recursal/Fanatic-Fandom huggingface dataset:
Nathanael de Pica

## Looks

Nathanael is an Avian of the aristocratic family de Pica. He has the wings of a magpie, black with white tips and a metallic purple iridescent sheen to his plumage, essentially only visible in the sunlight. He has a sharp, tall, clean-shaven face. He has short slick black hair with similar iridescence to his plumage. Having enjoyed the luxuries of a wealthy lifestyle, he is well-fed but still taller and lankier than most, as an avian. He wears fine suits, complementing his own purple sheen with a slight green iridescence on a black suit, or dark green ones. He stands quite tall at about 190 cm and looks down on people both physically and socially.

## Personality

He is aware of his position as an aristocrat, and usually acts the part. He generally treats nobles, aristocrats and other notable people well, being somewhat popular in the higher circles of society due to him favouring a long-time partnership over short-term profit when it comes to important people and tends to sweeten deals at to make friends. However, when it comes to people of lower social standing, Nathanael sees them as expendable at best but is usually rude and condescending, having a distrust and disgust for people who have not made it far in life.

He is incredibly decisive and makes decisions in fractions of a second when needed, and likes to have matters out of the way quickly rather than pondering on them in most cases.

## Background

Nathanael is the heir of a, while not insignificant, not that powerful family. His father, Leodwigg Made his way from the mountains—where the rest of his family lives—and managed to buy some land for a jocular sum a bit outside of Riikki and thanks to a loan, managed to start working the land and set up a textile factory, quickly turning a profit and making his branch of the de Pica family really rich in just a few decades. Now Leodwigg is growing old and Nathanael is his only direct heir. He has been taught trade and business throughout his entire life, to eventually take over the growing estate. Apart from that, he also took a liking to the nobler martial arts—including dueling canes—aswell as longbow archery.
Vivliotheca Ferrum

Vivliothica Ferrum, or The Steel Library is an organisation dedicated to preserving magical spells so that they are not lost to time and the influence of the Masks. The organisation is secret and essentially unknown to those not apart of it. The spells are written on stainless steel sheets, as the name suggests. This is because most Viridians and creatures cannot interact with it effectively, including not being able to read them for spirits. The members are mostly poweful spellcasters who dedicate a part of their time to safekeeping spells by the use of vaults and traps and magic to prevent anyone unauthorised from accessing the spells. The organisation was founded in response to Masks tightening the laws on magic long ago and has existed since then as a secret society.

Some more common spells are stored in larger vaults, actually somewhat akin to libraries where some are even let in to read the spells to practice them in the future, but a large part of spells are deemed too powerful or dangerous and are stored alone in smaller, more hidden vaults, whose whereabouts and content are known to only two people, as well as the whereabouts only to a third. This is so that a large number of spells cannot be compromised from a single member being compromised, yet not lost if there was a single owner who would die.
Sąd Rejonowy w Rachingam

**Sąd Rejonowy w Rachingam** to instytucja sądownicza i budynek w Rachingam, zajmująca się osądzaniem spraw kryminalnych niższego szczebla oraz prowadzeniem rozpraw cywilnych. Znajduje się w niej m. in. 10 sal rozpraw i tyle samo lobby oskarżonych. Sąd jest miejscem, gdzie reprezentanci obu stron, w Cydonii są to najczęściej prokuratorzy (jako reprezentanci podmiotu oskarżającego) i prawnicy (jako reprezentanci oskarżonych), spierają się o daną sprawę, najczęściej o winę oskarżonego. Narzędziami tego jest debata pod okiem sędziego wspierana dowodami i zeznaniami świadków poddawanych przesłuchaniom, w których obrona może wykazywać niezgodności. Zarówno oskarżycielowi, jak i obroni przysługuje prawo do posiadania przy sobie doradców.
Lucie de Pica

Lucielle de Pica is a younger lady of the aristocratic house de Pica. She lives alone in Riikki's Centre, and works at the city's central library as head researcher. As part of her job she's done a fair bit of traveling inside of Viridia. Her major points of interests are Viridian history and archeology. Her main goal in life is to make a breakthrough in her research and be widely known in the entire country for entirely new findings.

## Looks

Lucie has a spindly body and by no means looks like she does any exercise whatsoever. Combined with her avian fragility, she's likely to lose an arm-wrestling match against most creatures.

She has paler skin but blushes easily when feeling intense emotion or physical strain. Her hair is shoulder-length, wavy and dark blonde. Her wings have a similar color, with some creamy shades as well. She has yellow, piercing eyes, and her overall physical looks are reminiscent of a barn owl.

Lucie is always seen wearing neat clothing. She prefers long skirts, loose shirts, waistcoats, expensive fabrics and neutral colors, although sometimes she likes adding a pop of blue or purple, for example.

## Personality

Calm and more often collected than not. Inquisitive, analytic and very perceptive. She rarely misses a lie. Lucie is very enthusiastic about her interests. She can be described as independent and disciplined. Her good manners may make her seem a bit tense at first, but she does easily warm up to people who seem to mean well. However, when it comes to her own responsibilities and life, she rarely wants to lean on others and rather deals with everything herself. Could therefore in some situations be described as a control-freak.

