recursal/Fanatic-Fandom huggingface dataset:
Taverns

Taverns:

Seventh Generation has many Taverns, Clubs, Stages and Inns.
This Tavern Wiki is designed to track these places, their characters, and regions. We want to standardize "Vendor" Pages so that the players know how to read them and what to look for. Example.. Who is allowed into a tavern should be obvious. Cover charges to enter should be obvious. Is this a sole location or one of a chain of like businesses.

## Taverns and the Law

Seventh Generation has strict laws on where and how citizens can buy Alcohol and other substances. Alcohol and tobacco are restricted substances in the Seventh Generation. Inns and Taverns must go through a vigorous licensing process in order to serve alcohol. The taxes and the legal runework involved make the cost of selling legal alcohol prohibitive, but taverns still endeavor to serve it.

Most taverns are restricted to selling alcohol that has the alcoholic content for beer and wine. The laws are designed so that most alcohol sold is a sanctioned product, where Licenses are relatively easy to pull, and one taken away, an establishment may never get the license back again. Tobacco is a similarly restricted substance, only sold at authorized stores that pay for special licenses. Smoking in public is highly frowned upon in the empire. However, many Taverns and Inns provide a smoking room for those that desire such amenities. All these rules have made alcohol and tobacco products highly desirable on the black market; and as such, caused the prices for these products to increase dramatically.
Thindarr Wiki

## Main pages to view

Seventh Generation - Character Creation - Monsters - Thindarr Wilderness - Sword Coast - GAME SETUP

## Introduction

Andy and I Spoke to Cody M and we all want to really gear this baby up.

Benson’s even handed treatment of our civilians in his vision of The Walking Deadtoon has inspired us to tell new types of stories. We want to pay homage to the story tellers and the story participants of the past. Copyrights will be infringed upon. We plan to steal liberally, and we plan to own what we steal. Our seventh generation world lays over all our old worlds. We consume it all and remisunderstand it. We hope to use our common gaming past to embark upon a goofy game world that your characters can use in a semi-durable way. Our skeleton is a Sword Coast redux. We assume that after McGuirk closed the book on the Princelings of the Apocalypse, a hundred years of prosperity gave birth to the post sindar era. Many of the wondrous forces we now rely upon were invented in that era. The philosopher Bards told of a thousand year golden age of prosperity in the Desserine Valley. But as will happen in fantasy, eventually the apocalypse came, and this was a very subjective Benson type of ending for the sindar millennium. But the survivors picked up the pieces and survived in only the way a survivor can, even from a Bensonian apocalypse the children will forge forward, and eventually surpass even the people of Sindar.

Then of course another apocalypse happens. Yeap it happened again. Zombies legions were wiped out by an empire of undead hating divines that later were toppled by Aboleths. We have not ironed out what happened after that, but needless to say we have layering problematic historic events that leaves the land beat up and interesting for exploration.

So the players will find a faintly familiar yet fragmented Sword Coast. Coming out of the elemental node stuff in Princes of the Apocalypse, the Cody M was interested in the ways these elemental forces could be harnessed as a power grid for a civilized and advanced magical people. So over time many of the ley lines and nodes have become magical foci that have been harnessed by now long forgotten wizards and 1st generation empires. Generations of mages have tinkered and invented ways to store and harness the power of an elemental force that has at this point become slave to the empire. Meanwhile this elemental upheaval is not without a price on the land. Elemental ruptures, unchecked natural forces have all changed the Sword Coast.
Monsters

== Monsters in the Wilderness ==

Baddergs - Braintaker - BloodBug

Carroc - Chatterer - Centisteed

DesertPeople - Equort - Dirt Squid

Feloid - Feral ghoul  - Fraeken -

Groundling - Grizzliesnake

HawkPeople - Hops - Hissers IceWolf -

LavaTroll - LeatherWing - MarshHulk - Mirelurk

Stalker of the Stars - Spellrender -

Wolfape - YexilI -  Yao Guai - Termiloi

OutlawWizards -

Beyond the Wall

Venus Petalu

Predaplants
Flobel Gateway

Flobel is a glimmering wall town. A regular dodge city by imperial standards.

There are 2 major obsidian path exists from the wall in FLobel. as well as the upper Daxil River. A dozen colonies and minor allies inhabit these regions.

The stringent harbor masters and toll collectors on the incoming traffic is well known.

Seventh Generation - Beyond the Wall
Campaign

There are three campaigns in the game, Normal, Elite, and Nightmare. Each consists of 16 chapters, in order to unlock a chapter in a harder difficulty you must fully beat the chapter on the previous difficulty. Every level you play costs a certain amount of energy, that amount increases as difficulty, and chapter progression increase. Normal Campaign is the only campaign where you must fight each individual nodes (which become unpayable after beating once), Elite and Nightmare only have the main levels where one can earn stars.

In a given chapter by earning 6/12/18 stars you can receive 10/20/30 diamonds for a total of 60 diamonds.

Every few levels chests become available, providing 50 diamonds, gears and other gifts.

## Elite

Allowed 3 runs of each level per day. A good place to obtain Hero shards.

## Nightmare

Allowed 5 total runs per day. Can obtain shards to craft lower tier heroes relic awakening weapons here.
Beyond the Wall

== Beyond the Wall of Gold ==

Most of the Empire is with in the pale, and they have no clue about the trade network that provides them such a high quality of life.

