recursal/Fanatic-Fandom huggingface dataset:
Curses SMP

**Lay All My Curses to Rest SMP** is an event, Last-Life based SMP based in the CCSMP universe, set some time after Ashes SMP but before Dust SMP

The series lasted [x] sessions, from [date] - [date], every [weekdays go here :-)]

## Lore

Many suffered in the Flood. The already apocalypse-raked, frozen Overworld had finally started to defrost, and with it came the water. The scant attempts at rebuilding suddenly were sunk, and the Great Ocean, filled with ruins and islands, formed as a result...

But stronger than any disaster that may befall it was the individual will of the world's people. How could it not? They were the far descendants of those who had survived the worst calamity time itself had ever seen, and a little saltwater wasn't going to change this.

And thus came the age of the pirate.

When the ice melted, its perfect cryostatic properties had kept in it many things of the old world; gold and gems and treasures with worth and powers beyond belief. Now, with the ice gone, this bounty of loot was free game to all who braved setting out into the great blue, with its diamond-encrusted islands and chests full of gold coins; especially those with a kind of starved greed only a pirate could feel.

Not all that came from the ice was good, however, and things that were best left to stay frozen forever thawed... and the Curse planted its roots once more, spoken in old sailor's tales. The curse of the Murder Mark.

It was said those who spend too long on the sea with their demons left undealt with would one day see a mysterious brand appear on their bodies, and by that point, they were doomed to a life of slaughter or death; the only way to rid oneself of it was to kill all others which bore it.

## CCSMP Lore Importance

Similar to other Last Life styled side SMPs, Curses SMP holds important lore which ties into the greater CCSMP lore, including character lore and extinct mobs.

## Characters

Crabs

* Captain Pinch

Crows

* Gio
* Lovebird
* Reign's character (please fill in name! i forgor how to spell it)
* Saren

Inchling

* Captain Franklin

Merling

* Mako
* Sirena

Penguin

* Punch

Phantom

* Good Grief
* Morgana
* The Razing of the Black Flag

Rammling

* Jeremy

Seabird

* Captain Ishmael

Shulk

* Trysor
Bacteria

### Hits to Kill

Easy: 4‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Normal: 3‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Hard: 1

### Threat Level

Easy and Normal: 1Hard: 5

In the game Inside the Backrooms, **Bacteria *(ENTITY ##)*** is found after you've spent about 2 minutes in the Dark Rooms, appearing as a tall, lanky, dark creature made of slimy bacteria with no distinct features. It turns the fluorescent lights near it red and chases players, roaring loudly upon sight.

## Document

### INFORMATION

It is a human that seems to be made of cable, for some reason, it is believed it has control of the place.

When it is close the environment of the rooms changes and it seems to be attracted by electronic devices and radio frequencies...

### REFERENCES

So when you are in the same area as it, be very careful, you don't want to attract your own death.

## Behavior

Once spawned, **Bacteria** will make loud stomping sounds as it wanders off to different locations, pausing for 45 seconds before moving to a new area. It will change the lights in the area around it red. When it spots a player, it will roar loudly and chase after them. It is the only entity without a hitbox, meaning you can just run through it.

## Strategies

* Avoid areas with red lighting to evade Bacteria.
* Be cautious with radios in its vicinity, as it's attracted to radio waves.
* If it starts chasing you, hide in lockers or use walls and doors to lose its interest.
* On Hard difficulty, Bacteria goes from a basic entity to a run killer. Avoid it at all costs as it can one-shot you from full health.

## Notes

* If the player gets killed by this type of entity, the player will be awarded the ENTITY # VICTIM achievement.
Leslinpár

## Herzogtum Leslinpár

Das gewinnbringende Holzgewerbe, die Kerze des Volksfestes und das abgekehrte Pferd, was die Nachkriegszeit von Leslinpár symbolisiert.

## Gesellschaft

### Völker

Menschen | Mondelfen | Halbelfen | Gnome

**Das Herzogtum Leslinpár** ist ein Prinz des Kaiserreiches Anbennar.

## Geschichte

Leslinpár wurde von der Halbelfin Leslin in der Hoffnung gegründet, die vom Krieg heimgesuchte Region wieder aufzubauen und gute Beziehungen zwischen Menschen und Elfen zu fördern. Obwohl sie während ihrer Herrschaftszeit umstritten war, lebte ihr Vermächtnis in den zahlreichen wunderschönen Parks und Anlagen weiter, die noch immer von Anbennars Elite besucht werden.

Als ihre freundschaftliche Partnerin in diesem Wiederaufbau, galt eine ehemalige wexanische Apothekerin namens Annalise. Mit ihren Bemühungen wurde in Leslinpár die erste große Akademie gegründet, welche ihre Ambition bis heute voranträgt, die nächste Generation von Heilern und Apothekern auszubilden. Dafür ist Leslinpár weltberühmt.

## Staatliche Ideen

### Leslinwaffeln

Die berühmten Leslinwaffeln sind das Nationalgericht von Leslinpár, das angeblich aus Leslins Liebe zu gesäuerten Süßwaren entstanden ist. Sie bleiben ein beliebter Leckerbissen für Neuankömmlinge in der Gegend.

### Experte für Holzarbeiten

Obwohl sie vielleicht nicht so geschickt sind wie die Zimmerleute von Holzbrunn, so sind die Holzarbeiter von Leslinpár immer noch die besten in Esmaria und stellen robuste Flussboote für ihre Nachbarn her.

### Die Woche des Eises

Die Woche des Eises war eine katastrophale Zeit in der párischen Geschichte, in der ein früher Frost einen Großteil der Ernte dezimierte. Der Tag der fünftausend Kerzen ist ein Volksfest in Leslinpár, bei dem unzählige Kerzen entlang des Flusses schwimmen, um der Seelen der Toten zu gedenken. Diese tiefe Verbundenheit mit ihren Vorfahren hat dieser Gesellschaft ein Gefühl der Kontinuität verliehen. Seitdem sind die párischen Bauern bei der zeitlichen Planung ihrer Felder umsichtiger, was zu zuverlässigen Ernten führt.

