recursal/Fanatic-Fandom huggingface dataset:
Open Sky

Open Sky is the common name for the vast expanse between island chains. Other names include the Midnight Ocean or the Ever-Night, so named due to the lack of sources of light other than the moon and it's cascade of stars.

Naturalists are always perplexed by the strange spores that blow up from the open sky. The pervailing theory is that they propagate from doldrums. The spores are a common sight on the bottom of ships, growing into complex coral like constructs out of fungus. Some ship captains allow the growths for they attract flying creatures who seek shelter which can be caught and eaten. Other captains are quick to eliminate any growths lest they unbalance the ship.

What few people realize is that the spores blow up from the abyss. Down at the farthest deepest layer of the abyss grows a massive mat of vegetation. Fungus and slime molds that feed on every scrap of detritus that falls from the world above, and feeds on the god's blood that bleeds into the void. In a way it forms a scab over the true edge of reality.

The spores typically find root on the underside of islands. Growing into large moist hanging jungles of fungus. Slime molds breed rapidly in the fungus jungles, eventually growing into a long rope hanging from the lowest point of the island.

The true danger is from it's sister growing up from the abyss. Should the two colonies meet the island will be pulled into the abyss and lost like many ancient civilizations.

## To Add:

* Storms from above
	+ Above the plane the sky continues on. Where the Abyss reality thins, in the Deep sky reality is compressed, time and space folding upon itself. Great storms are constant in the Deep Sky.
	+ Storms blow down from the Deep, they carry with them Sky Falls which are falling islands, commonly a source of new minerals in the broken worlds.
	+ High in the Deep Sky the storms buffet and blow ships around, no telling where they might end up. If they're lucky they're be within travel distance of their homeland. The Deep Sky acts as a wormhole where space folds over and can randomly deposit the ship anywhere.
Ship Based Roles

Each ship has roles for officers which are outlined below.

## Master at Arms

The Master at Arms is the officer who commands sailors typically in combat situations acting as a lieutenant to the Captain and First Mate.

Boon: By spending a movement action that provokes attacks of opportunity, they can bark orders are crew members. They roll a Profession: Sailor check. For every multiple of 10 a sailor follows their commands. The sailors are able to make one attack, one combat maneuver or otherwise one standard action using the sailor's stats.

The sailors exist in the scene of battle for one round after which they functionally are no longer in play.

Design: This ability grants the Master At Arms a small number of mooks that they can use in combat.

Drawback: Any unit that dies as a direct consequence of the order given by the Master At Arms will cost them 1 unit of influence representing the resentment the crew feels towards one of their own dying. Failure to pay this results in cumulative moral penalties on the sailors summoned and the ship potentially leading to a mutiny.

## Quartermaster

The Quartermaster is in charge of the cargo on a ship. It is their job to arrange the trade deals in port and are in charge of ensuring the ship is adequately supplies.

Boon #1: The quartermaster with a social skill check in a dock can convert 1 unit of Goods to 1 unit of Influence or Labor on a 1 for 1 trade. The amount they can trade per day is equal to the result of their skill check divided by 10 (round down).

Boon #2: The Quartermaster can burn 1 unit of Influence for a +2 circumstance bonus on any social skill roll. (Max bonus granted is +6)

Design: The Quartermaster's boons are more heavily geared towards downtime and resource management

Drawback:
Patrons

Just a quick list of potential Patrons, note these are not 'witch' patrons. Those are thematic choices which the player should pick to fit who their patron is.

* Dragons
	+ One would need to either have dragon ancestry or petition a dragon to drink their blood.
	+ Cost: Blood magic (ie causes damage to caster - likely causes unmitigated energy damage related to the bloodline like fire or cold.)
	+ Note, this would be dragons, not the titan-esq true dragons. Though one could petition the true dragons and if they could survive the undiluted power would be a very strong caster.
* Gnoll Matrons
	+ This one is limited to a modified Witch Archetype - Putrefactor. The host must have a swarm of scarabs as a familiar that will live inside them. The familiar is the physical manifestation of the Matron's soul as well as a component in alot of Gnoll rituals.
	+ Cost: Blood Magic (Causes damage tot he caster)
* Vampirism
	+ This is an unusual choice as one would basically take the hunger or the 'beast' as their patron.
	+ Cost: Hunger Magic (Vampires haven't been fully fleshed out yet, but basically the caster would be moving their hunger up by a category in order to grant spell levels. It's dangerous because if they push too far they can devolve into voracious killing machines and it could be years before they return to the senses.)
* Fungus Mat
	+ his would strictly be limited either to BBEGs, DMPCs, or to an Abyss adventure.
	+ The fungus mat feeds on the disparity between reality and unreality. The very edge of reality. This magic would be tapping into that. This magic is basically the opposite of druidic magic and has a reverse effect ie reality becomes thinner.
	+ Cost: No idea
Team vs Team

Combat of team vs team; Rough copy

**Combat Level**:
This number is the combat effectiveness of the unit. It is the average level of
the NPCs in the unit and can be increased through investing in the unit either
monetarily by buying better equipment or by spending the time to train them in
PC classes instead of NPC. The difference in two units effective combat level
determines the damage the units take.

