recursal/Fanatic-Fandom huggingface dataset:
Barry Robinson

Head Truck Driver (R.B L&T CO.)

* Previous

Construction Worker

## **General Description**

*Bazza is all about working hard and drinking beer*

Barry doesn't mind what he says and speaks the truth. He likes to be blunt and to the point of things and calls things out as he sees them. He loves trucking as well as off road driving but hates the city in every aspect. He sees work like Mining, fishing, trucking and metal detecting like hobbies and things to do between drinks. His goals is create a large enough trucking company where all he needs to do in life is Fish and drink for the rest of his life. Though while his friendly and outgoing you do not want to get on his bad side. His reckless behaviour is the gas to a fire that's constantly brewing inside.

## **Origin Story**

Barry is grew up on the east coast of Australia in a small mining town of Kalgoorlie, Western Australia. His parents worked on the mines, his older siblings worked on the minds, his aunts and uncles worked on the mines and his grandparents work on the mines. Birthdays comprised of gifts like a slab of beer, scratchy tickets and a card with $50 in it. From a young age he got the nickname Bazza which was coined from his siblings.

When he was drunk he bought a bunch of a lotto tickets and one of the won him a trip to Solis City. He thought why not and said his goodbyes and went straight into airport and took 6 connecting flight.

## **Solis City**

Arriving into the city he bought a second hand truck from sandy shores. He was trying to find out what he could do around this city and found out there is a truck rental company by the shipping yard. He bought a slab of beers, 3 scratchy tickets and made his way down there to check it out. He is planning on taking his knowledge of his families work on running the mines to create a large trucking company called "B.Robbo Logistics and Trading CO."

## **Fun Facts**

* If Bazza is around, there is always Beer close by
* Bazza was home-schooled by his Uncle

## **Quotes**

"G'day Mate"

"Maaate"
Jack Hastings

## **General Description**

Jack Hastings hadn’t had the best start in life. His parents worked tirelessly to provide for their small family of three and so Jack learned to fend for himself from a young age. With no siblings, he became very quiet and mostly kept to himself in his teen years. But after a horrific attack, he joined the police force at age 26 and finally found his voice and place in the world.

## **Origin Story**

Jack Hastings was born in the great north of the United Kingdom on 12th September 1995. He grew up as a quiet person through his younger years and didn’t receive a lot of attention or support from his family. His parents worked long hours in order to provide the best life for their son but in turn that meant that they were rarely around. Being an only child was difficult as Jack didn’t have anyone to talk to. His friends from school were few and far apart due to his reserved nature and so he became a lone wolf.

He always felt that something was missing from his life as if there was a lack of purpose and no direction. Jack has always been independent and never wanted to rely on anyone for anything. During his teen years, he was attacked on a night out with his friends where he was badly beaten and bruised but thankfully was rescued by a police officer. It was that exact moment that Hastings knew he could make a real difference in the world by becoming an officer and protecting others from the same thing he went through.

## **Solis City**

As the bus pulled up at the depot in Solis City, Jack Hastings knew he only had one goal in mind. Without even taking a second to unpack his belongings into his new apartment, Jack made his way to the Police Department for an interview. He was quickly hired as a cadet by the Chief of Police and began his first shift instantly. With nerves coursing through his entire body he slipped into his uniform and began absorbing everything there was to learn about his new role. Having felt like he had a point to prove, being amongst one of the few cadets with no experience, he worked harder and harder to achieve his goals.

Jack began his cadetship with Maggie Mead and they trained together for a long and tiring month of hard work and commitment. Eventually, they were promoted to officers and this became one of the best days in Jack’s life. He made arrest after arrest and quickly began to make a name for himself within the PD. It didn’t take long for Jack to become a respected officer within the PD and a promising future was beginning to prosper as he transferred to the State Troopers alongside Maggie Mead where his moderate driving skills were under constant scrutiny. His comedic attitude towards his job, his love for putting bad guys away and his dedication to the force allowed him to finally feel a sense of family with those who are much the same as him.
Streamers

