recursal/Fanatic-Fandom huggingface dataset:
The R.T.P

The R.T.P (REJECT. THE. POWERS) is a company that appeared one day and started a movement to remove the supernatural and whatever they claimed was "Weird". it is unknown how they stated or how long they've been around but one's thing for certain. . they're really committed to their job

### *The R.T.P Members*

#### RTP Mercenary

They are the basic enemy that the RTP sends out to complete basic duties and often cases removal of Class A - C threats! their weapons range from SMGS to medium sized Assault rifles and medium sized Melee weapons, they're weak but they do great in large numbers.

#### Insurgence Squad

The more advanced and intelligent Mercenary! trained from birth to be specialized killing machines that are tactically built to deal with Class D - X Threats! unlike the Mercenary's they're able to wield large firearms and large melee weapons of any kind... making them a real threat to one's health if they don't do something fast

#### RTP Scientists

Without them The RTP wouldn't be where it is today! with the many scientists that were hired (And still being hired) they were able to make incredible progress ON their goal! the first example would be none other than...

#### METALPRIME

Metalprime is a bulky version of The Nickprime robot line, being mostly silver with red highlights around the back and around its eyes. This Machine is not something to mess with! being given the nickname " Supernatural Killer " it is a real threat to the denizens of The Twitterverse.. it is also able to withstand most attacks and harness electricity into its fist to create an EMP-like punch

### *RTP LOCATIONS*

#### RTP Containment A1 Facility (Destroyed)

one of the two facilities meant to contain entities now returned to rubble, the facility wasn't worth fixing after it failed The RTP

#### RTP Containment A2 Facility

2nd facility currently still intact but in process of getting removed possibly due to the incident that occurred at A1

#### RTP Science Facility MAIN (Destroyed)

Science Facility was where most of the scientists go to conduct their work! it was also the place where Metalprime v1.5 was being worked on and tested before the facility, just like A1, suffered through an incident leaving the building in a state of disrepair

#### RTP HQ

The main place for many members of The RTP and the most heavily guarded as well! for Luther Artwright is RUMORED to do his work here most of the time... which makes it a perfect place for somebody to try and take him out! thus the reason why the place is heavily guarded. it's also the place where the most valuable tech is kept safe and sound in many different places in the HUGE facility

#### RTP HQ.2

[ UNDISCLOSED LOCATION. PLEASE COME BACK L4TER ]

#### RTP C0LD STORAGE

deep within the cold hellscape of the mountains is a base run by the RTP! it is unknown what it is that they're doing up there or what they could be keeping in this so called " Cold Storage " but it certainly isn't good ... legends say The RTP isn't going for what the people fid normal BUT what they will find as normal
Moralshift

### MORALSHIFT (Classic)

Moralshift (Classic) is the original story written in google docs that was just a small project that existed thanks to another story made for a spooky Halloween story-telling thing that was happening at the time

The story takes place in a small town with our three main protagonists Cranberry, Nova, and Mia who discover a door in a tree that wasn't there before and enter it as they're transported into a new world which they have never seen before in their lives! overtime they meet up with many of the strange and weird creatures of this place. . such as Buddy The Axolotl, Gimmik The Axolotl, Twizz the head-henchmen for Majin, Iris who's the queen of a futurist city, A C3RT41N S4L3$M3N, and shape-shifting murderers sent out by Majin.

Majin is, of course, the secondary antagonist of the story and threatens to uneven the balance of this strange world! so the three have to stop Majin before it's too late

Moralshift Classic was cancelled shortly after I began writing Chapter 4
Project ISOTOPE

Project ISOTOPE describes the metal shell created to house at least two souls by Mythos as an attempt to make amends with Jeremy and Petra for practically ruining their life at one point at time, after it's creation it was sealed away due to a third soul gaining access to the machine and compromising what it was made for! using it as a weapon instead

it is unknown where Project Isotope is now (specially after Esther abandoned it to take control of a bigger host).

Esther (Project ISOTOPE)
Twitterverse roleplay Wiki

**Welcome to the Twitterverse roleplay Wiki!**
This is mostly a wiki that's meant for OCs of mine (and maybe some that belong to me buds if they wanna add their stuff here) you won't get it unless you follow us on twitter dot com lmao

***wanna see what characters are on the wiki? click here to see them!***

***wanna see some locations??? CLICK HERE!!!***

*Wanna hear about some of the AUs Camm has come up with? Idk why you would but click here!*

## Factions

> SHARP

> CUNNING

> METALLIC

> VIRUS

> DECISIVE

> GENESIS

> SUPER

> IMPORTANT

> NONCANON
MOONSERVIE

**1999 | January 7th | 2:38 AM**

> PROJECT: MOONSHINE IS ESTABLISHED

> Specialized V44Y Units have began training

> Goal of the mission is to figure out what the source of the strange signals that originated from the moon 7 months prior to establishment

