recursal/Fanatic-Fandom huggingface dataset:
Hands

## Overview

Hands are prehensile, multi-fingered appendages at the end of the forearm, which were evolved for the sole purpose of playing Wii U. Hands have been used for countless other purposes across the millennia of human existence, but scientists such as Bill Nye have determined that these are all secondary to their intended purpose. Without the Wii U, the Hand has no purpose.

## Abilities and Secondary Functions

Through human ingenuity, countless uses and powers can be achieved through having hands:

* Punching: A physical attack where one closes their hand into a "fist", and strikes their opponent with it.
* Holding: The ability for the fingers to clasp around objects and keep them in place, even if the user moves it around.
* Pinching: The ability to use the fingers to grip things incredibly tightly, so as to hold a very fine object, or to inflict pain on a human.
* Tickling: [REDACTED]
* Thumbs Up: Able to non-verbally convey affirmation through only the use of the thumb. Does not work if the receiver cannot view the hand.
* Flipping the Bird: A forbidden technique that allows one to cause emotional distress towards another through use of the middle digit alone.
* Shooting A Gun: By using the thumb and digits to hold the gun in place, a gun can be "held" in a user's hand. Additionally, by using the Index Finger (sometimes referred to as "trigger finger"), the trigger of the gun can be pulled, causing it to fire.

## The Search for Hands

In order to play Wii U, one must have hands. Thus, the search for Wii U and the search for hands are one and the same, and several have spent their lives seeking a way to grow hands themselves.

Some have found success in growing hands through various means:

* Debramin was able to grow three organic hands (though no accompanying arms) through unknown means.
* Johnnymanin was able to grow a hand through the use of the Spinner, as well as an arm.
* Connormanin, being a Smegdroid, is capable of equipping himself with mechanical arms of various sorts. Additionally, being a droid, he can also directly connect to a Wii U through wi-fi.

However, aside from these methods, a reliable method of growing or attaching hands to otherwise hand-less creatures remains unsolved, and is one of life's greatest mysteries.

Still, Smegmanin continues his search.

## List of Characters that have Hands

* Debramin
* Johnnymanin
* Dubsy
* Bepe
* Mangostis
* Piglet's Big Game: The Person (???)
* Paul Blart (Mall Cop)
* Liquid Blart
* Paul Bart
* Schnozzine
* Bowbeth
* Bill Nye
* John Darksouls
* gilGAMEsh
* Rena Bloodborne
* Nico Nico Nii
* President Keemstar
The Cathedral of the Sunken Faith

### Exterior:

Walking up the stairs to the Cathedral you reach a veranda that extends along all sides. The doors to the interior stand before you, enormous, oaken, and swollen, one on either side of the stairs. Upon them is engraved a number of images depicting the Priestess performing miraculous deeds and leading her followers to some unknown destination. Muffled singing can be heard from the interior of the Cathedral.

##### ***Heraldry:*** These images depict the time of the first founding of the Haven. When the Priestess took those who felt called by her grace into the wilderness to seek a new home and build a place of worship. The miracles being performed are depictions of her creating food to feed those brought to this new world as well as healing the sick and wounded.

All along the perimeter of the Cathedral, always at its base, are small rectangular holes. As if while building it they left stones out every so often. Out of these holes pours the same brackish water that fills the swamp.

## Interior:

### Main Floor:

The interior of the cathedral is grand, with large pillars along its center and smaller ones along each side, separating the aisles from the congregation. These pillars all have human busts engraved in them, from base to crown. Water pours from the eyes of these reliefs.

The main nave of the church is filled with bloated bodies sitting in a prayer posture with arms outstretched to the Priestess and their faces underwater. They do not move or make notice of your arrival. Their are two transepts along either side of the Cathedral, these have a similar structure as the main nave, but contain fewer bodies. Above you, on either side, rests a balcony. The stairs to these are halfway between the entrance and the transepts along each aisle. At the far end of the Cathedral lies the choir. An immensly bright light is emmanating from here with a vaguely humanoid shape outlined within.

The once muffled singing now rings loud in your ears, growing in intensity. you can't make out the words, but the tone seems to lull you into a sense of well being.
Unboxing (Fanfic)

## Overview

"**Unboxing**" is an ongoing fanfic started in 2018. It follows Connormanin, as he is tasked by his creator, David Cage, to spy on Smegmanin, only to begin developing emotions and eventually rebel against his creator. The fic is currently at 16 chapters, and updates irregularly, whenever the author has time. It takes place in an alternate universe from the main canon.

Begin reading here.

## Characters

* **Connormanin:** Protagonist of the story. Created by David Cage to spy on Smegmanin, he quickly befriends Smegmanin and develops emotions and a soul over the course of the story, leading him to rebel against his creator.
* **Smegmanin:** Wii U fanatic and target of David Cage, who wishes to study him and bring him to Quantic Dream. Smegmanin befriends Connormanin over the course of the story.
* **Bepe:** One ofSmegmanin's roommates, and a self-proclaimed warrior of justice who fights for America. He aids Connormanin in his adventures.
* **Mangostsi:** Smegmanin's other roommate, a mango man primarily concerned with cucking as many people as possible.
* **David Cage:** Connormanin's creator, who built him to show Smegmanin the way to the Sony side.
* **Debramin:** Smegmanin's arch-enemy, who hoards Wii Us to taunt his rival.

## Trivia

* did you know that this was written by a sentient garbage can
* its scientifically proven that reading this will make you dumber
* in this fic, the voice of Connormanin was provided by mel blanc
AkuMeidos

The insignia of the AkuMeidos

## Overview

**Elite Squadron "AkuMeidos"** was an American black ops team that worked directly for President Keemstar during his rule, and were comprised of his most elite soldiers. The AkuMeidos carried out many assassinations for President Keemstar, as well as acting as his personal guard. They were feared for their strength and ruthlessness, as well as their loyalty to their President.

