recursal/Fanatic-Fandom huggingface dataset:
The Southern Huefel Trade League

The Southern Huefel Trade League is a Trade League comprising of Red, Purple, and Blue, created to ensure the protection of goods across borders as well as the ease of doing business across the 3 nations.

## Why Was It Created?

Red has some of the most efficient factories, while Blue and Purple have extremely valuable natural resources. It only makes sense for the 3 to want to work together to ensure all business is done as smoothly as possible to ensure quality and efficiency,

## Economic Strategic Divisions

To ensure protection of goods at the border and within turbulent waters, each country has a squadron dedicated to defending the sea and air of the trade league. Red's squadron is called the Red Orioles.
Stump Bat

**NOTE**: This page contains sections of Old Red script, for more information see the Old Red Wiki Page

The stump bat (imat hoxa), also called the root bat, is a small, flying frugivorous native to the DSRR’s southwestern wetlands.

## Description

The stump bat is small, averaging a wingspan of one pentant. It is covered in short, stiff hair that is naturally black but often dyed red or brown by accumulated plant pollen. Individuals have sharp incisors, a fox-like face, and large dark eyes.

## Stump Bat

Sketch of stump bats roosting under ashnaughts.

## Habitat and Behavior

Stump bats inhabit the Red southwest, roosting throughout the marshlands according to seasonal patterns. They are nocturnal creatures, sleeping during the day, and foraging and roaming at night. In the spring and summer, when it is warmer, the bats roost in small rocky caves, usually in large, same-sex groups of ten to twenty individuals. In the fall and winter, when the cold sets in, they seek out the region’s ashnaught for warmth and shelter. They cling to the stump to sleep through the day, using camouflage to dupe predators and using the plant’s warmth to keep themselves comfortable. This behavior inspired their name. Three to six bats will cling to one ashnaught, and the groups are no longer sex-segregated. The ashnaught has coevolved with the stump bat, and uses them to spread. In winter, when the air begins to warm from the sun rising in the morning, the ashnaught releases a cloud of pollen, which clings to the bats roosting below the plant. Their thick coat ensures the pollen sticks.  The bats then spread the pollen to other ashnaughts throughout the season. This pollen gives their naturally black hair a subtle red or brown color.

## Reproduction

Stump bats reproduce seasonally, coupling off in late winter, when they are still roosting under ashnaughts. Females gestate the young for roughly four months, giving birth in summer. At this point, the bats have returned to the caves to roost, and the groups are sex-segregated. The female gives birth to a single offspring among a group of other female bats, who act to protect and groom the newborn bat. The group of females will continue to help each other rear the young, alternating between watching the pups and hunting for fruit. The young are weaned and independent by mid to late fall, and sexually mature within a year.
Flairlympics

The **Flairlympics** are an international sporting event that occurs on years divisible by 2, considered the world's foremost sporting competition with all 7 colors and 2 dependent territories sending thousands of athletes to complete in several events. They were created by the Moderators in 1900 to kick off the 20th century.

The Flairlympic programme includes 38 permanent sports and 20 which have been featured but aren't permanent. The most viewed demonstration sport performance ever was the Tirenon-Purple final in Birikasi-Tep (with altered rules for non-magics), attracting 100,000 viewers in 1996.

## Controversies

The Flairlympics are an expensive event for their hosts and have been compared to "hosting an epidemic". Only two games of the last 24 years have turned an actual profit for their host.

## Hosts

The host of the 2020 Flairlympics was Azurial, who had hosted before in 1964. Verdigris has the all-time hosting record, hosting 4 times in 1908, 1940, 1984 and 2012; Crimsongorod follows (1904, 1932, 1972). Powon is notable for being the only city that's hosted both a Summer and a Winter Flairlympics, in 1960 and 2010 respectively.

## Tirenon and Lime

The Red territory of Tirenon and the Green territory of Lime compete separately from their respective colors. Tirenon branched off from the Red Flairlympic Committee in 1936, while Lime branched from the Green committee in 1952.

Pirten of Tirenon has hosted once, together with Powon in 2010.

## Demonstration sports

Some sports have been featured in the Flairlympics without an intent for permanent inclusion. The most recent was baseball, a 2020 feature. Other notables are Inder in 2016 and Birikasi, which has featured multiple times (most recently in 2008 in Domus Imperii) although the rules have been changed to be inclusive to those who can't use Purple magic. The Tirenon-Purple match in Birikasi-Tep in 1996 attracted 100,000 viewers and concluded with a surprise Tirenon gold, the only medal yet attained in a demonstration sport for Tirenon.
Scarlet bear

**The scarlet bear** (binomial: *ursus coccinus*) is a species of bear native to the plains of DSRR. It is common in some settlements as a working animal, due to its endurance.

## Scarlet bear

### Common Name(s)

Scarlet bear

True to its name, the scarlet bear's coat is scarlet, although brighter coats are not rare. The coat is thick during the winter but sheds during the summer. A scarlet bear's claws are grey and curved, with sharp tips.

