recursal/Fanatic-Fandom huggingface dataset:
Pale Ones

> *"Don't be afraid of the pale ones in the wood, they are peaceful enough. Though frighting they may look, they are just folk like us, appearance aside. You can trade with em just fine so long as you don't mind staying up late or looking at those red eyes"* (Merchant Journal)
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**Pale Ones** or **Stalkers** are the human population that live within the shaded recesses of Deepstep Hollow. They are noted for having a stable breeding population of nocturnal humans with albinism. They tend to keep to themselves without much interaction with the outside world. They are noted to having exceptional night vision and sense of hearing.

* They are described as being very pale, lanky, having very fine white hair and red, reflective eyes.
* They are very adept at crawling through the caverns in their native land and climbing.
* Due to the way they hunt, they are incredibly adept at moving silently.

## Culture

Pale Ones are often cut off from the rest of society, partially by their location in a nearly impassable forest, and partially due to their reversed circadian rhythm. They live in small, tight-knit communities within their underground cave systems and are suspicious of outsiders.

Pale One communes dot Deepstep Hollow, with occasional trade between them. When a Pale One becomes an adult, they are encouraged to visit other communes to foster trust and cooperation between them.

Homes often start out as natural limestone caverns but then are later shaped and carved into more comfortable living areas. Living spaces are often located close to the surface with air circulation holes being dug to the surface.

* They are generally very quiet and dislike loud echoing noises.
* They tend to get very close when speaking so they can be quiet.
* Pale ones will stay completely still until they need to move, often in quick, jerky motions that are unnerving to most surface dwellers.

## World Activities

### **Trade**

The Pale Ones' underground homes are uniquely suited to farming various medicinal plant life that is otherwise intolerant of sunlight. Certain kinds of vitae can only be produced and harvested in complete darkness for which the Pale Ones are suited.

In addition to this, their underground caverns are ripe with mineral deposits that wash in from underground water systems that are harvested by them and sold to the Hearth. The canopy trees of the area secrete a thick, flammable resin that is used for waterproofing ship hulls and torches.

### **Scouts**

While the denizens of Deepstep Hollow rarely leave their forests, occasionally a handful of their number will travel among the "day walkers" and serve as nocturnal scouts and lookouts, as their natural night vision makes them very well suited to the task. This is made somewhat difficult by them speaking their own language that few outside of certain caravan masters know and they must first learn to speak the surface languages.

* During the day, Pale Ones will either cover themselves with their wrapped clothing and wear sun goggles or sleep under several light blocking layers.
Dawn Era

**The Dawn** is the time period when the Immortal nations first began emerging and forming. The Dawn happened approximately 100 years after the first confirmed sightings of Immortal human beings and marked the start of the age of the undying. The start of the Dawn era is acknowledge by the **Council of Undying** to closely coincide with the birth of the Immortals though exact details have been lost to time.

The Dawn was an era of chaotic warfare and bloodshed as the great civilizations expanded, fought off invasions, crushed those around them and competed against other civilizations mortal and immortal alike.
Biomancy

> *"From the simple farmer breeding a better milk cow to the doctors of the family hearth, to even the life shapers in their bio temple creating new forms of life never yet seen, biomancy is everywhere. With the understanding of life, the building block chemicals that comprise it, and the means to manipulate them, the very forces of life and death are in our hands." -*Opening prologue, Biomancer's primer-
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Biomancy is a **higher science** in Soi that encompases **biology** and **chemistry** with all its potential medical

applications. They are the doctors, the chemists, naturalists, and any other practitioner are considered under the field of biomancy.

## Applications of biomancy

### **Genetic guiding**

The study of genetic guiding is the primary principle behind the practices of **bio temple** orders in creating new life forms by selectively breeding for desirable traits

### **Alchemy**

Alchemy is the term that generally refers to any chemical that can be ingested either willingly or unwillingly to affect the chemistry of a body. These practitioners are employed to create chemical cocktails from physical performance enhancing substances, poisons, cures for poisons, and anesthetics.

## Biomancy per nation

### **Goran nation**

The Moulders of the Goran Nation possess quite possibly the most advanced knowledge of Biomancy on Soi. From the beginning Gor has instructed his people on the ways and methods of “purification.” From plants, animals and even people are altered by Goran biomancy. This is evidenced by the many casts of Goran. The entirety of the people are specialized breeds of ab human to fulfill the needs of the nation.

From the lowest peon to the Fire God himself all Goran actively live by chemistry. Specialized powders, tonics and potions have been developed to alter the psyche and sand warriors into a blood rage.

### **The** **Broken Kingdom**

The Broken Kingdom experiences biomancy in their advanced animal husbandry practices which have resulted in the specialized breeds of domesticated animals in the Kingdom. The practice of biomancy on humans is considered to be unholy and heretical in the kingdom, those found attempting practice it meeting swift execution. Manipulation of humans is to be a known bone of contention between the Truest King and other members of the Undying Council.
MilCard

**MilCard** is a military themed trading card game first produced in the Encircled territory. The game works by playing cards with set values against each other to destroy or otherwise defeat the opposing deck of cards. While there are innumerable strategies and sets of rules, there are typically set amounts of cards allowed to be used by both players and only cards created by **Milcard Co.** in Circle territory are typically allowed.

