recursal/Fanatic-Fandom huggingface dataset:
True character-character evasion in 3D

When dealing with 3D pathfinding, Unity's navigation workflow doesn't typically allow for characters to evade one another accurately.  The NavMesh Agent component does have built-in avoidance, but agents won't factor in others when calculating their paths.

With Unity 2022.3, however, Unity introduced the AI Navigation toolset - which offer much more in the way of runtime manipulation.  The steps below describe how it can be leveraged to have multiple characters properly avoiding each other when pathfinding.

1. Using Unity 2022.3 or later, import the **AI Navigation** package from the Package Manager
2. Choose **AI -> Navigation** in the top toolbar to open the Navigation window.  For each character to involve, define a new **Agent Type** with that character's name.
3. For each character, attach the **NavMesh Agent** and AC's **NavMesh Agent Integration** components.  Set the **Agent Type** to the one defined for that character in step 2.
4. Each character needs to traverse their own NavMesh.  For each character, create a new empty GameObject and attach the **NavMesh Surface** compoennt.  Set the **Agent Type** to that of the character it represents, and configure the rest of its Inspector to suit.
5. We will then use a separate object, attached to each character, that carves out all NavMeshes except for the character it is attached to.  For each character, create a Capsule, parent it to the character's root, and raise it up to match the character.  The Mesh Renderer can be removed, but keep the Capsule Collider.
6. To this Capsule, attach the **NavMesh Modifier** component.  Set the **Mode** to **Remove object**, and the **Affected Agents** to match that of the character it is parented to.
7. Copy/paste the code below into a C# file named Rebaker, and attach the new **Rebaker** component to the Capsule as well.
8. In the Rebaker's Inspector, assign all of the scene's **NavMesh Surface** components *except* the one that references this character's agent.

At runtime, each capsule should then carve a circle surrounding the character out of each of the other NavMeshes, allowing other characters to pathfind around it while unaffecting their own.

Rebaker.cs:

```
using Unity.AI.Navigation;
using UnityEngine;

public class Rebaker : MonoBehaviour
{

 public NavMeshSurface[] surfacesToRebake;
 public float minRebakeDistance = 0.1f;
 private Vector3 lastPosition;

 private void Start ()
 {
 Rebake ();
 }

 void Update ()
 {
 if ((lastPosition - transform.position).sqrMagnitude >= minRebakeDistance)
 {
 Rebake ();
 }
 }

 void Rebake ()
 {
 foreach (NavMeshSurface surface in surfacesToRebake)
 {
 surface.BuildNavMesh ();
 }
 lastPosition = transform.position;
 }

}

```
Chaos

The Old World is a dark and dangerous place, full of death and destruction where your literal worst nightmares can kill you. It is no wonder that faith plays an important part in the lives of most of its inhabitants, and each race has their own pantheon of deities to pray to for their salvation.

However, lurking just below the surface of almost every race are those who seek not salvation, but power, knowledge, lust or mercy. For those individuals willing to pay the sacrifice such gifts command, the Gods of Chaos listen.

## Forces of Chaos

### Human

#### Marauders

Chaos reigns over the North Pole of the World, and it is here that the majority of its followers hail. In harsh conditions where food is scarce and shelter scarcer still, only the most brutal or cunning survive to adolescence. By this age they are likely to have sold themselves to at least one of the Gods, if not all of them.

Banded only together by their clan, Marauders seek the death of their enemies through brute force, bludgeoning them to death with flails or heavy axes, or flinging rocks the size of fists in large numbers. Though strong and tough they wear little to no armour, welcoming death as much as they seek to provide it in full knowledge that they will meet their doom in the service of their Gods.

#### Chaos Warriors

For those mighty enough to survive the worst the World has to punish them, there is one more service the Chaos Gods demand: to serve forever as their (somewhat) mortal forces. Whether a Marauder who has survived long enough to know how to keep alive, or a champion of one of the lesser races of the World who have fallen to Chaos, the path to immortality truly begins as a Warrior of Chaos.

Clad in eldritch Chaos Armour wrought millennia past, and armed either with sword and shield or a mighty double-handed Chaos Axe, the Warriors of Chaos march South to annihilate those unworthy in the eyes of their Gods.
The Justice Guard

"I have no place among The Watch anymore. He insured that those days are long past." -Dingzui.

The Justice Watch is the policing force of The Mountain of Justice. They are a well respected force, especially given that they are the best policing force of all of Wintervale. It also, secretly, has a division known as The Night Watch, through which less legal methods can be explored.
Epilogue: Epic Trog

“I fleel fine!” insisted Trogdar as he lurched from wall to wall in the corridor.

The other warriors could not stop laughing as the unfortunate barbarian threw up yet again.

“Honestly, I think it’s, burr…” he paused for a second, keeling over before gently standing up again, “Nope. I think it’s getting better.”

“Oh yeah, you look a million times better than 5 minutes ago,” said Short-arse earnestly whilst stifling a giggle.

“Positively glowing,” said Jandyr.

“Wait, are you actually glowing?” asked Short-arse with mock concern.

“Am I?” said Trogdar, panicked.

“Hmmm,” said Jandyr, “No, it’s just the light. I think…”

Trogdar looked at his arms with mounting worry. “You’d tell me if I was, wouldn’t you?” he implored.

The other Warriors nodded in unison.

“That’s good,” he said relieved, “glad you fellas have my back. And lass. Hey, I think I can see some stairs round the corn-AAAAARGH!”

As Trogdar passed the corner, the flagstone toppled and fell, revealing a spiked pit below. Trogdar flailed for the lip of the floor, but fell, smashing through the spikes rather than onto them due to his bulk and thick furs.