Very Easy Fight: 1d4 damage

Easy Fight: 1d6 damage

Even Fight: 2d6 damage

Hard Fight: 3d8 damage

Suicidal: 4d10 damage

Damage is determined by the degree of difference between
units. A level 1 Peasant vs Level 3 Soldier would have two degrees of
separation. The level 3 soldier has an easy fight so they take 1d4 of damage.
The level 1 Peasant suffers 4d10 damage. Whereas 3 Level 1 peasants and a level
3 soldier would be an even fight.  Damage
can be mitigated by the player characters through their actions before or
during combat. Plans can increase effective combat level temporarily, sapping
enemy supplies can decrease their effective combat level. Attacking strategic
units or claiming strategic points during a fight can decrease damage die type
or number of dice.
Забота о каждом человеке

Общество должно помогать решать проблемы каждого человека в разных сферах:

* социальная,
* личная,
* **медицинская**.

Часто, люди в нашем мире остаются один на один со своими проблемами.

Никто не знает, что им нужна помощь, мало кто помогает.

Такого быть не должно. Мы единое общество, нельзя забыть ни об одном человеке.

Есть много примеров когда человек сталкивается один на один со своей проблемой и не может её решить:

* нечего есть, недоедает;
* находится на грани нищеты;
* нет жилья;
* нуждается в уходе (инвалид, старый человек)
* нуждается в лечении;
* отсутствует что-то необходимое;
* одинок.

Заниматься проблемами каждого конкретного человека должны специальные государственные учреждения.

Такая забота должна быть бесплатной, либо доступной каждому.
Велосипед

## Покупка

Учитывать:

* велосипед может быть женским, подростковым;
* смотреть вес, на который он рассчитан;
* после покупки необходимо зажать все болты, либо наблюдать первые недели, не раскручиваются ли они, *в том числе под седлом*;
* иногда говорят, что ещё нужно смазать велосипед после покупки.

## Эксплуатация

* При езде на бугор вдвоём, если вес на велосипеде критический, могут сломаться подшипники в оси педалей.
Empire's Fall

+ Lord Blacksky (Blacks, Blacky or That Corpse with a fancy hat)
		- An apparently undead leader
		- Highly charismatic
		- A thirst for life
		- Alot of floozies in town have the lich loved feat, best not to think about.
		- Defacto leader as he controls their main strategic advantage. The undead.
			* Though he commonly delegated every task he can to his council made of up ship captains elected via direct democracy.
	+ The Council
		- In contrast to Lord Blacksky's more carefree jovial approach the council represent the most shrewd and cunning pirates in the skies. They are a dower and serious lot painfully aware that the only reason their truely neutral safehaven exists is on the whims of a undead lich who would rather spend the evening in a bordello than a meeting.
		- Most council members remain in their position for a very long time. Party due to the lengthy democratic process which while fellow pirates are proud of, are loathe to attend, and party due to directing much of their energy at snuffing rivals before they become an issue.
		- Most captains on the council have not sailed a ship into battle in years. They instead own fleets and have other captains do it for them.
* Notes on the city.
	+ The city is constantly shifting and moving. The city council has only two taxes.
		- A tithe to Lord Blacksky for patronage of Empire's Fall. Lord Blacksky is seen as rather kind and dotting as he has often been willing to waive the tithe in exchange for an item of emotional value instead.
		- The second tax is collected by the council monthly. Captains pay based on the location of where they make berth, and permenant residents pay based on their location to the major points within the city. As most structures in the city are made from shipwrecks non-payments result in the building being towed to an appropriate location.
	+ Districts:
		- The Docks
			* Lots of warehouses and dry docks
			* A trader's market exists for the buying and selling of trade goods and insurances
		- The Market and Crafts district
			* The more traditional bazaar. Shops range from official businesses with walls and doors, tents on floating outcroppings of sand, and more hidden less than reputable services.
		- Nobles District
			* The name is in jest.
			* The nobles quarters houses the many bordellos that service the sailors.
			* Prostitution is a very lucrative business in Empire's Fall and it is reflected in the fine architecture and streets of the Nobles District.
			* Notable Landmark: Blacksky Manor
				+ Lord Blacksky makes his home at the end of the main thoroughfare.
			* Notable information: No whore has ever suffered from whore rot and surprisingly a few of them have shown adept with divine magics.
			* Lord Blacksky functions as the god of Whores, Booze and Piracy as such many prostitutes find they are granted divine abilities after being visited by him. Domains: Lust/Greed
		- The Arcane District
			* Magic, while allowed is very mistrusted. The arcane district is set far away from the more populated areas to avoid losing anything important should a mage misfire.
Abyss Divers

Abyss Divers are those brave or foolhardy enough to sail into the Abyss searching for sunken islands that contain relics and riches lost to the centuries.

They sail down in rickety ships as few are willing to fund their ventures.

Deep in the Abyss live monsters and creatures that have grown to gigantic proportions due to the lower gravity.

They find fungus choked islands and explore them. Often they can return with red ore known rather unimaginatively as Red Stone to divers, Rubumite to scientists but the Vayan know it's true origin as Titan's Blood.

The Red Stone can fetch a small fortune, but the true goal for any would be abyss diver is finding an artifact. Finding of anachronistic technology allows a normally poverty stricken Abyss diver to retire should they manage to survive both the dangers of the deep and the dangers of their fellow divers.

Most Abyss Divers live in pauper's tombs. Hollow rocks that are chained and moored together to create a shanty town.