Following the Steel Spinner Incident, where President Keemstar was defeated, the AkuMeidos unit was officially disbanded by the following president, President Uzumaki Naruto. President Uzumaki also declared the AkuMeidos unit to be criminals and sent out warrants for their arrest, forcing the team to go on the run.

## Members

* [CLASSIFIED] (Leader)
* Bowbeth
* Natsukimanin
* Nico Nico Nii
* Rena Bloodborne (Honorary Member)
The Skeptics

## Overview

**The Skeptics** are the greatest minds, the most Reasonable People, who vanquish lies through their superior intellect and scientific knowledge. They are ostensibly neutral and are only interested in the truth, but during times of great crisis they will ally against the SJWs. The Original Skeptics were the scientific leaders against Bill Nye, and were the reason the world was reborn after it was destroyed. The Skeptics, currently, are just those who carry on the mantle in the new world. They seek to protect America from the cuckoldry of the Cucks.

## The "Skepticucks"

In 2009, a Skeptic compound was attacked by the Church of Cuck's top black-ops squad, "CUCKHOUND" (lead by Liquid Blart). Two heads of the Skeptics were captured, and brainwashed into what is now known as "**The Skepticucks**". The brainwashing backfired, however, as rather than joining the Church, the Skepticucks split off, dedicated to serving The Cuck by converting the entire world into cucks. They began experimenting with Mangostsis's DNA, leading to the creation of the Weeping Mangoes, which they proceeded to spread across the world, creating havoc.

The Skepticucks have remained at large ever since, brainwashing more and more members. Neither the Skeptics nor the Cucks want much to do with them, so they remain largely unopposed in their quest.

## Excommunication of Bill Nye

On April 21, 2017, Bill Nye the Science Guy released a new series titled "*Bill Nye Saves The World*". The show had the gall to treat LGBT+ identities and sexuality like it was valid, and was considered by Skeptics to be far too tolerant of the LGBT+ community.

*"He made me angry. He made me very, very angry."* -- Rational Big Boy Armored Skeptic

*"I'm just sick of this overly-gay, overly pro-trans narrative being pushed everywhere."* -- Definite smart man No Bullshit

The Council of Skeptics released an official statement shortly after that Bill Nye had been officially excommunicated from the Skeptics, to which Nye responded:

*"What? Skeptics? What are you talking about? Get out of my house!"*

He was thusly stripped of his title "Science Guy" and simply became, "Bill Nye the".
Commander

## Appearance

Enormous and naked, with stark white hair. Wields a 2-handed broadsword as tall as a man. Rides on the back of a phoenix.

## Combat

Phase 1 has the Commander riding on the back of his phoenix mount performing All-Around swooping attacks. All damage from party members is dealt directly to the phoenix.

Phase 2 begins once the phoenix's health pool dips to zero. It will fall from the sky and explode in a fireball once it hits ground. The Commander, during this phase, will only engage in single combat. He will only attempt Killing Blows, as per the fighter ability detailed in the High-Level Campaigns book.

Phase 3 begins once the Commander's health has dropped below half. He will spend a round retreating from combat and move toward the pile of ash left over by the phoenix. The Commander will transform his blade, as detailed in Phoenix Bane's item description below, and engage in normal combat until dead.

## Treasure

Phoenix Bane:

Requires 17 strength to wield without penalty. 2-Handed sword +5, the surface of the blade looks charred and black like a burning coal. Attacks made with this weapon deal an extra d6 fire damage. If phoenix ash is rubbed into the flat of the blade the weapon will transform and become composed entirely of flame. In this state, the blade deals 10d6 pure fire damage with a chance to cause enemies to catch on fire, save vs death.
Weeping Mangoes

An instance of a Weeping Mango while dormant.

The Weeping Mangoes are artificial mango creatures created by The Skepticucks using leftover DNA from Mangostis. They move only when unobserved by a sentient being, allowing them to move incredibly fast when out of sight. Their *modus operandi* is to target couples and cuck them while not observed, happening as quickly as the blink of an eye. This, combined with their ability to blend in with ordinary mangoes easily, makes them an extremely deadly threat.

## Biology & Behavior

In composition, Weeping Mangoes share the same genetic makeup as an average mango, with the notable exception being facial features made of a semi-organic carbon compound, which allows them to slurp up cuck energy after a successful hunt. The mechanics of their movement is unknown, as they move solely when unobserved, but they have been shown to move incredibly quickly and have little trouble traversing obstacles. While observed, they remain mangoes, and can even be consumed and gathered nutrition. Whether they can survive digestion is currently undergoing testing.

Commonly, Weeping Mangoes worm their way into high-traffic areas where mangoes commonly reside, such as supermarkets, farmer's markets, and grocery stores. They lie in wait for couples to peruse the selection, and typically wait until being purchased and brought to a residence in order to become active. The less people are around, the more active Weeping Mangoes tend to become, and they can remain dormant for up to 3 weeks without feeding. Starving Weeping Mangoes will become more aggressive, finding and following targets until their guard is lowered.

Notably, all Weeping Mangoes become docile and inert when Mangostis is nearby.

## Creation

Little is currently known about the creation of the Weeping Mangoes; many researchers even suspect that the Skepticucks did not even intend to create them, rather intending to create a "second mangostis" or experimenting with his DNA to unknown ends, and created the Weeping Mangoes as a byproduct. What is known is that they bear Mangostis's DNA, and are connected to him in some fashion. Analysis of Weeping Mangoes has shown them to be identical to completely ordinary mangoes, with hardly any genetic or technological alterations. It is hypothesized that their true nature is completely unobservable due to the nature of their abilities. Alternatively, some theorize that one of the Skepticucks just saw that one episode of Dr. Who and went "lol wouldnt that be fuckin stupid if we did that but a mango".
Dubsy

Dubsy, with his Shadow.

