recursal/Fanatic-Fandom huggingface dataset:
Nuove musiche

Nuove musiche is a musical style from Ladinh.

Bardic casting uses musical techniques to emotionally affect listeners. But nuove musiche sounds strange even by comparison with conventional bardic skills. It differs from "stile antico" in that it's meant to be (at least apocryphally) far more weaponised - transcending mere performance and perhaps perverting music, in some people's eyes, to be used as a brute sonic tool.

It's said that if employed correctly, the "new music" could not just embolden or discourage the listener, but prove fatal to certain targets or even toy with the fabric of reality itself.

Whether there's much truth to the legends surrounding nuove musiche and Sperimento IV remains to be seen. Plenty of lurid stories abound: apocryphal tales like that of the obsessive nobleman (and supposed murderer) Dom Carlos Gisaldo, or violent viol virtuoso Enrico Zanni. If anybody has ever heard the more arcane forms of nuove musiche, nobody's ever lived to describe it in a rational way. Musical scores are notoriously hard to dig up and harder still to decipher, as they seem to be unrelated to the usual Modes or temperaments of formal music.

Any Bard character who wants to explore nuove musiche will have to find the right connections (among music historians, spies or extremely shady performers) and undergo training to avoid suffering the ill effects of actually playing or singing the eldritch music.

### How it works

Nuove musiche essentially lets a bard use spells at a higher level than would normally be possible, in exchange for a little dance with the inchoate eldritch forces of disharmony. As you sing, there's a possibility you might peer through the Veil and lose your mind in the process.

Niche Audience: anyone who's heard you perform is, unless Charmed, really creeped out by you. Suffer a -2 penalty to all Charisma-based skills when dealing with uncultured listeners. Madmen and connoisseurs of the style love you! Get a +1 Charisma bonus when interacting with creepy fans.

#### Effects of madness

Want to cast a bardic spell at 1 level above your normal maximum? Make an Average Wisdom saving throw versus short term madness. A character afflicted with short term madness is subjected to an effect from the Short Term Madness table for 1d10 minutes or until cured.

How about 2 levels of extra power? Make a Tough Wisdom saving throw or get hit with something more socially awkward. A character afflicted with long term madness is subjected to an effect from the Long Term Madness table for 1d10 ×10 hours or until cured.

If you try to cast a bardic spell that's 3 levels overpowered - you risk going mad forever. Make a Challenging Wisdom saving throw or lose your marbles forever. A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured. Don't play with dark forces, kids.
Gidh and Garuda

Garuda

Griffon DnD template

Garuda are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, garuda are as swift and deadly as eagles, even as they strike with a lion’s savage might and grace.

Garuda like to prey on camelids and other herd and mount animals.

Garuda lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once garuda establish a territory, they remain in that area until the food supply has been exhausted. They defend their nests and will attack any flying creature that comes near. They're clever enough to drop flightless prey off cliffs to kill it.

The Desh once trained garuda and used them as mounts for aristocrats, back in the First Empire. However, they retired most of their garuda troops in favour of dirigibles. After the dragon offensive, most of the remaining garuda population was decimated. One or two linger in the mountains round le Grand Cro.

Gidh

The carrion eating version of a Garuda. It's less aggressive and has a bald head and neck. Gidh tend to have a larger wingspan and they're a bit more heavyset, but they'e not interested in being tamed, and they have a repulsive smell.
Parsifal's chapter

Parsifal's story

Young Parsifal is a descendent from the Hoffmann family, a clan who served the Grigorovich dynasty - one of the three great Dwarven houses which created the faith of Elo, millennia ago. He is a holy steward, descended from holy stewards, Rav and Moreh and he is brimming with divine talent. As such, he has been a walking beacon of danger all his life, constantly hidden by relatives and secret believers and gradually smuggled around various corners of Vestfal. His divine aura needs to be masked - usually this is achieved by hiding him underneath a magical site or landmark, but he has also had to spend time in morgues, desecrated temples and other unholy places over the years. Parsifal once spent two entire years living in the same basement in Novy Gorod (a satellite city East of Bela), with only his holy scriptures for company. Someone from a group called the Vestfalian Friendship League got him out.

Parsifal's last protector, Cantor Libi (F), parted ways with him on the road just north of Kreys. Libi, a half dwarf half human alchemist, had used her licenced magical practice as a cover for Parsifal's divine emanations. However, she suspected that the Inspectorate had sniffed Parsifal out. Libi instructed Parsifal to head East, towards the Pale of Settlement (Gopniki Okrug) and seek out the descendant of the Grogorovich line, with help from the locak Gopnik underground. Parsifal has a name - Sapich - supposedly a contact somewhere in the district. Otherwise, he only has a holy seal from the Old Country and his faith to guide him.

Parsifal has been warned all his life about a figure called Witchfinder Hildegard, one of the Inspectorate's scariest operatives. She is said to be both charismatic and intensely scary - capable of charming people or making them shake with terror at a glance.
Spring war hooks

The Citadel Calls

House Speranza is recruiting mercenaries in the lead-up to Spring War season. The question is, why, and why in such numbers? Cartel Cachot wants the party to find out - and lay the foundations for the alliances and conflicts to come.

What is House Speranza like?

