recursal/Fanatic-Fandom huggingface dataset:
Marauder Mysticism

## Overview

Marauder Mysticism is an unconventional, syncretic belief system that has found a following among bandits, pirates, and mercenaries living in the Dead. This religion is shaped by its eclectic mix of elements from Venomism, Tokenism, Created, and Ledev Mysticism, but it is also heavily influenced by the gritty and lawless environment of the Dead.

## The Shrouded One

At the heart of Marauder Mysticism is the worship of a singular deity, known as the Shrouded One. This enigmatic figure is a dark twist on Creator, with elements of the Yirmelo twins' parallel universe and timeline aspects. The Shrouded One is believed to possess immense power, knowledge, and the ability to manipulate realities and destinies.

## Venom and Tokens

Marauder Mysticism incorporates the concept of "venom" from Venomism, wherein ones' own venom is more potent or less potent, depending on a person's strength, power, and the deeds they have committed. Many things can increase the potency of one's venom, such as procreating, killing someone in battle or for a "good reason," hitting/fighting, eating raw and bloody meat, deceiving an enemy, etc. One particularly effective way to increase the potency of one's venom is to kill someone who has a high potency of venom themselves.

Tokenism's belief in the importance of physical tokens also plays a significant role in Marauder Mysticism. Marauders often carry tokens or talismans, which they believe are imbued with the power of the Shrouded One. These tokens serve as reminders of their personal triumphs, lessons learned, and the spiritual growth they have achieved through their experiences in the harsh environment of the Dead.

## Practices and Beliefs

Marauder Mysticism emphasizes the importance of personal strength, adaptability, and cunning. Its followers believe that by embracing their inner darkness and using it to overcome adversity, they can achieve spiritual growth and gain the favor of the Shrouded One.

Marauder Mystics also believe in the existence of alternate realities and timelines, much like Ledev Mysticism, and often attribute their survival and success to the Shrouded One's guidance through these complex and ever-shifting dimensions.

Rituals and practices within Marauder Mysticism are often informal and vary between individuals and groups. However, many followers engage in acts of daring, defiance, or cunning as a means of proving their worth to the Shrouded One and receiving their deity's favor.

Outsiders often struggle to understand Marauder Mysticism due to its enigmatic nature and the unconventional beliefs of its practitioners. To many, this belief system is as wild and untamed as the people who follow it.
Food Consumption and Drug Use for Various Species

## Overview

The intricacies of food consumption and drug use across various species in the galactic scene are a fascinating study in adaptation and translation. The heart of these practices remains the same across species, but the translation of food and drugs has to account for the unique anatomy, brain structure, taste buds, and other species-specific factors. This often involves complicated algorithms to adjust a recipe or drug formula, ensuring a similar sensory experience while maintaining compatibility with the species' physiology.

## Food Translation

In the galactic scene, food translation has become an art form. A recipe that a Sora might enjoy, such as a fruit cake tart, can be translated into a version that is compatible with another species like the Bendonites. This process requires complex algorithms to convert the food into a form that not only suits the species' digestive systems but also provides an equivalent sensory experience.

The successful translation of a recipe into a form that a new species can enjoy is often met with celebration. For instance, when the Xian version of an exceptional food is created, it is a cause for excitement, and a grand opening of that food on Xil 4 often follows.

The availability of food translated for a particular species varies depending on the location. In popular tourist destinations like D'sahn, members of the Union can usually find food optimized for their species. However, in less frequented places like Exida on Tel Adder, it might be challenging to find local food translated for a specific species.

## Drug Adaptation

Just as with food, drugs (both medicinal and illicit) are adapted for use by different species. This can involve altering ingredients, proportions, or even the method of administration to cater to the unique physiology of a species. However, this adaptation becomes crucial when dealing with hyperdrugs, potent substances that can induce intense experiences or enhanced abilities.

The use of a drug not optimized for a particular species can lead to severe consequences, sometimes even more dangerous than the usual risks associated with drug use. This is often seen as a mark of desperation or hitting "rock bottom" among drug users.
Fetarui

The Fet people originate from the two large islands of Fet Major and Fet Minor at the bottom of Tarn. The islands are collectively known as the country of Fetarui. Known for their distinctive appearance, which includes porcelain skin, strikingly colorful eyes with a gentle upward slope, and very dark hair, the Fet people have a rich cultural heritage that has captivated the hearts of many Tarnish from other regions, and is often seen as enduringly cool and appealing in Tarn. However, in Frostbourne this stereotype doesn't hold true and the celebration of Fet culture is practically non-existent.

[Check back later for more on the cuturally significant Callaxian country of Fetarui.]
Strategex

## Overview

Strategex is a centuries-old, prestigious asymmetrical board game on Callax that has gained immense popularity and respect across the continents.

Although world champions sometimes hail from Tarn, Kemper boasts a higher number of top players per capita, and Rayz also produces exceptional players both among Sunrunners and those with Tarnish ancestry.

