recursal/Fanatic-Fandom huggingface dataset:
Jeyaneg

The Jeyang is a species of Invertebrate, or more specifically a terrestrial gastropod mollusk on Eard. Though rather unintelligent and too large to place on the shoulder, the Jeyang can make a wonderful addition for pet collectors. They can make a great companion to Arkians lonely or loony enough to sympathize with a snail, as their stupidity, slimy nature, and strange but goofy face can come off as almost cute.

## Behavior

The Jeyang spends its days slowly moving on its large muscular foot, leaving a slime trail; and it pays little attention to everything around it as it grazes on small plants and mosses. Jeyang is one of the few truly docile creatures on Eard as it will flee, though albeit at a very slow pace, until it is hurt so much that it will hide in its shell. Inside this shell, it cannot be hurt unless a person tirelessly tries to break through with a weapon or tame. This massive snail can be commonly found in moist, damp biomes such as redwood and conifer forests, swamps.

### Encountering

This section describes how to react to an encounter with the Jeyang.

#### General

If engaged and damaged, the Jeyang will retreat into its shell and will neither flee nor fight back. Damage dealt to the Jeyang will be heavily reduced for as long as it is inside of its shell. Jeyang do however drop a considerable amount of Chitin when harvested, so they are a worthy kill for those looking to collect it, at the expense of the time and effort needed to kill one.

### Strategy

Although the Jeyang itself is not dangerous, its surroundings are usually filled with dangerous predators. Clear the area of hostile creatures before attempting to tame Jeyang, or pick them up with a flying mount.

### Weaponry

Any weapon or creature will be able to sufficiently kill an Jeyang given a little time, though one should shoot the Jeyang with tranquilizer darts to knock it out for taming, as there is little benefit from exterminating them.

### Weaknesses

Jeyang - wild and domesticated - do not and cannot fight back when attacked.

## Appearance

Jeyang has all of the features typical of any other genus of snail with the notable exception of its remarkable size, being barely small enough to be picked up and held. The shells are very ornate with streaks of bright colour and sharp ridges that provide protection from predators and house the majority of its body and organs; the rest of its soft body is also typically characterized by vibrant or earthy coloration. The head region sports 4 retractable tentacles that serve as tactile and olfactory organs, meaning to feel and smell. The top pair house the eyes, whilst the bottom pair are more adapted for sensing its environment. Its chubby and cute mouth has a specialized rasping tongue-like organ called the radula to feed.

## Notes

A Jeyang is the largest creature on Eard that can be picked up by an average arkian.
S-0001

Subject #: S-0001

Object Class: Euclid

Special Containment Procedures: S-0001 is to be contained within a standard humanoid containment chamber at Site-██. Access to S-0001 is restricted to Level 2 personnel and above, and all interactions with S-0001 must be conducted through a closed-circuit camera system. Any personnel who exhibit signs of fear or susceptibility to hypnosis are not permitted to interact with S-0001.

S-0001 is to be provided with one standard-issue humanoid meal per day. Any additional food or sustenance is prohibited without prior approval from at least two Level 3 personnel.

Description: S-0001 is a humanoid creature that appears to resemble a muppet-like being. S-0001's primary method of feeding is through the absorption of fear from human subjects.

S-0001 is capable of emitting a hypnotic gaze from its eyes, which has been observed to induce fear and anxiety in human subjects. This effect is intensified when S-0001 is in close proximity to the subject, and it has been observed to persist even after the subject is no longer in S-0001's presence.

S-0001 is capable of communicating through vocalizations and has exhibited intelligence comparable to that of a human. However, its motives and objectives are currently unknown.

S-0001 was discovered in a small town in rural [REDACTED] following reports of strange muppet-like creatures that were observed feeding on the fear of local residents. Foundation agents were dispatched to investigate, and S-0001 was subsequently captured and contained.

Addendum: Research into the origins and capabilities of S-0001 is ongoing. Initial analysis suggests that S-0001 may be part of a larger interdimensional ecosystem that relies on the consumption of fear and negative emotions for sustenance. Further study is required to determine the full extent of S-0001's abilities and potential threat to humanity.
John Bridger

> *"You can never have too many guns."*
>
>

John Bridger is the heart of the Bridger Crime Family, the glue that holds the crew together. They are also the ultimate murder machine. They shoot first and ask later. Cocky, confident, and not built for following orders.

## Background

John recently finished with college, Saddled with student debt, John came to Ark City, where they met their contacts and started working odd-jobs among the local underworld, earning enough money to cover their share of the rent. They made enough to survive, but not to thrive.

Eventually, the Boss takes a job at Marshall Defense Industries as part of the company's paramilitary security forces. It’s not exciting work, but it pays well. And it lets the Boss do the things they’re good at, i.e. murder, mayhem, and unspeakable property damage. That said, it turns John into a little cog in the big machine—and that is not something they are built to handle.