“You alright?” shouted Short-arse as the other warriors rushed over to see what had happened.

“Yeah,” came a plaintive wail, “Can someone help me up please?”
Ironbeard Grunnson

Ironbeard Grunnson was the High King of Karaz-a-Karak following the disappearance of his Father, Grimcrag Grunnson, and Grandfather, Ungrun Grunnson. Ironbeard hired the Warriors to find trace of his Father and Grandfather, and to recover the legendary Grunnson Axe.

Upon his Father's return from Karak Azgal, Ironbeard renounced his claim on the throne and joined the cult of the Slayer, seeking penance for his failure to rescue his father.

However, Ironbeard did not find his new life easy and instead he became a bandit, stealing from those he met on his travels. It was in the Dwarven Halls beneath Mount Gunbad that he encountered his cousin Short-arse, eventually stealing a small amount of Gold from her.
HUMANIDADES

En
 el área de humanidades podrás encontrar información a cerca de
diferentes carreras que pertenecen a las humanidades, desde el perfil
del aspirante hasta las universidades que la ofrecen. Las humanidades
guardan relación con el ser humano, y su comportamiento en sociedad,
analizando su interacción con esta y con sigo mismo. Carreras centrales a
 discutir:

\* Ciencias políticas.

\* Derecho

 \* Psicología

\* Finanzas.
Candy the Cat

*Looking for more in-depth information about Candy the Cat From Five Nights at Candy's? Check out our ally wikia's page! Click here to go there*

* Multiplayer
* Images

## Character Information

### Included in

Multiplayer

**Candy the Cat** is an upcoming multiplayer character for Sinister Turmoil.

## General

A teaser depicting Candy the Cat. (Sinister Form)Sinister Candy in the Devlog Teaser.
## Behind the Scenes

The above mentioned teaser while being made.Another Unity pose for Candy the Cat. (Sinister Form)
The Fusty Duck

The Fusty Duck is a Tavern in the Imperial City of Middenheim. In the Tavern Cellars is a Chaos Gate through which it is possible to travel to the Dwarven Halls of Karak Azgal. It was in these Cellars that the great Grimcrag Grunnson was turned to stone by the Cockatrice, and where Skreek Deathstrike met with Skrunch to try (and fail) to forge a Skaven/Orc alliance.

The Warriors were reprimanded within this Tavern before later escorted to the Middenheim Gaol while the truth of their adventure was ascertained.
Redsteel

"Fine quality swords. Never seen this type of metal before. Strong. Alluring." -Lothrik Breeze-Hammer to Elswin Red-Wind.

Redsteel is a mystical material, not enchanted, but mined naturally, imbued with the latent energy of Magic itself. True to its name, it resembles steel and is of a red hue. It can be enchanted, and while the enchantments are powerful, they are random and chaotic. It does, however, carry effects of magic used near it. When a spell or magical effect occurs near an object made of Redsteel, the Redsteel from that point carries an enchantment of the same nature. It will lose this enchantment, for it to be replaced with another if this happens again. There are other means of preventing this, rendering such enchantments able to be retained until the owner allows a change in enchantment.
Epilogue: Night Watch

"Let's get some rest they said."

"Good idea I said."

"The Wizard looks pretty shaken up they said."

"I agree I said."

"And me and the Dwarf are pretty tired after fighting those Orcs hand-to-hand they said."

"Riiiight... I said."

"So I think you need to take the first watch Jandyr they said."

Jandyr shook his head solemnly and allowed his gaze to drop to the floor. That was five hours ago, and no amount of prodding or poking Trogdar or Short-arse would wake them from their slumbers, and the Wizard slept in a coating of ice which was only slowly melting away.

Jandyr was more bored than tired. The rocks here were just useless rocks, there was no Gold anywhere to be found, and he'd counted the different species of lichen 10 times or more by now.

He stood to stretch his limbs and began to wander the room. How many more times could this shaman escape them? He was either the luckiest Orc alive or...

Jandyr paused as something caught his keen eyesight. Moving closer, he noticed the glint of metal. Maybe the orc had a secret stash hidden? He cast a quick glance back at the others, it would be just like them to awaken once he'd found something interesting. The loud snoring from Trogdar and Short-arse told him they were still sound asleep, and as for the Wizard... who knew?

He reached into his tunic and pulled out a small dagger. The object was half-buried in a crack in the wall and would take a bit of fishing out. He scraped at the wall, keeping the noise to a minimum. Slowly, he began to reveal an amulet with an inscription of twin arrows upon it.

He could sense magic within the amulet, but not what it did. He could ask the Wizard, but by the looks of it, it was solid gold and must have been worth about 1,000 gold pieces. Silently, he put the amulet in his pocket and walked back to his perch, beginning the lichen count once more.
Skapari

"My lineage goes far beyond what you could possibly even comprehend. Before even your creators, there was mine." -Archive Keeper, about Skapari.

Skapari is the God of Creation and Logic, the unknown, the creator of The Gods themselves. He is also the creator of the Ominni, the foundation of Lorerah, and The Hearts, celestial bodies that govern the weather and seasons, including the Heart of Winter.
Part IV: The old ball and chain

The creature span rapidly, hurling the iron ball into Trogdar. His leather jerkin crumpled beneath the force of the blow as he was flung against the wall, letting out a sharp cry of pain.

"Stand back," shouted Short-arse from the floor, "give it some room!"

Jandyr and the Wizard both shrank back against the walls of the small chamber, the Elf readying his bow and watching carefully for an opening as the Wizard's eyes grew white.

