recursal/Fanatic-Fandom huggingface dataset:
Zophiel Trevisan

## Backstory:

Adriel and Zophiel Trevisan's upbringing in the castle court of Medanë was marked by privilege and close ties to the monarchy. Their father's role as a Grand Duke and their mother's position as a Duchess granted them a place of influence and prestige within the kingdom. The mysterious deaths of the King and Queen, who were their parents' closest allies, cast a shadow over their idyllic childhood.

Princess Sarai, whom they helped raise, became a beloved foster sibling to Adriel and Zophiel. The bonds of family and friendship within the castle walls were strong, and the loss of the King and Queen was a devastating blow to all three children.

However, tragedy struck once again when the Duke and Duchess Trevisan were found dead in their bed. The suspicion of poison hung in the air, leaving the siblings and the grieving Princess Sarai searching for answers.

For Zophiel, her parents' deaths were a catalyst for her to pursue a path that defied her mother's wishes. Rather than conforming to the expectations of courtly life as a lady, Zophiel joined the inquisitors. This decision served dual purposes: it allowed her to further develop her fencing and archery skills while also providing her with the means to investigate her parents' murders and the deaths of the King and Queen.

Within the ranks of the inquisitors, Zophiel maintained a facade of carelessness, often indulging in drinking and encouraging rumors of her promiscuity. In truth, she remained a virgin, influenced by her parents' loving relationship and her desire to experience a deep and meaningful connection.

Zophiel's quest for justice and her search for a love like her parents' define her motivations. Despite her tough exterior and reckless behavior, she longs for a love that transcends the turmoil and tragedy that has marked her family's history. Her bond with her brother, Adriel, remains a source of strength, but Zophiel yearns for a more profound connection that she hopes to find in a world clouded by secrets and deception.

## Appearance:

Zophiel Trevisan possesses a striking and alluring appearance that belies her skill and strength. Her smooth white skin provides a striking contrast to her long, flowing black hair that frames her face with a sense of mystery. Her large brown eyes hold a captivating allure, drawing attention and curiosity from those who meet her.

Zophiel's lips, fully pink and inviting, add a touch of softness to her overall presence. Her athletic build is a testament to her dedication to mastering the bow, and her physique has developed with well-defined muscles, particularly in her arms and shoulders. She carries herself with a confident and graceful demeanor that reflects her proficiency in combat.

Beyond her physical attributes, Zophiel is considered very attractive, and her desirable body only adds to her allure. Her presence is both captivating and enigmatic, making her a figure who stands out in any crowd.

## Two Truths and a Lie:

* Sister to Adriel
* Touched a Unicorn
* Gets Drunk Easily
Thin Places: Where Realities Converge

A "Thin Place" is a mystical and ethereal concept that refers to specific locations where the boundary between the material world and the spiritual or ethereal realms becomes exceptionally thin or porous. In these places, the veil separating our everyday reality from the unseen, metaphysical, or supernatural dimensions is believed to be permeable, allowing for a heightened sense of connection or interaction between the two worlds.

Here are some key characteristics and aspects associated with Thin Places:

* **Heightened Spiritual Energy:** Thin Places are often described as locations where the spiritual energy is palpably stronger than in surrounding areas. This heightened energy can be sensed or felt by individuals who visit these places.
* **Spiritual Significance:** Many Thin Places hold deep spiritual or religious significance in various cultures and belief systems. These locations are often associated with divine encounters, mystical experiences, or a strong sense of sacredness.
* **Nature and Tranquility:** Thin Places are frequently found in natural settings, such as forests, mountains, rivers, or remote landscapes. The peaceful and serene environments contribute to the sense of spiritual connection.
* **Altered Perception:** Visitors to Thin Places may report altered states of perception or consciousness. These locations can induce feelings of awe, reverence, or a sense of being transported to a different realm.
* **Visions and Encounters:** Some individuals claim to have extraordinary experiences in Thin Places, including visions, encounters with ethereal beings, or moments of deep spiritual insight.
* **Cultural and Historical Significance:** Thin Places often have a rich cultural and historical heritage. They may be associated with ancient rituals, legends, or folklore, further enhancing their mystique.
* **Personal Transformation:** Many people visit Thin Places with the intention of seeking spiritual growth, healing, or personal transformation. The profound energy of these locations is believed to support such journeys.

It's important to note that the concept of Thin Places is not limited to a specific religious or cultural tradition. Instead, it transcends boundaries and can be found in various forms across the world. While some Thin Places are well-known and celebrated, others remain hidden gems, known only to those who stumble upon them.

Ultimately, Thin Places are regarded as portals or conduits that offer a glimpse into the interconnectedness of the material and spiritual realms. They inspire contemplation, wonder, and a deep sense of reverence for the mysteries of existence.
David Nykl

**David Nykl** (ur. 7 lutego 1967 w Pradze) – kanadyjski aktor czeskiego pochodzenia, znany głównie z roli dr Zelenki w serialu *Stargate: Atlantis*.

## Życiorys

Po sowieckiej inwazji w 1968 roku wraz z rodziną opuścił Czechosłowację i osiadł w Victorii w kanadyjskiej Kolumbii Brytyjskiej.

David zna biegle czeski, angielski i hiszpański. Postać grana przez aktora w serialu *Stargate: Atlantis* mówi po angielsku z czeskim akcentem, choć w rzeczywistości David mówi z kanadyjskim akcentem.

## Linki zewnętrzne

* David Nykl w bazie IMDb (ang.)
* David Nykl w bazie Filmweb
Shadow Vampire

(CR 8) *Medium Humanoid (Undead)*

**Alignment:** Chaotic Evil

**Perception:** +15

**Languages:** Common, Abyssal, and the Dark Speech

### Traits:

* **Undead:** The Shadow Vampire is an undead creature, and it doesn't require air, food, drink, or sleep.
* **Shadowmeld:** The Shadow Vampire can meld with shadows, becoming incorporeal as a move action, rendering it immune to physical attacks. It can remain incorporeal for up to 1 minute. While incorporeal, it can pass through solid objects and move through shadows to different locations.
* **Soul Drain:** When the Shadow Vampire damages a creature with its Shadow Touch attack, it drains a portion of the target's soul, inflicting 2d6 negative energy damage, and the target must succeed at a DC 24 Will save to resist becoming frightened for 1 round.
* **Evasive:** The Shadow Vampire has a +2 circumstance bonus to AC against physical attacks while incorporeal.

