recursal/Fanatic-Fandom huggingface dataset:
Salt in the Wound

## *boygenius* chronology

> "*For me, the second song I brought in was "Salt in the Wound," which I wrote in the studio, day two. I think it was a product of the place. We played it live once now and Julien is doing this ripping solo that I would have never allowed on my album, but it’s my favorite moment and you didn’t even want to do it.*"
> ― Lucy Dacus
>
>

**"Salt in the Wound"** is a song by Boygenius. It is the fifth track from their debut EP, boygenius.

## Lyrics

**[Lucy Dacus:]**

You put salt in the wound

And a kiss on my cheek

You butter me up

And you sit down to eat

You add insult to injury

You say you believe in me

But you haven't decided

About taking or leaving me

**[All:]**

But you take and you take

Like silks up my sleeve

Tied corner to corner, never ending

Trick after trick, I make the magic

And you unrelentingly ask for the secret

**[Julien Baker and Phoebe Bridgers:]**

Neck full of mockingbirds

All callin' your name

I tried to sing it all back

Like I heard it, it don't sound the same

I'm gnashing my teeth

Like a child of Cain

If this is a prison

I'm willing to buy my own chains

**[All:]**

But you take and you take

Like silks up my sleeve

Tied corner to corner, never ending

Trick after trick, I make the magic

And you unrelentingly ask for the secret

They say the hearts and minds are on your side

They say the finish line is in your sights

What they don't say is what's on the other side

They say the hearts and minds are on your side

## References

1. ↑ Indie Rock Supergroup boygenius on Sad Girl Stereotypes and Not Treating Art Like a Product
Punisher (album)

## Singles

1. "Garden Song"
Released: February 26, 2020
2. "Kyoto"
Released: April 9, 2020
3. "ICU"
Released: May 19, 2020
4. "I Know the End"
Released: July 29, 2020
5. "Savior Complex"
Released: December 7, 2020

## Studio albums chronology

***Punisher*** is the second studio album by American singer-songwriter Phoebe Bridgers, released on June 18, 2020 by Dead Oceans. It is the follow up to her 2017 debut album, *Stranger in the Alps.* In the years prior to her sophomore effort, the California native also formed the bands boygenius and Better Oblivion Community Center.

## Background

Phoebe Bridgers started writing tracks for *Punisher* before the release of her first studio album, *Stranger in the Alps*. Bridgers recorded Punisher between summer 2018 and autumn 2019. She worked on the new album with co-producers Tony Berg and Ethan Gruska. Her band on the record includes drummer Marshall Vore, guitarist Harrison Whitford, bassist Emily Restas, and pianist Nick White. In addition, Punisher has contributions from familiar faces like Conor Oberst, Lucy Dacus, Julien Baker, Christian Lee Hutson, Nick Zinner, Blake Mills, and Bright Eyes’ Nathaniel Walcott, who plays horns on "Kyoto" and "I Know the End".

Bridgers characterizes Punisher as her most collaborative work to date. "Because I run the show, I can have some random person come play a tambourine if I think it’s funny," she says. Oberst sings backup on two songs, and Dacus and Baker harmonize on the banjo standout "Graceland Too". "I’m influenced by every level of their musicality," Bridgers says of her Boygenius bandmates. "Julien’s belting is so cool. Lucy literally sounds like melted butter when she sings. I love them. True dudes."

To Bridgers, a "punisher" is slang for “someone who doesn’t know when to stop talking.

## Physical Copies

Black VinylBlue & Green Swirl VinylBlue & Green Swirl (UK Variant) VinylBlue & Silver Swirl VinylOpaque Gold Nugget VinylOpaque RedPink & Blue SwirlRed Swirl Vinyleaglass Wave VinylTranslucent Green & Black Galaxy VinylYellow, Red, & Blue Swirl (Turntable Lab Exclusive) VinylCDCassette
## References

1. ↑ How Phoebe Bridgers and friends came together to make Punisher
2. ↑ Phoebe Bridgers Announces New Album Punisher, Shares New Song “Kyoto”: Listen
3. ↑ Laughter, Tears, and Harmony: How Phoebe Bridgers Made ‘Punisher’
4. ↑ Everyone Wants to Be Phoebe Bridgers’s Friend
Garden Song

## Music video

> "*It's very much about dreams and—to get really LA on it—manifesting. It’s about all your good thoughts that you have becoming real, and all the shitty stuff that you think becoming real, too. If you're afraid of something all the time, you're going to look for proof that it happened, or that it's going to happen. And if you're a miserable person who thinks that good people die young and evil corporations rule everything, there is enough proof in the world that that's true. But if you're someone who believes that good people are doing amazing things no matter how small, and that there's beauty or whatever in the midst of all the darkness, you're going to see that proof, too. And you’re going to ignore the dark shit, or see it and it doesn't really affect your worldview. It's about fighting back dark, evil murder thoughts and feeling like if I really want something, it happens, or it comes true in a totally weird, different way than I even expected.*"
> ― Phoebe Bridgers
>
>

**"Garden Song"** is a song by Phoebe Bridgers. It was released through Dead Oceans on February 26, 2020, as the lead single from her second studio album, *Punisher*.

