recursal/Fanatic-Fandom huggingface dataset:
Bwyrrus Tyne

## History

Born on 11 Flamerule, 1470 DR, in the Moonshaes (Brannoch, Snowdown Isle) to seafaring merchants and kidnapped by pirates at a very young age, he grew up on the streets of Luskan. Both of his parents were “lost” at sea by the Luskan pirates who “lost” them, along with scores of others who had been on the vessel when it was boarded. The children were kept as slaves to be sold when the pirate vessel returned. Bwyrrus was vigilant and intelligent enough to craft his own escape, using some of the other children as a distraction to actually become “lost” in the docks.

Bwyrrus immediately snuck aboard a merchant caravan en route to Neverwinter, and in the transit nicked a spellbook from an unobservant buffoon of a noble who dabbled in the arcane. In its pages he found a promise of power and skills to make much more of his life than what fate might have had in store. He stole whatever he could - components, foci, tomes, and even a blank spellbook - to advance his interpretation, and practiced his magic in the gutters until he had figured out a way to steal enough to support a better lifestyle. He found that wizards had a much easier time being respected, and so he played the role, even though the robe was a mere facade to hide his burglar’s attire.

Eventually he was approached by the Brothers’ Thieves Guild, as they sought help identifying magical items they’d stolen. He couldn’t fence them, and he figured it wouldn’t be so easy to steal them from these hardened criminals, so instead he offered to work on retainer for the guild in exchange for gold, but in truth he was just doing it for information on future marks. Eventually the guild was starting to get savvy to his magical skimming, and he knew something would have to be done to keep himself alive.

He stole a scroll of fireball from a local magic shop - a testament to his skill at planning and performing heists with magical augmentation - and used it to set the guildhouse ablaze during an important meeting. Dozens of thieves were burned alive in the conflagration, and some careful preparations made sure that those who weren’t caught in the initial explosion were suffocated and buried in the locked building. It wasn’t until he found himself with an opportunity to save the life of a low-level enforcer that he even stopped to realize the gravity of what he’d done to save his own.

Bwyrrus calculated the risks, weighed the rewards, and chose to save Nosha’s life. Bwyrrus was not one of the thieves who stayed at the guildhouse, so his presence on the outside was explicable - if timely - and Nosha thanked him profusely. When the urchin wizard found a notice from a local lord who had been using the guild to move goods - some of which Bwyrrus had torched hours earlier - in a blind drop, he took the enforcer along to the meeting.
Shala i Tserrav

**Shala i Tserrav** (SHA-la ih SER-av) is an expatriate and heretic from Thultanthar.

## Description

5'8" / 173 cm

Loross accent, Thorass patterns when speaking Common; whisper-quiet. Black hair is worn short cropped.

## Personality

Acerbic and draconian, but sparing with her words, Shala detests both raising her voice out of its typical soft volume, and having to repeat herself, preferring to speak as little as possible.

Shala tested as ISTJ .

## History

Shala served in a mercenary group called the Felldrakes when she was a teenager, several years after her initial escape from Thultanthar. There she met Ellis, and eventually ended up leaving the group to travel with him and pursue the path of an Occult Slayer. It was a very humanizing time for Shala, emotionally strenuous in developing social and psychological connections that had been atrophied growing up in Shadovar culture. During and directly as a result of this, she carefully, cautiously cultivated this bond - only the second she had dared to establish; and so, when Ellis had need to go on a path that excluded her for his own studies, Shala took it hard and they parted ways on tense terms. Shortly after their separation, Shala succumbed to a curse from the Lady of Loss that left her comatose and, when Ellis attempted to contact her some while later, unable to respond. The circumstances of their parting left Ellis to infer that the silence was intentional, and he - coping with his own feelings of attachment and emotional vulnerability - withdrew from the matter. When Shala eventually recovered, she similarly took what she perceived as a lack of communication as a sign of severance, and locked herself back behind her walls - making no attempt to reconnect with Ellis. The misunderstanding - perhaps exacerbated by the Sharran interests shadowing Shala - was one that lasted for years.

Shala eventually took root in a guild of mages with a militaristic branch whose purpose was to safeguard its members and seek out signs of damaging use of magic. Her own extreme, draconian views of what constituted a threat or damage to the Weave was largely unchecked by the guild, and thus permitted her brutality to flourish and hone itself on her many victims over the years to follow.

The Theft of Thultanthar.

Dawn of the Midnight Sun.

Enclave excavation.

The Sharnwall Event.
Mara

## Personality

Mara speaks below her actual intellect to encourage being underestimated, when she deigns to converse at all. She more than makes up for this subtlety in her pursuit of glory, however, into which she boldly an ostentatiously throws herself. Mara is easily goaded by her friends and allies into these competitive displays (or inciting them herself, even if no one else is trying to compete with her). While this trait makes her predictable in that regard, she is also capricious in her pursuit of it, and will change her allegiances if it results in a greater thrill and glory for her.

## Possessions

Mara collects trophies from her foes, typically in the form of one of their weapons if it is a type she doesn't already possess. As a result, she carries a great versatility of weaponry with her, along with any other tokens she may have taken.

## History

Mara initially lived with her orc relatives in one of the Northern hordes, but struck out on her own rather than remain in the oppressive gender divide that prevented her from slaking her thirst for glory and warfare. Not content to follow Luthic's example, Mara left for the more egalitarian human-dominated lands, finding work (and play!) on sea-going vessels as a guard. When one of the ships she had been on was commandeered by the superior force of a pirate raiding party, she switched sides to join the pirates, meeting Kjell in the process.
Tīnin Kaia

## Traits

**Tīnin Kaia** (TY-nin KIE-ah) is a High Priestess of Selûne.

## Activities

Tīnin leads a militant group called the Tears, who actively engage the enemies of Selûne. When not actively involved in skirmishes, her primary role is that of an oracle and administrator, reading omens and organizing the Tears for their next course of action. In times of peace or recuperation, she performs the typical responsibilities of a Selûnite priest on either the Prime Material or on Selûnarra.

