recursal/Fanatic-Fandom huggingface dataset:
Demonukeniano

### Apariencia

Al igual que su planeta, las apariencias de los demonukenianos siguen un tema de diablos y demonios. El largo de la cola de todos demonukenianos tienen una longitud de la mitad de su altura. Las colas de las mujeres terminan con forma de espada, los hombres tienen una cola que termina como un tridente, y algunos tienen una cola como un escorpión, los niños tienen la cola en forma de diamante.

suelen llevar las alas negras artificiales con formas demoniacas en la espalda, lo que les permite volar. Su ropa parece estar inspirada en un comodín de un juego de cartas.

Su poder consume su cuerpo haciéndolos infantiles incapaces de usar todo su poder.

### Rasgos

Todos demonukenianos tienen una fuerza sobrehumana mucho más fuerte que los terrícolas, incluso son muchos más fuertes que la mayoría de los seres de la galaxia. Demonukenianos también son capaces de disparar rayos desde las puntas de sus colas. Sin embargo, es exclusiva para demonukenianas mujeres.

* **Súper Fuerza demonukeniana:** Su fuerza física (sin ningún tipo de inventos o poderes) es pura fuerza bruta hasta el punto que un golpe puede provocar una onda de choque.

* **Súper Velocidad demonukeniana:** Ellos también han demostrado que son capaces de correr muy rápido.

* **Resistencia demonukeniana:** tienen una gran capacidad de recuperación y también ha demostrado una gran resistencia para resistir ataques.

* **Cola demonukeniana:** Ellos puede disparar rayos láser desde la punta de su cola, no se sabe si son todos o algunos quienes pueden hacer esto. Sin embargo, su cola es a la vez su arma y su debilidad, ya que es muy sensible.

* **Combate Mano a Mano:** Sus capacidades  de lucha son extraordinarias.

* **Inteligencia demonukeniana:** Algunos demonukenianos han demostrado una gran inteligencia al punto de crear cosas.

* **Actuar:** En algunos demonukenianos han demostrado ser grandes actores.

* **Fuerza de Voluntad:** Algunos demonukenianos han mostrado una gran fuerza de voluntad.

* **Rasgos latentes:** algunos demonukenianos tienen sus propios rasgos que no poseen otros demonukenianos.
	+ **Habilidad para hablar con los animales:** comparte una conexión con la vida animal desde que nació, siendo capaz de comunicarse con ellos.
	+ **Comunicación con las plantas:** Ella comparte una conexión con la vida vegetal desde que nació, siendo capaz de comunicarse con ellos.
Olmath

**Olmath** est un démon et l'antagoniste principal de la série *Horacio et ses Potes*.

## Apparence

Olmath a la peau rouge foncé, des yeux jaunes, des cornes et des cheveux courts noirs. Il est vêtu d'une cape, maintenue par un emblème doré visible sur son torse. L'intérieur de sa cape est d'un rouge très sombre, tandis que l'extérieur est noir avec son insigne dessus. Il a une ceinture en forme d'ovale avec des cornes, un pantalon d'une autre teinte de rouge sombre, et des chaussures noires avec des motifs de cornes dorées. Il a également une queue pointue typique de tout démon.

## Caractère

Olmath est cruel, cynique et n'éprouve du plaisir qu'en faisant le mal. Doté d'une intelligence élevée, il est fourbe et se complait à manipuler ses opposants.

Les pouvoirs d'Olmath sont la maîtrise du feu et la lévitation. En effet, Olmath est capable de générer des boules de feux de toutes tailles ainsi que de faire surgir des flammes du sol depuis n'importe où. Pour ce qui est de la léviation, elle use bien plus Olmath que le feu, ce qui fait qu'il compense en marchant à pied. Généralement, Olmath se met à léviter pour impressioner ou effrayer ses interlocuteurs, lorsqu'il est énervé ou lorsqu'il doit se faire discret.

## Histoire

Olmath a pour objectif ultime de conquérir le quartier où se sont réfugiés la bande à Horacio depuis leur fuite du magasin de jouets afin de réduire en esclavage toutes les peluches du quartier.

Déjà au magasin de jouets, Olmath n'appréciait guère Horacio et ses amis, ce qui fait que la surprise fut très amère lorsqu'il tomba nez-à-nez avec eux alors qu'il souhaitait faire de la maison de la bande à Horacio son nouveau repère maléfique.

Son repère secret se trouve dans le garage de la maison où habitent Horacio et sa bande, c'est là où il va dès qu'il doit mettre au point un nouveau plan de conquête du quartier. Dans son repère se trouve également une tablette tactile sur laquelle il regarde l'activité de ses ennemis, peut recevoir les appels de ses associés (s'il en a besoin pour un plan car généralement Olmath préfère travailler seul) ou juste se divertir après un énième fiasco tout en réfléchissant à quel plan il pourrait avoir recours la prochaine fois.
Annalan

Seres de vida extraterrestre nacidos del Árbol celestial de las tinieblas. Tienen una resonancia con los demi y pueden llegar a sucumbir ante el placer de la naturaleza. Su apariencia es la de unos elfos de color aguamarina y pelo verde claro.