## Lyrics

Someday I'm gonna live

In your house up on the hill

And when your skinhead neighbor goes missing

I'll plant a garden in the yard then

They're gluing roses on a flatbed

You should see it, I mean thousands

I grew up here till it all went up in flames

Except the notches in the doorframe

I don't know when you got taller

See our reflection in the water

Off a bridge at the Huntington

I hopped the fence when I was seventeen

Then I knew what I wanted

And when I grow up, I'm gonna look up

From my phone and see my life

And it's gonna be just like my recurring dream

I'm at the movies

I don't remember what I'm seeing

The screen turns into a tidal wave

Then it's a dorm room, like a hedge maze

And when I find you

You touch my leg and I insist

But I wake up before we do it

I don't know how, but I'm taller

It must be something in the water

Everything's growing in our garden

You don't have to know that it's haunted

The doctor put her hands over my liver

She told me my resentment's getting smaller

No, I'm not afraid of hard work

I get everything I want

I have everything I wanted

## References

1. ↑ Punisher by Phoebe Bridgers on Apple Music
Halloween

## *Punisher* chronology

> "*I started it with my friend Christian Lee Hutson. It was actually one of the first times we ever hung out. We ended up just talking forever and kind of shitting out this melody that I really loved, literally hanging out for five hours and spending 10 minutes on music. It's about a dead relationship, but it doesn't get to have any victorious ending. It's like you're bored and sad and you don't want drama, and you're waking up every day just wanting to have shit be normal, but it's not that great. He lives right by Children's Hospital, so when we were writing the song, it was like constant ambulances, so that was a depressing background and made it in there. The other voice on it is Conor Oberst’s. I was kind of stressed about lyrics—I was looking for a last verse and he was like, ‘Dude, you're always talking about the Dodger fan who got murdered. You should talk about that.’ And I was like, 'Jesus Christ. All right.' The Better Oblivion record was such a learning experience for me, and I ended up getting so comfortable halfway through writing and recording it. By the time we finished a whole fucking record, I felt like I could show him a terrible idea and not be embarrassed—I knew that he would just help me. Same with boygenius: It's like you're so nervous going in to collaborating with new people and then by the time you're done, you're like, ‘Damn, it'd be easy to do that again.’ Your best show is the last show of tour.*"
> ― Phoebe Bridgers
>
>

**"Halloween"** is a song by Phoebe Bridgers. It is the fifth track on her second studio album, *Punisher*.

## Lyrics

I hate living by the hospital

The sirens go all night

I used to joke that if they woke you up

Somebody better be dying

Sick of the questions I keep asking you

They make you live in the past

But I can count on you to tell me the truth

When you've been drinking and you're wearing a mask

Baby, it's Halloween

We can be anything

Come on, man

We can be anything

Always surprised what I'd do for love

Some things I'd never expect

They killed a fan down by the stadium

Was only visiting, they beat him to death

Baby, it's Halloween

We can be anything

Come on, man

We can be anything

Baby, it's Halloween

There's a last time for everything

Come on, man

We can be anything

Whatever you want

I'll be whatever you want

Whatever you want

Be whatever you want

I'll be whatever you want

(Whatever you want)

I'll be whatever you want

(Whatever you want)

(Whatever you want)

## References

1. ↑ Punisher by Phoebe Bridgers on Apple Music
Motion Sickness

## Music video

> "*The guy who "Motion Sickness" was pretty much entirely about was basically like, 'fuck you.' And he blocked me on Instagram.*"
> ― Phoebe Bridgers
>
>

**"Motion Sickness"** is a song by Phoebe Bridgers. It was released on July 18, 2017 by Dead Oceans as the second single from her debut studio album, *Stranger in the Alps.*

## Lyrics

I hate you for what you did

And I miss you like a little kid

I faked it every time

But that's alright

I can hardly feel anything

I hardly feel anything at all

You gave me fifteen hundred

To see your hypnotherapist

I only went one time

You let it slide

Fell on hard times a year ago

Was hoping you would let it go, and you did

I have emotional motion sickness

Somebody roll the windows down

There are no words in the English language

I could scream to drown you out

I'm on the outside looking through

You're throwing rocks around your room

And while you're bleeding on your back

In the glass

I'll be glad that I made it out

And sorry that it all went down like it did

I have emotional motion sickness

Somebody roll the windows down

There are no words in the English language

I could scream to drown you out

Hey, why do you sing with an English accent?

