recursal/Fanatic-Fandom huggingface dataset:
Earth Chapter 5 of the Ek-sen-triks Cluborguild

**Earth Chapter 5 of the Ek-sen-triks Cluborguild** was started by Aladdin Sane, Queen Bitch, and Uncle Arthur (all named after David Bowie songs). The group was the third to award the Order of the Pineapple which they did from 1991 - 1994. However, the first year they awarded it on 1 January 1991 and called it the Triple Palindromic Pineapple Award (the day, month, and year were all palindromes).
Global Politics (CCW)

Humanity is at a crossroads and must face several pressing questions about its past and future.

Return to the main page.

## Strangers: Opposition or Cooperation?

The world shrinks. The Druids in the west, tied to the land and its forests, are breaking immemorial tradition and taking to the seas. The Rvorh to the east are revealing themselves to be more powerful and unified than anyone suspected. Humanity, which always thought highly of itself, now must face a reality in which they are a secondary player in a world of mega-powers. Some are suspicious, some are angry, some think it best we make friends and not enemies. This doesn’t just concern the major powers, but all of Evinkind, who human nations are increasingly forced to ally with or oppose. What must we do when our neighbors are strangers no longer?

## Wars against the Gods: Triumph or Tragedy?

For two thousand years, humanity struggled against its gods and finally triumphed, freeing itself from oppression—so the narrative goes. Some would pose another story: small groups of irreverent and power-hungry nations took it upon themselves to topple humanity’s greatest protectors and corrupted the world to their own taste. Who has the right of it? Most people sit somewhere between the extremes, yet still lean one way or another. And with the possibility that the gods could return…well the question is no longer a toothless one at all.

## Vadraedic Empires: Tyrants or Civilizers?

The last thousand years has seen most human nations in the role of colonizer or colonized, with varying consequences. No colonizers have been as prominent as the Vadraedic island nations, many who claim to be improving the nations they conquer. The Capalesians even claim that their rule is essential to the very survival of the species, and certainly, powerful nations have had the strength to defend against powerful threats.

In some cases wealth is brought to the colonized nations. In most, it is extracted. Infrastructure is built, trade networks are connected, peace is kept… yet few reap the benefits of the greatest advances and prosperities while new forms of violence are inflicted. And with most the old empires fading away now, their legacy has been put into full relief. Is it time to oppose Empire for good? Or do we need it more than ever? And if so, can it be done right?

## Religion: Personal Faith or State Institution?

Most humans have never had the luxury of religious freedom. They transitioned seamlessly from Dalgun Immortal worshiping to the mage-based Cosmacan faiths, all state religions. But with the spreading of the very personal and proselytic Compassic Faith, droves are abandoning official churches to form their own. Should these converts be allowed their freedom? Or will conflicting ideologies unravel the nations?
Emperor Norton I

**Emperor Norton I** aka **Joshua Norton** and Mary "Minnie Rae" Simpson were both admitted to the Order of the Pineapple on 18 January 2022.

Emperor Joshua Abraham Norton is not only the Discordian patron saint, he was the self-proclaimed Emperor of America and Protector of Mexico in 1800’s San Francisco. He appears in, or was an inspiration for a character in, *Adventures of Huckleberry Finn* and *The Wrecker* and *The Sandman*. 2022 is the 150th anniversary of Emperor Norton’s proclamation of the bridge that may finally be named after him.
Miley Ray Cyrus

**Miley Ray Cyrus** and Connie Dobbs were both admitted to the Order of the Pineapple on 18 January 2017.

## Background

Miley Ray Cyrus was a Disney Princess who transformed into a Discordian American Princess (honorary DAP name Smiley Day Eris).  She flashes the Discordian hand sign, sang the song '23,' changed her name from Destiny Hope to Miley Ray which is more like Discordian Saint Minnie Rae, founded the non-profit Happy Hippie Foundation, and twerked and spanked a midget.

## External links

* Miley Cyrus (official website)
* Miley Cyrus Wiki
Order of the Pineapple Wiki

Welcome, Bromeliad lover, to the **Order of the Pineapple Wiki**! The Order of the Pineapple, also known as DisOrder of the Pineapple, is an honor awarded once a year on Pat Pineapple Day, 18 January. It is given for extraordinary service to "the participatorial study of comedic attitudes and eccentric tendencies." It was first awarded on 18 January 1982. Some of the winners are relatively unknown but recognized for their otherwise unsung contributions, some are well-known in their field, and some are world-known celebrities. (See the list of all winners.)

**Winner for 2024: Binky the WonderSkull**
ISCLAIMER: Unlike some wikis which emphasize humor or an "in world" style, Order of the Pineapple Wiki is intended to be accurate and factual. However, it is not an official publication of the Order of the Pineapple, nor does it seek to delineate OP policies. All external links are not part of Order of the Pineapple Wiki. Inclusion of a page or site here is neither implicit nor explicit endorsement of the site. Further, the Order of the Pineapple is not responsible for content outside of the official Order of the Pineapple site (which is being recreated). As a part of FANDOM, this is a volunteer site that anyone who's logged in can edit, even you!

