recursal/Fanatic-Fandom huggingface dataset:
Doctor Who (Paradox Timeline)

This page is about the Doctor Who universe designated 02.

Unlike many of the other timelines The Doctor's universe spans across space and time. Many characters encounter events in a totally different order to how others may perceive them. Thus the timeline has to be split up into the timeline of each individual character.

## The Doctor

* The Fugitive Doctor
* The First Doctor
* The Second Doctor
* The Third Doctor
* The Fourth Doctor
* The Fifth Doctor
* The Sixth Doctor
* The Seventh Doctor
* The Eighth Doctor
* The Warrior Doctor
* The Ninth Doctor
* The Tenth Doctor
* The Eleventh Doctor
* The Twelfth Doctor
* The Thirteenth Doctor
* The Fourteenth Doctor
* The Fifteenth Doctor
* The Northern Doctor
* The Young Doctor
* The Blonde Doctor
* The Little Red Doctor
* The Purple Doctor
* The Irish Doctor
* The Curator (One)
* The Curator (Two)
Scaro

Resting on the eastern shore of the Aegir Lake, Scaro is a village that prides itself on its Hunters Guild, which is a guild of skilled monster hunters who bring profit and tourism to this town. It is run by The Warrior Lady Hedvig Skov “The Reaper”, who is also the head of the Hunter’s Guild.

Backstory: Resting on the eastern shore of the Aegir Lake, Scaro is a village renowned for its Hunters Guild. The guild consists of skilled monster hunters who bring profit and tourism to the town. The village is run by The Warrior Lady Hedvig Skov, known as "The Reaper," who is also the head of the Hunter's Guild.

Distinct Features: Scaro's identity revolves around its Hunters Guild, and the village reflects this in its architecture and atmosphere. It boasts a guild hall, training grounds, and trophy displays, highlighting the village's reputation as a hub for monster hunting. The village itself is surrounded by the expansive Kjolna Fields, offering ample hunting grounds for guild members.
Groþa

The largest city of Tyrsted, a coastal trading hub where the majority of trade takes place, is affluent and culturally rich and exciting, run by The Merchant Lord, Bertel Johannsen “The Opulent”.

Backstory: Groþa, the largest city of Tyrsted, is a bustling coastal trading hub. It emerged as a center of commerce due to its strategic location and natural harbor. Over the years, Groþa has grown into a prosperous and culturally rich city, attracting merchants, artisans, and adventurers from far and wide.

Distinct Features: Groþa's skyline is dominated by impressive merchant guild halls, opulent marketplaces, and ornate cathedrals. The cityscape is a blend of architectural styles from various regions, reflecting its diverse population. Groþa is known for its vibrant festivals, lively entertainment venues, and a thriving arts scene.

Economic Imports/Exports/Services: Groþa specializes in maritime trade, importing exotic goods from distant lands such as spices, precious gems, and rare artifacts. The city's major exports include fine textiles, crafted items, and locally produced goods. It serves as a hub for financial transactions, offering banking services and trade negotiations. Groþa's importance in the realm lies in its economic influence, as it drives the majority of trade and contributes to the overall prosperity of Tyrsted.
Niflhom

Located on Nifl Isle, this village is a quiet, peaceful place, known for its independent spiritualism and sheep industry.

Backstory: Niflhom is a quiet and peaceful village located on Nifl Isle. It is known for its independent spiritualism and sheep industry. The villagers embrace a unique spiritual path that sets them apart from mainstream religious practices.

Distinct Features: Niflhom's tranquil setting is enhanced by its picturesque surroundings, with rolling hills and grazing sheep dotting the landscape. The village is known for its simple yet harmonious architecture, with quaint cottages and a central meeting place for communal gatherings.
Level 30

**Backrooms Level: Parking Lot**

Description:

You suddenly find yourself standing in a seemingly endless parking lot. The concrete stretches out in all directions, forming rows upon rows of identical parking spaces. Harsh, flickering fluorescent lights dangle from above, casting an eerie, pale glow that barely reaches the ground. The air is filled with a faint, distant hum, as if the very structure of this place is alive.

Features:

1. Rows of Cars: The parking lot is filled with an assortment of old, decrepit vehicles. Some have shattered windows, while others appear to be untouched by time. They're parked haphazardly, and there's a sense that they've been here for an eternity.

2. Endless Aisles: No matter which direction you walk, the parking lot aisles seem to extend infinitely. It's easy to become disoriented and lose track of where you've been, making it feel like a maze.

3. Flickering Lights: The overhead fluorescent lights sporadically flicker, casting unsettling shadows that dance across the ground. The constant, irregular buzzing adds to the eerie atmosphere.

4. Unsettling Silence: Despite the rows of cars and the distant hum, the parking lot is eerily silent. There are no other signs of life or movement, creating a sense of isolation and unease.

5. Forgotten Items: Scattered throughout the parking lot are discarded objects - abandoned shopping carts, forgotten suitcases, and other random items. They serve as reminders of the countless people who may have ended up here.

Hazards:

1. Eternal Night: There's no natural light in this level, and the lack of clear exits can make it difficult to find your way out.

2. Claustrophobic Feeling: The endless rows of cars and the feeling of being trapped in a confined space can induce claustrophobia.

3. Isolation: The silence and absence of other living beings can lead to a deep sense of loneliness and isolation.

4. Deceptive Exits: Occasionally, you might spot what seems to be an exit, but as you approach, it leads to another identical section of the parking lot, making it hard to escape.

