recursal/Fanatic-Fandom huggingface dataset:
Constructs project Wiki

**Welcome to the Constructs project Wiki!**
The Constructs project is a vision for a voxel based survival game that focuses greatly on scavenging, weather and travel.

Towering structures made of metal and concrete rise from the foggy sea below. These imposing bits of overgrown armature that reach miles into the sky are the only solid ground the player will have when they start the game.

To survive the many harsh natural elements of the great sea and the spires that rise from it players will have to explore and scavenge for both resources and shelter while trying to predict and avoid the dangerous weather events such as flash hail, great temperature rises and most importantly, gales.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Тори

**Тори** (англ. *Tori*) — загадочное и таинственное существо.

## Внешний вид

Тори является человекоподобным существом с женственной фигурой и лицом. У них рыжие в меру кудрявые волосы, доходящие до лопаток, на макушке есть большая и длинная антенна. Глаза белые с фиолетовыми радужками. Примечательно, что чаще всего выражение лица Тори изображается как — :З

Тори носит клетчатую рубашку фиолетового цвета, а также шортики. Низ состоит из шорт, длинных гольф и кед.

## Личность

Тори очень любопытное и озорное создание, некоторые могут даже подумать, что оно легкомысленное и глупое, однако это не так.
Toolbelt

A toolbelt is a bit of equipment that can be worn as a belt. It's color is dependent on the material it is made of. A toolbelt has a variety of pouches that can be bound to a key from 0-9. Any item in these pouches is going to be equipped in the player's hand or used if unequippable.

## Stats

### inventory

* Two 2x4 slots. Can hold one item each. (contents can be keybound)
* One slot of undefined size. Can hold one equippable item. (contents can be keybound)
* one 2x2 slot. Can hold one item. (contents can be keybound)
* Two 2x1 slots. Can hold one item each. (contents can be keybound)
Drain

lets see paul allans card now

Drains are smooth concrete drops located in the basins of factories. Their presumed use is to regulate the level of water. The width of drains is proportional to the size of factories, so few are accessable.

Wider ones can be climbed down with ladders. The drains are very deep.

The bottom cannot be reached, instead the ladder stops at some point.

Sometimes the drains connect to tunnels near the points where the ladders dissapear.

Tunnels usually lead to other constructs. They are a safe, yet barren way to get around. Some tunnels have dead ends, curve until they are vertical, or get submerged. These are easy to spot because they curve downward.
Bomber Jacket

A tiered clothing item that's color is material dependant. Very difficult to make and very rarely found while scavenging. Worn as outer layer clothing and provides very good warmth for it's layer. it is as warm as a Woven Jacket as well as being more waterproof and thus harder to soak. The bomber jacket has additional chest pouches usually designed for holding flak plates that can be used for a bit of additional storage over the regular Leather Jacket.

## Stats

### Inventory

* Two single slot pockets (contents can be keybound)
* One 4x4 slot chest pouch (contents can be keybound)
Leather Jacket

A tiered clothing item that's color is material dependant. Difficult to make and rarely found while scavenging. Worn as outer layer clothing and provides very good warmth for it's layer. While it is somewhat less warm then it's woven counterpart it is more waterproof and thus harder to soak.

## Stats

### Inventory

* Two single slot pockets (contents can be keybound)
* One 2x1 pocket (contents can be keybound)
Geoferrum

Geoferrum is a naturally forming tectonic alloy of great durability. It is the structural core of any construct. Geoferrum cannot be harvested, destroyed or moved from it's position in any way and it can also not be used as a component for an airplane, ship or zeppelin. Most larger structures, viaducts, aqueducts, and structural cables are built upon a geoferrum frame.

## Appearance

Geoferrum is rusted in appearance however it possesses a slightly darker and more faded tone then most scrap iron.

## Variants

Geoferrum can either be found as a full voxel, a specifically shaped structural part or as a structural cable.
Pneumatic Anchor

A handheld bit of equipment that can fire an anchor on a cable to a range of up to 35 meters. The cable can be reeled in and out however under higher G's it may lock up due to the added weight. The anchor pierces most materials however most things from concrete to geoferrum (in terms of hardness) are going to result in a ricochet. Upon hitting a creature, the anchor does little damage and lets the player pull the creature or the creature pull the player depending on the difference in weight and strength. The Pneumatic Anchor can fire five times before needing to be manually re-pumped which can be done on the spot. If attached to a Harness stamina loss is not increased under high G's and stamina may be regenerated when the player is standing against a wall.
Big Sleeves

Not much is known about this entity. Rumors have spread that this...thing, was the reason why Big Shoes had passed away at the peak of his prime and nation-wide success. However, this is just a rumor. The "New Team" association has encouraged the public to forget the existence of this creature, and refuses to acknowledge any information about it.

Big Shoe's iconography lives on; this creature may or may not be preying for its next icon, we'll never know for sure.

(Source VOD)
Nallas

The God of the Wilds and the Hunt

Alignment: Chaotic Good

Domain: Nature

Favored Weapon: Longbow

Holy Symbol: An olive tree between two deer antlers

Sacred Color: Green

Sacred Animal: Stag

Week Day: Vey

Worshipped by: Hunters. rangers, hermits, any who live off the land.

