recursal/Fanatic-Fandom huggingface dataset:
Big Papi

big papi is big he also eat onion ring in an episode of annoying orange yeah shoutout to my bro lance and shoutout to my bro buttman he da bro also subscribe to me on youtube my name is deeznutsinators420 also subscribe to aarondee1st he is numba 1nd annoying orange fan everyday bro and also subscribe to t-series for daily epic gaming content with your favourite indian rappers featuring eminem and tupac and juice wrld thank you for watching my youtube video on big papi make sure to like and subscribe for more content seeya guys in the next video and remember to dab on them haters!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

i didnt even know he was a dog /\

deez nuts I

stinky diarrhea Character ------------------------------------
The Test

**The Test** is the 5th episode of Season 2 of *Grace and Frankie*.

## Synopsis

Frankie has difficulty passing the test to renew her driver's license. Grace attempts to amp up her social life by reconnecting with old friends.

## Starring

Jane Fonda as **Grace Hanson**
Lily Tomlin as **Frankie Bergstein**
Ethan Embry as **Coyote Bergstein**
Baron Vaughn as **Nwabudike "Bud" Bergstein**
Guest starring
Swoosie Kurtz as **Janet**
Marsha Mason as **Arlene**
Suzanne Ford as **Mary**
Larry Dorf as **Bart**
## Quotes

❝
***Janet*** – *You've changed*
***Grace*** – *Thank you. That's the nicest thing you've said all day*
―Moving on

❝
***Frankie*** – *Are you going to drive?*
***Grace*** – *Do I have a choice? The sun's going down*
―Best friends!

## Trivia

* Frankie took a 'How To Learn' course at Berkley, which she attended for one semester before falling in love with a black panther
* It's been a year since Robert and Sol came out
* Grace used to bowl
* Arlene used to own a mani-pedi shop, which Frankie would protest over union rights
* Grace leaves her old "friends" when they offend Frankie
* Frankie gets a restricted license (no night/freeway)
Chocolate

Chocolate is a rich,self-proclaimed rabbit. She is also Vanilla's sister.

## Personality

Chocolate is very self-proclaimed. She can be rude about other people's appearance. She can be nice and friendly to others, but it's really hard to earn her kindness. She loves to judge clothing, and will actually buy a new outfit for somebody if she think their outfit is terrible.

## Appearance

Chocolate is almost the same height as Cabbage, but a little bit shorter.She has light brown fur,with long,dark brown hair, with a chocolate headband on it. She has on a dark brown, medium length strapless dress, with a mini white jacket on. She has on a pair of light brown boots.

## Abilities

Chocolate doesn't like the abilities that requires sweat. She can slap, punch, and kick, but that's about it due to those moves being "Sweat-free" for her.

## Relationships

### Vanilla

Chocolate doesn't get along with Vanilla very well. She thinks of her as the opposite as her, being less pretty, low taste of fashion, and personality.
Verina Heck

video File:Placeholder
Verina is a 35-year-old orc of the Alfaxmos Imperium and is niece to Field Marshal Heck.

## History

Verina enrolled in and passed Alfaxmos basic training at a young age and has been a runner for the military for some time.

In her early years, she went MIA for a short period of time and several months later returned, withdrawn and distant. No one knows what happened during her absence, but was never charged with abandoning her post. Having uncles in high places has its advantages.

During her later runner years, she grew a passion of breeding massive hounds. Many say they're dire wolves, but they are strangely friendly to be such savage beasts.

## Characteristics

Verina's loyal friend Dog is always at her side, or nearby watching her back. Dog is surprisingly intelligent and it a great asset on the battlefield.

Verina herself is a towering green woman of impressive strength. She is a master of the bow and seems to understand any beast she looks upon.

## Post-Coalition War

Verina, and her dire wolf companion Dog, have remained active members of the Knights Vanguard, acting as scout, field agent, and animal specialist. She has remained a steadfast and stoic member of the guard and travels far and wide where their support is needed most. Verina is never far from her husband Billy Ray, who is a fellow master pathfinder.

Verina does her best to keep an eye on her son Gerrand, but he has grown into a capable moral compass to all around him. This has allowed her to focus on her exotic zoo in Tanis that is slowly filling with worldwide oddities.
BlackBerry Phone

Played by
 First Appearance

**Blackberry Phone** was a minor character who only appeared in Annoying Orange gets Autotuned. He was seen charging himself while plugged into the wall. He was explaining to Orange that he didn't really want to chat because his battery was seriously low.

Orange then says he wasn't talking to Blackberry Phone. He was talking to 4 actual blackberries. They then get knifed.
Voice

First Appearance

**Dane Boedigheimer** (also known as **Daneboe** or **Voice**) is the creator of the Annoying Orange Animated series. He was rumored as the main antagonist of the series because his hand (and sometimes body) of him appear to use the murder weapons to eviscerate many characters. Boedigheimer himself does over fifty-percent of the voices for the show.
Ravenguard

File:Placeholder
The mysterious Ravenguard are elite thieves supposedly led by the enigmatic Mr. X .

## Description

While no reliable accounts of the Ravenguard have surfaced, specific physical details can be found in every story, such as the eponymous raven masks that give them their name. The individuals of the Ravenguard wear black full body suits with gloves and cloaks, making personal identification all but impossible.

## Activities

The Ravenguard have been blamed for a spate of spectacular heists within the past year, exclusively targeting immensely powerful and expensive Relics created by magisters of the Old Empire.

