recursal/Fanatic-Fandom huggingface dataset:
Campagne Oblivion - hors série

## Campagne Oblivion

Hors série

La vengeance de Malathor

Campage Oblivion HS - Live Cannes (Black Book Editions)

## Synopsis

Cet épisode se situe entre les saisons 2 et 3 de la Campagne Oblivion, et revient sur l'aventure de Malathor, après le tragique événement survenu en Brumazar.

## Joueurs

### Joueurs

* Chloé Souliman
* FibreTigre
* Juliette Paire
* Marc Wilhelm
* Maxime Chattam
* Mellie Melzassard
* Sebastien Mortamet

## Personnages Joueurs et Non Joueurs

* **Aphrilis** (Mellie)
* **Akileos** (Marc)
* **Elana** (Juliette)
* **Hakon**(FibreTigre)
* **Lagus** (Sébastien)
* Malathor (Maxime)
* **Udra Fend-la-Mort** (Chloé)
Maxime Chattam

Maxime Chattam

### Personnage(s)

Malathor - Campagne OblivionLord Duncan - Chroniques Oubliées Cthulhu - one shot

## Biographie

Source

Auteur français.

Maxime Chattam fait au cours de son enfance de fréquents séjours aux États-Unis, à New York, à Denver, et surtout à Portland (Oregon), qui devient le cadre de L’âme du mal. Il suit le Cours Simon à Paris en parallèle de ses études. Après le bac, petits boulots, Lettres Modernes à la fac.

En 1999, Maxime écrit le 5° règne (qu’il ne soumet à aucun éditeur). Il devient libraire (avec un gilet vert) ce qui lui permet d’en savoir plus sur le monde de l’édition. Il s’inscrit également aux cours de criminologie dispensés par l’université Saint-Denis.

En 2000, il est toujours libraire et il commence à écrire L’Ame du Mal. 2001, il finit d’écrire L’Ame du Mal, en novembre il rencontre Michel Lafon.

En 2002, sortie de L’Ame du Mal. En mars 2003, Le 5e règne, publié sous le pseudonyme **Maxime WILLIAMS**, paraît aux éditions Le Masque. Cet ouvrage a reçu le Prix du roman fantastique du festival de Gérardmer. Cette même année, sortie du deuxième opus de la trilogie : In Tenebris. 2004, fin de la trilogie : Maléfices. **Maxime Chattam se consacre aujourd’hui entièrement à l’écriture.**

Il se marie avec l’animatrice Faustine Bollaert en août 2012 et il est maintenant papa.

**Il est membre de l’Ecole de Caen et de la Ligue de L’imaginaire.**

## Références

1. ↑ [1]Polar Zone Livre : Maxime Chattam
Mer de Feu

*Lieu présent lors de la Campagne Résurgence (Saisons 5 à ?)*

Mer de Feu (Rôle'n Play)

## Description

La Mer de Feu est une mer située au nord de l'Empire entre les Terres de feu, Kar'Dhurim, les Landes de Givre et Opharmos.

La Mer de Feu se jette dans l'Océan Mortifère, elle est bordée de nombreux villages de pêcheurs.

C'est une mer avec une activité volcanique intense. Beaucoup de volcans sous-marins y rentrent en éruption régulière et réchauffent ses eaux, les rendant extrêmement chaudes ce qui lui a valu ce nom.
Opharmos (Saisons 5 à ?)

## Description

Dans cette province, le territoire est hostile et difficile, c'est un endroit soumis à des conditions climatiques rudes (froid). Il n'y fait pas bon vivre en Opharmos, pourtant les habitants sont particulièrement attachés et fidèles à ce territoire.

Au sein des terres se trouve une grande cité du nom de Glaceterre, il s'agit d'une des principales ville qui alimente en grande partie toute cette province impériale.
S01E09 — Accross the Universe (résumé)

## Across the Universe

Aperçu Youtube de l'épisode

*Résumé de l'épisode par Marc Wilhelm*

Dans l'épisode précédent, on a été appelé à Oblivion, on a changé de plan, et on s'est retrouvé à Oblivion, dans un jardin, où d'un seul coup un tigre en obsidienne énorme s'est approché de nous. Et alors qu'on s'apprêtait à le combattre, une petite fille est apparue.

Une petite fille très douce, qui s'appelle Sérénité et elle nous a conduits vers grand-père Régulus, dans une espèce d'immense cathédrale rempli de ces petits nains en armure qui nous ont sauvés dans l'épisode 1, qui s'activaient à bouger des leviers dans tous les sens. Grand-père Régulus, qui est une espèce de géant de métal avec une grande barbe de tuyaux d'orgue d'où sort la fumée, nous a accueilli et nous a donné des informations supplémentaires sur la matrice, la clé qui est a Oscourau…

Et d'un coup, quatre créatures, comme celles qui ont, malheureusement, réussit presque à avoir ma peau dans l'épisode 1, quatre créatures sont apparues comme ça ! Et il a fallu que là on engage le combat, nous avons fini par fuir la cathédrale. On s'est de nouveau retrouvé dans le jardin de Sérénité avant de partir, traverser Oblivion, à la recherche d'un lac dont nous a parlé grand-père Régulus, pour avoir de plus amples informations sur la matrice et où aller la chercher.