Depicted as: A tall and young woman wreathed in vines, leaves, and flowers. Usually seen bearing a longbow and in a natural setting, often with deer and other wildlife surrounding her.

Other Domains: Natural places, plants, agriculture, animals, druids.
Electricjeff715

electricjeff715 is the number one sofowo fan. He is known for gifting hundreds and hundreds of subs to the sofowoLIVE twitch channel and always being a helping hand in the chatroom. Many have speculated about his identity but none have come to a concrete conclusion. We just hope he's not a nasty, disgusting, horrible, or rancid billionaire scumbag. But the chances of that are pretty low so there's really not much to worry about!

(Source VOD)
Rob Bees

Rob Bees was the CEO, Founder, and main purveyor of the now-defunct Beekeeping conglomerate known as Rob's Bees. The identity of this man is unknown, but many believe that the name 'Rob Bees' is an alias.

On October 17, 2021, news came to light that Rob's Bees had been operating a second business. Instead of removing Bee's from invading an unnatural space, Rob's Bees would install a bee habitat in a selected home for a very hefty price. The results however, were destructive. Instead of providing a productive and healthy ecosystem for bees, the bees themselves were invading the homes of the consumers, and were not providing to the natural production of the suburban ecosystems. This news caused many previous collaborators, including the sofowoLIVE corporation, to sever their ties with Rob's Bees and the company soon fell into ruin.

Rob Bees' seems to have resorted a life of reclusiveness. It's unknown whether he will return back to the world of Bees and Business.

(Source VOD) 1

(Source VOD) 2
Sharkeetha Barf

Sharkeetha Barf is the worst Dark Souls Blood Borne player ever. If you think you are bad at souls like games Sharkeetha is worse. Do not ask Sharkeetha about the fromsoft games or else she will complain for at least fifteen minutes, citing: lack of fairness, lack of fun, pretentious fans, lack of colour or interesting environments, confusing/limited controls, similarities of entries, poor game/world design functionality, obtuse stats screens with 1000 numbers on them, and overall unenjoyability. Most believe that, in reality, the games are just not her thing.

Maybe Sharkeetha is just a cynical heel, we should all just love and forget.

(Source VOD)
Weather

The weather system is greatly dependent on many variables, such as altitude, time of day, season and sea depth.

The storms present in the weather cycle can be divided into two types. These are the fast and severe climate storms caused by various weather variables and also slow moving cloudstorms that pass over the Sea every now and then.

The weather cycles through 4 main phases:

### Stage 1: White sea

This stage usually happens in early morning. It's signaled by a fog layer above the Sea and, by contrast, fewer clouds in the sky. Climate storms sometimes form in this stge. It is generally the coldest phase of the cycle and is the deadliest in the 4th strata.

### Stage 2: Heating

From noon to around 3PM, the heating of the ocean bed, and subsequent water vaporization cause a wet updraft. The temperature and humidity rises.

### Stage 3: Vapor

The cloud layers are the largest and most defined in this stage. The climate is fairly unstable and windy, and the atmosphere is extremely humid. This humidity is the most dangerous in the 1st strata.

### Stage 4: Cooling

The atmosphere begis cooling. Most climate storms form in this stage. The stage ends with the Sea calm and the air dry
Timer

Timer is a "clock-workian" creature that is summoned whenever a sofowo bit goes on for just a little too long or isn't very funny. In his entrance, he will make a really loud ticking sound, and proceed to cite these words: "TIME IS GETTING SHORT SOFOWOLIVE, IT'S BEST TO MOVE ON RATHER THAN LINGER!"

As a result this distracts her and thus ends the bit. But at her expense, she is usually not happy about this turn of events. Timer was last seen in October, 2020, entering back into his clockwork dimension and shitty 2000$ a week apartment, and has never been seen leaving it.

Timer has not been seen since. The sofowoLIVE LLC. has declined to comment on this matter of events.

(Source VOD)
Dale Swag

Dale Swag Jr. is one of the worst Kart racing drivers in the entire world. He is always saying things like "The weather's gettin' me down!" or "The air pressure at this racetrack is NOT regulation!" When in reality, he is just really bad at driving.

Many believe the only reason that he is allowed within 100 feet of an active kart is because of his filthy rich father. Dale Swag Sr.'s dying wish to "Let my boy kart!"

He is most known for having an intense one-sided rivalry with Luigi of the Mario Brothers.

(Source VOD)
Big Shoes

Big Shoes was a skater known primarily for only showing pictures of his shoes. That was until his face was unscrupulously leaked onto the internet by his past friend and rival skater Big Sleeves. He died soon after.

(Source VOD)

Being such a renowned skater, a funeral was held at the Sofowo theme park. Only 3 guests attended his funeral, yet his iconography lived on, until it didn't.
Голодный Томик

Голодный Томик (англ. Hungry Tomik) — Тёмик Мания из альтернативного мира. Вечно голодный и агрессивный овощ.