### Abilities:

* **AC:** 24; **Fortitude:** +12; **Reflex:** +16; **Will:** +17
* **HP:** 150
* **Speed:** 30 feet

### Attacks:

* **Shadow Touch (Incorporeal) [Finesse]:** +16 vs. Touch AC; 2d6 negative energy damage, and the target must succeed at a DC 24 Will save to resist becoming frightened for 1 round.

### Special Abilities:

* **Shadowstep:** As a move action, the Shadow Vampire can teleport between shadows, reappearing in another shadow within 100 feet. This ability can be used once every 1d4 rounds.
* **Terrifying Presence:** The Shadow Vampire can unleash its aura of dread as a standard action, causing all creatures within a 30-foot radius to become frightened for 1d4 rounds (DC 24 Will save to reduce to shaken). Once used, this ability cannot be used again for 1d4 rounds.

### Skills:

* **Stealth:** +19
* **Deception:** +18
* **Acrobatics:** +16

### Weaknesses:

* **Repellent to Purity:** The Shadow Vampire cannot enter consecrated or hallowed ground.
* **Incorporeal Vulnerability:** While incorporeal, the Shadow Vampire takes half damage from all attacks except force and negative energy attacks.

The Shadow Vampire is a nightmarish undead creature, able to shift in and out of the shadows with ease. It feeds on the fear and dread it instills in its victims, using its powers to terrify and elude capture. Be wary when facing a Shadow Vampire, for it can strike from the darkness and slip away before its prey even has a chance to react.
The Zephyr Blade

## Zephyr Blade

*Weapon (Rapier), Rare*

**Price:** 100 gp

**Damage:** 1d6 piercing

**Critical:** 1d8 slashing

**Range:** Melee

**Hands:** 1

### Traits

* Agile: The Zephyr Blade is easy to handle and can be used to make multiple attacks in a single action. When you use this weapon to make a Strike, it only counts as one attack, regardless of the number of attack rolls you make.

### Property

* The Zephyr Blade is a finely crafted rapier with an intricate design that seems to capture the essence of the wind. When you wield the Zephyr Blade, you gain a +1 circumstance bonus to checks to Recall Knowledge about air or wind-related phenomena.

### Activation

* **[Reaction] Gust of Speed:** When you critically hit with the Zephyr Blade, you can choose to spend a Reaction to immediately move up to 10 feet in any direction, as if propelled by a sudden burst of wind. This movement does not provoke Attacks of Opportunity.

***Crafting Note*:** Crafting the Zephyr Blade is a delicate process that requires a skilled artisan to harmonize the weapon's form with the ethereal nature of wind. The blade is forged with lightweight but durable materials, and intricate patterns representing swirling winds are carefully etched onto its surface. During the final stages of crafting, the blade is infused with a small fragment of an air elemental's essence, granting it the ability to harness the power of the wind.
The Golden Thorn

*Wondrous Item (Amulet), Rare*

This exquisite amulet is adorned with a delicately crafted golden thorn, its edges shimmering with an ethereal glow. The amulet exudes an aura of tranquility and vitality, and those who wear it can feel a gentle warmth emanating from the thorn's intricate design.

While wearing The Golden Thorn, you gain the following benefits:

1. **Vital Resilience:** The amulet enhances your natural vitality. You gain advantage on saving throws against diseases and poisons.
2. **Nature's Touch:** The amulet grants you the ability to cast the *Cure Wounds* spell once per day as a 1st-level spell. Wisdom is your spellcasting ability for this spell.
3. **Harmony with Nature:** The amulet attunes you to the natural world. You have advantage on Wisdom (Survival) checks to track creatures and navigate through natural environments.
4. **Empower Growth:** Once per long rest, you can touch a plant or shrub as an action. The plant immediately grows, flourishing with vitality. If it is a mundane plant, it doubles in size and bears ripe fruit or vibrant flowers. If it is a magical plant, its magical properties are enhanced for 1 hour.

The Golden Thorn is a symbol of the harmonious connection between mortals and the natural world. Those who wear it are granted a portion of the vitality and vitality that flows through the veins of the earth, becoming stewards of nature's balance and benevolence.
Void Scythe

**Aura** strong necromancy; CL 13th; **Weight** 10 lbs.; **Price** 95,318 gp

## DESCRIPTION

Instead of a Blade, a swathe of absolute darkness inimical to life tips this scythe. It functions as a +1 brilliant energy scythe, except the Blade is formed of negative energy and gives off no light whatsoever. The wielder can channel negative energy directly into the scythe to charge it with life-destroying energy for 1 round per die of channeling. For example, channeling negative energy for 5d6 points of damage fuels the scythe for 5 rounds. While so charged, the void scythe bestows one negative level with each hit. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent.

Black energy utterly consumes any creature that is slain by the void scythe, leaving no body behind but leaving the creature’s equipment unharmed. A victim of the void scythe can be restored only by true resurrection or carefully worded miracle or wish.

## CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor; Spells disintegrate, enervation; Cost 47,815 gp
Wavebreaker Warhammer

*Weapon (Warhammer), Rare (requires attunement)*

The Wavebreaker Warhammer is a formidable weapon designed to harness the power of crashing waves and deliver devastating blows. Crafted by skilled artisans who draw inspiration from the ebb and flow of the ocean, this warhammer is a symbol of strength and elemental might.

### Traits:

* **Magical:** The Wavebreaker Warhammer is a magical weapon with powerful enchantments.
* **Concussive Impact:** On a critical hit, the target must succeed on a DC 17 Fortitude save or be stunned for 1 round due to the concussive force.