I guess it's too late to change it now

You know I'm never gonna let you have it

But I will try to drown you out

You said when you met me, you were bored

You said when you met me, you were bored

And you, you were in a band when I was born

I have emotional motion sickness

I try to stay clean and live without

And I want to know what would happen

If I surrender to the sound

Surrender to the sound

## References

1. ↑ Introducing the Funny, Sad Songwriting of Phoebe Bridgers
Bite the Hand

## *Boygenius (EP)* chronology

> "*That song is about biting the hand that feeds you. Like, don't feel beholden to the people that buy concert tickets. You still have to make art that's true to yourself. Don't be a people pleaser. Don't feel compelled to come out after the show, because people are widely disrespectful. Even with kindness, people ask for more than anybody should give — to go out to dinner, or to kiss you on the cheek, or have a five-minute photo session or a one-on-one therapy session. It can be extremely taxing on the road, and I think all three of us need to remember that it's okay to say no to the people that are funding your art.*"
> ― Lucy Dacus
>
>

**"Bite the Hand"** is a song by Boygenius. It was released through Matador Records on August 21, 2018, as the first single from their debut EP, *boygenius*.

## Lyrics

**[Lucy Dacus:]**

I can't hear you, you're too far away

I can't see you, the light is in my face

I can't touch you, I wouldn't if I could

**[All:]**

I can't love you how you want me to

I can't love you how you want me to

I can't love you how you want me to

Here's the best part, distilled for you

But you want what I can't give to you

Your hands are grabbing while my hands are tied

I can't love you how you want me to

I can't love you how you want me to

I can't love you how you want me to

Ooh

Ooh

Who do you think you are?

Who do you think I am?

What do you wanna say?

What do you think will change?

Maybe I'm afraid of you

Maybe I'm afraid of you

I'll bite the hand that feeds me (Bite the hand that feeds me)

Bite the hand (Bite the hand)

Bite the hand that needs me (Bite the hand that needs me)

Bite the hand (Bite the hand)

I can't love you how you want me to

(I can't love you how you want me to)

(I can't love you how you want me to)

I can't love you how you want me to

(I can't love you how you want me to)

(I can't love you how you want me to)

I can't love you how you want me to

(I can't love you how you want me to)

(I can't love you how you want me to)

I can't love you how you want me to

(I can't love you how you want me to)

(I can't love you)

I can't love you how you want me to

I can't love you how you want me to

## References

1. ↑ Lucy Dacus talks Boygenius, crying at concerts, getting too close to fans and more
Table of Contents (GM)

## GM Table of Contents

Pillars: Introduction and quick reference for the GM. This is the page for them to bookmark.

This page is dedicated to those who would explore the Realm of Racedis with their own party, and wish to make it their own.

* What's unique about Racedis?
* Focusing a Campaign
	+ **Adventure Hooks**: Table of Hooks organized into campaign types
	+ Lenses *Ways of using the materials of this setting to run a specific sort of campaign; "Eldritch Horror", "Haunted West", "Shadowrun", etc.*
	+ **Delves**: Possible "Unearthed Arcana" style expansions
	+ **Subversions**: How to run isolated elements of Racedis, aka "Running Racedis without X". For instance, running a Racedis with other cities, or a Racedis with oceans, or a Racedis without magic.
* System Conversions *Various mechanics available in this setting use a unified 3-Tier system to make it viable from Dungeon World to D&D to FATE - These table make it easy to convert these mechanics for use in your system of choice!*
* Maps [a full exploration page for maps; a directory starting with the known world map at the top level]
* The prime location in Racedis:
	+ Towers
	+ Frontier
	+ Deep Skies
	+ Realms
* Factions (expanded page)
* Gods of Racedis (Expanded)
* Technology & Items
* Deeper Grand Fable
* Deeper Celestial bodies + time
* Bestiary of unique creatures
* Systems
	+ An Ironsworn (or other) adaptation for running solo adventures in the Realm
	+ Tarrasque systems for town and society building
	+ Hexcrawl system for exploring the Frontier
	+ Towercrawl
Table of Contents (Player)

## Player

*Are you a GM interested in running the Realms of Racedis? There's an expanded Table of Contents.*

* What's unique about Racedis? *Things that your character would know as a denizen of the Realm - oddities of belief, time, the gods, and much more!*
* Classes & Playbooks *The sorts of characters you might play in a campaign in Racedis!*
	+ Unique moves
* Maps *Explore the Realm of Racedis! Maps of the known world; diagrams of districts in the Towers, sprawling Frontier territories, and incomplete charts of the stars!*
* Unique Playable Races *Tower Golems, Atronaks, and more! Playable races unique to Racedis.*
* Items *Things to buy, find, and steal in the Towers!*
* Factions *The many groups vying for power and influence! Join one today, or bring one down!*
* Gods of Racedis *Deities and their servants in the Realms! Who do you serve?*
Three Judgments

## Douters

Each of the Three Judgments has its own judge, called a Douter. They will listen to the Accusation and the Evidence; afterward, they will pronounce the accused Innocent or Guilty. Many assume the name refers to their duty to question all aspects of a particular case, but the name is rather a reference to their unfortunate responsibility should the accused be found Guilty.

