vem, vem dançar,

Vem dançar com o Txutxucão

Chegou a hora de cavar

(txi txi txi txi txi)

Hora de latir ( au, au, au, au)

Todo mundo adora o Txutxucão

Vamos cavar

Vamos correr

Ele gosta de aparecer

Vem, vem dançar,

Vem dançar com o Txutxucão

Vamos lá galera!

Todo mundo dançando

Com o Txutxucão

Ah, muleque!

Chegou a hora de cavar

(txi txi txi txi txi)

Hora de latir ( au, au, au, au)

Todo mundo adora o Txutxucão

Mexendo os braços

Mexendo as pernas

Ele gosta de aparecer

Vem, vem dançar e

Dançar, dançar

Vem, vem dançar e

Dançar, dançar

Vem, vem dançaredançar

Com o Txutxucão

Au, au, auuuuuuuuuuuu
Immovable Object

2nd*-level transmutation*
 Range
 Components
 Duration

You touch an object that weights no more than 10 pounds and cause it to become magically fixed. You and creatures you designate may move this object normally. If the object is fixed in the air it can hold up to 4000 pounds of weight. A creature can use an action to make a strength check against your spell save DC. On a success the target can move the object up to 10 feet.

**At Higher Levels:** If you cast this spell using a 4th or 5th level slot the DC to move the object increases by 5 and it can carry up to 8000 poinds of weight, and the duration increases to 24 hours. If cast using a 6th level slot the DC increaes by 10 and it can carry up to 20000 pounds of weight and the effect is permanent until dispelled.
Gravity Sinkhole

4*th-level evocation*
 Range
 Components
 Duration

A 200 foot radius sphere of crushing force forms at an point you can see within range and tugs at the creatures there. Each creature in the sphere must make a consittuion saving. on a failed save the creature takes 5d10 froce damage and is pulled in a straight line towards the center. On a success the target takes half as much damage and isnt pulled.

**At Higher Levels:** When you cast this spell using a 5th level slot or higher the damage increases by 1d10 for each slot above 4th.
Só Para Baixinhos (song)

**Só Para Baixinhos** (aka So Pra Baixinhos) is the Brazilian version of The Wiggles song Wiggly Party. Xuxa was originally gonna do this on her third video and album of the same name, but it was cancelled (possibly because the opening drum solo and Captain Feathersword's high-pitched voice at the beginning were copyrighted) however, Xuxa later uploaded this song on her YouTube channel on September 1, 2022

## Goofs

* When Xuxinha says "Xuxa Só Para Baixinhos" and laughs at the start of the song, the opening drum beat and Captain Feathersword's high-pitched voice saying "Wiggly Party" are used from the song Wiggly Party.
Magnify Gravity

1st*-level Gravitomancy?*
 Range
 Components
 Duration

The gravity in a 10-foot radius sphere centered on a point you can see within range increases for a moment. Each creature you can see in the sphere on the turn when you cast the spell makes a consitution saving throw taking 2d8 force damage on a failed save and has their speed halved or half damage and no reduction in speed on a success.

**At Higher Levels.** When you cast this spell using a 2nd level slot or higher the damage increases by 1d8 for each level above the first.
Reality Break

8*th-level conjuration*
 Range
 Components
 Duration

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a wisdom saving throw, or it can't take reactions until the spell ends. The affected target also roll a 1d10 at the start of each of its turn ; the number rolled determines what happens to the target as shown on the Reality Break table. At the end of each it's turns the target can repeat the saving throw ending it on a success.

* **1-2 Vision of the Far Realm:** The target takes 6d12 psychic damage, and it stunned until the end of the turn.
* 3-5 Rending Rift **:** The target makes a dex save taking 8d12 force damage on a failed or half on a success.
* 6-8 Wormhole **:** The target is teleported up to 30 feet away to a space of your choice. The target also takes 10d12 force damage and is knocked prone.
* 9-10 Chill of the Dark Void**:** The target takes 10d12 cold damage, and it is blinded until the end of the turn.
Tether Essence

7th*-level necromancy*
 Range
 Components
 Duration

Two creatures you can see within range must make a constitution saving throw, with disadvantage if they are within 30 feet of eachother. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked regardless of distance. When damage is dealt to one of them the same damage is dealt to the other. If hit points are restored to one of them the same number of hit points are restored to the other. If either of the tethered creatures are reduced to 0 hit points the spell ends on both.
Dark Star

Range
 Components
 Duration

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spells area is difficult terrain. A creature with darkvision cannot see through the magical darkness and non magical light cannot illuminate it. No sound can be created in this area. Any creature in the sphere is immune to thunder damage and defeaned. You cannot use spells that requires a verbal component inside.

