recursal/Fanatic-Fandom huggingface dataset:
Allmother

The Allmother is a large elder, the last surviving Crystal Kin. It is known to be a Paragon and is both said and shown to be incredibly powerful. It is not only capable of, but exceptional at Enkindling other goodbeasts, and in fact uses a Blazetail (dubbed Writhing Question) as an envoy to communicate with Spiritkeeper. It is said to have claimed all Life as beloved unto itself, and is shown to have unified its entire territory as one entity joined with itself in Parts 2 and 3.

Spiritkeeper may visit the Allmother's territory in Part 2, and may visit it directly in Part 3. Preceding the direct visit, the Allmother informs Spiritkeeper of its motivation and drive to embrace and merge all within its territory.

## Biography

While little is known of the Allmother's entire background, it explains on its own terms what has caused it to travel the life path that it has. According to it, it was first driven to have empathy and compassion for all life when it came upon a Longear being hunted by a Blazetail. The Longear begged for the Allmother's assistance, not wanting to be Destroyed, but the Blazetail begged similarly. The Allmother's solution was to rip a piece of its own flesh for the Blazetail to eat, ensuring that the Blazetail would not die of starvation, nor the Longear be Destroyed. This event led naturally into its desire to unify its territory as one entity, conjoined with itself.

## Abilities

The Allmother is shown to be immensely powerful in its ability to Enkindle other goodbeasts and merge all of the living beings within the bounds of its territory. Beyond this, it is uncertain what else it is capable of.

## Gallery

Despite the name, Allmother is not necessarily female. It has taken on the name because it sees all life as connected to itself and worthy of nurturing and protection, like a mammalian mother. Having lost its entire clan, it has adopted all as its beloved family. The character of Allmother was partially inspired by Guan Yin/Kannon, the East Asian version of the bodhisattva Avalokiteshvara. Angie's artwork here is amazing. - L
Warden

Warden is a fellow kin found in the Great Green, able to be encountered in Part 2 of Golden Treasure: The Great Green. It controls the Riverwood, a territory far coldward and somewhat setward of Spiritkeeper's territory. It is perfectionistic and obsessed with order and beauty, but is otherwise a follower of Draak tradition. Its territory is subsumed by the No-Tails in Part 3, and it is never seen again.

## Encounters

Warden may only be encountered once, in Part 2.

### Part 2

Warden is encountered in the Riverwood zone, directly coldward of the territory of the Clansinger pack. Upon entering the encounter, Spiritkeeper sings its Song of Annunciation, summoning Warden. This initiates dialogue, whereupon the player is presented several options:

* Compliment Warden on its appearance. It finds this flattering, but it voices slight dissatisfaction with its body.
* Prompt it to discuss the No-Tails in its territory, to which it will respond with disgust and contempt. This is foreshadowing of what happens to it in between Part 2 and Part 3.
* Like Spiritkeeper's other neighbors, Vantage and Tempest, you may acknowledge its territory, and ask it to acknowledge yours in turn. If you do not do this, or fail, you cannot come back to try again, and Warden will deplete the Hillback hunting ground in the Riverwood.
	+ This is the only neighbor that demands you answer questions before acknowledging your territory. It will ask you first what you believe beauty is based on, and then you will be prompted to agree or disagree. Giving an incorrect answer or disagreeing with Warden will cause it to refuse to acknowledge your territory.
* You may challenge it for a reward of treasure, wagering 10 shiny things for it. Warden will issue you a challenge of number, which you must answer in a short amount of time. Failing to answer in time or answering incorrectly will cause it to refuse you its treasure. Succeeding at its challenge of number will win you the Heavy Cube.

After encountering Warden once, you may not come back to talk to it again. It is suggested that you come prepared with 10 shiny things and a calculator, and then exhaust all possible dialogue options. As there are no Elemental Mastery checks in this encounter, you may be advised to get this encounter out of the way early.

### Part 3

Unlike Spiritkeeper's other two neighbors, Warden did not survive the transition between Part 2 and Part 3. The Riverwood is swarmed entirely with No-Tail settlements, and has become a place inhospitable to Draak-Kin and other goodbeasts.

In the encounter of the No-Tails' sacred space, a hivelet large enough for you to enter, you may find Warden's desecrated head hanging on the wall. You are given the option to take it and return it to nature, at the cost of inciting the chagrin of the No-Tails. This will give you one of its crownfeathers as an Artifact.
Community Challenges

* Play through Part 1 and successfully make it to Adolescence.
* You must Destroy as many No-tails within the No-tail Hive as possible, using any means necessary.
* You may flee at any point during your Infinite Dance of Destruction, and add the amount of No-tails you have successfully Destroyed to your tally.
* Being yourself Destroyed revokes any progress on the current Sun. True Death revokes the tally acquired during the entire run.

*You are running out of space within your Den to etch clawmarks into its walls...*

*(Note that it is recommended to have maximised mastery/tarots before doing this. I mean you don't have to, but specify it )*

- Credit to Cyllix (Cyllix🍪#4288)
Tempest

Tempest at its Empire Reed

Tempest is a neighbor of Spiritkeeper found in the Great Green, able to be encountered in Parts 2 and 3 of Golden Treasure: The Great Green. It controls the Reedlands, in a zone warmward of the Spiritwood. It may be challenged for its territory in Part 3. It is a fairly traditional and honorable Draak with a high standing both among others of the kin and among the goodbeasts living in its territory, to which it is known as the Reedlord.