Two of the Three Douters are always pre-determined: there will be one from the Revenant Host to represent the law enforcement in Racedis Towers, and one will be a representative from Racedis Towers governance, usually a Luminary from one of the city's many districts. The remaining Douter is selected from the demographics closest to the Accused - often, the Douter will work in the same industry or come from the same background as the Accused. A healer accused of harming a patient may find their third Douter is another healer from elsewhere in the city. An outlander may find their third Douter is another outlander. These third Judgments are often the final and deciding verdict in more complicated cases.

## Verdicts

Three trials, three Douters. The triple-trial design ensures there will not be a tie. If a majority of the Judgments end in one verdict, that is how they will be declared. Simple cases may end in three Guilty verdicts, or three Innocent verdicts. Complicated cases often end with 2-1 verdicts, and will be the talk of the district (or even the city, for high-profile cases).

## Sentencing

If at least two of the Douters pronounce the accused Guilty, the three Douters have the difficult task of setting a sentence for the accused. Douters from the Revenant Host often advocate for imprisonment in one of their temples; Luminaries generally prefer community service when applicable; the Third Douters vary wildly in their suggestions. Because of their nuanced knowledge of the life of the accused, and the true impacts of the crimes, they may show great mercy or terrible cruelty.
The Gray God

> "The Gray God will return."
>
>

The Gray God is the oldest known god in the realm of Racedis.

"Known" is a misnomer; very little about the Gray God is actually known. Any record of name, features, attitude, or benevolence are lost to time and the turmoil of Racedis Towers's history. Only one thing is known about the Gray God, told through generations and aeons: The Gray God will return. Will they be good, a blessing on the realm? Will they be a tide of justice, scouring away the greedy and corrupt? Will they be an ancient evil unleashed on the world? Even this is unknown.

There are those in Racedis Towers that don't believe the Gray God is real, or that they are dead. Most believe the Gray God is real, and some are devout in varying ways - serving as they interpret the Gray God wishes.

The Gray God's influence in Racedis Towers is obvious. The Revenant Host are a Paladin Legion bound to the Gray God, and their gray temples and cloaks are ever-present in their service as city watch and standing army of Racedis Towers. Statues in the city, though most are painted, reveal gray granite as the paint wears away. No matter the statue or the original material, the revealed gray granite will never hold paint again. It will always be blank gray granite, and people say that these many still, gray faces are the Gray God revealing themself.
Guilds Bridge

The middle bridge across the meeting rivers that pass through the Towers.

The Guild Bridge is a straight line of terrible politics - lots of very complex guild intrigue and hostile capitalism. Guilds will adopt (or seize) a segment of the Guild Bridge and advertise, storefront, and toll there, in exchange for upkeeping that segment. It’s chaotic and bureaucratic, but it helps the guilds keep one another in check. If one goes nuts on fees, the others will toll them into oblivion.
Somni

A crystalline substance with the appearance of fine glass shards, "enjoyed recreationally" by individuals like Patrimonio.

It is consumed by putting some between the palms and grinding them together, causing the palms to become red and raw for a moment before quickly recovering.

The effects are unclear, but Patrimonio insists that it has a euphoric effect, and may have some special qualities for someone like Halwyr.
Revenant Host

The Revenant Host are a legion of Paladins bound to the Gray God. Though time has obscured their original purpose, they now operate as guards, city watch, and standing army of Racedis Towers. Their gray temples and gray capes can be found in every district in Racedis Towers.

Though they act as city watch and cooperate with the governance of Racedis Towers, they are an entirely independent and autonomous group. They also have clerics in temples throughout the city offering spiritual counsel and religious services.

## Bound to the Gray God

The Revenant Host's relationship with the Gray God is complicated. Their oath, "Await the Return", commits paladins of the Revenant Host to discipline, organization, and training, but not to serve the Gray God directly. Though various parties within the Revenant Host may hold strong beliefs either way, it is unknown whether the Gray God will be good, evil, lawful, chaotic... If the Gray God is good, the Revenant Host will serve them. If the Gray God returns to terrorize the city, the Revenant Host will resist and protect.

In the earliest days, the Revenant Host may have simply been the name of the clerics that served or understood the Gray God. They likely knew the Gray God's true name, and their dedication to the Gray God prompted them to build the three towers that would become the foundations of Racedis Towers. It is unknown whether the towers were for worship or defiance of the Gray God, or even which of the thousands of towers in the city are the original three.
Crockery Knights

A hidden Faction that competes in an endless war. Shadows under skybridges fill with the shattering of ceramics. Battlecries ring under the floorboards. The Crockery Knights are on the march.

This Faction maintains one mortal enemy. It is the feline artificers with whom they have locked in deadly warfare for ages untold.

They are, indeed, knights made of crockery. They are the mascots of many a doorstep and balcony in the Towers (fulfilling the same purpose as garden gnomes in rural areas), standing a foot tall and remaining dormant, entirely still, until one day it may simply disappear! Surely, carried off by some errant youth to chuck off a skybridge and watch it shatter below.