They are obsessed with magic. Instead of acquiring lots of territory in the early days of Ladinh settlement, Speranza turned all their attention towards their great citadel, which floats, enormous and impenetrable, in the middle of the Eastern Basin. Aside from Speranza's great citadel and its shoreward counterpart, Vella, House Speranza hasn't bothered to enforce its official claim to any territories. Instead, it produces a steady flow of cash for the recruitment of condottieri and the purchase of magical and historical artifacts. The mage initiaites of Speranza, protected by hired steel, can essentially move where they please.

What's going on?

Speranza is offering mineral wealth and magical 'blessings' to mercenaries, and is garrisoning and training them in unprecedented numbers in an enclave near Vella. Anyone trying to break in without authorisation has been killed or stopped with magic. So far, none of the mercenaries has accepted an offer to snitch.

Why is this scary?

Speranza tends to stay clear of the Spring Wars. This army is a new thing and it doesn't reflect what this usually predictable house has done in the past.

Sometimes Speranza will hire out its battle mages to support one or several factions, but it doesn't usually take the field as its own force. It has never turned down a request for help in the fight against Vestfal, Voyivod or other outward threats. A canny analysis of Speranza's actions indicates it acts in a way that will best preserve the integrity of Ladinh as a whole. Speranza hasn't bothered to ally itself with the other human Houses or with any elven factions.

The only act of aggression Cachot's spies can pin on Speranza dates back about a generation, when Speranza tried to take a hit out on Carabosse, the elven mage/advisor for Cartel del Flor. Not even del Flor knows what that was about.

Ways to infiltrate

Other than getting initiated as a mage, the two ways are through affiliated groups/gangs.

The Fratres are a secret society/drinking club full of regular condottieri, with close ties to Speranza. They are sure to know some military secrets!'

The Chimaera are magic dealers, and will pay good money for ancient artifacts and magical relics. Speranza use them as scouts, both for interesting talent and especially powerful magic items. Trusted trading partners even get to visit the citadel from time to time.

What to do about it

The party can begin negotiations to form an alliance between Cartel Cachot and any of the other Cartels or Houses. You'll be approached by reps from Cimmaron, del Flor, Otranto, Venere and Speranza themselves.
House Speranza

## Coat of arms of House Speranza

Little is known about this isolationist and secretive House. Their one great city is both an island, a mighty fortress and a bizarre feat of magic. The citadel of Speranza is a massive square block of solid cliffside that thrusts its way up out of the Eastern Basin. Lacking any obvious entranceways by sea, the only access is across a long, narrow isthmus. Visitors to Speranza must first pass checkpoints in the town of Vella.

House Speranza helps ensure Ladinh's national security by supplying the frontiers with battlemages and magic-imbued weaponry. The House imports base materials and foodstuffs, as well as welcoming students who wish to study arcane magic. Adventurers will often find a buyer for archaeological relics in Speranza.

It's not clear what House Speranza does with the grave goods and ancient gewgaws it hoards: they occasionally send a representative to report to the other Houses but only discuss matters of basic commodities trading and border troop movements.

There is an Y'd shtetl associated with house Speranza, but it's situated on the mainland just outside Vella. This has led to speculation that Elo worshippers might be discriminated against within the citadel.

### Key facts

Coat of arms: A single chalice. House Speranza does not feature on Ladinh's arms, or those of the joint Houses.

Family Motto: I gran dolori sono muti

#### Leaders:

* Paterfamilias: Colpo-di-Canon (Duco Lombardo Speranza)
* Matriarch: Auto-da-Fe (Sira Cristina Speranza)
* Ur-Magus: Boccalupo (Two)
* Praetor: Forza-del-Destino (f)
* Proctor: Habeas-Corpus (m)

#### Cities:

* Speranza
* Vella

Other Familiares and characters

Siro Ottorino di Speranza

Fra. Benevole di Speranza and Sora Citadina di Speranza (clerical advisors)

##### Lares:

* El Fuego
* La Paz

Banco rep: Yehudeh, Shoshana and Abril Abundantia

Gangs:

* the Fratres
* the Chimaera (anonymous contacts seeking magical supplies)

#### Specialities

* Magic School: Transmutation
* Cleric Domain: Knowledge
* Antiquarian: +2 Family bonus to identify or appraise artifacts from The Old Times
Random NPCs

These characters can be dropped into scenarios as needed

Notho Birchbark

Vestfalian characters: German/Polish names, getting more Scandinavian as we head South towards Ros. Tafel and Midian names veer towards a mix of Dutch/Byzantine/Greek. Gopniki Dwarven names are Ashkenazi or Russian. Very few elves, they will have Tirolese or Romanian names. Goblin names and culture more Tirolese, Byzantine or Hittite. Northern Vestfal has a more Mediterranean flavour. Remember to throw in a few Iberiyans.

Hot Lands characters: Farsi, Arabic, Ethiopian and Senegalese names. Yazid names inspired by Yemen and Bedouin naming conventions. Goblin names loosely inspired by ancient Egyptian and Nile delta culture.

Voyivod characters: Inuit-derived, Finnish, Sami and the occasional Scandinavian name. Most characters are not human. Quite a few goblins, half-giants and human-elemental hybrids. Imagine a former monstrous Badlands area that is becoming civilised. Vestfal will want to claim territory here.
23 şubat dünya ardahanlılar günü

Dünya ardahanlılar günü ardahanlı gazeteci yazar mehmet ali arslan tarafından ardahanlılara hediye edilen bayramdır dünya ardahanlılar günü her sene 23 şubatta tüm dünyada kutlanılıyor.. özeliklede evlerde işyerlerde ve internet sosyal medyada. dünya ardahanlılar günü 2014 yılında ilan edilmiş ve aynı sene içinde kutlanmaya baslanmıştır 23 şubat aynı zamanda ardahanın kurtuluş günüdür
The Houses of Ladinh

There are four Houses within the country of Ladinh. Three of these are officially federated and engage in trade and diplomacy. The fourth House, Speranza, mainly keeps to itself but will instruct Ladinh magic users and clerics.

