recursal/Fanatic-Fandom huggingface dataset:
Goon Guild

The Goon Guild is a massive group of unskilled thugs, known as Goons, who are hired for jobs that desperately need bodies and do not particularly care about any skills beyond having a pulse. In turn, the Goon Guild supplies these employers with these bodies provided they return with that pulse or sumptuous compensation for if they do not. While Goons are almost never competent, they are not considered expendable and the Guild goes through great lengths to ensure that at the very least each member is equipped with a Life Lock Talisman and a Heart Alarm.

## Jobs

Even though it is technically registered as an Adventurer's Guild, the Goon Guild will accept low-risk, low-skill jobs of just about any kind, including many ordinary, manual labor positions, which actually account for a vast majority of the jobs they take. Outside of labor, they are most known for taking jobs as doormen and bouncers for shady organizations engaged in dubious enterprises. Goons themselves will never participate in any illegal activities, at least not on the records, and they operate under official orders to not interfere with Leos, but they are usually more than willing to turn a blind eye to any criminal offenses that may or may not be committed by their employers.

## Reputation

The Goon Guild is considered good at doing what it does, but, nevertheless, nobody is impressed. Furthermore, they have a rather complicated relationship with civil authorities due to their status as a law-abiding organization that works with many less-than-reputable and even outright criminal factions. Even so, the Guild does do far more than just provide lip service to the law and does actively discourage its members from themselves doing anything illegal and readily supplies information about any jobs they have taken to authorities upon request. The Guild will provide legal representation for members who have "gone beyond the call of duty" and committed crimes on the job except in cases where members get into physical conflicts with Leos or harm innocents.

Goons will never use lethal force unless lethal force is being used against them.

## Member Benefits

Despite their reputation for providing decent muscle at bargain prices, the Goon Guild spares no expense when it comes to ensuring that their members have access to quality services and a decent standard of living, provided the members pay their dues.

## Quotes

XXX (Hero) - Do you not feel that overwhelming aura of darkness emanating from the doorway?

XXX (Goon) - Look, I'm going to level with you here, I don't know what's happening inside this warehouse. It's not my job to know what's happening inside this warehouse. It is my job to not let anybody in unless they are carrying a human skull, so either you come back here when you've got one or you get lost.
Combat

## Turns

### Initiative

At the start of combat, all those participating roll 3D6 + Initiative Score (Dex+Per) to determine turn order. In the case of a tie, the character with the higher Initiative Score goes first. If those are also equal, then the tied characters must roll another "tiebreaker" D6 and whoever has the better result will go before the other. Should this tiebreaker die roll also result in a tie, then they are to repeat the roll up to no more than eleven additional times until a winner is clear. If the twelfth tiebreaker also results in a tie, then all characters involved in the combat must reroll for initiative and all previous results are moot.

## Actions

Characters have a set number of actions they may complete each turn as is dictated by their Action Points (AP), which are gained from their Class Levels and Dynamism (End+Heh). Typically, a starting level character will have 6 AP to utilize during their turn.

### Standard Movement Action

A Movement Action uses AP to allow a character to reposition themselves on the battlefield. When taking a Movement Action, the first AP they spend will only allow them to move 2 Hexes. Subsequent AP spent as part of the Movement Action will allow them to move a number of Hexes determined by their Class's Base movement and Swiftness (Str+Dex), typically 3 Hexes per AP for starting characters. If a character has used 4 or more AP as part of a Movement Action in their turn, they are considered to be in the Running State.

### Sprinting Action

A Sprinting Action is another option for allowing a character to reposition themselves, but with more limitations.
Fungen

Fungan are a diverse race of fungal Ib that live in large, interconnected communities.

While there are many different breeds of Fungan, the one thing that all breeds have in common is their connection to Mycelium. Mycelium is a vast network of what are essentially the roots and organs of Mushmen settlements. The network lies beneath the surface, tunneling all around a Mushmen village and extending far beyond what what would appear to be their natural borders. Some breeds of Mushmen are completely dependent on the Mycelium and cannot break their connection with it for a moment without facing certain death while others can function more independently and are able to separate themselves from the mycelium so long as they do not need to feed. Mycelium absorbs nutrients from the soil as well as any food that scavengers, hunters, and farmers bring to it in order to distribute them among the settlement. There are rare breeds that are able to create their own personal mycelium networks, which could grant them complete freedom from their society, but few actually enjoy such a solitary lifestyle due to their social nature.

Slimold

Lichmen

Red Caps Russula

Speckled Red Caps

Towering Red Caps

Shiitake

Horned Shiitake

Matsutake (Bigger Shiitake)

Agaricus - White plump ones

Amanita - Death Caps

Armillaria - Tons of Tiny Browns (Honey)

Auricularia - (Earshaped ones that grow on trees)

Boletus - Fat Chubby ones

Bovista - Puffballs

Truffles

Tremella - White Jelly

Morchella - Holed ones, Honey Comb

Marasmius - Fairy Ring

Hericium - Jesus Christ

Bark Boys

Underground

Pudge Caps

Glow Caps

Spine Caps

Spore Spouts

Element Caps

Steel Caps
Gnomes

Gnomes are a race of small and stout humanoids with a strong connection to the fey.