## Внешний вид

Основные внешние черты Голодного Томика полностью идентичны Тёмику, однако не смотря на это отличия у него есть: У него отсутствуют зрачки глаз, причёска гораздо более растрёпанная, а зубы очень острые. Кроме того, на его кофте пришиты буквы "HT", вместо "TM".

## Личность

Голодный Томик представляет собой более апатичную, но более агрессивную личность, чем Тёмик. Проще всего его можно описать как голодное

Примечательно, что порой он может вести себя как собака.

## Примечания

1. ↑ Голодного Томика сложно назвать полноценным человеком, поскольку он из альтернативного мира где, вероятно, нету привычных нам людей.
2. ↑ Хотя национальность неизвестна, он владеет русским языком.
Marone

In the SofowoLIVE creature collection, **Marone** is an elusive reference to a series of drawings and comic strips created by **shufy** in 2021. Marone is the comic's main character, and the main character for a conceptual media series pilot, sometimes called "The Marone Show" or "Marone and Barosa."

Marone also has an appearance in "Marone goes to the pizza store" in a comic strip on tapas.io

*Marone deserves its entire wiki website I'm not gonna explain it all here cuz like.*

Marone

The running gag is that everybody hates Marone, except for a tribal few who superfan over Marone (in real life). These "Marone superfans" sometimes known as "Marone-ophiles" know everything about Marone and know all of the Marone lore "like it's fucking warhammer".

**If you don't understand the craze around Marone, just think about it this way:**

Imagine a normal ass dude. Now imagine this guy is a normal guy by day, and a filthy Marone lover by night. His room is **covered** in Marone propaganda and memorabilia, Nendoroids, posters, marone computer wallpaper, etc. he knows everything about Marone, the marone show, including how many hairs are on Marone's head just from the Microsoft paint drawing above. This theoretical marone superfan could be **you**, it could be **me**, it could be **the guy who gave you your food at the drive thru window**. You just never know

When Marone is mentioned in normal conversation, marone superfans can have a **maronisode**.

Symptoms of a maronisode include but are not limited to the following:

* Foaming at the mouth
* Shaking/convulsing
* Sweating
* Rehearsing the word "marone" over and over in a panicked tone, oftentimes in a fetal position
* following sofowoLIVE on twitch

**Marone**

1. ↑ https://tapas.io/episode/2596935
Gear

## Tools

### Focused Tools

* Hammer
* Pickaxe
* Axe
* Knife
* Shovel

### Multitools

* Hatchet
* Machette
* Spade

### Specialty Tools

* Mallet
* Foraging Trowel
* Chisel

## Equipment

### Clothing

#### Chest - Under

* T-Shirt
* Shirt

#### Chest - Mid

* Tracksuit
* Hooded Tracksuit

#### Chest - Over

* Woven Jacket
* Leather Jacket
* Bomber Jacket

### Equipment

* Toolbelt
* Harness
* Pneumatic Anchor
* Climbing Bill
* Scaling Spikes
* Frog legs
* Flippers
* Full Body Wingsuit
* Butterfly Wingsail

### Gear

* Canteen
* Chart Note
Tyrra

The God of Law and the Dead

Alignment: LN

Domain: Order

Favored Weapon: Mace

Holy Symbol: A set of scales in balance, a skull on one end and a scroll on the other.

Sacred Color: Purple

Sacred Animal: Raven

Week Day: Tyr

Worshipped by: Judges, magistrates, gravekeepers

Depicted as: An elderly woman wearing the robes of a judge, usually with a stern expression as she writes the laws of the land or judges a person's actions in life to determine their place in the afterlife.

Other Domains: Death, burial, necromancy, imprisonment, legal systems.
Hooded Tracksuit

A clothing item that comes in a variety of colors. Difficult to make and uncommon. Worn as mid layer clothing and provides good warmth for it's layer. Unlike it's regular variant it has an attached warm hoodie that acts as mid layer headgear.

## Stats

### Inventory

* Two single slot pockets. (contents can be keybound if this is the outermost clothing layer)
* One 1x2 pocket
Grimet

Not much is known about Grimet other than its lackluster skateboarding skills and the taste for human bones. Despite its strange associations, Grimet was one of the leading factors towards Big Shoes success in the Popular Skateboarder industry.

Under the harrowing effects of Big Shoe's passing, Grimet was last spotted in an eerily empty bar in Cleveland, Ohio. There was a supposed interview held at this bar as part of a Big Shoes memorial tribute. However, the footage of that interview has been lost due to unknown circumstances.

(Source VOD)
Wet

Wet is a multitalented penguin specimen hellbent on taking over the world for his Club Penguin: Game Day! team. He loves to claim territory previously belonging to the Red, Blue, and his personal favourite, Green Team's of penguins. Other penguins have noted that he 'moves a little funny' and 'looks as if he's being controlled with a computer mouse.'

(Source VOD)
TEFFY SQEAL

TEFFY SQEAL is the hardest and most gangster guy in all of Detroit. TEFFY was beat up, arrested, and sold out by his friends so bad that he now has an intense and burning vengeance against those who wronged him. As a result he decided to quit his life of hard drugs and gang stalking to make two-digit bets pool bets in someone's dads basement. His pool win/loss record is 1/23 and counting.

