recursal/Fanatic-Fandom huggingface dataset:
Guerra dos Deuses

A **Guerra dos Deuses** foi uma guerra travada entre duas facções em Libunic com o objectivo de decidir o destino da humanidade.

Estas duas facções representavam o Bem e o Mal e mudaram várias vezes de nome durante o curso da guerra conforme os avanços que faziam na mesma, sendo que os últimos nomes que tiveram antes de se difundirem foram de Crepúsculo Final, o lado do Bem, e Batalhão das Trevas, o lado do Mal.

A facção do Bem era guiada por City e a facção do Mal liderada por Village.

Os participantes da guerra eram das pessoas mais poderosas em Libunic, alguns rivalizando até os personagens principais. Grande parte até era venerada como deus, tal como Samaranch.

Para impedir que Libunic fosse destruído foi criado o Plano Espaço Salvo 2016: Clube dos Deuses que consistia e selecionar todas as pessoas com propriedades sobrenaturais e enviá-las para localizações descartáveis para poderem travar lá as suas batalhas sem colocarem em risco a vida no planeta.

A maioria das batalhas foram vencidas pelo lado do Mal. No entanto, no final, a guerra foi vencida por City, após toda a facção do Bem ter sido destruída, através de um plano bem elaborado e completamente sem remorsos.

Desta maneira, City ficou a um passo o plano de erradicar a Piada do mundo. Pois eliminou a maioria dos que lhe podiam fazer frente, restando apenas Village.
Diabo

O **Diabo** foi um jogo jogado por Ten, Danié, Jó Migué e Jã Eduardo nos tempos antes das Grandes Feiras de St. Bent. Inventado por Jó Migué, o jogo consistia num jogador, o Diabo, que tinha de perseguir os outros jogadores tentando fazê-los rir. Caso os jogadores se rissem com o Diabo, teriam de tirar uma parte do corpo. Havia um grande enfâse em tirar a roupa mas, para se pouparem a isso, muitos tiravam um cabelo, um pêlo ou até mesmo um macaco do nariz.
Tor Carost the Warden

A Faltheran possessed of an unusually strong wanderlust, Tor Carost travelled around western Crown. He championed people in need against enemies their kings could not or would not oppose, such as his battles against the Seven Devils and against the Army of Night. He was among the first to join with Odath during the Shattering, Tor Carost proved himself a worthy ally when the two gods defeated the Mistwalker on the Isle of Mists. He also lifted a new chain of mountains, stopping the floodwaters released by the Earthshaker.
Impulso Escondido

O **Impulso Escondido** é uma propriedade de algumas personagens de LIBUNIC que permite que, em certas ocasiões, se sobreponham ao seu Impulso Principal, desbloqueando novas habilidades.

O Impulso Escondido, diferentemente do Impulso Principal, não define os atos das personagens mas sim a sua personalidade dominante.
Putos Chatos

**Putos Chatos** são crianças que têm por hábito aborrecerem os outros personagens ou terem ações sem sentido. Alguns deles possuem mais habilidades que o normal, como por exemplo o Modo Animal.

## Papel

### Rémi Gaillard

A causa do grande cansaço de Dilf, Nuze, Mixi e Minário que os levou a encontrarem o carrinho de compras do Lidér, do qual originaria o jogo Rémi Gaillard, foi devido à intervenção de um Puto Chato chamado João Pedro. Este tinha escondido um Modo Animal Canino e após a sua ativação, rapidamente os quatro amigos foram completamente superados em termos de resistência.
April 15, 1989

1. **Keith Whitley - I'm No Stranger To The Rain (0)**
2. **Vern Gosdin - Who You Gonna Blame It On This Time (+1)**
3. **Shenandoah - The Church On Cumberland Road (+1)**
4. **Billy Joe Royal - Tell It Like It Is (+2)**
5. **K.T. Oslin - Hey Bobby (+3)**
6. **Don Williams - Old Coyote Town (-1)**
7. **Roy Orbison - You Got It (+3)**
8. **Foster & Lloyd - Fair Shake (+1)**
9. **The Judds - Young Love (Strong Love) (+6)**
10. **Patty Loveless - Don't Toss Us Away (+2)**
11. **Highway 101 - Setting Me Up (+3)**
12. **Baillie & The Boys - She Deserves You (+5)**
13. **Lacy J. Dalton - The Heart (0)**
14. **Randy Travis - Is It Still Over? (+4)**
15. **George Strait - Baby's Gotten Good At Goodbye (-13)**
16. **Restless Heart - Big Dreams In A Small Town (+3)**
17. **Alabama - If I Had You (+4)**
18. **Rodney Crowell - After All This Time (+2)**
19. **Barbara Mandrell - My Train Of Thought (+4)**
20. **Steve Wariner - Where Did I Go Wrong (+9)\***
21. **The Forester Sisters - Love Will (+7)**
22. **Clint Black - A Better Man (+8)**
23. **Dwight Yoakam - I Got You (+8)**
24. **Michael Martin Murphey - From The Word Go (-13)**
25. **Lee Greenwood - I'll Be Lovin' You (-9)**
26. **Skip Ewing - The Gospel According To Luke (+7)**
27. **Earl Thomas Conley - Love Out Loud (+7)**
28. **Hank Williams Jr. - There's A Tear In My Beer (-21)\***
29. **Lionel Cartwright - Like Father Like Son (+3)**
30. **The Desert Rose Band - She Don't Love Nobody (+6)**
31. **Roseanne Cash - I Don't Want To Spoil The Party (+7)**
32. **Dan Seals - They Rage On (+7)**
33. **Lonesome Strangers - Goodbye Lonesome, Hello Baby Doll (+4)**
34. **The Bellamy Brothers - Big Love (-12)**
35. **The Shooters - If I Ever Go Crazy (+5)**
36. **Reba McEntire - New Fool At An Old Game (-12)**
37. **Moe Bandy - Many Mansions (NEW!)**
38. **Nitty Gritty Dirt Band - Down That Road Tonight (-13)**
39. **Gene Watson - Back In The Fire (NEW!)**
40. **Tanya Tucker - Call On Me (NEW!)**