Despite its controversial history, reflecting battles between Stratists from Tarn and native Sunrunners on Rayz, the game enjoys widespread appeal due to its balanced gameplay and lack of cultural bias against different classes participating.

## Gameplay and History

As an asymmetrical game, Strategex presents unique rules and strategies for each of the two players. The game's history is rooted in the legendary period when Stratists from Tarn first settled on Rayz and clashed with native Sunrunners. Although this historical context has caused some controversy, many Sunrunner writers and activists argue that the game is not inherently anti-Sunrunner, as both the Sunrunner and Tarnian sides can achieve victory with equal probability.

## Social Impact

The social implications of Strategex are significant, with Laxes and Zeds who excel at the game often enjoying special treatment akin to that of Gahls. Zeds in particular are known to live vicariously through other Zed champions. The schools and towns these players come from celebrate their victories fervently. Historically, Zeds have long been encouraged to play games like Strategex and engage with various art forms as a means of occupying them and maintaining social order.

## Restrictions and Accessibility

The ban on Sunrunners attending the World Championships in Tarn is a complex issue steeped in long-standing traditions and beliefs. Officially, Tarnish authorities cite religious reasons for this exclusion, namely the Animist beliefs prevalent among Sunrunners. They argue that Animism poses a spiritual threat to the Stratists of Tarn, thus the restriction of Sunrunners from entering Tarn territory and consequently, their inability to participate in the Championships.

One contentious aspect of this policy is its perceived inconsistency. Kemperians, who commonly follow Pnueology, a Callaxian zodiac system, are granted entrance to Tarn and can partake in the Championships. This differential treatment, deemed by some as a discrepancy, has stirred controversy, particularly among communities in Rayz and Kemper. Critics argue that this disparate handling of the religious practices between the Sunrunners and the Kemperians—who have Tarnish ancestry—is a hypocritical façade for what is essentially racial discrimination. Regardless of how it is justified, the exclusion of a talented group from an internationally celebrated event has brought attention to larger social issues within the Callaxian society.

## Possible Exceptional Status

If the Mission is successful in assimilating Callax, it intends to name Strategex as an exceptional.
The Gift

The Gift is a unique and mystical ability inherent to the Ledev D'sahn, which plays a significant role in their culture and religious beliefs. It serves as a powerful tool that connects the Ledev to one another and to the divine, and—for many—it is deeply intertwined with their faith in Ledev Mysticism, although even Ledev who don't follow that faith can experience and be proficient with the Gift.

### Abilities and Manifestations

The Gift enables Ledev D'sahn to perceive the auras of living creatures, granting them insight into the emotions, motives, and even glimpses of the pasts or futures of those they encounter. All Ledev possess some degree of The Gift, though the extent of their abilities varies greatly. Some may only experience fleeting moments of it throughout their lives, while others can be highly proficient in its use. However, even the most skilled practitioners cannot control when The Gift activates or deactivates.

Interestingly, Ledev who are blind tend to display greater proficiency with The Gift, perhaps compensating for their lack of sight with heightened spiritual perception.

### Cultural and Religious Significance

For followers of Ledev Mysticism, The Gift is believed to be a divine blessing bestowed upon the Ledev D'sahn by their goddess, Endella the Seer. This belief elevates The Gift to a sacred status for many within Ledev culture, imbuing it with a profound sense of mystery and reverence.

There is a strong taboo against studying The Gift through scientific means, with many Ledev insisting it a sacred and inexplicable phenomenon. This stance has sparked curiosity and frustration among researchers from other species within the galactic community, who are eager to uncover the underlying scientific principles that might explain The Gift's existence. Even those Ledev who don't feel themselves to be particularly religious or who follow different faith traditions than Ledev Mysticism strongly resist allowing anyone to use them as test subjects in this regard.

The discovery of a clandestine attempt to study the Gift performed by the Mission on Ledev criminals was one of the tensions that led to the commencement of the Somm War in 222C.
Xil 4

## Overview

Xil 4, located deep in Mission space, is the homeworld of the Xian. This colorful world boasts never-extreme, moderate temperatures but very high levels of radiation.

## Environment and Evolution

Xil 4's environment is characterized by its high levels of radiation, which have played a crucial role in the evolution of the Xian. The planet's atmosphere is composed primarily of nitrogen, oxygen, and carbon dioxide, with trace amounts of other gases. Xil 4 boasts an unusually thick ozone layer that helps protect life on the planet.

To adapt to the high radiation levels, the Xian have evolved a sturdy exoskeleton made of chitin. This has also allowed them to develop a complex and robust physiology, enabling their transition from a more privative insectoid form to something more closely resembling most sentients.

There are many thousands of insectoid, arachnid, and other "bug like" species on Xil 4, with no mammals to be found anywhere. The Xian are the only known sentients, though a lake-dwelling arachnid known as "boggers" have been shown to display extremely high levels of intelligence and may perhaps one day be considered fellow sentients.