Despite their capacity for violence, John is incredibly loyal to (and loving towards) their lieutenants. However have absolutely no ability to evaluate risk, They constantly propose (or just dive in and initiate) mad-cap, over-the top plans—all of which they consider perfectly rational. Why do things in a simple, straightforward way when you can do them with egregious violence, excessive chaos, and extreme risk to life and limb?

### Fun Facts

* Genially irresponsible
* Obstinate. Contrary. The fastest way to get them to do something is to tell them not to do it.
* They are often wrong, but never uncertain.
* Paying off student loans
* Sees outlandish and dangerous things as reasonable, rational, and commonplace. They don’t see risk like normal people do.
* John's 'head on' strategies typically involve massive amounts of bloodshed and extensive property damage.

## Appearance

John wears a two-tone grey and purple jacket with a fleur-de-lis in the left stomach area, alongside a white shirt that is partially unbuttoned on top. His glasses are white with opaque blue lenses, and he wears silver bracelets on his left wrist and silver rings on his fingers in addition to his original golden necklaces. He wears dark blue denim jeans and purple sneakers.

## Personality

John is a brash, sarcastic, hot-headed, self-righteous, trigger-happy man and a charismatic murder machine and a sociopath. He also has a habit of cheating death as he survived being shot in the knee by a shotgun and stabbed in the stomach with a sword, and has taken out many gang members and cops by himself.

### Rap sheet

*Officers have reported sociopathic behaviour at time of encounters. Squad were unable to apprehend.*
*Particularly proficient with automatic pistol and heavy weapons. Displays evidence of military training.*
*Suspected ringleader. Appears to be leading observed known associates as de facto Boss of the Saints.*
The Eyeless

The Eyeless are extremely large humanoids that appear to have elongated arms and torso.

## Behaviour

The Eyeless are a solitary and stealthy creature, haunting the central region of Ark City. The Eyeless are obsessed with stalking humanoids for their eyes. To fulfill this need, they will try to ambush people at night.
Power Armour

## Basic Information

**Power Armour** is, according to a great deal of speculative fiction, the armour of the future.

Unsurprisingly it consists of a suit of armour, usually something resembling late medieval full plate, but made of cutting edge materials and fitted with a substantial power assist to make sure the wearer is at least compensated for the mass of the suit.

That's the basic version - more advanced versions include rocket jumping packs (or flying engines), advanced sensors, built in weapons, life support and communications equipment. The deluxe suit turns the wearer into a virtual god of war - immune to small arms and too small and fast moving to be targeted by ordnance, able to see, hear and communicate freely and (with jumping or flying equipment) hyper mobile. Added power assist may also make him incredibly strong.

Suits carry the direct interface connections (life support jacks, biometric sensors, pickups for the control system and, hopefully, some method of dealing with bodily wastes) and will usually have temperature control features as well. If the user does not have custom built armour, this suit will plug into the armour and act as an adjustor.

## Game and Story Use

* Most power armour is hard to finance and maintain - a small number of armoured men can potentially shred entire armies of unarmoured men and the chances of having a small, power armour equipped warrior caste is high (assuming that there are no central governments flooding the place with armoured professional soldiers).
	+ Great for PCs operating in places where the interplanetary government(s) troops don't often appear.
	+ Can do surface, vacuum or under (water) missions with very little adaptation.
* Less fun if your PCs are the unarmoured ones and refuse to retreat.
* Thematically, it's easy to imagine armoured infantry's default call when a man goes down being "armourer" rather than "medic". Actual medic calls might be moments of high drama.
* Also good for fighting giant bugs, dinosaurs, daemons *etc.*
	+ Or for civilian uses. Two-man construction crew anyone?
Drakoni

A highly self-sufficient and clannish race literally born of dragons, in that they were created from dragon eggs either by the draconic gods themselves or by powerful dragons. Some still serve as faithful servants, especially as soldiers, but many more are now without a purpose and try to find a reason for their existence. First generation dragonborn more strongly resembled their ancestors, especially in terms of scale colour, but generations of interbreeding have created a more unified appearance, with common scale colours being brass, bronze, scarlet, rust, gold, or copper-green. Strongly blooded individuals, whose coloration (and sometimes appearance) again calls to mind their Chromatic or Metallic ancestors, do occasionally appear and are considered marked by destiny.

## Biography

The drakoni or dragonfolk are a race of bipedial, humanoid reptilians. Thus other races out-cast them from society due to their monstrous appearance. Though classified as mutants, Dragonfolk aren't mutants, but rather the ancestors of dinosaurs driven under the crust of the Eard due to the ice age millennia ago.