**Songs falling off:**

**Emmylou Harris - Heartbreak Hill (26)**

**George Jones - (I'm A) One Woman Man (27)**

**Mason Dixon - Exception To The Rule (35)**
April 8, 2000

1. **Toby Keith - How Do You Like Me Now?! (0)**
2. **George Strait - The Best Day (0)**
3. **Tracy Lawrence - Lessons Learned (0)**
4. **Martina McBride - Love's The Only House (0)**
5. **Clint Black & Steve Wariner - Been There (+1)**
6. **Phil Vassar - Carlene (+3)**
7. **Tim McGraw - My Best Friend (-2)**
8. **Jo Dee Messina - Because You Love Me (0)**
9. **Kenny Rogers ft. Alison Krauss & Billy Dean - Buy Me A Rose (+4)**
10. **Faith Hill - The Way You Love Me (+4)**
11. **Andy Griggs - She's More (+1)**
12. **Mark Wills - Back At One (-5)**
13. **Chely Wright - It Was (+2)**
14. **Lonestar - Smile (-4)**
15. **Dixie Chicks - Cowboy Take Me Away (-4)**
16. **Kenny Chesney - What I Need To Do (+1)**
17. **Dixie Chicks - Goodbye Earl (+5)**
18. **Faith Hill - Breathe (-2)**
19. **Collin Raye - Couldn't Last A Moment (+4)**
20. **Trisha Yearwood - Real Live Woman (-1)**
21. **Vince Gill - Let's Make Sure We Kiss Goodbye (0)**
22. **Clay Walker - The Chain Of Love (+4)**
23. **Montgomery Gentry - Daddy Won't Sell The Farm (-5)**
24. **Jessica Andrews - Unbreakable Heart (0)**
25. **Yankee Grey - Another Nine Minutes (+2)**
26. **Brad Paisley - Me Neither (+2)**
27. **Trace Adkins - More (+2)**
28. **Clay Davidson - Unconditional (+2)**
29. **Chad Brock - Yes! (+3)**
30. **Ty Herndon - No Mercy (+1)**
31. **Jennifer Day - The Fun Of Your Love (+2)**
32. **Garth Brooks - Do What You Gotta Do (-7)**
33. **Rascal Flatts - Prayin' For Daylight (+6)**
34. **Eric Heatherly - Flowers On The Wall (+1)**
35. **Keith Urban - Your Everything (+1)**
36. **Reba McEntire - I'll Be (NEW!)**
37. **Chalee Tennison - Just Because She Lives There (+1)**
38. **The Wilkinsons - Jimmy's Got A Girlfriend (-4)**
39. **Alan Jackson - The Blues Man (-2)**
40. **The Judds - Stuck In Love (NEW!)**

**Songs falling off:**

**SheDaisy - This Woman Needs (20)**

**Julie Reeves - What I Need (40)**
LIBUNIC Wiki

**BEM-VINDO**

Esta é a wiki acerca de LIBUNIC, nome dado à coletânea de memórias e *memes* nossos.

30 artigos desde Abril , 2018.
Bem-vindo à LIBUNIC Wiki, uma wiki que espera arquivar toda a informação acerca da história das nossas vidas.

**EXPLORA**

People.pngPessoasEntities.pngEntidadesLocals.pngLocaisEvents.pngEventosAbilities.pngHabilidadesWeapons.pngArmasGames.pngJogosBrands.pngMarcas
Failed Brands Wiki

## Welcome to the Failed Brands Wiki

From the failed brands, to the failed products, to even Terrible Moments in Failing History. This wiki was made to warn brand users about some the worst in brands history. In response that Trevor807 creates this wiki on New Crappy Wikia Ideas by KassiasGrandiel (Disabled).

## Rules and Guidelines (WIP)

1. There are two major headings to use for wiki pages: **Why It's Failing** and **Why It Flopped**. **Why It's Failing** is reserved for trying to be good on brands, but it went failing. **Why It Flopped** is reserved for making failed products, foods, drinks, etc., which are causing to flop.
2. Rude behavior towards other users will not be accepted.  If you are rude towards another user, expect a warning.
3. Pages created by Trolls will also result in a warning.
4. Refrain from Swearing on pages unless it is used in a quote or is basically important. Swearing in the comments is fine as long as it isn't used to offend others.
5. Reasons for deleted comments are: Malicious propaganda, harassing others, insulting or if the comment makes no sense.
6. Removing information or messing with the articles without giving a good reason will result in a ban.
7. You will always be able to argue about your ban on your message wall, unless what you did was unforgivable.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Robe

Um **Robe** é uma veste sagrada em Libunic. Apenas utilizada por alguns personagens, esta roupa permite ao usuário ganhar poderes sobrenaturais, como por exemplo força, energia e agilidade. Os Robes foram concebidos com a essência dos Impulsos Principais e cada um deles tem um efeito diferente consoante o Impulso Principal que lhe é inerente.

Atualmente os únicos na posse de Robes são City-Árô e Nuze, que possuem o Robe Lendário e o Robe Piadorro respectivamente.
Pegantys the Scaled Tyrant

The Wyrm-King Pegantys was the greatest, most powerful, and most terrifying of the ancient Wyrm-Kings that ruled over Orn tens of thousands of years ago. He was deceived by his favored engineer, the giant Uruk Stonehewer, and saw his vast empire crumble under the giant's impetuous leadership. Pegantys was eventually slain by Uruk after many battles.