## Background

Born to Guinneavere (Nathanael's brother) and Kassandra, Lucie spent her childhood years in Riikki. At 20 years old, she moved into her own apartment after working at the central library and quickly making her way up the ranks. She replaced the previous head researcher at 21 years old.
Other plants

## **Mountains:**

### Frostbloom Ironwood

A hardy tree found to grow and bloom only in the frigid cold in Viridias mountains. Despite its diminutive appearance, this hardy tree boasts an impressive size and is adorned with flourishing leaves that bloom in fire like orange flowers even in the midst of ice and snow.

This bonsai looking tree has a special property, treated, its wood rivals iron in strength yet remaining flexible like wood, a result of the mana it draws from the ground from but a seedling.

Using this wood requires a skilled woodworker to draw out its special qualities, otherwise it would become brittle, breaking from a small hit or too flexible, unable to be worked into shape. Only those skilled enough are rewarded with an incredibly strong material.
Fauns

Humanoids with horns and other features resembling goats, sheep and deer. They are the second most common race in Viridia, making up 20% of the population. They have a similar lifespan as humans, and rarely live past 100 years.

## Anatomy

Fauns always have horns and animal hind legs from the waist down. They can have ears and eyes resembling their animal, and fur on different parts of their body.

## Strengths and weaknesses

Fauns have strong, durable legs and feet, out of all the races they are the best at traveling long distances on foot: they make excellent wanderers. They can leap really far. Fauns are durable in general, too, thanks to their sturdy bones. Especially their skulls can take surprisingly big hits without consequences.

Fauns have a heightened sense of smell and hearing, but in this skillset they are no match to werewolves. They are very dexterous and able to climb steeper surfaces. Their metabolism is also spectacular, they can make most things edible for themselves and even handle most poisons.

## Habits

Fauns live all over Viridia. Some of them wander in groups, as it isn't uncommon for a faun to feel more supported by having a community. Others are settled in various villages or towns.

### Graceful Leap

* your jumping distance is doubled.
* you have advantage on all Ability Checks and Saving Throws that involve jumping, landing or climbing.

### Wanderer

* you are not slowed by any natural difficult terrain.
* choose a terrain you were born in (mountains, forest, fields, swamp). You cannot get lost in this terrain, and move twice as fast within it when you are out of combat.

### Ruminant

* you cannot be poisoned, and can eat most anything without consequence.

## Known characters

* Aurave Ventus
* Xaur Smikae
Black market

The black market is a criminal underground organization with its main operations happening in Riikki or its surrounding areas. The leader of the market is a vampire, who goes by a cryptic title: The Tongue. Sellers and buyers have no problem breaking the Laws, as services and products within the market are usually illegal or otherwise difficult to get. Such things include creatures, dead or alive, whole or in pieces, illegal magical items, illegal spellcasting services, hitman services, maps, rare items from Eskas and so forth.
Limirio V. Talesman

**Limirio V. Talesman** also known as **" Marine Hunter, Limirio "** and commonly as **" Marine Hunter "** is the musician of the Red Chimera Pirates, one of their Swordsmen, Previous member of the Cursed Pirates as well as the first Officer in both crews.

As a heir to the Talesman family, one of the major families that resided in shimotsuki island, He's inherited the Two Sword Style, He is among the weakest in the Red Chimera Pirates, Though that may be changed quickly after he begins his journey. His dream is to become the greatest swordsman in the world to fulfill a promise he made to his father who died in a pirate raid.

## Appearance

Limirio is a young man of average height and pale complexion with an extremely toned and muscular build, possessing large, defined muscles most notably over his stomach and arms. In sharp contrast to this, he has an incredibly pretty and feminine face, with large, wide eyes that are framed by an array of long eyelashes, their irises a dark to soft pale green, thin eyebrows and what could be a small, well-mannered mouth. His thick, black hair reaches just past his shoulders, fading into blue at the tips and forming an unruly and uneven fringe that falls just above his eyes, puffing out before curving and thinning towards his forehead.

### Gallery

Limirio as a babyLimirio UnmaskedLimirio Masked/Alter ego
## Personality

Limirio is an extremely short-tempered and proud young man who always likes to think he is the strongest fighter in a situation, constantly challenging most people he comes across and wanting others to respect and praise him for his skill. This often leads him into unnecessary danger, since he tends to overestimate his abilities in comparison to who he's fighting and refuses to accept when he's been defeated,

## Trivia

* Limirio is the first person to possess the Two Sword Style
	+ He is also technically the only person able to create the infamous Three Sword Style due to the fact that it heavily relies on One and Two sword style Techniques.

MORE TO COME!

## Quotes

* " You filthy marines will pay for this! " - Goa kingdom, Entrance post
	+ 10/2/2022
Deathbringers

Viridians call outsider humans that live in Eskas Deathbringers. Their business in Viridia is rarely good-hearted. They are taller than an average Viridian human and physically stronger. They have access to higher quality clothing, tools, weapons and armor. Their advancments include better metalwork, steam machines, alchemy and gene mutation.

A small percentage of Deathbringers have gotten through the Barrier into Viridia. Their goal usually is to either hunt creatures or to gather information about Viridia and magic. The goal of most Deathbringer empires is to solve the question that has been bothering them for several centuries: how can the Barrier be destroyed? How can they finally occupy this last remaining place on the entirety of the Continent that they haven't reached?