### Die Annalise Pflegeakademie

Annalise war eine ehemalige wexanische Apothekerin und Begleiterin von Leslin. Ihre Bemühungen haben zur Gründung der ersten höheren Bildungseinrichtung in Leslinpár geführt, einer Einrichtung, die Generationen von Heilanfängern ausgebildet hat.

### Die Kegel von Leslinpár

*'Die Kegel von Leslinpár'* ist ein ungewöhnliches Brettspiel, das in ganz Anbennar berühmt geworden ist, da es für Ausländer teuflisch schwer zu verstehen ist. Seine Schwierigkeit ist so groß, dass die Kaiserliche Marineakademie in Halsklipp es offiziell gesponsert hat, um junge Offiziere in strategischem Denken auszubilden.
This Isn't Normal! Wiki

**Welcome to the This Isn't Normal! Wiki!**
TTRPG Podcast about LGBT individuals navigating the world of Call of Cthulhu and Demons!

## Important articles

PlaceholderAtticus RiversPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

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

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

## Herzogtum Aranmas

Der goldene Schlüssel zu den Herzlandgrenzen.

**Das Herzogtum Aranmas** ist ein reichsunmittelbarer Vasall und Prinz des Kaiserreiches Anbennar und gewann im Verlauf der Fliederkriege einige Provinzen des Verlorenen Tals dazu. Dies ist vor allem ein Streitthema, wenn man bedenkt, dass in diesen Grasländern fernab ihrer Kernprovinzen die Kultur der Arbarani und der Mondelfen beheimatet sind.

Daher haben vor allem die Markgrafschaft Arbaran und das ausländische Großfürstentum Ibevar einen Anspruch auf diese Provinzen. Lediglich die arbaranische Exklave Calascandar trennen die Kernprovinzen Aranmas' von dessen Graslandterritorien.
W.O.2. Root

## Introduction

W.O.2. Root is a half-raccoon and half-human. He is a squad leader of Bloodhound. He has been in the unit for a long time, as he joined the unit before the merge happened.

### Before Task Force Jormungandr

Before joining the unit Root had plenty of experience in ARMA, as he had played the game for more then 300 hours at that point, most of the hours was in eden or playing with a Latvian unit. The unit he joined was called 42nd Platoon, so he did not know he joined Task Force Jormungandr, as it did not exist yet.

### Origins in TFJ

When Root joined the unit he never needed to do a real training, as BCT (Basic combat training) nor a medical training, though that does not mean he did not know what he was doing, in this place hes experience came in handy. From the very start he was one of TFJ primary medics on the field until very long time. When he joined the unit there wasn't squad's yet but later when Bloodhound was created he joined that squad and rest is history.

### Current actions

Root is a squad leader and has been one since his previous SL left the unit, while Root was only a corporal with barely any experience at the job. He has enjoyed most of this time even though it might have been hard and rough at times to figure out the best options in operations or best options on how to manage the squad with all its members
Baal

In season 2, Baal is described as... (Put description here I forgot lmao)

### Overview

Baal is Danica's demon. They created the cult paradise on the other side of the factory for her sermons. Within his pocket realm anyone who dies becomes a lizard.

In season 2 it is revealed that Baal runs a court like system in Hell.

### Season 1

#### Arc 1 - Cultspiracy

Baal appears a couple times within the first arc specifically to dissuade the group from listening to Stolas. They offer several times to transport the group out of their realm in the hopes that they won't come back and destroy it.

Obviously this fails and the main trio destroys their realm.

### Trivia

* Baal's name isn't stated until Cultspiracy Part 7, where it's said as Amin.
* Max changes their name from Amin to Baal because he forgot.
* The change in name lead to him being trans, you're welcome.
Interviewer 3

Interviewer #3

## Appearance

Interviewer #3's appearance was described once and only once. Prim and proper lady, shoving the other two aside. Wearing a suit-dress and here to get the scoop of the century.

## Overview

Interviewer #3 is less than a background npc. They appeared once and had a singular (1) line which they shared with Interviewer #1 and Interviewer #2.

## Season 1

### Arc 1 - Cultspiracy

Interviewer #2 was brought in in order to interview (SOMEONE). They asked them a series of questions such as (PUT THE QUESTIONS HERE). Then they disappeared forever. Gone but not forgotten.

## Trivia

* Max gave the Interviewer Trio descriptions on one of Absolutely\_Mango's streams.
* Will was the first person to write their descriptions down.
* Mango drew the Interviewer Trio on stream just after their designs were finally revealed.

Interviewers together
Danica Jones

Art by Arden

## Appearance

Danica is described as a decent looking woman with long red hair. In her first appearance she wears a long robe with a sunrise emblem emblazoned on it. She's not up to Ernest's standards.

As a lizard she's much larger than the others that have become her scaly kin. What sets them apart from the others is that of her red hide, which she's skinned for.

(season 2 description here)

## Overview

Danica is the leader and presumably founder of The Late Dawn Order. She was supposed to be the main villain of Season 1's first arc, Cultspiracy, but we will truly never know as her death was swift.

In season 2 it's revealed that she has been hanging out with Jimmy James, Issacs, Ishmael, and Janet in hell. She follows along on an adventure, leading to the death of Cash Money Danger Mcstinky. After his death Danica starts a new cult based around the fallen hero, which she brought with her back to the living world.

## Backstory

Presumably before the start of Cultspiracy, Danica had been running the cult for some time. Nothing is known as to how or why she started the Late Dawn Order, nor how her demon Baal reached out to her.