Most of the colonies are clusters of estates, Mines and hunting lands where a imperial consul presides in concert with local factions. The imperial citizen inside the empire enjoys considerable rights. Many of these change in the colony. Imperial laws do not change, and gross disorder is not ignored. But local customs for Law and Order are often respected. Some of the colonies are rich in resources and produce many special items. Many believe that these far flung spots are the lifeblood of the empires markets. Without access to the unique and luxurious products, and the taxes sent to the imperial coffers, the 7th empire might collapse.

For instance it is not uncommon for imperial troops to be positioned with local inhabitants  in times of trouble.

 We have Colonies that are outside of the wall. In order to settle beyond the wall the imperial citizen must have a Charter. The charter can be held by an individual, family or a corporation. The colonial lands are essentially on their own, even if they do enjoy imperial efficiencies and advantages like consent over the colonies Obsidian road and the Gyr, as well as access to troops from the Wildcat and Peacekeepers garrisons.

Colonies have an overseer, Magistrate and typically some other administrative staff in the least. But Colonies can be seasonal backwaters with no population most of the year, industrious mine or farm lands.. it is really quite a spread.

Glimmering Wall  - Water Ways - Sea Destinations - Seventh Generation

Colonies:

Amfal Borders - Larch Frontier

Red Lurch - SDV208 - Drap15 - Desd11 - Adz34 -

DA12 - Elm400 - FL1^1 - Tolf Stren

Untamed Lands:

Thindarr Wilderness - Pinnacle - The Eternal Plateau - Rad Flats - BladeLand

Crescent City - Vestivin - Elk Tribe - Torment

## The Wilderness Outside the wall

OutlawWizards - Untouchables -

Monsters - Ruins
Quest - Kitten for the Cats

## Quest - (Right now a Quest seed) :: Kitten for the Cats

Gus walked into the Cadre Bar and now he is not sure he will get out. So it is true these SDV colonist and loyal Wildcats found the recent Wildcat visitors a bit unsavory, they were Cats, and that fraternity is close.

Galvin Gained the last clue for the Faraway Quest from the Bar that these Cats hang out at. That is galvins current bunk actually. Gaining 10 Cadre suck up tokens will allow Galvin to unlock a quest

-- Will he act as a spy (aka Kitten) for the Cadre?

-- Will he escape and make an enemy of the Cadre?

-- What other angles can Matt come up with?

Quests
Termiloi Scouts

Termiloi Scouts are the weakest ones. Their only purpose is scouting ahead. When they've spotted something, they head back to the Termiloi Queen, and report to her what they found. Their exoskeletons, and mandibles are frail though, making them very weak fighters. Their only ups are: speed, eyesight, and climbing skills.

back to Termiloi
Vestivin

The Eyre far from the glimmer

Vestivin is a small city on the distant island of Miorth. The town of Vestivin is at the top of a large extinct volcano Other than the fact that the island acts as the trade hub and fence for much of the pilfered goods that are found in the imperial wash. Privateers on the open water come in many flavors.

-- the most important part of this town is that it is fairly significant for and independent place. The dragons have deals with some imperial powers it is said. Still a dragon is a proud creature and many expect the alliance will not last.

Sea Destinations  - Thindarr Wilderness - Water Ways  - Beyond the Wall
Tolf Stren

The Colony of Tolf Stren is a hot bed of intrigue and illicit activity. The district has been deep in the swamps of lotkin for hundreds of years. They have access to plantations that produce all manner of crops. Tolf Stren is on the northern reaches of the dezz waterway. The Tolf Lake and water way has a water purity that defies the water elemental paths. Boaters are forced to go the last few miles the honest way.

Beyond the Wall
Termiloi

Termiloi are giant termite monsters that live underground. They have special classes each with a specific job. They love the taste of flesh, and are crazy when they've spotted some. Classes: Termiloi Marauders, Termiloi Spitters, Termiloi Defenders, Termiloi Workers, Termiloi Scouts, and the Termiloi Queen.

back to Monsters
Clifford the Feloid

# Cliff -

Your Average Feloid bad guy, Medium Humanoid

##### Challenge 1(200 XP)

***Brute -*** A melee weapon deals one extra die of its damage when Cliffy hits with it (included in the attack).

***Surprise Attack -*** If Cliffy surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

#### ***Morningstar*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Cliffy should also have some sort of consumable range weapon that does something nasty.
Historesort

This Chain of Historical Resort towns spreads over the empire and its colonies.

The Keep - SDV208

Saltmarsh - Larch Frontier

The House of D'Amber

Dreadful Isle

---Just a theory--- GuyGox

What do you think if an npc that runs a chain of WestWorld like franchises.. He is a Donald Trump or Barnum type.. promoter. Named GuyGox

He trains bards. They are master's of illusion and mind control. Lots of rules around magic ettiquite. Partnerships with a group in empire that does the does imperian savant augmentation. Another that builds gimmicky flimsy magic items that work inside The illusion like artifacts.. The imperians take to this farce like moths to a flame.. they love the augmented reality. they grew up in this world. Millenials.

Guygox He needs the boys to clean up a mess.
Danvuris

The city of Danvuris is in the sea to the west of the Swordcoast. The city is an group of islands that float a few hundred feet above the sea. The large floating land masses dot the Swordcoast, but Danvuris is several hundred of these flying districts. This city has very strong ties to the sea, and produces a wealth of food and trade goods from the ocean.