## Encounters

This Draak may be encountered in both the second and third Parts, but may only be battled in the third.

### Part 2

Tempest is encountered in the Reedlands zone, directly warmward of Spiritkeeper's starting zone. When entering the encounter, Spiritkeeper is prompted to sing the Song of Annunciation, on which the Reedlord will appear.

Spiritkeeper may choose from a variety of dialogue options:

* Pending information.
* Like Spiritkeeper's other neighbors, Vantage and Warden, you may acknowledge its territory, and ask it to acknowledge yours in turn. If you do not do this, you cannot come back to do so, and Tempest will deplete the Shiftscale hunting ground in the Reedlands.
* You may challenge it for a reward of treasure, wagering 10 shiny things for it. Tempest will issue a riddle, upon succeeding which you will be given the Bezoar. There are no Elemental Mastery checks in this encounter. If you do not succeed, you cannot come back to retry the riddle, so it is advised that you either come equipped with either a personal familiarity of riddles, or a guide giving the solution.

After encountering Tempest once, you cannot come back to talk to it again. It is suggested that you come prepared with at least 10 shiny things, and then exhaust all possible dialogue choices. As there are no Elemental Mastery checks at play here, it may be advised to get this encounter out of the way early.

### Part 3

Tempest is still available to encounter in the Reedlands zone, which now occupies a significant coldwards portion of the map, running between the Allmother's territory zone and the risewards zone.

This time, encountering Tempest is solely for the purpose of challenging it for control of its territory. Upon entry, Spiritkeeper will sing its Song of Annunciation, and the battle begins almost immediately. Tempest puts Spiritkeeper in a grapple, disabling some of its moves and completely preventing escape. It is highly recommended that the player Lucid Dream of Fire or Earth before engaging Tempest, and come with high Elemental Masteries.

After defeating it in combat, Tempest will not be seen again, and you will have annexed a swathe of its territory. This zone includes a hunting ground far away from No-Tail interference, as well as a special encounter.
Nightjaw

The Nightjaw is an Artifact available during Part Three of Golden Treasure: The Great Green. It can only be obtained through the battle trial administered by Many-Times-Burned, by destroying Last, the final surviving Enforcer.

## Description

"The weapon of a mighty warrior, Last of its People.

The sorrow of a lost Tribe echoes within. Owning it is proof of your merciless nature, increasing your ability to penetrate the defenses of your enemies or prey.

It is worth about 20 shiny things in trade."

## Usage

Presumably, this item has a passive effect allowing you to deal more damage in battle. This item has no other uses.
Bloom

Bloom is a rival kin that challenges Spiritkeeper for control of the Spiritwood during Part 2 of Golden Treasure: The Great Green. It appears to be either especially crafty or especially cowardly, coming to challenge Spiritkeeper with a following of various Goodbeasts, including a Suncaller Giver who announces its presence and intentions on its behalf, and both a Surefoot and a Tusksnort Giver who it employs in battle against Spiritkeeper. Its exact relationship with its menagerie is uncertain, but it appears to have told them that it is an envoy of Earth herself, and it is attempting to lead them to a "promised land."

## Encounters

It is encountered only once in the game, during Part 2, shortly after Flare's challenge. Unfortunately, relative to Flare's challenge, there are very few checks Spiritkeeper may make preceding any direct fang-to-talon confrontation with it:

* An Air check, to scare away its lackeys. Succeeding this check will make it so that you only have to battle Bloom itself to retain control over your territory.
* There is a hidden option. If you have become the chieftain of the local Clansingers, you may call upon their aid to scare away Bloom's followers, allowing you to skip either the animals or the entire fight itself.

Given that its followers add an extra risk to Bloom's battle, it is highly recommended that the player befriend the Clansingers in its territory. It is also recommended that the player Lucid Dream of Fire or earth before the challenge, especially if they failed a first attempt.

### In Battle

Bloom's menagerie make it a risky fight for the unprepared. If, on the off-chance that Spiritkeeper fails to drive away the followers, you will have to contend with the Surefoot and Tusksnort Giver in short order.

* The Surefoot is not the worst of the battle. If you have particularly high Water or Fire Masteries, you can typically take it down in two or three turns of using Flowing Strike or Power Strike.
* The Tusksnort Giver is more likely to offer a challenge or frustration. If the player has a Boom or any Black Balls saved, it is highly recommended that they be used here.

After these two are defeated, you must then face off with Bloom. Similarly to the other rivals, Flare and Whisper, Bloom's attacks are telegraphed for you to make the battle less of a trial. The Suncaller Giver on its head will announce the element of its next attack, so the player may easily deduce which element to use in retaliation.

## Biography

There is little to go on as to Bloom's backstory, if anything. Spiritkeeper has little to say based on its appearance or personality, and Bloom is never seen or mentioned again after its defeat. The gallery description states that it finds a territory of its own and has many facinating adventures.
List of Doctor Who TV Stories

**Doctor Who**ran continually from 1963 to 1989, and from 2005 to present. As of 09/02/2020, there have been 858 individual episodes broadcast - correpsonding to 295 stories over the course of 38 seasons.

## Third Doctor (1970-1974)

### Season 7 (1970)

 52
 53
 54

### Season 8 (1971)

 56
 57
 58
 59

### Season 9 (1972)

 61
 62
 63
 64

### Season 10 (1973)

 66
 67
 68
 69

### Season 11 (1974)

 71
 72
 73
 74

## Fourth Doctor (1975-1981)

### Season 12 (1975)

 76
 77
 78
 79

## Seventh Doctor (1987-1989)

### Season 24 (1987)

 146
 147
 148

### Season 25 (1988)

 150
 151
 152

### Season 26 (1989)

 154
 155
 156

## Eighth Doctor (1996)

A 90-minute TV movie was broadcast in 1996.