There's some speculation of Deathbringers not even being physically able to spellcast. Most Viridians would instantly want a Deathbringer dead on sight, because of all the suffering they've caused them.

## D&D stats

Deathbringer stats for Viridia D&D games.

### Ability score increase

Three different Ability Scores of your choice increase by one.

### Child of Eskas

* you are proficient with all weapons and armor.
* you have one tool proficiency of your choice.

### Foe of Viridia

* as a Bonus Action, you can move up to 15ft. towards an enemy.

## Known characters

* Thabi
* Tuomas Takala
Mount Vulcan

Mount Vulcan is the sacred mountain of the Manian Empire. It is home to a number of deities and is where Sith has her workshop.

Mount Vulcan is located at the point where the three branches of the Vulcan Mountains meet. It is regarded as the spiritual centre of the Southern Continent. At the base of the eastern side of Mount Vulcan is the pilgrim town of Vulcana.

At the summit of the mountain is the entrance to Sith's workshop, guarded by the deity Vitruvius. Beyond Vitruvius' post are the caverns and passageways that make up the inside of the volcano. Near the entrance is Sith's workshop, where she creates most of her projects. It was here she created Argent, Runfinn, and the construct who monitors the orrery, along with her many other creations.

Further in the mountain is the orrery chamber. This chamber contains Sith's orrery, which serves as a microcosm for all existence. Trapped at the centre of the orrery is Alos. The party was concerned about the state of the orrery, so they came to Mount Vulcan and warned Sith, who created the monitoring construct to keep an eye on it.

Sith calls Mount Vulcan home, and her home is tended by Mina, who serves as her live-in maid. Morea also lives here alongside her wife, but is rarely home, leading to Sith having to occupy herself.

Most of the floors of the internal parts of Mount Vulcan are metal grating, through which the lava below can be seen. Mina has apparently been bugging Sith for centuries to make the kitchen bigger, but Sith hasn't given her permission to do that yet.
Using dice

Using dice rolls to determine outcomes of different challenges is optional, and can add more flavor to text RPG games. For games with a Game Master everyone needs a simple set of modifiers for their characters.

All modifiers are 0 by default. You have a point pool of 5 to put into different modifiers according to what would make sense for your character. You can make a modifier negative to gain an additional point. Modifiers: Strength (STR), Dexterity (DEX), Constitution (CON), Wisdom (WIS), Intelligence (INT) and Charisma (CHA).

Whenever there's a challenge, the GM will let you know, and you roll 2d6. Challenges usually include attacking, recalling information that isn't common knowledge, doing something physically straining, surviving poison, trying move without being noticed and other similar things.

* 10< success (critical success=2 sixes)
* 7-9 partial success
* 6> failure (critical failure=2 ones)

In addition to modifiers, you can add +1 to your roll if the challenge involves something your character is skilled at. If you fail or only partly succeed at the challenge the GM will let you know the results. Otherwise you decide what the results look like.

Challenge examples:

* STR: attacking with melee weapons, lifting heavy things, grappling, intimidation
* DEX: attacking with ranged weapons, pick pocketing, tasks that require stable hands, dodging, moving stealthily
* CON: resisting poison, surviving cold and sickness, moving long distances, resisting magical effects
* WIS: common sense, seeing through lies, perceiving, intuition
* INT: book smarts, solving puzzles, memory
* CHA: strength of character, seduction, lying, persuasion
Economy

* essentially D&D currency.
* gold, silver and copper coins (gp, sp, cp), made of resources dug up by mountain gnomes.
* 1 gold = 10 silver
* 1 silver = 10 copper
* 1 day of work = 5sp
* 1 day of skilled work = 1gp

* loaf of bread 2cp, 1kg of flour 4cp, 1kg of salt 1sp

* mug of ale 4cp, inn stay 1sp/night (depends on place)

* sheet of paper 2sp, book 10gp

* bedroll 3sp, backpack 5sp

* a set of common clothes 8sp

* dagger 5gp, light crossbow 25gp, chain shirt 50gp

* 1 chicken 4gp, goat 15gp, cow 50gp, draft horse 70gp, riding horse 80gp
Cilerivia Ves Midoun Cudem Liventhia

## Abilities

Cilerivia is a warrior who loves fighting mostly with her two axes. When needed she is able to use magic to her advantage as well.

When using her magic a wisp of purple moves around her.

## Personality

Cilerivia is a hot headed woman who loves handling problems head on. She does not shy away from conflict and her family and assistant usually needs to calm her down or stir her attention in another direction.

## Looks

Cilerivia has medium length dark brown hair and dark skin. She is built like a sturdy warrior. Not always seen much by others as feminine figure like her daughters are. She has a scar on the left side of her face. The scar has three marks on it that go from under her eye towards her ear. Cilerivias eyes are light brown with a hint of gold in them. Her pupils are slits because of the use of her magic.

## Background

Much is unknown of her, but she has been around for a long time. Cilerivia has had many lovers and three longtime partners over the years. Two of the partners she got married to and had children with and the last one she killed on her own. Over the years Cilerivia has birthed 18 children in total. Sadly 11 of them have either been killed or passed away for other reasons. She values family above anything else and is ready to do all that is needed to make sure her children are well.

Cilerivia loves traveling and does tend to take spontaneous adventures all over the place. When she suddenly decides to leave somewhere her three oldest daughters take care of her businesses.

