recursal/Fanatic-Fandom huggingface dataset:
Theories

This is a page for theories and speculation.

## The Clans

It is mentioned that there are multiple 'clans,' the Sun and Moon Priests are only ever named. In Episode 27, a throne room is shown with six banners. One has the sun, another has the moon with waves under it (which has more implications, such as possible water abilities). The others have the Earth with clouds underneath, Jupiter with lightning, Mars with a sword in front of a tree, and Venus with an egg in front of it. (Although the planet is shown as blue, Mocha confirmed that is actually supposed to be Venus.)

Most of the planets and the symbols seem to be connected to Roman mythology. Jupiter was the god of thunder and lightning, Mars of war, and Venus of fertility and love. The god of the Earth was Gaia, although clouds are not connected to her power.

The wave on the moon banner suggests that Moon Priests might have some kind of water ability. That would make sense, as the moon controls the tides. The Jupiter banner almost certainly means that its priests will have lightning powers. The Venus, Earth and Mars posters are slightly more confusing.

## The Mutant

The Mutant is the hooded creature that attacked Mabel and Harry. Mabel mentions that it has a 'suffocating energy.' Mocha said about it: "It's definitely not a creature that exists in our world, I'll say this at least: it's a mutation of some kind". The Sun Priests do not appear to have any kind of hold over it given that it killed a priest when he didn't recognize it and threatened to kill more. It can also sense magical energy and move extremely fast. Its motivations are currently unknown.
Colin Dowager

Colin Dowager es el personaje principal de la saga Brigadas Modernas, escrita por Marta Collado.

## Descripción

Colin es un chico de dieciséis años que vive en Retford, Inglaterra. Es alto, pelirrojo y deportista.

## Biografía

Colin nació junto con dos hermanas trillizas en junio del año 2005. Perdió a su padre cuando tenía cinco años y creció junto a sus hermanos y su madre en Retford, Inglaterra.

## Apariciones

* Acomodando a Agatha (primera aparición).
Colin en la sabana/Filiaciones

**BRIGADA UNO**

Jefa: Joan Smith.

Capitán: Ryan Harris.

Curalotodo: Jennifer Harris.

Guerreros: Hank Flowerbed, Bruce Phillips, Caleb Thistleforest, Daniel, Clark Brown, Peter Corner, Emma Harris, Louise Corner.

Guerreros en entrenamiento: George Rivers (entrenador, Ryan). Joey (entrenador, Hank). Miles Rivers (entrenador: Bruce Phillips). Kate (entrenador: Caleb Thisteforest). Colin Dowager (entrenador: Peter Corner).

Madres: Wendy Rivers, Charlotte Rivers, Helen Flowerbed, Dorothy Jones.

Retirados: Mike Flowerbed (herrero), Michelle Davis (joyera), William Corner, Finn Brown, Enid Jones, Lauren Thistleforest.

**BRIGADA DOS**

Jefe: Thomas Miller.

Capitán: Theo.

Curalotodo: Paul Wilson (joyero sustituto).

Guerreros: Evan Moore, Ernest, Liam Moore, Bryce Moore.

Guerreros en entrenamiento: Dean (entrenador: Evan Moore). Jared (entrenador: Ernest). Roger (entrenador: Liam Moore).

Madres: Ada Taylor, Mary.

Retirados: Christian (herrero).

**BRIGADA TRES**

Jefe: Dexter Tigerclaw.

Capitán: John Tigerclaw.

**BRIGADA CUATRO**

Jefe: Francis Baker.

**PERSONAS FUERA DE LAS BRIGADAS**

Agatha Long: vieja solitaria que vive cerca del territorio dela Brigada Uno.

Bill: un viejo amigo de Colin que vive en la ciudad.

Greg: un viejo solitario que construyó una casa en el árbol en la sabana.

Lilly Dowager: la hermana melliza de Colin.

FALLECIDOS

Jonathan Miller: el padre de Thomas y el antiguo líder de la Brigada Dos.
Brigada Uno

## Jerarquía

Está formada por un jefe, un capitán, un curalotodo, guerreros formados y en entrenamiento, madres y sus hijos, la joyera, el herrero y los demás veteranos.

## Ciudadanos

* Joan Smith
* Ryan Harris
* Jennifer Harris
* Bruce Phillips
* Joey
* Miles Rivers
* Louise Corner

## Guerreros conocidos

* Emma Harris
* Louise Corner
* Peter Corner
* Hank Flowerbed
* Bruce Phillips
* Caleb Thistelforest
* Joan Smith (por deducción)
* Ryan Harris (por deducción)
* Daniel
* Clark Brown
* Wendy Rivers (por deducción)
* Charlotte Rivers (por deducción)
* Helen Flowerbed (por deducción)
* Dorothy Jones (por deducción)
* Mike Flowerbed (por deducción)

## Guerreros en entrenamiento conocidos

* Colin Dowager
* Joey
* Kate
* Miles Rivers
* George Rivers

## Madres conocidas

* Wendy Rivers
* Charlotte Rivers
* Helen Flowerbed
* Dorothy Jones

## Retirados conocidos

* Mike Flowerbed
* Michelle Davis
* Finn Brown
* William Corner
* Enid Jones
* Lauren Thistleforest
Pik'Ik'Cha

Pik'ik'cha is a Thri-Kreen mystic that became immortal by wishing for it from a Djinni some years before the Scarring. The Djinni wouldn't willingly give away the wish and instead Pik proposed a contest for it. She ended up winning a contest of strength with the Djinni and so her wish was granted. Now she wanders the world seeking to gain but also dispense knowledge. People who have met her say she is a pleasant person, if a little too focused on personal goals. For some years she had settled in Risalla Desert, her birthplace, and made a camp in its dunes, where people who wanted to learn from her and her ways as a psion started joining her. Her camp ended up being an encampent where people of all sorts live there, labeled Pik'Ik'Cha's Encampemt. For some time Pik'Ik'Cha taught people there, but after a while grew weary of teaching and started travelling Rythalion again. People that were living in the encampent under her tutelage still live there waiting for her to return from her travels.

