recursal/Fanatic-Fandom huggingface dataset:
Survivor: Madagascar

**Survivor: Madagascar** is the 3rd season of Survivor.

Jerry Cipher was crowned the winner defeating Mariah Banner by a vote of 7-4. To date, it has produced xx returning players () for subsequent seasons.

## Production

The season was released in DVD format on May 12, 2003.

## Twists/Changes

* **Tribe Composition**: The twenty four castaways were divided into two tribes of twelve.
* **Meager supplies**: The castaways were not given any food rations. The tribes' supply crates were drastically reduced to only a magnifying glass, three pans, a fillet knife, and two water containers.
* **Camps with pros and cons**: The winners of the openning reward challenge had to choose which camp they would live on. The one camp was a white sand beach with relatively more fruit-bearing trees than the other, but only had a small stream for a water source. The other camp on the other hand had a rocky beach with very little food sources, but had a waterfall as a water source.
* **Tribe Switch**: On Day 18, both the Alaotra and Ikopa tribes were instructed via Tree Mail to send four representatives to meet host Jeff Probst for reasons still unknown at the time. Once the representatives arrived at the meeting place, Jeff informed them that they would be joining the other tribe.
* **Merged Tribe Composition**: The tribes merged on Day 23. The merged tribe was composed of fourteen members.
* **Final Tribal Council Format**: Two finalists faced a jury comprised of eleven members.
Sugestão

*Encantamento de 2º nível*

**Tempo de lançamento:** 1 ação

**Faixa:** 30 pés

**Componentes:** V, M (uma língua de cobra e um pouco de favo de mel ou uma gota de óleo doce)

**Duração:** Concentração, até 8 horas

Você sugere um curso de atividade (limitado a uma ou duas frases) e influencia uma criatura que você pode ver dentro do alcance que pode ouvir e entender você. Criaturas que não podem ser encantadas são imunes a esse efeito. A sugestão deve ser formulada de maneira a fazer com que o curso de ação pareça razoável. Pedir à criatura para se esfaquear, se jogar em uma lança, se imolar ou cometer algum outro ato obviamente nocivo encerra a invocação.

O alvo deve fazer um teste de resistência de Sabedoria. Em uma defesa falhada, ele segue o curso de ação que você descreveu da melhor maneira possível. O curso de ação sugerido pode continuar por toda a duração. Se a atividade sugerida puder ser concluída em um tempo menor, a invocação termina quando o alvo terminar o que foi solicitado.

Você também pode especificar condições que irão acionar uma atividade especial durante a duração. Por exemplo, você pode sugerir que um cavaleiro dê seu cavalo de guerra ao primeiro mendigo que encontrar. Se a condição não for atendida antes que a invocação expire, a atividade não é realizada.

Se você ou qualquer um de seus companheiros danificar o alvo, a invocação termina.

As consequências do uso das Artes Ocultas será cedo ou tarde contada pelo Mestre.

***Listas de feitiços:*** Bardo, Ocultos, Sobrenaturais
Campbell Bain

Campbell Bain is the co-protagonist of Takin' Over The Asylum, portrayed by David Tennant. He has bipolar disorder, previously known as manic depression.

He is first mistaken for a staff member at St Jude's Asylum by Eddie, mainly due to his energetic and attractive appearance, but when Isabel (a doctor, presumably) asked him to go take his medication, Eddie was proved wrong.

Campbell is very aspirational and rather impulsive, often aiming for the highest goals and getting overly excited for it. According to his dad, he's wanted to be a pop star, horse jockey and actor in the past, but couldn't because he can't sing, is afraid of horses and cannot remember his lines.

He has a lot of passion for music, as he's seen playing the guitar in episode 1 and made the jingle for his and Eddie's radio show. Campbell is even more passionate about the St Jude's Hospital Radio, which is showcased throughout the series as he puts in immense effort to keep the station running, such as the fundraising that he puts forward and executes ideas for in episodes 3 and 6, along with the numerous times he filled in for Eddie when he ran late or didn't show up at all for the scheduled broadcasts. He quickly proved to have a natural talent for radio hosting, due to his charm, energy and enthusiasm. He's a fan favorite!

David Tennant's audition for the role.

> We are loonies, and we are proud!"
>
> Campbell Bain

> Sometimes you just have to look somebody in the eye and tell them the truth that should be instead of the truth that is.
>
> *Campbell Bain*
Disco Flutuante de Danoth

*Conjuração de 1º nível (ritual)*

**Tempo de lançamento:** 1 ação

**Alcance:** 30 pés

**Componentes:** V, S, M (uma gota de mercúrio)

**Duração:** 1 hora

Esta invocação cria um plano de força circular e horizontal, com 3 pés de diâmetro e 1 polegada de espessura, que flutua 3 pés acima do solo em um espaço desocupado de sua escolha que você pode ver dentro do alcance. O disco permanece durante todo o tempo e pode conter até 500 libras. Se mais peso for colocado sobre ele, o feitiço termina e tudo no disco cai no chão.

O disco fica imóvel enquanto você está a menos de 6 metros dele. Se você se afastar mais de 6 metros dele, o disco o seguirá de forma que permanecerá a 6 metros de você. Ele pode se mover em terrenos irregulares, subir ou descer escadas, inclinações e coisas semelhantes, mas não pode cruzar uma mudança de elevação de 3 metros ou mais. Por exemplo, o disco não pode se mover através de uma fossa de 3 metros de profundidade, nem poderia deixar tal fossa se fosse criado no fundo.

Se você se mover a mais de 30 metros do disco (normalmente porque ele não pode se mover ao redor de um obstáculo para segui-lo), a invocação termina.

As consequências do uso das Artes Ocultas será cedo ou tarde contada pelo Mestre.