Et on a eu l'occasion, sur cet épisode, de faire la connaissance de Grisou, un petit personnage de vapeur qui a la particularité de pouvoir se cacher à l'intérieur de nous. Alors pour l'instant il est caché à l'intérieur de Galefrin. C'est une petite tête à priori précieuse, plein de malice et pleine de connaissances…
The Collective

The general administrative and peacekeeping force of the galaxy is The Collective. Originally comprised of humans, representatives from every intelligent species encountered so far have been added over time if the species decided they wanted to send a delegate. A species is not contacted by The Collective until they reach the stage of development of suitably advanced spacefaring technology, and it is a breach of interplanetary law to make contact with an underdeveloped species.

## Purpose

The main focus of The Collective is actually data collection and storage, and the administration and peacekeeping aspects came later and with less intensity. Problems that are confined to a planetary or even solar system level are generally left to the discretion of local officials, but if any issue becomes large enough to affect other solar systems then The Collective steps in to provide guidance and even force if absolutely necessary. The vast array of ships that comprise The Collective are designed to gather information about cosmic anomalies and the flora and fauna of the many planets in the galaxy first, and designed to keep the peace second. Due largely to the broadly non-interference of The Collective, most intelligent species accept their guidance and allow them free passage and free trade through their respective areas.

## Administration

While The Collective is only vaguely hierarchical in most aspects, there is a small body that makes the broad overarching decisions. This small group is composed of the highest ship-level artificial intelligence that are connected to each other through near-instant communication tunnels, but still retain a degree of separation so they do not merge into one super artificial intelligence. Every ship-level artificial intelligence is aware of the existence of all of the rest of them because there are not an inordinate amount of them in the first place, and as a community they make the decision of which among them is elected to the administrative board. The location and exact number of the board is not known to the general public for security concerns, but its decisions are still accepted because it has thus far been entirely effective at whatever decision it have to make.
House of Herbivores

This shop is run by Glitsy and Fester Feyleaf. Everything here is vegetarian and they have something for most food sensitivities.

## Dinner Menu

Ratatouille: 3 SP

Glazed Cauliflower: 1 SP

Vegetable Medley with Rice: 4 SP

Sandwich: 3 SP

Garden Salad: 2 SP

Soup (Butternut Squash): 3 SP

Soup (Vegetable): 2 SP

Bread Bowl: 1 SP

Potato Fries: 8 CP
Ogre sans tête

"L'Ogre sans tête" survient dans l'aventure de la Campagne Oblivion  dans l'épisode Hors série "La vengeance de Malathor". Il intervient alors entre la Saison 2 et 3.

## Description

Ce monstre a le corps d'un ogre sans tête avec une bouche béante pleine de dents pointues au travers de son torse et des yeux à l'emplacement des épaules.

C'est un monstre sans organe, il n'a d'une poche en guise d'estomac. Dans ses veines circule de l'acide.

## Fiche personnage

**Equipement :**

Porte un gourdin qui est en réalité un morceau de charrette arraché

**Caractéristiques :**

Classe d'armure (CA) : 15

Vulnérable aux dégâts radiants

A une meilleure résistance aux dégâts normaux, plus sensible aux attaques magiques.

Composé d’acide : si l’on blesse le monstre, de l’acide s’échappe de ses plaies (demande un jet de sauvegarde de Dextérité)
S01E08 — Boys Don't Cry (résumé)

## Boys Don't Cry

Aperçu Youtube de l'épisode

*Résumé de l'épisode par Marc Wilhelm*

Dans l'épisode précédent, Ozyias nous a fait un discours après la disparition de son grand père Akhmar, il semblait anéanti, abasourdi par ce qui venait de se passer. Il nous a exhorté à reprendre la route, à ne pas céder à la tristesse. Il semble sous le coup de la la vengeance. J'ai l'impression que cette force l'anime à présent.

Nous avons retrouvé Fangoria, qui nous a invité à prendre la direction de la Guilde des vents, et après discussion avec mes compagnons, nous avons décidé d'accepter cette mission. Nous sommes retournés à l'Halucinose, j'ai fait la connaissance de Nocturno, l'épée d'obsidienne de Lhöne Khernos.

Et puis nous sommes retournés sur les ruines de sa gondolfière , nous y avons récupéré un coffre contenant les documents de la Guilde des vents.

Et puis nous sommes retournés nous coucher à l'Halucinose. Nocturno l'épée d'obsidienne s'est métamorphosée la nuit précédente, en tout cas elle m'est apparue sous la forme d'une jeune femme pleurant, et elle m'a invité à dormir avec tout ce que nous pouvions…
Shade

**Shade** diente in den Klonkriegen als Soldat innerhalb des 12th Attack Battalions im Storm Platoon unter ARC-8532 und CC-4580, während der Dritten Schlacht von Rhen Var.

## Ausrüstung

Shade trug eine an manchen Stellen grau lackierte Phase-II-Rüstung und ein zusätzliches Makrobinokular. Bewaffnet war er mit einem Z-6-Rotationsblaster.
Rôle'n Play

## **Les émissions**

Rôle'n play est une émission de divertissement diffusée tous les jeudis. L'équipe propose des émissions sur divers thèmes autour du jeu de rôle.

* Découvrez les émissions

* Coulisses de l'émission

## **L'équipe**

Les joueurs sont comédiens et aussi amis dans la vraie vie pour un cocktail unique de talent et complicité. L'émission fait intervenir des invités lors de certaines parties.

L'émission est animée et gérée par une équipe de techniciens.

* Découvrez les participants.

## **Outils et Partenariats**

Rôle'n Play dispose d'outils pour animer ses parties de jeu de rôle, notamment avec l'aide de partenaires. La communauté a mis à votre disposition des informations concernant l'émission.

