recursal/Fanatic-Fandom huggingface dataset:
Getting Started

The apocalypse came and the apocalypse went. Horrors from beyond reality poured in as a result of a bargain made close to a millennium ago, and those alive today had to deal with it. Despite how dire the situation looked, through good old fashioned tenacity and gumption people survived. Now, five years later everyone is still picking up the pieces. Though in the face of such an endeavor, there are those who seek to redraw the map in their favor, and the world hasn't gotten any less dangerous now that the Infernals left.

The Iron Kingdoms is a high fantasy steampunk setting roughly contemporary with late 1800s early 1900s Europe. Nations clash with steam powered robots supported with magic and science to defeat their foes. It is a world where battle wizards lead the charge against blighted abominations, where skyships clash in the air above the battlefield. That isn't to say that the world is exclusively conflict, since the apocalypse open warfare has slowed with most countries focusing on rebuilding instead of attacking. Especially as there is a very real concern that the world hasn't seen the last of its invaders.

The campaign will take place using Pathfinder 1e with the following set of house rules applied.
Story

* Day Zero of the Liberation of Five Fingers
* The Dawn of the First Day of a Free Five Fingers
* Cutting Supply Lines and Shooting Faces
* The Assault on Squall Island
* The Capture of Banek Hurley
* Dealing with Waernuk's Idiocy
* Battle on the High Seas
* Kilbride's Failed First Strike
* Five Fingers Politics Part 1
* Five Fingers Politics Part 2
* Deciding New High Captains
* Murder Most Strange
* Reconnaissance and Sabotage
* New Friends and Old Enemies
* The Beginning of the Battle
* Through the Dragon's Teeth
* Diplomatic Incident
* Warjack Swap Meet
* Home is Where the Explosions Are
* Squirrels on Cocaine
* Into the Tunnels
* Food Troubles
* Prison Break
* Returning to Shore
* Treasure Hunt
* Family Reunion
* Chasing Ghosts
* Not Quite As Planned
* Cultists, and Horrors, and Gates
* Five Fingers River Pirates
* Code Book Blues
* Narrowing the Search
* Flight of the Gannet
* Peace Talks, Problems Shout
* Too Many Cooks
* New Cult on the Block
* Crab Rave
* The Journey Not the Destination
* Skell
* Necromancer Oddities
* War Games
* Sparring Practice
* Uncivil Unrest
* Vengeance Before Duty
* Taking Care of Thineself
* Solutions and Complications
* Warjack Olympics
* Into the Depths of Hell
* Archon Judgement
* Ferryman's Toll
* Spiritual Jaunt
* Great Hunt
* Searching Out Answers
* Shadow Academia
* Steamjack Frat City
* Too Warm of Welcome
* Heresy and Dreams
Cult of Cyriss

The Cult of Cyriss are those worshipping the maiden of gears Cyriss. Cyriss is the goddess of math, science and related fields, and those who worship her tend to study such fields. Worship of Cyriss is fairly new with the goddess only being discovered relatively recently a little over three hundred years ago. Cyrissists are traditionally not too open about their faith, despite the comparatively little persecution they faced from the masses. Though this is changing both with the Church of Morrow's proclamation of religious tolerance for those who assisted in the fight against the Infernals, as well as knowledge that a secret sect of the cult was involved with the portal at Henge Hold.

At the center of the Cult of Cyriss is the Convergence of Cyriss, a cult that sought to bring Cyriss to Caen by following instructions laid out in coded messages in mathematical formulae. The Convergence was seeking to build a great machine that would draw geomantic power from the leylines across Caen in order to bring Cyriss's consciousness to Caen. In order to bring this about, the Convergence began controlling locations of geomantic power and building secret temples on them to bring about the great work. The great work was approaching completion when the Claiming occurred, and at that point the machine was instead used to transport those fleeing the Infernals to Cyriss's body which was a distant constellation.

The Convergence still exists in a minor capacity, though has returned to the shadows where it dwelled for much of its life. Though Cyriss worship is far more common, the Convergence has receded back to its secret temples to continue whatever work it still has to do. Though many seek the sect out for either their knowledge about mechanika or science, some seek information as to how the gate was constructed in the hopes of reuniting with family who made it across. Nobody has found the sect, however rumors of clockwork men working away from prying eyes hint that the sect isn't completely gone.
Nations

## The Iron Kingdoms

The Iron Kingdoms are those kingdoms defined by the Corvis Treaties at the end of the Orgoth occupation, With one notable addition. All of the Iron Kingdoms have considerable wealth and power and many of them have shaped the course of history for Western Immoren.

The Iron Kingdoms are as follows:

* Cygnar
* The Khadoran Empire
* Llael
* Ord
* The Protectorate of Menoth

## Other Nation-States

While the Iron Kingdoms are the most evocative and present countries in Immoren, they are not the only ones to be found. These countries are more isolationistic and tend not to be as involved in the matters of the Iron Kingdoms

* Cryx
* Ios
* Rhul
* Skorne Empire
Smaller Factions and Cultures

While the nations of Immoren are the largest powers shaping the world, there are a number of groups that while not having a nation state of their own still are unified under a common cause. Some of these groups are together because of a shared ancestry, while some are involved due to religious affiliation. While members of such factions are usually citizens of a nation, their allegiance is usually to their faction rather than their country.

A curated list of societies independent of nation is presented

* Crucible Guard
* Circle Orboros
* Cult of Cyriss
* Nyss Shards
* The Order of Illumination
* The Order of Wizardry
* Trollkin Kriels
Circle Orboros

The Circle Orboros is an organization that predates all human civilization, who for thousands of years have been mastering the forces of nature and fighting civilization. While most outsiders believe that the Circle Orboros is a cult of worshippers of the Devourer Wurm, the truth is a little more nuanced than that. The Circle Orboros seeks to keep the Devourer Wurm focused on his battle against Menoth on Urcaen. Caen is the host to the Wurm's unthinking body Orboros, and that body is harmed whenever civilization destroys part of nature. Eventually the Wurm will realize the damage inflicted upon it and will return to Caen and annihilate humanity and civilization. To the Circle Orboros anything is preferable to this outcome, and thus all of their actions are justified.