After becoming a paragon, Pegantys wasted no time and attacked Uruk, who had also ascended, immediately. The completely surprised and helpless giant had no recourse but to yield to Pegantys's superior strategy and might, agreeing to serve under the dragon's control for so long as the sun shines.
The Green Conclave

## FACTION OVERVIEW

The Green Conclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding goblins or barbarians. Members of the Green Conclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.

Members of the Green Conclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Conclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.

### BELIEFS

1. The natural order must be respected and preserved.
2. Forces that seek to upset the natural balance must be destroyed.
3. The wilderness can be harsh. Not everyone can survive in it without assistance.

### GOALS

To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.
Ust Molik the Famished

A Faltheran pirate, Ust Molik was a rival of the adventurers Tol Grannoth and Har Indred. Greedy and jealous, he viciously attacked other ships seeking to lay claim to the vast resources the two adventurers often recovered. He ruled a vast fleet through intimidation and fear and built a terrible reputation along the southern coast as a reaver.
Klorhas the Avenger

A Nordrik lord usurped of power and holdings by a petty rival, Klorhas lost everything. Swearing a blood debt, he methodically undermined and destroyed his usurper; torturing and eventually killing family, friends, and business partners, hanging them all. He burned their homes and slaughtered their livestock.

Eventually, he took his usurper from his own bed. Klorhas tormented him for weeks, slowly bleeding him by a thousand tiny wounds and finally stripped him naked, covered him in pitch, and set him aflame in the center of the Dar-Nordri bazaar.

Klorhas then submitted himself to the judgement of High King Vigarsun IV. He was found guilty of many heinous crimes, but the High King would not execute the fallen noble. Klorhas instead languished for decades in the prison of Glitnir before dying. He became something of a bogeyman among Stonefolk families.
Bankaru

The horsemen of the western highlands were never fully conquered by the Genari Imperium. The Bankaru are a fiercely independent people renowned for their tenacity. Bankaru are a short and slender people, with skin ranging from olive to bronze to brown. Their narrow, almond-shaped eyes are usually brown or rarely yellow or green with almost invariably straight black hair.

After the Shattering, their highland home was splintered into several smaller islands, fragmenting their culture even further.

Bankaru names tend to be long, often including extended genealogies and titles. There was little consistency in these conventions among the various Bankaru lords of the highlands and even less now among the remaining islands, each having divided into several distinct subcultures.

### **D&D 5E Statistics**

* **Ability Score Increase**: +1 Dex, +1 Wis
* **Size**: Medium
* **Speed**: 30 ft.
* **Skills**: Bankaru gain proficiency in one of the following skills (choose one): Animal Handling, Athletics, Stealth
* **Feat**: Bankaru gain Weapon Master as a bonus feat.
* **Languages**: Bankaru, Genari

### **Pathfinder Statistics**

* Type: Humanoid (Human)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Wis
* Languages: Automatic - Bankaru, Genari; Bonus - Faltheran, al-Jharin, Elvish, Dwarven, Draconic, Giant

Racial Traits:

* **Sneaky Rider** - Bankaru gain a +4 racial bonus on Ride and Stealth checks.
* **Stubborn** - Bankaru gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first.
* **Weapon Familiarity** - Bankaru train in warrior traditions from birth and are always proficient with katanas (bastard sword) and bows.
Shaman

The Shamen on Orn have had spell access reduced to reflect the changes in magic within the world. They have been given a new ability to compensate for this change. The rules for the Pathfinder SRD can be found HERE.

**Warding Spirit** - at 1st level, the shaman gains a +1 insight bonus to all saving throws. This bonus increases by +1 for every three levels thereafter to a maximum of +5 at level 13.

Remove the following spells from the Shaman's spell list (If these spells are also granted by the Shaman's spirit, they retain the use of the spell.):

* 1 - Barbed Chains, Burning Hands, Hydraulic Push, Produce Flame, Summon Nature's Ally I, Thorn Javelin
* 2 - Lesser Animate Dead, Burning Gaze, Flame Blade, Spiritual Squire, Spiritual Weapon, Summon Nature's Ally II, Summon Swarm, Web Shelter
* 3 - Animate Dead, Call Lightning, Pocketful of Vipers, Sleet Storm, Stinking Cloud, Summon Nature's Ally III, Trail of Fire and Acid, Waters of Maddening
* 4 - Ball Lightning, Bountiful Banquet, Globe of Tranquil Water, Ice Storm, Rain of Frogs, Slowing Mud, Spit Venom, Summon Nature's Ally IV
* 5 - Call Lightning Storm, Flame Strike, Grove of Respite, Insect Plague, Release the Hounds, Summon Nature's Ally V, Vengeful Stinger, Wall of Fire, Wall of Thorns
* 6 - Cone of Cold, Fire Seeds, Summon Laborers, Summon Nature's Ally VI, Wall of Stone
* 7 - Creeping Doom, Fairy Ring Retreat, Summon Nature's Ally VII, Sunbeam, Umbral Strike
* 8 - Blood Mist, Create Greater Undead, Fire Storm, Horrid Wilting, Stormbolts, Whirlwind
* 9 - Elemental Swarm, Shambler, Storm of Vengeance, Summon Nature's Ally IX, Tsunami
The Iron Circle

## FACTION OVERVIEW

The Iron Circle has rings in operation in every major settlement across the Crown. They maintain and protect trade routes, ensure stable exchange rates, and protect tradesmen from banditry and worse. A fighter may be hired to protect a workshop during a delicate moment of artifice. A rogue may be consulted about the security of a shop. Members know local trade routes and commodities of value in local marketplaces.