Escaping this backrooms level is a challenge, as the parking lot seems to go on forever. Survivors often rely on their sense of direction, mark their path, and hope to find a true exit among the labyrinthine rows of cars.
Lyr

Set on the shores of the frozen Niflvatn Lake, this city is a hardy town for hardy people. With harsh winters and moderately warm summers, Lyr is run by Lord Truelsen.

Backstory: Set on the shores of the frozen Niflvatn Lake, Lyr is a city known for its hardy inhabitants who endure harsh winters and challenging conditions. The Wolf Lord Keld Truelsen's stringent, and often criticized as “brutal”, leadership has helped foster a resilient community that thrives in the face of adversity.

Distinct Features: Lyr's landscape is dominated by the frozen lake and snow-covered mountains, creating a picturesque but demanding environment. The city is constructed with sturdy stone buildings and fortified structures to withstand the region's harsh climate. Lyr's people are known for their resourcefulness, craftsmanship, and survival skills.

Economic Imports/Exports/Services: Lyr's economy revolves around industries that cater to the city's unique environment. It exports furs, rare herbs, and minerals found in the nearby Einherjar Mountains. The city also serves as a hub for hunting and trapping, providing valuable resources to neighboring settlements. Lyr's importance in the realm lies in its resilience and the specialized goods it produces, which contribute to the region's economic diversity.
The First Doctor

The First Doctor is the first incarnation of the Doctor. He exists in the Doctor Who multiverse.

* Timeline 01 (BBC Canon)
* Timeline 02 (Paradox)

The Doctor as a Gallifreyan is able to regenerate if killed. This causes him to have several incarnations.

* The Fugitive Doctor
* **The First Doctor**
* The Second Doctor
* The Third Doctor
* The Fourth Doctor
* The Fifth Doctor
* The Sixth Doctor
* The Seventh Doctor
* The Eighth Doctor
* The Warrior Doctor
* The Ninth Doctor
* The Tenth Doctor
* The Eleventh Doctor
* The Twelfth Doctor
* The Thirteenth Doctor
* The Fourteenth Doctor
* The Fifteenth Doctor
* The Northern Doctor
* The Young Doctor
* The Blonde Doctor
* The Little Red Doctor
* The Purple Doctor
* The Irish Doctor
* The Curator (One)
* The Curator (Two)
Оборудование отделов (Медицина)

## Предисловие

Медицинский отдел - один из самых важных на станции. Он поддерживает экипаж живым и здоровым. Ну или хотя бы клонирует трупы, когда это нужно.

## Оборудование

### **Анализатор здоровья**

Сканирует пациентов и показывает их общее состояние здоровья. Показывает их уровень и группу крови, пульс, гены, температуру тела, уровень повреждений частей тела, переломы, инфекции и заболевания.

### **Химраздатчик**

Эта машина предоставляет химику большую часть сырья для смешивания реагентов.

### **ХимМастер 3000**

Разделяет, разливает в бутылки и делает таблетки и пластыри из препарата, который вы загрузили внутрь.

### **Блендер**

Измельчает, разжижает и извлекает реагенты из материалов, помещенных в него. Если с элементом связан значительный реагент, измельчитель реагентов отфильтрует чистый образец внутри лабораторного стакана.

### Нагреватель

Используется для проведения химических реакций при нагревании реагентов. Часто, но не всегда, заменяется зажигалкой.

### **Продвинутый сканер тела**

Усовершенствованный сканер тела сканирует все тело пациента, детально показывая состояние всех конечностей и органов, уровень крови и температуру. Результаты можно распечатать.

### **Слипер**

Слипер - удобное устройство, которое вводит пациенту различные препараты. Обычно он используется для лечения зависимостей и некритических пациентов без растраты потенциально дефицитных медицинских препаратов.

Также, это единственное устройство, которое может проводить диализ - не забывайте опорожнять емкость для диализа при заполнении.

### **Шприцемёт**

Орудие, которое может стрелять шприцами, наполненными любыми химическими веществами.

Полезно против психов или чтобы распространять лекарство против вируса, не взаимодействуя с пациентами вплотную. Почти не используется, но часто крадётся.
Hofnyr

Hofnyr, a guarantor of contracts and guardian of oaths. - god of peace, treaties, and justice.

Symbols - The Chain, a symbol of unity and treaty. Close adherents wear a circle chain at their waist.

Hofnyr - A guarantor of contracts and guardian of oaths, Hofnyr ensures that peace, treaties, and justice are upheld among mortals. His presence is felt in solemn agreements and sacred vows, his watchful eye ever vigilant over the bonds that hold societies together. It is said that Hofnyr hails from a far off land.

Tales:
Loþmungar

Loþmungar - god of shadows and secrets

Symbols - Followers of this god often wear a binding cloth around their mouth, as to not spill the knowledge they keep.

Loþmungar - The god of shadows and secrets, Loþmungar lurks in the hidden recesses of the world. He whispers in the ear of those who dare to delve into the realms of secrecy, offering glimpses of forbidden knowledge and clandestine truths.

He is one of the older gods, and Bathir was born as a contingency against his darkness, offering the world light.

Tales:

Whispers abound of Loþmungar's secrets, passed down through hushed tales. In the heart of a moonlit forest, there lies a hidden cave, and inside, a garden, where the deity reveals hidden truths to those willing to listen. Legends speak of a brave adventurer who encountered Loþmungar and was granted the power of shadow, allowing them to move unseen and wield the cloak of mystery.
Friyja

Friyja, wife of Oþi, mother of Bathir - goddess of fate and fortune, the one who knows the fate of men but does not tell.