The Eighth Doctor also featured in the 2013 minisode "*The Night of the Doctor*".

## Tenth Doctor (2006-2009)

Series 1 was followed by a 60-minute Christmas special.

### Season 28 / Series 2 (2006)

Series 2 was followed by a 60-minute Christmas special.

### Season 29 / Series 3 (2007)

Series 3 was followed by a 70-minute Christmas special.

### Season 30 / Series 4 (2008)

Series 4 was followed by a series of specials.

 202
 203
 204

## Eleventh Doctor (2010-2013)

### Season 31 / Series 5 (2010)

Series 5 was followed by a 60-minute Christmas special.

### Season 32/ Series 6 (2011)

Series 6 was aired in 2 parts.

Series 6 was followed by a 60-minute Christmas special.

### Season 33 / Series 7 (2012-13)

Series 7 was aired in 2 parts. Series 7a was broadcast in 2012.

 229
 230
 231
 232

Series 7a was followed by a 60-minute Christmas special.

Series 7b was broadcast in 2013.

Series 7 was followed by a 75-minute anniversary special and a 60-minute Christmas special.

 243

## Twelfth Doctor (2014-2017)

### Season 34 / Series 8 (2014)

Series 8 was followed by a 60-minute Christmas special.

### Season 35 / Series 9 (2015)

Series 9 was followed by 2 60-minute Christmas specials.

 266

### Season 36 / Series 10 (2017)

Series 10 was followed by a 60-minute Christmas special.

## Thirteenth Doctor (2018-)

### Season 37 / Series 11 (2018)

Series 11 was followed by a 60-minute special.
Driftcity

A driftcity is a floating human settlement of massive size. Each driftcity is legally considered to be an independent country, and is beholden to no existing national government.

Though it had several minor predecessors, the first true driftcity was the massive metropolis of New Atlantis. Created as a means to ameliorate the social harms of the Media Wars and rising ethnic tensions, it stood as a triumph of human engineering, and was one of the only sovereign nations to survive the Second Flood largely unscathed.

While other driftcities were created in the aftermath, and a few were relatively successful, none rivalled the original. Within just over a century, all but three lay silent and empty at the bottom of Earth's vast oceans.
Dwarves

Dwarves, referred to by the Draak-Kin as Delvers, are a semi-artificial lifeform created by the Others to exploit the subterranean mineral resources of Earth. Morphologically similar to humans, they are slightly smaller on average, but possess the same basic bioconfiguration.

Unlike the humans, the dwarves were able to preserve some of the artifacts and culture which the Others left them to complete their task of collecting precious and semi-precious minerals. As a result, their culture is more unified in its identity and purpose than that of humans, though the dwarves have also suffered greatly from the absence of their masters and long for their return.

Dwarves have a consciousness which is quite similar to humans. They are capable of many of humans' idiosyncratic behaviors (like laughter) and possess technology focused on light, heat, and seismic forces to help them in their mining mission. Much of this technology has broken down, but some is still functional. The records containing repair instructions have been marred and are no longer wholly intelligible; the dwarves enthusiastically mine cobalt and use it as a center of their rituals, but none know exactly how to use it to recharge the more advanced devices, which is why they were told to harvest the cobalt in the first place.

The most important piece of dwarven technology is the mask. Containing a bladder filled with purifying nanites, it allows them to breathe in any environment, survive the dangers of poisonous gas pockets, and more. These masks were once part of entire bodysuits which rendered the dwarves largely impervious from harm. Very few of these suits remain intact, and knowledge of how to make the life-giving masks has been lost. Since they are practically required for work and survival, dwarf populations are limited by the number of masks, and they will engage in extreme behaviors to obtain even one more. Other important pieces of dwarf technology include the so-called "shakestick", a seismic wave emitter than can use vibrations to shake apart even the hardest rock, and lightstones, glowing gem-like machines whose color can be changed. The dwarves leave these in certain places and in colors and patterns to establish various underground routes and markers as well as using them for visible light.

Dwarven dependence on the masks combined with rare contact with other forms of life has led to the dwarves developing extremely weak immune systems, and they are careful to cover their entire bodies and purify themselves to an extreme (bordering on ridiculous) extent after contact with any other lifeform. Contrary to popular human belief, dwarves are not bearded, and tend to shave their entire bodies as a matter of culture. The bladders of their masks, which resemble human beards, have led to the confusion.

The dwarven mission to collect precious things from underground often puts them at odds with the Draak-Kin, especially the Ruby Clan, and the two are generally not fond of each other. As always, exceptions exist.
The Hanged One

> *How easy it is for those who make traps to fall into their own creations.*
>
>

> - Gallery Commentary
>
>

## Card Hint

In Part 3, defeat the master of the Skyward Reach.

## How to unlock

In part 3, Go to red symbol dragon in the slightly upper part of the map.

For optimum health in this encounter, avoid taking any of the items; do not take the treasure, do not agree to work with the 'delvers'. When you're past those, follow the direction that is written in red and you'll find your opponent in three moves. After that, do not partake of the food or water.

Defeat Vantage in however your choice to obtain this card.

## Effects

This grants a permanent bonus to Fire.

