recursal/Fanatic-Fandom huggingface dataset:
Go Hug A Tree

I see you’ve come to torture your friends! You’ve come to the right place: The middle of the woods. You see, there are several trees marked with yellow ribbons. You will blindfold a friend. Now the torture-y part! You can throw dirt in his face, make him walk into a stream or tree, make him do literally anything to make him lose his sense of directions. And you thought the bunny-keepers didn’t have a wicked streak? After a while, you make him hug a tree with a ribbon. Then you misdirect him some more and lead him back to the starting spot. Then he has to find the tree. Beware, though: You will be blindfolded next. Tread lightly.
Ahmed al-Ghamdi

### Death of Place

South Tower, World Trade Center, Manhattan, New York City, New York, United States

### Species

Demon (currently)
Human (formerly)
OC

### Goal

Helping al-Shehhi crash United Airlines Flight 175 into the South Tower of the WTC (succeeded)

### Fate

Crash United Airlines Flight 175 and die along with others in South Tower (as human)Live life as singer (as undead demon)

**Ahmed al-Ghami** is one of 19 hijackers and a United 175 hijacker in September 11th, 2001.

In comical portrayal, he's one of Arabic singers in Sault Ste. Marie after 9/11 attack as one of undead demons.

## Plot

### *1900's + 2000's - the Un-making of Animation World*

He makes his first appearance in the comic, only appear in flashbacks along with other United 175 hijackers Marwan al-Shehhi, his brother Hamza, Fayez Banihammad and Mohand al-Shehri.

**Chapter 61**- TBA

**Chapter 62** - TBA

## Gallery

See more pictures in Ahmed al-Ghamdi/Gallery!

## Trivia

* He is based off real-life figure Ahmed al-Ghamdi and one of 19 terrorist hijackers from 9/11 attack
Relevart Ranalp

Relevart Ranalp is a highly authoritative and well-respected astrophysicist. He is the author of many books, including one thick tome that details the math and magic surrounding the outer planes, the inner planes, and the material planes.

Gallandan, Legna, and Dallak followed the unusually heavy book The Mathematics of Our Universe: A Detailed Guide to Astroplanar Physics to a clearing in the hills east of the Sword Mountains. After a summoning ritual Relevart Ranalp appeared as a gnome with tanned, wrinkled skin and wild gray hair. He claimed that he was 80% certain that he was in fact his real, true self and not some sort of conjuration bound to the book.

He had a pair of glasses that are enchanted with the spells Legend Lore, Contact Other Plane, and True Sight that allowed him to see the names of people and their history. His magical glasses were crushed by Legna when the pair were bucked off a horse they rented.

Relevart Ranalp disappeared in an explosion of glitter when he was shot during an ambush 2 miles east of Waterdeep. The book The Mathematics of Our Universe: A Detailed Guide to Astroplanar Physics gained an additional 60 lbs after his disappearance.
Walpurgisnacht

Walpurgisnacht is a rarely observed holiday that falls on the 30th of Tarsakh. It is considered the opposite of Trolltide, which occurs exactly 6 months later on the 30th of Marpenoth.

Walpurgisnacht translates in the common tongue to "Witches Night" and was believed to be a night where necromantic witches would gather and raise up their armies of undead. Historically a feast was held to honor the fallen dead and to ward off the curse of undeath, but the tradition was discontinued more than 300 years ago.

Walpurgisnacht has been closely connected with The Raven Queen as the day where she taxes the material plane and harvests the souls of the dead. The distance between the Shadowfell and the Material Plane is said to be the closest on Walpurgisnacht. Her demons are rumored to be able to travel freely between planes to collect lingering dead souls and bring them back to their mistress.
Machal

Machal is made up of the 10th graders in Camp Stone. Between Sunday and Friday, Machal goes hiking around the area to places like a holocaust memorial museum, Algonquin National Park, and other stuff. On Friday, they come back to camp,

Where does the name “Machal” come from? In 1948, were a group of overseas volunteers to the Israeli cause in the Israeli Independence War. Some 4,000 people volunteered, and today we commemorate them by naming the campers that volunteered to put themselves through the hardest conditions, like the Original Machal, after them.
Linah

The Linah is a 1-night overnight. The Linah is usually broken out at Shekem, and then you pack. Then, you will hike to designated Linah sites, which are separated by eidah and are supposed to be consistent but usually rotate. The night of the Linah, you will make hot dogs and s'mores and sing songs and play music from the speaker someone inevitably brings and it’s gonna be awesome. Unless it rains. Then it’s less awesome.
Village, The

The Village is not on the camp map, as it is obscured by the trees. Suffice to say it’s west of the LBF. The Village is where you make all of your projects: Blacksmithing, Glassblowing, Woodworking. The Village is also where you will be most involved with the tochnit, as what you do will tie in with the theme of camp.
The Office

1. As a TV Show: The Office is… you know what? Let’s just skip this.
2. As an anaf: As campers, we don’t know much about The Office. But we do know, vaguely, what they do. They handle all the logistics of camp. They do most of the coordination with the outside world, which includes sending and receiving mail for the campers. The Office is usually called Lisa’s Office. No points for guessing why.

Main Cheer: Nope.

