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About Joseph Crosby Lincoln

**Joseph Crosby Lincoln** (February 13, 1870 – March 10, 1944)

Joseph Crosby Lincoln was a prolific author who wrote novels, short stories, and poems. Most of his stories were set in a fictionalized Cape Cod. His often humorous stories showcased a nostalgic view of life along the shore of Cape Cod. The inhabitants of his writing were largly based on the same types of people he would have known growing up. His stories are full of quaint, old-fashioned villages inhabited by interesting characters, who are alterantely funny, lovable, ridiculous, tragic, strong, virturous or villainous, In otherwords plain "every-day" folks. His fictional villages are generously peppered with lighthouses, picket fences, clapboard houses, and majestic ocean views.

His writing was not great literature, nor did it pretend to be such, Lincoln wrote what he knew. Lincoln claimed that he was satisfied "spinning yarns" that made readers feel good about themselves and their neighbors. He drew mostly from the environment of his youth. He created what would now be known as an alternate universe of the Cape Cod he grew up in. The names of the towns in his books were changed but still would be reminisent of the real towns on the Cape. Lincoln's work frequently appeared in popular magazines such as the Saturday Evening Post, Harper’s Weekly, and The Delineator.

Lincoln was born in Brewster, Massachusetts, on Cape Cod, after the death of his father, his mother moved the family to Chelsea, Massachusetts, then a small village that was home to a mixture of sea captains, fishermen, innkeepers, shop merchants, and others. In later years Lincoln spent his winters in northern New Jersey, near the center of the publishing world in Manhattan, but summered in Chatham, Massachusetts. In Chatham, he lived in a shingle-style house named "Crosstrees" that was located on a bluff overlooking the Atlantic Ocean. Lincoln died in 1944, at the age of 73, in Winter Park, Florida.

Lincoln was desended from a long line of seafaring men and would later draw on his meomories for inspiration for his characters. The son of Captain Joseph and Emily (Crosby) Lincoln, Joseph Crosby Lincoln was born in Brewster, MA and grew up in a home on Route 6 in Brewster on Cape Cod.

**Major Works**

1. ↑ Pub. by H. L. Moore Co., West Yarmouth, Mass. Tichnor Bros. Inc., Boston, Mass. - Boston Public Library Tichnor Brothers collection #76212 Public Domain
Major works

## A Listing of Joseph Crosby Lincoln's writings:

Joseph Lincoln's literary career began in 1896-1898 with the publication of some of his early poems in The League of American Wheelmen Bulletin (LAW) Lincoln and his wife, Florence Ely Sargent, moved in 1897 to New York, where he continued to submit his stories and poems to Harper’s Weekly, Ainslee’s, and The Saturday Evening Post while working as editor for a banking magazine. His first critical recognition came with the publication of “The Cod-Fisher” in Harper’s Weekly (7 July 1900). A lengthy poem evoking spray-soaked fishermen aboard a battered schooner in stormy seas, it was included in Lincoln’s first book, Cape Cod Ballads and Other Verses (1902). His first novel, Cap’n Eri (1904), a story of three Cape Cod sea captains, became an overnight success. Thereafter, Lincoln devoted himself to writing. Dubbed the “Literary Dean of Cape Cod” by William Dana Orcutt, Lincoln wrote hundreds of short stories, poems, yarns, and more than forty novels about the people and villages of his native coast. Cape Cod Yesterdays (1935) contains his personal observations on a vanishing way of life.

He would go on to write an average of one to two books a year, even collaborating on two books with his son, Freeman Lincoln.

**Cape Cod Ballads and Other Verse (1902)**

***Cap'n Eri: A Story of the Coast* (1904) (adapted into the 2009 film *The Golden Boys*)**

**Partners of the Tide (1905)**

**Mr. Pratt (1906)**

**Cape Cod Stories (1907)**

**Cy Whittaker's Place (1908)**

**Our Village (1909)**

**Keziah Coffin (1909)**

**The Depot Master (1910)**

**Cap'n Warren's Wards (1911)**

**The Woman-Haters: A Yarn of Eastboro Twin-Lights (1911) (adapted into the 2010 film The Lightkeepers)**

**The Postmaster (1912)**

**The Rise of Roscoe Paine (1912) (adapted into the 1922 film No Trespassing)**

**Mr. Pratt's Patients (1913)**

**Cap'n Dan's Daughter (1914)**

**Kent Knowles: Quahaug (1914)**

**Thankful's Inheritance (1915)**

**Mary-'Gusta (1916)**

**Extricating Obadiah (1917)**

**"Shavings" (1918)**

**The Portygee (1920)**

**Galusha the Magnificent (1921)**

**Fair Harbor (1922)**

**Doctor Nye of North Ostable (1923) (adapted into the 1924 film Idle Tongues)**

**Rugged Water (1924) (a 1925 Paramount motion picture)**

**Queer Judson (1925)**

**The Big Mogul (1926)**

**The Aristocratic Miss Brewster (1927)**

**Silas Bradford's Boy (1928)**

**Blair's Attic (1929)**

**Blowing Clear (1930)**

**All Alongshore (1931)**

**Head Tide (1932)**

**Back Numbers (1933)**

**The Peel Trait (1934)**

**Storm Signals (1935)**

**Great-Aunt Lavinia (1936)**

**Storm Girl (1937)**

**Christmas Days (1938)**

**A. Hall & Co. (1938)**

**The Ownley Inn (1939)**

**Rhymes of the Old Cape (1939)**

**Out of the Fog (1940)**

**The New Hope (1941)**

**The Bradshaws of Harniss (1943)**
Cy Whittaker's Place

by Joseph Crosby Lincoln

Published in 1908

Cy Whittaker returns to his native Bayport, to the house of his boyhood. He had left as a youngster to go to sea, now he returns decades later and devotes part of his enegies to restoring his family home to be just the way he remembers it. Before he can get truly settled in he is confronted with having a child left in his care. His efforts to get a fair deal for the new school teacher put him at direct odds with the local "Tin god"