## Card creation

Cards are most often based off of soldiers, formations, animals or war engines of the various nations or things found around Soi.

The cards are approved and printed in their base operation of Milcard Co. and are usually made with the approval of a panel of military advisors from all around the world in order to make the gameplay as accurate as possible.

* Certain cards have been banned by the Technocracy as they refer to secret weapons projects they wish to keep mostly a secret from the rest of the world.

## Tournaments and economy

Annual tournaments are held at Stoneport where Milcard Co. is based, the winner gains a cash prize gathered by the entry fees of participants. Smaller unofficial tournaments are held all over Soi.

The cards themselves are printed at MilCard Co and a few other licences printing presses, cards can only be approved by the panel of Milcard Co.
Lektrik

**Lektrik** is a form of utilized energy which the Circle developed using magnetism and copper wiring. There is no word for it in Common, as they and the Kushani are currently the only nations with access to it. To an Encircled in a big city like Ironspire, Kallipolis, or Stoneport, however, Lektrik is a fairly familiar concept, even if access to it is limited. Currently, it is most often used in communication, industrial centers, and public works projects such as street-lighting and building-cooling, however, the Lektrik Network is constantly being expanded to provide more amenities to the Encircled.
Dragon Hill

**Dragon Hill** is a merchant city-state in the middle of the South Eastern Block. The central city is an industrial area with small refineries and smelteries, which are part of its success as a trade hub. The merchants of the area have built a strong series of trade relations with the Circle, the Family Hearth , The Broken Kingdoms, and the smaller trade powers of the area, and, with effective techniques, have managed to reliably turn profits for centuries.

Being caught between several major trade powers can impose a strain the city's economy. The city's relations with the Technocracy and the Family Hearth have been spurious over the years, dependent upon the political climates of each government involved. At times, the merchants of Dragon Hill will favor one faction over the other. Sometimes, a more aggressive political faction will take control of the Family Hearth or the Technocracy, and impose tougher trade agreements on the city. However, in these cases, the laws of supply and demand will usually allow them to weather whatever happens. After all, there's always a willing buyer at a fair price.

Many of the more prominent merchants of Dragon Hill were educated at Kallipolis University, while many tourists, travelers, merchants, and connoisseurs visit from the Circle. Encircled missionaries help run a rather large school in the central city.

## History

### Founding

Dragon Hill was founded as a mining town at some point during the Second Goran War, and quickly became popular as a waypoint for caravans heading for the supply-hungry Circle of Friends. They rose to prominence when location and standing put them in the perfect position to ride the wave of development during the Golden Age.

### Great War

Dragon Hill saw much prosperity in the decades right before and after the Great War began, as troop movements into Cattailia and the Syndicate passed through on their way to respond to Tallet incursions. During this time, an active military camp was set up within the defended area, bringing in business daily.

Near the end of the war, however, Dragon Hill was periodically sieged by the Goran. During the middle stages of the Goran-Friendly Genocide Campaigns, the city lay in the western reach of the Goran who'd overshot the Circle's borders. Infrastructure was wrecked, towns were burned, and lives were destroyed. Because of this, the merchants have a few sayings about the problem of the Family Hearth, and, while they still trade with them out of mutual economic interest, some of them tend to take their better deals elsewhere first.
Jötunn

While many abhumans are found in the world non are quite so unique or pervasive. Ranging in features and high all Jötunn share a characteristic look a enlarged nose. They can be found wherever human society lives, most typically under bridges or in the shadows of large cities. Once considered a failed breed of the Goran the jötunn have learned to not only survive but thrive. Their blood can be tracked from the many branches of Goran casts. From the Order of Will they share blood with the Urok and Caveborn. From the Order of Flame the Paragons. The concept from the Moulders was to breed a race to hyper specialized foremen to
viciously expand the underground passageway. From the Urok they have a wide strong build although perverted by the blood of the other
casts they do not share the Urok's inability to hold fat. Jötunn are known to be very thick and heavy set. From the Cavernborn they did retain an honed innate knowledge of engineering and natural physics but, they also retained the paleness. The Jötunn are unable to even stand in direct sunlight without being burnt. From the Paragon a great creativity of retained perhaps to much so. The Jötunn are nearly unmanageable and unable to hold focus on anything they deem unimportant. Bred for the creation of the God's Way these unique failures were not purged but re-purposed. Given to the Mini Light the race was to be used to seed chaos throughout the world. Taught
advanced Psychomancy they have been put to the task of causing
unnecessary strife to the peoples of Soi. With their status of failures Gor gave them total freedom to travel and breed so long as their task was performed. Unfortunately for both the Goran nation and the world they were overly successful. Propagating throughout the
world they seeded chaos. Providing enough benefit to local people as to not cause genocide but inflicting psychological pain to the world. Whenever they have successfully inflicted mental pain they are known for singing the song of their people.
Griffon Riders

**Griffon riders** are people in the Circle and Kushan, known for their skill at taming, riding, and caring for griffons. They tend to be small, light, nimble people, as this is necessary able to be lifted into the air by a Griffon mount for any meaningful period, and stay on while controlling it. The most skilled can even perform archery from the backs of fast-moving griffons.