They have fine scales over all their body, with colours ranging between golden, scarlet, rust, ochre, bronze and brown. The scales aren't metallic, they feel like leather. They have blunt snouts, frills along the jawline, and a head crest of long ropey scales (think the dreadlocks that the Predator alien had). There used to be a huge Dragonborn empire, Arkhosia, but it was wiped out in a war with the Tiefling empire of Bael Turath more than a dozen generations ago (and Dragonborn live only as long as humans do), and now they're just rootless clans. They still hold onto the pride of once being on top, and they insist they were always honourable in the good old' days

## The Drakoni Honour Code

* In battle, treat your enemies with courtesy and respect.
* Fear is a disease, and cowardice a moral failing.
* Keep your promises; a solemn oath is more important than your life. Speak with honesty, and don't make promises lightly.
* Strive to do your best, and if your best isn't good enough, improve yourself until it is. Do not give up until you have made every possible effort.
* Respect your elders, your leaders, and others who deserve your respect. Obey just commands, and carry out the duties they impose on you. Oppose those who misuse their authority.
* Remember that your deeds reflect on your companions, your clan, and your entire race. Do not do that which would bring you shame if another in your clan did it.
* Boldly challenge your enemies, just as you challenge yourself.
Inquisition

The Inquisition of the world of Eard is a secret organization dedicated to preserving the balance of power and protecting the realm from magical and technological threats. Founded by a group of powerful sorceresses and inventors, the Inquisition operates in the shadows, using its knowledge and influence to maintain peace and order in the world.

## Organisation

The Inquisition is led by a council of seven members, each of whom is a master in their respective field of magic or technology. The council is responsible for the direction of the organization and the implementation of its policies. Under the council, there are several departments, each with its own specialized focus.

### Research

The Department of Research is responsible for the discovery and development of new magical and technological innovations. They study ancient scrolls and tomes, experiment with rare materials, and explore the far reaches of the world to uncover new knowledge.

### Enforcement

The Department of Enforcement is responsible for ensuring that the laws and regulations of the Inquisition are followed. They investigate suspected violations of Inquisition policy and take action against those who break the rules.

### Intelligence

The Department of Intelligence is responsible for gathering information about the world and potential threats to the Inquisition. They keep tabs on rival organizations, spies, and rogue mages and inventors who may pose a danger to the Inquisition and its mission.

### Training

The Department of Training is responsible for educating and training new members of the Inquisition. They teach the skills necessary to master magic and technology and instil the values and principles of the Inquisition.

### Outreach

The Department of Outreach is responsible for maintaining relations with other organizations and factions in the world. They negotiate alliances and trade agreements, as well as act as diplomats in any disputes that arise.

### Operations

The Department of Operations is responsible for carrying out missions assigned by the council. They may be tasked with retrieving a powerful magical artefact, protecting a sacred site, or dealing with a rogue sorceress or inventor.

### Inquisitors

The final department is the Department of Inquisitors, who are the elite agents of the Inquisition. They are highly trained in both magic and technology and are tasked with carrying out the most dangerous and sensitive missions. They operate in secret, and their identities are known only to the council.

The Inquisition is a powerful force in the world of Eard, and its influence is felt throughout society. Its policies and decisions have far-reaching consequences, and those who would oppose the Inquisition do so at their own risk. The Inquisition remains vigilant, always watching for threats to the realm, and ready to take action to protect the world from harm.
Event Timeline

" 𝐓𝐇𝐄 𝐒𝐓𝐎𝐑𝐘 𝐒𝐎 𝐅𝐀𝐑 "

## First Age

In the first age, The First Dark Lord created the first Ring of power to be the ultimate weapon in his campaign to conquer and rule all of the continent by gaining dominion over the free peoples of Eard. In disguise as Xoron, or "Lord of Gifts", he aided the Elven runists and dwarven smiths in the making of the enchantments and metals required for the ring. He then forged the first Ring in the fires of Mount Nuiron. The Lord intended it to be the most powerful of all Rings, able to rule and control the minds of the weakwilled.

Creating the Ring simultaneously strengthened and weakened the dark lord. With the Ring, he could control the power of the weak minded, and thus he was significantly more powerful after its creation than before; but by binding his power within the Ring, he became dependent on it. As the rings do to any who wear them.

After forging the ring, the dark lord waged war on the dwarves. The King of the Beasts sent a great fleet to the continent, and with this aid the kingdoms of the world destroyed the dark lord’s army and forced them back to the dark lands of the world.

Later, Ar-Garzo, the last and most powerful king of the beasts, landed at the continent with an immense army, forcing the last of the dark lords armies to flee. The Dark Lord was taken to him as a prisoner. However the surrender was both "voluntary and cunning" so he could gain access to the king, as he used the King's fear of death to turn them against the other kingdoms , and manipulate them into worshipping him, with human sacrifice.

However, another ring was created by the man who would become the first Bright Lord, when the elves had discovered the Dark Lords trickery. and the two fought on-top of the Northern Mountains, their respective armies battling for their masters. The victor of the battle is unknown. Amongst the bodies the lords could not be found and neither could their rings.

## 2110

### January - Ark City Slasher

"This is channel 10 reporting live again with more disturbing news. The Ark City killer has struck again last night at approximately 12:30 am at a local apartment building on the west side of town. Two were found dead at the scene of the crime with multiple stab wounds. Please if you have any information to the whereabouts of this killer contact the police immediately. Residents are also advised to not go out after dark with your doors and windows locked. This is channel 10 news once again reporting live and for all you citizens to stay safe out there."
The Dark Pantheon

The **Dark Pantheon** is composed of the **Dark Gods** (sometimes referred to as **Dark Lords**, or the **Old Gods**) are the most powerful of the Sould's entities and thus most commonly worshipped by mortals as deities. While they can manifest as either male or female they are, in reality, genderless.