Seventh Generation
Pale

## The Pale

The Pale is slang for the city centers throughout the empire. These are the most secure parts of the empire.  The cities with imperial consuls and full bureaucratic offices are considered in the pale. In these area’s people generally feel that the regulations protect their markets, and that there taxes are effectively spent. Craft people feel that they have access to markets that are fair and open. Laborers and servants feel that they will be able to provide a life that was slightly better than the one that they had growing up. There is crime, and wrongs do happen, but in general people feel safe and secure. Imperial subjects refer to anything outside of this region “beyond the pale”. it is possible to be with in the wall and be beyond the pale.

It is possible to have a combat in the Pale. But we think that will be less likely than it would be beyond the pale. Beyond the Wall should be a little more like our normal Dnd game.

Back to Seventh Generation
LavaTroll

A Lava Troll is a monstrously huge (18+ feet tall) humanoid mutant that lives in actively volcanic environments. They have eerie white eyes, pointed ears, a pug nose, and are covered in a sickly, rubbery, ashen-grey skin. Because of their preferred habitat, it will be rare to encounter a Lava Troll as no one is foolish enough to approach an active lava field or volcanic crater where they reside. If, however, someone does get close enough, they will attempt to grab the victim and drag them into the lava where they will then feed on what's left of the charred remains.

The Lava Troll's rubbery skin bestows on it a form of incredible fire resistance. They are immune from any and all fire and flame-based attacks. In fact, the skin of the Lava Troll is actually quite cool to the touch, so there is no danger of being burned by the Troll's touch. (But that's little comfort when it's dragging you to a firey doom.)

Due to the size of the Lava Troll, it has increased strength. However, it is a slow creature, so it receives no damage bonuses in combat, though it will still do 3d4 hit points of damage if it successfully clubs you with its fist.

On a successful hit, a PC should roll a save vs. STR. If the save fails, the Lava roll has successfully grabbed the vicitim and will begin pulling them into the magma. Unless the PC is very clever or the party comes to his aid, he will be dragged screaming into the liquid rock.

Back to Monsters
Chatterer

Getting its name from the clicking and clacking it makes with its claws and mandibles, the Chatterer is a giant mutant beetle with an incredibly heavy exoskeleton. They are normally found in caves and other underground caverns, preferring to leap out of the darkness to surprise a victim.

The Chatterer attacks with its two giant pincer claws, grabbing and crushing a victim for 1d10 hit points of damage. They may also lift a victim to its mouth, biting them for an additional 1d8 hit points.

   It is very difficult to successfully attack a Chatterer as their natural armor is nearly impenetrable. However, they are very adverse to fire and will take an extra 1d6 hit points of damage whenever they come into contact with it or are attacked with fire.

Chatterers have only an insectoid intelligence and cannot be trained or otherwise tamed. They attack by instinct only. Some cultures have been known to trap a Chatterer, letting it get nice and hungry before releasing it onto a foe to be dispatched. Chatterers have also wandered into villages, attacking and consuming the weak and the small before being driven out by the villagers. A rampaging Chatterer is a dangerous creature to contend with.

Back to Monsters
Wolfape

Woolflape’s are a mutant hybrid species. They are medium sized humanoids with matted grey brown fur. They have pointed ears, sharp claws, and eerily glowing pupiless eyes.

Woolflape’s possess only animal-like instinct and cunning, and they are incapable of speaking. They attack for food and for sport. They are very hard to train, and have never been domesticated.

Woolflape’s are able to travel through the trees much like an ape, swinging silently from branch to branch. They prefer to attack by leaping out of trees and onto their victim. They rend with their sharp. They can also snap and bite at a victim.

Oddly enough, even though a Woolflape’s has no use for or concept of money and valuables, some very basic silver coinage can be found in a Woolflape’s lair. It is thought that they are attracted to the shiny baubles, collecting them for their shine.

Back to Monsters
Level editor

The **level editor** is a feature available for desktop and mobile versions of Awesome Tanks. The player can choose every enemy in the game to be in the custom level. This is a good choice if the player wants to make harder levels. The level editor will not make the player less stronger. Money won't drop once an enemy is defeated. The player is able to see a list of levels made by other players for desktop and for mobile versions of the game.

## Awesome Tanks

Level editor is available only in a few of versions of Awesome Tanks. The feature is unlocked when all the levels have been completed. When an enemy is defeated, the cash from the enemy will still come out. However, the cash will not apply to the actual money from the game. When only 1 block is placed, the player will get a medal called "THEBESTLEVEL" proving that the level editor has been used.

## Awesome Tanks 2

Level editor for Awesome Tanks 2 is a separate game called Awesome Tanks 2 Level Editor. Unlike in the previous game, the player is able to share levels.

## Mobile Awesome Tanks

In the mobile Awesome Tanks, level editor is build in. Much like Awesome Tanks 2, the player can share levels. If the level is hard, the player needs to complete it first, and to make sure that it is possible to complete.
Jefferson

**Jefferson** é um personagem da telenovela "**Pega Pega**" da TV Globo. Ele aparece pela primeira vez no Capítulo 1 e é interpretado por João Villa.