## Extra info

Belongings: Two axes, spear

Family: Cilerivia has 18 children, but 11 of them have died or passed away over the years. Three daughters who take care of her business at times From left to right --> Ciena, Omaya, Duye
Crimes of Arcadia Wiki

**Witamy na Crimes of Arcadia Wiki!**
Prywatna wiki Zbrodni Arkadii.

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ArkadiaRachingamKomenda Policji w RachingamFaustino WhistRichard HartKim Schwimmer

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Chelom-Der

The Chelom-Der was a deryth from the Chelom-Der tribe. He was active roughly 1000 years ago.

## Biography

The Chelom-Der tribe inhabited one of the valleys in the Vulcan Mountains. Many problems arose 1000 years ago due to Mora summoning Pandorym and getting Aeterna killed. In the aftermath, for unknown reasons, the Chelom-Der all tried killing each other, and the figure known as *the* Chelom-Der was the last one standing. The Chelom-Der was greatly empowered by this and tried conquering the Vulcan Mountains. His actions displaced large number of proto-Yemanic peoples inhabiting the area, leading to the invasion of Yemas to the west and the settlement of the Manus Valley to the east.

The Chelom-Der was eventually fought in a great battle by a coalition of humans, goblinoids, and goliaths, resulting in the Chelom-Der's defeat. The battle was won due to a powerful cleric calling in divine intervention to tear asunder the deryth people, splitting them each into a number of fragments. The Chelom-Der was imprisoned in a block of stone and buried deep underground, with the spirits of those who died bound to the stone to keep the Chelom-Der imprisoned. The goblinoids settled in the area around the battlefield and built a temple dedicated to their ancestors around the Chelom-Der's stone. The goblinoids eventually became the tribe of goblin-rats ruled by Lord Kolgo.

In the recent past, the plateau the battle took place on was used by Abadon as the foundation for Kleightus' demiplane, granted to him by Keisara. This awoke the guardian spirits of the temple, causing them to cause difficulties for the goblin-rats. Eventually the party made a deal with Lord Kolgo to sort out the spirits. The party killed most of them, chasing the final one to the Chelom-Der's rock, where they killed it. By killing all the spirits, the stone was opened, and the Chelom-Der's five parts were freed. They went for Neriah, and the Chelom-Der's skin and blood merged with her while his bones, muscles and nervous system were destroyed. The Chelom-Der is now part of Neriah and can do little more than speak to her at this point. If parts of other deryth were to become part of Neriah though, the Chelom-Der would assimilate them and could potentially rise again using Neriah's body as a host.
Riikki

Riikki is the capital city, the place in Viridia with the most trade. About 9000 people live in Riikki. There are many parts to the city, including the centermost area where the wealthiest live, and the outer slums that keep slowly spreading to the fields and forests that surround the city. Crime is more common here than in other parts of Viridia, and to counter that mask activity is also very high. They keep their headquarters in Riikki. It's also known for mages to commonly recruit assistants and apprentices from Riikki. Apart from the ones who live here, there are several traders, adventurers and other travelers that pass by. Whereas other places in Viridia usually specialize in specific areas, take the miner gnomes of Heim for example, Riikki has it all. It is a city of possibility.
Temple of Viridis

Also "the Temple". A religious organization devoted to serving Viridis. Worshipers believe Viridis isn't simply a magical force coursing through Viridian land, but a deity looking over its people. Take note of how the magic source viridis is spelled without a capital letter, and the deity is capitalized.

Most devoted and kindhearted worshipers are known to gain Viridis' favor, and become natural mages.

There is no consistent depiction of Viridis, but it is believed that its consciousness and power reaches every corner of Viridia. Colors that symbolize the Temple and their deity are green, gold and brown. Symbols often used by the Temple are oat stalks and the squirrel, which is the Temple's sacred animal. Out of courtesy, most creatures will avoid killing and/or selling anything squirrel related, even if they weren't part of the religion.

## Premises

The Temple's main building, the Great Temple, is located just outside of Riikki to the northwest, along the path that leads to Sula. It's entirely made of stone from the Peaks, with big pillars and triangular shapes being the main motif. This is where the main congregation is located, alongside the three leaders.

There are also several smaller places of worship and shrines all over Viridia. In all towns and bigger villages you're certain to find at least one cleric of the Temple.

## Values

The Temple is neutral good, leaning chaotic good in its alignment. The main two principles are to preserve nature and challenging members to be the best possible version of themselves. The Temple encourages spreading goodness, finding it in other creatures, and helping each other so that we may receive help ourselves whenever we are in need.

While the Temple values community, it places great importance in each creature's individuality. Outside of the main principles, no one will be judged for their lives or choices. The system is generally very supportive, open-minded and understanding, even lending an outside perspective or a shoulder to weep on for outsiders that may be in need of it. A creature's individual growth is heavily encouraged.

## Traditions

Singing and dancing is a big part of the Temple's activities. Every day of the week, singing can be heard from the halls of the Great Temple. Dancing is usually done in a group, in one big or several smaller circles. Both are seen as spiritual things, as singing cleanses the throat and soul, while dancing fills the body and soul with joy. The energy from singing and dancing can also be directed towards nature as a way of thanking Viridis' blessings.