List of Winners
The Potecan (CCW)

The Potecan was once a conflicted, unstable region on the fringes of both Human and Draede society, but in the past century they have unified and overthrown their Capalesian rulers, rapidly becoming a formidable force themselves. The region has not been well studied, though it is quickly becoming of interest as the Potecanese religion, the Compassic Faith, spreads through the world at a dizzying pace. At the moment, their borders are closed off completely, except to those who wish to join the faith.

## Overview

Very little is properly known about this region, which covers a large swath of coastline on the continent of Draedah. Though we do know that they are by no means a homogenous people, and are not even uniformly hostile to outsiders. One account of a friendly Potecanese clan describes the rapid construction of a seasonal settlement; a grove of trees cleared, crafted into building materials, and fitted together into compact shelters, all within the space of a couple hours. Other accounts report large concentrations of landed peoples deeper within the continent, sometimes with fanciful descriptions of wealth and magic.

For the most part, however, our image of the Potecanese is of hostile, roaming bands with limited technology and backwards practices. An image originating directly from Capalesian enterprise in the region, more interested in extracting resources and labor than exploration or rule. The Potecanese coast is still littered with fortress-compounds, the infamous centers from which colonial governors launched aggressive proselytizing missions, pitted Potecanese factions against one another, and ran controversial indentured servitude programs—thinly veiled slavery by any other name. The Capalesians had no qualms about their treatment of the locals, who they viewed as savage, disorganized, and irrational; closer to the Druids than to humans. The irony that their own ancestors were likely escaped slaves from the Potecan was lost on them.

It goes without saying that the Potecanese are, more than anything, united in their hatred of Capaliso, and the feeling is mutual. The shocking and simultaneous uprising of its subjects in the Potecan was a humiliating defeat that lost Capaliso the entirety of its first empire, and they have never forgotten it. Once the Potecanese sort out whatever internal issues they might have, you can bet their first move will be to deal with their greatest threat and bitter enemy.

## Beyond

*See also:*

* The Draede
* The Toguir
Malaclypse the Younger

**Malaclypse the Younger** and Omar Khayyam Ravenhurst were both admitted to the Order of the Pineapple on 18 January 1994. That was the last year the award was given by by Earth Chapter 5 of the Ek-sen-triks Cluborguild. It wasn't given again for 13 years.

## Background

Malaclypse the Younger, who allegedly inhabited **Gregory Hill** aka **Greg Hill**, is listed as the prime author of *Principia Discordia* and a co-creator of the DIscordian religion. Is Discordianism a religion disguised as a joke or a joke disguised as a religion? The debate goes on.
Kiddir

Who am I? Well I'm the silly bugger who was in the wrong place at the right time. Or perhaps it was the right place at the wrong time. The jury's still out on that.

I was brought into this world looking like your standard everyday human. My parents would go on to have one more child after me making me the forth of five.

Our family was by no means rich. We lived on a small farmstead located at the outskirts of Riverwick (a small town far to the north of Waterdeep). It was a meager existence but it kept our bellies full and the hearth lit.

My father is a devout man of the Ilmater, which is ironic now I think on it... Anyway, he didn't take it well when my horns appeared and my skin turned red on my sixth birthday. "Hellspawn" was the kindest thing he called me that day, he even went as far as to accuse my mother of infidelity and of making pacts with demons. She had done no such thing of course. It was later that night that my mother revealed the truth to me. It seems that my great great grandfather, a wizard of low standing, had made a pact with Gods knows what in a attempt to gain more status. It didn't work, if anything it backfired completely with him being kicked out of whatever organisation he was a part of. He went on to start a farm... Yes, the farm I grew up on and eventually took a wife. When the 'gifts' he was bestowed didn't manifest in their children they just assumed that the family was clear. Well I think I disproved that theory as it looks like it skipped a few generations.
David Miller

This page is about Dave Miller, which is William Afton's fake name in the Five Nights at Freddy's book The Silver Eyes.

## William Afton (Alias)

### Relatives

Clara Afton (married)Michael Afton (son)

Evan Afton (son)

Elizabeth Afton (Daughter)

## Physical description

### Height

Unknown (described as tall in "The Silver Eyes")

### Weight

Heavy (Described in "The Silver eyes", no numbers given)

### Eye color

Blue

William Afton is the main antagonist of the FNAF book, The Silver Eyes, He has a few scenes in the books. It is assumed he is the one who killed Charlie's brother, Sammy and he is the one responsible for the child murders at Freddy's.

## Appearance

In the graphic novel, William has blue eyes and short, messy brown hair.

David MillerLaughingDave having failureDave Suffering the Springlocks (2)
Solheim Wiki

## Welcome to the Solheim Wiki

Solheim Provisional Wiki: Navigation:

* Magic
* Characters
* Items
* Places
* Enemies
* Concepts
* *Episodes*

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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

File:Placeholder
Reedmere

Reedmere is a small Village occupied near a lake under the same name, known locally for its reed and wooden crafts.

Reedmere occasionally hosts an event called "the bounty harvest" where people celebrate their traditions with silly reed hats and small wooden trinkets.