## History

The Theft of Thultanthar.

Dawn of the Midnight Sun.

The Sharnwall Event.

## Rumors and legends

Tīnin is said to be of incredibly advanced age and to have been previously Reincarnated.
Kciren

**Kciren** (KZR-en) is a Thayan warmonger and cult priestess. She's adheres to a corrupted form of Mulhorandi religion that glorifies the aggressive, base urges and personifies them in a bestial nature.

## Rumors and legends

She receives her divine power from Bhaal, although she worships an unholy incarnation she refers to simply as The Beast, which is in truth an amalgamation of Bhaal, Baphomet, and Pale Night.
Seicha

(SEY-sha)

Terraced, coastal amphitheater, fortified settlement of unknown origin, presumed to be Dwarven.

Ruled by a council of merchant guilds whose primary interest is in the non-obstruction of trade and business. Crime is strictly enforced to being non-visible to avoid discouraging trade and immigrants, which are sorely needed to pioneer into the frontier and discover resources, but the underground otherwise runs as rampant as it likes. One of the guilds actively supports and promotes new arrivals to encourage productive adventuring.

Slums are relatively small, and closest to the tidal break wall. Consists of those incapable contributing whether due to injury, illness, or otherwise unwilling or unable to labor.

Most of Seicha is built into the mountain, rather than superterranean structures.
Zocali

Spymaster

**Zocali** (zoh-KAHL-ee) is a Sharran zealot and ecstatic.

## Personality

Her primary operating persona is as Tairisrade Athradi (TAIR-ih-sreyd ath-RAH-dee) an adventurer from a family of itinerant performers.

Appropriately, Zocali scored on the cusp of several personality types, but ultimately tested as ESFJ.
The Garden

Location : [CITY], [REGION]

Type : Brothel (Secret), Apothecary

Alignment : Neutral Evil

Symbol : A flower in three stages (bud, half unfurled, and full bloom) arranged vertically

## The Garden

Spanning throughout a block from street to street, the Garden consists of split levels, and public and secret chambers divided by wards, hidden accesses, and just plain walls. A portion of building is open to the public as merely a garden and apothecary. The street level of the Garden is a tiny store front, which is as accessible as any other shop. Further in is an interior rotunda where the majority of the physical garden is cultivated, although the plants with great toxicity are not grown in this section. The general public is permitted to tour this garden, which occasionally hosts specimens requests by more wealthy donors and patrons.

On a level below and further in the structure is the private rotunda that houses the illicit and lethal crops, which is accessible only to members. This section is nested in the heart of the block, shares no walls or ceiling with the exterior, and is lit primarily by a magical globe that provides daylight for the plants. The brothel is situated on the far side of the structure from the shop, and connects to an dead-end alley that runs part of the way into the building.

The rest of the block is primarily dwellings and other businesses owned by the group.

The Garden is not publicly known to be a brothel and has exclusive membership. The skilled horticulturalists do in fact cultivate a variety of local and exotic plants that have use as arcane components, as medical reagents, or - if one has the right connections - poisons and narcotics. They are acclaimed for having the most beautiful products (both floral and flesh) in the region.

As an organization, the Garden is strongly Evil-aligned and generally secular. All of the prostitutes in the Garden are enslaved into service and named after especially lovely flowers or plants with sweet nectar or fruit. Some of the prostitutes are occasionally used as test subjects for new concoctions, or used for assassinations in which poisons are involved - almost always resulting in the death of the carrier as well as the target. Those who show a willingness and aptitude for it could potentially join the Garden as members rather than property, although this rarely occurs.
Dihsarym

## Description

A quiet young man who appears constantly tired and in a detached, dream-like state. He is thin and frail, though has no sign of suffering from a sickness or wasting condition. Despite whatever has his mind elsewhere, when he does focus is attention on something, it is a stark contrast as he seems to see far more, far deeper, and with far too much awareness.
The Oubliette

The Oubliette is a temple of Shar in the Plane of Shadow, although it seems to be more of a region or aspect of the Plane rather than a static location. It is unknown how or what made the Oubliette, but because of the scope of its design and interference, it is assumed to be the work of Shar herself.

While the Oubliette is a term used to refer to the entire temple, it also specifically describes a circular space filled with a preternatural darkness and is ostensibly the "heart" of all connective aspects of the Sharran Temple.
Depending on the manner it is reached, it may vary in details and atmosphere. Typically, it appears with darkness saturating the center, with tall, narrow archways along the curving walls that open into pitch blackness. The archways themselves go no where, and rather are simply a designated point in space from which one can potentially travel.
Those who follow certain deities (especially Selûne, Mystra, and Lathander) see a more 'hostile' version of the room. Fissures of darkness reach in from the walls, and spread outward from the central darkness.
The Oubliette can be reached in a number of ways, but it cannot be accessed directly by spells or powers such as *Teleport* or *Plane Shift,* or even *Wish,* *Miracle*, or *Reality Revision*. Furthermore, once in the Oubliette, these methods also fail to allow escape.
Those who enter without either being a worshiper of Shar or accompanied by one, usually find themselves alone upon arrival regardless of any companions who may have been with them. Each individual thus experiences their own Oubliette in isolation, unable to communicate with their companions even through *Telepathy* or *Sending*, and unable to leave through any means that doesn't involve finding an exit from within the Oubliette.