The druids of the Circle Orboros are enigmatic figures often clad in black with armies of barbarians and feral beasts at their beck and call. These armies move across the world with supernatural ease, disappearing from one place and reappearing elsewhere almost too quickly. The secret to much of the group's power comes from the manipulation of the leylines that flow underneath the earth. This power allows them to transport people great distances far easier and farther than even the most powerful wizardry and invoke the forces of nature.

The members of the blackclad druids that are the core of the Circle Orboros are made up of those with the gift to invoke power from Orboros, a gift called the wilding. This gift can not be taught and thus the Circle Orboros devotes considerable effort into tracking down children that manifest the gift as soon as possible so that they can be trained. When parents object to this training, the Circle Orboros is not afraid to kidnap the child. Underneath those with the wilding are the Wolves of Orboros, the armies that the blackclad druids muster to launch their attacks on civilization. The Wolves of Orboros do not have the raw power of the blackclad but are devoted to the cause. The most elite of the Wolves are rumored to blur the line between man and beast and transform into true monsters of destruction.
Chemist

**Nhà hóa học** (Chemist) là đơn vị lính bậc 1 của tộc Dragon.

## Tổng quan

Một số nông dân, mặc dù có đầu óc nhanh nhẹn và con mắt tinh tường, nhưng lại không thích chiến trường truyền thống. Những người này thường trở thành Nhà hóa học, họ học cách biến các loại thảo mộc và khoáng chất tầm thường trong tự nhiên thành thuốc chữa bệnh và pháo hoa tuyệt đẹp. Cả hai tài năng đều có công dụng trong thời chiến, khi Nhà hóa học phát minh ra tên lửa gào thét để làm mưa làm gió đối với kẻ thù của mình, hoặc sử dụng thuốc của anh ta để tăng tốc độ chữa lành cho các đồng minh xung quanh.

Các Nhà hóa học là những người yêu thích thuật làm pháo hoa, họ không phải là những người đàn ông có khả năng chiến đấu mạnh mẽ; họ có rất ít có cơ hội trong một cuộc đấu tay đôi. Tuy nhiên, vũ khí không chính thống của họ cùng khả năng làm choáng, và niềm thích thú với chất nổ đã khiến hơn một Ronin thiện chiến phải bất lực và lật ngược được tình thế trong hơn một trận chiến.

## Cách dùng

Nhà hóa học xuất sắc trong việc phá hủy các tòa nhà, mặc dù họ cũng có thể được sử dụng để đánh bại các đơn vị yếu với sát thương nổ. Khi được trang bị các Battle Gear chuyên dụng của mình, hai Nhà hóa học với **Starburst Rockets** có thể phá hủy ngay lập tức các công trình của đối phương như Watchtower hoặc Peasant Hut, hoặc gây sát thương nặng cho các đơn vị địch không có khả năng chống lại sát thương nổ. Kỹ năng **Mandrake Spores**của họ làm giảm sát thương của các vũ khí Cùn, Chém và Nổ.

Giống như với tất cả các đơn vị tầm xa, họ yếu trong chiến đấu cận chiến và luôn phải được giữ ở khoảng cách xa.

## Thông tin bên lề

Trong các phiên bản đầu tiên, Nhà hóa học phun **Mandrake Spores** xung quanh mình để giảm khả năng chống chịu của kẻ địch xung quanh. Kể từ Battle Pack 3 & Winter of the Wolf, Nhà hóa học bắn một tên lửa chứa đầy Mandrake Spores từ phạm vi an toàn vào kẻ thù của mình, thay vào đó, nó làm giảm sát thương tấn công của chúng.

Nhà hóa học là đơn vị duy nhất được biết đến là sẽ chết khi rơi xuống từ một tháp canh bị phá hủy, ngay cả khi anh ta còn khỏe mạnh.

## Bộ sưu tập

Logo
Icon
Trong game
Team camTeam xanh dươngTeam lục lamTeam xanh láTeam hồngTeam tímTeam đỏTeam vàng
Concept art
Chemist Concept Art
## Trích dẫn

### Di chuyển

* "Yep!"
* "Hot on a trail!"
* "Fast, like fire!"
* "You tell, I go!"
* "Hold your horses!"
* "Oh yes!"

### Tấn công

* "You tell, I burn!"
* "BURN!!!"
* "Burn them all!"
* "(Tiếng cười)"
* "Light 'em up!"
* "Fire, FIRE!!!" (Có thể được tham chiếu từ "Cornholio")
* "INCOMING!!!"

#### Khi tham gia cận chiến

* "Burn, BURN!!!"
* "Yahooooo....!!!"
* "Ouch....!"

### Giết địch

* "Hihihihii (tiếng cười)"
* "(Tiếng cười man dại)"
* "Uh-oh!"
* "Whack!" (Có thể khi giết địch trong cận chiến)
* "Hold this powder for me (tiếng cười)"
* "Take that!"
* "Cover your eyes!"

### Được hồi máu

* "Light my fire!"
* "Fire me up!"

### Chết

* "Awww nooo!"
* "Cruel world..."
* "Bye bye..."
Skorne Empire

Hailing from far east across the Bloodstone desert, the Skorne Empire is an empire made up of their namesake race, the Skorne. The Skorne empire was initially informed of the Iron kingdoms by Vinter Raelthorne IV, the deposed former king of Cygnar, who survived the coup led by his brother. Vinter dealt with the Skorne and got them to assist him in retaking his throne. The Skorne were betrayed by Vinter, though not before attacking the Iron Kingdoms and learning of the potential to be had in western Immoren. The Skorne are now lead by Supreme Archdomina Makeda, who is continuing to sweep her armies west to build an empire truly worthy of the Skorne.