## Mortal Interactions

Throughout Eard's history, mortals have frequently summoned the dark pantheon, for worship, study or to make deals. These typically involve some sort of bargain with the Prince in question, but not always. It should be noted that dealing with the Princes sometimes causes changes in appearance, such as black dots in the whites of the eyes or strange eye color.

Each Daedric Prince holds some degree of "patronage" over a physical, philosophical, or metaphysical concept or state of being. The varied and wide range of these aspects has nurtured a devoted following among the mortals that hold them as figures of worship- either in spite of or in reaction to the teachings of the Divines. While some of the Princes are unconcerned for the well-being of their followers, with some actively causing harm to them by some means, other Daedric Princes have been known to both reward and actively protect their followers
Carver Nellis

Carver Nellis is the long-term strategic thinker of the Bridger Crime Family, the one who knows how to take them from small time operators to a big time organization. A business mastermind, Eli is driven and determined to build an empire. He came to Ark City to make his fortune as an entrepreneur, to start a business for himself. He just didn’t realize that his startup was going to be a criminal empire.

## Backstory

Raised with a strong work ethic and high aspirations (his mother is a biochemist and his father an economist), Eli desperately wants to succeed. However, he wants to do it on his own terms rather than follow someone else's path.

Carver took all of the money he saved working in college (and selling plasma) and moved to Ark City because it met his requirements of “large urban environment” and “low property value”. Carver believes he can make a killing on real estate in the city. Currently all his money (and several loans) are tied up in a minor real-estate investment… which, so far, is not exactly delivering the returns he’d expected. The fact that the business he had intended to create has turned out to be a criminal empire is not what he expected, but what the heck. The principles are the same. He may not have combat experience (by choice), but he DOES have a degree in business and a minor in marketing, and he intends to apply that knowledge in building up their criminal empire.

### Fun Facts

* Interests: Lifehacks, productivity, motivational speakers.
* Unironically loves country music
* Dresses to impress. He loves bow ties.
* Always investing; always thinking about business. Prefers a hostile takeover to open hostilities.

## Appearance

Carver is a man of Nigerian American descent. He has black hair and brown eyes. He is of skinny build. Carver weighs 162 pounds and is 5 feet and 11 inches tall. He is always seen wearing glasses, a two-colour blazer, striped dress pants, and a dress shirt with a bowtie.

## Personality

Carver is a calculated person, and is good at lying. He is driven and determined, and doesn’t mind too much if a few people get hurt along the way.

## Trivia

* Carver is the only founding member of the Bridger Crime Family that wasn't associated with another gang before forming.
Seat of Vapors Foul

c.1957 Originally owned by self-proclaimed wizard and prankster, Franklin "Laffy" Wurst, Wurst felt that the famous whoopee cushion gag, while amusing, needed an update. He supposedly summoned a sub-demon and bound it to the chair, then invited obnoxious dinner guests to have a seat, to their eventual horror and embarrassment. Wurst was shot and killed by a particularly temperamental victim.
Fixed Points

In the vast expanse of the space-time continuum, there exist moments that are set in stone and cannot be altered, no matter how hard one tries. These points in time, known as fixed points, hold such significance that even the slightest tampering can lead to dire consequences. Many of the Elder Species possess the knowledge of which events are fixed and take great care to avoid meddling with them.

It is said that learning about one's own future in great detail can also become a fixed point, as the probability waveform collapses, and it becomes dangerous to interfere. Not even the Kaesar Machines, a ruthless race known for altering bits of history with impunity, dared to tamper with these fixed points, as they understood the dangers that came with it.

However, it is not always the case that meddling with fixed points leads to irreparable damage to the timeline. In some instances, time can knit itself back together again, provided a different cause, similar to the original, brings about the same consequence. But one change can unravel the fabric of time, and it takes a delicate balance to avoid disrupting the timeline completely.

Some notable fixed points in history include Julius Caesar crossing the Rubicon, the destruction of Pompeii by Vesuvius, and the Gunpowder Plot. Even the works of renowned artists such as Michelangelo, Raphael, and Caravaggio are considered fixed points in time.

On the other hand, time in flux represents the opposite of fixed points. These are relatively insignificant events that can be altered with little to no consequence on a universal scale. While not as critical as fixed points, time in flux still holds the potential to cause a ripple effect, leading to unexpected outcomes.
Pre-War Haze

Pre-War haze is a term used by corporations to describe the degradation of historical knowledge from before the uranium wars.

## Examples

Abraham Washington, a self-described preservationist who is wrong about literally everything he says about American history.

The Noverian, they seemed to believe that the average wastelander would understand that the United States was the former government, that life was significantly better when the United States was around, and that people should readily accept their leadership as the legitimate American government. Some people (such as Nathan) actually bought their propaganda, so they likely weren't too far-off with the first two assumptions.