The high radiation levels on Xil 4 have also affected the planet's flora. The vegetation on the planet has developed specialized pigments and thick cell walls to protect themselves from the radiation. As a result, the plant life on Xil 4 appears in varying shades of red, orange, and purple, giving the planet a vibrant and colorful appearance when viewed from space.

## Atmosphere and Climate

Xil 4 has a relatively mild climate, with temperatures ranging from 10°C to 30°C (50°F to 86°F) due to its position within the habitable zone. The planet experiences mild seasonal variations due to its gentle axial tilt.

## Moons

Xil 4 has two natural satellites, named Xil 4a and Xil 4b. These moons play an essential role in the planet's tidal forces, which contribute to its diverse ecosystems and moderate climate. Xil 4a is the larger of the two moons, with a rocky surface and a thin atmosphere, while Xil 4b is a smaller, ice-covered moon with a subsurface ocean.

## Solar System

The solar system of Xil 4 consists of seven planets orbiting a G-type main-sequence star, called Xil. Xil 4 is the fourth planet from the star, situated within the habitable zone, which allows for the presence of liquid water and the development of life. The other planets in the system include two rocky inner planets, two gas giants, and a distant ice giant. Unsurprisingly, the planets are also known only by their numerical designation.
Tokenism

## Overview

Tokenism is a native religion of the Feneran species, focusing heavily on the belief that objects can serve as substitutes for various important aspects of life. The religion has a rich mythology and a small pantheon of three gods: Lima, Oima, and Mima. Many Fenerans have adopted the syncretic religion of Marauder Mysticism, in which a form of Tokenism plays an integral part.

Tokenism was the religion chosen long ago as the "correct" Feneran faith by the Soran Order.

## Deities and Mythology

Tokenism revolves around three gods, each with distinct roles and domains:

1. Lima - The god of creation, responsible for the creation of objects.
2. Oima - The god of destruction, responsible for the destruction of objects.
3. Mima - The god of discovery, responsible for the discovery of objects.

In Feneran mythology, these gods are constantly involved in power struggles, alliances, betrayals, and reconciliations. Their interactions are filled with intrigue, as they frequently intervene in the lives of Feneran mortals. The gods' stories served as a source of fascination and inspiration for Fenerans for many generations, shaping their beliefs and practices.

## Beliefs and Practices

Tokenism teaches that objects can act as substitutes for various aspects of life. For example, if a follower wishes to repent for a sin, they might create or find an object related to their transgression and then destroy it. Similarly, if they hope for better luck for a specific task or aspect of life, they might craft or locate a "lucky" object related to that thing and keep it with them at relevant times.

Due to these beliefs, Feneran homes and living quarters are often jam-packed with a wide array of objects, each with its own significance. Fenerans are also known for wearing multiple objects at once, further demonstrating their commitment to Tokenism.

## Cultural Impact

Tokenism has had a profound impact on Feneran culture, shaping their attitudes toward objects and their relationships with divinity. The religion has influenced their art, architecture, and even their interactions with other species.

Over time, some Fenerans have adopted the syncretic religion of Marauder Mysticism, which blends elements of Tokenism with aspects of Kendis' native religion, Venomism, as well as beliefs from Created and Ledev Mysticism. However, Tokenism continues to play an essential role in the lives of many Fenerans and serves as a unifying force within their society as many Fenerans seem to somehow be adherents both of Tokenism and Marauder Mysticism, speaking of Lima or Oima in one breath and the Shrouded One in the next.
SoundCloud Exclusives and Oddities

The SoundCloud profile for Pee! In The Pool differs greatly from Spotify and Apple Music in that it is not nearly as well organized or up-to-date. However, there is are a few songs on SoundCloud that have not been released to Spotify and Apple Music, as well as different images or names for certain songs. Please note that all standalone tracks have "re upload" in the description, so the dates listed are likely not the original dates they were released.

## Standalone Tracks

### WAP 1.5 / WAP 1.5 Feat Macklemore

This song was first released on SoundCloud on September 9, 2022, Titled "WAP 1.5 Feat Macklemore," accompanied by the image below.

On September 16, 2022, this song was released on Spotify and Apple Music in the EP "Do no steal".

## Nobody's Ghoul

Nobody's Ghoul, the first album released by Pee! In The Pool and the only one available on SoundCloud. The SoundCloud album includes all the songs in the Spotify and Apple Music version, and adds others that are either in other albums or simply are not on Spotify and Apple Music. THey are listed below in the order they appear on SoundCloud.

### Bangarang 2 Revenge Of The Rang

This song was released in Nobody's Ghoul on SoundCloud, but was released on Spotify and Apple Music in the subsequent EP Do no steal. Additionally, on SoundCloud the song had a unique image not present on Spotify or Apple Music, shown below.

### Bound 3

Bound 3, similarly to Bangarang 2 Revenge Of The Rang, was released to SoundCloud in Nobody's Ghoul, and on Spotify and Apple Music in Do no steal. It also has a unique image not present on Spotify or Apple Music, shown below.