The scarlet bear's proportions are a body length of 1.5 septants and standing height of 1.25 septants. Its claws are highly prized in the plains by hunters, leading to their gradual shortening.

## Reproduction

The mating season runs from November to March. Males are more common than females so there is not as much competition. When there is, males try to assert dominance by creating as large a flame as possible through "snapping" their claws off of flint: this practice is being gradually replaced by male bears wrestling to impress the female.

Scarlet bears reproduce at 4 years of age, with childbirth taking 3 months to occur. Usually one child is born, with twins or further being very rare.

## Behavior

Scarlet bears are mostly herbivores due to the grassy plains, which results in their teeth being much shorter and less sharp. When trees grow, scarlet bears climb to the top to eat the leaves, though they will stop for berries if there are some.

Males are normally docile but become very hostile if provoked, though they can be overpowered by putting leaves in their mouth. Females take more effort to provoke, as they will normally attempt to escape upon confrontation. Scarlet bears tend to group with their mate only and become hostile to those attempting to enter these groups. This does not occur in forest populations, which have mixed-sex groupings of 3 or more.

Scarlets do not hibernate, taking 13-hour long sleeps after usually 40 hours of living and hunting. They are very endurant and capable of "working" for long periods, leading to their use by some plains settlements.

Scarlet bears are capable of using flames as weapons if flint is available, usually pouncing on threats then stabbing them with their claws a few times and starting a fire on the body, then escaping.

## Habitat and distribution

Scarlet bears mostly populate the plains of the DSRR, although some populations have spilled into the western forest region and the tundra. They are equally distributed, with the exception of the forest, where scarlets group near areas without trees. Most sightings occur in settlements or by explorers in the forest.
Playing Cards

The Red deck of playing cards consists of 48 cards. There are four suits: Graves, Hours, Coins, and Flowers; each suit contains twelve cards. Each of the cards has an associated number and title, as follows.

1. Rook
2. Raven
3. Magpie
4. Jay
5. Trickster
6. Thief
7. Gambler
8. Entertainer
9. Spade
10. Token
11. Tiara
12. Flask

These twelve numbered cards are grouped into three groups of four- the Gods, the Mortals, and the Icons, in that order.

##### History

The playing card deck originated in the lowlands/Crimsongorod area during the monarchic period. The idea was drawn from the common fortune decks of the time, which traditionally had twelve cards, usually associated with various gods and stories. The invention was adding the four suits and increasing the cards to forty-eight.
Prometheus and the Crows

Prometheus and the Crows are a jazz band known throughout Red. They are most well known for their album Pra Math and their single Smooth Sounds. Created in 2011 by Charlotte Payne and Darrin McCabe, the band has now grown to 5 members.

They have won the Radiant Red award, as well as sold over 1 million copies of their albums.

## Members

* Charlotte Payne (trumpet)
* Darrin McCabe (bass guitar)
* Samuel Berardi (fiddle)
* Calisto Caulfield (saxophone)
* Lili Carman (drums)

## Discography

### Albums

* All Doubt (2014)
	+ Well Known Songs
		- Dearest Voyage
		- Moment Of Beauty
* Pra Math (2016)
	+ Well Known Songs
		- Morning Of The Morning After
		- Crossroads Of My Travels
		- Fire Of My Own
* Down in Flames (2019)
	+ Well Known Songs
		- Paradise Of My Moments
		- Baby, Swing With Me

### Singles

* Smooth Sounds (2015)
* Friend Of An Devil (2019)

### Tours

* Pra Math Tour (Summer of 2017)
* Down in Flames (2020)

## History

### Creation

Charlotte Payne and Darrin McCabe  met in high school during band. Outside of school they formed a small band that practiced McCabe’s basement on weekends. Samuel Berardi  and Calisto Caulfield later joined 6 months later.

### Clubs

Performances would happen at small clubs for two years throughout Minesk. Lili Carman joined during this period. After hearing them play at a club, a producer from Burning Brush records asked them to audition.

### All Doubt

They got a record deal with Burning Brush and produced their first album, All Doubt from 2013-2014. The record did modestly and brought name recognition to the newly named group.

### Pra Math

2 years later in 2016, Pra Math was released to critical and chart success. The album as a whole reached 2# for top selling albums for 23 weeks. The album was worked on from 2014-2016. Later they would receive the radiant red award for the album. During the summer of 2017 they did the Pra Math tour with 12 cities. After the group went on a 8 month break after to focus on personal interests and to give a break.

