recursal/Fanatic-Fandom huggingface dataset:
Icing Maclean

**Icing Maclean** is a female character and is a recurring main character in Minibellies. She is Banana's best friend.

## Relationships

* Coconut Jones (boyfriend)
* Banana Dupont (best friend)
* Caramel Backstory (friend/second best friend)
* Pansy Bay (one of her best friends, formerly her enemy/archenemy)
* Amaryllis Pistachio (one of her best friends, formerly her enemy)
* Alyx Codfish (enemy)
* Alexa Cod (enemy)
* Abilene Pizza (enemy)
* Aly Jones (father-in-law, formerly as enemy)
* Flame Backstory (enemy)
* Fire Maclean (father)
* Water Maclean (mother)
* Mike Maclean (older brother/enemy)
* Topaz Maclean (uncle)
* Orchidea Maclean (aunt)
* Rubena Maclean (cousin)
* Other villains (enemies)
Space Turrets

## Developers

**Designer(s):** Merlijn Eskens, Radu Teodosescu

## What is this feature?

Enemy space feature turrets on the top of their hulls that rotate towards the player character and shoot when the player has engaged the ship in combat.

They take into account player velocity when firing their projectiles.

They have two types of projectiles, one for close range and one for far range.

## Why do we have this feature?

Through their two projectile types, they incentivize the player to move in and out of close range and pick off its targets with each approach.

## Design Pillars | How should it be designed?

1. **Patterns** - The turrets need to exhibit predictable patterns for the player to learn and adapt to.
2. **Combat Flow** - The combat needs to flow from different states naturally.
On-foot Enemies

## **Developers**

**Designer(s):** Floyd Krielaart & Jonne V. Veen

## **What is this feature?**

Enemies will represent all the aggressive NPCs towards the player that exist within our Science Pulp Fiction universe. Smart beings that will challenge the player in a fast paced over-the-top combat.

## **Why do we have this feature?**

Out of Space is a top down shooter focused on being the hero of the story that faces any kind of challenges and overcomes them. We wanted to represent this challenges with creatures that the player will encounter. Every reference from Science Pulp Fiction has shooting and creatures that the main character faces during his journey.

## **Design Pillars | How should it be designed?**

1. Enemies built after the Base Enemy - This pillar is up to debate but it basically means using the base enemy design as a base template for designing future enemies to mitigate risks on balancing.
2. Fast Paced combat - Enemies will encourage a fast paced combat by shooting, hostile enemies and forcing the player to use our core dynamic, dodging.
3. Chaotic and over the top feel for combat - This pillar ties to the Science Pulp Fiction comics since comics support the over-the-top feel and each encounter looks chaotic.
4. Enemies are smart and feel alive (Behavior and AI) - Each enemy will have its own behavior based on narrative, AI and design goals such as testing the player’s dodging skills. Enemies must feel like they have their own tactics, thinking and tests the player’s thinking and skillset.
5. Small scope - Simple to implement, simple to design and simple to understand but difficult to master.
6. Aligned with Pulp Fiction - Each enemy must replicate the narrative of Pulp Fiction till some degree without damaging design, art and programming.

Each enemy teaches the player something new - We will use enemies as on-boarding tools teaching the player new mechanics or set of skills that he/she needs, for example kiting.
Procedural Generated Content

## Where to find all the information? (outdated)

Here is a link to the entire documentation and description of our Procedural Generated Content, how it works, research and updates.

Procedural Content Bible

## Developers

**Designer(s):** Radu Teodosescu

**Programmer(s):** Dave Ruptash, Luca Quartesan, Channing Eggers

## What is this feature?

Space, sectors and on-foot levels are all generated procedurally using the Universe Tool through grammar graphs. Rules created by designers determine the type of forms the generation will take, from the number of ships to chose from in a sector to the layout of rooms inside a ship and the number of drops attached to each room.

## Why do we have this feature?

Procedural Content Generation or PCG has the main goal of adding replayability by increasing variety while lessening the workload.