**Notable locations**

Gettle Woodcarvers

(Ayes <- working title) Reedweavers
Immortal Swords

Alternately called the Everlasting Blades. They are a series of seven weapon manifests which continued to exist after their creator's death and have begun to Exhibit strange properties.

1. Everlasting Sword of Mist
2. Everlasting Sword of Rain
3. Everlasting Sword of Cyclones
4. Everlasting Sword of Gathering Clouds
5. Everlasting Sword of Heavenly Thunder
6. Everlasting Sword of Dawn Light
7. Everlasting Sword of The Sky

Upon awakening, as an everlasting sword, the blade gains a boon, a special power it itself can cast endlessly based upon the actions of the blade during its life.

*"The swords unbreaking properties appear to be a form of glitch. All of the everlasting blades are said to be cursed. That is not to say they place a curse upon their wielder or even those around them. Nor do I mean they are destined through action to bring about misery. Rather the blades are cursed in the truest sense of the word. The blades themselves e*xhibit *a* grotesque *kind of sentience. Some claim it to be the trapped souls of their former creator, being everlasting because their user never truly died. This is to misunderstand the true nature of these blades."*

There true forms are difficult to perceive however for one with adequate eyes... It would seem my hypothesis was correct. The blades have come to life, not just possessing a will and soul of their own, but also a body. Biological and deeply ugly and unformed.

### Trivia

Maria's "Hate Buster" is classed to likely become the 8th Immortal Sword
The Wildcards

The Wildcards is the name for our party, although this campaign started out modestly, and has quickly escalated! Initially started as a single player rolled up a rogue to go adventure in the city of Waterdeep. From there by word of mouth alone other players joined the adventure.

This approach to building a party has given us amusing introductions and rather diverse collection of characters.

## Character Biographies

Our player's place to flesh out their back story, stats, and record individual events as they happen. (Cast in order of appearance)

Kiddir

Hymn

Locke

Frattley/Casmalicus (Deceased)

## Story

This, is the story of the Wildcards...

Chapter 1 - The Knackered Olde Boot

Chapter 2 - A New Hope

Chapter 3 - The Hidden Threat

Chapter 4 - Title Pending (Still being Written)
The Scab

The Scab, the closest thing to a fortress at the seafront in Skullport.
The current owners and proprietors of this building are the Sanguine Raiders, and notably, this state of ownership has been the same for the longest time in the fort's history. This is mostly accounted for by the reluctance of many of even their toughest rivals to rally against their fearsome, vampiric Pirate Queen.

## The pit of despair

One of the scab’s notable features is a small collection of caves that opens onto a steep drop into a fiery lava pit. This network has been adopted by the Raiders as a prison, with entry and egress available by either the aforementioned lava-drop, or by one of two guarded holes in the roof of the caves.

A prisoner in the pit is left to fend for themselves, and their stay will end in one of three fates; the trials, the feeding line or suicide by lava.

The trials are a set of public ordeals of combat held in the arena above the pit. Survive, and you will be conscripted into service with the Raiders, but the odds of survival are far outweighed by the odds of a painful and messy death.

This is an inherently preferable fate for a prisoner than that of the feeding line. Little is known of the detail but the wails and laments of victims of this fate have sometimes been heard for weeks after they have been taken, growing weaker but more desperate as the days pass. Nobody has ever returned from the feeding line.

Interestingly, the potential for escape, or belief of the individual that success awaits them in the trials seems to be strong enough that most prisoners cling to hope not despair, and do not opt to end their own lives.
Culture Rolls

The Culture Roll is one of our groups favourite, and regularly used, homebrew mechanics.

Whenever a player wants to introduce something that revolves around a culture reference in the modern world, the DM makes a culture roll, and informs the party of the outcome. From that point on the cultural reference is valid and in lore within our setting.

#### Detail

The dice rolled are percentile, a roll must be of 75 or higher for any semblance of the real world reference to have an equivalent in the Forgotten Realms.

From a result of 75-100 the DM concocts a Dungeons & Dragons compatible rendition. The higher the score, the closer the similarities to the original are.

#### Examples

When, mid-combat, Locke wanted to mimic someone whistling 'Ring of Fire' in response to one of Hymn's spells, the situation called for a Culture Roll, scoring 98. The result was Juan Cash, and Locke proceeded to mimic away.

A score in the low-eighties for reference to Pinnochio gave us Night of the Living Toys, and when an attempt to belittle Hymn's awareness and perception by reference to Jon Snow scored even lower, the Faerun Lore equivalent was to call her Hapless Rupert.
Weapon Manifests

Weapon Manifests are the wielder's desire to destroy given form. They most often take the form of a blade but this not required and nearly any form is possible. The form and appearance of the weapon is determined by the identity, personality and spiritual composition of the user.

* Basic Manifests

* Advanced Dark Swords
* StillBorn Weapons
* Ulitmate Weapons
* Immortal Swords
Sylvanus

Known by many as the **Forest Father**, he is the god of nature, though formerly considered only the god of wild nature and druids. Sylvanus is one of the oldest and most prominent deities in Faerun, and the wilder counterpart to Chauntea. His more devout worshipers protected places of nature from the encroachment of civilization with vigour and were implacable foes of industrious peoples.