Buildings: Lisa’s Office

2 Editor's notes: do NOT prank this place. Don’t even go in there unless you absolutely need to, and have permission from a higher camp authority.
Camp Stone Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Camp stone is a wonderful place. The food is great, the peulot (activities) are fun, the tochnit (theme) is interesting, and the shabbatot are always extremely emotional. But it's easy to get lost in a place like Camp Stone. Not just literally, considering that camp stone is in the middle of nowhere, but also culture-wise. Camp Stone has its own language for everything special it does. It has to. But that leaves people like you and me, dear reader. People that spent their first year just trying to understand the terminology. Sure, you can figure it out, but it's easier to just know. So Abby Pavel, Rami Beer, and I decided, with you first-years in mind ("Firs' years over here, please!"-Hagrid), to make a glossary. By the end of reading this, our goal is that you understand at least the basics of this glorious place. Don't know what the word 'tochnit' means? You can look that up in here! Don't know what the main cheer is for tech? Well we have that here too.

We really hope this gets you to love camp stone a little bit more.

GO TZEVET 2022!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Chadar Ochel

**The Chadar Ochel is both the geographic and symbolic center of camp. We sing slow shira, eat meals, do karaoke night, watch movies, and do so much more in the Chadar Ochel. As the name suggests, though, its primary purpose is a dining room. The campers and tzevet eat inside, kaytana eats in the gazebo, and mishpachot eat outside. During shabbat, you are asked not to leave the chadar ochel until dismissed, but it would be unfair not to mention that people do escape. You can always ask your counselor’s permission to leave.**

1. **Volume is an issue**

1. 1. **The cheder ochel is a generally loud place. There are an estimated 500 people in the building at every meal, so it becomes hard to hear yourself think.**
	2. **If you want to leave, consider one of the following options**

1. 1. 1. **Asking a counselor**
		2. **Sulking and weeping because your counselor said no.**
	2. **If you suffer from the following conditions, please consider investing in earplugs**

1. 1. 1. **Seizures**
		2. **Headaches**
		3. **Sociopathy**
		4. **Possessing functional ears**
2. **Do NOT attempt to leave in the middle of a meal without your counselor’s or rosh Eidah’s permission. This includes:**

1. 1. **Sneaking out the front door**
	2. **Sneaking out the windows**
	3. **Sneaking out the air vents**
	4. **Sneaking out through the medicine room**
	5. **Sitting at the guard bench to slide your legs over and run**
	6. **Climbing on someone else’s shoulders to jump over the guards**
	7. **Pogo-ing over the door guards**
	8. **Disguising as the hot-water pot and climbing out the window**
	9. **Tunneling into the Beit Midrash**
	10. **Catapulting yourself over the mitbach window (and staff) and sprinting**
	11. **Getting your friend to put on a hollywood style performance and giving a thumbs up**
	12. **Sneaking out in general**
Gallandan

=== Vitals ===

Name: Gallandan Harris

Race: Half-Elf

Alignment: Lawful Neutral

Class: Hexblade / Bard

Character Concept: Cold, amoral application of dark secrets for the betterment of society.

Religion: Flexible

Background: Sage (Researcher)

Background Personality Trait: Paranoid of people stealing my secrets

Background Ideals: Self-improvement

Background Bond: I've been searching for some time for the answer to a question.

Background Flaws: I'm willing to take great risks for the promise of information I seek.

=== History ===

Gallandan is the son of an Elven mother and Human father. The pair were actually a family, unlike the situation that many half-elves find themselves in. However, the prospect of raising a son that would take decades to reach maturity was a difficult prospect for a human father. Gallandan's father passed away due to the stress of providing for a child when Gallandan was a young child of only 35. His mother had a broken heart for the rest of her life, passing away a mere 20 years later, leaving the helpless 55 year old to fend for himself.

His parents weren't wealthy, but left him with significantly more funds than your average orphan (which isn't saying much). As far as he could tell, his father was some sort of art dealer. His father owned a small warehouse filled with antiquities, each unique and valuable from a historical point of view, but would be considered junk by all but the most dedicated collectors.

After cataloguing it all (because that's the sort of thing he would do), Gallandan discovered that his father was looking for ways to extend his life, knowing that his partner was a long-lived Elf. He had some information suggesting that he could leach a small amount of power from a long-forgotten death deity. After years of research, Gallandan completed his father's ritual.

The results were not what he expected. Though he had undeniably stolen some power, it was shadowy and martial, rather than life-extending. He has spent his time since looking for more information on the ritual he performed, but just when he was so close, he was drafted into The Legionnaires.
Vav

Eidah Vav is stuck, weirdly, between Aleph and Bet. Vav consists of all the 6th graders, maybe because it’s the 6th letter of the Hebrew Alphabet. However, 6th graders are loud and think they rule the world, so Vav has no trouble making a name for itself.

Main Cheer: “V-A-V, Vav is what you wanna be.”

Mifkad Site: Side of the Bayit

You can find all of the Vav cheers on page 27.
The Amish

The Amish are a religious sect of Christianity. They take upon themselves the highest standards of moral and metaphysical purity one could set, forgoing most modern technologies including most electric circuits and machines. The Amish are primarily the reason Camp doesn’t have great cell phone reception; Verizon gave up on the Amish long ago.

Quick history of the Amish, courtesy of crappy non-wikipedia secondary sources:

The Amish community in Camp is barely unique; The largest Amish communities usually reside in Pennsylvania. The Amish were originally a branch of people called the “Mennonites”, who also don’t use modern technology, but broke off to follow a Bishop named “Amman”, and they called his followers the “Amish”.