Se sabe que son capaces de manipular las creencias para darles forma y un poder único sellados en cartas que con el tiempo se desarrollan como monstruos que buscan fuentes de poder y seres para ser nutrientes del árbol celestial de las tinieblas, también llamados Tinieblas Malignas.
Errorinsec

**Nombre y Etimología:** Su nombre proviene del error que hicieron al convertirse en parte del ecosistemas de varios alienígenas.

**Introducción**: Limpiadores naturales que consumen basura y les gusta comer suelo dañado que al defecarlo queda fertilizado.

## **Morfología (Descripción física)**

En su forma de larva es un pequeño alienígena amarillo parecido a un Escarabajo con ojos Verdes y pupilas Negras. Tiene cuatro patas de palo y un pico, que se abre de manera horizontal, y una gran antena.

### **Capacidades**

**Escupitajo**: En su forma larva puede escupir bolas redondas de plasma, verdes y pegajosas de plasma que absorben materia y explotan al impactar, o cuando lo concentre. El tamaño de estas bolas depende de la cantidad de materia que absorban.

Las bolas de plasma pueden tener más formas que solo esferas. Cuanto más grande sea la bola que crea, mayor será la explosión. Puede arrojar plasma en una corriente controlable para actuar como una cuerda para atar a un enemigo. El plasma es lo suficientemente fuerte como para sostener a sus depredadores. Las bolas de plasma pueden absorber energía.

**Cuerpo Baldosa**: Cuenta con agilidad y equilibrio mejorados, pudiendo rodar sobre sus bolas de plasma y escalar paredes con facilidad. Muy fuerte para su tamaño, como se muestra cuando detuvo su bola de plasma gigante que rodaba a gran velocidad.

#### **Debilidades**

Puede ser lastimado por sus propias bolas de plasma si se impactan en él. También puede quedar atrapado en su propio plasma.

## **Comportamiento**

En su estado larva son leales a las figuras que las cuidan.

**Organización de los grupos:** A

**Caza y dieta:** Consumen los desechos.

**Reproducción y ciclo vital:** Al nacer duran 11 años con una forma de larva conocida como Insectoide revil. Luego de eso quedan encerrados en su capullo durante 5 años y 6 meses. Saliendo como un errorinsec joven.

**Salud:** A

**Comunicación:** A

**Relaciones interespecíficas de depredación:** A

### **Civilización**

#### **Peligrosidad**

Mortal, divino, supremo.

se divide de menor medio mayor. en etapas de 10.

#### **Conocidos a nivel mundial**

Se refiere a los mas sobresalientes de la especie.

### **Poderes**

#### **Habilidades**

* Inherentes
* Místicas
Schön

son una antigua raza casi extinta, que son considerados los seres más hermosos del universo, pero en realidad gracias a sus rasgos pueden atraer a cualquier organismo del signo opuesto.

poseen grandes atributos físicos, y tiene un gran metabolismo para no perder su figura.

Debido a su gran belleza pueden atraer a todos los seres del universo, del sexo opuesto.

* **Voz:** no solamente tienen una voz hermosa, sino que también la utilizan para evitar los conflictos y sacar lo bueno de la gente de sus corazones para que dejen los conflictos atrás.
* **Inducción a la Lujuria:** son considerados como los seres más atractivos en el universo, y debido a esto, cualquier ser (no importa la especie) del sexo opuesto, al ver el rostro de un schon se convertirá en una bestia pervertida, a pesar de que sea un caballero.
* **Metabolismo mejorado:** Como Schon, son resistentes a aumentar de peso, gracias a esto tiene su gran figura atractiva
Golberjo

Entidad Cósmica que tiene un cuerpo formado de millones de monstruos, su alma es una amalgama comprimida bajo la presión del vacío. Personificación del desorden y la muerte, gran consumidor de demonios.

Tiene una apariencia cuadrada que termina con una pirámide de color rojo que tiene 4 ojos y sin cuello, en vez de barba tiene colmillos sobresaliendo sin nariz y boca con lengua morada de serpiente. De su forma cuadrada sobresalen 2 brazos sin hombros y piernas con garras de 3 dedos.

Habitando en una dimensión oscura que esta fuera de los 3 Universos (Principal/Físico, Espiritual, Sellado). Llevando destrucción a todas las realidades, capaz de sentir su presencia en cada hendidura donde aceche el desorden.

Inmortal sobre los universos anteriores a los 3 Universos, cuenta con debilidad a la música.
Magnito

**Nombre y Etimología:** Su nombre se otorgo por sus poderes magnéticos.

**Introducción**: a

## **Morfología (Descripción física)**

Ellos tienen unas grandes púas en sus cuerpos al lado de su cabeza, y ésta flota por encima de su gran cuerpo por su magnetismo. Sus voces también suenan como si fueran robóticas/tecnológicas.

Sus cuerpos están formados por compuestos lantánidos y actínidos, siendo formas de vida basadas en estos últimos. Parecen que donde quiera que va su cabeza, el cuerpo la sigue.

Las hembras completan sus formas como circulares encerrando su cabeza en su propio cuerpo,

### **Capacidades**

**Proyectar ondas magnéticas:** Son capaces de sobrecarga circuitos eléctricos y atraer metal, que también puede emitir pulsos magnéticos que le permite magnetizar objetos de metal. Pueden generar un campo de fuerza electromagnético marrón que le protege de la mayoría de ataques balísticos. Además de volar, también puede usar sus ondas para empujar a sus enemigos (No levantarlos, solo empujarlos). Puede hacer una explosión de magnetismo y empujar todo lo que esté a unos cuantos metros.

