recursal/Fanatic-Fandom huggingface dataset:
Paladin

*Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.*

**Alignment restrictions:** lawful good only

**Hit die:** d10

**Proficiencies:** armor (light, medium, heavy), shields, weapons (martial, simple)

**Skill points:** 2 + int modifier ( (2 + int modifier) \* 4 at 1st level)

**Base attack bonus:** +1/level

**Spellcasting:** Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
Rogue

*Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.*

**Alignment restrictions**: None

**Hit die**: d6

**Proficiencies**: armor (light), weapons (rogue)

**Skill points**: 8 + int modifier ( (8 + int modifier) \* 4 at 1st level)

**Base attack bonus**: +3/4 levels
Tycha Fortuna

The last of the Firstborn, Tycha Fortuna is the deity of fortune and misfortune both, prayed to be gamblers and risk-takers across the world, with her worship growing particularly popular with merchants in the capital of Great Ocem.

Known as the Dice Maiden, Tycha Fortuna has grown loosely related to Helianthia Alo through the preaching of the halflings, whose priests now depict her as the younger sister of their patron diety, perhaps to earn themselves luck and favour in their schemes, with many urban halflings living in the capital now identifying more with the younger sister, having little personal connection to their agricultural roots.

The Dice Maiden shares the domain of fate with Aurelius Verito.
Favstvs

Favstvs, known as the pact master, the oath-keeper or the contract devil, is the fifth of the Diabolicals and is the great devil who holds dominion over the domain of promises, contracts and agreements.

Favstian cultists and devils - in the name of their master, who is sealed in the realm of weeping ink, will try to trick others into entering contracts for temporary power, at the cost of their very souls. In its essense, the Favstian ideal can be something as petty as enforcing the smallest agreements to the very letter - and not the spirit - of the pact and encourages the use of obfustication and misdirection to fool mortals into damning commitments they can never hope to uphold.

With the great Chort incapacitated, having been brought low by no less than three of the Court of High Elysium joining their stength, it fell to the canny Favstvs to negotiate the terms of surrender. Decieving the honourable Honos Laurifer, he is said to have snuck in a single line of small-print so miniscule that only his beady eyes could see it, allowing him to manifest temporarily in the material realm if a contract guaranteed by him (through a drop of blood and a simple binding oath) is ever broken, whereupon he will reap the soul of the contract-breaker and turn them part of his endless spool of paper whereupon he forever scribes his inferal pacts, each one more damning and unfair than the last. To make a 'Favstian Pact' is highly illegal under imperial law, as for most part a mortal has no recourse against the grim fate that awaits.

As well as those willing to sell their soul for power, Favstvs is often worshipped by lawyers, landlords, baliffs and taxmen. He is the devil most associated with the upholding of the law (at least to the letter) which has brought him into previous conflict with the far mightier Chort (who believes only in the law of history being written by the victor) -- though this conflict has since ended, presumably through the pactmaster's usual slippery means.

Favstvs appears as a gangly, long-limbed man with intense, endlessly beady eyes and thin, bony fingers that end in ink-smeared quilltips that are constantly signing contracts. He generally wears a non-descript grey toga, though sometimes he wears his contract-spool about himself, as if to display the agreements struck by the damned.
Kobold

Kobolds are a diminutive race of rat-like draconic reptiles created by the dragons of Cyros as a homunculi-race of willing servants. Kobolds represent the perfect underlings due to their desire to serve and their disposable nature -- unlike most draconic hominculi like drakes or wyverns, kobolds are able to propagate their race despite being effectively genderless, with any kobold being able to unhinge their jaws and expel eggs that will hatch into a clutch of kobolds that will mature and be ready to toil in a matter of weeks. This process is said to be induced by the will of the draconic overlord of the kobold through the gift of their heavily diluted dragon's blood and carries with it a fairly high mortality rate for the original kobold. Typical kobolds have a very weak understanding of the concept of the self, and hold their community above all else -- though those with a higher level of dragon's blood often take the roles of leaders and may begin to conceptualise themselves as personally important (if only as a fundamental mechanism of their clan, family or community).

Between their servile nature and their obsession with petty authoritarianism, the easily-cowed kobolds made the perfect patsies for the dragons of old, and thus engaged in many great wars against the dwarves before the dawn of the Ocemi Empire, and are to this day intensely hated by the people of the Beggar's Teeth for an endless list of ancient war crimes, including but not limited to burrowing into dwarven nurseries to eat their young. It is said that while individual kobolds are cowardly and weak, they gain surprising confidence in numbers -- a lone kobold may balk at facing even a trivial foe, but a hundred kobolds would be more than willing to attack a fortified enemy position against all odds without question.

In the modern day, the kobolds are a fragmented people, with true dragons having faded into the pages of history. The exception to this trend is greatest of the kobold clans, if such a thing can be great -- a large group known by the Ocemi Empire as the Patroni.