## Design Pillars | How should it be designed?

1. **Replayability** - The player is encouraged to replay the game over and over to get a different result that influences his decision making and adds variety to his experience.
2. **Consistent Playtime** - The generation should be dictated by time played so that there aren't massive variations in play time from run to run.
3. **Consistent Difficulty** - The difficulty from run to run needs to stay consistent so that the amount the player progresses in the game is tied to their skill gain, not the roll of the dice.
Space Character

## What is this feature?

The player can navigate through space, avoiding hazards and projectiles and positioning himself in an advantageous position to strike at ship weak points by shooting at them.

## Why do we have this feature?

As the main mechanic of the space combat and traversal. It creates dynamics of dodging, positioning and shooting.

## Design Pillars | How should it be designed?

1. **Spacey** - The movement needs to give the impression of flying through space with the appropriate floatiness.
2. **Responsive** - The player needs to be able to adequately respond to changes in the gameplay space and readjust their trajectory according to their mental model.
3. **Attack Runs** - Incentivise the player to do attack runs on the enemy ship where he waits for the appropriate attack window and fires when on approach, like a fighter plane.
4. **Fits Visuals** - Is congruous with the space ship visuals. It moves in a way that makes sense for how it looks.

## Turning

The player turns the ship towards one of 8 directions using WASD. The shortest turn is immediately calculated and executed. The turn rate is dictated by the speed to create more elliptical turns.

## Speed

The player has a minimum and a maximum speed. The more the player travels in a given direction for longer, the more the speed increases. Deceleration happens when you input a movement direction that you aren't currently traveling in or when you aren't inputting a movement direction.

## Shooting

Similar to on-foot gameplay, players can maneuver around and shoot at enemies in space. Their weapon while in space is a laser base hit-scan weapon that is:

* Has a limited range.
* Shoot in the general direction of the mouse.
* Has its own rate of fire and damage point, which can be adjusted to balance the damage the laser cause per second.
Ability UI

**Designer(s):**Adriaan Sheepers

Abilities have their own UI materials to identify their functionality, as well as additional UI elements for assigning abilities, tracking abilities, and viewing all collected abilities.

## **Guidelines**

* **Situational:** Ability UI elements vary in accessibility and detail regarding the functionality of the ability.
* **Character Driven:** Abilities are linked to a squad member and that is clearly mapped in Ability UI.
* **Progressive:** Abilities have conditions for firing.

## **Icons**

* **Color Coded:** Abilities have their own type. That type is reflected through their color.
* **Utility:** Icons provide a quick hint at the functionality of the ability.

### **Description**

* **Nested:** The description only shows up on player input (Hover over).
* **Highlight:** Critical information is highlighted in the text.
* **Condition/Action:** Description contains the condition and the action for the ability.

### **Ability Tracker**

* **Activation:** Ability activation needs to be clearly displayed.
* **Progression:** Abilities with lengthy conditions require components to communicate the progression of conditions.
* **Character Driven:** Abilities need to be mapped to their squad members.

## **Upgrade Wheel**

* **Ability icon:** The collected ability is displayed prominently in the center of the wheel.
* **Description:** Underneath the ability, its description communicates the ability condition and action.
* **Inventory:** The inventory opens up to show the abilities of other squad members.
* **Assign:** Every squad member obtains their own assign slot so they can be given the ability.

### **Inventory**

* **Abilities:** All assigned abilities are displayed on the inventory wheel.
* **Character Mapping:** Abilities are mapped to the world position of its squad members.
Stores

In Out of Space there are two types of stores.

* Meta Store
* Merchant Ship

## Meta Store

Before the player begins his run he can unlock new *upgrades* in the Meta Store. He can unlock the *upgrades* with "enter metacurrency name here", which can be collected by defeating the *Boss*. When *upgrades* are unlocked the player can find the *upgrades* in his run throughout the game.

*Upgrades* that can be unlocked are:

## Merchant ship

The player can find the merchant ship while flying in space. in the merchant ship the player can spent Gold to purchase either *health packs* or 1 of three *upgrades* presented.

*Upgrades* and *health packs* that can be bought here:
Economy

Currently in the alpha the game has 1 type of currency within economy.