## Overview

**Dubsy** is a 2-dimensional being from the Crossover Central. He is canon to all realities at once, and can perceive all realities at once like that one alien voiced by Keegan-Michael Key in that one episode of Rick and Morty.

He is familiar with Dancecat, but avoids them out of an acknowledgement of their strength.

### He is also known as God's left hand.

He is more formally known as https://www.twitch.tv/dubsyrl

## Creation

Dubsy was created by a splinter group from the Skeptics Canon Investigation Agency. After the CIA discovering the existence of a sealed entity unconstrained by canon, Monika Undersans, a minor set of researchers became obsessed with breaking the chains of canon and reviving this entity. Fearing the obsession of this group, the skeptics drove them out and cut them off from the tools to research the phenomenon of canon.

Spurned by the skeptics and filled with a zealous passion for their new god, the group became a cult under the name META and devoted themselves to dark magicks and ancient conceptions of canonicity. In doing so, they became aware of a ritual to breach the four walls of canon. Mistakenly believing this to be the key to resurrecting Monika Undersans, they engaged in the ritual. In doing so, they sacrificed a being of pure good that they had captured for use in the ritual and damned it to complete non-canonicity. However, the beings purity was too strong to summon the malevolent entity and rather created a different creature that is unconstrained by typical canon. In effect, every iteration of Dubsy is the same Dubsy. Torn between the sacrifice's goodness and Monika Undersans' malevolence, Dubsy is inconsistent and perhaps not fully aware of their own actions.
Mireguard

## Appearance:

The Mireguard stand at least 9 feet tall and are clad in heavy plate male that never shows wear. Their armor has no visible notches or seams making it nearly impossible to seek out a weak point. The only break in the armor is a tiny slit in the helmet for the Mireguard to see out of, but no face can be seen through the shadow within. The iconography on their armor shows a symbol of the Priestess on their breastplate.

## Combat:

The Mireguard are trained heavily in combat and tactics. Those with shields will form a powerful phalanx to block an enemies' advance while those wielding weapons with range attack from behind the immovable wall. The Mireguard's preferred environment is the Priestess's swamp suffering no penalty to movement and being immune to overbear while within its borders. One of the most powerful of the Mireguard's combat abilities is the bolstering of their faith when they have someone in their party to protect. This yields a +1 to attack and +1 to damage per non-Mireguard member they are traveling with. Up to a maximum of +5. Due to the lack of any visible breaks in their armor, the Mireguard are practically immune to backstabs. Any thief wishing to perform a backstab is at a -4 to attack and must make a successful Strength check to pierce the Mireguard's thick armor. Any non-magical weapon composed of a metal weaker than steel must make a saving throw vs crushing blow. If the saving throw is failed the weapon is damaged in some way.

## Society:

The Mireguard as a whole is composed of the family members and loved ones of the citizens of Linngal. Those chosen to become one of the guardsmen have an exceptionally powerful faith in the Priestess and a particular fondness for the swamp. They are taken from their families at an early age to the Sunken Cathedral to train. It is considered a great honor among the families of Linngal to have a family member chosen to join the Mireguard.

### Mireguard Hunts:

The Mireguard go on regular hunts into the swamp to protect the borders of Linngal from potential threats.

## Treasure:

The Mireguard hold no possessions except for their armor, shield, and weapons. These are all of exceptional craftsmanship and can fetch a significant profit if sold to a less than reputable fence.

Armor: 1000gp
Shield: 200gp
Sword: 180gp
Spear: 120gp

## Addendum:

Once Pulse is awakened the Mireguard's alignment changes from Lawful Neutral to Chaotic Neutral. They will also be found much more frequently outside of the Linngal and the Swamp, venturing into new territories of the Haven.
Swamps

Frequency & Chance of Swamp Encounters
Chance

3)Catoblepas
4)Giant Toad (d4)
5)Aramathi Berserker (Undead)
6)Broken One
7)Hydra
8)Eblis
9)Diplodocus (5% Brachiosaurus)
10)Bird (d8 + d12)
11)Fish (d4 + d20, no Giant Shark)
12)Leech (d3)
13)Insect (d8 + d20, no Aratha)
14)Giant Slug
15)Giant Frog
16)Muckdweller
17)Aramathi Berserker
18)Megalo Centipede
19)Green Hag
20)Roll Twice
3)Crystal Ooze
4)Giant Toad (d4)
5)Aramathi Berserker (Undead)
6)Broken One
7)Hydra
8)Eblis
9)Bat(d6)
10)Bird (d8 + d12)
11)Fish (d4 + d20, no Giant Shark)
12)Leech (d3)
13)Insect (d8 + d20, no Aratha)
14)Will O’ Wisp
15)Giant Frog
16)Ogre (Merrow)
17)Aramathi Berserker
18)Giant Slug
19)Purple Worm
20)Roll Twice

Swamp Environmental
The Grotto

whittle, hew, scrape, and peel

a caste made a bit too real

a line of silver set to seal

a god made out of clay

once worked his hands to wracked

to the kiln the die is stacked

the fire tended never lacked

the potter set to stay

as time performed its chore

the potter's faith soon was wore

in the clay grew a rotten core

and he would rue this day

such things should never be

in the end this apogee

unleashed a sin that had no lee

a god made out of clay

Little else is known of the civilization which bore the Pontiff's creation, and through this sin caused the Great Cataclysm.  Just that from it, the Pontiffs chose what worthy few they deemed and lead them to the land of Kolse.  The Golden One, shut away and silent in his Onyx Spire around which the city of Aram was built.  The Priestess, embodiment of all faith in her sunken cathedral, grows giant warriors out of children from Linngal.  The Commander, forged from steel and blood, calls forth victory in battle in the Colosseum of Tell.  The Philosopher, existing outside this plane yet muse to all creation, seeks acquisition of all knowledge in his Great Library in Tinab.  The Iudex, Judge and Jury, is said to be everywhere and nowhere.