## Streamers

Here you can find a list of streamers from Solis City

## Twitch:

AndyAshesGB as EMS Panda

Beetlejuicexx as James Blonde

BigMurkyWorm as Big Worm

Cheyhuahua as Destiny Demeanour

DeanB316 as Wenzel Ryder

EndTheG0d as Chapo Guzman, Monty Guzman and Lex Guzman

EvraeAshes as Evrae Ashes

Feydmurphy as Kermit Crimes

FishyMackem as Colin Haddock

Glemlims as Barry Morgan & Glem Morgan

Im\_Martyn as Chief Utley

Kaylaclew as Kayla

ManiacMandy as Mazikeen Cavil

Mucka as Bowler EMS

Nizibiit as Frankie Fraser

Og\_Rickyg as Rum Guy

OneHandDanny as Percy Henry & Freddie Black & Ayama Pygg

Princesslilliana1989 as Leah

Pughmeister as Ribbon-Smythe

Raztasticc as Travis Peralta

Strixscotia as Alfred Smith

Tatsvara as Andy Cornholder

ThatStrykerGuy as Brad Stryker

YesThisIsCory as Kirk Bartholomew

V4N DAMAGE as Claggy Jones

## YouTube

DeanB316 as Wenzel Ryder

YesThisIsCory as Kirk Bartholomew

V4N DAMAGE as Claggy Jones
Tequi-la-la

## Introduction

Front of Tequi-la-la

Tequi-la-la is a home for those who need it. It's a gun free, violence free establishment that aims to create a positive atmosphere for anyone who need it. The drinks can be cheap, there are crisps at the count and allows those who want to express themselves in comedy, music or poetry to do so by signing up.

## History

Tequi-la-la has been know as many other names. They way Kirk describes the situation was that he was alone, lost in the wood. When came up with the thought of wanting to own a bar. He found a scrap piece of paper in the campervan and drew up the rough plans. Kirk then found delivery person on a bike riding through the area and gave the piece of paper, his last $50 and told them to take it to government. 2 weeks later Kirk had a vision of being saved from death by a God like figure who told him where the hidden key to Tequi-la-la was and then Kirk woke up in pile of glass bottles. Kirk knew it was destiny and took his campervan back into the city, found the keys and opened the place up.

## Staff

* Kirk Bartholomew - Owner
Emergency Services

In Solis City we have an incredible team of professionals who are hear to ensure the wellness of the citizen's of this city.

They are experts in their field and can provide many service to help with: General appointments, trauma, broken limbs, burns, etc.

The team are also part time lifeguards and use this time to save the incredible Marine life which we are fortunately blessed with on our shores.
Cocoto Kart Racer (GBA)

> *This article is about the Game Boy Advance version of Cocoto Kart Racer. For the console version, see Cocoto Kart Racer.*
>
>

The Game Boy Advance version of Cocoto Kart Racer was released in 2005 alongside the PS2 and GameCube versions. The game was developed by Neko Entertainment and published by BigBen Interactive. Unlike the console version, this version is a completely different game due to the GBA being a much weaker system compared to home consoles at the time. The Nintendo DS version, on the other hand, is an actual port of the console version since that system is more capable of 3D games.

## Differences from the console version

* The major difference from the console version is that this version uses sprites to render characters and object rather than models
* The music is either a heavily compressed track from the OST, or a completely different rendition
* The main menu is an entirely different layout.
* Secret codes are used to unlock the hidden characters.
* All of the tracks are completely original layouts, exclusive to this version.
* Overall, the graphics and gameplay are more akin to Super Mario Kart/Mario Kart Super Circuit, since every track is flat, and obstacles such as enemies and long jumps are present.
	+ On that note, the track design seems to be rushed, since enemies are barely present or pose any threat to the player, and tracks are almost always the same layout.
* When the player is on the final lap, suspenseful music plays on loop until the player finishes the race. The console versions play a sped up version of the current track's music.
	+ This was used to save space, since in the console version's files, each track's music has both a regular speed audio file and a sped up audio file.
	+ This suspenseful music was reused in the DS version for the same reason

## Trivia

* This game and Cocoto Platform Jumper are the only two Cocoto games to be released on the GBA.
Freddie Black

Freddie Black is a mysterious man with a very dark past, his current intentions are unclear.

## Back-Story (Written by Freddie)

I was always told that I was an accident, a mistake, an abomination. My mother hated me, she said I had ruined her life by being born, for this she deprived me of daylight, luxury's and neglected me. I used to listen to the way Debbie (my mother) would speak with such love and admiration for my older cousin Percy. Ohh how perfect he was, with his degree, his beautiful pregnant wife Ami. I HATED it! Why did he get to live such a happy, privillaged life whilst I suffered?! That is why I caused the fire that night! I wanted to burn everything he ever earned so that Mr Perfect could get a taste of what it's like. I didn't know Ami was home, she usually went to bingo with her sister on a Monday evening. I loved Ami too, and I can never forgive myself for causing her death.

I have followed Percy everywhere and it seems that no matter what I do, Percy lands on his perfect feet. Should I continue on this path of destruction? Or do I start fresh and find my own future? Time will tell, in the mean time, FUCK Percy Henry!
Ayama Pygg

## Ayama Pygg (I·am·ah Pig)

Ayama comes from a deprived background, a background dominated by her criminal family and their ways of life.

Ayama has the hope that she can be the one to break free from her family's never ending cycle of crime and use the knowledge she has gained over the years to help fight crime. For this reason Ayama has applied to become a police officer and is currently awaiting an interview.