Symbols - The symbol associated most strongly with Friyja is the Eye. Any depiction of a solitary, piercing eye likely alludes to Friyja's foresight and knowledge of fate.

Adherent followers may get this tattooed on their bodies, embroidered into their clothing, or they may wear it as jewelry or as a hair ornament.

Friyja, High Queen - Wife of Oþi and keeper of the great tapestry of fate and fortune. She holds the threads of destiny in her nimble fingers, weaving the intricate patterns that shape the lives of mortals. Her lips are sealed, for she knows the fate of men but seldom discloses their destinies.
Thruin

Thruin, son of Oþi and Jorta - god of weather. Husband of Norsir, Father of Botha and Ingrid

Symbols: The Raindrop. A simple raindrop is Thruin’s symbol, representative of the simple life it can bring in moderation, or the horrific devastation it brings in droves.

Thruin - Son of Oþi and Jorta, the god of weather. In his mighty hands, he wields the power to shape storms, summon winds, and unleash thunderous fury upon the world. His whims can bring both bountiful rains and devastating tempests. He often visits his mother Jorta, on the Dulli Isles, but made a blood oath with Friyja, to never speak of her location to another soul, much to his chagrin. He and Friyja despise one another.

Tales:

Sailors and farmers tell the tale of Thruin's rage, as tempestuous storms engulfed the lands and seas. But amidst the chaos, there were those who believed in his benevolence. One brave fisherman, battered by the waves, shouted a prayer to Thruin, offering a song of reverence. Miraculously, the storm subsided, and the fisherman's boat was guided safely to shore. Thus, the power of Thruin's weather became both a test and a gift to those who understood its nuances.
Fiflavellir

A holy city in the south, across the waters from Nifl Isle, where the village of Niflholm resides. This city is managed by the Holy Lady.

Backstory: Fiflavellir is a holy city located in the south, across the waters from Nifl Isle. It is

managed by the Holy Lady Tilde Antonsen “The Holy Woman”, who oversees matters of spirituality and faith. Fiflavellir has long been revered as a sacred place, drawing pilgrims and religious scholars seeking enlightenment.

Distinct Features: The cityscape of Fiflavellir is adorned with grand temples, tranquil gardens, and monastic retreats. Its architecture is characterized by intricate stonework and elegant statues, reflecting the devotion of its inhabitants. The city enjoys a serene atmosphere, encouraging introspection and spiritual growth.

Economic Imports/Exports/Services: While Fiflavellir is primarily focused on religious activities, it serves as a center for knowledge and education. The city is known for its libraries and academies, attracting scholars and intellectuals from across Tyrsted. It also offers services such as healing and counseling, making it a destination for those seeking solace or guidance. Fiflavellir's importance in the realm lies in its spiritual significance and its contributions to the realm's intellectual and moral development.
Bathir

Bathir, daughter of Oþi and Friyja - goddess of bravery and light.

Symbol -  The spear of courage and the Shield of Light. Mythic weapons which she wields.

Bathir - Daughter of Oþi and Frijya , the goddess of bravery and light. Bathir illuminates the path of the courageous and grants them the strength to face the darkness. She is a beacon of hope, inspiring mortals to rise above their fears and fight for what they believe in.

Bathir was born in hopes of combating the darkness that plagued the world. She is Oþi and Frijya’s most treasured child. Her birth brought about the daylight.

Tales:

In times of darkness, when shadows threatened to consume the land, Bathir appeared as a radiant beacon. She wielded a golden spear, a symbol of courage, and led the valiant warriors to victory against overwhelming odds. Her presence served as a reminder that even in the bleakest moments, bravery and determination could ignite the spark of hope, and her light brought about the daylight.
Alan

**Alan** - WIP

## Wygląd

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
## Charakter

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
## Historia

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
## Fabuła

### Główna seria

#### *Emi i Tajny Klub Superdziewczyn*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Kółko hiszpańskiego*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Na scenie*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
## Relacje

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
## Cytaty

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
## Ciekawostki

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
## Galeria

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
Level 33.01

# "Subterranean Sweet Nightmare"

## Description

After venturing deeper into the crumbling confectionery catacomb, you stumble upon a hidden trapdoor labeled "Sub Level." With trepidation, you descend into the darkness, finding yourself in a nightmarish subterranean back room of the abandoned candy store.

1. **Molasses Marsh**: This eerie sub-level is flooded with molasses that oozes and gurgles with each step. Ancient candy wrappers float on its surface, obscuring what lurks beneath. The air is thick with the cloying scent of old sweets.
2. **Caramelized Cavern**: Walls covered in hardened caramel create a maze that threatens to entrap you. The caramel is deceptively fragile, and any wrong move could bring the walls crashing down, sealing your fate.
3. **Liquorice Labyrinth**: Twisted liquorice vines hang from the ceiling, forming a disorienting labyrinth. Their licorice scent is overpowering, and strange, shadowy figures seem to dance just beyond your field of vision.
4. **Candy Corn Catastrophe**: A room piled high with candy corn seems to go on forever. The multicolored cones form a shifting, unstable landscape that hides who knows what beneath its surface.
5. **Jellybean Pits**: You encounter a series of deep, sticky pits filled with oversized jellybeans. They appear solid, but their gummy exteriors conceal a treacherous, squishy interior that threatens to engulf you.
6. **Gelatinous Grotto**: A bioluminescent gelatinous substance drips from the ceiling, casting an eerie glow. Strange, amorphous shapes move within it, creating an otherworldly and unsettling atmosphere

## **Two Subterranean Escapes**:

1. * **The Sticky Chute**: A narrow, sticky chute beckons you upward, promising an escape from this subterranean nightmare. Its walls are coated in a viscous, caramel-like substance.
	* **The Chocolate Abyss**: An opening in the floor reveals a pitch-black abyss that seems to be made of pure chocolate. You can't see the bottom, but it offers a potentially perilous path downward.