The culture of the Skorne is a caste based one with five major castes making up the empire: Warriors, Extollers, Paingivers, Workers, and Slaves, with the hierarchy between the castes being mostly in that order. Skorne culture is also based on millennia old philosophies, extolling Honor, Sacrifice, and Mortality. Skorne do not believe anything other than the void awaits them after death, and it is that lack of anything awaiting them that drives their desire to prove themselves as warriors. By following the Hoksune code, a philosophy that states that a warrior is only truly alive when facing death, a warrior can prove themselves worthy of exaltation a process where their spirit is placed in a obsidian stone where they will reside to offer advice to their descendants.

Skorne magic is fundamentally different from most other magic in Immoren, with the their magic being based on the practice of mortitheurgy using the power of blood and tissue to power their magic. While mortitheurgy is similar to western necromancy, the practice is more focused on sustaining life beyond the point of death, as well as drawing power from their the pain of their own body, or the life forces of their vanquished enemies.

The Skorne have laid claim to a truly staggering amount of the Bloodstone Desert, placing them on the borders of the Protectorate of Menoth and Ios. These countries have fought back against the invaders, though the claiming offered a chance to change relations. During the claiming a temporary truce between the Iosans and the Skorne was declared and the two forces were able to capture an Infernal Master to interrogate. The Skorne were looking to gain knowledge on how the Infernals manipulated souls in the hope of creating a true afterlife for their people. The Skorne were betrayed however and swore their revenge on the Iosans.
Cryx

The Nightmare Empire of Cryx is a frequent villain in stories told to frighten children, unfortunately for all of us, the Cryxian empire is very real, and its raids along the coastlines steal away people in the middle of the night. Cryx is the creation of one singular entity, the Dragonfather Toruk, and it exists to serve his goals for western Immoren.

Over a thousand years ago, Toruk came to the Scharde Islands, and presented an offer to the thirteen pirate kings that ruled the islands, kneel or die. twelve of the thirteen agreed and were made into the first of Cryx's twelve lich lords by Toruk's blight. There are always twelve lich lords and when one dies another rises to take its place. The lich lords are the most powerful, cunning, and ruthless of the Nightmare Empire's population, and they wield power second only to Toruk himself on its shores. Cryxian life is bleak and dangerous, with residents exploiting each other to get ahead. Warwitches sacrifice people for boons while raiding, and even in death people perform tasks as the empire has a large population of necromancers. At the center of Cryx is its capital Skell, where Toruk himself resides in his black temple that takes up much of the city.

Not all of the residents of Cryx are mutated by Toruk's blight, though all are affected by it. The population of the islands is predominately human, though Trollkin, Ogrun, and Gobbers can be found on its shores. In addition to the aforementioned races, the Satyxis have their home here. Born from a dragon's blighted blood the Satyxis are a race of horned females who reside on the Scharde islands are are rarely seen outside of Cryx.

The forces of Cryx are as formidable as they are horrible, bonejacks and helljacks powered by souls are used instead of the steamjacks found on the mainland. Grafted centaurs made from multiple corpses are used to run down survivors from raids. All of these forces are ferried to the mainland by the terrifying blackships that are derived from Orgoth knowledge. The Cryxian Empire over the years performed many raids on the mainland, stealing people for dark rituals and fodder for necrotech monstrosities. Since the Claiming these raids have stopped, leading many to wonder what exactly the Nightmare Empire is doing on its islands away from prying eyes.
Crucible Guard

The Crucible Guard is the militant arm of the Order of the Golden Crucible, the predominant alchemic order in the Iron Kingdoms. The Order of the Golden Crucible is one of the largest arms dealers in the Iron Kingdoms, holding the exclusive rights to the sale of blasting powder. For this reason the Crucible Guard was rarely utilized as more than a security force for much of its existence, as to not deter customers. This all changed however, when Khador invaded the home country of the Order of the Golden Crucible, Llael. During that conflict the Crucible Guard coordinated with the Cygnarian and Llaelese defenders assisting where possible.

The Order of the Golden Crucible was forced to leave Llael after a member of the order betrayed them by showing the Khadorans secret tunnels to get into Thunderhead Fortress. This betrayal led to the execution of the leadership of the order at the time and the disbanding of the Crucible guard. A few years later the new head of the Order would make a deal with King Baird Cathor II of Ord, for Ord to be the new headquarters of the Order. From there the Crucible Guard was restarted and its structure was updated. Eventually the Guard was once again fighting against Khador.

As of today the Crucible Guard on paper is unaffiliated with any country, however they have shown on occasion that they will participate on behalf of the new home of their Order, Ord. Additionally back in the now free Llael, there are concerns as to the Crucible Guard's influence over the new Order of the Golden Crucible.
Nyss Shards

The Nyss shards are all that remain of the Nyss people, an offshoot of the Iosan elves who left Ios long ago. Since then the Nyss have been brought to near extinction by the machinations of a dragon. At one time the Nyss were more similar to the Iosans and lived alongside them, although they were never as xenophobic or insular as their cousins. Centuries ago they undertook a spiritual exodus to the frozen wilds and adopted a new way of life. This forever changed them. Traditionally the Nyss have always been a strongly devout people who see themselves as chosen by Nyssor, but their culture was recently shattered by the arrival of the dragon Everblight, who worked through his minions to enslave most of the Nyss as part of his legion. The few who escaped the dragon’s blight fled south as refugees and now eke out livings as mercenaries, hunters, or criminals. Even as they try to preserve their old ways, they know they must rely on other peoples to ensure their survival.