Not much is currently known about Ayama but she is ready for everything the city has to offer.
Eternis Station

*"If these insurgents do intend to attack this station then we shall hold back the fleet to entrap them from behind, this could also be a good opportunity for our new pilots to be tested in the field."* - Rear Admiral Finon speaking to an officer who has informed him of an attack on the station

Eternis Station was a space station that resided in the Inner Ring acting as a Imperial refuelling space for fleets and other ships who usually venture out into the bigger region of the Mid Ring alongside being an Imperial pilot training station for new Imperial cadets who have been selected to become starfighter pilots, the station is above a large gas giant planet that some Imperials have nicknamed a "sky fortress" having a large ray shield to protect it. The current rear admiral Finon Jissard is the station's leading commander that oversees the space station and security over the base including the training of new pilots, within recent years the Strasian Consortium would mark this station as a prime target to attack the Empire of Sudaetti with it being a big refuelling spot.

## Description

The Eternis space station was uniquely placed within the Inner Ring above a cloudy gas giant to cover its location from any enemies or hostiles allowing Imperials to refuel their ships in a safe area without risk of an attack alongside rest and recover, Finon Jissard was placed in charge of the space station shortly after the new Emperor assumed power as Finon was already against the Knights before their purge and strongly believed in the idea that they were causing problems throughout the galaxy so sought to use his new office to help establish order. Originally the station was simply made for the sole purpose of mass refuelling of fleets for the Empire who ventured out into the Mid Ring however the station would be expanded upon to make it larger setting up a training centre to help train new pilot cadets who would go on to become starfighter pilots for the Empire, the station was protected by a large ray shield which could withstand a large amount of firepower which combined with Finon's fleet protecting it makes it a well defended space station. Whilst the main purpose of Eternis was being a space station and training area for pilots it also would provide shelter and barracks for a large portion of Imperial personnel such as soldiers and officers including the station's own personal Imperial security force, despite the location of the space station being very secluded and hidden the new rebel group known as the Strasian Consortium have located it and marked it as a high profile target for them to destroy which would impact the Empire's fuel line critically for their fleets to travel.
Riven Wyvern

My name is Riven, for many years I used my proficiencies in delivering Illegal Cargo across the globe to secure me the biggest pay out I could land. A life on the open road, free to travel wherever I pleased with no destination in mind. Don't get me wrong, the job had its ups and downs as it was a "need to know" basis, rule number one was NEVER ask questions. My last job was sending me back into the United States along the West coast of California. I was delivering a rather large shipment of weapons and ammunition for god knows what. As I traveled across the Mojavi desert, nothing but vast sandy hills and tumbleweeds for miles in every direction, a broken-down car in the middle of the road forced me to stop. Long story short, I'd been ambushed, and my truck was stolen leaving me on the side of the road unconscious and left for dead. When I came to, I barely managed to escape the harsh desert, having the walk endless miles until another trucker gave me ride to the nearest town. I spent months tracking my truck down, my entire life was wrapped into it, my life savings hidden in a lock box stashed in the engine bay. The last clue I had led me to a town known as Solis City, there I was reunited with an old friend I'd met on the side of the road one day. That was a story for another time... but I trusted Eve none the less. She helped me track down my truck to a scrapyard, we'd been too late as the truck had already been scrapped and salvaged leaving it completely totaled and unfixable. That day ended a major chapter in my life, but with the end of one thing started the beginning of something new... I decided to stay in Solis city, recruiting skilled individuals to what would later be known as *The Sea of the Damned.* I lost everything that night out in the Mojavi, but in Solis city, I only just getting started...
Lucas Valentino

On Duty

Lucas Valentino was born into a humble working class family in cambridge. His father was a carpenter and mother was an accountant.

He went through the state school system before going onto college, once he graduated he then elisted for the navy.

Lucas served his time and left due to medical reasons. He fell into a dark spot and mingled with the wrong crowd.

He then started getting into a life of crime, robbing from shops, banks and houses. He then soon realised there is more to life than crime.

He decided to go for a new start in a new country so he left the uk for the states and settled in los santos.

He struggled to adjust to the new surroundings and decided to join the local PD. This was a great way to meet new people and a reason to persue a new carear.

After a few months he met his partner Ruby Azenka. She was a cadet at the time and he helped to train her.

After a month of traning her he was out on patrol and was Kidnapped by a deranged doctor and zombie for experimental tests and turned into the living dead.

1 week went past before he was brought back to MRPD by the doctor and given back to his collegues and partner.

Since this traumatic event, Lucas has become a Cpl within the PD and still training to improve himself.
Kabboth

Kabboth was a planet that resided in the Mid Ring of the galaxy being largely known for its planet spanning forests inhabited by various deadly and exotic creatures the world has been a local hotspot for various hunters to make legitimate money, aside from its rich game the world itself has various plantations on the planet that the Empire of Sudaetti has allowed to use slaves as labour for their fields with some slaves coming from Imperial prisons to work out the rest of their sentence. The planet is overseen by a Governor who runs the small slave trade on the planet building up a sizable profit kicking up a fee to the Empire, since practices such as slavery is looked down upon in the Inner Ring and Centre Core the Empire have used secondary parties in the Mid Ring to operate as semi independent in order for them to maintain influence and control over the large region which has allowed other looked down upon occupations and practices to begin emerging and that of criminal awareness.