(Source VOD)
Dusty Delgato

Dusty Delgato is a, while numerically insignificant, is an integral part of the everyday goings-on of The [COPYRIGHT FREE] Theme Park. Every single day: Dusty Delgato wakes up, walks 8 miles through the tunnel of working motivation, gets approximately 8-19 bones broken due to the extreme crowd crush of [COPYRIGHT FREE] Theme Park, attempts to resign, is then rehired, walks home, and finally goes to sleep. Dusty Delgato's only solace in life is his life partner, who is a park security guard that he meets up with in the cavernous, infinite, and almost atramentous pocket dimension that exists inside the park's Staff Building. This and his love for seeing the smiles on faces of happy guests are the only thing keeping Dusty Delgato from hurling himself into the Mario pit each day.

(Source VOD)
Seyos

The God of Knowledge and Information

Alignment: Lawful Neutral

Domain: Knowledge

Favored Weapon: Quarterstaff

Holy Symbol: An open scroll with an inkwell and quill before it.

Sacred Color: Dark blue

Sacred Animal: Owl

Week Day: Sey

Worshipped by: Those wishing to discover information, students, and arcane spellcasters.

Depicted As: An elderly man, typically bald and bearded, with deep wrinkles wearing deep blue robes, often seen at a desk or in a library writing in a large leather-bound tome. Often with a stern expression, like that of an instructor teaching an unruly class.

Other Domains: Messengers, study, educational institutions, arcane magic.
Humans

Humans are plentiful throughout Telar, making up the majority of the population in most areas due to their short lifespans leading to a proclivity for breeding and the Alaran's proclivity for using them in a wide range of situations. Humans come in many shapes and sizes, and are the most representative of an area, with most considering humans to be the "default" from which all others come from, thanks in no small part to the Alaran's using them as a base for their experiments.

## Abilities

Ability score modifiers: +1 to Str, Dex, Con, Int, Wis, Cha

Size: Medium

Base Speed: 30ft.

Languages: Humans speak Common, 1 language from their Country of origin, and 1 additional language of their choice.

Base Height: 4'8"+ 2d10 inches

Base Weight: 110 lbs X 2d4 lbs

Age: Humans are considered mature by the age of 18 and typically live to be 80 years old, though some can push to 100.

Appearance: Humans have a wide array of skin, hair, and eye colors, usually most affected by their country of origin. Brown, black, and blonde hair with the occasional red; blue, green, and brown eyes, and skin tones ranging from a deep brown to nearly pale white, depending on the region they hail from.

## Common Perception

Humans are seen as the base by which all other races diverge, and are often seen as exemplar's of their home country's traditions, strengths, and weaknesses. The versatility of a human is seen as their greatest strength, adapting to their circumstances and thinking outside the box. More long-lived races tend to view humans as chaotic and infantile, for how can you gain real wisdom and experience when you only live 100 years at most?

## Alaran Origin

Records show that Humans were not created by the Alarans, but were rather found naturally in the world and were used as a base for their experiments that created the other Slave Races. Of the writings that remain, a few even hint that the Alarans were once Humans themselves, before using magic to achieve their "perfected" state that we're more familiar with.

## Variants

Variant Human

Ability Score Modifiers: +1 to any two different Ability Scores.

Skills: You gain proficiency in one Skill of your choice.

Feats: You gain one Feat of your choice.
Klarence Yamaha

Klarence Yamaha is the the third and most prominent member of the New Team Skating Federation. His skating style is similar to that of the late Big Shoes, as many fans online consider him to be a spiritual successor of sorts (Some even consider him an admirer of Big Shoes).

What led to his great debut that put him on the map of the Popular Skateboarder industry was when he invented excessive yet innovative tricks such as: "the sex flip", "aligadoqr", "ew", etc. Under his popular influence, Klarence has gone on to be sponsored by companies like the famous Activision and McDonalds brands. In his leading popularity, He continues to receive more and more sponsorships as his Skating career is still skyrocketing to this day. Hopefully, no one will be there to stop him in his tracks.

He is also known for driving a car one time. Some people have been saying that he is a bootleg of the Jerma Skating Guy, further research on this is currently being more researched.

(Source VOD Unavailable]
Россия

**Россия**, также известна как **Российская Федерация** — большая страна на континенте Евразии, полу президентская республика, состоящая из 89 субъектов Федерации. Ранее Россия была известна как Российская Советская Федеративная Социалистическая Республика, она была частью Советского Союза с 1922 года до его распада в декабре 1991 года.

Российская Федерация — самая большая по площади страна земного шара. Территория России занимает площадь около 17,1 миллиона квадратных километров.

Свыше 80 % населения России составляют русские.

## Локации

* Москва.
* Тольятти.
* Самара.