Pik'Ik'Cha was a member of the Dragon's Bolt Mercenary Guild back when it was in its founding days. In fact, she became immortal during a job for the guild when she and the other founding members infiltrated the tower of the mighty wizard Ulen Melar, in which tower was imprisoned the Djinni which granted her wish and was freed as a result. After she became immortal, she remained in the guild for a couple of years more but decided to leave afterwards in order to see the world.
Segment 11

* Majerski / Gwiazdorem lub z Konstancją + Z Karolem Kamilakiem – możesz mi naskoczyć

trzy wersje tej rozmowy

* Dygnitarz /Architekt z Żoną Generała (została lub nie okradziona)

Architekt -

Dygnitarz –

1. skazany syn, skazany architekt

1. skazany syn, nieskazany architekt

1. nieskazany syn, skazany architekt

1. nikt nie skazany

* Drobny złodziejaszek z Majerskim

1. jeżeli nie ma złodziejaszka, to tego nie ma

1. Majer z jednym z sąsiadem

* Żona Generała z Gwiazdorem / Dziennikarzem / Nowa postać z prasy (Karol Kamilak)

1. Leon

1. Konstancja

1. Karol

* strzelanina, ratunku pomocy

Majer:

1. Leon – zabija Leona - motywacja – chęć zemsty.

1. Konstancja -zabija żonę i podrzuca jej pistolet i tak nikt ci nie uwierzy.

1. Karol – zabija dziennikarza - motywacja – wściekłość i rozgoryczenie.

Materiały do tworzenia gry Switchboard.

* Design Doc
* Postaci
* Scenariusz
The Art Piece Crime Wiki

**Welcome to the The Art Piece Crime Wiki!**
We're a collaborative community website about The Art Piece Crime that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*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.
Daun Al-Sair

Daun (Halvgud av Lug skapad, blekhyad, irisarna är silver, håret är vitt som nyfallen snö. Två svarta prominenta horn växer i pannan, detta utpekar honom till av Djävulskt blod påverkat) och Vignir (Halvgud av **Hvitr** skapad, Högrest och eeeh avsaknad av (hostar i handen) \*Hår\*, med mäktiga runor tatuerad över hjässa och kropp.) Dessa två föddes av mänsklig moder som vid den tiden satt inburad för ett brott hon troligen begått.

De växte upp tillsammans, fick två systrar Hilda och Ira. Fadern tog en evighetslång själaresa den aftonen han kom hem och på fyllan slog Daun och Vignirs yngre syster för att hon klippt av sin andra systers hår och limmat det på Vignirs hjässa med honung och smet.

Modern Liv Al-Sair är en glad kvinna med mycket kärlek över till andra. Hon avgudar sina barn, men livet har varit hårt mot henne.

Daun har alltid gillat att leka spratt med andra. Han talar ofta och mycket. När han var liten satte han upp skådespel för sin familj och älskar att berätta och lyssna på sagor.

Enda sedan han var liten och växte upp med sin tvillingbroder följde hans krafter honom i fotspåren. Han kunde ibland försvinna framför sin mors ögon, ibland lyckades han få henne att ge honom hans favoritgodis fast han igentligen inte skulle få det. Han satt ofta nere vid vattnet och skådespelade hela sagor för havet. Han verkar ha en relation till vattnet som är påtagligt. Simma, bada och tvaga sig är något han gör mer än ofta.
Main Page

**Welcome to the Trudheim Wikia!**
We're a collaborative community website about Trudheim a that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*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.
Segment 4

**Akapit 29**

**Pani Pułkownik** - Gdyby to ode mnie zależało, otrzymalibyście stanowisko odpowiadające waszym… umiejętnościom. Ale ja również jestem tu tylko sługą czegoś większego. Po całym zamieszaniu z Grabowskim dostaliście drugą szansę. Powrotu do aparatury i słuchawek.

Tym razem mieliście zająć się mniej znaną postacią. Co nie znaczy, że mniej znaczącą. Jan Olkowski. Główny architekt stolicy. Można by pomyśleć, że ktoś na takim stanowisku będzie prawdziwym mężem stanu, jakże dalekim od tych wszystkich zdegenerowanych artystów… Niestety, nie zawsze życie wygląda, jak powinno.

Olkowski. Podobno nawet sprawny rzemieślnik. Ale w służbie publicznej potrzebujemy o wiele więcej. Człowiek w sposób ostentacyjnie nienależący do partii i nonszalancko obnoszący się ze swoją ignorancją. Do swojej pozycji doszedł tylko dlatego, że inni kandydaci byli zbyt niekompetentni albo robili większe problemy. Przez te wszystkie lata mieliśmy ważniejsze rzeczy do roboty niż zajmowanie się kimś takim. Pamiętajcie, że na każdego przyjdzie pora. Każdy będzie musiał ponieść konsekwencje swoich wyborów.

Mam nadzieję, że raport, który sporządziliście na jego temat, powie nam wszystko, co powinniśmy wiedzieć. Sprawdźmy zatem, jak wam poszło tym razem.

Materiały do tworzenia gry Switchboard.

* Design Doc
* Postaci
* Scenariusz
Segment 8

## Rozmowa dwóch sąsiadów

**Zawiślak** Zawiślak, słucham.

**Sąsiad** Słuchasz pan? To dziwne, bo jak w tym rykowisku cokolwiek możesz usłyszeć?

**Zawiślak** Kolski? Czego pan znowu chcesz?

**Kolski** Czego chcę? Pytasz pan czego chcę? Świętego spokoju. Którego nie mam, bo cały dzień pan świrczysz tą swoją wiertarą od siedmiu boleści!