## Kushan

Griffon Riders in Kushan are normally selected for their small size.

## Circle of Friends

Griffon riders in the Circle historically begin their training at around the age of 13, when most Encircled begin training for their first occupations. It is very common for those who take to the art to take drugs to stunt their own growth, preventing them from growing to full stature, usually leading to medical problems later in life. The Technocracy does not approve of this practice, but has not yet found a better alternative to the griffon's lift problems, and would be going against their stated goals if they prevented the riders from pursuing their passions, so they've had to resort to simply making the safer drugs and medical treatment easily accessible.
Eudymonic Widgets

**Eudymonic Widgets** is a company within the Circle, and large manufacturer of consumer trinkets. They are headquartered in a laboratory and mechanical factory on the Western side of Ironspire. They are perhaps best known for manufacturing the engraved aluminum pocketwatch-compass trinkets which are almost ubiquitous to members of the Technocracy.

Their wares are produced in large batches and traded worldwide. These items are often low-cost, high-function items intended for mass consumption, but because of international trade economics, they are often seen only in the hands of wealthy individuals such as nobility of the Broken Kingdom.
Immortal Profile Format

Brief Description of the Immortal, make sure to add and fill out the immortal InfoBox. Align the infobox to the right side of the page.

## **Current Era**

### **Persona**

How does this immortal present themselves? How do they behave?

### **Activities**

What is the immortal currently doing? Do they rule a nation? Do they travel? Are they a researcher?

### **Creed**

Does the immortal have any strong beliefs, messages, or agendas they push in the world?

## **Outlook**

How does the immortal view the outside world? What do they feel is their place in the world?

## **Relations with other Immortals**

What other immortals does this immortal interact with? Do they have any friends? Any enemies? How do they view the other immortals in the world?

## **Major Historical Events/Actions**

What are the most significant things this immortal is known for in the world?

## **General History**

What is the general history of the Immortal? Did the immortal previously sport a different persona or public image? Specifics and details should go on an Immortal-History page if this section becomes too lengthy.

## **Faction Information**

Does this immortal run a nation or organization? If so what are the particulars of this arrangement?
The Khani

**The Khani** is a semi-unified area of unclaimed people north of the Broken Kingdoms in the Eastern Block. They are known for being a hardy people whose culture is based around the merit of struggle due to their constant interaction with the Woag and other, smaller bandit factions which live north of them, and the fact that they are the farthest from the influence of the Circle within the region.

Their main exports are wood, ale, and iron, the mining of which is aided by the Encircled. They are a popular destination of adventuring Armored Riders due to the cultural similarity, the regular recurrence of trouble, and the large taverns in virtually every town big enough to have one.
Oaths of the Broken Kingdom

## The Oath of Stone

The Oath of Stone is the vow sworn by every subject of the Broken Kingdoms. These vows are sworn to Truest King and witnessed by the Magistrates from the Order of Truths. These Oath is sworn by man and woman at the end of their fifth year of military training at the age of seventeen. Those who refuse to swear the vow are given twelve days to reconsider their decision or gather their possessions and prepare to leave the Kingdoms. The UnOathed there-after enter voluntary exile, welcome to return on condition that they swear their Oath of Stone on re-entry.

***"I swear before the gaze of the Truest King to serve as subject of the Stone Kingdom. I shall pursue excellence in my life, valor in my battles, I shall train my body to be a weapon of the Kingdom, I shall lay down my life before I see the Kingdom fall."***

## The Oath of Iron

The code of conduct followed by the Armored riders of the Broken Kingdom, written by the Truest King in the first age. The language of the is flowery, but by the time it is sworn every Rider knows its meaning. They've sworn to be the first to die of any hardship in the kingdom, they've sworn to serve the will of the Royal they were born under, they've sworn to protect at all costs the people of the Broken Kingdom, and ultimately overriding all other loyalties they've sworn to the Truest King. While it is rare for any save the first and second oaths to be put to the test, the final oath is recognized when the Order of Truths comes to recruit a Knight. More than one ambitious man has had to abandon his political goals to enter the priesthood at the Cathedral. This sparks some speculation that the Truest King uses this recruitment to prevent unrest from fermenting.

***"I swear my life to the Blood of my veins; never shall I keep a full belly while my kin hunger. I swear my life to the Crown; never shall my courage falter. I swear my life to the Kingdom; never shall my sword waiver. I swear my life and the eternity of my name to the Truest King; All that I am is to honor him, all that I will be shall be his to command."***

## Code of Knighthood

The Code of Knighthood is expected to be pursued by those who wish to be knighted and are knighted. While not something expected for the average subject of the kingdom, or even the average Armored Rider, those who follow the code to some extent enjoy a higher level of respect and reputation in the Broken Kingdom.

Followers of the Code are expected to be honest, forthright, valorous, generous, devout, loyal, and industrious (by the Kingdom's standards).
Nation/Immortal History Format

Summary of the subject of the article.

## Prehistorical

What may be known of the subject before the arrival of the Immortals. May be factual or mythology.