These ancient Relics are placed under the most formidable of security systems in the world, but are still regularly stolen by the Ravenguard without leaving a trace.

Sightings of the Ravenguard have been reported virtually everywhere in the Core Empires and from far away as Daresh Arat in the Northern Wastes.

## Rumors

Gossip concerning the Ravenguard is as wild and varied as the gossip surrounding Mr. X.

* Some say the Ravenguard are elite members of the Black Hand, which is also run by Mr. X.
* Veteran trapmakers and experienced rogues are supposedly scrambling to make a "ravenguard-proof" vault or defense mechanism. They have, apparently, failed.
* Wizards investigating the thefts are commonly frustrated. The Ravenguard are said to leave no trace; no magical auras, fingerprints, footprints, hairs, dandruff, or sweat have been found at any crime scene.
* On rare occasions, guards have claimed to have encountered the Ravenguard face-to-face, however, these encounters have only lasted however long it takes for said guards to be rendered unconcious.
* Astute observers and journalists claim that no one has been killed during a robbery.
* Those that have seen them say the Ravenguard are giant birds, capable of flight, can turn invisible, and are faster than the eye can see.
* Lord Tethar of the Barony is rumored to be furious with Mr. X and the Ravenguard, and is offering a massive bounty in the millions of gold in exchange for their apprehension.
Annoying Orange Animated Wiki:Bureaucrat Voting

## Vote!

**Important Notice: PLEASE VOTE CAREFULLY!**
You must vote for the best possible adequate nominee for bureaucratship. If you feel like the user who you intend to vote for would be irresponsible with the privilege, do not vote for them as once these privileges are granted, they cannot be easily taken away. Again, *please vote carefully!*
Eggplant

Played by

**Eggplant** was a minor character who only appeared in Annoying Orange:Annoying Saw. He is first seen when Jigsaw moves on from trying to kill Orange. Eventually, Eggplant is so caught up with how annoying Orange was that he didn't realize the countdown for the deathtrap he was put in by Jigsaw was already timed out, and then was sliced in half with the Death Trap, killing him. It was never explained why Jigsaw wished to kill Eggplant.

paaaaaaaaa

a
a
aa
a

a
a
a
a

aa

a
a
a
a
aa

a
a
a
a
aa
Walther P99

The **Walther P99** or **P99** is a semi-automatic pistol developed by the German company Carl Walther GmbH Sportwaffenof Ulm for law enforcement, security forces and the civilian shooting market as a replacement for the Walther P5 and the P88. The P99 and its variants are also made under licence by Fabryka Broni Radom.

The gun is seen in the video game *Call of Duty: Modern Warfare 3*.

The gun was used by Siegel family hitman Sid Rothman and Maranzano soldier Sam Maranzano in the murder of Caesar Maranzano and by Bugsy Erikson in the murder of rival Russian mob boss Leonid Belov.

## Specifications

* Produced: 1996-present
* Cartridge: 9×19mm Parabellum, .40 S&W, 9×21mm IMI
* Effective Range: 60 m (66 yd) (9×19mm)
* Feed System: 9×19mm: 10-, 15-, 17- or 20-round detachable box magazine, .40 S&W: 10-, 12-, or 14-round magazine
* Weight: 630 g (22 oz) (9×19mm), 655 g (23.1 oz) (.40 S&W)

## Gallery

The P99 was used by Erikson, Siegel, and Rothman in the murders of Caesar Maranzano and Leonid Belov
Constitution of the Terran Federation

The **Constitution of the Terran Federation** is the governing constitution of the Terran Federation. It was signed by the founding members of the Terran Federation and modeled after the Constitution of the United States of America.

## Guarantees

* First Guarantee: Freedom of Speech, Religion, Press, Assembly, and Protest are Protected.
* Second Guarantee: Right to bear arms
* Third Guarantee: Troops are not to be quartered in private homes during peacetime.
* Fourth Guarantee: No unwarranted search and seizures.
* Fifth Guarantee: Prohibits against double jeopardy and self-incrimination, and ensures a trial by a jury, and rights of the accused.
* Sixth Guarantee: Right to a speedy public trial with legal counsel.
* Seventh Guarantee: Trial by jury for civil cases.
* Eighth Guarantee: No cruel or unusual punishment, or excessive bail.
* Ninth Guarantee: Any rights not mentioned are rights of the people.
* Tenth Guarantee: Reserved rights to the colonies.
* Eleventh Guarantee: Judicial separation of colonial and federal governments.
* Twelfth Guarantee: Establishes government term limits.
* Thirteenth Guarantee: Defines any human or non-human in Terran Federation space as a citizen.
* Fourteenth Guarantee: Citizens cannot be discriminated based on species.
Annoying Orange:Plumpkin

Orange, Pumpkin, Knife. Hey Plumpkin Someone carved a face on your but hahahaha.

☀

 *Added videos*:

earned the **Elderly** badge
Awarded for adding 250 pictures to articles!

* **Lady Pasta**

earned the **Death Shot** badge
Awarded for making 25 edits on Animated Characters articles!

* **Lady Pasta**

* **Lady Pasta**

earned the **Death Shot** badge
Awarded for making 25 edits on Animated Characters articles!

* **Lady Pasta**

* **Lady Pasta**

* **Lady Pasta**

earned the **Can't Elope** badge
Awarded for making 5 edits on Females articles!