### Enchantments:

1. **Aquatic Fury:** The Warhammer deals an additional 1d6 cold damage. This damage increases to 2d6 if the target is soaked or submerged in water.
2. **Crashing Wave:** Once per day, the wielder can activate the warhammer to unleash a wave of force. All creatures in a 15-foot cone must succeed on a DC 18 Fortitude save or be pushed back 10 feet and take 2d6 bludgeoning damage.
3. **Tidal Resonance:** The Warhammer resonates with the ebb and flow of tides. When wielded near a large body of water, the Warhammer gains a +1 enhancement bonus, and its Aquatic Fury damage increases by an additional 1d6. Additionally, the wielder gains a +2 circumstance bonus to Athletics checks related to swimming and navigating water.
4. **Raging Surge:** Once per day, when the wielder successfully strikes a target with the Wavebreaker Warhammer, they can choose to unleash a torrential surge of energy. This surge increases the Warhammer's damage by an additional 2d6 cold damage, and all enemies within a 20-foot line behind the target must succeed on a DC 20 Reflex save or be knocked prone and pushed back 10 feet. The line of the surge mimics the path of a crashing wave.

### Construction Requirements:

Crafting the Wavebreaker Warhammer requires a core from a Water Elemental, a fragment of a seashell from a stormy shore, and the essence of a powerful wave conjuration spell. The cost of construction is 2,500 gold pieces.

### Appearance:

The Wavebreaker Warhammer features a head made from a polished, aqua-colored material that shimmers like the surface of the sea. The handle is crafted from weathered driftwood, and intricate runes representing the power of waves are etched along its length. When swung, the warhammer emits a faint, rhythmic hum reminiscent of the ocean's calming waves.

The handle is wrapped in waterproof leather for a comfortable grip, and the pommel is adorned with a small sapphire that seems to capture and reflect the essence of the ocean. The entire weapon has a durable yet elegant design, marrying functionality with the mystique of the sea.

When the Aquatic Fury is activated, the warhammer briefly glows with an icy blue aura, and the crashing wave effect manifests as a visible surge of water that accompanies the forceful blow. The Wavebreaker Warhammer is not just a weapon; it is a testament to the raw power and beauty of the ocean.
Stormcaller Glaive

*Weapon (Glaive), Rare (requires attunement)*

### Traits:

* **Magical:** The Stormcaller Glaive is a magical weapon with potent enchantments.
* **Thunderstruck:** On a critical hit, the target must succeed on a DC 17 Fortitude save or be deafened for 1 round due to the thunderous impact.

### Enchantments:

1. **Electrified Edge:** The glaive's blade crackles with electrical energy, dealing an additional 1d6 electricity damage on successful hits.
2. **Storm's Wrath:** Once per day, the wielder can unleash a powerful burst of lightning in a 15-foot cone. Creatures in the area must succeed on a DC 18 Reflex save or take 2d6 electricity damage.

### Construction Requirements:

Crafting the Stormcaller Glaive requires a lodestone charged during a thunderstorm, a core from an air elemental, and the essence of a call lightning spell. The cost of construction is 2,800 gold pieces.

### Appearance:

The Stormcaller Glaive is a striking polearm that embodies the raw power of thunderstorms. Its glaive head is crafted from a dark, conductive metal, and the blade crackles with contained electrical energy. The haft, made from a durable and resilient wood, is engraved with intricate lightning-shaped runes that seem to glow faintly.

When the glaive is activated, the runes along the haft emit a soft, pulsating light, mimicking the gentle glow of distant lightning. The blade itself hums with latent electricity, creating an audible buzzing sound that intensifies with each swing.

During the execution of the Storm's Wrath ability, the glaive becomes enveloped in a burst of crackling lightning that streaks out in a 15-foot cone. The air around the glaive becomes charged with static energy, creating an awe-inspiring visual display of the weapon's electrifying power.

The Stormcaller Glaive is not just a weapon; it's a conduit for the fury of thunderstorms, providing its wielder with both a formidable tool in combat and a symbol of nature's awe-inspiring forces.
Trident of Sir. Gabiru

*Weapon (Trident), legendary (requires attunement by a character with proficiency in tridents)*

This trident is a testament to the legendary deeds of Sir. Gabiru, a Lizardfolk Knight whose bravery and leadership became the stuff of legend among his kin. Crafted from the finest materials and adorned with symbols representing his noble lineage, the Trident of Sir. Gabiru is a weapon that embodies both his overconfident spirit and his unwavering loyalty to his followers.

### Properties:

* **Weapon Type:** Trident
* **Damage:** 1d8 piercing
* **Critical:** 18-20/x2
* **Magical Enhancement:** +2 to attack and damage rolls

### Special Abilities:

1. **Lizardfolk Command:** The wielder gains a +2 circumstance bonus to Diplomacy checks when interacting with Lizardfolk. Additionally, the trident can cast *Command* (as the spell) once per day.
2. **Bravery Unyielding:** Once per day, as a reaction to taking damage, the attuned wielder can call upon the indomitable spirit of Sir. Gabiru to gain temporary Hit Points equal to their level.
3. **Loyal Subordinates:** The trident has the ability to attract loyal followers among the Lizardfolk. Once per week, the wielder can attempt a Diplomacy check to gain the assistance of a group of Lizardfolk warriors for a short period.
4. **Knight's Precision:** The trident grants the wielder a +1 circumstance bonus to attack rolls against flat-footed or flanked enemies, reflecting Sir. Gabiru's skill in exploiting weaknesses in his foes' defenses.
5. **Heroic Leadership:** The attuned wielder gains a +2 item bonus to their Leadership score when attracting followers or cohorts. Those who follow the wielder gain a morale bonus to Will saving throws.