As you delve deeper into the subterranean level of the abandoned candy store, the sweetness of your surroundings becomes increasingly sinister. Now, you must make another crucial choice, each option leading you further into the abyss of this sweet nightmare or potentially closer to escape.
Selasund

Set on the southern outskirts of the Oþin Forest, Selasund is an industrious village known for its impressive lumber mills. The Village of Selasund is managed by The Thorned Lord of Selasund, Arne Mouritsen.

Backstory: Set on the southern outskirts of the Oþin Forest, Selasund is an industrious village known for its impressive lumber mills. The village thrives on the timber industry, with skilled woodworkers and lumberjacks contributing to its prosperity. Selasund is managed by The Thorned Lord of Selasund, Arne Mouritsen, who oversees the village's operations.

Distinct Features: Selasund's landscape is characterized by dense forests and the rhythmic sounds of sawmills. The village is dotted with timber yards and carpentry workshops, showcasing the craftsmanship of its residents. Wooden structures, including cozy cottages and sturdy warehouses, create a rustic and inviting atmosphere.
Idovoll

A river fishing hamlet to the east. Quieter, more isolated, and run by The Blood Lord Vagn Hedegaard, the “Bloody Crow”, this place has a very bloody past.

Backstory: Idovoll, a river fishing hamlet to the east, carries a grim history marked by civil conflicts and bloodshed. Lord Hedegaard, a skilled warrior, brought stability to the region through his leadership, albeit through ruthless means. Idovoll has since transformed into a quieter and more isolated settlement, seeking to move past its violent past.

Distinct Features: Idovoll's landscape is characterized by the winding river that runs through it, providing sustenance to its fishing industry. The village itself is nestled among rugged hills, with a fortified keep overlooking the surroundings. The scars of battles past can still be seen on some buildings, serving as a constant reminder of Idovoll's history.

Economic Imports/Exports/Services: Idovoll's primary economic activities revolve around fishing and river trade. The village exports fresh fish, smoked delicacies, and other aquatic resources to neighboring towns. Its proximity to the river enables trade along its waterways, fostering commerce with inland settlements. Idovoll's significance lies in its role as a vital source of food and as a gateway to the eastern regions of Tyrsted.
Myrr

Located on the isolated Muspl Isle, south of the Olfgurd Bay, where Groþa resides, the agricultural independent village of Myrr makes its living through trade and by minding its own business. It is ruled by its own, private governing politics, despite being an official Tyrsted territory.

Backstory: Myrr is located on the isolated Muspl Isle, south of the Olfgurd Bay. It is an independent agricultural village that sustains itself through trade and self-governance. Despite being an official Tyrsted territory, Myrr has its own private governing politics, emphasizing its desire for autonomy.

Distinct Features: Myrr's landscape consists of fertile fields and lush farmlands, allowing the village to cultivate a variety of crops. The village is known for its agricultural productivity and self-sufficiency. The locals take pride in their independence and have developed a distinct sense of community.
Oþi

Oþi, the Allfather, chief of the Death, husband of Friyja (although estranged from one another) - god of death, poetry. Father of Thruin

Symbols: A veil (those who are followers of Othi wear a veil to represent the veil of death). For Oþi, the most commonly used symbol is the Veil. Many of his followers wear a veil over their head to show their piety, as a symbol for the veil between life and death. This fabric is distinct, silvery, thin, and quite light. Followers who don't adhere quite as rigidly often tie the fabric around some part of their body (i.e. their arm, their waist, their neck)

Oþi, High King - Chief of Death, the god of poetry and the enigmatic realm beyond life's veil. Oþi, with his piercing gaze and cloak of shadows, rules over the domain of the departed, where the souls of the departed seek solace in eternal rest.

Currently, Oþi is missing. Everyone wants to find him. Including the players. Because of this, the dead have been restless and rising. He currently resides beyond the Veil, in the world between worlds, dormant, cursed to sleep by ???

Appearance - Broad shouldered, regal and well kept. He has braided shoulder length silver hair and a braided beard with beads in it. He wears a deep blue cloak, fastened across the chest with a golden chain.

Personality - Clever, charismatic, conniving, yet somehow always honest. He speaks his mind, but can be comforting and easy to talk to, yet he always assures that he holds the power in any dynamic.

Tales:

In the age when darkness ruled, Oþi wandered the realms, collecting the whispers of departed souls. One fateful night, he stumbled upon a lone poet in the depths of despair. Moved by the poet's sorrow, Oþi bestowed upon him a quill infused with the essence of immortality. The poet's verses, infused with the knowledge of life and death, became a testament to Oþi's wisdom and eternal legacy. These poems have been lost, but are spread all along the surface of the land.
Jorta

Jorta, mistress of Oþi, previously married to Ordungamr and mother of Thruin and Hnoss - giantess and goddess of Earth.

Symbols - Trees

A majestic giantess and goddess of the Earth, who once shared a forbidden love with Oþi, which was how Thruin was born in times long past. She is now married to Ordungamur, but after she gave birth to Hnoss, Oþi, in a jealous spite, stole her away from Ordungamur, and made her his Mistress. From her embrace, the fertile lands sprout forth, bringing life and abundance to the mortal realms. She is both a nurturing mother and a symbol of untamed wilderness. Despite her rocky relationship with Oþi, Jorta cares deeply for Thruin, and he cares deeply for his mother, often visiting her on the Dulli Isles, where they talk and he brings her gifts, vowing to one day free her, despite his fear of his father.