## Season 1

### Arc 1 - Cultspiracy

Although not there physically, her first action of the series is sending a killer lizard after Gerald because he denied her a loan.

Danica is introduced when the newly formed part runs into her at Ernest's bar. She comes there every day at 7 am on the dot in order to recruit people to her religion. That day it worked exceptionally well and she invites Dandy, Ernest, and Jimmy James to the abandoned factory on Maple Wood Ave.

The next time she's seen is preaching to her little lambs in Cultspiracy Part 2. Jimmy James shoots her, landing a head shot and killing her instantly.

The group run into her lizard form protecting the core and quickly take her out once again. Ernest skins her hide to be used in another one of his gross tailoring projects... I do not think her hide is ever used.

## Gallery

Art by Arden, also known as leletheloser on Instagram, featuring Jolas, Bloger/Roger, Blarbie/Charlie, Bimmy Bames/Jimmy James, and Sasha/Danica.
## Trivia

* The person who wrote the start of this article, Ben, has been misspelling her name for 4 years.
* Danica's favorite plants are alstroemeria, peonies, rhododendron & rafflesia. This was supposed to be a joke by Max but it's on the wiki now so it's cannon.
Crab

The **Beach Crab** is an Origin added in the 1.18.2 update.

* You are a bit shorter and much wider than a human. Your arms are 35% shorter than a human.
* You move much faster when in water and deal more damage.
* You have a natural layer of armour.
* You have a higher oxygen capacity but find it hard to breathe in very hot climates, including the Nether.
* You can eat seagrass!
* You cannot use a shield
Ophthalmosaurus

## Paleontology

***Ophthalmosaurus*** (meaning "eye lizard" in Greek) is a genus of ichthyosaur known from the Middle-Late Jurassic. Possible remains from the earliest Cretaceous, around 145 million years ago, are also known. It was a relatively medium-sized ichthyosaur, measuring 4 m (13 ft) long and weighing 930–950 kg (2,050–2,090 lb). Named for its extremely large eyes, it had a jaw containing many small but robust teeth. Major fossil finds of this genus have been recorded in Europe with a second species possibly being found in North America.

## In-game

*Ophthalmosaurus* is the second member of the Ichthyosaur tree and the first member of the tree to have the charge ability exclusive to the tree. Its charge deals 76 damage and has a medium range. Overall, *Ophthalmosaurus* is, in all honesty, a pretty bad creature. This is mostly due to the stats not being able to match any aquatics, meaning *Ophthalmosaurus* players can't have a fair fight. *Platecarpus* is an occasional rival to *Ophthalmosaurus*, same with *Clidastes*. *Hydrotherosaurus* is also like *Clidastes*, an occasional rival. Anything with stats comparable to *Liopleurodon* and above should be avoided. *Ophthalmosaurus* spawns in the trench.

### Pros

* Very fast for a cruiser
* Ok health
* Charge deals good damage
* Huge stamina pool

### Cons

* Still low health
* Low base damage
* Still can get chased down by mosasaur players
* Spawns in the trench

### Best strategy?

The best strategy when playing *Ophthalmosaurus* is to leave the trench as quickly as possible for safety, then to hunt *Ichthyosaurus* players. Because your charge can't one-shot *Ichthyosaurus* players, you may want to team up with another *Ophthalmosaurus* to help out.
Gerald Thomas

## Appearance

Gerald is a slightly overweight man who overdresses in a nice suit when it's not the middle of the night. Otherwise he's presumably in pajamas... or maybe he isn't. It wasn't specified. Gerald might wear suits to bed, we have no way of knowing.

## Overview

Gerald is a Jimmy James' neighbor, he's also a banker. Due to his profession and the fact his family is not absurdly rich he is renting his house. He owns a Peirce Arrow, which we are told from the podcast explicitly is a very nice car.\* (Might be wrong? I feel like Jimmy James had the car but my notes say otherwise?)

## Backstory

In the past Danica had come to Gerald for a loan, to which he denied her. This results in Danica sending a lizard to kill Gerald in his sleep.

## Season 1

### Arc 1 - Cultspiracy

Gerald is the quest giver for arc 1. He's attacked within his own home by one of Danica's lizards. Jimmy James tries (and fails) to help him out medically. Together the two make their way to Dandy's house, where Gerald hires her to investigate Danica. Jimmy James flirts with him a couple times, but nothing comes of it.

After Dandy is acquired the group go to Sick Nasty Photos By Ernest, where Gerald once again explains the situation then dips before Danica can appear. After this I like to think he goes home and had a nice relaxing day. He deserves it after having to deal with lizards and the party.
Grubetta Rumpelsberg

## Backstory

This is Grubetta Rumpelsberg. Grubetta is the only dead escapee from the end of S1 escapades, hiding away in an abandoned frozen meat locker for 50 years until someone found her and thawed her out. Undead but now stuck on earth, Grubetta defied fate itself and was granted access to the Red Velvet where she spun the wheel of Ted 8 times and got all her funky accessories.

## Trivia

* Was randomly generated in a picrew and then posted into the fan discord.
Foxhound

Foxhound is one of 3 active squad's that Task Force Jormungandr has to offer. Foxhound is one the original squad's just like Bloodhound and Wolfhound. Their squad has been mostly active through its whole lifetime, of course at some points the squad was on lower numbers. There is only 1 member left in the unit from the original Foxhound squad - Demz.

### Current members

* Squad Leader - W.O.2. Demz
* Squad 2IC - Cpl. Kirion
* RTO - LCpl. Charles
* Medic - LCpl. Flano
* Medic - Pfc. Svend
* Engineer - Cpl. Hammond
* Engineer - Pte. Tennin
* AT Rifleman - 2Spc. Remy
* AT Rifleman - Pte. Vincent
* AA Rifleman - Pte. John (English)
* Machine Gunner - Cpl. Kuro
* Machine Gunner - LCpl. Sierra
* Marksman - Pfc. Fellow
* Rifleman - Pte. Raider
* Rifleman - Pte. Lew
Interviewer 1

Interviewer #1

## Appearance

Interviewer #1's appearance was described once and only once. He is tall and handsome with thick luscious long red hair. Underneath the purple cultist robes, he dons a suit.