Any creatures that enters the spells area for the firs time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or halved on a success. If a creature is reduced to 0 hit points by this damage it is disintegrated and reduced to a pile of fine gray dust.
Season 1

So you want to know how it all began?

Maybe you heard the certain legends of a small gang vs the world. The Siege of Boringrad, the massacre of Stokestedt. And let me tell you, no bad events were ever caused by named Individuals in this story.

Our story begins in a simple time. on a ship some adventurers spot a trapped orc, they rescued him but little did they know that this was the beginning of a great adventure. The heroes Neseth , Malthael, Trithyn, Floof, rescued a bard named Bork from certain death. Bork after somehow surviving a non fatal incident with a cannonball thanks the heroes and promises to repay them by helping them out on their adventures.

They encounter ghosts which almost killed our beloved ork protaganist. Medusas which they abandoned on an isle, they were ambushed by ghouls and zombies at stokestedt after being tricked there by a mysterious letter.

Malthael dies

Not saddened by the loss of their clearly evil companion they push on aiding a village under siege called Boringrad. Convincing the population, Bork took the role of a general commanding and diverting supplies and troops in the city while the others prepared the walls for the siege. Waves after waves crashed upon the walls but the defenders stood fast untill the evil gnoll came forward and struck down one of the heroes with a single blow with his mightly flail. After traded blows the beast was slain and Bork melted down the flail to make himself a new axe.

Traveling far and wide. The reach the snowy areas of the cold north where they search and wander for information about the organization that was now after them. After killing a dragon in 1 v 1 combat like a honorable man, Bork declared victory over the beasts but Trithyn the wild mage of the party did not share the same views of the animals as Bork did , a kobold named Droog ran away from the group but that was not relevant at all. Bork absorbed the spells that was cast upon him and healed his wounds, accepting that the fight was pointless they gave up.

Bork somehow dies in an ambush but is later revived by Wish. In the afterlife it is said Bork taught himself the secrets of time and space, using this knowledge to ascend to godhood 20 years later.
Ravenous Void

9th*-level Evocation*
 Range
 Components
 Duration

You create a 20-foot radius sphere of destructive gravitional force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain. and nonmagical objects are fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns untill the spell ends, unsecured objects within 100 feet of the sphere are pulled towards the center. A creature that starts its turn witin 100 feet of the sphere must succeed on a strength saving throw or be pulled straight towards the center. A creature that enters the sphere for the first itme on a turn or start its turn there takes 5d10 force damage and is restrained untill it is no longer in the sphere. if the sphere is in the air the creature hovers. A creature can use its action to make a strength check against your spell save dc ending the restrained condition on a success. Any creature reduced to 0 hit points by this spell is annihliated along with any non magical items it is wearing or carrying.
Surf Fairy

**Behavior:** These tiny little athropods use their multiple 'winged' limbs to swim through the sea in movements that highly resemble flying. Absolutely harmless, they school together in clusters numbering in the thousands for protection giving off the illusion of being massive creatures from afar. Schools of these creatures, also called flocks, can be seen swarming around any concentration of vegetation such as kelp forests, algae blooms, and any other plentiful form of marine greenery.

**Details**: Given their entirely harmless nature and capabilities, these little beasties are sometimes kept as pets by coastal denizens and even seafarers given their admittedly overall cute appearance. The tragic existence of the surf fairy however, is that it is prey to nearly every carnivore in the sea. Many philosophical views and thoughts are said to be found when pondering the harmless, energetic surf fairy.
Time Ravage

9th*-level Necromancy*
 Range
 Components
 Duration

You target a creature you can see within range. Putting its physical form through devastation of rapid aging. The target makes a Constitution saving throw taking 10d12 necrotic damage on a failed save or halved on a success. If the save failed the target also ages to the point where it has only 30 days left before it dies of old age. The target also has disadvantage on all salves and it's walking speed is halved. Only wish or greater restoration cast with a 9th-level spell slot can end the effect and restore the target to its previous age.
Suiroku

**Behavior**: Suiroku are very docile creatures that are amphibious mammals. Spending most of their time underwater in rivers, lakes, and ponds they graze upon aquatic vegetation. It is also not uncommon to see these majestic creatures feeding on vegetation surrounding bodies of water and even in shallow streams and creeks. Their horns are said to produce invigorating effects and increase blood flow when ground into a paste and consumed. At first glance one might question their ability to swim, but once they're seen in action all doubts are quieted. Folding their legs beneath them upon entering deep enough water they begin undulating their body like a serpent and rely upon their large, muscular tail to propel them through the water.