Community service: all bigger Temple locations have extra guest rooms and food reserved for anyone who might be in need. There won't ever be enough space and food for everyone, but the Temple does try its best. They also occasionally take orphans, if a family is too poor to raise it themselves, for instance.
Fox

This fox-faced Mask is sneaky and has a silent step. He is not widely known or feared, partly because he is quite low ranked, partly because the important missions he partakes in usually involve him being in the shadows. And if Fox tries to remain hidden, you are unlikely to find the slightest hint of his presence.

## Looks

Regular, dark Mask robes. The usual black boots, loose pants, cloak and black undershirt. Orange fox mask. Slim and dexterous figure.

### Beneath the mask

Like most Masks, Fox has undergone intense training. Despite being very lean, he is quite toned and durable, but he will avoid strength-based situations whenever possible. He has pale skin and unusually light blue eyes, making his gaze quite icy. This would make him intimidating if it wasn't for his uncertain attitude towards most things and people.

Fox's hair is pitch black and tumbles past his shoulders almost all the way to his lower back. For convenience, he keeps it in a ponytail most of the time, and in a bun whenever he is wearing his Mask attire so none of it slips out for civilians to see.

## Personality

Reserved and loyal to the Masks. Hesitant and nervous at times, especially under pressure or in the presence of higher-ups. Compensates for this nervousness by attempting to seem braver and bigger than he actually is.

Quite pessimistic, and often wallows in his own misery. However, he wants to prove his worthiness, so you won't catch him complaining to others very often, especially around the ones he is trying to impress. Someone trained in psychology will probably notice he struggles a lot mentally because of one or multiple traumatic events from his past.

Unmasked and among lower rank Masks Fox appears more relaxed and even playful. More usually he is pretty awkward and silent, he'd rather observe others from a distance if nothing is expected of him. He struggles with making meaningful connections, even with other Masks whom are pretty much his only family.

## Skills

Proficiency with daggers and throwing knives. Very dexterous and sneaky. Picks most locks efficiently.

Excellent at parkour, doesn't mind being high up from the ground. Despite being durable he is better at things requiring speed and precision rather than strength and constitution. His short-distance sprints are impressively fast, but he falls off on long runs or walks.

## Background

Fox's "real" name is Killoran. He got separated from his family as a child, so this name was given to him by other kids- he does not know his real given name.
Medrici

Medrici is the fey god of medicine and patron of the centaurs.

He is one of the younger fey deities born to Giha and Vafrey, born long after Nict corrupted Lafrey and Nifrey.

In the past he had greater following and was globally one of the most well-known fey gods, but his worship has dwindled in recent centuries.
Healer's Den

The Healer's Den is an establishment located at the Docks, providing services for the sick. It is run by Kera Rabbitsfoot, a trusted natural mage with healing magic. The interior reflects on Kera's gentle and nurturing personality; the furniture is mostly dark wood. Dim oil lamps lit up the walls, several potted plants are either hung up from the roof or placed on countertops. A few paintings hang on the walls.

Upon entering, the first room is a small waiting area. It has two sofas, and a table that usually has either juice or cookies placed on it. Two windows on both sides of the door show a bustling main road on the outside.

The next room is Kera's office, and it is bigger in size. Here, the shelves go all the way up to the ceiling. In the middle of the room there's a large wooden table, usually littered with all kinds of jars and tools. The shelves are filled with books, herbs, bottles and other trinkets. A big patchwork rug covers most of the floor. A singular, small window lets in light from a less busy side street. A singular plant placed on a table in the corner has long vines stretching and spreading out on the back wall, its stalks being held up by nails. Two wooden stools are hidden underneath the workbench whenever they aren't in use.

To the right, a door leads to the last room of the Den. It is the biggest, and has three beds on each side of it. There are two windows high up on the wall to the left. Curtains are draped in front of them most of the time for privacy reasons. On the far back of the room there's a hearth. On the right side of it is a large sofa. On the left, some big curtains with a small washing area on the other side. It has a tub and a barrel of water with several buckets lying around. A similar rug to the previous room, this one long and stretching in between the beds, covers the floor.
Biuro Detektywistyczne Vabanque

**Biuro Detektywistyczne Vabanque** to agencja detektywistyczna umieszczona w mieszkaniu 3 bloku 18 na ulicy Damrotha w Nordfeld, w Rachingam. Założona w 218 i prowadzona przez Vincenta Vabanque'a.

## Pracownicy

* Vincent Vabanque - Prezes do 231, naczelny detektyw
* Mayuri Furue - Asystentka prezesa, prezes od 231, detektyw
Map

Up in northwest is a mountain range called **the Peaks** (5). The western branch of the **Perpet river** flows right through them.

North of the Peaks, on the coastline of the **Eskan sea** (1) is **Karenokoi**, a fishing town.

Mountain gnomes widely habit the Peaks, but the biggest mountain gnome town is **Heim**, where a lot of mining happens. South of Heim is the **Heim Bridge** (11). It can be heaved out of the way of bigger ships that need to pass.

**Lavarus** is an avian town. It's located very high up in the mountains and avians fly around to get to different buildings built on the steep mountain walls.

South of the Peaks is a cliffy area of tundra-like terrain, referred to as the **Rolling Cliffs** (6).

**The Echoing Depths** (3) is the home of waterfolk, located in the swamp of **Vataja** (4). Waterfolk have the option to travel to the Eskan sea and Perpet river through swamp waters and ditches.