The fortunes of the Nyss weren't helped when their god Nyssor was killed at the end of the Claiming. With a number of the dwindling race being in Ios when it was locked down, even fewer free Nyss exist out in the greater world. Since the death of Nyssor, Nyss priests have been weakened and changed, though not as much as their Iosan cousins. More concerningly is the appearance of soulless in Nyss newborns, further pushing the race further towards extinction.
Encounter Phenomena

Oh. Goodness.

Well, that's certainly something new.

While the sky hemorrhages undulating white light before you, you lose all sense of forward progression and surrender to the terrifying power of the unknown world. You are so enraptured, in fact, that you do not even notice when a FIGURE comes up behind you.
~

## ~ ~ ~ You found me! ~ ~ ~

Hi! My name is Max Ridenour and I created this experience as my final project for my *Digital Storytelling* college class. If you've enjoyed *Exquisite,* you can find more of my creative work on Instagram at @l0fithriller. Thank you for playing!

Software credits to NeuralBlender, Wombo Dream, PhotoMosh, and the ever-enduring Adobe Photoshop CS5.

I want to thank Professor Richard Pelster-Weibe, as well as my friends, classmates, and partner, who have provided constant inspiration throughout the development of this work. Massive appreciation for everybody who has ever supported my batshit-ass endeavors!
Peasant/Serpent

Nông dân của tộc Serpent là những người lao động cần cù, bất kể nhiệm vụ của họ có khó khăn đến đâu; nỗi sợ hãi từ chiếc giày tra tấn và cái roi đảm bảo sự hết lòng của họ khi làm nhiệm vụ. Tuy nhiên, mỗi người đều thầm mơ ước một ngày nào đó sẽ trở thành vị chúa tể cầm roi và thét ra các mệnh lệnh.

## Bộ sưu tập

Logo
IconIcon thông báo

Trong game

Team đỏTeam camTeam xanh dươngTeam lục lamTeam xanh láTeam hồngTeam tímTeam vàng
## Trích dẫn

### Di chuyển

* "Yes Sir."
* "Moving, Master."
* "With great haste!"
* "Of course, Sir!"
* "Yes, my Lord."
* "Serpent!"

### Tấn công

* "SCOUNDRELS!"
* "Make the dogs pay!"
* "For vengeance!"
* "The Serpent returns!"
* "For the Serpent!"
* "Reclaim our land!"
* "Get off our land!"

### Chết

* "My family..."
* "I am free."
Enter Apothecary

You enter the Apothecary. Brews, concoctions and potions of all sorts line the shelves. You're not even sure where to start, until...

Alright, pal. You know the drill. Before you are three jars. If you want to stop the PESTILENCE, you'll have to choose the correct one. What's more fun than random chance? Not much, that's what.
The World and Your Place In It

The campaign will be set in the city of Five Fingers, also known as the Port of Deceit. As a result of a further increase in taxes, many of the inhabitants of the pirate port have decided to declare their independence from their home country of Ord. The opening to the campaign will take place in a bar called Undertow where the owner has promised 100 gold and free drinks for a week for anyone who assists her in marching on the Lord Governer's residence. The resulting fallout is likely going to shake up the tenuous peace that has been going. Though the people of Five Fingers aren't the type to back down once they've settled on a course of action and thus the entirety of the port is along for the ride.

For a slightly further in depth picture of the world see here. For a synopsis of the most important parts of history that led to the world being how it is visit A Brief History. A set of character profiles for important NPCs is curated here.
Yellow House 3

You approach the house on the right. It gawks emptily at you; unwritten, undefined. A numbing feeling, like homeopathic anesthesia, begins to creep through your extremities.

You enter the doorway, and... Huh. would you look at that. It seems you're back at the Starting Point. Funny how these things work.
Enter Marketplace

Bustling and brimming with arcane wares the likes of which you've never laid eyes on before, the MARKETPLACE unveils itself in its swarming sprawl.

You peruse the shops for a period of time before your eyes settle on one particular object... Or perhaps they don't, and you return to the town square. Only you call the shots.
Befriend Worms

You and Larry gaze into each others' eyes. There is a softness shared between you. Neither of you wishes to extinguish the life force of something whose only crime against you was to proliferate and thrive without apology.

You kneel down and offer your hand to the flickering flame of the Candleworm before you.

Something profound and irreversible changes within you. You feel, let's say, nobler.

You continue on towards the CITY.
Encounter Pestilence

Blech. Cough. Hack. Yuck. Yeah, yeah, we get it.

The Harlequin Doctor emerges from behind a shroud of green smoke.

```
Ah, so I've heard you mention pestilence? Yes, well, that is my strong suit. I tend to handle all pestilential-related matters here. What is it that you seek?

```

You stammer. It's hard to effectively address a problem without knowing very much at all about what it entails. Do you ask the Doctor about the PESTILENCE? Or do you plan to find a cure?
Encounter Venus

Ah, a calm place to rest. You settle down beside the RIVERBED, where all is still except the gently burbling water. You feel your eyelids grow heavy, and the structure of your thoughts begins to dissipate, lulled by the scent of pines and vast, open sky...

Somebody is crying.

You hear the telltale sign of a few distinct choking sobs- quiet at first, growing louder and louder, until an agonized wail emits from somewhere out of sight.

Shifting your gaze around, you catch a glimpse of a pale blue figure, kneeled by the other end of the river...

```
Oh, boo hoo hoo! Woe is me! Pity, pity! Whatever shall I do!

```

The sickly-looking creature is repeating these phrases of self-indulgent despair while repeatedly striking its reflection in the water.

Do you care? Have you any heart for the meek and miserable? Or do you continue numbly forward?
Join the Cult

You nod vigorously. You'll participate in the ritual- you've got nothing else going on anyways.

```
Aw sweet man, we're so happy to have you! Now if you could just sign all these here... oh, that one only requires a signature on the front, we'll handle the rest... and voila!