* **Lady Pasta**

* **Lady Pasta**

* **Lady Pasta**

* **Lady Pasta**

earned the **Godzilla** badge
Awarded for making 1 edit on a Females article!

* **HI** on P33KAD00's wall

YAYYYY   a day ago

earned the **Grandpa** badge
Awarded for leaving a message on someone else's talk page!

* **Bowser**
The Sharpest Knives in the Drawer

Oh I Have All My Fingers The Knife Goes Chop Chop Chop If I Misd The Spaces In Between My Fingers Will Come Off And If I Hit My Fingers The Blood Will Soon Come Out But All The Same I Play This Game Cause That's What Is All About Oh Chop Chop Chop Chop Chop Chop Chop I'm Picking Up the Speed And If I Hit My Fingers Then My Hand Will Start To Bleed
Demur

Demur was a 24-year-old desert half-orc knight and member of the Knights Vanguard.

## History

Demur was protector of his native homeland in the northern desert colonies of Kesh. His duty was to protect his villages relic that provided the life sustaining water necessary to live there.

Demur was given the task of retrieving the chalice when it was stolen from their village by thieves clothed in raven feathers, now known as the Ravenguard.

## Characteristics

Demur was a hulking man, standing well over the other members of the Vanguard.

Demur was a man of few words and often acted on his own and for some time, his sole purpose was to return their beloved chalice to their home. He still took the Vanguard's safety into account throughout their travels and eventually ended up sacrificing himself to protect the many.
Gnomes (Vishan)

Gnomes of Vishan are the product of the union between a Human and a Dwarf, or a Gnome and a Gnome. They are stereotypically inquisitive and are born with schematics to a machine (Ob 8 Research test to discover what it does) embedded in their fingerprints, unique to each gnome, and a natural understanding of machines.  Because of their fingerprints, they are meticulous about wearing gloves, to prevent other gnomes from stealing their lifes work.

Mechanically, they are built as Humans in the Character Burner, with the following traits: **Diminutive Stature** (BWG 321), **Geometric** (BWG 327), and **Bookworm** (BWG 316)
Norman Gaming Group Campaigns Directory ()

Welcome to the Norman Gaming Group Ezharim Campaigns Wikia

This is the database of information for the Norman OK Gaming Groups adventures to be used for keeping track of characters and lore. Keep your character up to date!

If you're new here, things are organized by system, then setting, then campaign, so if you're looking to start at the top, the one at the end of this sentence will take you to the systems page. [1]

## A Note On Organization

If you're intending to create or modify a page, please make sure you use tags for categorization. In particular, if you're creating a page for a PC, tag it with the name of the campaign and "(campaign name) PC" and your name for the sake of organization. If you're creating a page for a unique object or something related to your character, please tag it as "(campaign name) Items". I'd also appreciate you tagging it for the character who has it, and removing any tags for other characters when you acquire it.

For example: if you were creating a character for the old "Mirrors of Ithara" campaign, it would be tagged as "Mirrors of Ithara" and as "Mirrors of Ithara PC", as well as with your name. If you were creating an item for that campaign, it should be tagged with "Mirrors of Ithara Items" and with your characters name.

I know it's a bit of a pain but it helps to keep things organized. I appreciate your help! Thanks!

-Your Friendly Neighborhood GM

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Ptahtum

Ptahtum is the diety of energy and the patron of the Orcs on Vishan.

## History

According to the Vishan creation myth, Ptahtum was the second Diety to awaken after being thrown out of balance by the activities of Shivaeris.  Energy was thrown about the new existance, and after recovering, Ptahtum created light, accelerating the awakening of the other Deities, and striking out against Shivaeris itself.  Ptahtum is generally considered the fastest acting and most mercurial of the Deities.

As Shivaeris was locked away, along with the gods, his jailers, Ptahtum formed its own people, the Orcs, into what they are now, but the violent grapple with Shivaeris tallowed the mad Deity to infect the world with the Corruption, tainting most of them.  The tainted gained the ability to store and release energy.
Able Cain

## Biography

Currently aboard the (Ship's Name) assisting his father and the crew with menial tasks. Hides that fact the he carries a knife from his father. Possessed by a demon who whispers to Able about many things he doesn't understand

## Beliefs, Instincts, and Traits

### Beliefs

1. The Captain of this ship looks to be a fearsome Orc, and father has told me not to anger him. I will obey and avoid him.
2. I heard the other sailors talking about a curious entity in the ships hull. The whispers have urged me to take a look.
3. My fear of heights can leave me frozen in place. I will not go near the edge of the ship.

### Instincts

1. Never stand in the back of a room
2. Always carry a knife
3. If I think someone is lying, then I accuse them of it out loud.

### Traits

1. Obsequious
2. Veneer of Obedience
3. Possessed

## Gear and Resources

* Dustin (Father - RP 3)
* Clothes
* Shoes
* Knife

## Character Stats & Skills

Life Paths - Peasant Born, Cabin Boy

###
Halfling (Vishan)

Halflings of Vishan are a product of a union between a Vishan Human and a Vishan Elf, or between a pair of Vishan Halflings. They are a small, gregarious people who in some ways look to be more plant than animal.  They are generally patient and somewhat down to earth in nature.  They generally have a unique insight into gardening and are often great herbalists.

Mechanically, they are built as Humans in the Character Burner, with the following traits: **Diminutive Stature** (BWG 321), **Down to Earth** (BWG 322), **Scavenger** (BWG 344), and **Sonorous Voice** (BWG 347).
The Confederacy of Erok

Erok, the northernmost lands on the Aramikian continent.