The Patroni directly serve the slumbering wyrm known as the Grandfather, and are said to be led by a caste of dragon-disciples who commune with their absent leader. Recently, the Patroni have come to be loosely aligned with the Ocemi Empire, primarly as a buffer against the increasingly vicious orcan warbands enroaching into the Kahnwold. Invoking Sol Imperii's symbolic association with red dragons, the Church of Sol Imperii have subverted the Patroni into believing that the Grandfather is an aspect or spawn of the First Emperor.

The Patroni's increasing ties to the Empire have been met with a heavy backlash from the dwarves and gnomes living under Ocem's banner, with some blood shed on both sides in a series of riots. While the situation has largely stabilised, the boiling hatred between these races remains.
Dernderev

Dernderev, of the South-Eastern municipia of the province of the Kahnwold, is recognised and placed under imperial peace as a Khutor. The word "Khutor" is a leftover word from the times before the Kahnwold was tamed by the Ocemi Legions. It refers to a type of rural locality in some of the very old and much less advanced lands, now sparsly used for the oldest homesteads or hamlets one can find.

It lies within the so called "Outer Ring" of the Mirthweald, the ancient and ancestral grounds of the elusive and barbarian fey. Nobody seems to know, or at least nobody is willing to tell, why and when the village came to be in a forest even the Ocemi Legions avoid. For the longest time it was in ruin with barely any sign of village life at all. Now, recently and unexpectedly people returned - or perhaps resurfaced? - to Dernderev.

Its villagers are few and strange, all seem to share a sickly pale complexion without a corresponding illness. They share customs and traditions entirely foreign and almost alien to the Ocemi Empire. And yet, whenever one strayed from the usual roads or got lost on their way to Bloombaum, the few inhabitants of Dernderev welcomed them with open arms in their inn -- the Black Basilisk.
The Black Mask

The Black Mask, now known also as the Kahnstadt Thieves Guild, is a powerful criminal organisation said to have been founded in the capital of Great Ocem and later driven north to the Kahnwold by imperial prosecution.

The Black Mask are named after their leader, who per the doctrines of the gang never reveals his real name or face, his true identity kept a mystery for both safety reasons and to establish a certain legendary character that never seems to die despite the many assassinations attempts and 'accidents'. No one is really sure if he is some sort of magical being, extremely lucky, or if the mantle just passes from person to person to keep the illusion alive.

The Black Mask are currently embroiled in something of a cold war with the Concerned Citizens, who as the de-facto rulers of central Kahnstadt have grown increasingly authoritarian and have made what some consider to be attempts to bring the so-called free city's lesser gangs under their control, in the same way that an emperor might control his provinces. Though neither faction dare to openly fight - knowing that this would leave them too weak to resist an Ocemi attempt to reclaim the old city - it is not uncommon for accidents to happen between the two gangs.

Ostensibly, the Black Mask's goals are simple - freedom, wealth and power for its members, so long as they stay completely loyal to the family.
Wizard

*Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.*

**Alignment restrictions:** none

**Hit die:** d4

**Proficiencies:** armor (robes), weapons (wizard)

**Skill points:** 2 + int modifier ( (2 + int modifier) \* 4 at 1st level)

**Wizard bonus feats:** arcane defense, brew potion, combat casting, craft wand, empower spell, extend spell, greater spell focus, greater spell penetration, maximize spell, quicken spell, silent spell, spell focus, spell penetration, still spell

**Base attack bonus:** +1/2 levels

**Spellcasting:** Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and ~~four~~ *three + intelligence modifier* 1st-level spells.
The Chines

The "Chines" are a set of hastily constructed slums raised in a clearing south-east of Roeswerp proper in the wake of the fall of Kahnstadt.

Built around then already-existing infrastructure used by the burgeoning mining operation pioneered by House Essler, the new district was afforded few resources due to the troubles faced by the Empire and quickly became a dwelling for the poorest folk of Roeswerp, as well as the centre of much of its industry -- abattoirs, blacksmiths, tanneries and so on fill the air with a foul-smelling smog that the dwellers must suffer. The largest service entrance into the Underducts also exists in the area, which does not help with the smell. The slums are poorly guarded, with the few auxiliaries posted there tasked with protecting the area from outside forces rather than specifically enforcing imperial law there -- even though Roeswerp could easily bring order to the area, to invest coin in more regular patrols is seen as a frivolity by most senior officials.

The Chines are named after the jutting spires at the base of the nearby mountains, where crude adamantine can be mined in great quantities, though some say it might have been named after the act of chining due to the local butchers.
Druid

*Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.*

**Alignment restrictions:** any neutral

**Hit die:** d8

**Proficiencies:** armor (light, medium), shields, weapons (druid)

**Skill points:** 4 + int modifier ( (4 + int modifier) \* 4 at 1st level)

**Base attack bonus:** +3/4 levels

**Spellcasting:** Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
Orc

A varied and populous race, the orcs claim descent from a race of ancient giants who are said to dwell in the terra incognita beyond Nowak's frozen sea known as Hyperborea.