**2001 | February 20th | 4:44 PM**

> first mission to Site B on The Moon has began

> currently V33Y Units are halfway to their destination and will update upon their arrival

< continuing to keep note

**2001 | March 4th | 9:38 PM**

> V33Y units have reached the moon

> first note of their arrival: " moon surface is seeming more veiny than normal "

> disregarded as a joke among them

> extra note taken by V33Y unit: " there is an eternally low hum always playing

**2001 | THE INCIDENT | March 6th | 12:00 AM.**

> V33Y are doing their work, conducting research upon the moon

> an earthquake occurs, a small one

> V33Y unit #6 disappears without a trace, assumed to have wandered off

> V33Y Unit #3 disappears soon after, rest of V33Y units begin a search

> V33Y Unit #1 is heard screaming while 2, 4, and 5 run off somewhere for safety

> Connection is lost to HQ for at least 2 hours

> an Image is sent in by V33Y Unit #2 called "HEREICOME.JPG"

> Image shows a window with an unknown being staring with a circular head, the head resembling the moon itself, and blue eyes that stared at the camera

> a notif pops up on command central

> The probe is returning to earth carrying an unknown large mass

> Code: 11A-OB initiated upon the learning of this information
Qu

Qu
--

Qwerty (Girlfriend)

Qu is a 5'11" Humanoid with Jet-black skin, a purple shirt with purple straps, a purple skirt, Dark Grey pants, and large-robotic floating arms that have replaced their old arms that were removed during their creation
Qu was created by Mind to act as a living opposite to Camm's fabricator machine when he was beginning his complete takeover and attempted erasing of Camm's work, Qu from the beginning was made to listen to their masters and do not step out of their place in reality

only after being given a break by Fexmos they had explored the town for the first time and had encountered Qwerty who gave them a whole new perspective on things. . freeing their mind from the restrictive Mind put on it. Eventually one day they never returned to Mind's Facility and now live with Qwerty to this day (as of writing this)

### FACTS

* Qu takes a lot of inspiration from Strawberry Crepe Cookie (CRK)
* Qu has beans on their claws
* they are very fond of gay people
* Their allegiance to their masters might've changed, but not entirely
Плейсеры

Плейсеры, пасынки приисков, сами прорубившие свою судьбу. Потомки старателей отправившиеся на Фоггийский полуостров в поисках денег, их народ прошёл через множество трудностей и решений ради достижения желаемого. Несмотря на то, что плейсеров называют потомками старателей, это не совсем так. Да, большую часть первых плейсерских поселений составляли старатели, но также там были и торговцы продающие им товары трактирщики, построившие свои заведения, их работники и даже проститутки и просто разбойники предпочитающие грабить тех кто добывал камни непосильным трудом. Всех их объединяло то, что они готовы были покинуть свои дома и пройти тяжелый путь полный опасности ради новой жизни.

### Население

Население плейсеров в городе самое многочисленное из коренных народов. Так же как и их социальное расслоение. Плейсера легко можно увидеть как на самой тяжелой работе, так и среди богатейших людей города.

### Архетипы

В отличие от тех же гирсов и мистийцев, у плейсеров куда сложнее назвать некий общий архетип. Это и обычный работяга гнущий спину ради монетки, так и потомственный банкир, имеющий такое состояние, что ему за всю жизнь его не потратить.

Но общим для плейсеров архетипом можно назвать, то что им приписывают скупость и подсчет каждой монетки. Что на самом деле не всегда является правдой. Так же им приписывают либо безбашенный либо суровый характер, расчётливый ум, при этом житейскую простату.

### Культурные особенности

Специфика некоторых культурных особенностей этого народа связано с историей их образования. Например не официально, но в плейсерском обществе в отличие от гирсов женщина имеет равные с мужчиной права, а проститутка хоть и не считается достойной профессией не несет такого негатива как в других народах. Что связанно с тем, что на заре формирования первых плейсерских поселений пока старатели либо покидали эти гиблые места либо сразу спусками все деньги приехавшими вслед за ними торговцам, именно проститутки, также отправившиеся в эти места ради высокого заработка, начали обустраивать социальную жизнь первых поселений. Наиболее состоятельные из них спонсировали строительство больниц, детских приютов и подобных учреждений. Со временем проститутки сколотившие определенное состояние и вкладывающие деньги в развитие поселения превратились в отдельную социальную группу называемую в народе серыми цаплями и до сих пор имеющие влияние в Клоктауне.

