recursal/Fanatic-Fandom huggingface dataset:
Monday Shows

Monday Shows is a show focusing on the Marvel Superheroes, such as Iron Man, Captain America and Spider-Man. Monday Shows was originally planned to have all different types of shows, but it ended up just being 3 episodes.

## Monday Shows

Iron Man from the first episode of Monday Shows

### **Plot**

Iron Man and Captain America are on a mission, but in the middle of it, Iron Man reveals to Captain America that he is not in fact Tony Stark, but Wario. Captain America is stunned and starts to attack him because he's not the real Iron Man.

After this, Iron Man and Spider-Man go on a mission to see what this outline is of Spider-Man.It turns out to be Spider-Man 2099, from an alternate dimension. Spider-Man and Spider-Man 2099 start to fight, but suddenly, Captain America shows up, and starts helping the team.

### **Episode List**

Episode 1 - (May 31st, 2015)

Episode 2 - (June 7th, 2015)

Episode 3 - (June 26th, 2015)
Epic Apple (show)

Epic Apple is a series on Fruit Comics. They have only made 2 episodes so this is all we know so far.

### Run:

March 7 2017 - Current

It connects with The Little Pencil Season 1 by showing off what happens once The Little Pencil is off screen.

It also connects with The Little Pencil Season 2 by showing what happens after TheOdd1sOut gives the red pencil the pepper.

This is all we know.

### **Episode List**

Episode 1 - The Ending Of The Smart Group? (March 27th, 2017)

Episode 2 - The Pepper (May 26th, 2017)
How To Redeem Codes

The **How to Redeem Codes** page lists ways of redeeming a code.

## Codes

Codes are very important in the game National Geographic Animal Jam. To use codes, follow the guides below.

### Method 1

1. Log into Animal Jam.
2. Click on the Gear button in the Right (<-) of the Report button.
3. There will be a section that says AJ Code- Enter Code.
4. Enter your code, and then you get your prize.

### Method 2

1. Before you log into your account you should see a buttonon the splash screen. It's says "I have a Code to Enter!"
2. Enter the code and click "Play" and redeem your prize.

### Method 3

1. Go to www.animaljam.com/redeem
2. Enter Code.

If your code does not work make sure that you have written it exactly how it is spelled.
Code Status

​​

## Codes

Codes are a type of sequence which will award different items. They can be found in merchandise and certificates sold by Animal Jam. There are also codes that are released by animal jam here and there, which usually give gems. Each code is unique, and each code unlocks a separate prize. Some codes have expired, so you cannot use them. If you try to use a code more than once, AJ will give an error message.

### ​​Membership/ Retail

These codes have been purchased using real money and will give significantly higher rewards. For example, redeeming a code for membership will give a specific amount of membership time and redeeming a code from Jazwares items generally gives you special clothing or den items unobtainable anywhere else (except trading).

### ​AJ Released

These are prizes and their status of availability.

Prizes

DIAMOND(S)----Not Present

ITEM(S)----Present

GEMS----Present

Please refer to our newest Codes Page.
Codes As Of 6/9/2017

Due to this page being archived, the newest codes page can be found here: Category:Codes

Thank you for visiting the AJCW!

## Codes as Current

 ready2jam
 jamaafun2day
 aj4ever
 getready2jam
 paws4friends
 NGKAJ17
 AJBDAY6
 explorer

Additional Codes: NGKAJ2018 500 Gems

For more info on codes, see our guide at How To Use Codes. (http://animal-jam-codes.wikia.com/wiki/How\_to\_Use\_Codes)
Egyptian Tomb Lighting

- Add a Directional Light to Unity scene (GameObject > Light > Directional Light). Usually the sun or where the sun is would come into the scene.

Add point lights when needed. Angle the light where it would realistically shine. ( GameObject > Light > Point light).

- Enable shadows on the light via the inspector (ShadowType > Soft Shadows). Add shadows so that game players move in them.

Make sure Baking is in real time ( Inspector > Lighting > Baking)

- For effects that require lighting:

Change the position, Rotation and Scale of each point light and directional light. ( Inspector > Lighting > Position, Rotation, Scale)

o Add a Point Light to the Unity scene (GameObject > Light > Point Light)

o Change inspector settings to get a good range, positioning and color

Pick a color setting for each light ( Inspector > Lighting > color)

Add a range that each light will give ( Inspector > Lighting > Range)

Add the intensity of each light ( Inspector> Lighting > Intensity)

Add Bounce Intensity of each light ( Inspector > Lighting > Bounce Intensity)

Check the Draw Halo box ( Inspector > Lighting > Draw Halo Box)

o Make this gameObject’s parent the VFX gameObject by dragging this gameObject onto the VFX gameObject in the scene hierarchy view

- Add skybox:

o Create material for skybox in the project window (Right Click > Create > Material)

o Change material shader in inspector to skybox (RenderFX > Skybox)
Environment

I was assigned to build the environment for Egyptian tomb. So i started by gathering reference images of tomb structure and props. Based on the reference images collected i started to model the environment shell and supporting elements like pillars, columns etc.

**Modeling:**

I modeled the environment shell and its supporting elements like pillars and columns in Maya. And

- Delete history

- Freeze Transformations

- UV Unwrapped

**Texturing:**

Once done with the modeling and unwrapping, i then exported the mesh as an .obj file in substance painter.

Inside substance painter

- Created a separate layer for base color (Fill).

- Another layer for smart material

And blend/Multiply both layer to get the final texture. Once done, exported all the textures including normal, roughness, metallic.