Characters:

Captain Cyrus "Cy or Whit" Whittaker

Asaph Tidditt

Bailey Bangs

Keturah Bangs

The Honorable Heman Atkins

Captain Josiah Dimick

Angie Phinney

Captain Eben Salters
Joseph Crosby Lincoln's Cape Cod Wiki

**Welcome to the Joseph Crosby Lincoln's Cape Cod Wiki!**
Welcome to the Cape Cod of Joseph Crosby Lincoln's books. A repository of descriptions, characters, locations, and other facts that exist in the alternate universe of Lincoln's fictional Cape Cod.

We're a collaborative community website about Joseph Crosby Lincoln's Cape Cod that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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Queer Judson

by Joseph Crosby Lincoln

Published in 1925

Set in Wellmouth in the 1880's Captain James "Jim-Carey" Judson seemingly only made one mistake in his life. Trying to make a banker and stockbroker out of his idolized older son Carey Judson, Jr. Cap'n Jim-Carey sets his son up in a partnership in the firm of Osborn & Judson. After the Cap'n dies disaster strikes Carey, partially due to his own negligence and ignorance of the business. The firm fails because the senior partner, Osborn has imbezelled all the money entrusted to them by investors. Carey's brother George has taken over the family wholesale fish business and persuades Carey to return to Wellmouth with him and try to start over again. As far as business is concerned Carey is truly a fish out of water, but his true talent lies in the area natural history, and ornithology. It had been his wish to become a scientist or a naturalist. The story follows his efforts to reclaim his reputation and find his niche.

Characters:

James "Carey" Judson, Jr.

Captain James "Jim-Carey" Judson, Sr.

George Judson

Benjamin Early

Patience Early

Jabez Drew

Hepsibah Ellis

Captain Tobias Higgins

Amelia Hope

Susan Dain

Isaiah Griggs

Sam Griggs

Sam Davis

Eben Bailey

Captain Joshua & Mrs Bailey

Moses Gould

Graham G. Osborne

Captain Bill Doane

Mrs. Erastus Bangs

Simeon Sayles

Desire Sayles

Emily Sayles

Rev. Ezekiel Thomas

Ed Nye

Rev. Bagness

Captain Horatio Loveland

Mrs. Horatio Loveland

Nellie Loveland

Bennie Hall

Cora T. Judson

Professor John "Big Jack" Knight

Eben Crosby

Phoebe Higgins

Elkanah Saunders

Captain Ebenezer Judson

Captain Sylvanus Judson

Captain Philander Judson

Sophronia Judson

Captain Obed Cahoon

Mrs. Cahoon

Elsie Cahoon

Captain Elkanah Snow

Hannah Beasley

Letitia Cahoon
Part IV - The Joker

***The Simpsons couch gag - part IV [THE JOKER]*** is the fourth part of the Simpsons Couch Gag saga and was released on June 18th, 2020.

## Plot

Some time in the future, a police officer looks in horror at a room in which multiple bodies are lying in. Krusty the Clown is on the Kent Brockman show but quickly leaves. Krusty meets with Moe outside of his bar but is refused entry by him so Krusty shoots him. He shoots multiple fingers off of Herman Hermann, alerting Lisa who is currently in the middle of a shady deal in the bar. Krusty is shot in the neck by Moe but he shoots him again, killing him.

Krusty is revealed to be the new timeline's Homer, who Marge sent to prevent the massacre at the Simpsons house. The Kent Brockman show is revealed to be happening in present day as Kent mocks Homer before Homer snaps and shoots him in the head, killing him. At Moe's, Homer is shot again by the Rich Texan but he shoots him to death and fights with Herman in front of Lisa, using a knife to impale his hand.

Lisa watches in horror as Homer kills Herman with a gunshot to the head before Lisa uses the toaster to escape through time. A badly wounded Homer collapses and contemplates suicide in front of a police officer who had arrived but doesn't end up going through it. In present day, Homer shoots Kent's lifeless body again and dances in front of the cameras.

## Characters

**Characters who have died are in bold.**

* Homer Simpson
* **Kent Brockman**
* **Moe Syzslak**
* **Herman Hermann**
* Lisa Simpson
* **Tex Richman**
* Marge Simpson

## Foreshadowing

* Lisa is confirmed to have been the mastermind behind the Simpsons massacre as she was in the middle of hiring the murderers of her family.
The Seven's Lore Wiki

**Welcome to the The Seven's Lore Wiki!**

The Seven's Lore is a game system that can be used for Tabletop RPG (TTRPG).