### **Rasgos**

* **Visión Magnética**: permite poder ver mientras sea un espacio abierto con metales alrededor.

#### **Debilidades**

Sus cuerpos se descomponen al usar todo su magnetismo y mueren. Sí tomas la cabeza de los machos su cuerpo los sigue pero no puede controlarse.

## **Comportamiento**

Son extremadamente tranquilos, llegando al punto de que incluso si los golpeas no reaccionan de forma violenta a menos que quieras destruirlos. Manteniendo racionales en todo momento.

**Organización de los grupos:** A

**Caza y dieta:** C

**Reproducción y ciclo vital:** Nace, forma su cuerpo adulto, Empieza a aprender a usar sus capacidades.

**Salud:** A

**Comunicación:** A través de señales.

**Relaciones interespecíficas de depredación:** A

### **Civilización**

#### **Peligrosidad**

Mortal, divino, supremo.

se divide de menor medio mayor. en etapas de 10.

#### **Curiosidades**

Puesto que no hablan con otras especies y sus nombres no les importan, quien les puso nombre fue un niño desconocido enamorado de una hembra de su especie.

#### **Conocidos a nivel mundial**

Se refiere a los mas sobresalientes de la especie.

### **Poderes**

#### **Habilidades**

* Inherentes
* Místicas
Unboxhing

Unboxhing son como los elfos, solo que nacen con los géneros masculinos y femeninos dentro de un mismo cuerpo y tienen personalidades diferentes. Se dice que este es un rasgo evolutivo por el bien de prosperar en su entorno difícil, ya que la comida y el agua eran esos objetos preciosos antes de que el comercio con la gente se pediera.

Personalidad

Cuando comparten el mismo cuerpo se ve que tienen personalidades opuestas.directamente

Cultura

Debido al gran sol y entidad desértica en la que viven usan ropa cubierta.

Poderes y habilidades

Unboxhing son capaces de  cambiar de forma automática su género y personalidades a través de un período de cambio de alrededor de un mes, en promedio, sin embargo esto puede cambiar dependiendo de la diferencia en el medio ambiente y los campos magnéticos, al cambiar de planeta, que fueron capaces de cambiar al hacer cierta reacción natural como estornudar. Ellos también son capaces de comunicarse con sus homólogos dentro de su subconsciente. Después de llegar a "la edad adulta" los dos sexos y las dos mente que están en un cuerpo de Unboxhing se dividen de forma permanente en dos individuos separados. Este proceso, se llama "metamorfosis de separación".

Unboxhingse demuestra que tienen una gran velocidad y fuerza en comparación con los elfos.
Racajuna

**Nombre y Etimología:** Su nombre proviene de Rana Tragadora de asteroides

**Introducción**: Es una rana que dentro de su boca hay una cara que escupe fuego espectral.

## **Morfología (Descripción física)**

Conserva su apariencia de Pelophylax perezi de 7 metros.

### **Rasgos**

* **Veneno Del vacío**: Producir y aplicar veneno a una parte del cuerpo.
* **Resistencia al vacío**.

#### **Árbol de Existencia**

* Pelophylax perezi Finis <- Anterior
* Siguiente ->

## **Comportamiento**

V

**Organización de los grupos:** A

**Caza y dieta:** C

**Reproducción y ciclo vital:** A

**Salud:** A

**Comunicación:** A

**Relaciones interespecíficas de depredación:** A

### **Civilización**

#### Peligrosidad

Mortal, divino, supremo.

Se divide de menor medio mayor. en etapas de 10.

#### Conocidos a nivel mundial

La cara dentro de su boca es un anciano que le gusta la fiesta y los juegos.

### **Poderes**

#### Cultivo

Cultivan las artes psicológicas con Astral.

#### Habilidades

* Inherentes
* Místicas
Basilískos

Los basilískos son considerados los reyes de los pequeños lagartos, asemejándose a una Iguana con una cabeza de lagartijas con cresta, siendo sus extremidades superiores que se desarrollan como alas pero con garras, sin piernas traseras y con colas acuáticas.

La mayoría tienen ojos malvados. Siendo el masa común la petrificación. Teniendo un Veneno letal que pueden lanzar hasta 3 veces su tamaño.

Tienen su origen de monstruos deformes. Les temen al canto del gallo porque el drake gallo consume basilískos jóvenes. Aún así los basilískos seres con inteligencia y sabiduría cansados de ser consumidos por los Drake Gallo y otros enemigos, usaron a los gallos jóvenes para convertirlos de su espíritu en criaturas mitológicas.

Igualmente las comadrejas son los únicos incapaces de ser petrificados por los basilískos. Llegando a evadirla por su olor pero muriendo en batalla.

**Beauvais**: Siendo incubado de un gallo de 7 años que luego incubo un sapo durante 7 años en un nido echo de estiércol. Teniendo cuerpo de sapo, cabeza de gallo y cola de serpiente.

**Presbítero**: Huevo de serpiente incubado por un gallo. Teniendo cuerpo de gallo, lengua de serpiente y cresta en la cabeza. Tocando el cobre en Oro con sus eses.