## Personality

Gnomes have far more volatile emotions than most Ib. They are prone to sudden bouts of joy and despair triggered by what others would see as trivial things, though, despite this, they usually manage to maintain an upbeat attitude. Gnomes are also well known for their friendliness and their desire for intimacy. Among themselves and other small races, they tend to show little respect for personal space, but around those larger than themselves they keep space for their own safety. Curiosity is at the heart of most Gnomes and when they become inspired to study and create, there is little that can stand in their way.

A unique quirk of Gnomes connected to their emotional extremes is that their body temperature is highly influenced by how they feel. This phenomenon can be observed in many Ib, though to a much lesser extent. Gnomes who are happy or angry will be warmer and ones who are sad or afraid will become cold. A Gnome with a bad temper may be at risk of fainting from fever if they become too mad and those with depression often suffer from frostbite or even hypothermia if things become too bad. This aspect of Gnomes can be a serious health risk when they are already suffering from an illness that affects their temperature and as such caretakers must exercise special caution when dealing with sick gnomes. A laughing fit has the potential to be a death sentence for a Gnome suffering from a severe fever. In such cases, laughter is certainly not the best medicine.

Gnomes love to experience new things and are quick to adapt to new situations. They often make significant changes in their lives just for the sake of change and are always on the lookout for strange new ideas to experiment with. Their penchant for change often causes them difficulty in forming long term relationships with others, especially those of other races.

Similar to Low Elves, the Gnomish desire to belong in groups is stronger than that of the average Ib. Isolation will quickly drive them to despair and madness. Gnomes are very social beings, always wanting to a part of whatever is going on and always longing for a sense of connectedness. Other races may sometimes find them to be nosy and clingy though other times they may find them to be sweet and endearing.
Collier Smith

Collier Smith, of the Redwall Smith Family, was an inventor and individual rights activist who co-founded the Weston Smith Arms Company and whose namesake and personal philosophy contributed to the creation of the Collier Manufacturing Company.

## Philosophy

"The core of the problem is that there exists an undertone of the potential for violence that is present in every interaction between Ib. Now the Philosopher Antiquinus Invulgo Metamast wrote extensively about how the nature of hunger, scarcity, and mortality naturally compel Ib to eternally compete against one another, but my conception of the matter is far more simple than that. Suppose you imagine an ordinary child that comes from a rather rough family, just a little girl whose father has one heck of a temper and a nasty studded belt he's known for whipping. Now suppose that the little girl is playing with her dollies and in comes the father and he tells her to pick up her toys and go to bed. Does she do? Sure as heck she does it because she knows that if she doesn't there will be hell to pay. There is no choice at all in the matter, no ifs, ands, or buts, she has an awareness that if she does not pick up her toys and go to bed, she will be violently beaten and forced to anyway. There is just no way an ordinary little girl could possibly put up a fair fight against a grown man.

Now let us take a step back from this scenario and out into the streets of the world that we live in. Imagine an unarmed young Human Woman is walking down an alleyway when suddenly she is confronted by a Male Orc. How does she feel? How does she react? And what choices does she have?

Government, Society, Leos, these all serve as safeguards to the people from the violence that belies the interactions in our daily lives, but as grand as their authority and monopoly over violence is, they cannot possibly enforce order in every alleyway at all times of day, and I am not even sure that we would want to live in a world where they were empowered enough to do so. Instead, the answer must be to restore autonomy and agency to the individual by "leveling the playing field." We live in a diverse world of many different kinds of people who all, for one reason or another, possess unequal capacities in which they can inflict violence upon one another, but through the use of technology, all can be made equal.

I will tell you now that I cannot possibly imagine how that unarmed woman in the alleyway would be feeling, but I do know that a woman armed with Collier Model 6 Revolver would be feeling calm, strong, and in-control, and she would be ready to interact with that Orc as an equal, no fear."
Death Knight

Death Knights are unyielding undead warriors whose existence is bound to their equipment. They arise from the corpses of the most ruthless of rogue generals or tenacious of dark knights who simply refuse to pass to this world into the next. Even if their bodies are destroyed, their armor will continuously regenerate their form inside of itself unless it too had been obliterated or its curse has been removed. Attempting to wear a Death's Knights armor or wield their weapons will cause their user to hear the whispers of the Death Knight in their mind and slowly lose their willpower until they become his obedient servant.
Elomes

Elomes are a race of small mole people whose burrows can be found in any land with soft dirt.

## Breeds

Shaggy - More Isolated Elomes of the cold north

Fuzzy - Standard

Naked - Eusocial breed that live in colonies with a queen with two or three breeding males. Pheromones repress the sexual development of the others who serve as workers.
Ghouls

Ghouls are undead monsters of unknown origin, appearing wherever there is an abundance of corpses such as old graveyards or fresh battlefields. They spawn into the world as completely mindless creatures that seek only to devour the brains of Ib. Devouring brains grants them intelligence as well as some of the skills and memories of the mind's original owner. Elder, well-fed ghouls are far more dangerous than their young, mindless counterparts, as they can plan, hide, and hunt, able to draw upon a wealth of knowledge that no one mortal could ever amass on their own.
Archangels

Archangels are Angelic deities

## Valorian

Valorian is the Archangel of Justice, taking the fearsome form of a six-armed, six-winged male human with golden armor and flaming swords.