Houses Venere, Pontevecchio and Otranto each have their own foreign policy: Venere seeks to pacify the Hot Lands with influence, trade and manipulation. Otranto builds a mighty garrison to guard Ladinh from the incursions of Iberiyan and Ros hordes, while Pontevecchio has built a massive wall delineating its border with The Heath, and constructs highways for the benefit of Ladinh. House Speranza is isolationist, but seems to abide by its own moral code with Ladinh's interests in mind.

### The Four Houses

House Pontevecchio

House Venere

House Otranto

House Speranza
Mandragora

Small, inscrutable plant-based kin. Mandragora are a common sight in the jungles of Kingdom Plantae. It's unclear whether they harbour their own sentience or are the jungle's attempt to mimic or communicate with humanoid visitors. It's not wise to upset Mandragora, as they have a nasty bite. So far, attempts to teach them the languages of people haven't been successful.

(loosely based on the Mandragora racial or monster template)

#### Racial traits

Mandragora photosynthetise and digest insects for food. They can't survive without rich soil, clean air and plenty of moisture. They don't need to sleep.

* +2 Cha, -1 Int: these little tubers are charming and cute in their peculiar way.
* Size: small. +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Mandragora can carry half of what a person can.
* Speed: 20ft. Mandragora can burrow at 10ft. A burrowing mandragora usually does not make a usable tunnel (unless it wants to).
* Immunity to poison, sleep effects, paralysis and polymorph.
* Blockheaded: +2 on saves against stunning and mind-affecting effects.
* Mandragora are difficult to wound and resist attacks that target vital spots. Critical hits with finesse weapons don't work on them, as they don't have organs like animals would.
* Vulnerable to Fire: Mandragora don't get to roll for half damage against fire based attacks. Attacking them successfully with a torch will deal them a minimum of 2D6 damage. Mandragora tend not to approach campfires.

Mandragora can pick up people's weapons and use them (at a -1 penalty for plant clumsiness, or a -2 penalty if the weapons are large and bulky).

A mandragora itself is quite toxic. Mandragora's blood is an ingested poison. Any creature that scores a bite attack on the mandragora, or swallows it, is treated as ingesting the poison.

* Poisonous Bite (Ex): Mandragoras have sharp teeth that deal 1d3 damage as a primary natural attack. Each bite delivers Mandragora's Sap poison. Make a Tough Constitution check to resist it. Initial Damage is a slowing effect lasting 1d6+1 rounds. One minute later, the victim must make a second save or suffer Unconsciousness for 1d3 hours.
* Sad Cry (Ex): A mandragora can cry out a mournful lamentation as a free action. All hostile targets within earshot (30ft) of the mandragora suffer a −1 morale penalty on saves, skill checks and attacks unless they make a Tough Will save. The effect lasts for as long as the target hears the mandragora cry and for 5 rounds thereafter.
* Languages: Sylvan. Mandragora are sentient but need a translator to speak with people.
The Stolen Pan (Part 2)

The Stolen Pan (Part 2) is the seconds episode in The Stolen Pan series, animated by Spicypootis.

## Synopsis

Wiki Cap Soldier enters the scene by crushing a Scout with his foot and wearing sunglasses with Terminator music playing. He makes a more spectacular entrance in the next scene, two clones of himself flying in to reveal his true self along with the flash of a Balloonicorn rainbow, he realises the show of colours destroyed his Ready Steady Pan Season 1 Participant medal , and so he begins to cry loudly. His sobbing is interrupted by Magistrate's Mullet Spy, who declares that he indeed has stolen the pan. Wiki Cap Soldier lifts a shotgun to his face, but quickly turns it around to point at the Spy, demanding he give the pan back. Magistrate's Mullet Spy mocks the Soldier and flies away through use of his rocket-propelled shoes. The Soldier tries to chase after the Spy on hands and knees, but upon seeing Commander Shepard driving in a Sonic & All-Stars Racing Transformed car, he kills Commander Shepard and steals the car, which he proceeds to drive off into the sky.

## Trivia

* Near the end of the animation, the shadow of a person is shown in a dark room. This shadow belongs to Demopan.
Stat Gold

**Stat Gold** its a 2016-introduced character from Monster High, he's the son of The living statue and he's African American.

## Character

He's kind and friendly, he do see some equality in every monster like the ghouls, he like to make friends with everyone at Monster High, and want to protect the school against someone who want to destroy it, he doesn't want to see anyone to get hurt because of someone who doesn't like them or do not see the equality.

## Relationships

### Family

He's born from two living statue Goldor its his father and Oria its his mother, they are an happy statue family and he know it, he also have a little brother who is named State, he always do things with him, but like all monsters they hiding from the normies, they have to act like normal statue.

### Friends

He's friend with Alistair Alien and Millisandre Witch, they are unseparable they are always togheter since they are kids, he always being with his group, he hope to make new friends soon has possible, and Monster high seem to be the place where some monster can be friends all togheters.