### intro / Intermission

This short, lyricless, 32 second song is listed as "intro" in Spotify and Apple Music, but on Soundcloud is titled "Intermission," and comes after the previous 3 songs listed, but prior to any of the songs featured on Nobody's Ghoul on Spotify and Apple Music. It's also worth noting that all songs on the SoundCloud version of Nobody's Ghoul that are also featured on Spotify and Apple Music all have the same image as the album itself, while the other 3 songs have different images.
The Hren Dau

## Overview

The Hren Dau are a species of sentient avian beings, known for their exceptional skills in trade and commerce, as well as their xenophobic culture. They originate from a planet also named Hren Dau, which is famous for its steep canyons, towering rock structures, and massive native trees.

## Physical Characteristics

The Hren Dau are characterized by long legs, sharp talons, and a high degree of flexibility. They typically "nest" in homes built within the massive native trees on their planet or along the cliff walls. Their unique physical adaptations make them well-suited to navigate the challenging terrain of their home planet.

They are capable of flight and tend to stand over a meter tall.

## Hren Dau and the Galactic Economy

As a crucial link in the galactic economy, the Hren Dau are essential for trade between the Mission and the Union. They have maintained their importance by adapting to the changing needs of the galactic scene, despite their xenophobic nature. However, their neutrality and unique culture have led to accusations of the hypocrisy Union and Mission leadership from both ends of the political spectrum.

The Hren Dau's trade relationship with the Mission is essential for the latter's operations, but the Mission has not made significant efforts to incite a "body" of Hren Dau to join their ranks (see the Law of 55). This inaction has been criticized as a flimsy excuse to avoid addressing the Hren Dau's xenophobic tendencies.

On the other hand, the Red Mission famously refused to deal with the Hren Dau for a long time, hoping to avoid hypocrisy charges. This stance complicated their trade efforts but also provided a strong argument for their superiority over the Mission.

## The Red-Dau Accord

In the year 315C, the Hren Dau signed the Red-Dau Accord with the Red Mission. This agreement provided discounted services and goods for the Hren Dau in exchange for protection by the Red Mission, without requiring them to officially join the faction. The accord disrupted the galactic order, causing distress for both the Union and the Mission, and fueled speculation that the Hren Dau may eventually join the Red Mission. It was widely seen as a very smart move on the part of Red Mission leadership.

Over the last ~50 years, the possibility of the Hren Dau joining the Red Mission has become increasingly likely. The potential impact of such a development on trade remains uncertain.

## Relationship with the Mission and the Union

The Hren Dau's neutrality and trade importance have led to a complex relationship with both the Mission and the Union. While they provide essential services, their xenophobic culture has made it difficult for them to integrate fully with either faction.

## Religion

The Hren Dau practice several complex religions, including Flightism, Paliism, and the Sacred Circle. They have shown little interest in converting to Created, viewing it as an inferior off-world religion. Their religious beliefs contribute to their overall cultural identity and their resistance to outside influences.
Cevada Corress

## Overview

Cevada Corress, a determined and spirited young Sora, serves as the Intelligence and Reconnaissance Officer (IRO) for the Red Mission during the Callaxian Civil War. She's driven by a strong will to prove herself beyond her close connection with Blút Témin, a longtime friend and esteemed comrade. Born and raised on Plopha, her childhood was intertwined with Blút's life, which eventually led to her joining the Red Mission Liberation Front. Although Cevada's passionate demeanor might sometimes be misconstrued as a temper, she simply embodies a fiery resolve to succeed.

## Physical Appearance

Cevada is an example of Sora femininity and beauty, adorned with a dark shade of violet skin. Distinguishing herself from conventional Soran style, she prefers dressing in delightful, spring-inspired outfits, which encapsulates her penchant for charm and elegance.

## Early Life

Cevada's upbringing on Plopha laid the foundation for her resilient personality. Her friendship with Blút and his family played a pivotal role in shaping her future, influencing her decision to enlist in the Red Mission and advocate for their cause.

## Career

Across Red Mission space, Cevada has made her mark through diligent service and devotion. Her assignment on Plopha for the past two years allowed her to garner crucial experience, but her desire to validate her abilities led her to join Blút on a high-stakes mission to Callax. As a passionate war history enthusiast, her knowledge of significant conflicts like the Somm War, Mission War, and the Rayz Engagements offers valuable insights to her team.

## Personal Life

Cevada spends her free time indulging in her love for war history, consuming a variety of nonfiction material that enriches her understanding of interstellar conflicts. Additionally, she appreciates the Soran concept of "baga," an affection that subtly influences her lifestyle and fashion choices.

## Beliefs and Views

Cevada's religious background is rooted in Sedaa, an obscure Soran belief system that values universal balance and reducing suffering. However, her adult life has seen a departure from these doctrines, leading to a more flexible worldview.