## Sophia

Sophia is the Archangel of Wisdom, taking the perplexing form of chimerical combination of human female, male lion, female owl, and male oxen heads with six wings.

## Auster

Auster is the Archangel of Temperance, taking the gyroscopic form of an infinite series of interlocking wheels covered in eyeballs.

## Moxie

Moxie is the Archangel of Fortitude, taking the guarded form of an armored dragon tortoise.

## Vesta

Vesta is the Archangel of Chastity, taking the captivating form of a lush human woman blindfolded and bound in chains

## Charity

Charity is the Archangel of Charity, taking the evanescent form of a mote of dust that fades in and out of reality, leaving behind similar particles wherever she passes.

## Fawn

Fawn is the Archangel of Humility, taking the majestic form of an antlered silver wolf.

## Grace

Grace is the Archangel of Kindness, taking the benevolent form of a phoenix with the head of a human child, and a smiling face on each and every one of its feathers. Grace is almost always accompanied by another Angelic being known as Mercy, who herself takes the forbearant form of an unloaded crossbow.

## Harmony

Harmony is the Archangel of Moderation, taking the balanced form of 12 grails of water locked together in an eternal flow.

## Earnest

Earnest is the Archangel of Diligence, taking the robust form of a crystal koi fish.

## Serenity

Serenity is the Archangel of Patience, taking the gentle form of a sprouting seedling
If You Make a Fool of Yourself

Once upon a time, there was a young boy at a wizarding school who, despite his formidable prowess, was exceptionally lazy and would always find the most innovative methods of shirking from his chores. Once every week, he was to animate the mops and brooms to the clean the nigh endless stretch of floors of the wizarding school's ever-winding halls, a task which he dreaded like no other. In order to avoid a day of such dreary drudgery, he concocted a plan to brew two potions, the first of which could transform a man into a donkey and the second of which could morph a donkey into a man. When the morning of his chore arrived, the boy quaffed the first of these potions to become a donkey and left the other hidden beneath his bed.

When the time came for the groundskeeper to come to the boy's room to deliver the mops and brooms, the man saw no boy, only a donkey, whom he chased out of the building. The jubilant donkey boy began to enjoy the remainder of the day in idle revelry, basking in the sun, grazing on the finely trimmed hedges, and merrily whinnying along to the songs of the birds. As his lazy day dragged on, he grew more and more naughty and began to pull pranks on his young peers: spitting into their carefully crafted potions, neighing into their ears as they sat in silent meditation, and bucking at their hissing feline familiars; it could be said that this obstinate donkey boy was essentially making an ass of himself, all the while the school's astute headmaster watched from his tower, suspecting that mischief was afoot.

As it so happened, a grizzled knight in silver armor came marching to the school with a crippled horse limping at his side, requesting an audience with the headmaster. The humble knight explained that he was on a quest to slay a mighty dragon, but he had just been ambushed by a band of kobolds on the road, and while he had escaped from the encounter unscathed, his noble steed had not been quite so fortunate and he was in dire need of a new mount for his upcoming battle. The headmaster explained that while they had no horses, they did have a rather unruly donkey on the campus that the knight may take along for his arduous journey. The knight thanked the headmaster and reined in the hapless donkey boy, who bucked in protest with all his strength, but to no avail, as the veteran knight was experienced in handling such ornery beasts. Defeated and dejected, the crestfallen donkey boy reluctantly allowed the heavily armored knight to saddle up, letting out a bewildered gasp as he bore the full weight of the knight on his back. The chortling headmaster handed the knight a familiar potion with instructions to give it to the donkey once the battle was done, and with that, he waved them off as they rode in the direction of the dragon's lair.

The moral of the story is as follows: if you make an ass of yourself, don't be surprised if somebody takes you for a ride.
Impenetrable Shield

Impenetrable Shields are shields designed to be indestructible and resistant to the elements and phasing weapons. There have also been attempts to make full impenetrable armor as well, though most models are plagued with fatal flaws.

## Variants

Attempts at Impenetrable Armors go here

Heavy Metal one vulnerable to blunt

Complete Body Latex one that stops air as well as all sensory information.
Aum

Aum is the the primary planet in the World of Aum setting.

## Geography

There are a total of six continents on Aum, two of which comprise the majority of the planet’s landmass and are considered to be the primary continents while the other four are considered to be secondary continents. There are also several islands and archipelagos.

The climate of Aum varies dramatically between regions and subregions with some areas on the surface naturally reaching 50°k, cold enough to freeze oxygen, and others reaching 2000°k, hot enough to melt iron, though the average global temperature is a comfortable 290°k.

Aum is the shape of a hemisphere with a diameter of approximately 10000km

see also Biomes
ClexaCon

**ClexaCon** is an annual media and entertainment convention targeted towards the female LGBTQ community and its allies. It is named after the ship between Lexa and Clarke (*Clexa*) from from the television series *The 100*. The ship gained large amounts of attention and controversy after Lexa was killed.