**Zawiślak** Moją prywatną wiertarką we własnym domu mogę sobie robić co tylko mnie się podoba i nic panu do tego!

**Kolski** Prywatną? Prywatną? Ciekawe co powiedzą w spółdzielni jak ich zapytam gdzie się podziała wiertarka kupiona za nasze komunalne pieniądze. I dlaczego wygląda jak ten przyrząd, którym kolejny dzień urządzasz pan w całym domu tę kakofonię!

**Zawiślak** Takiś pan zainteresowany spółdzielnią? To ciekawe co powiedzą jak ich spytam o ten szpadel, co żeś go pan po kryjomu w zeszły czwartek wyniósł!

**Kolski** Proszę, proszę, ale zorientowany w kradzieżach pan jest! Może też płachtę i farby co to mieliśmy robić transparent na przemarsz pan widział kto wyniósł? A zresztą ja już pana nie raz widziałem z tymi chuliganami, co to zaraz całą spółdzielnie rozkradną!

**Zawiślak** Chuliganami? A wie pan kto jest chuliganem? Ja widziałem jak pan chodzisz i do strajków namawiasz i przenosisz pod kurtką druki, za które powinieneś pan dawno siedzieć.

**Kolski** Dobre mi sobie, znalazł się obrońca naszej władzy. A kto to we wtorek wieczorem wydzierał się na całą klatkę, że pierdoli taki socjalizm i niech no tylko wyciągnie od dziadka z garażu karabin to pójdzie do tego ich komitetu i zrobi z nimi wszystkimi porządek?

**Zawiślak** Wie pan jak za wojny za robili z donosicielami? To samo co zrobią z panem, jak w końcu dobiorą się panu do skóry za te wszystkie przemycane papierochy. Co myślisz pan, że nie wiem co pan trzymasz w tej skrytce obok warzywniaka?

**Kolski** Gadaj se co pan chcesz, ale jak jeszcze raz rozedrzesz się pan swoją wiertarą, to zapewniam, że zaraz zapukają do pana panowie z bezpieki!

**Zawiślak** No, no, no, widać jaki człowiek, tacy przyjaciele.

**Kolski** Wszyscy żeście siebie warci, takie same pieruny!

**Zawiślak**Odpitol się pan ode mnie, albo zaraz dzwonię na milicję

**Kolski** A se dzwoń, przyjadą i będzie w końcu spokój!

**Zawiślak** Co za kutafon, gdzie jest mój…

*dźwięk wiertarki wchodzącej w wysokie obroty*

*dźwięk zerwanego połączenia*

Materiały do tworzenia gry Switchboard.

* Design Doc
* Postaci
* Scenariusz
Amulet of the Moon Dweller

These amulets were made for vampire hunters and fiend slayers, as they glow and alert the wielder whenever a devil, demon or vampire is near. They are also a source of light which the hunters can use during the night when hunting for such creatures.

This silver amulet is blessed with divine magic and has a crest engraved in it. It depicts the full moon and two giant birdlike wings emerging from behind it.

Wondrous Item (Uncommon)

As an action you can activate the amulet's magic. When it's activated the amulet glows and sheds bright light in front of it similar to the effect of the Light Cantrip. Whether activated or not, the amulet shines with a blue light in the presence of Devils, Demons or Vampires within 100 feet of you.
Lug - Slughetens herre

Lug är fader till Daun Al-Sair

Han tar många skepnader och ställer alltid till det för alla andra Gudar.

Han är grannguden som lånar lien av döden och glömmer den på en fest hos Morgana. Han älskar vin sprit och sång, samt att få det gratis.

På pin kiv lät han låna en sen afton från **Hvitr** en del av hennes kraft, och lät gömma den (Eller glömde den) på en magisk ö "Fomoholmen" För att Vignir och hans broder Daun skulle finna den när det var dags att rädda Multiverset.
Wox +

wox + is a particle that is the energy in the universe. it goes in a random direction that we cant tell. its also the building blocks of this realm, split it and it creates another wox +. it has an energy level of 1 which means that is the normal amount of energy. the dark green is positive but the orange is negative.

size: 6.8 angstroms.

mass: none.

property: if split creates another wox +. green is attracted to orange.

sad fact: i cant find the picture.
Крондальский Сектор Вики

### **Оригинальный мир**

Крондальский Сектор - некое подобие загробного мира. После смерти люди попадают в миры фантазии, у каждого они свои. Если человек при жизни не написал книгу он попадет во вселенную, о которой читал, и так далее. Миры фантазий называются Секторами, и в данной вики речь пойдет о Крондальском Секторе. **Добро пожаловать на Крондальский Сектор Вики!**
Это онлайн-энциклопедия о **Крондальский Сектор**, куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите «Править» в верхней части любой страницы или «Создать страницу» в меню рядом со счётчиком статей.

## Описание

В Секторе множество миров, и о всех них (со временем) будет предоставлена информация.

## Навигация

магия

Расы

Миры

Предметы

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Свежие правки
* Изображения на вики
* Справка
* Инструменты вики
* Управление вики
* Оформление вики

Посетите Вики Сообщества и задайте любой вопрос на форуме.
Quo

the quo is a particle that sends shockwaves everywhere, even tho there is no friction. its also a blob like thing, you cant tear it. it has a limit on how much it can strech.

if a particle touches the shockwave it will be attracted to it. its so dence that it will almost turn into a hole that can corrupt anything.

size 35 meters.

mass: 100,000,000,000,000 kilos.

propety: sends shockwaves and can randomly turn into a hole. (not a black hole, just something different.)
Absop

these guys absorb anything and store the energy of the object and release the energy in violent explosions, they have no size because they can stretch infinitely.

if a absop absorbs another absop they will absorb eachother and make a explosion so big that it makes new universes.

mass: 15 kilograms.

size: 1.5x times bigger then spinot
Соэ

Первая по магической силе раса. Отличный экземпляр расы, которая хорошо прижилась в чуждом мире. Соэ весьма талантливы ко многим видам магии из-за большого запаса маны, однако дар магии музыки у них встречается еще реже, чем у людей. Соэ сильно подвержены превращениям в моногатари из-за того что их мана имеет сильную схожесть с маной варгов.