The Amish are a very humble people, and value family over all else. Don’t treat the Amish like they’re ancient beings; While they do value being cut off from the rest of society, they’ve got families and lives and frankly, they have traditional values that Camp admires deeply.
Dodgeball

**Dodgeball is a 2-team game. The goal is to eliminate the other team by throwing foam filled balls at them. Dodgeball is always played in the butler building. The rules of dodgeball are:**

* **If you get hit by a ball, you are out**
* **If you catch a ball, the thrower is out**
* **If the ball bounces off you and your teammate catches it, the thrower is out**
* **If the ball bounces off you and hits your teammate, you are both out**
* **You may block a ball with a ball in your hand**

* + **Nobody gets out this way. So if you’re on team Pacifism, this is the method for you.**
	+ **If you drop the ball while blocking, you are out**
* **At the start of the game, the balls are lined up in the center**
* **Both teams will be against the wall until the whistle is blown**
* **When the whistle is blown, both teams rush to get the ball**
* **You may not cross to the other team’s territory**
* **You might not be able to throw your ball at people getting the ball from the line. Ask your sports staff.**
* **If you throw the dodgeball into the other teams basket, your entire team is back in**

**The Law of Sporting applies (see page 18)**
Shabbos Walks

A shabbos walk is when a (usually, we don’t judge here) a guy and a girl decide to take a walk around camp.

How does it happen?

On Friday, you can purchase a Shabbat-o-gram and send it to the person of your choice, and ask if they want to go on one.

If you go on a shabbos walk, you should expect…

Lots of criticism and OOOOOooOoOoOS from your friends, and lots and LOTS of questions.

Typically, in Machane, shabbos walks are not allowed, which most people do it anyway. Camp usually had people in the field (called shmira) where these walk take place, so, most people take their shabbos walk near the Gan.
Toranut

1. As a job: Every bunk, for 1 day during the week, gets to set up the Chadar Ochel for breakfast, lunch, and, if you’re not in Eidah Aleph, dinner. That bunk eats earlier than everyone else, but has to refill their stuff. Pranking the buddy bunk is encouraged. but don’t switch the cereals. It’s just overused. Tzevet is toranut for Friday Night, and breakfast and lunch on shabbat, but Mishpachot takes Seudah Shlisheet.
2. As a callout: If you need a refill on something, call “Toranut!” And Toranut will come and refill. It’s basically calling for a waiter, if your waiter is basically a volunteer unpaid child laborer with a whole bunch of job benefits.
Mifkad

Mifkad is split into 3 sections: morning, weekday evening, and friday evening. Every weekday morning, your Eidah will gather at its designated site:

(Aleph: Shabbat Mifkad Site,

Vav: Side of the Bayit,

Bet: Boys Tzevet,

Gimmel: Girls Tzevet,

Daled: Weekday Mifkad Site)

And you will stand in the shape of the hebrew letter Chet. At the gap, your roshei eidah will tell you to do stuff. During the weekday evening, all the campers gather at Daled’s mifkad site to perform a larger mifkad. These are administered by the Roshei Moshava. The actual mifkad is basically the same.

On friday evenings, all the campers gather instead at Aleph’s mifkad site. Again, the main people here are the Roshei Moshava. This time, though, they will announce the winners for the cleanest bunk and plugah. Also, Machal and Kaytana make flashy entrances.

If you read the translation of Mifkad, you may have noticed that it means “Commander”. Why? Well, Bnei Akiva borrowed the tradition of Mifkad from the israeli army (Although we aren’t soldiers. You think you have it bad getting out of bed in the morning? In the israeli army, you wake up on time or your mattress gets flipped, according to my grandfather). That’s the best answer we can give.

.

Mifkad sites are used when leaving for hikes on friday. Be at those mifkad sites. The Ram-Call will remind you over and over again where you need to be (You may need to be on a bus. Listen carefully.)
Tetherball

1. **Tetherball is the second most popular sport in camp, after 9 square (shameless plug alert). The concept is simple. Two people hit a ball tied to a rope around a metal pole in opposite directions. The first one to get the ball around the pole in  their direction to the point where it cannot move further wins.**
2. **Rules:**

1. 1. **You must call out the correct foul audibly when it is performed**

1. 1. 1. **This must be reasonably soon after the foul itself (estimated 1-2 seconds after)**
		2. **If the foul is not called, or called too late, the penalty is void**
	2. **Off sides:**

1. 1. 1. **There is a line on the tetherball court. Crossing it results in a penalty.**
		2. **If there is no line, people tend to use either the shadow or the holes on the side of the pole.**
		3. **Any part of your body crossing the line is a penalty**
	2. **Ropes.**

1. 1. 1. **Touching the rope holding the ball is a penalty.**
		2. **Any contact with the rope is a penalty**
		3. **There is an optional rule in which you may serve by grabbing the ropes to throw the ball**
	2. **Hold**

1. 1. 1. **Holding the ball is a penalty**
		2. **Holding the ball consists of**

1. 1. 1. 1. **Keeping contact with the ball for more than two seconds**
			2. **Grabbing the ball**
		2. **This is a very hard to judge rule. It is best to have a third party witness to confirm the penalty.**
	2. **Any penalty results in the opponent getting to serve from the point of the penalty.**
2. **In case of:**