## Guests

### 2017

* Amy Acker
* Emily Andras
* Katherine Barrell
* Elise Bauman
* Lynn Chen
* Gabrielle Christian
* Aasha Davis
* Elizabeth Hendrickson
* Hanan Kattan
* Elizabeth Keener
* Michelle Krusiec
* Ali Liebert
* Mandy Musgrave
* Natasha Negovanlis
* Jasika Nicole
* Zoie Palmer
* Dominique Provost-Chalkley
* Eden Riegel
* Shamin Sarif
* Sarah Shahi
* Rachel Skarsten
* Alice Wu
Lantern of Flame

A Lantern of Flame is a red lantern that burns with a crimson light. The lantern can be evoked to release fireballs or streams of flame.

## Variants

There exist variants for most elements, but they are much less common as most mages favor a bottle of elements which can do everything the lanterns can and more, albeit usually less mana efficiently.
Historic Figures

Historic Figures are Ib who have had a significant impact on the history of Aum.

## Ancient

#### The Mad Hag Anora the White

The Mad Hag Anora the White is an infamous witch credited with the creation of the Soul Flame Curse

#### Oyume, the Slumbering King

Oyume, the Slumbering King, is hailed king of all the Oni that reside on the Mikazuki Isles

## Unifying

XXX The First Emperor - Powerful Serenamancer who declared himself Emperor at age 29, but passed away by age 38

Empress XXX - 1st Bride of the First Emperor, betrayed him and killed her own children to destroy his lineage.

Empress XXX - 2nd Bride of the First Emperor, a young and promising beauty who passed 8 months after the Emperor in childbirth at age 20. She was in despair and under immense pressure following her husband's death.

XXX The Grand Reagent - Loyal retainer of the First Emperor who prevented its total collapse following the First Empress's death

XXX The Usurper - Son of the Grand Reagent, was forsaken by his father when he tried to seize the throne

XXX The Son of the Empire - Third Ruler, living long and realizing his father's dream

## Expansion

### Avatars of Sin

#### Laki Goodmoore, the Void Glutton

Laki Goodmoore, an ever-emaciated Goblin, was the Avatar of Gluttony

## Classic

#### Aaron Carter

Aaron Carter is an explorer and curator of the past that was buried for good reason. He participated in notable expeditions in the Central Desert and Emvula Rainforest.

#### Skald Rannak

Skald Rannak was a Northern Noble and the first known Ib to access the Fragment of Creation, which he initially attempted to use to purge his own existence.

#### Osamasu, the Woken King

Formerly Oyume, Osamasu was recognized as the king of the Oni throughout the Mikazuki Isles.

#### Raggar Darkmaw, the Slave King

Raggar Darkmaw, an extraordinary Human, was one of the most formidable Grand Chiefs of the Orcs

XXX - Ended the Anarchy of Lockren
Ankh

Ankhs are golden crosses with handles that grant their users long lives. The origin of the Ankh design is ancient and obscure, but it is a well known symbol of immortality. Wearing an Ankh necklace slows the aging process from anywhere from two to ten times. Additionally, when the user of an Ankh would die from any cause other than old age, the Ankh will shatter, restoring its user to perfect health, ridding them of all diseases and most curses as well.
Dragons

Dragons are a race of massive lizard creatures that inhabit just about every region of Aum. While dragons are believed to be some of the most ancient of creatures, the most ancient of dragons were not intelligent beings.

## Biology

Dragons are born into the world from tiny, leathery eggs that take two years to gestate, spending the first year inside their mother's womb and the second year in their nest after being laid. The mother will typically stand guard over her eggs only for the first six months after they are laid, that is until the eggs shells have hardened to the point that their durability surpasses that of steel; however, while this is enough to deter most natural predators, if there are Ib or other more specialized predators in the immediate area, then the mother may continue to watch over the eggs until they hatch. The average dragon clutch consists of three eggs but the first one to hatch will use its adamantine baby tooth to destroy the eggs of its slumbering siblings and have them as its first meal. Dragons are fully capable of hunting and surviving on their own within their first day of hatching.

## Variants

Primal - Hivemind, Uib

Dragons - Western, standard,

Wyverns - Southern, No arms

Linnorms - Norther, Flightless

Drakes - Central, Smaller, domesticated dragons and wyverns

Ryu - Long eastern dragons

Sea Serpents - Sea Monsters

Dragon Turtles - Island, Glacier
Episode 09

Episode #09: Everything's Coming Up Ruses

Original Recording Performed: April 21, 2015

Podcast released: May 3, 2015

Synopsis: Rick & Mary return from “winter break” as Blake deals with new competition from across the street. Zach prepares for the apocalypse after reading Tom Isbell’s book The Prey. Tom and Don talk fonts, Zach gives us a lesson in communication and Mary’s new friend pitches his web-series.

Special Guests: Tom Isbell, Mayor Don Ness.

Why Tom Isbell is IN: Has ping pong table.