Unbeknownst to all, these Crockery Knights have instead awakened to enter the ranks of a legion of warriors in their endless battle. They fight in the unseen spaces of the Towers against artificer cats, with no real victory for either side in sight. A Crockery Knight defeated shatters to a million pieces, never to stir again, perhaps mistaken for old pottery by those passing by the battleground. They live to destroy the artifice of their feline foes.
GM Resources

This page is dedicated to those who would explore the Realm of Racedis with their own party, and wish to make it their own.

*Potentially coming soon!*

* Getting the lay of the land
* Focusing a campaign
* Adventure Hooks
	+ Table of Hooks organized into campaign types
* Lenses: ways of using the materials of Racedis to run a certain type of game. "Cosmic Horror" Lens, "Haunted West" Lens, "Shadowrun" Lens, etc.
* Delves: Possible "Unearthed Arcana" style expansions
* Subversions: How to run isolated elements of Racedis, aka "Running Racedis without X". For instance, running a Racedis with other cities, or a Racedis with oceans, or a Racedis without magic.
The Bronze Ring

The secret meeting-place for a group of wizards that wish to remain hidden in the city of Racedis Towers, where powerful magic-users are regarded with amazement, and some suspicion.

The group has no name - or if it does, its members forget it because of the Ring itself. The group meets within the ring, wearing masks until they arrive, and once they leave, the enchanted ring will cause them to forget the faces they saw inside and references to the group itself. They may have a name that they use for the group when they are out in the world (such as just "The Bronze Ring"), but most members do not discuss it at all. It is a place where great minds of magic can meet without fear that their power will gain notoriety.

It is very old magic, and its rules are not entirely known even to members. Upon leaving, one remembers the discussions they had and the things they saw, but will be unable to recall any names given, any faces shown, and any identifying information about other members. A member of this secret society might meet another member on a skybridge and never they share this secret.
Music-videos Wiki

**Welcome to the Music-videos Wiki!**
Music videos

We're a collaborative community website about Music-videos 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!

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The Grand Fable

Underneath the Realm of Racedis, twisting through everything seen and touched, there is the deep story of all things. Rather than "physics" or "weave", there is the Grand Fable. It is the metaphysical current that runs through the world and carries with it many people and things. Nothing and nobody - no gods or beings of any power - controls the Fable, they may only try to stem some small part of its current in their favor.

## Belief

Stories and belief have power in this realm. The more people believe in a thing, and the greater the fervency of that belief, the more truth and power there will be in that thing. The belief manifests as truth. A core belief among the people of Racedis is belief in the strength of the Towers; and because it is a nearly universal belief, the Towers are indeed strong. A great many people believe strongly in Anu as god of the forest, and so Anu has power - like all gods save one, Anu was a person that ascended to deity by the *belief* of many.

Even a story as simple as **"there is a monster in the well"** may gather some traction. A few people believe it... so perhaps someone else hears some noises. More believe the story... and a tentacle is spotted in the water below. The whole town ardently believes there is a monster in the well... and it bursts forth in the night, smashing windows and devouring livestock!
Arcane Artifacts

>
>
>
> Artifice: The craft of infusing magic into objects and technology - wondrous capabilities and volatile power.
>
>
>
>

### **Haywire Table**

*Some artifice is subject to going Haywire - if an artifact requires calls for a roll on this table, roll a d6 and the GM will apply the result.*

## Wands

*A small switch or stick infused with very specific magical power. A wand can cast one particular spell, though it is subject to the imperfections of artifice. In spite of their volatility, wands are rare and prized because of the power they grant to non-wizards, and because of the challenges associated with creating wands.*

*The volume and purity of the natural power required to create a wand - and the restrictions on wand ownership in many Districts - make wands more popular in the frontier than the Towers.*

**When you use a wand to cast the spell infused in it, roll+ the modifier determined at the wand's creation.**

* On a 10+ the spell casts as intended.
* On a 7-9 roll on the **Haywire Table**.

## Boomstaff

*When a storm or elemental unleashes lightening upon an unsuspecting tree in just the right conditions, the tree will shatter from the strike but make no sound. The shards of wood, imbued with trapped thunder, can be carved into Boomstaves, able to release the force of thunder at will. They are popular in Racedis Towers for use in the chaotic sport of Boomerangtang.*

**When you slam down the end of a Boomstaff, roll+CON.**

* On a 10+ the intended target launches in the intended direction.
* On a 7-9 choose one:
	+ The thunder catches the right target(s).
	+ The blast trajectory is good.

## Minerva's Peering Totem

*A carved wooden staff bearing a stern eye within a cat's-eye crystal. Conjured by the Arena during the Desert Ruins challenge.*

**When you turn the Totem's gaze upon statues, roll+CHA.**

* On a 10+ the statues animate and do your bidding
* On a 7-9 the statues animate, but they do not call you master
The Arena Guts

The Arena Guts is a large network of tunnels that run beneath the The Arena
the corridors differ in size and have stone walls and the ceiling is partly sand. and some spaces are used as storage or as dressing rooms etc. The corridors are similar to a maze some fighters even say the corridors change from time to time.