### Curse:

The Trident of Sir. Gabiru comes with a curse that occasionally triggers feelings of overconfidence and bravado in the wielder. In situations where caution might be warranted, the wielder must succeed on a DC 18 Will saving throw or feel compelled to take bold and daring actions.
Soulbind Dust

**Item Level:** 10

**Price:** 800 gp

**Usage:** Consumable

**Bulk:** L

**Activation:** [Action]

Soulbind Dust is a mystical powder harvested from sacred burial sites, where the boundaries between the Material Plane and the afterlife are thin. It allows the user to temporarily bind their soul to another living being, forming a psychic link and sharing emotions, sensations, and experiences. It is often used in rituals, seances, and by adventurers who seek to strengthen their bonds with allies.

### Effects:

1. **Soul Connection (1 hour):** When the user consumes Soulbind Dust as an action, they establish a psychic link with another willing creature within 60 feet for one hour. During this time, they share their thoughts, emotions, and sensory experiences with each other. They can communicate telepathically and gain a +2 circumstance bonus to Perception checks involving the bound creature's location.
2. **Shared Resilience:** While the link is active, the user and the bound creature can transfer hit points between them as a reaction. When one of them takes damage, they can choose to transfer half of the damage (rounded down) to the other, effectively sharing the burden of injury.
3. **Empathic Bond:** The user and the bound creature gain the ability to sense each other's emotions and general well-being. This can help in situations where one party is in danger or distress, allowing for timely assistance.

### Drawbacks:

1. **Shared Pain:** When damage is transferred through the psychic link, both the user and the bound creature experience the physical and emotional pain of the injury. This can be disorienting and overwhelming, potentially causing a penalty to their actions.
2. **Soul Fatigue:** After the effects of Soulbind Dust wear off, both the user and the bound creature may experience psychic fatigue. They become mentally exhausted and may require rest to recover fully.
3. **Involuntary Bond:** If either the user or the bound creature becomes unwilling to maintain the link during the one-hour duration, they must make a Will save (DC 20) to break the connection prematurely. Failure results in the link persisting until the full hour has passed.

### Crafting:

Creating Soulbind Dust is a complex ritual that involves the careful blending of powdered silver, crushed gemstones, and rare herbs collected from the edges of the Shadow Plane. Only skilled psychomancers or mediums are typically able to produce this substance.

### Adventure Hooks:

1. The PCs come across a cryptic message left by a long-lost explorer who discovered a hidden source of Soulbind Dust. They must navigate treacherous terrain and contend with other seekers to reach the source and claim the substance.
2. A dying seer uses Soulbind Dust to transfer their knowledge and visions to a member of the party, setting them on a quest to fulfill a prophecy or uncover a hidden truth.
3. A malevolent entity becomes aware of the PCs' use of Soulbind Dust and seeks to exploit the psychic link for its own dark purposes. The party must find a way to sever the connection before it leads to their downfall.
Zier's Nightmare

Zier's eyes snapped open, and he found himself standing on the outskirts of the abandoned village of Drakenvale. Moonlight cast an ominous glow over the snow-covered landscape, and an unnatural chill seeped into his bones. The air was heavy with tension as he surveyed the desolate surroundings.

In his hands, the hilt of his sword felt heavier than usual, and the clink of his armor echoed in the silence. The knowledge that they were here to capture Lilith Darkheart gnawed at the edges of his consciousness. The mission was etched into his mind like an indelible mark, a haunting reminder of past failures.

As the company moved forward with Sylas Ravenshadow leading the way, the night seemed to close in on them. Zier felt a creeping sense of dread, his breath forming frosty clouds in the frigid air. The eerie stillness of Drakenvale whispered of impending doom.

Then, the howls began—a chorus of supernatural cries that reverberated through the nightmare. Zier's heart pounded as the werewolf packs emerged from the shadows, eyes aglow with an otherworldly intensity. Panic set in, and he could almost feel the cold breath of the creatures on his neck.

Sylas barked orders, and the clash of steel against fur erupted. Zier engaged in combat with a werewolf, his blade dancing to fend off the creature's savage attacks. But the nightmare twisted reality, and the werewolf's eyes glowed with an arcane aura as it uttered a dark incantation.

A spell from the Coos coven, Zier realized too late. The werewolf's jaws snapped shut on his arm, and the pain felt real. The Curse of Unraveling took hold, a malevolent magic that sapped Zier's strength and left him feeling vulnerable.

Around him, his comrades faltered, their movements sluggish as unseen forces bound them. Lilith Darkheart emerged from the shadows, her presence radiating an aura of malevolence. She raised her hands, casting a spell that seemed to distort reality itself. Zier could feel the Curse of Clumsiness gripping him, his once-fluid movements turning into clumsy, awkward gestures.

The battlefield descended into chaos. Misfortune plagued the Panacea Knights as Lilith continued her incantations. The Nightmare Hex, a curse that fed on their fears, twisted their perceptions. Shadows danced on the periphery of Zier's vision, and whispers of doubt filled his mind.

As the werewolves closed in, Lilith seized the opportunity to vanish, leaving behind an oppressive darkness. Zier felt a surge of panic, a deep sense of failure engulfing him. The Curse of Nightmares gripped his mind, conjuring horrifying images of Lilith's mocking laughter and the company's defeat.

The nightmare reached its climax, and Zier jolted awake in a cold sweat. The echoes of Lilith's curses lingered in his mind, a haunting reminder of the failed mission. The spells of the Coos coven had left scars, both physical and mental, and the nightmare had transported him back to that fateful night in Drakenvale, the sense of impending doom still clinging to him like a curse that refused to be dispelled.
Ogródek

**Ogródek** to 13-sty odcinek sezonu pierwszego serialu *Pat i Mat*. Jest to 14 odcinek od początku istnienia serialu.

## Opis odcinka

W Tym odcinku Pat i Mat robią swój własny ogród, a także zmagają się z figurą krasnala.