Appearance - Tall, well built, and tan. She has long brown wavy hair with flowers and roots braided into it. She has a rather stern face, and brutal scars around her neck from the chains that Friyja used to drag her to the Dulli Isles.

Personality - Motherly, but in a stern way. She speaks matter of factly and is generous, but not kind by nature.

Goals - To be freed of Friyja’s and Oþi’s imprisonment, and be reunited with her husband and daughter, and first son, Thruin.

Current Location: She will be on Dulli Isles, a beautiful, fertile and unusually green and mystical set of islands, chained up by Friyja, in her anger at the discovery of Oþi’s infidelity.

Tales:

1. Legends speak of Jorta's tears, which fall as precious gems upon the earth. Mortals seek these tears, for they possess the ability to heal wounds and bring forth life in the harshest of landscapes. The touch of a single tear can transform barren soil into a flourishing garden, a testament to Jorta's boundless love for the realms she nurtures.

1. It is said that the current season of poor crop growth and fertility is owed to the fact that Jorta has been locked away, on an isolated island off the coast (She will be on Dulli Isles, a beautiful, fertile and unusually green and mystical set of islands, chained up by
Hemþjor

Hemþjor - god of knowledge.

Symbols - Infinite Knot or Labyrinth: A symbol of an infinite knot or labyrinth could embody the endless quest for understanding. The intricate paths within the knot or labyrinth might symbolize the complexity of knowledge and the continuous journey of discovery.

Hemþjor - The god of knowledge, Hemþjor embodies the thirst for wisdom and understanding. Mortals seek his guidance in their quest for enlightenment, and his vast intellect casts a veil of wisdom upon those who seek it earnestly. Although he shares a soft spot for Hnoss, he is wary of pursuing her, as he knows that knowledge will always come first, before anyone or anything.

Tales:

Scholars and seekers of knowledge speak of Hemþjor's library, a vast repository of wisdom hidden within the depths of a sacred mountain. It is said that those who venture into the library's hallowed halls emerge with newfound understanding and the answers to the most profound questions. Hemþjor guards this trove of enlightenment, challenging mortals to embark on the arduous journey in pursuit of knowledge.
Geosaari Wiki

**Welcome to the Geosaari Wiki!**
Geosaari Minecraft Server

## Quick Links

*Countries*

*Cities*

*People*

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Sailor Moon Fetish Commission

**Sailor Moon Fetish Commission** is a Zoobe by Kylee Henke, uploaded unofficially to YouTube on July 17, 2022. It features the Bunny painting an egg, while Kylee explains the outrageous commission she received when she was fifteen, which was a cartoon about Sailor Moon unhinging her jaw, eating all of her friends, growing larger than an entire city, and then puking them back out. At the end, she sets off an explosion of paint, with the message, "Happy Easter!"

## Transcript

When I was fifteen years old and taking commissions for the first time, this guy asked me to animate an entire cartoon about Sailor Moon eating all of her friends - like, unhinging her jaw and swallowing them like a Boa Constrictor - and then growing bigger than the size of a whole city, and then barfing them back out again.

That's how I learned about macrophilia, inflation, and vore.
Woodward Building

The Woodward Building is an art deco mixed-use skyscraper located in Ledbetter, Dovena. It is the tallest in the world at 72.5 blocks tall. The building houses both offices and luxury apartments.

### History

The Woodward Building was the first ever highrise building constructed. It was the 7th building finished in Dovena, and the 8th in the world.

### Controversy

The building has been criticized since its construction for its government subsidies. Some have called its façade "overly opulent", and some take issue with the building having luxury apartments instead of affordable housing.
Создание персонажа

## Создание персонажа с администрацией

1. Посмотрите список доступных ролей в канале (#доступные-роли) и выберите одну из них. Если подходящей вам роли нет, то можете обратиться к администрации. Обязательно ознакомьтесь с описанием роли.
2. Придумайте идею персонажа. Придумайте его прошлое, как он попал на станцию и почему.
3. Напишите в канал #создание-персонажей заявку на создание персонажа с адинистрацией

## Создание персонажа самостоятельно

**ВНИМАНИЕ!** Требуется знакомство с системой GURPS. Администрация не будет пояснять её тонкости, если вы выберете этот способ.

1. Напишите в канал #создание-персонажей заявку на самостоятельное создание персонажа
2. Получите указания по созданию листа
3. Создайте лист
4. Получите одобрение листа
Dusmus

Dusmus, formal name the Imperium of Dusmus, is a monarchy located in the Far South of the map. It is headed by its new ambitious king, Asher Aksoy.

History (loose needs org)

Asher Aksoy replaced the previous king, Demir Kaya, after political power-brokering his way through the Imperial Regency Council, forcing a Vote of No Confidence in Demir Kaya.

Since his rise to power, Aksoy has consolidated many of Dusmus's key industries under direct control of the state (and its financiers), has completely reshuffled his Army General Staff, and the same with his Civilian Bureaucratic Administration. This has allowed Dusmus to see some much needed growth to its basket case economy.

## Economy

### Economic System

Fascism, where the state and the corporations are intertwined and almost indistinguishable, aside from the Royal Family.
Sanda

An eastern coastal fishing city, known for its shipwrights and beautiful woodworking. It is run by Lord Bjorn Dall.