## Другие появления

### The Adventures of Temik

*Основная статья: Россия (The Adventures of Temik)*
Во вселенной «The Adventures of Temik», Россия практически не отличается от его основного и реального аналога, и охватывает прошлую историю вплоть до 2011 года.
Flatos

The God of the Sun and Nobility

Alignment: Lawful Good

Domain: Light

Favored Weapon: Glaive

Holy Symbol: Crossed glaives in front of a circle with eight points

Sacred Color: Yellow

Sacred Animal: Wolf

Week Day: Fal

Worshipped by: Nobility and their servants, anyone in positions of authority.

Depicted as: A man made of pure sunlight wearing regal robes and an iron circlet, often with a trimmed beard. Usually depicted sitting on a throne and taking court with several other figures bearing a concerned expression.

Other Domains: The weather, leadership, just and fair rule.
Dangler

The **Dangler** (official name unknown) is an enemy that can be encountered on the first island, and can pose a serious threat to Iko if caught off-guard.

They will fall down when hit (or when Iko walks beneath them) and explode into 3 projectiles.

## Trivia

* The projectiles they shoot are identical to the ones spitters shoot
Karaktas

The God of Sky and Storms

Alignment: Chaotic Neutral

Domain: Tempest

Favored Weapon: Spear

Holy Symbol: A storm cloud with two lightning bolts emerging from it

Sacred Color: Grey

Sacred Animal: Snake

Week Day: Kar

Worshipped by: Farmers, travelers, merchants

Depicted as: Often referred to as female, though is depicted as the storm itself, grey clouds, blowing winds, rain and lightning strikes, and is the only God to be thought of as inhuman.

Other Domains: Travel, the roads, trade, agriculture, merchants.
Kentrikoria

Rocky shores of salt-swept coasts give weigh to flat, fertile plains teeming with stubborn plant life and bountiful orchards, before it too gives weigh to rolling hills cut with rushing rivers eventually rising into nearly unscalable mountains or flattening out into rocky deserts or jungles of other lands. Kentrikoria is the fertile and hardy land that is the center of the Empire that dominates the continent, with plentiful people and large cities fed by the bountiful oceans, large fields of grain, or endless orchards of olives and fruits, with man, beast, and plant able to grow nearly unconstrained due to the eternal summer the land finds itself in.

https://www.pointswithacrew.com/wp-content/uploads/2018/07/diference-between-acropolis-parthenon.jpg

## People

Kentrikoria is originally home to two different, though similar, peoples, with the northern portion home to the Kenri, while the southern half is home to the Rikor. These two peoples have largely intermingled over the centuries to the point where they are largely one in the same, with most simply identifying as Kentrikorian.

The Kentri are a little shorter and slimmer than most peoples, with olive skin and dark curly hair being their main identifiers, along with sharper facial features and strong jaws.

Languages: Common, Kenrin, Old Rikor (primarily academics)

Modifiers: Kentri stand about 4 inches shorter and weigh about 20 lbs less than average, and have skin tones ranging from olive to lightly tanned, hair tends to be black or brown and is generally curly if kept short. Kentri have average eye colors.

## Geography

Kentrikoria is by far the largest nation on Telar, often divided into North and South Kentrikoria to ease with cartography and governance. The coastlines along the Marum Sea cut an imposing silhouette, often rising dozens if not hundreds of feet above their rather sheer beaches, leading to docks at the base of the mountains with tunnels and walking paths being carved into the cliffsides to reach the actual settlement above, assuming there's no natural paths leading further inland. Castela Island, the center of the Empire and home to The Marble Acropolis, the capital city, is famed for it's sheer cliffs being nearly impenetrable walls during the Age of Chaos. Further inland are the Great Plains of Kentrikoria, boundless fields of grain and natural plantlife cultivated by innumerable farmsteads, forming the agricultural backbone of the Empire, the fertile lands' ability to feed massive armies a large part of the Empire's success in the early days. Occasionally broken by small forests, orchards, deep rivers, and lakes, the Plains seem to stretch on endlessly, with some referring to it as a sea of grass. Eventually the plains are broken by rolling hills, the sheltered lands are less suitable for farming, instead home to snarls of wild plants and thickets of trees that make themselves the homes of giants, goblins, gnolls, and even less savory wildlife.

## Notable Settlements

The Marble Acropolis - Capital city of the Empire
Gnomes

Tinkerers, craftsmen, and pranksters, Gnomes are a common sight throughout the Empire, though most are forgotten about until they make their presence known. Though some find their features unnerving, most find them charming, giving them a childlike air aided by their proclivity towards pranks, playful gibes, and their boundless curiosity for the world.

## Abilities

Ability Score Modifiers: Int +2, Dex +1

Size: Small

Speed: 25 ft.

Darkvision: You can see in Dim Light as though it were Bright Light, and Darkness as though it were Dim Light up to 60 ft. You can't discern color in Darkness, only shades of grey.

Gnome Cunning: You have Advantage on all Int, Wis, and Cha Saving Throws against Magic.

Natural Illusionist: You know the Minor Illusion cantrip, Intelligence is your spellcasting ability score for it.

Speak with Small Beasts: Through sounds and gestures you can communicate simple ideas with Small or smaller beasts.