> Sylvanus strives to balance all, meting out wild water and drought, fire, and ice, life and death. Hold your distance and take in the total situation, rather than latching on to the popular idea of what is best. Everything in existence is in cycle, deftly and beautifully balanced. It is the duty of the devout to see this cycle and the sacred Balance as clearly as possible. Make others see the Balance and work against those that would disturb it. Watch, anticipate, and quietly manipulate. Resort to violence and open confrontation only when pressured by time or hostile action. Fight against the felling of forests, banish disease wherever you find it, defend the trees, and plant new flora wherever possible. Seek out, serve, and befriend the dryads and learn their names. Kill only when needful, destroy fire and its employers, and beware orcs and others who bring axes into the forest. - *Sermon of Gloria Dunnain, a Sylvanian Druid-Priest*
>
>
Night of the Living Toys

You should always put your toys away before bedtime.

This myth, enthusiastically retold by parents across the land, tells of a set of wooden dolls that were crafted by a toymaker in a distant city. The wood that these toys had been carved from just happened to come from part of the forest that was meant to be protected by the deity Sylvanus.

Unwilling to make an outright show of force, the deity instead cursed the wood that was taken, that it would bring misery and loss to any that sought to profit from the remains of the trees taken.

The first night that these dolls were sold, and taken to bed by their proud owners, the toys became aware. Each night, they would grow in strength, drawing on the dreams of their owners. This was not enough for the Toys however, and soon they began to co-operate with each other, kidnapping their owners in the middle of the night, hoping to have enough children collected together such that some of them could be kept asleep in shifts all day long.

All might have gone to plan were it not for the doll of one little girl, a Nobleman's daughter named Gertrude. Gertrude always locked her toys in a trunk in her playroom overnight, and upon waking each night her doll would attempt, in vain to escape his locked prison. When his efforts were eventually noticed by Gertrude's chamber maid, it was captured and taken to the city authority, as proof of what had caused the disappearances across the city.

The captured doll was burned, and the ashes divided into several receptacles. The other children were never found, but every now and then a child may go missing from their bed mysteriously in the night, and the Sylvanian Wood Dolls, or Kinder-snatches would be held to blame.

On second thoughts, don't just put them away before you go to sleep, lock them up too.

*This item was as a result of a culture roll. See Culture Rolls:Pinnochio*
Juan Cash

The celebrated Juan Cash and his first mate Sue travel up and down the Sword Coast aboard their ship, the Unchained. He maintains a sometimes questionable, hedonistic lifestyle supported by the money he gets from his eagerly awaited performances.

Uniquely welcome in civilised and uncivilised society, some of his most popular lyrics describe a life of piracy and crime that although many believe are biographical, he actually hasn't lived himself.

None the less, as a writer of songs and traveling bard, he is among the most famous in Faerun, and many of his latest songs are being played by local bards long after he's been into to town to play.

*This item was as a result of a culture roll. See Culture Rolls:Johnny Cash*
House Rule 01: All Farts Are In Character

### #1 : All farts are in character.

Every player that breaks wind at the table, has their character have a brief gutteral emission narrated in by the DM. If a ppropriate, the player must also roll on a d20 to indicate the in-game intensity of aroma of the bodily gas.

If the gutteral utterance occurs while the player is sneaking around, any NPC within earshot will roll a perception check in an effort to locate the source of the noise.

The DM does get away with this either, having to instead pin the blame on an NPC in the given setting.
Our Faerun

This page wasa first draft, and is progressively being retired.

## Places

From mighty Mountain through Dirty City Streets, over farms and villages, into the woods and beyond.

<< Now a Category >>

 The Scab Waterdeep

## Culture & Tales

Every time a player has gone to see what books are on the shelf, or said something that has inspired a Culture Roll

<< Now A Category >>

Category *Culture Roll* not found
## The Pantheon

You want gods? We got 'em. << Now a category >>

## The Ways of the World

Custom Mechanics and/or limitations we apply to the setting

<< Now a Category >>

  House Rules Culture Rolls
Waterdeep Bombings

On their way back towards The Guildhall in the small hours, Hymn, Kiddir and Locke heard the approaching thunder of hooves and a carriage as it hastened down city streets in their direction. Locke also spotted a pair of shady figures tracking their progress through the city.

As they engaged their uninvited company, the horses and carriage arrived shortly afterwards, bringing with them another armed combatant to the fray, who leapt from the cart as he brought it careening to a halt across the street, nailing an impressive landing to boot.

Gymnastic Prowess aside, the part dealt with their assailants, sparing the life of one who after revealing that the wrath of the Sanguine Raiders was definitely focussed toward the Party was sent back to his masters at the Scab with a message; the Wildcards should not be trifled with.

As the surviving Raider disappeared, the group's attention turned to the carriage and it's horses. The fight had made enough of a commotion to attract the attention of the City Watch, who had dispatched a unit of armed men to keep the peace.

Whilst looking to appropriate the carriage as a means of escape, the Wildcards noticed that the windows were all blacked out, blinds drawn, and Kiddir found the doors to be trapped. When they did find a glimpse of the inside, they found it was packed from floor to roof with explosives.