### História

Jefferson é funcionário do Carioca Palace. Certa manhã, ele descarrega as malas de um carro como de costume. *("Capítulo 1")*

### Curiosidades

* Jefferson é o primeiro funcionário do Carioca Palace a aparecer na trama.
Moderator's Handbook

## Creating a Poll

Polls are a fun way to get the votes of the community. You can use them to elect in new mods, settle a debate, or even get their preferences on various parts of the Wikia.

So how do you make a poll?

< poll>

What is your favourite protagonist on Bravelands?

Sky

Fearless Gallantpride

Thorn

I don't really know

</poll>

You would type this in 'Source' on classical editor. The poll would look something like this once the page is published...
LeatherWing

Leatherwings are giant mutant bats that can be used as flying mounted steeds. They are nearly 10 feet in length with a 25 foot wingspan. They have brown fur, red eyes, and a long rat-like tail. They are the preferred mode of transport for the mysterious Raiders of the Abyss, although they are a common enough mount that they could be encountered anywhere in the Thundarr universe. Unlike common bats, Leatherwings have fairly decent eyesight so they do not rely on (or possess) a radar sense or any mutations like echolocation.

Leatherwings aren't much good in a fight, only able to bite with their large fanged mouth. However, if they successfully bite, they'll do 4d6 hit points of damage due to their size and strength. Also, just like the Giant Bat (MF rulebook, pg. 61), Leatherwings have a paralysis potion in their saliva, causing paralysis in a bitten enemy for 1d10 rounds unless a save versus poison is successful.

Leatherwings aren't naturally violent unless provoked. Once "broken," they are as tame as any horse or beast of burden. They are able to carry up to 300 pounds and fly at their full movement rate. They can carry between 301 and 600 pounds and still become airborne, however they move at half their airborne movement rate. They are unable to take flight once they are carrying more than 600 pounds.

Back to Monsters
New World Sword Coast

The Sword Coast has gone through tremendous change in the last several hundred years. These changes have altered the land. Evidence of past civilizations are everywhere. Leftover artifacts, buildings and monuments make it abundantly clear that the world has a long history of ill treatment. The populated regions of this land are all affiliated with the empire, and are run by an optimistic bureaucracy. The imperial lands are often sprawling ranges of broken and ruined landscapes dotted with small population centers. The imperial laws and traditions give industrious and law abiding citizens a high quality of life. Magic and magical items are ever present in this part of the world. Most imperial casters do not create magic items as much as repair and reuse what older civilizations have left behind.

Outside of these imperial regions is often called “the frontier” or the Wild. The primordial powers that have been locked out of the imperial regions seem to have really taken to the spaces between. Ruins and artifacts from bygone ages litter these area’s just like anywhere else in the world of Thindarr, but also there is some magical x factors that seem to mutate and cause unpredictable results.

Some of the factions that have gained power in the empire are adept at controlling and harnessing the elemental artifacts and wonders. The results were that the elemental forces of Water and Earth greatly aided the imperial citizen.  Also of note inside the imperial fold, the world appears colder. Most of the empire like the north in GOT, or like Russia’s empire of the late 1800. Some believe the imbalance between the forces of Earth and Water have ruptured the natural order. The  It is widely believed that the unless the factions of Earth and Water gain balance, the Sword Coast will fragmenting, sheering away from the land itself, and dissolving back into the Abyss.

Seventh Generation-  Character Creation -  Monsters -  Thindarr Wilderness
SDV208

## A Town Called SDV208

SDV 208 is a colonial town on the edge of the empire. SDV is a historic site with important ties to the Obsidian Road and the Empires affinity to the Slab vehicles. SDV will serve as a starting spot for some of the party. The town has become a backwater agricultural hub, with a seasonal market and tourist trade. For 2-3 months a year droves of city slickers travel beyond the pale to take in some of the country, shop in the ancient Markets of the Stars and learn about the early empire.

SDV his one of the few places that has some cross border trade with the outside wilderness.

...historesort.. restaurant andb hotel shapped like an old keep on the edge of the kingdom.. called king Richards faire..

Pale - Thindarr Wilderness - Slab - ObsidianRoad - StarMarket - SDVHistory

The Keep

Back

SeventhGeneration
Equort

Primarily used as a means of transport, the equort is a large horse-like creature with a beaklike mouth, cat-like eyes, and a thick reptilian tail. Equorts are hairless, covered instead with a thick pale-yellow hide, with pointed ears that could be mistaken for horns at a distance.

Equorts are incredibly strong creatures, often used as pack animals and cart-pullers. They can carry up to 450 pounds and move at full speed, and up to 900 pounds and have their movement halved. Equorts are not agile creatures when at a full gallop, often crashing through smaller barriers rather than leaping over them the way a horse will. They are also somewhat slower than a Riding Horse.

Equorts are as loyal as horses and are incredibly protective of their master. They will never be found in the wild, however, since they are specifically bred, raised, and trained by equort handlers. A PC who wishes one as a mount will have to find someone willing to sell theirs.

back to Monsters
Glimmering Wall

## The Glimmering Wall

The Glimmering wall is a magical structure that surrounds the Empire. Also called the The Wall of Gold or the Imperial Wall- it appears to be made from golden light. It is widely known to be a relic of an ancient civilization called the Gernant Union but has been extended and reused by the empire.