Songs:

1. "World of War" by Blake Thomas, vocals by Blake
2. "I Truly Understand", traditional, vocals by Blake and Mary
3. "Flatlands" by Blake Thomas, vocals by Blake
4. "Sugar Hill", traditional, vocals by Blake
5. "Sittin' on top of the World" by Walter Vinson & Lonnie Chatmon, vocals by all

Written by: Blake Thomas

Cast: Blake Thomas, Mary Fox, Andy Bennet, Katy Helbacka, Zach Stofer, Ryan Nelson

Recorded and Mixed by: Nick Gosen

Edited by Nick Gosen, Blake Thomas

Bits & Recurring Guest Characters

* Cherry
* Little Angie
* Steve and Jamie
* Colin
* Brewin' Through It
* High Five!

Firsts and Lasts

* First replayed song ("Word of War" Episode 01)
* First appearance of Cherry
* First appearance of Colin?
* First pre-recorded sub-show ("Brewin' Through It")
* First performance by Jody Kujawa ("Brewin' Through It")
* First performance by Jonathan Manchester ("Brewin' Through It")
* First performance by Sarah Leuke ("Brewin' Through It")
* First episode without Andy Frye
* Least number of songs since Episode 05 (5)
Berufe

Hier findest du eine Liste bekannter Berufe und ihrer Boni bei den Talenten. Falls du glaubst einen Beruf gefunden zu haben welcher noch fehlt dann Füge ihn gerne hinzu.

Die Berufe sind in erster Linie dazu da deinem Charakter etwas mehr Persönlichkeit zu geben. Dazu sind bei den meisten Berufen auch Talente enthalten welche für üblich eher selten geskillt werden.

Bei der Charaktererstellung darfst du dir einen Beruf aussuchen und dessen Boni auf deine Talente addieren. Es bleibt dir natürlich offen für das Rollenspiel mehrere Berufe zu haben, jedoch bekommst du nur für einen die Talentpunkte. Z. B. Bergmann & Schmied, Fischer & Koch oder Abenteurer & Jäger.

Bei jeder dieser Kombinationen muss man sich für einen Beruf entscheiden dessen Talentpunkte am besten zum eignen Charakter passen.

Berufe

\* ***Die zur Auswahl stehenden Talente und eventuelle Einschränkungen, findest du in den folgenden Listen.***

## Waffenarten

**Einhandwaffen**

**Zweihänder**

**Stangenwaffen**

**Speere**

**Wurfwaffen**

**Bögen**

**Armbrüste**

**Peitschen**

**Blasrohr** (Keine Ritter)

## Wissenschaften

**Lesen & Schreiben**

**Sprachen**

**Alte Sprachen**

**Rechnen**

**Geographie**

**Geschichtswissen**

**Völkerkunde**

**Götter & Kulte**

**Staatskunde**

**Rechtskunde**

**Magiekunde**

**Pflanzenkunde**

**Tierkunde**

## Magien

**Feuer**

**Wasser**

**Wind**

**Erde**

**Blitz**

**Natur**

**Heilig**

**Schatten** (Hofmagier nur Reinmenschen)

**Blut** (kein Hofmagier)

**Beschwörung**

**Nekromantie** (kein Hofmagier)

**Manipulation**

Für mehr Informationen zur Magie schaue hier.
Kobolds

Kobolds are a race of small to tiny dragonkin. They are naturally subservient and follow a strict familial hierarchy, one that is headed by a creature of another race, most commonly a dragon. In the rare instances where a Kobold is leading one of their own clans, said leader typically presents themselves as a herald of a god, as while Kobolds have no issues with following the orders of their superiors, an unspoken inferiority complex appears to prevent them from accepting a chain of command in which one of their own race heads. Such circumstances often lead to rebellions and power struggles within the Kobold ranks. This complex only seems to be present for determining the leader of the clan, as while a Kobold clan may be eager to serve a particular dragon along with their immediate family, they will not serve all dragons. Furthermore, they often disdain non-Kobolds, especially those who do not serve their master.
Eisengrad

Eisengrad, The Iron City, is the second-largest city in the Reigis Highlands and home to many of the greatest blacksmiths in The Empire, famed for its iron and steelworks.

 Culture

The Majority of Eisengrad's population consists of Humans and Mountain Dwarves, but the city also houses a fair number of elite High Elven craftsmen and a few Gnomish tinkerers as well.

## History

Once a small mining village known as Eisenmeine, the city's strategic location and saw it experience a burgeoning population growth with the discovery of steelworking during the Ancient Era.

## Geography

The city itself is partially built into the Iaran Mountain, a site rich in natural magnetite ore deposits.

## Key Features

### The Great Iron Wall

The Great Iron Wall is a series of interlocking walls that have expanded as the city has grown over the ages.

### The Rust District

The Rust District is the slums of Eisengrad.

## Key Organizations

List Key government institutions, guilds, businesses, criminal organizations, organized by type
Jeff Winger

**Jeff Winger** is a fictional character appearing in Community and portrayed by Joel McHale.

## Character Bio

A former lawyer who enrolls at Greendale after being suspended by the state bar for falsely claiming to have a bachelor's degree. Jeff is a sarcastic, outspoken, overconfident, narcissist lothario who constantly manipulates people to get what he wants, which is often to not do any work. However, as he becomes closer to his new study group he changes some of his habits and views. He is more willing to make personal sacrifices for his friends over time and selectively reveals that he can be more patient and less critical than what other alpha-males typically offer.