Her fiery determination to carve out her own path and stand firm in the face of adversity colors her involvement in the Callaxian Civil War. Cevada recognizes the potential for her actions to become part of history and is eager to make her mark. She combines her passion for conflict studies with her duty in the Red Mission, seeking to tip the scales of the war.
Go'mul Calla

## Overview

Go'mul Calla was a prominent member of the esteemed Calla family, and served as the Queen consort of Tarn. As a Gahl, she was deeply ingrained in the Stratum, a belief system that informed her worldview and choices throughout her life. Go'mul exhibited both the privileges and prejudices of her class. She displayed compassion and kindness within the bounds of her upbringing and beliefs. Her untimely death from a disease that the Mission could have cured left a profound impact on the dynamics of her family and Callax as a whole.

## Life and Influence

Born into the Stratist tradition, Go'mul's life was indelibly shaped by the societal norms of the Stratum. She upheld the stratified structure of society, which posited her class, the Gahls, as divinely ordained rulers. However, within these constraints, Go'mul showed compassion and empathy, particularly towards the lower classes. Go'mul was always deeply involved in Zed relief programs alongside her husband and in the feasts thrown at the Calla Complex when they would open their doors to the lower classes. Her goodwill gestures earned her admiration from a spectrum of Callaxian society, marking her as a complex figure. She had a better relationship with her children (Brek and Dra'rek) than her husband Ref did, especially when the children were young. She would spend time with them and shower them with attention and care.

## Hobbies

Typically the partner for the King or Queen of Tarn would be someone from New Bray'ed or Norvia, but Go'mul was unusual as she was born and raised in Parinar and came from a family of Gahls with deep Parinaran roots. She always loved boating, fishing, diving, and spending time on the beaches of her childhood home. When she became queen, she continued this tradition by frequenting the Argony Sea, sometimes spending days at a time at the beach house she had built there. A master sailor and excellent fisher, she was confident on the waters even in very stormy weather.

## Passing and Legacy

Go'mul's death was a significant turning point for the Calla family and Callax. She fell victim to a cancer that could have been easily cured with Mission medical technology. However, her husband, Ref Calla, refused to resort to the Mission for treatment. After he made his choice she said that she agreed with it, but there is some debate as to whether or not this reflected her true feelings on the matter. This decision not only emphasizes the Calla family's staunch opposition to interventionism but also adds a layer of tragedy and controversy to Go'mul's legacy.

Her death left a profound impact on her children, Dra'rek and Brek. Dra'rek, in particular, harbors deep resentment towards her father for refusing the life-saving treatment for Go'mul, adding fuel to her rebellion against her family's values and traditions. Brek, on the other hand, continues to grapple with his mother's loss and the circumstances surrounding it, further complicating his feelings about the Stratum and his family's role in upholding it.
Tawny

## Info

Tawny is a Spider that Acts Averagely, Although He only likes to stay in the Grass, This is because he became Shy and is only Comfortable in his home. He is Quick And Quiet like the Other Grass Spiders. Tawny is known for being The Icon of Spider Terrarium, and that's true.

## Description

Tawny is a Yellowish-brown Grass Spider with brown stripes, He is Based off of The Grass Spider.
Xtreme Network's Media

# Xtreme Network

Xtreme Network was a block on Night Sky Productions that lasted from 2002 - 2007. It aired everyday 5:30 PM to 8:30 PM.

It started on August 27, 2002 when NBC no longer had rights for production on the Fun TV block on NSP, and so they rebranded to Xtreme Network, got rid of the other NBC shows, and added 6 brand new shows. It had a TV age rating of PG9.

It ended on August 31, 2007 when the Xtreme Network Hatebase on DeviantArt was hacked by the Xtreme Network creator, Tarqeq Zahedan, who got arrested for hacking into the studio and the 171 member's accounts, deleting them. He served a prison sentence of 21 months.

Because of the August 31 incident, the minority of Xtreme Network media is lost media, coming in at 11% of the media.

## Lost Stuff

> First 5 minutes and 11 seconds of airing (before Top Thrill Dragster Promo)
>
>
> Zackarooni Pilot (2000)
>
>
> "Don't Watch 4KidsTV" promo (2006)
>
>
> Xtreme Network Arrows Bumper (2006-2007)
>
>
> Peppa PIg Airings (June 1, 2004 - June 5, 2004)
>
>
>
> Caillou Gets Grounded Series Finale "The Black Hole" (Taken off the air for spooking kids, March 16, 2007)
>
>

## Found Stuff

> Xtreme Network Website capture from December of 2004 (Found on 5/02/23, 2004)
>
>
The Fairly OddParents: Go Young, West Man! and Talkin' Trash (lost episodes of TV series, 2005)

* Go Young, West Man!
* Talkin' Trash

**Go Young, West Man!** and **Talkin' Trash** were two episodes of The Fairly OddParents that may or may not have aired on Nickelodeon. The episodes were going to air with their sister episodes of May 9 and 13, 2005, but it has been said they never aired them, the latter supposedly pre-empted for SpongeBob. Since then, much like a planned SpongeBob SquarePants series finale (which was trashed due to a renewal at the last minute) these episodes have been unavailable to the public, although they did air in the UK, Canada, Germany, Latin America and other countries.