In this wiki, you may find several articles about lore, locations, people, religions, game mechanics and much more to use in your gaming sessions or to explore and get more informed about.

## Important articles

KudramRal'enThe Calm LandsRacesGodsRal'enArcanaSchools of MagicCampaign - Sentinels of the Eclipsed Dawn

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Part V - Inglorious Basterds

***The Simpsons couch gag - part V [INGLORIOUS BASTERDS]*** is the fifth & currently final part of the Simpsons Couch Gag saga and was released on October 26th, 2022.

## Plot

In Antarctica in 1982, a penguin finds a passed out Lisa holding the toaster. In present day, Lee Hardcastle, Susan Wojcicki and several other animators sit in a cinema, watching the Simpsons Couch Gag saga. Lisa hides in the projector room as Ralph enters, showing Lisa a Silver Play Button. When Ralph is turned around, Lisa reaches for a gun and shoots Ralph dead as he falls against the door.

Lisa looks into the audience and watches as Chief Wiggum is killed in the original timeline, realizing that her actions caused his death. She looks back at Ralph but discovers him to still be alive as he shoots and kills her with a shotgun before dying of the injuries himself. In the audience, due to Lisa travelling in time again and messing up the timeline, Pingu, the Californian Raisins, Morph, and Gumby descend upon the viewers, killing nearly all of them.

Susan attempts to run but is confronted by Postman Pat, who then shoots her in the head before shooting Lee to death. Pingu incinerates Lee's corpse but this causes a chain reaction which leads to the toaster exploding, killing everyone else in the cinema.

## Characters

**Characters who have died are in bold.**

* **Lisa Simpson**
* **Lee Hardcastle**
* **Susan Wojcicki**
* **Ralph Wiggum**
* **Pingu**
* **Californian Raisin**
* **Morph**
* **Gumby**
* **Postman Pat**
Part I - You're Next

***The Simpsons couch gag - part I [YOU'RE NEXT]*** is the first part of the Simpsons Cough Gag saga and was released on December 17th, 2015.

## Plot

The Simpsons are all watching TV in their living room. Bart hears a noise from outside and goes to look out the window while an arrow flies through it. Lisa notices the broken glass and watches in horror as Bart, an arrow through his head, falls and hits his head on a cabinet. Dolph, Kearny and Jimbo, dressed as Tiger, Lamb and Fox Mask enter, wielding a machete, axe and shotgun.

Homer attempts to grab the phone but has his hand mutilated by Jimbo, before he is shot in the face by Dolph. Lisa is thrown to the ground and Marge is non-fatally scalped as she is forced to watch Jimbo hack Maggie to death. While Kearny is distracted, Marge hits him with the axe and drives it into Dolph's forehead, before taking the shotgun and killing Kearny with it.

Jimbo strikes Marge in the neck with the machete and she passes out, though not before shooting Jimbo in the face. Lisa stands up amidst the massacre but is shot and killed by Chief Wiggum.

## Characters

**Characters who have died are in bold; characters that only died in the original timeline are also *italicized***.

* ***Homer Simpson***
* Marge Simpson
* ***Bart Simpson***
* ***Lisa Simpson***
* ***Maggie Simpson***
* ***Dolph Starbeam/Tiger Mask***
* ***Kearny Zzyzwick/Lamb Mask***
* ***Jimbo Jones/Fox Mask***
* Chief Wiggum

## Foreshadowing

* Lisa is the only member of the Simpsons who the intruders do not attempt to kill, which is foreshadowing to her being the true mastermind behind the massacre.
Part III - Fabulous Secret Powers

***The Simpsons couch gag - part III [FABULOUS SECRET POWERS]*** is the third part of the Simpsons Couch Gag saga and was released on February 17th, 2019.

## Plot

Ned Flanders, revealed to be Gorgon Mask, sits on the Simpsons couch. In a castle, monster versions of Barney, Bumblebee Man, Smithers, a double-headed Lenny & Carl, Willie and Mr. Burns stand around a strange creature in a cage. Marge bursts in with a strange sword and kills Barney, Bumblebee Man and Smithers before she is thrown into a pit and her hair is knocked off, revealing her to be the same Marge from the first installment.

As Marge begins to hallucinate, flashbacks reveal that after the death of her family Marge went to Ned for help. As Marge began to train, Ned robbed the bank as Gorgon Mask and stole the sword, which he gave to Marge. In the present, Ned arrives on a lion and kills Lenny & Carl while his lion mauls Willie to death. Ned frees Marge from the pit and she decapitates Mr. Burns with the sword, before they both free the creature from the cage, revealed to be Elfo from Disenchantment. Elfo gives Marge a toaster and she disappears upon touching it, reappearing in front of Homer as a rabbit hybrid.

## Characters

**Characters who have died are in bold; characters that died outside of both timelines are also underlined**.

* Ned Flanders/Gorgon Mask
* Marge Simpson
* Elfo
* **Barney Gumble**
* **Bumblebee Man**
* **Waylon Smithers**
* **Lenny Leonard**
* **Carl Carlson**
* **Groundskeeper Willie**
* **Charles Montgomery Burns**
* Homer Simpson

## Foreshadowing

* The toaster that Marge gets from Elfo allows her to travel back in time to before the massacre of her family.
Towns Of Lincoln's Cape Cod

In Joseph Lincoln's fictional version of Cape Cod the town names are similar to the real towns but different enough to say with certainty that this fictional town is that real town. There are enough clues in the books and in the names themselves to enable readers to make a guess.