Back to

Seventh Generation - Beyond the Wall
Carroc

Carrocs are reptilian bipeds that are covered with a thick scaly hide. They have a long reptile’s tail, jet-black eyes, sharp claws, and a strong wide jaw filled with razor-sharp teeth.

Carrocs are incredibly strong, able to lift five times their own weight with ease. Even through they look like they come from a watery and/or swampy area, carrocs cannot breathe underwater and do not swim very well. Carrocs are quick to anger and are very vicious fighters, preferring to slash and bite an opponent, even if they have a weapon in hand.

Carrocs tribes are simple hunting tribal communities with a basic understanding of the Thindarr economy.  Their tribes are typically ruled by a strong man. Many chieftains order their clan to find remnant technology or to capture humanoids that will be sold off as slaves for profit. Other Carroc’s are more simple and barbaric, these participate in ritual sacrifice of intelligent beings, or some eat slaves or enemies.

Monster
Obsidian Magic

A Toon could gain mastery of the Elemental forces behind the Obsidian Way. They could control the way the travels use the path, and they could manipulate and control the Obsidian network that covers the known world.

## Vehicles

Obsidian Magic could be used to Rig a magical connection between a toon and a creation or vehicle.

## Effects:

Perhaps the initiate can gain an ability, spell effect ect.

Open Eye and observations ports —Initiates of the Road can sense things from observations ports they create anywhere on the open road. This makes the road a terrific information gathering platform. Open Eye is the earliest type of surveillance the initiate can create.

Comm Port— These conversation ports allow initiates of the road to communicate with a person that is in proximity to the road.

Clarity—the initiate of the road can ignore, create or alter illusions easily by using the open roads inherent illusion abilities.

Beyond the Wall - Ground Vehicles - Obsidian Road
Dirt Squid

*Smallbeast, unaligned*

#### Actions

***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Monsters
Fraeken

A Fraeken (fray-ken) is an eight-armed, squidlike, creature. It is usually colored a sickly reddish-purple, and a thin webbed skin runs between each of its tentacles, giving it a saucer shape. Its most disturbing feature is its eerie human-like face that takes up most of its central body mass.

A Fraeken can grab and crush a foe with any one of its eight tentacles for 1d4 hit points of damage. These tentacles will also wrap around a victim upon a successful hit, crushing them for 1d3 additional points of damage per round. However, the Fraeken prefers to attack with its energy ray mutation. A Fraeken can fire a blue laser beam from the tips of two of its tentacles for 4d6 hit points of damage.

If a fight is going against a Fraeken, it will spray a 40' cloud of black inky smog, obscuring the vision for all in the area. It will then try to make its escape while its combatant is blinded.

Back to Monsters
Estovang Clan

##### Challenge 1/4(50 XP)

***Nimble Escape.*** The Baggerd can take the Disengage or Hide action as a bonus action on each of its turns.

####

#### Actions

***Blade.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

***Shortbow.*** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Monsters - Baddergs
Brightforest Troop Wisteria

## Appearances

Wisteria is a dusky gray baboon, with a black face and beady eyes. She is raked from scars that were obtained from her attempting the Three Feats, giving her the nickname Claw-scar.

Although Wisteria is not a particularly happy baboon, she is fiercely loyal to the Brightforest troop's current leader, Stinger, and will do anything to defend him. She is an aspring Crownleaf and she views Starleaves and Goodleaves as inferior.

## Ranking

Wisteria clawed her way up the ranks as fast as she could. Before she was eight she was already a Middleleaf, and soon after she was promoted to Highleaf, although she nearly died doing it. It was a young Goodleaf who saved her, and though she still thinks of them as 'lesser' baboons she has softened considerably towards them.

Work In Progress

Content (Birchfrost22)
Consulate

## The Consulate

The government of the empire is called the a democratic republic system where all citizens periodically vote for "consul" representatives, these people represent their regions, and intern they vote for Pro-Consuls and Senators. The system is functional but corruption and waste are the norm.

Seventh Generation
Cassandra

## Cassandra Zena

### Affilitation

Parzati Army
Parzati Saturn Paratroopers
Saturn Asteroid Colony

### Quotes

Cassandra Quotes

**Cassandra** is one of the playable damage heroes in LEGO Universal.

## Skins

Aayla • **Cassandra** • Jones • Kaine • Morpheus • Ten Li
**Defense**

Beodul • Dynamo • Heat Hazard • Kacie • Mia • Rea
**Front Line**

DD-M20 • Emma • Frayea • Hogunn • Iva • Zenith
**Support**
Runework

Runework is magical under pinning of much of what runs the empire. Many of the small magical effects that happen all over the place are deeply rooted magical energies that are controlled by these runeworks. The Runes act as the practical record keeping and provisioning mechanism for all every day occurrences with in the empire. Citizens might have a feed of audible news and a hot beverages delivered every morning, they might have a glamour effect shadows their eyes when they pull out a mirror, They might have a sending spell from the local restaurant telling them what is on special today.

Seventh Generation
Imperian Uber

The Empire has figured out how to harness some impressive Biological agents to juice up the Warrior Class. Any Imperian that uses a Feat to improve to a Uber Imperian gains these benefits: They gain + 1 to all 3 Physical attributes, and they gain an extra +1 to whichever attribute they want.