As far as holidays go, there's a Christian church, Although it is no longer devoted to christianity and Christmas (and Easter) are still celebrated by Arkians, Albeit entirely due to them being profitable for corporations. At the very least, they know that the decorations are decorations and when to put them up.

The best comparison I can think of is that the average wastelander likely knows as much about the Pre-War Earth as the average person today knows about the Roman Empire. They're aware that it existed and that it no longer exists, though they probably can't tell you much about it beyond broad strokes.

If you asked a random wastelander about the Earth, for example, they'd probably know the name, but they wouldn't be able to tell you who founded it, how long it existed, what important events occurred in history, and so on.

All that being said, it's important to remember that the average wastelander is anybody from an illiterate brahmin rancher to somebody who's read enough medical textbooks to be trusted as the local surgeon. You could probably a way better overview of American history from a ranger, for example, than somebody who never left the farm they were born on.
Lickers Of The Sacred Pinecones

A militant group of luddites who blame technology for ruining the world. They fight against technological society. Their faces are adorned with orange and blue face paint, and they are more commonly found in the northern part of the Ark. They are most often found armed with firearms. Outsiders may talk to their members, however, they should be wary about admitting to having any electronic devices with them.
The Dark Ones

*"The people never have the power. Only the illusion of it. And here's the real secret: they don't want it. The responsibility is too great to bear. It's why they’re so quick to fall in line as soon as someone takes charge. They* want *to be told what to do. They* yearn *for it. Little wonder, that, since all mankind was* built *to* serve*."*

**The Dark Ones** are a secret transnational organisation which for thousands of years has striven to seize control of humanity in the name of uplifting their condition and inaugurating lasting, world peace. Their vision of a perfect, global society, which they term the New World Order, is one which entails a world government under their dominion, whether directly imposed or in the form of a shadow regime manipulating states and society from behind-the-scenes.

In this light, the Dark Ones have frequently infiltrated state governments throughout history to position themselves in the central loci and highest echelons of power, operating as a deep state. They are commonly united in the classical realist beliefs of the inherent depravity of human nature and the privileging of security as a metric for peace, and these assumptions buttress their conviction that true peace can only be achieved when humanity is shepherded by a society of enlightened individuals—in their eyes, them.

A hallmark of their methodology has been the notion that no cost is too great for the eventual realization of their grand project, and there are no means that cannot be justified by the nobility of their end dream. This has translated into a penchant for orchestrating complex political crises on a monumental—at times global—scale as a means of securing their long-term objectives and, alongside this, the pursuit of the technology and other relics left behind by Noverians which can grant power over other humans. Historically, there have also frequently been Templars who exploited their membership to consolidate power and wealth for their own self-interests rather than advancing their collective mission, as was the most infamous case of the Borgia family.

Owing to their opprobrium of human agency, the Dark Ones have a long record of relying on coercive measures, indiscriminate political violence, and state terror, and this catalysed the formation of many other groups.
Amazonia

Amazonia is the name given to a two block section of the Zone.  It is called that as a tongue in cheek reference to the Furies, an all female gang, that claim it as their turf.  It has other, less friendly names, but Amazonia works for most people.

The area consists mostly of homes, and sits on the corner where the Marsten Complex meets the Marsten School, and is surrounded by Stomp claimed territory to the north and east.

Most of the residents in the area are women and children.  A few men live here, some husbands, or elderly, but any man who causes a problem is quickly run off by the female gang.
Casper

## Personality

Being an Airheaded Thief mii, Casper is known to be reckless and impulsive, often thinking before acting, similar to Fritz.

Although, they do have potential to act more serious, and do so in certain situations, such as under extreme stress or worry. This is first shown during the loss of zer right eye (explained by Berfin), as compared to zer reckless personality, zey acted more panicked and frightened than anything else.

After this event, they seemed to act notably more cautious than before, albeit still with a mischievous streak.
Banded Mail

**Banded mail** - in the sense that it is commonly used - is something of a misnomer. For a start, it typically doesn't involve any mail at all. Historically this style was used by other nations as well - the Indo-Persians and the Haysadani also used a form of banded armour for arm protection that consisted of a sleeve of overlapping rings.

Almost certainly easier to mass produce than mail, although whether it provides the same protection is in doubt. Banded armour is also more tolerant of poor quality raw materials and may or may not be easier to wear and maintain. Hoplologists use the term banded mail to refer to actual mail that has been stiffened by weaving leather thongs through it for greater impact protection. This was apparently common in mail collars, how widespread it was elsewhere is open to some debate.
Hagfish

## Personality

D'leh is a vindictive and ruthless pirate captain that sails on the oceans of the wastelands, on a ship known as "The Maelstrom Rider". He was cursed by a seawitch to never sleep and because of this has only become more impatient and destructive.