## Description

The planet of Kabboth was originally an Outer Ring planet until the Empire pushed the border of the Mid Ring to encompass a large portion of systems with Kabboth being one of these planets included, like the common occurring theme across the Mid Ring Kabboth is known as a "frontier planet" due to it being so close to Outer Ring where there is only the law of criminals and no true civilisation or at least according to the Empire. Since it is a "frontier planet" it largely remains uninhabited with the planet being covered nearly entirely in deep and dense forestry with a vast and diverse wildlife both dangerous and harmless, due to the world's large pool of creatures the planet has become a local ground for hunting for either people to hunt for money or for warriors to prove themselves. Alongside the world's rich wildlife it also has a valuable flora growing various crops and plants that have been used to create materials and food on a large scale from which the Empire have utilised to provide food to Imperial outposts and bases in the Mid Ring and in return have given Imperial prisoners to the local Governor of the planet to act as workers on their various plantations, the Governor operates out of the Kabboth Palace which is the only somewhat civilised town on the world for people to visit being solely protected by the Governor's paid thugs.
Omurn

*"We live rough here but we make do with what we have our entire planet is dangerous on all aspects but despite this we thrive here and have made a home from nothing to something, since then we have traded with merchants and criminals alike to accumulate guns and supplies should we ever need to use them."* - Tribal chieftain overseeing the town of Vam

Omurn was a planet that was situated within the Outer Ring being a widely mountainous world having a small pocket of civilisation in the form of a small town named Vam inhabited by the native tribe of Omurr who were known to be great tribal warriors, due to the planet being covered in mountains the tribe of Omurr have built the town of Vam on a mountain and utilised the creatures known as the Duyo to fly across the planet instead of scaling the mountains and cliffs. With the world harbouring various dangerous creatures the native tribe use their hunting skills to either capture or kill these creatures and sell them to travelling merchants or criminals in order to receive supplies or weapons which they have now used to upgrade their own defences to protect their town, despite the planet still being somewhat primitive some of the Omurr have left the planet to either become mercenaries or to pursue other interests in the galaxy however they are all recognised by their tribal tattoos.

## Description

The world of Omurn is covered vastly in mountains alongside a large fog or mist that covers the lower portion of the planet however the native people of the world known as the Omurr would build their own settlement on one of the mountains eventually naming it Vam however due to the terrain of Omurn the tribe found it fairly difficult to grow or cultivate their own resources, whilst not being able to grow food or other valuable resources the tribe of Omurr were able to learn to tame the flying creatures they named Duyo which in their language translated to winged beast. Having tamed these beasts the tribe are able to navigate and traverse the mountainous world at a quicker pace allowing them to patrol and protect the lands from which they live upon, whilst patrolling their land they were also able to identify even larger beasts which they initially hunted for food however as passing criminals and merchants passed them by they would trade the trophies, pelts and other components from the animals that they had no need for which in turn became their most valuable asset. Over time the tribe grew and so did everything else from their food storages to their weapons depot as they continued to do trade with passing travellers even providing some of the beasts they had captured to other crime lords who sometimes used them in arena fights, whilst the tribe liked their home and prided themselves on being warriors to their people some natives would eventually leave their planet becoming either great warriors within the galaxy, arena fighters or mercenaries and muscle for other criminal syndicates.
Yebbuna

Yebbuna was an Imperial controlled planet that was based in the Helius Zone between the Outer Ring and Mid Ring acting as one of the large city planets being highly populated and a valued Imperial border world, the world was famed for being a similar and imitating version of the capital world Sudaetti which also was a city covered planet however Yebbuna was known for its strict and tyrannical Governor who revelled in the luxuries that the planet provided. Alongside the Governor running the planet he would also employ a Warden who oversaw the entire military and police presence on the world alongside overseeing the Yebbuna Prison, as the planet was largely populated the prison having housed over thousands of prisoners became much more of a burden than both the Warden and Governor thought which led them to sending some of the inmates with lighter sentences to the planet of Kabboth where they worked off their sentence on plantations. Whilst the Empire maintained a large presence both orbiting and on the planet a group known as the Silver Lords served as an underworld organisation on the world mainly having spies monitor all the goings on and good slicers who were able to hack into Imperial communications from time to time, the group largely acted as an information hub but also hailed some influence within the Yebbuna Prison if they ever needed to interrogate an inmate, recruit an inmate or even break an inmate out to further their goals.