**Exporting to Unity:**

In Maya i updated the materials with the new textures exported from substance painter. At this point, I exported the whole environment shell as an .fbx file into our project directory.

Inside Unity

- Create Unity Scene (Egyptian tomb) with Character controller and import fbx files.

- Create new material - assign albedo, normals and specular maps.

- Setup collisions

- Enable them as static object
Prop Assets - Alec Scott

Brain Storming

Getting started on any project starts with find reference
material. On this project, our group focused on a discovered Egyptian tomb.
Using image search to find other tombs that have been discovered was the first
step. Picking key object out from the images started the building process for
the scene.

Modeling

Starting with simple geometry allows for quick building and
let the modeler get a sense of size for the object they are creating. I created
a chest with a dog on top. Using simple geometry and going back and forth from
Maya or other 3D software to game engine I could create something of proper
size that I felt suited the environment. After getting the size correct next
was adding a simple texture to let the object have color in engine, even if
that color is grey.

Engine

Once in engine there are a few steps before just placing the
object ion scene. First creating a prop folder so all following props can be
placed in there. Thus, allowing for all similar object to be found in one
location. Next, create a sub folder with the prop’s own folder. This way all
the materials, texture files, and any extra models that come along with the
prop will be found in one location. Now export the object from the 3D software
via FBX if possible. Import the object into your game engine under the folder
with the same name as the object. Now you should see your object and another
folder named material. In material import your texture files to that folder and
connect the texture to the material.

Placement

Now place the object in scene and be sure it is correct
scale and the material is attached to the model. If everything is correct, save
your scene and move on to other props.
Animation Best Practices - Tiffany

For the animation process after deciding on our idea for our game environment, we had to gather references for our animations. What would someone be doing in an Egyptian Tomb? We decided that they would likely be excavating, and therefore we needed references for things people might do during that process. Videos of archaeologists digging and brushing in the dirt, inspecting artifacts, and moving carefully enough not to harm anything all proved to be very helpful.

Once I had chosen what I wanted to have my character do in the environment, I went ahead and created an animation test for it on a generic character to try to get a feel for what I wanted to do. I chose to go with an animation of the archaeologist brushing some dirt away from what they are trying to look at. In the process of waiting for the final character and rig from other members of our team, I submitted this to our professor to see if he had any feedback.

Once I had a finalized character, I took the proxy animation I made on the placeholder character that I was using and transferred it to the new character. After doing this, I exported the animation file as an .fbx to bring into Unity. At that point, I brought it in and made sure that it would work in the engine, while also creating the meta files for the animation before submitting to Perforce. Once I saw that everything worked in Unity, I submitted it to the team's perforce to be put into the engine!
Audio That Won't Blow Your Ears Out

I started by downloading the .wav file from Sounddogs.com,

highest bit rate and quality possible. I then brought it into

Adobe Audition to trim and clean. First, I found a good section

I wanted to trim out and highlighted it, right clicked, and selected crop.

Then I grabbed the volume falloffs to add lead in and fading volume.

Then I adjust the EQ to bring out the highs more for a more
authentic scuttling sound with less room noise and more chittering.

This will allow the Unity Engine to create the room reverb effects.

Then I normalized the audio to restore the volume level. This maintains uniformity in Unity for the volumes of SFX, so levels should all be relative to each other.

And we arrive at the final .wav file by exporting it out to the destination folder.

Then, we add it to the object with an audio source component. First,
add the component and then click the circle on the right of the

AudioClip to select the file to use. We set the audio to 3d Blending

so that it the volume adjusts to our location in game. I set the

volume down lower so that it's not the most important audio source

in the scene.
Props for the setting

First I take some refrence photos on the exact prop I wanted to make. Taking pieces from here and there. Then I open MAYA (2017) and start to sculpt it with basic shapes. Getting the shape to be bold and exciting is a must. After some time getting the basic shape down, I then polish it. After the polishing, I go and find some textures either from a local source, or the internet. Finding and applying a proper texture is very important, since it could take people out of the piece if done badly. When the texture is applied to it, I then UV the object so I can apply the texture evenly and see if it works at all. This is when getting rid of tearing on an object is import. Once it looks good both in size and textures, it is already to be uploaded into Unity. To do this, I export the current object as a FBX file. Open up the Perforce folder and place both the FBX, Maya and Mel file into it. Open up the current build of MAYA and place the object into the scene. If it works, then I'm done. If not then I have to go back to work on the problem.
Character Best Practices - Katie

For this project I was tasked with providing one of the characters for the scene. I began the process by looking into environments and occupations that would be similar to the type of character that would be needed for the scene. I looked into reference pictures to see elements that were common among archaeologists, as that seemed to be the job our characters would have. After looking through several archaeologists the common threads in their appearance were their cargo pants, hat, boots, and their white button ups. Though these were not present throughout every person in the reference images they seemed to properly embody enough elements of an archaeologist to get the point across.