Once a noble warrior race, in ancient times these giants came to war against the early Ocemi empire. It is said that Great Ocem itself shuddered as these mighty goliaths pounded on her gates, and it is only by a divine intervention from the First Emperor himself that their warlord was slain and their hosts routed. Retreating to the swamps and backwaters of Cyros' mainland, the then-giants suffered heavily from the humiliation of their defeat, devolving from towering, graceful beings into a multitude of basterised subraces that are a far cry from their imperious roots. Now known as the orcs, these creatures are ruled by a single-minded desire to topple the empire and see Sol Imperii slain - and believe that only the glory of this victory will raise them to stand as giants once more.

The term 'orc' refers to many beast-races on Cyros, all of which descend from the hyperborean giantkin. This includes everything from gnolls to goblinoids to common orcs. It is said that there remain a few creatures that can still be considered giants, though even the greatest of their kind have been stripped of all the nobility of their forebears.

There are a small number of half-orcs living in the dominions of the Empire. Though they are in theory allowed to dwell in peace if they have imperial blood, they are looked down upon by the average citizen and are outcast from holding positions in the church or the military. It is said that while a small handful have found legitimate work with organisations such as the merchant's guild, the vast majority choose to live as wanderers or are forced into a life of crime, serving as muscle in organisations such as the Concerned Citizens or the Black Masks.
Dwarf

One of the great powers of pre-imperial Cyros, the dwarves were a godless people that instead put their faith in their people and their artifice, ruling the mountains of the world along with their brothers and projecting power through their peerless weaponry and armour. Before the coming of the Ocemi, they warred on the kobolds and their draconic masters, with these conflicts culminating in the death of the dragon known as the Beggar and the founding of the Beggar's Teeth.

Last to fall to the seemingly invincible march of the Ocemi Legions, the dwarves were granted special consideration and allowed to rule the Beggar's Teeth as a province within the empire. During the golden age of Ocem, the dwarves of the Beggar's Teeth provided much of the weaponry for the elite sections of the military.

Modern dwarves generally worship Sol Imperii, respecting his depiction as a craftsman and master of the forge and honour him as such.
Kahnwold-Septimus Crusade of MMXXIII

The 'Crusade,' as it has come to be known, was a Church-backed assault joined by a force of Amthari Loyalists and other supporters on the pagan idols and stone monoliths that loomed in the depths of the fey-infested Mirthweald. This outburst is said to have been the natural conclusion to an escalating series of attacks and killings on worshippers of Sol by elven extremists and pagans, and vice versa. The righteous assault, spearheaded by the Martyr Don Domitius, was heralded as a popular success; however, whispers persist of the Amthari-Church union returning with the fires of the Mirthweald at their backs and their dead and dying over their shoulders. Survivors of the Crusade were rewarded with an elegant purple cloak trimmed with golden praises to Sol. Few, if any, of these relics are known to remain in use.
Golemcraft

Golemcraft is a fading art that was once the bread & butter of the Artificers of the Learnéd Guild of Alchemists. It is said that in their golden age, the golems that these men and women could create were quasi-sentient, as if infused by the spark of life itself, and could be forged to carry out almost any task imaginable.

The mecca of golemcrafting knowledge was the great facility located in the Seething Straits, a place long brought to ruin after the intervention of the Church of Sol Imperii. The reasons for this incident are not commonly known by the public.
Kosmalov

Kosmalov is the Trove-Lord or the Craftsman's Obsession, patron devil of greed and material obsession. He is said to be the father of the ashen-faced deepdwellers that lurk below the Beggar's Teeth, having corrupted them to his worship before the Church of Sol Imperii had even reached the dwarfic peoples. Doubling as an advocate for possessive paranoia, the Trove-Lord has worked throughout time to lead not only dwarfics, but craftsmen of all stripes, diligent workers, and the wealthy astray.

Portrayed often as either a hunchbacked miner driven wild by vain pursuits or an engorged dwarfic patrician bedecked in jewels, the Craftsman's Obsession menaces the highs and lows of all mountain society. By distracting common workers with notions of glory through speedy corner-cutting, or driving the fortunate to recklessly gamble their savings away; or even torturing blacksmiths by urging them to work unto their detriment in order to forge that truly unattainable ideal, Kosmalov embodies the concept of 'perfect is the enemy of good'.