"I'll give it more than some bloody room!" grunted Trogdar as he attempted to pull himself up.

Jandyr swore as he loosed an arrow which missed, ricocheting from the floor towards the startled Wizard, his concentration lost.

A lone goblin archer robed in the same manner as his comrade jumped atop the prone figure of Trogdar, firing an arrow wildly into the room. Unerringly it flew towards Jandyr, the black-fletched arrow deflected by a swing of Jandyr's sword.

"At least someone can shoot straight," said Trogdar with some mirth as he attempted to grab the diminutive greenskin scrambling around him.

"There is a surprising number of skilled archers in this place," retorted Jandyr, somewhat suspicious.

"FREEZE!" screamed the Wizard suddenly, coating the iron ball and chain in ice. The goblin was yanked from the floor as it's trajectory was altered catastrophically by the spell. He hurtled towards a wall followed closely by the icy mass leaving a large, wet, imprint as his headless torso fell to the ground.

The Wizard continued his spell, a stream of ice cold air from his right hand carving a path as he turned it towards Gubbinz, the shock on the jester's face becoming a mask of terror. With his left hand he drew his repeater crossbow, turning his whitened-eyes towards the lone archer and aiming at its head.

"Do you feel lucky, pu... OH BUGGRIT!!!" he yelled as he fell face first into the cold stone floor, the stream of ice narrowly missing Short-arse as it veered up towards the ceiling before sputtering out.

"Whoops!" said Gubbinz, his leg coiled around the Wizard and his hands stretched out before him guiltily.

"You little sh...!" cried Trogdar, grabbing the goblin archer who had cowered behind his legs and crushing it's skull between his beneath his hands.

"Errrr, LADS!!!" interrupted Gubbinz, peering over the prone Wizard and into the corridor beyond. Trogdar advanced upon him, his face a grim mask of bloody vengeance.

Gubbinz wriggled and writhed on the floor, but he was entangled within the unconscious Wizard's robes.

"I'M GONNA KILL YOU!!!" Trogdar screamed as he raised his mace above his head. With murderous intent, he brought it down in a wide arc as Gubbinz closed his eyes.
Skrunch

Skrunch was a Black Orc boss slain by the Warriors in the cellars of The Fusty Duck tavern in Middenheim.

Sent as an envoy to "negotiate" with the Skaven for secrets of their Giant Rats, Skrunch was surprised when their discussions were interrupted by an inebriated Trogdar. Despite a brutal fight, Skrunch was eventually killed by the burly Barbarian weilding the dagger containing Grimcrag Grunnson's soul.
Part IX: Catch a Dragon by its tail

"Go on, just give it a little tug."

"No."

"It won't hurt, I promise."

"No."

"You don't have to yank it hard."

"No."

"Just the tip?"

"No!"

"There's gold in it for ya..."

"Gold?" inquired the Wizard.

"That's right," replied Trogdar, "a whole heap of Gold just waiting to be taken. All you have to do is pull the Dragon's tail."

"Is that a euphemism?" Short-arse whispered to Jandyr.

"Not one I'm aware of," said Jandyr.

The Warriors had dispatched the Orc archers in short order once they were able to make their way across the rickety bridge. They now stood in front of a gigantic statue of a golden dragon, at the feet of which was a large pile of golden coins.

"Promise this will disarm it?" asked the Wizard.

"Oh absolutely," replied Trogdar, stifling a smirk. "Short-arse has checked it out and everything, haven't you Shorty?"

"Hmm?" said Short-arse, prodding at a weapons rack absent-mindedly, "Oh, yes, absolutely."

There was a satisfying 'click' as she pulled at a spear which opened a doorway leading onwards.

"See, she knows her way around a trap," said Trogdar, fighting to hold back laughter.

"Alright then," said the Wizard warily. He grasped the tail of the Dragon statue firmly in one hand and gave a gentle tug. He waited for a while, expectantly, before asking, "Is that it then?"

"I think so," replied Trogdar earnestly.

"Let's be making a move then," said Jandyr, suspiciously not going for the Gold.

"Alright," said the Wizard, warily. He looked at the Gold from a number of different angles, sizing up where to take from first. He turned and looked at the others slowly, each one of them looking at him and waiting with barely-repressed anticipation.

"Issa trap, innit?" said the Wizard, the truth slowly dawning on him.

"Aww, you got us," said Trogdar, a great beaming smile breaking across his face.

"Can't fool you!" said Short-arse, turning and walking through the secret doorway.

Jandyr said nothing but turned and walked away, casting a long, lingering glance at the Gold as he did so.

The Wizard was unnerved by this, and frantically looked back at the Gold. "Is it or isn't it?" he asked feverishly.

"Who knows?" said Trogdar, turning and walking away with the others.

The Wizard looked at him, then back to the Gold, then back up and finally back to the Gold. Steeling himself, he began to run for the doorway, thrusting his arm out towards the Gold as he went. As he did so, his hand passed through the Gold and into a nest of snakes which bit deeply into his flesh.

"YOU BAST..!"
FUENTES DE INSPIRACIÓN PARA CREAR

La carrera de Diseño Gráfico estudia la forma gráfica como el universo de los signos visuales que se expresan por medio de la tipografía, la imagen y el soporte. Se forman profesionales en el desarrollo de lenguajes innovadores y eficaces, con la posibilidad de impactar al mundo y proponer maneras de comunicación visual y persuasiva; el diseño gráfico, visto como actividad, es la acción de concebir, programar, proyectar y realizar comunicaciones visuales, producidas en general por medios industriales y destinadas a transmitir mensajes específicos a grupos determinados.