## Whump

### Season 1

 13
 20
 23

## References

1. ↑ https://en.wikipedia.org/wiki/Community\_(TV\_series)
Heart Compass

The Heart Compass is a golden compass in the shape of a heart. The compass will point to the heart of the person that the user loves the most, whether or not that heart still beats. Even if the heart has turned to dust, so long as it still belonged to the person the user holds the most affection for, it will point towards it.

The specifics of which heart is pointed to are not fully understood, though generally it is believed to be based on level of sacrifice. It will point to the one the user would, or would have, sacrificed the most for. While some people may believe that they love a few people, equally, it is very rare that at any given moment those levels of affection are completely equal, so it will point to one over the other, though it is subject to change. If it is ever entirely equal, then it would point to the point in the middle of where the two hearts are, which depending on how far apart they are, could be nowhere near either of them.

## Variants

There are some minor variants of the Heart Compass that only point to a specific type of loved one, whether it be familial, romantic, or friendly as opposed to the normal one which could point to a person in any of those categories.

### Desire Compass

The Desire Compass is a more powerful variant of the Heart Compass that can point to whatever it is the user's heart most desires at the moment. By default, it tends to point towards more general things, but with strong enough focus and a powerful enough compass, it can be used to locate very specific objects. For instance, if one desires a steak, it may just point to the nearest source of food, but with more focus it would only point to meat, more focus only steak, and yet more focus to only point to one cooked exactly to your liking.

### Wander Compass

The Wander Compass is a cursed variant of the Desire Compass. It affects the mind of the user, making their desires more intense than usual. The compass itself actually does not point to where they will find fulfillment of their desires, but it will make them believe that it is leading them in the right direction, even if they are clearly getting more lost and further away from their goals. If the user dies while lost under this effect, they will become a Lost Soul. If they survive for long enough, their desires will continue to grow until they are reduced to hollow shell of a being, sometimes even transforming into demons.

## History

The Heart Compass has sometimes been used to help recover and identify bodies after tragedies such as natural disasters and bloody battles.
Green Thumb

The Green Thumb is a leaf from an unknown tree in the fey wilds that can be wrapped around one of its users digits (typically their thumb) to turn it green, at which point the leaf then wilts away. If the user wishes to return their thumb to normal, they need only wrap the wilted leaf around their thumb again, at which point the green will disappear the the life will be restored to the leaf. Having a Green Thumb enables the user to have control over plants and aid in their growth. It also gives the user the ability to "speak" with plants, though due to the fact that most common plants lack any sentience and senses, the plants are not all that much for conversation. Still they can be further encouraged to grow and given very basic instructions with this ability.

## Variants

### Green Toe

The Green Toe is a slightly more rare variant of the Green Thumb. It enables its user to improve the soil quality of wherever they step. When a user walks with a Green Toe, grass and flowers sprout and bloom beneath their feet as they walk.

### Green Fingers

Having multiple Green Thumbs active at the same time can give the user even greater power over plants. They can command trees to uproot themselves or swing their branches, turn seeds into vines in moments, and twist ordinary leaves into razor sharp thorns. Skilled users can create walls of briers and entangling roots to grab their foes.
Air Dash Sash

The Air Dash Sash is an enchanted scarf made from the feathers of a Roc. One who wears the Sash is capable of performing a special sort of "spin dash" through the air, twisting their body around rapidly to propel themselves forward. This effect can also be directed straight upwards to get some additional jump height.

## Variants

While there are no specific named variants, there is a fair amount of variety in choices for more powerful Air Dash Sashes. There are some that allow users to travel greater distances and others that can even store multiple charges of dashes with each jump, granting greater aerial mobility.
Chamila of Era

Alabaster's personal maid and bodyguard who has dedicated her entire life to his service. She is ready and willing to sacrifice everything for him, but while he finds her dedication admirable, he prefers to keep their relationship strictly professional. She has no desire to live for her own interest, yet cannot help but desire more from Alabaster.
Fanghoof Plains

The Fanghoof Plains are an expansive stretch of grasslands south of the Sylva Woodlands. Prone to violent windstorms and tornadoes, the plains are home to the humans of Windsfield, the Stormrider Centaurs, and various tribes of gnolls.

## Climate

The Fanghoof Plains have temperate temperatures and moderate to low levels of precipitation. While most of the plains do feature fertile soil and receive abundant sunlight to support the growth of grand forests to rival the Sylva Woodlands, constant windstorms and whirlwinds frequently uproot any aspiring great oak and arch trees, allowing for strong-rooted grasses to dominate the region.

### Human Settlements

Windsfield

Litney

Puffton

Greenheath

### Other Settlements

Lykos - Wolfang Gnolls

Taurus - Warbull Gnolls

Strom - Stormrider Centaurs

### Geographic Features

#### The Tempest Meadows

The Tempest Meadows is a location that features fertile soil but experiences constant windstorms that make cultivating the lands rather difficult.

#### The Clovenhoof Copse

The Clovenhoof Copse is a forest on the eastern edge of the Tempest Meadows. It is rumored to be the birthplace of the Legendary Beast, the White Stag.