Members of the Iron Circle often work in small groups of three to five, called Rings. Each ring is charged with maintaining and protecting trade in an area. They learn to work in coordination with local authorities and each other. Members who dedicate themselves to protecting trade routes tend to be less social than those operating from settlements.

### BELIEFS

1. Free trade brings wealth and prosperity to all.
2. Property is sacred. The exchange of wealth is sacred. Commerce is a lifeblood of civilization.
3. Merchants have a duty to protect and care for those in their employ.

### GOALS

To protect trade, stabilize commerce, control banditry and maintain safe trade routes.
Impulso Principal

O **Impulso Principal** é o que define a maneira de agir de todos os personagens de LIBUNIC. No entanto, não definem as suas intenções e personalidades. É possível um personagem ter mais do que um Impulso Principal, neste caso os Impulsos Principais são combinados criando um efeito único na maenira de agir dos personagens.

Certos Impulsos Principais anulam-se uns aos outros. Sendo que personagens com um Impulso Principal que anule o de outro personagem têm mais probabilidade de ganhar qualquer tipo de disputa entre os dois.
The Shattered Crown Wiki

## Welcome to the The Shattered Crown Wiki

Your guide to everything in Orn, the world of the Shattered Crown

## What is the Shattered Crown?

The Shattered Crown is a campaign setting for Dungeons and Dragons 5th Edition and Pathfinder games. Here you will find the rules for play in this setting; including races, classes, gods, nations and special combat and magic rules

## Important Pages

The Gods

The Cosmos

History

Geography

Races

Languages

Factions

Campaign Rules (Pathfinder)

Campaign Rules (D&D 5E)

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Spurned

The Spurned are undead souls cursed by Odath to be forever separated from the cycle of life and death. Bound by Odath to Orn for eternity, these anguished souls despise the living for what they have and the dead for what they are denied. Some of the Spurned have found new purpose in their state and attempt to remain active in the world.

All undead creatures that possess free will and the memories and personalities they possessed while alive are considered spurned and are treated as follows.

### **Spurned in D&D 5E**

* **Bound** - At the time that the Spurned is created, it is bound to a place, an object, or the scion of a bloodline. It may only act within the limitations of its form within 500 feet of this bond. Should this bond be destroyed, the Spurned is also irrevocably destroyed.
* **Eternal** - A spurned can only be truly destroyed if you destroy their bond. If they suffer enough damage to be rendered inert of dispersed, the Spurned will reform completely restored within 1 to 4 days. The exact manner of restoration depends on the specific nature of the Spurned and its curse.
* **Eminence** - As the years pass and a Spurned remains longer in Orn, consuming the natural world, it acquires more and more power. After the passage of sufficient years, the Spurned will advance to the next tier of Eminence, gaining the appropriate changes. Changes are additive

 Mature
 Old
 Venerable
 Ancient
 Patriarch

 Strength
 Dexterity
 Intelligence
 Charisma
 Saves
 Resistances\*

\*each time this ability is gained, select one of the Spurned's Damage Resistances. This changes to Immunity.

### **Spurned in Pathfinder**

"Spurned" is an acquired template that must be applied to any undead possessing an Intelligence score of 10 or more. They function exactly as the base creature, except as follows
Cloud Empire

## Eddig megjelent ruhák

* Afterglow
* Bamboo Pavilion
* Banshee Momiji
* Bright Sakura
* Brocade Jade
* Cinnabar Cloud
* Crane and Flower
* Diving Carp
* Dragon Maiden
* Elegant Hibiscus
* Elegant Phalaenopsis-Pink
* Epic Empress
* Flower in Mirror
* Flower Mirror
* Flower Song in Fan
* Flying Peafowl
* Fragrance Villa
* Green Willow
* Higanbana Princess
* Ink Orchid
* Lingering Butterfly
* Lotus Chant
* Maple Leaf Ninja
* Moon in Water
* Orchid's Chant
* Polychrome
* Poppy Fox
* Response to Crane
* Riverside Vanilla
* Royal Beauty
* Shutendoji
* Soul Guide
* Spring Camellia
* Story of Shanghai
* Stunning Beauty
* Sweet Hanbok
* Sword Girl
* Tarot Fortuneteller
* Tender April
* Tengu
* The Purest Heart
* Umbrella Memory
* Water Lily's Promise
* Western Dancer
* Yama Judge
* Yuki
* Zashiki
Collegia

Six grand institutions of learning were established by Arthicril during the reign of the early Genari Empire. These academies were specialized in their fields, each having supreme authority to instruct on a subject. Within each of the Collegia, a wide number of scholastic, monastic and militant orders were established, the most widely known being the White Scribes.

In exchange for their fealty and trust, the Emperor often gave generous rewards to the families that sent their scions to these institutions of learning to be educated by Imperial standards.

### Imperial Collegium

This was the first and foremost of the great Collegia. The Imperial Collegium was founded in the imperial city of Both-Grammal. It taught subjects of statecraft, diplomacy, language, law, and history. The Imperial Collegium was the home of the White Scribes. It was lost during the Shattering, falling from the sky upon the mountainside like the rest of the city. What knowledge that remains is scattered about the great Desolation.

### Orichalcum Collegium

Founded in XXX, the Collegium of Tides taught matters of the sea. They specialized in naval tactics, maritime commerce and trade, astronomy, water and weather magic.

### Iron Collegium

The Emperor placed the Iron Collegium in the heartland of the Crown. The kingdom of Randyl is home of the Academy of War. The Iron Collegium teaches mastery in the arts of dueling, strategy, tactics, engineering, and battle magic.

### Copper Collegium

The academy of artisans. Founded in the city of Dar-Sudri, the institute is home to many master craftsmen. The Copper Collegium transformed the mountain terraced city into a wonder of engineering and craftsmanship. The academy teaches trades, commerce, and artifice.