Соэ способны создавать крылья, благодаря которым они не только летают, но и становятся сильнее. При призыве крыльев соэ получают еще половину от имеющегося запаса. Крылья не обязательно с перьями, но чаще всего. Также их внешний вид можно менять, так как это чистая мана, однако кое-что в этих крыльях неизменно. Из-за высвобождаемой энергии от этих крыльев люто несет маной, и на людей это действует невероятно угнетающе и даже пугающе. Соэ легко отличить по внешности и без крыльев, белки глаз у них чёрные, а уши покрыты перьями. Так же они очень высокие. При использовании магии глаза начинают мерцать, однако это видят только те, у кого есть хотя бы четверть от запаса маны соэ.

Живут они на тропических островах. Соэ - самая продвинутая в области новой техномагии раса, все их города созданы в этом стиле. На крупнейшем острове находится столица, а в самом ее сердце - королевский дворец. Правит соэ по большей части Совет, однако вслух об этом говорить не принято, также у соэ есть парящие острова под названием авантазмы. Из-за большого количество алого селетринка эти острова парят над облаками, на них находятся крупнейшие библиотеки соэ ,а также академии, но на них никто не живет. На авантазмах бывают и кимико. Острова и авантазмы закрыты для посещения, кимико там находятся из-за древних соглашений и торговых договоров.

## Примечания

●Магическое направление

●Призываемые крылья

●Увеличенный запас маны + бонус в 150% при крыльях

●Легкая заражаемость варгами

●Характерен высокий рост и долгая продолжительность жизни
Segment 1

## Odprawa

### Akapit 25

*Ciemność. Kroki człowieka wprowadzanego do pomieszczenia. Przesuwa ciężkie krzesło i siada. Dźwięk zapalanego papierosa i włączenia świerczącej lampki.*

**Pani Pułkownik**

Przeczytałam wasz raport.

*(rzuca raportem na stół - dźwięk upadającej kartoteki)*

Zanim omówimy coście zapisali, chcę wam przypomnieć kim jesteśmy i co robimy.

*(zaciąganie papierosa i wypuszczenie dymu po kilku sekundach)*

Myśleliście, że działalność operacyjna to prosta sprawa? Albo przyjemna?

*(pułkownik zaczyna się przechadzać po pokoju, słychać stukot obcasów, który ciągnie się przez większość sceny)*

 Już ja wiem, co wam nawkładali do łba w akademii. Tym staruchom wciąż się wydaje, że wojna jest toczona według starych zasad. Że od razu wiadomo, kto jest swój, a kto wróg. A te czasy skończyły się dawno temu. Teraz mamy sytuację, że wrogiem może być każdy. Nawet ja. Nawet wy. Wiecie, co jako jedyne może nas obronić przed wrogiem? Czujność i trzeźwość umysłu. Nie wolno sobie pozwolić na chwilę słabości. Musicie widzieć i słyszeć wszystko. Macie znać najmniejszą myśl obserwowanego obiektu…
To nie jest praca.

*(pułkownik nagle podchodzi do stołu, cichną kroki, i uderza w niego rękoma)*

 To służba. Przeznaczona tylko dla ludzi z kręgosłupem.

*(pułkownik znowu zaczyna się przechadzać, dalej słychać kroki)*

 Rozumiejących o co walczymy. Umiejących podjąć słuszne decyzje. Ale przysłali mi was.

*(zaciąganie papierosa i wypuszczenie dymu po kilku sekundach)*

Przypomnę do protokołu, co mieliście zrobić. Zająć stanowisko operacyjne przy Alei Zwycięstwa 7. Dostaliście całkowicie sprawną aparaturę. Mogliście słyszeć każdą przychodzącą i wychodzącą rozmowę z dowolnego urządzenia znajdującego się w tym budynku. Mogliście poznać wszystkie czyny, pragnienia i sekrety mieszkańców kamienicy.
Waszym celem był Leon Grabowski. Wszyscy go znamy. Oglądamy w telewizji każdego wieczora. Taki mądry, taki wygadany. Tyle razy był głosem i twarzą naszych posunięć. Kto by pomyślał, że może nie był przykładnym obywatelem… Ale wiedzieliśmy, że coś ukrywa. Ma coś na sumieniu, co musimy odkryć. I właśnie to mieliście nam przynieść.

*(zaciąganie papierosa i wypuszczenie dymu po kilku sekundach)*

Zanim przejdziemy do waszego raportu, pragnę przypomnieć, że jesteśmy przecież państwem prawa. Służymy większemu dobru. Działamy zgodnie z zasadami. Jeśli kogoś skazujemy, muszą być na to twarde dowody. Zrozumieliście?

*(pułkownik podchodzi do stołu, słychać gaszenie papierosa, pułkownik siada naprzeciwko protagonisty - dźwięk odsuwanego krzesła)*

A teraz spójrzmy, co takiego nam przynieśliście…

Materiały do tworzenia gry Switchboard.

* Design Doc
* Postaci
* Scenariusz
Particle classification

1 gravity particle = dust.

10 gravity particles = clump.

50 gravity particles = cluster.