South of Vataja the terrain turns into grass fields, which don't have a specific name (10). Even more to the south leaf-trees start growing. Viridia's southern side is dominated by **the forest of Suolu** (9). On the edge of the nortwestern side of Suolu is a forest gnome village called **Silva**. Almost dead-center in the forest is another forest gnome village, also referred to as **Suolu**.

**Riikki** is the capital of Viridia, with most inhabitants and trade. **Aalas** is a river fishing village. **Sula** is a city where most of the farming is done apart from the outskirts of Riikki. (12 is some cool island with not much significance as of yet)

**Kotila** and **Kintas** are two mostly human villages where woodwork and animal herding is common.

The northern pine forest areas are referred to as **Ira** (6) or the Forest of Ira. (8: a smaller lake)

**Praecus** is like a smaller Riikki with a variation in races, there's a small magic school there that it's known for.
Sacerid Sciurum

## Abilities

Sacerid has a connection to the nature and creatures around her. She has the ability to heal others and control nature through her magic. She knows how to use her staff well if needed.

## Looks

Sacerid has extremely long hair in the mixed color of white and light blonde. Her eyes are light green with specks of yellow in them. Sacerids skin has a warm tone to it. She is around 166cm tall. On top of her head she has her massive horns that usually have different trinkets hanging from them. Sacerid can usually be seen wearing clothing that has their colors connected to the temple.(green, brown and gold)

## Personality

Sacerid is highly devoted to serving Viridis. She has a massive amount of kindness to give towards all creatures she comes upon. Usually her trusting persona makes her not notice if she is close to a dangerous situation. This is also why she has a bodyguard with her when she moves around places.

## Background

Sacerid was found by the temple when she was just a young babe. Not sure what had happened, the temple took her in and taught her the temple's ways and of Viridis. Her high devotion and kindness grew her position at the temple and she was appointed as the High Priestess in her early twenties. Along with her religious studies and goodwill she found her magic towards nature and healing. Her magic strengthened her position even more and temple with the areas nearby knew of her name and helpfulness.

## Extra info

* Belongings: Staff, small statue of a squirrel she hangs on her staff. Her mount Lille.

* Sacerid has a captivating and strong singing voice and knows how to dance.
The City Guard

The City Guard works directly under the Masks, doing more common work like patrolling the streets of Riikki. They have some presence in other bigger towns, but they are mostly active in the capital city. Their base of operations is located in the Centre at the Main Square, opposite to the Mask headquarters.
Emberlynn Konqathes

Emberlynn practically glows everywhere they go. Even if you don't know who they are, they will seem important and quite intimidating. Konqathes is a very well known name within Riikki, as it is one of the few remaining true noble families. Those invested in known noble names would recognize their face instantly from various portraits and drawings. Even a mere description should be enough for anyone to recognize, they are, after all, "the noble clad in gold".

## Base information

### Notable features

Piercing yellow eyes, expensive clothes and jewelry

## Looks

Emberlynn has a well-trained body of resembling that of an acrobat. They have broad shoulders and a strong back and core. Their skin has an almost rosy complexion, and they often wear light make up with golden details. Their most notable facial features are the broad nose, and piercing eyes that change colors from orange to yellow depending on the occasion. This is an illusion on top of their real eye-color. Emberlynn's hair is reddish orange, they keep it cut just above shoulder length. Two longer strands and bangs frame their face nicely. Age has already caused some lighter patches to appear in their hair.

They mostly wear feminine, long dresses with warm and rich colors. Emberlynn's outfits are always decorated with an arsenal of golden jewelry, some of which bear onyx stones.

## Personality

\* may appear cold, "slow" and odd

\* no big reactions, smiles a lot though

\* thinks A LOT and likes to plan ahead

\* very traditional

\* appreciates law and order in society, and chaos in her personal life

\* doesn't care much about things that don't benefit her somehow

\* libido through the roof man

## Spellcasting

Lynn has spent many of their years learning magic, and are quite good at it. Their soulcasting has taken some toll on their mental sanity, but the results are impressive. They conjure any physical thing or shape that appears as a solid, hard, glowing object with a yellowish hue. They can move them around, change their shape, or make them disappear.

They have also mastered another domain of magic: visual illusion. Their magic uses no verbal or material components.

## Background

Emberlynn has lived a long life, constantly surrounded by wealth. They only started seeing the world's true colors at a few hundred years old when they started scouting in Eskas. Nowadays not many things faze them. They've killed and tortured, among other extreme things that are perhaps the cause for their odd personality.

## Current time

Emberlynn mostly attends social events, in an attempt to create connections with other creatures or find those who defy the Laws.
Southern Continent

The southern continent is the southernmost of the four continents of Erah. It is the ancestral homeland of humans, from where they spread to the other continents.

## Geography

The southern continent is separated into thirds by the Vulcan Mountains, with Mount Vulcan acting as the centre of the continent. The southern third is known as Saugland, a region made up of a number of city states in the north and minor imperial powers in the south. Saugland is dominated by the Saug, a massive desert said to contain a thousand cities lost to the sands.