1. 1. **No ball:**

1. 1. 1. **Use shoe, tissue box, or backpack.**
		2. **Tie very securely.**
		3. **If none of those objects are present, you are not permitted to call “Ropes” every time you hit the string. Come on. It’s not funny anymore.**

**The Law of Sporting applies (see page 18)**
Hamza al-Ghamdi

### Death of Place

South Tower, World Trade Center, Manhattan, New York City, New York, United States

### Species

Demon (currently)
Human (formerly)
OC

### Goal

Helping al-Shehhi crash United Airlines Flight 175 into the South Tower of the WTC (succeeded)

### Fate

Crash United Airlines Flight 175 and die along with others in South Tower (as human)
Live life as singer (as undead demon)

**Hamza al-Ghamdi** is one of 19 hijackers and a United 175 hijacker in September 11th, 2001.

In comical portrayal, he's one of Arabic singers in Sault Ste. Marie after 9/11 attack as one of undead demons.

## Plot

### *1900's + 2000's - the Un-making of Animation World*

He makes his first appearance in the comic, only appear in flashbacks along with other United 175 hijackers Marwan al-Shehhi, his brother Ahmed, Fayez Banihammad and Mohand al-Shehri.

**Chapter 61**- TBA

**Chapter 62** - TBA

## Trivia

* He is based off real-life figure Hamza al-Ghamdi and one of 19 terrorist hijackers from 9/11 attack
Ram-Koll

The Ram-koll is a massive speaker system that extends throughout camp. It’s run by the Misrad Staff, and it will tell you where to go. If you hear “Col HaMachane”, it means that everyone in camp is affected. Otherwise, it’s a callout to a specific person.

Not to be confused with Rom-Coms, which are Romantic Comedies.
Gimmel

Gimmel is the 3rd letter of the hebrew alphabet. It gets the 8th graders, who are the second to oldest of the main group, so they usually get into cheer-offs with Daled. Because 8th graders are usually 13, Gimmel is the Bar Mitzvah Eidah.

Main Cheer: “I am a G, I am a G-I, I am a G-I-M-M-M-M-M-E-L”

Mifkad Site: Girls Tzevet
Chavalim

1. As an anaf: Chavalim literally means “Ropes”, and that is a pretty good description of what chavalim does. Wall Climbing, High Ropes, Low Ropes, Zipline, those are Chavalim’s jam. They run these peulot.

Main Cheer: “Don’t Drop Those Chanichim, Ayyyyyy, Don’t Drop Those Chanichim”

Main Area: Chavalim

2. As an area: Chavalim is where all the climbing apparatuses are.
Hadracha

Your Hadracha are your big sister/brothers/moms to the family of your bunk. Hadracha are responsible for getting you to activities on time, making sure you stay in the chadar ochel during shabbat, getting your mail, listening to your troubles, and just being there for you. We’re serious. You can talk to your hadracha about ANYTHING. Helping you might be in their job description, but they wouldn’t take the job if it weren’t also in their heart. Also, don’t judge your hadracha based on how lax they are. #BoycottHadrachaObjectification
Archery Tag

Unlike elder brother Archery, Archery Tag takes place in the Upper Soccer Field. If you’re wondering, you will get shot at with foam-padded completely blunt arrows while wearing a helmet. These are the rules of archery tag:

* You may not cross the line of cones
* If you get shot, you are out
* If you catch an arrow, the person who shot you is out
* If you block an arrow with your bow, nobody is out
* There is no head safety rule. You are wearing a helmet.
* If you shoot the other team’s target out completely, you get a bonus
* There are air-filled “obstacles”. You may use these to block arrows.
* You may pick up “obstacles”.
* You may throw  the “obstacles” at the other team when the counselors aren’t looking.
* If your entire team is out, you lose
* Pull back the bow a lot. The draw weight is ~2 pounds.
Level Design Amsterdam Ryan Facklam (1804682)

Level Design Ryan Facklam (1804682)

Amsterdam was in its golden days during 17th centuries and was known as the trade capital of Europe. In addition this time the Dutch were important figures in the fields of arts and science. The famous painter Vincent Van Gogh has his own museum in the heart of the city. With the apocalypse upon the world those who live in city feel like it’s in some way a coming of a second golden age for the city. Being a city with many canals a good portion of the city had to be drained of water during the early stages of the global warming cause of increased water levels. This cause the city to build much stronger dams and places a strong defense upon them due to losing them would surely flood the city.

Being the city of canals the player will have a chance to earn a water mount to travel around the city and very useful in other zones. For players who can not yet afford the mount there are water taxis that can be a tad slower.

City Layout

City’s Center

* This is the oldest part of the city along witch is next to the waterfronts you can find the trading post.

Formally Red Light District Sorcery & Combat school

* With the conversion of the Red light District into the school for the gifted.

Dams

* Are very important reasons for the city still being there today. They are very heavy guarded places that no civilians are allowed access into.

Waterfront

* This is one of the reason why the gods spared the city was how they seen the people to be in tune with water. Geography the city is situated at almost the end of the Silk Road and in some ways Amsterdam is in the middle of Europe. This allows trade to flourish among the waterfront.

School of Herbalist

* While Amsterdam was formerly known for its “coffee shops” those people have found a way to make health potions. Amsterdam is a top producers for healing and many other potions. They have seen the Coffee shops turn into potions shops all over town.  In addition to the new shops they have turn a old college into one for alchemy and herb gathering.