"A diver is only as good as his rig" a common saying among diver communities that rings true. Every diver has a Rig, a small craft used to traverse the Abyss. They come in innumerable variations with many superstitions attached to certain configurations. Some use sails, others uses harpoons and pulleys, rare are those that can afford elementals. Commonly a Rig is used to pull the diver's tomb from one shanty town to another perpetually searching for the motherlode.
The Dead Sky

The Dead Sky or Grave Sky are the most commonly known names for the battlefield where the pride of the Bastion Empire of old tore itself apart.

Prior to the night of the coup the military was sent away from the city on training maneuvers. The two main factions of the loyalists and revolutionaries were waiting for either to make the first move. The Revolutionary forces had expected the loyalists to lay down their arms once word of the Royal family's death reached them.

Unbeknownst to them, the Vayan managed to save the queen and her immediate family with the help of courageous adventurers.

With neither side willing to back down the forces clashed. The largest army the Broken Worlds had known tore itself apart.

The Loyalists were ultimately triumphant, but it was a Pyrrhic victory. The battlefield was lost and a long stretch of shattered ships stretched across the skies. Pirates and looters were quick to occupy the air, light maneuverable ships were able to hide behind the skeletons of the warships to evade retribution.

After a few years wreckages seemed to grow. Floatsam and Jetsam seeming to congregate there. Ancient wrecks falling from high sky or rising from the deep to eternally rest in the graveyard of ships.

Eventually the dead began to stir as well. Hungry dead began to prowl the graveyard of ships. Strange cursed elemental formed from broken ships and the restless dead. Only one safe haven exists within the cursed realm. Ruled by an enigmatic self proclaimed Pirate King. A wizard, a god, a pirate who claims to have found eternal life. Though his skeletal remains are all that remain.

Merchants, travellers and pirates all claim city as home, for the fastest way to trade in the neutral territories, and therefore most lucrative, is through the Dead Sky.

Those who receive his blessing and pay his tithe have nothing to fear from the hungry dead. Those who do not do well to douse their lights and pray for swift passage.

Notable Locations:
Faith

Faith is the power of emotions and belief and is the source of most traditional divine magics.

Normally it is absorbed by gods and used to empower their champions and create miracles.

However, in the Broken Worlds gods do not exist to absorb said Faith. Instead it builds up. Emotions have power and it affects the real world.

Fear causes the lands to change and become more frightening. A village fearing wolf attacks may find direwolves start attacking. Fear is attracted to that which is feared, it is a catalyst that warps and transforms it into a reflection of the fears of the populace.

More complex emotions like love or pride have subtler effects than baser emotions. A nation that loves and cherishes their queen may cause her to retain her youth for longer or become more beautiful with age. However, the subject will remain a normal human being and will not be warped
God's Blood

Reality. The divine blood of creation is all of reality. The fabric of reality within the Broken Worlds is the blood from the Great Machine. The endless skies, the air even gravity are all aspects of reality that stem from this flowing blood.

 The centre of the spray is where reality is thickest and where life and detritus of creation is the most abundent. Towards the edges of the stream, the edges of reality, where the God's Blood thins space and time are warped. Streams of blood bead into droplets lost from the stream of reality. Some are lost forever, doomed to fade from existence, others manage to reform back into the spray. Rare is it that reality repairs that which was lost. Those that do return are twisted; for time shifts unbound within those lost realms.

Outside this sanguine essence exists the Void. Pure entropy. No foul demons wait hungrily. No mad gods lurk between the stars. It is an emptiness so vast, so complete that not even death can find you.

At the end of the stream. Far from the Great Machine lay the nascent unborn god.
Vesper Wyrms

Excerpt from: "Treatise on Vermin and Vespers"

Vesperdae colonies have always been created from a
collection of many hundreds of rocks and boulders grown together using root and
vine. When they were first discovered it was thought that the islands were
grown much like hives of wasps as is their name sake. However, it was
discovered while they can produce a resinous building material via the
mastication of chitin the islands themselves are grown from caught landmasses
in the sky. The aggregate landmasses that make up Vesperdae colonies are
actually stitched together with silk and the vegetation grown around that. This is done using the very rarely seen Vesper Wyrm.

The Vesper Wyrm is not a dragon despite the name, in truth
it has far more in common with the velvet worms that inhabit the underside of
islands than one of the dragons from the Age of Darkness. The wyrm has a soft
fleshy body, long tubular antenna and fat stumpy legs. Wyrms are typically kept
within the islands in specially designed crèche caves. This is for several
reason but most noticeably despite the colossal size of the great beasts they
very much have the characteristics of a puppy they are overly affectionate to
the point of squishing inexperienced handlers and excitable enough to
accidentally spray their glue net. They are kept within the cavernous crèche for
their safety as well as would be inhabitants.

The young  wyrms are
sent out with a small flight of Vespers when they have located a desirable spot
for a colony. The younger worms are smaller and carried by caretakers and used
much in the same way leaf cutter ants build their nests. The glue and silk dry
into a fibrous resin that encourages growth from spores from open sky.

When the wyrm finally grows into its adult form it is
capable of netting boulders the side of frigates and pulling them into place.

There is no known upper lifespan for the great wyrms.
However, colonies typically as part of a grand ceremony induce the wyrm to lay
eggs. This causes a distinctive change in the wyrm and it retreats to the
cavern crèche to brood its young. The Wyrm’s its typically implanted with many
Vesperdae eggs following this change. The Wyrm gradually dies protecting its
brood and as the eggs hatch so to doo the drones it was incubating. Most
Vesperdae drones are born in large batches from Vesper Wyrms granting the
fledgling colony the immediate workforce it needs to start turning the
constructed landmass into a farming territory.
Team vs PCs

Rough - Main page

**PCs vs Teams:**

When the PCs are fighting multiple units, rather than have
100s of units on the board the enemy teams will be represented by squad
captains who have slightly better stats and can summon fellow soldiers as
needed.