## Inhabitants

### Ib

Humans

Gnolls

Wolfang Clan

Warbull Clan

Green Dragon Nest

Centaurs

### Flora

Whistleweed - tall grass that wistles as it releases its seeds into the strong winds
Granny of Era

A senile old lady who is barely there. Her weaving skills are still excellent, but she cannot recognize a single person or place. Because she does not remember any of her family, she treats everyone as if they were her own kin, just on the off chance that they truly are. Her grandnieces, Catherine and Katherine, moved in with her sometime after the calamity, which had claimed the lives of all of her immediate relatives in Era.
Languages

Languages are systems of communication that are utilized by Ib, Uib, and AI.

## Mundane Languages

Mundane Languages are types of languages ordinarily spoken by Ib. While there are numerous mundane languages, they all function in a generally similar manner and can be mastered by any Ib given the proper education.

Imperial - Imperial, or "Common" as it is known to its natives, is the official language of humans of The Empire.

Dwarven

Elven

Orcish

Goblin

Local

## Special Languages

Vetus

Draconic

Eldritch
Deo of Era

A diver whose family was decimated during the calamity. The day before the tragedy occurred, his father, whom Deo had always quarreled with, had discovered a massive pearl, the size of a human head. His father hid it away and was planning on selling it and moving the family to the city where he could retire from diving and become an artist and live a life of luxury. Unfortunately things did not go according to plan. Deo does not know where the pearl is hidden, and does not know if he even wants to inherit father's fortune instead of earning his own.
Feather Cape

The Feather Cape is a long cape woven from Roc Feathers. Wearing one allows the user to descend through the slowly enough that no matter the height they fall from, they will be unscathed. They also allow their user to glide through the air as if they were holding a hang glider.

## Variants

There exists a cheaper variant of the feather cape that while it does still slow ones fall, the user will still take some damage.

### Feather Mantle

The Feather Mantle is a more powerful variant of the Feather Cape that grants the user the additional ability to launch themselves into the air, provided they have a running start.
Chair of Comfiness

The Chair of Comfiness appears to be an ordinary chair, usually with fluffy cushions. It is crafted by the demons of sloth when they finally get around to it. The Chair is so comfortable that any mortal who sits on it will refuse to leave. Many would rather even die of starvation than leave the chair, though those with strong enough willpower can force themselves up in such cases of emergency. it is quite easy to physically remove a person from the chair, but once they have had even one taste of the chair's comfort, they will likely become addicted to it and try to return once they are no longer restrained. Continued use causes its power and comfort to grow and if a person dies from the laziness the chair brings about, its comfort will rise to unimaginable levels. It has been described as the sensation having every cell of your body receiving a massage while sitting in an armchair next to a gently roaring fire as outside just the window raindrops dance and the wind carries the sounds of smooth jazz, though even such images are said to do no justice to the comfort of the chair.

A sufficiently powerful chair can draw people in from the sight of its velvety soft cushions alone and the most powerful bring on such an image of comfort in their viewers that they are made to lazy to even sit down in the chair, drooling themselves to death by dehydration just staring from a distance.

### Bottomless Chair of Comfiness

The Bottomless Chair of Comfiness is variant that does not allow for its victims to be physically removed by others. It slowly wraps around its victim, causing them to sink inside the cushions. Only the victim themselves may pull themselves out from the chair and any attempt made by others will cause the chair to tighten its grip and pull the victim inside further. Once one has sunken completely inside, there can be no escape. Some believe that the inside of the chair is a portal to the abyss itself, though that is merely speculation as nobody who has entered inside has ever been seen again.
Gravity

Gravity is a dual element composed of Earth and Dark.

## Gravity as a Force

Gravity is perhaps the least understood of all the Elements, especially when considering the fact that almost every creature and object appears to have at least trace amounts of gravitational energy regardless of any other affinities that they might hold. For most occasions, Gravity can be understood as an exertion of downwards force on objects, but which direction is down is not always clear. Down for most of Aum's hemispherical surface wraps around the planet and points towards its core with the notable exception of the Dark Side Aum, which defies any influence of the planet's supposed "center of mass" and points straight up into the planet with equal force all down along its circular plane. If one were to stumble between the Edge of the World and the Dark Side of Aum, they would notice this gravitational shift immediately as down to them would reorient instantly by approximately 90 degrees.

Objects with particularly high amounts of mass produce much downward force towards their cores but are also better at resisting the gravitational energy of other massive objects, naturally mitigating the risk of all objects in the universe colliding into one another and being condensed into a singularity.
Bard

Bards are spellswords that mix magic with music

Adagio - Restful

Allegro - Boosts mood

Andante - Music that better facilitates travel

Crescendo - Music grows increasingly loud, reverberating sonic attack

Diminuendo - Music quiets actions done in its vicinity, aiding in stealth

Forte - Loud Sonic Attack (Fortissimo Upgrade)

Giocoso - Cheerful?