Among his greatest victories was at the dawn of the dwarfs assimilation into the Empire, when their crafts were in overwhelming demand and their resentment against Imperialisation most hot. The old master smithing clans in the Teeth are reported to have succumbed to unnatural reclusiveness while refusing to release any crafts to either their brethren or Imperials, claiming defects and inefficiencies throughout. This continued ad nauseam, driving demand for dwarfic goods sky-high whilst crippling the Teeth's most vital economic output. Eventually, driven by common unrest and collective suspicion, smith-priests from the rapidly growing Cult of Opifex-Magnus uncovered the influence of Kosmalov riddled throughout the old clans and lead a brutal purge of their ancestral halls. This cleansing revealed hoards of glimmering armouries stocked with peerless armaments. While production and trade was restored, and the names of the dwarfics spread across the Empire, a vacuum was left in which competing smith and crafter clans struggled for power in an increasingly dogged effort to fill the lost families places.

Ever since this, the adherents of Opifex-Magnus have kept a wary eye and ear for the machinations of the Trove-Lord. Despite their efforts, it is not uncommon to still hear common dwarf-folk speak of the 'Niggleshifts' or 'Pristine Fever'; a sharply dwarfic sensation described to humans as a lack of satisfaction with one's work, or, knowing that one can do better. In truth it bears a far deeper psychological implication for dwarfs that is lost in translation and often misunderstood. It may drive one to work night and day, skipping sleep and meals, toiling through illness, neglecting kin and care; these are the most oft cited signs of Kosmalov's malevolence in motion.

He is considered the direct rival of Opifex Magnus.
Sergio Vascas

Sergio Vascas is a famous war hero, having served in the Ocemi Legions since his youth and having won a slew of accolades for his bravery.

Vascas now serves as the Rector Provinciae, or governer, of the Kahnwold under direct orders from Niketas Vitelli XIV, having personally put down the republican ambitions of House Essler and thrown back the Nowaken invasion that ended in the ruin of Kahnstadt.

Vascas is known to be a dour ruler, resenting his role as a politician and yearning for his halcyon days as a warrior and legionary. Though he has been a somewhat effective ruler, keeping the province largely stable from his seat in Roeswerp, it is obvious to many that the burdens of his office and the decline of his beloved Empire weigh heavily on him.
Summer's Arbalesters

Summer's Arbalesters are a veteran mercenary group that won infamy during the imperial invasion of Northern Chos. Under their leader, Lord-Captain Grupp, they are said to have been used by the Ocemi Legions as a means of keeping their hands and military honour untainted, conducting a campaign of thuggery against so-called local partisans.

When Northern Chos, now known as Ocemi Chos, was incoporated as a province of the Empire, the arbalesters were folded into the local military and now serve along the bloodied border to Southern Chos. During this time Captain Grupp himself went missing, officially said to have fallen in battle and post-humously awarded a series of medals, though some speculate he was dealt with by Great Ocem's own orders to tie up loose ends in the area.
Gruty Calls 2: Back From Break

The second film in the Gruty Calls series.

"Watching Family Guy no way to pause it." - Arch bishop Travis

### History

The script for Gruty Calls 2 is, much like the others in its series written entirely in Google slides. Work on Gruty Calls 2 started nearly immediately after the script of the first film had finished, and like it's predecessor was meant to become a FPS game and was written in the first person, this idea was later scrapped as the dev team realized that it would be infinitely easier to make short films thus allowing us to release content faster temporarily saving our souls from Nyarlathotep the Deceiver. Gruty Calls 2 was drastically more grounded in an actual plot and story than the first but this is not saying much.
Drakon Obscuro

The eighth of the Firstborn, the entity now known as Drakon Obscuro was a popular greater angel that commanded dominion of the skies on behalf of Sol Imperii. It is said that the dragons were the children of this being, which is why they are considered by many (non-dwarven) imperials to be sacred creatures.

With the death of The Beggar and the subsequent joining of the dwarfic peoples to the Ocemi Empire, the bygone wyrm began to fade -- some say the death of his greatest son drove him into a great depression, others say that he was recalled to Sol Imperii's side in order to end his conflict with the now-imperial dwarves. The current truth promoted by the Church of Sol Imperii is that the former master of the sky was mortally wounded in a struggle to suppress a scheme of the secondborn devils, being forced to eternally rest -- a behaviour mirrored by his supposed progeny.

Despite falling out of favour, his image is still seen in many churches and religious depictions, with noble houses such as the Amthar taking a dragon for their crest, though his direct worshippers are few -- those who remain pray for the day the dragon wakes up.
The Matron in the Mists

A local legend in the Kahnwold, it is believed that the spirit of a Matron from the Church of Sol Imperii still lingers on Cyros.

Said to appear to those travelling off of the beaten path, amidst a dense fog, her appearance can be either a divine blessing, or an awful curse.

Locals claim that if she should appear before you, and your faith in Sol Imperii is true and just, she will show herself as an angelic figure, guiding you on your path and reinvigorating you. If you are not one of Sol's faithful, a villain and a liar, she will appear as a ghastly spectre eager to punish you.