Then to create proxy content I decided to create a board game like piece, simply for the purposes of inserting something into the Unity scene. The proxy character ended up looking like a simple person similar to those in the board game life. As for the final character I choose to pull a model from Turbo squid, and during my search I found an archaeologists model that fit the bill rather nicely, if not a tad cartoonish. It was by no means a perfect model ready to go right after purchase. Rather I received a Max file rather than a Maya file and I was completely lost as to how to operate the program. So after contacting the support from Turbo squid and requesting the file to be converted to a Maya file I finally was able to work with the character. There were still a multitude of issues with the model, namely the jacket attached to him seemed to have a copy of itself that refused to move with the rest of him. There were also no controls attached to the rig and the rig itself seemed rather flawed, our rigger is awesome for fixing everything with the model and making it usable. And after much modification from our rigger the character was finally able to be animated and inserted into the unity scene, this character could not have been usable or possible in general with out our talented rigger!
2017 Game Art Pipeline Wiki

## Welcome to the 2017 Game Art Pipeline Wiki

This is the Wiki site for DePaul's Game Art Pipeline class - Content Best Practices

Lighting Best Practices

Rigging

Props Best Practices - Clara

Props Best Practices - Michala

Animation Best Practices - Tiffany

Effects To Blow Your Mind

Egyptian Tomb Lighting

Audio That Won't Blow Your Ears Out

## Describe your topic

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

## Latest activity

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

When first starting off modelling a prop, it usually works best to begin with a cube and work your way up. This way it's easier to avoid any unnecessary triangles, which in turn makes the modelling and subdividing process easier in the long run.

Before beginning the export process, it is important to:

* Smooth the mesh (**Mesh > Smooth**). This will make sure that if the modelling was done with smooth shading turned on, it gets translated into geometry. That way, the model won't look like a blocky version of itself when imported into the engine of choice.
* Freeze Transformations (**Modify > Freeze Transformations**). This will make sure that the translate, scale, and rotate values on the model are all at their default. It's important to make sure that the model resides at the origin before doing this, as doing this will cause the translation values to read 0, even if the model is not at the 0 point on the grid.

* Delete History (**Edit > Delete All by Type > History**). This will help to make sure that the data doesn't get corrupted upon export or saving the file. Maya is touchy and usually steps need to be taken to ensure that everything works fine upon opening the file again or importing it to the game engine of choice.
	+ It's important to note that **Delete All by Type > History** should only be used when there isn't any deformer history on the mesh that needs to be saved, such as blend shapes, lattices, delta mush, skinning information, etc. Using this option when any of these are present will result in them being deleted as well. If any of these are present, the option **Delete All by Type > Non-Deformer History** should be used.

After all of these steps are completed, it should be safe to export the mesh. This can be done one of two ways.

If there are multiple meshes in the scene that need to be exported separately:

* Select the mesh that needs to be exported, and go to **File > Export Selection**. It's important to click the options box at this point to make sure that the export settings are correct.

If there is only one mesh that needs to be exported, the above method can still be used, or:

* Go to **File > Export All.** The options box still needs to be clicked at this point, however nothing needs to be selected, as this option exports everything within the current scene into the desired file format.

At this point, a menu should pop up with the export settings (See image: Export1). If the options for exporting have never been opened before, the dropdown will probably read **mayaBinary**. This will not work for exporting to a game engine. FBX is what is most commonly used. After this is checked, it's important to further check the settings by clicking on the button that says "**Edit preset..."**

The menu shown in image Export2 should come up upon clicking that button. The user defined settings are usually fine, but it's always good to doublecheck the settings no matter what. If there are no animations on the mesh, the **Bake Animations** option should be unneeded. If the settings look like they do in the Export2 image, everything should be fine.
Rigging AR

For Rigging I modeled a very simple character and created a fairly complex rig for him. The rig has adjustments for some body parts on some controls. An example of this is the neck control. from the neck control you can change the numbers to position the neck the way you want it.

There are also IK chains for arms and legs and a spline IK for the body to add more control.

The rig also has an IKFK switch on the character's global mover than can be toggled on or off depending on how the animator wants to animate the character.
Rigging

I was given a mesh by one of the character modelers, that actually came with an entire skeleton, already skinned and everything. That soon proved to be not as good as it sounds. The skeleton has various issues but it all boiled down to the inherited rotation values and orients in the joints, making it really hard to keep it, so I decided to just make a custom one.

Using Maya's HumanIK tool, I've built a skeleton

for the character. This tool creates a skeleton automatically based on the mesh, so it did save me some time since I didn't have to manually place each joint, I just scaled and arranged them to better fit the model.

After that, I set up some IK chains for arms and legs and added controls so animators could easily use them. I connected these chains and IKs to nurbs circles that can be keyed.
Special Effects Creation

Special Effects THAT WILL BLOW YOUR MIND!

First, I started with playing with the details of the particle system to create something that resembled the effects of sand falling. I used the basic particle effect and added collision, a large initial and dwindling emission, and changed the emitter type to Edge. This created a wall of sand effect. But I wanted a lot more density to the effect so I created a .png texture that simulated a blurry wave of sand with little repetition and alpha transparency and set it to alpha/blended Particle shader material. Then I used it for the material in the render settings, and set the stretched billboard mode so that the speed could stretch the sand texture as it fell to add more dynamics to the effect. I also adjusted the emissions to use less particles as this saves computation now that we have the texture and not individual grains of sand. I attached sound source and capsule collider trigger components to the particle system's prefab, and then I wrote a script to control its behavior. The script first acquires the particle system and audio source at Start, in order to call them both to play when the trigger object is triggered by the player, but only if they are not already playing. This prevents the effect from being interrupted and breaking realism. Then I placed them in the level and tested it out, not forgetting to add the Player tag to the controller.
Props Best Practices - Clara

**Introduction:**

For this Egyptian Tomb Environment, assets were modeled by a collection of artists involving props such as statues, pottery, and excavation tools. For my role I modeled two varieties of Egyptian Organ Jars - used by ancient Egyptians during the mummification process to store organs. Fascinating!