```

```
Now, onto the good stuff. So, in order to complete this ritual, we're gonna need this freakin' sick orb. Problem is, it's all the way over in the Splendid City, and they don't exactly take too kindly to our folk anymore. However, since you're a new initiate, we figured you'd be able to slip in there and grab the goods, no problem. Sound like a plan?

```

It can't not sound like a plan. You've already signed basically everything short of your free will away on those innocuous little slips. (How could you have expected such restrictive conditions when it was printed in such a cute font?!)

No matter. The CITY isn't too far from here anyhow.
Larry Slays the Worms

Larry picks up his blade, swings, and...

```
YAAAAAGGHHHHH!!!!!!!!!!!

```

Well, wouldn't you know it. He gets one. But he doesn't look nearly as triumphant about it as you might've expected.

```
I've... I've got one!! Whew... an entire life... a conscious perception of the world, reduced to nothingness because of me...

```

Larry is trembling somewhat. Behind the visor, his flesh seems to fold into a representation of unpleasant emotion.

```
I suppose... that's what knights do, after all... pierce the sacred bubbles of cognition with our glorious blades, in the name of some arbitrary decree, some shallow signifier...

```

```
AGH!! I CAN'T DO IT!!! I'M A COWARD!!!!!!! I'M TOO SOFT FOR THIS CAREER PATH!! FARE THEE WELL!!!

```

And with that, Larry is off. You're down a trusty accomplice, but at least you've gained a pretty wicked-ass sword.

Continue on to the CITY, then. It seems you've functionally exhausted any other option.
Encounter Fairy

You progress deeper into the thick, relentless forest. All is shrouded in obscurity- this is a place that belligerently refuses to be recognized. Howling cries pierce the throbbing silence in arbitrary succession. Soon, they begin to assemble into a symphony, into a semblance of music.

As you advance forward, something flits out from behind a stump. You hear whirring wings orbiting your head, an insectoid-feeling ick settling deep into your eardrums. Motion continues to whiz past you, but you fail to catch a glimpse of what torments you so, until...

```
αωω ∂єαяιє мє, нαѕ ѕσмєвσ∂у ℓσѕт тнєιя ωαу?

```

```
∂ση'т ƒяєт, ℓσѕт σηє. ι ωιℓℓ мαкє уσυ α ¢σzу ηєω нσмє нєяє ιη тнє тнι¢кєт, ωнєяє уσυ ωιℓℓ ηєνєя нανє тσ ωσяяу αвσυт тнє ρєятυявαη¢єѕ σƒ ѕσ¢ιєту αgαιη.

```

The fairy's jaundiced hide crackles and flakes as it hovers directly between your eyes. You feel nauseated, but yet... comforted, as if something sickly sweet seeps from beneath the mummified exterior.

```
αяє уσυ нυηgяу? ιт ℓσσкѕ ℓιкє уσυ нανєη'т єαтєη ιη мαηу υηιтѕ... нєℓρ уσυяѕєℓƒ тσ тнєѕє ℓυѕ¢ισυѕ вєяяιєѕ, тнєу αяє ѕσ, ѕσ яιρє...

```

Well, what say you? Your belly-bag is certainly looking sallow, and who knows how long you've been wandering here. Do you accept the berries? Or would you rather throw your life to fate, and continue on?
Encounter AuxiLarry 1

A figure materializes in great haste, soaring gallantly over the adjacent hill.

```
Ho hey! I came as soon as I was called. AuxiLarry the Royal Knight, at your service. Only, I haven't exactly been Royal for the past, ermmm..... several units, ever since the Queen's obsession with trying to conquer the Nada has taken hold...

```

```
No matter. How may I be of service to you?

```

You explain to AuxiLarry your Candleworm predicament. He certainly understands your distress.

```
Candleworms, eh? Those little buggers have been the scourge of this countryside. Invasive, those rapscallions are. Came over in a fruit crate from some neighboring kingdom, or, wait, was it... oh, I can't recall. Nevertheless, they are certainly insidious. Would you like for me to rough 'em up a little? Or should I perhaps try for a gentler approach?

```
Exquisite Wiki

*A WINDOW OF CONSCIOUSNESS.*

*You have happened across a plane that is undifferentiated, where meaning is decided by which pathways you choose to explore. This is a realm unconstrained by the old tired shackles of reason and rationality, where ecstatic being blooms deep in the ripe darkness of the undiscovered.*

*When you are ready to embark, make your way to the Starting Point. What growths will be unveiled from here on out are dictated solely by your whim.*
Yellow House 1

You approach the Yellow House on the left.

What a pocket of perfect beauty! The hills roll and sigh across the horizon, rippling in pleasurable indifference. You hear the burbling vocalizations of livestock mingling with the cool breeze, and you feel the gentle internal indication that this might be a good place to lay down your roots and rest a while.

That is, if there wasn't a freaking CANDLEWORM infestation!

Good grief. You feel as though it may be best to CALL SOMEONE UP about this.
Accept Berries

You accept the berries (they are, as promised, quite delicious) and...

σн.

ωєℓℓ, тнαт'ѕ ¢єятαιηℓу ѕσмєтнιηg ∂ιƒƒєяєηт.

αℓℓ яαтισηαℓιту ƒαℓℓѕ αωαу єηтιяєℓу αѕ тнє ƒσяєѕт ƒℓσσя мєℓтѕ ιηтσ α муяια∂ σƒ кαℓєι∂σѕ¢σρι¢ ¢σℓσяѕ, ραттєяηѕ, ѕσυη∂ѕ αη∂ ѕєηѕαтισηѕ. ρєянαρѕ уσυ ¢συℓ∂ α∂נυѕт тσ α ℓιƒє ℓιкє тнιѕ, υη¢σηѕтяαιηє∂ ву тнє ℓιηєαя ρяσgяєѕѕιση σƒ мєαηιηg. вυт ƒσя ησω, уσυ'яє ρяσвαвℓу вєттєя σƒƒ нєα∂ιηg вα¢к тσ тнє ѕтαятιηg ρσιηт.
The Throneroom

You enter the majestic centerpiece of the Splendid City, the Throneroom itself.