250 gravity particles = asteroid. (small)

500 gravity particles = asteroid. (big)

5050 gravity particles = bumpy asteroid.

75,500 gravity particles = round, bumpy asteroid.

780,300 gravity particles = dwarf planet.

6,534,550 gravity particles = planet.

634,894,880 gravity particles = planet. (big)

50,607,403,590 gravity particles = gas giant.

390,576,678,548,235,670 gravity particles = star.

303,358,385,438,238,358,708 gravity particles = star cluster.

1.56e27 gravity particles = star clusters. (big)

1.87e31 gravity particles = light clusters.

1.27e36 gravity particles = galaxy.

1.45e38 gravity particles = galaxy clusters.

1.39e52 gravity particles = galactic clusters.

1.29e64 gravity particles = galactic superclusters.

2.10e83 gravity particles = notome, AKA universes

2.76e100 gravity particles = big explode.
Segment 6

# Kwestionriusz

Raport operacyjny

Agent Operacyjny: IW-20

Miejsce przeprowadzenia obserwacji: Aleja Zwycięstwa 7

Cel Obserwacji: Olkowski, Jan

Użyte środki: Podsłuch linii telefonicznej

Protokół obserwacji za dzień: 20 IV

9. Podczas prowadzonej obserwacji, wśród rozmów telefonicznych toczonych przez mieszkańców kamienicy przy Alei Zwycięstwa 7, zarejestrowano następujące rozmowy mające istotne znaczenie dla sprawy:

9A.rozmowę Olkowskiego, Jana z: Olkowską, Anną i Zegarlickim, Kazimierzem oraz rozmowę Olkowskiej, Anny i Zegarlieckiego, Wiktora.

9B. rozmowę Olkowskiego, Jana z: Olkowską, Anną; Majerskim, Stanisławem i Zegarlickim, Kazimierzem oraz rozmowę Olkowskiej, Anny i Zegarlieckiego, Wiktora.

9C.rozmowę Olkowskiego, Jana z: Majerskim, Stanisławem i Zegarlickim, Kazimierzem oraz rozmowę Olkowskiej, Anny i Zegarlieckiego, Wiktora.

9D. rozmowę Olkowskiego, Jana z: Olkowską, Anną; Majerskim, Stanisławem i Zegarlickim, Kazimierzem.

10. W wyniku materiału zdobytego za pośrednictwem obserwacji, agent operacyjny IW-20 wnioskuje o zastosowanie wobec przedmiotu obserwacji, Olkowskiego, Jana:

10A. Aresztowanie.

10B. Środki zapobiegawcze w postaci uniemożliwienia wyjazdu córki Olkowskiego.

10C'. Brak podejmowanych środków i dalsza obserwacja.

11. Na podstawie materiałów zdobytych podczas obserwacji, agent operacyjny IW-20 ponadto wnioskuje:

11A.

11B.

11C.

11D.

Chłopak idzie siedzieć. 15-20 lat.

Architekt może polecieć albo nie. - aresztować albo nie

Dygnitarz może próbować pomóc lub nie.

# Przesłuchanie

Materiały do tworzenia gry Switchboard.

* Design Doc
* Postaci
* Scenariusz
Homaro nivero Wiki

it ends. so the never ending wiki. it was all. a. lie.hello.
its more unique then the never ending wiki.

all particles (gas), gravity particles. PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

...

* Rules of this wiki

do stuff.
Spinot

the spinot is a particle that spins anything it touches. it has gravity, dark matter and anti dark matter, if you dont understand me, dark matter pushes stuff away but anti dark matter attracts stuff. if you still dont understand search it up, i can be completely wrong about dark matter.

mass: 10 kilograms.

size: about an ananas.

property: it expands and contract because of dark matter and anti dark matter. (dark matter and anti dark matter are only inside of spinot.)
Scenariusz

## Rozdział 1

Segment 1

* Wstęp
* Postaci
Pani Pułkownik

Segment 2

* Cel – znaleźć dowody na architekta

1. Aresztujemy architekta – wtedy – córka nie pojedzie na studia, nie ucieknie
2. Aresztujemy córkę – pozbędziemy się dziewczyny i zastraszymy architekta
3. Nic nie robimy – przeciwko architektowi ani córce
4. Nic przeciwko architektowi, zakaz wyjazdu dla córki

* Postaci
Leon Grabowski - Gwiazdor **i** Konstancja Orzechowska - Kochanka
Stanisław Majerski - Więzień **i** Konstancja Orzechowska - Kochanka
Stanisław Majerski - Więzień **i** Leon Grabowski - Gwiazdor

Segment 3

* Przesłuchanie

## Rozdział 2

Segment 4

* Wstęp

Segment 5

* Postaci
Jan Olkowski - Architekt **i** Anna Olkowska - Córka
Jan Olkowski - Architekt **i** Stanisław Majerski - Więzień
Anna Olkowska - Córka **i** Witold Zegarlicki - Syn
 Witold Zegarlicki - Syn **i** Kazimierz Zegarlicki - Dygnitarz

Segment 6

* Przesłuchanie

## Rozdział 3

Segment 7

* Wstęp

Segment 8

* Wojciech Zawiślak - Sąsiad **i** Marcin Kolski - Sąsiad
Leon Grabowski - Gwiazdor **lub** Konstancja Orzechowska - Kochanka **i** Zenon Korbacz - Złodziejaszek
Witold Zegarlicki - Syn **i** Kazimierz Zegarlicki - Dygnitarz

Segment 9

* Przesłuchanie

## Rozdział 4

Segment 10

* Wstęp

Segment 11

* Postaci
Stanisław Majerski - Więzień **i** Leon Grabowski - Gwiazdor **lub** Konstancja Orzechowska - Kochanka **lub** Karol Kamilak - Dziennikarz
 Jan Olkowski - Architekt **lub** Kazimierz Zegarlicki - Dygnitarz **i** Łucja Zagórska - Żona Generała
Stanisław Majerski - Więzień **i** Zenon Korbacz - Złodziejaszek **lub** Wojciech Zawiślak - Sąsiad
Łucja Zagórska - Żona Generała **i** Leon Grabowski - Gwiazdor **lub** Konstancja Orzechowska - Kochanka **lub** Karol Kamilak - Dziennikarz

Segment 12

* Przesłuchanie

## Rozdział 5

Segment 13 - Epilogi

Materiały do tworzenia gry Switchboard.