**Lucano**: Tiene el tamaño de 29 cm con cuernos. Se mezcla con las cockatrice para matar a sus crías y devorarlas.

**Media**: Gallo de cuatro patas, plumas amarillas, grandes alas espinosas y cola de lagartija que terminaba en garfio. Al crecer desarrolla otras 4 patas y las plumas cambian a escamas.
Studio Refraction Wiki

**Welcome to the Studio Refraction Wiki!**
A complete compendium of the world of Famthries, and its sister Morphies

Here you can reflect upon the different groups, events and regions you have encountered during your travels in Famthries. I will do my best to add and update important pages as needed, but if you wish to have a particular subject be added as a priority, please notify me as soon as you can.

## Important articles

The Union of Axis AleaYeux VigilantsAlea VitaeCut ContentCampaigns

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Realms

*"To think that you alone inhabit this life, that you alone suffer and rejoice. Such shallow mindedness is not at all becoming of those who wish to save it."*

## Overview

"Realms" or "The Other Realms" are used to refer to the planes that co-exist in-between fully fledged worlds. There is not one set criteria a plane must meet to be considered a realm, but they are commonly considered to be planes of existence that exist between the two mortal worlds that isn't expansive enough in scale or its capability to sustain civilisations. However, realms may have their own native denizens.

Typically, realms are not places that can be reached by travelling to one geographical location to another, instead, extraordinary means are usually required to facilitate inter-realm travel, such as divine intervention, understanding and exploiting hayacitic magic or use of non-hume magic.

The number of realms in existence is unknowable and presumed to vary over time. Information on the realms is scarce with few knowing of or believing in the existence of the other realms.

## Origin

Virtually nothing is known about when the other realms were created, and what order they were created in. It is entirely possible at least some of them were created alongside Famthries and Morphies. There is reason to believe that some realms are formed with an explicit intention, or purpose behind them, and as such it can be inferred certain realms were made as they were needed, making some relatively young compared to others. Presently, it is unknown what beings are capable of creating realms or if they are also naturally occurring, but it can be assumed that the creator god is capable of creating them. This theory is evidenced by several of the known realms having explicit
History of the Realm

Hi!!!! This is Annie, or appieslice, or previously \_hee\_hee\_, a member of the CCC server! I was one of the first players on the server along with Emmy and Marshall. My younger sibling, Emmy, made this server for their friends, but realized most of them had bedrock. So instead it evolved into a server with a bunch of people who would have otherwise never met, kind of a weird mix.

The first night on the server was spent near spawn, by the lava pool in a dirt shack that can still be found today! We got some wood and started mining. We found a huge cave near the base that we managed to get enough iron to give all of us armor. If I remember correctly we died a few times, and Emmy stayed behind to get food and more wood. We spent a few days there just getting materials. After that, and when we felt comfortable to move, we started trying to find a place to settle. What we found would ultimately become Cottagecore's main area.

We walked around the long way. Now it's clear what the best way to everyone's homes are, but before we were just walking. Taking the area to the left of spawn we cut through some snowy mountains, spruce woods, and a dark oak biome. The dark oak woods go up on a hill, so climbing over it we were greeted with where we all immediately knew was the place to settle. It was an empty field, stretching to a rive that lead to a flower biome, now the center of the server.

I think we walked around the biome a little, deciding if we were going to live in the field, or in the flower biome. There are some cool places in the flower biome, but ultimately we decided on the spots our houses are today. Emmy's on the edge of the biome, mine where it turns into the woods, and Marshalls in a small mountain in the center.

For the next bit we really just built and got settled. It was a little while before we added some more people, except for when we added Lily, who built the pink house across from mine. We decided to build a village. I'm not sure if Lily joined before of after that.

The village took the longest time. But it plays a huge part in the Cottagecore lore, so I guess I'll go into it!
Key

> "Good evening everyone. We are happy to see that you have all risen without difficulty."
>
> Key, Agathian Fable: CODE WHITE Prologue

## Overview

Key is the name used by the mysterious concierge of the Aphid Project, who works on behalf of the Protobici group to aid, guide and facilitate the participants of the Aphid Project. His name, race, age, nationality and all other personal information is kept as a tight secret, making him a difficult figure to trust implicitly.

Being the only liaison between the Aphid Project participants and the Protobici group, Key exercises a very strict and distant persona, but always aims to be as friendly and courteous as possible. His history both within and outside the Aphid Project is entirely elusive. His location, the true extent of his skills and connections and his motivations remain elusive to the group.

## Role

Key introduces himself as the concierge of the Aphid Project, tasked with facilitating the project and its participants through giving the group their objectives, completing external tasks such as finding information, and notifying them of prudent information in relation to the project and their objectives. Remotely, Key only ever contacts the group through highly encrypted phone calls. The players can call Key at any time through an anonymous contact built into the phones provided to them at the start of the project. They can request information about their objectives, other participants or advice, though what information Key can provide is strictly managed and determined by their progress through the project. Additionally, Key can contact the group at any time himself to deliver prudent updates such as his ability to track whether or not the Hundae Internal Defence Extraction are pursuing the group, and notifying them so that they may escape.