**Gathering References:**

When beginning the process of asset creation, it is essential to pull plenty of references. This can easily be done through simple google image searches, pooling together references of objects with a variety of styles, textures, and angles to work off of. Pictured is one of many images pulled during this phase.

**Developing Proxy Content:**

Once references have been pulled, proxy content can be developed. Using Maya, this proxy content can be blocked out to capture the simplified appearance and scale of the reference image. A simple block texture is the applied. In the case of this proxy pictured, the shape of the Anubis Jar was captured. This proxy was then exported as an .FBX file into Perforce and the teams collective Unity scene.

**Modeling and Texturing Final Asset:**

After all team members had created proxy content, we could then move to final asset production. The proxy content was adjusted to further illustrate the fine details of the jars. An additional Horus-Head Jar was modeled. UVs were unwrapped and a clay-based texture applied. These updated assets were once again exported as a .FBX and imported into Perforce and Unity.

**Placing Asset into the Scene:**

As a final action, the two Organ Jar assets are placed into an appropriate location in the scene, thus completing the Prop Asset Production.
Dragon full helm

**Dragon full helm** is a piece of equipment that is worn on the head. Dragon full helm, being one of the rarer helmets to receive in-game, are sought after by players. This helmet, corresponds to the Dragon platebody set, and should not be mistaken for the chain body variant.

## Obtaining

* Dropped by Mithril Dragons.
* Buying from other players.
Umbrella Corporation Utah Hive Wiki

## Welcome to the Wiki

This is the Wiki for Utah based Cosplay Group Cerberus. We are the Utah Hive for the Umbrella Corporation. Click below to meet our team.

Agent

Scientist

Soldier

## Summary

This wiki is details on members of Umbrella Corp - Utah Hive.

Umbrella Corporation – Utah Hive and Cerberus are a Utah based charity cosplay organization comprised of and operated by Resident Evil fans. Resident Evil, its characters, costumes, and all associated items are not the intellectual property of Umbrella Corporation – Utah Hive and we do not claim any copyrights.

## About Us

We are charity cosplay group based out of Utah. Our main charity is National Law Enforcement Officers Memorial Fund. Other charites we support include:

* Utah Food Bank

* Humane Society of Utah

* Toys for Tots

* Make A Wish

​We also attend:

* Anime Banzai

* FantasyCon

* Gaming Con

* Haunted Houses

* Private Events

* Salt Lake Comic Con

* Zombie Walks

## Latest activity

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

## Summary

Draven joined the Utah Hive in May of 2014. At first his load out was simple. Over the years he has found his own style and upgraded his load out to what it is now. Through hard work he was promoted to Bravo squad team leader, then to Master at arms, and currently sits as Charlie squad leader and Master at arms.

## Weaponry

Dravens load out changes from day to day. Most commonly he can be seen with

* M4 style rifle

* 1911 pistol
* ka-bar style knife
* Plate carrier
* 6 extra rifle magazines

* Various protective and communications equipment

On occasion he will add or swap out

* Pump shotgun
* CZ75 based race style pistol
* 9ft custom made bullwhip
The 22 People Family on Peru and Lima

1 Father Cesar Becerra

2 Mother Jessica Becerra

3 Sophia Ranjan

4 Adil Ranjan

5 Harry Ranjan

6 Cassandra Ranjan

7 Ronnie Ranjan

8 Lucky Ranjan

9 Mortimer Goth

10 Bella Goth

11 Alexander Goth

12 Cecilia Goth

13 Edgar Goth

14 Georgina Goth

15 Sam Sekemoto

16 Dorothy Sekemoto

17 Happy Feet Lewis

18 Eshana Lewis

19 Monty Sekemoto

20 Sasha Sekemoto

21 Pongo Sekemoto

22 Maria Sekemoto
About Us

We are charity cosplay group based out of Utah. Our main charity is National Law Enforcement Officers Memorial Fund. Other charites we support include:

Utah Food Bank
Humane Society of Utah
Toys for Tots
Make A Wish
​

We also attend:

Anime Banzai
FantasyCon
Gaming Con
Haunted Houses
Private Events
Salt Lake Comic Con
Zombie Walks
The 33 Places in Peru and Lima

1 City

2 Streets

3 House

4 Hospital

5 Police Station

6 Firefighters

7 Hairdressers

8 Shops

9 Market

10 Restaurants

11 Nursery

12 School

13 University

14 Jobs Work Buildings

15 Care Home

16 Graveyard

17 Bus Station

18 Islas Ballestas Paracas

19 Arequipa

20 Volcano

21 Train Station

22 Cuzco

23 Jungle

24 Palaciode

25 Museum

26 Church

27 Hotel

28 Sport Center

29 Swimming Club

30 Zoo

31 Park

32 Seaside

33 Airpor
Phantom

## Summary

Phantom is one of the Founders of the Group and current group President.

When it comes to battle, Phantom isn't usually one for stealth. He tends to do things overkill, and likes Large weapons and explosions.

## Weaponry

-Hand Held Minigun/ammo pack

-Barret M99 sniper Rifle

-Vehicle Mounted Browning M2 (Ma Duece) 50 Cal machine gun

-Vehicle Mounted Minigun

-Glock 23
The People Family Tree Sims Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

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

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
The 4 People Family House in Peru and Lima

1 Goth Family House- What the heck, that family is German-American, not Peruvian

2 Ranjan Family House-They are Indian-British not Peruvian

3 Lewis Family House-THEY ARE BRITISH

4 Sekemoto Family House-THEY ARE JAPANESE-AMERICAN AND SOME OF THEM LIVE IN THE UNITED KINGDOM

in summary none of these people are Peruvian or have ever lived in Peru
Marzana Smallbriar

Sister of the talented bard, Lorne Smallbriar who met an untimely end in the city of Villben.