Add Fire mastery by 2 points.
Onyx Rod

The Onyx Rod is an Artifact available in Part Two of Golden Treasure: The Great Green, but it only becomes useful in Part Three. Additionally, it can only be made useful if the player owns or has used the Crystal Fang at any point in the run. It is Vantage's counterpart to the Silver Rod, received from Darktooth.

## Description

"You managed to win this from Vantage of the Skyward Reach in a brief contest. It seems to be some kind of black shinestone, but it is not obsidian or quartz."

### Researched Description

"This seems to be some kind of key. It was designed to unlock something, though just what is unclear. The shinestone used is called "jet."

It is worth perhaps 20 shiny things in trade, though if you knew what it unlocked, it might be worth more."

### Awakened Description

"It whispers veridian [sic] truths to itself.

The Awakened artifact seems to have the power to restore damaged flesh to its former healthy state, albeit only once.

It is worth around 50 shiny things in its charged state."

## Usage

The Onyx Rod has no uses besides sale until Part Three. If the Crystal Fang is used at any point, Spiritkeeper gains the ability to go to a new location, where both the Onyx Rod and Silver Rod may be awakened and have their effects unlocked.

Once the Onyx Rod is awakened, it may be used during combat at any point to fully heal you. Unlike the Silver Rod, it cannot be used during the Grand Moot.
Earth

Earth is one of many names for the third planet in the Sol system of the Milky Way galaxy. It is one of relatively few planets in that galaxy to blossom with (or perhaps be infected by) Life.

The native creatures of the planet, led by the Draak-Kin, see Earth as their eternal and spiritual mother who absorbs pure essence from the sun and then gives birth to every form of life. Their love and respect for Her is a basic element of their thought and cosmology. She never communicates directly, and Her consciousness is unknowable, save that She loves all of Her creations and wishes them all to thrive, grow, change, and die.

She sometimes represents the feminine principle of the Onesong, complementary to the masculine principle represented by Sun.

The Others, and most of the slave races they spawned, view Earth as a resource to be harvested.
Woodstrider Encounter Part One

SPOILER! UNACCEPTABLE! OUT OF BALANCE! MY ORDER IS COMPROMISED!This page contain details that may reveal the game's lore! Please play the game first before proceeding.

## Event

### Starting Point

Woodstriders. The Crowned. Beloved-of-the-Green.

Many are the names for these pure, swift beings who, though quite large for a furbeast, move with an almost impossible grace. You have heard of them, but this is your first encounter with a Clan of their kind.
All of them bear a spirit-crown, which was said to have been given to them by the Spirit of the Great Green. Incredibly, one of their crowns has even manifested physically, adorning its head in reality... powerful Music, indeed.

The twice-crowned one turns its slender head to gaze at you, and you feel something stir within your breast. You feel...

### Options

* ...admiration. (d6a)
* ...connection. (d6b)
* ...hunger. (d6c)

## admiration (d6a)

Such grace! Their limbs flow like Water, carrying them from leaf above to grass below and between the great Trees as though they are of one Form, one Essence, with the Great Green itself. Their hearts are purer than the sky.

Perhaps you will, one day, become as intimate a lover of the woods as they.

### Rewards

Add Air mastery by 2 points.

Add Earth mastery by 1 point.

Add Water mastery by 1 point.

Add Woodstrider mastery by 5 points.

## connection (d6b)

What... is this? Somehow, you feel the beating of its Rhythm, though you are too far away to do so.
You see yourself...! Are you seeing through its eyes?

The moment hangs, suspended, and then it looks away, leading the Clan deeper into the Green. You know, though, that there is some connection between yourself and the noble Woodstriders.
Could this be a sign, a premonition, that your fates are connected in some strange way? Could they be more than simply prey to you?

### Rewards

Add Air mastery by 2 points.

Add Earth mastery by 2 points.

Add Woodstrider mastery by 5 points.

## hunger (d6c)

Notes of sweet Essence and savory skin drift through the Air to your nose. Opening your mouth, you can almost taste it... how their flesh will melt in your mouth! How it will give as you tear into it with your sharp teeth! You simply cannot wait...

Attack one now?

### Options

* YES! (Proceed to Dance of Destruction, Hunting at night scene)
* No need to rush... (d6cb)

## No need to rush (d6cb)

At your size, that double-crowned will destroy you. But one day...
One day, you will savor their flesh, legendary among the Kin as a delicacy.

### Rewards

Add Air mastery by 1 points.

Add Fire mastery by 2 points.

Add Woodstrider mastery by 5 points.
List of Artifacts

There are many treasures to collect and obtain in Golden Treasure: The Great Green. These artifacts can be obtained through various methods, and are often useful in some capacity. Some may be required for quests, while others may simply be there for the purposes of being sold.

### Part One

A total of 12 artifacts are available in Part One of Golden Treasure: The Great Green. Only three of these are non-inheritable. Artifacts may be sold to Darktooth during this part, should the player find themselves in need of shiny things. Artifacts marked with an asterisk (\*) are not available on starting a new life.

### Part Two

A total of 20 artifacts are available in Part Two of Golden Treasure: The Great Green. Only seven of these are non-inheritable. Many artifacts from this part are either only useful to sell, or are only useful during Part Three. Artifacts may still be sold to Darktooth in this part. Artifacts marked with an asterisk (\*) are not available on starting a new life.