### Romance

Well since the first day of the school, he seem to have developed feeling for Frankie Stein, but he fear that he's not her type, he just hope that one day he will have the courage to talk to her on the first occasion, but for the moment he seem to be little bit shy to approached her.
Cartel Vilaverde

## Coat of arms for Cartel Vilaverde

#### About the Cartel

Cartel Vilaverde have three things going for them: a strong, well defended merchant navy, a reputation for making connections (diplomatic or underworld ones) and a gift for making good judgement calls at the right time. The latter gift might be attributable to Matriarch Adelisa's connection with Sha the Teller, or to the Storm Reader Prospero's foreknowledge of Te Ao's notoriously dramatic ocean weather and tidal situation.

Cartel Vilaverde can be a mystery to itself. It doesn't present a united front - its two "client" gangs play out a dance of internal rivalry and effectively help to work out conflicts between the generations. If someone displays too much ambition, they are quietly given a nice tropical colony to administer and shifted out of the way. As long as it continues to grow and spread its connections, it will do well. If it's stuck in one place, it might fall victim to petty infighting.

#### Key Facts

Coat of arms: "la aceituna" - the olive branch

Leader: Tancredo 'Tigre', Barom de Vilaverde

#### Cities and territories

* Vilaverde
* Basilica (seaside town)
* Porto Escorpiao (Mad Isles)
* Cheri (disputed with Cachot)
* Maudicia (Lemuria)
* isla de Maleta
* has designs on la Paz (settlement near Ereb and Kingdom Plantae)

#### Other characters

* Dom Jorge (heir)
* Dona Adelisa
* DomNa Adenor (explorer sibling)
* Prospero, a Storm Reader who runs los Gatos
* Etouale, Junien and Leloup - contacts

* Inala and Inyuwa (New Albion delegates in Vilaverde)
* Dom Diotimo Dede, professional mediator
* Filipe and Guida (privateers)
* DomNa Hernanes (captain of the guard at Maleta)

Gangs:

* los Gatos (privateer/mercantile)
* los Lobos (based in Basilica)

#### Specialities

* Magic School: Divination
* Cleric Domains: Tempest
The Cartels of Ladinh

## Arms of the Joint Cartels of Ladinh

There are four elven Cartels operating in Ladinh. Each is culturally distinct and seeks to influence the world in its own way.

The Cartels did not come from noble elven stock. In fact, Ladinh elves' heavy use of glamour magic would indicate they are trying just a bit too hard to appear glorious. Cartel leaders seem keen to preserve their elven heritage, even if this risks inbreeding and danger to the lines of succession.

Ladinh elves are colloquially known as Green Elves - possibly belying their origins as pastoral fey, or else a crude joke - for archaeologists theorise that modern elves could be an evolutionary offshoot of the goblinoid races. You definitely don't want to say that to an elf's face...

The joint arms represent - in quatrefoil - the four Cartels, with the lost Motherland at the centre.

Cartels Vilaverde, Cachot and del Flor are all obvious expansionists. Vilaverde had the initial lead on sea exploration but has ended up with some difficult colonies. Cachot found a foothold in Garland and has designs upon New Abion. Cartel del Flor have created their own magical utopia, the artificial island of Terabitia, with the help of their human allies House Pontevecchio. Cartel Cimmaron isn't making a grab for colonies but rather, resources - pushing the borders of Gopniki Okrug and even Voyivod in its quest for more minerals and grazing land.

The four Cartels

Vilaverde

Cachot

Cimmaron

del Flor
Terranuova Campaign notes Wiki

## Welcome to the Terranuova Campaign notes Wiki

Setting and campaign notes for the world of Terranuova (a Dungeon World homebrew project)

## 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. Find videos about your topic by exploring Fandom's Video Library.
Spotlight/October 2019

Now, onto the vote for next Month, October 2019. It will end on September 30th, 2019, at 8:00 p.m. Central European Summer Time (CEST). Happy voting y'all!

## Rules

* Users cannot vote for their own character(s).
* A character that has already won, cannot win or be voted for again.
* A creator cannot win two months in a row.
* Please keep editing your vote to a minimum. Vote with the upmost certainty you have.

## How to Vote

* Comment below on which characters you would like to vote.
* You can vote up to **three FCs.**
* It has to be concrete characters. Saying “any of User so and so characters” will not be counted.
* Write out the character's full name and provide a link to their character page.
* We encourage you to give a short reason as to why you think this character deserves to be put in the Spotlight.

## In Case of a Tie

Admins will decide on the winner considering the following:

* Which character was voted for the most months prior
* Whether or not the creator voted themselves within the month of question

## Remember

* Vote for characters you like, don't feel pressured to vote for the ones everyone is voting for.
* When winners are announced, it would be nice to go and leave congratulations on their page!

## Get out the Vote Art Raffle

Since the turnout of votes for the past few month was so sparsely, we have decided to ***raffle free art to random voters***! The more people vote, the more spots will open. There is a minimum of 6 votes needed to open the art raffle. So if you are interested in free art from our admins, vote your favorite FCs today!

* 6-12 Votes by person (ex. Admins) - one open spots
* 13-19 Votes by person (ex. Admins) - two open spots
* 20+ Votes by person (ex. Admins) - three open spots

**Please note that, while admin votes do not count for opening new spots, admins are still able to win said spot(s)!**
Society of Magical Monsters

### Least Fav Subject

"We do not wholly approve of spells such as enchantment, necromantic or conjuring that abuse the lives of others."