Hall of Perdition
The Hall is a series of corridors etched with things forgotten. From every tiny, insignificant thought to things of incredible importance, they are all here. These forgotten things can be viewed, but they are never remembered.
Here a person can relieve themselves of any memory they hold, even those that may be supernaturally bound to them. It does not stop them from relearning the memory again, but unless or until that happens, the individual will have no recollection of the thing they relinquish in this place, and magical means to restore the memory will fail. Any memories removed in this fashion can be returned only by being imparted anew, as if the individual never held them in the first place, and there is no obstruction to this method.
Objects can also be sacrificed to the Hall and become, effectively, forever lost. Potentially, so can living beings, but a degree of sentience is required for this; a sentient being must desire this, or otherwise make the choice to become lost to the Hall. Devout Sharrans can do this with a relative amount of safety and choose to 'become' again. All others are at the whim of Shar, and so are effective permanently slain if they decide to 'become lost' in the Hall.
Tiesche

**Tiesche** (TYSSH) is from Nytai, and a former member of a criminal guild.

## Personality

She is a team-player and enjoys that cooperative dynamic the most, but has since become intensely apprehensive of others, and is wary of actually forming the bonds she desires. She is reserved about her capabilities.

## Relationships

A loyal, 'pack-mentality' person, Tiesche was severely disillusioned when she was betrayed by her guild mates, set up to take a fall after inter-guild rivalries came to a head. She fled the city to avoid any potential escalation. Although she prefers the company of other people, she finds it difficult to lower her guard.
Sharnwall Event

A vision foretells of an ill omen beneath Anauroch.

After two thousand years, the Sharnwall begins to wane, threatening to allow thousands of trapped phaerimm to resume their ravaging of Faerun.

The Sharnwall in Lirotrieba is perceived from the Prime Material as a flat, silvery plane situated beneath the lowest surface elevation of Anauroch, and spans the entire region. All of the phaerimm are contained within this thin slice of mist, which in actuality is a form of compressed demiplane. Rather than being a literal wall, the Sharnwall is folded space that isolates those within it from being a part of or interacting with anything outside of it. Additionally, it prevents the life-draining dweomers that keep Anauroch's desertification from spreading beyond the boundary of the region - although within it, the phaerimm's potent dweomers continue to enervate the land.

Contact is made with a Sharn, which explains that a ritual must be performed to renew the barrier, although it is cryptic about the exact methods and means, it nonetheless imparts enough information for plans to be made to assist and protect the ritual.

It is discovered that something is accelerating the fading of the ancient magic. The culprits are determined to be beholders that learned of the existence of the phaerimm within, and through "cracks" in the weakened Sharnwall, were able to make contact with them, and made agreements to assist in liberating them to jointly wreck havoc.

Strike teams set out to neutralize the sabotage being done by the beholders, and a bloody culling takes place.

The Sharn gather and perform their ritual, during which the Sharnwall seems to "rise" from beneath the earth like a mist across the entirety of Anauroch. The phaerimm that manage to escape in places where the barrier had been weakened by the beholders are put down by the efforts of allied groups, who swiftly deduced where the location of each breach will be based on their battles the previous day. Due to the efforts of the allies, the Sharn are able to complete the ritual successfully, repairing and renewing the Sharnwall. The mists sink into the earth and compress, once again securely sequestering the phaerimm in folded space.
Colas Rilcerris

## Colas RilcerrisTrue Name: [Redacted]

**Colas Rilcerris** (KOLE-ahs ril-SEHR-as)

## Abilities

Colas has an extreme focus in Conjuration. His prohibited spell schools are Enchantment, Evocation, and Necromancy.

Through unknown means, Colas has been bestowed a mysterious boon by Zossakn, obfuscating portions of his history from spells (such as *Legend Lore* and *Vision*), as well as conferring to him the ability to choose how his magical auras appear to *Arcane Sight* for the purposes of determining his current level of potential.
Hlaszinaun Szar'en'belar

**Hlaszinaun** (pronunciation) is the Matron of House Szar'en'belar.

## Relationships

Hlaszinaun has an atypical relationship with Sys'liath, who is publicly known as her daughter, but is in fact her younger sister. With Hlaszinaun unable to have children of her own and Sys'liath uninterested in the responsibilities of management, the sisters came to an arrangement to preserve both the blood and the established leadership. While the nature of drow families can be somewhat fluid regardless, in order to keep Hlaszinaun's infertility a secret, the sisters keep up the ruse of being mother and daughter instead.
Sys'liath Szar'en'belar

**Name** (pronunciation)

## Relationships

Sys'liath has an atypical relationship with Hlaszinaun, who is publicly known as her mother, but is in fact her older sister. With Hlaszinaun unable to have children of her own and Sys'liath uninterested in the responsibilities of management, the sisters came to an arrangement to preserve both the blood and the established leadership. While the nature of drow families can be somewhat fluid regardless, in order to keep Hlaszinaun's infertility a secret, the sisters keep up the ruse of being mother and daughter instead.
Политика блогов

Любой участник вправе создавать свой блог. Блоги на вики немного отличаются от его основного понятия. На вики блоги могут содержать различного рода информацию, новости игры, фан-арты и т.п. Однако есть ряд простых правил, которые должен соблюдать каждый пользователь на данной вики (независимо от его статуса). Несоблюдение этих правил может привести к удалению блога участника.

Блоги также используются администраторами для различных оповещений об изменениях вики.

## Политика блогов

1. **Грамотность**. Пожалуйста, соблюдайте *минимальный уровень грамотности* в вашем блоге. Администрация не требует от вас идеальной пунктуации и грамматики.
2. **Читабельность**. Ваш блог должен быть читабельным, разборчивым для чтения.
3. **Наполненность**. Прикладывайте хоть минимальные усилия для создания блога. Пожалуйста, не создавайте блоги, суть которых может быть выражена в одном комментарии.
4. **Название**. Используйте краткое название для вашего блога, отражающее его суть.
5. **Тематика**. Данная вики осуждает создание блогов, не связанных с игрой Warframe.
Zossakn

**Zossakn** () is a Living Node.

## Abilities

Zossakn is immune to attempts to determine her true history, including any permutation of the *Legend Lore* spell.