She will oft kill the punished's horses, steal their supplies, or even leave them with a foul illness that rots the flesh and leaves them with horrid, burning ulcers.

Some versions of the tale say that should she appear before a valorous worshipper of the First Emperor in their time of need, she grants them a boon worthy of Sol's most trusted Clerics, so that they may bring about true justice in his name.
House Blackmyre

House Blackmyre of Dragonfort is an old and minor noble house of the Sladecartann, sworn to House Amthar. Their ancestral seat is the flint tower Dragonfort, a bastion of defense, located north-west of Aslan's Folly. Their sigil is the hilt of a black greatsword on a green field and their words are: ''We guard the way.''

**History**

House Blackmyre's history dates back to the early fourth age of the Empire, three centuries ago. It's founder, Cilligan the Clever, was a hero of House Amthar, known for his victory in the battle of the Blackmyre against an orcan host, led by a vicious two-headed troll by the name of Grefkir the Gouger. For his valor and skill in battle, he was rewarded the very land he had fought over and took it's name for his family's own. The Dragonfort was built in the center of the marshes as a defensive fortification and a watchtower from which to spy encroaching enemies from afar. Farms were built within the lands, hosting a dozen or so families who worked the fields.

In the last decade, like many other noble families and their lands, House Blackmyre has fallen from grace, having lost their hold on the Dragonfort and Blackmyre on which it stands to the orcan incursion after the Empire's defeat in the event known as the Harrowing, in Velik.

Members of House Blackmyre are known for their chivalric virtues and honourable conduct, seeking to preserve and protect what they deem traditional values of knighthood. They don heavy dull green suits of armour.

**Family**

The remaining members of the once proud family are the two siblings, the castellan of Dragonfort, Sir Robert Blackmyre and the honourable brother, Sir Rodrik Blackmyre and the youngest and only heir of the castellan, Garth Blackmyre, a squire to his uncle.
Zakryschti

The Zakryschti (or Swamp Elves) are a coven of elves living in complex tree houses within deep swamp areas, protecting them from the potent toxicity or vicious enemies down below. They are known for their horrifically carved masks, which they wear when the sun dominates the heavens above, forcing Sol to gaze upon snarling faces filled with contempt instead of their true visages.

Those foolish enough to intrude on Zakryschti territory will find themselves hunted by groups of masked elves, each swinging from vine to vine with otherworldly grace. They attack swiftly, lethally and without a shred of mercy, after which they haul the bodies of their victims back to the tribe. Hushed, fearful whispers speak of cannibalistic tendencies and foul rituals rife with blasphemy.

## Traditions

Typically, a newly born Zakryschti elf will remain inside during the day, until they are grown enough to carve their first mask in a celebratory birthday ritual. This mask is usually not well made due to the child's untrained hands, though it typically improves as the elf grows older each year. The honored elders of the tribe, sages most feared, bear the second most detailed and impressive masks - a sign of their wisdom and perseverance.

To keep the dangers of the swamps at bay, the swamp elves often let fine haunches of meat decay on purpose, so that they may throw it as an offering into the swamp's surroundings waters. They believed the Bolotnik would spare them his wrath with the tribute.

When an elf of the Zakryschti tribe dies, the body is ritualistically prepared with a variety of ointments meant to speed up the decaying process. The departed elf's mask is removed, after which the body is swiftly turned around and buried. With their face turned away from Sol even in death, they quickly decay, nourishing the swamp and returning their bodies to the Bolotnik. The mask is then placed in a graveyard grove, among all those who came before.

## Chieftain

The Chieftain of the tribe is adorned by the most elaborate and dreadful mask, his frame adorned with feathers, skulls, bones and finely woven reeds. He is known to be a viciously cruel figure of imposing might, booming voice and legendary hatred of the Sun. It is said he's had a relationship with a human druid, from which a half-elven child was born. Despite this odd deviation from tradition, the Chieftain was secretly in love with the human and when she was burned at the pyre for her paganism, his barbaric savagery grew to new heights.

## Appearance

Beside the wicked masks the tribe is known for, they also scar their own flesh along with deep green war-paint in an effort to look even more horrifying. Due to these customs, along with a mostly nocturnal cycle, the Zakryschti have incredibly pale skin. Bones, feathers and pagan trinkets are often used as tribal decorations or ritualistic empowerments.
Roeswerp

Since the fall of Kahnstadt, Roeswerp is considered provinicial capital of the province know as the Kahnwold. Then known as *Rocharos*, it is said to have been one of the Empire's first outposts before the Kahnwold was tamed and brought under the control of the Ocemi Legions.

Kahnstadt's destruction has been a great boon for Roeswerp, which has grown in size several times with the influx of refugees, sojounrers and adventurers flooding its streets.