### Favorite Food

"We try and cater to all our members die-etary restrictions or requirements." -

The ***Society of Magical Monsters***, better yet known as ***SOMM***. Is a clandestine organization within the Monsternate Universe, who operate discreetly to safeguard magical knowledge, maintain the delicate balance between realms. Comprised of many learned creatures and new beginners, they catalogue various types of magic and magical artefacts. With the goal of one day uniting monsters and magic back together in order to pave the way for a better monster Tomorrow.

## *Members*

The Society of Magical Monsters acts similar to a coven, but instead of their being a principal leader.

## *Clothes & Forms*

For this project, I really wanted to incorporate the same aspects of Monster High that I really enjoyed. Which is the clothes, incorporating so many amazing features and prints in a characters design; while incorporating natural elements that really stood out. This later included the fusion concepts of mermaids and ghosts which really sticked for me. So based on the Sims clothing and my own personal taste, I included character clothing that all the characters will share. There are in total three separate clothing sections, routine, special and transformations.

* ***Routine Clothing***, are clothing the character's would continually wear. There are no wide variety of differences in character's appearances with these clothes, aside from make up and the hairstyle being changed.
* Special Clothing,
* Transformation,
20

20
--

20 made its first appearance in Soldier Traces His Final Dispenser, but is more known as being one of the main characters in Heavy Is 20. It is an entity that possesses Heavies by replacing their heads with its signature yellow, circular road sign. 20 appears to be the antagonist of the animation, being the reason for the animation's sensory overload in the first place. The fedora-wearing Heavy it possesses is an innocent bystander to the chaotic story. The road sign has "20" printed on it in black and has a red border around the edge of the sign. 20 is seen interacting with 30, another member of the road sign species, and Ol' Geezer Engineer during the course of the animation. 20 is forcibly and irreversibly removed from the fedora-wearing Heavy by Team Captain Soldier by the end of the animation.

## Soldier Traces His Final Dispenser

20 briefly appears in the animation by possessing Hospital Heavy. However, instead of causing chaos, it appears to grant Soldier with some level of power and even offers him a ride out of the hospital and into a Demoman. 20's road sign is seen on Soldier's back after the Demoman teleports him, and strangely turns into 30's road sign.
Deiland, el pequeño planeta Wiki

## Actividad reciente

Esta Wiki esta bajo construcción.

Deiland es un juego completamente offline, en el que controlaremos al príncipe Arco para desarrollar su día a día en un planeta muy pequeño.

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

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**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. Encuentra videos sobre tu tema en la videoteca de Fandom.

Archivo:Placeholder
Madera

[[File:|thumb]]

### **Descripción**

Se obtiene talando árboles y se utiliza para fabricar objetos y construir estructuras y edificios.

#### **Adquisición**

* Se puede talar un árbol con el hacha.
* Se puede quemar un árbol con la antorcha. (Precaución con este método puede ser peligroso para la salud de Arco o puedes quemar algo importante.)
* Un meteorito puede incendiar un árbol.
* Comprar de algún visitante.
Metallurgy

Metallurgy in Terranuova

Antimony - mined/gathered in Ithmid (now an Erebi settlement but formerly a Desh mining town, there are some part-Deshi inhabitants). Used for pyrotechnics, makeup and medicine/alchemy. Makes a safe form of pewter for plates and equipment.

Bismuth - mined at the base of the Teeth, near Paramo. Makes Latin White, a white pigment used in paint, has medicinal uses and makes good soft alloys.

Lead - present throughout the Teeth and in pockets around Ladinh. Mined by Ladinh and Vestfal on either side. Recently discovered to be toxic. Makes bullets, pipes and malleable items.

Zinc/brass - extracting zinc by itself is not possible, it's usually alloyed with copper and sometimes lead. Desh pioneered the technique of mining and smelting it thousands of years ago. Crevices near Piedamonte and Alfa (to the north of the Heath) have yielded some good deposits. The mines there are incredibly old.

Pewter - alloy used for making plates, pots and pans. Doesn't do well with acid. Different variations have more or less lead in them - cheap pewter looks bluish and tarnished, the good stuff has silver in it.

Copper: present around Apple, and in pockets from the northern Titlis up to the Heath. It occurs near the surface, so Iberiyans often make items out of it and most tribal societies can fashion bronze weapons.

Tin: mostly shipped into Ladinh from the north or Gopniki Oblast

Bauxite - just discovered, looks really cool, nobody knows what to do with it

Coal - good coking coal is mined in Lago, base of the Dardani mountains. Vestfal has lots of lignite. New Albion has plentiful supplies of coal, but it can be hard to extract as it doesn't play nice with metal. New Albion coal appears to lose its Native Soil enchantment over time if it is shipped away from the continent.

Meteoric iron - chunks of the moon still fall out of orbit from time to time and are heavily magical. Meteoric iron and other minerals are incredibly precious as reagents and can be fashioned into powerful magic artefacts.
Team Duo School of Fighter

(#rpteamduo)

## About

The Team Duo School of Fight is a group here to teach people how to be able to roleplay in team. Learning to the roleplayers in need how to practice Team Work in fights and other various scenaristics.

## Goals

Their goal is to form roleplayer to become decent in team work.

## Settings

The group is open to any settings. Able to adapt their competences either you play on the Fantasy genre or the Sci-fi Genre.

## Rules

Rules of the school:

1. ( OC needed )

2. Don't spam , Don't be send nudesb ( Olny if It's you teammate).

3. This is fighting school and in Duo.

4. Duo can have 2 only poeple.

5 . Duo can be with 2 girl or boys can be girl and boy too.