El graduado tendrá la posibilidad de ser:

* Diseñador de formas gráficas y proveedor de servicios.
* Gerente en empresas prestadoras de servicios o de fabricación de productos de diseño gráfico.
* Jefe del departamento de diseño, de mercadeo, o de producción de la industria de artes gráficas o empresas en general.

* Desarrollador de nuevos productos gráficos

* Creador de sistemas editoriales, arquigráficos, audiovisuales y digitales para la información, promoción, exhibición, venta y mercadeo de productos o servicios, y para la educación, didáctica y entretenimiento

* Creativo en agencias de publicidad y departamentos de diseño, comunicación e investigación.
Tijara

"By Tijara, this city will be mine by the morrow". -Shadre Bright-Gaze.

Tijara is the God of Commerce and trade. He is patron to those of quick tongues and an affinity for mercantile. Signs of worship to him are often very overt, with his symbol emblazoned on brightly colored flags. He is also the creator of the Halflings.
Ungrun Grunnson

Ungrun Grunnson was the High King of the Dwarfs seated at the Dwarven Capital of Karaz-a-Karak. Gifting the ancestral Grunnson Axe to his son Grimcrag Grunnson, he set his son the task of reclaiming the ruined Dwarven city of Karak Azgal in order to restore its former glory.

Progress at first seemed good, and many messengers brought word of Grimcrag's noble deeds. However, after a few years progress reports started to wain until eventually stopping altogether. Fearing for his son's safety and for the stain of honour the loss of his family heirloom would bring, Ungrun took it upon himself to lead an expedition to Karak Azgal to find them both, leaving his Grandson Ironbeard Grunnson on the throne in his stead.

Ungrun too never returned from Karak Azgal.
Pistol Crossbow

The pistol crossbow is a one-handed repeating missile weapon which can fire up to 3 bolts before requiring reloading. After their adventure below Karak Azgal, the Wizard happened upon one of these weapons in the fletcher's shop of Karaz-a-Karak. Eager to spend some of his coin, he snapped up the crossbow and has used it as one of his main armaments ever since. If only he could learn to shoot, it could be a deadly weapon.
The Son of Ixthod

The Son of Ixthod is a human Wizard of as-yet unknown origin. The Wizard seemingly has but one motivation - to make as much gold as possible. He also has a predilection for fungus, and enjoys sampling the different varieties he finds in the dungeons of the Old World.

Able to call upon the Winds of Magic, the Wizard has an affinity for spells of cold and ice, and is able to freeze his enemies solid, crushing them beneath the weight of their own bodies or spearing them on jagged shards of ice. However, when the Winds of Magic fail him he is known to draw those same foes to him, putting the group in perilous danger.

## Distinguishing marks/characteristics

Thin and bony (existing only it seems on mushrooms and other fungi) with unkempt hair and beard, you would not be mistaken for thinking the Wizard a vagrant of the Old World. Yet he has been shown to have a fine taste in clothing, and his robes are made of the most exquisite materials the Empire has to offer.

The Wizard's mind often seems in another place, which in some ways is actually true. His conscious is tied to the capricious Winds of Magic, forever enthralled to its ebbs and flows. At the best of times this can make the Wizard improbably powerful, his scrawny body able to create powerful conjurations. At the worst of times the Wizard is rendered inept, at his weakest when his comrades need him most, such is the Wizard's lot in life.

This unpredictability, and the Wizard's penchant for 'stealing' kills from the other Warriors, has led to unpopularity and a feeling of resentment within the group. Whether the Wizard is aware of this or not is debatable, but it doesn't seem to have changed his manner of adventuring.

The Wizard seems to have a preference for using ice magic, particularly the Freeze and Healing Hands spells and Ice Blades, though he also uses the Confusion charm to bewilder his enemies. Having found Laranscheld's Book in the crypts below Karak Azgal, the Wizard also began to study the dark arts of Necromancy. Though his initial attempts to reanimate the corpses of his slain enemies did not last as long as he hoped.
Ring of Power

It is not uncommon for a powerful Wizard to pour some of their magical power into an artefact of some kind - something they can draw upon in times of great need. For most Wizards this usually takes the form of an amulet or more commonly a ring.

When the Wizard dies however, their power lives on within these treasures. When found by adventurers, these trinkets form a bond with their bearer, accentuating those attributes they consider most important.

However under certain circumstances it is not only the Wizard's power that lives on, but a portion of the person they once were; their 'soul' for want of a better term. Should the Wizard have turned to Chaos for instance, their warped nature can continue to live on through a new bearer.

Trogdar was granted such a ring by an animate statue. A golden ring with a single red gem, the ring immediately bonded to Trogdar, unable to be removed. It is perhaps unfortunate he chose not to wear it on his finger...

Whether the ring has exerted any influence over Trogdar remains to be seen.
Smithy

"I met him at the same time as my father. He's been my friend since I was a child." -Faradigm Woodcroft.

Smithy is an animated anvil with the soul of a puppy. He was once the beloved pet of Sly Woodcroft, a magic blacksmith. Since his passing, Smithy has stayed the cherished friend of his adopted daughter, Faradigm.

**Trivia**

* Smithy is one of the few recurring characters belonging to James Fisher, the current DM, first appearing in The Lost Wizards, a Campaign by Declan Ballantine, and reappearing in Monster Hunters, a Campaign by James Fisher.
Short-arse

Short-arse (real name Gunnhilde Grunnson) is a female Dwarven Warrior from the Grunnson clan of Karak Azgal. She has a short temper and even shorter stature which is often brought up by the other Warriors. As seems to be the main motivation for the group she also seeks to reclaim gold from the former Dwarven holds they seem to encounter.