## Abilities

Restless immorality: He is immortal but driven to madness by the inability to sleep
Protectors Of The Jagged Path

*"Who are the ones that work in the shadows for the people? We are."*

Formed by Earendil to defend the elves in the mountain ranges from trespassers and monsters. Earendil upon arriving in this world saw how shitty the defenses were and so he began recruiting able bodied elves to form an elvish guard. Earendil loved the elves here and wished to protect them from harm, and so has also begun negotiations to try implement them into proper elvish military. Their goal is to defend the mountain range.
Ryendorians

"The coward believes he shall live forever, If battle he faces not; But old age shall grant him no peace, Though spears have spared his life."

Ryendorians hail from the rocky crags of Ryendor . They are descended from a long line of warriors and mystic seers. Legend has it that theyare innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield. The most naturally talented warriors in Eard, the Ryendorians believe that they are born to battle. However, their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armour styles, The Ryendorians are also blessed with hardy constitutions and fleetness of foot. They are tribal in nature and tend to interact and trade with the graymorians more frequently than other races due to their distance from them. This has led to an ancient and nasty prejudice among the other human races that the Ryendorians are more of a beast race than human. They are generally average heights for humans and have a sturdy but athletic build. They are known for having dark but piercing eyes and a variety of hair colours. They also have a longer life expectancy than any other human race, the oldest living Ryendorian is Durvas who is currently 175 years old.

## History

Ryendorians used to be a roaming collection of tribes until they started to notice that rather than just raiding territory constantly and leaving the countryside as a depopulated wasteland, it'd be more profitable in the long run to just take it and manage all the resource production in it. The fact that serfs are tied to the land made it simpler to just conquer a territory for goods and labour instead of raiding for it. For quite a long time a large chunk of the ark was owned by the Ryendorians, although they all got quickly assimilated into the nations they've conquered, to the point when they started to think of themselves as Arkian in just a two or three generations after settling in. The Ryendorians also have a level of prestige in the Novus Empire, as they were the preferred recruits for the Emperor's bodyguard, the Vektelarian Guard, over other internecine imperial subjects (no doubt due to the Ryendorian emphasis on sworn oaths to leaders holding weight and the hefty perk called polutasvarf that permitted them to legally loot the treasury whenever the emperor dies of natural causes).
BV 11

11. edycja konkursu BejbikVision odbędzie się wirtualnie we wrześniu 2021 w Niemczech. Edycja zostanie zorganizowana przez Julię.

## **ZASADY 11. EDYCJI BEJBIKVISION**

2 września zostały opublikowane zasady, które są tak samo ważne, jak regulamin ogólny BejbikVision.

* Wybór państwa odbywa się na takich samych zasadach, jak w poprzedniej edycji, to znaczy: każdy uczestnik może wybrać maksymalnie dwa państwa; dwa państwa w 11. edycji mogą się powtarzać, jednak jeden uczestnik nie może mieć dwóch tych samych państw
* Wybór utworów został ograniczony do wszystkich piosenek sprzed roku 1975 włącznie
* Każdy uczestnik musi przygotować mini-esej na temat minionego lata i wakacji (na przykład opisać wszystkie czynności i zajęcia, które sprawiły nam radość i dlaczego cenimy lato w tym roku). Mini-esej należy dostarczyć najpóźniej dzień przed finałem.
* W związku z nieparzystą liczbą utworów w edycji, KAŻDY uczestnik z musi ocenić OBA półfinały, przygotowując ranking na podstawie ilości piosenek w półfinale (siebie nie oceniamy). Pełne rankingi należy dostarczyć do Julii, najpóźniej do 16 września.

## **DATY**

* 2 września: publikacja zasad
* 4 września: zaklepywanie państw (sobota, 20:00)
* 4-9 września: dostarczanie utworów
* 10 września: publikacja utworów
* 10-16 września: dostarczanie rankingów półfinałowych
* 17 września: pierwszy półfinał (piątek, 20:00)
* 18 września: drugi półfinał (sobota, 20:00)
* 18-24 września: dostarczanie rankingów finału
* 24 września: ostateczny zbiór mini-esejów
* 25 września: finał (sobota, 20:00)