They also lose -1 to each of IN, WS and Char

Imperian

Seventh Generation
Cupcake Unicorn (Mini)

The **Mini Cupcake Unicorn** is a limited edition Squishable that has retired. It could be purchased for $19.50.

## Official Description

"What are Unicorns made of? If you answered "muscles and vertebrae, and all that other stuff you'd find in a horse, plus a horn," you'd be mistaken! Unicorns are made up of magic and wonderment and the feeling that comes from watching a puppy learning to climb stairs!

Also, in some cases, flour! Flour and sugar and frosting. Behold the Cupcake Unicorn, the perfect blend of enchanted splendor and dainty snack! Finally, a dessert that loves you back...and also has a horn!"

## Appearance

The Mini Cupcake Unicorn is a Squishable that resembles a unicorn and a cupcake. It has light tan and pink fur light blue, yellow and bright pink spots can be seen, as well as four bright pink hooves. The mane and tail of the Mini Cupcake Unicorn is yellow and the horn is white. It has circular shaped black eyes, and a black mouth which has been sewn onto it with black thread.

## Trivia

* Only 1,000 Mini Cupcake Unicorn Squishables were made.

## Gallery

The official design of the Mini Cupcake Unicorn Squishable
Caterpie Evolution Line

Caterpie is a Bug type Pokemon that can be found in the Kanto sector.

Caterpie Shuffle Icon

It evolves into Metapod at level 5, then Butterfree at level 10, it only have Dynamax from, no mega evolution.

* Caterpie can be found in the main forest on a tree near the entrance.

 Tackle

Caterpie ModelMetapod ModelButterfree Model
Quest - Promotion to 1st Sarge

## Daley im talking to you

QUEST SEED - accumulate 10 political tokens TO OPEN Quest

2nd Sergeant is cool, but you get gear as a 1st Sergeant. This is a political and personal quest that Chuck (or any sarg) can participate in.

Heroic Breastplate - The armor has a heroism potion built into it.

Need to accumulate 10 political tokens from officers in the Wing.

Quests
MarshHulk

A Marsh Hulk is a huge (7-8 feet tall) fur-covered humanoid mutant that lives in swamps and marshy environments. They have glowing yellow eyes, a mouth full of dagger-like teeth, and sharp four-fingered claws. Because of their preferred habitat, a Marsh Hulk is often found dripping wet, reeking of damp rot, with seaweed and other brambles clinging to their matted fur. They are incredibly strong and virtually impervious to harm. Entering into combat with a Marsh Hulk is incredibly foolhardy, and even the bravest of adventurers should avoid angering one.

A Marsh Hulk is unusual in that it's one of the few mammals in the Thundarr universe capable

of water breathing. Using this mutation, a Marsh Hulk will make its lair in an underwater cave or cavern, coming out only when an intruder invades its turf. A Marsh Hulk doesn't "swim" but it can walk underwater along the bottom of the swamp at the same rate as it can on land.

It is very difficult to harm a Marsh Hulk due to its natural armor. Its matted fur is hardened to a mail-like surface, making it impenetrable. Also, its fur is permanently dampened, effectively making the Marsh Hulk immune to all fire attacks. (In fact, Thundarr's Sun Sword bounced harmlessly off the hide of one Marsh Hulk, which should give you some idea of how hard it is to hurt one of these creatures!)

A Marsh Hulk's basic fighting skill is "grab an object and beat my opponent with it." Due to its increased strength, a Marsh Hulk gets a 3d6 damage bonus when it hits with its claw or a club. And heaven help you if it grabs hold of you and starts yanking in opposite directions!

In spite of its frightening appearance and formidable strength, Marsh Hulks are actually fairly timid, choosing to avoid combat if possible. But if they enter combat, they will tear the combatant apart to ensure they are never bothered by them again.

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Gyr Waterway

The Dyz valley region is serviced by a magical traveling effect that enables extremely efficient travel along its riverways. Most of the empires boats are able to move from point to point with out traversing the waters between. This makes the riverway a sort of teleportation system that is extremely low cost.

MIrribarCraft

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Vendors

## Vendors in the Empire

The Empire has all manner of vendors, crafters, artisans and business. Picture 1900 america and fill in the blanks with steampunk or diagon alley.

The standard of currency is the Virtual Electrum Piece (or the VEP).\

Standard process to purchase goods: The player will want to buy things, and they should enjoy the excellent markets.

We want to follow Shadowrun rules here, Goods can be easy or difficult to source, and players will typically be able to resolve there shopping with a few availability rolls.

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List of Vendors:
Viscount’s Vault

Defend the Viscount’s Vault or Burgle the Viscount’s Vault

-- Devil's Spine

-- The Liminal Choir -

☀The Machinations of the Liminal Choir. The Liminal Choir is a sentient virus. Maybe it requires transmitting stations to remain sentient and if these were destroyed it would be weakened? Wants to infect everyone and become everything. Some races (and all mutants) are currently immune to the Choir, but it has plans to evolve.

Quests
Feloid

Feloids are mutant felines often found working as muscle in the Wild, or for disreputable businessmen in the empire. The Feloids are well known as rakes and slavers.

Feloids usually attack with whatever weapon they have been provided. However, in close combat, they will lash out with their claws and a fanged bite. Feloids are cunning, typically attacking with advantage and they are quick to retreat once combat has turned against them.