## Dawn Era

The history of the subject during the years 0-100. May be factual or mythology. Most accounts should lead heavily towards mythology.

## Preclassical Era

The history of the subject during the years 101- 400. May be factual or mythology, a balance of the two is suggested.

## Classical Era

The history of the subject during the years 401-1000. Most information should be factual, though some elements of mythology still has a place if set early in this period or written for a subject that is materializing late in the setting. Formation and reorganization of the Undying Council was a major event early during this period. A massive road building project spear-headed by the Family Hearth was underway by the year 600.

## Post Classical Era

The history of the subject during the years 1001-1200. Most information should be factual, elements of mythology should be mostly for flavor. The Gogalith Crusades against the Goran, Tallet, and Broken Kingdom were major events during this period.

## The Golden Age

The history of the subject during the years 1201-1800. Most information should be factual and fully accurate. Mythology should be mostly tied to immortals or unknown factors in the world. This was a period of cooperation and peace among the Immortal Nations, while mortal nations were slowly devoured by expansion of the Goran and Tallet or generally exploited to fuel prosperity in the more advanced Immortal Nations.

## The Decline

History of the subject between the years 1801 - 2100. Most information should be factual, though accuracy may become questionable. Mythology is not out of place as this is a time of relative turmoil. The year 1800 marks the beginning of expansionist powers contesting regions close to or within the borders of other Immortal Nations. The Great War between the Immortal Nations occurs from the year 1900-2000, followed by the outbreak of the Corpsebloom and the efforts to contain/eradicate it from the year 1975-2100.

## Current Era - Post Immortal Era

History of the subject from 2101-Present. Most information should be factual. This is a time of mortals rising to fill the power vacuum left by the Great War. The powerful Immortal Nations have constricted their borders and have had the bulk of their power broken in their warfare with each other. The World Population is roughly half of what it was in the year 1850, leaving tracks of wilderness and abandoned settlements across Soi. Mortal governments and nations are rising and occupying what use to be lands held by the immortal nations both major and minor. Relations between the major Immortal Nations remain strained, but healing slowly under the efforts of the Undying Council.
Cattailia

**Cattailia** is the homeland of the Cattailian people, set on the eastern side of the Cattailian Desert. The majority of the population is clustered around the Sea of Cats in the fertile eastern edge. It has been known as a key defensive point, moving in and out of the Eastern Block, where the Unbounded Forces regularly fight the Tallet. It was invaded and nearly overrun by the Tallet at some point during the Great War, leading to a mass-exodus of refugees into the Circle and Kushan.
Рецепты

Здесь вы сможете найти множество рецептов по игре Roguelands. Все предметы составляются из разных 3-ёх эмблем одинаковых классов, которые в свою очередь составляются из 10 ресурсов найденых вами на планетах. У предметов так же есть разное качество, которое влияет на плюсы к характеристикам игрока у самого мредмета. Правда, не на всех предметов пока распространяется влияние качество. Например для дронов это качество ничуть не влияет на их работу. Различается качество: Простое / Бирюзовое / Фиолетовое / Золотое.

Шлемы

Броня

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Мечи
Trade War

The **Trade War** or **Commerce Conflict** is the quiet ongoing struggle between the Family Hearth, Woag tribes, and Encircled territories, often involving all of the other nations of Soi both great and small. The war is fought over control of all overseas and overland trade routes of Soi.

The Conflict is often fought using market manipulation, trade sanctions or depleting resources/demand before the other side can profit. On the occasions that the conflict becomes heated, raids, assassinations, or the occasional small army is raised under a neutral banner by proxy.

## History

### **Family conflict with Woag**

The various Woag tribes of the northern sea proved themselves to be prodigious naval explorers, mapping out the innumerable islands, waterways, and surface oceanic currents of the planet, an effort that continues well into the modern era. Their knowledge and access to nearly every civilization and location gave them a great advantage of the Family Hearth in terms of overseas shipping.

The Family Hearth attempted to lessen the Woag's advantage by disallowing them passage through areas controlled by their allies and customers under the implied or spoken threat of economic strangulation. The resulting conflicts between Woag traders and these new restrictions led to Woag traders simply fighting their way through blockades or ignoring the trade embargo with varying degrees of success.

The God-mother, using the Woag's warlike reputation to her advantage, declared them pirates and banes to the civilized overseas commerce the Hearth of Sails was attempting to create. Many of the Woag's trading partners broke their agreements and henceforth traded exclusively with the Family Hearth.

* The Hearth put a bounty on Woag, Collectible by turning in Woag fangs to Hearth of Sails representatvies
Komón

* **Nombre: Komón**
* **Nombre Completo**: Park Ji Min (박지민)
* **Nombre Chino:**Ji Mi Hua (吉米华)
* **Profesión:**Cantante, Bailarín, Modelo y MC.
* **Fecha de Nacimiento:**13-Octubre-1995 (20 Años).
* **Lugar de Nacimiento:**Busan, Cohrea del Sur.
* **Estatura:**1.75 cm.
* **Peso:**61kg.
* **Tipo de Sangre:**A.
* **Signo zodiacal:**Libra.
* **Signo zodiacal chino:** Jabalí.
* **Familia:**Esposo e hijo.
* **Compañia**: Oh!Ent.