Unable to quickly manoeuvre the carriage from it's current orientation, and with the noise of the guards approach growing nearer, the three resolved to free the horses from the carriage and just managed to escape into the city streets by horse (or in Locke's case, *as* horse) before they were detected.

They knew they had to put distance between themselves and the carriage, but the explosion that followed from where they had come from was still a shock. The peaceful city night was rocked by a thunderous boom that seemed to echo across the districts, and the dark, cloudy night sky was illuminated with a fiery orange hue from below as fire spread quickly in the wake of the initial damage. All around them the sleeping city awoke abruptly, and people got busy fleeing or fighting fire.

In the morning, the smoke from the smouldering fires still hung low in the city streets. The Wildcards would learn that several bombs went off in the city that night, all in carriages just like the one they had encountered, but scattered through the Market District and Palace Ward. The efforts to fight the fires from the first explosion had drawn the City Watch away from the sites of the other bombings, meaning the fires had taken longer to quell in those other locations, and the death toll was even higher.
Frattley

## Frattley Gettle

Frattley is a scruffy Illuskan human from the small Village of Reedmere, he dons scruffy red-brown robes and leathers, holds a few pouches and a Leiran charm seemingly handcrafted out of wood and a few red feathers and wields a spear.

Little is known about Frattley, if at all, before the harpers, what is known however is that he's a skilled illusionist and healer with an iron liver and a klutzy demeanor.
Frattley spends most of his time alone carving wooden miniatures, praying or drinking, as far as most know.

He tends to approach most situations with a calmness and an open mind. He is usually drawn to anything that provides good company and good times, as soon as he was introduced to the wildcards with their eccentric air and interesting cast, he was sold almost entirely off the bat and over time has taken a liking to Hymn specifically for sharing similar values and worshiping the same goddess.

Frattley's role in the harpers is relatively small, though he is called in as an expert on Ilithid kind and a talented Illusionist and healer, possessing the ability to duplicate himself as well as conjure spirit guardians and spiritual weapons while being proficient in hand to hand combat (though he often uses a spear for distance)
Castra (CCW)

A savvy socialist city-state that has been steadily gaining in wealth, power, and territory since it seceded from Great Caltania 200 years ago. Ruled by a Labour Council and supported by wealthy financiers and some of the most ingenious mages of the age, Castra is young, vibrant, and always fighting above its weight class. Although this tendency to bite off more than it can chew could be its downfall. One of the five Celthestan States and a major cultural zone of Celtheste.

## Castra City

*The Old Capital, City of Spires, Seat of Kings and Exiles, the Crown Havens (Archaic)*

Diverse, progressive, cosmopolitan, Castra strives to be at the forefront of everything; pioneering and using the latest technologies, patronizing bold new artists, and competing on the world market. Yet there is a strong sense of tradition and history here as well. Castra was once the capital of the First Kingdom and was later rebuilt as a seat for the Dalcerannean Emperors. Breathtaking palaces along the heights of an eon-old valley fortress—a wonder, shaped by the immortals themselves, that encircles a magically sourced river and the dense central districts on its banks: red lights and scholars, a Sayrhoul slum, the iconic spires and arches calling back to the mythology of the First Kingdom. Outside the valley stand the Pharoses, giant stone lighthouses that shelter a neighborhood of refugees, social outcasts, and philosophers. Above, on the northern cliffs, where old money meets new, a district of light and color celebrates the Celthestan ideals of freedom and optimism. The city, Castrians believe, stands for everything Celtheste was meant to be. And in all their sophistication and pride cannot fathom why the rest of Celtheste does not do as they do, exactly as they do it.

## Central Floodplains

*The Hazard Plains, Greater Enciara*

A fertile, heavily contested region, mostly dominated by the defunct kingdom of Encaira/Enchira. The region is often referred to by that name. A truly mixed and constantly shifting place, known for its small, bickering rural communities, weary but defiant people, and shaped by bizarre, capricious spellstorms –the result of thousands of years of divine meddling and magical detritus, collecting and brewing in the area, sometimes in fortunate ways, but mostly to disastrous ends. While this may be somewhat of an exaggeration, it is said that in Encaira, while jewels may rain from the sky one day, the next they will turn to scorpions.

## Mighal Highlands

*The Hidden Hills*

A rugged, beautiful land, with fearsome people and much coveted silver mines. Despite the wealth hidden in the hills, the people live sparsely and spend nothing on pleasure, preferring to ranch and ride as they have for generations. In fact, never mentioning the silver is one of the many unspoken rules and customs that govern everyday life in the highlands. Where does the treasure go? Some into a collective fund, some used in bargaining for their security with powerful interests. The rest disappears…perhaps into the family vaults and cave networks, deep into the dark alongside all the other secrets waiting for their day of reckoning.
Fairy Princess Yoshikyoko

**Fairy Princess Yoshikyoko** and Dr. Sinister Craven were both admitted to the Order of the Pineapple on 18 January 2008.