Так же несмотря на то, что большая часть плейсеров также приняли эонизм(и лишь незначительная часть либо по прежнему придерживается Кабошонских культов, либо сочетают оба этих верования), Кабошонский культ оставил след в их культуре. Например как у эонистов часовым делом могут заниматься только священики, так и в кабошонских верованиях ювелирами могли быть только жрецы Кабошона. Даже сейчас, почти все ювелирное дело контролируется семьями плейсерких староверов, к которым несмотря на принятие эонизма среди плейсеров оказывается высокое уважение.
Non-canon characters

As the name suggests this will contain that are NOT canon to the twitterverse and will never show up anywhere within it, with that being said continue reading idk lol

**Character 1: Censor**

Censor (Censorship) is a variant of Mia's entirely blue with man censor bars covering her body (and supposedly lethal wounds), while missing an arm and always on the edge of death nothing seems to stop this freak that calls itself a Mia! it is apart of The Fun Gang

**Character 2: Inverted**

Inverted is a white and blue bear, wearing a blue top hat, a blue vest, and blue boots! he was my first creation and seemed like he was going to be on top for a long while.. before Nickolas came along and slowly replaced him, however Inverted would make a few appearances before slipping into the trash and becoming Uncanon (p.s: I hate Inverted.)

**Character 3: Twizz**

Twizz is a dude who wears mostly yellow junk aside from his jet-black top hat! he is only found in the story Moralshift and the upcoming remake of it (Moralshift: Reshifted)
Our Eurovision Song Contest 10

The **Our Eurovision Song Contest 10** was the tenth edition of the Our Eurovision Song Contest. It took place in Moscow, Russia and was organised by the European Broadcasting Union (EBU) and host broadcaster Channel One. The contest was held at the Olimpiysky Arena. It was the first time that Russia had hosted the contest.

Forty-two countries took part in the contest this season, beating the record of fourty in the previous edition. Armenia and Azerbaijan competing for the first time. Andorra returned to the competition for the first time since the sixth edition, and Turkey refused to participate.

The winner was the Netherlands with the song "Diamonds", performed by S10. This was the Netherlands' first win since debuting in the first edition. Austria, Portugal, Monaco and Denmark rounded out the top five. All the countries in the top five received their best for the first time at the time of the edition.

## Location

Russia gained the right to host the contest after Zivert won the previous edition in Oslo, Norway. Since Russia was the winner of the preceding contest, the tenth edition was subsequently held there. The Olimpiysky Arena in Moscow was chosen as the venue for the contest.

Olimpiysky Arena was an indoor arena, located in Moscow, Russia. It was built for the 1980 Summer Olympics and, divided into two separated halls, hosted the basketball and boxing events

## Forman

### Semi-final allocation

The first part of the draw is the distribution of the Big 5 (France, Germany, Italy, Spain and the United Kingdom) and the host countries (Russia) for the semi-finals when voting. The second part is the distribution of the participating countries by semifinals. In total, thirty-six countries were divided into six pots. All countries in the semi-finals were separated into the following pots based on voting history and geographical location. Eighteen countries competed in both semifinals. The table below shows the order of "pulling" of the participating countries.

all participating countries in the first semi-final + France Germany Russia
all participating countries in the second semi-final + Italy Spain United Kingdom

## Participating countries

### Semi-final 1

Eighteen countries participated in the first semi-final. Those countries plus France, Germany and Russia voted in this semi-final. The highlighted countries qualified for the final.

### Semi-final 2

Eighteen countries participated in the second semi-final. Those countries plus Italy, Spain and the United Kingdom voted in this semi-final. The highlighted countries qualified for the final.

### Final

Twenty-six countries participated in the final, with all forty-two participating countries eligible to vote.
Arche

Arche is a Soldat with brown hair, yellow eyes, black glasses, a black coat with a dark grey shirt underneath, and a white bowtie

originally working for the AAHW Arche was locked away for being a defect before being saved by Rich who let him out of his prison, the two would later go on to become the best of friends and go to take on the Auditor. Arche in the end sacrificed himself to restore the world!

Arche would later wake up in a crumbling hell that could not hold itself together without Madness

reference

**Facts**

* Arche was made in this Pic crew
* Arche is gay
* Arche, unlike the other Soldats, isn't very skilled in combat
* Arche was always bullied by the others, especially Vestor
Sharpshooter Practice

Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.

### Assume the Position

*Sharpshooter Practice: 3rd level*

You don’t need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. Additionally, standing up from prone now only costs 5 feet of movement.

Additionally, you gain proficiency with two martial blasters of your choice.

### Placed Shots

*Sharpshooter Practice: 3rd level*

You perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

Some of your placed shots require your target to make a saving throw to resist the placed shot’s effects. The saving throw DC is calculated as follows:

Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

* **Disarming Shot.** You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.
* **Penetrating Shot.** You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage. The damage is of the same type dealt by the original attack.
* **Suppressive Shot.** You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

### Head Shot

*Sharpshooter Practice: 9th level*

You are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.