Key is also capable of fulfilling certain tasks that may be extremely difficult for the party to complete themselves, such as delaying traffic, or locating vehicles. The means through which he does this is unknown to the group.

If Key chooses to contact the group himself, a unique ringtone will play that will not play through any other contact. This is so that the players can assess the safety of answering the call in their current environment.
Nia Draix

## Overview

Nia Draix, is a young tiefling pirate that found herself caught up in the 1849 crimson siege of Ohlo, and subsequently an adventurer in the Alea Iacta Est party, working on behalf of Axis Alea. Nia, being one of the first, and longest running members of the Alea Iacta Est party, has seen many places and important events within the story so far. Nia is known for her strong opinions regarding the group's objectives and her views on other characters, often being the first party member to insist on doing things their way, regardless of what their superiors have instructed.

## Biography

Not much is known about Nia's life prior to the siege in Ohlo. Nia herself, is not certain of where she was born as her memories of her childhood are vague and fragmented. However, she remembers being kidnapped and spending her early childhood in Kurokta, the capital city of Adam Labyr. At a young age, Nia became a part of a pirate crew, electing to spend her time exploring the world and relying on their pirate exploits to get by. This background has given Nia a strong skillset including stealth, fencing and a unique sense for solving problems, skills that the Alea Iacta Est party have relied on several times. This background is likely what influenced Nia's rebellious streak against authority.

## Relationships

#### Nelmo Zaranyika

Being the only other party member to remain in the party from the siege in Ohlo, Nia is considerably closer to Nelmo than the other party members. Their relationship is one of good friends, often manifesting in mocking one another playfully.

## Trivia

* Nia, alongside Nelmo, is one of the only players originating from the Alea Iacta Est party to still be active in the party from the siege on Ohlo, with the other two party members joining the journey at later points in the story.
Invocation

The coins of invocation are mythical items granted to mortals who have been sponsored by a deity from one of the main three pantheons, the Lore of Est, The Lore of Depta and The Lore of Pardeji. They are not physical items, and are said to be held within the soul of those who bear them, and as such, they cannot be stolen, lost, given or destroyed, though it has been said that they can be revoked by the divine sponsor who granted them.

## Lore

The Coins of Invocation act as a plot and gameplay mechanic, used by the cast and players to aid them in reaching their goals. Each coin has its own effects, lore significance and method of triggering though there is a loose structure that most coins follow. Coins are granted to mortals by deities, as a tool to aid them in their ambitions. A god may wish to grant sponsorship

## Gameplay

In gameplay, the coins each have unique uses, benefits and drawbacks, dependent on which deity the coin reflects. A player can influence which coin is assigned to them by worshiping or calling upon specific deities, though this does not guarantee they will receive their choice. The effect of each coin is unique, but many follow a similar formula, offering a specified bonus should the coin be called correctly, and a specified drawback otherwise. The two outcomes tend to balance each other out, meaning that if the benefit of a particular coin is very powerful, the risk for failing is equally as high. This often means that is inadvisable to overuse coins with powerful benefits, as the cost of failing could be catastrophic. On the other hand, cards with milder effects are often safer and more reliable at the cost of a lesser benefit.

The coins of invocation do not exist in the material plane, and as such, cannot be stolen, given, broken or misplaced. This means that in the event that a character is stripped of all of their equipment, they would still be able to utilise the coins of invocation to help them (provided the benefits of their assigned coin aren't dependent on having certain equipment etc.). However, coins can be revoked by divine sponsors (the reasoning for which would have to be explored in gameplay), which would simply remove that character's ability to draw upon the power of the coin. In this case, it could still be possible for character's to regain sponsorship from the deity, or another one if they so choose, but the process to do so would be uniquely formulated based on circumstances.
Agathian Fable: CODE WHITE

Agathian Fable: CODE WHITE Title Card

*This page covers the sequel campaign to Agathian Fable: Alea Vitae overall.*

## Overview

Agathian Fable: CODE WHITE is an upcoming tabletop RPG campaign set far in the future, after the events of Agathian Fable: Alea Vitae. Thousands of years after the prologue of Agathian Fable: Alea Vitae, humanity has been forced to govern itself without the aid of divine guardians, using a unique tool, the city of Hundae - built upon the peak of the Nothe Crown - refers to eras past to learn the successes and failures of previous human civilizations, in an attempt to build the safest and happiest society in history.

8 people are taken from their usual day to day lives, and forced to re-commit crimes they have no memory of, by the mysterious Protobici group, assisted by the elusive concierge; Key. The players must work both with each other, and a handful of Non-player main characters to survive these criminal endeavours, as failure, means death.

## Setting

Earth in the year 4048 (20 thousand years after the events of Alea Vitae), now known as Nothe, has struggled to sustain itself in the small portion of inhabitable land that remained after the end of the 4th cycle. Needing more space to house humanity, and sustain farmland etc, Humanity built a strong metal net-like structure in the sky known as the Nothe Crown. Connected to the ground at several points, the structure was used as a foundation to build several cities, keeping each other strong through sustained tension in the crown. At the centre of the crown, rests Hundae, the capital city, housing the "Crown Jewel".

Due to the accessibility for historical technological knowledge, humanity soared through technological pursuits, developing a high-tech cyberpunk-esque society. It is this same technology that allowed the current populace of the world to look back at histories attempts at self governance, and build their society based on the successes. However, Hundae is no utopia.