## Activities

Zossakn is an accomplished artist who, unsurprisingly, favors and has a talent for utilizing optical illusion in both her magical and mundane art. Her artwork is not always requested or well-received, yet it frequently appears in the places she passed through, adorning anything that suits the design.
Sahaadi

**Sahaadi** () .

## Relationships

Sahaadi has a reputation for being harsh and impersonal, an impression furthered by the fact she keeps only professional associations - with one notable exception of her ward, Dihsarym, whom she is rarely far from. She is not prone to expressing affections, but her working relationships are otherwise normal despite being very business-like.

The crisis in Halruaa has brought her into close collaboration with Ellis Banrion, who has joined her in administrating the reformation of the Halruaan government. She has entered into an unprecedented and intimate arcane process with him, in the form of a ritual she developed called Interweaving.

Sahaadi is demiromantic and demisexual.

## History

Sahaadi seized power in Halruaa after the collapse of the Circle of Elders and Netyarch following the *Dawn of the Midnight Sun*, when nearly half of the Halruaan government was revealed to have been Sharran.

The Sharnwall Event.

Halruaan revolution.
Ellis Banrion

**Ellis Banrion** (ELL-ess BANN-ree-on)

## Abilities

Foci: Abjuration, Divination, Evocation.

Prohibited: Enchantment.

Ellis has been imbued with a special boon by the Lady of Mysteries and the Lord of Spells.

## Possessions

Ellis has a unique, teardrop-shaped garnet, that was delivered to him by Ruensul as a sign of Hoar’s favor following the *Mollify The Banshee* ritual. The gem can be used to cast a *Commune* to Hoar for any matters relating to the god’s portfolios. It replenishes this ability each midnight. Although not apparent without the use of divination magic, the garnet is actually divinely transmuted from Ellis’ own blood from his (albeit temporary) murder at the hands of a Kiaransaleen assassin during the siege of the Undying Temple.

## Relationships

Although Ellis is protective of all of the Living Nodes, he keeps Shachar and Weyokast especially close as his apprentices. He joined regent Sahaadi in the reformation of the Halruaan government, but more than that, he also entered into an unprecedented and intimate arcane process with her, in the form of a ritual called Interweaving.

## History

Events of the City of the Spider Queen.

The Living Nodes.

Return of the Revenancer.

The Sharnwall Event.

Halruaan revolution.
Tahlisal

Art by lackofa used with permission

**Tahlisal** (TAHLL-ih-sall)

## History

Tahlisal spent her early life sequestered by peace and study. Stories of past wars inflamed and excited her, and she longed for conflict, viewing warfare as an Elven heritage as wizardry - no other race excelled at it or elevated it into an art form the way Elves did - and as an important part of the culture. In the stifling peace, Tahlisal's study into the traditional enemies of the Quessir went deeper, to learn their languages, their customs, how their society functioned and, enticingly, how most were warrior cultures in which might made right. Though she did not realize it, nor would she ever admit it if she had, Tahlisal found it an alluring ideal. Well-armed by her intensive study, she proved to be a formidable, successful fighter despite her lack of practical experience once she was permitted to join patrols. The deftly won victories as a result of this knowledge and understanding of enemy ways reinforced her belief of Elven supremacy in warfare; but her desire for blood and conquest was more stoked than quenched.

Returning from the field to the continue honing her skills amongst her own people left her cravings for the savagery of true battle unsatisfied. Tahlisal joined as many active patrols and war bands as she was allowed, aggressively pursuing any opportunity to challenge herself against the foes of The People and feed both her ego and bloodlust.
Azadais Vlosharl

Zhahkess

**Azadais** (az-AH-dah-iss) is the second daughter born to Illavice, of House Vlosharl.

## Description

4'9" with ash-colored hair worn to mid-back length.

## Personality

Azadais has a particular and conflicted hatred and admiration of male drow who have learned to successfully game the unequal society into which they have been born. She is highly suspicious of any subservient men who express the traits the matriarchy would consider ideal, but is also inclined to let them continue with any schemes that this allows them to get away with, in approval of their cunning. Conversely, she has much less convoluted, and much more absolute contempt for men who try to behave like drow women, and punishes them for it to the fullest extent of her ability to get away with.

She enjoys the idea of clever, rebellious men in much the same way men are entertained and enticed by a woman who can subvert and gain power through her wiles, but she finds herself often quickly disenchanted and bored by them when she finds that the person frequently doesn't live up to the myth. Those who did prove to be as cunning and stimulating as the idea of them, she would eagerly support and collaborate with to achieve ever more ambitious schemes - but so far, all have fallen short.

Azadais has an alias and persona named Zesolin Hlath (ZESS-ol-inn HLATH), a gem-cutter from a merchant House, that she uses when she feels like traveling amongst the lower echelons of cities. She has a wardrobe of "runaway" personas for when she has an interest in scouting Eilistraeen operations.

## History

Since abandoning the Arach-Tinilith, Azadais sees herself as a different kind of divine agent, whose purpose it is to sew chaos and discord wherever the whim strikes her or she deems the need for it. She is predisposed to collusion with particularly successful enemies of the establishment, especially followers of Vhaeraun, who she considers simply another servant of Lolth. So far, her heresy has managed to avoid detection, permitting her a great deal of freedom in her movement and methods of operation - and reinforcing her belief that Lolth condones and favors her actions.
2019 Super Wildfire

### **Area destroyed**

Most of the United States; All of Chicago, Illinois; All of Gary, Indiana; Southern Ontario

### **Areas affected**

The entire world was effected by smoke, Much of the United States and Southern Ontario was effected by the fire.

### **Wildfire season**

2019

the **2019 Super Wildfire** was the worst wildfire ever recorded, destroying 980,000,000 (980 Million) buildings.