Marzana is also known endearingly as The Duchess but several of the townsfolk of Gurst. She is the de facto leader of the town after the deaths of both her father and her brother.

She is very important to the town's captain of the guard, Karden Doomrag who fiercely defends her and the town itself.
The 124 People Family on Peru and Lima

1 Abuelito Becerra-His name isn’t even Abuelito, Abuelito is Grandpa in Spanish,his name is Diego Becerra and he isn’t even Sophia Gordon’s (the person that made this wiki) grandfather, he is her great-great uncle, but he is actually Peruvian

2 Abuelita Becerra-Her name is Isabel and also isn’t Sophia Gordon’s grandmother, she is

3 Father Cesar Becerra

4 Mother Jessica Becerra

5 Sophia Becerra-She pretends this person is her but it’s not, her last name is Gordon

6 Brother Jack Becerra

7 Bradley Ranjan

8 Vilma Ranjan

9 Owen Wyman

10 Monica Wyman

11 Adesh Ranjan

12 Ina Ranjan

13 Edi Ranjan

14 Aanadi Ranjan

15 Adil Ranjan

16 Eshana Ranjan

17 Milton Bachelor

18 Enriqueta Bachelor

19 Cheai Heller

20 Isabel Heller

21 Simis Bachelor

22 Jocasta Bachelor

23 Michael Bachelor

24 Bella Bachelor

25 Victor Goth

26 Gretle Goth

27 Simon Crumplebottom

28 Prudence Crumplebottom

29 Gunther Goth

30 Cornelia Goth

31 Mortimer Goth

32 Dean Gordon

33 Sonia Gordon

34 Pacrick Bonds

35 Chloe Bonds

36 Harley Gordon

37 Sally Gordon

38 Marley Gordon

39 Marvin Lewis

40 Alina Lewis

41 Richard Lofton

42 Brenda Lofton

43 Memphis Lewis

44 Jazmin Lewis

45 Happy Feet Lewis

46 Mark Harris

47 Michelle Harris

48 Tom Mena

49 Leah Mena

50 Giaccomo Harris

51 Rosa Harris

52 Giuseppe Harris

53 Dorothy Harris

54 Yumi Sekemoto

55 Leighton Sekemoto

56 Sam Sekemoto

57 Olivia Goth

58 Samuel Goth

59 Lolita Goth

60 Frida Goth

61 Agnes Crumplebottom

62 Robert Crumplebottom

63 Erik Crumplebottom

64 Stephanie White

65 Nathalie White

66 John White

67 Susan White

68 Karen Thomas

69 Nancy Thomas

70 Erik Thomas

71 Robert Thomas

72 Elizabet Thomas

73 Barbara Anderson

74 Joy Anderson

75 Ali Anderson

76 Yasmina Anderson

77 Hassan Anderson

78 Mary Jones

79 Jessie Jones

80 Cody Jones

81 Tom Mc Williams

82 Gail Mc Williams

83 Suzie Williams

84 Nathan Newbie

85 Tammy Newbie

86 Edna Newbie

87 Eddie Newbie

88 Pete Toscano

89 Irene Toscano

90 Julietta Toscano

91 Emily Campbell

92 Keuin Belgroue

93 Emma Belgroue

94 Connor Belgroue

95 Evie Belgroue

96 Jauier Llerena

97 Tia Carmen Llerena

98 Tio Alfredo Flores

99 Roberto Llerena

100 Tia Gladys Llerena

101 Nando Llerena

102 Fernando Llanos

103 Tia Pili Llanos

104 Thiago Llanos

105 Aranza Llanos

106 Tia Rosita Becerra

107 Tio Jorge Becerra

108 Tia Ines Becerra

109 Tio Coco Becerra

110 Tio Daniel Becerra

111 Tia Pamela Becerra

112 Tio Jaime Becerra

113 Tia Patty Becerra

114 Alice Becerra

115 Marina Becerra

116 Tia Charito Gutierrez

117 Guia Rios

118 Liz Rios

119 Pancha Perez

120 Zora Perez

121 Lvana Perez

122 Stuart Gordon

123 Isabel Gordon

124 Stephkanie Gordon
Xim's Empire (25,130 BBY - 25,096 BBY)

**Xim's Empire** was the massive empire created by Xim the Despot's conquests, and which fractured upon his death.

## **History**

The empire had its origins in the Kingdom of Cron, a fiefdom carved out during the Cronese Sweeps by Xer VIII, the pirate who became Xim's father.  Based on Argai and containing at least thirteen other planets, it was the first territory ruled by Xim when he came to power in 25,130 BBY

The first ten years of Xim's reign were known as his Expansionist Period.  During this time he conquered much of the Tion Cluster, including the Livien League in 25,130 BBY which was established within it.  At its height, Xim's empire included thousands of worlds and stretched from the Radama Void to the Maw.  Xim established a secret police, the GenoHaradan, and used terror tactics including mass executions to maintain order.  He also pioneered construction of war droids to bolster his combat forces.  Xim used orbital fortresses during his campaigns.  At the height of the empire's power, Xim held palaces on Argai and Raxus, great vaults on Dellalt, and a monolithic statue on Desevro.