As seen on the above map all of Cape Cod is Barnstable County. The lower cape (closer to the "shoulder") consists of the towns of Bourne, Sandwich, Mashpee, and Falmouth

The mid-cape consists of the towns of Barnstable, Yarmouth, and Dennis.

The lower cape consists of the towns of Brewster, Harwich, Chatham, and Orleans.

The upper cape consists of the towns of Eastham, Wellfleet, Turo, and Provincetown

In the Cape Cod of the Lincoln books the towns are:

Other towns that are mentioned are:

Boston

Brockton

Mashpee

Middleboro

New Haven

New York

Provincetown

Scarford

Washington, D. C.

North Wellmouth

South Wellmouth

West Wellmouth
Part II - Reservoir Dogs

***The Simpsons couch gag - part II [RESERVOIR DOGS]*** is the second part of the Simpsons Cough Gag saga and was released on March 1st, 2018.

## Plot

Kirk van Houten, Hans Moleman, Principal Skinner, Mrs. Powell and the Cat Lady are standing in line inside of a bank. Four masked people - Krusty Mask, Pig Mask, Bunny Mask and Gorgon Mask - enter the bank and hold everyone at gunpoint. Bunny Mask breaks Skinner's nose as Gorgon Mask demands a briefcase from the bank teller; as she gives him the briefcase, Moleman sets off the alarm but has his brains blown out by Krusty Mask.

Kirk attacks Bunny Mask while Mrs. Powell tries to run out the door, resulting in him being badly shot while Mrs. Powell is fatally shot by Krusty Mask. Pig Mask suddenly shoots Krusty Mask to death but his dying body allows him to fire one final shotgun blast, which fatally wounds Pig Mask, his mask falling off to reveal himself to be Chief Wiggum. The bank teller shoots Bunny Mask in the head, revealing him to be Snake, before she is bludgeoned by Gorgon Mask with the briefcase.

Gorgon Mask runs out the bank while Wiggum shoots at him, one of his shots hitting and killing a badly wounded Kirk. A bleeding Snake crawls over to Wiggum and holds a gun to his head as Lou and Eddie enter, with Snake killing Wiggum in the same moment that Lou and Eddie shoot him dead. Gorgon Mask arrives at the Simpsons house and opens the briefcase.

## Characters

**Characters who have died are in bold; characters that only died in the original timeline are also *italicized***.

* ***Kirk van Houten***
* ***Hans Moleman***
* Principal Skinner
* ***Mrs. Powell***
* The Cat Lady
* ***The Bank Teller***
* ***Krusty Mask***
* ***Chief Wiggum/Pig Mask***
* ***Snake Jailbird/Bunny Mask***
* Gorgon Mask
* Lou
* Eddie

## Foreshadowing

* The briefcase that Gorgon Mask stole does not actually have money in it, rather Marge's magic sword that she will use in the next installment.
Tom Roots

Tom Roots ist der Sekretär von Rebecca Youngblood und wurde als Schulischer Vormund für Hunter ausgewählt, da Rebecca selbst nicht auf die Anmeldung könnte, durch ihre Straftaten.

Tom Roots ist ein dunner Mann mit schwarzen glatten Haaren, er trägt einen kurzen unscheinbaren Bart und hat dunkelbraune Augen.

Als Grille ist er schwarz mit gelblichen Flügeln und schwarzen Augen.
Bernsteinauge

Brüder: Hunter Darkfire und Wurzelpfote

Schwester: Haselpfote

Bernsteinauge ist die wenige Minuten ältere Schwester von Hunter, sie ist wie ihr Bruder eine Woodwalkerin, was sie aber erst viel später herausfindet.

Als Katze ist sie eine sandfarbene Kätzin mit dunkleren Pfoten und bernsteinfarbenen Augen.

Als Mensch hat sie lange Sandfarbene Haare, die ihr bis über die Schultern reichen. Ihre Haare sind leicht gewellt und anfangs überhaupt nicht frisiert, nach kurzer Zeit bei den Menschen trägt sie meistens einen Zopf. Sie hat bernsteinfarbene Augen und trägt oft grüne bequeme Sachen, wie Hoodies oder weite Hosen.
PhoenixCraft Wiki

**Welcome to the PhoenixCraft Wiki!**
This fandom server is here to provide you with a friendly atmosphere where you can discuss ideas, share and receive gameplay advice and experience, Have conversations on any other aspects of Minecraft with other members. The server is at its best when participants treat their fellow users with respect and courtesy. Let us do our best to create a community that is welcoming, constructive, and respective to fellow Minecraft players.

We're a collaborative community website about that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved.

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Reviews:

- (ANON) Played for a bit. Its a decent server but in the end just another server like the thousands out there. Economy had a good community behind it. 6..8/10

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Update on economy S2 (3)

We have another exciting update for you all! We've found a time that should work for most players: 18th August at 5 PM Europe Central Time. Let's all gather together in the hub and embark on this great adventure together!

For Season 4, we're expanding the map size to 15kx15k for the Overworld, Nether, and End World. As our player base continues to grow, we'll keep expanding even further

! And to address the community's feedback, yes, this is officially Season 4! We want to express our heartfelt gratitude for all the support and feedback you've provided. Without you, we wouldn't have come this far.