### Silver Collegium

Founded in Adara, the Silver Collegium is dedicated to the esoteric studies such as dream-shaping, planar theory and travel, conduct with dreamspawn, and medicine.

### Golden Collegium

As a gesture of goodwill and amity with their Bankaru allies, the Genari Emperor placed this school in the heart of their plateau. It was a shining bastion of culture Bankaru, Faltheran and Genari alike. The Golden Collegium instructed on the subjects of the art, music, performance, and literature. It was lost under the New Sea during the Shattering, its vast stores of cultural relics resting on the sea floor.
Faltheran

The sailors of the Falther Islands are typically short and muscular. Faltherans tend to have bronze skin tones with dark hair and eyes. They mark their bodies with tattoos of intricate lines and swirls, each signifying a specific event in their lives. Leaders and other important persons also mark their faces.

Faltheran names consist of two elements, a clan/family name followed by a given name. For example, Har Indred is Indred of the clan Har.

Clan Names: Ust, Har, Tol, Tor

Male Given Names: Molik, Grannoth, Carost

Female Given Names: Indred, Hasteth, Largin

### **D&D 5E Statistics**

* **Ability Score Increase**: +1 Dex, +1 Int
* **Size**: Medium
* **Speed**: 30 ft.
* **Skills**: Faltherans gain proficiency in one of the following skills (choose one): Acrobatics, Athletics, Perception
* **Feat**: Faltherans gain Athlete as a bonus feat.
* **Languages**: Faltheran, Genari

### **Pathfinder Statistics**

* Type: Humanoid (Human)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Dex
* Languages: Automatic - Faltheran; Bonus - Bankaru, Genari, al-Jharin, Elvish, Dwarven, Draconic, Giant

Racial Traits:

* **Bonus Feat** - At first level, a Faltheran gains a bonus feat.
* **Cat's Luck** - Once per day, when making a Reflex Saving Throw, they can roll twice and take the better result. They must decide whether to use this ability before attempting the Saving Throw.
* **Sea Legs** - Faltherans gain a +8 racial bonus to Acrobatics checks made while on ships and Acrobatics is always a class skill for them.
Bard

Bards on Orn have had spell access reduced to reflect the changes in magic within the world. They have been given a new ability to compensate for this change. The rules for the Pathfinder SRD can be found HERE.

**Inspired Resistance** - At 1st level, the bard picks one saving throw. They may add an Inspiration bonus to this saving throw equal to their Charisma modifier. At 5th level, the bard may select a second saving throw to gain this bonus and the third at 10th level.

Remove the following spells from the Bard's spell list:

* 0 - Summon Instrument
* 1 - Abstemiousness, Darting Duplicate, Glue Seal, Grease, Silent Image, Summon Minor Monster, Summon Monster I
* 2 - Alter Summoned Monster, Instant Weapon, Minor Image, Mirror Image, Snapdragon Fireworks, Sound Burst, Summon Monster II, Summon Swarm, Whip of Spiders
* 3 - Blink, Campfire Wall, Conjure Carriage, Fearsome Duplicate, Gaseous Form, Haunting Choir, Instant Fake, Jester's Jaunt, Mad Monkeys, Major Image, Phantom Driver, Phantom Steed, Raging Rubble, Rain of Frogs, Summon Monster III, Tiny Hut, Wall of Split Illumination
* 4 - Bountiful Banquet, Create Armaments, Dimension Door, Discordant Blast, Hallucinatory Terrain, Insect Scouts, Majestic Image, Communal Phantom Steed,Rainbow Pattern, Secure Shelter, Shadow Conjuration, Shadowform, Shadow Step, Shield of the Dawnflower, Shocking Image, Summon Accuser, Summon Monster IV
* 5 - Bard's Escape, Deafening Song Bolt, Mirage Arcana, Mislead, Persistent Image, Release the Hounds, Shadow Evocation, Shadowbard, Summon Infernal Host, Summon Monster V, Whip of Centipedes
* 6 - Deadly Finale, Dirge of Victorious Knights, Getaway, Permanent Image, Programmed Image, Project Image, Summon Monster VI, Triggered Hallucination, Whip of Ants
Dogen the Brave

A Bankaru warlord, Dogen rode at the head of a host, defending the highlands of his birth from invaders and domestic uprisings. Known for being selfless, Dogen never claimed territory of his own, instead maintaining a mobile war camp. During the Shattering, Dogen stood resolute against the Nightmare Legion, defending his home, earning him the respect and awe of tens of thousands, including many nobles. With the assistance of Ceotak, Dogen destroyed the Winter King on the plains north of Val-Sudri, creating the perpetual tundra known as the Everfrost.
Kith'Savyn

The Kith'Savyn or Glacier Elves abandoned Welsimber long ago in search of a new homeland. Settling along the coast and within caves along the great wall of ice at the edge of the world, these elves found themselves faced with entirely new struggles. Turning to piracy and raiding the coast of the Crown, the reavers of the frigid south have become widely feared.

Kith'Savyn choose to leave as much of their skin exposed as they can safely in the cold climate they generally dwell. When they raid warmer northern waters, Glacier Elves are known to strip practically naked.

### **D&D 5E Statistics** Edit

* **Ability Score Increase**: +2 Dex, +1 Wis
* **Size**: Medium
* **Speed**: 30 ft.
* **Darkvision**: 60 ft.
* **Keen Senses**: Elves gain proficiency in the Perception skill.
* **Fey Ancestry:**Elves gain advantage against being charmed, and magic cannot put them to sleep.
* **Trance:** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious. While meditating, they can dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, they gain the same benefit that a human does from 8 hours of sleep.
* **Icecunning:**Kith'Savyn may always add their proficiency bonus to Wisdom (Survival) checks and to Dexterity (Acrobatics) checks in arctic or marine conditions.
* **Languages**: Elven, Genari
Terran

Terrans, also known as Oreads, are Sagani imbued with the power of elemental earth. They revel in superior strength and solid power, often taking amusement in the confusion their own strength causes among taller races. Terrans tend to avoid rash decisions, pausing long enough to consider options before taking action. Terrans possess brown or black skin skin with eyes that glitter like gemstones and metallic hair.