## Postacie

Pat

Mat

## Problem z dźwiękiem

Ten odcinek w większości wersji (aiF VHS, Atéliery Bonton Zlín i płyty DVD) miał słabą jakość dźwięku przez co muzyka brzmiała na przytłumioną. Jedyna wersja z wysoką jakością dźwięku znalazła się na japońskim DVD wydanym przez TDK impresion.
Shadowstaff

*Legendary Staff, Artifact (requires attunement)*

**Price:** Not for sale

**Damage:** 1d8 bludgeoning

### Special Abilities

* **Shadow Manipulation:** While attuned to the Shadowstaff, you gain the ability to harness the power of the shadows. As an action, you can cast the *Shadow Blade* spell (using a spell slot) without requiring concentration. Additionally, you can cast the *Darkness* spell (using a spell slot) once per long rest.
* **Eclipse Strike:** When you hit a creature with a melee attack using the Shadowstaff, you can choose to invoke an Eclipse Strike. The target must succeed on a DC 18 Constitution saving throw or take an additional 4d8 necrotic damage and have their speed reduced by half until the start of your next turn. If the target succeeds on the saving throw, it takes half damage and its speed is unaffected. You can use this ability a number of times equal to your proficiency bonus, regaining expended uses at dawn.
* **Cloak of Shadows:** While attuned to the staff, you can use an action to surround yourself with an aura of darkness, granting you advantage on Dexterity (Stealth) checks and providing total concealment against creatures without darkvision. The aura lasts for 1 minute and can be used once per short or long rest.

***Appearance*:** The Shadowstaff is a long, sleek staff made from a dark, polished wood that seems to absorb light around it. Etched along its length are intricate patterns resembling intertwining shadows, which shift and move as if alive. The head of the staff is crowned by a large, multifaceted black gemstone that seems to capture and twist light into itself.

***Origin*:** The origins of the Shadowstaff are steeped in myth and whispered tales. Some legends claim it was created by a secretive order of shadow mages who sought to harness the power of the Umbra, the realm of shadows. Others suggest it was forged in the heart of a dying star and imbued with the essence of darkness itself. Regardless of its true origins, the Shadowstaff is coveted by those who seek to master the arts of stealth and illusion.

Throughout history, the Shadowstaff has been wielded by spies, assassins, and those who navigate the delicate balance between light and shadow. Its ability to manipulate darkness and harness the power of the unseen realm makes it a valuable tool for those who seek to traverse both the mortal world and the shadowy corners beyond. As it passes from hand to hand, the Shadowstaff weaves its own shadowy tale, leaving its mark on history and fueling the curiosity of those who dare to uncover its mysteries.
Pat & Mat (sezon)

## Obsada

Kees Prins, Siem van Leeuwen (tylko w Buurman en Buurman)

**Pat & Mat** to nazwa trzeciego sezonu serii Sąsiedzi.

## Odcinki

* Klucz
* Wielkie zakupy
* Kosiarka
* Generalne porządki
* Drzwi
* Dach

## Ciekawostki

* To jest pierwszy sezon, w którym:
	+ Pat i Mat mieszkają w przedmieściu
* To jest ostatni sezon, w którym:
	+ Pojawiają się kompozycję w z A je to!
	+ Wszystkie odcinki są wyreżyserowane przez Lubomira Beneša
* To jest jedyny sezon, w którym:
	+ Występuje przedmieście w erze Kratky Film
Dach

**Dach** to 6-ty i ostatni odcinek sezonu 3 serialu *Sąsiedzi*. Jest to 35 odcinek od początku istnienia serialu.

## Fabuła

Pat ma dziurę w dachu. Wraz z Matem próbuje ją załatać.

## Postacie

* Pat
* Mat

## Ciekawostki

* Według niektórych źródeł, ten odcinek miał numer 34, poprzedni odcinek (Drzwi) miał numer 35.
* Jest to ostatni odcinek wyprodukowany przez Kratky Film
Mieszkanie Pata

To mieszkanie, w którym mieszka Pat i które, zmieniało się na przestrzeni lat. Oto najpopularniejsze mieszkania Pata:

...A je to!

Mieszkanie Pata w serii A je to! zawierało jeden pokój. Pokój zmieniał się często. Żadko kiedy pojawiała i zmieniała się kuchnia u Pata niż u jego sąsiada Mata.

Sezon 3 i 4 (aiF)

Mieszkanie Pata w seriach 3-4 (aiF) zawierało dwa poziomy z jedym pokojem, o reszcie domu Pata nie wiadomo jak jest zmudowany i jak wygląda.
Fokus TV

**Fokus TV** to stacja telewizyjna w Polsce. Emituje ona serię Sąsiedzi.

## Odcinki

* Fachowcy
* Tapety
* Warsztat
* Dywan
* Fotel na biegunach
* Obraz
* Wredny garaż
* Problem z oświetleniem
* Gramofon
* Grillowanie
* Meble na działkę
* Wyschnięta studnia
* Skoczkowie
* Ogródek
* Malarze
* Krzyżówka
* Urodzeni sportowcy
* Domek dla ptaków
* Wielkie pranie
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Pat a Mat nas bavi

## Obsada

Kees Prins, Siem van Leeuwen (tylko w Buurman en Buurman)

Pat a Mat nas bavi to nazwa ósmego sezonu serii Sąsiedzi.

## Odcinki

* Pszczoły
* Słoneczna Kosiarka
* Kret
* Płot
* Komin
* Wiatrak
* Skalniak
* Rodeo
* Karuzela
* Zmywarka
* Zapchany zlew
* Schody
* Kamera

## Ciekawostki

* To jest pierwszy sezon:
	+ Animowany w Steamworks studio.
	+ Do którego muzykę napisał Zdeněk Zdeněk i nie pojawia się oryginalny temat.
	+ W którym Sasiedzi mieszkają w nowych domach.
	+ W którym nie występuje oryginalna czerwona wiertatrka, zaś Pat i Mat posiadają nowy samochód.
Mat

**Mat** - jeden z dwóch głównych bohaterów serialu Pat i Mat. Często pomaga sąsiadowi w różnych naprawach

## Wygląd

Mat to szczupły mężczyzna. Jest on sąsiadem Pata. Ubrany jest w
granatowe dżinsy, czerwony (w odcinkach 2-29 szary) sweter i czarne
buty.