Roeswerp is ruled from the great mancunium known as The Forum by the governer and former war hero, Sergio Vascas.
Cleric

*Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.*

**Alignment restrictions:** none

**Hit die:** d8

**Proficiencies:** armor (light, medium, heavy), shields, weapons (simple)

**Skill points:** 2 + int modifier ( (2 + int modifier) \* 4 at 1st level)

**Base attack bonus:** +3/4 levels

**Spellcasting:** Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneous cast).
KARNET Wiki

**Welcome to the KARNET Wiki**
**KARNET** is an ***Cancelled*** TASK.WAIT() Game based on the MUGEN game called Swan Location which was originally called RAKNET.

Game link: https://www.roblox.com/games/12537971722/KARNET **(Now playable)**

TASK.WAIT() YT CHANNEL FOR TEASER VIDEOS: https://www.youtube.com/@taskwait/videos
Rootknowing & the Fey

Rootknowing, known also as the old ways or the timeless art, is a bygone belief system practiced deep in the wilds of the Ocemi Empire, most prominently in the provinces of the Kahnwold and the Sladecartann.

Once perhaps a dominant religion across Cryros, this practice fell into a harsh decline with the simultaneous growth of the Empire and the Church of Sol Imperii after a series of heavy-handed campaigns of repression, driving the now-few practicioners deeper into the woods and swamps, where they now form small communities known as moots, the most prominent of which is known as the Grovetender's Moot said to meet in the northern Kahnwold.

The practice of Rootknowing is quasi-religious and focused around a deep communion with the natural world and the fey that exist as its caretakers, primarily through drawing magic from the roots of nearby fauna and haruspexy of wildlife, a savage practice that is said to have allowed the followers of the old ways some knowledge of the future and even in some cases precognition.

It is said that the more radical druidic sects practice human sacrifice, particularly of Sol Imperii's priests, as a revenge for the destuction of their culture and to use their blood in profane rites deep in the darkest depths of the woods. An example of one of these malignant groups is known as the Cult of the White Void, a Nowaken sect that worship that the natural forces of cold and entropy must be appeased by the mortal races, and desire to one day bring the biting rime of the northern wastelands down on the eastern provices.

Some practitioners of Rootknowing instead revere a specific fey entity instead of the world itself, forming sects to revere creatures such as the Bolotnik of the Sladecartann or the Lesovik of the Kahnwold.
Escane-Vnutpolya

Formerly hailed as “the Flat Stretch” by scholars of bygone-ages, Escane-Vnutpolya - as it stands, today - was built undeniably off of the blood of slaves, serfs and servants: that much is well-known. Historic debate however, both in courts and colleges, centres primarily on why; the shadow-casting aqueducts that transport need never have been there, save to create the agricultural veterans’ state of Escane out of the dry mud of the Stretch.

The leading theory - though, to speak it within Great Ocem’s walls is considered a social faux pas - is that the clerical, superstitious, near-theocracy of Ocem’s administration wished to settle many thousands of blooded, shock-struck veterans away from the capital.

Even its outskirts were considered *too* close for comfort.

Thus, by decree of Emperor Deoscav III, the Flat Stretch (then unorganised into a formal province) would be named Escane – transformed into the bustling hive of gold fields and manorial feudalism we see at present, with acres given according to rank on exit of Legionary service.

A second theory, however, roots itself even deeper – the decision of Emperor Deoscav III may have been inspired by the need to vacate many hundreds of military veterans in league with the Legate Hastov, popular among even the praetorian guard, away from arms’ reach of the Imperial Residence. Whilst giving toasts to Hastov in privacy, so the thought went, they would be too drunk off of the nectar of submission to act against the Emperor.

Naturally, to speak of such a theory - one which places the very progenitors of the Escane province as would-be traitors to the nation - is a blasphemy to its inhabitants.
Court of High Elysium

The Court of High Elysium refers to a number of great angels that serve as subservient dieties or aspects of Sol Imperii, embodying more specific domains of worship.

Known sometimes as the First Emperor's Firstborn, these beings -- while not outer gods in the sense of their master -- exhibit the trappings of dieties and are able to perform miracles and answer prayers within their domain and are considered to hold Sol's imperium in the same sense as a general might represent his emperor in a distant land.

They were said to have been breathed into being in order to ease the largely fey-worshipping early civilisations of Cyros into accepting the Ocemi Empire's faith -- allowing the ultimately monothiestic worship of the First Emperor to be conveyed through a more disparate pantheon of lesser, more specialised powers.