Having forsaken her ancestral axe for fear of continually tripping over her beard, she wields an Axe of Slaughter and makes good upon its name. When she gets chance to wield it at all.
Runic Axe

Every Dwarf Warrior is trained in the use of an axe. Even though who eventually choose the route of gunpowder or crossbow have an ability to hack at their foes with a hand-axe or two.

For those wealthy enough to afford it, they can take their axe to the runesmith of the clan who, for a price, will inscribe runic symbols which increase the potency of said weapon.

For Short-arse, her runic axe seems to have but one rune upon it: the Master rune of tripping over her beard. Therefore this weapon is currently unused, lying dormant in her backpack until she can figure out a way to avoid such ignominy in future.
Sinister RAT

*"Out of Order"*
*Sinister RAT* is a stub. You can help this wiki by expanding it.

* General
* Images

**Sinister RAT** is an upcoming antagonist in Sinister Turmoil.

## Appearance

Sinister RAT appears to look like normal RAT,with differences being sharp teeth and empty eye sockets,he also seems to be less damaged than normal RAT

Currently,Sinister RAT isin't in the game,but he will be in the full and/or possibly Demo version of the game.

## Trivia

* He is taken from the game Five Nights at Candy's,a game made by Emil Ace Macko

Sinister RAT's teaser image.
Rat Golem

The Rat Golem was the creation of the Warlock Engineer Quirrik. A hideous amalgamation of beast and bronze, this mechanical monstrosity was brought into being to act as a reliable bodyguard whilst Quirrik continued his research into the creation of the Stormfiends.

The Golem however proved to be too temperamental, frequently breaking down as it consumed the power from its Warpstone heart, seizing its mechanisms and locking it in place.

## In the Pit

It was in this state that the Warriors first encountered the Golem in the fighting pits of the Packmaster Kapcha. Initially thinking it a statue, Trogdar tried in vain to talk to it, seeking passage through a locked door beyond.

Having failed and never missing an opportunity to hit something, both Trogdar and Short-arse then started attacking the inert creature, cleaving skin from metal, but failing utterly to destroy the contraption, eventually giving up and moving on.

Their frantic flailing however must have disturbed something vital as the Golem slowly started to come back to life. Twitching spasmodically, the creature jerked and roared as it reanimated, thrashing around the fighting pit.

Fearing for his own safety, Kapcha sent a veritable horde of Skavenslaves and Clanrats into the pit to try to sedate the monster. The ratmen had other ideas however, using the bodies of those unfortunate enough to face the Golem's wrath to escape the high walls of the pit edge and fleeing past the confused warriors.

Having finally encountered and dispatched Kapcha, the Warriors re-entered the pit and after a long battle involving snow globes and the consumption of strong Elven wine, the Golem was deactivated by Short-arse. Having taken the opportunity to rest the Warriors progressed through the locked door.

## Pursuit through Quirrik's laboratory

Slowly, unsteadily, the Golem's reboot protocols initiated and the creature let out a monstrous howl which reverberated throughout the Skaven burrows. Hearing this the Warriors sped along their way, all-too familiar with the devastation the Golem could wreak.

Little did they know the Golem pursued them relentlessly, always one step behind them but fortunately never catching them until they reached Quirrik's laboratory. Joining amidst a fierce battle, the Golem tore into friend and foe alike, sending clanrats flying and gouging great gobbets of flesh from Trogdar and Jandyr in particular.

Risking her own life, Short-arse threw herself at the creature just as it dealt a fatal blow to Jandyr, tearing his throat open and sending the Elf to the floor. Consumed with rage, Short-arse dealt blow after blow against the increasingly delapidated automaton, wreaking terrible damage. As she prepared to deal the finishing blow, The Son of Ixthod cast a Freeze spell, collapsing the Golem and breaking it into pieces.
Jandyr

Jandyr (aka Jadryn) is an Elven Warrior of as-yet unknown origins. Skilled with both a bow and blade, Jandyr seeks to improve his mental and physical capabilities by testing himself in the darkest regions of the Old World, and if it helps, to make a bit of gold along the way.

Jandyr has a fascination with rocks of all types, and searches for the ever-elusive one which will bring him fame and fortune. Mostly fortune.

## Distinguishing Marks/Characteristics

Not much is known about Jandyr's past, but the fact that he was willing to answer the call for aid from a Dwarf King shows that he does not suffer from the extreme prejudice his race usually shows towards them. That is not to say that Jandyr is overly fond of Dwarfs, and he often engages in good-natured (from his side at least) banter with Short-arse. Whether the nature of the banter is reciprocated or not remains a point of contention.

Jandyr's obsession with collecting rocks became apparent early on in the Warrior's adventuring - though he claims he was actually searching for gold. This eye for minerals has led to the discovery of the Lost Stones of le Marquis which seem to grant the bearer incredible powers. It is his conviction that were he able to unite the stones he would surely become invincible.

Although Elves are usually famed for their bow skills, Jandyr's particular ballistic abilities are not particularly effective. When he does strike his target, he is able to skewer multiple opponents with one arrow. These shots however are few and far between, with the Elf usually missing his target (often from interference by Trogdar).

In stark contrast, Jandyr's skill with a blade has improved immeasurably during his adventures, and he rarely fails to find his target. His strikes however do lack the impact of Trogdar and Short-arse, and he can often be frustrated by the success of their brute-force attacks.