***Listas de feitiços:*** Ocultos
Amigos

*Encantamento de nível 01*

**Tempo de Execução:** 1 ação

**Alcance:** Auto

**Components:** S, M (uma pequena quantidade de maquiagem aplicada no rosto enquanto esta arte é invocada)

**Duração:** Concentração, até 1 minuto

Durante a duração, você tem vantagem em todos os testes de Carisma direcionados a uma criatura de sua escolha que não seja hostil a você. Quando o feitiço termina, a criatura percebe que você usou magia para influenciar seu humor e se torna hostil com você. Uma criatura com tendência à violência pode atacar você. Outra criatura pode buscar retribuição de outras maneiras (a critério do Mestre), dependendo da natureza de sua interação com ela.

As consequências do uso das Artes Ocultas será cedo ou tarde contada pelo Mestre.

***Listas de feitiços:*** Bardo, Ocultos, Sobrenaturais
Disfarçar-se

*Ilusão de primeiro nível*

**Tempo de Execução:** 1 ação

**Alcance:** Auto

**Componentes:** V, S

**Duração:** 1 hora

Você faz com que você mesmo - incluindo suas roupas, armadura, armas e outros pertences de sua pessoa - pareça diferente até que essa maravilha termine ou até que você use sua ação para descartá-lo. Você pode parecer 30 centímetros mais baixo ou mais alto e pode parecer magro, gordo ou intermediário. Você não pode mudar seu tipo de corpo, então você deve adotar uma forma que tenha o mesmo arranjo básico de membros. Caso contrário, a extensão da ilusão depende de você.

As mudanças causadas por esta maravilha falham em resistir à inspeção física. Por exemplo, se você usar este feitiço para adicionar um chapéu à sua roupa, os objetos passam através do chapéu e qualquer pessoa que tocar nele não sentirá nada ou sentirá sua cabeça e cabelo. Se você usar este feitiço para parecer mais magro do que é, a mão de alguém que estender a mão para tocá-lo trombará com você enquanto ela aparentemente ainda estiver no ar. Para discernir que você está disfarçado, uma criatura pode usar sua ação para inspecionar sua aparência e deve ser bem-sucedida em um teste de Inteligência (Investigação) contra sua CD de resistência de magia.

***Listas de feitiços:*** Construtores, Bardo, Oculto, Sobrenatural
Armadura de Vorgarag

*Abjuração de primeiro nível*

**Tempo de Conjuração:** 1 ação

**Faixa:** Autocomponentes

**:** V, S, M (um copo de água)

**Duração:** 1 hora

Uma força oculta protetora envolve você, manifestando-se como uma geada espectral que cobre você e seu equipamento. Você ganha 5 pontos de vida temporários para a duração. Se uma criatura acertar você com um ataque corpo a corpo enquanto você tiver esses pontos de vida, a criatura sofre 5 de dano de frio.

***Em níveis superiores.*** Quando você lança este feitiço usando um slot de magia de 2º nível ou superior, tanto os pontos de vida temporários quanto o dano por frio aumentam em 5 para cada slot.

As consequências do uso das Artes Ocultas será cedo ou tarde contada pelo Mestre.

***Listas de feitiços:*** Ocultos
Família Nomont

Escudo da Família Nomont

A Família Nomont do Muro de Alnor, são um dos mais fortes guerreiros humanos de Aster, muito impetuosos e impulsivos, possuem uma lealdade questionável. Os Nomont são implicitamente rivais dos Wintertalon, após a Batalha da Coroa Sangrenta, onde os Nomont tentavam invadir e tomar a Coroa do Vale dos Wintertalon.
Família Astarel

Escudo da Família Astarel

A Família Astarel são uma das mais influentes e antigas de Aster, sempre muito unidos e fechados, a Família Astarel protege a região oeste do Vale do Rei antes das províncias serem criadas, e por essa lealdade ao reino, eles receberam um grande número de vassalos e terras para proteger e governar.
United States Cities and Routes

**Welcome to the United States Cities and Routes!**
This wiki is about the cities and highways in the United States of America.

## Current projects

* Louisiana state highways and cities
* United States Numbered Highway System

## Important articles

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

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* 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.
Interstate 820 (TX)

**Interstate 820** (**I-820**) is a three-quarter beltway around Fort Worth, TX. It is an auxiliary route of I-20.

## Exit list

* Exit 1: I-20 west - Abilene
* Exit 1A: Team Ranch Road
* Exit 1B: Chapin Road
* Exit 2: Spur 580 (Camp Bowie West Boulevard)
* Exit 3A: I-30 west - Weatherford
* Exit 3B: I-30 east - Downtown Fort Worth
* Exit 3C: Westpoint Boulevard, Alemeda Street
* Exit 4: White Settlement Road
* Exit 5A: Clifford Street
* Exit 5B: Silver Creek Road
* Exit 6: Las Vegas Trail, Heron Drive
* Exit 8: Navajo Trail, Cahoba Drive
* Exit 9: Quebec Street
* Exit 10A: TX 199 (Jacksboro Highway)
* Exit 10B: FM 1220 (Azle Avenue)
* Exit 12: Marine Creek Parkway, Old Decatur Road
* Exit 13: US 287 Bus. (Main Street) - Saginaw
* Exit 14: Railhead Road
* Exit 15: FM 156 (Blue Mound Road)
* Exit 16A: Mark IV Parkway
* Exit 16B: I-35W/US 287 - Fort Worth, Denton
* Exit 17: Riverside Drive, Beach Street
* Exit 18: Haltom Road, North Beach Street
* Exit 19: US 377 (Denton Highway)
* Exit 20A: Iron Horse Boulevard, Meadow Lakes Drive
* Exit 20B: Rufe Snow Drive
* Exit 21: Holiday Lane
* Exit 22A: TX 26/FM 1938 north / Bedford-Euless Road - Colleyville, TCC Northeast Campus
* Exit 22B: TX 121 north / TX 183 east - DFW Airport, Dallas
Interstate 20