City outskirts

* Two starkly difference lands lying around the city. Right next to the city is somewhat a safe zone full of farms for the booming potion business. On the other hand the opposite side of the waterfront has fall under control of Behemoth Forces

Behemoth Force HQ

* With the city being a sanctuary city this group was forced to have their HQ away from the city. They build their headquarters on the other side of the river. There’s been rumors that they been pirating the trade vessels are they leave the city.

Moderators HQ

* Being a majority non violent organization the city deemed it acceptable for them to build inside the city. They went on to set up the School for alchemy / herbs . The city also gives them special attention due to potions being its largest export.
Chan

The performers. Chan is split up into 3 parts:

1. Music

Tzevet Chan has control over the Music Room and all of its contents. There are no Music Peulot, because the music room is meant for practicing students. You must get permission from Chan to remove any instrument from the music room. Yes, that does include the piano. Kudos to you if you can sneak that thing out the door, though.

2. Improv

Tzevet Chan uses the Amphitheater to run the Improv Peulah. Improv is where you just play fun acting games where you make stuff up on the spot.

3. Dance

As you can imagine, the boys do not get dance very often. It occurs inside the Gilad, and is run by Chan.

Main Cheer: “We Are Team Chan, Chan-Chan-Chan, Chan-Chan-Chan-Chan-Chan-Chan-Chan-Chan-Chan”

Buildings: Music Room, Amphitheater, Gilad
Teva

1. As an anaf: Teva is responsible for making sure you get a healthy dose of nature in your camp experience. Under teva, you might make limonana, do balance exercises in the woods, torture your blindfolded friends, pet bunnies in the refet, and do a bunch of other cool stuff.
2. Also see: Go Hug A Tree

Main Cheer:

Areas: Teva Shack, Refet

1. As a building: Teva (the building) is where Teva (the staff) does Teva (the stuff that staff has to do). It’s a nice shack, on the east border of the Agam, but please don’t steal the cane sugar.
Planetarium

The planetarium is the coolest buildings in camp. It’s located inside the village, in a large building. The cool place, though, is inside a small dome in the building. In here, there is a circular bench. You can whisper and the sound will travel faster to the person on the other side. Do not yell in the planetarium, and when asked for silence, do not assume the staff cannot hear you. Sound carries. The top of the dome is a projector screen, and it has a program to watch the constellations and stars.
Plugah

1. On the chutz: A plugah in this case is a group of between 15-25 people. They consist of people from every eidah. On the chutz, people are divided up randomly into 20 different groups, and on the chutz, your plugah becomes your bunk. Hadracha will be in your plugah also, but the heads of the plugah, or Roshei Plugah, are the Daled kids. They cook, build the fire (mostly), eat last, and generally are just the self-sacrificers. We suggest giving your roshei plugah big hugs. They tell you when to collect wood, when to wake up, when to eat. The cleanest plugah gets Friendly's along with the cleanest bunk of the 3rd week (Usually)

2. As an anaf: The heavy lifters. Plugah haul your bags across camp, plunge toilets, fix mechanical problems, keep building supplies, and plenty of other stuff. We do not suggest giving plugah big hugs. They aren't the friendliest (mostly). As a camper, you won't interact with plugah in your day-to-day life. When problems happen in your bunk, usually your Hadracha and/or Rosh Eidah will interface with Plugah to get the job done.

 Main cheer: "If it’s broken, then we can fix it. If we can't fix it, at least we tried. And if we tried, it's probably broken. But there AIN'T NOTHIN' BETTER THAN A PLUGAH GUY (OR GAL)!"
Tech

Tech is kinda a subset of plugah. Tech staff exists to fix microphones, speakers, projectors, wi-fi routers, and other stuff that you don’t get to touch. They don’t have to haul stuff across camp, but like plugah, their entire job is to fix stuff. Also like Plugah, your Rosh Eidah will interact with tech for anything you need during peulot involving tech (there are not many of these).

Main Cheer: “Off and on again, Off and on again, go tech!”

Buildings: Tech Office
Morim

Mor (eh/ah/im/ot)  (Lit. Teacher/s, Pronounced: MORE-(eh/ah/im/ot))

Morim, in essence, are (for once) what the translation implies. Teachers. They give shiurim, but they can be any member of tzevet, except for Hadracha. There are several types of morim:

1. Daily Morim. They teach regular shiurim.
2. Parsha Morim. They teach parsha shiurim.

Sicha Morim. These can be Eidah Daled kids, Roshei Eidah, Beit Midrash staff, literally anyone depending on how the roshim want it to be run. Also See: “Shiur”
Aleph

Aleph is an Eidah. It is named for the 1st letter of the Hebrew alphabet because Aleph gets the youngest campers. Specifically, some of the 4th graders and all of the 5th graders. The 4th graders have the choice of doing Kaytana instead. Every Aleph bunk gets a “Bunk Mom”.