## Ciekawostki

* W serii A je to z lat 1979-1985, Mat nosił szary golf, ponieważ w tamtych czasach uważano, że w pilotażowym odcinku serialu koszulki bohaterów nawiązywały do ZSRR i Chin.
Pat a Mat se vracejí

## Pat a Mat se vracejí

* Po liftingu
* Przed liftingiem

### Reżyseria

Marek Beneš, Ladislav Pálka, Vlasta Pospíšilová, Milan Šebesta, Josef Lamka

## Obsada

Kees Prins, Siem van Leeuwen (tylko w Buurman en Buurman)

**Pat a Mat se vracejí** to nazwa szóstego sezonu serii Sąsiedzi.

## Odcinki

* Puzzle
* Domowe grillowanie
* Dekarze
* Wspólna fotografia
* Meble na kółkach
* Psia buda
* Kłopoty z podłogą
* Szklarnia
* Huśtawka
* Pułapka na myszy
* Ochroniarze
* Malowanie okien
* Pisanka
* Sposób na odchudzanie
* Automat do napojów
* Tor samochodowy
* Akwarium
* Dynia
* Pragnienie latania
* Wigilia
* Gorączka
* Faks
* Truskawki
* Golfiarze
* Złośliwa zakrętka
* Budowa basenu
* Jak powiesić obraz
* Choinka

## Ciekawostki

* To jest pierwszy sezon:
	+ Nagrany w wysokiej jakości (poza odcinkiem Puzzle)
	+ W którym nie jest wspomniany Lubomir Beneš
	+ Animowany przez Patmat s.r.o
* To jest jedyny sezon:
	+ Animowany przez Atéliery Bonton Zlín
	+ Animowany przez Anima
Home video

Wydania VHS i DVD serii Sąsiedzi.

## VHS

### Sąsiedzi - Pat i Mat

Odcinki:

1. Kosiarka
2. Dach
3. Generalne porządki
4. Jabłko (usunięta scena)

## DVD

### Sąsiedzi - Wielkie zakupy

Odcinki:

1. Generalne porządki
2. Klucz
3. **Wielkie zakupy**
4. Kosiarka
5. Dach
6. Drzwi
7. Partacz
8. Fortepian
9. Grill
10. Krzyżówka
11. Winobranie

### Sąsiedzi - Winobranie

Odcinki:

1. Wielkie pranie
2. Majówka
3. Pralka
4. Deszcz
5. Wycieczka
6. **Winobranie**
7. Łyźwiarze
8. Fortepian

### Sąsiedzi - Dywan

Odcinki:

1. Fachowcy
2. Tapety
3. Warsztat
4. **Dywan**
5. Fotel
6. Obraz
7. Garaż
8. Oświetlenie
9. Gramofon

### Sąsiedzi - Stół bilardowy

Odcinki:

1. **Stół bilardowy**
2. Placuszki
3. Błotnik
4. Żywopłot
5. Garaż
6. Sejf
7. Podłoga
Ambion Vale

**Ambion Vale**, or just Ambion, is a large castle and city built on the ridge of Mount Haédred. Ambion Vale is the official capital of the Kingdom of Drialon.

## History

During the Heaven's Fall, Ambion Vale eluded destruction under the Spear of Atredes. In 285 D.A, Lady Helena Vimerion united Three Princes of the North into the Kingdom of Drialon with Ambion Vale as its' capital.
The Champions of Ages

## Role:

The Champions of Ages are a group of three or more extraordinary beings, each possessing formidable power and serving as guardians of the balance between worlds and across the vast expanses of time. Their collective role is to stand as protectors, arbiters, and influencers, guiding the course of pivotal events throughout the ages.

## Attributes:

Each champion within this illustrious group boasts unique abilities and strengths, making them a diverse and complementary force. From mastery over elements to arcane knowledge, superhuman strength to unparalleled strategic brilliance, the Champions of Ages represent a mosaic of talents. Individually, they are formidable, but together, they form a synergy that transcends the sum of their parts.

The attributes of these champions may draw from a variety of sources, including magical prowess, physical prowess, intellectual acumen, or a profound connection to cosmic forces. The combination of their diverse abilities equips them to face challenges that span dimensions and epochs.

## Influence:

The influence wielded by the Champions of Ages is immense, extending beyond the confines of any single realm or time period. As stalwart defenders of cosmic balance, they intervene in moments of crisis, ensuring the preservation of order and the safeguarding of realms against existential threats. Their presence in pivotal events throughout time often leaves an indelible mark on the course of history, guiding civilizations and individuals toward destinies aligned with the greater good.

The collective influence of the Champions of Ages acts as a stabilizing force, preventing catastrophic disruptions and mitigating the impact of malevolent forces across the vast tapestry of existence. Their involvement in shaping the destiny of Other World and its interconnected realms is a testament to the enduring legacy of these extraordinary beings.

In the annals of Other World's history, the Champions of Ages stand as beacons of hope, embodying the resilience, wisdom, and power required to navigate the intricate web of cosmic forces and leave an everlasting imprint on the fate of the realms they protect.
Mieszkanie Mata

Mieszkanie, w którym mieszka Mat zmieniało się w ciągu lat.

## **...A je to!**

Mieszkanie Mata w erze A je to! zawierało jeden pokój i kuchnię. Pokój się często zmieniał, lecz kuchnia mało się zmieniała.

Mieszkanie Mata w odcinku drugim.Mieszkanie Mata w odcinku piątym.Mieszkanie Mata w odcinku ósmym.Mieszkanie Mata w odcinku dziesiątym.Kuchnia Mata w serii ...A je to!Mieszkanie Mata w odcinku dwudziestym ósmym.
## aiF

Wiadomo, że mieszkanie Mata w erze aiF zawierało dwa poziomy z jedym pokojem, o reszcie nie wiadomo.