Reeves, Ward, Crane, Ector, Midland, Martin, Howard, Mitchell, Nolan, Taylor, Callahan, Eastland, Erath, Palo Pinto, Parker, Tarrant, Dallas, Kaufman, Van Zandt, Smith, Gregg, Harrison
**Louisiana**
Caddo, Bossier, Webster, Bienville, Lincoln, Ouachita, Richland, Madison
**Mississippi**
Warren, Hinds, Rankin, Scott, Newton, Lauderdale
**Alabama**
Sumter, Greene, Tuscaloosa, Jefferson, St. Clair, Talladega, Calhoun, Cleburne
**Georgia**
Haralson, Carroll, Douglas, Cobb, Fulton, DeKalb, Rockdale, Newton, Walton, Morgan, Greene, Taliaferro, Warren, McDuffie, Columbia, Richmond
**South Carolina**
Aiken, Lexington, Richland, Kershaw, Lee, Darlington, Florence

### Next route

I-22

**Interstate 20** (**I-20**) is an Interstate highway in the Southern United States. It runs from I-10 in Scroggins Draw, TX eastward to I-95 in Florence, SC. I-20 runs through the states of Texas, Louisiana, Mississippi, Alabama, Georgia, and South Carolina.

## Auxiliary routes

* I-820: a three-quarter beltway around Fort Worth, TX
* I-220: a bypass around Shreveport, LA
* I-420: never-built bypass of Monroe, LA
* I-220: a bypass around Jackson, MS
* I-420: never-built route in Atlanta, GA
* I-520: a three-quarter beltway around Augusta, GA
Whitney Rank

Whitney Rank is a female character and is a recurring character in The Friendly Aliens.

## Personality

Whitney is an alien (Uranian) aggressive and difficult to give her. She is an Uranian who hates other aliens, in particular Saturnians and has an insane desire to conquer other planets, showing her sadistic and power-hungry side. She spares no effort to achieve her goal, nor does she use her magical abilities to hypnotize Uranians to make her accomplices help in her plans to become a great and terrible tyrant. However, Whitney didn't count that her plans would fail thanks to Selig Heaven and Zelde Reeking, Saturnians who impede her plans, which makes Whitney become enraged and become extremely vindictive towards her enemies. For Whitney loses patience with aliens who get in her way and will make their lives miserable, as she will make Selig and Zelde, the Saturnian immigrants.
Out of Control

## Subpages

**Out of Control** is the tenth episode of *Survivor: Polynesia*.

## Challenges

* Reward
* Immunity

**Challenge**: *Shooting Gallery*
Taking turns, one player at a time (alternating tribes) uses a replica WWII cannon gun to shoot color-coded tiles. First two tribes to break all ten of their tiles wins.
**Reward**: Contestants' luxury items.
**Winners**: Kamaka, Taravai

**Challenge**: *Sea Crates*
The tribes will paddle out to a series of crates. When they get to a crate, they will jump in the water, untie the crate and get it in their boat. Once they have all their crates, they will stack them, so there are no repeating colors on any side. The first two tribes to finish wins immunity.
**Winners** (in order of finish): Taravai, Akamaru
U.S. Route 1

## U.S. Route 1 (US 1)

### State

Florida, Georgia, South Carolina, North Carolina, Virginia, D.C., Maryland, Pennsylvania, New Jersey, New York, Connecticut, Rhode Island, Massachusetts, New Hampshire, Maine

### Southern terminus

Whitehead and Fleming Streets in Key West, Florida

### Northern Terminus

New Brunswick Route 161 at the Canadian border in Fort Kent, Maine

### Next route

US 2

**U.S. Route 1** (**US 1**) is the longest north-south U.S. Route in the United States. It spans 2,369.49 miles (3,813.32 km) in a north-south direction from the intersection of Whitehead and Fleming Streets in Key West, Florida to the Canadian border in Fort Kent, Maine.

## Route description

### Miami area

US 1's southern terminus is at the intersection of Whitehead Street and Fleming Street in Key West, Florida, in Monroe County. The route heads southeast as an undivided two-lane highway before turning to the northeast onto Truman Avenue. At a fire station, it curves to the east-northeast and becomes an undivided four-lane highway. It straddles the northern boundary of the island, curving to the northeast and then to the east, before turning to the south. At FL A1A, it turns to the east-northeast while FL A1A continues the route to the south-southeast. From this point, US 1 becomes a divided four-lane highway and is named Overseas Highway for the rest of its route through Monroe County. After a few miles, US 1 curves to the northeast, having an interchange with an entrance to the Naval Air Station Key West. It curves to the east, heading back to the northeast at an intersection with Rockland Drive, which also leads to the Naval Air Station Key West.

W.I.P.
Interstate 220 (LA)

**Interstate 220** (**I-220**) is an east-west auxiliary Interstate highway bypassing the downtown area of Shreveport, LA. It runs 17.62 miles (28.36 km) from an interchange with I-20 and LA 3132 in Shreveport to a second interchange with I-20 in Bossier City. It is the only auxiliary route of I-20 within Louisiana, but there was a planned bypass around the city of Monroe known as I-420, but it was never built. I-220 is considered to be the northern bypass of Shreveport, with LA 3132 as the southern bypass.

## Route description

I-220 begins at an interchange with I-20 and LA 3132 in western Shreveport, Caddo Parish. The roadway continues south as LA 3132. Immediately after this interchange, I-220 crosses under US 79/US 80 without an interchange. The freeway curves to the northeast and has interchanges with two local roads before crossing a bridge over Cross Lake. I-220 then passes over the Kansas City Southern railway tracks before having an interchange with LA 173. Shortly after this interchange, it has another interchange with the newly constructed middle segment of I-49. I-220 then curves to the east at an interchange with US 71/LA 1. It passes over LA 538 and LA 3049 before crossing a bridge over the Red River and into Bossier City and Bossier Parish.

Shortly after entering Bossier Parish, I-220 has interchanges with LA 3 and LA 3105. It then interchanges with two local roads, curving to the southeast at the second interchange. I-220 then has an interchange with US 79/US 80 before terminating at a second interchange with I-20 in eastern Bossier City.