Larghetto - AoE Sonic Attack

Leggiero - Reduces enemy attack power

Pianissimo - Quiet, gentle, sonic heal Sonic Heal

Rallentando - Slow enemies

Vivace - Haste

Sonata - Unsung

Lied - Art Song

Mass

Prelude

Nocturne

Requiem

Rhapsody

Serenade

Waltz

Aria

Anthem

Aubade

Elegy

Bolero

Canon

Dirge

Medley

Song

Chant

Hymn

Shanty

Lullaby
Beacon of Truth

The Beacon of Truth is a gold enchanted lantern. A single face of the lantern is open with crystal glass in shape of an eye. The light that shines from the Beacon allows everybody to see through any visual illusions that it illuminates.The power of the beacon can also be channeled into a powerful ray that dispels illusions entirely.

## Variants

### Shades of Truth

The Shades of Truth is a similar item to the Beacon of Truth created by Shadowmancers who profess, "Not every secret hides in the shadows." A person who wears the shades can see through any visual illusion. The shades also provide an additional effect of protecting one from light based spells that cause blindness.

## History

The original beacon of truth was the size of a lighthouse and was set up on the Isles of Illusions to ward ward off the attacks from the various phantoms that plague the archipelago. The design was reduced through magic and portable versions were created, but the creation process still requires one to build the beacon the size of a building and then shrink it to the size of a lantern.
Elements

Elements are the substances that are the core everything in the universe, both mundane and magical. There are 6 primary elements and 57 combination elements making a total of 63 elements.

## Primary Elements

The primary elements are the six base elements from which all elements are derived. Each is associated with one of the Elemental Lords. The primary elements are:

* Air (A)
* Dark (D)
* Earth (E)
* Fire (F)
* Light (L)
* Water (W)

## Dual Elements

The dual elements, also known as secondary elements, consist of fifteen elements created from combinations of two primary elements. The dual elements are:

* Steam (FW)
* Lava (FE)
* Plasma (FA)
* Hellfire (FD)
* Sun (FL)
* Plant (WE)
* Mist (WA)
* Poison (WD)
* Frost (WL)
* Sand (EA)
* Gravity (ED)
* Moon (EL)
* Miasma (AD)
* Lightning (AL)
* Twilight (DL)

## Tri Elements

The tri elements, also known as tertiary elements, consist of twenty elements created from combinations of three primary elements. The tri elements are:

* Steel (FWE)
* Aether (FWA)
* Maw (FWD)
* Tea (FWL)
* Glass (FEA)
* Core (FED)
* Volcano (FEL)
* Explosion (FAD)
* Photon (FAL)
* Dawn (FDL)
* Erosion (WEA)
* Decay (WED)
* Guardian (WEL)
* Disease (WAD)
* Cloud (WAL)
* Blood (WDL)
* Dust (EAD)
* Dunes (EAL)
* Eclipse (EDL)
* Storm (ADL)

## Quad Elements

The quad elements, also known as quaternary elements, consist of fifteen elements created from combinations of four primary elements. The quad elements are:

* Nature (FWEA)
* Mercury (FWED)
* Flower (FWEL)
* Acid (FWAD)
* Nimbus (FWAL)
* Tide (FWDL)
* Eruption (FEAD)
* Mirror (FEAL)
* Gem (FEDL)
* Nuclear (FADL)
* Rot (WEAD)
* Oasis (WEAL)
* Forest (WEDL)
* Tempest (WADL)
* Time (EADL)

## Penta Elements

The penta elements, also known as quintary elements, consist of six elements created from combinations of five primary elements. This means that they have all but one element and each has an alternate title to reflect this. The penta elements are:

* Night / Lightless (FWEAD)
* Day / Darkless (FWEAL)
* Space / Airless (FWEDL)
* Sky / Earthless (FWADL)
* Land / Waterless (FEADL)
* Ocean / Fireless (WEADL)

## Omni Element

The Omni element is the combination of all six primary elements.

* Omni (FWEADL)

## Zero Element

There is great question as to whether or not there is such a thing in existence as a zero element, that is some substance that made from no element, not fire, water, earth, air, dark, nor light. Such a substance would necessarily be nonexistence itself. Regardless, there are many phenomenon in this world that can only be explained by some sort of elemental vacuum, an emptiness that is not just darkness or air, and this phenomenon has led some to believe in a zero element, most commonly denoted:

* Void
Aum 1812 AE

1812 AE marks the official Declaration of the War of Conquest and is a time when the majority of the inhabitants of Aum were, for the first time, aware of the existence of one another. It is a time in which High Fantasy and Traditional Spellcasting were still in full swing and it is a time in which the overwhelming force of Science and Industrialization were becoming ubiquitous aspects of daily life. Interactions between Ib and Die were still commonplace and the tales of brave heroes and benevolent gods had not yet become vestigial legends of the distant past. Nearly every notable Settlement had been established long before and by 1812 almost every inch of the planet possessed an established history and culture.

In terms of Technology, while modern luxuries powered by Steam Engine Aelectricity were still rare outside of Cities, almost every Shire had at least one modified Windmill capable of producing the Air Mana necessary to power a single Horn of Calling in order to connect them with the world at large and through which they could hear tell about the war brewing on the horizon. While swords and sorcery were still considered to be the gold standards of combat, repeating firearms were becoming increasingly prevalent in the world and noble Mage Knights needed to ensure that their amulets of protection had extra warding against bullets lest they chance to fall victim to a common farmer with a gun.