* Découvrez les outils et partenariats.
ARC-8532 "Yuuki"

## Beschreibung

### Dienstnummer

* CT-33-8532
* ARC-8532

## Biografische Daten

### Einheit(en)

* 12th Attack Battalion
	+ Bacta Company

### Ausrüstung

* Kama
* Schulter-Pauldron
* Jetpack
* Phase-I-Rüstung
* Phase-II-Rüstung

### Bewaffnung

* 2 DC-17-Hanblaster
* DC-15S-Blasterkarabiner

### Bekannte Einsätze

Klonkriege* Schlacht von Geonosis

Galaktischer Bürgerkrieg

* Schlacht von Endor

### Zugehörigkeit

* Galaktische Republik
	+ Große Armee der Republik

.
Gobelin

Gobelin

## Description

Créatures de petite taille, à peine aussi grands qu'un halfelin, les gobelins sont repoussants. Leur peau oscille entre un gris terreux et un vert d'eau tacheté de marron.

Malingres et chétifs, ils sont rapides et agiles, et incroyablement discrets.

Les gobelins font partie de la famille des gobelinoïdes, comme leurs cousins les hobgobelins ou les gobelours. Il arrive d'ailleurs souvent que ces derniers soumettent des tribus entières de gobelins à leur bon vouloir.

Ces derniers n'étant pas connus pour leur courage, ils se soumettent bon gré mal gré à la loi du plus fort.

En général, les gobelins vivent selon une structure tribale simple, où le chef est celui qui a tué son prédécesseur et qui a brisé les crânes de tous ses concurrents, présents ou passés. Il est souvent conseillé par un chaman, à moins que ce dernier n'ait pris lui-même la tête de la tribu (surtout s'il possède vraiment quelques pouvoirs magiques).

On trouve parfois un roi gobelin, régnant sur plusieurs tribus. En règle générale, il est un peu plus grand et plus fort, et surtout plus malin que les autres mais son règne dure rarement.

Les gobelins vivent du pillage. Ils ne construisent pas, n'ont pas d'artisan, ni de maçon. Ils s'installent dans des grottes ou, dès qu'ils le peuvent, dans des ruines. Ils y élèvent des loups que certains d'entre eux peuvent monter, les enfermant dans des enclos et les torturant pour les soumettre. Ils sont également obsédés par la sécurité de leurs repaires, qu'ils protègent à grand renforts de pièges et d'alarmes.

Ils détestent la lumière du jour et restent le plus possible dans les ténèbres, ne sortant vraiment que la nuit.

En plus des loups, Ils élèvent une espèce de rat géant imberbe comme compagnons animaux. Ces derniers leur servent aussi de chiens de garde.

Les gobelins vénèrent un dieu sombre qu'ils nomment souvent le Gobelin Blanc. Ils le décrivent comme un gobelin massif et immense, à la peau blanche comme la chaux et au corps transpercé par des dizaines de lames. Ce dernier chevauche un loup géant noir comme la nuit. Ils pensent qu'il récompense les plus forts et les plus vicieux d'entre eux en les transformant, la mort venue, en loups géants qui tueront et pilleront les domaines des autres dieux.

Les gobelins ne sont pas courageux et ils préfèrent attaquer en nombre. Ils tendent des embuscades préparées aussi minutieusement que possible. En combat, ils s'acharnent sur les plus faibles et, dès qu'ils ont à affronter plus fort qu'eux, ils tentent de disparaître pour mieux prendre de nouveau leur cible par surprise.

## Références

Voir livre - Héros et Dragons "Créatures et Opposition", p164

Héros et Dragons Bestiaire
Amnian

Amnians are a race of eyeless bipedal aliens from a distant planet known as Amnians. Despite lacking eyes, the possess the unique ability to uplink with any living organism, and can tune in with a planet's biosphere. When invaded by the Boundless Union, they were forced into slavery to fulfill a middle-caste placement. Within the Union, they provided advanced goods and worked in highly-specialized fields. Sometimes, due to their abilities, they are employed as bounty hunters or as local enforcement.

## Overview

Amnians have been employed by the Boundless Union for centuries, and are amongst some of the oldest races to have been with the Union. Almost all Amnians on Earth have no idea what their planet was once like, but generally historians agree that their planet likely orbited a red dwarf star, and therefore, visible light was of no use to them. Of particular note is that they evolved alongside Shirkers on their home planet, although it is unknown if either of the two were uplifted by the Union, or if both were.

When the Revolution began on Earth, the division between Revolutionaries and Loyalists was great between Amnians, as was the case with most middle caste races during the war. For most of their time on Earth, Amnians were unable to uplink themselves with Earth's biosphere. This led to depression, anxiety and even suicidal tendencies in many, if not most Amnians on Earth. However, in the 1990's, the resurgence of the Earth's ley lines allowed them to finally uplink with Earth's biosphere, and most Amnians immediately joined the Revolution to secure Earth's independence.

In the present, most Amnians live happily alongside humans in the secure cities, usually regarding environmentalism as one of their strong suits. They wish to repair the world as much as humans, if not moreso, considering their strong psychic attachment to their world and its inhabitants. They regard humans fondly, sometimes to the point of romance.