However, Xim's swath of conquest would soon bring him into coflict with the Hutt Empire, the preeminent power in the galaxy and already a historic enemy of his Tionese subjects.  For some time, they had quarreled over control of the Si'Klaata Cluster.  It was during this period that the orbital fortress now known as Terman Station was placed near Sriluur in the Periphery.  In 25,102 BBY Xim decimated the Hutt colony world of Ko Vari.  However, shortly after, the Hutts under Kossak in turn destroyed an entire fleet of Xim's at the First Battle of Vontor.

Shortly later, a second battle was fought at Vontor, with an inconclusive result.  This led to the Hutts imposing the Treaty of Vontor on the Vodrans, Niktos, Klatoonians, and Weequay, gaining those species' services as mercenaries.  In the third battle for Vontor in 25,100 BBY, Xim's forces were totally decimated, with his treasure ship, the *Queen of Ranroon*, being one of the few forces of his to survive.  Xim was captured and taken to Nal Hutta, where he died a prisoner in Kossak's palace.

Following the death of Xim, his empire quickly collapsed under the Hutt invasion.  The Kingdom of Cron reasserted its independence, and new states such as the Jaminere Marches and the Honorable Union of Desevro & Tion were quickly formed out of the former territory of the empire.  During the Tionese War (24,000 BBY), the Tionese crumpled under the Galactic Republic.

The GenoHaradan would continue to exist for at least the next twenty thousand years, evolving into a criminal syndicate.  Xim would continue to be a hero of the Tionese people for millennia, despite his brutish ways.
Will Bert Ever Get Some Sleep?

'Will Bert Ever Get Some Sleep?' is a brand new recurring sketch series that first aired on the Entertainment Hour channel on November 27, 2017. The show will feature the same live audience format as 'Weekend Update' did, since Layne produces this new mini series with Rowan as the chief editor as well as reprising his ambitious role as twig head himself, Bert. He along with his pal

   Ernie are the two main stars of this supposed game show as Ernie manages to find some sort of cure for Bert' s misfortune of slumber by using different techniques such as a magic 8 ball in the pilot episode. The setting takes place inside Bert' s bedroom just when he's about to take a rest, in which this show will feature mostly elements of Bert torture.

## Credits

Director: Layne Collins

Writer of episode 1 & 2: Layne Collins

Producer: Layne Collins

Editor: Rowan Rodriguez

Voices: Layne Collins and Rowan Rodriguez

## Facts

* Chuck E Cheese was originally attended to be the one trying to sleep instead of Bert, but Layne didn't buy the idea, nor did Rowan, for they both thought that Chuck E already has a good home at Weekend Update.
* It's rumoured that Cookie Monster will make a few appearances on the show too.
The 28 People Family House in Peru and Lima

1 Becerra Family House

2 Ranjan Family House

3 Bachelor Family House

4 Goth Family House

5 Gordon Family House

6 Lewis Family House

7 Harris Family House

8 Sekemoto Family House

9 Goth Family House

10 Crumplebottom Family House

11 White Family House

12 Thomas Family House

13 Anderson Family House

14 Jones Family House

15 Williams Family House

16 Newbie Family House

17 Toscano Family House

18 Campbell Family House

19 Belgroue Family House

20 Llerena Family House

21 Llerena Family House

22 Llanos Family House

23 Becerra Family House

24 Becerra Family House

25 Becerra Family House

26 Gutierrez Family House

27 Rios Family House

28 Perez Family House
Big Bird

Big Bird (born March 20, 1969; age 54, bird age 6) is an 8 foot, 2 inch yellow canary who is good friends with Mickey Mouse and the rest of the gang. Big Bird is prone to frequent misunderstandings like thinking that the alphabet is one large word. At times, he can be very wondrous and tends to get on

   others nerves cause of his child like behaviour, but to make up from most of the trouble he has caused, he still is in the end a child and tries to make any situation happier for someone who might feel a bit down. His best friend Snuffy usually partners up with him when the going gets tough, but has a bit more knowledge and sense than his yellow friend.

## Facts about Big Bird

* Big Bird was Layne's childhood favourite and is still is to this day.
* When portraying Snuffy to Layne's Big Bird, Rowan seems to get a kick out of Layne's protrayal since he's the one who brings the life to the bird and snuffleupagues duo and    without him, it would not of been the same.
Oscar the Grouch

Oscar the Grouch (born June 1, 1965; age 58) is a furry green grouch who lives in a trash can. In fact, he loves trash so much that he is almost never seen outside of his trash can. Oscar's mission in life is to be as miserable and grouchy as possible,

   along with passing on that feeling to everyone else. When a visitor knocks on his can while interrupting him from an important task, he inherently greets them with a snarl. He'd rather be alone by himself then take someone else's bargain, although sometimes it can be the other way around.