* Design Doc
* Postaci
* **Scenariusz**
Eye of the Abyss

A spherical, black gemstone with a blue dot in its centre native to the Abyss. It resembles an eye.

Wondrous Item (Rare)

Requires Attunement

While the wielder is attuned to the charm, they gain darkvision up to 60 feet, and Demons of CR 1 or lower are compelled to not attack the wielder outright as the wielder emanates a 10-foot radius demonic aura. If the demons are provoked however, they will attack. Also, as a bonus action, you can cast one of the following spells: False Life, Shadow Blade, and Summon Lesser Demon in their base level. You can only cast each of these spells once per rest. The wielder's type is identified as a fiend when the spell Detect Evil and Good or similar magic is cast around them.

**Curse.** This item is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with it, keeping it within reach at all times. During the end of each long rest, while you are attuned to this item, make a DC 15 Charisma Saving Throw. At a total 5 failures your alignment changes to Evil. Your alignment may return to normal only after this item is destroyed. The Eye of the Abyss can be destroyed by casting on it the spells Remove Curse or Dispel Evil and Good. It can also be destroyed if dropped in a pool of holy water and left there for 1 minute.
Necklace of Shadows

Sometimes, heirlooms such as this necklace are forgotten in dark and cursed places of the world, or gain a supernatural cursed nature when left inside tombs of people that suffered in their lives and their spirits haunt their grave. Sometimes the fell energies of the Shadow Plane corrupt such items.

Wondrous Item (Rare)

Requires Attunement

You have resistance to necrotic and radiant damage. As an action, you can summon a set of floating, spectral shadow fangs out of thin air within 15 ft. of you that last for 1d6 rounds + your Charisma modifier (a negative score doesn't reduce the rounds). When you summon the shadow fangs, you can make a melee attack with them against a creature within 5 feet of the fangs, using your Charisma modifier. On a hit, the target takes necrotic damage equal to 1d8 + your Charisma modifier. As a bonus action on your turn, you can move the fangs up to 15 ft. and repeat the attack against a creature within 5 feet of the fangs. You can use this ability once per short or long rest.

**Curse.** This necklace is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the necklace, keeping it within reach at all times. While you are cursed you gain the following Indefinite Madness that cannot be cured except if you somehow remove the curse: You suffer extreme paranoia that leaves your mind addled, clouds your judgement and decision making and further leaving your mind easy to be toyed with. You have disadvantage on Wisdom and Charisma checks and Wisdom and Charisma Saving Throws.
Desmond Orphanmaker

Desmond "Orphanmaker" is one of the Admirals or so-called Pirate Kings that rule the sea city of Orikoris in the Canary Coast. He is a wight; an undead creature clinging to unlife through malice. He is generally feared by the public, but there are many that mock his ''edgy'' behavior and nickname that he himself chose. However, he has indeed left many an orphan in his life through his conquests and plunders, and so even though many mock him and make funny impressions of him, they leave the area the second rumors are heard that he is out in town.

He mostly sits by himself in his mansion, or ''the Dark Palace'' as he calls it, and also keeps some skeleton servants around. He is in possession of an allegedly legendary fiendish sword that he found in one of his travels which he keeps under lock and key in his mansion. Rumors say he found that sword in the Nine Hells or that he got it through some infernal contract, although there is no one that can attest to these rumors and claims. However, his powers that a warlock would otherwise possess suggest that he indeed has connections with the Lower Planes.
Lilly Dowager

Lilly Dowager es la hermana trilliza de Colin Dowager.

## Descripción

Lilly es una chica con el pelo liso y largo de color avellana. Es muy deportista y siempre va en chándal. es un poco malhablada.

## Biografía

Lilly nació junto con una hermana trilliza y Colin Dowager en junio del año 2005. Perdió a su padre cuando tenía cinco años y creció junto a sus hermanos y su madre en Retford, Inglaterra.

## Apariciones

* Acomodando a Agatha (sólo mencionada, primera aparición).
Heikkon

A kingdom of Hobgoblins and Goblins near central Rythalion, Heikkon used to be war-like and feared among its neighbors. When people were hearing of Heikkon and its warlord rulers they spat and loathed its name. But since King Gevdai was crowned and became Heikkon’s ruler, the kingdom’s disposition changed. Heikkon is now starting to get respect and that is because King Gevdai brought an end to senseless wars and raids. Instead he focused on problems inside Heikkon, establishing more rights for other races besides Hobgoblins while also trying to mend relations with neighbor countries. He is succeeding thus far.

Under King Gevdai’s rule, Heikkon is more peaceful and welcoming now but not as powerful and fierce as before. Many don’t like the King and his peaceful and ''weak'' ways, as some call them, and try to undermine him. Some even outright oppose him, calling him the False King and trying to weaken his rule by any means necessary. One of the most notable outspoken and perhaps the most determined one is Drowsca the ''Opposer''; a man who is a veteran and a retired soldier that followed Gevdai’s late father loyally. However, Gevdai has more than enough supporters that believe this new path Heikkon follows is best. Now that Heikkon is a better place, more people of other races visit and also settle.