Despite this, many have grown rather disillusioned with the dreary futuristic world of the secure cities, and have opted to leave to make names for themselves in a new, sometimes scary, world.
CC-53-4580 "Gold"

* Phase I
* Phase II

Galaktischer Bürgerkrieg

* Schlacht von Endor

*"Ich glaub ich nenne dich Gold, da deine Augen die selbige Farbe tragen. "*

*"Wen wir uns schon nach unserer Augenfarbe benennen nenne ich dich Choco, weil deine Augen so braun sind wie der Schokopudding den ich gleich verputze. "*

—Gold und Coco in der Kantine auf Kamino

**CT-53-4580** oder später **CC-53-4580**, genannt ***"Gold"*** war einer von fünf fehlproduzierten Klonen mit der Besonderheit einer goldgelblichen Augenfarbe. Er kämpfte mit dem 12th Attack Battalion in welchem er erst den Foxtrot Squad als Sergeant und später die Stealth Company als Captain koordinierte.
Demons

Demons are the primary sentient species that hails from Perdition. Demons are technically also a classification, as many demons are not the same species, or even from Perdition originally. Despite this, most demons can be assigned a classification based on their abilities and origin.

## Overview

Demons are a classification of arcane and supernatural entities, originally hailing from the realm known as Perdition. While not technically always malevolent, most higher ranking demons are self-centered and egotistical. However, those at the lower end of the stratum tend to be subservient to their superiors, but rebellion is not unheard of.

## Classifications

### Wormwood

The demon known as Wormwood is the ruler of Perdition in its entirety, and has dominion over all loyal demons (and even many non-demons). Wormwood is not so much of a name, but more of a title that is given to the wearer of the Crown of Thorns, a mystical artifact that allows the wearer to become the conduit for demonic energies that flow in from a higher realm. Upon wearing the crown, the wearer immediately becomes conscious of this higher realm, and will become a sort of gateway to this world.

Also, Wormwood becomes a massive monstrous entity, the form of which depends on the wearer, but the size of this new entity can be astronomical in size, and gazing upon their visage would lead to insanity in non-demons.

The current bearer of the title Wormwood is unknown except to those within the Inner Circle.

### Inner Circle

Next in the line of procession with stratums is the Inner Circle with the smallest number of demons within it. These demons usually have control over realities, sometimes employing a particular pocket universe as their home. These demons are usually dangerous, but deals can be made with them.

#### Apollyon

Apollyon are the highest ranking demons after the bearer of the title Wormwood. They are capable of reality-altering events, and have the malicious cunning of a business executive. These demons do not care much for non-immortals, and see the events of worlds as frivolous. Indeed, many have tossed these worlds aside with the same regard one would give an anthill. However, a few number of these demons have also given the same level of study to mortal worlds as a scientist studies animals, or an ant hill.

Apollyon are the only classification that exist within the Inner Circle, although records indicate the presence of at least two other classes that existed on the same level as Apollyon. Either Apollyon wiped them out, or they were gradually absorbed by the Apollyon classification.

If the bearer of the title of Wormwood is defeated, or otherwise destroyed, an Apollyon is chosen to supersede them.

### Middle Circle

The Middle Circle demons are commonly upper-ranking nobility or middle class, depending on the classification of the demon involved. These demons tend to perform magic for individual summoners, or their own amusement, but can also be quite powerful.
The Followers of the Choir

**The Followers of the Choir**, also called **The Followers**, are a human-centric ideology that posits that the angels that appear across the Eastern Wastelands are heralding in a new age of advanced spiritualism and ego-death.

## Overview

The Followers of the Choir are a semi-fanatical religious cult that has its beginnings on the eastern coast of the United States. Originally a pacifist cult that had its beginnings from an enigmatic man known as Roth Wolf. He posited that the recent appearance of the Choir to Asylum was that they were here to uplift humanity to fight the coming second invasion of the Boundless Union. After an encounter with a member of the Choir, Roth Wolf has been reduced to a vegetative state, and is non-responsive. However, he is capable of telepathy with a select few members of his court. He is widely regarded as a messiah in state-run celebrations..

Quickly, the organization of the cult superseded that of the incredibly weakened United States. After a brief war following the Revolution, the Followers finally installed their own government, reaching as far south as South Carolina, and as far north as Maine. Their western influence has at times stretched to the Mississippi River, although these lands are hotly contested with other organizations.

In the present, the Followers have a vastly militaristic presence over the east coast, and are constantly vying for control of floating eastern command posts with NATO. Those who do not conform to their religious ideals are usually exiled, but there have been recent reports on public demonstrations of dissidents, suggesting a more authoritarian turn for the Followers.
Rapids Auditorium

This auditorium is maintained by Malway Pines. A variety of public events are hosted here throughout the week.

## Events

MONDAY

Youth Plays: 1 SP

TUESDAY

Hall is reserved for practicing performers.

WEDNESDAY

Talent Night: 8 CP

THURSDAY

Hall is reserved for practicing performers.

FRIDAY

Epic Bards: 3 SP

SATURDAY

Shadow Shows: 5 SP

SUNDAY

Concert Hall: 1 GP
Asylum Wiki

# Welcome to **Asylum**

Asylum is an ongoing passion project set in an alternate reality. It can be classified as cyberpunk, post-apocalyptic, urban fantasy, surreal horror, alternate history and cosmic horror, along with various subsections of these genres. Asylum is inspired by such works such as Welcome to Night Vale, 2001: A Space Odyssey, Rakka, the Half Life series, and various forms of quantum theory.

This project is set in our present time, but in an alternate timeline that diverges around the 1910's. The date of their present always correlates with the date of our present, although events from the past and events in the future may be explored.

In Asylum, one may find robots, aliens, magic, werewolves, vampires and even ancient civilizations predating the rise of humanity entirely.