### Part Three

A total of 10 artifacts are available in Part Three of Golden Treasure: The Great Green. No artifacts available in this part are heritable, and sale of artifacts is now only possible through the Delvers in Vantage's territory.
Others

While the Draak-Kin use the term "Others" to refer to any form of life which did not originate on planet Earth, when used alone, the term generally refers to a particular extraterrestrial race which attempted to colonize Earth in the distant past. They are sometimes referred to as the Masters, for their propensity to create slave races such as humans to inhabit and exploit their conquered worlds. Humans often refer to them as "gods", though memories of them have become mixed with natural and philosophical concepts such that no human retains a clear and accurate memory of them.

The arrival of the Others to planet Earth was heralded by the Firefall, a horrifically destructive artificial triggering of certain forces which resulted in the extinction of much of Earth's megafauna, including many of the great dinosaurs which were relatives and ancestors of the Draak-Kin. The Great Empress, an apotheosized dragon who had achieved true immortality and reigned over the natural world, fought them in a vast war which was so epic that it would even be remembered by many human civilizations, despite the fact that humanity did not take part in the war, not having been created yet, though the Draak-Kin are sometimes anthropomorphized as giants or titans instead of their true draconic shape.

After defeating the Empress (now the Ruiner) and imprisoning Her, the Others, following their usual protocol, created three slave races who could survive in Earth's environment and exploit its resources: humans, responsible for gathering natural resources from the surface, dwarves, tasked with mining Earth's interior for certain minerals, and orcs, an enforcer species made to keep the other two in check and focused on their assigned tasks. The Others then told their creations that they were leaving, but would return, after which the artificial races would be invited to live with them among the stars if they were successful in their duties and wiped out, if not.

What occurred after this is heavily disputed. It is generally accepted that, despite their promise, the Others never returned, leaving their creations in a deadly limbo which resulted in a new mass extinction. Some claim that they are gone forever, having long since been destroyed by unknown forces. Other say that they will ultimately return and pass judgment on humanity, for good or ill.

The truth shall not be revealed within the lifetime of the reader.
Hermit

> Precious things are buried deep. Certain truths will only be found by those willing to brave the darkness.
>
>

> - Gallery Commentary
>
>

## How to unlock

Acquire the False Face from the bottom of the Delver Labyrinth. To do this, the player must meet the Fire Salamanders, and challenge them for their Treasure. Defeating their champion in battle will reward
you with the False Face and the tarot card.

## Effects

This grants a bonus to Air and Fire enlightenment.
The Others

> *The most powerful chains are always invisible.*
>
>

> - Gallery Commentary
>
>

## Card Hint

In Part 3, enter the sacred space of the No-Tails.

## How to unlock

You need to have sufficient knowledge of the tailless to do this, so if you didn't spend time getting to know them in part 1 you'll need to spend time investigating them in part 3. When you have enough knowledge, visit the house icon that looks like a curly capital 'A' inserted into a rectangle; it's above the hut and just north east of the sheep symbol. Once there, you need to get inside that required element mastery check.

Look around, leave, and you'll get the card.

## Effects

This allows you to begin with more shiny things.
Add 15 shinnies when started a new life.
Zealous Plume

The Zealous Plume is an Artifact available in Part Three of Golden Treasure: The Great Green. It is obtained from the No-Tail Art Hive event, should you successfully infiltrate it and return Warden's head to the Earth where it belongs. It is not usable, and has no effects.

It may become useful in the planned Time of Creation DLC for Golden Treasure: The Great Green.

## Description

"A tiny portion of the late sovereign of the Riverwood. Quite attractive; you wonder if Warden had the opportunity to Create before it perished.

It is only a feather. Having it in your possession may lead others to assume you bested its owner, which may be to your benefit."

## Usage

This item is not consumable, is not used to pass any checks, and has no passive events.
No-Tail Hive

## Starting Point

You have drawn dangerously near to the No-Tail Hive. /cIt is a cacaphony of sounds and smells - the strange barking of the enslaved Clansingers, the squealing songs of the Tailless hatchlings, and stranger, rhythmic striking sounds of shinestone on shinestone mix with the acrid smell of their oily skins, the dead beast-pelts with which they cover their Bodies, and the smell of the slain Trees from which they make their dens. It is like something from an evil dream./cSomehow, they do not smell you, despite your nearness, and you doubt they could hear your footfalls through such a din, but their shinestone-clad, bronzefang-wielding Giver guardians look very dangerous. /cStealth may be an option; If their eyes are as weak as their noses, you could risk slipping into their Hive and succeed./cYour feathers are quivering... fear is resting in your throat, insistently advising that you stay away from these mysterious Other-Beings and their unknowable Way.
Surefoot slaves

SPOILER! UNACCEPTABLE! OUT OF BALANCE! MY ORDER IS COMPROMISED!This page contain details that may reveal the game's lore! Please play the game first before proceeding.
Image of this scene is currently missing.

## Startpoing point

Here, the hills are being slowly nibbled barren by a multitude of furbeasts. Members of the once-brave Surefoot tribe, they are now the slaves of the No-tails, weak and servile, though their flesh remains savory and healthful.

There are many, many of them here, mostly Birthers and hatchlings, and you could hunt here several times before their numbers grow thin.

Around their necks, and in the stone walls that enclose them, however, they bear the mark of servitude which the Tailless have placed upon them. Attacking these slaves of the No-Tails may provide much food, but there may be consequences in the future.

Hunt a Slave Surefoot?

* Yes
* No (Go to dx2b)

### If player choose to hunt

- Add threat by 2 points.

(If player's current hunting attempt is lower than 3 then...)

Would you like to hunt another one of the No-Tails' slave-Beasts?