Befitting his race Jandyr also has an innate sense of magic, often using this ability to warn the others of traps and evil creations. His warning usually go unheeded, as demonstrated by The Son of Ixthod's theft and subsequent use of Laranscheld's Book.
Sinister Chica

* Singleplayer
* Multiplayer
* Images

* New
* Old

**Sinister Chica** is one of the main antagonists in Sinister Turmoil.

## Appearance

Sinister Chica is a large, bipedal animatronic chicken.

She is mainly yellow, with the only deviations being on her beak, feet and bib.

She appears to have the largest jaw out of all of the Sinister Animatronics. Whether this was a modified trait, or whether this already existed on the suit, is yet to be discovered.

Modified traits, howeve, include the lack of eyes and sharp teeth, as with the other sinister animatronics.
TBA

Sinister Chica in the office. (Outdated)One of Sinister Chica's first teasers.Sinister Chica in the Sinister Turmoil Christmas teaser.
Part VIII: Take it to the Bridge

“Ow, ow and ow!” said Short-arse as the arrows struck home against her Heavy Armour. “I don’t know why I bother sometimes,” she muttered as she strode onto the bridge to face the massive Orc.

“Not my fault,” squeaked the Wizard, “he’s got a magic thingummy!”

“So have I,” said Trogdar with a grin, “but now’s not the time to use it. Jandyr, can you..?”

“Way ahead of you,” replied Jandyr, taking aim and loosing a pair of arrows towards the Orc archers, which clanged from their armour and fell into the fiery chasm below.

“It would seem I cannot,” said Jandyr with consternation, dodging another volley which came his way.

“We need to get across there then,” Trogdar announced.

“I’m trying my bloody best!” shouted Short-arse, grappling with the hulking Skullbasha. The Orc brought its head down low, breathing noxious vapour into the struggling Dwarf's face.

“I’m gonna enjoy killin’ yoo stunty!” it growled. “Just like we killed da wuns ‘oo used ta live ‘ere.”

Short-arse looked up at the Orc, a momentary look of shock upon her face, before her features contorted into a snarl of rage. She let out a howl of fury before shoving the Orc backwards, chopping at him wildly with her axe. The Orc fought back, ignoring the many wounds the Dwarf was inflicting and biting deep into her side with axe and sword.

“He’s gonna kill her!” exclaimed Trogdar fearfully.

“They’re going to kill each other…” replied Jandyr, firing another arrow which missed his target.

“I’ve got to help her,” said Trogdar, rising from his crouched position and starting to run across the bridge. The flimsy construction began to rock from side to side as the heavy footfalls of the Barbarian landed.

“Stop it you idiot!” shouted Short-arse, her furious axe swings beginning to miss her target as the momentum of the bridge began to make her lose her balance. She reached out for Skullbasha and yanked him over the edge of the bridge, tumbling over with him.

“SHORT-ARSE!” yelled Trogdar as he watched the two of them fall, losing sight of them as they disappeared into the steaming vapours.

"NO!" yelled Trogdar, sinking to his knees, oblivious to the rain of arrows thunking into the wooden slats.

"No, not quite," came a voice from the side of the bridge.

Trogdar crawled over to the side as fast he could to see Short-arse dangling from a rope. "You're alright!" he said with genuine happiness.

"Not for long," replied Short-arse, "Could you maybe see your way to helping me back up?"

Trogdar reached down and began to yank eagerly on the rope.

"Gently you flaming idiot!" yelled Short-arse.

"I'm sorry, I'm sorry. It's just we thought, well, I thought we'd lost you," said Trogdar.

"If you'd run any further you would've done," rumbled Short-arse. "Managed to get myself a souvenir though."

As she was pulled back on to the bridge she held aloft the Sword Skullbasha had used.

"Right, where's that Wizard?"
Part VI: A deadly end

"So tha wassa squig..." Trogdar slurred softly.

"It would appear so," replied Jandyr, packing away his herbal remedy kit.

"S'funny," continued Trogdar, "I fought they'd be smaller, heeheehee...."

"Maybe I used a little too much Dragon Claw..." pondered Jandyr, looking at the delirious Barbarian.

"Like, teeny tiny bite-size likkle fings. Not great hulking bite-yer-arm-off kinda fings," Trogdar frowned. "I can see now why they need a squig 'ound like Growler to gerrem."

'Has he forgotten the ones we fought earlier?' thought Jandyr to himself. Far too much Dragon Claw in this herbal batch...

He turned away from the stricken Trogdar to take another look at the dead-end room they were now stuck in. Furs piled on the floor served as primitive bedding and the stench of Orc was only enhanced by the corpses of 8 Warriors they had recently despatched.

The Wizard sat comatose in a corner, his wounds frosted over as his whitened eyes stared vacantly into space. Short-arse was sullenly picking at a weapons rack, remarkably unhurt.

"Look, I'm sorry if you can't keep up with our pace," said Jandyr.

Short-arse shot the Elf a look before turning her attention back to the rack.

"'n then s'more of them spinny chain-ball guys, a-heehee," Trogdar chuckled to himself. "Totally unprepurr'd for that, wasn't ya Wizzy?"

The Wizard continued to stare at nothing, his Wounds slowly melding back together as the ice contracted.

"'ee's a funny fella, inny Jandy?" asked Trogdar. "Ollas runnin' round sayin, 'Oh me magic wind has gone,' a-heeheehee."

"He is indeed," agreed Jandyr, examining the ceiling for any possible hidden mechanisms that might let them ingress further.

"Knows 'ow to kill fings though, dunn'ee?" Trogdar continued. "'ee killed 5 of them Orcsises before yoo even got in the room, dinn'ee Arsey?"