## Exit list

* Exit 1B: I-20 west - Dallas
* Exit 1C: I-20 east - Monroe
* Exit 1A: Jefferson Paige Road
* Exit 2: Lakeshore Drive
* Exit 5: LA 173 (Hilry Huckaby III)
* Exit 6: I-49 north - Texarkana
* Exit 7A: US 71/LA 1 south (North Market Street)
* Exit 7B: US 71/LA 1 north (North Market Street)
* Exit 11: LA 3 (Benton Road)
* Exit 12: LA 3105 (Airline Drive)
* Exit 13: Swan Lake Road
* Exit 15: Shed Road
* Exit 17A: US 79/US 80 (East Texas Street)
* Exit 17B: I-20 west - Shreveport
* Exit 17C: I-20 east - Monroe
Interstate 49

Lafayette, St. Landry, Evangeline, Avoyelles, Rapides, Natchitoches, DeSoto, Caddo
**Arkansas**
Miller, Crawford, Washington, Benton
**Missouri**
McDonald, Newton, Jasper, Barton, Vernon, Bates, Cass, Jackson

### Next route

I-55

**Interstate 49** (**I-49**) is a north-south Interstate highway in the southern United States. It travels through Louisiana, Arkansas, and Missouri. I-49 currently consists of three disconnected segments: the original segment running from I-10 and US 167 in Lafayette, LA to I-20 in Shreveport, LA; a second segment running from I-220 in Shreveport, LA to the concurrent US 59/US 71 on the Texas-Arkansas state line in Texarkana, AR; and a third, northern segment running from I-40 and US 71 in Alma, AR to I-435, I-470, US 50, and US 71 in Kansas City, MO.

I-49 was not part of the original Interstate highway plan; it was designated in 1977 and its first section was complete by 1984. The original segment was located entirely in Louisiana, connecting I-10 in Lafayette with I-20 in Shreveport. Since then, two new segments have been added: a middle segment from I-220 in Shreveport to US 59/71 in Texarkana, and a northern segment from I-40/US 71 in Alma to I-435/I-470/US 50/US 71 in Kansas City. There is also a short 6.5-mile segment near Fort Smith, AR, currently signed as Arkansas Highway 549.
Louisiana Highway 7

Former route of LA 7 highlighted in red

**Louisiana Highway 7 (LA 7)** was a state highway located in northern Louisiana. It ran 72.9 miles (117.3 km) in a north-south direction from U.S. Route 71 (US 71) in Coushatta, Red River Parish to the Arkansas state line at Springhill, Webster Parish. In 1994, LA 7 became part of US 371.
Louisiana Highway 185

**Louisiana Highway 185** (**LA 185**) was a state highway in Louisiana that ran for 1.04 miles (1.67 km) in a southeast to northwest direction. It ran along Northgate Road, connecting LA 72 (Old Minden Road) to Barksdale Air Force Base.

## Route description

LA 185 began at an intersection with LA 72 (Old Minden Road) and headed southeast to the north gate of Barksdale Air Force Base. It was an undivided four-lane highway for its entire length.

## History

In the pre-1955 Louisiana highway system, LA 185 was Louisiana Highway C-1333. LA 185 was created in the 1955 Louisiana highway renumbering and deleted from the system in 2013.
Detectar Pensamentos

*Adivinhação de 2º nível*

**Tempo de fundição:** 1 ação

**Faixa:** Autocomponentes

**:** V, S, M (um pedaço de cobre)

**Duração:** Concentração, até 1 minuto

Enquanto isso, você pode ler os pensamentos de certas criaturas. Ao lançar a magia e conforme sua ação em cada turno até o fim da magia, você pode focar sua mente em qualquer criatura que possa ver a até 9 metros de você. Se a criatura que você escolher tiver Inteligência 3 ou inferior ou não falar nenhum idioma, a criatura não será afetada.

Você inicialmente aprende os pensamentos superficiais da criatura - o que está mais em sua mente naquele momento. Como uma ação, você pode mudar sua atenção para os pensamentos de outra criatura ou tentar sondar mais profundamente a mente da mesma criatura. Se você investigar mais profundamente, o alvo deve fazer um teste de resistência de Sabedoria. Se falhar, você obtém um insight sobre seu raciocínio (se houver), seu estado emocional e algo que paira em sua mente (como algo que o preocupa, ama ou odeia). Se tiver sucesso, o feitiço termina. De qualquer maneira, o alvo sabe que você está investigando sua mente e, a menos que você mude sua atenção para os pensamentos de outra criatura, a criatura pode usar sua ação em seu turno para fazer um teste de Inteligência contestado por seu teste de Inteligência; se tiver sucesso, o feitiço termina.

Perguntas dirigidas verbalmente à criatura alvo moldam naturalmente o curso de seus pensamentos, então este feitiço é particularmente eficaz como parte de um interrogatório.

Você também pode usar esta arte sobrenatural para detectar a presença de criaturas pensantes que você não pode ver. Ao invocar esta arte sobrenatural como sua ação durante a duração, você pode pesquisar pensamentos a até 9 metros de você. A invocação pode penetrar barreiras, mas 2 pés de rocha, 2 polegadas de qualquer metal que não seja chumbo ou uma fina folha de chumbo bloqueiam você. Você não pode detectar uma criatura com Inteligência de 3 ou inferior ou que não fale nenhum idioma.

Depois de detectar a presença de uma criatura dessa forma, você pode ler seus pensamentos pelo resto da duração, conforme descrito acima, mesmo se você não puder vê-la, mas ela ainda deve estar dentro do alcance.

***Listas de feitiços:*** Bardo, Ocultos, Sobrenaturais
Louisiana Highway 8 (pre-1955)

**Louisiana State Route 8** (**LA 8**) was one of the original 98 Louisiana state routes designated in 1921. It ran 36.2 miles (58.3 km) in a north-south direction from US 71 north of Shreveport to the Texas state line northwest of Rodessa. It was renumbered to the northernmost portion of LA 1 in the 1955 Louisiana highway renumbering.
Survivor: Guyana

**Survivor: Guyana** is the 7th season of Survivor.

Jace Kalendaz beat out Jean Michaels in a 9-2 vote to become the Sole Survivor. To date, it has produced xx returning players () for subsequent seasons.