## Description

The world of Yebbuna was regarded by many to be a distant relative and imitation of the Imperial capital world of Sudaetti in the sense of its planet wide city however despite their similarities this planet was much more of a downgrade from the Imperial home world being a border world to the Outer Ring which meant that due to them being so close to a much more wilder region of space more military presence and a harsher enforcement of the rules, even though there was a military presence and a strict enforcement of rules the people of the planet were regularly law abiding civilians however due to the heavy Imperial influence the world also harboured large anti Imperial groups with one of the notably major groups being the Silver Lords who were created on the planet originally to help the poorer and people that the Empire targeted but would eventually evolve into an underworld information gathering criminal organisation that now has a network across the planet whilst remaining hidden from Imperial authorities. The group also utilises spies and informants within the large city prison for many different reasons such as interrogation, recruitment or to break them out in order to further their own goals and aims, since the group's formation over the years they have become a thorn to the Imperial Governor who had since recruited a Warden to oversee both military presence within the city and the Yebbuna Prison in the hopes of quelling the Lords' influence.
Story

This article explains the story of **Light Bulb: Reillumination**, which is experienced throughout the game. This article also details the Endings and how to get them.

**NOTE:** Please keep in mind that some information may not factually be correct.

## Terminology

* Tomorrow Tech: A company that sent a bunch of colonists into The Maze, though had to
* The Sanctuary: A simulation that was created as a test to help mentally ill people and as a fallback if a world-ending event occured
* Temnota: An AI created by Tomorrow Tech and put into The Sanctuary to assist in removing any mental illnesses to people put inside it, however appears to have become sentient due to the sanctuary being unstable which allowed it to take over and torment those inside instead of helping.
* Phone Guy:

## Endings

There are 3 endings you can get in the game. Here's how to get them:

* The Good Ending: To obtain the good ending you must pull all the levers. After this is complete, you will wake up in a colonist pod outside the simulation in an abandoned Tomorrow Tech facility.
* The Bad Ending: To obtain the bad ending you simply don't pull the levels and fall into the hole. You'll then wake up in a wooden room with one exit. Walking out of the room will appear a straight line of lights. Following the lights to the end will result in a Light Bulb (get it? Light Bulb?) being present and the monster, breaking the light. Keeping you in darkness forever.
* The True Ending: To obtain this ending, you must pull all the levers (similar to the Good Ending) and once you awaken in the Tomorrow Tech facility shutdown the life support systems and simply exit the facility.
Astea

*"Astea is one of the Imperial's main warehouse and storage planets alongside its large factories it will be here that we'll find what where looking for."* - Hired guns looking for cargo they were paid to find

Astea was a Inner Ring planet and was a directly Imperial controlled world that acted as one of the Empire's larger produce planets with factories spanning across a large portion of the planet making up the capital city of Jita which was a large city containing various factories and warehouses being the city that the Empire control and monitor for both incoming and outgoing cargo, the planet was regarded to be one of the main reasons that unemployment within Imperial territory has decreased alongside other planets having provided factory jobs to the various unemployed people that resided on Imperial worlds. Despite the planet's good reputation for providing millions with work it has also become a way for criminal organisations and other outlaws to smuggle goods further into the Imperial borders as well as bribing dock workers to give them manifests of valuable cargo to sell to other buyers.

## Description

It is unknown as to when or what year that the Empire of Sudaetti began utilising the planet as an industrial site however records have indicated that the planet was relatively barren and uninhabited before the factories and warehouses were built, since they were built the planet's greenery has decreased over time with approximately half of the planet being left alone for the time being. The majority of the factories and warehouses in the capital of Jita are owned directly by the Empire of Sudaetti in order to import and export goods to various other Imperial controlled or allied planets and systems however some corporations and rumoured criminal groups have their own warehouses and factories that are privately owned paying the Empire a fee to not raid or take them over, the planet itself is monitored by the Empire and governed by them having a Director of Astea be put in place to help oversee the activities and goings on that occur planetwide.
Battle of Mount Occulus

The Battle of Mount Occulus was a 3, arguably 4 way skirmish which occurred in 63 AGW, between the Order of the Eye, the Kingdom of Zorn and the affiliated watchmen, the Duchy of Closter, and the forces of Garrandur of Dusk. The engagement was a tactical victory for the Order of the Eye but was strategically inconclusive. It is considered the true beginning of the Second Great War

## Participating Forces

Watchmen
Nonvian Rangers
Duke Fred Taylor
GM. Vophos (KIA)
M. Condit (WIA)
Captain Royce
3 mercenaries
2 nonvian rangers
3 court officials
 Order of the Eye
Duchy of Closter
HM. Levis
Duke Lloyd Taylor
4 Grand Magisters
20 Closterite guards
~40 watchmen (late battle)
 Forces of the Dusk
 Kingdom of Syrion

## Pre-Battle

Following a lead from Occulus and the captivity of Targe, Caspian Farell, and Tabithus, Initiate Occulus and Eileen went to Mount Occulus along with Fred Taylor, who was found alive in the Syrion wilderness. They were met by Fedus, who initially tried to convince them Silas Steen had tried to aid Orion in stealing the crown fragment, but was caught in this lie by Occulus and soon revealed his true nature as a servant of the black dragon Garrandur. He was close to convincing Occulus and Eileen to join him (and subsequently killing Fred) when Lord Commander Typus, along with Levis and 4 Grand Magisters (from Zorn, Closter, Brandenshire, Mitteland, and Westwich) arrived, warning the party to flee and challenging Fedus to fight them. They were soon followed by Blaine Orestilla and her allies, who opposed both present factions. Lloyd Taylor then joined the battle with his guard, aligning himself with Typus and his forces.