The enemy soldiers act as minions and the team leader can
summon as many minions as the team has HP left.

This means that if players engage with an opponent team they
are fighting at full health. But if the players bring an ally team with them,
resolve the damage for that team vs team encounter first.

Alternatively, have enemy units continuously spawn from a
designated area or areas (Or just out of line of sight) until specific win
conditions are met or the pool of enemy units are wiped out.

During a fight the DM will advise if there are strategic
objectives in a fight, ie: claiming a spot and defending it against enemies.
Killing a specific enemy. Blowing up a supply wagon, etc. Completing these sort
of objectives mitigate damage to the Players team and may award additional
loot. Emphasis on offering players choices ie: “For taking out that supply
wagon, you can either resupply your troops (reduce damage they suffer by 1 die
type) or take it for yourself (extra loot token)
The Fungus Mat

The Fungus Mat is a incomprehensible intelligence.

It encompasses all of reality along the scab. It feeds on the disparity between reality and the void. There is an intelligence behind its actions. Ultimately it seeks to emulate the Great Machine and bring order to the chaos of the Broken Worlds.

Whereas the Great Machine from which the Broken Worlds originates is constructed of divine light and perfect machinery the fungus will construct its great machine from flesh and blood. I order to do this it needs reality to stabalize and will react violently should any new GODs arise as they will create currents within the already turbulent God's Blood.

It has saved and enslaved the dwarves to its will. The dwarves act as avatars. They are immensely powerful beings who work to pull islands down into the void. An apocalyptic scenario for those who live upon the islands.
Армада "Страж"

Армада "Страж"- одна из космических армад Конфедерации, базировавшаяся в секторе Децем. На данный момент базируется в секторе Секундо. По оценкам военных экспертов, армада занимает второе место по численности и первое по военной мощи, среди остальных формирований флота Конфедерации.

Командующий

Александр Гришаков

История

Первые упоминания о соединении флотов, получивших название "Страж" датируется 2300 годом, когда человечество начало осваивать восточные рубежи галактики. Тогда ещё ажиотаж вокруг неизведанной галактики и возможности появления других разумных рас продолжал набирать обороты, поэтому колониальные корабли часто сопровождались соединениями боевых кораблей, оседая на месте основания колонии. Часто космические соединения объединялись в группы, тем самым, организовывая сообщение колоний. Одной из самых первых групп была "Армада", которая позже стала именоваться армадой. При поддержке Пропроретора, армада приобрела официальный статус военно-космического формирования.

2600 год

В момент начала Раскола, флотилии армады находились в домашних регионах и слишком поздно получили боевые сводки, от чего подверглись внезапным атакам секторных соединений. После объединения, "Армада" занималась уничтожением кораблей новообразованного Славейского Союза и возвращение планет под контроль Конфедерации. Однако, череда поражений в оборонах так называемых "кладбищ кораблей", большого числа списанных военных кораблей разных классов. Значительную часть кораблей армада потеряла от флота "Знамя", во главе которого стоял достроенный дредноут "Трудовая слава". В ходе тяжёлых боёв, проводившихся с целью вывода дредноута из строя, были потеряны флотилии "Стойкие", "Калдерис" и "Новый Горизонт". Ценой многочисленных жертв флотилии "Оникс" удалось загнать противника в ловушку и уничтожить дредноут.

А 2615 году, армада смогла восстановить большую часть потерянных кораблей. Теперь крупные тактические соединения базируются в секторе Секундо, на границе со Славейским Союзом, реагируя на провокационные действия пиратов, наёмников и славейских кораблей.
Neutral Territories

The Neutral Territories are the name generally given to the vast swathes of sky that were lost when the Bastion Empire of old fractured.

True to their name the neutral territories pledged loyalty to neither side of the resulting conflict. The dead sky acts as an unnatural boundary between the two factions and largely helps to prevent the war from terrorizing through more of the neutral territories.

Notable locations or factions within the Neutral Territories:

### The Duval'Cai - Eternal Sands

The sprawling deserts that the cats and gnolls call home are to the outer moon-ward edge of the neutral territories. They are fiercely independent having finally gained their freedom from under the yoke of the Old Empire they do not wish to gain another collar. They are well aware of the strategic value their lands represent and have fought both New Bastion and the Republic to prevent them from getting a foothold.

### The Vespitrae

The Vespitrae are spread throughout much of the Neutral Territories. They have less claim to a kingdom and are more of a collection of farming villages that typically congregate around suns. They remain neutral due to a lack of any true capitalizable strategic value. They often trade with the cats for slaves.
Microsoft Lumia

**Microsoft Lumia** (ennen **Nokia Lumia**) on Microsoft Mobilen valmistama älypuhelintuoteperhe. Tuoteperheen myynti aloitettiin lokakuussa 2011.

Lumioissa on Windows Phone -käyttöjärjestelmä, jonka osuus älypuhelimien käyttöjärjestelmistä oli noin 2,6 % syksyllä 2015. Heikon myynnin takia esimerkiksi Jorma Ollila on kertonut vuonna 2013, että Nokian valinta Microsoft Windows Phone -käyttöjärjestelmän osalta oli virhe.