## Ateliery Bonton Zlin

Wiadomo, że mieszkanie Mata w erze Ateliery Bonton zawierało jeden pokój, dwa poziomy oraz balkon.
Pat a Mat v zimě

**Pat a Mat v zimě** to nazwa dziewiątego sezonu serii Sąsiedzi.

## Odcinki

* Odśnieżanie
* Lampki
* Sauna
* Szopka
* Drzewko
* Prezenty
* Sylwester
* Świąteczna kartka
* Sałatka kartoflana
* Karp
* Domek z piernika
* Ślizgawica
* Iglo

## Ciekawostki

Pierwsze siedem odcinków zostało wyprudukowane w roku 2018 a kolejne sześć w 2019 roku.

Każdy odcinek odbywa się zimą.
Śniadanie na trawie

**Śniadanie na trawie** (1983) to 19 odcinek 2 sezonu serialu *Pat i Mat*. Jest to 20 odcinek od początku istnienia serialu.

## Opis

Pat i Mat wybierają się na piknik. Udaje im się znaleźć bardzo malownicze miejsce, ale okazuje się, że jest już ono przez kogoś zajęte. Koledzy znów muszą poszukać sposobu na rozwiązanie swoich problemów. Co z tego wyniknie?

## Postacie

Pat

Mat
Karty

## Obsada

David Nykl

**Karty** (ang. **Playing Cards**) to pierwszy odcinek serii piątej i pięćdziesiąty odcinek serii Sąsiedzi. W nim Pat i Mat zabijają muchę.

## Postacie

* Pat

* Mat

## Ciekawostki

* Ten odcinek nie został dopuszczony do dystrybucji, ponieważ powstał bez zgody spadkobierców nieżyjącego już wówczas Lubomíra Beneša. Różnił się on nieco od wcześniejszych. Według informacji podanych na starej stronie wytwórni, został on nakręcony w formacie panoramicznym (16:9), był nieco dłuższy (trwał ok. 12 minut), posiadał dialogi i nowy podkład muzyczny. Postaciom głosu użyczył czeski aktor David Nykl. Planowano nakręcenie 52 odcinków nowej serii, prawdopodobnie też odcinków półgodzinnych, a także filmu pełnometrażowego. Opublikowano jedynie półtoraminutowy fragment oraz kilka kadrów pochodzących z odcinka *Karty*. Jednakże w roku 2014 do sieci wyciekł pełny odcinek z angielskim dubbingiem i napisami.
Generalne porządki

**Generalne porządki** to 4 odcinek sezonu 3 serialu *Sąsiedzi*. Jest to 33 odcinek od początku istnienia serialu.

## Fabuła

Pat i Mat robią w domach wielkie porządki. Szybko jednak kończy się miejsce w ich koszach na śmieci.

## Postacie

* Pat
* Mat

## Ciekawostki

* Jest to ostatni odcinek, w którym pojawia się kultowa muzyka z sezonu A je to!.
* Mat przez znaczną część odcinka nie ma czapki (wpadła mu do śmieciarki, odzyskał ją pod koniec odcinka).
Petr Skoumal

**Petr Skoumal** (ur. 7 marca 1938 w Pradze, zm. 28 września 2014 tamże) – czeski kompozytor muzyki filmowej. Skomponował muzykę do m.in. serialu animowanego *Sąsiedzi* (...a je to!) od 1979. Jest również autorem najbardziej znanej ścieżki dźwiękowej tego serialu. Od roku 1966 pracował w Kinowym klubie jako reżyser współpracujący z Janem Vodňanskym.

## Linki zewnętrzne

* Petr Skoumal w bazie IMDb (ang.)
* Petr Skoumal w bazie Discogs.com (ang.)
Sheriff Avery Lockwood

Sheriff Avery Lockwood

Sheriff Avery Lockwood grew up in the outskirts of New Garland, in a small village where he learned the importance of community and the value of hard work. His father, a former town sheriff, instilled in him a strong sense of justice and duty from a young age. Lockwood was known for his unwavering commitment to protecting the innocent and upholding the law, even as a child. His sharp intuition and natural leadership abilities became evident as he matured, leading him to pursue a career in law enforcement.

Lockwood's unwavering dedication and tenacious spirit allowed him to rise through the ranks quickly, earning him the respect of his peers and superiors. His sharp mind and keen eye for detail made him an invaluable asset in solving complex cases and maintaining peace within the region. Lockwood's no-nonsense approach to his work often earns him praise and admiration, but some find his stern demeanor intimidating.

## Appearance:

Sheriff Lockwood is a tall and imposing figure, with a sturdy build that reflects his years of commitment to protecting the town. His piercing gaze and firm jawline give him an air of authority, and his neatly trimmed salt-and-pepper mustache adds to his distinguished presence. Lockwood's weathered features speak of the challenges he has faced over the years, but his resilience and determination shine through in every aspect of his demeanor.

Despite his stern exterior, Lockwood is known for his unwavering sense of fairness and compassion. He deeply values the well-being of his community and is willing to go to great lengths to ensure its safety. Lockwood's loyalty to the townsfolk is unwavering, and he is respected and trusted by many for his integrity and strong moral compass. While he may come across as intimidating to some, those who have worked closely with him know that beneath his tough exterior lies a compassionate and deeply caring individual who will stop at nothing to protect the people he serves.
The Lupercalia Empire

The Lupercalia Empire, a majestic realm that encompasses the coastal cities of Reme and Tudapest, holds a prominent and undeniable presence in the world. Nestled along the picturesque shores of the Troburn Sea, this empire is a living testament to the grandeur of civilization and the vitality of culture.

## Reme: A City of Grandeur

The city of Reme, with its awe-inspiring architecture, bustling markets, and labyrinthine streets, stands as a true marvel of human achievement. Its skyline is adorned with magnificent spires and domes, and its harbors teem with ships from distant lands. Reme is not merely a city; it is a thriving center of commerce, where traders and merchants converge to exchange exotic goods, knowledge, and ideas.