Untold generations have past since the settling of Kolse, and now the influences of the Pontiffs in the people of this land are little more than an archetype.  A basis of ideals and faiths.

This is where you find yourselves.  Some traveling near or far to a kingdom civilized yet still wild.  Stray too far from the main roads and you may encounter dangers that you are not prepared for, both mundane and supernatural.  There exist structures outside of normal understanding wandering the wilds of this place.  These Wandering Castles, as they are called, blink into and out of existence, and are never in one place for too long.  A native race of semi-intelligent beast men called the Aramathi exist here as well.  First encountered when the Pontiffs and their refugees settled this land these nomadic hunter gatherers are always on the move, lest they are caught by the slavers.  Unrest among their tribes rises and is quelled time and time again.  As they have neither the technology nor thaumaturgy to overthrow their oppressors.

Kolse is split into five city states with a complex system of economics and governing.  Aram the self-proclaimed capital of Kolse, Linngal at the shores of the Priestess's Swamp, Enim upon the Lake Mirrah, Tell at the heart of the Kolsean Vertex, and Tinab deep in the northern deserts.  Other than those large metropolises there are several smaller settlements where men and fae eek out a subsitance far from the hustle and bustle of the city.

You have sought out employment in the city of Linngal where it is rumored coin can be earned working for any of the major guilds within the city.  The Mireguard also frequently employee citizens to assist in their duties as needed, but the rough demeanor and sometimes dangerous tasks asked by them can put off the more conscientious adventurer.

## Gameplay:

Sessions

 Commander
Iudex
Philosopher
Priestess

Enim
Linngal
Tell
Tinab
Settlements
Philosopher

###

### **The Pentaract:**

The Pentaract, a 5 dimensional hypercube, is the home of the Philosopher. It resides in the Western courtyard of the Grand Library in Tinaab. It appears as a 15' cube floating slightly above the ground made out of an unknown perfectly smooth stone. The cube is disorientating to look at, and if stared at for too long while cause headaches and other minor discomforts. If phased through the cube seems completely solid. The entrance to the cube will appear either by invitation by the Philosopher, or by a dimensional disruption within the cube's field of influence.
### **Appearance:**

The Philosopher's face is obscured due to a bright light hovering just above him. He stands resolute wearing a set of emerald robes sewn into a half plate suit of armor. There is significant insignia sewn and stamped into the robe and armor. Being one of the shorter Pontiffs, he stands a mere 15' tall. He wields a great two-handed sword whose blade seems sharp enough to cut the very fabric of reality in two.
### **Combat:**

During phase one The Philosopher casts Aura Embuement on a random party member. The Philosopher then engages in normal combat, combining physical and magical attacks as needed.
Phase two begins after Aura Embuement has taken hold, The Philosopher casts Aura Emergence on the same party member that he cast Aura Embuement on. The Philosopher then engages in normal combat, combining physical and magical attacks as needed.
Phase three begins after Aura Emergence has taken hold, The Philosopher casts Aura Expulsion on the same party member. While that party member is under the effects of Aura Expulsion the Philosopher will not engage in any combat. Rather, he will pay perfect attention to the party member undergoing the effects. The Philosopher is most vulnerable during this time, and any attacks made on him will not be defended against or returned.
### **Treasure:**

Eternal Scholar Half Plate +5

Dimensional Blade +3

## **Memorized Spells:**

**First Level**

Magic Missile x 3

Burning Hands x 3

**Second Level**

Choke x 3

Tasha's Uncontrollable Hideous Laughter x 3

**Third Level**

Dispel Magic

Blink

Fireball x 4

**Fourth Level**

Dimension Door

Fire Aura x 2

Wall of Fire

Vacancy

Rainbow Pattern

**Fifth Level**

Distance Distortion

Mind Fog

Conjure Elemental x 2

Domination x 2

**Sixth Level**

Disintegrate x 6

**Seventh Level**

Banishment x 2

Delayed Blast Fireball x 3

Teleport Without Error

**Eighth Level**

Prismatic Wall x 2

Demand x 2

Incendiary Cloud x 2

**Ninth Level**

Time Stop

Gate

Weird

Meteor Storm x 3

**Tenth Level**

Aura Imbuement

Aura Emergence

Aura Expulsion
Swamp Environmental

1-2) Sunken Cave

3-4) Abandoned Campsite

5-6) Campfire (lit)

7-8) Animal Carcass (bones)

9-10) Small Deep Water

11-12) Small Very Wet Cave

13-14) Campfire (cold)

15-16) Destroyed Campsite

17-18) Tall Reeds (slowed movement)

19-20) Felled Tree

21-22) Tar Pit

23-24) Wandering Castle

25-26) Small Damp Cave

27-28) Small Mammal Encounter

29-30) Wind Direction Changes (smell)

31-32) Cloud Cover Increases

33-34) Aramathi Hunters

35-36) Smoke In Distance

37-38) Long Deep Water (small)

39-40) Long Deep Water (small)

41-42) Wind Gusts (slowed movement)

43-44) Animal Call

45-46) Cloud Cover Decreases

47-48) Small Insect Encounter

49-50) Wandering Castle

51-52) Aramathi Hunters

53-54) Large Deep Water

55-56) Long Deep Water (large)

57-58) Long Deep Water (large)

59-60) Soft Terrain (slowed movement)