## **PIERWSZY PÓŁFINAŁ**

Playlista pierwszego półfinału

**1.ANGLIA (1)**

* Petula Clark - Downtown
* tekst/tłumaczenie

**2. NIEMCY (1)**

* Michael Holm - Tränen lügen nicht
* tekst/tłumaczenie

**3. STANY ZJEDNOCZONE (1)**

* Bobby Vinton - Mr. Lonely
* tekst/tłumaczenie

**4. SZWECJA**

* Blue Swede - Hooked on a Feeling
* tekst/tłumaczenie

**5. KANADA**

* Paul Anka - Put Your Head On My Shoulder
* tekst/tłumaczenie

**6. GRECJA (1)**

* Ο κόσμος τους - Παύλος Σιδηρόπουλος
* tekst/tłumaczenie

**7. HOLANDIA (1)**

* Teddy Scholten - Een Beetj
* tekst/tłumaczenie

**8. POLSKA**

* Czesław Niemen - Dziwny jest ten świat
* tekst

## **DRUGI PÓŁFINAŁ**

Playlista drugiego półfinału

**1.ANGLIA (2)**

* Mungo Jerry - In the Summertime
* tekst/tłumaczenie

**2. NIEMCY (2)**

* Wencke Myhre - Ein Hoch der Liebe

* tekst/tłumaczenie

**3. WŁOCHY**

* Dean Martin - La Vie En Rose
* tekst/tłumaczenie

**4. HOLANDIA (2)**

* Teach-In - Ding-A-Dong
* tekst/tłumaczenie

**5. GRECJA (2)**

* Vicky Leandros - Ich liebe das Leben
* tekst/tłumaczenie

**6. JAPONIA**

* Kyu Sakamoto - Sukiyaki (Ue o Muite Arukou)
* tekst/tłumaczenie

**7. STANY ZJEDNOCZONE (2)**

* Aerosmith - Dream On
* tekst/tłumaczenie
ISEKAI: Demon Waifu Wiki

**Welcome to the ISEKAI: Demon Waifu Wiki!**
'Dear Demon Prince! Welcome back to ISEKAI!'

This is a Game wiki dedicated to help players improve in this game and also look at contents that can be found in the game, or in the future.

For new comers, do read the rules before diving straight into the contents: [Rules]

From here onwards you are free to explore and learn a thing or 2 from the guides and tips. Have fun Demon Price and happy gaming!

(IF YOU HAVE NOT READ THE RULES PLEASE DO IT, OTHERWISE YOU WILL BE HELD ACCOUNTABLE FOR ANY OFFENSE MADE TO THE WIKI PAGE)

[We're a collaborative community website about ISEKAI: Demon Waifu that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. If you have any content that you would like to include, do contact any of the Admins]

[All thumbnails, cover images are and can be found from the official FB page : @ISEKAI.JA / @Iskdemonwf Other Images will be credited at the end of the pages, if any]

## CATEGORIES

\*\*Click on the title, its the link, not the image, incase you haven't already found out, the yellow highlighted words are Links\*\*

*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.
Caitlyn Brathans

## Personality

Caitlyn Brathans is Ruthless and cruel and will do anything to increase revenue amongst her corporate holdings and branch offices. Caitlyn Brathans is arrogant and overconfident and she thinks she is superior compared to the common folks .

## Backstory

At a young age, her father had an unexplained illness which made him weak. He was unable to continue as the chairman of the board , so he passed on the mantel to Caitlyn, teaching her everything she needed to know. Inevitablely, her father died and now Caitlyn is left to run the board.
Rainworks Tower

The rainworks tower is a massive skyscraper located in Corpo Plaza in Ark City.

During its different iterations, it usually was the building that dominated the skyline of the city and often being its most secure location. By 2077, the new tower not only was the tallest building in Ark City, but it had also become a symbol of its neomilitaristic skyline.
Coat of Plates

## Basic Information

The **coat of plates** is a form of semi-flexible metal armour that first appears in Europe in the 12th century. It consists of pieces of metal plate sewn onto the inside of a cloth carrier and probably originated in Oriental designs brought into Eastern Europe by the Mongols in which pieces of plate are sewn inside a surcoat to add extra protection to vulnerable areas of the wearer's body. Many examples seem to have been manufactured from recycled parts of plate armour sawn into pieces once they became too badly damaged to be repaired.

Eventually the coat of plates seems to have evolved into the brigandine, although pieces known as jacks-of-plates appear in the 17th century, similar to brigandine in the composition of the metal work but retaining the sewn method of assembly. Around the transition line in the later 14th century the difference between coat of plates and brigandine can become extremely blurred.

Like brigandines these were usually worn over a gambeson and/or mail and represent transitional armour.
Credits

**Credits** are the standard galactic currency, utilized by both species of the Milky Way Galaxy and those outside of its influence.

## History

The credit was established as the standard galactic trade currency by the Unified Banking Act, a piece of legislation enacted by the Noverian Council. The Act also laid out regulatory guidelines for determining the value and exchange rate of the credit in relation to the currencies of the individual Milky Way member races.

The credit has a managed floating exchange rate, calculated in real time by the central bank to maintain the average value of all participating currencies. Some regional currencies are worth more than a credit, and some less. When the Systems Alliance joined the Citadel, its various national treasuries were linked into the credit network. A human with a bank account of Mexican pesos, Japanese yen, or Indian rupees can purchase any item priced in credits at fair market value. All economies that participate in the credit network are required to price items in both local currency and credits.

Hard currency can be stolen or counterfeited, so electronic fund transfers are the norm. More importantly, physical transactions cannot be easily tracked, making them ideal for tax evasion or the purchase of illegal goods.
Draconic Hierarchy

The **Draconic Hierarchy** is the governing body of the Drakoni people and their colonies. It serves as a benefactor state to some of the lesser species, exchanging military aid and other goods for their assistance with mainly economic matters.

## Citizenship

The Drakoni enjoy broad freedoms. So long as one completes their duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete their duties due to drug use, their superiors step in. Judicial proceedings are 'interventions.' Peers express their concern, and try to convince the offender to change. If rehabilitation fails, turians have no qualms about sentencing dangerous individuals to life at hard labour for the state.