Short-Arse glared at the stricken Barbarian. "Do you mean to insult me, manling?"

Trogdar's face dropped. "I didn't mean anyfing nasty..." he began.

"Because it seems to me," Short-arse continued, irate, "that the three of you think you can continue this adventure without me."

"No, I didn't..." continues Trogdar.

"Remember your anger management techniques," said Jandyr calmly. "Just breathe.."

"Don't tell me to breathe you stuck-up poncy Elf," Short-arse bellowed, grabbing the nearest weapon from the rack. "I've a good mind to chop off your kn..."

The Dwarf was cut off mid-sentence as a heavy stone block fell from a concealed entrance directly above her. Only her heavy armour plate saved her from a gruesome death as she lay face-down in the bed furs, bleeding heavily from her head.

Simultaneously, a concealed entrance in the wall next to the rack was hoisted rapidly, connected by thick gut-wire to the block. Yet another giggling goblin hurtled out swinging a ball and chain, cracking against Trogdar's face as it went.

Jandyr sighed softly and began to unpack his herbal remedy kit.
Prologue: Scream Team

The nets came from nowhere, flying out of the darkness to land among the Warriors.

"Not this time," Trogdar muttered to himself, pirouetting on the spot to avoid the tangle of ropes. "Get 'em Wizard!" he called to the blackness behind him.

"FREEZE!" came the command, the nets halting in mid-air, held suspended on stalks of ice like gigantic tennis racquets. The ice flow continued down the corridor, catching the surprised goblins unawares, some still in their throwing pose.

Those that were not killed instantly shattered as a pair of arrows came at high velocity, followed by a blur of motion as an enraged Short-arse barrelled into them. Her axe blows were quick and precise, severing frozen limbs and heads from frozen bodies.

Within moments, the last goblin had fallen beneath the Dwarf's furious assault.

"Now THAT'S teamwork!" yelled Trogdar in exultation, "Told you my plan would work."

"Wasn't much of a plan really, was it?" replied Short-arse.

"Yeah it was," said Trogdar, offended, "I bravely act as a decoy, running out ahead with the light, while you lot attack from the dark."

"How is that different from our normal plan?" asked Jandyr.

"I'm not doing the attacking," said Trogdar plainly.

"Ah," said Jandyr, "safer then."

"What you mean?" asked Trogdar, appearing genuinely upset.

"Nothing, nothing," said Jandyr soothingly, "forget I said anything."

"Anyway," said Trogdar, brushing off the insult, "this place is a bit weird, innit?"

The room they were in was indeed strange, festooned with brightly-coloured red and yellow banners and bunting.

"Gorgut's kort," read Short-arse from a notice on the wall.

"Caught what?" asked Trogdar innocently.

"I think it means court as in Kingly, not that he's caught something Trogdar," replied Short-arse.

"Doesn't smell particularly regal down here," said Jandyr, walking ahead into the next room.

"There's more," said Short-arse, peering closer. "Do not feed the Trolls."

A bass rumble came from the room ahead, followed by a wet growl.

"HELP!" screamed Jandyr.
Helmingr

"Not much but a bunch of hills from a distance, no, but try stepping inside one of our homes if you can. You'll find it to be the most comfortable hearth ever sat around." -Tooken Buckleberry to Aust Bark-Skin, travelling ranger.

Helmingr is the region that is home to the Halflings , and was once a beautiful rustic land, now reduced to white, unrecognizable hills. Those who live there make a living through Berry farming and trade, with physical labor being rare, but well advertised. The homes within Helmingr are built into the hills themselves, and are a stark contrast to

the featureless white outside, with a warm hearth, a well stocked pantry and all the comforts of home. Helmingr is also the home to Errich the Mystic and adopted home of Wingard Bright-Hand.
Rogo Lipsync (No audio) 02 - Stop Action

Note: This is an alternative integration for Rogo LipSync and is intended to allow emotions and mouth movement to be played independently from any audio. The integration consists of three AC actions. These will be posted in separate articles to avoid clutter.

Author's quote:

Use this as a means to have emotions/mouth movement that plays with text (no audio) and limit the .asset files to just a handful - short speech, medium speech, long speech. I also use it for asset files that just sync gestures and emotions.

To use it replace the text in a .cs file named RogoLipSync\_Stop with this text, or create a new blank text file, then paste the text and rename the file RogoLipSync\_Stop.cs. Then drop the file into the folder named actions inside the Adventure creator folder. Then, just use the action in an action list.

The code for the Stop action is as follows:

```
using UnityEngine;
using System.Collections;
using RogoDigital.Lipsync;

#if UNITY\_EDITOR
using UnityEditor;
#endif

 namespace AC
 {
 [System.Serializable]
 public class RogoLipSync\_Stop : Action
 {
 public bool isPlayer;
 public LipSync lipSyncTarget;
 private LipSyncData dataClip = null;

 public RogoLipSync\_Stop()
 {
 this.isDisplayed = true;
 category = ActionCategory.Custom;
 title = "Rogo LipSync - Stop";
 description = "Stops a LipSyncData clip on a LipSync component when a LipSync animation is already playing.";
 isPlayer = true;

 }

 override public float Run()
 {
 if (isPlayer)
 {
 lipSyncTarget = KickStarter.player.GetComponent<LipSync>();

 if (lipSyncTarget == null)
 {
 Debug.LogWarning("RogoLipSync\_Play: No LipSync component found on Player.");
 return 0f;
 }
 }

 lipSyncTarget.Stop(dataClip);
 return 0f;
 }

 override public void Skip(){

 }

 #if UNITY\_EDITOR
 override public void ShowGUI()
 {
 isPlayer = EditorGUILayout.Toggle("Is player?", isPlayer);

 if (!isPlayer)
 {
 lipSyncTarget = (LipSync)EditorGUILayout.ObjectField("Character:", lipSyncTarget, typeof(LipSync), true);
 }
 AfterRunningOption();
 }
 #endif
 }
 }

```

-Original code provided by user Larsos-
Quarg

The great Quarg is a beast of fearsome temper and foul disposition which is hunted in the realm of the Empire. The most common tactic for catching the elusive Quarg is for one hunter to stand in a forest clearing to act as bait whilst the other hunters flush it out of hiding, driving the beast towards him. Standard hunting equipment comprises a net, a bag of garlic, and a stick with a bell on the end.