Of course, while relatively benevolent, Gevdai is still a king, and there are some that believe that he keeps the realm's riches for himself and his royals while he could give more to the people who are more deserving. These views are further supported by people like Drowsca in order to put more pressure in the king. Of course Drowsca does not believe that to be true and is in fact supportive of the idea of a king, just not the current one.

People in Heikkon speak Heikkonar, a language that is a mix of Common and Goblin.
Larenwen’s Cliff

A popular town in the Four Elven States of Faliaanti. Around 700 years ago, the famous elven hero Larenwen jumped to her death in the sea from the steep cliffs there and ended her life. The town was named after her.

The story goes that, in the village of Steephill, Larenwen killed her beloved sister who had fallen to evil and made a pact with the archdevil Mammon. Her sister was a part of a cult of Mammon that was later established in the area. Larenwen failed to locate the hidden cult’s lair, and while she was searching for it, her sister found her and attacked her. Larenwen always refused to fight her sister but this time the fight spilled to the streets of Steephill. Other cultists joined the fight and her sister also threatened to kill villagers this time, so Larenwen had no choice. After she killed her sister and the other cultists, she went to the cliffs and jumped being unable to handle her sorrow and grief and being overwhelmed with guilt and the things she could have done differently since before her sister made the pact. She went to the steep hills that the village was named for and ended her life. She had dealt a devastating blow to the cult though but the cult survived contrary to the belief of the locals. After the villagers renamed the village in her honor, stories started spreading about how Larenwen destroyed the cult and about her tragic story with her sister, and the village became a town.

The cult survives to this day still, even more powerful than before and with many members that would lay their life for their dark lord. Some of them are even respected members of the community. In fact, the cult is run by one of the most respected nobles of the town whose estate has underground passages that lead to the cult’s lair under it. The cult has spread its influence and has established other strongholds in other parts of the area and even in the capital; Erodell itself.
Eye of the Storm

This artificial eye replaces a real one that was lost or removed. While the eye of the storm is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

Wondrous item, rare (requires attunement by a spellcaster)

While the eye of the storm is attuned to you and is in your eye socket you can use the following effects:

While it is foggy, you can use a bonus action to see normally in the fog through the eye to a range of 20 ft. This effect lasts for 1 minute. Also, as an action, you can cast the each of the spells Fog Cloud, Gust of Wind and Lightning Bolt, with a spell save dc of 15, once per long rest.
Yense

The peninsula of Yense lies in southwestern Rythalion, past the Dodna Crags. While Yense is not very big, its landscape ranges from green plains to wastelands, hills to swamps and forests. In Yense, the term ''respect your elders'' is a way of life and it is taken very seriously as Yense is built around that principle. Consequently, its government is comprised by the oldest people in the realm, the Council of the Eldest. Each decision made by the Council is a law that the populace must abide by. The selection of new members for the Council is of course made by judging the candidate’s age, and the council itself chooses a new addition or a replacement member from among the oldest and supposedly the wisest. This has made society in Yense very traditional and some outside or even inside it would argue old-fashioned and adhesive to stale ideas.

The races that call Yense home are mostly comprised by races that are not long lived in comparison with lenavi and elves; races like humans, halflings, orcs and half-orcs, dragonborn and goliaths; of which halflings are the most long lived who generally live up to the age of 120 and rarely 150 but no more. For this reason, halflings are the most respected in Yense. Society views long lived races that live more than 120 years like gnomes, lenavi, dwarves and elves as unnatural and something that is not right. The contempt of such races mostly stems from a past event from the times of Yense’s founding.

The story goes that rulers of elven or lenavi heritage (the story varies) viewed their short-lived subjects, such as humans, as insignificant whose lives would end in the blink of an eye and thus of no real consequence. They supposedly wasted no resources to better the lives of such races and doing the barely minimum for them while showing favoritism for races that were almost as long lived as them. As such, the short-lived ones lived in poor and wretched conditions; squalid peasants to be trampled by the long-lived authority. This resulted in an uprising where the rulers were defeated in the end, and a schism happened where the short lived races stayed and took control of Yense while the others chose exile. However, details of these events are long lost and none can be certain that the story is real in all its accounts. No one knows what of it is true or just lies that the First Council of the Eldest fabricated out of fear in order for them to secure their authority lest it be taken by people of races that are long lived with more potential wisdom and experiences. These elders were so afraid to give up power and be forgotten by the young that they enforce traditions and laws to respect elders above all else. Yense’s populace believes the story to be true and so continues to scorn long lived races, following the traditions and laws set by the Council. As such, people of races like these tend to avoid Yense.

Yense does not have a main language. Its citizens speak Common and people of each different race also learn their native language in a young age.
Primeval Era

The Primeval Era is the unspecified and unrecorded era of an ancient time. During this extremely vast time period is when the world is thought to have been born into existence. Of course no one can know that for certain.

Historians place various other events during the primeval era; events like the first continental shifts, the emergence of various living species from which many species now are descended from, the rising of the Aboleths, the first primitive humanoid communities, the coming of dragons, the founding of the first more advanced humanoid communities along with the discovery of harnessing magic as wizards, the first kingdoms, the rise and fall of the Great Lenavi Civilization, the coming of the Primordials and the reshaping of the world, the Divine Rain and apotheosis of various deities.

What little knowledge exists about these eras comes from untold years of studying and researching, and from the few texts unearthed from the excavated sites of the Great Lenavi Civilization.

## Periods

The Primeval Era is split into three major periods by historians.

### Primitive Period

The Primitive Period is the period which events like the first continental shifts, the first emergence of prehistoric living species, the rise of the Aboleths and the forming of the first primitive humanoid communities are attributed in.

### Shining Period

The Shining Period is the period which events like the coming of dragons, the founding of the first more advanced humanoid communities and the discovery of harnessing magic, the creation of the first kingdoms, the rise of the Great Lenavi Civilization and the conception of the name ''Aldmeer'' for the planet are attributed in.