* Yes. (Repeat until current hunting attempt reach
* Retire for this Sun. (End event)

### If player choose not to hunt (dx2b)

Provoking the Tailless while still so small is probably unwise. Hunting free beasts, while less certain, carries less potential for trouble.

You turn away from the enslaved Surefoots, at least for now.

(End Event, return to map)
Crystal Fang

The Crystal Fang is a one-time use item available at the very beginning of the game, found in the mouth of Spiritkeeper's Birther-creator, Emerald Flame. Depending on when it is used, it will grant Spiritkeeper access to the memories belonging to its Birther-creator, as well as a variable boost to its elemental masteries.

## Description

"One of your Creator's teeth was replaced with this mysterious stone. It does not seem to be natural, and you can almost taste an ozone-flavored energy sleeping fitfully within. Perhaps another Kin can tell you more about this rare object."

### Research Description

"This is a Memory Crystal which your Creator had within its maw, presumably for safekeeping. It is quite valuable, but only to those who can attune themselves to its harmonies; you could trade it undepleted for 200 small treasures. If you choose, you can put this in your mouth and enter into the Dreaming to access its contents. This would take most of the day."

## Usage

To use the Crystal Fang, select your sleeping space, then put the Crystal Fang in your mouth and rest. What you learn from the Crystal Fang varies depending on which Part in which you use it, with its maximum output only being accessible in Part Three.

Upon using the Crystal Fang during Part Three, it offers an array of Emerald Flame's most precious memories. First is one of Vantage, whose connection to Emerald Flame is uncertain. Second is one of Darktooth, who is Spiritkeeper's Giver-creator. Third is a strange structure in a hill that you only gain access to following the use of the Crystal Fang, which Spiritkeeper notes must be connected in some way to Vantage and Darktooth.

Notably, the strange structure in the hill will be accessible during Part Three regardless of when you use the Crystal Fang.
Amber Circle

The Amber Circle is a non-consumable item available in Part One, found during the No-Tail Children Playing event. It is not especially useful throughout most of the game, not valuable in trade nor used to pass checks in events until Part Three, but it can be given to The Artist.

## Description

"This circle of shiny orange stones was once hung upon the neck of a Tailless hatchling. It is attractive, especially in Sun's light, and the artifice by which the stones are connected is interesting."

### Resarched Description

"Amazingly, the stones are made out of the Essence of Trees, shed when even the Draak were young. It seems that Earth does indeed take all things back into herself with time, even turning things to stone with her magic.

It is worth 10 pieces of Treasure."

## Usage

It can be given to The Artist for extra dialogue flavour. Besides this, it has no uses, besides to be sold.

## How to Obtain

Try to communicate with the No-Tail child that was alone on the bank, or choose to ambush it.

See the No-Tail\_Children\_Playing event for more information.
Golden Treasure Wiki

**Welcome to the Golden Treasure Wiki!**Golden Treasure: The Great Green is a hand-painted game about choices, survival, and life as a non-human being. Players take on the role of a dragon and must survive the tender and dangerous years of childhood, forging a path to maturity in the beautiful and deadly world of Earth in the Bronze Age.
To survive, you must hunt prey, fight other dragons for dominance, plunder underground labyrinths for treasures, explore the far corners of the wilderness and, most importantly, grow and learn about the Great Green and its many inhabitants, from birds and beasts to ancient spirits. If you become wise and powerful enough, you may just change the history of our world and the fate of dragon-kind.

## The Game

Game MechanicsEventsCharactersTarot CardsAnimal MasteriesList of ArtifactsPlaceholderMiscellaneous
## Meet the Characters

SpiritkeeperDarktoothMany-Times-BurnedAllmotherFathomTempest

*Helpful Pages*

* How to Survive
Wounds

## Overview

Wounds represent significant damage to a creature, and usually occur as the result of a single high damage attack or a critical hit. Wounds cannot be caused by Psychic or Non-lethal damage.

### What Causes Wounds:

**Massive Damage:**

if a single attack would do more than ½ a creatures max STA the target suffers 2 wounds.

**Failed Death Saves:**

A creature suffers a wound on each failed death save. Wounds do not affect death save rolls. If a creature is stabilized, they still have the effects of their wounds.

**Critical Hits:**

A critical hit always causes a wound unless an ability, item, or spell says otherwise.

### Wound Mechanics:

A creature can suffer a number of wounds equal to 3+base HP+CON modifier before they are killed.

When a creature reaches 0 wound points, they die.

Each wound subtracts from your current wound points. Your current wound points tell you what effects they give you.

* For all points. Max stamina is reduced by 1d4 x character level (or CR for monsters) for each wound point under the max
* 4: disadvantage on ability checks
* 3: speed halved
* 2: disadvantage on attack rolls and saving throws
* 1: speed reduced to 0
* 0: death

* To heal from wounds: simply taking a long rest recovers 1 wound, and a successful heal or engineering check can allow you to recover an additional 1d4 wounds. You or an ally must have 1 interrupted minute to perform the check if you make it. The DC is 20-CON modifer of the creature being healed.
* Wounds can also be healed via Spells, abilities, and potions that would normally give you HP or Stamina points. You can heal 1d4 wounds per use in addition to the HP/Stamina healed.

For the sake of simplicity, enemies have STA, with HP equal to their CR (per creature, min 1) and have wound points equal to their CR(min 1)+con modifier (min 1). So a goblin would have 7 STA and 1 HP, with 1 wound point (¼ CR, +0 CON), and a standard Beholder would have 189 STA, 13 HP(CR 13), and 17 wound points (13 CR, +4 CON).
Guide to secret ending

The first answer (the Weaver will help you)

Second answer (The Whiteblacks will help you)

Third answer (Icosidodecahedron will help you)

*Give up **Desire**.* - Sing True Song of Dominion!