### **D&D 5E Statistics**

* **Ability Score Increase**: +2 Con, +1 Str
* **Size**: Small
* **Speed**: 25 ft.
* **Earth Walk:** You can move across difficult terrain made of earth or stone without expending extra movement.
* **Merge with Stone:** You can cast the *Pass Without Trace* spell once with this trait, requiring no material components or Dreamshaping check. You regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting attribute for this spell.
* **Languages**: Genari, Primordial
Otharn

A reclusive and often considered mythical race of humans, the Otharn were a group of Dream-sensitive people. They took what knowledge they could and retreated below the Crown during the Shattering, determined to preserve what knowledge they could. They built fortified enclaves in the dark where they continued to study and probe the mysteries of the past. These enigmatic people have recently begun leaving their hidden subterranean refuges to explore and establish contact with the rest of Orn, notably with Adara.

Otharn are a small and thin people, rarely exceeding 5 feet and 140 lbs. They have very pale skin, from spending most of their lives below ground. They have large, round eyes and thin, wispy hair ranging from black to grey to white.

Over centuries, Otharn use of their traditional Genari tongue has changed enough to be considered a distinct language. Now, they use very few vowels, finding them to be unnecessary. Most of the more lengthy and flowery elements have been either reduced or entirely eliminated, producing a language of harshly clipped phrases, abruptly changing cadence and minimal grammar.

Otharn names, like their language, descended from Genari roots. Most Otharn have a single name, given at birth. There is no distinction between male and female names.

Given Names: Vshar, Tkan, Kthorl

### **D&D 5E Statistics**

* **Ability Score Increase**: +1 Con, +1 Int
* **Size**: Medium
* **Speed**: 30 ft.
* **Skills**: Otharn gain proficiency in one of the following skills (choose one): Arcana, History, Investigation
* **Feat**: Otharn gain Keen Mind as a bonus feat.
* **Languages**: Genari

### **Pathfinder Statistics**

* Type: Humanoid (Human)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Int
* Languages: Automatic - Genari; Bonus - Draconic, Dwarven, Elven, Giant

Racial Traits:

* **Dreamweaver** -  Otharn gain a +2 bonus on Dreamshaping checks made to avoid vitality damage from casting spells.
* **Low-Light Vision** - Otharn can see twice as far as other humans in conditions of dim light.
* **Magical Focus** - Otharn gain a +2 racial bonus on concentration checks made to cast spells defensively.
* **Shards of the Past** - Otharn have past lives that grant them two particular Knowledge skills. Each Otharn picks two Knowledge skills. An Otharn gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class he takes.
* **Skilled** - Otharn gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
August 17, 2013

1. **Hunter Hayes - I Want Crazy (+1)**
2. **Randy Houser - Runnin' Outta Moonlight (-1)**
3. **Brett Eldredge - Don't Ya (0)**
4. **Carrie Underwood - See You Again (0)**
5. **Keith Urban - Little Bit Of Everything (+1)**
6. **Easton Corbin - All Over The Road (+1)**
7. **Kip Moore - Hey Pretty Girl (-2)**
8. **Florida Georgia Line - Round Here (0)**
9. **Justin Moore - Point At You (0)**
10. **Tyler Farr - Redneck Crazy (0)**
11. **Billy Currington - Hey Girl (+1)**
12. **Jason Aldean - Night Train (+5)**
13. **Lady A - Goodbye Town (+1)**
14. **Lee Brice - Parking Lot Party (+1)**
15. **Kenny Chesney - When I See This Bar (+1)**
16. **Thomas Rhett - It Goes Like This (+2)**
17. **Sheryl Crow - Easy (+2)**
18. **Chris Young - Aw Naw (+3)**
19. **Tim McGraw - Southern Girl (+1)**
20. **Charlie Worsham - Could It Be (+2)**
21. **Luke Bryan - That's My Kind Of Night (+9)\***
22. **Blake Shelton - Mine Would Be You (+5)**
23. **Taylor Swift - Red (0)**
24. **Craig Campbell - Outta My Head (+1)**
25. **Toby Keith - Drinks After Work (-1)**
26. **Joe Nichols - Sunny And 75 (+3)**
27. **Little Big Town - Your Side Of The Bed (+1)**
28. **Miranda Lambert - All Kinds Of Kinds (+3)**
29. **Maggie Rose - Better (+3)**
30. **Kacey Musgraves - Blowin' Smoke (-4)\***
31. **Parmalee - Carolina (+2)**
32. **Eric Paslay - Friday Night (+3)**
33. **Eli Young Band - Drunk Last Night (+3)**
34. **Joel Crouse - If You Want Some (0)**
35. **Cassadee Pope - Wasting All These Tears (+2)**
36. **Jon Pardi - Up All Night (+2)**
37. **Kelly Clarkson - Tie It Up (+2)**
38. **Phil Vassar - Love Is Alive (+2)**
39. **Darius Rucker - Radio (NEW!)**
40. **Dustin Lynch - Wild In Your Smile (NEW!)**

Songs falling off:

**Zac Brown Band - Jump Right In (11)**

**The Band Perry - Done (13)**
Mirras

* **Population:** 148,000 (Faltheran 52%, Genari 36%, Bankaru 6%, Other 6%)
* **Languages:** Faltheran, Genari
* **Who Rules:** Council of Oligarchs
* **Who Really Rules:** Council of Oligarchs
* **Exports:** Fish, Whale Oil, Finished Goods
* **Capital:** Mirras City, City of Waves

### **Government and Politics**

The people of Mirras are strong believers in popular rule and meritocracy. Each settlement is ruled by a council of elected elders. These elders are usually craftsmen, merchants, military leaders or clergy.