## History

The Erok Confederacy is the organization formed by the human settlers of Aramik.  There were five banished lords who crossed the sea with the settlers after having attempted a coup in their homeland - Duke Alastair Fain, Baron Alcott Duncombe, Count Padraig Beaumont, Marquis Andres Drummond,and Count Gaines Gannon.

Upon their arrival, the exiled lords immediately set to squabbling, and sides were drawn.  The five split their peoples into five settlements - the cities of Fain, Duncombe, Beaumont, New Drummond, and Gannon - and began carving out their own empires, with little interaction.  Their interactions with the elves were friendly for the most part, and the only conflicts they had were with one another, with several brush wars over the course of the next quarter century or so. Baron Duncombe, Marquis Drummond and Duke Fain even married into Moindri minor noble houses.

To Be Continued...
Shev

Shev is the wounded creator Deity with the domain of order, who gave birth to the Deities Kalivastana, Ptahtum, Barrod and Zurvanyx. It is wounded and is currently not active.

## History

Shev was present from before the beginning, alone in the void. In a creative flourish, it wished to create other Deities to no longer be alone.  While Shev was vulnerable in the act of creation, Shivaeris, the Diety of Chaos, emerged from the void, wishing to end all creation.  However, Shivaeris was unable to destroy Shev before she gave birth to Kalivastana, Ptahtum, Borrod, and Zurvanyx.

Shev has been unconscious since the beginning of the world, however, it does subtlely influence events in the world, counterbalancing the remaining influence of Shivaeris.
Emma Roosevelt

## Vitals

 Age
 Height
 Weight

## Beliefs, Instincts, and Traits

### Beliefs

1. I have always enjoyed the company of a fine brew. Using the tools of the trade, I will create the finest brew anyone has ever tasted!
2. I returned from a voyage to find my hometown burned to the ground & my siblings taken hostage. I heard that slave traders in (Town Name) have gathered to sell their "Goods". I go in search of my lost brother & sister
3. In exchange for my service, The Captain of this ship has agreed to pass along (Town Name). I will serve him to the best of my ability.

### Instincts

1. Frequently Checking the Skies
2. Always Checks room for valuables
3. If there is new ale around, I will drink it.

### Traits

1. Sea Legs
2. Drunk
3. Disturbingly Confident
4. Drop-Dead Gorgeous
5. Evasive
6. Greedy

## Gear & Resources

1. Clopthes
2. Shoes
3. Traveling Gear
4. Knife
5. Sword
6. Brother (RP 5)
7. Sister Relationship (RP 8)
Kalivastana

Kalivastana is the Vishan deity of time, and the patron of the Vishan Elves.

## History

According to the Vishan creation myth, Kalivastana was the first to be thrown out of balance by Shivearis. When Shivaeris came out of the formless nothing, Kalivastana was impacted by the sheer chaos, and time itself careened out of control, disrupting the other elements and throwing them into chaos, awakening the others. Kalivastana, having been able to recover first, defended the other gods from Shivaeris as the endless one sought to consume them. Because of this, Kalivastana is honored as the eldest, wisest, and most stable of the gods.

As Shivaeris was locked away, along with the gods, his jailers, Shivaeris formed its own people, the Elves, into what they are now, but its grapple with Shivaeris tainted the gift of the elves, their immortality, into a perversion, leaving few pure of form. The rest became the Touched Elves - timeless and near ethereal to most other races, but able to learn much from seeing so much life.

## Ritual

Kalivastana holds under it's domain Time, and all things associated with it, be they long or short, have rituals associated with it. Harvest rituals and graduations of magi in particular are blessed by Kalivastana.

Although Kalivastana is the patron of the Elves, the balance of the Tetratheon requires that humans, the favored race of Zurvanyx, serve as priests of Kalivastana, while Kalivastana's favored race, the Elves, serve as priests of Zurvanyx. According to temple doctrine, this helps to keep the forces of space and time in balance, by forcing the deities of the opposing elements to rely on one another's domains completely for worship.
Humans (Vishan)

Vishan Humans are humans native to Vishan.

## Untouched Humans

Humans who do not have the Corruption of Shivaeris are very different from their corrupted cousins.  They may come from any union which could produce a Human, and are born without the traits which limit their Corrupted cousins.  They are vibrant, immortal creatures, sequestered by tradition from their kin in the temple environment from shortly after birth.  They are very powerful in comparison to their kin, and all uncorrupted, are reasonably equal to other uncorrupted.  Because of their special nature and their immortality, they are inducted into the Tetrarchy from a very early age, and as such take an oath to do no harm. They occasionally escape, as is their adventurous nature, eventually returning when bored. Differences between them and their kin are minimal when fully clothed, and therefore they can blend in with society quite well.

Mechanically, Untouched Humans are created as follows:

* Innate traits are **Born Under the Silver Stars** (BWG, 139), **Inspirational** (BWG, 330), **Affinity for Navigation** (BWG, 311), **Oathsworn**(BWG, 119), and **Aura of Martyrdom** (BWG, 313).

* They have the Emotional Attribute **Tao**, a sense of how things belong and the rightness of things.  This allows access to Elven Songs, and advances as Faith.  It can be tested in place of Will.

* Begin **Born Etharch**, and remain in the Elven Lifepaths (BWG, 131)

* They use the Elven stat block.(BWG, 138).

Untouched Humans are extremely powerful and limited in terms of play, and generally are not intended for use as player characters without GM permission.