Mark your calendars and see you all on 18th August for an amazing journey together!

**PS time can still chance of the launch** Best regards,

-PhoenixCraft Team
Rosa

Rosa ist eine Menschenfrau die Hunter aufnimmt nachdem er aus dem Wald kam, sie weiss über Woodwalkers bescheid, kann sich aber selber nicht in ein Tier verwandeln.

Sie ist eine ältere Frau, vielleicht 66 Jahre alt, sie trägt meistens eine braune Hose und ein rosa Oberteil, ihre Haare sind grau und ihre Augen braun.
Vacillant Therianthropy

**Vacillant Therianthropy (Vacillant Therianthrope or Vacillant Therian)** was a community coined term in 2004 or 2005. Vacillate means to alternate or waver. This describes a level of integration when shifts occur more smoothly, as if on a sliding scale. Refers to a Therian whose animalside and humanside are integrated such that one or the other may still come to the front of the mind noticeably stronger than the other, as needed or as desired. Shifts seem to happen gradually and tend to follow a more consistent pattern. Though unexpected stimuli may trigger sharper or more sudden shifts.
Woodwalkers, Fanfiction Wiki

**Willkommen im Woodwalkers, Fanfiction Wiki!**
In diesem Fandom werden alle Charaktere meiner Fanfiction vorgestellt, bitte denkt daran das dies mein allererstes Fandom ist das ich je erstellt habe!

Wir sind eine kollaborative Community-Website über das Thema Woodwalkers, Fanfiction, die jeder, auch du, aufbauen und erweitern kann. Wikis wie dieses hängen davon ab, dass die Leser sich beteiligen und Inhalte hinzufügen. Klicke auf die „Neue Seite hinzufügen“- oder „BEARBEITEN“-Schaltfläche, die du auf jeder Seite oben rechts finden kannst, und leg los!

## Wichtige Artikel

PlatzhalterEine Seite über dein ThemaPlatzhalterEin HauptcharakterPlatzhalterDie erste FolgePlatzhalterEin wichtiger OrtPlatzhalterEin wichtiges EreignisPlatzhalterEin entscheidendes Thema

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Ways to Help Build This Wiki

Items you can help with:

Expand any of the existing articles with verified information. Please provide any citations that you can.

Write an article for any book that has a placeholder page

Cape Cod Ballads and Other Verse (1902)

Mr. Pratt (1906)

Cape Cod Stories (1907)

Our Village (1909)

Write a new article for any of the Major Works that have dead ends

Write a new article for any of the characters within any of the books:

Cap'N Eri

Partners of the Tide

Cy Whittaker's Place

Queer Judson

Upload some images and media
Showdown Shenanigans

## description

a skit that takes place in the wild west outside a bank with a bandit who was a barber gone bad called the barbershop bandit who stole a money sack till the sheriff drunklady comes over to stop it and they both are about to have a stand off but then are disrupted by sir fancyman who wants to join the fight and then the barbershop bandit throws the bag of money when drunklady asks why hes aim the gun at her and the bandit is the one with the money then fancyman says he dosent have it so you must have it and drunk lady mentions that she saw him thow it then they argue for 5 mins and then a robber tries to take the money and then they all shout at them to come back with the money and the robber says finders keepers then fancyman brings up that thats not how it works and then the bandit disaggres and then they argue again then the robber tries to run away then drunklady suggests there must be a way to settle it then fany man says they should fight each other then the real sherrif come out of a nearby building

## Showdown Shenanigans

then the bandit and fancyman look at drunklady when she remebers shes not the sherrif then they all start arguing and then the bandit shoots upwards and shouts to get everyones attention then he suggests that they all shoot the robber beacuse hes ugly then fancyman slips and shoots the bandit the the sherrif shoots the robber then they all died except the sherrif who got arrested then executed for trying to rob a bank and they all had graves next to eachother expect the sherrif
Fayewoods

## Description

In the heart of the Calm Lands lies the expansive and enigmatic Fayewoods, a vast and foreboding forest that casts an air of mystery upon the region. Nestled between several distinctive landmarks, this forest seems both majestic and shrouded in an inexplicable darkness.

To the east of the Fayewoods, the sprawling ocean breathes its salt-tinged air into the forest's perimeter, providing a stark contrast to the shadowy woods. The western expanse sees the desert's advance, the Twilight Sands, its dark grains bordering the forest and lending an eerie atmosphere to its edge.

At the heart of the forest, overshadowing the southern woods, stands the enigmatic Dragon's Peak, a mountain whose ominous reputation precedes it. Legends whisper of a dragon lurking within, guarding a hoard of unimaginable riches. Yet, adventurers who dare seek this treasure either vanish without a trace or return empty-handed, perpetuating the mystery surrounding the elusive dragon's lair.

Westward within the woods lies a road that guides travelers to the city of Jo'za, situated within the towering Crossing Titans. This path, though traversed by few, offers an adventurous route through the mystic forest toward the bustling city.

Within the northern expanse of the forest, nestled amidst the mighty Crossing Titans, stands a colossal mountain. At its peak resides the Temple to Shalwyr, the Observer, a revered shrine dedicated to the Elven Goddess. The temple exudes an aura of ancient wisdom and spiritual reverence, drawing pilgrims and those seeking enlightenment.