**Details**: Unlike the deer they appear to be relatives of, they are not pack animals and are often seen alone. Some say they are descendants of an ancient river dragon that roamed the world in a time before man. Suiroku are not skittish, however, and will certainly stand their ground if threatened. Using their horns to gore an attacker and their strong, flat tail to bludgeon predators into unconsciousness before dragging them underwater to down them at the bottom of the Suiroku's river, pond, or stream.
Fiend Shrimp:

**Behavior:** Fiend Shrimp swim through the sea in swarms of uncountable numbers. They show little to no interest towards inorganic matter, but will avidly surround and attack living organisms they encounter. Encased in quite robust plated shells, these nasty crustaceans can withstand a surprising amount of punishment before expiring. Their primary tactic of feeding is using their foremost legs to pierce prey and then utilize their hellish mouths to burrow inside to feed. In small quantities they aren't very dangerous, but as their numbers grow so do their lethality.

**Details**: Upon closer inspection, their antennae are actually not for perception as was previous thought, but instead a means of neurochemical communication. Upon sighting food or danger, a colorless cloud of hormones is released from their tips to alert and attract others to their location and is estimated to last roughly 2 hours after the initial release.(edited)
Fortune Favor

2nd*-level divination*
 Range
 Components
 Duration

You impart latent luck to yourself or one willing creature you can see within range. When the chossen creature makes an attack roll, an ability check, or a saving throw before the spell ends you can dismiss the spell on itself to roll an additional d20 and choose which d20 to use. When an attack roll is made against against chosen creature the creature can choose which d20 to use.

If the original d20 roll has advantage or disadvantage the creature rolls a d20 after the advantage or disadvantage has been applied to the original roll.

**At Higher Levels:** When you cast this spell using a 3rd level slot or higher, you can target one additional creature for each slot above 2nd.
Temporal Shunt

5th*-level transmutation*
 Range
 Components
 Duration

You target the triggering creature, which must succed on a wisdom saving thrown or vanish, being thrown to another point in time causing the attack to miss or spell to be wasted. At the start of its next turn the target reapears where it was or in the closest space. The target does not remember you casting the spell or being affected by it.

**At Higher Levels:** When you cast this spell using a 6th level or higher slot you can target 1 addtional creature for each slot above 5th. All targets must be within 30 feet of each other.
Other

All lore on the other Territories of note can be found here.

**The Nomads**

Unlike every other sanctuary for all of the areas, the nomads are something entirely different. They are, if you wish to be technical, a sanctuary that covers all three zones at once, without really being in any one zone at all.

The nomads are exactly as they sound. They’re a sanctuary or group that travels from area to area, never really staying in one place for more than a week, sometimes only a few days.

Because of the nature of the group and the way that they live, they tend to know all of the places to hide, to live, and to survive in both the no-man’s land, all of the human areas and all of the outlying sanctuaries and everything in between.

Naturally given the way that they live, those that choose to join the nomadic, gypsy esque group have quite a hard time doing so. The group tries to stay relatively small, so as to keep themselves safe and to make sure that those who travel with them are not only trusted, but also proficient at hunting, gathering, tracking, and simply keeping one another safe as they travel from one Sanctuary to the other.

Some of the more ‘obvious’ beings of the nomads or the primary group that tends to split off from time to time, are the changelings. They make up likely a good half, if not three quarters of the nomadic group. Their shape-shifting nature making it much easier for them to slip between areas with relative ease, and lack of detection.

They have hidey holes, little hide outs and secret spots everywhere, world around. Any rumors or information that passes through the sanctuaries tends to come from these solitary creatures, as does important intel and all manner of goodies!