What??! The throne lies empty... or, wait, on second thought...

The Invisible Queen calls out to you, from somewhere in your periphery.

```
Greetings, wanderer! You have traveled far, no doubt. I am humbled by your presence, and I royally grant you entry to the inner sanctum of my palace.

```

You habitually kneel before her royal voice, which echoes in a magnificent cadence across the gilded walls.

```
Do you believe in fate? Because, for quite some time, I have been hoping for someone like you to stumble across this kingdom, to help me with a problem that I have not yet been able to tackle...

```

But what could that be? Surely the Queen's might has reached every corner of this plane, even those that exist in the cognitive corners of obscurity and mystery. You ask, as politely as possible, for Her Majesty to provide further clarification.

```
Beyond these walls, you see, lies the Nada. Vast, desolate, unexplored. It beckons to me, yet I have not been able to summit its seemingly infinite unknowability.

```

The Nada? You feel as though this concept has appeared somewhere before... but again, maybe it hasn't. Nevertheless, you can't shake the feeling that there is something greatly significant about this realm.

```
So I ask of you, wanderer, as I believe you are most suited for the task: Will you conquer the Nada for me, and prove to the world that the bounds of our knowledge are truly limitless? Everything must be explored, and this is all that remains. Now is your chance to make a hero of yourself. Would you really want to pass that up?

```

The Queen has given you a pretty clear ultimatum, it seems? Will you explore the Nada? Or will you deny this calling?
Ask About Pestilence

```
Ah, yes, well... The Pestilence has been the scourge of our land for quite some time now. Which is why I, the Harlequin Doctor, have decided to take matters into my own hands. The suit, you ask? Why, it's to contain all the Pestilence, naturally! If I gather it all within my body-vessel, nobody else can possibly get sick! This, of course, is why I am hailed as the greatest innovator in all of the Splendid City.

```

What? That's disgusting!! But... you can't deny it does kind of make sense. However, while the Doctor was talking, you couldn't help but notice the crisp oxygen tank affixed to his back, and you're quite honestly hankering for a sultry sip. There are a few courses of action you could take here. You could ask how the PESTILENCE can be stopped once and for all, you could ask the Doctor about his fine tank, or you could go for the daring approach, and cop a sip from the nozzle of the tank while he's not looking. Do what you want- I'm not one to judge.
Metamorphose

You apply the potion, and...

```
IT WORKED!! OH, MIRACLE OF MIRACLES, IT WORKED!!! THANK THE GOOD HEAVENS ABOVE FOR THIS OUTCOME! THANK YOU, FRIEND! NO LONGER SHALL I SUFFER IN A FORM THAT IS NOT MY OWN!!! I HAVE BEEN RETURNED TO THE LIGHT!

```

Venus' radiant new (old?) form is certainly a spectacle. As you bask in the beautiful incandescence of their joy, you feel that somehow the grip of the PESTILENCE has loosened. Do you feel accomplished? You certainly should. So much relief has been realized due to your curiosity and your eagerness to help the unfortunate.

Return to the Starting Point, if you wish, although this seems just as satisfactory of an ending as any. Nicely done.
Wormslayer

```
Ho ho! A thirst for brutality, I see. Very good. This can certainly be arranged. Now, just lead me to those scamps, and I'll show 'em what for!

```

You do so. Larry surveils the field, which is being leeched upon by writhing clots of the little worms. You're certain they've multiplied since you last saw them. Just as Larry is about to draw his sword and chop the flickering flame right off the top of the nearest one, you feel a pang in your gut. Perhaps this isn't right, but you're not sure.

```
Oh? I see you're facing some apprehension, then? Here, perhaps this might be of aid. I bequeath to you my sword, if you'd like to take matters into your own hands. Otherwise, I am more than happy to rid these magnificent lands of them for you. The choice is yours.

```

Well, what say you? Ever the gentleman, Larry has offered you his sword. Do you SEND THOSE WORMS TO KINGDOM COME? Would you prefer that LARRY DO THE JOB? Or, have you had a change of heart, and would you like to give the GENTLER APPROACH a try?
Enter Forest

You enter the FOREST. It is dense and unforgiving. Soon, you lose even your most basic spatial orientation, and are reduced to finding nearby landmarks.

To your immediate left, you find a RIVERBED, which could be worth exploring. No other features catch your eye, so venturing deeper into the forest looks like your only other option.
Enter Palace

The front hall of the Palace! How positively exquisite!

To be honest, you never thought you'd make it this far. You've heard tell of the Palace in legends and fables, but never did you think that you, a little old traveler, would be granted the honor of witnessing it with your own two eyes. There's so much to take in, you survey the room and take a moment to silently express your gratitude that this is a moment you have been given the chance to experience.

Well, as long as you're here, why not continue on? The Throneroom awaits...
The Phenomena Beckons

Following the cues of the Cultists around you, you place the orb within the convenient divot in the base of the temple. It hums in satisfaction. You feel somewhat lighter.

```
WOOH! Freakin' rad! We knew we could count on you. Now, let's sit back and see what happens...

```

As the Cultists jitter with excitement amongst themselves, you crane your head up at the sky. It is luminous and incredibly vast- you suppose you've never noticed how infinite its expanse was...

A few moments pass. Just before the excitement in the crowd would have begun to stale, you see something pulsate in glowing white, like a navel opening up within the sky. It is joined by another, then another, until the sky fills up with magnificent blinding light, dancing and harmonizing across the horizon in every direction.