## Battle

The battle soon began after Lloyd entered the field, when Typus and Levis moved to attack Fedus, quickly descending into Chaos. Vophos and Condit also moved to attack Fedus, engaging along the way with Typus and Levis. Lloyd fought with Fred, Blaine, and Eileen, quickly wounding Eileen but having more difficulty with the other two. Occulus met swords with the Grand Magister of Westwich, who he fatally stabbed. During the fight, Vophos was mortally wounded by Fedus, and Condit was injured as well before Fedus and his forces made their escape. This led the Order of the Eye to focus their attack on Blaines forces. Occulus cast a firefly into Typus, knocking him into the stone eye atop the mountain and causing him to become unresponsive. Lloyd fought with Caspian and Targe as Levis knocked down Blaine and moved to kill her. However, Condit intervened and blocked his strike, allowing Fred to engage him. Shortly after, Blaine ordered her forces to flee the battle as Typus's troops had by now joined the fight. After losing their pursuers, Blaines forces met with a detachment of Syrion troops, who escorted her and her allies to Syrio. Typus survived his injury, and he and his troops withdrew into Westwich.
Onehanddanny

I am a 29 year old Amputee gamer, I am a father, a partner, a friend. I want to share this video I created at a speech:

A story of how my life lead me to the Hero Arm - Open BionicsHow life made me the man I amI Don't take life too seriously and value every moment I have.

## My RP history

I was first introduced to RP almost 2 years ago when I created a character called 'Kenny Dewitt', this character was a taxi rank owner and Up 'N' Atom owner. I was hooked with this character although Kenny had no real back story. The lack of a back story is what led me to Percy when I changed cities, this city was whitelisted and needed a back story, that is when I came up with Percy Henry. Solis City is now Percy's 3rd city and he will remain here where I am happy. Percy's story has continued from city to city and this development has changed him from a shy man, to a man that can now be a boss of his own company and be viewed as a leader.

I now call Solis my home for my characters, I love the city, the staff and the community. Genuinely think of everyone involved as friends (regardless if my characters get along with their characters).

## Likes

* Gaming
* Streaming
* Spending time with family
* Football (Arsenal fc)
* Food

## Dislikes

* I HATE pea's (more of a mild phobia)
* I dislike bad smells
* Rudeness
* discrimination

## Hopes for the future

I hope to progress within my career to provide comfortably for my family and to enrich my life with new friends.
Earth Magic

**Earth Magic**

As a starter magic, earth is trainable from the age of 6 with no prerequisites. Earth is considered an excellent starter magic for defense. Earth's presence form is purely physical; in fact, generating new earth requires intense amounts of earth magic, and it's far more common to simply mold the earth nearby. Aside from defense and physicality, earth magic is also known for its connection to strength and focus on a slower, powerful style.

Manifests:

* Being a purely physical magic, earth manifests are often called constructs, as after formation they take no concentration or stamina to maintain if well formed
* Constructs are difficult for both magical and physical attacks to pierce, with no way through other than breaking
* Earth is still and sturdy; once formed into a new shape, it takes force to get it out of that form.

Action Properties:

* Since earth magic is so physical in nature, its damage can be calculated simply by observing physical properties of the attack (such as mass or velocity)
* Moving earth constructs in the air makes it weaker, tying it to the main source of earth increases its strength and prevents crumbling
* Earth magic is often used to simply form the shape of the attack, while a combination of strength and earth magic are used to move it

Movement and Sensory:

* Earth's movement boost is to change the very terrain you're on to make it easier to traverse
* Earth can also be used to create a platform one can ride on
* Earth's sensory boost is sensing vibrations within it, and relies on hearing as well as earth magic to use properly
* Earth constructs can be used to obstruct vision as well as for soundproofing or amplification if it's in the right shape.