## Background

Yoshikyoko co-founded the Mythics of Harmonia with Princess Unicornia and was involved in the revival or recreation of the Erister Egg Hunt. A major contributor to *Ek-sen-trik-kuh Discordia: The Tales of Shamlicht*, she also worked on *Principia Harmonia* and co-founded a chapter of Shamlicht Kids Club with Unicornia. She also did research that made a link between Mary "Minnie Rae" Simpson and Wendy of *Peter Pan and Wendy* (Yoshikyoko is a huge fan of Tinkerbell).
Robert Newport

**Robert Newport** (**Brother Hypocrates Magoun**). and Monty Python were both admitted to the Order of the Pineapple on 18 January 2021.

## Background

**Dr. Robert Newport** is a psychiatrist who knew OPers Greg Hill (Malaclypse the Younger) and Kerry Thornley (Omar Khayyam Ravenhurst) in high school. He contributed “The Parable of the Bitter Tea” to *Principia Discordia*, and helped run Hill’s Cinema Rio Theater. From the estate of the late Greg Hill, he contributed the vast majority of the archives for *Historia Discordia* compiled by OPer Adam Gorightly.
Core Game Mechanics (CCW)

Here are the core game mechanics of the Celtheste: Civil War game. This page is updated as new mechanics are revealed.

## Character Progression

Central to the progress of the game is how your character grows, fails, learns, and transforms--what they want and what they will do to get it.

### **>> Fatal Flaw**

This flaw really could end you. As much as you would like to make decisions for your character, their worst impulses can take over and make decisions for you.

Here’s how it works: your Fatal Flaw score falls between 0 and 1. 0 means your fatal flaw has no effect over your decision and 1 means your flaw makes all your decisions for you. So, a score of .13 means that every major decision you make has a 13% chance of being commandeered.

Your flaw score + + + rises

* Every time the flaw successfully takes control

* Every time you make a decision consistent with your flaw

* Gradually according to some tba factors

Your flaw score - - - lowers

* When you resist a flaw three times in a row (more on this later)

* When you make three redemptive decisions in a row

* Gradually according to some tba factors

## Character Stats

Your character's innate weapon set and toolbox. These traits allow them to perform useful functions in-game. Can be expanded and improved as the game goes on.

### **>>Base of Knowledge**

How much your character knows about any given topic. Will increase your ability to persuade, perceive, and impress other characters. May reveal and/or unlock story pathways for your character and/or the group to go down. Occasionally aids in passing story checkpoints. Player base of knowledge stacks onto the character’s. That is, whatever the player knows, the character also knows.

### **>>Standing**

How other characters perceive and treat you according to your background and appearance. Can increase or decrease your ability to persuade and impress other characters. May reveal, hide, unlock, or lock story pathways for your character and/or the group. Sometimes aids in passing story checkpoints. Standing is also modified by your character’s actions and dialogue during the game.

### **>>Networks**

Who your character is connected to, and who they can draw on for advice or assistance. NPCs from your network can be called on to provide resources and information, assist in missions, or to reveal and/or unlock story pathways. Networked characters are not always reliable, of course, and are available to varying degrees depending on a variety of factors. Also note that Networks are an open channel, so your character may be called on by characters in their networks, or a networked character may enter the game of their own accord. Networks may also aid in passing story checkpoints.

### **>>Skills & Competencies**

What your character is able to do that others cannot. Can increase chances of mission success. Reveals and/or unlocks story pathways. Often aids in passing story checkpoints. Skills are measured on a scale and can be improved. Specializations are not measured, and are either possessed or not.
Historical Summaries (CCW)

> *For your reference, I have provided a collection of summaries and indices, written by myself and my colleagues, giving a broad view of certain historical events. Though these brief guides do not represent a complex or even entirely accurate view of events, they do serve as useful tools in organizing chronologies and organizing thought.*
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Explore the following summaries and timelines or return to the main page.

* The Recent Past
* Celtheste Through the Ages
* Celtheste: Forging of the First Kingdom
* Wars against the Gods
* The Rise and Fall of Empires
* Four Great Epochs
Rev. DrJon

**Rev. DrJon** aka **His Wholiness the Rev. DrJon** aka **Dr. Jon Swabey** was announced as one of two recipients of the Order of the Pineapple with Miley Spears on 18 January 2014.

## Background

His Wholiness the Rev. DrJon compiled what is probably the 21st century's first Discordian tome *Apocrypha Discordia* which included both new and old-but-previously-unknown Discordian material. He also retrieved an early version
(thought at the time to be the first) of *Principia Discordia* from the John F. Kennedy archives. DrJon was chosen to write an outroduction for what was the first hardback edition since 1976 of *Principia Discordia*.

After the Roman Catholic Church released a document on 20 April 2007 that some claimed discounted the concept of Limbo, DrJon released a report claiming Limbo for Discordians on 23 April 2007. (The Catholic church had not, in fact, discounted the concept of Limbo, but stated that it was possible that the unbaptized who died as infants might enter Heaven. "The Hope of Salvation for Infants Who Die without Being Baptized" does not negate nor affirm the idea of unbaptized infants being in Limbo).

## Declination

"Dearest,

"Thank you for your touching recognition, however it is with great regret that, due to the St. Groucho Principle, i must sadly decline the honour of 'The Order of the Pineapple'."