### Down in Flames

Their third album came out during 2019. A single was released in October of 2019 called Friend of the Devil. the album did well but did not do as well in the charts as Pra math. With Down in Flames only reaching 7th on charts for 7 weeks. A 2nd tour is planned for Summer and Fall of 2020
Sloliclapingrad

**NOTE**: This page is a stub. You can help the DSRRed Wiki by expanding it!

The city of Sloliclapingrad is a place of hard work under the shadow of faded glory. The city was once named Jogorod, and was a seat of monarchic authority. It was later renamed by Claps when he instated the Red Dominion. Once a major cultural and diplomatic center, the city has now faded from prominence. Many outside of the city see it as a relic of an earlier, unenlightened time. However, between the blocky buildings and faded propaganda murals, the city lives on. Agricultural research is still conducted at the government laboratory, developing new technology to feed the populace. If you know where to look, there are excellent restaurants to be found, serving food both traditional and innovative from times of feast and famine. Sloliclapingrad lives on- perhaps more quietly than it once did, but with no less determination.
Bony Elephant

Bony Elephants are native to the northern jungles of Red. They get their name from the large, bony plate on top of their head, which they use to ram trees at speed to knock fruits and other animals out of them, making up for their otherwise short stature.

Males are typically between 5 and 7 sextants tall, while females are usually between 4 and 6 sextants tall. Their typically black and gray hide allows their pinkish trunk to stand out, dyed a small red by chemicals in the ivory and smeared by plants. Having a herbivore diet is helpful in a jungle filled with fruits, berries, and tiny animals.

They eat primarily leaves and fruit, but are opportunistic enough to consume most plant matter or even dead animals if they find them. Their smaller bodies mean that they don’t have to stay around water sources (like the Great Lakes) as much as some larger mammals. This allows them to forge deep into the jungle where the plant matter is often denser.

The shock absorption systems in their skulls which protect their brains from the large impacts caused when ramming trees has been studied with interest for cars, elevators, and other conveyances. Redcedes in particular is noted for using bony elephant biomimicry in their higher end models.
The Solver

The Solver is a Knot-originating goddess, patron of coders, engineers, mages, logicians, and anyone trying to solve a problem.

### Common Appearance(s)

The Solver usually appears as a Red woman with about the left half of her body replaced with runically activated brass machinery. Her left eye is replaced with a light behind a clear red stone, usually assumed to be ruby, and the Followers have reported hearing the sounds of clanging metal and hissing steam accompanying her voice. Clothing has been described as both modern for the time or a simple toga.

### Mythological Connections

The Solver is considered a sister to The Wanderer, and thereby aunt to The Finder and The Lost. Some myths depict her as living in The Finder's house, while others give her a house full of runic contraptions, and others use both.

### Cultural Significance

The Solver is prayed to for engineering projects, software, any sort of runic magic, and general solutions to hold, as well as for guidance in solving problems such as engineering challenges and, especially, debugging. The practice of "talking to the Solver" for debugging code or runes is well known: the coder or mage explains the code to a small stick doll representing the Solver, and through this process often finds the issue they were having trouble with.

### Notable Followers

Notable followers of The Solver include the founder of Pansiyostok, the person credited with the formalization of runic magic, and the inventor of the most widely used type of rune chip. There is a library of dedicated priests south of Pansiyostok, known the world over as a repository for all kinds of information.
Tundra Deer

Tundra Deer (Cervi Tundra) is a species of deer that live in the southeast steppe and tundra area of the DSRRed. They feast on berries sprouting from Evergreen trees and bugs in winter, while eating Ashnaught during the summer months. They are known for frequently residing in the Tundra, and they alliterate well with the Twilight Deer.

## Tundra Deer

### Common Name(s)

Tundra Deer

The Tundra Deer normally has a whitish-red coat, usually seen as pink with white spots. During the spring, they usually shed their "outer" coat, dimming the white spots and fully embracing their pink pigmented coat. Males are usually easily spotted standing taller than does, standing at around 3 - 4.5 sextants tall, while females are about 2 - 3.2 sextants tall. Antlers are sharp and the overall phenotype averages to be a bit taller than their northern cousins.

## Reproduction

Mid-February to June marks the mating season of the Tundra Deer, who usually migrate in packs of 3-5 families of deer. Often several males will fight against each other to win over the most prized female in an adjacent pack, keeping genetic diversity alive. Males become sexually mature around the age of 6, with females maturing a tad earlier at ~5 years of age. This is marked with the stopping of the growth of both male and female antlers, usually in spring or winter. A parental group may have up to 3 rounds of children, before "retiring" at around 10-12 years old.

## Behavior

Over the years, Tundra Deer have learned to take part of the core of an Ashnaught with their durable antlers and use it to keep themselves moderately warm with their pack while sequestering in caves during dark winter nights. Ashnaught cores together can usually last them from October to mid-February, their stay period in the southeast tundra. They also use their other antler as a shish-kebab weapon for berries, before eating with their pack their gains for the day. Mothers often show love via licking ticks away from the young, while mates do it to each other when alone (intermission between leaving and joining packs.) A pack may last many generations before fading out. It is thought that humans domesticated the Ashnaught with the help of tundra deer when we were still primitive, unintelligent beings/

## Habitat and Distribution

Tundra Deer are almost always found in the south end of the DSRRed, either in the marshes or the tundra and steppe. They migrate during February to the marshlands, before heading back in late September or early October. They can survive cold temperatures fairly well with their coat, but the Ashnaught is vital for sight and warmth as to survive without being gaunt on the other side of winter. Many paintings have been done of their shimmering pink coat overlooking the fading sun, an iconic image in Red, along with its cousin's twilight reddish coat. Their habitat is less suitable to human settlement and development, and as such, humans are less of a threat to their survival than to their cousin, the Twilight Deer.
Blood God

The Blood God, also called Ichor, is the mythological figurehead of the Church and Tribe of Blood.