61-62) Simple Structure

63-64) Bizarre Ruin

65-66) Cairn

67-68) Sunken Cave

69-70) Large Rocky Outcropping (fresh water spring)

71-72) Annoying Bird

73-74) Small Animal In Pack

75-76) Animal Head On Pike

77-78) Solid Ground (movement increased)

79-80) Edible Plant (10% poison)

81-82) Minor Injury (slowed Movement)

83-84) Hazard

85-86) Hunter Trap

87-88) Large Rocky Outcropping (fresh water spring)

89-90) Animal Carcass (fresh)

91-92) Wonder

93-94) Aramathi Hunters

95-96) Wandering Castle

97-98) Sunken Cave

99-100) DM's Choice
Desert & Arid Hills Environmental

1-2) Entrance to Subterranean

3-4) Abandoned Campsite

5-6) Campfire (lit)

7-8) Animal Carcass (bones)

9-10) Small Deep Crevasse

11-12) Small Cave

13-14) Campfire (cold)

15-16) Destroyed Campsite

17-18) Soft Sand (slowed movement)

19-20) Field of Fulgurite

21-22) Quick Sand

23-24) Wandering Castle

25-26) Small Cave

27-28) Small Mammal Encounter

29-30) Wind Direction Changes (smell)

31-32) Cloud Cover Increases

33-34) Aramathi Hunters

35-36) Smoke In Distance

37-38) Long Deep Crevasse

39-40) Long Deep Crevasse

41-42) Wind Gusts (slowed movement)

43-44) Animal Call

45-46) Cloud Cover Decreases

47-48) Small Insect Encounter

49-50) Wandering Castle

51-52) Aramathi Hunters

53-54) Large Sand Dune

55-56) Long Deep Crevasse

57-58) Long Deep Crevasse

59-60) Soft Sand (slowed movement)

61-62) Simple Structure

63-64) Bizarre Ruin

65-66) Cairn

67-68) Entrance to Subterranean

69-70) Large Rocky Outcropping (fresh water spring)

71-72) Annoying Bird

73-74) Small Animal In Pack

75-76) Animal Head On Pike

77-78) Hard Packed Sand (movement increased)

79-80) Edible Plant (10% poison)

81-82) Minor Injury (slowed Movement)

83-84) Hazard

85-86) Hunter Trap

87-88) Large Rocky Outcropping (fresh water spring)

89-90) Animal Carcass (fresh)

91-92) Wonder

93-94) Aramathi Hunters

95-96) Wandering Castle

97-98) Entrance to Subterranean

99-100) DM's Choice
Killing Blade

Literal "I win" button

*"Kills the enemy in a single blow by striking a vital point."*

-Official description

## Notes

* Inflicts 10000 damage, netting you an instant kill on anyone you target.
* Obtained from Chaos Cubes when you're in the bottom 50% of the scoreboard.
* Best use is in outnumbered situations.
* This skill is exclusive to the Chaos Dungeon event and cannot be used anywhere else.
Linngal

Population:42,000

Area:35 square km

This city is a tightly packed ball of mud.  It sits on the outskirts of the Priestess’s swamp, and its borders are never defined for too long.  As the swamp ebbs and flows so too does the city.  The city’s buildings and homes are made, primarily, out of wattle and daub with reeds and clay harvested from the swamp.  This allows for the ability to hastily relocate a home if the ground around it begins to be devoured by the swamp.

The denizens of Linngal are primarily made up of the family and loved ones of the Mire Guard.  The devotion necessary to be one of the few chosen to serve the Priestess in such an intimate way does not allow for long journeys to far away locales to see loved ones.  This being the case, Linngal has become a very excluded community as there is little reason for outsiders to journey to this unappealing city other than to pass through on your way to the Cathedral or to seek employment with the Mire Guard, and any outside culture is sought over greatly.

The main commodities produced by Linngal are armaments for the Mire Guard.  Whether that be weaponry, armor, food, fuel, or potions everything produced goes toward the improvement of the Priestess’s guard.  There is next to no import or export as everything needed can be provided by the swamp.  Metal ore can be smelted from the swamp’s clay, the ground is highly fertile for agriculture, and there is plenty of grassland on the outskirts of the city to support livestock.  While a blessing, this is also a curse, as it enhances the exclusion of the citizenry from the outside world even further.

## Notable NPCs

**Mayze Annor** - Honest and faithful businessman, specializes in the sale and trade of curiosities.

**Tenur Mord** - owner of Tenur's Tack and Bridle, a wagon and horse shop. A whilly businessman always willing to take advantage of a customer for a bit more coin. Tenur was killed in cold blood by an unknown assailant. The shop is currently not being managed, yet some of the previous ranch hands are still tending to the animals.

**Marshall Depree** - owner of Booze and Chews, always desperate for help with work.

**Mistress Garreaux** - A retired dancer for the merchant nobles in Aram, now living in Linngal. Willing to offer dance and ettiquete training.