Additionally, any hit you score against a creature that is surprised is a critical hit.

### Distracting Shot

*Sharpshooter Practice: 13th level*

You are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

### Double Tap

*Sharpshooter Practice: 17th level*

You’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.
Crimson Order

Monks of the Crimson Order are unyielding in their resolve. They pledge themselves to a singular entity or belief, and uphold their service with solemnity and diligence.

### Crimson Armaments

***Crimson Order:** 3rd level*

You gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

### Crimson Squall

***Crimson Order:** 6th, 11th, and 17th level*

You’ve learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus point to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

### Vigilant Sentinel

***Crimson Order:** 11th level*

When you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

### Sovereign Protector

***Crimson Order:** 17th level*

Your mastery of focus has allowed you to unlock your fullest potential in combat. As a bonus action, you can gain the following effects for 1 minute.

* Your speed is doubled.
* Your AC increases by 2.
* You have advantage on Dexterity saving throws.
* You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Contracts Wiki

**Welcome to the Contracts Wiki!**
A sci fi campaign setting guide for modified Dungeons and Dragons 5e. This Wiki is intended as a guide for players, with Race, Class, Subclasses, Background, and basic worldbuilding collected in one place. The campaign uses a modified version of the Star Wars 5e module, removing most of the force and exporting what is left to a more mundane and original sci fi setting.

Again, most of this information is taken from the Star Wars 5e module, the Hyperlanes module, and Dungeons and Dragons 5e, as well as some minor homebrewing. This is not mine, this is a reference guide for players.

## Important articles

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

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Umbar Order

Monks of the Umbar Order train relentlessly both with and without their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

### Umbar Weapons

***Umbar Order:** 3rd level*

Your special martial arts training leads you to master the use of certain weapons. You gain the following benefits. Choose two types of weapons to be your Umbar weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this order’s features work only with your Umbar weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Umbar weapon for you, following the criteria above.

* **Agile Parry.** If you make an unarmed strike as part of the Attack action on your turn and are holding an Umbar weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
* **Umbar’s Shot.** You can use a bonus action on your turn to make your ranged attacks with an Umbar weapon more deadly. When you do so, any target you hit with a ranged attack using an Umbar weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

### One With the Blade

***Umbar Order:** 6th level*

You extend your focus into your Umbar weapons, granting you the following benefits.

* **Enhanced Umbar Weapons.** Your attacks with your Umbar weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
* **Deft Strike.** When you hit a target with an Umbar weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

### Sharpen the Blade

***Umbar Order:** 11th level*

You gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Umbar weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

### Unerring Accuracy

***Umbar Order:** 17th level*

Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Marlu

Marlu are a kangaroo-esque humanoid race from the moon Toko. They have large, powerful arms and legs and heavy tails with impeccable balance. Toko is sparsely populated with marlu, and their culture greatly revers stars, constellations, and space travel. Marlu born "special" and treated as prodigies are referred to as yenæ, which roughly translates to "star-touched". This honorific is also extended to the few Marlu that do venture off-planet regardless of their skills or status when living on Toko.

### Marlu Traits

As a Marlu, you have the following traits.

***Ability Score Improvement.*** You can increase one score by 2 and a different score by one, or increase 3 different scores by 1.

***Creature Type.*** You are a Humanoid.

***Size.*** You are Medium.

***Speed.*** Your walking speed is 30 feet.

***Languages.*** Trade Primary, Toifi

***On Your Feet.*** Due to the sturdy nature of your tail, you are immune to knocked prone as well as immune to being pushed backwards.

***Tail Slap.*** tbd.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

***Powerful Leap.*** Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

### Marlu Names

Name Examples /Pronounciation/
 Woyu /ˈwoju/
VertaCORE

Vertacore was once a company that strived to push the limits experimentation and how far they could go with the plan! with the help of an unknown power that seemingly came from above the company seemed to be set for life

## VertaCORE

### Inhabitants

Failed Experiments, Monsters, Perfect Experiments, DR. Narvi

However, one day it all went to all as the place had to be abandoned for an unknown reason. Years after the accident Dr. Narvi (former owner of Vertacore) returned to the site to continue his work and further push expiermention to it's limits. . Narvi was never seen again after that day and he was presumed dead

While his legacy may or may not be gone. . we still have a record of what may or may not be in the depths of VertaCORE

### Monsters

Monsters are creatures that usually take many shapes and forms but usually take the shape of a dog-like creature, it is extremely hostile and it is NOT advised you go up and pet this doggy. you can tell when one is near from the smell of rotting flesh

### Failed Experiments

Failed Experiments (who will be referred to as FE from now on) are humanoid creatures with either missing pieces of skin, inhuman properties, sharp teeth, upside down anatomy, bloated body parts, or all of the above! FE's are too extremely hostile and it's recommended they are terminated once in sight. . even if they resemble a loved one or somebody you know.