Mifkad Site: Shabbat Mifkad Site

Main Cheer: “A, A-A-A-A-Aaaaaleph”
Anaf

(Lit. branch, Pronounced: AH-Nahf)

An Anaf is a section, or branch, of staff. In camp we usually say "Anaf", or "Anafim" for the plural. There are 17 different anafim. They are: Plugah, Melechet Yad, Chan, Roshei Eidah, Roshei Moshava, Tech, Village, Misrad, Sports, Beit Midrash, The Office, Hadracha, Shekem, Mitbach, Babybach, Matzilim, and Teva.
Writing your name

Writing your name is a common practice in a Camp. Signing benches, tables, and bunk walls is part of what makes Camp, well, Camp. However, you may only write your name in your bunk or in the butler building. DO NOT sign the Beit Midrash, Either Beit Knesset, Any Bathroom, or basically anything that’s not your bunk’s main area or the butler building. Most people write their name, year, and session wherever they write stuff. See how far back you can go!
Peulah

A peulah is a 40-minute segment of the day where your bunk will be assigned a specific activity to do. After Shiur Bet, you will do 3 peulot, named Peulot Aleph, Bet, and Gimmel. After menucha, you will do 2 more peulot, named Peulot Daled and Hey. After Shekem, Eidot Aleph and Vav will go shower while Eidot Bet, Gimmel, and Daled do Peulah Vav.
Melechet Yad

The artists. Melechet Yad has control over who gets camp's art supplies such as posters, paint, sharpies, pencils, paint brushes, clay, and other stuff. (Fun fact: Melechet Yad has the most workers.) Like Chan, There are a few subdivisions of Melechet Yad.

1. Ceramics

In ceramics, you make something out of clay, they turn it into pottery, you glaze it, and they harden the glaze. At the end of camp, you take home your ceramics project. Listen to ceramics staff very carefully; Your project will die an embarrassing death otherwise. (R.I.P. Aaron’s Clay Wizard)

2. Sweatshop

In Sweatshop, your bunk/anaf designs a T-Shirt. Melechet Yad staff will print a sketch your bunk will draw onto a T-Shirt for you. It will most likely be bunk inside jokes. They've never done this, but do not upset melechet yad or they will 'misread' your T-shirt order so it comes out as pink ink on a pink background.

3. Melechet Yad Proper

This is upstairs of Greater Melechet Yad. This is where they keep the aforementioned art supplies.

4. As a building:

The Melechet Yad building is, as you may have guessed, the ‘home base’ for all of Greater Melechet Yad. It is located next to the pool.\

5. Secret bathroom:

Ok, so it’s not secret, but most people don’t know about it. In the Melechet Yad building, there are two doors next to each other. The left one is a bathroom. Use this knowledge well.

Main Cheer: “Melechet Yad, Yad-Yad-Yad, Yad-Yad-Yad-Yad-Yad-Yad-Yad-Yad-Yad”

Buildings: Melechet Yad
Beit Midrash

1. As an anaf: Beit Midrash staff run the judaic aspect of camp. They determine shiur topics, write shiur sheets, run morim meetings, have their own shiurim, and basically spend most of their time learning torah or helping others learn torah.

Main Cheer: “Oh my gosh, Beit Midrash, it’s rockin’ up the camp.”

Buildings: The Beit Midrash

2. As a building: The Beit Midrash, is, unsurprisingly, where the Beit Midrash staff do most of their work. It is located above the Chadar Ochel, and is the only building in camp (Except for maybe the Great Room) with real, honest-to-Fahrenheit air conditioning. It also houses work laptops for tzevet working on the tochnit for the campers. You can’t touch those. Let’s say that again: You can’t touch the laptops in the Beit Midrash. Shiur Mishnayot occurs in the Beit Midrash, as does the Mishpachot Minyan.
The Bayit

The building near the lower soccer field in camp that houses the kaytana kids. While that is the main purpose of the building, it also houses the great room and the Babybach (see above). As well as the beit midrash, this is one of the few buildings with air conditioning. It also contains a few rooms reserved for tzevet gatherings.
Island

The Island is, unsurprisingly, an island. Located in the middle of the Agam, it’s an attractive spot for shiurim and quite frankly, shabbos walks (as of 2018, shabbat walks are BANNED) . It is outside the eruv, however, so you can’t go there on shabbat. The island is about 76.65 feet (23.36 meters for you civilized metricians) in diameter and houses the Island Gazebo. See below.

Also see: shabbos walks
Double Shekem

Double Shekem is when you do something impressive and you are rewarded by being allowed to pick a second snack at shekem. Here are a list of things that will earn you double shekem:

* Touching the Red Ball in High Ropes
* Going 15-25 rounds as King in 9 Square (Usually. :[ )
* Scoring your dodgeball in the basket
* Running to the end of the log on the agam
* Holding animal poop
Bet

Although Bet is the 2nd letter of the hebrew alphabet, Eidah Bet gets the 7th graders. As 7th graders are usually 12, Eidah Bet is both the “Pre-Teen Eidah” and the “Bat Mitzvah Eidah”.

Mifkad Site: Side of Boys Tzevet

Main Cheer: “Better Better Bet is Better B-E-T \*clap clap clap\* T-E-R \*clap clap clap\*”
List of people

*This article is now obsoleted due to the original creator's inactive and move on to do other stuff. So all the people who are in this comic is no longer canon.*

The following is a incomplete pictorial list of the people in *1900's + 2000's - the Un-making of Animation World*. They are grouped by families or groups of survivors, criminals or maybe just a civilian and roughly in order of first appearance.
Eidah

It is a group of campers, sectioned off by age. Your eidah is everyone who is going into the same grade as you are. You will take hikes, watch movies, do morning mifkad, and much much more by your eidah. The different eidot are:

Kaytana: Going into 3rd or 4th grade. Stays for 2.5 weeks, but really cut off from the rest of camp

Alef: Going into 4th or 5th grade. Stays for 4 weeks. Main group.