Languages: Gnomes know Common, Gnomish, and one language from your country of origin.

Base Height: 2,11" + 2d4 inches

Base Weight: 35 lbs + 1d20 lbs

Age: Gnomes regularly live to be 100 years old, though it's not uncommon to see a 150 year old Gnome.

Appearance: Both Forest and Rock Gnomes are about the size of a human child, often with overly large facial features and brightly colored hair and eyes. Gnomes inherit the skin color of their country of origin. Forest Gnomes tend toward greens, purples, pinks, and blues for their hair and eye color, while Rock Gnomes tend to have grey, orange, red, yellow, and indigo hair and eye colors. Hair and eye color has never been observed to match on a Gnome, though their facial hair will be the same color as their normal hair.

## Common Perception

Gnomes are often thought of as the smaller counterparts to Dwarves given their proclivity for craftsmanship, as well as the more wild and curious counterparts to Halflings. Gnomes tend to have free spirits, often wanting to travel the world and experience as much as possible, often getting themselves into trouble as a result, as Gnomes are rather famous for their perceived lack of self preservation sense, but how else are you supposed to experience the smell of a wolf's breath, or the heat of an active lava flow? Those that settle down will often find work as merchants and craftsman, often working on smaller projects while partnering with one of the "big folk" for larger works. Their natural magical gifts often result in work with the Mages Guild or as court wizards.
High-Elves

Tall, imperious, and magically gifted, High-Elves are often seen as successors to the Alarans in appearance and ability. Though none have unlocked the secrets of the Alaran's success and inevitable downfall, many High-Elves take their resemblance as a mark of pride, a lineage to embrace. Though just as many, particularly outside of Alasa, take it as a mark of shame instead.

## Abilities

Ability Scores: +2 Dex, +1 Int

Size: Medium

Base Speed: 30 ft.

Darkvision: You can see within Dim Light as though it were Bright Light, and Darkness as though it were Dim Light up to 60 ft. You cannot see color in darkness, only shades of grey.

Keen Senses: You have proficiency in the Perception Skill.

Fey Ancestry: You have Advantage on Saving Throws against being Charmed and magic cannot put you to sleep.

Trance: Elves don't need to sleep, instead they enter a state of meditation. You gain the full benefits of a Long Rest after only 4 hours instead of 8.

Elf Weapon Training: You have Proficiency with the Longsword, Shortsword, Longbow, and Shortbow.

Cantrip: You know one Cantrip of your choice from the Wizard Spell List, Intelligence is your spellcasting ability for it.

Languages: High-Elves know Common, Elvish, one language from their country of origin, and one language of their choice.

Base Height: 5'4" + 2d10 inches

Base Weight: 100 lbs X 1d4 lbs

Age: Elves are considered mature at the age of 18 and often live to be 250 years old, though elves of 300 years aren't unheard of.

Appearance: High-Elves are tall and willowy, often with long hair and little to no facial hair and angular features. High-Elves inherit the skin and hair color of their country of origin, but tend to have dark green, violet, orange, and blue eyes.

## Common Perception

High-Elves are often viewed with a mix of derision and awe by the common people, their association with magic and the inherent mystery and danger that comes with it combined with their often ethereal and imperious features lead to such complex feelings with those less familiar with them. More magically welcoming communities are often more friendly to High-Elves, welcoming them for their presumed inherent mastery over the arcane arts the same some welcome a Dwarven Metalworker over a Human one. High-Elves, especially ones from Alasa, tend to cultivate a mysterious air, hinting at their noble lineage while keeping their personal details secretive or leading false hints to mislead the more inquisitive.

## Alaran Origin

High-Elves were created to be the servants of the Alarans, giving them less "noble" appearances that still resemble the Alarans. High-Elves were often used as butlers, hand maids, and other more personal servants, often aiding in day-to-day matters. Rarely, should a High-Elf prove themselves capable and the specific Alaran family be lacking in members, the servant may find themselves as an apprentice, often learning minor arcane arts and skills when taught, usually in order to aid an Alaran mage. No matter their use, High-Elves stayed in the homes of the Alarans, and were never sent out into the frontier or into the slave army.
The Mages Guild

The Mages Guild is a widespread organization that provides magical services to the public, as well as providing a hub for training mages and magical study. It is an official and public organization, and high ranking members act as judges in cases where magic was used in the crime. Most major services will have a guild hall, usually located near palaces and other guilds. The Guild also runs Mage Colleges, centers for magical study and education, often located in more remote areas and areas that have a large amount of magical potence.

## Services

The Mage's Guild provides magical services to the community they're located in, including enchanting items, brewing potions, scribing scrolls, and identifying items. These services tend to be very expensive, however, in part due to the materials involved as well as the expertise required to preform them. Some would say it's due to the Mage's Guild's near monopoly on these services, but the Guild finds these rumors to be baseless.