Backstory: Sanda is an eastern coastal fishing city renowned for its shipwrights and exquisite woodworking.The Paranoid Lord of Sanda, Bjørn Dall, a somewhat paranoid ruler, has focused on protecting his people and their livelihoods, which has influenced the city's development.

Distinct Features: Sanda's picturesque coastline and dense forests provide the city with ample resources for its shipbuilding industry. The cityscape showcases beautiful wooden architecture, intricately carved facades, and sturdy docks. The shipyards are a hub of activity, with skilled craftsmen meticulously constructing seaworthy vessels.

Economic Imports/Exports/Services: Sanda's main economic activities revolve around fishing and shipbuilding. The city exports finely crafted wooden ships, fishing equipment, and ship-related supplies to coastal communities and beyond. Its shipyards are sought after by traders and explorers, contributing to the city's prosperity. Sanda's importance in the realm lies in its naval prowess and its ability to support maritime activities that facilitate trade and exploration.
Yes Offense

**Yes Offense** is a Zoobe by an unknown creator, uploaded to YouTube on June 1, 2020. It features the Bunny in a red dress, dancing to salsa music, while she talks about people defending male idols even after they've done or said problematic things, before concluding that she could get the same amount of satisfaction as listening to their music from listening to herself taking a big diarrhea dookie in a toilet.

## Transcript

Usually, the argument that comes with calling out a male idol is, "Ohmigod, but they're so talented!!" And, yes offense, just saying, I don't really give two big shits and a flying cooch about the talents that a racist, homophobic, sexist male idol has to offer me, when really, I could just listen to myself taking a big diarrhea dookie in a toilet, and be just as satisfied with the sound it produces.
Macaco Da 00:00

## MACACO

óleo

`Macaco é um personagem menor no reset 1, aparecendo apenas entre 00:00 e 00:20, fazendo macumba com os personagens, e criando versões femininas deles.`

`o Macaco é um personagem ligeiramente perigoso, já que até Pastel (Reset 1/clássico) tem medo dele. apesar de tudo, macaco é mais um personagem meme no reset 1, porem ele ainda é canônico.`

Fotos reais do óleo de macaco
Berwyn

Overview

## Economy

### Economic System

Private-Public model, where private business is allowed to exist and operate with large state oversight, and most if not all public utilities (education, healthcare, infrastructure, most housing) is state-owned, taxpayer funded.

### Currency

United Eastern Dollar

The Social Republic of Berwyn is a moderately sized country to the northeast of the map. It is not landlocked and features massive, gridded urban cityscapes, spacious beaches, and plentiful mountain vistas.

Formed from the dissolution of the now rump state, the Kingdom of Dusmus, Berwyn used to be a large penal colony for Dusmus, as such there is a large presence and popularity of left-wing politics in Berwyn.
Ravinea

**Ravinea** (Ravinean: *Rawini*), formally the **Ravinean Republic**, is a country in the RGN SMP. The capital and largest city in Ravinea is Karӧjlima.

Ravinea has a total area of ... blocks and had a population of 4 in September 2023. It is bordered by Gehenna Village to the north and L'enfer to the south. Ravinea has a small coastline facing The Great Sea. Erhmee is the current President. has been Prime Minister since. As a unitary presidental republic, Ravinea divides state power between the parliament, and the President as stated in the Feb 2023 constitution.

Ravinea has both administrative and political subdivisions in two levels: counties and provinces. The Zsahou people have a certain amount influence over traditional Zahouvian territories. Ravinea maintains close ties with the Republik of Maryland and L'enfer. Ravinea is a founding member of the Retroinity Union; a member of the Subway Construction Group. The Ravinean language shares little mutual intelligibility with Zahouvian.

### Etymology

Ravinea has two official names: *Rawini* in Ravinean and *Radinua* in Zahouvian.

*Rawini* was first used in 293, When one of the Ravinean tribe leaders, Rawi, established the Rawi Khanate. The people in his tribe, called themselves *Rawini,* which means *Rawi's.*

The English name Ravinea comes from the Middle English word *ravin* which was misheard by stupid English merchants when they came to Ravinea in 1472, confusing the with the word *ravin*.
Main Page

## ***welcome back to dominus's original databrawl characters wiki.***

a wiki where you can discuss about my databrawl characters. and edit stuff in doomsday playground.

you can draw fanart for characters. and it will be put in pages.

enjoy being here. make sure to not do bad things.

have fun.

dbfi destroyed my wiki again, and again, can you all get off of me, fucking pieces of rubbish.

## **my characters.**

Domiware.png.pngdomigram.Malwaremonsterpixel.png.pngmalware monster.Dominus.pngthe remembrance series.Ahem.pngthe ahem meme.Skittle.pngmalware monster's younger sister.Copywareingallery.pngthe copyware.
Palhaço (reset 2)

## Palhaço

`Palhaço é um personagem do reset 2, ele é um ser caotico, irracional e violento, sendento por sangue e com ódio de qualquer coisa viva, suas intenções ou historia são totalmente desconhecidas.`

## `Origem:`

`a origem de Palhaço é desconhecida, mas se teorizasse que ele era um palhaço normal, que um dia acabou morrendo, mas a morte não foi seu fim, ele foi revivido como zumbi e agora tem ódio de qualquer coisa viva.`

## `PERSONALIDADE:`

`Palhaço é caotico e hostil, parece estar sempre irritado e com sede de sangue, tentando matar tudo que vê pela frente.`