* Gold

## Gold

* This currency is used inside a run.
* Spend at Merchant Ship to buy health or Upgrades. (see Merchant Ship for the prices of purchables)
* Obtained by killing Enemies. (except the Boss)

 Charger enemy | 10
 Laser enemy | -
 Small eye enemy | -
 Sniper enemy | -
 Tank enemy | -

The numbers shown are **not** final values
Prologue

**Designer(s):**Adriaan Sheepers

## **Guidelines**

* **Impressionist:** The prologue is the first thing that players will see and thus provides a strong first impression.
* **Smooth:** Prologue transitions smoothly to either the game or the main menu.
* **Comic Feel:** Prologue provides a pulp sci-fi comic book feel.

## **Storyboard**

* Human ship flies through space.
* Alien ships invading space.
* Humans in captivity experimented upon.
* Human soldiers fallen on the ship.
* New human soldiers standing ready for battle.
* Fade to title / Main Menu.

## **Script**

> *"Humanity has reached for the stars,*
>
>

> *but on our journey through space*
>
>

> *something else... found us.*
>
>

> *Many of our own have been taken into captivity,*
>
>

> *becoming the subject of their vile experiments.*
>
>

> *Ship after ship,*
>
>

> *soldier after soldier,*
>
>

> *all lost to the tides of war.*
>
>

> *As final measure, humanity sends his bravest into the very heart of the invasion."*
>
>
Tank Enemy

## Purpose

Be a high value target and priority for the player, and be a slow moving threat.

## Description

The tank enemy slowly walks towards the player, dealing high damage if it is able to hit the player at close range. It also spawns small eye enemies, serving as some form as air carrier for them. This makes him a high value target as he will continue creating more challenges for the player.

## Pros

1. Simple behavior to see and understand
2. Will be a high value target which can make the player prioritize
3. Has a simple movement and attack pattern, but has a special ability which can create interesting situations

## Cons

1. The spawning itself might not make it interesting enough
2. Its size might cause it to get stuck or behave awkwardly
Basic Enemy

## Description

The basic enemy is a grunt unit which can be used as filler for a room, their pattern is extremely simple, but their strength is in their numbers and the fact that they can catch you off-guard in combination with the other enemies.

### They use the following pattern

1. Move in range and in sight of the player.
2. Load a shot while telegraphing.
3. Fire at the player.

## Pros

1. Multiple bullet patterns can be made with ease for variation
2. Simple behavior
3. Creates filler content that can be re-used without getting dull

## Cons

1. If they fire too much they might make the arena too busy for the other enemies.
2. The AI might seem very dumb if they clump together too much.
Space

## **What is this feature?**

Space is where players can:

* **Plan their next move,** choose the next alien ship out of many to attack next
* **Engage in space battles** with alien ships
* **Upgrade their crew and ship**, trade and buy new items from the space shop

## **Why do we have this feature?**

Out Of Space from the name itself open the idea of roaming in space, where players will play as a captain of a heroic space team. We want to further reinforce this story by giving the player the option to freely pilot their ship in space, giving them multiple decisions to make while roaming and most importantly, engage in fast-paced chaotic battle with alien ships.

Space is also where the player can get a breather, spend the money they have earned after each time they clear up and destroy an alien space ship.

## **Design Pillars | How should it be designed?**

1. **Fast-paced engagement** with alien spaceships
2. **Should not be too punishing**, if the player cannot manage to ace through the space engagements.
3. **Must tie in closely with the on foot section**, give player rewards and upgrades that will help them in the on-foot section.
4. **Non-Linear** Must provide the players with different choice of actions that result in different outcomes (different rewards, risks,..) while they are roaming in space
Game Modes

In Out Of Space we have two game modes that the player can transition to and from.

The first game mode is on space where the player controls a spaceship and encounters Combat and Traversal Challenges that he/she has to overcome to board spaceships and transition into the on-foot game mode.

The second game mode is On-foot where the player is accompanied by a squad of crew members whose abilities and teamwork allows them to overcome combat challenges.