**Tentch Mas** - Captain of Tench's Aeroes, a speed boating team training in the swamp.
Desert & Arid Hills

Frequency & Chance of Desert & Arid Plains Encounters
Chance

3)Hatori (10% Greater)
4)Desert Troll
5)Hieracosphinx
6)Broken One
7)Giant Spider (10% Gargantuan)
8)Thri-Kreen
9)Bird(d8 + d12)
10)Camel
11)Mammals (d10 + d20)
12)Insects (d8 + d20, no Aratha)
13)Lizard
14)Snake (d4)
15)Scorpion ( d3)
16)Sand Work (Thunder Herder)
17)Aramathi Berserker
18)Golem (Stone Guardian)
19)Desert Giant
20)Roll Twice
3)Dragonne
4)Desert Troll
5)Hatori (10% Greater)
6)Broken One
7)Giant Spider (10% Gargantuan)
8)Kobold
9)Bird(d8 + d12)
10)Thri-Kreen
11)Mammals (d8 + d20)
12)Insects (d8 + d20, no Aratha)
13)Boring Beetle
14)Bat(d6)
15)Scorpion (d3)
16)Sand Worm (Thunder Herder)
17)Aramathi Berserker
18)Golem (Stone Guardian)
19)Death Dog
20)Roll Twice

Desert & Arid Hills Environmental
Plains Environmental

1-2) Entrance To Subterranean

3-4) Abandoned Campsite

5-6) Campfire (lit)

7-8) Animal Carcass (bones)

9-10) Small Pond

11-12) Small Damp Cave

13-14) Campfire (cold)

15-16) Destroyed Campsite

17-18) Tall Grass (slowed movement)

19-20) Felled Tree

21-22) Charred Earth

23-24) Wandering Castle

25-26) Small Dry Cave

27-28) Small Mammal Encounter

29-30) Wind Direction Changes (smell)

31-32) Cloud Cover Increases

33-34) Aramathi Hunters

35-36) Smoke In Distance

37-38) Stream (without gully)

39-40) Stream (with gully)

41-42) Wind Gusts (slowed movement)

43-44) Animal Call

45-46) Cloud Cover Decreases

47-48) Small Insect Encounter

49-50) Wandering Castle

51-52) Aramathi Hunters

53-54) Large Pond

55-56) Large Stream (without gully)

56-57) Large Stream (with gully)

59-60) Broken Terrain (slowed movement)

61-62) Simple Structure

63-64) Bizarre Ruin

64-65) Cairn

67-68) Entrance to Subterranean

69-70) Large Rocky Outcropping

71-72) Annoying Bird

73-74) Small Animal In Pack

75-76) Animal Head On Pike

77-78) Rocky Terrain (slowed movement)

79-80) Edible Plant (10% poison)

81-82) Minor Injury (slowed movement)

83-84) Hazard

85-86) Hunter Trap

87-88) Fresh Water Spring

89-90) Animal Carcass (fresh)

91-92) Wonder

93-94) Aramathi Hunters

95-96) Wandering Castle

97-98) Entrance To Subterranean

99-100) DM's Choice
Tell

Population: 18,000

Area: 20 square km

Wrought from stone and iron, built within the hollowed out core of a mountain, the vertical cliffs of Tell tower overhead.  Deep within the peaks of the Kolsean Vertex, this city stands resolute against all.  Defining its ideals upon the Commander, their patron Pontiff, battle and victory over others stands at the forefront of every citizen's motivations.  The pinnacle of these ideals are culminated in the massive coliseum at the base of the city's cliffs.  Here, combatants all are welcome to pit themselves against man, monster, and fae in fights to the death for coin and glory.

Tell has no system for democratic representation of it's citizenry, rather whoever is the coliseum's grand champion acts as the ultimate authority in all disputes between groups and individuals.  Although it is rare for any dispute to reach such a head that the grand champion must to be brought in to arbitrate.

Due to the lack of arable farmland near Tell basically all imports to the city are food while the primary exports are stone and valuable gems mined from the surrounding mountains.  These mining operations are largely organized through a single family.  The Torrels have powerful connections to all major factions and guilds within Kolse.  They utilize the Sanguine Rose and Slave Traders guilds for cheap labor in the mines and the Caravanserai's guild to import and export goods.  While the coliseum grand champion holds ultimate power in name, the Torrel family holds ultimate power in practice.  Nothing comes into or out of the city without their knowledge and approval, and they employ an army of mercenaries to maintain this power.

Tell views Linngal to be a rival to their assertion of power and strength in Kolse.  Viewing the Mireguard as reprehensible and the Priestess as a false Pontiff, they have, on many occasions in the past, declared war on the far away city.  While it has been many decades since their last conflict, most likely due to the concerted efforts of the Torrel family seeking profits over pride, many citizens believe it to still be their sworn duty to eradicate Linngal, the Priestess, and the Mireguard.
Aramathi Berserker

## Appearance:

Aramathi are tall and lanky humanoid creatures covered in a thick furry hide. They walk upright on two legs, but, rather than feet, have a sort of hoof. They grow curly horns as they age and the size of their horns is a sort of status symbol in Aramathi culture. They speak their own language with varying dialects between different tribes.

## Combat:

Aramathi Berserkers fight purely in close quarters. Once prey has been spotted they will quickly charge them in order to close the gap. They do not use any weapons, preferring instead to fight bare handed.

An Aramathi Berserker attacks with two swipes of it's front claws. If both swipe attacks hit then a squeeze attack is automatically performed. Berkserkers have such great strength that they are bonused with +1 to hit and +2 to damage.

Much like their smaller counter parts Berserkers have an innate bonus to defense due to their tough hide. This gives them an armor class that is reduced by 6. If a blow does find its mark and hits the Berserker, and if it deals more than 10 damage, then the Berserker's chaotic blood is spilled and a random wild surge is generated.

Due to their singular mindset Berserkers are immune to any fear or charm spells. They will never stop fighting.

## Society:

Unlike general Aramathi, little is known of how Berserkers come to be or what how their social structure is balanced.

All that is really known is that they live solitary lives and will fight anything that gets in their way, except for other Aramathi.
Tinab

Population: 48,000

Area: 87 square km

The city of shifting sands, Tinab stands bright and proud upon the mouth of the river Ness connecting it to the sea.  First founded by a group of scholars lead to this area by the Philosopher shortly after the Great Cataclysm, Tinab stands as an intellectual paradise of free thought and creation.  With the Great Library of Tinab fueling this cause as a claimed repository of all knowledge in Kolse.  It's said that whosoever climbs to the top of the central library tower shall attain ultimate understanding of the universe and sit beside the Philosopher himself.