### Common Appearances

Ichor is usually depicted or reported as a mass of red blood formed into the shape of a human. Other than the color, most traits change from appearance to appearance, though they usually are attractive.

### Mythological Connections

Ichor is almost always depicted as connected to Prometheus in some way, though the nature of the relationship depends heavily upon who is writing it. Relationships range from being enemies or rivals to being lovers, and Ichor's opinions on Prometheus's death are depicted to range from regret to pining to triumph.

### Cultural Significance

The Blood God is usually thought of as the philosophical ideal of the Blood tribe- passionate, sexy, and determined. Outside the influence of the Blood tribe, Ichor is usually thought of to wander around Flairia seducing and encouraging people, especially vampires and those with the Blood God's Gift.

### Notable Followers

The most famous follower of Blood philosophy, and most assume the Blood God, is certainly Claps, leader of the Old Regime. However, many assume that most vampires are also followers.
Kung Fu Panda 2

Template:Movie infoNow known as the Dragon Warrior, Po (Jack Black) protects the Valley of Peace alongside his friends and fellow kung fu masters, the Furious Five. However, a dangerous villain threatens Po's awesome new life with plans to use a secret weapon to wipe out the martial art and conquer China. In order to defeat the new enemy, Po finds he must recall his past and unlock secrets of his mysterious origins; only then will he find the strength to vanquish his foe.
Crimsongorod Museum of Military History

The Crimsongorod Museum of Military History is located in the city of Crimsongorod, and is dedicated to the documentation of military events in Red history, as well as the preservation of military artifacts. The Museum of Military History is housed within a modern three-story building and is most known for its large collection of military artifacts dating back to the Old Regime.

## Collections

The Museum's extensive collections are for the vast majority sourced directly from the military of the DSRR.

## Notable Holdings

* The original copy of Sergeant Efreitor Mankio's Field Report is preserved in the Museum of Military History.
* An authentic Dragon Tank is displayed in front of the main entrance. Though it is entirely immobilized and unable to be used as a weapon, the Museum has been known to fire sparklers from it to celebrate holidays relating to military events or the democratization of Red.
Bureau of Incidence

The Bureau of Incidence is a Red governmental agency dedicated to paranormal affairs, both within Red and in foreign nations. To this end, the Bureau possesses a large network of operatives throughout the DSRR, in addition to a smaller network abroad. These operatives are commonly referred to as “Agents of Incident”.

## Mission

The Bureau of Incidence is dedicated to taking care of paranormal affairs within the D.S.R.R. This includes, but is not limited to, the act of giving closure to restless spirits, and the tracking down of the unburied dead. Generally, operations are conducted with a degree of secrecy, though the existence of the agency itself is not secret. This is both to ensure smooth operations, and to maintain confidentiality of involved parties (family members of deceased, for instance).

## Structure

The Bureau of Incidence contains three ranks.

Agents: All Incidence operatives are considered Agents, and possess basic knowledge of the Bureau and have gone through basic training, in addition to possessing region-specific information and training.

Superiors: Superiors are Agents who have been promoted due to exceptional service, accumulated experience, or particular expertise. Superiors are based out of a central Bureau hub, and can be dispatched to the site of specific incidents as necessary. They have free access to Bureau records relevant to their area of expertise, current mission, or region.

Watchers: Watchers are high-level operatives assigned to a given region of the D.S.R.R. They coordinate local Agents and dispatch Superiors as necessary from their dedicated Incidence hub. Watchers have complete access to Bureau records in all hubs, and have complete autonomy within the Bureau. The Premiership is the only entity with direct authority over the Watchers.

In addition, Agents of any rank can be cleared by a Superior to train new Agents after a period of three years’ continuous experience with the Bureau, with no notable incidents.
Ulika Ljungberg

## GENERAL INFORMATION

Stars: ★ ★ ★

Best element: Paper

Role: Finisher

Stigmata: Flame

General stat (based on 3\*):

 Level 50

Special stat:

## SKILLS

* Basic Attack
* Active Skill 1
* Active Skill 2
* Passive Skill 1
* Passive Skill 2
* Leader Skill
 Roxanne deals HP%-VHP% damage to the target.

 Roxanne deals HP%-VHP% damage to 5 target and has x% chance to reduce attack strength for 2 turns.

 Roxanne recover HP%-VHP% for the lowest 3 member of the team and give them a shield for 2 turn.

 Roxanne has a chance to taunt enemy with basic attack.

 Roxanne has a chance to stun enemy with basic attack.

 Every All-Rounder gets a 22% attack strength buff.

## OTHER INFO

Nationality: Korea

Grade: Teacher

Weapon Type: Tsukioro??