Vav: Going into 6th grade. Stays for 4 weeks. Main group.

Bet: Going into 7th grade. Stays for 4 weeks. Main group.

Gimmel: Going into 8th grade. Stays for 4 weeks. Main group.

Daled: Going into 9th grade. Stays for 4 weeks. Main group.

Machal: Going into 10th grade. Stays for 4 weeks, but spends most of its time out hiking.

Gan: babysitting for the camp’s staff’s toddlers.
Chevruta

At learning partner for after the Shabbat lunch. After shabbat lunch, you will go meet your chavrutah. The chavrutah groups normally consist of 2 campers and one staff, but they vary. The point of the chavrutahs is to teach you torah in a relaxed, semi-personalized way. Every chavrutah will bring something special to the learning in their own way. (2 editor’s notes: there are small refreshments, proportional to the power of the teacher in question.)
Shekem

Shekem is the sugary part of the day. Sunday-Thursday, after Peulah hey, you will go to the shekem shack to eat something sugary. You will usually specify what you want on a shekem sheet handed out at breakfast that morning. Also, Eidot will rotate days where they get double shekem. Also See: Double Shekem
Moscow Sound Design

**Audio Design - Moscow**

Audio design for the Moscow Hub will be
crucial to bringing the Hub alive and ensuring the player feel like they are actually in post-apocalyptic Moscow. The Hub will be filled with an authentic Russian background track, sound effects, Dialog and atmospheric sounds. All this combined will full immerse the player in the Moscow Hub and make it an interesting place to visit in the game world.

The background track will be composed with traditional instruments found in classical Russian music such as piccolos, flutes, horns, Bass Drum ect. The piece will take inspiration from classical composers such as Pyotr Ilyich Tchaikovsky and Igor Stravinsky however not so much their style but more their choice of instruments and structure. The piece will be soft with instruments like the Piccolo playing melodies yet powerful with the bass drums kicking in to reflect the conflict of despair and urge to carry on that Moscow feels. It will make the player feel empowered and sympathetic at the same time reflecting on how the Moscow people feel in these desperate times. The piece will not have a hard cadence as it will loop back to the start to give the illusion of an everlasting track due to the possibility of the player spending a long time there. The background track will fade out taking
the close to the least priority over any other audio as other audio is more important for the player to hear.

The sound effects for the Moscow Hub will vary however will prove valuable in immersing the player with the world. Sound effects will consist of crunching of snow, guitars being played by NPCs, chiming bells ect. All of them will be recorded from scratch and then programed to allow the audio to change depending on the player's location. If the player is in a building sounds will echo more than outside and if the player is closer the sound will be louder ect.

The dialog for the Hub will be vital for the players experience as poor dialog results in the player losing connection with the world. All Dialog will be recorded by voice actors in studios. This may take some time as the dialog will have optional responses from the player and the npc will respond accordingly. Each dialog option will result in the player gaining more information about the mission going into it. This means the more they can get out of NPC the more tools the player will have at their disposal to help them complete missions and find items. Also when talking to NPCs the audio will take full priority over any other audio. Dialog will be in English with characters having russian accents however when the player is out of conversations the NPCs will speak russian. This will encourage players to walk up to and talk to NPCs to gain info instead of hearing background noise.

Atmospheric audio will also be used as an immersion tool to keep players feeling like there is an edge to their screen. Wind and small sound effects such as coughing and random encounters happening in the distance. This will make the world feel more alive and real to the player as if other stuff is happening around the surrounding area out of the player’s hands.
Susim

Susim, as the name implies, has to do with horses. Specifically, you get to horseback ride through the woods, which are owned by Camp. A favorite among campers, you’ll probably get a double session at least once during your time at camp. There are very few, if any, tzevet working in Susim. The horses are cared for by Cowboy Dave.

The horseback riding peula is always great fun . You are driven out to the track on a cart. After you get off, you must select a helmet. Make sure to pick one that fits you well. Falling off is uncommon, but not unheard of. You will be greeted by the head of horseback riding, cowboy dave himself. He will give you a quick tutorial on horseback riding (don’t correct him no matter how wrong he is. And FYI, he’s NEVER wrong). Pay attention to this. It is very important that you ride correctly, or else you might put the other riders in harm’s way  (not to mention YOURSELF, maybe?). When you mount your horse, make sure your saddle isn’t slipping. If it is, talk to cowboy dave. (Cowboy dave would NOT approve of how much you two are interrupting!)

The Law of Sporting applies (see page 18), mostly because cowboy dave will probably feed complainers to the horses
About Progression Design - Lancelot Diblan - 1702654

The player start in the New Babylon city and just discover
his new powers since the re-enchantment, the old Babylon felt during his
journey to master his gift, but since the destruction of his city he decide to
build the new one and completely stop his training but as the supernatural
being get closer again he has no other choice but to learn to master his
powers.

But before any training the player will only be able to use
firearm as he avoids using his powers. Those weapons will always still be
accessible to the player at any time in the game.

At level 1 the first training constitutes the tutorial of
the game; the main goal is to master the first three technics to help him start
his quest to learn more abilities and maybe stop the re-enchantment.