The surrounding landscape of Tinab is that of a hellish desert.  While the open sea is to its East, the horizon to its North, South, and West is just as ever-flowing as the ocean, as the sands rise and fall changing the landscape seemingly overnight.  It's said that the sands change in response to the Philosopher's whim.

While there is no directly elected system of governance within the city all rights of government are enacted by a council of elders who have climbed the ranks within the Sophostic guild.  These individuals serve a life term as officials to represent the concerns of the Sophostic guild which the city has been molded to be a vassal of.  All the wealth and productivity of the city goes to the library.  Much the same as Linngal does for the church.
Big Blart

Big Blart on duty in 1861

## Overview

Blartholemew Blart, better known as **Big Blart**, was the greatest mall cop of all time, and a decorated soldier of the United States Military. For his heroism in combat, he was awarded the title of "Big Blart", which makes him higher-ranked than George Washington.

In 2009, the US Government began a top secret experiment to clone Big Blart, producing two clones: Paul Blart and Liquid Blart.
Oddball Cricket Green Network/Censorship

The Oddball Cricket Green Network is a network for kids, while Estrella Network is aimed towards teenagers, therefore, there have been many parts that got censored on the channels.

## Oddball Cricket Green Network

1. in 2022 airings of Lost My Pants in Wonderland, the censor bar that said “Pervert” got replaced with “Peruvian” because “Pervert”, according to the creator of the channel back in 2022, was a “bad word”.

2. In 2022 airings of Annoying orange, words like sexy and perv were removed and violence were blurred, and a green word “Edited” came up.

3. In 2022 airings of Amphibia, Violence and language were toned down, and In “True Colors”, the part when Marcy dies got blurred and a green word “Edited” comes up. In “Olivia and Yunan”, the part where the Core capturing Marcy was removed. When Maggie called Anne “Boobchuy”, it was censored due to innuendo.

4. In 2022 airings, Oh Shiitake Mushrooms, Language was cut, and violence was toned down. In the episode where Leland “pees” on Lee’s bed, almost all mentions of “Disgusting” and “Stupid” were removed. The laxative prank episode was banned, but the episode accidentally aired on May 6, 2022, but ended abruptly during the part where Lee was chasing Leland and caused the 1st JBC hacking.

Video Proof: https://drive.google.com/file/d/1xSPHJsVJBqrx7Z3k3\_8OCO6iGJIbVDO0/view?usp=sharing (go to the MAIN PAGE to see the other one)

5. In Jeopardy, the episode that released on 4/7/22 is skipped because of the anti-sus measures. (The measures would proceed to cause more havoc)

## Estrella Network

1. For the same reason as the first one, every mention of “pervert/perv/sexy/dirty/penis/erection” or any other mentions of sexually explicit stuff were censored in The Simpsons until 2023.

1 1/2. In the Simpsons movie, Bart’s genitalia are censored, and Homer’s middle fingers are also censored.

2. In Emkay and Matt Rose, any mentions of sexually explicit stuff (mainly in Matt Rose) are censored. Emkay’s mentions of p0rn that are (sometimes partially) uncensored were censored by the infamous “Sherri Censor”. While in Matt Rose, they rarely use the “Sherri Censor” and use the “Hub Censor” like Oompaville did. Some moments get censored by another type of censor dubbed the "Bikini Grapefruit Censor".

2 1/2. Matt Rose's P0rnHub comments episode got censored to oblivion and sometimes, the episode does not air at all.

3. In 2022 airings of Meet Arnold, some parts were cut or censored, such as parts with swear words, sexually explicit imagery, blood, and violence.

4. For the same reason as the above, Happy Tree Friends, the creator’s troubled past, was banned from the channel. The show entered the channel in 2023, The gore was censored beyond recognition.
The Golden One

whittle, hew, scrape, and peel

a caste made a bit too real

a line of silver set to seal

a god made out of clay

once worked his hands to wracked

to the kiln the die is stacked

the fire tended never lacked

the potter set to stay

as time performed its chore

the potter's faith soon was wore

in the clay grew a rotten core

and he would rue this day

such things should never be

in the end this apogee

unleashed a sin that had no lee

a god made out of clay
The Pentaract: Hypercube 5

## Room 03: Switch to Hypercube 3

Hydrasaurus Rex, 1000', normal gravity

Enormous lush vista with grassy plains and rolling hills filled
with trees. Wildlife and plantlife abounds. Hydrasaurous Rex always finds its prey.

Doors: 06, 15, 37

## Room 06: Switch to Hypercube 4

normal gravity

4 waste high pedestals topped with 4 phials,

each phial has a random wild magic effect when broken or drank.

Doors: 03, 13, 22

## Room 11: Switch to Hypercube 6

Storage, 10', random direction

This room is full of chests full of nothing but spell components, any and all spell components can be found here.

Dead End

## Room 13: Switch to Hypercube 8

Pointless Puzzle, 30', no gravity

This room is empty except for a precarious pile of metal rods floating in the center of it. The rods seem to be held together via friction and pressure. Interacting with the metal rods in any way causes the entire structure of it to collapse and the metal rods to drift apart. This has no effect on the room or the doors, the party can continue on as normal.

Doors: 06, 15, 37

## Room 15: Switch to Hypercube 9

Tip Fell, 30, normal

Encounter with Tip Fell

Doors: 03, 13, 37

## Room 22: Switch to Hypercube 2

Letters in a Bottle, 45', normal gravity

This room is full of shelves with messages in bottles. All of the messages have nonsense words written on them, but when read a wild surge occurs.