## Curiosidades

* **Grupo Kpop:** The PutOhs
	+ **Posición**: Líder, rapero, exhibicionista.
* **Familia:** Esposo e Hijo.
* **Educación**: Busan High School of Arts (Departamento de danza moderna)
* **Hoobies:**Dibujar, Bailar, Artes marciales y Jugar videojuegos.
* Su periodo de trainee fue de un mes antes de debutar.
Whitemoon

*Whitemoon* is a major city in the Circle.

### Construction

The Princess's first dwelling was first constructed years before any written record, but it was from there that she first began to spread her philosophy. As time went on, the Castle of Harmony was built, from which she advised the various leaders of the fledgling federation.

### Golden Age

Whitemoon's peak was during the Golden Age, when its size and magnificence rivaled that of Kallipolis.

### The Great War

#### Sacking

The sacking of Whitemoon was considered to be one of the darkest moments for the Encircled in the Great War, as ancient archeological sites and records dating back to the earliest history of the planet were lost forever. It is one of the single greatest losses of historical knowledge in history.

## Construction

Whitemoon incorporated both advanced technology, traditional styles, and living plants into its design, eventually creating a city with massive buildings which seemed to rise out of a forest.

## Culture

Whitemoon's culture, like the rest of Whitewood, is exceedingly calm and friendly.
The PutOhs

* **Nombre:**
	+ The PutOhs
	+ (Internacional).
	+ **En cOhrea**: 태 부토스
	+ ¿**Por Que?:**Significa que son putohs.
* **Origen:**Ohrtolandia
* **Número de Integrantes**: 6 chicos
	+ **Número de Ex-Integrantes:** 1 chico.
* **Debut**:
	+ **En COhrea:**18 de diciembre del 2015
* **Fanclub oficial: -**
* **Color oficial:**-
* **Agencia:**
	+ **Oh!Ent.**
* **Sub-Unidades:**
	+ Truble putOhs. (TT) (2016)

## **2015: Debut con 'Infiel'**

El grupo comenzó a promover la canción en SBS InkigayOh en el 18 de diciembre, el mismo día que salió el mv.

El sencillo ha sido comprado por mas de 80 Ohrmigas.

## Salida de Komón

Antes de debutar, sin previo aviso, el mismo lider del grupo, abandonó este, dejando a cargo a Sehun, como lider.

Días después, volvió al grupo.

## **Salida de Heze**

Después de que el lider volviera al grupo, el maknae salió, sin avisar.

Dejando al grupo con 6 integrantes, y a los fans muy trijtes.

## **Salida de Belcebú**

Al igual que los otros integrantes, belcebú salió del grupo, sin dejar explicaciones.

## **Salida de Sehun**

El lider line, luego de todos los escandalos, abandono el grupo como los demás.

Para después volver, sin entrar a Oh!Rol.

## **Situacion actual**

El grupo se conforma por OT7, aunque la empresa no ha anunciado quienes serian.

Se confirmó que harían Comeback, pero no se sabe cuando, ni que integrantes habrán.

Por lo que dicen, sera un grupo internacional

## Integrantes.

**Integrantes: Sehun, Komón, Heze, Armin, Edward, Belcebú, Sailor.**

* Komón (Líder, rapero, exhibicionista)
* Armin (Visual, vocalista)
* Sehun (Rapero principal)
* Edward (Vocalista principal)
* Sailor (Vocalista, main gemidos)
* Belcebú (Vocalista, bailarina principal)
Tushaar (The Serpent)

One of the Triumvirant, Tushaar Many-Tongues also known as the Serpent is the father of the common trade-tongue used in Soi and was instrumental in facilitating the early organization of the Council of Undying.

## **Current Era**

### **Appearance**

Standing of average height with naturally tanned skin tone, Tushaar strikes a slender profile with dark brown hair and eyes. He normally dresses in the most recent fashions, aiming for a look that could only be called dapper favoring feathered hats and flashy neckties. He carries with him a slender cane that is known to house a blade.

### **Persona**

Arrogant and quick-witted Tushaar's mastery of language hones his quips to a razor's edge. His immortal biology has only lessened his restraint and he is notoriously unpleasant to deal with for the other immortals. He considers himself to be very clever and favors gambling as his vice of choice, but only games which involve an element of skill at strategy or bluffing.

### **Activities**

Tushaar spends much of his time in the Chambers of Eternity organizing and managing the Undying Council's net of informants and messengers. When he does leave the Chambers it is to make short journeys along the Hearth's trade routes in anonymity to investigate reports of unknown immortals being discovered.

### **Creed**

The Serpent feels that immortals are destined to eventually rule the world in its completion, but feels that this will be done through the Council and that it must be done in peaceful cooperation with the power of the mind overcoming the power of the sword. The power of the sword in the mean time, is best left to those with more talent to see civilization grow to the point that peace can become embraced.