## Facts about Oscar

* National Grouch Day is on October 15, celebrating not only Oscar's way of life, but other grouches way of life too.
* Oscar has a girlfriend named Grundgetta and the two of them have a pretty rocky relationship.
* Oscar was born orange, but a trip to Swamp Mushy Muddy transformed his color into slimy green, a color in which he admires.
The 20 People Family on Peru and Lima

1 Mortimer Goth

2 Bella Goth

3 Cassandra Goth

4 Alexander Goth

5 Father Cesar Becerra

6 Mother Jessica Becerra

7 Sophia Ranjan

8 Adil Ranjan

9 Harry Ranjan

10 Memphis Lewis

11 Jazmin Lewis

12 Adesh Ranjan

13 Ina Ranjan

14 Happy Feet Lewis

15 Eshana Lewis

16 Sasha Lewis

17 Sam Sekemoto

18 Dorothy Sekemoto

19 Cecilia Sekemoto

20 Monty Sekemoto
The Old Republic (25,053 BBY - c. 1,000 BBY)

*"The Old Republic was the Republic of legend, greater than distance or time.  No need to note where it was or whence it came, only to know that... it was the Republic."*

***- From the 'Journal of Whills'***

The Old Republic was a galactic government that existed prior to the establishment of the Galactic Republic, thousands of years before the Clone Wars.  With the support of the Jedi Order, the Republic engaged in multiple conflicts against various opponents, including the ancient Sith, the Mandalorians, and the Zygerrian Slave Empire.

In the aftermath of the last conflict between the Jedi and the Sith, the Old Republic was succeeded by the Galactic Republic approximately one thousand years before the Invasion of Naboo in 32 BBY.  The new government united much of the galaxy under the rule of democracy until it was replaced by the Galactic Empire at the end of the Clone Wars in 19 BBY.
The Mid Rim

**The Mid Rim**, also known as the **Mid-Rim**, **Mid-systems** or the **Mid Rim Territories**, is a region of the galaxy located between the Expansion Region and the Outer Rim Territories.  With fewer natural resources - and therefore a smaller population - than many neighboring regions, the Mid Rim was a territory where residents worked hard for everything they had.  Several planets built up impressive economies, and pirate raiders often hid in the relatively unexplored spaces far from major trade routes.

## **Astrography**

* **J-7:**  **Iridonia**
Buddy Trope: Total Amateur

'Total Amateur' is the twentieth album recorded by the fictional band known as the Buddy Trope. Instead of following the usual format of an album, this time the album itself has an incoming plot outside of the show. The album's main focus is that of an old radio countdown, counting down all of the greatest hits from that week, similar to Casey Kasem's America Top 40, but instead of 40 hits, there are 5 hits and the show's called  Korny Kevin's

   Countdown. Korny Kevin (voiced by Dennis) is an apparent disc jockey who has a dose of comedic flavour in every show of his and announces the 5 hits of that week in the old Kasem fashion. Kevin's favourite band of course is Buddy Trope, which is probably the case why their latest hits appear on his show almost every week.

After the wacky intro, Korny Kevin introduces himself and the Buddy Trope's 5 greatest hits that come straight from their twentieth album 'Total Amateur' (irony much?), as well as reminding his listeners that the Buddy Trope were just a tiny touring band way back in July, which was mostly true for the most part. Kevin announces number 5, which is 'Cover Me', in which he endorses it as only a snippet. The next song is 'Don't Fear The Reaper', a song recorded at Blue Baker Broadway Studios, according to Kevin. Then he thusly introduces the number 3 song 'Urgent', then the number 2 song 'Do You Know What I Mean?'

Before song number 1 is to be revealed, Kevin cunningly introduces a long distance dedication from Bill Cosby on how the Buddy Trope first gotten started in which Bill affirmed listeners that "when they first got started, they said let's get high" etc. After Cosby was abruptly kicked off air, Kevin apologizes and then introduces number 1 'Don't Talk To Strangers' ft Officer Lou. After the outro, Kevin signs off by declaring his signature phrase "Keep your stars at the ground and keep reaching for your feet!"

## Tracks

5. Cover Me

4. Don't Fear The Reaper

3. Urgent

2. Do You Know What I Mean?

1. Don't Talk To Strangers ft Officer Lou

## Facts

1. Kevin's phrase at the end was an oblivious pun on Kasem's popular phrase that he declares at the end of his shows.

2. The drum roll for number 1 was accompanied by Rowan.

3. It was Dennis himself who thought of the idea for the twentieth album taking place on a rather traditional radio station broadcast.

4. Layne's favourite song from this album is 'Don't Talk To Strangers.' Layne even applauded Dennis on his performance as Korny Kevin later that night.

5. Their twenty-first album 'Kansas Is Lost' should be completed today and the album will also return to the old format.

6. This was the first album to be recorded in November.

7. Doobert returns as cowbell player, whenever the band felt clueless about who would play the best cowbell.
The Unknown Regions

*"I left for the Unknown Regions, determined to lose myself.  I learned that **unknown** was not the same as **empty**."*

***- Darth Krayt to Cade Skywalker***

The **Unknown Regions**, **Unknown Space**, **Unknown Sector**, or **Unknown Territories** was the collective term for all regions of the galaxy not formally charted; it differed from Wild Space in that Wild Space was usually minimally charted, but not fully explored.

The Unknown Regions was broadly defined as areas not connected with the skein of reliable or well-known hyperspace routes spanning the galaxy, did not belong to the wider well-known galactic community, did not look to Coruscant as the ultimate center of civilization, or were not under the broad hegemony of the Galactic Republic before the Galactic Civil War.  Beyond the region's outer edge lay the hyperspace disturbance beyond the edge of the galaxy.
Adari