Marraskuussa 2014 Microsoft julkisti ensimmäisen Lumia-älypuhelimensa, jossa ei ole enää Nokia-nimeä. Puhelin sai nimekseen Microsoft Lumia 535. *Lähde 1 (*https://fi.wikipedia.org/wiki/Microsoft\_Lumia)

*Tämä artikkeli on **tynkä ja kesken***.
**Et voi poistaa tätä**.
Voit auttaa laajentamalla artikkelia.
The Broken Worlds Wiki

## Welcome to the Wiki

Warning - this is a work in progress, the pages are still in a very rough draft.

You are welcome to create pages and add info as we build this world. I'll edit as appropriate.

## 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.

To Do:

1. Vayan Page
2. Transfer notes to Widowmark Page
3. Map of storm region.

## Pages

### The Setting

* The Timeline
* Maps
Great Machine

## Machina Sanctus

The Great Machine.

This is the architecture of the multiverse.

Innumerable wheels spun around innumerable worlds.

The Great Machine is a divine creation. It is all of creation. Divine energy flows through it like blood.

The gods guide this machine shaping and reshaping worlds to their liking feeding on the power granted to them via the faith of mortals.

The faith of the mortal feeds the gods. The gods empowered guide the machine.

These are not the gods as they are known in The Broken World, petty, vain, weak, mere imitations, eddies of faith given life. These were the true gods. Beings of immeasurable power. As vast and as distant to mortals as they are to the life of cells.

## Machina Noctus

When the Great Machine was sundered a multitude of components flowed out along side the God's Blood. In the shadow of the stream the components of the Great Machine reformed. The gears of the divine machine reformed but are incomplete and damaged.

It does not tick with the divine heartbeat of creation any more. The Shadow of the Machine is broken and struggling to complete its purpose.

Arcane magic uses the machine as the source of its power. Within the Great Machine wizards were capable of feats of magic unimaginable. Outside, within the Broken Worlds arcane magic utilizes the Shadow Machine. However, the broken machine is dangerous. Spells are forcing parts of the Shadow Machine to complete complex formula. There is a real danger of the machine, skipping a note, slipping a gear, possibly warping the spell.

However, there remains a constant possibility of the machine breaking. When that happens anomalies occur and they vary greatly. Some are rents in reality leading to the void. Others warp space and time.
Remnants

Remnants are the general name given to groups of people who are not associated with one of the major factions. Typically small groups who managed to survive the cataclysm while their civilization did not.

Most nations feature a small quarter where groups of remnants congregate in an attempt to rebuild their population and save what little is left of their culture.

Goyle

### Races:

#### Elves

Elves following the cataclysm have become exceedingly rare. A few talk of their lazarus tree ships that travel the vast distances between worlds. But there are no elven enclaves or nation. Most elves live exceedingly long but lonely lives rarely seeing another of their kind. For this reason half elves are somewhat more common as the elves living among the shorter living kin develop fleeting romantic liaisons to ease their loneliness.

#### Dwarves

Dwarves are not present among the Broken Worlds populations. Legends say that dwarves used to be a strong force, one that rivals the titans with the iron forged ships that burned across the night skies. It would seem the lack of lands to mine and a lack of underground have caused the race to dwindle. There are tales from Abyss Divers who claim that there are Dwarven communes built into the bottom of the Abyss who wield strange powers and chant in stranger tongues.
Runic Engine

The Runic Engine is a highly guarded creation of The Administration of Republic Order and Welfare. It is fundamental to their plan to issue in a new golden age for the empire.

Only agents of the administration are allowed in to the engine room on ships containing this new experimental engine. The few ships that The New Bast Empire managed to scuttle and board exploded before any information could be gleaned.
Arcane Magic

Magic and enchantment is all about short cuts.

Large arcane rituals are dangerous, with the Machina Noctus as broken as it is a would be mage is liable to kill himself and possibly others.

To skirt around this smaller scale magics are used. For example, using the levitate spell at a high enough level to enchant flying ships would be disastrous, instead the Duvel'Cai use a low level summoning spell to conjure forth a sand elemental and bind it through arcane rituals and bargains.

However, the Machina Noctus retains patterns, it is able to learn. Sometimes this allows the machine in the shadows to optimize its functions where magical usage is greater thereby making it safer for mages to use more powerful magics. Other times this optimization allows the machine in the shadows to repair itself faster causing greater backlash against mages.
Anomalies

Anomalies are echos originating from a fault in the Machine.

When a spell backfires there is a risk of an anomaly generating. These effects vary greatly, a level of randomness determined by the amount of backlash generated by the Machine within the Shadows and the strength of the magic fueling the spell. Anomalies can affect the caster alone or drastically effect the world as a whole.

Known Anomalies:

The Ghoul Star: The once verdant farming city of Mondaleen was forever warped due to a poorly contained newly constructed engine that utilized a mixture of arcane, psionic and elemental binding technologies. It rent a hole through the blood of reality. The wake of the corruption killed a colossal sky beast inadvertently saving the town. The waves caused the normally warm daylight from the sun Mondo to curdle blood red. The verdant crops of grasses and grains died in the field; detritivores multiplied and large carnivorous trees of fungus grew from the stones of the houses that dripped black ichor down upon the streets. More worrying is the crimson light of Var-Mondo, the Ghoul Star, has an unusual effect upon undead.