Healing and Utility:

* Earth magic can be used to create casts and stop bleeding, but earth magic is not known for its healing
* Earth magic can be used for construction and excavation

Interactions with Other Magics:

* Water can erode earth or make it into mud, which both earth and water have control over
* Water inside of earth can be destroyed by freezing the water with ice, shattering the earth
* Physical force is an effective way to simply burst through a construct
* Nature can grow out of earth constructs
* Electric magic is effectively countered by earth, should the earth construct be grounded
* Fire magic cannot use earth constructs as fuel

Derivatives:

* Metal (a pure Earth derivative that focuses on physical defense and magical conduction)
* Crystal (a pure Earth derivative that focuses on magical dispersion but shatters due to physical attacks)
* Magma (a combination of Earth and Fire
* Sand (a combination of Earth and Wind, can also be derived from just Earth)

Related Species:

* Petran
Electric Magic

**Electric Magic**

Being a starter magic, electric is trainable from the age of 6 with no prerequisites. Electric is an excellent offensive option with great speed and power, but less versatility and less commonality than fire. It is extremely powerful and should not be overlooked as inferior, it is simply another magic alternate to every other magic. It's presence form is magical, and as such deals magical damage instead of physical damage. Electric has some of the most interesting interactions of any of the starter magics. In terms of physical stats, it is tied to reflexes and prediction.

Manifests:

* Electric manifests in short bursts, and requires magical stamina or a battery to sustain itself for longer than a split second. As such, attempting to make electric constructs is ill advised as it drains a large amount of stamina.
* Electricity can't really be passed through so much as the electric magic will pass through you, dealing damage or conducting itself.
* The behavior of electricity is unpredictable, as it will always be attempting to properly conduct itself around as well as end up grounded.

Action Properties:

* Electric damage is tied to the amount of electric magic in the attack, as well as any other electricity it managed to collect
* Natural conductive materials, such as metal, and magical conductive materials, such as ice will have the electricity pass through them. Electricity in the air uses dust to bounce around. Electricity in water uses impurities such as salt to bounce around. Electric is highly dependent on conduction.
* Being so incredibly fast and conductive, the path of it's action should be fully thought out before use for the best results.

Movement and Sensory:

* Electric's movement boost is to increase one's reaction times and general speed, and is one of the best for quick and rapid movement
* Electric's sensory boost is to put your brain into hyperdrive, which slows down one's sense of time, although this is damaging

Healing and Utility:

* Electric can be used to stimulate nerves and speed up one's natural healing processes, although this takes an extreme understanding of neuroscience. Electric is not known for it's healing.
* Perhaps the most obvious thing to use electric for is powering machinery via magical stamina.

Weaknesses:

* Earth is a direct counter to electric, grounding it instantly and nullifying it's power.
* Water in it's absolute purest form with no imperfections is an insulator, not a conductor. This requires high levels of water magic to accomplish.
* Wind can disrupt dust in the air and, if done before the electric attack, prevent it entirely.

Strengths:

* Electric is not so much strong against any magics, as it is conductive with them.
* Ice constructs and magic is conductive
* Metal constructs and magic is conductive
* Crystal constructs is conductive
* Water, if unpure, is conductive

Derivatives:

* Plasma (a combination of electric, fire, and wind)
* Magnetism (can be derived from electric, light, or metal)
Water Magic

**Water Magic**

Since it is a starter magic, water magic is trainable from the age of 6 with no prerequisites. Water is considered to be one of the most versatile magics. Water's presence form is considered to be between physical and magical, in that while it is generated and created from magic, it will persist afterwards in the form of fairly typical water.

Action Properties:

* Water will do more damage when pressurized and fast moving
* Boiling and freezing water magic attacks can cause additional damage, but requires the help of fire/electric/light or its derivatives for boiling, ice or its derivatives for freezing, or extremely high levels of water to do it without the aid of other magics

Movement and Sensory:

* Water's movement boost is based around increasing reflex and agility using water's natural flow
* Water's sensory boost is based around the ability to sense things moving within water
* Water magic can be used to increase swimming speed
* Water magic can be used to breathe underwater at high levels, or when mixed with wind magic at lower levels, which will help with traversing underwater
* Water magic can also be used for sensory deprivation if a target is willing to let it happen

Healing and Utility:

* High levels of water magic can be used to heal
* Water magic is one of the most useful for everyday life, especially when doing laundry, dishes, or otherwise cleaning
* Due to its magical nature, water magic helps slightly with stimulating plant growth when used as opposed to normal water

Interactions with Other Magics:

* Electric magic conducted through water can make it more potent
* Ice can freeze water magic
* Nature can use water magic to help with plant growths
* Mirror magic can use water as a reflecting surface
* Water can erode earth manifests or mix with it to form mud, which water magic can control along with earth
* Water can extinguish fires, although high enough fire magic can simply boil the water

Manifests:

* Can be passed through without breaking them
* Require active concentration to hold their form, or else they will dissipate into regular water
* Is always slightly moving and flowing within itself

Derivatives:

* Steam (a combination of water and fire)
* Mist (a combination of water and wind)
* Holy Water (a heaven variant of water magic focused on healing)

Related Species

* Elata
The Sanctuary

**The Sanctuary** (also referred to as **The Maze**) is a simulation created by Tomorrow Tech Co, that was used as testing grounds for people with Mental disorders and as a fallback for society to enter into if a life ending event occurred in the real world.