 From level 1 to 60, the
player earn experience by killing supernatural beings, when he gets enough
experience, he will unlock the access to new abilities by completing a
practice. Those practice are very dangerous for the character, if it goes
wrong, he will lose control of his power and will damage his stats, to avoid
that the player will always have a short amount of time to swallow a Disenchanters if he has one with him sure. If it goes well, he will be able to
use a new ability. Without certain abilities the player will not be able to
fight or confront some supernatural beings or situation, that can lead to a
complicated situation for him, so he must manage his progression by keeping it
balanced during his journey.

Concerning the practices allowing the player to learn new
abilities, the player will have to find and explore old ruins/dungeons to find
old artefacts, those artefacts connect the gifted to a new source of energy, he
will then be able to access this energy whenever or wherever he wants and use
it to perform attacks or defence spells. But the main idea is first finding an
artefacts / learn to access the energy behind it / master it / and finally use
it as an ability against obstacle or supernatural beings.

From level 20 to 60 the player will be able to access a new
kind of dungeons and new kinds of artefacts, those artefacts will allow the
player, if he can master them, to perform new abilities and kill faster and
easier supernatural beings. Any abilities learn before level 20 can still kill
them but are very weak. With this system the player will have to choose and
adapt his strategy to finish the game.

From level 50 to 60 when the player gets further in the game,
he will be able to catch and mind control supernatural being to help him fight
other or simply to travel faster his power on supernatural beings directly
depend on his level, for example at level 50 the control will only last 10
seconds but at level 60 it could last 5 minutes.
Promotional Cutscene (Tibet) by 1201363

**Promotional Cutscene**

This narrative element is designed not to be released with
the game but is released separately to promote this area in the game and to Hypertextually
affect the narrative of this section. It is designed to give the player an
overview of the setting for this area of the game and introduce them to some of
the enemy types found here.

Its starts with a view of the village before panning down to
reveal a player character, The character is wearing heavy armour and has indistinct
features to give the impression it could be any character wearing it, leaving
room for player to view the trailer as if it was their own character from the
game. This scene takes place in between the mines at the start and the village
and is a cinematic re-interpretation of the mission that occurs there.
Voiceover explains what has happened to Tibet since the re-enchantment and how
climate change has affected the once snowy region. Unbeknownst to the Player
character, a yeti can be seen lurking in the shadows watching them but not
engaging. The next shot reveals the Yeti to be seemingly curious rather than menacing,
studying the player character rather than planning an attack. Looking down the
ridge the player is walking across they see a military encampment with soldiers
cleaning weapons and resting. The soldiers are huddled close together and seem to have been
wounded from the battles they have been through.

The player continues up towards the village until they hear
someone shouting in the distance. The Player Character draws their weapon and runs
towards the source. They see a Villager being cornered by various enemy creatures.
The player character looks to the Villager then back to the enemies. The
narration indicates that the player can choose how they interact with the world
and that their choices will shape their own character. This version of the
character chooses to intervene raising their sword and charging towards the
enemies. The camera pans out to reveal the majority of the map showing the
scale of the location.

*Storyboards to be*
Added
The Grim Reaper - Character Design

**Character Design:**
Grim Reaper

**Characteristics/Looks**
– **This entity is extremely tall standing at a high 8 Feet tall. His body is**
A skeleton that wields a giant scythe. He is drooped in black robes ripped and
torn on many of the edges. This Entity doesn’t show his skeletal face unless it
has a contract to take you to the depths of hell. Otherwise known as death,
this entity floats just above the ground which allows it to move at incredible
high speeds that help it catch his contracts.

Reason for being in this area – The grim reaper found
himself in Transylvania after the re-enchantment came to be. Deaths sole purpose
is now to reap all the souls who had been contracted to be taken to the depths.
The reaper only ever comes out at night as it can’t stay outside in the sun for
an extended period of time. It wears the robes to shield itself moderately.

**Player interaction –**
the player will need to avoid this entity to not be on the radar of the grim
reaper as if it finds the player the Reaper will seek out to find you and take
the players soul and through it down to the depths. In minor instances if the
player manages to stop a person who is running away from death, the player will
be given a chance to clean his contract if the player ever gets caught by the
Grim Reaper again.

**Areas it lurks –**
the Grim Reaper will be hunting around all areas of Transylvania mainly in the
streets of Cluj. It will move fairly quickly but emits a very noticeable noise
that the player will be able to hear and hide away before it comes past. This won’t
happen often due to it going round the entire map however as it more often than
not goes around the streets its best to avoid those areas at night so the
player won’t get caught by the grim Reaper and earn a game over.

**Backstory –** the Grim
reaper first came to existence with the help of the Greek Gods. The Greek gods
were in need of a being who could collect souls of the dead and bring take them
on to the next chapter and so they created death. It was bonded together by
supernatural powers which is the reason it can run at intense speeds, teleport
to any location and faze through any object. It could go anywhere on the planet
and gather souls. But when the people found a way to secure this supernatural
power death seized to exist and in turn the souls had no place to go than roam
the earth looking for a purpose. Once the re-enchantment came back death
returned but was unaware of its full purpose and now wanders around Transylvania
doing what it thinks is its purpose and being a soul guider for the people who
lost their lives in Transylvania rather than its actual purpose being to do
this for the entire world.

·
Teleportation

·
Fast movement

·
Soul Collector

Attitude

·
Unaware of purpose

·
Intimidatingly quiet

·
Isn’t feared by anything

Mission