### **Major Settlements**

**Mirras City (49,000)** A full third of the Mirran population resides in and around the capital city. It is the primary port of the nation and the center of trade throughout the southern Crown.

### **Important Features**

**Whisperwood** - The vast forest to the northwest of the kingdom is mostly untamed. Genari ruins dot the edges of the forest, inhabited by goblins and outlaws. It is also a known refuge for several tribes of motley elves seeking to avoid Mirran authority. The southern edge of the forest is home to a burgeoning lumbering industry.

**White River** - This river forms the eastern border of Mirras. It runs from the Crystal Sea far to the north in Tris all the way to the southern ocean. Mirras City sits at the river’s mouth and controls all traffic.
Witch

Witches of Orn have had spell access reduced to reflect the changes in magic within the world. They have been given a new ability to compensate for this change. The rules for the Pathfinder SRD can be found HERE

**Improved WItch's Familiar** - At 4th level, a witch's bond with her familiar begins to grow. She gains *Far-Roaming Familiar*, as a bonus feat. At 8th level, this bond improves again and she gains  *Improved Spell Sharing* as a bonus feat. At 12th level, she gains *Share Healing*. At 16th level, the bond has become so strong, the familiar has begun to take on distinctive characteristics setting it apart as a unique member of its species. The witch gains *Evolved Familiar* as a bonus feat. At 20th level, the familiar changes again, gaining another evolution with another *Evolved Familiar* bonus feat.

Remove the following spells from the Witch's spell list (Spells granted by a witch's patron are not removed):

* 1 - Burning Hands, Darting Duplicate, Icicle Dagger, Mount, Mudball, Nauseating Dart, Snowball, Summon Minor Monster, Summon Monster I, Unseen Servant, Wave Shield, Web Bolt
* 2 - Aggressive Thundercloud, Air Step, Burning Gaze, Climbing Beanstalk, Death Candle, Eldritch Conduit, Euphoric Cloud, Fog Cloud, Force Sword, Limp Lash, Molten Orb, Communal Mount, Mud Buddy, River Whip, Stone Discus, Summon Monster II, Summon Swarm, Vomit Swarm, Web, Web Shelter, Whip of Spiders
* 3 - Air Geyser, Conjure Carriage, Fearsome Duplicate, Gloomblind Bolts, Ice Spears, Insect Scouts, Lightning Bolt, Rain of Frogs, Silver Darts, Sleet Storm, Stinking Cloud, Storm Step, Summon Monster III, Swarm of Frogs, Trial of Fire and Acid, Twilight Knife, Vision of Hell, Waters of Maddening
* 4 - Greater Aggressive Thundercloud, Black Tentacles, Blast Barrier, Cape of Wasps, Complex Hallucination, Create Armaments, Dimension Door, Fleshworm Infestation, Globe of Tranquil Water, Hellmouth Lash, Ice Storm, Insect Spies, Minor Creation, Phantasmal Killer, Secure Shelter, Shadow Step, Skeleton Crew, Summon Accuser, Summon Monster IV, Volcanic Storm, Web Cloud
* 5 - Cloudkill, Damnation Stride, Duplicate Familiar, Ghoul Army, Hostile Juxtaposition, Major Creation, Release the Hounds, Summon Infernal Host, , Summon Lesser Psychopomp, Summon Monster V, Sundered Serpent Coil, Teleport, Unseen Crew, Whip of Centipedes, Wind Blades, Wreath of Blades
* 6 - Cone of Cold, Ice Crystal Teleport, Summon Laborers, Summon Monster VI, Summon Vanth, Whip of Ants
* 7 - Chain Lightning, Dimensional Bounce, Fairy Ring Retreat, Familiar Double, Greater Hostile Juxtaposition, Greater Insect Spies, Instant Summons, Summon Monster VII, Teleport Object, Greater Teleport, Umbral Strike, Vision of Doom, Walk Through Space
* 8 - Greater Instant Summons, Stormbolts, Summon Monster VIII, Trap the Soul
* 9 - Elemental Swarm, Refuge, Storm of Vengeance, Summon Monster IX, Teleportation Circle
Vestrik

The Vestrik, or Ash Dwarves, are a semi-nomadic race of Stonefolk dwelling upon the slopes and fertile plains surrounding the Volcano known as the Anvil. The Vestrik are a harsh people, having adapted to a life without stability. They dwell in large tent cities mining the lava for precious gems and upon the volcanic plains farming. Called Ash Dwarves because of the volcanic nature of their home, the Vestrik have embraced the name, using the dark volcanic ash to paint their bodies and to create poisons. Vestrik decorate their beards with beads carved from precious stones and are seen as uncultured and dishonorable savages by the other Stonefolk nations.