### Reshaping Period

The Reshaping Period is the period which events like the coming of the Primordials, the Divine Rain and apotheosis of some deities, and the shaping of the continents as they were before the Scarring are attributed in. The Reshaping Period supposedly ended after the Divine Rain was concluded. It should be noted that the Divine Rain is called like that not because of actual rain, but because divines/primordials were supposedly dropping from the skies like rain.

Of these three, the Primitive Period surpasses the other two by far in terms of years it supposedly contains. The Reshaping Period is the shortest of the three.

## Defining facts unknown to historians

What the historians don’t know is that the coming of Calaseid who actually started the Divine Rain was during the ''middle'' of the Primitive Period and not during the Reshaping Period. Also unknown is that she was the first primordial to arrive in Aldmeer and that she ascended to godhood after the Divine Rain ended along with Annalyon, Vakan, Dangad and Gideus; she was not already a god. They also don’t know that the first deities were formed during the Shining Period from the accumulated belief of humanoids and instead, like everyone, believe that the gods existed for as long as Aldmeer existed. No one but the deities themselves know that fact.
Free Realms

The so-called Free Realms are not beholden to a single monarch or state, rather they contain many city-states each led by a titled official; that official either being a King or Queen, Viscount or Viscountess, Grand Duke or Grand Duchess etc. Villages, towns and other cities that fall near a city-state’s location are considered part of its territory and so are under the protection of the local authorities. Many people of the Free Realms are descendants of hardy settlers that wanted to make their own fortune and leave their own mark in the world, although some people are descended from nomads who lived there already.

The Free Realms formed centuries ago when the leaders of each major city came together to the city of Artara, and performed a moot that ended in the formation of the Free Realms with the Treaty of Artara.

Different rulers and, in some extend, different lifestyles sometimes mean tension among the cities but for the most part the city-states live in relative peace and sometimes codependence. In the event of aggression from neighboring realms and kingdoms the Free Realms can assemble a joint military front that can prove very potent in defending the land and counterattacking the enemy force.

The southwestern landscape of the Free Realms is dotted with ancient ruins of the long lost Neryli civilization, like the ones that exist in the Claimed Lands. The Big Bridge that connects the Free Realms and the Claimed Lands was also built by the Neryli as a means of expanding their empire. The Big Bridge is so big that it actually hosts two cities on it. It is one of the greatest and most famous landmarks of Rythalion and it used to be part of a very traveled route, being the only thing that connects the landmass of the Free Realms to the rest of the continent. Now, however, it has closed its gates to the Claimed Lands due to the poor state of security there. So the once celebrated and famous route is now a thing of the past. Other famous regions and locales besides the Big Bridge are the Canary Coast, Bravery's End and the Great Library of Iona among others.

The Free Realms use Common as their main language. There is another language native in this land called Tilder, however it is an almost dead language spoken by very few.
Sea's Teeth

The Sea's Teeth is an expanse located in the Sea Queen's Rest in Eolda. It covers many miles of the sea and it is dotted by myriad giant spiky rocks and reefs that make it fatal for ships to cross. For that reason, ships that want to cross that part of the ocean go the long way around, making the trip far longer and stocking double the resources. Over the ages, shipwrights of cities and towns near the Teeth constructed their ships and altered the designs to accommodate the needs a ship requires in order to make the trip around the Teeth. Of course, that is after they repeatedly tried to make their ships in a way to withstand the Teeth; an endeavor that ended in failure and in many watery graves.

The rocks and reefs are not the only dangers there though, as the sea is very unstable and huge waves going around and above the rocks can turn over a ship and slam it into the rocky spikes and reefs. Another danger of the Sea's Teeth is the rumored Sea Serpents, draconic creatures that have made the Teeth their homes. Some sailors claim that they have seen said serpents while sailing around the Sea's Teeth, and there are even some reports that sea serpents have attacked vessels sailing near the Teeth. For that, care is being taken for the ships to sail at least half a mile away from the rocks.

Stories also say that in clear and cloudless nights, ghost ships and undead sailors have been sighted; their ships merging and passing through the rocks, hunting the living that dare come close the Teeth. These stories and alleged sightings align with the legend of Griph, the Pirate King of Old, who found his end there along with his armada.

Lastly, sailors say that this expanse is the true resting place of the sea goddess Calaseid after the Clash of the Primordials, and that the deadly reefs, crazy weather and sea serpents are an extend of her will to keep mortals away from her domain. For this, as a sign of respect to the goddess, many sailors have the custom to rip away a button from their shirt or a part of fabric and throw it in the sea every time they pass around the Teeth in order for Calaseid to recognise them and accept their tokens for the purpose of granting them safe passage.
Tilder

Tilder is a language that has some speakers in the Free Realms. This almost dead language was used by some native nomads and other communities in the Free Realms before the land saw a massive influx of foreign people and cultures.

Its name is derived from the namesake of the old Great Tilder Plains that once spanned to the whole south of the landmass. The Great Tilder Plains have since greatly declined by natural disasters and the growth of forests. Its remains are now divided into simply the Tilder Plain and the Tilder Badlands.

The language is mostly used by old humans that used to speak it in their youth when it was still used as one of the main languages in the Free Realms. Some cities in the Realms use it still but it is considered non-compulsory in all of them, and since the cities mostly use Common and other more widespread languages Tilder is dying out.

It has gotten to the point where if you want to tell someone a secret and don’t want others to find out easily your best bet is to speak Tilder if the other person also speaks it. For that reason some thieves in the Realms have incorporated Tilder in their Thieves Cant. The very few speakers of the language take offense to that of course and they try to make the language more mainstream; an attempt that is mostly futile.