## Corrupted Humans

Corrupted Humans are much like their kin in appearance, but the Corruption of Shivaeris has taken from them their immortality, leaving them with a lifespan of around a century at best. However, they maintain the wanderlust and sense of adventure of their immortal cousins. The Corruption has left them with special markings on their bodies which take the shape of a map of their surroundings each time they sleep.

Mechanically, they have the following:

* Traits are **Sense of Direction** (BWG, 345), **Sense of Distance** (BWG, 345), **Scavenger** (BWG, 343), and **Affinity for Navigation** (BWG, 311)

* Uses the Human lifepaths and stat block (BWG, 161), and the Wizard Burner Lifepaths (Magic Burner, 218)
Borrod

Borrod is the Deity of matter and patron of the Dwarves on Vishan.

## History

According to the Vishan creation myth, Borrod was the third Diety to be awakened by the threat of Shivaeris.  As he was awakened by the light of Ptahtum, he manifested matter in order to parry a lethal strike of Shivaeris to Ptahtum and Kalivastana.  This manifested matter became Vishan itself.  Borrod is honored as the most stable and stern of the Deities..

As Shivaeris was locked away, along with the Deities, his jailers, Borrod formed its own people, the Dwarves, into what they are now, but its grapple with Shivaeris tainted the gift of the Borrod, infecting most Dwarves with the Corruption of Shivaeris.  The infected gained rocky or metallic skins, and an innate sense of the value of things.
Modified Burning Wheel Wealth Changes

Wealth in core Burning Wheel is designed for a low wealth setting, and this emphasis doesn't function in a more egalitarian economy. As such, we've modified the system for this gaming group.

Resources are calculated as normal, however, starting spending money is now calculated as a function of the RP's used to calculate your Resources score. For every fifth RP used to calculate Resources, mark one Tally, then use the following table to calculate your starting Wealth.

Resources, from that point forward, determine your income. Per time unit, gain currency off the following table:

 Calculation

Characters may take out loans at GM discretion. Be wary, these may be used as leverage, and if you do not pay back your loans, your Resources may be Taxed as per the rules to pay interest and principal on your loans! Resources may also be altered on the basis of in game events.

Approximate costs are as follow, other costs are to be pulled from the RP Costs section of the Lifepaths of Man section of the Burning Wheel.

* Impoverished Lifestyle: 1 Wealth / Cycle
* Moderate Lifestyle: 2 Wealth / Cycle
* Rich Lifestyle: 3 Wealth / Cycle
* Lavish Lifestyle: 5 Wealth / Cycle
* Ostentatious Lifestyle: 9 Wealth/ Cycle
Orcs (Vishan)

Orcs of Vishan are a strong, green skinned species with fangs.  They are powerful, but prone to fits of anger.  Their patron Deity is Ptahtum.  Their iteration of the Corruption of Shivaeris gives them an ability to absorb energy from sorcerous effects.

## Untouched Orcs

Orcs who do not have the Corruption of Shivaeris are very different from their corrupted cousins.  They may come from any union which could produce an Orc, and are born without the traits which limit their Corrupted cousins.  They are determined, immortal creatures, sequestered by tradition from their kin in the temple environment from shortly after birth.  They are very powerful in comparison to their kin, and all uncorrupted, are reasonably equal to other uncorrupted.  Because of their special nature and their immortality, they are inducted into the Tetrarchy from a very early age, and as such take an oath to do no harm.

Mechanically, Untouched Orcs are created as follows:

* Innate traits are **Born Under the Silver Stars** (BWG, 139), **Fanged and Clawed** (BWG, 236), **Accustomed to the Dark** (BWG, 118), **Oathsworn** (BWG, 119), and **Aura of Martyrdom** (BWG, 313).

* They have the Emotional Attribute **Tao**, a sense of how things belong and the rightness of things.  This allows access to Elven Songs, and advances as Faith.  It can be tested in place of Will.

* Begin **Born Etharch**, and remain in the Elven Lifepaths (BWG, 131)

* They use the Elven stat block.(BWG, 138).

Untouched Orcs are extremely powerful and limited in terms of play, and generally are not intended for use as player characters without GM permission.

## Corrupted Orcs

Corrupted Orcs look much like their immortal cousins, but the Corruption of Shivaeris manifests within them as a glow in their eyes, an indication of them being unbalanced toward the element of Ptahtum, Deity of Energy. They have the ability to see perfectly in the dark, and are resistant to energy.

Mechanically, they are built as follows

* Traits are **Lynx Eyed, Like Burning Coals** (BWG, 237), **Fanged and Clawed** (BWG 236), **Quickened Pulse** (BWG 242), and **Energy Born**, reducing the severity of all wounds from energy sources like Fire or Electricity by one degree to a minimum of B1.

* Uses the Human lifepaths and stat block (BWG, 161), and the Wizard Burner Lifepaths (Magic Burner, 218)
Zurvanyx

Zurvanyx is the Deity of space and the patron of Humans on Vishan.

## History

According to the Vishan creation myth, Zurvanyx was the last Deity to be thrown out of balance by Shivaeris. When the Deities awakened, they were held in suspension, with nowhere to go, but all the time in the universe to get there. Zurvanyx awakening gave them the ability to move and strike at the chaos of Shivaeris, and a space with which to imprison the Mad Deity. Because of this, Zurvanyx is honored as the Deity who brought the final victory over Shivaeris.