### **D&D 5E Statistics**

* **Ability Score Increase**: +1 Str, +2 Con
* **Size**: Medium
* **Speed**: 25 feet. You speed is not slowed down by wearing heavy armor.
* **Darkvision**: 60 feet
* **Dwarven Resilience**: Vestrik gain advantage on saving throws against poison, and have resistance against poison damage.
* **Dwarven Combat Training**: Proficiency with the battleaxe, handaxe, throwing hammer and warhammer.
* **Tool Proficiency**: Vestrik gain proficiency with one set of tools (choose one) - Alchemist's supplies, brewer's supplies, or jeweler's tools.
* **Poison Use:** Vestrik gain proficency with poisoner's kits and do not risk accidental exposure when failing to harvest poison from a creature.
* **Languages**: Dwarven, Genari

### **Pathfinder Statistics**

* Type: Humanoid (Dwarf)
* Size: Medium
* Base Speed: 20 ft.
* Ability Score Modifiers: +2 Str, +2 Con, -2 Int
* Languages: Automatic - Dwarven, Genari;  Bonus - Bankaru, al-Jharin, Draconic, Giant

Racial Traits:

* **Darkvision 60 Feet** - Vestrik can see in the dark up to 60 feet.
* **Greed** - Vestrik gain a +2 bonus on Appraise checks to determine the value of nonmagical goods that contain precious metals or gemstones.
* **Poison Use** - Vestrik are skilled in the use of poisons and never risk accidentally poisoning themselves when applying it to weapons.
* **Scavenger** - Vestrik gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
* **Slow and Steady** - Vestrik are never encumbered or slowed down by their armor.
* **Stability** - Vestrik gain a +4 racial bonus to their CMD when resisting bull rush and trip attempts while standing their ground.
* **Stalker** - Perception and Stealth are always class skills for Vestrik.
* **Stubborn** - Vestrik gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first.
Ultimate Custom Night Wiki

Ultimate Custom Night is a standalone game, as requested by the community and described by Scott Cawthon as an ''Ultimate Custom Night'', featuring 58 characters in total, making this the biggest variation of the mode in any game yet. It was released on 06/27/2018 on Steam, with a Nintendo Switch version in the works as of 2020.

As a first in the series, Ultimate Custom Night seems to include a variety of animatronics from all preceding games, from the first to sixth installment, while other characters are introduced (Dee Dee and Old Man Consequences from FNaF World). All characters are known to have customizable A.I, except for characters summoned by Dee Dee (Shadow Bonnie, Plushtrap, Nightmare Chica, Bonnet, Lolbit, Minireena and Fredbear).

Scott Cawthon had offered some information about the characters' behavior as he slowly added each member of the roster into the game. He had completed all of the characters, and had released a demo of the game for a few YouTubers to play, along with voice acting auditions for nearly every character present on the roster. He had also announced that Custom Night will be released as a standalone game instead of an update for Freddy Fazbear's Pizzeria Simulator for the sake of launching and playing more easily. It is also confirmed by Scott on a recent Steam Post that this would currently be his last Five Nights at Freddy's game.

Besides introducing over 50 animatronic characters, the Ultimate Custom Night includes special features, such as the challenge menu with 16 themed challenges, voice acting, unlockable office skins and unlockable cutscenes.
Apple Federal

## Eddig megjelent ruhák

* Ice Waltz
* Berry Powder Shaken
* Dynamic Maiden
* Panda Dreamland
* Angel in White
* Bunny Girl
* Rock Singer
* Beautiful Agent
* Bright Galaxy
* Wild Flower
* Winter Angel
* Tender Puppy
* Youth Storm
* Diamond Mermaid
* Sacred Doctor
* Fast Food Waitress
* Sexy Bad Girl
* Sweet Pastry Cook
* Chocolate Housemaid
* Dancing Queen
* Blossom Season
* Cowboy Style
* Mori Girl and Reindeer
* Seal Sailor
* Winter Miracle
* Stripe Gentleman
* Detective Girl
* Time Idol
* Ink Wash Painting
* Mori Girl
* Deer Elf
* Sheer Dance
* Vintage Lady
* Youth Melody
* Magic Star
* Jingle Kitty
* Sugar Cheerleader
* White Demon
* Sly Angel
* Wonderful Holidays
Kith'Varyn

The Kith'Varyn or "motley elves" are outcasts from Welsimber and the descendants of those outcasts. Forbidden from wearing the sacred paints of their homeland, they instead cover their bodies from head to toe in layers of brightly colored cloth. Motley elves dwell in small hidden communities scattered across the Crownlands. Openly derided by the other races as thieves, rapers, kidnappers and worse, these Treekith have become outcasts everywhere, able to depend only upon themselves.

### **D&D 5E Statistics**

* **Ability Score Increase**: +2 Dex, +1 Cha
* **Size**: Medium
* **Speed**: 30 ft.
* **Darkvision**: 60 ft.
* **Keen Senses**: Elves gain proficiency in the Perception skill.
* **Fey Ancestry:** Elves gain advantage against being charmed, and magic cannot put them to sleep.
* **Trance:** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious. While meditating, they can dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, they gain the same benefit that a human does from 8 hours of sleep.
* **Beguiling Liar:** Kith'Varyn gain proficiency in Deception and may add double their proficiency bonus to deception skill checks when attempting to convince an opponent what they are saying is the truth.
* **Languages**: Elven, Genari

### **Pathfinder Statistics**

* Type: Humanoid (Elf)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Dex, +2 Cha, -2 Wis
* Languages: Automatic - Elvish, Genari; Bonus - Bankaru, Faltheran, al-Jharin, Dwarven, Draconic, Giant

Racial Traits:

* **Beguiling Liar** - Motley elves gain a +4 racial bonus on Bluff checks to convince an opponent what they are saying is true when they tell a lie.
* **Elven Immunities** - Motley elves are immune to magic sleep and gains a +2 racial bonus on saving throws made against enchantment spells and effects.
* **Gifted Linguist** - Motley elves gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
* **Low-Light Vision** - When in dim light, a motley elf can see twice as far as a human.
* **Lucky, Lesser** - Motley elves gain a +1 racial bonus on all saving throws.
* **Multitalented** - Motley elves choose two favored classes at 1st level and gain +1 hit point or +1 skill rank whenever they take a level in either of those classes.