### History

on June 11, 2019 at 8:14PM a fire was set at a tree outside of Chicago, Illinois, a few minutes later at 8:20PM a second fire was set at a warehouse in Northern Chicago...the Chicago Fire Department reported by 8:25PM that a clothing store had exploded and that 5 other buildings had caught fire, the tree fire and the warehouse fire had eventually reached each-other and the fire grew into a massive blaze devouring much of Chicago...smoke had been reported in both Chicago and Gary, with light patches of smoke reported as far north as Marquette, Michigan, and even a small patch of smoke related to the fire in Winnipeg, Canada...the Chicago Fire Department declared a civil danger for Chicago at 9:45PM with every building in town at danger of the fire, the Chicago PD started questioning what started the fire around 11:00PM, on the morning of June 12 the first building in Indiana caught fire...a small gas station on the Indiana-Illinois state line had caught fire...this is a wip...
Bhūdurūg

**Bhūdurūg** (bhoo-do-rdoog) is the partner and effectively thrall of Locira. He is the overseer of the goblinoid horde that initially conquered her village, but now coexists with the human inhabitants after years of Enchantments artificially creating a rapport upon which natural ones could build.

 Description
Hansel

### Sub-powers

Immune to breathing toxic air and smoke, can control air-related weather and naturalities such as tornadoes

## Behind the scenes

### Voiced by

Ashley Boetcher

**Hansel** is a cowboy-ish countryside kid, wielder of Air Manipulation and one of the main characters of Night Riders Academy. He received his powers from Mercury, the god of air.

Season 3 onwards Hansel can control air-related weather and naturalities such as tornadoes.

## Background

Hansel was raised by his grandparents on a farm on the outskirts of New York. His parents died while he was still a baby. Hansel had two older brothers growing up (one being Hunter, who was a supporting character of the 2015 series of Doraemon). Hansel met his friends while in kindergarten, but they didn't become friends until the fourth grade.
Gloomy

Gloomy is a fan made animatronic polar bear. He is one of the main mascots of Slippy's Mall.

## Information

Gloomy is a part of the Polar Bear Trio Band, he plays the drums and is backup singer. Gloomy's design is the same as the other 2 members of the band, however his nose can glow red like Slippy's nose can glow blue. He doesn't really have a programmed personality and also doesn't have programmed dialog. At night Gloomy does talk but not very often, when he talks it is mostly to Missy. Gloomy doesn't like talking to Slippy. Gloomy always seems to be sad.

Gloomy is a pretty mysterious character, there isn't much known about him and he doesn't like talking about his past. Gloomy seems to known a lot more about the dark things that are going on in Slippy's Mall then the other animatronics, but when someone asks him something about this, he ignores it.

## Trivia

* Gloomy's nose only glows when he is angry.

## Gallery

One of Gloomy's jumpscaresEyeless GloomySad Gloomy
Solus Arcana

> *By the light of knowledge of reason
> All things are illuminated*
>
>

Solus Arcana is collective of research-minded individuals, an academic fraternity that focuses on pushing the boundaries of what is known in the field of magic. They are rigorous in their testing and peer review, challenging established magical doctrine as much as pursuing new theories and information.

Unsurprisingly, members of Solus Arcana are overwhelmingly wizards, although the fraternity doesn't have any hard restrictions against the involvement of other classes. Most simply find the strict methodology too difficult and frustrating, leading to a natural exclusion of classes such as clerics (who are more apt to accept the answers found in their religion) and sorcerers (who typically view magic more as an instinctive art form). While its individual members may vary, as an organization Solus Arcana is Neutral-aligned and mildly religious.
Hypothetical Wildfires Wikia

This wiki is about Wildfires, past, present AND future - enjoy folks, and let that inner pyromaniac go wild

To create an infobox, copy the infobox codes from **the infobox template**, then let your imagination go WILD...

Welcome!
**Welcome to the Hypothetical Wildfires Wiki, a friendly community on which you can create your very own wildfires, made completely from your imagination!**

**Hypothetical Wildfires Wikia** - **22** articles and **363** edits edited by **0** friendly active users since November 3, 2015.

This **wildfire**pedia, founded by ***Hurricane Layten*** on May 18, 2016. It is for wildfire enthusiasts who want to make articles for all kinds of wildfires, as they have come to their wonderful imagination. This wiki is where you can let your wildfire-ridden mind go absolutely wild! Do whatever you want to do! Get your body off the couch, sit down on that comfortable wildfire chair, and make some Wildfires!

Let's get editing!

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<activityfeed>
Ylijohka

Ylijohka (EE-lee-YO-kah) is a Living Node.

## Possessions

All of her important possessions were taken from her by Kiaransaleean captors, which included her sacred regalia and drum.

## Activities

Prior to her capture by the devout of Kiaransalee, she served as a spiritual guide and mediator for her community, in a capacity similar to clerics serving gods of nature.

## Relationships

While Ylijohka does not have a familiar, she has a potent bond with Huurreharja, a reindeer who is her cohort.
Ruensul

**Ruensul** (ROO-en-suhl) is a human Sacred Fist of Hoar.

## Relationships

Those who Ruensul fought and bled with to see to the destruction of the Undying Temple are held in special regard, and to this day can reliably count on her support. She is still frequently in the company of Tombé the Reborn, metting out justice (and/or revenge) in their travels.

## History

A war orphan in the conflicts between Chessenta and Unther, Ruensul was fostered by the Hoarites that she eventually trained with to become a Sacred Fist. The majority of her early years were spent cloistered in a small, remote monastery in Unther.

Ruensul was part of an adventuring group that saw to the destruction of the Undying Temple and stopped the Great Revenance from being enacted in DR 1372.

Return of the Revenancer: Years following the events in Maerimydra, Ruensul was called upon by her old colleague Ellis Banrion to neutralize a hostile resurgence in the cult of Kiaransalee. She was a participant in the ritual *Mollify The Banshee*, which facilitated the eradication of the cult, and the deicide of Kiaransalee herself at the hands of Hoar.