## Production

This season's DVD was relased on May 20, 2005.

## Twists/Changes

* **Tribe Composition**: Twenty four castaways would be divided into three tribes of eight.
* **Redemption Island**: Redemption Island returns this season. Voted out people will go there and they will fend for themselves during their entire stay. When the next person gets voted out, the two players will compete in a "duel". The winner gets to stay at the island, while the loser is eliminated from the game for good. At a certain point, the last person standing on Redemption Island will return to the main game and will continue his/her pursuit of the one million dollar prize and the title of Sole Survivor.
* **Double Elimination**: After losing the Day 16 Immunity Challenge, the losing tribe received a sealed bottle with a note that can only be read after the Tribal Council elimination. The tribe assumed it was a note about instructions about the upcoming merge. But much to their shock, the note instructed them to vote out another member of the tribe.
* **Merged Tribe Composition**: The tribes merged on Day 25. The merged tribe was composed of thirteen members.
* **Final Tribal Council Format**: Two finalists faced a jury comprised of eleven members.
Look Out For a Snake

## Subpages

**Look Out For a Snake** is the third episode of *Survivor: Venezuela*.

## Challenges

* Reward
* Immunity

**Challenge**: *Smash and Grab*
Six castaways are chosen to swim, one at a time, to a platform, grab a club, and leap off the platform to smash a tile that releases a key. The swimmer then retrieves the key and swims back to shore with it, allowing the next tribe mate to go out. Once the six keys are collected, another castaway uses the keys to open a locked box containing a set of puzzle pieces that form a map of Venezuela. Two other castaways put the puzzle together. The first two tribes to complete the puzzle wins.
**Reward**: Tarp, pillows and blanket and piece of treasure map (1st place); piece of treasure map (2nd place)
**Winners** (in order of finish): Roraima, Kukenan
**Exiled**: Alexis Molter and Martin Black

**Challenge**: *Reinventing the Wheel*
Both teams will race to assemble four puzzle wheels and attach them to a cart, in which two of their tribemates will ride. Pushing the cart through a series of obstacles to a finish platform, the tribes will then disassemble the puzzle wheels and use them to complete a turnstile. Finally, they'll wind the turnstile to raise a fire wok, igniting their tribal cauldron. First two tribes to finish the task would win the challenge.
**Winners** (in order of finish): Kukenan, Auyán
Delaware Route 1

**Delaware Route 1** (**DE 1**) is a state highway in Delaware that traverses all three counties (Sussex, Kent, and New Castle) in the state. It runs 102.63 miles (165.17 km) in a north-south direction from the Maryland state line in Fenwick Island to I-95 and DE 7 in Christiana. It is the longest state highway in Delaware.
Louisiana Highway 782

**Louisiana Highway 782** (**LA 782**) consists of one current and two former state highways with a combined length of 2.74 miles located in Bossier City, Louisiana.

## Louisiana Highway 782-1

**Louisiana Highway 782-1** (**LA 782-1**) ran 0.8 miles (1.3 km) in an east-west direction along Patricia Drive from Waller Avenue to Northgate Road (former LA 185). It was created in the 1955 Louisiana highway renumbering and deleted from the system in 2000.

## Louisiana Highway 782-2

**Louisiana Highway 782-2** (**LA 782-2**) runs 1.54 miles (2.48 km) in a general east-west direction along Industrial Drive from LA 72 (Old Minden Road) to the concurrent US 79/US 80 (East Texas Street). It was created in the 1955 Louisiana highway renumbering and is the only remaining segment of LA 782.

## Louisiana Highway 782-3

**Louisiana Highway 782-3** (**LA 782-3**) ran 0.4 miles (0.64 km) in a north-south direction along Traffic Street from Barksdale Boulevard to East Texas Street. It was created in the 1955 Louisiana highway renumbering and was replaced with LA 72 in the 1960s, which itself would be deleted west of Hamilton Road.
There's No Place Like Home

## Subpages

**There's No Place Like Home** is the sixth episode of *Caribbean*.

## Challenges

**Reward/Immunity Challenge**: *Dive Masters*
Six members of each tribe would swim out to a floating platform. One at a time, a castaway would dive down to a 30-foot (9.1 m) long steel cage that contained coconuts painted in tribe colors and with letters on them. The coconuts would have to be placed in a floating bin and the bin pulled back to shore. The three remaining castaways would unscramble a word puzzle using the letters on the coconuts.
**Reward**: Three chicken hens and one rooster, along with chicken feed; loot one item from losing tribe; piece of treasure map
**Winner** Kalinago
**Kidnapped**: Natalie Kwit
We're All in This Together

## Subpages

**We're All in This Together** is the tenth episode of *Survivor: Malakula*.

## Challenges

**Immunity Challenge**: *Perch*
The castaways must stand on a perch as long as they can, while certain food items are offered to tempt them to bail out. Furthermore, they cannot touch the perch's structure. The last person left standing wins immunity.
**Winner**: Roman Konieckov
What the...?

## Subpages

**What the...?** is the fourteenth episode of *Survivor: Polynesia*.

## Challenges

**Immunity Challenge**: *Survivor Smoothie*
Jeff has a spinning wheel of seafood/island-related items, which will be blended into a smoothie after they're spun up. In a tie, each tribe chooses the other tribe's representative for the tiebreaker, which involves six of the twelve items on the wheel.
**Winner**: Akamaru
Midblossom Academy for Magical Youth

The Midblossom Academy for Magical Youth, commonly shortened to just Midblossom Academy, is a boarding school in The Crowned Isles for children aged 14-18 to study magic, and is the most prestigious educational institution for mages. Here, those who have some connection to magic are taught to the best of the school faculty’s ability to harness their skills in a safe way, while simultaneously growing their overall strength.