## Plot summary for Go Young, West Man!

Timmy wishes Catman into his childhood TV series form, Catkid, so that he could do things he couldn't as a child actor. Timmy takes him around town to enjoy the things normal kids do, and have an excuse to get out of school on top of it. Timmy's absence is noticed by Principal Waxelplax, who sends the truancy officer Shallowgrave to retrieve him, dead or alive.

## Plot summary for Talkin' Trash

Cosmo hides trash under the Turner's house, wrapped in an added layer of magic. When time passes the magic "crumbles" and floats up with surprises all over the house. Some are pleasant but others are bad. Timmy wishes that Big Daddy (Wanda's dad) would remove the problems but he is a fairy mobster.
ChidaVision

Owned by the Calla family, ChidaVision is a heavily biased news outlet on Tarn that, in recent years, has openly supported the Traditionalists and denounced the Shoehorns.

It takes its name from the chida, a crafty and elusive lizard native to the deserts of Rayz. The rebels often refer to ChidaVision as the ruling class's propaganda machine. The outlet is quite popular on Tarn, even among many Zeds, having perfected the art of sensationalistic journalism.
Grass Spider

## Info

Grass Spider known as "Agelenopsis" is one of the most famous type of the Spider in ASC (Amazing Spider Community) Games! These Spiders love hiding and building Webs in the Grass, so that's why they called like that. Also their Web is not sticky but it's anyways useful because Grass Spiders are Very Fast so they can catch any Insect before it escapes the Web! Grass Spiders have banded legs and good detailed spine, their head has dark stripes and 8 little eyes. Their favorite Seasons are Summer and Autumn, so you can see them in your Garden.

## Games

The Grass Spider is the first Spider in Spider Terrarium and Spider Clicker, etc...

In Spider Terrarium they are very fast, but they don't have any Skins yet. In Spider Clicker it's the cheapest Spider ever, they only available on Earth Planet.

## Trivia

* You can see Grass Spider as an ASC icon
* This is the main Type of Spider in ASC
* Grass Spider is the most used Type of Spider in Spider Terrarium
Revenge of the Sith accidental airing on Disney Jr. (2010)

This article refers to the August 10th 2010 airing of The entirety of Revenge of The Sith on Disney Junior. It is unknown If this was a hack or simply a mistake by the person who aired shows on disney channel. The movie scared many children with it's intense scenes including, Anakin's visions, Palpatine's arrest, Order 66 and the battle on Mustafar. While some were scared, others were unphased.
The Elam Rey Turah

## Note:

The Elam Rey Turah are not a part of the galactic scene.

## Overview

The Elam Rey Turah is a mysterious and enigmatic species or group of species residing beyond the furthest reaches of Mission space, outside the galactic scene of the Triad Galaxy. Little is known about their civilization, culture, and intentions, as their interactions with other species have been limited and sporadic. Some have speculated Elam Rey Turah space is much, much larger than the galactic scene and that perhaps this single species has more members than all the inhabitants of the galactic scene combined.

## Elam Rey Turah Space

Situated at the far edge of the known galaxy, the Elam Rey Turah's territory lies beyond Mission space and is not part of the galactic scene that includes major political entities such as the Union of Planets, the Mission, the Red Mission, and various independent species and groups. It may well be much larger than the galactic scene.

It is not known whether other sentient species inhabit Elam Rey Turah space.

## Appearance and Physiology

The Elam Rey Turah are said to be a bipedal, exoskeletal species, much taller than the average sentient in the galactic scene. One ancient account describes an Elam Rey Turah who was monstrous in both size and demeanor.

## Elam Rey Turah in Galactic Scene Culture

The Elam Rey Turah have had very limited contact with the galactic scene, primarily consisting of brief, poorly documented exchanges of goods thousands of years ago. These interactions ceased abruptly for unknown reasons, leaving the species shrouded in mystery. They are not often thought of except by a few xenoanthropologists and researchers. Some have warned that if the Elam Rey Turah ever became a threat to the galactic scene, the scene would in fact be quite ill-prepared to deal with that because of their reported size and speculation regarding their very high population. However, there has not been any indication of hostility or even interest on the part of the Elam Rey Turah towards the galactic scene.
Mom Hid My Game Wiki

**Welcome to the Mom Hid My Game Wiki!**
## Quick Pages!

Trophies

*Need help building out this community?*

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

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

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

The Japanese Cover of the game

## System requirements

Wii Controller

This game was developed by Nintendo after fans voted for a Waluigi game on Wii in 2009. The vote was a promotion ran by Pizza hut, for the commercial featuring the game look at the page Wii Game vote Pizza Hut Promo. **The game was Cancelled and lost.** The game made it to early beta and it is said the gameplay was like paper Mario but it was a platformer and not an RPG. It is unknown why it was canceled. It was meant to release on Free Comic Book Day and released in New York as a free Demo. In an interview Miyamoto compared the game with Shadow the Hedgehog by former rival, SEGA. On free video game day Pizza Hut still ran Waluigi Boxes Despite the game's cancellation. The Power-ups are Bob-omb thrower, Piranha Plant and tennis racket. Waluigi can take 4 hits and jump twice as high as Luigi.