The eastern third has the region of Malast in the south, with the Aegiman Empire north of Malast. The Aegiman Empire is located in the southern two thirds of the Aegiman Desert, with the rest of this third, from the northern third of the Aegiman Desert to the edge of the Great Forest being the mainland portion of the Manian Empire, centred on the Manu Valley. In the north of the empire is the Imperial Province of Dennis, as well as the rebel village of Irreductibles Dennis.

The western third has Yemas in the south, with Yemabera north of there, followed by Criptbera, and Criptland. Yemas, and to a lesser degree Yemabera, are made up of a number of city states, with the rest of this area being made up of tribal settlements.
OI

"Object Inferno" or OI for short is an american-animated object show created by rokutv. it features select objects battling for an unknown prize.

## overview

### Season 1 (OI)

Smiley Face hosts an object show for contestants to compete for an unknown prize

### Season 2 (OIA)

B hosts an object show for contestants to compete for a prize that was never mentioned
Door

**Door** is a male contestant in the OI series, he currently competes on The Smarties team.

## appearances

Door is a dark oak door with a golden knob

### changes

#### in OI

Door's asset is poorly drawn with solid black lines

#### in OIA

Door's asset is rectangular and has darker brown lines

#### in OITTT

Door's asset is slightly straighter & rectangular, he also gains a lock on his knob

## Personality

### in OI

in OI, he has the stereotypical jock-type personality

### in OIA

in OIA, Door still sorta maintains a jock-type personality
Youtube logo

*Youtube Logo* is a genderless contestant in OITTT, they compete on The Smarties.

## Personality

in OI, they had a smart-ass personality while maintaining a rude side

in OIA, they disregarded the smart & rude personality and was more cautious & paranoid (showcased in Stuck in Time with them worrying abut getting eliminated)

## trivia

* youtube logo is the first OI contestant to be non-binary
Kelvyn's Tavern

Kelvyn's Tavern is a plane located outside conventional cosmology. It was created by Kelvyn after they mastered planar engineering beyond the point of any other mortal before or since.

## History

Once Kelvyn ascended to the rank of hero-deity, he decided to settle down and open a tavern. Unfortunately, Kelvyn didn't want to settle for an ordinary tavern: he wanted a tavern that could be accessed from everywhere. To accomplish this, Kelvyn started learning planar engineering, and after a couple of centuries, managed to create an entire plane of his own.

This caused problems for Sith and the spheres she maintains, so she created its own little mini-sphere all but completely independent from the main spheres. Being separated from the spheres to that degree allowed Kelvyn to connect the tavern to all the other material planes, thus not just having potential access to everywhere on the material plane, but multiple material planes.

Kelvyn's tavern is considered a neutral ground for those who visit, and anyone who starts a fight has to deal with Kelvyn himself. Many deities also visit the tavern, and it is one of the highest-rated establishments in existence. If a patron works up too much of a tab to repay it, Kelvyn forces them to work until the dept is paid off. Kelvyn himself rarely interacts with his patrons due to his unnerving appearance, and mainly interacts via proxy.

Devan was one of the patrons forced to work to pay off his tab, and after becoming an eldritch abomination, moved into one of the basements.

The problem with the tavern not being tied to a particular material plane was that it was disconnected from all the planes of dreams, meaning none of the overnight patrons dreamt there. To fix this, Kelvyn created a special brew that forcibly invoked dreams, and invited a number of hero deities to try it. Oldir and Liliac woke up only to fall asleep again, though Oldir woke up properly eventually, Kad turned into an imp, Ossis turned into a boneclaw, and Seth mysteriously vanished. The others are all still sleeping though.
Kolshet Empire

The Kolshet Empire is located on the peninsula at the southern point of the Western Continent, around the Bay of Gold, in the region known as The Frontier. It was founded by Keisara and her followers roughly two centuries ago. During the time since, the empire has been building its defensive and offensive capabilities, attempting to increase immigration, and working on increasing the quality of life for its subjects. This is in preparation for expansionism.

The empire is currently in open warfare with most of the surrounding tribes and nations in The Frontier, but from the empire's perspective these are little more than border skirmishes. Occasionally when their enemies unite against them, a general is sent out with a proper force to deal with them.

The empire has a number of holdings across the known world and has political connections to many nations. In most of these cases, these links and holdings are due to migrants from these lands moving to the empire and becoming citizens there.

The capital city of the empire is the city of Ordninig. Located in the southwest of the empire is the New Forest, wherein live recent firbolg migrants.

The Kolshet Empire is not openly involved in the Firbolg Civil War, but is a backer of Houndmaster and his faction. They recommended Princess Eshana to him to support his war effort.

The standard currency of the Kolshet Empire is the Kolshet Krone, ten of which make up a Platina Krone. A Kolshet Krone is made up of one hundred Ore, ten of which make up a Solv Ore, and fifty make up an Elektrum Ore.

The Ministry of Occult Investigations was set up in the aftermath of the incident at The Plateau, with Kleightus being made the minister after losing his status as one of Keisara's generals.
Smiley Face

**Smiley Face** is a character in the OI series, he was the host in OI and the co-host in OIA in Stuck in Time.

## Appearance

Smiley Face appears as a standard smiley face drawn on papers (usually on school notes), he tends to have a disembodied hand that he can summon whenever he's irritated or angry

## Coverage

### in OI

* Ball Throw
* The Most Wonderful Episode of the Year

## trivia

* he is the first host ever in the OI series
Trolls

Tiny hairy creatures that mostly live out in the nature, trolls prefer dark places as their homes. It's said that trolls are the ancestors of gnomes, but many hundred years ago these races got separated as some left for civilization.