Despite numerous attempts by the Warriors, no Quarg has ever been seen, let alone captured.
Lair of the Orc Lord

Lair of the Orc Lord is the second adventure undertaken by the Warriors. After rescuing Grimcrag Grunnson from his petrification in The Fusty Duck, they are hired by the reinstated Dwarven King to journey to Mount Gunbad. There they are to halt an invasion by the Black Fang Orcs tribe before it can begin. Led by the Warboss Gorgut, and Skabnoze the shaman, the Warriors face a difficult challenge.

### Deep 1: The Den of Doom

1. Prologue: Unsettling Events
2. Part I: Wolf Mountain
3. Part II: A familiar feeling
4. Part III: A family affair
5. Part IV: Between a rock and a hard place
6. Part V: Net flicks
7. Part VI: A comedy of arrers
8. Part VII: Hound that's a bastard kill
9. Part VIII: Herbies go bananas
10. Part IX: Hot idol
11. Part X: The Shaman's den
12. Epilogue: Epic Trog

### Deep 2: Skabnoze Strikes Back

1. Prologue: (Not so) Bright guard
2. Part I: Short-arse takes a Big 'Un
3. Part II: More spore and eight Black Orcs to go
4. Part III: At a low ebb
5. Part IV: In the Pits
6. Part V: A Toxic Waste
7. Part VI: Lost in Space and Time
8. Part VII: A challenging time
9. Part VIII: Take it to the Bridge
10. Part IX: Catch a Dragon by its tail
11. Part X: Can't keep a good Skabnoze down
12. Epilogue: Night Watch

### Deep 3: To the Death

1. Prologue: Scream Team
2. Part I: Trolled
3. Part II: An Old Fiend
4. Part III: Jester Precaution
5. Part IV: The old ball and chain
6. Part V: Hey Pest-o
7. Part VI: A deadly end
8. Part VII: Light at the end of the tunnel
9. Part VIII: Skabnoze's last stand
10. Part IX
11. Part X
12. Epilogue: The Last Survivor
Mount Gunbad

Mount Gunbad once contained one of the greatest and wealthiest Dwarven mines in the World. Located on the Eastern edge of the World's Edge mountains, the mine was the only known source of Brynduraz - a gem much prized by Dwarf jewellers.

The mines were attacked long ago by both Orc and Goblin invaders from above, and Skaven from below. At the time the Warriors were sent there under the aegis of Grimcrag Grunnson, it was held by the Black Fang Orcs under the command of the Warlord Gorgut.
Epilogue: Starry starry night

As they walked back through the passageway following the trail of blood, Short-arse trailed behind. She had found a book hidden in the far corner before they left written in the unintelligible scrawl of an Orc hand. The front was simply labelled, ‘Skabnozez book – sekrit – and off (dat meens yu!)’

“Anything interesting in there?” asked Trogdar.

“Not much,” replied Short-arse, “just some rubbish about how to be in 2 places at once and which is the best mushroom to eat whilst summoning creatures. Perhaps the Wizard would like it!”

“I would!” replied the Wizard.

The three other warriors laughed at this, the first time they had shared a joke together.

“My Gods, here’s something interesting,” said Short-arse, pausing at a particular page, “it mentions the Grunsson axe and the Star of the Dawn; the thing that was mentioned in the scroll on my Lord’s corpse. It seems the shaman traded the axe for the star – he must know where the axe is!”

“Traded it?” asked Jandyr. “Who to?”

“It says Kaos boys...” said Short-arse, the implications dawning on them all. “It also mentions they each have a key, maybe it’s locked in a chest somewhere?”

“Dunno,” said Trogdar, “but there’s only one way to find out.”

They had returned to the Tomb chamber. At the far end of the tomb was a large trap door which had been left opened. The trail of blood led downwards.

“Shall we have a rest lads?” asked Trogdar “and, er, lass. Don’t know about you, but I’m knackered.”

“Are you sure it’s safe?” asked Jandyr.

“I imagine so,” replied Short-arse, “Greenskin filth do not usually stick around without a leader.”

“What do you reckon Wiz..?” asked Trogdar, turning round and stopping mid-sentence as he saw the Wizard propped up against the tomb, fast asleep.

“Guess we’re sleeping here then,” said Trogdar, taking off his bear skin robe to make a rudimentary bed.

“I shall be honoured to sleep at the feet of my forebears,” said Short-arse, hunkering down at the base of the tomb.

“I shall keep watch,” said Jandyr, “I do not tire in the same manner as men and Dwarfs.”

Short-arse looked up at the Elf but did not argue, today had been tiring in more ways than one and she could use the rest. As she lay there, her eyes sagging and head dropping, she mumbled under her breath, “maybe I should have buried him..?”

“Would’ve been nice...” said the ghost of Ungrun quietly.