## Campus

Its campus is a large mansion-like castle with a bluish grey roof. As a whole, Midblossom’s architecture resembles an old manor or castle that was modernized with metal walkways, modern wood staircases and pillars. It has a both modern and ancient feel. The halls and corridors are lined with numerous classrooms and resources for students. In a separate wing, Student dorms are kept, which house up to 5 individuals per dorm, with separate sleeping rooms catered to each individual, one unisex bathroom, and a large common room that connects them all.

## School Uniform

The School Uniform was built around a binary gender system, though on acceptance to the school, all students are asked if they’d prefer a feminine or masculine outfit tailored to them. The Outfits change between Mages and Passerines very slightly, whereas the Mages have two silver buttons on each shoulder on their vest while Passerines have two gold buttons. While students are required to wear this uniform during classes, the faculty is lax about enforcing students to wear the uniform properly. Some leave the tie out, some leave buttons undone, some wear tennis shoes. All are acceptable, and not frowned upon, but the students are encouraged to wear the uniform correctly during tournaments against other schools, school assemblies, etc.

 Feminine
 Passerine Battle Outfit

## Trivia

* Midblossom Academy's original founder is unknown, and their identity is hidden from public knowledge by The Magisterate
	+ In addition, almost all of the headmasters have had their identities hidden, whether by choice or by force. The most recent headmaster has the most information on them, that being that they *might* be a Devoured and that they're a Chaos Mage.
Chrono Magic

## Background

Chrono Magic represents the flow of time in the Crowned Isles, its key concepts being Time, Displacement, and Vision. Chrono's Positive Emotions are Patience and Understanding, and its Negative Emotions are Impatience and Confusion. Its symbolic color is true cyan (HEX #0EE3D8 / RGB (14, 227, 216)), and users' eyes glow this color while using their magic.

Unlike many types of Elemental Magic, Chrono Magic did not actually come from the Primordial Magics. Considered one of the "neutral" magics, it wasn't actually affiliated with Primordial Magic in any way. Instead, it was around for as long as the Isles themselves had been around, though only after Scarlet created the Primals were mortals able to harness it. Similarly to how Air Magic makes up the atmosphere of the Isles, Chrono Magic was a concept that existed separately from the qualms of good and evil.

The first living entity to use Chrono Magic is unknown, but evidence of it being used by higher entities is present in ancient scriptures throughout the Isles. The first recorded entity to use it, however, is known: a small now extinct kitsune-like species that were known to jump throughout time.

## Gallery

A person using the Chrono Magic spell Stamine
Seasonal Magic

Seasonal Magic is the collective term for four types of magic, all of which revolve around the seasons. It included Vernal, Estival, Autumnal, and Hibernal Magic.

## Background

Seasonal Magic is a form of Magic that ties into the seasons. Loosely and unofficially classified by some as a split-off of Elemental Magic, the spells provided by Seasonal Magic encompass the concepts of a season. An individual's Seasonal Magic type corresponds with the month they were born: Vernal for March, April, and May, Estival for June, July, and August, Autumnal for September, October, and November, and Hibernal for December, January, and February. About 50% of the population has Seasonal Magic, and uniquely, people who weren't born in the Isles cannot possess Seasonal Magic under any circumstance.

Seasonal Mages all possess a unique mark depending on their type of Magic known as a Seasonal Mark. This mark is placed somewhere on their body, and is usually brandished by powerful mages as a way of letting people know their status. This mark appears similarly to a faded tattoo; an ornate mark that's the color of scar tissue, which seems to hum with Magical power. If an individual is corrupted, their Seasonal Mark will form a dark black spiked circle marking around it, signifying that the user has been overtaken by Corruption.

Seasonal Magic varies from normal magic in various ways, but the most prevalent way is the fact that Seasonal Magic cannot cause Devouring. Because Seasonal Magic takes up such a small section of an individual's soul, Seasonal Magic has little pull on the user's soul as a whole. Instead, a Seasonal Magic user must look out for a Devouring-Like Process known as Corruption. Corruption occurs almost exactly like Devouring, primarily through overuse of Magic. However, it can also occasionally occur when they come in contact with Chaos Magic, Erebus Magic, Nether Magic, or the Seasonal Magic that directly opposes theirs. Upon becoming Corrupted, a Seasonal Mage's spells all have the opposite effect; a healing spell will instead inflict pain, a fire spell will instead produce ice, etc. In addition to this, a user's Seasonal Mark receives the black ring encircling it, and after Corruption their mark becomes painful, as if a hot iron is being pressed on their skin at all times.

## Meta Information

* No race has Seasonal Magic by default. Instead, to receive Seasonal Magic you must do and prove the following to staff:
	+ Choose High/Low before rolling 1d20 with Dice Maiden. If you guessed the outcome correctly, your character can have Seasonal Magic! If not, you do not go forward in this process.
	+ If you have Seasonal Magic, you roll a 1d4 to determine the type of Magic you receive: 1 for Vernal, 2 for Estival, 3 for Autumnal, and 4 for Hibernal. Alternatively, if you rolled a 20 or 1 with your original 1d20 roll, you can instead choose it yourself.
* There are a few races/subraces who cannot receive Seasonal Magic:
	+ Passerine
	+ Blood Hunters
	+ Panzers
	+ Steelborn

## Trivia

* Seasonal Magic is loosely inspired by the Webtoon Morgana and Oz
Ilusão

*Ilusão de nível 01*

**Tempo de lançamento:** 1 ação

**Alcance:** 30 pés

**Componentes:** S, M (um pouco de lã)

**Duração:** 1 minuto

Você cria um som ou uma imagem de um objeto dentro do alcance que dura toda a duração. A ilusão também termina se você descartá-la como uma ação ou invocar esta arte novamente.