The Church of Sol Imperii considers them below only Sol Imperii in terms of divinity and holds them in very high regard -- though the most hardline and orthodox clerics often take the stance that these greater angels should not be described even as subservient lesser entities, but as exclusively as aspects of Sol Imperii -- arguing that it is ignorant to speak of the clay without invoking the artisan that has shaped it.
Phorscyllarybdis

Phorscyllarybdis, known as the Trench Maiden or God-Kraken, is the seventh of the Diabolicals and is the great devil most closely associated with the four known oceans. Her domains relate to the natural cruelty of the waters, though she is also sometimes blamed for terrestrial earthquakes (which are, some scholars claim, caused by the Maiden or her spawn swimming so deep they go beneath the crust of the land).

She is considered to be the estranged sister-wife of Prophyrios Oceanus, and was in constant battle with him for dominion over the seas before being sealed in her watery domain among the Nine Diabolcials. In times past, she was the devil associated with the most slain emperors, having dragged no less than three palace-ships during the the middle of the first era.

Currently, she is most widely worshipped by the free Chossian navy, much to the chagrin of the angelic leviathan. Her servants include the mermaidine Rusalkas, though some of these creatures have defected to the fey courts since her imprisonment, along with the medusa of Thyrisii and the mighty trench-kraken.

Phorscyllarybdis appears almost exclusively in one form -- a beautiful drowned woman, attached to the angler-lure of a monstrous trench-kraken, her tentacles ending in gnashing crab-claws and eel-heads. Whenever the lure or the kraken are her true body is hotly debated in trench-cults, though no consensus has been reached.
Meat Cube

Meat Clown is a character and an item that is used to distract the Guardian.

They appear in 2 sizes, normal and large.

The normal size is 4x4x4 studs big.
The larger size is 7x7x7 studs big.

## Gallery

Meat Clown getting sacrificed to Guardian via thrown by Glass Man as a distractionA Large Meat Cube being held by the Player.A Large Meat Cube.The Player hiding from the Guardian with a Large Meat Cube.A Large Meat Cube blinking or sleeping.A Meat Sphere.The Meat Cube icon.Teaser of a Meat Snake and Meat Bird.Screenshot of a Meat Cube Exploding.Teaser of the Meat Bird
## Trivia

- The Meat Snake and Meat Bird will probably not be in the full release due to PathFinding Issues in the Caves

- Meat Cube is also a reference to Meat Clown (Sausage of Soul)
The Learnéd Guild of Alchemists

The Learnéd Guild of Alchemists, also known as the Ocemi Brotherhood of Alchemists or simply the Alchemist's guild, is a prominent organisation within imperial society, providing to the commonfolk the closest thing to old magic that most would see in their lifetime - with their only competition coming from the Church of Sol Imperii and its clerics.

The alchemists can generally be split into two houses of thought - the brewers and the artificers. Often at odds in matters of theory and funding both, in the modern era the brewers have grown to be the much more numerous and powerful sub-faction, with the primarily work of the artificers - that of golemcraft - falling into a harsh decline, with much of the knowledge required to construct the quasi-sentient golems being lost to the ages. Now, the artificers are a pale shadow of their former glory and are only able to maintain the wonders of their glory days, with the fabricants they know forge out of clay and adamantine being little more than clockwork curiosities.

The brewers have grown wealthy due to their close collaboration with the Ocemi military, for whom they provide much of the medical supplies. With the common wisdom that the last vestiges of magic are deep within the earth, the brewers of the guild are able to extract thimblefuls of the arcane from crushing, boiling and distilling certain long-rooted varieties of plant.

Beyond the capital, where their great college lies, the alchemists hold considerable power in the Sladecartann, which is considered the breadbasket of the alchemist's art due to the rich local fauna, the Sladethistle being a key component of many common unctions. Their presence there is hotly contested by the highly orthodox local sect of the church, who accuse the guild's research teams of despoiling the land and the guild itself of living outside of Sol Imperii's light.
Seed Packet

*"There's his house!"*

**Seed Packet's first line.**

Seed Packet is the 10th contestant to join Battle For Nintendo Gift Card by how2glitch (Scratch.mit.edu)

In Episode 1, He tried to find Luigi's spaghettios by finding his house and sitting in there waiting for the "spaghettios to fly in from the window." Needless to say, this didn't work out well and he got eliminated in Episode 2, subsequently being the first to leave the show.

## Likes And Dislikes

**Likes:**

* Luigi
* Spaghetti and cheerios without the milk
* Summer
* YouTube
* The other contestants

**Dislikes:**

* Getting planted
* Breakdancing
* Mario
* Disney's Movies
The Plants

**"pew pew"**

-*Not something any of the plants said.*

The Plants are a team responsible for protecting Crazy Dave's lawn from their arch-nemesis(es), The Zombies. Often, they will suceed at this goal because of their strong fire power. If one of the plants get eaten by a zombie, then they have to wait until they're replinished. If all plants die and the zombies enter the house, then the plants fail and Crazy Dave will likely die.