### Perfect Experiments

Perfect Experiments (Perfects) are what Narvi has considered his greatest creations! we know very little of the Perfects due to how little they are but we do know they are neutral and and be identified by their features which include wings, face holes, humanoid appearance, tallness, whispers, and attraction to blood!

### Dr. Narvi

Narvi is the CEO of Vertacore and has spent his life working on pushing experimentation to it's limits, his death was met with sorrow and his lifes work has been documented in memory of him. . although there are rumors he's found a way to extend his life and he's still living down in the depths preparing something big! however, something like that is IMPOSSIBLE!
Ĩlna

Ĩlna are a humanoid feline-esque species from the planet Ũnti. They are furred, clawed, and typically have long lithe tails for balance. Their furs can be patterned with stripes, spots, or solid colored. In certain warmer biomes hairless Ĩlna can be found.

### Ĩlna Traits

As an Ĩlna, you have the following traits.

***Ability Score Improvement.*** You can increase one score by 2 and a different score by one, or increase 3 different scores by 1.

***Creature Type.*** You are a Humanoid.

***Size.*** You are Medium or Small. You choose the size when you select this race.

***Speed.*** Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

***Languages.*** Trade Primary, Yihlen

***Cat's Claws.*** You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6+ your Strength modifier slashing damage, instead of the bludgeoning damage normal for unarmed strikes.

***Cat's Talent.*** You have proficiency in the Perception and Stealth skills.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

***Feline Agility.*** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your next turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

### Ĩlna Names

Name / pronounciation/
 Hisemli /hiˈsemli/
 Aw̃lkoftaw /ɔ̃lˈkoftɔ/
Newo

A type of robot supposedly inhabited by ghosts.

from hyperlanes:

Ability Score Increase. Your Intelligence score increases by 2,

and your Charisma score increases by 1 as well.

Age. Your species does not age. It’s possible you were constructed quite recently, but due to your programming you behave as an adult.

Form. Choose one of the following at character creation:

* Intimidating. You have advantage on Charisma skill rolls when interacting aggressively with the species you were designed to emulate. You are proficient in the Intimidation skill.

* Simulative. Any skill used to notice that you are not the species you were designed to emulate suffers disadvantage on the roll. You are proficient in the Deception skill.

Inorganic. You do not need to eat, drink, or breathe, and you do not become unconscious when you rest for the night.

Robotic Frame. You have resistance to slashing damage, but suffer vulnerability to electricity damage. You are immune to poison damage and cannot become poisoned.

Size. You are the shape of a typical humanoid, making you

Medium size.

Speed. Your base walking speed is 30 feet.
Our Eurovision Song Contest 13

## Participating countries

### Semi-final 1

Seventeen countries participated in the first semi-final. Those countries plus Germany, Spain and the United Kingdom voted in this semi-final. The highlighted countries qualified for the final.

### Semi-final 2

Seventeen countries participated in the second semi-final. Those countries plus France, Italy and Ukraine voted in this semi-final. The highlighted countries qualified for the final.

### Final

Twenty-six countries participated in the final, with all forty participating countries eligible to vote.
Scrapper Practice

Those operatives who choose the Scrapper Practice don’t have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.

### Back Blast

***Scrapper Practice:** 3rd level*

You gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

### Upper Hand

***Scrapper Practice:** 3rd level*

You learn to use underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

Some of your upper hand techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

* **Brutal Hit.** You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.
* **Low Blow.** You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.
* **Shank Shot.** You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

### Sleight of Foot

***Scrapper Practice:** 9th level*

When a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

### Hostile Negotiations

***Scrapper Practice:** 13th level*

You gain proficiency in Intimidation or Persuasion. Additionally, while you are wielding a weapon with which you are proficient, you can’t have disadvantage on Charisma (Intimidation) and Charisma (Persuasion) checks, and if the target would make a contested check, they can’t have advantage on it.

### Double Tap

***Scrapper Practice:** 17th level*

You can deal Sneak Attack damage twice per turn, but you can’t deal more than your total Sneak Attack dice to a single target per turn.
Dağ Trolleri

Bir avcının betimlemesiyle Kalradyalı bir ressamın elinden çıkan çizim.