Never in your brief, beautiful existence have you seen anything like this. Now, the stars swallow the blanching landscape, all becomes light folded a thousand times over itself, and all is gentle. All is calm. You have rejoined with something that is timeless and constant, something composed of gleaming, ecstatic glow. There is nowhere to go from here. This world has come to rest.
Encounter Cultist

A CULTIST appears before you.

```
Pretty sick stuff, right?

```

Yeah, it's p- GOOD GRAVY! Don't scare me like that!! Who even are you, anyways?

```
Me? Oh, I'm a cultist. If you couldn't tell by my whole, y'know, deal going on. Anyway yeah, this phenomenon only happens once every several dozen Units. Not incredibly common. That's why me and my crew are going around seeing if anyone would care to join us for the Unification Ritual- now's one of our only shots for a long, long while.

```

Well, what say you? Are you down to clown? Care to get mixed up in a little cult action, or would you rather stick to your guns and continue down the path? The choice is yours. You snooze, you lose.
Queen's Rejection

```
WHAT!?!?!? You will not? Away with you! How dare you defy the will of the Queen? GUARDS! Send this ruffian back to whence they came!

```

Two Guards confront you. They certainly seem to mean business.

You are picked up, and, with a hefty THUNK, you are punted all the way back to the Starting Point. Bummer, dawg.
Slay the Worms

Bloodlust establishes its grip upon you. You slice, dice and hack relentlessly, Larry's blade gleaming in the wailing sunlight as your hands guide it effortlessly from worm to worm, until all is reduced to ash and inert wax.

But, looking before you, nothing feels right about what you have just done. Snuffed along with the flames of the Candleworms was the lifeforce of this idyllic plain. You have taken life, and it was neither glorious nor satisfying. All that remains to signify your hollow "victory" is the mass of discarded bodies that clutters the place you formerly wished to call home.

There is nothing more for you here. Go back to the Starting Point if you wish to choose a different course of action.
Temples of Nu

Well, you've made it. The Temples of Nu undulate in the cool air as you look helplessly onward.

The Cultists are beginning to amass around the base of one of the two large structures, and the sky seems thin, almost permeable, if you wanted it to be. You notice that the bedraggled forms of each Cultist are organizing to form a walled corridor, a straight-shot between you and the Greater Temple, which has a conveniently orb-shaped hole.

When you're ready, you can deliver that sweet, sweet orb over to where it clearly belongs. Or, you know, you can always defect, if you're more the rebellious type...
Salvation of Venus

You select the jar in the middle. It is full of a tepid, blue liquid, with some slight condensation on the surface. You wonder how you'll be able to tell whether or not it works...

You hear some shuffling and potion-clinking behind you, but meekly, as though whoever is doing it is trying their very darndest to be subtle.

Venus enters the room, stammering.

```
Oh, hey, don't mind me... I'm a little winded, I just got here all the way from the forest...

```

```
Anyway, let's cut the small talk. I'm suffering from a terrible case of the Pestilence. It's distorted my body beyond recognition and now I don't know what to do! I haven't been able to stop crying about it. Do you think you'd be able to help me out? Say, what's that you've got in your hands there?

```

How serendipitous. Now's your chance to apply the potion and hope for the best.
Find a Cure For Real

```
A cure, then? Ah... well... try as I might, this suit can only hold so much Pestilence, and there's an awful lot to go around. I've heard tell that over yonder, towards the Splendid City, lies the cure. Brave traveler, would you feel so inclined as to head in that direction?

```

And with those invigorating parting words, you're off to the city. Or not. The choice (and I cannot stress this enough) is yours.

```
Fare thee well!

```
Enter Pathway

Ho hum.
What brings you here, dickweed? Other two options weren't exciting enough for ya?

No matter. You're trudging down the PATHWAY now. It feels somber and cold, you think for a second, but now that it's caught your attention, you notice it isn't at all, really. Not much in terms of any dimension of sensory input whatsoever.

If you continue on, you might be able to make out the faintest, murkiest indication of a CITY way out over yonder. Maybe that's just what you want it to be. You're not sure if you're willing to confront the fact that there may not be anything here for you at all.

On the contrary, you could STAY ON THE PATH. Maybe excitement will come to you. Only time, and decisive action, will tell.
Venus Dialogue

```
Me? The matter with me? Oh, well you see... Every time I gaze down into the water, I see not the face of my beautiful lover, who first met me by this river, but the hideous form of some emaciated creature! No matter how much I wail and protest, the same form just keeps on coming back...

```

You understand why Venus ails, but you are not sure how to help their predicament. You inquire further as to how this could have occurred.

```
Well, if I were to venture a guess... A few weeks ago, a horrible PESTILENCE took hold of this land, and I am afraid I myself became one of the victims. The disease took hold of my body, twisting and mutating me into something beyond recognition. I'm afraid the only way to solve this problem is to wipe out the PESTILENCE once and for all.

```

You tell Venus you think they're beautiful- it's a sweet compliment, but it doesn't do much to soothe the discrepancies between how they perceive themselves and how their physical form is configured.

What say you? Do you attempt to investigate the PESTILENCE? Or do you trudge on forward, leaving this poor creature to their misery?
Deliver Orb

```
You nabbed the orb? Whooooh! That's sick! Nice job, seriously. I owe you one. Now, all we gotta do is bring it over to these awesome temples, and the rest should fall into place from there.

```

```
Ehh... if it's not too much trouble... can I see it? It's just so freakin' cool...

```

You happily oblige. You're still delirious from how sweet of a find this was. You present the Orb and your buddy the Cultist looks on in astonishment.

```
Holy shit, I can see forever in this thing! It just showed me how I was gonna die... man, that was sweet. True to form: ingesting molten turbo-fuck-your-shit-up energy drinks in the middle of a ritualistic orgy. Niiiiiiiiice.