When you **navigate the labrynth under the Arena,** roll+WIS.

- On a 10+ you find what you're looking for.

- On a 7-9 you're close but you get caught up in Arena drama.

- On a 6- you need help to get where you're going: you owe someone a favor.
The Arena

The Racedis Arena. Racedis Towers is the jewel of the realm, and the Arena is the glow at its heart.

Arena fights are the staple entertainment of the vast majority of Racedis Towers. Fighters exert their might, cunning, and charisma to win glory, honor, and a famed career. It is the largest building in Racedis Towers, supported by dozens of mighty towers to accommodate the tens of thousands of spectators that fill its seats many times a day.

The Arena is staffed by a legion of mages - able to work small, specific works of magic - who admit spectators, enhance the spectacle with lights and effects, and prod the magic of the Arena to conjure the varied battlefields as canvasses for the artistry of the combatants.

The lives and deaths of fighters play out in scenes of great drama for the city to see. They take on roles, rivalries, and sometimes real importance in the hearts of their fans.

## The Anatomy of the Arena

### The Veil

"The Veil" encompasses the grand gates admitting excited cityfolk; the tiered rings of seats holding gasping spectators; and the namesake of The Veil - the enormous sails, called "velarium", stretched over the eager crowd. The velarium, rigged by as many as a thousand Arena mages (many with backgrounds as sailors) keep the elements from interrupting the action below.

No matter what form the sands take for the battle, it never impedes the view from the Veil.

### The Face

"The Face" of the Arena: the stretch of ever-changing sand encircled by The Veil. The battlefield. This stretch of sand has seen thousands of skirmishes and challenges, making and breaking careers, and fostering both bitter rivalries and lifelong alliances.

The sands of the Arena's Face stir with some of the most powerful latent enchantments of anything touched by the ancient magic lost in Racedis's history. It will often transform - becoming grassy rolling hills, stormtossed waves, even mountaintops crested by blizzards - to dramatically stage the struggles of the Champions. The transformed sand is indistinguishable from that which it imitates. Fighters walking the hills may cut the grass as they skirmish; anyone trapped beneath the simulated waves may soon drown; prolonged exposure to the conjured blizzard will leave a Champion with frostbite.

The only time the sands of the Arena drop the facade is upon the death of a combatant. The sand will briefly reappear beneath the body of the fallen fighter to draw them back beneath the Face. Anyone dispatched in such a manner will emerge, at sundown, into the Guts of the Arena - weak, pained, but alive.

### The Guts

"The Guts" are the twisting catacombs underneath the Arena. Steeped in magic, they are challenging to navigate and impossible to plot.

Endless, forgotten tunnels contain store rooms, training chambers, lockers, and armories. They also contain ascension points, where fighters step into showers of falling sand that will draw them up into the Arena face. While seasoned Champions may become accustomed to the environment, it is every aspiring fighter's deepest wish to lay eyes on the infamous Guts of the Arena.
to nevagate the arena guts The Arena Guts
The Skies

> *Inspirations: Space/Sea Exploration, Age of Sail, Treasure Planet, 40,000 Leagues Under the Sea, Silverwing Trilogy*
>
>

The Deep Skies over Racedis are their own frontier - new forays into the skies with very recent airship artifice have produced some fascinating findings. New resources, more frequent stormheart sightings, and seemingly endless exploration above the clouds.

Airships are currently gaining popularity as means of transporting goods across huge distances. The Frontier has much to offer in resources, and cloudskimming vessels are an efficient new means of bringing those resources back the heart of civilization. But some audacious artificers have reconfigured these cloudskimmers to plunge deep above the clouds and into the colorful abyss above.

It's a viciously perilous job, to be a Deep Sky sailor. Wages are scant because the margins are tight for voyages into the deep above, but the occasional lucky vessel will come across a true treasure and make the crew a modest fortune.
Season Storms

In the Realm of Racedis, time passes differently. The idea of a "year" - a recurring cycle of seasons - is entirely unknown. Rather, seasons pass through territories like massive storms, tumbling around the landscape and one another like sand in a bowl.

## Passing Time

These storms truly are seasons: they are storms that bring with them the passage of time. People of Racedis mark their age by seasons, and a person you'd call 10 years old would be said to have "seen 40 seasons". Generally, this passes without notice, but there are some oddities that emerge in narrow cases. An area that has endured many season storms passing through will see its people and places aging more quickly. Likewise, season storms have been known to get stuck on very rare occasions, causing everything that stays within to experience a nearly imperceptible stasis of time; in such a place, life may appear normal, but nothing ages or decays, and things have a strange way of staying just the same.
Halwyr

Basic Desc

## History

Halwyr has always been driven by a desire to be something greater than "normal". The ability to do things that others could not was very attractive, and drew Halwyr to study the arcane intricacies of the elements. Creating small flames, moving water, feeling the earth, seeing the air. Better and better... Halwyr created a place in the world. Wielding power beyond the magewrights of the realm of Racedis - dedicated to the study of magic, the long lost pursuit of arcane knowledge.