Mage's Colleges are usually large structures that act as small towns, often built away from civilization and near potent leylines, places where the barrier between Planes is weak, or where other magical forms of energy is potent and ripe for study. These Colleges serve two purpose, their primary function is to act as centers for research and study, often times being specialized for particular areas of study, such as elemental planes, enchanting rituals, or divination magic. Experts in a certain field will often make their way to the respective College to advance their study, with some staying for the rest of their lives and serving as professors, while others will only stop for a short time, making use of the College's resources before moving on. Colleges also serve as learning institutions, with those of high magical talent being sent to a College with a hefty sum to pay for tuition, usually spending upwards of 5 years studying under a Professor and often for a specific area of Magic, though more general study is available. All who graduate from a College are automatically members of the Mage's Guild.

## Membership

Members of the Mage's Guild must be spellcasters themselves, most often Wizards and Sorcerers but Warlocks, Bards, and even Druids are accepted. Members identify themselves with a small badge made of iron that lists the guildhall they serve at, their name, and the year of their admittance. Members submit themselves to several restrictions on their magical abilities, usually corresponding with local law, namely that of raising the dead and using spells in any situation other than self defense. They must also not join any other organizations, local or imperial, pay guild fees, and contribute their services to the local area. Members are expelled if they break any of their restrictions or break the law, usually forbidding them from using Guild services as well as effectively blacklisting them from other Imperial Organizations, being expelled from a respected institution will stain one's reputation.
The Pre-Alaran Age

Year Unknown, estimated to be 5000 B.E. (Before Empire) to 1020 BE (estimated)

Very little is known about this time, written records are almost nonexistent and the few ruins that are left standing are bare and featureless, leaving almost nothing to be gleaned save for the weathering of the stones. The continent was at least partially inhabited before the arrival of the Alarans, with ruins of at least one civilization found in southern Kaltlan, Goranak, and Alasa. These ruins are completely smooth grey stone, with no bricks or mortars, leading scholars to believe they were made magically.

Occasional hints of other civilizations can be found across the continent, but these are little more than secluded carvings, or out of the way obelisks worn down by time, making it unclear if these belong to the same civilization or not. It's relatively certain that these civilizations either didn't exist or were undiscovered by the Alarans by the time they arrived on Telar, as no writings still remain that mention any other groups.
Merios

The God of Battle and Honor

Alignment: LN

Domain: War

Favored Weapon: Longsword

Holy Symbol: A kite shield with crossed swords behind it

Sacred Color: Orange

Sacred Animal: Horse

Week Day: Mer

Worshipped by: Warriors, soldiers, duelists, mercenaries.

Depicted as: A young, muscular man, bare chested and usually holding weapons that are popular in the area. Usually depicted as handsome and covered in scars, but is often jovial.

Other Domains: Duels, brawling, soldiers, battle tactics, physical strength.
The Imperial Legion

The Imperial Legion is the primary military force of the Empire, tasked with maintaining the border with the savage Menuan Desert or continuing the stagnant war in Mantala. The Legion is of mixed perception, both within and without, simultaneously praised for standing guard against the untamed lands of Telar and derided for sending their children to die in an unpleasant war against tribes of lizardfolk in an unpopular draft.

## Services

Legionnaire's are sent to one of two fronts, the Menuan Desert or Mantala. At the Menuan Desert they are tasked with maintaining the boarder between it and Chator, defending their outposts and small villages from any wandering minotaur tribes, and occasionally launching scouting expeditions further into those endless dunes. Though it's hot and dry, and the occasional battles quite intense, this is considered the more pleasant of the two fronts, often going long stretches without combat and spending most of the time training or planning an eventual push to civilize the land.

Mantala is much less pleasant, with many veterans coming back with haunted stares and a newfound fear of reptiles. The swamps of Mantala provide a difficult terrain to fight in, with phalanxes difficult, large armies unwieldy to maneuver, and the guerilla lizardfolk warriors at a distinct advantage, soldiers are often trained in small squad formations, attempting to advance as much as possible and slay as many overgrown lizards as they can. The campaign to take this large swampland has been going on for generations, with the Legion only securing a few miles away from the mountains at the border, the rest in control of savage and monstrous lizardfolk tribes that populate the region.

The Legion does not function as a guard force, though many members are taken from local guard stations and many veterans take up the job after their term is up.

## Membership

The Legion is always desperate for new recruits, and will take volunteers whenever possible, preferably those that are young, able bodied, and have some combat experience. This isn't always the case, however, and so new members are Drafted from the local populations, taking young men and women between the ages of 16 and 24 and those who don't serve vital functions for their communities. This draft can take as much as 10% of a population, and is a source of discontent with the Empire in recent years.

Once they've joined up new recruits are given a year's basic training followed by another year of more advanced training for specific roles, such as scouts, cavalry, and archers. After that their tour of service is for four years, at the end of which they are given their wages and are able to return home, should they choose. Most who serve at the Menuan Desert and those that are able to rise in rank in Mantala are more likely to sign on for another tour, while the grunts in Mantala almost always leave the service, bitterly cursing their time there.
To Grandma With Love

"**To Grandma with Love**" is the premiere episode of *Special Agent Oso*.