Further north, nestled in the embrace of the forest, lies Forest's Heart, the prominent Elven town that thrives amidst the woods. Despite its modest size, it stands as the principal Elven settlement within the Calm Lands. The people here are guarded, maintaining a wariness toward outsiders, particularly Celestials, fostering an air of secrecy and reservation within the town's boundaries.
Sonic

*"¡Este es mi poder! ¡Y ya no voy a usarlo para huir nunca más! ¡Voy a usar para proteger… a mis… amigos"*
―Sonic[fnt.]**Sonic** es un erizo antropomórfico.

## Relaciones

* Thomas Wachowski - Padre adoptivo
* Maddie Wachowski - Madre adoptiva

Aliados* Equipo Sonic
	+ Miles Prower - Amigo cercano
	+ Knuckles - Enemigo convertido en amigo
* Agente Roca
Lee Hardcastle's The Simpsons Wiki

**Welcome to the Lee Hardcastle's The Simpsons Wiki!**
We're a collaborative community website about Lee Hardcastle's The Simpsons that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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Crossing Titans

## Description

To the west of Krenna, the town of miners, lies a natural border of colossal proportions – the Crossing Titans. These towering mountains, a testament to the ancient forces that shaped the land, serve as a formidable boundary that separates the Calm Lands from the untamed wilderness beyond. Their peaks, often veiled in mist and crowned with snow, pierce the sky with majestic splendor.

The Crossing Titans are a realm of both peril and wonder. Deep within their labyrinthine passages lie veins of Dark iron, the lifeblood of Krenna's prosperity, hidden among treacherous tunnels and caverns. The sounds of pickaxes against rock echo through the mountains, a symphony of labor that has endured for generations.

But the Titans are more than just a source of resources; they hold a haunting allure that beckons the curious and the brave. Mystical phenomena are said to occur within their craggy recesses, from radiant crystal formations to luminous moss that guides travelers in the darkness. Yet, dangers lurk as well – fierce creatures, ancient guardians, and the ever-present possibility of getting lost within the Titans' vastness.

As sunlight breaks through the peaks, casting long shadows across rugged terrain, the Crossing Titans stand as both a guardian and a gateway, a place where the resilience of the inhabitants is tested against the forces of nature and the unknown.
(Therian) Cameo Shift

**Cameo Shift (CS)** occurs when a Therianthrope experiences a shift which feels like an animal that is not a known theriotype. This could be a mental, phantom shift, or dream shift, but other types of cameo shifts are possible as well. Cameo shifting seems to have first appeared in Alt.Horror.Werewolf discussion in the late1990's.  This is a common shift experienced by most Therians at some point in their life.

## Cameo Shifts and Polytherians

Many Therians who are only just learning about Therianthropy may confuse **Cameo Shifts** for true theriotypes, resulting in Therians who think they are a five- or six-theriotyped polytherian when they actually may only have one or two true theriotypes.

It is important to consider that a **Cameo Shift** could be due to either a spirit animal, being Otherhearted, or that it occurred due to a completely human sensation.

> "The question is, where did all these polyweres come from?  Sure, some can be explained by the need to feel special (see this essay for more on that), but a lot seem to be otherwise rational individuals.  And I know a few who are genuine polyweres.  But what about the rest?
>
>

> A little delving shows that a lot of these polyweres have a common thread: They have a shift, either mental/spiritual or a dreamshift, into an animal which is not that which they had previously considered their phenotype.  Well, they just shifted into something else, so that must also be a phenotype, right?  Yet it only happened that one time.
>
>

> This is where the concept of the Cameo Shift comes in.  It’s basically exactly what it sounds like: a one-time shift into something other than your usual phenotype.  The concept existed back in the days of AHWW, but has since fallen into disuse and been forgotten, with the result of the current polywere population boom." - Mokele
>
>
Gods

The realm of the divine stands as an intricate and awe-inspiring dimension. At the heart of this cosmic dance are the gods – ancient, powerful beings of immeasurable influence and significance. These deities, each embodying unique domains and aspects, shape the destiny of mortals and weave the very fabric of reality itself.

### The Pantheon

A diverse pantheon of gods reigns over the cosmos, each representing a distinct facet of existence. From the god of thunder who commands the storm to the goddess of love who weaves the threads of affection, these divine beings are both reflections of mortal ideals and envoys of unfathomable cosmic forces. Whether benevolent or capricious, these gods command respect and devotion from their mortal followers.

### Divine Realms

The gods exist within ethereal realms beyond mortal comprehension. These realms, often manifestations of their domains, are a blend of the sublime and the surreal. Towers of light, crystalline gardens, and shadowy abysses form the tapestry of these divine abodes. Mortals who are chosen by a god might find themselves transported to these realms, a privilege reserved for the most faithful or the most favored.

### Domains and Powers

Each god holds sway over specific domains, representing concepts ranging from nature, magic, war, love, and more. These domains grant the gods the power to influence the mortal realm. From bestowing blessings upon champions to unleashing devastating curses, the gods' powers shape the world in profound ways. Mortals who align themselves with a particular god's domain may find themselves gifted with extraordinary abilities, serving as vessels for their divine will.