## Tudapest: The Jewel of Creativity

On the other hand, Tudapest, the empire's second jewel, possesses a unique charm. This city, known for its artistic and intellectual pursuits, is a haven for those who seek to hone their skills or express their creativity. It may host grand academies, theaters, and artisan workshops that draw talents from across the world.

## Cultural Crossroads

The Lupercalia Empire's coastal location serves as a crossroads for cultures, fostering a vibrant and dynamic atmosphere. Here, people from far and wide come together, bringing with them their traditions, languages, and stories. This rich cultural exchange fuels the empire's diversity, infusing it with a cosmopolitan spirit.

## Economic Prosperity

The empire's strategic position in the world's trade routes ensures its economic prosperity. Its ports, like veins pulsing with commerce, welcome a constant stream of ships laden with valuable cargo. The Lupercalia Empire is not merely wealthy; it wields economic influence that ripples across the world.

## Mystery and Ambition

Beneath its thriving exterior, the Lupercalia Empire may hide mysteries, intrigues, and clandestine organizations. In its cosmopolitan heart, political maneuvering, espionage, and power struggles may be concealed, making it a realm of both promise and peril.

## Universal Fascination

The empire's significance is such that it occupies the thoughts of every male in Other World several times a week. It has transcended mere geography, becoming a symbol of ambition, opportunity, and the pursuit of dreams. For many, it is not just a place on the map; it is a beacon of hope and aspiration.

## A Living Reality

In the world of Other World, the Lupercalia Empire is not a mere concept; it is a living, breathing reality. Its cities teem with life, its ports resound with the clatter of commerce, and its streets echo with the dreams of countless souls. It is a place where stories are born, destinies are forged, and the tapestry of life unfurls in all its splendor.
Domowe grillowanie

**Domowe grillowanie** (2003) to 2 odcinek 6 sezonu serialu *Pat i Mat*. Jest to 52 odcinek od początku istnienia serialu.

## Opis

Mat zaprasza Pata na pieczone kiełbaski. Nie będą ich jednak, jak mógłby się ktoś spodziewać, przygotowywać w ogrodzie ani w parku, tylko w domu. Na początku garnek z żarzącymi się węglami stoi na kuchence, ale dla własnej wygody przyjaciele przenoszą go na stół w salonie, gdzie mogą sobie spokojnie usiąść. Wkrótce garnek przepala na wylot zarówno stół, jak i znajdującą się pod nim podłogę, a następnie ląduje w piwnicy. Mimo tych przeciwności koledzy nadal mają nadzieję upiec swoje kiełbaski. Ostatecznie decydują się jednak na budowę kominka, dzięki któremu będą mogli w każdej chwili cieszyć się pieczonymi smakołykami
Zlin

**Zlin** (cz. *Zlín*, niem. *Zlin*; w latach 1949–1989 **Gottwaldov**) – miasto statutarne w Czechach, na wschodnich Morawach, nad rzeką Dřevnice (dopływ Morawy). Stolica kraju zlińskiego. Liczy 72 973 mieszkańców (stan na 2022 rok).

Miasto powstało od podstaw na miejscu średniowiecznej osady w dwudziestoleciu międzywojennym, w związku z rozwojem przedsiębiorstwa obuwniczego Bata, założonego w Zlinie przez Tomáša Batę. Miało realizować koncepcję idealnego miasta przyfabrycznego. Zabudowano je charakterystycznymi budynkami z czerwonej cegły w stylu międzywojennego modernizmu i funkcjonalizmu.
Daedarian War

The **Daedarian War** was the most devastating war fought in Ascalon since the Heaven's Fall. The War was fought between the Empire of Dachmar and various different races, clans, and realms in Ascalon. The Daedarian War is known for the multiple genocides perpetrated by Emperor Hunfried and his generals.

The War ended in 320, after the Alliance of Ascalon led by the Kingdom of Drialon defeated and slew Hunfried in the Battle of Kami'rash. Following this, the Empire of Dachmar was split into the three diadochis ruled by Hunfried's three Generals; Abon Black Crescent, Lorgamg Dread Wolf, and Lecan Dead-Eye.
Słowenia

**Słowenia**, **Republika Słowenii** (słoweń. *Slovenija [slɔˈʋèːnija], Republika Slovenija*) – państwo położone w Europie Środkowej nad morzem Adriatyckim, graniczy od zachodu z Włochami, od północy z Austrią, od wschodu z Węgrami oraz od południa z Chorwacją. Stolicą i największym miastem kraju jest Lublana. Słowenia jest najzamożniejszym oraz najbardziej rozwiniętym, szczególnie pod względem gospodarczym, państwem byłej Jugosławii i jednocześnie jednym z najbardziej zamożnych i rozwiniętych krajów Europy Środkowo-Wschodniej. Językiem urzędowym jest język słoweński.

Słowenia należy do ONZ od 1992 roku, NATO od 29 marca 2004, jest też członkiem UE od 1 maja 2004 roku, od 1 stycznia 2007 kraj jest również członkiem strefy euro.
Monterzy

**Monterzy**, inaczej **Fachowcy** (cz. i sł. Kuťáci) to pierwszy odcinek sezonu pierwszego i pierwszy wyprodukowany odcinek Sąsiadów. W nim Mat robi obiad.

## Postacie

* Pat (debut)
* Mat (debut)

## Ciekawostki

* To jest jedyny odcinek, w którym Pat i Mat mają brwi. W następnym odcinku już ich nie mają.
* To jest jedyny odcinek z lat 70-tych w którym Mat ma czerwoną koszulkę. Powodem tego była kontrowersja spowodowana ich kolorami. Czerwony Mata miał symbolizować ZSSR a żółty Mata miał symbolizować Chiny.

## Niejasności

* Gdy jest przybliżenie na kanapę, Mat ma żółtą koszulkę, a powinien mieć czerwoną.