6. You can be in Duo when 2 poeple agree to be a team.

7. Duo only can happen when 2 ppl make a agreement .

8. Agreement can only be made by owner or admins.

9 . Owner or admins can put 2 ppl in duo when the ppl are right down on the agreement.

10. Dont be jerk and hurt other ppls if u are u will get kick or banned.

11. if u need any help PM owner or admins.

12. If u are in duo put this in you name 🌀❄🌑❄🌀 or you can make something up.

## RP Style

Possibility of adaptation concerning the RP Style. Mainly New World.
Mid World

Basically is the InBetween of both Old World and New World.

In Mid World, the two player have to choose a judge to which both of them will have to expose their OC Sheets. His role will be to make sure both of them use their preset abilities and avoid cheats as for break rules. This allow the players to go on blind about their oponnent and hide their own abilities. All while making sure they are following their own sets of ability by having confidence to the judge they choosed.
Soldier's Dispenser Quest

Soldier's Dispenser Quest is Raxxo's first and most expansive animation series. It follows Soldier's emotional struggles as he finds a Dispenser, loses it, and begins a search to find another one or build one of his own.

## Episodes

* Soldier Finds His Final Dispenser (1)
* Soldier Loses His Final Dispenser (2)
* Soldier Seeks His Final Dispenser (3)
* Soldier Follows His Final Dispenser (4)
* Soldier Pursues His Final Dispenser (5)
* Soldier Traces His Final Dispenser (6)
* Soldier's Dispenser Collab (7, X)

## Characters

* Soldier
* Mushma Spy
* Demomen (class)
* Pootis Bear
* Engineer
* Eyeless Engineers
* Sputnik Man
* Spy
* Pyros (class)
* Heavies (class)
* Black Spy
* Grease Monkey
* Saloon Medic
* Saloon Spy
* Scouts (class)
* Hospital Heavy
* 20

### Appear in Soldier's Dispenser Collab

* Skinny Fat
* Snipers (class)
* 30
Old World

This mode plays more casually. It's when you go against someone and get to know eachothers information on the spot. When a Character Sheet is not needed. This mode is used to avoid Meta Knowledge and a more real like experience when encountering an opponent. This is meant so you have to improvise most of the parts. Being able to hide your own capabilities and learning the other's abilities as well.

This is the prefered way to play for most of the old time roleplayer, as it feels more natural and it was the main mode back in the days.

One of the issues, is that the use of Copy Pasting is used a little and we may have to deal with users that use the information hidding to their advantage. Making up fake abilities to conviniently turn the game to their advantage.

If played with a worthy Roleplayer, this mode can be a very nice experience. Making a Roleplay Experience very immersive and enjoyable.
Classes

## Ruler

* Leader
* Warlord
* King/Queen
* God/Goddess
* Hero
* Legend
* Symbol
* Origins

## Saber

* Knight
* Paladin
* Dragon Knight
* Monster Knight
* Samurai
* Blade Dancer

## Lancer

* Staffer
* Spearer
* Scyther
* Mass Hammerer

## Caster

* Inheritance (Self)
* Vancian (Study)
* Theurgist (Pacts)
* Cultist (Curses)
* Blesser (Religious)
* Summoner
* Specialist
* Mimics (Learning)
* Elementalist
* Necromancer
* Druids
* Illusionist

## Rogue

* Thief
* Assassin
* Gambler
* Shinobi
* Shadow
* Pirates
* Operationist

## Ranger

* Beast Tamer
* Trapper
* Bow Ranger
* Crossbow Ranger
* Gunslinger
* Sniper
* Mitrailler
* Cavalier

## Berserker

* Rager
* Booster
* Modder
* Barbarian
* Beaster

## Casual/Support

* Bard
* Dancer
* Cantor
* Healer
* Pugilist
* Shaman (Spirits)
* Enchanter
* Engineer
* Shielder
The Literate

More like a Novel, this mode require a fair amount of text and details. Not only directing the actions of your character but the involment of the enviromnent aswell. This mode may have a tendency to use a lot of estetics and psychological thoughts. The lenght of text is decently higher than the Casual Mode.
Guild Bank

## Daily Uses:

### Gem of Proficiency:

Forud for en session kan op til én spiller (nerfed fra to...) fordoble sin proficiency bonus, men mister muligheden for at tage rests i 24 timer. Denne effekt tæller fra midnat til midnat.

## Miscellaneous

### Obsidian Dagger with pearl handle (200 gp):

Blev taget som trofæ fra hajmændene på stranden efter at have besejret en af deres krigere. Kan muligvis bruge til fremtidige adventures til hajmændene som et status symbol.

### Flask of unidentifed alchohol (possibly rum):

Blev fundet i krabbepatriarchens grotte. Kan bruges til at åbne den mystiske sorte sten container 1 mil nord for krabbegrotten ved at hælde en lille smule i en fordybning. IKKE TIL AT DRIKKE.

### Red Glass Splinter:

Rød glassplint fundet i krabbegrotten. Formål ukendt. Cirka dimensioner: 6x14x2 centimeter

## Equipment

###

### A finely crafted elven shortbow.

Denne bue er yderst smuk, holdbar og er fremstillet af elverne i skoven.

### 3 Elven arrows (+1 attack & damage)

Disse pile har lige så lang rækkevidde som spilleren kan se. De disintegrerer så snart de fjernes fra hvad end, de har ramt.