## Overview

Interviewer 1 is less than a background npc. He appeared once and had a singular (1) line which he shared with Interviewer #2 and Interviewer #3.

## Backstory

Interviewer number 1 came to the cult seeking enrichment. He had no path in life, no great story to tell. No wonders or amazements, no adventure. But here, this woman with long flowing red hair, much like his own long flowing red hair, convinced him that The Late Dawn Order was what he needed most. He could help people, he could save lives, and most importantly; he could find himself here. He was quickly promoted to Interviewer #1 and joined the Interviewer Trio. This, unfortunately, landed him the nickname Stinky Joe #1 among his peers.

## Season 1

### Arc 1 - Cultspiracy

Interviewer #1 was brought in in order to interview Jimmy-James. He asked him a series of questions such as (PUT THE QUESTIONS HERE). Then he disappeared forever. Gone but not forgotten.

## Trivia

* Max gave the Interviewer Trio descriptions on one of Absolutely\_Mango's streams.
* Will was the first person to write their descriptions down.
* Mango drew the Interviewer Trio on stream just after their designs were finally revealed.
* The entire backstory came from Beth from the discord server.

Interviewers together
Wolfhound

Wolfhound is a squad that has been dead and alive back again and is currently one of 3 active squad's that Task Force Jormungadr has. Wolfhound was one of the four original squad's since the merge. Sadly this squad for a long period was without any members but it got revived with a good wave of Pte's. joinging their ranks. This squad has seen a lot of squad leader changes with having 7 different squad leaders during it's time compared to other 2 main infantry squad's with max 2 squad leaders. They used to be the cursed squad which always managed to get their own vechiles flying *none of them were actual aircrafts*. None of the original members of this squad are left in the unit.

### Current members

* Squad Leader - Sgt. Fredalot
* RTO - Pte. Drive
* Medic - Pte. Tesla
* Engineer - Pte. TheEwan
* Engineer - Pte. Nils
* AT Rifleman - Pte. Fluffs
* AA Rifleman - Pte. Hogsilver
* AA Rifleman - Pte. The Pink Panther
* Marksman - Pte. Dosiha
* Marksman - Pte. Simon
* Rifleman - Pte. DatBoiYeet

### Former members

* Sfc. SpanCan - Used to be a squad leader;
* MCpl. Kriss - Used to be a medic;
* MCpl. Calum - Used to be an engineer;
* Cpt. Skylord - Used to be a squad leader, moved to Platoon HQ.
Bloodhound

Bloodhound is one of 3 active squad's that Task Force Jormungandr has. This squad has been active since day one, as the unit has had some troubles with active members of course Bloodhound as well have had the same issue. From basically nothing after events of Hunting Glory the squad size was around only 5 members but it rose to be the biggest squad for a while. Until recently the activity status has lowered quite a bit. There is only 3 original members of Bloodhound left in this unit - Root, Yas, FierySnow.

### Current members

* Squad Leader - Sfc. Koeksama
* Squad 2IC -
* RTO - LCpl. FireStone
* Medic - Cpl. Slick
* Engineer - Sgt. Harvek
* Engineer - LCpl. Plague
* AT Rifleman - 3Spc. Andro
* AT Rifleman - Pte. Renta
* AA Rifleman - Pte. Stayk
* Marksman - Pfc. Matiss
* Marksman - Pte. Ulysses
* Rifleman - Pte. Apex

### Former members

* W.O.2. Root - Former Squad Leader of the squad;
* Cpl. Yas - Used to be squad's machine gunner;
* 3Spc. Waifu- Used to be squad's RTO, moved to Greyhound;
Nationen

Interaktive Karte der Nationen von 1444:

Die folgende Liste zeigt alle Nationen auf, wie sie nach der Grünflut im Jahre 1444 existiert haben. Neben diesen Staaten gab es natürlich auch noch historische Nationen, die allerdings in einer anderen Liste aufgeführt werden.

# Der Kontinent Cannor

## Kaiserreich von Anbennar

### Kaiser

* Großherzogtum Dameria (ehemaliger Kaiser, aufgelöst 1444)
* Großherzogtum Wex (Kaiser nach den Fliederkriegen)

### Elektoren

* Das Magisterium
* Herzogtum Perlmutt
* Herzogtum Istralore
* Republik Damenkron
* Republik Bienenpick
* Elfenreich Mondhafen
* Halle der Silberschmiede

### Herzogtümer

* Herzogtum Aranmas
* Herzogtum Ascheniande
* Herzogtum Cestirande
* Herzogtum Estallen
* Herzogtum Exwes
* Herzogtum Leslinpár
* Herzogtum Sugamber
* Herzogtum Verne

### Die Marken

* Markgrafschaft Arannen
* Markgrafschaft Arbaran
* Grafschaft der Randmarken
* Markgrafschaft Wesdam

### Orden & Tempel

* Orda Aldresia
* Tempel von Aramar
* Damischer Tempel
* Tempel von Ryalanar
Zeitstrahl

Diese Zeitleiste hebt die wichtigsten und relevantesten Ereignisse für Anbennar hervor. Der Zeitstrahl wird in mehreren Zeitaltern gegliedert, die jeweils ungefähr tausend Jahre umfassen:

* Zeitalter des Erwachens (-2000 v.A. bis -1000 v.A.) handelt von den Gründungen der ersten Zivilisationen und den frühesten geschriebenen Geschichten.
* Zeitalter der Antike (-1000 v.A. bis zum Jahr Null) behandelt den Aufstieg antiker Imperien und die Dominanz der Menschen über die Wildnis.
* Zeitalter der Asche (Jahr Null bis 1000 n.A.) datiert die Zeit, in der die Reiche der Antike zusammenbrachen und das dunkle Zeitalter anbrach.
* Zeitalter der Überlegenheit (1000 n.A. - Heute) umfasst die Zeit nach der Ankunft der Elfen, sowie die Erholung und Weiterentwicklung der Zivilisation.