### Divine Intervention

The gods' influence is not limited to abstract powers alone. In moments of great need or cosmic significance, they might choose to directly intervene in the mortal realm. A timely miracle, an unexpected ally, or a surge of divine energy can all signify the direct involvement of a deity. Mortals who garner the favor of a god may beseech them for aid, though such requests are often met with trials or quests to prove their worth.

### Struggles Among the Divine

Just as mortals contend with each other, the gods engage in intricate power struggles, alliances, and conflicts within their own divine pantheon. These divine rivalries can have profound consequences for the mortal realm, as the whims of the gods shape the course of history and steer the destiny of civilizations.
Ral'en

* Ralean tribal town
* Ral'en's Gateway

**Ral'en** is the one of the many worlds where several peoples from across different worlds come to seeking refuge from the destruction caused by the Arcana.

## Calendar

An Ralean year last for 350 days over the course of 7 months, each month representing one of The Seven. Each day lasts for 24 hours and a week is composed of 7 days, named Sunday, Monday, Tuesday, Wednesday, Thursday, Friday and Saturday.

## Languages

Many different languages are spoken across Ral'en, specially due to the influx on refugees caused by the Arcana's attacks on several worlds.
Celestia

**Celestia** is the one of the homeworld of the Celestials, only Celestials live in Celestia and it is a world devoid of conflict, being ruled the "God Emperor" Omnis Sanctus, the Hand of Amaterasu.

## Languages

The main language spoken in Celestia is Celestial, but the whole population can speak and understand Common.
Foglands

## Description

In the southeastern reaches of the Calm Lands, where the sun casts long shadows upon a desolate landscape, lies the foreboding expanse known as the Foglands. This arid desert, characterized by its lifeless, brown sand, stretches out beneath an ever-present shroud of unnatural fog. The fog, a magical anomaly that cloaks the land in mystery, veils the true dangers that lurk beneath.

To the north, the Foglands brush against the edges of the Lush Stream Forest, creating an eerie border between vibrant life and desolation. To the west, obscured by the fog, the towering mountains shelter the city of Krosus, their imposing presence invisible to those navigating the barren dunes.

The Foglands, despite their apparent stillness, teem with hidden perils. Creatures adapted to the fog's concealing embrace lie in wait for unsuspecting travelers. Among them, the elusive Mist Stalkers, ethereal beings capable of seamlessly blending into the mist, and the Sand Serpents, massive burrowing creatures with an uncanny ability to move silently beneath the desert sands.

Legend whispers of an ancient druid named Argaz, who attempted to harness the primal forces of nature but, in doing so, unintentionally rendered the land lifeless. It is said that Argaz's library, containing the secrets of his failed experiment, remains hidden within the Foglands—a mysterious trove that has enticed countless adventurers, none of whom have returned to tell the tale.

The fog, tainted by the druid's magic, is more than a mere atmospheric phenomenon. It carries a malevolent presence that can afflict those who linger too long. Travelers risk falling prey to sickness and insidious illusions, making navigation through the Foglands a perilous endeavor.

As shadows dance through the fog, whispers of lost souls trapped within its confines echo across the dunes. Only the bravest—or perhaps the most foolhardy—dare to enter, driven by the promise of untold secrets or the allure of Argaz's forgotten wisdom. The Foglands stand as both a testament to the dangers of tampering with the arcane forces of nature and a treacherous realm where the line between reality and illusion becomes as hazy as the fog that blankets its barren landscape.
Character Attributes

## Core Attributes

There are 6 main Attributes for a character:

* Increase the carrying capacity for items
* Ability to hit and damager with Strength based attacks
 **Dexterity** | Physical
* Dodge attacks with ease
* Ability to hit and damage with Dexterity based attacks
 **Stamina** | Physical
* To survive damage taken (Hit Points)
* Resist Physical effects (e.g.: Poisons)
 **Intellect** | Mental
* Learn new skills / languages
* Ability to hit and damage with Intellect based attacks / spells
 **Spirit** | Mental
* Learn to feel surrounding elements / environment
* Ability to hit and damage with Spirit based attacks / spells
 **Soul** | Mental
* Learn to exceed the limit of physical abilities
* Ability to hit and damage with Soul based attacks / spells
* Use proficiently Soul based skills

Average attributes for a character is 10.

Even so, there are some limitations based of Character Types and how the Mental attributes interact with each other.

These can't exceed 20 by normal means, only through the use of special items, equipment or spells.

These scores allow you to calculate an ability modifier for the specific ability, affecting spells, skills, attacks or feats success / effects. Below there is a table with the calculation of the modifiers:

If the ability score is reached is an ability score of 0 the following occurs:

* **Strength**: You lose all your strength, you crumble over your own weight and collapse. You are unconscious;
* **Dexterity**: You become incapable of moving and are effectively immobile, but not unconscious;
* **Stamina**: You health fades away and die;
* **Intellect**: You fall unconscious, although if this is your Mental Attribute, the shock of being disconnected from your Arcana kills you;
* **Spirit**: You fall unconscious, although if this is your Mental Attribute, the shock of being disconnected from the elements and Nature kills you;
* **Soul**: You fall unconscious, although if this is your Mental Attribute, your soul in an attempt to keep from falling unconscious is able to keep you awake and boosts all Physical Mental Attributes by 4 (may go over 20) and nullified the temporary decrease in Soul Attribute for 1 minute, after 1 minute you die. If you have positive Soul Attribute Score after 1 minute, you remain alive, but permanently lose 2 Soul Attribute Score.
Eldrakul (Monster)