Nobody ever knows when they’re going to leave, arrive, or really where it is that they all go. They just know they exist, and appear at random.
Laranjas E Bananas

**Laranjas E Bananas** is a Xuxa song from Só Para Baixinhos 2.

## Lyrics

Eu vou comer,comer,comer laranjas e bananas

Eu vou comer,comer,comer laranjas e bananas

Au váu camar,camar,camar laranjas a bananas

Au váu camar,camar,camar laranjas a bananas

Eu véu quemer,quemer,quemer lerenjes e benenes

Eu véu quemer,quemer,quemer lerenjes e benenes

Iu viu quimir,quimer,quimer lirinjis i bininis

Iu viu quimir,quimer,quimer lirinjis i bininis

Ou vou comôr,comôr,comôr loronjos o bononos

Ou vou comôr,comôr,comôr loronjos o bononos

Ú vú cumur,cumur,cumur lurunjus e bununus

Ú vú cumur,cumur,cumur lurunjus e bununus

(Comeu?)
Gravity Fissure

6th*-level evocation*
 Range
 Components
 Duration

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force dmage on a failed save or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must make a Constitution saving throw or take 8d8 force damage and be pulled towards the line until the creature is in its area.

**At Higher Levels:** When you cast this spell using a 7th level or higher the damage increase by 1d8 for each slot above 6th.
Munhkhund

**Behavior:** Munkhunds are very curious creatures that often live in family pods numbering anywhere from 3 to 10 individuals that roam the forests. Sapient and intelligent, These often friendly critters will readily approach travelers and rummage through their belongings with the eyes of an amazed child as they look in wonder at the curious possessions upon someone's person. They communicate through a complex system of vocalizations comprised of yips, barks, hoots, and howls. In addition, their front appendages posses fully articulate fingers developed for grasping accompanied with an opposable thumb while their hind legs possess appendages more akin to elongated paws.

**Details**: Some travelers say that happening upon a pod of Munkhunds mean good luck on your journey, while others say they are troublesome and mischievous. In cities and sanctuaries alike, some of these furry friends have been captured and trained or raised for entertainment and companionship.
Cragshark:

**Behavior:** Cragsharks are incredibly aggressive, their temperament being comparable to male bull sharks in aggression. Possessing poor eyesight they make up for in the seismic sensory nerves that lay just beneath their rocky exteriors to pinpoint prey coupled with an exceptional sense of smell, these peculiar fish can hone in on a bleeding fiend shrimp 2 miles (3km) away by smell alone. When hunting, cragsharks circle targeted prey like their mundane kin but are starkly different in their preliminary assault being brutal and repeated ramming with their incredibly dense snouts until the prey item is incapacitated.

**Details**: Some of the sea's rougher travelers fashion the stony plating of these fish into armor, shields, and sometimes even sharpen portions of their fins and imbed teeth from the same specimen to create crude, albeit intimidating weaponry. Despite their skin's rigid appearance and versatile durability to physical force, heat, and cold, cragshark plates are very lightweight, and their teeth are akin to industrial staples (with the consistency of diamond) which are perfect for these predators to grip prey with followed by a violent thrashing of the head to rip off chunks of their victims.
Jellyfolk

**Behavior:** Utterly soundless, these beings are generally spotted drifting in the waves at the ocean's surface during the day but due to the translucence of their skin, they are often mistaken for carcasses or completely overlooked. At night however, Jellyfolk seem to come alive using their limbs to actively swim through the sea and sometimes even climbing to shore. For what reasons they step onto land is unknown, but overall appear to be a docile and benign species. In the water, the bioluminescent tips adorning the multiple tendrils protruding from their body serve as lures to attract fish. Their skin shares the same properties as jellyfish tentacles in the fact that it is lined with countless microscopic stingers which seem to activate upon touch.

**Details**: Although completely lacking the ability to produce sound, they seem to communicate via pulsing lights, body language, and crude gestures with their limbs. Sentient communication attempts have proven unfruitful as of yet.
Bicorn

Behavior: Bicorns are exceptionally passive creatures that are extremely skittish. Hunted nearly to extinction by both man and otherwise, the species has evolved an unsurpassed sense of smell and hearing. These timid creatures are known to bolt at the slightest indication of almost literally anything within their vicinity. Due to their flighty temperament, these legendary equines have developed physical stamina which is nearly unmatched. Able to run at a consistent top speed of 22 meters per second (49 miles per hour), few creatures can actively keep pace with them as they gallop for hours on end until they are once again isolated from nearly all forms of life. It has never been observed to fight, even when cornered. Instead of combatting pursuers, bicorns will do everything possible to flee even at the cost to their own health such as breaking their own horns, and injuring themselves by attempting to force their way through openings far too small to fit through.