## Plot

Wolfie trains Oso to climb Mount Aconcagua in Mendoza, Argentina. Oso tries remembering how to climb when he slips off the rope and rolls down the mountain after he receives a special alert. A girl named Stacey O'Malley loses a card she has made for her Grandma's birthday, and it is up to Oso to help look for it and send it in the mail.

## Trivia

* The episode's title is a reference to the *James Bond* film *From Russia with Love*.
* Seeing as this episode and "Gold Flower" are both the pilot episodes, many things were not seen in this one: (\*not used until "Gold Flower", or ^not used until "License to Clean").
	+ Fireworks after completing the Special Assignment.^
	+ Shutterbug does not appear.\*
	+ Props relating to the Special Assignment were used in both this episode and "Gold Flower", but weren't seen in later ones.\*\*
	+ The step numbers not appearing as Paw Pilot announces them.^

## Gallery

Oso 01A.png
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The Blockstor

The Blockstor is known to be a little devil of sorts. His main goal is to scare away new participants of the Jenga World Tour Grand Tournament Series with his horrifying visage and underhanded tactics. He has been accused hundreds of times of cheating in his Jenga matches by disheveled opponents but the Jenga World Government always rules in his favor, as if they were on his side.

(Source VOD)
The Red Hand

Named after the red-painted left glove or gauntlet that is the hallmark of their uniform, the Red Hand is a highly secretive organization that works to maintain the stability and longevity of the Empire, often through espionage, political manipulation, and even assassination. Publicly the Red Hand serves as the Emperor's personal guard and advisors, often visiting parts of the Empire and meeting with political leaders. Some whisper that the Red Hand secretly controls everything on Telar, and have been responsible for the collapse of political dynasties, a group that sees and hears everything and everyone. These are mostly dismissed as paranoia or drunken ramblings, never knowing how close to the truth they really are.

## Services

The Red Hand provides no services to the public, they serve the Emperor and the Emperor alone and the public is serviced by their continued efforts to thwart assassination attempts by the Emperor's political enemies. Secretly the Red Hand will meet in well hidden dens and hideouts, planning contingency plans after contingency plans and discussing how best to eliminate threats to the empire. They often put down rebellions before they have the chance to start, and remove troublesome political figures, or anyone who can amass enough power to threaten the Empire. To this end they will manipulate leaders and rulers, drain the vaults of ambitious dukes, quietly remove and "reeducate" public dissenters, and even assassinate kings. The stability and longevity of the Empire is their top priority, no matter the other costs. The Red Hand prefers a subtler touch, however, as too many assassinations and disappearances gets the public asking too many uncomfortable questions, and the Red Hand performs best when they're not even needed at all.

## Membership

You don't join the Red Hand, you're chosen for it, choosing people who are exceptionally talented and loyal to the Empire the Red Hand will reveal the true nature of their organization to a select few who qualify. Should they choose to join members are magically implanted with a rune that will immediately kill them should they turn traitorous or reveal the true nature of the organization, those who are approached but reject the offer have their memories wiped of the event and released back into the public, never knowing they were almost a part of the most secretive group on Telar.
Veyas

The God of Medicine and Healing

Alignment: Neutral Good

Domain: Life

Favored Weapon: Dagger

Holy Symbol: An open jar of medicinal ointment with two herbs behind it

Sacred Color: White

Sacred Animal: Dove

Week Day: Vey

Worshipped by: Healers, herbalists, and surgeons.

Depicted As: An elderly woman, often with grey hair in a bun, wearing a simple white shirt and skirt with a white apron on top. Typically depicted with a variety of medicines and herbs, usually within a surgery room and sometimes tending an unknown patient, often with a motherly demeanor.

Other Domains: Medical study, childbirth, care for the sick and elderly, herbalism.
-The Bardic College

Though not an official Imperial Organization, the Bardic College is a widespread institution training its members in the arts, be it visual, story, or song. The College has spread across the entire continent, even to the distant Motura Isles, with at least one city in each Country holding a Bardic College, becoming hubs of culture.

## Services

Bardic Colleges are found throughout the Empire in many major cities, and are home to artists of all stripes, many paintings and sculptures may be found in a College art hall, and regular performances of plays, poetry readings, and concerts can be enjoyed by the public, usually only for a small fee if they charge at all. Bardic Colleges act as reservoirs of art and culture, containing libraries and galleries filled with folklore, songs from the past, and visual arts from various cultures, though most Colleges will specialize memorializing and continuing the cultural traditions they're located in. Bards from the college will often travel the land, spreading songs and stories to the people so they may remember their cultural heritage and learn of the cultures of other parts of Telar.

## Membership

The Bardic College will accept anyone that shows artistic talent, for a small membership fee they gain access to a dearth of information and artistic pieces of the past, as well as a space to practice their artistic abilities. The College is also willing to teach anyone willing to learn in an artistic skill for a nominal tuition fee, with those emerging from the other side masters of their craft, and often able to channel the Arcane through their talents. Members of the College tend to be idealistic, envisioning their art and performances as a grand unifier for the empire, a tighter glue to hold the many peoples of Telar together tighter than any army or treaties, though they are often scoffed at as naïve by others it's difficult for most to not be infected by such an idealistic outlook.