The Green Lady: A ship claimed as salvage by the party. The back was outfitted with a barely contained storm elemental held in an arcane, divine and psionic infused cage. The engine is very unstable (5 success to 4 failures) and constantly bleeds black storm clouds and occassion blasts of lightning. When it overloaded the Green Lady was heavily warped. The Worn scoured and scorched black, wooden banisters warped and twisted with the wood reshaping into skeletal hands. Twisted faces of forsaken souls and laughing demons are embedded in the wood and seem to shift in the corner of your eye.
Equipment

Unique Weapons in the Broken Worlds:

* Spring Hook - 1 Handed Martial Weapon
	+ Traditional Usage:
		- Extended reach when catching ropes and sails
		- Catch rock or ship to avoid falling
	+ Stats:
		- Damage: 1d8 Slashing
		- Crit: x2
		- Price: 58gp
	+ Special:
		- Counts as a light metal spiked shield (AC +1 1d4 Slashing)
		- Spring Loaded Reach: Takes a swift action to extend the hook to grant the weilder reach (lose benefit of shield)
		- Attached: Tool is attached to the wrist as part of a springloaded armguard.
* Wrist Boltor - 1 handed simple ranged weapon
	+ Usage:
		- Drive pitons into rock and wood.
	+ Stats:
		- Damage: 2d4 Piercing
		- Crit: x2
		- Range: 60ft
		- Price: 20gp
		- Special
			* The weapon is attached to the wielder’s arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached. -2 on precion based hand checks
			* Concealed: +2 to slieght of hand to hide weapon
			* Too use: Can be used to fire pitons into hard materials.
The Everflowing

The great arid desert known as the Everflowing or the Cai.

* Largest landmass in the Broken Worlds.
* Named the Everflowing as the desert dunes that dominate the majority of the landmass constantly flow over the edge of the land.
	+ Rivers of flowing sand are common
		- There is an ecology within the sand rivers.
			* Small worms occupying the role of fish eating detritus and etc
			* Antlions that eat the fish and things that fall in
			* Larger worms acting as sharks/dolphins
* The Cai has many different biomes, the known ones are typically arid. Along the edge of the Cai you find rocky arid regions. Towards the Republic side there are vast savannahs. Towards the Bastion side it more typically resembles a semi-arid desert.
	+ Duvel'Cai live along the edge of the desert in sandstone cities.
	+ Gnolls live in the Dying Lands which are vast featureless wastelands of rolling dunes notorious for their restless dead.
* The Cai marks the boundary between the ravaging storms from the Great Mother Storm and the Broken Worlds.
	+ The winds from Grandmother Storm are split by the Cai. Damp winds forced over the Cai divulge their water upon the rainforests on the far side of the Dying lands leaving little for the rest of the Cai. The rest of the damp air decends into the abyss and on to the Broken Worlds carrying with it fertile nutrients and rain.
		- Grand Mother Storm regularly calves storms and typhoons that would travel to the Broken Worlds. These storms disrupt the winds and make air travel very difficult. Duvel'Cai storm chasers hunt these storms down by flying into their heart and binding them. The storm is then cut apart and used to power most of their elemental technology. The trauma of being cut apart is also why when their storm engines break the storm explodes with eons of built up fury.
		- Capturing the storms allows bad air (oxygen deprived or etc) to sit and stagnate in areas. The stagnation of air causes the skies of the Broken World to be lower in pressure compared to Grand Motherstorm. So her maelstroms are slowly becoming more powerful.
		- The Duvel'Cai storm chasers are aware of this, but a more powerful storm is more valuable.
		- Should a great maelstrom escape into the Broken Worlds it will drastically change the map. Lands will be moved. Skyfall will pull lands from other realms in the Broken Worlds and it will dreg up lands from the Abyss.
* History:
	+ Gnoll war of enslavement
* Other Races:
	+ Vultures
		- Vultures are a solitary race of intelligent bird with a passing resemblance towards vultures. They have featherless heads and necks and have two sets of wings with grasping claws.
	+ Geckos
		- Live in the vast wet jungle on the far side of the Dying Lands.
Void

The emptiness outside of creation. Nothing dwells here. It is an eternal void.

Those that fall into the abyss end up out in the Void. They drift, starving with nothing to eat, thirsty with nothing to drink, lungs burning with no air to breath. But the sweet release of death eludes them.

There are rumors of void ships. Able to skirt the gap between droplets of reality. They are but myth and legend.
Geography

The map despite being on a 3D plane will still have to be represented on a 2D plane.

The edges of the map are defined by large swathes of unsailable air.

North West Edge: is Grandmother Storm which makes sailing impossible for all but the most foolhardy of Duvel Cai.

South West Edge: is an impassable wall of unbreathable air. Technology or enchantments have not developed to the point to explore beyond that impasse.

North East Edge: is open sky the empire was expanding in that direction before the civil war. Much of it remains unexplored and is very much frontier territory.

South East Edge: Here be dragons... til I figure out what's there.
Säännöt

Nämä ovat Tieto wikian säännöt + ohjeet.

## Artikkelin koko

### Minitynkä

Jos artikkelin koko on alle 50 merkkiä, artikkeli on minitynkä. Jos artikkeli on minitynkä, se poistetaan 36 tunnin päästä jos sitä ei ole laajennettu tyngäksi tai paremmaksi. Jos se on minitynkä, laita tämä merkintä:
*Tämä artikkeli on minitynkä. Laajenna artikkelia.*

### Tynkä

Artikkeli on tynkä, sen pituus on 50 merkistä 2 kappaleeseen. Sinne laita merkintä:
*Tämä artikkeli on tynkä. Voit auttaa laajentamalla artikkelia.* Lisää sivu tynkiin.