C.V: Minami Hiraoka
Kasio Straight Corsairs

Kasio Straight corsairs, or commonly, Kasio Straight pirates, were Red and Green mercenaries and sailors hired by merchants shipping valuable goods across the Kasio Straight, between Red's Currant Isles and the Green mainland.

## Historical Presence

There are no records on either side of the Strait of any ships being hijacked, merchants being held hostage, or cargo being lost to traveling thieves. What there is record of, however, is the hiring of mercenaries, from both Red and Green, by merchants shipping valuable resources like spices, saplings or live animals across the Strait. Because they were hired and operated perfectly legally, the term “privateer” or perhaps “corsair” is more accurate than the often-seen word “pirate”. They ensured the safety of other sailors and of the cargo, rather than endangering others. On the other hand, it is definitely true that these people were trained and armed for combat. However, despite popular rumor, these corsairs did not fight other sailors often, nor did they seek to- their armaments were mainly used to dissuade attacks rather than instigate them, and to fend off more daring sea creatures.

## Scrimshaw

   The life of a Kasio Strait corsair was often rather uneventful, leading to the development of many pastimes. The one we have the most record of today is the pastime of elegantly scrimshawing shark teeth with rough needles and dark inks. These pieces were sometimes incorporated into privateer dress, sparking the stereotype of the savage, bone-plated pirate. Many pieces of Kasio Straight scrimshaw are today preserved in the Varsonibirsk Museum of Humanity.

## Modern Depiction

Modern works and literature have largely fictionalized and romanticized the corsair of the Kasio Strait. Over time, the image of these historical, hard working people has shifted to the stereotype of  violent thieves, who care for no law. However, this warping should not erase the positive impact these daring Kasio corsairs had on both Red and Green society, notably by protecting people, guaranteeing transport of important goods, and producing numerous works of delicate art that are still admired today.
Sepenial Weed

Sepenial weed is a common brown algae seaweed that grows underwater in the Moztak Swamplands.

## Description

Sepenial weed is made of a strong, segmented stem measuring up to a pentant across and up to several sextants in length. Short, broad leaves grow from this flexible stem. The stem's flexibility and durability allow it to thrive in flowing water as well as still water. Because it has holdfasts rather than a complex root system, and because it can absorb nutrients directly through its tissues from the water, sepenial weed is a seaweed, not an aquatic plant. Sepenial weed has several known relatives both in freshwater and saltwater, but this species is the most common in the Moztak region. This is because it grows and spreads quickly, and can grow from even small fragments of an original plant.

## Uses

The strong, segmented stem of the sepenial weed was used historically by the Knot people to make rope. The mostly useless leaves were removed, then the stem was dried, leaving behind a strong natural cord. Dyed and braided sepenial weed rope is still used today as a traditional decoration. On festival days in the southwestern parts of the DSRR, sepenial weed rope adornments can be seen on clothes, buildings and the sides of boats.
The Raven

The Raven is a deity associated with corvids, children, honesty, and the payment of debts. Most stories  describe them as originating in the central plains of the DSRR.

## The Raven

### Common Appearance(s)

The Raven usually appears either as an androgynous human figure in a black cloak, or as a more deific flying figure, with red wings and black feathers.

### Mythological Connections

Several theological scholars have claimed that the Raven is either descended from or blessed by Prometheus  or Ichor. No records or reports explicitly support these claims. They are sibling to both the Rook and the Magpie.

### Cultural Significance

The Raven is not explicitly connected to a particular Red tribe. However, worship of the Raven is fairly common on a small scale throughout the DSRR, especially in the central plains. Worship of the Raven is also common amongst children. Common practices include the creation of small altars, upon which worshippers deposit small items that could be valuable to the Raven or other corvids, like shiny coins or needles.

### Notable Followers

Because of the small scale and decentralized nature of veneration of the Raven, it is suspected that many historical Red figures had some tie to this prevalent religious figure that was simply never mentioned. In the modern day, however, a number of famous figures have openly mentioned their connections to the Raven. These include Astoa Dakri, the founder of the Red National Mint.
Homeward Diary

The following is the pieces of scraps recovered from the 1423 Arctic Sound Expedition, which was lost to history after a storm shattered their mast and sunk their crew:

Damn the king! Damn Jardi’s commission! Now we’re stuck, ice around, homeward bound, and just now leaving Artic Sound. If someone finds this journal one day, be it a historian of the kingdom, or a man an eon in the future, let it be known that King Kaida of Red was a fool! A child! He does not know the horrors of ice or snow. Just today an iceberg nigh scratched off our mast.

* Senior Crewman Barrai. 1/19, 1423.

Jardi, that fool. Today he has us sailing towards Tirenon Isles instead of the mainland port at Maroni. That desolate place is undeserving of witnessing the beauty of our vessel. I fear they won’t even be able to feed our full crew! Rumor says that the King wanted a base on the Arctic, so he commissioned Jardi to set up a miniature dock, Arctic Sound. The cover story was that we were a fishing operation, but our crew knows better. Jardi is a snake.

* Senior Crewman Barrai. 1/20. 1423.