(v.A. steht für *vor der Asche,* n.A. steht für *nach der Asche* - dies bezieht sich auf den Tag des aschfahlen Himmels, der den Beginn des Zeitalters der Asche markierte) Ein viertes Zeitalter wurde angeblich von Gelehrten und Sehern der Magier benannt. Dies soll das *Zeitalter der Autorität* werden. Im Jahr 2000 n.A. soll ganz Halann unter einer Regierung von einem prophezeiten Regenten vereint werden.

## Zeitstrahl

### Zeitalter des Erwachens

Alten Kheterata
 **1200 v.A**

**1135 v.A.**
 **1152 v.A.** | Die ersten Gnolle treffen in Kheterata und Bulwar ein
 **1148 v.A.** | Der Gnoll Krah wird zum ersten Sklavenhändler
 **1127 v.A.** | Aufstieg der Gnomischen Hierarchie

## Mythologische Daten

Auch wenn der Zeitstrahl nur die grobe Menschheitsgeschichte beschreibt, so gab es natürlich noch andere Zivilisationen, lange bevor die Menschen aus Bulwar nach Sarhal und Cannor immigrierten, und dort ihre Reiche erschufen.

Hier sollen nun einige Zeitdaten beschrieben werden, um ein wenig Licht ins Dunkel der vergessenen Geschichte zu bringen:

**v.A.**
 **ca.**
**10.000**
**v.A.**
 **ca.**
**8.000**
**v.A.**
 **ca.**
**6.200**
**v.A.**
 **ca.**
**6.000**
**v.A.**
* Ducaniel befreit kurz nach deren Erschaffung die Orks in Haless.
* Die Orks gruppieren sich in Stämme und beginnen in die Höhlen des Schlangengrats einzudringen. Dies sorgt über die Jahrtausende für den Untergang des Zwergenreiches.
 **ca.**
**2.000**
**v.A.**
Stolas

Stolas by Mango

### Aliases

- Mr. Voice - Mr. Demon - Stolis - Dicaburger - Schrodinger - Slabbo - Shlatto - Solstice - Solthar - Zinzaba - Dad - Winter Solstice - Solstas - Stallen - Soulbob - Sabaduke - Owl Boy

## Appearances

### Appearance

Stolas's most common appearance is that of a giant owl with large lanky chicken legs. In this form he dawns a golden crown. Most official & fan depictions choose a brown owl, however it has not been stated within the show what colour he his. While in this form he does not have teeth.

His alternate form is a human boy in a powdered wig. Horrifyingly, the leg to body ratio while in this form seems to be consistent with that of his Owl counterpart.

### Overview

Stolas is the demon that the main cast of characters interact with frequently. He's liked by most of the party members (Except Jimmy James). He's the quest giver of the majority of Season 1 and more of an occasional presence in Season 2.

### Season 1

#### Arc 1 - Cultspiracy

Stolas is first encountered in Episode 2 of Cultspiracy.

He appears after Jimmy James shoots himself indirectly and offers to bring the man back to life in exchange for some of his companions strength. He takes (# & STAT) from Dandy and (# & STAT) from Earnest. He's responsible for transporting the group to and from Danika's realm.

Later on (PUT EPISODE NUMBER HERE) Stolas visits them in their dreams to give them the gift of magic. Dandy gets (OH GODS I FORGOT). Earnest is given the ability to make a Molotov Cocktails out of any alcohol in his possession for (#) Magic Points. Jimmy James gets the ability to (SOMETHING. I FORGOT THIS ONE TOO.)

By the end of Cultspiracy Dandy, Jimmy James, and Earnest have reluctantly agreed to help Stolas in his mission of destroying the other demon's realms.

### Trivia

* Stolas's radio channel is 13.4
* Has a son named Jolas

#### Gallery

Stolas dabbing by MangoStolas as illustrated by Louis Le Breton in Dictionnaire Infernal.The fandiscord's icon image
GrassHats

GrassHats was a recon based squad in Task Force Jormungandr that was disbanded after some changes in the unit. It was one of 4 original squads. This squad's main focus was to be a recon squad but later before Campaign Hunting Glory started, it got changed into a fire support squad.

### Current members

No current members as the squad has been disbanded.

### Former members

* Cpt. Skylord - Used to be squad 2IC, moved to be a squad leader in Wolfhound;
* Lt. Hex - used to be squad leader, moved to be apart of Platoon HQ;
* Sfc. SpanCan - used to be the squad leader, moved to Logistics;
* MCpl. Calum - used to be machine gunner, moved to Foxhound (Didn't agree to changes);
* Sfc. Koeksama - used to be a medic, moved (disbanded) to Bloodhound.
Greyhound

Greyhound is a squad that is filled with pilots that control aircrafts. Currently Greyhound is the only squad that is full. This squad only consists with one role - pilots. To get the pilot role you need to sacrifice yourself to FierySnow and you need to get some other roles beforehand of course to make you fully ready for the long line - as medic, engineer and RTO.

### Current members

* Sfc. FierySnow - Pilot, leader of the all pilots, nicknamed Alba.
* Sgt. DNA - Pilot, nicknamed Goblin.
* 3Spc. Waifu - Pilot, nicknamed FireBall.
Task Force Jormungandr Wiki

**Welcome to the Task Force Jormungandr Wiki!**

Task Force Jormungandr is an ARMA 3 semi-milsim unit that was created from two unit's merging - The Royal Canadian and 42nd Platoon. This merge happened at 07.09.2020. after one of our weekly Saturday operations. This unit has experienced it all from having massive increase of members to having massive amounts of members leaving, we have lost a lot of high ranking members while it has been a lost sometimes, we still are on our feets to continue the fight.