In the Wii MenuPhoto of the game on a monitorGame LogoSelection Screen
Bryzowa Chmura

# **Bryzowa Chmura**

### **Imiona:**

**Kociak** - Bryza

**Uczennica** - Bryzowa Łapa

**Wojowniczka -** Bryzowa Chmura

### **Rodzina:**

**Ojciec -** Sushi

**Matka -** ??? (jeszcze nie dodana/nieznana)

**Rodzeństwo -** Piorunowy Wstrząs [\*]

**Inni członkowie rodziny -** ??? (brak/jeszcze nie dodani/nieznani)

**Mentor (w przeszłości) -**  ??? (eszcze nie dodany/nieznany)

### **Relacje z innymi kotami:**

Ciernista Dusza[\*] - Partner
Fenn

## Overview

Fenn is a planet situated within Mission space. This world is the homeworld of the Feneran species, small, timid creatures with snouts that some find oddly endearing. The Feneran are predominantly associated with the Dead, a lawless faction primarily composed of Feneran and Kendis, along with various individuals from other species who have left Mission and Union space.

## The Planet

Fenn is a world characterized by its lush forests, rolling hills, and vast lakes. The planet has three small moons, Dumin, Dolu and Dumbra, which create spectacular tidal patterns and light shows in Fenn's sky. The flora and fauna of Fenn are diverse, with an array of bioluminescent plants and creatures that provide a dazzling display at night.

Fenn has a rich history, filled with tales of the Feneran people's ancient civilizations and their interactions with other species throughout the galactic scene. The planet was once home to a valued member species of the Mission, but the vast majority of Feneran chose to join the Dead during the unexpected and perplexing Feneran Exodus in the year 278C, resulting in these individuals being barred from re-entry into Mission territory.

## Flora and Fauna

The flora on Fenn is predominantly bioluminescent, providing a stunning spectacle when night falls. Trees such as the Glowbark Oak and the Whispering Willow possess leaves that emit a soft, ethereal light. Meanwhile, creatures like the Moonfire Moth and the Glimmering Serpent exhibit bioluminescent patterns that serve as both a means of communication and a defense mechanism against predators.

## Culture and Society

Feneran culture is deeply rooted in their native religion, Tokenism, which revolves around the belief that objects can be used as substitutes for various aspects of life. Feneran homes (or their quarters on ships and the like) are often filled with an assortment of objects, while individuals adorn themselves with multiple trinkets. Tokenism recognizes three gods: Lima, Oima, and Mima, who represent the creation, destruction, and discovery of objects, respectively.

Within The Dead, the Feneran maintain the practice of hoarding objects, usually as part of the newer syncretic religion Marauder Mysticism.

## Planets in the Solar System

The solar system is centered around a blue-white dwarf star called Vostria. This star system features six planets in total, with Fenn being the fourth planet from the star. The other planets in the Vostria Star System include:

1. Gavros: A small, rocky planet with an intense greenhouse effect, making it unsuitable for life.
2. Quilvan: A gas dwarf known for its magnificent ring system composed of rock particles, with several small moons orbiting it.
3. Vathra: A super-sized terrestrial planet with an extensive ocean system that glows neon blue due to unique microorganisms.
4. Fenn: The homeworld of the Feneran species.
5. Korith: A gas giant with a mysterious, ever-shifting hexagonal storm system at its north pole, believed to be caused by unusual magnetic fields.
6. Enderal: A large icy world with vast subterranean oceans that may harbor extremophile life forms.
The Prevell Kingdom

## Note:

The Prevell Kingdom is not a part of the galactic scene.

## Overview

The Prevell Kingdom is an enigmatic and seemingly isolated region located outside the galactic scene of the Triad Galaxy. With little information available, the kingdom's government, culture, and intentions remain largely unknown. In rare circles where the topic of the Prevell Kingdom is addressed at all, speculations abound regarding the kingdom's monarch, who is said to have ruled for over two thousand years, but the nature of this continuity in the crown remains unconfirmed.

## Location

Situated beyond the far reaches of Union space, the Prevell Kingdom is not part of the galactic scene that encompasses major political entities such as the Union of Planets, the Mission, and the Red Mission. It appears to be an area possibly smaller than the galactic scene, with a distinct set of celestial bodies, and is located opposite the mysterious Elam Rey Turah territory.

## Government and Monarchy

The Prevell Kingdom is reportedly governed by a monarch who has supposedly been in power for over two millennia. Whether this ruler is a single, long-lived sentient being or a representation of continuous royal lineage remains unclear. The kingdom's political structure and ideologies are also unknown, as are its relationships with neighboring political entities.