## Plot

8 people are taken from their normal day-to-day lives and forced to recommit crimes they have no memory of by the mysterious Protobici Group. Unable to remember their own names, they must navigate the dangerous challenges laid out to them in the “Aphid Project”, with the other participants whom they have never met before. What they will soon discover, is that there is much more to Hundae and the last two years than they could’ve possibly imagined.
Troublesome Trucks

* When the Fat Controller first speaks to James, his head is turned away from him.
* Thomas' eyes are wonky in the opening scene.
* James' tender is derailed while Thomas arranges his train. Also, the siding that James is on has no buffers.

* When Thomas says "Have you got some bootlaces ready?" there is blu-tak under his lantern. Knapford is also missing in that scene.
* When Thomas puffs off, James' eyes briefly jitter. They are also wonky.
* When James puffs out of the yard, the truck at the front loses its face and regains it as James pulls the trucks up Gordon's Hill the first time. Also, the train next to James on a siding has a brake van in the middle of it.
* When Thomas puffs away laughing, all the trucks are coupled to each other. But when James backs onto the trucks, one at the front is uncoupled.
* When the trucks get to the bottom of Gordon's Hill, a truck disappears. It, however, reappears in the last shot of James pulling the trucks.
* When James goes up Gordon's Hill the second time, a wire pulls him up.
* James' puffing noise is not in sync with his speed.
* When the narrator says the line "and sometimes their axles would run hot," a crew member's shadow is seen in the bottom left corner of the screen.
* When Edward is first shown at the bottom of Gordon's Hill, he has no train. When James backs down and couples to the lost trucks, if inspected closely, Edward has at least one truck behind him.
* In the close-up of James at Maron, the water tower next to him disappears.
* In the last close-up of James going up Gordon's Hill, his driving wheels are not moving and when they start to move, they are going backwards.
* When James couples up to his train, he is outside the station, but when he starts moving off, he is inside it.
* The Fat Controller tells James that he was aboard Edward's train and saw his performance on Gordon's Hill, but Edward is seen pulling a goods train instead of passenger coaches.
* When Edward is at Maron, his tender is not seated properly on the chassis.
* When the trucks roll down the hill, a piece of stone falls out from one of the trucks.
Kirino Ranmaru

## Kirino Ranmaru

"I suppose one person alone can't do much by themselves.."

### Occupation

Defender from Raimon

**Blank Character** is a minor side character from the Inazuma Eleven series.

## Character Relationships

* Saryuu -
* Anne -
* Zanark Avalonic -
* Shuu
* Naoto Shirogane -
* Umihara Norika -

## Trivia

* Kirino Ranmaru was the first Inazuma Eleven character to appear in the hotel.
Orien

Test Field*This page is being used as a tester for future feature implementation, and as such, the information used and displayed within is non-canonical and does not reflect any in-game information.*

## Appearances

### Debut

Project CWS

This is a test page used to experiment with implementing data for summonable forces. Orien is non-canonical and has no real description.

## Description

Orien lacks any design, lore or concept, and is presently only being used as a placeholder to test Wiki data.

## Stats

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Goofpedia Wiki

Welcome to the Goofpedia, where we put goofs/errors on the wiki to entertain you, for TV shows, movies, books, games, songs, anime and more! For you to become a starter and an editor, read the rules here:

* DO NOT change anything for the goofs.
* You can add trivia or references on the wiki as long as it's real and not fake or a different link that's not referenced.
* Add an infobox Goof Template. Here's the example:

## Goofpedia Wiki

* Add a temple for the navigation of goofs. This navigation is an example of Total Drama:

**Specials** Total Drama, Drama, Drama, Drama Island
**Recaps** Total Drama Island Recap • TDI Rundown

**Specials** Celebrity Manhunt's Total Drama Action Reunion Special
Norway Dub Wiki

**Welcome to the Norway Dub Wiki!**
We're a collaborative community website about Norway Dub that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
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* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Locations

**Locations** are a content construct shown throughout all things. They are various places set in different world consisting of several countries. Every location spans over many climatic zones, from deserts and exotic islands to tundra, and has different landscapes - mountain ranges seemingly being very common.

"*.*"

—About Locations.

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Nube Privada

La nube Privada es también conocida como nube interna o corporativa, diseñada de manera más personal en función a las necesidades y características de la empresa que la tiene, con accesos reservados que no están al alcance del público en general, por lo que representan una mayor seguridad para quien la posee y atiende su diseño a características más específicas que la empresa requiere. Se halla alojada comúnmente en la intranet o en su centro de datos, también puede contratarse con un proveedor externo, aunque no constituye una exclusividad.

Es un servicio de nube, en la que los recursos informáticos son de uso exclusivo para los usuarios designados a los que la organización da acceso, ya que son de propiedad reservada, de ahí que se le denomine privada.

Los colaboradores acceden mediante un catálogo de autoservicio de configuración predefinidas y nos dejan medir el uso y establecer el cobro.