Clifford the Feloid

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Peacekeepers

Peacekeepers are Paladin and types that are highly trained law enforcement and the philosophy of the empire. They are the type of Judge Dredd figures that dispense justice in the streets all over the empire and threw the colonies. They are generally well regarded and trusted by the citizenry.

The Keepers as they are called are beloved by the people, they are deeply suspicious of the Wildcat Cadre, and feel that the empire would be best served with more peacekeepers, and no Cats. The people agree with this sentiment, but the reality is that these forces work together more than the peacekeepers would dare to guess.

Seventh Generation Imperial Forces
The Keep

The Keep on the Borderland of the Frontier.

Borderlands was a very popular 'story' that is most comparable to something like StarTrek or robinhood in the real world. A multipart and long standing favorite in the empires shared media lore. Borderlands story line is about personal boundaries, and personal choices, and for over 20 years it has helped inform a imperial sensibility on issues of Duty and Devotion.

 Meta:

The players and Cody M will decide what the elements are, but we know that the people of SDV are Bensons scripted.As a starter- Obviously most of what was in B2 - Keep on the Borderlands will be presented as history.

SDV208 - Historesort - SDVHistory
The Golden Pup

This fanfiction by me, about a young golden wolf pup named rune.

## Prologue

Tear ran and ran, eyes locked on the prey she desired, a newborn old elephant, Tear smiled slowly. she could take down this one by herself, it had a strong heart but a weak body. she sprinted down into the valley and snuck up behind the elephant calf, keeping low to the ground. she was more cautious than most of the other CrimsonDeath Pack, most likely because she had a pup to look after. she crept up behind it than slithered underneath it, rolling over onto her back and pawing playfully at it's underbelly with a cheerful grin on her face. the newborn elephant seemed to sense her has not a threat and it stumbled sideways on its clumsy legs, imitating her and flailing around on its back. *perfect* most of her pack would not have taken this approach but she knew how to get it done with minimal wounds. she was going to do it, even if it took longer and made her look like a stupid pup. she wagged her tail and leapt to her paws, standing on it's belly. then her smile turned feral and she sank her teeth into its vocal chords, yanking her head back with a snap so it couldn't cry for help. the elephant calf struggled to get up, but she raked her claws down its chest over and over again until it's plump heart was exposed. she took it out delicately in her jaws and padded back into the bushes.

"mother?" a tiny voice squeaked, that was Ruin, her daughter. "i'm here my love, with a delicious snack" Ruin took the elephant heart in her jaws and chewed vigorously until she had swallowed it. "i feel weird" she murmured, stumbling over and laying down at her mother's side. "thats normal" she replied, snuggling her pup close. "after eating a heart you get it's spirit, this is your first spirit so its all new" Tear leaned down and licked the blood off her daughter's snout. "do spirits taste different?" ruin asked, gazing up at her mother. "like, would a cheetah's spirit taste different than an elephant's spirit?" she chuckled, "of course they do" she replied. "and when i die, you can have my spirit so we can be together, forever and ever."
Happy Hippo (Mini)

The **Mini Happy Hippo** Squishable was created by Anastasia H and was released during November 2017. It is currently available and can be purchased for $19.50.

## Official Description

"Weighing in at over a ton and a half, you wouldn't think this massive mammal is a paragon of grace. Waddling around the grasslands, built like an overturned pickle barrel, words like "agile" and "nimble" just don't come to mind.

Yet a hippo can run faster than you or I (especially I!). They can sleep underwater and come up for air every few minutes without waking up! If you aren't a Hippo, don't try that at home! Don't even try that in a swamp! Yes, Hippos make up for their lack of grace by being generally amazing. Whether you want to rule the pool or just control the couch, this Hippo says, "you can do it!"."

## Appearance

The Mini Happy Hippo Squishable resembles a light teal hippo with a purple underbelly and three purple spots on it's back. It also has two small black eyes and two white teeth can be seen.

## Gallery

The official design of the Mini Happy Hippo Squishable
Quest- Mystery of Faraway

## Quest 1 - Mystery at Faraway

The Saxalacs - a Race of Bat Wings Vampire creatures turned on the Wildcat troops that were leading the expedition. THe Saxalacs were fleeing into the forest, and appear to have been pretending to be diplomats to get out of the imperial fold and deep into the wilderness before they turned on the host. of the 200 men from your Wing that went into the wilderness only you 6 have returned so far.

Quest 1 can get the party a level. But it might take a few nights to complete. It will have a few parts..

-- Can the party get permission to go back into the WIlderness?

To get out of SDV without committing a crime, you need to act politically can you get permission to go back into the wilderness? The Sheriff will not double cross the magistrate. But you are military! Can you get one of the 3 or so staff officers that never left SDV to back your plan? (Bribe, Persuade, Threaten....),

++ Gaining Political Tokens might lead Daley to wanting to unlock a promotion quest.

++ Carl and his seeking of Saffrons Cousin might catch the attention of the Cadre / Political players.

++ Plot Twist - These can unlock Inspiration and Quest obstacles by adding a new Obstacle to another guys quest.

-- Go back and seek survivors

If you go back and you find a survivor we can say you get to the mid point of this quest.

-- Recover the body of Gunna

What happened to him? maybe the Groundlings took him and feasted on him? Maybe the Elk Tribe rescued him. Maybe he is safe and participating in a plot to overthrow the empire. Where is Gunna?