### Citizenship Tiers

The Hierarchy is split into multiple tiers of citizenship, beginning with the first tier at childbirth and advancing upwards from there. The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who each rule a colonization cluster. The Primarchs vote on matters of national importance. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently.

Throughout their lives, Drakoni ascend to the higher tiers and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted them when they weren't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. Drakoni value knowing one's own limitations more than being ambitious.
Heimdall

## Basic Information

**Heimdall** is one of the Aesir gods of Norse Mythology. He's a somewhat enigmatic figure, not one of the most well-understood members of the Norse pantheon. What's he the god of? Eyesight and Vigilance, I guess…

Heimdall is the guardian of the gods, and he watches over the Rainbow Bridge (known as Bifrost). It is prophesied that Heimdall will notice the coming of the Jotun and assorted monsters at the start of Ragnarok. He will sound Gjallarhorn and warn the other Aesir.

## Other Names for Heimdall:

* **The White God**
* **Gullintanni** ("Golden-Toothed")
* **Himinbjörg** ("Sky Mountain")
* **Hallinskíði** ("Bent Stick")
* **Ram** (as in a male sheep)
* **Rig** (this is a name he used when traveling the world)
* **Vindhlér** ("Wind Shelter")

One kenning (a poetic alternate name) for sword used in the Prose Edda is "Head of Heimdall".

## Powers:

Heimdall has Super Senses, and can hear grass growing and leaves falling all over the world. He never sleeps, and watches all across the world, seeing everything. He can even see the future.

Despite being at the start of the defences and serving as an early warning system for Ragnarok, he will actually be the last god to die - he and Loki will slay each other. So, presumably, his super senses and prophecy are not his only powers, he's also a capable and skilled warrior, or else really heavily armoured. Protective powers would be a good fit.

In one tale, to retrieve the magic necklace Brisingamen, which had been stolen from Freyja by Loki, Heimdall turns into a seal and the two battle in the waves. That may have been Loki's doing, or Heimdall might have some shape-shifting talents as well.

As with all the Norse gods, Heimdall does not age because he eats the Golden Apples of Immortality.

Heimdall rides the magic horse Gulltoppr, which means "Golden Top".

He carries the magic "yelling horn" named Gjallarhorn (or just Gjall), and a sword named Höfud.

## Birth and relations:

Heimdall is referred to as a son of Odin, though he's possibly a foster-son or adopted son, and some scholars place him as originally being a Vanir. The Vanir origin is the minority view among scholars, and the only line that suggests it could also be translated to say he's as skilled as the Vanir.

It is said that Heimdall is the son of nine different mothers, possibly the the nine daughters of Ægir and Rán. Their nine daughters are waves (or at least have names derived from waves, and Aegir is a sea god) which lingers on in folklore traditions that waves come in groups of nine, and the ninth wave is called the ram. (Ram being one of Heimdall's other names, as mentioned above.)

What else we know of Heimdall's relationships with the other gods can be summed up as simply: He protects the group as best he can, and he (alone) is suspicious of Loki.

## Game and Story Use

* Bound to be a major factor during Fimbulvinter and Ragnarok, Heimdall's also the only god that doesn't trust Loki. If the PCs are trying to pull a fast one on the gods, or bring about the end of the world, Heimdall's gonna see them doing it.
	+ Given his predisposition, they might be able to get away with blaming Loki.
Character Template

For a character to be RPable in Ark, You must first send a submission for them. You can do this by filling out the template. Below is the template explained.

**We reserve the right to deny a Character's use at any time if they are found to go against guidelines and restrictions.**

## 𝗚𝗘𝗡𝗘𝗥𝗔𝗟

Gender | Pronouns:

Personality:

## 𝗦𝗞𝗜𝗟𝗟

Powers (if any, explain how / Have to link):

## 𝗠𝗜𝗦𝗖𝗘𝗟𝗟𝗔𝗡𝗘𝗢𝗨𝗦

𝗕𝗜𝗢

Backstory (Min. 5 lines)
Seken

A Seken can be described as having a knobbly spine, short tail, and three pairs of limbs: two prehensile arms, two legs, and two large wings. They also have a long head with a blunt snout, consisting of a bat-like nose, eyes with vertical cat-like slit pupils set far apart on the head, and a large mouth with 4 canines and several secondary teeth. The backs of sekens are covered in sparse, short black fur and there are folds of skin on the base of the neck. Their wings are attached to their body with a massively muscled arm-like limbs that are almost twice the diameter of their thigh muscles. This explains how demons can fly, despite their massive size - a seken's wings are in fact so powerful that they can hover in the air for significant periods of time. Demons vary in size from babies the size of household cats to the size of a large horse. Seken's produce roars that seem to be a guttural version of a tiger's growl. Because their eyes are quite small and on the sides of their head, it's unlikely that they hunt by sight. Their large nasal ducts suggest a powerful sense of smell.