As Shivaeris was locked away, along with the gods, his jailers, Zurvanyx formed its own people, the Humans, into what they are now, but its grapple with Shivaeris tainted the Essence of the Humans, their wonder, into a perversion, leaving few pure of form. Most are born touched - tainted with a permanent sense of where they are, unable to totally lose themselves, but with a constant desire to do so.
Elves (Vishan)

Vishan Elves are a species found in Vishan.

## Untouched Elves

Elves who do not have the Corruption of Shivaeris are very different from their corrupted cousins.  They may come from any union which could produce an Elf, and are born without the traits which limit their Corrupted cousins.  They are radiant, immortal creatures, sequestered by tradition from their kin in the temple environment from shortly after birth.  They are very powerful in comparison to their kin, and all uncorrupted, are reasonably equal to other uncorrupted.  Because of their special nature and their immortality, they are inducted into the Tetrarchy from a very early age, and as such take an oath to do no harm.

Mechanically, Untouched Orcs are created as follows:

* Innate traits are **Born Under the Silver Stars** (BWG, 139), **Essence of Earth** (BWG, 236), **First Born** (BWG, 118), **Oathsworn** (BWG, 119), and **Aura of Martyrdom** (BWG, 313).

* They have the Emotional Attribute **Tao**, a sense of how things belong and the rightness of things.  This allows access to Elven Songs, and advances as Faith.  It can be tested in place of Will.

* Begin **Born Etharch**, and remain in the Elven Lifepaths (BWG, 131)

* They use the Elven stat block.(BWG, 138).

Untouched Elves are extremely powerful and limited in terms of play, and generally are not intended for use as player characters without GM permission.

## Corrupted Elves

Corrupted Elves have the Corruption of Shivaeris, which takes them out of alignment with their true nature.  The most obvious effect is that they appear timeless - wherever they are, they appear to have always been there, and their motion is difficult to detect.  They appear, to some extent, to be devoid of activity, though of course this is just an impression they generally give, and they are fully able to interact with their environment.  They are usually pale of skin and have washed out hair.  On a deeper level, the Corruption of Shivaeris has stripped them of their natural immortality - they live around as long as other races, and move through society in much the same way.  They are frequently teachers and scribes.

Mechanically, Corrupted Elves are as follow:

* Traits are **Unheeded** (BWG 352), **Vigor of Youth** (BWG 353), **Tidy Aspect** (BWG 350), and **Timeless Patience**, a call-on for Meditation.

* Uses the Human lifepaths and stat block (BWG, 161), and the Wizard Burner Lifepaths (Magic Burner, 218)
Races of the Fey World

This is a few civilized & non-entirely-Fey races I've been thinking about for the other world. Don't remember deciding anything about this world, so I'm running with a D&D style Feywild, a perilous world heavily covered in verdant forests and jungles, filled with all manners of beasts, and infused with magic that can be chaotic and dangerous if overused or misapplied.

### Kokoroko

A race of short, childlike folk that could be a far cousin of the gnomes or halflings of Vishan.  They have settled cities and villages in several of the less dangerous forests of (Fey World), where they try to coexist beside and within the natural surroundings, using their magics to grow trees into homes, and using only natural clearings for farmland. This desire for coexistence has made them inherently efficient in their use of magical energy, as they have long used it to make up for their physical weaknesses, but refuse to disrupt the natural order to do so.

A rarity in Vishan, only the occasional adventurous 'roko, or the almost unique exile, have crossed between worlds.

Traits:

* Diminutive Stature (BW 331)
* Thaumatic Efficiency (Call-on or -1 ob or something for spell tax?)
* May take Mind over Matter (BW 336) for free but may never take Robust

### Grandallen

These tall, muscular folk are in many ways the opposites of the Kokoroko. And, while they might look like the Vishan Elves Drow, they share very few similarities there as well. From well-ordered cities of stone on the coasts and along the mountains of (Fey World), they deny the inherent chaos of the Fey wilds. While not the brightest of the races, their tenacity, fortitude, and raw strength have allowed them to construct a society that mimics that largely mimics a Vishan one; They have a ruling nobility and worship a Goddess that shares some traits with Kalivastana.

It is uncommon for them to be seen on Vishan, but only due to the relatively small nation they come from. Their stubborn nature means that they will often pack up and move to other cities, or the wilds, or beyond, rather than accept an injustice or law.

Traits:

* Stubborn (BW 348)
* Healthy (BW 329)
* May take Robust (BW 344) for free, but may never take Mind over Matter

### Iltakki

One may wish to call these feather covered, beaked men birdlike, but that is the last thing one should do. The Iltakki are a nomadic, deeply religious people that live peacefully, living off the land and only dealing with other races except through acts of peaceful proselytization. They will speak for hours of their gods, including their great father, and point out that birds are mere imitations of his greatness created by jealous rivals, and lack all of his wisdom and beauty.

Physically, they are comparable to humans in stature and ability. While they have claws and a beak, they aren't strong or sharp enough to be useful as weapons.

Only a handful of brave evangelists exist on Vishan, spreading their religion and collecting stories to take back to their people.

Traits:

* Believer (BW 315)
* Charismatic (BW 318)
* Traveler (Call-on for any skill used to safely travel?)
Robal Keral

Vitals
 Weight: 2.5 stone

## Beliefs, Instincts, and Traits

### Beliefs

1. I was heavily pressured back in school to study the most readily applicable and militant arts, instead of my father's art of Enchantment as I desired. Now that I am free of the professors, I will remedy this by expanding my enchanting knowledge. While I have a small set of tools, I have no texts, nor any spare trinkets to study; I will seek these out.