## Plants (Incomplete)

* This page is currently unfinished because there aren't enough pages for every plant.
* Peashooter
* Sunflower
* Chomper
* Ice Pea
* Kernel Pult
* Wall-Nut
Sorcerer

*Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.*

**Alignment restrictions:** none

**Hit die:** d4

**Proficiencies:** armor (robes), weapons (simple)

**Skill points:** 2 + int modifier ( (2 + int modifier) \* 4 at 1st level)

**Base attack bonus:** +1/2 levels

**Spellcasting:** Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Guardian

Guardian is the main antagonist of KARNET.

* Normal
* Spotted
* Render
* Spotted Render

Guardian is a giant, color changing block with spawn point images on all of the sides, with a white glow in the middle of most of them. The front one assumingly has an eye, hence the white glow and black dot in the middle.

## Behavior

Guardian will roam around the map, trying to find Glass Man. When he spots him, he charges rapidly at him while changing colors very fast. He can also be distracted with the Meat Cube if it's thrown in an open space.
Honos Laurifer

The first among the firstborn, Honos Laurifer is the patron deity of the imperial military, and is seen as Sol Imperii's general and champion in matters of war.

Depicted in the style of an ancient Ocemi hopolite from a bygone, pre-imperial age, Honos Laurifer (sometimes known as Honos Milites or simply Winged Victory) is a muscular, looming figure with a face obscured by a plumed helmet, his eyes burning with righteous fury.

Popular with soldiers and the politicians that command them, he represents the domains of military honour, conquest, a soldier's loyalty and a warrior's personal strength.

He is regarded as the twin and rival of the war-devil, Chort.
Conehead Zombie

*"I want a hotdog. Is it half baked yet?"*

**Coney's first ever line in Plants VS. Zombies Stuffed Up Episode 1.**

Coney (or Conehead Zombie) is another member of Head Zombie's zombie crew! He may be stupid and crazy, but he still is a good asset to the team and is often loyal and willing to help.

He has a 'secret' alter ego called "Conehead Bonehead" who has a cape made of bubble wrap, but isn't very good at flying.

Coney also isn't very good at talent shows, as shown in Episode 6, but however, his cone gives him extra defense.

DuckWeed however theorises that he smokes crack because of his face, though her theory doesn't have much strong evidence, so nobody rightfully cares.
Peashooter

*"It's peace or peas!"*

**Peashooter's signature line.**

Peashooter is a main member of the Plants and shows great value towards his fellow plants. He sometimes leads the team but may get a little crazed.

He is secretly distant cousins with DuckWeed, but is still fine with shooting her.

He always loves what he does doing best, shooting peas at those dastardly zombies!

Surprisingly, Peashooter has only been in the series since Episode 7! Wacky!

## Likes And Dislikes

**Likes:**

* (Almost) All of the plants
* DuckWeed because they're related
* Nature
* Rain
* Wearing sunglasses on a rainy day
* Wall-Nut Bowling

**Dislikes:**

* Majority of The Zombies
* Strong wind
* Kernel Pult
* Hot days
* Lava (Episode 6)
The Super Epic and Awesome MichaelMinecraft190! Wiki

**Welcome to the The Super Epic and Awesome MichaelMinecraft190! Wiki!**
A wiki of the channel on YouTube "MichaelMinecraft190."

We're a collaborative community website about The Super Epic and Awesome MichaelMinecraft190! Wiki, we are the main source of most of the MM90 information.

This website is still a work in progress. Please if you can, add more pages!

## History

The MichaelMinecraft190 account wouldn't be created until 23rd of December, originally under the name scootabhoy. And the first video wouldn't come out until 17th of July 2021 which was a poorly animated Among Us short.

He has over 100 videos to his name, and several shows, although unfortnately most have been discontinued. MichaelMinecraft190 would make an account called "MM190Official" on scratch.mit.edu and that account also has more than 100 projects to its name. He used to be on a mobile app called Memasik under the username "mm190" but has since stopped being active there.

## Shows

* Plants VS. Zombies Stuffed Up (Series) **(EPISODE 10 DELAYED)**
* Elmo (Elmo's Adventures) **(CANCELED)**
* Battle For Nintendo Gift Card **(CANCELED, NOT MADE BY MM190)**
* MicMadness **(SCRATCH.MIT.EDU)**

Browncoat Zombie (or Normal Zombie originally)Head Zombie (Plants VS. Zombies Stuffed Up & Plants Vs Zombies Plush)
The Zombies

The Zombies are a group of zombies attempting to destroy The Plants and steal the brains of Crazy Dave. Controlled by the master Head Zombie, the zombies are a powerful team and are monsters that will do anything and everything to suceed. Unfortunately, they often are big failures.

## Zombies (I)

* Browncoat Zombie
* Conehead Zombie
* Head Zombie
* Little Midget
* Dolphin Rider
* Ted
* DuckTube