The Sharnwall Event.
Família Al-Fayeed

A **Família Al-Fayeed** é a família governante de Abbudin, um país do Oriente Médio. A família é mostrado para governar o país com mão de ferro.

## Membros

Bassam Al-FayeedEmma Al-FayeedJamal Al-FayeedTariq Al-FayeedKhaled Al-FayeedAmira Al-FayeedMolly Al-FayeedSammy Al-FayeedAhmed Al-FayeedLeila Al-FayeedNusrat Al-Fayeed
Coronel Ziad

**Ziad** era um coronel no exército de Abbudin e agiu como do segundo em comando do general Tariq Al-Fayeed. Ele realizou muitas das ordens de Tariq, incluindo a prisão de Hamid Mahfouz e outros. Embora servindo Tariq lealmente, Ziad estava desiludido com os métodos de opressão de Tariq e reconheceu que resultaria em guerra civil e rebelião generalizada. Ele também era ambicioso, buscando a posição de Tariq como chefe das forças militares de toda a Abbudin, cargo que ocupou por um curto período de tempo. Ele descobriu o golpe de Bassam Al-Fayeed e ofereceu seu apoio, mas foi descoberto junto com o resto dos conspiradores e executado por um pelotão de fuzilamento.

## Biografia

Nada se sabe sobre a vida pessoal de Ziad ou a sua história. De alguma forma ele se tornou o confiável ​​segundo-em-comando de Tariq. Ele reconhecia que os "métodos punho de ferro" de Tariq já não eram viáveis ​​e levaria para uma rebelião aberta contra o regime.

### Temporada 1

Ziad desempenhou um papel menor no início da Temporada 1, apenas sendo visto sentado com Tariq e o Conselho Presidencial e representando as forças militares de Abbudin. Mais tarde, ele apresenta um papel mais proeminente depois de descobrir o golpe de Bassam contra Jamal Al-Fayeed. Em vez de informar os seus superiores no entanto, ele oferece seu apoio a Bassam, desde que lhe fosse dada a posição de Tariq após o golpe. Ele ajuda a contra Tariq e espalha o boato de que Tariq está tentando derrubar Jamal, levando Jamal a acreditar que Tariq está a planejar um golpe de Estado. Jamal ordena Ziad para prender Tariq logo após a destruição de um avião cheio de oficiais superiores de Tariq e promove Ziad a General e Comandante das Forças Militares de Abbudin. Ziad é então encarregado de descobrir o resto dos conspiradores em "golpe" de Tariq, mas aproveita a oportunidade para torturar Tariq como penitência para "todos os atos indizíveis que realizou em seu nome." No entanto, após um dos conspiradores, Hakim, revelar o golpe de Jamal ele liberta e restabelece Tariq, bem como ordena a prisão de Ziad. Ziad é então executado por fuzilamento juntamente com muitos outros conspiradores.
Niedziela

### Nieaktywne Animatroniki

Soulless Bonnie,Soulless Freddy,Soulless Chica,Soulless Foxy,Soulless Mangle i Soulless Balloon Boy

### Następna noc

Poniedziałek

Ukryta, prawdopodobnie fabularna noc w WEEKEND.W niej atakuje gracza tylko jeden animatron-Soulless Springtrap.Jest to najtrudniejsza noc.

Wiadomość z początku nocy:

**>>> The master is here . . .**

**I . . . I remember . . .**

**. . .**

**Mike . . .**

 **that's your name right ?**

**They forgot about me .**

**they hid me away, and no one noticed I was gone.**

**. . .**

**Mike**

**. . .**

**. . .**

**Did you check the suits in the backroom?**

**. . .**

**Like I told you?**

**. . .**

**. . .**

**{>>>clear\_internal\_harddrive}**

**success**
Soulless new Golden Freddy

***Soulless new Golden Freddy*** to jeden z animatroników w grze **WEEKEND\_** i prawdopodobnie halucynacja.
Nieznana siła sprawia sprawia, że wchodzi do biura poprzez plakat w siedzibie gracza. Wygląda na to, że współpracuje z **Soulless Freddy'm**, **Soulless Chicą**, **Soulless Bonnie'm**, **Soulless Foxy'm** i **BB doll'em.**

## ***Wygląd***

**S.G. Freddy** to **Animatronik** niedźwiedź o typowej budowie ciała. Jego stopy mają 3 palce i jasne poduszki pod spodem. Tułów jest niski i przysadzisty, ale nadrabia to długimi nogami, na szyi ma czarną muszkę. Jego ręce są długie i mają duże naramienniki, a dłonie mają 4 palce. Głowa jest Zbudowana w podobny sposób jak u **S.Freddy'ego**. Dolna szczęka ma charakterystyczne przecięcie, ale nie wygląda jakby miała zęby lub są zasłonięte cieniem. Górna głowa ma poszerzone policzki, na niej znajdują się okrągłe uszy i jaśniejszy pysk zakończony nosem, puste oczodoły z małymi czerwonymi kropkami robiącymi za oczy, nad którymi sterczą grube, czarne brwi. Na głowie sterczą mu 2 okrągłe ucha i czarny cylinder. Na pysku znajduje się 6 czarnych piegów.

## ***Zachowanie***

Ma mechanikę działania praktycznie taką samą jak **Golden Freddy** we **FNAF 1** ale trochę inną. Po zdjęciu monitora randomowo pojawia się w **biurze** ale bardzo rzadko. Jeśli tam będzie (a raczej obrazki z jego rozmazaną twarzą) to trzeba załączyć **buddy dolla**, i wtedy znikną, jeśli się podniesie monitor to na ułamek sekundy pojawi się osobiście w **biurze** i zabije gracza. Jak gracz zostawi obrazki w biurze to nic się nie stanie.