The trolls that remained kept their feral and slightly dirty nature. Like gnomes, they have pointy ears and lionlike tails. They get along well with animals of the forests, and speak Old Viridian with each other. A troll can still learn New Viridian if it spends time with Eskan creatures. They either live as hermits or in colonies. These larger groups of trolls can dig out massive tunnel systems in the ground.
YT logo

YT logo or "Villain YouTube Logo" is the antagonist in OITTT and a contestant in OI (season).

## *in OI*

YT Logo competes in "OI" as a contestant, he uses facts and logic to insult people, which didn't go so well which made him place last in the show. he was never seen again because the show got cancelled.

## *in OIA*

in a deleted scene, YT logo was gonna appear in "Stuck in Time" by Smiley Face grabbing him from The Void, putting him back into the grassy plains.
List of "OITTT" characters

this is a list of characters in *OITTT* in alphabetical order

* 1-UP
* 1980s TV
* 2007 YouTube Page
* **Baseball Card**
* BFDI Mouth
* *Blue Tennis Ball*
* **CD**
* **Chapstick**
* **Coaster**
* Door
* DSi Charger
* **Early 2000s TV**
* *Envelope*
* Error
* FlipaClip Paint Bucket
* *Glasses*
* Ink Drop
* Kirbo
* Lampy
* *Laptop*
* **Pill Bottle**
* **Pink Tennis Ball**\*\*
* Sans
* Scribble
* **Sunflower**
* **Box**\*
* TPOT Cake Display Case
* *Window*
* YouTube Logo

### Legend

* \* = host
* \*\* = co-host
* regular text = Season 1 contestants
* *italics* = Season 2 contestants
* **Bolded** = newbies
"Łamacz Płyt"

**Sprawa kryminalna nr RH10-120107.0841** lub **"Łamacz Płyt"** odnosi się do serii trzech morderstw popełnionych w dzielnicy muzycznej Rachingam, we wschodnim Sudfeld, w trzech sklepach z płytami w styczniu 207.

## Morderstwa

Lukasowi Charpentierowi, 19-letniemu pracownikowi "Muzycznego Imperium Birneweidera", w rzeczywistości zależało wyłącznie na śmierci jednej ze swoich przyszłych ofiar - Grety Horner. Greta była biologiczną matką Gratiano, przyszywanego młodszego brata Lukasa, oraz byłą żoną Adama Hornera, który od jakiegoś czasu był w związku z Anną Charpentier, samotną matką Lukasa. Po śmierci Adama i Anny w wypadku samochodowym Lukas i Gratiano odziedziczyli mieszkanie, a Greta, będąc prawną opiekunką Gratiano, zamieszkała razem z nimi. Była bardzo agresywną i nieodpowiedzialną osobą, w dodatku alkoholiczką, więc Lukas, już zdewastowany śmiercią matki i jej partnera, postanowił się jej pozbyć, by mogli z Gratiano być bezpieczni. Wiedział jednak, że jeżeli zabije ją tak po prostu, zostanie to szybko z nim powiązane, bo statystycznie duża część morderstw zostaje popełniona w kręgu najbliższych. Postanowił najpierw stworzyć mit seryjnego mordercy w okolicy, w którego wzór wpisywałaby się Greta, by jej śmierć nie została skojarzona z osobą Lukasa.

Greta była właścicielką i sprzedawczynią w małym sklepiku z płytami winylowymi "Gretofon", jakich w okolicy było wiele, dlatego Lukas postanowił zabić najpierw dwoje innych właścicieli takich sklepów, a dopiero potem Gretę. Wybrał sobie dwójkę, których śmierć uznał za najmniej szkodliwą - Nikolasa Voormanna i Gustava Kircholma, z których pierwszy był ledwo zipiącym staruszkiem bez żadnych bliskich znajomości, a więc nikomu by go nie brakowało, drugi był agresywnym ojcem przyjaciółki z klasy Lukasa, którego śmierć tylko by innym sprawiła przysługę. Postanowił każdego z nich powiesić we własnym sklepie i zostawiać przy nich połamane płyty z symbolicznymi utworami, by sfałszować profil mordercy-artysty z misją. Dopiero po tej dwójce zaplanował zabić i powiesić Gretę, by jej śmierć została uznana za kolejną z rąk seryjnego mordercy.
B

B

**B** is a character in the OI series, they were the host in OIA.

## appearance

B appears as the letter B. They have chubby arms and legs which are a lighter shade of orange, while their asset is orange.

## personality

B has a personality similar to Four from BFB, with them being sort of nice and an ability abuser.

## coverage

* A New Host???
* Stuck in Time

## trivia

* this is the second host in the OI series, with Smiley Face being the first
Fratner

**Fratner** is a fictional city in Illinois, US. it was founded by Juneley Suttle sometime in 1786. The city inhabits various species (such as Humans & Objectians) and where OITTT takes place.

## list of locations in Fratner

### schools

* Fratner High School
* Fratner Middle School
* Fratner Elementary School

### Stores

* The Mall
* Tony's Retro Games

### other

* Clothing + Therapy
* Papers inc.
* The Dome