Characters · Organizations · Technology · Magic · Races · Locations
Humans

Humans are a bipedal sentient species from the planet known as Earth. One of the youngest sentient species currently known, humans have only been around for about a million years. Technologically speaking, their technologically advanced civilization has only been around for 200 years, ever since a period they called the Industrial Revolution.

Virtually unremarkable at first glance, humans have been discovered to be actually quite the capable magic users, and resist deterioration from magic using far better than other

## Overview

In the 1910's, humans were contacted by representatives of the Boundless Union, claiming to uplift humanity in exchange for anything the Union desired from the young civilization. Of course, this ended up with most nation-states of the Earth surrendering their autonomy. Only a few various nations, including the Soviet Union, resisted the initial invasion.

In the 1980's, humans were among some of the first races to begin the Revolution, and formed a bulk of the fighting force. Their own knowledge of their planet and their weaponry greatly assisted the fledging pockets of rebels who were struggling to get a foothold, as well as the non-human rebels who have never even heard of a concept such as "rebellion" before. It was humans who taught them that concept.

Ever since the beginning of the 21st century, most humans have lived in the protected cities, shielded from their quickly darkening outside world. Several offshoots of humans now exist, including werewolves, vampires, humans who have uploaded their minds into AI, and various other subspecies.
Foxtrot Squad

## Beschreibung

### Kommandant

* CC-53-4580 "Gold"
* CT-33-1574 "Hunter"

### Besondere Mitglieder

* CT-23-1544 "Edratron"
* CT-23-5584 "Linder"
* CT-03-2544 "Jafar"
* CT-43-1544 "Tracer"
* CT-23-1504 "Zack"
* Grave

## Ausstattung

### Bewaffnung

* DC-15A-Blastergewehr
* DC-15S-Blasterkarabiner
* DC-17-Handblaster
* Thermaldetonator

## Historische Daten

### Zugehörigkeit

* Galaktische Republik
	+ Große Armee der Republik
		- 12th Attack Battalion
			* Stealth Company
				+ Storm Platoon
Timeline of Asylum

This is a timeline of the world of Asylum, from the very creation of the universe to the present day (and beyond).

## Timeline of Asylum

### Prehistory

#### The Big Bang

* The Universal Consciousness breaks apart, giving rise to reality and the division of all souls in the universe. Entropy now exists, and cannot be stopped.
* Galaxies and stars begin to form.

### Pre-Earth History

* The Boundless Union is created sometime 5 billion years after the Big Bang, although what it was in its infancy isn't possible to understand. From its origin point, the Boundless Union begins to spread outward into the universe.

### First Era

#### Earth Pre-History

* **4.6 BYA** - The Sun forms, and the planets begin to form along with it.

* **4.5 BYA** - The Earth is created, and following a heavy bombardment era, the Earth's surface is left as a molten magma sea.

###
Du'Wind

Du'Wind is a city full of happy, sturdy people. They are mostly self sufficient, with plenty of farmland and resources to take care of their needs. It is located against the coastline and is well known as a port city for people taking a break from the harsh seas on their way elsewhere. Many people travel to Elodia through Du'Wind, as it is easier to take the rest of the journey on foot than it is to get through the narrow basin of the water-locked city. It is not very densely populated, and the people have plenty of space to wander and enjoy nature.

## Religion

The people of Du'Wind, aside from travelers, primarily worship Elodius like the rest of Lushland. Many devout worshipers make a biyearly pilgrimage to the Temple of Elodius for its cultural and religious significance. Many people pass through the city that worship other gods, primarily Frella and Kaliepys, and the locals are welcoming of different religious identities and traditions.

## Du'Wind Directory

1. Full Use Tannery
2. Gentle Howl Tavern
3. Sea Market
4. Du'Wind Temple
5. Come All Ye Faithful
6. Oceans and Beyond
7. Seed and Planter
8. Playing Ground
9. Du'Wind Offices
10. Du'Wind Supply
11. Communal Supply
12. Office of Apprenticeship
13. Jasper's Woodwork
14. Du'Wind Parks and Recreation
15. The Neighborhood Guild
16. Needle and Thread
17. Falcon Alchemy
18. Sparkle and Shine
19. Outdoor Adventure Store
20. Your Bardic Inspiration
21. Salt and Pepper
22. Iron Fire Bakery
23. Iron Fire Weaponry
Fey Earth

The Collective has had reports of a certain colony of humans that has had contact re-established after being separated for thousands of years. Initial reports indicate the presence of **███████** on the planet, but a Collective Ship has been requested to head to the are to corroborate the reports. According to the folklore of the system, a **███████** was trapped in the moon and led to the presence of **███████** for the different species on the planet. The Probe Ship on route has been advised caution, and a Cavalry class is adjusting course to provide backup if necessary. From stray communications that have been picked up from the planet it does not seem that they are at the technological level of The Collective, but due to the **███████** on the planet, it could still pose a legitimate threat. There have been no outward signs of aggression so contact will be attempted peacefully before any threat of weaponry is displayed, as it protocol. Image report attached.
You