Jego **jumpscare** to okręcenie głowy o 180 stopni i kręcenie głową z otwartą paszczą i przybliżanie się do gracza.

## ***Ciekawostki***

* Nawet jeśli jest halucynacją, to jedyną w grze.
* Razem z **Buddy'm**, **Soulless Chicą** i **BB doll'em** to jedyna postać, która nie jest zniszczona.
* O wiele bardziej odbiega od odpowiednika niż inne animatroniki, nie chodziłoby o zniszczenia, ale o ogólną budowę ciała.
* Nie wiadomo, czy jego uda są **endoszkieletowe**, czy nie.
* Nie ma w ogóle zębów.
* Kiedy atakuje to traci lewe oko, a prawe wygląda tak samo jak ludzkie.
Buddy

**Buddy** - postać kontrolująca wszystkie **animatroniki** i opętany przed dusze dziecka **nocnego stróża/ Mike'a Schmidt'a,** występująca w grze **WEEKEND\_**.

## **Wygląd**

**Buddy** to postać humanoidalnej budowie i wielu szczególnych znakach. Ma czarne buty ze złotymi dzwonkami. Ma dosyć przysadziste ciało, a na jego górze znajduje się duży, okrągły, biały kołnierz. Na brzuchu ma 2 czerwone guziki. Ręce są dosyć cienkie, a dłonie mają 4 palce. W lewej dłoni trzyma żółty balon. Jego maska przypomina tą posiadaną przez **Ennarda** (postać z **FNAF: SL**). Ma na niej 4 przecięcia, czerwony nos, pusty uśmiech, czerwone rumieńce, fioletowe łzy i brwi, małe otwory na oczy, małe uszy. Oczy są czerwone i świecące, a dodatkowo na głowie ma zielono-żółtą czapkę z pomarańczowym pomponem. Postać jest dosyć duża - to największa postać w **WEEKEND\_**.

## **Zachowanie**

**Buddy** pojawia się na każdej kamerze i bardzo szybko się porusza. Jest aktywny w **nocy 3 - sobota**. Ma po 2 fazy na każdej kamerze. Kiedy jego twarz będzie zakrywać kamerę, to należy włączyć alarm, a wtedy się teleportuje na inną kamerę. Kiedy jakaś kamera się wyłączy należy jak najszybciej zdjąć kamery i włączyć pozytywkę (przynajmniej tak mi się wydaje), albo nie włączać alarmu kiedy kamera jest wyłączona, a **Buddy** w drugiej fazie. Utrudnienia będą się objawiać w szybko spadającej energii i dodatkowo atakujących **Soulless Bonnie** i **Soulless Freddy.** Pojawia się również w minigierkach i robi za swego rodzaju pomocnika zabłąkanej duszy, która ostatecznie opętuje go.

## **Ciekawostki**

* **Galva** potwierdził, ze zamierza zastąpić Mastera (w 2 wersji **WEEKENDU\_** miał być to **Soulless Springbonnie**) tą postacią. Głównie chodziło o to, że **Master** i **Buddy** mają parę wspólnych cech.
* Jest bardzo podobny do **Ennarda** z **FNAF SL**, a przynajmniej jego maska.
* Jest monstrualnie największą postacią w **WEEKEND\_** o ile **UNNAMED** nie jest wyższy, ale gdy porównać pozę **Bonnie'go** i **Buddyego** w **kuchni**, to **Bonnie** z uszami nawet nie dotyka sufitu, a **Buddy** musi się schylić, żeby być w pokoju.
Światła

**Światła** - jedne ze środków pomagające przyzywać, odstraszać lub lokalizować animatroniki.

* WEEKEND\_Legacy
* WEEKEND\_
* WEEKEND\_-reeboot

## **Soulless Freddy i Soulless Bonnie**

Świecenie światłem w ich obecności przez długi czas i wyłączenie światła skazuje cie na samobójstwo.

## **Soulless Chica**

Nie zaatakuje dopóki świecimy światłem przy drzwiach lecz też może czasem zaatakować podczas wyłączenia.

## **Soulless Foxy**

Światło nie powstrzyma **Soulless Foxiego** przed atakiem.

## **Soulless Balloon Boy**

Spam światłem przy szybie może się skończyć tym, że po którymś razie zobaczymy śmigiełko z jego czapki i w tym czasie usłyszymy zniekształcony śmiech **Balloon Boya** i dziwny bełkot. Włączenie światła zaskutkuje jego **Jumpscarem**.

## **The Master**

Z **Soulless Springtrapem/ Masterem** jest inaczej, on się boi światła lecz porusza się przy braku prądu. Zaświecenie światła przy szybie, a następnie przy drzwiach może go zniechęcić na tyle, by powrócił do startowej lokacji

## **Unnamed**

Świeć i nie świeć jeśli Ci życie miłe i nie chcesz zobaczyć jego szkaradnej twarzy.

## **Soulless new Freddy**

Na teaserze może pojawił się przy rozświetlonych drzwiach, ale to nie przeszło do gry, więc nie ma specjalnie nic do gadania.

## **Soulless new Bonnie**

Trzeba akórat mieć załączone światło, żeby chociarz móc go na pewien czas spowolnić, ale cierpliwość animatronika się wyczerpie i zaatakuje. Nawet przy pewnej dozie chęci sam wyłączy światło.

## **Soulless new Chica**

Teoretycznie światła nic nie dadzą, bo o dziwo nie pokazuje się przy drzwiach.

## **Buddy**

Nie zobaczysz go przy drzwiach, więc nie musisz ich załączać.
Easter Eggi

***Easter Eggi*** to różne smaczki, nawiązania i żarty ze strony twórcy gry.

## **Maska Fredbear'a**

Maska **Fredbear'a** znajduje się w naszym biurze przy prawych drzwiach. Jeśli zgasimy światło, jego oczy będą świecić.