## **Outlook**

Generally Tushaar feels he is forever the smartest man in the room and as such should be heeded. He has very little use for airs and titles however, considering his innate greater value to be apparent in his immortality. Unlike many immortals, Tushaar is known to view some as worth less than the lives of mortals and considers them to be too dangerous. Particularly unyielding immortals, or ones who seek to harm other immortals are generally considered worthy of being given the forever undeath at the bottom of the world sea.

## **Relations with other Immortals**

What other immortals does this immortal interact with? Do they have any friends? Any enemies? How do they view the other immortals in the world?

## **Major Historical Events/Actions**

What are the most significant things this immortal is known for in the world?

## **General History**

What is the general history of the Immortal? Did the immortal previously sport a different persona or public image? Specifics and details should go on an Immortal-History page if this section becomes too lengthy.

## **Faction Information**

Does this immortal run a nation or organization? If so what are the particulars of this arrangement?
Belcebú

* **Nombre:** Belcebú
* **Nombre Completo:** Kang Seul Gi (강슬기).
* **Profesión:** Cantante, bailarina y modelo.
* **Fecha de nacimiento:**10-Febrero-1994 (21 Años).
* **Lugar de nacimiento:** Seúl, Corea del Sur.
* **Estatura:** 165cm
* **Peso:** 48Kg
* **Tipo de sangre:** A
* **Signo zodiacal:** Acuario.
* **Signo zodiacal chino:** Perro.
* **Agencia:** Oh!Ent.

## Curiosidades

* **Grupo KPop:** The PutOhs
	+ **Posición:** Vocalista, bailarina principal
* **Educación:**
	+ Byungmal Middle School.
	+ Seoul Performing Arts High School.
* **Especialidad:** Tocar la guitarra y hablar japonés.
* **Modelo a seguir:**Beyoncé.
* **Familia:** Padres y un hermano mayor.
* **Tipo Ideal:** Kang Dong Won.
* **Idiomas:** Coreano (lengua materna) y japonés.

* Perfil (Naver)
Worldstone Monument

> *"What interests the scholars is how long this structure has existed, who made it, and for what purpose. What interests everyone else who has ever heard of it, is if the makers of this stone were correct in their claims"* (Traveler's guide to Soi)
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The **Worldstone Monument** or simply **Worldstone** is an ancient stone monolith discovered inside of an ancient ruin of unknown origin. The monolith depicts what appears to be a sort of creation myth story and has several languages written into it that no one has been able to translate in its entirety.

## Discovery

The Worldstone was discovered during a great glacial melt triggered by a massive volcanic eruption that swallowed the Messanic peoples, a small fledgling civilization during the **Golden era**. The assorted great nations at the time rushed to deliver aid and support to the survivors and salvage what they could of their wealth and culture when the tip of the worldstone was discovered poking out of the ground.

Having few to no survivors, all of which were displaced and scattered to the various great nations, the land became a sectioned off area. A none of the **Immortal nations** lay claim to knowledge of what lay beneath the earth, a massive excavation project started to uncover what was buried.

## Structures and relics

The Tablet itself is a monolith measuring 200 feet in height and 50 feet at the base, composed of highly dense metamorphic stone, it retained the majority of the carvings placed upon it with some writing being lost to corrosion. The monolith itself is surrounded by various structures composed of less sturdy rock that have degraded over the years. The architecture seems to be of unknown make.

## Depictions and writing

### **The Base**

The carvings on the base of the monolith display what look like humanoid figures fleeing from predatory creatures of unknown species which appear to be coming directly out of the heads of other humanoid figures who then in turn flee from said creatures in an endless loop around the circular pillar. Scattered throughout this scene are strange swirling patterns that seem to move when viewed directly.

### **The Center**

The central carvings are of three circles, the lines of the circle are made of humanoid figures linking arms and forming a solid barrier. The unspecified predatory creatures are in one circle, humanoid figures sitting around a fire are in the second, and the third merely contains endless swirling patterns that create an optical illusion of constant motion and changing depth, staring too long at said circle can result in terrible head pain and reoccurring nightmares.

### **The top**

The top of the pillar contains three lines written in various languages, incomplete translation was found by Hearth Wheel merchants who recognized the language as being similar to the one used by the **natives** of the **coldwater swamps****.** The incomplete translation of these lines reads as follows.

"*A place for all things are*"

"*A place for all things are not*"

"*A place for all things cannot be*"
World Ocean

The **World Ocean** is the colloquial name for the massive body of water which fills the majority of Soi's northern hemisphere. It contains a number of regions that are referred to as seas that can be identified by their characteristic weather and behavior patterns.

Notable seas include: The Goran Coast, The North Sea, and The Trade Sea.
The School of Control

This article or section is currently under construction by whoever's in charge of it. Please don't try to make edits, because the original point hasn't been fully fleshed out.
*"We're not here for power, or to oppress anyone, we simply want to show you the right way to live."*

**The School of Control** is a conspiracy within the leadership of the Technocracy, founded upon the seemingly innocent notion that "people don't know what they want, so why let them decide?"

## History

### Origins

They trace their origins back to the council of the Shining Kingdom, where certain members argued against the formation of a confederacy with leaders like The Libertine, claiming that his ideas of absolute freedom were dangerous and would lead to the downfall of what became the Circle of Friends. Their ideas were, listened to, evaluated, and obviously, went unheeded.