```

Um, alright. You suppose you don't really (contractually) have a choice other than to follow him to those Temples he's been hyping up...
Тимофей/Галерея

Тимофей пьёт алкоголь ночью конец 2021 года.Тимофей летом на даче в Ярославской области 2022. Фотография сбоку, лица не видно.Тимофей фотографируется в зеркале в особняке в гардеробной. 2022 год.Тимофей и Серёжа вместе едут в МЦД. Осень 2022Тимофей делает селфи в зеркале. Конец зимы 2022.Тимофей с его бывшей играют в компьютер. 2022Тимофей на момент начала 2023 года.
PuffPals Wiki

♡ Welcome ♡

Welcome to the **PuffPals Wiki**, a fan-made collaborative encyclopedia dedicated to the PuffPals characters, plushies and the upcoming video game Island Skies. Everything is subject to change with the games' development, and as things are updated some information could be temporarily inaccurate. This wiki is currently **under construction**, meaning that a lot of information and pages are missing, and things such as the layouts are bound to be revamped. We accept all the help that we can get!

Navigation

Useful categories and topics will be added here for easier access in the future. **(TBA)**

Helping the Wiki

This is where pages that have been marked as incomplete, in need of cleanup etc. will be placed for anyone to volunteer and fix. **(TBA)**

Latest News

**May 7th, 2022**

The Kickstarter has officially ended. A total of 42,013 backers helped bring the project to life by raising $2,564,671! The Alpha is now under development.

**May 6th, 2022**

The Kickstarter successfully hits its last funding goal of 2 million USD! The Amusement Park Biome is officially unlocked.

**May 3rd, 2022**

The Community Biome poll is over and the "Eternal Night Celestial" theme wins by a vote of 21.5%!

**April 30th, 2022**

The Kickstarter hits its funding goal of both 1.2M and 1.3M! You are now able to run your own shop. The community will also be able to choose a new biome by voting for their favorite theme.

Join the official Discord!

**DiscordIntegrator error: ID of the server isn't supplied.** On instructions how to find a Discord server ID, see this

Twitter Feed

Updates on all things PuffPals from Fluffnest's Twitter page:

Twitter

Social Media

 Follow Fluffnest on their social media!

 **@fluffnest.store**

 **@fluffnest**

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 Stay in touch with Island Skies below!

 **@fluffnest.play**
 **r/PuffPals**
Masked Singer

Masked Singer's first season.

## Rounds

Here is what happened each round. The A's and B's will be separated until they merge. The groups were decided at random when they were added to their Diary Room (DR). The DR is where the singer submits everything.

### Round 1

Here is what went down in each group the first round.

### Round 2

Here is what went down in each group the second round.

#### Group A

Group 1
 KT Conard

Group 2
 Taylor Parks

Group 3
 Melissa Rouse

Bottom 3
 Taylor Parks
 KT Conard

#### Group B

Group 1
 Tina Thronebury

Group 2
 Gianna Reed

Group 3
 Abdus Khan

Bottom 3
 Gianna Reed
 Tina Thronebury

### Round 3

Here is what went down in each group the third round.

#### Group A

Bottom Gets Eliminated
 Brenden Mullins
 Luis Gonzalez
 Melissa Rouse

#### Group B

Bottom Gets Eliminated
 Abdus Khan
 Kynzee Hamill
 Beth Burns

### Round 4

Group 1
 Kynzee Hamill

Group 2
 Luis Gonzalez

Group 3
 Brenden Mullins

Bottom 3
 Brenden Mullins
 Kynzee Hamill

### Semi Finals

Bottom 2 Get Eliminated
 Billy Higson
 Abdus Khan
 Luis Gonzalez
 Brenden Mullins

### Finale

Winner Takes All
 Billy Higson
 Abdus Khan
Alpha 0.3

Alpha 0.3 is the very first version of Angry Neighbor

## Trivia

* This Version had a poster in the player's house that said He is hiding something in russian. What's interesting is the texture was removed in Alpha 1.8.
* The Neighbor's Car in this version is the same model as The Player's Car but without a trunk and a broken wheel.
* The Couches in this version were a different model.
* This version and all versions up to Alpha 1.8 had text appear alongside the item your cursor is on that you can pick up.
* This version had a dishwasher prop that was never seen again.
* This version added Ketchup and Mustard that were objects that were removed later on. They also turned into boxes once you picked them up.
* The neighbor's house was made out of cubes in this version, Causing there to be several oddities, Like Bricks Showing in the inside of the house, Several Wallpapers are sretched oddly and the wood blocking the staircase is actually the 2nd floor.
* The roof of the neighbor's house in this version was a big cube at a angle.
* The chase music was different in this version. it only played when you were close and it got quieter the farther away you are.
Eisein's Wrath

The **Eisein's Wrath** is an *Elbrus*-class heavy carrier of the ODC Navy's Seventh Fleet. The *Wrath* is commanded by Captain Elias Saxon, and the flagship of the Second Support Element of the Seventh Fleet. Since it's assignment to the Seventh Fleet, it has since been retrofitted to serve as home base to a Special Forces unit, the Myrmidons.
Russian Cube

The Russian Cube is a Secret in The Neighbor's House.

## Description

The Cube has six surfaces. There is Russian inscriptions on the Cube. It looks like a secret.

## Translation

### Beta 10.0

THIS ELEVATOR -> \*5

ELEVATOR COORDINATES -> 4.089 17.53 51.741

### Version 3.2

SAFE -> not found 4.0

Key -> Yellow

Number -> 612\*

Closing Time -> 5 seconds with restoration

## Trivia

* The coordinates are x, y and z on the Cube in Beta 10.0.
* These probably show coordinate (location) of the cube.
* It is unknown why The Neighbor has such a cube.
* The "not found 4.0" sentence in the first sentence of the cube in Version 3.2 may indicate that the 4.0 update will never be released.

## Gallery

The Russian Cube in Beta 10.0.The Russian Cube in Version 3.2.