## **Coffe**

**Coffe**, to ekspres to kawy, który jest na półce na prawej stronie. **Coffe** jest postacią stworzoną przez samego **Scott'a Cawthona** (twórcę **Five Nights At Freddy's**). Występował on w jego starszej grze **,,The Desolate Hope"**.

## **Plakat ,,Hang On"**

W biurze mamy również plakat z kotkiem, który trzyma łapki w górze z napisem ,,Hang On". Hang on na polski oznacza ,,Trzymaj się"

## **Maska S.Bonnie'go**

Maska **S.Bonnie'go**, tak naprawdę należała do **Toy Bonnie'go**, z **FNaF 2**, zamiennika **Bonnie'go.**

## **The Toreador March**

**The Toreador March**, to melodia która czasem może się pojawić podczas rozgrywki. Ta w **WEEKEND\_** , to zmodyfikowana melodia, która oryginalnie była w **FNaF**. Słyszymy ją głównie po załączeniu świateł i wyłączeniu prądu i tymczasowym przytrzymaniu ich przycisków.

## **Maska Master'a**

Maska tego animatronika pochodzi od **Marionetki**, a zakrywa jego twarz z nieznanych przyczyn.

.
CAM02

***CAM02*** ,to jedna z  5 kamer ,w grze **WEEKEND\_**

## **Wygląd**

**CAM02** to kamera nakierowana na jedno z niektórych miejsc w magazynie, najprawdopodobniej na zapleczu. W oczy rzucają się wielkie pudła poukładane na dużej, metalowej, stopniowej półce, jedno największe z pudeł na kamerze leży na podłodze po lewej. Na suficie sterczy włączona lampa i kilka dużych rur. Jednak za główną część kamery robi widoczny **Soulless Bonnie, w nocy 3, Master,** a w **4, UNNAMED. Soulless Bonnie** ma tu 4 fazy. Najpierw leży oparty bokiem o pudło i oczami skierowanymi w górę, patrzy się w sufit, potem obraca głowę w stronę gracza i patrzy się na niego, potem znowu się patrzy ale zasłania twarzą pół kamery. Ostatnia to widok na jego pełne ciało obrócone w połowie z profilu. **Master** tutaj zasłania też prawie całą kamerę, ale bardziej widoczne jest jego ciało. **UNNAMED** tu patrzy na kamerę, przechylony na lewo, i wydaje się tutaj gigantyczny, bądź jest bardzo blisko.

## **Galeria**

Soulless Bonnie w pozie 4 na CAM 02Soulless Bonnie w pozie 3 na CAM 02Soulless Bonnie w pozie 2 na CAM 02Soulless Bonnie w pozie 1 na CAM 02The Master an CAM 02....... na CAM 02
CAM01

***CAM01*** , to jedna z  5 kamer ,w grze **WEEKEND\_-legacy edition**.

## Wygląd

Kamera jest nakierowana na pomieszczenie podobne do **CAM02** i posiada takie same regały z drewnianymi pudłami oraz sterczące z sufitu rury, ale tym razem na regałach, na których nie ma pudeł są części i maska z mikrofonem od **Soulless Freddy'ego,** ściana w tym pomieszczeniu jest fioletowa, z sufitu zwisają kable. Przez tą lokację przechodzi 3 **Animatroników-Soulless Freddy**, **Master** i **Unnamed**. **Freddy** ma tutaj 4 fazy-najpierw leży bezwładnie na ziemi bez maski i mikrofonu, potem wstaje i bierze maskę, ale jej nie zakłada, potem zakłada maskę i zasłania kamerę twarzą, potem stoi po prostu na środku pomieszczenia bez oczu. **Master** tylko zasłania część kamery, też twarzą. **Unnamed** stoi bokiem prawie do kamery i widać większość jego ciała.

## Galeria

Soulless Freddy w pozie 4 na CAM 01Soulless Freddy na cam 01 poza 2Soulless Freddy na cam 01 poza 1....... na CAM 01
Soulless Balloon Boy

* Soulless BB
* Balloon Boy

**Soulless Balloon Boy (Bezduszny Balloon Boy)-** znisczona wersja **Balloon Boy'a** z **FNaF 2.**

## **Wygląd**

**Soulless BB** to już nie całkiem animatronik-chłopiec. Jego spodnie wydają się całkiem czarne i buty w sumie też. Reszta jego ubioru i w ogóle kostiumu wydaje się chropowata i zgnita. Przez "koszule" przedzierają się kolory zielony i pomarańczowy, podobnie z czapką i guzikami. Ciało ma kolor pomarańczowy z elementami zgniłej zieleni. Lewy rękaw się zachował, a prawego został pozbawiony, co ukazuje endoszkielet ręki, ale reszta poza dłonią, której nie ma została, ciągle trzyma w lewej ręce tabliczkę z napisem **"Balloons".** Jego dolna szczęka jest totalnie urwana i jedyną jej pozostałością jest pręt robiący za szyję i zwisające kable, w górnej szczęce ciągle ma 5 zębów, a na policzkach czerwone rumieńce. Został pozbawiony oczu i nosa, a w ich miejscu są puste dziury, choć w oczodołach widać pionowe pręty. Włosy na głowie ciągle są brązowe i zakrywa je czapka z 4-śmigłowym wiatraczkiem.

## **Zachowanie**

**Soulless BB** teoretycznie siedzi nieaktywny w śmietniku na **CAM05**, ale go tam nie ma, naprawdę ukrywa się pod **biurkiem** i kiedy jakimś razem po spamem światłem byle gdzie wychyli się spod niego i będzie wydawał zniekształcone śmiechy. Jeśli się nie zgasi światła to zaatakuje.

## **Ciekawostki**

* Jego głowa znajduje się w pudełku na **CAM05**, ale nawet gdy się sprawdzi tą kamerę, kiedy **BB** jest w biurze to nie zmieni położenia.