Damn the seas. Jardi has us sailing into a wall of death out there and we all know it. What do they want at Tirenon? Why do they want us to get there at all costs? The storm brewing ahead is dangerous as all the demons of folk and fiction. Curse this wretched mission. Another realization; in this haze of a storm, an iceberg could…

…There was a boom outside right now, I better hurry up.

* Senior Crewman Barrai. 1/21. 1423.
Bongard Problem

A **Bongard Problem** is a simple puzzle created by newspaper editor Mikel Bongard in 1971, involving two "sides" of an image and finding their differences. Bongard was a long-time puzzle contributor to the Crimsongorod Inquirer who wanted to give a new challenge to the Inquirer's readership.

A Bongard Problem involves an image split in half, with squares containing various relatively simple diagrams in each half of the image. The primary goal of a Bongard Problem is to formulate an "obvious" commonality within the first half which is totally missing from the second, although a more recent variation involves an extra object to sort into either half of the image.

Bongard Problems are interesting because they test pattern recognition, as well as the ability to acquire new patterns. Due to this specific property, they are of great interest to cognitive scientists attempting to understand pattern recognition, as well as AI researchers attempting to mimic a human mindset as much as possible. According to cognitive scientist J. R. Ankins, himself a creator of one of the earliest problems, "solving Bongard Problems is close to showing the core of pure intelligence, whatever that is".

## Specific terminology and related trivia

A *meta* Bongard problem is one which sorts other Bongard problems. One such problem is the "hard"-category problem for July 20th 1992 which delineates Bongard problems that sort themselves to the left and those that sort themselves to the right. These tend to be much harder due to one needing to solve each sub-problem within and then use the solutions to find a pattern.

A *narrow* Problem is one which could be realistically solved just by looking at one half of it: the "shapes that can be manuevered through an L-shaped corridor vs. those that can't" problem is debatably such an example for both the exceptions and shapes fulfilling the rule.

The *world* of a Problem is the most obvious or intended classification of all items once the dividing line of the Problem is removed. For example, the meta Problem mentioned in the beginning of this section has the "world" of all Bongard problems, as any problem featured in it could be sorted in that category.

Most Bongard problems tend to have no affiliations with culture, partially due to the supposed purity coming from this and partially because newspaper translations to other flairs would have to create new problems to capture cultural subtleties.
Blood Radish

The blood radish is an anomalous vegetable of unknown origin, found in the arid dry areas of the northwestern part of the DSRR. The name comes from the fact that the skin of the blood radish is very thick and viscous, like a liquid. This liquid is a very potent dye for clothing and other textiles.

## Description

Blood radishes are small, crimson root vegetables that grow in the ground. The top of a blood radish is adorned with a set of three leaves. The leaves have a pinkish hue, with minute vein-like tubes under their surface. The leaves of the blood radish are paper-thin, and very sharp; if not handled with care, it is easy to cut oneself on the leaves. Blood radishes are not diverse at all, and are often identical in size. The texture of a blood radish is very slippery and slimy, like blood. However, while in the ground, the plants are very dry and rough. The blood radish's root is shockingly sweet, with a sour aftertaste. While they are safe to be eaten raw, blood radishes are often pickled, as the sourness is brought out by the pickle brine.

## Reproduction and Commercial Use

Blood radishes are impossible to domesticate, as any methods of mass production have been met with sour, bitter, brown plants. Wild radishes are plentiful, however, so there is no worry of over-harvesting. When left in the wild, blood radishes seem to sprout from thin air. However, under the soil, the blood radish's stem is able to split from its body and burrow through the soil, engorging itself to full size over the course of a month by absorbing nutrients from the soil. It finally sprouts leaves when in bloom. This cycle is impossible to domesticate, so farmers tend to leave these vegetables to their own devices, harvesting once they see new leaves. Commercially, blood radishes are diverse: their flesh is quite sweet and addictive, making them an ideal snack throughout the day. Blood radishes must be kept in a closed container full of water, which stains the water red. This liquid is very vibrant and hard to remove, akin to a chemical stain. For this reason, this blood radish byproduct is often sold as dye, and used in clothing, and other easy to stain material.

## Anomalous Properties

Blood radish plants in the wild seem to have the anomalous property of gaining sentience under the right conditions, which are currently unknown. In the northwestern mountain region lives a sentient blood radish, known as "Reddish". Reddish seems to know how to tend for blood radishes. While Reddish has no mouth, he is able to communicate through his singular, bulbous eye, since looking into it tells you exactly what he wants to say. Reddish is a very paternal character, often seen farming and raising blood radishes as if they were his children. Reddish wields a (presumably stolen) pitchfork, which he uses to protect his farmland from Inferno Ibexes. Reddish happily allows farmers to harvest his crop, as he takes pride in his blood radishes being given purpose.
BU Discovery File, 11/3/99

*The following is a draft for Place-1938 assignment which has been approved. The aforementioned draft is Unrestricted and can be viewed by the public; further revisions will be released if new information is found.*

**Scarlottra,** also designated as **Place-1938,** is a city built into the sides of the Scarlet Ravine, also designated as Place-1938-1.