You wake up on the worldship heading to Kasvisto. Your head
still hurts from the night before, but you can quickly clear it up with some
stims from your suit. Moving slowly and getting out of bed, you make a mental
gesture to flick the lights on and flash through a series of potential settings
for the room, finally picking a dense rainforest. All six sides of your room
merge with the floor and ceiling to create a uninterrupted image of a luscious
jungle. You dig deeper for a moment and find that the scene was pulled from the
jungles of Kasvisto, the planet that you’re currently flying towards at
subspace speeds. The scene merges seamlessly into the bathroom, where the
shower has been replaced with a thunderstorm that’s pouring into what seems
like dirt. You step under the deluge and sigh as you scrub the sweat and grime
off, pausing only to activate the scents of the rainforest with another quick
flick of your mind. Trying to piece together pieces of the previous day, you
stand in the rain for an indefinite amount of time just thinking. You’re
alerted by a soft pinging that sounds like it’s coming from inside your head.
Letting the notification through, you hear a pleasant voice telling you about
each of the activities going on near your pod in the ship, specifically those
that the ship knows you would be interested in. Mentally bookmarking some of
them for later, you finally step out of the thunderstorm and reimagine your
room. The walls fade out to a grey color, then reappear with wooden walls,
featuring a fireplace on one side with a roaring blaze already set, and a
window overlooking what appears to be an arctic tundra on another. The ship
informs you that the view is another vista on Kasvisto, this one closer to the
poles. The unique axial tilt causes most of the planet to constantly be covered
with ice, except for a band around the equator that contains the vast majority
of plants and animals on the planet. The bed is nowhere to be seen, but in it’s
place a wardrobe has appeared. Opening it, you decide to go with something
themed towards cold weather, even though the ship itself is acutely temperature
controlled in every different pod. Walking around near the fireplace quickly
dried you off, so you pull on the outfit and mentally ask for the door to show.
You turn around from the wardrobe and a simple wooden door has been cut into
the wooden wall. Stepping through, you are assaulted by quite a few people
walking talking throughout the open space. You close the door behind you and
once the seam is sealed, the door simply vanishes and you’re left in the middle
of a grassy area, often referred to as the park by the other inhabitants of the
worldship. Sifting through the bookmarks from earlier and cross-referencing
with your wintery mood, you find a fireside party a few hundred pods down and
set off.
Planet 4

Some sort of civilization on or in a gas giant like Jupiter. Similar to Jupiter Rising if you saw that movie. This causes a certain class of humans to evolve with dense bones and higher muscle mass, making them invaluable across the galaxy for any sort of physical labor or fighting. It's possible to compete with them through tech, but it always helps to start off bigger and stronger.
Voi

Voi is a colony of humans that has a galaxy-unique system of governing. The colony has 12 people that are chosen when they are children for both high intelligence and high enpathy. These 12 people are the act as the lawmakers for the colony, as well as the supreme court that any case can be appealed to. They are raised in very sheltered, almost solitary environments, but they have unlimited access to the virtual space that contains all of the information that other members of the society post on. Not only that, but they have the unique permission to go into virtual space and see the world through the eyes of any citizen at any time. While to some this may seem like an invasion of privacy and the slavery of 12 people, they are considered pivotal to the colony and are treated as such. That being said, they are not allowed many things because their sole purpose is to act as impartial arbiters for the whole society and they cannot do that if they live a life of luxury in their confinement. The seclusion from the colony allows them to picture themselves as any of the members of society, but there is a single consequence of any of their decisions. If 11 of the 12 members decide that the other member is abusing their power or misleading the colony, then they are exiled from the 12 and are forced to enter the colony as the lowest member of the society that they have created. This practice is rarely implemented, but is known by the 12 so that they may make decisions that lead to the benefit of everyone in society, not just a certain class of people.
Microcosmic Sandbox Wiki

## Welcome to the Wiki

Welcome to the wiki. The idea here is to have a ton of planets that exist separately from each other, but with an overarching society that either directly connects them or watches over some of the less advanced societies. One major idea I want to explore is that as sentient species reach the end of technological progress, it starts to move into research and development into pure magic. People have been accidentally doing random magic for a long time, humans and other species, and upon reaching the end of technological development the world of magic becomes more clear. There are groups of people who have been doing magic either secretly or to a small degree and the Collective is seeking them out now to try and learn their secrets. The Collective are not the bad guys in my world, simply the arbiters of knowledge across species.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
EPCS

EPCS is the pet project of an unknown individual(s) with a significant amount of influence and money. They totally converted an asteroid hurtling between solar systems into a moving party station. There is no admission cost or money involved inside the asteroid, so the only limit to admission is finding and getting to EPCS. The easiest way to find it's current location is to be a member of the galactic elite, as it is said that someone in the high echelons always knows where it is. The flight trajectory changes randomly, so the only way to accurately locate it is to find a source. There are many rumors of sources outside of the elite, but the majority of people who say they know where it is are either wrong or lying in order to send you to a more unscrupulous location.

If you manage to actually make it to the asteroid, your ship is automatically docked and everyone who wants to stay on EPCS gets off and has a full spectrum scan, as well as a chip implanted in their spine if they do not already have a neural net. The chip, or neural net, allows the person to automatically upload their consciousness to the asteroid once an hour. If something happens to the individual during their time on EPCS that results in grievous injury or death, as is often the case with extreme partying in the 4th millennium, the person is simply regrown and their memories are implanted from the back-up. Patrons who are in the throes of the asteroid do not need to worry about death, and thus experience an even freer and more enjoyable time than they could have otherwise.
Crystal Belt