### Megatynkä

Artikkeli on megatynkä, kun sen koko on 2 kappaleesta 3-4 pieneen kappaleeseen. Teksti:
*Tämä artikkeli on megatynkä. Voit auttaa laajentamalla artikkelia.*

## Säännöt

### 1§: Vandalismi

Jos käyttäjä tekee vandalismia, niin hän saa ensimmäiseksi 2 varoitusta ylläpitäjältä tai byrokraatilta. Laita malline V

( {title1=Varoitus

syy=(syy)

} )

Estomalline: G

**Se esto**

Laita viestiseinälle malline EstoVandalismi

Estä täältä: Toiminnot:Estä

**Esto**

Tee esto:

se esto

laita syy: vandalismi

estä tunnusten luominen

kesto: 1. 3 kk 2. 5 kk 3. Ikuinen

...

## 2§ Oikeinkirjoitus

Jos käyttäjällä on useita kirjoitusvirheitä, laita 4 varoitusta (V) ja esto (G).

## 3§ Kopioiminen

Kopioiminen on sallittua jos laitat lähteen. Muuten saat 2 varoitusta.

Varoitukset:

Malline V ja G

## 4§ Kuvat ja videot

Saat laittaa kuvia ja videoita kunhan ne täyttävät seuraavat kriteerit:

Ei vitsikuvia

Ei kuvia, jotka ei liity aiheeseen

Mallineet V ja G

## 5§ Tunnus

- Siinä ei saa olla kiroilua, pitkää nimeä tai muuta huonoa.

- Vain yksi tunnus IP- osoitteelle.

Malline V ja G

## 6§ Muut

Käyttäydy

Älä poista ilman syytä

Älä väittele

Älä kommentoi liikaa

Mallineet V (2 kertaa) ja G (Muista estää täältä!)
Goyle

A Goyle is a fairly common creature in many urban cities.

Pictured to the right is what is commonly sold as a pet goyle a distinct breed also known as a Fancy Goyle. They are renowned as intelligent and mischievous pets. They are favored by pirates for their trainability for thieving among other tricks.

Below the fancy goyle is the far more common urban variant. The ashy grey Goyles are common to the industrialized cities of the Republic. They gained their name as they are most often spotted in and among the gargoyles that crowd the looming rooftops. While the name stuck outside of the Republic, they tend to be brown or dun colored away from the smoke choked cities.

They compete with rats as urban vermin, though are far more intelligent than most give them credit for often forming symbiotic relationships with feral cat colonies for protection. It is not an uncommon sight to see a few goyles hitching a ride of cats in the city.

Goyles are quite intelligent and generally try to avoid people. It is said that hurting or killing a goyle will bring you a life time of badluck. There is some truth to this supersition as goyles recognize faces and more so actively steal from or inconvenience those who have earned their ire.

However, all goyles fear the ratcatchers whom use ferrets to flush rats and goyles alike from their roosts and burrows and cats or hawks to hunt them down in the open.

Back to the Lexicon
Meat honey

A product found on many ships throughout the Broken Worlds. Favored due to it being long lasting and flavorful. Most commonly spread on hard tack.

It is described as savory and buttery.

The product is created by the giant vulture bees that are tended to by the Vespitrae.

Meat honey is fermented into an alcoholic drink called Pitch, named for it's black tarry appearance. The flavor has been described as tasting like bone marrow with a sharp sour bite from the alcohol content. The aroma however, has been described as the buttery sweet smell of death.
Factions

## The United Republic of Great Bastion, Edgeward Osterland and the Widowmark

The diseased heart left over from a militaristic coup that split a great empire.

## The New Bast Empire

Loyalists from the great empire prior to it's fall. They support the exiled royal family and seek to take back their glory.

## The Duval'Cai

The Flowing dunes home to the Cai, a race of felines whom call the desert home.

## The Hive City of Veck

A interwoven web of various minor landmasses from boulders to islands that make up the floating hive cities used by the goblin tribes.

## Vayan

A race of kitsune travelers. It is said nothing happens in the worlds without the Vayan knowing about it.

## The O'Shaid

A race of bio-luminescent reptiles that originate from a distant marsh world.

## Vespitrae

A race of insectoids. They are avid ranchers and their main export, meat honey, can be found on nearly every air ship.

## Remnants

A collection of races and species without a home.
Ship Stat Block

Back to Main Page:

**Ship Stat Block**
Broken Down

Ships functionally are simply abstracted buildings. Use the
downtime system to build room as necessary. Once the building is constructed
the final room will be the Hull which acts as the ship’s skeleton. It is what
makes the ship a ship. Once the hull is construct the rooms are locked, new
rooms cannot be added without having to pay the full fee for the hull again.
The cost of the hull is based on the total number of squares the ship uses for
its rooms. 1 unit of labor per 5 squares. 1 unit of goods per room. 1 unit of
influence per bunk space.

**Name**: The name of
a ship. This is very important as any and all reputation will be attached to that
ship’s name.

**Speed:** This is
the number of hexes the ship can travel in a week. (Maybe have speed be a die
type, captains can elect to push the ship for 1 unit of supplies. Roll die type
+ profession sailor to determine distance traveled)

**Sailors Required:**
All ships require sailors. The number of sailor teams required varies depending
on the size of the ship.