Tahta damlı evlerinde oturan kuzeyli muhteremlerin çocuklarına anlattığı bir masaldan mı ibaret, yoksa gerçek mi? Dağ trollerinin ağırlıklı olarak Uslum'un doğusundaki zirvelerde yaşadığı söylenir; ama Wolfden'de pinekleyen bir serserinin itirafı bölgelere bir yenisini ekledi: Wolfden Kasabası'nın demir madeni. Peki bu yaratıklar sadece yıkıcı içgüdüleri tarafından yönlendirilen basit canavarlar mı? Hayır. Genellikle sarp kayalıkları, mağaraları ve köprü başlarını mesken tutan bu yaratıklar bölgelerine giren insanlardan haraç almaya bayılır. Altın onların öncelikli motivasyonları olsa da mutabakat sağlayamadıkları insanları dev kazanlarında pişirip yedikleri söylenir. Bu yaratıkların varlığını bizzat onaylayan herhangi otantik bir kayıt olmasa bile her yılın belli mevsimlerinde avcılar tarafından görüldükleri rivayet edilir, mesken tuttukları düşünülen bölgelere girme eğiliminde olan her kimse iki kere düşünmelidir.

## Dış Görünüş

Yemek konusunda seçici olmayan bu yaratıklar ortalama bir insandan en az üç kat büyüktür, bulundukları yerlere rutubet kokusu yayarlar ve dişileri soylu bir prensle çiftleştiği taktirde insana dönüşür. Belli karşılaşmalar vasıtasıyla yayılan söylentilere göre soluk gri ten rengine sahiptirler, saçları yoktur, olsa bile tüy şeklindedir. Mitolojinin ve itikat sahibi animalistlerin anlattığına göre kadınları insana benzer; fakat yaş aldıkça bir trol gibi görünmeye başlarlar.

## Rivayetler

1258 (Kalradya) yılında bu yaratıklardan birinin Wolfden madeninde görüldüğü söylentisi halka dehşet saçtı, bu söylentinin sahibi yaşadığı olay vesilesiyle Trolkıran lakabını aldı, adam hakkında bilinen tek şey isminin Gundig olduğu ve Wolfden hanına üç dinar borcu olduğuydu. Bir dağ trolünü öldürdüğünü söyledi ve Wolfden'de gündeme geldi. O gün içinde birkaç kişi daha trol saldırısına uğradı ve trollerin terörü Wolfden valisi Hkerth Rauges'in gündemine geldi.

> Şu ünlü dağ trolünü yenen Gundig mi bu? Şanın bana kadar ulaştı dostum.
>  -Vali Hkerth Rauges
>
>
Oscar Harte

Aslen Azgad’lı olan Oscar, soylu bir aileden gelmektedir. Babası aristokrat olduğu için Kalradya siyasetine oldukça hakimdir. Oscar, ciddi, ileri görüşlü, geleceğe dair plan yapmadan hareket etmeyen biridir. Oscar, çok acımasız biridir. İyi ya da kötü, alay ya da övgü olan tüm haberleri aynı acımasız tavırla kabul eder çünkü hedeflerini bilir ve onları takip etmekten vazgeçmez. Genç yaşlarında, Kristiyan Yobazlar tarafından babasının suikaste uğramasına şahit olmuştur. Yobazlar, Oscar’ı öldürmeyip, insanlara gözdağı vermek adına Wolfden’e sürmüştür. Beş parasız gittiği Wolfden'de Oscar, hanlarda kumar oynayarak bir miktar para eldetmiştir ve bu parayı ise bir Forsecan Streccan Çetesi için kullanmıştır.
Praven Şehri

Praven Şehri, Svadya Krallığı'nın başkentidir. Praven Şehri, Kalradya'da bulunan en eski yerleşimlerden birisidir. Praven, Kral Harlaus tarafından yönetilmektedir. Praven Şehri, Svadya Krallığının önemli ticaret şehirlerinden birisi olmasının yanı sıra, festivalleri ve ziyafetleri ile ünlü bir yerdir. Praven Şehrindeki en yaygın ticari ürünler; ekmek, bira, deri, yağ, yün ve aletlerdir.

Praven Şehrinin çevresindeki köyler;

Azgad

Gisim

Veidar
Wolfden Yağması

Wolfden Yağması, 1237 yılında Svadya Krallığı tarafından Wolfden Kasabasında gerçekleşmiştir. Kral Harlaus, Wolfden çetesinin Gisim ve Tahlberl köyü çevresinde yaptığı yağmalardan rahatsız olmuş, üzerine Wolfden köyünün Nord Krallığı tarafından koruma altına alındığı haberi üzerine kasabayı talan etme kararı almıştır. Ryilebet Kalesi Lordu Kont Rochabarth, yanina otuz şövalyesini alarak Wolfden kasabasına saldırmıştır. Saldırı sırasında, köylüler kılıçtan geçirilmiş, evleri yakılmış ve kasabanın büyükleri Ikaars ve Tyuer öldürülmüştür. Şövalyelerin saldırısına karşı koyamayan çete üyeleri öldürülmüş, geriye sadece Wolfden ailesinin büyüğü olan bir kadın kalmıştır. Yağma sırasında Wolfden Kasabasını birbirine bağlayan köprünün çökertilmesiyle yağma durdurulmuş, kaçabilen köylüler hayatta kalmıştır. Wolfden'lerin ölmesi sonrasında köyün yönetimini Vali Hkerth ele almış, ve kasabanın krallıkların siyasetine katılmaması kararı almıştır. Her baharın gelişinde Wolfden Kasabasında yapılan bu yağma lanetlenmiştir.
Larivage Wiki