-- Are the Beastmaster Bat dudes good, bad?

The Saxalacs kilt the Wildcats. Sad. But perhaps we should not assume they were evil. You never spoke to one, but those Wildcats were not very nice people, and perhaps they were the bad dudes in this story. Hard to say.

Quests
IceWolf

The ice wolf is primarily found in arctic and frozen wastelands. It is the size of a very large dog, covered in white fur, with a small sharp horn on its muzzle. The ice wolf is a nocturnal animal, preferring to hunt at night. This is because it suffers from albinism and is very sensitive to sunlight, and will have a disadvantage in bright area's or in full sunlight. However the Icewolf can see perfectly well at night with infrared vision.

The ice wolf can bite its prey, but is also known to breathe a cone of frost.

Ice wolves live in caves and underground ice tunnels, preferring the darkness and the cold these shelters provide.

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BladeLand

Strange deep and dark forests of immese blades of wide and tough plants that most resemble bamboo. The "blade plant" . These enormous grass like trees cover everything like a dense and cluttered forest.  These beams of stout arches are overhead for leagues in all directions. There are multiple variety of blade plant. Typically one similar species of blade plant will dominate a several league space. Variety of all sort can be observed. Colors similar to other flora is light green to forest reds. Species can be  30 ft tall to over 200 feet tall at maturity.

Fauna and flora have adapted to live and adapt to the blades.

Favorites..

Bombaspence beetle

Elephant sized and angry beetle that party will perhaps battle..

This beetle.. when it dies it buries it head deep into the blade root as a final act. and wirh in a week his soft tissue thorax becomes a swollen nasty pop tent of horrors right before it pops into a nest for the next beetle brood.

Baddergs the nasty racoon looking gamma world race.. our orc..  i think we could get a hatfield McCoy thing with the thundarr equivalents.... the Groundling

Insect types.. find all the insects in dnd.. especially the kerry killing bloodbug.
Pink Donut (Micro)

The **Micro Pink Donut** Squishable was designed by Isabella M. It is currently available and can be purchased for $6.99. It is part of the Comfort Food collection.

## Official Description

"A small, wrinkly green dude once said, *Do or donut, there is no try.*

That was a pun! Unlike its larger, pink-frosted forefather the Squishable Pink Donut, this Micro Donut cherishes jokes of all varieties; from wisecracks to tomfoolery, from jests to shenanigans, this is one petite pastry that refuses to mind its P's and Q's! So whether you're asking why that horse walked into a bar, or where Dracula does his banking, there is no one-liner or pun that this playful Micro Donut won't eat right up!"

## Appearance

The Micro Pink Donut is a Squishable that is micro in size. It resembles a donut with bright pink icing. On the pink icing small blue and yellow sprinkles can be seen, as well as two closed eyes and a mouth, which have been sewn onto the Squishable with black thread. Attached to the Micro Pink Donut is a blue keychain clip which is made from plastic.

## Trivia

* The Micro Pink Donut has two larger counterparts: the Pink Donut and the Mini Pink Donut.
* Although the design of the Squishable shows purple, red, dark green, and white sprinkles, none of those colors appear on the actual Squishable.

## Gallery

The official design of the Micro Pink Donut
Ground Vehicles

Types of vehicles:

Mundane Vehicles have become mostly obsolete. The natural phenomenon, and plentiful supply of controllable anti-grav slabs of stone, and how they work with the Obsidian roads has changed the nature of travel. Thus slabs have become the defacto ground vehicle. Still you might find goods being carried on all manner of being to get the goods to the Obsidian depot.

Slate and Sledge— these are magical vehicles that rely on the magical floating stone slabs that have been popular in this part of the world for a millennia. There are various methods of making a vehicle from the stone, each with a slightly different outcome. Over one hundred years ago a company names Slabcraft created what has become the most popular type of slab vehicle.

Slabcraft– This small company perfected a method to meld an animal and a floating Slab together. The resulting sledge has animal intelligence and personality. Most of the stock used for this were prize animals, the best of the best.

## Oxslab

Oxslab, Sledge, Slabcraft are the typical names given to the medium sized, personal craft sized vehicles. Thousands of oxslabs were created, many of which never went very far from the foundary. The oxslab is typically about 4 ft by 8 foot, but can be as large as 12 x 20.

OX100 - Jack35 - Pinto - MustangA20 - Packer -

## Large Slates

Some very large floating positions will be encountered. Most of these locations are small– perhaps a building or a small copse of trees that sheer away from the land and float 2 feet above where they should be. Some of these locations are as large as a small town. One of the Empire cities is completely free to float above the world.

Valis Cloch - Red Lurch - Vert Salmans

## Rabbit

Rabbits, Runners. Mono's are all types of small and light slabs, these are typically as fast as slabs get.

Gremlin - Runner7800 - Rab8 - Gilstone Rabbit 01 - Gilstone Gazelle

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Obsidian Road - Beyond the Wall
Imperian Savant

The Empire has figured out how to harness some impressive Biological agents to juice up the Cerebral Classes. Any Imperian that uses a Feat to improve to a Savant Imperian gains these benefits: They gain + 1 to all 3 attributes for IN, WS, CH, and they gain an extra +1 to whichever of those attribute they want.

They also lose -1 to each of ST, DX, CN

Imperian - Seventh Generation