As part of this quest for understanding, Halwyr engaged a ritual in the forest, an attempt to understand the union of air, fire, earth, and water creating life - and instead was granted a prophetic vision. An elf - head shaven, eyes wild; living in the wild and in harmony with the natural life Halwyr seeks to understand - their fate intertwined with the fate of Death and his Kingdom. None other than Lanethe, who Halwyr joins and keeps an eye on the ranger to see how the vision will come to pass.

## Career

[Fill in Halwyr's career here, as you've experienced it through the campaign!]
System Conversions

Many of the mechanics available for various adventures in Racedis have, at their core, a 3-tier success system designed to keep the world moving. Below, you'll find the translations for various popular systems. "Relevant stats", if any, will be determined by the GM.

## The 3-Tier System

At its core, it uses the Partial Success system.

* **Miss:** The thing that the play was trying to accomplish fails, and goes wrong or incurs additional danger.
* **Partial Success:** The thing happens, but it introduces new challenges, or it happens to a lesser degree.
* **Full Success:** The thing happens without a hitch. (Critical Successes are not built into this core system, but may be added at the GM's discretion.)

###### Dungeon World

* 2d6 added together, plus relevant stats
	+ 6 or less = A Miss
	+ 7-9 = a Partial Success
	+ 10+ = A Full Success

## Playbooks

[links to playbooks (DW playbooks, DND classes, etc)]
Chatbot Commands

These are the commands you'll use in chat to play Chat Plays Dungeon World.

## Calvi - Character Moves

on a 10+, choose 3. on a 7-9, choose2.
A) It doesn’t take a very long time
B) Nothing of value is damaged
C) It doesn’t make an inordinate amount of noise
D) You can fix the thing again without a lot of effort

## Halwyr - Character Moves

 Cast a Spell
A) You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
B) The spell disturbs the fabric of reality as it is cast; take -1 ongoing to cast a spell until the next time you Prepare Spells.
C) After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
The Guilds

The Guilds of Racedis are economic war machines; enormous influence in the fists of massive Factions rooted into the Towers and spreading into the Frontier. They are originally intraregulatory groups organized to elevate the standard of business and production, but they also engage in some of the most vicious politics of the Towers. Guild Wars rage in bank vaults and ledgers, and the spoils of war build toward the next conquest.

A Guild is a type of Faction that operates in cunning, money, and resources. They may contract for strongarms to enforce their interests, or practice espionage for their aims, but they are factions that wage war in wealth.

## The Guild Impact on Racedis Towers

The Guilds have amassed enormous amounts of power in the Towers. Their reach is wide and deep, even controlling entire districts via their contributions or their coercion. A Guild may sponsor or contract the building of Towers or public works to garner favor, or to control another small piece of the city. The Guilds Bridge across the rivers is a prime example of such a battleground.

One would be hard pressed to do any significant business in the Towers without expecting interest, interference, or downright skirmish with one of the Guilds.

## Guild Influence in the Frontier

The Guilds have begun to expand their focus beyond the Towers. Their interests in the Frontier can be seen in their emblems over mines, ranches, and other resources, but they still have plenty of competition from those who have long called the Frontier home. Plenty of Frontier towns have run off Guild representatives altogether, preferring to handle their work on their own terms.
Language

There is a very strong common tongue, as a result of all of these cultures developing together in the Towers.

Racial languages will appear in rare cases, but specifically from racially-divided districts (or, less frequently, frontier territories). Those dialects appear because there was an attempt to separate from the larger society of the Towers. So they exist, and not everyone who speaks them shares that sentiment, but that is where they come from.

Race isn't the only reason that a culture would isolate and develop its own dialect either. Religion, natural circumstances like being magically cut off, etc.

More often, you could think of it like Victorian London on steroids. Remember Cockney slang? Imagine an awful lot of that, in all different directions, creating slang dialects that develop out of shared experience.
The First Towers

The first Tower or Towers of Realm of Racedis are lost to time. Their original locations are unknown, though many tradition and faiths lay claim to some ancient knowledge of their whereabouts or special properties. Some even claim that a person who climbs one of these Towers to its xenith will find the same enlightenment as the original builders did when the foundations of this world were laid.

Many scholars have studied the anthropology, archaeology, and legends of the Towers in order to find concrete proof that these original towers still stand. Although nearly all the denizens of the Realm believe at least one First Tower was built that truly reached the Gray God and delivered the builders up to a higher order of existence, and some traditions hold there were as many as three First Towers.