### Staff of Resh’Georh

Denne stav kan én gang dagligt kaste “Control Water”, imod at man selv spender spell slots til en samlet værdi af 4 eller derover. Quarterstaff (1d6/1d8)

Det er muligt, at dømme ud fra The Elder’s noter, at staven kan arbejdes videre på, for at færdiggøre den, men han fandt aldrig den nødvendige komponent.

## Potions:

2 Potions of Poison

1 Potion of Mending

1 Potion of Longevity

## Scrolls:

### Cantrips

1 Scroll of Druidcraft

1 Scroll of Produce Flame

### 1st level spells

1 Scroll of Chromatic Orb

1 Scroll of Fog Cloud
Black Rose Org

(#rpblackrose)

## About

Black rose♡info

We are a group with alot of diffrent people

You can be everything you want. We live in an abondoned mansion with alot of rooms,a kitchen,a pool, a garden and a bar. You can find a job and get paid. We have 2 leaders (the queens) have respect for them.Have fun!♡

## Goal

No particular goal yet, beside having fun.

## Rules

-not more then 2 characters

-be nice to each other

-sexual stuff can be in the group but sex will be in pm

-respect the leaders (queens)

-if there is an issue contact the leaders.

-ask to pm someone

-be yourself
Engineer Gets Aid

This took place at the hospital where the engineer is getting a parasitic spy of his ear while a soldier infected with a contagious disease sit beside him. The parasitic spy then manifest in the engineer's left ear which spooked the soldier briefly. This had the soldier to touch the engineer's forehead out of autism which spread the virus in the process. The engineer and the medic were shocked by this act and the engineer warn the soldier to stop touching to prevent further spread of the virus.

This is too late as the soldier died from his own virus while said virus remained in the engineer's body which strengthen the parasite so the engineer panic and want to get the virus and the parasite removed now. To do this, the medic start his traditional dance known as "The Oktober Aids" in an effort to get both the virus and the parasite off the engineer. That plan worked and the engineer thank him for the cure but at the cost of the medic's life force.

After the engineer is cured however, the parasitic spy transformed into a demoman and managed to come out of the engineer's left ear. This had the engineer to go after the demoman who escape from the hospital but the engineer stop knowing that the noble act the medic done was for the good for everyone's sake including the engineer himself. Because of this, the engineer then decide to take the medic's place and become the new doctor for the sake of the medic that saved him from the infection along with the parasite that lurks inside the engineer's left ear.
Interrogation of the Drow

## What Ulfgar has learned

Gruppen af drows er med deres allierede interesserede i at opbygge en stærk organisation, hvor det yderste mål er så simpelt, at de ønsker at kunne styre deres egen del af Shadowfell med hård hånd.

Gruppen, der blev dræbt i Druids' Shrine udgjorde tre af deres ledere, som var well versed i magi. To er som bekendt døde, og den tredje ligger lænket under jeres taverne, fuldkommen knækket og viljeløs, til sin store ulykke.

Hun har afsløret at deres lederstab består af nu kun én drow og to fomorians, og hun frygter for at de brutale kæmper vil gribe strategien helt galt an, så gruppen vil miste sit fokus.

Formålet med at tage kontrol over Druids' Shrine skulle være at have en "safe haven" i form af det store bygningsværk, samt en forståelse af, at viden er lig magt, og hvis de fik spredt rygtet om at besidde en så stærk fæstning, ville flere nok slutte sig til under deres banner. Drowen ved dog ikke noget særligt om stedet udover at der er stærk magi til stede der.
Stances

A Stance is a narrative form of the OC sheet which would be the final draft. It's what you will be presenting to your opponent in battle. A small part of the stance will also depend on your turn.

If you're the first poster, you get the privilege of choosing the battlefield and setting so long as it's not biased or perfectly fit to your OC's advantage. You are NOT allowed to state where your opponent's distance and location/condition is, because you're the first to appear on the field. Doing so would mean Power Play.

As the second poster, you can choose to attack first and decide where your OC shows up on the field so long as it suits logic and such.

Here's a template of the stance, suggestively in the specified order.

The intro - name - age - appearance/physique - clothes/armor - abilities - weapons - gear
Skinny Fat

**Skinny Fat** is the main antagonist of "Sniper Tube" and a recurring character in other Raxxo related works. She's a morbidly obese version of Miss Pauling, and is known to create large explosions when angered. She also has an abusive relationship with the Yedic who is presumably her son.

## Sniper Tube

She is first seen in a homely environment where the Yedic was dragging a decapitated Sniper corpse. Yedic freaks out upon collusion with Skinny Fat as a large explosion envelopes the room. After the Yedic's death and ascension to the afterlife he confronted by Dwarf Heavy and Skinny Fat, whom the latter violently explodes at Yedic once again, likely out of disappointment.