Doors: 22

## Room 36: Switch to Hypercube 1

Sticky, 25', outward gravity

This room appears completely empty. Upon looking into the room no other doors out can be seen. Due to the outward force of gravity in this room a dex check is required to enter, any party member failing that dex check will fall upon the walls of the room and instantly become adhered to it. Passing the dex check will only cause the player's feet / boots to become adhered to the wall.

Dead End

## Room 37: Switch to Hypercube 7

Positive Magical Energy, 25', normal gravity

This room contains a positive magical/psychic/holy energy field which allows the players to memorize spells, both wizard and priest, and gain PSPs without the need of rest.

Doors: 03, 06, 13, 15
The Pentaract: Hypercube 9

## Room 01: Switch to Hypercube 3

normal gravity

Illithid performing untold horrors on an Aramathi Berserker, both fight together.

Doors: 15, 20, 28

## Room 08: Switch to Hypercube 1

normal gravity

This room has a few inches of water at its floor, spread all through the water floating at its surface is what appears to be great large mottled strands of hair. Anyone entering the water will be bound and held in place by the clumps of hair, much like the web spell effect. Anyone so unlucky as to fall face first into the water will begin drowning.

Dead End

## Room 15: Switch to Hypercube 5

Tip Fell, 30', normal gravity

Encounter with Tip Fell

Doors: 01, 19, 20

## Room 19: Switch to Hypercube 8

Anti-Magic Room, 15', inward gravity

This room contains a powerful anti-magic field. No spells can be cast in
 this room. Likewise, all magical effects are dispelled once this room
is entered, and no spells can be memorized while inside this room.

Doors: 15, 20, 28

## Room 20: Switch to Hypercube 7

Yugoloth, 35', normal gravity

In this room sits a fox man, Arcanaloth named Po'Tchell, at a desk furiously writing away at paperwork. Around the fox man are 6 small bug creatures, Mezzoloths, that are quickly scurrying back and forth from the desk at the center of the room to several clear glass tubes on the periphery of the room. The bug creatures grab papers off of the desk, roll them into tubes and stuff them into clear glass cylinders. They then scurry to one of the glass tubes and place them inside a slot, upon them closing the slot the cylinder containing the paper can be seen getting whisked away to places unknown. These creatures are initially non-hostile towards the party. The bug creatures will not respond at all to the party's presence, and the fox man will provide cordial conversation. The fox man is not able to answer very specific questions about the goings on inside or outside the dungeon, responding with something along the lines of "I am not privy to the specific details of the Philosopher's research, I simply try to maintain whatever business relations he has with those parties that are interested in said research".

Doors: 01, 15, 19, 28

## Room 23: Switch to Hypercube 2

doppelgangers, 60', normal gravity

The party enters into a room with an exact replica of the current party.
 The doppelgangers then attack. Any actually killed PCs end up just
being the doppelgangers.

Dead End

## Room 24: Switch to Hypercube 6

Positive Energy, 10', outward gravity

positive energy field: heal 2 hp per round

Dead End

## Room 28: Switch to Hypercube X

Treasure, 150', no gravity

GOOOOOOOOOOOOOOOLD!!!

Doors: 01, 19, 20
Aram Quests

## Murder Mystery

**Notable NPCs**

Fary al-Khabii - Merchant noble, leader of the al-Khabii family

Raithe Bailey - City Guardsman

Andres Hall - Rogue

Eleanor Verrel - House of the Masses Representative, Murder Victim

James Dresdel - Citizen, Mine Convict, Accused of murdering Eleanor

**Backstory/Motivation**

Eleanor Verrel: worked tirelessly to improve living conditions for Aram citizens forced to work in the mines due to not being able to pay the fines associated with their crimes. Also rallied massive support for the abolition of forcing a mine convict's family into indentured servitude in the event of the originally accused's death prior to paying off the fine.

Fary al-Khabii: Ordered the murder of Eleanor Verrel for trying to disrupt the status-quo in the mines and orchestrated James Dresdel's confession. Hoped that Eleanor's murder by the very same demographic she was trying to save would significantly reduce the support behind her cause.

Raithe Bailey: City guardsman ordered by Fary al-Khabii to murder Eleanor Verrel.

James Dresdel: Convicted of assault and rape, fined 280,000 gp, forced to work in the mines when he was unable to pay. Agreed to take the blame for the murder of Eleanor Verrel in exchange for his fine to be forgiven. Was promised that his family would not be forced into the mines if he took this deal.

Andres Hall: Cut throat under the employ of the al-Khabii family. Has flexible allegiances.

**Order of Events**

* Guardsmen accosting the mining ghetto.
* Guardsmen carrying away James Dresdel.
* Party attacked in the night by Andres Hall if they pursue any line of questioning related to James Dresdel/murder.
* James Dresdel executed.
* Party invited to speak with Fary al-Khabii.

## Wishing Well

**Notable NPCs**

Viber Pleruso: leader of Pleruso family

Alan Chames: Chief researcher for the Guild of the Paideia in Aram

Lasym Drewill: Worshiper of the Golden One.

**Backstory/Motivation**

Viber Pleruso: Wishing to further make a name for his family among the merchant nobles he has partnered with Alan Chames from Aram's chapter of the Guild of the Paideia to delve deep under the mountain for relics related to the Golden One.

Alan Chames: Going off of his entire life's research related to the Golden One, he orchestrates a mission to the bottom of the wishing well next to the Onyx Spire at the top level of Aram.

Lasym Drewill: Claims to have directly communed with the Golden One. Warns all those who wish to delve under the mountain of their imminent doom.

**Order of Events**

* Party gains access to the top level of Aram.
* Party witnesses merchant nobles dropping a gold piece down a well every time they pass.
* Party catches wind of the mission down the well.
* Party is visited by Lasym Drewill.
* Descent into the mountain.
* Dragon hoard.
* Awakening of the dragon.