2. I've not paid much attention to the Gods of these lands, as they seem to be strongly tied to the races they shepherd and have little to say about or do with outsiders. Now that we have this holy man on our vessel, perhaps I should take some study of their ways. I'll see if he holds any lectures, and try to see him work his exorcism rituals sometime, if it is safe.

3. My parents and their estate were seemingly targeted in the revolts that occurred in the cataclysm's aftermath. I refuse to believe it was mere racism, as my father did much to spread good will with our new neighbors; it must have been the work of a jealous rival or other evil in this realm, and I will not let them reap whatever rewards they saw in this injustice. I will start by meeting a traveling salesman that my father worked with, I hear he's in the nearby city of Hasselbrook.

### Instincts

1. Around tall folk, stay near walls

2. Always take a moment to look around a room when entering

3. Never rush magic

### Traits

* Mark of Privilege
* Base Humility
* Overworked - Half available practice time
* Versatile - One less test to Weave a spell, 1 free practical school, Persona point for pushing magic in a new direction
* Coward - +1 Hesitation
* Sixth Sense - Get a bad feeling when danger approaches

* Diminutive Stature
* Thaumatic Efficiency - Less 'tax' for magic
* Mind over Matter - Trade one physical stat point for a mental stat point

## Character Stats & Skills

Lifepaths: Noble Born, Arcane Devotee, Adjunct, Master Sorcerer

Artha

Circles: Noble, Mage College

## Gear & Resource Expenditure

* Clothes
* Shoes
* Traveling Gear
* Personal Effects

* Writing Kit
* Enchanting Toolkit

* Ruined Family Estate (Valued at 15 RP)
* Half ownership in the group's ship (15)

* 1D School of Magic: Airships and Travel
* 1D School of Magic: Enhancing Body and Mind
Dwarves (Vishan)

Dwarves of Vishan are a species native to Vishan.

## Untouched Dwarves

Dwarves who do not have the Corruption of Shivaeris are very different from their corrupted cousins.  They may come from any union which could produce an Dwarf, and are born without the traits which limit their Corrupted cousins.  They are powerful, immortal creatures, sequestered by tradition from their kin in the temple environment from shortly after birth.  They are very powerful in comparison to their kin, and, much as all uncorrupted, are reasonably equal to other uncorrupted.  Because of their special nature and their immortality, they are inducted into the Tetrarchy from a very early age, and as such take an oath to do no harm.

Mechanically, Untouched Dwarves are built as follows:

* Traits are **Stout** (BWG 348), **Diminutive Stature** (BWG 321), **Born Under the Silver Stars** (BWG, 139), **Oathsworn**(BWG, 119), and **Aura of Martyrdom** (BWG, 313).

* They have the Emotional Attribute **Tao**, a sense of how things belong and the rightness of things.  This allows access to Elven Songs, and advances as Faith.  It can be tested in place of Will.

* Begin **Born Etharch**, and remain in the Elven Lifepaths (BWG, 131)

* They use the Elven stat block.(BWG, 138).

Untouched Dwarves are extremely powerful and are not intended for PC play without GM approval.

## Corrupted Dwarves

Corrupted Dwarves are subject to the Corruption of Shivaeris, which takes them out of alignment with their true nature. Corrupted Dwarves have lost the immortality of their kin, but their appearance has also changed. They look to be made of stone or metal generally, and they have an innate sense of the value others place on items, as well as the stubbornness of stone or steel.

Mechanically, Dwarves are built as follows:

* Traits are **Stout** (BWG 348), **Diminutive Stature** (BWG 321), **Keen Taste** (BWG 331), **Affinity for Business** (BWG, 312), and **Material Nature**, which reduces severity of wounds from blunt impact by 1, to a minimum of 1.

* Uses the Human lifepaths and stat block (BWG, 161), and the Wizard Burner Lifepaths (Magic Burner, 218)
Colonial Outbreak

The **Colonial Outbreak** (also known as the **First Great Expansion**) was a period in history following the Strekkelan War in which humanity had expanded to numerous solar systems.

Many colonies established during the Colonial Outbreak evolved into some of the most prosperous and influential of the Terran Federation Colonies.
Rakshasa (Vishan)

The Rakshasa of Vishan are a species of lithe, tall, bipedal creatures with bestial features.  They are the product of a union of either a Human of Vishan and an Orc of Vishan, or between two Rakshasa.  They have naturally great hearing, and are natural fighters and Hunters.

Mechanically, they are built as Humans from the Character Burner, with the following traits: **Fanged and Clawed**(BWG 236), **Dexterity of the Cat** (BWG 321), **Nose of the Bloodhound** (BWG 337), and **Lynx-Eyed, Like Burning Coals** (BWG 237)
Drow (Vishan)

The Drow of Vishan are the product of a union between a Vishan Elf and a Vishan Orc, or between two Vishan Drow.  As half-breeds, they possess traits of both Vishan Elves and Vishan Orcs.  They tend to be tall and pale of skin, but their eyes glow faintly, though they cannot see well in the dark.  They are also born with mystical tattoos which glow while using magic.  Vishan Drow are exceptionally gifted in sorcery, often.

Mechanically, Vishan Drow are built as Humans from the Character Burner, with the following traits: **Second Sight** (BWG 344), **Affinity for Sorcery** (BWG 311)
Mid Worlds

The **Mid Worlds** are an political/astrographical region located within the Terran Federation.