## In Galactic Scene Culture

In the galactic scene, the Prevell Kingdom is not given much thought. There is a Union idiom, "Take it to Prevell," which means simply to not bother the speaker with whatever idea or topic you are talking to them about.
The Lovers

The Lovers is a story found in the Happenings section of the Angelic Verses.

In the decades after the Expounding, there lived a beautiful Gahl named Ra'la, who was known for her grace and wisdom. Her father was a powerful Gahl lord who strictly upheld the Stratum's rules, ensuring that his family would maintain their divine status in paradise.

One day, while walking through the market, Ra'la caught sight of a striking Zed woman named T'ren. Despite the vast social chasm that separated them, Ra'la found herself drawn to T'ren. Their eyes met for just a moment, but that fleeting glance ignited a deep, undeniable connection between them.

Over the following weeks, Ra'la and T'ren secretly met and exchanged love letters written in a code only they could understand. With each letter, their love grew stronger, but they knew the danger of their forbidden union, since they weren't of the same class.

One fateful day, Ra'la's father discovered their secret when he intercepted one of the coded letters. Enraged, he sought to test the loyalty of his daughter and the strength of the Stratum. He devised a cunning plan to teach Ra'la a lesson she would never forget.

He told Ra'la that she could indeed marry T'ren, but there was one condition she must fulfill first. She had to swim from the shores of the Argony Sea near the Argony Flats to the island of Makko, a journey of many kilometers. The task seemed impossible, and Ra'la was faced with the decision to either attempt the swim or admit that she didn't love T'ren enough to take on the challenge.

After a great deal of contemplation, Ra'la decided to undertake the perilous swim. It happened to be a stormy day, with dark clouds hanging low over the raging sea. Undeterred by the treacherous conditions, Ra'la braced herself and dove into the churning waters, her determination and love for T'ren driving her forward.

The storm grew fiercer, and as the hours passed, Ra'la battled the waves, struggling to stay afloat. Despite her unwavering resolve, the storm ultimately proved to be too much for her, and she was swallowed by the sea, lost forever to its depths.

Upon hearing the news of Ra'la's tragic fate, T'ren's heart shattered. Unable to go on living without her beloved, she refused to eat, slowly wasting away until she succumbed to her grief and died, joining Ra'la in eternal rest.

This somber tale serves as a harsh reminder of the boundaries imposed by the Stratum, illustrating the devastating consequences that can befall those who dare to defy the social order. Ra'la and T'ren's tragic love story demonstrates the lengths to which one might go for love, but ultimately, it reinforces the importance of adhering to the Stratum, a system believed to be divinely ordained.
Happa

## Overview

The Happa System, home to the Haplings, consists of four planets orbiting a yellow-white dwarf star. The Haplings are believed to be extinct by most in the galactic scene. Happa itself is one half of a binary planet system, with both planets teeming with life. Although abundant life exists on the other planet, none of the lifeforms are sentient, and there is no connection between the evolutions of the two planets' lifeforms.

After the disappearance of the Haplings in 303C, Happa has become a prime scavenging site for a group known as Hap Scrappers, predominantly from among the Dead.

Haplings were a prominent Mission species.

## Happa's Current State

Since the near-extinction of the Haplings, Happa has become a prime scavenging site for Hap Scrappers, individuals and groups from the Dead who scour the planet for its riches, ships, and technology. Due to the similar size of Haplings and Fenerans, Happa's salvaged resources, including clothing and equipment, have become especially useful for the Feneran members of the Dead. Hap Scrappers have significantly altered Happa's landscape, with once-great cities now reduced to ruins and vast swaths of the planet stripped of resources.

Although the Mission has stated they would like to protect Happa's natural ecosystem in the absence of the Haplings, its close proximity to Dead space makes this quite difficult to do.

## Flora and Fauna

Happa's flora and fauna are as diverse and whimsical as the Haplings themselves. The planet is home to a variety of colorful plants and animals, many of which are unique to Happa. Twisted trees, giant flowers that release soothing scents, and creatures with fantastical shapes and abilities all contribute to the enchanting atmosphere that once defined Happa. However, with the decline of the Haplings and the arrival of scavengers, the planet's ecosystems have suffered somewhat, and many species now face an uncertain future.

## Planets in the Happa System

1. Happa - The homeworld of the Haplings. It is a vibrant planet with diverse flora and fauna. It was once a thriving hub of culture and artistic expression, showcasing the unique talents and whimsical nature of its inhabitants. The planet features lush forests, rolling hills, and crystal-clear rivers, with many unusual and colorful species of plants and animals. Since the Hapling population was nearly wiped out, Happa has become a treasure trove for scavengers, particularly Hap Scrappers from The Dead faction.
2. Nimpheae - Happa's binary companion, which shares a common center of gravity with Happa. This planet is also teeming with life. However, none of the lifeforms on this planet are sentient, and their evolutionary paths show no connection to those on Happa.
3. Krosa - One of two gas and ice giants on the far-reaches of the solar system.
4. Glaca - The other gas and ice giant.
Fire Clan + Water Clan Wiki

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