**Welcome to the Larivage Wiki!**
La Rivage Sunucu Hikayeleri

We're a collaborative community website about Larivage that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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

*Need help building out this community?*

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Rauges Ailesi

**Rauges Ailesi**, Aldelen Köyünde yaşayan ve çiftçilik yapmasıyla bilinen bir ailedir. Rauges Ailesi, Wolfden Ailesi tarafından haraca bağlanmış fakat sonrasında kurdukları yakın ilişkiler ile dost aileler haline gelmiştir. Rauges Ailesi, savaşçı bir aile olmaması sebebiyle bölgede arka planda kalan ailelerdendir. Wolfden ailesiyle olan ilişkileri, onların Aldelen Köyünde dışlanmalarına sebep olmuş ve Wolfden Kasabasına göç etmeleriyle sonuçlanmıştır. İki aile, evlilik yoluyla bağlarını güçlendirmiştir. Wolfden Ailesinden Kjuart ile evlenen Palkhia Rauges, aileler arasındaki en güçlü bağlardan birini temsil edecek Hkerth Rauges'i dünyaya getirmiştir. Hkerth Rauges, Wolfden Ailesinin düşüşünden sonra miraslarına sahip çıkarak Wolfden Kasabasının yönetimini ele almış ve yağma sonrasındaki hasarları gidermek için çabalamışlardır.
Deniz Yağmacıları

(1. Sayfa, yıpranmış)

[Kalradya kıyılarının, denizlerinin korkulu rüyası olan deniz yağmacılarının kökeni merak konusu olmuştur. Bu tek gayesi savaş ve ganimet olan yağmacı grupları sahiden Kalradya üzerinde ne zamandır bulunuyorlar? Deniz yağmacılarıyla ilgili elimizdeki en eski bilgi Roshan Veselov adında Vaegir kökenli bir gezginin tahmini 850-900 yılları arasında başından geçenleri yazdığı parşömenlerdir. Bu parşömenlerin ilkinde içerisinde Roshan'ın bulunduğu kasabaya neredeyse yüz kişilik Nord görünümlü bir grubun saldırdığı ve bu saldırı esnasında Roshan'ın yaşadıkları anlatılıyor. Roshan parşömende bu grubu şöyle anlatıyor; ''Bu denizden gelen iri yarı Sturgiyalı görünen grup gerçekten yıkıcı bir güce sahipti, koca kasabayı saatler içinde küle çevirdiklerini kaçtığım büyük tepeden görebiliyordum...'' bu olaydan sonra Roshan merak duygusuna yenilip bu yağmacı grubunu hakkında bilgi edinmek için bazı uğraşlar içine giriyor. İlk parşömenin devamında günümüzde Rivacheg'in gerisindeki dağların birinde kamp kuran Roshan yaşadıklarından bazı ayıntıları şöyle belirtiyor; ''Karanlık çöktüğünde kasaba kıyısında bir geminin görüldüğünü duymuştuk ama bunu önemseyen olmamıştı. Sonra bu gürültü koptu. Bu sancak taşımayan, belki de Sturgiya kaçağı olan yağmacı grup önemsemediğimiz bir duyum yüzünden bulunduğum kasabayı yağmalayıp ortadan kaybolmuşlardı. Yağma sırasında onlara emir yağdıran adamın yüzünü görebilmiştim, tanıdık geliyordu. Bu adamı bulup belki de adaleti yerine getirebilirim...'']