There are currently 3 active squad's in Task Force Jormungandr - Bloodhound, Foxhound, Wolfhound. Originally there was also GrassHats added to this list. After some time Platoon HQ was also added and this element in the unit is still active.

## Notable members

* Cpt. Skylord - Platoon HQ and Leader of the unit;
* Lt. Hex - Platoon HQ and 2IC of the unit;
* W.O.2. Demz - Squad Leader of Foxhound;
* W.O.2. Root - Platoon medic and former Squad Leader of Bloodhound;
* Sfc. Koeksama - Squad Leader of Bloodhound;
* Sgt. Fredalot - Squad Leader of Wolfhound;
* Sfc. FierySnow - Leader of Greyhound;
* Sfc. SpanCan - Former squad leader of GrassHats, Logistics and Wolfhound;

## First few months of TFJ

These were peaceful months with almost 0 to none conflicts.

## The Comeback

After the dark times of Task Force Jormungandr they basically rose from ashes to comeback to normal standarts.

## First Year Celebration

Wohhooo Task Force Jormungandr first year!! This happened at 07.09.2021. and we had a lot of events happening at this week.
Platoon HQ

Platoon HQ is the highest form of a squad by their responsibilities. They are usually a fire team element who are incharge of all the planning that happens during operations, usually consisting of 1-4 people.

### Current members

* Platoon Leader - Cpt. Skylord
* Platoon 2IC - Lt. Hex
* Platoon JTAC - Unknown
* Platoon Medic - ???
Cpt. Skylord "Merlin"

At his element

Captain Skylord is the creator and founder of AAF Flight School that specialises in not staying in the air for too long. He is also the commanding officer of Task Force Jormungandr, as he is Platoon Leader in Platoon HQ. He also as a lot of other core members have been here, even has been one of the main person in the unit.

Cpt. Skylord has been in a lot of different squad's like Grasshats, where he was a 2IC, Wolfhound, where he was the squad leader for a while, and now in Platoon HQ.
Skin Stealer

## **Danger Level 2**

**》Pretty fast**
**》4 Hits to kill on Easy, 3 Hits to kill on Normal, 2 Hits to kill on Hard**
**》Pretty hard to dodge**
**》Very complex AI**
The **Skin Stealer**, also known as **ENTITY #10**, is an entity that appears in the Parking and Abandoned Office levels.

## Appearance

The Skin Stealer is a seemingly skinless humanoid with elongated limbs, it's tall and thin, with a distinct long and horrifying mouth, decorated with tiny sharp teeth. It also has two small, red eyes that peer through the darkness. The Parking lot **Skin Stealer** is thinner and more red in color than the one found in the Abandoned Office and Terror Hotel.

## Behavior

Analysis Video: https://youtu.be/JuTr-EzYPFs

The Skin Stealer is a creature that can be encountered in the game. The creature is relatively slow and docile when wandering, but when it is after you, it can run nearly at player sprinting speed, and is hard to escape without a Moth Jelly or Locker. Both types are attracted to noise, such as the sound of eating pills or whistling. It can see you from a farther distance if you are injured. It is however quite easy to dodge, as sprinting past it on its side should suffice.

## Spawning

At the start of the Parking Lot, it will be seen feasting on a corpse for a short period of time, unless the first valve is activated, the player makes a loud sound like eating pills or whistling, or the player chooses to approach it.

In the Abandoned Office, the skin stealer will spawn in a random location as soon as the lights go out.

In the Terror Hotel, the skin stealer will spawn immediately in a random location.

## Achievement

If the player gets killed by this type of entity, the player will be awarded the achievement ENTITY #10 VICTIM.
Death Moth

## **Danger Level 4**

**》Pretty fast**
**》One Hit on Easy, Normal and Hard**
**》Kinda easy to dodge in the Hallways, Impossible to dodge in the Moth's Nest**
**》Extremly complex AI**The Deathmoths are a Entity Type that are found in the Terror Hotel

## Death Moth

### Entity #

4

Document:

Entity #4 Document
# Appearance:

Death Moths look like Moths from Real Life but there have a Skull on there Back (The Skull Thing is also mentioned in the Document Section)

# How to survive/avoid (in Hallways):

To survive/avoid a Death Moth in the Hallway Section, do not shine the Flashlight at them. JUST DONT DO IT.

# How to survive (in the Moth's Nest):

How to survive the Death Moths in their Nest, u need to run.

# How to avoid (in the Moth's Nest):

U cant avoid them chasing you in the Nest.
W.O.2. Demz

W.O.2 Demz or Anatoly Demz is squad leader of a squad called Foxhound. He is a half-tiger and half-human. In operation Winter Rain his name was confirmed for the first time.

### Notable Events

In an undisclosed Operation, Warrant Officer 2nd Class Demz suffered severe mental trauma upon witnessing the bombardment of several non-combatant infrastructures by a pilot codenamed: "Fireball". Luckily, the premises had been preemptively evacuated in wake of TFJ Operations, yet the uncertainty of civilian lives left a mark in Demz's inner psyche. Even now, the man's hand raises to his face on its own whenever the mention of explosives in civilian areas is brought to light.
Fun Level

## **Difficulty Level 3**

**》Pretty long**
**》Partygoer Infestation**
**》No Puzzles**
**Fun Level** is a mini level of the Abandoned Office in *Inside the Backrooms*. This level does not offer any checkpoints until the completion of the level, meaning that players who quit to the main menu will have to start over from the beginning in the Abandoned Office.
LT. Hex

## Introduction

The only and real enigma machine and a lieutenant in the unit. There isn't much known about Hex but we at least know a few things about him

### Things we know about him

He rides bicycles or at least know how to? Hex lives in Canada but doesn't know where he was living before, it is expected that Hex has dementia. Not much is known about how or when he was born but there is information that he had a multicam balaclava since birth and has been running on steam engine this whole time. He has hard time living because of the heat as it affects his blood and makes it boil and as well because of Franch people and their wars.