In Light Bulb: Reillumination, the player is put into an unstable version of The Sanctuary.
Lost in the labyrinth

**Lost in the labyrinth** is the first chapter in Light Bulb: Reillumination.

## Plot

The *player* spawns in an storage room containing empty shelves a vent and a small room. However, in front of the player is the door which they need to get through to continue the chapter but it's locked. The player gets a key from the small room and unlocks the door and proceeds to walk past empty lockers and one locker that allows you to enter it which suggests that something bad was going to happen when you open the door at the end of the hallway. Upon opening that door a shelf falls over crashing down on the metal floor in front of the player. After that occurs the player goes towards another door leading into the corridor and answers the phone as it immediately rings just as the player enters the area. Upon answering the phone there is a male voice attempting to talk to the player but can't because of a creature interrupting him which results in him telling the player that he has to gone before abruptly being cut off. After the phone call finishes ominous music begins playing in the background as the player explores the areas.
Fire Magic

**Fire Magic**

As a starter magic, fire is trainable from the age of 6 with no prerequisites. Fire magic is considered to be one of the most useful and versatile magics for both everyday life and combat.

Fire's presence form starts as purely magical, dissipating after a cast is complete unless it attaches itself to a fuel source and becomes self sustaining. At that point, it is considered both magical and physical, since it can be extinguished with fire magic or natural methods. Fire is also the most common magic for dealing damage and one of the most common magical weaknesses for a species.

Action Properties:

* Fire magic will do more damage depending on the level of fire magic, amount of fuel consumed, raw heat, and oxygen exposure
* Moving fire around quickly may cause it to extinguish if it can't latch onto a proper fuel source or it is simply blown out by the movement.
* Fireballs conjured with fire magic can be “charged up” prior to being cast, using more time and stamina to create a more powerful fireball

Movement and Sensory:

* Fire's movement boost is a simple speed increase based on fuel, magical or physical
* Fire's sensory boost is heat vision as well as the ability to sense where and how strong fire is
* High levels of fire can be used to create heat mirages to make sight less reliable
* Fire's movement boost can leave behind a trail of flames

Healing and Utility:

* Fire's primary healing ability is to cauterize wounds; fire magic is not known for traditional healing
* Fire as a utility can be used for cooking, keeping oneself warm in the winter, and making sure your hot cocoa is at exactly the right temperature
* Has applications in alchemy as well; with high enough levels of fire magic, salt and sugar can be melted, for instance

Interactions with Other Magics

* Water can extinguish fire magic, or fire can boil the water (possibly creating steam)
* Wind can blow out a fire or spread flames (may require additional fuel)
* Earth can be used to suffocate a fire by cutting off its oxygen
* Ice can extinguish fire magic, and it takes much more fire magic to invalidate; fire magic can also melt ice
* Can use plants from nature as fuel

Manifests:

* Fire can be passed through without breaking it, but will actively scorch whatever passes through as well as attempt to use it for fuel.
* Fire manifests require a source of fuel to stay around, either magical stamina or physical fuel. Fire magic can grow out of a user's control with enough fuel.
* Fire magic is always flickering and attempting to grow itself by consuming more fuel than a caster may want to put in.

Derivatives of Fire:

* Plasma (a combination of fire, electric, and wind)
* Magma (a combination of fire and earth)
* Steam (a combination of fire and water)
* Blackfire (a combination of fire and dark)
* Whitefire (a combination of fire and light)
* Hellfire (demonic variant of fire)
* Holyfire (angelic variant of fire)

Related Species:

* Genasi
Starter Magics

**Starter Magics**

Most races in Deorum begin with an array of the following magics, known as “starter magics”:

* Water: 5
* Fire: 5
* Earth: 5
* Wind: 5
* Ice: 5
* Electric: 5
* Nature: 5

If a race is unable to learn a certain magic type or starts with a different (usually higher) level of a certain magic, it will usually be indicated in the race’s description among its buffs and debuffs. Some races have additional unlisted starter magics, such as Ritulas which start with 5 dark magic, yet nowhere in the Ritula description is this fact mentioned.
Gear Enhancements

**Gear Enhancements**

Once you have your gear, it's important to make sure that it's decked out. There's three main ways to enhance one's gear. Etchings, Enchantments, and Empowerments. All three work differently and have different possible enhancements. The following is a simplistic overview of each, click the links for a list of all known variants of that enhancement.

**Etchings:**

Etchings work by inscribing runes into gear, the etchings are physical and if scratched out can lose their effect. These are the most basic enhancements, and will often just be a way to make it stronger in terms of raw power more than anything specific.

**Enchantments:**

Enchantments work by putting magic directly into the material, and are not directly physical. Anti-magic can get rid of the effects. These are slightly more complex than etchings, and will introduce new methods of using the gear or features.

**Empowerments:**

Empowerments define a piece of gear, unlike etchings or enchantments there can't be very many empowerments and getting rid of them is quite difficult. Empowerments introduce the strongest and most unique aspect of your gear.