These worlds were settled during the Colonial Outbreak to serve as Way stations, mining colonies and outposts. Over time, these colonies developed into multicultural melting pots and prosperous worlds. Examples of some of the most influential colonies are located in the Rigel and Antares systems.
Rilnar Syndicracy

The **Rilnar Syndicracy** is the political state of the planet Casbin and its colonies.

## Government

The Rilnar government consists of a Council of 500 corporate appointees known as the Krona. These appointees represent all the different aspects of the Syndicracy's economy and beyond a minimum corporate value, there is no bar to any economic entity having representation on the Krona. The major powers on the Krona and those who set the agenda are the representatives from the Traders Guild and Maximum Clash, a computer software and hardware manufacturer. There are no democratic elections of any sort and the tenure of a member of the Krona is entirely determined by the corporation they represent. The major concern of the Krona is to ensure that business planetary continues unabated and that Casbin continues to prosper.

## Territory

* Casbin (homeworld)
* Matar
* Pomal
* Theshaca
* Treagir
* Kara
* D'Grn IV
Kovaalan Hierarchy

The **Kovaalan Hierarchy** is the political state of the planet Xostera and its colonies.

## Government

The Kovaalan Hierarchy is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility Kovaalans learn during their childhood.

Their government is headed by a Primarch, chosen among the ranks of the military depending on service record. The Admiralty Board is comprised of five high ranking admirals in the Kovaalan Hierarchy Navy. The board exists to advise the Primarch on affairs of state and serves as the judicial branch of the Kovaalan government. When an admiral dies or is removed, a replacement is chosen among the remaining board members. The Conclave of the Kovaalan Hierarchy serves as the civilian representative body and makes the day-to-day decisions within the Hierarchy.

## Military

*Main article: Kovaalan Hierarchy Army*
*Main article: Kovaalan Hierarchy Navy*
Although they lack the secrecy of the Abbidon, the nimbleness and stealth of the Osira, and the adaptability of the humans, the Kovaalan military has formidable discipline. Officers and NCOs are "lifers" with years of field experience. Enlisted personnel are thoroughly trained and stay calm under fire. Kovaalan units don't break. Even if their entire line collapses, they fall back in order, setting ambushes as they go.

Command and control is decentralized and flexible. Individual squads can call for artillery and air support. They make extensive use of combat drones for light duties and VI-controlled fighters, and practice combined arms: infantry operates with armor, supported by overhead gunships. Strategically, they are methodical and patient, and dislike risky operations.

Tradition is important. Each legion has a full-time staff of historians who chronicle its battle honors in detail. The oldest have records dating back to the Kovaalan Iron Age. If a legion is destroyed in battle, it is reconstituted rather than being replaced.

## Territory

* Aephus
* Altakiril
* Baetika
* Bostra
* Carthaan
* Chatti
* Digeris
* Edessan
* Epyrus
* Galatana
* Gellix
* Gothis
* Invictus
* Pheiros
* Magna
* Nimines
* Nutus
* Parthia
* Oma Ker
* Quadim
* Rocam
* Syglar
* Taetrus
* Thracia
* Tridend
* Triginta Petra
* Xerceo
Parein

**Homeworld:** | Troth (evicted)

The **Parein**s are a humanoid species originally native to the planet Troth.

## Biology

Pareins are generally shorter and of slighter build than humans. Pareins have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they also have three thick fingers on both hands which include a thumb, an index finger, and a long finger, similar to the middle fingers for humans, as well as three toes on each foot. Parein facial structure and hair actually makes them the most similar to humans in physical appearance. Their lower legs are bowed backwards significantly, compared to humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to humans. Male Pareins, however, appear to lack a third toe. Their ears or ear analogues differ in a noticeable fashion from those of humans. Also like humans, Parein blood is red.

The most distinguishing feature of Parein biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all Pareins by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Along with their suits Pareins also have extensive cybernetic augmentations integrated into their bodies. A Parein's lifespan is roughly equal to a human's, but is prone to be less if infection breaks into the suit.

Parein immune systems have always been relatively weak, as pathogenic microbes were comparatively rare in their homeworld's biosphere. Furthermore, what few viruses and other microbes were native to their homeworld were often at least partly beneficial to them, giving them a symbiotic relationship with their environment. After generations of living in their suits, the Pareins' immune systems have atrophied further still due to the years in the sterile environment of their old domed cities. As such, Pareins are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean environments and are reluctant to remove them without a good reason.

Like Kovaalans, the Pareins are a dextro-protein species of reverse chirality from humans. The food of levo-protein races such as humans is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction.

## Culture

Parein families are normally very small and close-knit because of generations of living in domed cities with limited resources. Because every Parein depends on each-other, even on other worlds, they are much more community-minded than individualistic species. Loyalty, trust, and cooperation are highly prized qualities. Even in their ancient past they were a very emotional people.

### Religion

The Pareins practice a form of ancestor worship. Some Pareins saw the Great Pandemic and the exile from their homeworld as punishment for their hubris.
Sakaaran

The **Sakaaran**s are a humanoid species native to the planet Sakaar.

The species is divided between two ethnic groups, the red-skinned Imperials and the grey-skinned Shadow People. Before the Sakaaran War, the Imperials ruled most of the planet while the Shadow People roamed the outskirts of the Imperial kingdoms.