### Classical Era

Once the deal had been made, they did not change their beliefs, but instead doubled-down on the philosophy that humans inherently needed to be controlled for their own good. They formed a conspiracy to misinform the immortal rulers, falsifying reports and studies in an attempt to sway them. This seemed to work for a time, until the lies finally became too much to maintain, the conspiracy was uncovered, and the Immortal rulers began to scour their ranks for them.

The conspiracy was disbanded, but the ideals did not die with it.

### Technocracy

Unbeknownst to the Immortals, the conspiracy survived within Kallipolis University, secreted away among members of the staff. A new conspiracy was formed, taking a name like the ones the scholars of the Political Science department give to factions among the Technocrats: the *School* of *Control*. Soon, the Conspiracy had infiltrated all parts of the Technocracy, where they work in subtle ways, attempting the eventual goal of the Circle being home to more hands-on governments...
Sailor

* **Nombre Artístico:** Sailor
* **Nombre Real:** 배주현 / Bae Joo Hyeon.
* **Profesión:** Cantante
* **Fecha de Nacimiento:** 29-Marzo-1991 (24 Años).
* **Lugar de Nacimiento:** Daegu, Corea del Sur.
* **Estatura:** 162cm
* **Tipo de Sangre:** A
* **Signo Zodiacal:** Aries.
* **Signo Zodiacal Chino:** Cabra esquizofrenica.
* **Agencia:** Oh!Ent.

## Biografía

**Pre-Debut**

Comenzó pisando uvas en las calles bajas de Ohrtolandia, hasta que se dio cuenta que le gustaba cantar.

También pensó que sabia rapear JAJSJASJ.

### **Debut**

Sailor realizó su debut con The PutOhs el 18 de diciembre del 2015

## Vídeos MusicalesEdit

* [MV] The Putohs (태 부토스) \_ Infiel ((인피엘)

## Curiosidades

* **Grupo KPohp: The PutOhs.**
	+ **Posición:**Visual, Rapera, main gemidos.
	+ **Color:** Rojo/Rosado.
* **Especialidad:** Comer ramen, aunque esta caro. Hacer cola.
* **Apodos:***Abuela, gemidos-chan*
* **Película favorita:** La cucaracha.
* **Modelo a seguir:** Pander.
* **Color favorito:** Aceite.
* **Significado de su nombre:** Vieja de mierda.
* **Número Favorito:** 69, ya que es la primera pose sexual con la que tuvo a su hija Suzuki.
* **Tipo Ideal:**Seungri oppar.
* Fue elegida por sus gemidos.
* Es muy cercana a las trainees Suzuki y Pander.
* Tiene muchos nietos.
* Forma parte de la primera generación de IdOhls.
* Le gusta gemir mucho.
* Es la Lil Cham de los roles.
* Es conocida por su rostro.
Slime

Amorphous, shifting and really quite drippy, most scholars assumed Slimes were elementals until it was discovered that they were not comprised of any magical energy and were, in fact, an entirely mundane creature. Slimes have one of the most unique physiologies of any creature within the mortal world. Where other multi-cellular beings have cells that carry out their own unique functions, every cell in a Slime's mass can take on any role it requires and alter itself on a whim. The cellular structure of a Slime could be called simplistic, but on a microscopic level it is immensely complex, each cell interacting and cooperating with every other in perfect unity. This could be the reason why the actual central consciousness of a Slime is so simplistic.
Wonderland

The innermost region of Faegard is referred to as Wonderland, and the name is not inappropriate. Even more outrageous and stunning than the rest of the realm, Wonderland is also notably more dangerous and significantly less stable. Where Faegard is merely whimsical, Wonderland could be seen as a place of insanity. Strange creatures speak in riddles and will often coax travelers into unusual situations. Wonderland itself is a place without sense, and that's how its inhabitants prefer it to be. Wonderland is ruled by the Queen of Hearts, an infamous tyrant who spreads despair throughout her territory with the help of her own personal soldiers; the Pips.

## Dark Wonderland

True to the nature of Faegard, while there is danger to be found, it is often minimal or inconsequential when compared to the darker corners of the world... during the day, that is. When the Faedark falls upon wonderland, it too takes on a sinister counterpart, romantically names the Shattered Looking-Glass, but more commonly referred to as Dark Wonderland. While the outer Faedark is an utmost disturbing place, Dark Wonderland is a world of nightmares. The land twists, the skies scream and the insane, most depraved creatures in all Faegard stalk the roads. It's as if the cheery layer of skin over the face of Wonderland has been peeled off with a razor, revealing a warped visage of malice that gazes into your very soul with broken glass eyes.

## The Psychopulcher

Wonderland is the center of the Faegard, and the Psychopulcher is the center of Wonderland, making it the heart of all the realm. What the Psychopulcher is or what it looks like remains unknown, for the land itself twists around it in an unyielding storm of magical energy. Even with a means of navigating the massive storm, the laws of time and space become unruly, putting travelers at the mercy of the realm as it swallows them into the chaos only to spit them out in a place they would likely rather not be.