## **Astrographical Information**

**Region:**  Inner Rim, The Slice

**Sector:**  Adari Sector

**System:**  Adari System

**Suns:**  (1)

* Adari

**Orbital Position:**  3

**Grid Coordinates:**  M-9

**Rotational Period:**  24 Standard hours

**Orbital Period:**  409 Standard days

## **Physical Information**

**Planet Class:**  Terrestrial

**Atmosphere:**  Breathable (Type I)

**Climate:**  Temperate and Cool

**Gravity:**  Standard

**Primary Terrain:**

* Snowy Volcanoes
* Forests

**Surface Water:**  Lakes and Rivers

**Points of Interest:**  Hall of Decisions

## **Societal Information**

**Immigrated Species:**  Adarian

**Primary Language(s):**

* Adarese
* Galactic Basic Standard

**Government:**  Corporatocracy

**Population:**  500 Million - 1 Billion

**Major Exports:**

* Manufactured Goods
* Ores

## **Ruling Factions**

* **The Old Republic** (c. 25,000 BBY - 1,000 BBY)
* **The Galactic Republic**  (c. 1,000 BBY - 19 BBY)
* **The Galactic Empire**  (19 BBY - 4 ABY)
* **The Alliance of Free Planets**  (4 ABY)
* **The New Republic**  (4 ABY - 27 ABY)
* **Thrawn's Confederation**  (8 ABY - 9 ABY)
* **The Imperial Remnant**  (12 ABY - 43 ABY)
* **The Galactic Federation of Free Alliances**  (28 ABY - 41 ABY)
* **Darth Krayt's Galactic Empire**  (130 ABY - 137 ABY -)

Adari was a planet in the Adari system, dotted with forested areas, along with snow-capped mountains.  Known for manufacturing, mining, and pacificism, the planet supplies the Galaxy with several key resources.  The planet is covered with deadly plants that kill those who eat them.

## **History**

Discovered circa 25,000 BBY, Adari became the adopted homeworld of the Adarians, a race of humanoids with a strict social structure.  A member of the Galactic Republic since the early ages, Adari was on the cusp of galactic battles, as its neighbor Vurdon Ka was on the contested Perlemian Trade Route.

Remaining loyal to the Republic through the Clone Wars, the planet bought neutrality during the Galactic Civil War by supplying the Galactic Empire with extensive resources.  Located in relative proximity to Dantooine, Adari became known as the "refuge planet" for outcast Jedi and Rebel Alliance troops.

Staying out of galactic affairs, the planet was annexed by Grand Admiral Thrawn during his campaigns against the New Republic.  When the Imperial Remnant was finally driven from the core, Adari joined the Republic, only to be cut off with the invasion of the Yuuzhan Vong in 26 ABY.  When the Republic retook Coruscant and reorganized into the Galactic Alliance, Adari quickly joined.  Remaining neutral in future wars, it was a member of Darth Krayt's Galactic Empire as of 137 ABY.
Dathomir

*"Warrior-like men, witches - this place has all kinds of fun."*

***- Anakin Skywalker***

*"This planet resonates with the dark side of the Force."*

***- Urai Fen***

Dathomir is an obscure planet in the Outer Rim Territories, located in the Quelii sector.  It was somewhat smaller than Coruscant in size and thus a slightly-below-standard gravity.  The planetary year was 491 days.  Dathomir has four moons.

Dathomir was considered a temperate and beautiful planet by Human standards, with a varied terrain that included coastal lakes and tar-pits, thick forests and snow-capped peaks, powerful rivers and broad savannas, small icecaps and dramatic rift valleys.  Even under the New Republic, however, nine-tenths of the planet remained unexplored and unihabited, with the population limited to a relatively small area along the edge of one of the three main continents, a zone of uplands and river plains bordered on one side by the unsailed ocean and on th eother by vast expanses of desert.

## **Astrographical Information**

**Region:**  The Outer Rim Territories

**Sector:**  Quelii Sector

**System:**  Dathomir System

**Suns:**  (1)  Domir

**Moon:**  (4)

* Koratas

**Orbital Position:**  4

**Grid Coordinates:**  O-6

**Rotational Period:**  24 standard hours

**Orbital Period:**  491 local days

## **Physical Information**

**Planet Type:**  Terrestrial

**Diameter:**  10,460 km

**Atmosphere:**  Oxygen Mix, Type I (Breathable)

**Climate:**

* Temperate
* Cool

**Gravity:**  90% standard

**Primary Terrain:**

* Forests
* Deserts
* Savannahs
* Oceans
* Mountains
* Canyons
* Volcanoes

**Points of Interest:**

* Aurilia
* Dathomir Imperial Prison
* Dreaming River
* Frenzied River
* Great Canyon
* Infinity Gate
* Jedi Praxeum
* Misty Falls
* Fortress of the Nightsisters
* Nightsister Stronghold
* Quarantine Zone
* Red Hills
* Shattered Ridge
* Singing Mountain
* Star Temples
* Sith Academy
* *Tzarina* crash site

**Fauna:**

* Baz Nitch
* Bolma
* Brackaset
* Burra fish
* Drebbin
* Gaping Spider
* Horse
* Kamurith
* Kodashi Viper
* Malkloc
* Purbole
* Rancor
* Rhoa Kwi
* Sarlacc
* Saurian flier
* Ssurian
* Verne
* Whuffa worm

## **Societal Information**

**Native Species:**

* Dathomirian
* Kwa
* Kwi

**Immigrated Species:**

* Chazrach
* Humans
* Yuuzhan Vong
* Zabraks

**Primary Language(s):**

* Galactic Basic Standard
* Paecian

**Government:**  Tribal

**Population:**

**(Modern):**  5,200

* 97% Human
* 3% other species

**Demonym:**  Dathomiri

**Major Cities:**

* Aurilia
* Science Outpost
* Trade Outpost
* Blue Desert City

**Major Imports >:**  None

**Major Exports <:**  Labor