**Cargo Space:** This
is the total amount of cargo room on deck. The amount of cargo space is double
the size of the Storage Room. Downtime Capital (Goods, Magic, Labor) and
Supplies each take up 1 unit of cargo space. Ship modifications take up
additional cargo space as listed on their entry.

**Quarters:** A ship
can only it so many people on it. Each 5 squares of Bunk House can hold 2
teams.

**Upkeep**: All ships
require monthly upkeep. This is typically paid with goods but other ships may
require differing amounts of upkeep. Missing the payment inflicts 1 point of
morale damage to all units on the ship. Each unit on the ship costs 1 extra
unit of supplies per month.

**Contacts**: As the
ship ages the NPC roster on the ship will be filled out. These NPCs are either
filled out during the course of play as DM introduced NPCs or introduced via
the players by utilizing teams in combat.

**Qualities**:
Certain ships have additional qualities based on how they are built and act as
pre-built modifications or grant advantages during certain events.

**Ship Traits:**

**Merchant Class:** Calculate
cargo space as x3 instead of x2

**Military Class:**
Each 5 squares of barracks can hold 3 teams.
Crafting

Here's the list over all professions in the Crafting tree:

* Craftsman
* Blacksmith
* Engineer
* Chemist
* Tailor
* Rancher

The player can craft few but necessary items in the first few minutes of playing, as the player levels up, more crafting recipes can be unlocked. You can either craft the items yourself or command your NPC's to craft it for you (see npc system below). You can have other players craft items for you and setup a "*Work Order Needed*", (example: Player 1 needs a pickaxe, Player 2 accepts the work order, crafts it and puts it in the "*Work Order Chest*" and the reward is given to Player 2.) Each work order made (either for NPC or player) needs to have a reward, NPC only needs food or money, as for the player, you can also add items as rewards.
Each profession has it’s own leveling.
There are many items that needs another profession. Example: Engineer needs components made from tailoring, and craftsman.
KXXV

KXXV (Digital & Virtual Channel 10) is a television station in Sacramento, California, United States, affiliated with CBS. The station is owned by Bonneville International. Its studios are located in Trowbridge, California with its FM sisters and AM sisters.

## KXXV

### Channel(s)

Digital: 10
Virtual: 10

### Subchannel(s)

10.1: CBS
10.2: Ion Mystery
10.3: Shop LC

### First air date

March 19, 1955
(68 years ago)

### Call letters' meaning

X represents the number 10 in Roman numerals. The extra X is a misspelling of T, because the desired callsign KXTV was already taken
Sheep

## Sheep

This Sheep is neutral and can be bred by the player.

There are currently 4 types of sheep, White, Blue, Orange and Pink

Has 15 Health.

Deals 0 Damage.

Can be bred using Wheat on 2 Sheep.

Breeding Stats:

* 60% chance to get a White Sheep.
* 25% chance to get a Blue Sheep.
* 10% chance to get an Orange Sheep.
* 5% chance to get a Pink Sheep.

More colors and stats will come soon.
(Fanfiction🐳 ) Shining Stars Adoption Center

## Chapter One - Waking Up

**Catie**

Hi! My name is Catie Ellen Willis, and I currently live at Shining Stars Adoption Center! According to the penguins that work here, it's like the Pet Shop, but 3 times bigger! It has been around since 1923, and it's also where Kyra from Teddy Town used to reside at until she got adopted!

I woke up today next to my best friends Owen and January, as usual. "Mowning, Catie!" Owen and January yawned in unison. "We're stwill here in Pookies R Us, not adopted yet..." "Yeah, I see." I said, and stretched.
The Maisonets

The Maisonets is an animated TV series aired on LemonTV every Friday at 3:00pm and 5:30pm as a part of its original series lineup. The series is about the Maisonets, a family composed of 9 as they try to live a normal life together.

## Characters

(Oldest to youngest)

* **Michael and Georgie Maisonet** (37 and 39) - The parents.
* **Natalia Maisonet** (16) - Natalia is the bossy, nagging older sister. She seems to believe that because she's the oldest, she has authority over her siblings, and often plays manager with them. Natalia will often bully her siblings as well.
* **Lindsay Maisonet**(14) - Lindsay is obsessed with fashion, and it is quite literally her life. She hopes to be a fashion designer and sometimes tries to get her siblings to wear her latest creations. Sometimes she will force it upon them to a point where they begin to disregard her as a family member.
* Eli Maisonet (12) - Eli is a complete and utter genius. He loves math, science and playing the alto saxophone.
* **Lola Maisonet** (9) - Lola is all about sports - specifically cheerleading, gymnastics and basketball. She has been athletic her whole life and never breaks a sweat. Every day, she looks forward to playing sports with her siblings and is a very bubbly girl.
* Linka Maisonet (7) -
* Jefferey Maisonet (6) -
* Penelope Maisonet (4) -
Kiara's Life

Kiara's Life is a TV show aired on LemonTV every Thursday. The show is about a 7-year-old child abuse victim named Kiara Gould who runs away from home and moves in with her cousin.

## Characters

* Kiara Gould: 7-year-old girl who is the main focus of the series
* Daniel and Samantha Gould: Kiara's abusive parents.
* Ronnie Detheridge: Kiara's cousin and only friend.
* Joan Detheridge: Ronnie's mother and Kiara's aunt.

## Episodes

* S1E1: Running Away - Kiara runs away from home and moves in with Ronnie and Joan.
* S1E2: Summer Fair Kiara, Ronnie and Joan spend the day at the annual summer fair.