Details: The horns and hooves of bicorns are said to hold immense medicinal properties, legends of poultices and tonics made from the ground hooves, horns, and sometimes even hair are said to be able to remedy even terminal afflictions and ailments. Due to these rumors, it's no surprise that bicorns have become nearly extinct in the modern day, only sighted roughly 3 times per year. Other rumors stir that there are certain entities and organizations that strive to capture specimens for breeding purposes to bolster the species' numbers once again and to grant a boon to medical sciences and research. Of course, along with these rumors come ones of said parties placing literal fortunes upon each captured and healthy creature's head.(edited)
Hula-Hula Da Xuxinha

**Hula-Hula Da Xuxinha**  is an Xuxa song from Só Para Baixinhos 4. It's the Brazilian version of The Wiggles song Dance the Ooby Doo with Dorothy the Dinosaur.

## Song Credits

* M Cook / J Fatt / A Field / G Page
Vs. Vanessa Alves)
* Ed. Wiggly Tunes (Emi Songs)

## Lyrics

Xuxinha: Oi, gente, eu tô de volta,

E eu vou ensinar uma dança pra vocês!

Dançando hula-hula com a Xuxinha

Hula-hula

Dançando hula-hula com a Xuxinha

Vamos dançar (Vamos, vamos, vamos)

Mexa mexa a cintura

Hula-hulaaa

Faça faça o hula-hula

Hula-hulaaa

Mexa mexa os bracinhos

Hula-hulaaa

Vamos dançar mais um pouquinho (Isso!)

Dançando hula-hula com a Xuxinha

Hula-hula (Hula-hula)

Dançando hula-hula com a Xuxinha

Vamos dançar (É!)

Mexa mexa a cintura

Hula-hulaaa

Faça faça o hula-hula

(Assim, assim)

Hula-hulaaa

Mexa mexa os bracinhos

Hula-hulaaa

Vamos dançar mais um pouquinho

Dançando hula-hula com a Xuxinha

Hula-hula (Tá demais!)

Dançando hula-hula com a Xuxinha

Vamos dançar (Olha o ritmo!)

Dançando hula-hula com a Xuxinha

Hula-hula (Mais uma vez!)

Dançando hula-hula com a Xuxinha

Vamos dançar

Xuxinha: Ai, eu adoro dançar!
World Lore

The way that this world is created, is with the specific desire in mind to give people the freedom to be able to create a wide range of characters within the spectrum of what would be ‘acceptable’ in a world like the one that has been created.

When it comes to ‘lore’, the way that this world works is fairly simple.

You ever seen supernatural? Looked into the white wolf or vampire the masquerade lore? Yeah, its pretty grimdark. Its pretty gritty. Its pretty awesome, really. The tldr version is that the preference for this world is that everything be at least humanoid in origin. For example; vampires can be a thing. A mermaid can be a thing.

This is a semi-realistic to realistic setting. So there aren’t really lizard people. There aren’t really dwarves. This isn’t THAT kind of game. In that respect, there aren’t things like fox girls, neko’s, cute little animu waifu’s or anything of that respect. Everything should be HUMANOID.

When it comes to magic, there isn’t truly any limit to what magic is available. Again, if you want to make things at all powerful then there should be weaknesses for that power. You want a fallen angel? Fine. You want a demon? Fine. You want a shape shifter? Thats also fine! You want a cybernetically enhanced, fucked up lab experiment? In this setting, that is also welcome!

As far as technology goes? Think steampunk and semi modern. We’re not going to have nanodes and genetically enhanced cyborgs. You won’t see things like televisions, or advanced holograms and shit like that. We’re going back a bit more old school. This is a post apocalyptic setting, and with that comes low tech - with its benefits! People can still have enhanced armor. Communication devices, magically enhanced/enchanted what have you. Just remember; for every strength, there is always a flaw.