## `Curiosidades:`

* `Palhaço é quase inteiramente uma referencia a tricky de madness combat.`
RP COSMIC Wiki

# **`Bem-vindo(a) à RP COSMIC Wiki!`**

`está é uma wiki dedicada a catalogar todas as versões, históricas, arcos, players e personagens do RP Cosmic. tudo aqui é feito com a permissão dos criadores.`

## Artigos importantes

PlaceholderUma página sobre seu tópicoPlaceholderUm Personagem PrincipalPlaceholderO Primeiro EpisódioPlaceholderUm Local ImportantePlaceholderUm Evento ChavePlaceholderUm Item Crucial
Macabro/Carlo

## Carlo

* Carlo
* Macabro

`Macabro é um personagem do reset 2, aparecendo após Palhaço, matar uma velhinha.`

## `ORIGEM:`

`Carlo Miguel de La Peña era um garoto normal, vivia com sua família trabalhando com eles em uma floricultura. Um dia, Carlo estava andando pela cidade até que algo acontece, Carlo cai morto no chão, ele acabou tendo um infarto, nos seus últimos momentos caindo no chão, o Diabo aparece oferecendo um pacto para Carlo, ele daria a alma dele para o Diabo, porém, ele ficaria vivo como Espírito do Paranormal, ou como ele gosta de chamar, “O Macabro”. O jovem Carlo sem hesitar, aceita a oferta, mas sem saber que isso mudaria sua vida para sempre, uma máscara surge em suas mãos, e ao colocar, ele encarna o poder de todos os espíritos que estão presos naquela máscara, se tornando “Macabro, o Espírito do Paranormal”.`

`Após isto, Carlo aparece na cidade após como mencionado anterioremente, Palhaço matar uma senhora. ele pergunta o porquê da senhora ter morrido, e logo após Macabro se manifesta, tocando um violão enquanto fala espanhol.`

## PODERES/HABILIDADES:

* `Manipulação de Alma`
* `Intagibilidade`
* `Teleporte`
* `Manipulação sanguínea`
* `Umbracinese`
* `pyrocinese`
* `Transposição de Espírito`

## `Curiosidades:`

* `ele tem medo de gatos`
* `Macabro consegue apenas falar espanhol, e é mexicano.`
* `odeia esteriótipos.`
Fetus

Aparência do Fetus desenhada por Haru

`Fetus é um personagem do reset 2 criado por Haru, ele é a nova versão do Chip deste reset.`

## `ORIGEM:`

`fetus surgiu após Side (reset 2) vomitar em um lago, saindo de lá fetus que ficou vivendo na floresta até ser encontrado pro Chaos (reset 2), que acabam virando amigos.`

`tempos depois Pastel (reset 2) encontra com Chaos afirmando saber quem é o "pai do Feto", Side, que estava na Casa Do Café. No final, os 3 decidem devolve-lo para floresta, não se sabe o que ocorreu com o Fetus após isso.`

## `poderes/habilidades:`

* `Digerir qualquer coisa, aumentando de tamanho; porem ele só pode chegar até 3 metros, o que acontece se ele atingir este tamanho e continuar digerindo objetos é desconhecido.`

## `Personalidade:`

`O Fetus não tem pensamentos certos, ele pode reagir de qualquer forma com cada um, não importa como tratem ele, já que, ele não pensa.`
Chaos Feminina (Carol)

### vulgos:

"Chaos Feminina" (nome original) "ela" "minha linda" (por: Shadow) "Casada" (por: Slowy) "a coisa/criatura" (por: Chaos) "a Chaos" "puta desgraçada que não sai da minha vida" (Por: Chaos)

### desgostos:

Shadow e Slowy

`**Carol** (aka, Chaos feminina) é um dos personagens do RESET 1, sendo a contraparte feminina do personagem conhecido como Chaos.`

## `ORIGEM (RP):`

`Era meia noite, Pastel rapidamente fecha as janelas e portas da Casa Do Café e diz para Chaos fazer silencio. mas, Chaos, contrariando os avisos de Pastel, cospe em uma panela, atraindo o personagem conhecido como Macaco Da 00:00 que invadiu a casa e acabou por fazer algo com Chaos... criando uma contraparte dele, Chaos feminina.`

## `ORIGEM (FORA DO RP):`

`Chaos Feminina surgiu após o Player conhecido como Shadow (AKA: LitellaryMax') fazendo uma piada sobre existir uma versão feminina do Chaos, após varios dias fazendo piadas sobre isso Pastel (player) encontrou uma aparencia perfeita para Chaos Feminina, e acabou por criar a personagem.`

## `RELAÇÕES:`

### `**SLOWY E SHADOW:**`

`Carol sempre demonstrou repulsa por ambos, tentando até matar Shadow uma vez. Já que os 2 flertavam com ela de maneira desnecessária.`

### `**CHAOS:**`

`Chaos odeia Carol, e ela é indiferente quanto a isso. ela não se importa com Chaos e sempre demonstrou isso, e que eles sentissem as mesmas coisas, ela continua não se importando.`

## `Personalidade:`

`Chaos feminina é indiferente e calma, não parece se importar muito com as coisas que acontecem ao seu redor`

## `Poderes/Habilidades`

* `Velocidade acima do normal: Chaos feminina tem a mesma velocidade que o Chaos, podendo chegar a 500km por hora.`
* `força acima do normal: Carol pode facilmente levantar entre 70-100 kg sem fazer muito esforço.`

## `CURIOSIDADES:`

* `Chaos e Carol sentem as mesmas coisas, e são conectados, porém Chaos Feminina sente tudo com menos força que Chaos, por ser um clone imperfeito.`
* `Carol começou a morar no inferno, isto se deve pois Carol iria trabalhar pro Diabo no Arco do inferno.`
* `Os poderes do Pastel não afetam Chaos feminina.`
* `muito provavelmente a Carol seja a personagem mais poderosa de TODO o rp.`
* `Carol estava planejada para voltar em Junção, pouco antes de seu cancelamento.`
Emi i Tajny Klub Superdziewczyn (seria)

## Chronologia

Poniżej przedstawiona jest lista wszystkich wydanych książek w kolejności chronologicznej. Nie jest to kolejność, w której zalecane jest czytanie.