Hex has lived a long life and active one for sure. Hex might have learnt to ride a bicycle at some point of his life at least what is expected as there is a chance he just has the ability to ride one and he played baseball at some point. His family life has been active as his life style of hiding from all the feds as he has a wife and some kids, sadly part about the kids is not confirmed yet but we know he has 2 dogs that might be his kids actually.
Level !

## **Difficulty Level 5**

**》Pretty short**
**》Smiler Infestation**
**》No Puzzles**
**Run for your Life** is a mini level of the Pool Rooms in *Inside the Backrooms*. This level does not offer any checkpoints until the completion of the level, meaning that players who quit to the main menu will have to start over from the beginning in the Abandoned Office. This level is based off of Level !: Run for your Life, which has the same name.
Smiler

### Location

Dark Rooms ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Level ! (Monstrosity)

### Threat Level

5

In the game Inside the Backrooms, The **Smiler *(ENTITY #3)*** is a static 2D PNG image with a perpetual grin that appears in dark areas in the Dark Rooms. It kills players if looked at for too long in the dark.

## Document

### INFORMATION

In the lurking darkness, these walls shelters something mysterious, a "bright smiling thing" that stands out from the shadows. Rumors says that it's has a physical body that cannot be seen with the human eye. It is only known that it is attracted to all sources of light and that if traps you in the void the shadows you will probably never see the light again.

Remember, a smile does not always reflect peace, if not quite the opposite..

### REFERENCES

The next photo was taken on a darker area of the backrooms.

## Spawning

Upon entering the Dark Rooms, The **Smiler** spawns every 10-30 seconds at a following a set of waypoints, which are predetermined locations that it can spawn at. It will try to avoid being seen by players, and will move to darker areas of the game world if possible. It is also possible for the **Smiler** to spawn where it would normally never be seen if a light breaks. After appearing, the **Smiler** will disappear after a duration of 10-30 seconds.

## Behavior

The **Smiler** is a static enemy. When you first spot the Smiler, a 4-second timer begins and will cause a player's flashlight to flicker while playing a sound. If the timer reaches 0 while you are in the **Smiler**'s line of sight, it will drain your sanity and eventually kill you. The only way to reset the timer If the player goes back into a well-lit area for at least 4 seconds. Players are also safe during the **Smiler's** fade-in and fade-out animations. If a player touches the Smiler directly, it will immediately kill the player via contact damage.

## Strategies

* Always keep an eye on your surroundings in dark areas.
* Use sound cues to detect the Smiler's presence, as it emits sounds when near.
* Avoid direct contact with the Smiler at all costs, as it can instantly kill you.
* If you accidentally look at a **Smiler** and the sound plays, try to get out of its line of sight as fast as possible.
	+ If you have broken eye contact and you are still in the darkness, just stay there for at least 30 seconds to wait for the **Smiler** to go away, as you will probably not be able to make it to a light source without dying.
	+ If you have broken eye contact and you are out of the darkness, you're safe from the **Smiler**'s threat and you can observe it as you wish, almost like nothing happened. If you enter back into the darkness, the process repeats.

## Notes

* If the player gets killed by this type of entity, the player will be awarded the ENTITY #3 VICTIM achievement.

## Trivia

* The **Smiler** is the only two-dimensional entity in the game and remains stationary, unlike any other entities.
Lobby

The **Lobby** is the first level of the game *Inside the Backrooms*. After a cutscene plays the Player wakes up and finds themselves in this level, having noclipped through.

## **Difficulty Level 1**

**》Very short level.**
**》No entities.**
**》One easy puzzle.**

## Appearance

The **Lobby** takes on the appearance from most of the backrooms posts you see online. The entire place is a sprawling and labyrinthine network of yellow-tinted walls adorned with mono-yellow wallpaper. It has a repeating yellow, moist carpet floor, and a regular tiled ceiling with fluorescent light sources that buzz incessantly. The lack of windows or natural light sources adds to the feeling of endlessness and claustrophobia. Black scribbled arrows are scattered across the walls, pointing towards the exit which is a vent, with a ladder to climb up.

## Walkthrough

1. Wake up in the backrooms and follow the arrows drawn on the wall until you find the ladder.
2. Climb the ladder through the vent to a large room with various supplies connected to the first puzzle room.
3. In this puzzle room, players will see four pillars on the left side, each with a number on it. These numbers correspond to the digits of the elevator code. The numbers on the right side of the pillars indicate the order in which the digits should be entered. It's important to note that the code is randomly generated, so it will be different each time.
4. Input the code in that order on the elevator keypad at the end of the room, this will take you to the Dark Rooms.

## Notes

* Here is a **detailled map** with spawn points and graffitis + jelly *(Credit : Rhyld)* <3
* In one of the corners of the **Lobby** contains a corpse holding a Moth Jelly. This item can be particularly helpful for players who are speedrunning the game.

## Trivia

* This level is based off of Level 0: "The Lobby", which has the same name.
* This level is the simplest and briefest stage being the only level without any entities.
* An Easter egg in the map of the **Lobby** is an Among Us Crewmate shaped out of the walls. This is a reference to the popular online game "Among Us".
* Another Easter egg in the Lobby is a photo of a fat cat, a reference to the game developer MrFatcat.
Warden

**Wardens** are an Origin with similarities to the minecraft mob of the same name.

*Note: The Warden origin is NOT available on Creature Craft! It has only been used on off-server events such as Dust SMP and Ashes SMP.*

### Abilities

* You have drastically improved attack strength
* You have 5 more hearts than normal
* You are blind
* You have the ability to echolocate, mildly improving vision for a moment at a time
* You are able to see entities that are not sneaking as though they have the Glowing effect when you are near them
* You are unable to use weapons

Current Subspecies of Warden include; N/A (TBA)
Parking

The **Parking** is the third level of the game *Inside the Backrooms*.