The Scarlet Ravine's location is somewhat inconsistent. People leaving and going will find themselves transported by ~1 octant for each hour spent within Scarlottra, with no consistent direction of movement.

This displacement is wholly unnoticed by Scarlottrans themselves while within Scarlottra, although compasses and similar technology will visibly malfunction and anybody leaving will find a different perspective from when they visited.

Scarlottra is mildly "hidden" from public memory, as people with a predisposition to curiosity will be distracted by other information sooner than on average. Loss of memory occurs 7-9% faster on trials, specifically targeting Scarlottra and associated information.
Happenstance

**Happenstance** is Red's main intelligence agency, headquartered in Crimsongorod. It derives from the espionage group that formed during the Knot-Iridium wars, though the name Happenstance arose during the Old Regime period.

Most living vampires come from Happenstance's Sector 50 project, where a non-vampire is fed blood extracted from other pre-existing vampires. It has been described as "the worst case of pins and needles, all over your body" and "waking up all over again".

One of its most notorious and respected leaders both under Claps and the new government retired to found a Pantsivostok clothing line. It's rumored she still has sway in the organization.
Muslin Shark

The muslin shark is a shark species endemic to the coastal waters off of the Currant Isles, in the northeast of the DSRR.

## Appearance

Adult muslin sharks typically measure between one and one and a half sextants in length, and are a mottled beige color. Muslin sharks have dorsal, pectoral and caudal fins that are long, thin and flexible. These fins are said to resemble thin muslin fabric, which gives the muslin shark its name. The fins’ shape and color help it blend in with the sand and plant life of the seafloor, while their disorienting design helps the muslin shark avoid predation by larger animals.
Flight Forecast

The ATOW Flight Forecast is released twice a day by the Air Transport Office for Weather, containing a 24 hour and next day weather forecast for the entirety of Flairia, specialised for air travel. Primarily used by airship pilots of the DSRRed, although later taken up by some air-based transport organisations of other colours, it gives concise but specific weather warnings and information.

The flight forecast is released and broadcast at the following times (Red Local Time) each day:

* 0045 - transmitted on FM and LW radio. Includes weather warnings, a 24-hour forecast and a next-day forecast.
* 1205 - transmitted on LW radio only. Contains both weather warnings and a 24-hour forecast.

In order to keep the amount of information that the Flight Forecast aims to present concise for radio transmission, it follows a number of rules and guidelines.

## History

The organisation of the Flight Forecast was the primary reason for the founding of the Air Transport Office for Weather. Originally, the forecast included only 5 regions, all within the DSRRed. It was another 23 years before the coverage was increased to the same as today, however, the region codes and layout has been re-organised numerous times since.

## Regions

Due to the Flight Forecast’s extremely wide coverage, it was necessary to split Flairia into regions. Each nation was split into 5 regions and the surrounding seas and oceans into more. The land and ocean regions each have 2 or 3 digit codes respectively to identify them, including a letter to signify the larger area and a number to signify the smaller.

During readouts of the Flight Forecast over radio frequencies, the letters are read out using easily identifiable words to replace them (‘\_’ represents a number):

Sea or Ocean - S\_ \_ - Stream \_ and \_

Red Nation - R \_ - Rosette \_

Orange Nation - O \_ - Oyster \_

Yellow Nation - Y \_ - Young \_

Green Nation - G \_ - Govern \_

Blue Nation - B \_ - Breaker \_

Purple Nation - P \_ - Patron \_

Mod Nation - M \_ - Minister \_

The Sea/Ocean code is read out with an ‘and’ between the two digits to decrease the chance that only one digit is heard, and that one is not mistaken for another.
FAQ

Heres answers to some questions which you may have about this wiki:

## What is the DSRRed?

The DSRRed is the fictional state created by members of the flairwars team Red.

## What is Flairwars?

Flairwars is a subreddit on www.reddit.com where teams named after 6 colours: Red, Orange, Yellow, Green, Blue, and Purple, fight for supremacy through *raids* on each other's subreddit's. The community has also created stories and art (lore) about the 6 teams. For more information about flairwars, check out the subreddit wiki *here*. To join flairwars, check out the *flairwars subreddit*.

This wiki is managed by members of the Red team, and if you ever want more information or have any questions about anything on here, you can contact us through *our subreddit*.

## What is Lore?

Lore is the collective name for the fictional stories, art and ideas to do with the DSRRed which have been created by members of Red.
Flaming Frog

The Flaming Frog (Rana Flammeum) is a frog found in southwest Red, named for its scarlet colorings and its flaming venom, which is often lethal to passerby and has given it a reputation for deadliness. If you see one, be warned.

## Flaming Frog

### Common Name(s)

Flaming Frog

The Flaming Frog is typically scarlet colored, a slimy exterior which is warm to the touch. Males are typically around 0.3 - 0.5 pentants.in length, with females being about 0.25 - 0.4 pentants in length. Their scarlet slimy skin sends a clear message to nature: beware. The sign of scarlet is a known mark of danger among the marshes, where the people encounter this devilish frog at least semi-regularly and know to avoid it, lest they succumb to the fate that awaits if they get close.