## Purpose

When the tribes of the world met together on the riverbank to build the First Tower, their aim was to ascend. They desired to reach the Gray God and discover something greater than themselves. Most agree: they succeeded. Their efforts were blessed, whether by the Gray God or by other powers of the world that wished to see the Gray God usurped. Nothing is known of the fate of those who ascended the First Towers, but many believe their meeting with the Gray God was met with destruction, and others believe they were granted their own omnipotence for their cunning and dedication.
Playing The Game

Welcome, adventurer! Buckle up, you're in for a ride! Keep reading for everything you need to know.

## Rules

1. Respect the rules of the stream.
2. Take some time to learn! Watch some past episodes, read lore here in the wiki, and most of all, listen to how the flow of gameplay works and participate in the discussion.
3. Be a team-player. Work with your team, not against them. Sometimes that may mean letting others take charge, or just being willing to accept being outvoted and putting your energy behind the new direction!
4. Ultimately, these characters belong to the GM. If something seems out-of-character or out-of-line, the GM may contradict the teams.
5. Participants relinquish all claims to any character, storyline, description, quote, or other literary material featured on SidecarStories. Participation constitutes a conferrence to SidecarStories of all literary material shared in the act of participation, by means including (but not limited to) live chat, Discord, messaging platforms, and email. (I have to put this stuff here in case we ever want to turn this into a book or something.)

## Who should I join?

We have 3 teams - each team pilots a character in our adventure. Sam's advice: join the TEAM that fits you best, not the CHARACTER you like the most. We carefully developed our teams to represent 3 different styles of play (so we don't have one person on Team Reserve that always wants to rush into the fray while the rest of the team wants to be cautious).

* **TEAM RESERVE**
	+ For players who like to be cautious, assess your options, and make plans.
	+ Pilots Halwyr
* **TEAM IMPULSE**
	+ For players who like to rush in! Impulsive players who don't mind making lots of mistakes.
	+ Pilots Sillius, Calvi
* **TEAM SCOUT**
	+ For players who like to investigate and explore.
	+ Pilots Lanethe

## Chat Commands

Find the Commands for gameplay in chat here.

## FAQ

* How do I become eligible to join a team?
	+ Join the discussion in chat! Your participation is your ticket to join a team and get playing!
The Hourglass Rite

> "My blood across the Sand, I bind three years to the Arena."
>
>

The Hourglass Rite began in the dark age of the Arena, but continues today.

Champions spill their own blood into the sands of an hourglass, wagering time in their next Arena fight. The loser of that fight will disappear into the Arena Sands for the time they wagered, instead of emerging at sunset. It may be days, weeks, months, even years. It's a custom of high-level Arena Champions who want to fight for titles and hold them for a long time.
Punisher (song)

## *Punisher* chronology

> "*I don't even know what to compare it to. In my songwriting style, I feel like I actually stopped writing it earlier than I usually stop writing stuff. I usually write things five times over, and this one was always just like, ‘All right. This is a simple tribute song.’ It’s kind of about the neighborhood [Silver Lake in Los Angeles], kind of about depression, but mostly about stalking Elliott Smith and being afraid that I'm a punisher—that when I talk to my heroes, that their eyes will glaze over. Say you're at Thanksgiving with your wife's family and she's got an older relative who is anti-vax or just read some conspiracy theory article and, even if they're sweet, they're just talking to you and they don't realize that your eyes are glazed over and you're trying to escape: That’s a punisher. The worst way that it happens is like with a sweet fan, someone who is really trying to be nice and their hands are shaking, but they don't realize they're standing outside of your bus and you're trying to go to bed. And they talk to you for like 45 minutes, and you realize your reaction really means a lot to them, so you're trying to be there for them, too. And I guess that I'm terrified that when I hang out with Patti Smith or whatever that I'll become that for people. I know that I have in the past, and I guess if Elliott was alive—especially because we would have lived next to each other—it’s like 1000% I would have met him and I would have not known what the fuck I was talking about, and I would have cornered him at Silverlake Lounge.*"
> ― Phoebe Bridgers
>
>

**"Punisher"** is a song by Phoebe Bridgers. It is the fourth song on her second studio album of the same name, *Punisher*.

## Lyrics

When the speed kicks in

I go to the store for nothing

And walk right by

The house where you lived with Snow White

I wonder if she ever thought

The storybook tiles on the roof were too much

But from the window, it's not a bad show

If you're favorite thing's dianetics or stucco

The drugstores are open all night

The only real reason I moved to the east side

I love a good place to hide in plain sight

What if I told you I feel like I know you

But we never met?

And here everyone knows you're the way to my heart

Hear so many stories of you at the bar

Most times alone and some looking your worst

But never not sweet to the trust funds and punishers

Man, I wish that I could say the same

I swear I'm not angry, that's just my face

A copycat killer with a chemical cut

Either I'm careless or I wanna get caught

Ooh, I'm not

What if I told you I feel like I know you

But we never met?

It's for the best

I can't open my mouth and forget how to talk

'Cause even if I could, wouldn't know where to start

Wouldn't know when to stop

## References

1. ↑ Punisher by Phoebe Bridgers on Apple Music