**》Very short level.**
**》One relatively easy entity.**
**》One easy puzzle.**

A map of the Parking.

## Appearance

The **Parking** is a dark and damp underground garage plagued by valve leaks that create a poorly lit environment. The space is devoid of cars, and only a few pillars are scattered around to break up the vast expanse of darkness. This creates an oppressive and eerie atmosphere, as it is difficult to see more than a few feet in front of you due to the lack of light. The overall effect is that the parking lot feels abandoned and unwelcoming.

## Walkthrough

1. Your main objective is to find five Valve Handles and use them to seal five different pipes. Valve Handles spawn in random locations every time, so check around each pillar and along the walls for them.
2. Once you've sealed all five pipes, head up to the dead body and grab the Blue Key Card.
3. Now go to the white door, which will no longer have poisonous gas blocking it. Unlock the door with the Blue Key Card you obtained.
4. Keep running until you reach an elevator. Input the elevator code found on the note in the elevator into the keypad, and you will be transported to the Abandoned Office.
Terror Hotel

The Terror Hotel is the sixth level of the game *Inside the Backrooms*.

**》Very long level.**
**》Three extremely dangerous entities.**
**》A few very difficult puzzles.**

A map of Terror Hotel.

## Walkthrough

1. Starting from your current location, make your way to the painting room. In the painting room, solve the first puzzle by finding rooms with matching paintings and noting down their corresponding room numbers. Once you find all of the matching paintings and their room numbers, input the room numbers into the paintings to unlock the small box. Inside the box, you will find the Stone Face.
2. Head to the statue and place the Stone Face on it to receive the Storage Room Keys.
3. Go to the storage room and pick up the Record Disc, Weights, and Candle. Use the candle to light four separate fires scattered across the hotel.
4. To unlock the room for the last fire, go to the music room and solve the puzzle by placing the Record Disc into the record player. Wait for a while until a piano appears. Play the three notes on the piano in a random order until a text pops up. However, the quickest way of inputting all possible combinations is by playing the notes in this specific order: 123121321. By doing so, you will unlock the secret room where you can light the last fire.
5. Go to the secret room, note down the boiler temperatures on the sheet of paper and the code given by the ringing telephone.
6. Visit the Museum where you will find a collection of three fossils, and among them, one will contain a Gem inside. Because you can only pick up one at a time, pick the fossils up one by one by placing equivalent weights in their place to avoid triggering the alarm and trapping yourself. Once you have a fossil, take it to the bathroom. In order to see if there's a Gem inside, soak the fossil in the bathtub until it dissolves. If there isn't a Gem inside, go back and get another fossil. If there is a Gem remaining, pick it up.
7. Go to the gem puzzle room and hit each of the eight mirrors with light to break the statue containing the Boiler Room Keys.
8. Go back to the boiler room and repair the three pipes by placing pipes in the missing spots. While you're there, set each of the three boilers to the corresponding temperatures that were noted down. Flick the switch found in the same room as the pipes to activate the boilers, this will stun the Death Moths causing them to lose interest in you as a target.
9. Go to the bathroom and unlock the padlock using the code given by the telephone, and cross the room without touching the Death Moths.
10. Retrieve the Moth Cocoon and position it on the dining table. Signal the Receptionist by ringing the bell to approach and partake in the cocoon, which will lure the Death Moth to attack and eliminate the Receptionist. With the Receptionist deceased, you may obtain their keys and make your escape.

## Trivia

* This level is based off of Level 5, which has the same name.
* The paintings are AI generated.
Alchemy

Alchemy's reference image.

 - Killed by Chaise in a skirmish

- Killed by Agis in a brawl at spawn

- Killed by Agis and Pierrot in tunnels under the Wardens' lake

- Killed by Pixel and Flofox

- Fall damage from falling off the spawn sword

- Suffocated in a wall after teleporting into it

Alchemy is a enderian creature who was aligned with Róża, The Veiled Lady, and Nya during Ashes SMP. It was the designated 'brawler' of the group, as established when it took down Agis on its own.

## Appearance

Alchemy looks strikingly similar to endermen, with black textured skin and glowing eyes. However, Alchemy's glow is yellow and it has a wide, fanged smile that it shows off to intimidate others. It has large claws on its hands and is quite lanky. For a while, it wore a claw it stole off Agis during their first fight as a necklace, but gave that back later on. The only thing that Alchemy wears is armor, although throughout Ashes it began to lose pieces to battle and the weather.

## Personality

*"Alchemy is bombastic, excitable, and prone to intense emotions with a fast turnaround... it wants to be the center of its friends attention and gets jealous when others are involved." - Alchemy's original written personality.*

Alchemy is unpredictable in personality and action- while incredibly smart and tactical, Alchemy is extremely impulsive and acts out of anger more often than not. It is sadistic, enjoying to hurt others and make them suffer, especially when it believes they have crossed it in some way. It is extremely clingy, attaching to others easily and clinging on with a vice-tight grip. It is prone to extreme jealousy and anger when its loved ones interact with anyone besides it, and has committed acts of extreme violence for this very reason.

Alchemy thinks of itself as extremely loyal- however, it is quick to switch sides or even work against its own alliances in order to further its goal of forcing its loved ones into loving it back. Alchemy has extreme attachment issues and, when it was the last member of Sad Women Mountain left, it fell into a spell of extreme depression that lasted until its final death.