"Yrs, &etc., Martin Luther Blissett Jr.

"Committee for Public Safety"

(Groucho Marx said, "I refuse to join any club that would have me as a member.")

## External links

* DrJon's website
* DrJon's (largely fictional) biography
Documents of Interest (CCW)

> *I have compiled a number of documents--some widely known, others less so--to supplement the thoughts and essays of this handbook. Some are referenced in my writing. Others are supplemental but nevertheless fascinating pieces of Celtheste and the world that deserve some attention.*
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Browse the documents (and exit the CCW Character Guide) or return to the main page.

* "On the Spirit of Celtheste," a holiday speech by a popular historian.
* "The Areyne Origins," a four thousand year old religious document describing the origins of Evinkind.
* On Magic Theory

[More to come]
The Blind Shores (CCW)

> *Named for the relative inaccessibility of these lands by human ships, these peoples and places have been marginal to the powerful centers of human civilization for many years, except as alternate trade routes to grander destinations. Most of these lands were once subjects of the Dalcerannean Empire. Today the Blind Shores are mostly fractious and backwards, with hundreds of small, independent states struggling for stability.*
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The Blind Shores are often referred to metonymically as “Arcuria and Rutalia,” for its two dominant regions, both on the western tip of a vast continent of Strangers. The term also encompasses the Northern Vadraedic Ocean, called “High North.”

Explore:

* High North, the icy edge of human civilization.
* Arcuria, land of dramatic contrasts in scenery, culture, and religion. Celtheste is at its center.
* Rutalia, the sunny, vibrant states of the Rutai Bay, famous for their curious customs.

or return to the wider world.
Onosh League (CCW)

The states of the Onosh League are certainly within the cultural sphere of Celtheste, though they may not identify as such. They exist in liminal zone between Rutalia and Central Arcuria, where Onoisi and other Celthestans have ruled together and over each other; mixed, mingled, and kicked a border up and down the Luca River for a thousand years. All three of these states were a part of the Caltanian Empire until Capaliso invaded and they were left to fend for themselves. Heavily battered in that war and under Caltanian rule, the region is especially unstable at the moment, its future more than uncertain, teetering on total chaos.

## Barudasmas

*Bridge to the South*

In many ways, Barudasmas is an extension of Silvy-Byruedon. The same vibrant, mixed culture and fiery people, but transplanted into valleys, hills, and woods, as well as river plains. The Baruds do not consider themselves Celthestan, unlike their neighbors, considering themselves a bridge between North and South, Celthestan and Oinosi. Balance, they believe, is the paramount virtue, especially in a region so plagued by instability. When two speak out, they say, both must be heard. So for many outsiders, life here can be frustratingly slow, even stagnant. And for an increasing number of young Baruds, it seems this attitude cost them dearly in the Capalesian war. With a new war on the horizon, and a king agitating for more power, maybe it’s time for an abrupt change in pace.

## Amunondros

*Birthplace of the Onosh Revolution, Bronze Ox of the South*

Formerly a great, democratic regional power, reduced to a perpetual war zone ruled by a military junta, Amunondros was the great impetus for Onosh independence and promoter of Onosh culture. Whether the reality of Onosh culture bears any resemblance to the bombastic fever dream of nationalistic sentiment they’ve concocted is another matter entirely. Their mythic history and iconography are a compilation of various Onosh images and thoughts, from a hundred different clans, kingdoms, and eras. All this conglomeration has inflated the size of everything: statues and buildings, all slightly too large, all slightly unrecognizable, as is their hyperbolic diction. Civic/public engagement was at an all-time high before the coup...but how quickly enthusiasm and joy turned to fear and sensationalism.

## Kataborros

*The New Kingdom*

Kataborros has not had a real government for quite some times—ruled instead by several large trade companies that swept in after the Capalesian invasion. As a formerly Bathican territory, colonized by Celthestan Oinosi, Kataborros has an unusually pronounced collective guilt about its past, a discomfort in its own skin. It has swung from wildly populist and democratic to a mess of warlords to a technocratic bureaucracy, at one point doing away with all traditions and culture entirely in favor of a modern, even futurist society. Kataborrans today are a hardworking, well off, whiplashed lot, not fully in control of their now clean, but empty nation.
The Wider World (CCW)

> *Humanity originated on the continents of Mozra and Draedah—the Old World, as it is—but in the last thousand years its true center of power has been the Vadraedic Ocean, from which the great Island Empires dispatch their ships around the globe. Humans have also settled to the East and beyond, in less hospitable and profitable locales, but with only a few exceptions, all human settlements revolve economically and spiritually around the Vadraedic.*
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> *The history of humanity has had its ebbs and flows, but nothing has shaped the modern world more than the Wars against the Gods, of which there have been four. Even the passage of years is defined by humanity’s struggle with its immortal overlords. Desatos (Ds) contains the 10,000 years of Immortal Rule, broken by Keaslios (Ks), the 2000 years of rebellion against them. And finally the current age, Kesiquos (Kq), in which humans rule themselves. The Immortal-backed Empires of the Old World gradually gave way to the rebelling Vadraedic Island powers. Immortal-worshiping Dalgun faiths gave way to the humanist, philosophical Cosmacan ones. Humans have truly mastered their own fate, at least in their own lands and seas. When it comes to the rest of the world, however…*
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> *Slowly, sometimes imperceptibly, the world shifts once more, as the other great races of the world begin to move outside their historical bounds. With more contact comes more technologies, ideas, and goods. Ground is lost and new ground is staked. And as the world gets smaller, humans will once again have to find their place in it.*
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The Human world is often divided into five overarching zones, with the mighty Vadraedic ocean at the center and four regions radiating out from it; the historical domains of the Four Great Empires. Though the balance of power has since shifted, the lasting effects of these four empires means that these zones remain culturally and economically distinct:

* The Blind Shores
* The Potecan
* The Vadraedic
* The Old World
* The Eastern Shores

You might also explore **+Religion** on the main page, or return.
The Cosmic Apologies: Home

The story of two kids, a lost homeland, and an interdimensional smuggling ring.

## Ash's Story

A girl and her dog search for the land of her grandmother's stories...

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6

Chapter 7

Chapter 8

Chapter 9

Chapter 10

## Griff's Story

Griff's life changes when he accidentally shapeshifts into the boy he has a crush on...

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6

Chapter 7

Chapter 8

Chapter 9

Chapter 10
A Jump to Remember

Nature Cat attempts to break a ski jump world record. Ronald intrudes,
gloating that he holds the current record and there needs to be snow for
 the attempt to be valid. Nature Cat insists on bringing about snow,
learning the conditions needed and how to artificially produce it by
spraying moisture in cold air.
The Indrissey (CCW)

One half of the Personal Union of Wacuin & the Indrissey, a proud but impoverished agrarian Kingdom struggling to transform its feudal structure while keeping its ancient traditions. The Indrissey, a major cultural zone of Celtheste, was heavily settled by the Adenite Midlanders but often ruled by Ingarians and acquired piecemeal by Wacuni kings over the course of a hundred years. It is a peaceful realm with pleasant folk and unpleasant winters.

## Centory

*Cordon’s City, City of the Future*

An old site, recently resettled and rapidly expanding in population. Centory boasts to be the most modern city in Celtheste, unfettered by tradition and free of corruption, with new skyscraping structures, a shiny monorail, and cleverly applied fairy technology as monuments to their freedom and openness. It’s a year-round expo here so the streets and windows are scrubbed daily, the trolleys ring their bells cheerfully, the stores draw their blinds up at the mention of sunlight. The people, too, are clean, honest, and a bit toothless, if you ask a Castrian, with a naïve optimism that falls short of sophisticated daring. Indeed Centory seems eager to upstage the Old Capital, and it might, if it can only manage to be as interesting and romantic as it is flat and soggy.

## West Centauria

*The Midlands*

While many associate this region with the city of Centory, West Centauria is at best a reluctant follower of its capital and at worst, a passive-aggressive enemy. Its people are mild and pleasant, weary of change or confrontation, but disdainful of the recent large influx of foreigners. Nothing really happens here. But that’s the appeal. It’s peaceful, and they’d like to keep it that way.

## Old North Aconita

*Aden Country, the Proud North*

The historical center of the Adenite faith in Celtheste. Religious fervor has since faded but the values of simplicity, tolerance, and justice have prevailed—in the face of a powerful and corrupt class of feudal lords. The divide between the people and their rulers grows every more tense, as ever larger, grotesque castles stand isolated on plains and riverbanks, while towns and villages are miles away, huddled besides woods and hills, as if trying to disappear. Only in the quaint old city of **New Indris** does the Lord Mayor stand (and live) with his folk, but with his recent imprisonment and impending execution (all on suspicious charges), the ordinarily peaceful people of Old North Aconita may find reason to rebel.
Ostrecca

**Ostrecca** is the capital and largest city of the Kingdom of Vemy. With a population of 2 million, more than a third of Vemy's total population, Ostrecca is the undisputed economic, cultural, and political center of the kingdom. It is also the largest city in the Blue Secin region and the third largest in Northern Arcuria.
Runalajk

**Runalajk** is the capital and only city in the Republic of Condor, a microstate in the Blue Secin region, which is mostly synonymous with the city itself. With a population of 1.5 million, Runalajk is the fourth largest city in Northern Arcuria and, owing to its cultural and historical importance, the de-facto capital of the Blue Secin.
Ronald

Ronald is Nature Cat’s next door neighbor and arch-enemy. He’s a bit of a
 fat lazy feline, but is always up

for some competition, especially if
it’s against Nature Cat. He likes to lounge in his hammock drinking
lemonade or spend the afternoon at the groomers. He is also a DJ and
spins at the neighborhood parties and events.
Kelanineia

Kelanineia is a fortress Stronghold and city in the Kingdom of Amunondros. It is the oldest Stronghold built by the Celthestan religious orders and has served as a regional capitol throughout its history. Kelanineia is best known for its role in the 611 Kq Battle of the Stronghold, in which nine Celthestans held the fortress against an invading Capalesian army.