Características:

* **Fiabilidad:** Definido como el tiempo de funcionamiento sin fallos
* **Escalabilidad:** Entendida como la capacidad de adaptación y respuesta de un sistema con respecto al rendimiento del mismo a medida que aumentan de forma significativa el número de usuarios
* **Seguridad:** Protege la integridad y la privacidad de la información almacenada en un sistema, son la alternativa de soporte o respaldo de empresas.
* **Precio superior** a la nube pública, por las ventajas que ofrece.

Ventajas:

* **Eficiencia:** Al hacerlo virtual se aprovecha la infraestructura física
* **Optimización de Recursos:** Con herramientas de medición se detectan las áreas para optimizar recursos.
* **Reducción de costos:** Ya que ahorras en infraestructura, luz, gastos de instalación y hay opciones de pago por uso.
* **Control:** No compartirá con el público en general su información interna.
* **Privacidad:** Con opciones de acceso limitado hasta por usuario.
* **Confiabilidad:** Se pueden asignar en tiempo real, según el flujo de trabajo y el control total de los mismos.
* **Personalización:** Se basa en los recursos propios de la empresa y requiere personalización y cierto control que es diferente a lo que sería en la nube Pública.
* Productividad en TI (tecnologías de información): Los colaboradores serán más productivos por el aprovisionamiento automatizado por medio del portal de autoservicio.
CookieRun Pets Wiki

**Welcome to the CookieRun Pets Wiki!**
A Fandom about Pets from Cookie Run

We're a collaborative community website about CookieRun Pets that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Wave Drop

Dreamcatcher

Emerald Golem

Ocean Dragon

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Tenders and Turntables

* The Korean title of the episode is "*고든, 제임스, 헨리의 꿍꿍이*" (*Godeun, Jeimseu, Helliui kkungkkungi*). However, this is incorrect grammar, and the correct title should have been *고든, 제임스 그리고 헨리의 꿍꿍이* (*Deun, Jeimseu Geurigo Helliui kkungkkungi*).
* When the engines say "We get no rest! We get no rest!", Henry has no crew in his cab.
* In the close-up of the Fat Controller looking upset, his hat's brim has two chips in it.
* When Thomas and Gordon are at Elsbridge, Clarabel is facing the wrong way, Gordon's left buffer is crooked, and both engines' puffing noises are heard before they start to move.
* The narrator says that the fireman tried to turn the handle on the turntable, but there is a workman stationed at the turntable booth instead.
* When James puffs onto the turntable, he is facing the sheds, but in the close-up shot of him, he is facing away from the sheds.
* In the close-up of James moving on the turntable, the reflection of crew member Frank Schultz can be seen in his smokebox, and his dome is scratched.
* The turntable stops on the last berth to the right, but when James backs into the shed, the turntable is in the center.
Percy Runs Away

* When Percy leaves the turntable the turntable sags.
* Annie and Clarabel's nameplates are missing when Thomas takes them away.
* When Percy shunts the trucks into a siding and leaves, no smoke is venting from his funnel.
* In a close-up of Percy, greenery appears behind him instead of Wellsworth.
* The narrator says that Edward took some empty trucks to the quarry, but the last three are full.
* In one close-up of Percy at the points, the camera jumps a bit.
* In the shot of Percy's wheels spinning as he reverses, there are red specs on his wheels.

* In the back shots of Percy as he runs up Gordon's hill and when he reaches the top, his crew is in his cab.
* Percy goes further back from the signal box without moving.
* When Gordon is rescuing Percy, one of the workmen has blu-tak around his neck.
* According to maps of Sodor, the branch line to Suddery is between Wellsworth and Gordon's Hill. Percy should have passed the line before he went up Gordon's Hill.
* In the last shot, a track in front of the camera has a dead end.
* When Percy crashes into the bank of soil, his rear stripe sticker is partially unattached from his boiler.
* In George Carlin's narration and some foreign dubs, Gordon told Percy he was clever to stop so quickly at Wellsworth, when it was Gordon who stopped just before Percy started reversing.
* In the close-up of Percy when he is beginning to reverse, a piece of track is visible next to him. However there is no track next to him by the signal box. This also applies to the close-up where he is about to back into the bank of earth.
* Percy passes through Wellsworth long before the narrator says he does. This is because, in the original book, the near-collision happened at Knapford rather than Wellsworth.
* Edward's eyes jolt a little at the beginning when the Fat Controller talks to him.
* The inside of Thomas' funnel is white instead of black.
* In the close-up shot of Percy in the dirt pile, some blu-tak can be seen around the top of his face.
Toby and the Stout Gentleman

* In the shot where Toby said "Nobody wants me", part of the studio wall can seen behind the sky painting.
* When the passengers say "We are sorry your line is closing down", Toby's cowcatcher is slanted.