(2. Sayfa, yıpranmış ve sayfanın sonuna mürekkep dökülmüş)

[Amacını bu sözlerle belirten Roshan çevre kasabalardan yağmacılar hakkında bilgi edinmeye çalıştı ve edindiği bilgiler doğrultusunda yağmacı grubunun liderinin sürülmüş bir Kuzeyli Jarl'ı olduğunu öğrendi. Zaman geçtikçe bu yağmaların sayısı arttı ve birden fazla yağmacı grubu Kalradya sahillerinde belirmeye başladı. Roshan yağmalar arttıkça hırslanıyor ve ulaşabildiği Lordlara, nüfuz sahibi insanlara gidip onlardan bu işi durdurmaları için yardım istiyordu. Tek başına bu kadar olayın peşinden gitmeye çalışan Roshan, günlerin birinde Rivacheg'in ilerisindeki bir köyde konaklıyorken köylülerden birisi ona yağmacı problemi konusunda yardım edeceğini söyledi. Gecenin karanlığında köyün arkasındaki ormanda köylüyü bekleyen Roshan başına geleceklerden habersizdi. Köylüyü beklerken bir anda kalabalık bir yağmacı grubunun ortasında kalmıştı. O gece yağmacılar tarafından öldürülen Roshan yazdıklarının büyük bir bölümünü daha önce Reyvadin kütüphanesine bıraktığından bilgilerin çoğunu parşömenlerden ve genel olarak kabul edilmiş duyumlardan alıyoruz. Yaşanan bu olaylar sonucunda somut olan şey bu başlatılan yağma silsilesinin bir süre sonra Kuzeyli kahinler tarafından desteklenerek bir kültür ögesi haline getirilmiş olmasıdır. Kuzeyliler, yağmaların kendilerine şan ve şeref getireceğine, Tanrılar tarafından hoşnutlukla karşılanacaklarına inanmaktadırlar. ]

"İmza; Yalenli Gezgin Konora, 1107, Deniz Yağmacıların Kökeni Hakkında"
Doc Hudson

**Doc Hudson** (also known as the **Hudson Hornet** or the **Fabulous Hudson Hornet**) was a former dirt track racer, Piston Cup legend, and is a judge after Sherrif arrests failures. He died a hero.

His last words before he haunts Jimmy Cables is "Gudmund is the worst character to drive as in the entire game! It's so hard to powerslide with this character because he spins out so easily. This explains why I lost in Stadium Race #2. I had to keep trying multiple times and I still ended up in last. Now I see why Gudmund was so bad in Superdrive. They used the PS3 models in that game and copied all of his crappy driving mechanics. This is such a shame considering he drives so well on the PC and Wii. He can also drive up to 200mph! That's the fastest out of all of them! But what's the point is he can't even corner? If you like playing as Gudmund, go ahead. But I do not recommend him."

## Trivia

* He became a Lightning McQueen's Crew Chief in the 1st Film, before realizing McQueen keeps DNFing on Lap 1.
* He and Leroy Heming fight because of racing, then, Doc flipped over Leroy like Cruz Ramirez doing a Mickey flip over Jackson Storm.
Davey Apex

"HeLlO! My NaMe Is T.g. CaStLeNuT"

**Davey Apex**, (also referred to as **Dave AlTeRnAtRrS** By his Cousins), is one of three racers for the Re-Volting racing team in the Piston Cup Racing Series, along with T.G. Castlenut and Aaron Clocker. He is a Crown Celesta that is painted red, white and black, with the number 84 painted in white on his doors and roof. He has the Re-Volting logo printed on his hood. Re-Volting fires Davey and replaced him by T.G. Castlenut in between the events of *Cars* and *Cars 3* and was given a new team number, but was replaced too by Aaron Clocker, who is an unforgivable sinner. Davey thinks Aaron Clocker is the biggest virgin ever and is just jealous of Bashman, so he does his ugly crap with Kit Revster.
Cars 4 Scene: Tristan Racewellski's Crash

Another Fake Cringe Trash Scene. It Starts With Tristan Ripoffwellski And His Pink Simp Lining Up For A Race, But Then Awful Von Bratken Is A Brat And Insults Them. The Race Starts. The Camera Briefly Shows Cruz, But That's The Only Screentime She Gets Because She Is A Loser Just Like The Fake Cars Surrounding Her. After That, Those 2 Losers From The Beginning Draft Their Way To The Front Because Plot Armor And With No Talent Whatsoever Just Like Mickey Mouse Trashlott. Once They Approach Fake KrapRims Ripoff, They Try To Get Him Out Of The Way, And They Suddenly Cause A Crash. What A Heartless Villain Move. Cruz Avoids Because She Is Kind Of A Main Character But Not Really Because She Only Gets A Few Minutes On Screen. Annie Von Broken Is Also Winning And Her Fake Crew Chief Tells Her About The Fakeness. Then Pink LoserFake Simp Breaks Up With Her Yellow Ripoff, And Quits. Fakestan Then Throws A Tantrum To Annie Von Broken To Try To Convince Her To Let Him Win And She Crashes Him. I'm SURE No One Saw That One Coming. But We Can All Celebrate That At Least One Ripoff Is Dead And This Movie Can End. YES! Oh Wait He Ain't? SCREW THIS GARBAGE ITS FAKE AND FOR LOSERS. Thank God I Deleted This Trash.