Reports from those who returned from expeditions into the Psychopulcher with (most of) their sanity intact tell of many strange and wondrous things. Stone labyrinths with impossible geometry. Floating castles inhabited by dragons with segmented bodies weaving in and out of the folds of reality. Tiny clocks that shatter into hundreds of massive doors, all of which lead to one another, but at different points in time. Most of what has been found cannot be described, only seen for oneself, which few are brave enough to do.

It is rumored that whoever reaches the core of the Psychopulcher will become a god with the power to reshape the Faegard into a form they see fit. Although such an idea is incredibly appealing to many adventurers, few dare try. No one has ever seen what the Pscyhopulcher looks like under the veil of the Faedark, because no one has ever returned from it after dark. As such, anyone brave enough to venture into the strange realm will only have a limited amount of time to do so, and given the anomalous nature of the Psychopulcher, being able to escape it in time is a gamble.
Westerlands

The **Westerlands,** also known as the **Firelands,** is the region between the Midlands and Eastern Block of Soi. This region is characterized by the “Red Tide” or Goran wave spreading through the land.

## Ecology

### **Flora**

Pepper plants

(rainforests)

### **Fauna**

Goats

Bears

Giant Condors

## Peoples

Goran

Pale ones

Daevers (the tree dwelling, bird riding pigmies)
Vacuum Sylph

Possibly the most perplexing of all elements is the Vacuum Sylph. It is a being of emptiness. A void in the shape of a beautiful girl. Despite not having any composition, the Vacuum Sylph still has a form. It appears as a pitch-black silhouette, with no distinguishable outer appearance aside from a set of empty, glowing eyes. Depending on her mood, a Vacuum Sylph can display sparkles of light and wafts of color within her person, but these are rarely seen due to the Vacuum Sylph’s nature.

Lonesome and depressed, a Vacuum Sylph wanders alone, longing for company but never being bold enough to seek it. The Vacuum Sylph is starved for love, more so than any other elemental. Despite this, they do not look for potential mates. The reason for this is unknown, but the Vacuum Sylph's pessimistic nature prevents her from seeking out a man. Instead, they merely wallow in their sadness and hope that a man will come to find them and make them happy. Vacuum Sylphs do not usually rape men they encounter, but may resort to doing so if their loneliness becomes unbearable. Afterwards, they will be overwhelmed by shame and apologize to their victim, flying away to be alone while sobbing.

Sex is something incredibly precious to a Vacuum Sylph. If a man offers to consort with her, she will give herself to him without a moment’s hesitation. They are known to weep tears of joy during sex and will hold their mate as tightly to them as they can, thanking them graciously for what they give them. When a man fills the inside a Vacuum Sylph, he does so in more ways than one. Being filled with a man’s seed gives the Vacuum Sylph an immeasurable sense of satisfaction and bliss. Afterglow is something that occurs to them in a literal sense. After sex, the appearance of the Vacuum Sylph changes to a beautiful array of stars and nebulae as she clings to her partner.

A Vacuum Sylph has tremendous power, but they contain it flawlessly. Sex with a Vacuum Sylph poses no danger to her mate and is quite a thing to experience. When penetrated, men will feel as if their penis is being sucked into the girl’s inside, as though she is starved and begging to be filled with his love. This suction causes no harm or discomfort. On the contrary, it is an extremely pleasing sensation that can make a man come in great quantities until he is milked dry. The Vacuum Sylph may be the most timid of its kind, but it is also the most voracious.
Trevor Hasan the Ponderer

**Trevor Hasan the Ponderer** was a second generation immigrant of the Outer Circle in the Circle, known for writing the groundbreaking novel, The Copper Man. He was a technologist and sociologist, whose was tasked with helping to introduce new technology to the outlying regions of Whitewood, and, later in life, a medicinal psychologist, who specialized in the treatment of depression.

Trevor was physically weak, and died of pneumonia at age 47, his final message reading, "I could watch the stars all night, but I will never, ever, touch them."
SML YTPs Wikia

This is the wikia for all YouTube Poops related to SuperMarioLogan

## Origins:

The founder of the SML-Fanbase wiki noticed that out of all the fan content, SML YouTube Poops had near the most. So to not clutter up the main Fanbase wiki with YTPs, he made a whole wiki dedicated to them! So what are you still doing here? Look around the wiki!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

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Living Armor

A spirit bound to a suit of armor, which it is capable of maneuvering as though it were a real body. Throughout history, Living Armors have been used by powerful necromancers to guard their lairs. However, even these unliving poltergeists were not spared from being changed by the Great Guffaw. While they still obey the orders of their masters, the Armors now have an ulterior motive of their very own, seeking the warmth of romance with the living. Obviously, a Living Armor cannot have sex in the way a living being does, although it does have its own method of making love. When met with a man that meets her fancy, a Living Armor will force herself onto the man, slowly disassembling her parts as she equips herself onto the man's body. When there is a man inside of
her, a Living Armor feels immense pleasure, which radiates onto the man, causing him to become stimulated. In order for a Living Armor to be satisfied, she must have the inside of her suit splattered with the man's seed. After the man inside her releases, he too is released, as the Living Armor collapses from the ecstasy of the experience, giving a chance for the man to escape.