*Give up the **Power**.. -* Sing  True Song of Healing!

*Give up **Wisdom**...* - Sing Song of Transformation...

***Give up all of Yourself! - Sing True Song of Destruction!***
Джованни Росси

Джованни Росси (англ. *Giovanni Rossi)*– одно из основных действующих лиц главы "Смертельная буря", оперный певец, который любит хорошую еду и вино. В отеле "Регер" у него много и того и другого, но его отдых веселым точно не будет...

## Общие сведения

О жизни Джованни до событий игры известно очень мало. Джованни – итальянец, он приехал в "Регер", чтобы отдохнуть. Его карьера не сложилась: единственная пластинка, которую он записал, была изъята из продажи по настоянию Кристиана Питерсена, влиятельного бизнесмена. Джованни любит вкусно поесть, выпить хорошего вина и провести время в женской компании, на чем и сыграла Клаудия Перрет во время событий в отеле "Регер".

На протяжении долгого времени являлся главным подозреваемым в убийствах в "Регере".

## Характер

Джованни добродушен и не слишком умен, даже наивен. Его легко обмануть и подставить. Судя по его одежде и прическе, следит за своей внешностью.
Gretchen Duck

**Gretchen Duck** ist nach Der Stammbaum der Ducks von L.A eine geborene Duck, ihre Mutter ist Gunhilda Gans, von ihrem Mann Teddy Duck ist die Großmutter Gunhilda Gans.

## Gretchen Gogel

**Gretchen Duck** ist nach Der Stammbaum der Ducks von L.A eine geborene Duck, sie wurde lange zeit verwechselt, und zwar im Krankenhaus! im Krankenhaus wurde sie geboren und zwar zusammen mit Giesbert Gogel im gleichem Zimmer geboren. Die Ärtzte verwechselten die beiden Kinder, so kam es zu den Nahmen. Erst 20 Jahre später merkte man das missgeschik. Giesbert (der davoe ja Giesbert Duck hieß) nahm den Namen Duck an und GRetchen(die ja davor Gogel hieß) wurde wieder zu Duck bei manchen Familienmitgliedern wird sie auch noch Gretchen Gogel gennant. Daher der Name.

## Nähere Verwandschaft

### NachDer Stammbaum der Ducks von L.A Version Nr. 2

Gretchen Duck ist schwester von Großmund Duck und Angus Duck .Ihre Eltern sind Diethelm Duck und ? Gans.Ihre Kinder sind Dussel Duck und Wastel Duck ihr Mann ist Teddy Duck.
Starchaser Conversion Wiki

**Welcome to the Starchaser Conversion Wiki!**
Starchaser is a full homebrewed conversion for D&D 5th edition. The goal was to translate the game into a sci-fantasy setting that anyone can use for a campaign

Currently, the Starchaser wiki is not open to the community for editing, as the project hasn't been released to anyone yet and is still in the infancy stages of testing and world building. If you wish to be a part of the creative process, please contact scootloops via messaging on this site. Thank you!

## Important articles

PlaceholderClassesPlaceholderPlayable SpeciesPlaceholderSettingPlaceholderGameplay ChangesPlaceholderOptional RulesPlaceholderA Crucial Item

*Need help building out this community?*

* 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!
The Chariot

> *Be not afraid to reach forward and seize the reins. The curtain rises; it does not fall.*
>
>

> - Gallery Commentary
>
>

## Card Hint

Go from birth to the Grand Moot in one continuous Life.

## How to unlock

Finish a single playthrough from hatching (at least from Part 1) to the end of part 3. Sigil of life is allowed to be used.

## Effects

This grants the ability to choose one additional artifact when beginning a later Part.
Cagey the Clown push doll

## Description

Cagey the Clown push doll is a new for 2020 Morris Costumes Clown that was created by Seasonal Visions International (SVI). This prop is about a 1ft tall clown that appears to be a mini version of Cagey the Clown With Kid, This clown is wearing a grayish orange shirt that has pom poms and red stripes on his arm that appears to be covered in blood. This clown has a photo realistic face with orange eyes, This clown has a large grin they is accompanied by yellowed teeth to add a terrifying effect! Only one phrase is known.

## Phrases

"This should teach you all the reasons to look under your bed before going to sleep."
Rotten Ringmaster With Clown

Rotten Ringmaster was a new for 2019 Morris Costumes Animatronic that was made by Seasonal Visions International (SVI). Rotten Ringmaster was one of the first of the Towering Cagey style animatronics, meaning he's 7ft tall or larger, that was featured in the Expo. Rotten Ringmaster is the very first ringmaster type prop by SVI, his design was entirely unique to SVI. He uses the 2017 Towering Animatronic style with a few differences, which is the position of the hands and the added feature of the animated caged clown. Rotten Ringmaster is dressed in a traditional Ringmaster costume. He includes long black sideburns, a large grin with missing teeth, and demonic eyes. Rotten Ringmaster is also the first animatronic to use the new SVI clown shoes, which are longer. The caged clown is wearing a blue and red shirt with red and white stripped sleeves, red and blue pants, small clown shoes, and sports a large creepy grin and large beady eyes. This animatronic includes 6 different phrases.