## Trivia

* Some fans instead refer her as "Miss Appalling", playing on her character's name, "Miss Pauling".
* She has the same voice as the Spy, and one of her quotes reads, "Nice p-AAAAAAUGH!"
Soldier Finds His Final Dispenser

## Plot Summary

One day, Soldier is standing alone, when he looks over and sees a demoman. He then says "THAT PROFESSOR IS A DEMOMAN" before growing angry and attempting to turn into a helicopter. Before he could finish, a pootis-bear appears, having smelled a soiled baby diaper. Deterred, Soldier quickly runs to his final dispenser, attempting to smoke crack to forget about what he just saw, but an engineer stops him and looks at him with grief. Soldier runs up and hugs engineer, trying to tell him what happened, but all he could say is "rep." Engineer attempts to ask what Soldier means by this, but Soldier turtles his head and shoots it into the ionosphere. Engineer is entertained as Soldier proceeds to dance in the sky with a broken dispenser glitching behind him. Soldier finishes his dance, then retracts his head while saying, "Ded! Amen. Now let's scream AAAAAA," as the dispenser lands on him.
30

30
--

30 is a character in Heavy Is 20, and is visually similar to 20, however, its position in the road sign family is questionable. It is a dark shade of blue with white text and a white outline. 30 does not reveal itself to be possessive like 20, instead it remains on the one Heavy. 30 is most known for saying the title of the animation within the animation, and choosing to revive 20 (with the help of Ol' Geezer Engineer) after Team Captain Soldier attempted a dispossession.

## Soldier's Dispenser Collab Announcement

30 appears in the Soldier's Dispenser Collab Announcement, shown in a jail with Yellow-Tongued Spy, Soldier and Sputnik Man, guarded by Eyeless Engineers. 30 hits Sputnik Man and shushes him because of the noise he is making.

## Trivia

* 30's road sign (on its own) appears in Soldier Traces His Final Dispenser, having initially been 20's road sign.
RM Ruleset

(Realistic Melee)This type follows the real world logic, restricts capabilities under or on human average, and uses real fighting styles and mechanics of a fight. This type permits the usage of weapons and armor, so long as the weapons and armor are based off real ones, and the weapons are ONLY MELEE weapons.
218

218 this Entry for CrazyScoutFIN's Random Gmod/SFM Collab 2.

218 takes place somewhere in The Badlands where the heavy named Sputnik Man was feeling down in the dumps. He was also not sure what to do out of stress from monsters that pressured him to cause mischief. So Sputnik Heavy decides to lay low until a pyro who was practicing jumping while twirling came and tell the heavy in its silent language to not let the past and the monsters bother you. Sputnik Heavy was at first, confused by the sudden appearence but then realize what he had to do and live a new proper life as someone that help people instead of causing mischief. So the heavy get up and thanks the strange pyro his thanks and decide to leave out of joy for new adventures. The excitement send him dropping to the lower area but he was fine.

However, that is when the dastardly fiend, Mushma Spy, interfere and sarcastically said that the heavy done well to quit causing mischief. And knowing of Sputnik Man's redemption, decide to torment the poor heavy by sending the heavy away with a banner hand as the spy dances in Sputnik Man's plight. Karma however, strikes the spy as an unseen force, presumably one of Sputnik's associate, punished the spy for being rude and disrespectful on Sputnik Man.

That punishment being given to Mushma Spy is the "Sputnik's Curse" where the person suffered internal damage as the body crumple to the ground back first with the second stage of the process involving the neck to stretch to reach the non-existent ceiling. And that is when the third stage happen where two copies of the cursed appear as the third, being the person getting cursed and the real one, was sent to a portal off-screen presumably to Sputnik's realm.

Meanwhile, a bizarre medic was strolling along when he noticed something in the distance. The medic was not sure who it is but the medic's first guess is a spy. When the figure come closer a bit, it was Sputnik Man and also knowing of the heavy's redemption, decide to challenge the heavy for not causing mischief. However, the medic was overpowered by Sputnik Man's strength and speed and the heavy was not sure what is the medic's not going to do instead of harming.

That is when Sputnik came from the corpse of the medic and Sputnik claim the intentions in a strange language. And much to Sputnik Man's despair, Sputnik then decide to send the heavy's soul back to the demon's realm for timeout. This results in the heavy getting a heart attack but the soul is sent back to Sputnik's realm for judgement as Sputnik say the final word to the heavy in a strange language.

That language is translated to "Everything you gone through is a mistake from which a sin is to be giving oneself to denial of true intent".

This means that what Sputnik Man had went in his journey is a mistake and that mistake is to abandoning his job on mischief and even denying the idea.
Solda's Strange Dispenser

An Series Made By Dexomel-series.
Plot:Solda,A Female Soldier Wants To Create A Dispenser For Her,She Can Bulid Her Dispenser,Defeat Various Of Inhuman Forces,Collect Many Persons For Her,Meet Jenny,A Female Demoman,Know Unazami,An Eletric Snake Yokai,Many More To Know Later!

Run Date:January,1,2030,The Series Would Never End.
Terminology

Counterplay = The ability to do something to prevent something.

Skillshot = A liner travelling projectile.

Physical touch attack = An attack that requires physical contact to be made.

Godmodding: This is actually decently complicated, as you can classify powerplay, metagaming, puppeteering and retconning as. In short it’s all of them put into a little mix.

Metagaming = Using knowledge your character doesn’t have. An example of this would be: Being able to use a brand new ability, using out of character knowledge, etc.

Puppeteering = Controlling an opponent’s character without doing anything to make it plausible.

Powerplay = Being able to conveniently raise to any amount of power at will (Think about Goku black for this one.)

Retconning = Controlling past events without counterplay.
Black Spy

Black Spy as seen in the ending of Soldier Traces His Final Dispenser (6).

Black Spy is a Spy colored completely black that has a glowing green tongue and a left foot than can glow similarly. He first appears in Soldier Seeks His Final Dispenser and acts as a mentor throughout Soldier's quest for his final dispenser. It is revealed in Soldier's Dispenser Collab that he is actually Mushma Spy in disguise.