Se você criar um som, seu volume pode variar de um sussurro a um grito. Pode ser a sua voz, a voz de outra pessoa, o rugido de um leão, o bater de uma bateria ou qualquer outro som que você escolher. O som continua inabalável durante toda a duração, ou você pode fazer sons discretos em momentos diferentes antes do fim da invocação.

Se você criar a imagem de um objeto - como uma cadeira, pegadas enlameadas ou um pequeno baú - ela não deve ser maior do que um cubo de 1,5 metro. A imagem não pode criar som, luz, cheiro ou qualquer outro efeito sensorial. A interação física com a imagem revela que é uma ilusão, porque as coisas podem passar por ela.

Se uma criatura usa sua ação para examinar o som ou imagem, a criatura pode determinar que é uma ilusão com um teste bem-sucedido de Inteligência (Investigação) contra sua CD de resistência de magia. Se uma criatura discernir a ilusão pelo que ela é, a ilusão se torna fraca para a criatura.

As consequências do uso das Artes Ocultas será cedo ou tarde contada pelo Mestre.

***Listas de feitiços:*** Bardo, Ocultos, Sobrenaturais
The Crowned Isles Wiki

**Welcome to the The Crowned Isles Wiki!**
A wikipedia based around a Discord Roleplay server created by Karma.

## Important articles

PlaceholderRacesPlaceholderMagicPlaceholderLocationsPlaceholderLibrum MonstrorumPlaceholderLibrum Miraculorum

*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.
Survivor: Kiribati

**Survivor: Kiribati** is the 12th season of Survivor.

The winner is Patricia Liber, a 25-year-old singer from Huntsville, Alabama, who defeated Emily Drew in a 7-6 vote. The live season finale, including the announcement of the winner and a live reunion of all the season's contestants, took place at the Ed Sullivan Theater in New York City, on David Letterman's Late Show stage, which was decorated to look like the set in the Kiribati. To date, it has produced xx returning players () for subsequent seasons.

## Production

The season was released in DVD format on May 20, 2007.

## Twists/Changes

* **Schoolyard Pick**: On Day 1, the survivors, still unsorted into tribes, raced to shore for three Immunity Necklaces. The next day, the winners were tasked to select 27 of the 28 remaining players to be on their tribes. The last person would be sent to Exile Island, where they would be ineligible for the next vote, and would join the losing tribe at the next Reward Challenge.
* **Exile Island**: After a Reward Challenge, players may banish a player from the rival tribe to Exile Island. This island (entirely separate from the existing camps) will force the banished player to fend for him/herself until the upcoming Immunity Challenge, unless stated otherwise. The player would not be left in despair, for he/she will be given clues to a Hidden Immunity Idol, as well as basic supplies for survival.
* **Hidden Immunity Idol**: Hidden Immunity Idols return this season, with there being one on each camp. Clues to te Idols would be provided at Exile Island.
* **Double Tribal Council**: On Day 11, only the first place tribe would win immunity, sending both losing tribes to Tribal Council to vote out one person each.
* **Tribe Absorption**: Marakei, the tribe that lost the Day 16 Reward Challenge, was dissolved, with its remaining members to be absorbed by the other two tribes.
* **Haves vs. Have Nots**: The castaways (after they had been divided into two tribes) would compete for the right to the luxurious camp after the tribe absorption that all of them helped to build, the losing tribe would move to a new camp with the very basic of materials. After each Immunity Challenge, the winning tribe needs choose between luxurious camp or immunity.
* **Merged Tribe Composition**: The tribes merged on Day 26. The merged tribe was composed of fifteen members.
* **Double Elimination**: On Day 33, Jarvis was subjected to a Double Elimination, where the tribe was divided into two groups of six and two castaways would be eliminated through two separate Tribal Councils on a single night.
* **Tiebreaker Challenge**: Facing a deadlock tie vote on Day 46, Emily and Maya competed in a fire-making contest.
* **Final Tribal Council Format**: Two finalists faced a jury comprised of thirteen members.
Episode 06 - Let It Be

"**Let It Be**" is the sixth and final episode of Season 1 of the BBC Scotland television drama, *Takin' Over The Asylum*. It aired on the 1st of November, 1994. Its title is derived from the song of the same name, performed by Aretha Franklin.

## Synopsis

*"Jim is appalled by Rosalie's living conditions. Campbell's star is rising as the odds appear to be stacked against Eddie."*

## Cast

### Major

* Ken Stott as Eddie McKenna
* Katy Murphy as Francine Boyle
* David Tennant as Campbell Bain
* Ruth McCabe as Rosalie Garrity

### Recurring

* Elizabeth Spriggs as Eddie’s Grandma
* Arabella Weir as Paula
* Jon Morrison as Jim Garrity
* Sandra Voe as Evelyn MacDonald
* Angela Bruce as Isabel
* Kenneth Bryans as Stuart
* Matt Costello as Alastair
* Derek Anders as Billy
* Gavin Mitchell as Hector
* Molly Innes as Margaret
* Nell Brennan as Sheila
* Roy Hanlon as Mr. Griffin
* Neil McKinven as MacAteer
* Caroline Paterson as Jane

### Minor

* Sam Graham as Doctor
* Anne Marie Timoney as Customer
* Jake D'Arcy as Electrician
* Martin McCardie as Carpenter
* Noreen Leighton as Hillcrest Neighbour
* Bruce McKenzie as Evelyn’s Colleague
* Fiona Kane as Nurse

## Quotes

> Caretaker let me in. Told him I was your man.
> The caretaker would have let you in if you'd told him you was the Yorkshire Ripper.
>
> - Jim and Rosalie

> Grandma! She is senior producer at Radio Scotland!
> And you are hot shot salesman. You have nothing to be ashamed of!
>
> - Eddie and Eddie’s Grandma

> God didn’t put you on Earth to have the job you want. He put you on Earth to suffer.
>
> - Eddie’s Grandma

> Do you know what a microwave is, Campbell?
>
> - Rosalie

> You stop that, or I put you in soup and eat you!
>
> - Eddie’s Grandma

> Ask crazy one to be wife.
> I thought you didn’t approve.
> To have you, a lassie needs to be crazy.
>
> - Eddie’s Grandma and Eddie