## Reproduction

Flaming Frogs reproduce generally year round, but the moderate temperatures of March - May and September - October yield the highest amount of frog conception based on research done in 1994. Flaming frogs reach sexual maturity around the age of 6 months. On average, a parent unit will produce around 8 offspring, reproducing 2 times a year from the age of 1 - 5 or so, often dying around 6 to 10 months after their last child, a short life they live.

## Behavior

Flaming Frogs generally avoid humans if they're not being trifled with, seeing them as a threat rather than prey. The marshlands are rich with bugs, berries, and other food the frogs can quickly scoop up with their long tongues, measuring in at 1.25 pentants long. Flaming Frogs typically live with their partner alone for most of their lives, save for the brief stints of when they have their kids around. The frogs can survive their own venom, but it hurts. Often parents lick their offspring if they are doing incorrect or undesired behaviors, temporarily stinging them.

## Venom

The venom of a Flaming Frog is lethal to humans lest they get an antidote within one hour of being licked or bitten. To the frogs themselves, it merely stings for about 5 to 10 minutes depending on size and weight variations. Any animal that a normal Flaming Frog would encounter would be killed within 20 minutes, as it often preys on smaller insects.

### Flaming Venom

The "flaming" label for the venom comes from how it kills (specifically from human experience.) It stings the wound heavily, often paralyzing the subject with little to no delay. This is often described similarly to a burning wound. During the sting, possibly still during the shock, the venom travels in the bloodstream towards the heart before causing a cardiac arrest, killing the human within an hour.

## Habitat and Distribution

Flaming Frogs almost entirely reside in the southwest marshlands of Red, and do not migrate elsewhere during summer. They number in the tens of thousands and make the already hot and miserable area more deadly to tourists and visitors seeking a relaxing vacation in the region. Flaming Frogs survive in the marshlands well due to their love of water and heat. To most humans, they survive heat that would be near unbearable levels of stifling irritancy.
Shore Fox

An explorer's sketch of a shore fox.

The shore fox is a mammal native to the east coast of central DSRR. It is a uniquely elegant creature, known for its extraordinarily long legs. These legs are almost as long as a humans, and are many times more powerful. They are used to crush the foxes' primary prey: crabs. Shore foxes are solitary creatures, and don't normally live in groups any larger than four.

Shore foxes live on average 6 to 10 years.

## Further Information

### Dens

Shore foxes have large and elaborate dens: deep caves near oceans which are tall enough for the foxes to stand in. Shore fox caves contain long corridors, tall rooms for sleeping, and deeper holes which are cool enough to store extra food inside. Depending on the amount of shore foxes which reside in a den, it can be as small as three rooms, or as large as fifteen rooms.

### Territory

Other than the area around their den, lone shore foxes are not territorial. Being shy creatures, they will normally tolerate other nearby foxes. When in groups however, shore foxes become more aggressive: the larger the group, the more they will stand their ground.

If threatened, a shore fox may sound its powerful bark and stomp its powerful feet to scare off predators.

## Trivia

Other than the occasional bark, the shyness of a shore fox means they are normally quiet. Their quite nature has led to the age-old question throughout the DSRR: “W*hat does the shore fox say?*"
17th Motor Cavalry

The 17th Motor Cavalry is a military company of motorcycle riders serving a variety of functions in the Red Ground Forces. They notably serve as despatch riders, forward scouts, and communications equipment engineers.

## History

The 17th Motor Cavalry was first instituted under the Old Regime, with 20 riders replacing costly horse cavalry in parts of the souther Red continent. Because of their success in this first deployment, the company was expanded to 40 riders, then 60, and deployed across a wider region of the DSRR.

## Notable Deployments

The 17th Motor Cavalry was notably deployed to the Southern Currant Isle (known as Kalua) in search of the 2nd Arcanists, who were MIA. The Old Regime claimed that they had been sent because of their experience with coastal environments, but it was later revealed that they had been selected as it was believed that riders would be able to outrun vampires and report back. The original copy of Supply Efreitor Mankio's Field Report, the only first-hand record of the incident, is preserved in the Crimsongorod Museum of Military History.
Cape Crimsai

Cape Crimsai is a small town in the Southeast corner of Red, at the very tip, south and east of Powon. It's a small trading port, used to trade with the Tirenon Islands and Yellow. It's also known for its military pride; it still holds a military base and patriotism runs strong in the town.

## History

The town was founded in 1834 by the then new Democratic Sovereign Republic of Red during the New Republic era, after the successful trading for Powon. It was founded as a minor port to balance traffic through Powon. It also served as a military base for the Republic Army. It has remained relatively small and unknown for most of its history, as it's a peaceful and quiet town.

## Climate

Cape Crimsai is a frigid town, most of the people are indoors most of the day because the temperatures outside reach as low as -30 C, and routinely stay below 0 C.