* In the restored version, Toby's bell is silver rather than gold in close-ups.
* A small piece of blu-tak can be seen on the Fat Controller's shoes when Toby first meets him at Lower Arlesburgh.
* In the second to fourth close-ups of the Fat Controller, the camera shakes slightly.
* Some shots of Toby are on sets (such as the windmill) that are clearly on Sodor, even though the episode is set on the Mainland.
* In the Welsh translated version, a few bits of footage were removed, such as Toby leaving the station on his last day and when Toby goes to his shed.
* In the opening scene, studio equipment is visible in the top left corner.
* When the Fat Controller says, "Stop!" he has five holes in his face and hat.
* In the first to third close-ups of the Fat Controller, a camera tripod is seen on the left corner of the screen.
* In the first and last close-up of Stephen and Bridget Hatt and the two close-ups of Bridget Hatt, a light stand is seen.
* In the US narration, after Toby complains about being called electric, it is said that he "was proud of being a steam train", but Toby is a steam tram pulling a train.
* When Bridget says "Is it electric?" and "But trams are electric, aren't they?" there is red marking on her left (viewer's right) palm.
Gastrack

**Nombre y Etimología:** Su nombre proviene del sonido que producen sus estómagos al morir.

**Introducción**: a

## **Morfología (Descripción física)**

Son alienígenas de color Verde oscuro y negro, de contextura delgada y de tamaño Enano. Su color verde oscuro cubre su cara hasta su torso donde se finaliza en un Zig-Zag. sus brazos también son verdes, simulando guantes y sus piernas son verdes también, simulando botas. Su nariz es una forma parecida a una "V". Su inteligencia es un poco menos que la humana.

### **Capacidades**

**Velocidad**: Ellos son capaces de correr a Velocidades increíbles, dejando un rastro de color azul y negro tras ellos. También poseen una fuerza increíble pudiendo tomar grandes pesos en sus Brazos y saltar muy alto.

### **Rasgos**

* **Invisibilidad**: Cambian sus cuerpos al contorno de los gases de la superficie donde se ubican. Logrando así un increíble camuflaje.

#### **Debilidades**

No pueden ascender mediante poderes de ningún tipo.

## **Comportamiento**

Se comportan como Gatos.

**Organización de los grupos:** A

**Caza y dieta:** C

**Reproducción y ciclo vital:** A

**Salud:** A

**Comunicación:** A

**Relaciones interespecíficas de depredación:** A

### **Civilización**

#### **Peligrosidad**

Mortal, divino, supremo.

se divide de menor medio mayor. en etapas de 10.

#### **Conocidos a nivel mundial**

Se refiere a los mas sobresalientes de la especie.

### **Poderes**

#### **Habilidades**

* Inherentes
* Místicas
Sohei Yao

**Sohei Yao** (八尾 創平, *Yao Sōhei*) is a recurring side character in *A Condition Called Love*. He is a boy from Hotaru Hinase's middle school who her then best friend had a crush on. He later joins the main story as he starts working at the same bookstore Hotaru does.

## Etymology

* The name **Sohei** means "creation, begin" (創) (**so**) and "flat, broad, level, even, peaceful" (平) (**hei**).
* Sohei's surname **Yao** means "eight" (八) (**ya**) and "tail, ridge" (尾) (**o**).
Bertie's Chase

## Stock footage

* Studio equipment from Thomas and Bertie.

## Goofs

* Whilst the fireman is climbing out of the window, a gap can be seen where the cab roof has come loose.
* When the fireman is on Edward's roof, paint chips on the cab are visible and Edward's whistle is out of scale. Also, the windows were dirty, while in the previous scene they were clean.
* When Edward leaves the station, smoke rises in between the coaches.
* When Bertie passes the village, a piece of camera equipment can be seen at the top of the screen.

* In some scenes, Bertie drives in the middle of the road.
* When Bertie passes by Thomas' Branch Line, studio equipment can be seen at the top left corner of the screen.
* When Bertie reaches the top of the hill, his wheel is crooked.
* The woman in green's hat changes from green to brown.
* When Bertie passes Edward under the bridge, Edward's coaches slow to a stop at the end of the screen.
* Blu-tak can be seen under one of the passengers when Bertie's driver speaks to the stationmaster.
* In the close-up of Edward after Bertie brings him the passengers, a speck of dirt is on his face.
* When Edward reaches the last station, his whistle is tilted. Also, the coaches stop before he does.
* When Bertie is going downhill, he passes Edward twice by the side. This due to the fact that the producers did not want to make Bertie catch up with Edward at the Lower Suddery crossing in time.
* Thomas' eyes are wonky when Bertie sees him.
* In the beginning when Edward's crew are talking, there is a gash on one of their foreheads.
Disney-serier i kronologisk rekkefølge (Samling)

Denne siden inneholder en liste over alle seriene som har gått på Disney Channel, Disney XD, Toon Disney, Disney Junior (Playhouse Disney) og Disney+. Noen utvalgte Disney-serier ble også sendt på NRK, TV Norge og TV3 i Norge.

En rekke Disney-serier ble distribuert på kjøpefilm av Select Video / Egmont Home Video fra 1983-1992. I 1992 ble Disney en selvstendig utgiver, under navnet "Walt Disney Home Video". I 2001 skiftet de navn til "Walt Disney Home Entertainment".

Disney har hatt tre kanaler i Norge siden lanseringen: Disney Channel i 2003, Toon Disney i 2005 og Playhouse Disney samme år. Toon Disney ble erstattet med Disney XD i 2009, og Playhouse Disney endret navn til Disney Junior i 2011. I slutten av 2020 ble Disney XD lagt ned i Norge. Disney Channels målgruppe er barn fra 3-11 år, mens Disney XD satset på litt større barn (6-16 år). Disney Juniors målgruppe er førskolebarn fra 0-5 år.

## Ikke dubbet til Norsk

Kategori:Samling
Kategori:Disney
Kategori:Studio