## Stats (Seven's Lore)

In the depths of the forsaken caverns, where darkness and silence reign, an ominous presence stirs. Wisps of green-hued mist coalesce, taking on the form of an otherworldly entity. An Eldrakul, an aberration of unparalleled psychic might, floats amidst the ethereal fumes, its form resembling a macabre skull comprised of pulsating brain matter. The air thickens with an eerie anticipation, and a chilling aura emanates from this eldritch being. None dare approach, for those who venture too close risk their minds and souls to the malevolent grasp of the Eldrakul's telepathic power.

## Stats (Dungeon & Dragons 5.0e)

In the depths of the forsaken caverns, where darkness and silence reign, an ominous presence stirs. Wisps of green-hued mist coalesce, taking on the form of an otherworldly entity. An Eldrakul, an aberration of unparalleled psychic might, floats amidst the ethereal fumes, its form resembling a macabre skull comprised of pulsating brain matter. The air thickens with an eerie anticipation, and a chilling aura emanates from this eldritch being. None dare approach, for those who venture too close risk their minds and souls to the malevolent grasp of the Eldrakul's telepathic power.

* **Armor Class**: 16 (Natural Armor)
* **Hit Points**: 150 (20d8 + 60)
* **Speed**: Fly 30 ft.
* **Abilities**:
	+ STR: 14 (+2)
	+ DEX: 12 (+1)
	+ CON: 16 (+3)
	+ INT: 18 (+4)
	+ WIS: 15 (+2)
	+ CHA: 20 (+5)
* **Saving Throws**: Intelligence +8, Wisdom +5, Charisma +9
* **Skills**: Arcana +8, Insight +5, Perception +5, Stealth +4
* **Senses**: Darkvision 120 ft., passive Perception 15
* **Languages**: Deep Speech, Undercommon, telepathy 120 ft.
* **Challenge Rating (CR)**: 8 (3,900 XP)

### Traits:

* Amorphous Form: The Eldrakul can move through a space as narrow as 1 inch without squeezing.
* Innate Spellcasting: The Eldrakul's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells:
	+ At will: Mage Armor, Ray of Enfeeblement, Arcane Eye, Charm Person
	+ 3/day each: Hypnotic Pattern, Phantasmal Killer, Blight
	+ 1/day each: Modify Memory, Dominate Monster, Dominate Person, Cloudkill

### Actions:

* Psionic Blast (Recharge 5-6): The Eldrakul releases a psychic wave in a 30-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one.
* Tentacle Strike: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (4d6) acid damage.
* Green Tentacles: The Eldrakul uses "Black Tentacles" spell, doesn't require concetration, but a second cast. Consumes 1 charge.

### Legendary Actions (3 charges per round):

* Telekinetic Movement: The Eldrakul moves a creature or object up to 30 feet in any direction without touching it. The target must not exceed a weight of 300 pounds. Consumes 1 charge.
* Eyebite: The Eldrakul can use the "Eyebite" spell without using concentration and use the bonus action to change targets instead of the action.
The Calm Lands

**The Calm Lands** is the one of the regions of Ral'en, it is also the region where the capital Ral'en is located, as well as the gateway to other worlds.

## Geography

### Terrain

* Plains
* Mountains
* Hills
* Forest
* Desert
* Coast
* Sea

### Resources

* Dark Iron Wood
* Dark Iron
* Wheat
* Copper
* Gold
* Fish

### Points of Interest

* Ral'en
* Krosus
* Fayewoods
* Jed'da
* Foglands
* Jo'za

## Society

### Races

* Celestials
* Humans
* Elves
* Dwarves
* Various

### Languages

* Common
* Celestial
* Sylvan
* Various

## Religion

### Main Religions

* Amaterasu, the Sun Goddess
* The Seven
* Various good and neutral gods

## Religion

Officially, the people of The Calm Lands follow the Sun Goddess Amaterasu, since it is the religion of the Celestials. The Celestials being Theocratic race, spread the influence and benevolence of the Sun Goddess across the regions, even so, Celestials still allow the practice of other religions within their terrioritories as long as they are not of evil nature.

It is common for the original inhabitants of Ral'en to worship The Seven, although the elves in general do not care so much other religions besides their Elf / Woodland Gods and, in general, worship Shalwyr, The Observer.

Even though the worship of Evil Gods is banned from the World of Ral'en, some cultist groups still rise in attempts to spread the influence of their gods in an attempt to plunge the land into chaos and darkness.

## Geography

### Major Settlements

* Ral'en
* Krosus
* Jo'za

### Lesser Settlements

* Jed'da
* Krenna
* Forest's Heart
* Fal'nar

### Geographic Features

* Tal'sin Woods
* Fayewoods
* Crossing Titans
* Lush Stream Forest
* Twilight Sands
* Thunderstruck Groove
* Foglands
* Thunderwind Range
* Ironfell Forest
* Dragon's Peak

### Notable Ruins / Dungeons

* Library of Argaz
* Vault of The Storm
* Grove of Darkness
* Twilight Temple of the Immortal Oracle