In between planets 7 and 8 in the solar system of Tioata is a huge asteroid belt. Each rock in the belt is made of different kinds of translucent crystal and they're all almost perfectly spherical. It is unclear whether this is a natural formation or something created by a proto-civilization, but most scholars on the matter think it's the latter due to their homogeneity. A recent work published by the leading scholar in the field, Nikau Ari, has given this belt a new significance due to their theory on the belt's sentience. Due to the crystal's translucent nature, Nikau argues that they have the ability to take in photons from the sun, process them through trillions of tiny channels, and output them towards other crystals in the belt. Over the course of the observation period, Nikau and their team set up hundreds of satellites in the crystal field that could intercept the photons flying from asteroid to asteroid. The satellites also reproduce the signal and send it on its way again so as to not interrupt any complex workings of the system. All of the photon patterns were interpreted by the ship AI, *Without Music*, and as of the publishing of the work on the subject the pattern of communication is still unclear, but it has been determined by *Without Music* that there is some sort of intelligent interpretatin happening by each asteroid.
Repùblega Vèneta

Gonfalon de San Marco, la strasa de la Repùblega Vèneta

## Mapa

La **Repùblega Vèneta** (ofiçialmente ***Repùblega de i Pòpoli de le Venesie***, par latin *Respublica Populorum Venetiarum*, a volte scurtà co *Venesia, Venetia, Venesie*) la xe un stato de l'Europa çentro-meridionale de scuaxi 7 milioni de àneme.

## Aministrasion

La Repùblega la xe formà da 26 *cantoni* e 3 *çità autònome* (tre cantoni cuali i xe faxesti da na çità ùnjola o da na çità prinçipale e le so çità satèliti, senjàe co n'asterisco).

Tuti i cantoni i xe formài da *comuni* o *muniçipi*. Venesia xe el comun ùnjolo de'l so Canton e tute le funsioni de nivelo cantonale le xe pasàe a la Çità de Venesia.
Space Beast 1

Sponge-like animals that float through the universe, expending no energy, that filter through material whenever they find it. I'll make it more clear, but probably a combination of solar energy as well because that should be abundant when they pass close enough to a star. They only ever use energy to move when they are going to crash into something because they can detect when gravity is getting stronger and they push against it. They also only use energy for reproduction, probably asexual, maybe even production line esque, where they make more of themselves with hydrogen they collect by floating around.
Elodia Courthouse

The presiding judge of Elodia Courthouse is Phyllis Glaswell. Queen Alta delegates criminal matters that aren't urgent enough to be kept under her direct authority. Defendants, plaintiffs, legal support, and witnesses are all called in on designated court dates to argue their cases while she takes in the presented facts to make fair rulings.
Targhe de imatricolasion de la Repùblega Vèneta

Le **targhe de imatricolasion de la Repùblega Vèneta** le xe le targhe pa le automòbili doparàe inte'l teritorio de la Repùblega Vèneta.

## Sistema de numerasion

Le targhe standard pa le automòbili le xe faxeste su de:

* el stema vèneto e la sigla RV in bianco, inte na banda blu;
* do létere pa'l *Canton* de rexidensa de'l proprietario;
* el stema de'l *Canton*;
* na conbinasion alfanumèrega.

Le conbinasioni progresive le xe faxeste su da 3 nùmeri e 2 létere. Se pol çernir anca na conbinasion parsonalixà, da 2 a 6 caràteri.

In zenerale, se pole dir che le targhe le ga la strutura SS-C(CCCCC), indove che SS la xe la sigla insiale e C(CCCCCC) el xe el resto de la conbinasion. Le létere I e O le xe mia doparàe inte le conbinasion progresive e parsonalixàe par evitar de confónder co 1 e 0; la I la xe doparà solo che par le sigle IP, IS e VI.

### Sigle inisiali

Le sigle de i Cantoni o de i Distriti (inte'l Friul) le xe in moro, le altre le ga colori difarenti.

### Altre sigle

Racuante conbinasion le ga da aver na particolar létera, drio a'l tipo de automòbile o de proprietario. Co na conbinasion SS-LC(CCCC), L la sta par la létera ciolta in considerasion e C par n'altra létera o n'altro nùmero.

### Targhe pa i altri veìcoli de tera

#### Moto co manco de 50cc

Le moto co manco de 50cc de motore le ga na targa de tipo NNNNLL, co N=nùmero e L=létera. I caràteri i xe rosi e i xe metesti so do righe. Le targhe le xe distribuìe a nivelo nasionale a pachi de conbinasioni LL par Canton.

#### Moto co pi de 50cc

Le moto co pi de 50cc de motore le ga na targa so do righe sìmile a cuele de le automòbili, de tipo SS-**M** so la prima riga e NNLL so la seconda riga.

#### Màchine agrìcole

Le màchine agrìcole le ga bixonjo de na targa par andar su strada. Le targhe agrìcole le xe co caràteri rosi su fondo zalo e co na numerasion de tipo NNNNLL, co N=nùmero e L=létera. I pachi de combinasioni LL i xe conpanji a cueli de le targhe pa le moto co manco de 50cc.

## Targhe pa le barche

Le barche le ga da aver un còdexe de imatricolasion stanpà da vanti a drita e da drio a çanca. Le ga na sigla de do létere (de l'ofiçio de imatricolasion) e un nùmero progresivo. Par le barche co motore e co strasa vèneta xe de òbligo èser imatricolàe par navigar inte le àcue teritoriali e inte i laghi de Garda e Izé; pa cuele sensa motore no xe de òbligo e le ga na N a la fin de la targa.
Gritsky's Service

This shop is run by Svetten Gritsky. Goblins with a higher capacity for refinement are trained in various specializations so you can find the perfect fit for your needs.

## Goblins

Musically Gifted Goblins: 15,000 GP

Child Friendly Goblins: 20,000 GP

Literate Goblins: 18,000 GP

Knowledge Retentive Goblins: 15,000 GP

Teacup Goblins: 10,000 GP
Full Use Tannery

This shop is run by Darla and Edwyn Wright. They emphasize the importance of sustainable hunting and make an effort to use every part of their animals out of respect for what they provide.