## Phrases

"Come one, come all to the grizzliest show on earth! (Clown Laughs) Slaughter, Mayhem, Clowns! (Clown Laughs) Fun for the whole family! (Both Laugh)"

"(Clown Laughs) Step right up to see the amazing Nibbles The Clown! (Clown Laughs) Yes, come closer! Make sure to put your hands as close to the bars as possible! (Clown Laughs) He loves it when he has some finger food before dinner! (Both Laugh)"

"(Both Laugh)"

"My little friend here maybe small in stature, but he has quite an impressive bite! (Clown Laughs) Yes! Please, keep screaming! that just riles him up! Just Wait until I let him out. (Clown Laughs) Then the fun will really begin! (Both Laugh)"

"I raised Nibbles The Clown from a small bump. (Clown Laughs) Now look at him, such power, such a bite! (Clown Laughs) Think of what we could do if we put you in a cage! (both laugh)

"Ah, the relaxing life under the Big Top (Clown Laughs) You will never be the same after joining the carnie (Clown Laughs) Of course your cage won't be as big as this one (Both Laugh)"

## Trivia

* Rotten Ringmaster was originally called Psycho Circus

* The Caged Clown is named Nibbles

* There are two Rotten Ringmaster animatronics.
Gameplay Changes

## Overview

For D&D 5e to work in a sci-fi setting, there are some rule changes that need to happen. Ranged weapons need to be explored, rules for technology, and skill adjustments. Below you can find links to pages that outline these changes

Skills

Ranged Weapons

Energy Types

Power Armor

Vehicles

Infospheres

Currency changes

Languages and how they translate

Industries

Sponsorships

Travel mechanics

Environmental changes

Tech-based shields

Tech-based weapons

Weapon Type changes
Halloween party expo Wiki

Welcome to the unofficial *Morris Costumes* Wiki. Here you will find information on any and all products that have been featured at Morris Costumes! We are currently trying to add in the Morris Costumes 2020, 2019, and 2018 lineups right now!

Feel free to edit any page! (If any info is wrong we will fix it pronto!) This wiki is made for all of us! So you can add anything! (Besides from the obvious nsfw or spam)

## RULES

* No deleting pages! (Unless its nsfw or spam)
* Dont delete really any info unless it is wrong or needs updating!
* Dont try and self promote, in the future we will have a page were you can!
Герман Гарр

Герман Гарр (англ. *Herman Hurr)* — один из второстепенных персонажей глав "Наследник", "Непрощённый" и "Единственное искупление", а также одно из главных действующих лиц в главе "Изгнанные мертвецы". Работает станционным смотрителем в Порто-Чезо и часто помогает Анне Майерс в раскрытии дел.

## **Биография**

Герман Гарр родился в Германии, хотя его семья переехала в Италию, когда он был маленьким. Теперь он проводит свои дни, работая начальником станции в Порто-Чезо, где он прожил почти всю свою жизнь. Герман любопытен и любит посплетничать, но он добродушен и всегда готов помочь...
Underworld Clown

Underworld Clown is a new for 2020 Morris Costumes Clown that was created by Seasonal Visions International (SVI). This prop is a 6ft tall clown that appears to be rising out of the ground. This clown is wearing a black shirt hooded that has black and white stripped sleeves that appears to be tattered and covered in bright green fabric that is meant to appear to be moss. This clown has an exposed skeletal chest and a large head that is split into two segments, the upper half, and the jaw. This clown has a large grin they is accompanied by large yellowed teeth to add a terrifying effect! This clown slowly sways from side to side and speaks one out of 3 known phrases accompanied by distorted calliope music.

## Phrases

"The night air is cool up here above the ground, but i prefer the fiery walk down below. (screaming) I'll drag your cold soul down with me for company, and show you the warmth of my fiery pits! (laughter)"

"Ah, the sulfurous stench in the caverns down below do not equal the sweet smell of fat souls ready for picking! And here is another meal now! Dinner is served! (laughter)"

"Ah more furnishings for my cave! Your soft little bodies will make a good bed for me to rest upon, and a handy snack if i get hungry! (laughter and screaming) You best start running! I like a good chase to work up my appetite! (laughter)"

"(chewing) I'm coming up from my hellish pit, and when i get free, I'm coming for you first! (clown screams)"

## Trivia

* This was the 2nd animatronic to be revealed on Instagram (https://www.instagram.com/morriscostumes/) , The first was Looming Clown
* At the expo, The animatronic mouth doesn't move.

## Gallery

At the expo next to Catacomb CreatureActivated at the expo
Юдит Халле

Юдит Халле (англ. *Judit Halle*) — одно из основных действующих лиц в главе "Убийство в стиле Дада".

## О персонаже

Юдит - лейтенант главной полиции Цюриха и одна из немногих женщин, добившихся этого звания. Мисс Халле обладает редкой честностью и мужественностью, а также прекрасно мыслит логически, что помогает ей в расследованиях и делает профессионалом своего дела. Она очень ответственно подходит к работе полицейского и старается быть максимально объективной.

## Внешность

Юдит - высокая светловолосая женщина средних лет с квадратной формой лица, ярко выраженными скулами, прямым носом, густыми бровями и голубыми глазами. Почти всё время носит полицейскую форму. Волосы убраны в низкий пучок.

В одной из сцен в кабаре «Руссо» можно увидеть Юдит в вечернем платье-халтер тёмно-синего цвета.

Из аксессуаров выбраны длинные бусы, винтажная повязка в качестве головного убора и небольшие белые серьги. Волосы завиты по моде 1920-30-х годов.