### Keep in Mind

**This is POST APOCALYPTIC,
Its gritty.
Its dark.
Theres a lot of monsters that are not going to like you.
There are a lot of ways that your characters can die!
Storyteller’s are not going to be nice.
Consequences very much exist in this world.
Prepare for characters to get hurt, to die, for war to wage, and to have a hell of a lot of fucking fun in a relatively free world - with obvious restrictions.**

In terms of religion & gods - these are two things that in this setting, are just not going to be a thing. You can have demons, angels, beings of all manner - fuck, you can create a being if you want to, and give me a reason why it exists in the manner it does.

Religion and established gods are not things here. We’re a system/world that functions more on myths and things that go bump in the night, than things we want to worship.
Rangessession Wikia

**Home to the legendary tales of** *Bork the Timelord*™
Malthael the Mad

Vold the Childmurderer

Gaira the Vore Queen

## Links

https://www.facebook.com/victor.ragnarsson.1

### ***Our Impressive Spell list***

https://rangessession.fandom.com/sv/wiki/Kategori:Spell#

OUR CHARACTERS

https://rangessession.fandom.com/sv/wiki/Kategori:Character

STORY

https://rangessession.fandom.com/sv/wiki/Kategori:Story
Yarliiska

**Behavior:** Solitary predators, these scaly beasts also known as the "Blue Devil" among locals spend their days sleeping in crags and caves to escape the arid heat. At night, they emerge to hunt almost anything they can find. Yarliiskas are occasionally seen in breeding pairs that only cohabit during the rearing of their young, once the offspring reach maturity the entire family unit disperses due to the species' highly hostile nature. Yarliiskas have been known to kill merely for sport and not exclusively for food, as well as even their own kind. They have earned their local name from viciously attacking travelers at night. Some brave individuals keep them as a guard pet, but only if they are raised from a hatchling to interact with their owner. This practice although not uncommon is not widely used due to the ever present threat of an attack, which have been recorded more often than not.

**Details:** A Yarliiska's eyes are incredibly sensitive to light, therefor lanterns and other light sources are suggested to be used when traversing the desert at night. The horns sprouting from their heads and hips are an adaptation that only males possess. It is theorized that these ward off mating advances from other males due to the aggressive nature of their mating habits, as well as a tool for competing against one another for the right to mate.
The Barrens

All Lore on the Barrens Territory can be found here:

**General Barrens Lore:**

 All areas between the districts is rather well known as no man's land. It isn't safe for the sub-humans, but it isn't exactly safe for the humans either. Over the years more traps and wild beasts have been set free to kill both side that its anyone's guess what they're going to step on, or step in to.

Even going outside of the restricted camps is dangerous, given the conditions in all four districts as it is.

You head to these areas, it is your fault if you don't make it back alive.
Livalia Velkov

Welcome to the Character page for Livalia Velkov, Leader of the Forest Sanctuaries.

\*\*Forest District Leader\*\*

\*\*Name:\*\* Livalia Velkov

\*\*Race:\*\* Hellspawn. A purebred Fire demon.

\*\*Age:\*\* Ageless, though her appearance pins her at early twenties.

\*\*Occupation\*\*: The Forest District’s Leader.

\*\*Appearance\*\*: http://i.imgur.com/rys4cHQ.jpg

\*\*Background/Personality: \*\*

Nobody really knows when Livalia appeared through a rift, or why she even stays. The woman doesn’t often talk about it, preferring to keep an air of mystery around her.

The woman can be rather tempestuous, though as a rule she is very level headed and calm. If you piss her off, harm what she considers hers, or disobey orders? She will show absolutely no mercy when it comes to delivering punishment.

One thing you would not have expected from a hellspawn? The kindness the woman shows to those that she oversees. Given that she oversees the entirety of the Forest district, she has quite a busy job and not a lot of time.

Anyone who has even slightly earned her touch or been given the consideration of her protection is someone the woman will go out of her way to show great kindness, support, and fierce loyalty.

There has only been one instance where the woman has shown her true nature. One of their younger members walked out through the forest too far, running into a human trap where they slaughtered the young and stayed long enough, for what it seems, to make a sport of it.

The screams of those men as they were burned alive was easy to be seen from all camps, as was the symbol of her own making carved in the flames in the earth. What does it look like…? It is rather hard to define. It seems to be a mix of an M and wings, though if you blink? It is as though the form itself shifts in the ground where you watch.

Don’t fuck with this woman, or those she cares for. You likely will not survive it.