## Goods

Cobbler's Tools: 5 GP

Leatherworker's Tools: 5 GP

Leather Armor: 10 GP

Studded Leather Armor: 45 GP

Leather Shield (+1 AC): 7 GP

Sling: 1 SP

Whale Bone Longbow: 80 GP

Bagpipes: 30 GP

Drum: 6 GP each

Pelts (Small): 3 GP

Pelts (Medium): 10 GP

Pelts (Large): 50 GP
Du'Wind Offices

The Du'Wind Office building is where the majority of bureaucratic tasks are done. Baroness Isabelle Clayton works from here to keep relations with trade cities favorable among other responsibilities. This is where anyone accused of a crime will be brought for trial. Clayton does everything she can to be unbiased and to support the health of Du'Wind over all else. The most common punishment for a criminal conviction is sitting for a sketch, and then banishment from the city. The guard is run out of this office - they are posted all over the city and act as civil servants while keeping an eye out for any trouble. They are primarily stationed at city entrances so they can stop travelers and ensure they aren't allowing any banned individual from returning.
Furball Pet Supply

This shop is owned by Janice and Lucius Whetstone. It has everything you'll need to take care of your pet.

## Goods

Fish Food: 1 CP per day

Cat Food: 3 CP per day

Dog Food: 5 CP per day

Bird Food: 4 CP per day

Treats: 1 CP each

Catnip: 5 SP

Cat Toys: 3 SP each

Dog Toys: 4 SP each

Small Cage: 10 GP

Large Cage: 25 GP

Fish Bowls: 20 GP

Small Bed: 10 GP

Medium Bed: 15 GP

Large Bed: 20 GP
Falcon Alchemy

This shop is run by Ray-Shin Falcon. They sell potions for everything from combat encounters to building your self confidence.

## Potions

Healing Potion: 50 GP

Alter Self Potion: 275 GP

Animal Friendship Potion: 100 GP

Blade Ward Potion: 50 GP

Burning Hands Potion: 100 GP

Color Spray Potion: 100 GP

Comprehend Languages Potion: 100

## Services

Falcon will make any potion Lvl 2 or below. It takes a day per level to craft.
Gentle Howl Tavern

This tavern is run by Whaleter and Paddie Fisch. It is quite busy, with plenty of maritime travelers staying and sharing wild stories about their experiences at sea.

## Nightly Rates

Single Room: 2 GP per night

Double Room: 4 GP per night

## Menu

Pickled Sea Cucumber: 5 CP

King Crab Sushi: 1 GP

Eel Sushi: 7 SP

Boar: 4 SP

Steamed Fish: 3 SP

Ocean Ale (Glass): 4 CP

Ocean Ale (Gallon): 2 SP
Everything and More

This shop is run by Ferric Farstander. He sells general goods.

## Goods

Abacus: 2 GP

Barrel: 2 GP

Blanket: 5 SP

Glass Bottle: 2 GP

Bucket: 5 CP

Chest: 5 GP

Cheap Clothes: 3 SP

Flask: 2 CP

Hammer: 1 GP

Jug: 2 CP

Ladder (10 feet): 1 SP

Hooded Lantern: 5 GP

Lamp: 4 GP

Mess Kit: 2 SP

Iron Pot: 2 GP

Pouch: 5 SP

Hempen Rope (50 feet): 1 GP

Sack: 1 CP

Shovel: 2 GP

Soap: 2 CP

Vial: 1 GP

Cook's Utensils: 50 GP
Tieflings

## Description

Tieflings are native to the southwest of the Broken Earth. They've got a wide variety of horn size and shape, and many have tails. They warm colors and can have callous-like skin. They have a lifespan of about 80 years and reach maturity at 20.

## History

Tieflings are native to the deserts of the southwest. They more recently began living further north, and many currently reside in Elodia.
Temple of Light Residence

Every member of the temple lives within this residence comprised of a massive, hollow root structure of the tree. Some of the worshippers live further down near the edges of the roots and are tasked with keeping tabs on them. They watch for things such as possible unrest from the outside to alert defense and root stability to ensure their home continues to be healthy. Inside the structure, there are curved hallways in varying size, in varying direction. The inside surface of the root has a soft glow to it, and it's very porous, which makes it easier to climb up or down when it's particularly steep. The root system is littered with spots that bulge out, forming rooms. The interior here has been sanded to make it a bit more comfortable to rest within. Smaller rooms are designated as personal spaces for the worshippers, and larger ones serve as communal areas for utilities, study, and socialization.
Kippet

Kippet is the god of nature. He created the water, dirt, flora and fauna of Broken Earth.

## Relationship with Gods

Along with the other gods, he broke his western earth away from the north to keep Morkith apart from the rest of the land. He was previously close with Elodius before their betrayal of nature. He is mostly isolated from the rest of the gods.

## Relationship with Broken Earth

Kippet is worshipped primarily in the west, but people all over the world pray to him. His answers often come in whisperings from the trees.
Jennifer Salsworth

Jennifer Salsworth runs DLRAS. She is known as a bit of a workaholic, but no one stops her because she's working for a good cause.

## Description

Jennifer is a 48 year old half-elf, born in 9,950 B.E. She has gorgeous, flowing black hair that's almost unrealistically perfect. She is constantly working on various projects, and is known to push herself past exhaustion to do everything she can to make things right. She's very good with handling paperwork, and prefers this to going out and risking conflict.