* Główna seria I: "Emi i Tajny Klub Superdziewczyn"
* Główna seria II: "Kółko hiszpańskiego"
* Główna seria III: "Na scenie"
* Główna seria IV: "Akcje w wakacje"
* Główna seria V: "Źrebaki i Rumaki"
* Główna seria VI: "Śnieżny patrol"
* Główna seria VII: "Poszukiwacze przygód"
* Główna seria VIII: "List w butelce"
* Wydanie specjalne I: "Psy czy koty?"
* Wielka księga II: "Wielka księga przygód 2"
* Wydanie specjalne II: "Idą święta"
* Główna seria IX: "Hokus-Pokus"
* Główna seria X: "Polarna wyprawa"
* Główna seria XI: "Aloha"
* Dookoła świata I: "Kalifornia"
* Dookoła świata II: "Nowy Jork"
* Główna seria XII: "Niezłe Ziółka"
* Główna seria XIII: "Hej, w góry!"
* Dookoła świata III: "Szwecja"
* Główna seria XIV: "Kociaki adopciaki"
* Wydanie specjalne III: "Magia świąt"
* Dookoła świata IV: "Hiszpania, Olé!"
* Główna seria XV: "Na dwóch kółkach"
Na scenie

## Dodatkowe

###

Lista postaci
Lista rozdziałów
Postacie poboczne

**Kółko hiszpańskiego** - trzecia książka z serii głównej.

* Na okładce znajduje się na głównych planie Emi, natomiast z tyłu od lewej do prawej znajdują się kolejno: Faustyna, Aniela i Flora.

## Streszczenie

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
Regulamin

# Konto

1. Konto użytownika nie może zawierać treści obraźliwych. Za takowe uważa się nazwy, zdjęcia profilowe bądź informacje zawarte w jakiejkolwiek części profilu o charakterze rasistowskim, religijnym, politycznym, obraźliwym dla innych osób bądź też łamiących prawa autorskie.

# Społeczność

1. Zabrania się rozmów na temat polityczny, religijny itp.
2. Zabronione są:
	1. Nieocenzurowane wulgaryzmy,
	2. Spam,
	3. Trollowanie,
	4. Grożenie innym użytkownikom,
	5. Manipulowanie innymi użytkownikami,
	6. Obrażanie innych,
	7. Zastraszanie, groźby,
	8. Publikowanie treści niedozwolonych na wiki, tj. rasistowskich, obraźliwych dla innych osób, pornograficznych, religijnych, politycznych.
3. Jakiekolwiek wykazywanie agresji w stosunku do innego użytkownika, czy to administratora, czy innej osoby, będzie natychmiast karane blokadą.
4. Blogi mogą służyć jako brudnopis.
5. Zabronione jest dodawanie bezsensownych komentarzy.
6. Administracja ma prawo edytować lub usuwać cudze komentarze, jeśli łamią zasady wiki.
7. Jeśli komentujesz czyjąś pracę na wiki (bazę w artykule, twórczość na blogu) nie obrażaj autora.
Linia czasu wydarzeń

To linia czasu wydarzeń serii "Emi i Tajny Klub Superdziewczyn", zaczynająca się od pierwszego tomu. To nie jest podsumowanie książek – to tabela, która pokazuje, kiedy miało miejsce dane wydarzenie, dzięki czemu użytkownicy mogą zobaczyć następstwo wydarzeń i obliczyć, ile czasu upłynęło między dwoma momentami.

### Rok 6 p.g.s

 Wiosna
 Lato
 Jesień
 Zima
 Nieznana

### Rok 1

 Wiosna
 Lato
 Jesień
 Zima
Kółko hiszpańskiego

## Dodatkowe

###

Lista postaci
Lista rozdziałów
Postacie poboczne

**Kółko hiszpańskiego** - druga książka z serii głównej.

* Na okładce znajduje się na głównych planie Emi, natomiast z tyłu od lewej do prawej znajdują się kolejno: Aniela. Blanka i Flora.

## Streszczenie

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
Faustyna

**Faustyna** - WIP

#### *Emi i Tajny Klub Superdziewczyn*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Kółko hiszpańskiego*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Na scenie*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Akcje w wakacje*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Źrebaki i rumaki*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Śnieżny patrol*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Poszukiwacze przygód*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *List w butelce*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Hokus-Pokus*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Polarna wyprawa*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Aloha*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Niezłe Ziółka*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Hej, w góry!*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Kociaki adopciaki*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Na dwóch kółkach*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
### Dookoła świata

#### *Kalifornia*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Nowy Jork*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Szwecja*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Hiszpania, Olé!*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
### Wydania specjalne

#### *Psy czy koty?*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Idą święta*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.
#### *Magia świąt*

Ta sekcja najprawdopodobniej wkrótce się pojawi, ale nie jest gotowa do opublikowania w tym momencie.