> The kid threw a stone at yeh?
> Aye, but I'm from Donegal. When a stone hits your head, it's the stone that's in trouble.
>
> - Campbell and Rosalie

> I want to play my ukulele.
> That’s a fiddle.
> It is?
>
> - Billy and Campbell

> So this is it, loonies. If you've got a rich uncle, then today's the day to remind him of that filing clerk he once took to Blackpool, the name of the cheap hotel where they stayed, and the type of barnyard animal that was involved.
>
> - Campbell

> The loonies may not have taken over the asylum, but they've seized control of the radio station.
>
> - Campbell

> Because even now the forces of sanity are massing outside the window, armed with the full weight of the Scottish Mental Health and the Criminal Trespass Act.
>
> - Campbell

> We're gonna be charged! This is the most glorious day of my life!
>
> - Campbell

> Oh dear. An unspeakable act has been committed on my front step. I hope that was a dog.
>
> - Rosalie

> So, Gold Boppers, write into next week’s mailbag and let me know what you think. Do you want me to be locked up, or just have my balls cut off — Or do you want me to be locked up and have my balls cut off?
>
> - Campbell

> We can get better. We can. All it's gonna take is time.
>
> - Eddie
Rosalie Garrity

Rosalie Garrity is a character in Takin' Over The Asylum, portrayed by Ruth McCabe. She has obsessive-compulsive disorder and is in charge of keeping the radio station clean and organized, not because the others are taking advantage of her mental state, but because she insists. She's highly germaphobic.
Eddie McKenna

Eddie McKenna is the main protagonist of Takin' Over The Asylum, portrayed by Ken Stott. He is a double-glazing salesman that aspires to be a disc jockey. He opens a radio station at St Jude's asylum with the help of many patients, but most prominently Campbell Bain, who is most determined in making it great. In contrast to Campbell, Eddie is quite pessimistic and doesn't have much hope in himself, although that seems to gradually improve throughout the series.

## Eddie McKenna

### Affiliation

Campbell Bain, Fergus MacKinnon, Rosalie Garrity, Francine Boyle

## Appearances

### Appears in

All episodes

It was implied that Eddie had a few prejudices toward psychiatric patients before coming to St Jude's, since he was surprised by how "normal" most of them appeared to be. But as the show progresses, he ends up befriending them, falling in love with one of them and questioning wether he himself is mentally ill, asking where the line between sanity and mania goes.
Mushroom Man

**Mushroom Man** is a male contestant who competed and debuted in BLAST OFF: S1.

## Apperance

**Mushroom Man** is a blue and purple mushroom with light purple spots on its head.

## Trivia

* **Mushroom Man** was the first debuter in a BLAST OFF! season.
* **Mushroom Man** is seemlingly based off of the "Mushroom Man" role in the camp server.
Episode 05 - Rainy Night in Georgia

"**Rainy Night in Georgia**" is the fifth episode of Season 1 of the BBC Scotland television drama, *Takin' Over The Asylum*. It aired on the 25th of October, 1994. Its title is derived from the song of the same name, performed by Brook Benton.

## Synopsis

*"Buoyed by his accidental sales triumph at Twinview Windows, and with professional radio beckoning, Eddie's relationship with Francine starts to develop."*

## Cast

### Major

* Ken Stott as Eddie McKenna
* Katy Murphy as Francine Boyle
* David Tennant as Campbell Bain
* Ruth McCabe as Rosalie Garrity

### Recurring

* Elizabeth Spriggs as Eddie’s Grandma
* Arabella Weir as Paula
* Angela Bruce as Isabel
* Kenneth Bryans as Stuart
* Matt Costello as Alastair
* Derek Anders as Billy
* Gavin Mitchell as Hector
* Molly Innes as Margaret
* Nell Brennan as Sheila
* Roy Hanlon as Mr. Griffin
* Neil McKinven as MacAteer
* Ronnie McCann as Lavery
* Paul Blair as Webster
* Caroline Paterson as Jane

### Minor

* Margery Withers as Mrs. Prackhauskas
* Hilary Neville as BBC Receptionist
* Jake D'Arcy as Electrician
* Ian Sexon as Council Official
* Mark McConnachie and John Roberts as Boys

## Quotes

> Fergus was a rabid, card-carrying atheist!
>
> - Campbell

> Balls and poppycock.
> Balls and poppycock! That's what I say, by God, and so does John MacAteer.
>
> - MacAteer and Mr. Griffin

> I don't have to conform to the vagaries of time and space. I'm a loony, for God's sake! Look, a full moon! (howls)
>
> - Campbell

> Francine, could I ask you a favour? If you could get a pass, would you go to a club with me on Wednesday night?
> That's a favour? Is that not a date?
> Ah, not if the club in question is the Lithuanian Club of Scotland.
>
> - Eddie and Francine

> You know what I learned today? That the only difference between lunacy and genius is timing!
>
> - Campbell

> The essential paradox of a sales manager is that he can be a certifiable lunatic but we still have to call him "Sir".
>
> - Webster

> Give us a break, huh?
> Oh, any time. Just tell me which arm.
>
> - Eddie and MacAteer

> I didn’t embarrass you, did I?
> Embarrass me? They were congratulating me all night on finding such a lovely lassie for a wife. They wish us a long life and many babies, by the way.
>
> - Francine and Eddie

> We've all got scars, Francine.
>
> - Eddie

> Now, I want youse to notice that I shook hands with you lot without the use of major tranquillisers, which just goes to show how well I am these days.
>
> - Rosalie

> But did you never stop to consider that one day a fish bone might get stuck in the throat of history, and that we'd be standing here, like we are now, at the door of destiny, and totally unprepared for it?
>
> - Campbell

> Friends, loonies. As Neil Armstrong said on that fateful day when he first put his foot on the moon... We are loonies, and we are proud!
>
> - Campbell