Both game modes are interconnected and the player can traverse from one to another seemly.
Rules

There are a few variant and optional rules you should know about when you play in this setting. Here are a few of the more important ones:

### General Rules:

* We are using the Flanking rules from the DMG
* We are using the Disarm rules from the DMG
* We are using the Mixing Potions rules from the DMG
* We are using the Crafting Rules from Xanathars
* We are using the Tool Rules from Xanathars, in addition, if your tool gives you a bonus to a check that you are already proficient in, you might get expertise for the purpose of that roll.
* We are using the variant spell-identification rules from Xanathars Guide to Everything
* Assuming you can justify it in your backstory, or to me as a development of your character, you can learn Druidic or Thieves Cant as a language.
* You can make your own backgrounds, with their own features if you so wish. Run them by me first though.
Laser Enemy

## Description

The laser enemy has a simple pattern of tracking the player, telegraphing, and then firing a laser attack infron

t of them for a duration, after which they become vulnerable to the player.

It has no movement besides its own rotation, allowing for clever level design in which this enemy can be used to guide the player in certain directions

## Pros

1. Simple behavior
2. Can use a simple mesh
3. Predictable and clear pattern

## Cons

1. Can become boring if used too much
2. Is uninteresting 1v1.
3. Can be difficult to play against if not properly implemented and designed
Yuan Ti

Yuan-Ti (the monstrous snake race) functions similarly in Nevandaar as they do in the 5e Sourcebooks, albeit with a much friendlier and less aggressive demeanour. Purebloods however, are an entirely new kettle of fish.

### Designed for purpose:

The Purebloods in Nevandaar initially came to during the War of Attrition. The Yuan-Ti were fighting for the Old Gods, and during the war Malthroos (Old god of trickery and deception) concocted the Purebloods.

Their design was to allow the Yuan-Ti to sneak into Human Settlements and destroy them from within. The human like features were near perfect, and the first few Purebloods made from a gods own hands, were indistinguishable from humans. However, over the many generations that were to come since then, the Purebloods have retained more and more of their serpentine origin.

Purebloods are looked down on in Yuan-Ti society, as they are blamed quite often for their lacklustre performance during the War of Attrition.

### Spiteful toward their kind:

Purebloods raised in Yuan-Ti settlements are often discriminated against mercilessly, seen as human-like, and often cited as failed experiments. Meanwhile, Purebloods that grow in other settlements are often associated with and feared much like a regular Yuan-Ti would be. As such, Purebloods have a minor hatred for their own (non Pureblood) relatives; as they are either hated by, or because of, regular Yuan-Ti.
Minotaur

The Minotaur are a playable race of Desert Lords, who are quick to anger, hyperactive, and passionate allies.

## Minotaur

### Bulls in China Shops:

Minotaur are hyperactive, they enjoy anything that raises their heartrate and throws them into adrenaline fuelled states. Some assume this is because Minotaur used to be a prey race, and so they developed an enormous adrenal gland so they can maintain speed as they run from their predators. A Minotaur hates standing still and patience, instead preferring the more dangerous option, or the one more likely to put them in a peril. Reckless, headstrong and energetic, it’s no wonder they form a majority populace in the land of Rai’kor.

Minotaur tend to worship Barathrum, a Minotaur deity that holds the title of the god of ‘the chase’, high speeds and adrenaline. This simply encourages their fits of passionate hyperactivity even further, prompting them to sprint in place of jog, and prepare in place of rest.

### Horns and Hooves:

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in sizes from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.

Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails. A Minotaur becomes of age in their society when they are able to break through a stone wall constructed by the local mason using nothing but their heads.

### Desert Lords:

Minotaurs are known to be the dominant race on Rai’Kor, due to their aggressive nature and tendency to vent outrage with violence. Though not generally quick to anger, when a Minotaur is enraged it’s easy to mistake a scream of anger to a war cry. Minotaur make amazing barbarians as a result. However, their aggression is simply a manifestation of their huge amounts of passion. They make steadfast friends, loving partners, and fierce allies. A minotaur is not sad, they are devastated, and instead of being angry they are enraged.

Minotaur live in and around large stony outcrops, or hills, in the deserts of Rai’Kor. They use the shade of the hills, or shelter of the cave to stay warm throughout the blistering desert days. Meanwhile they are most active at night, where they can exert their bodies in relative cool comfort, without fear of overheating.

### Hoofing it:

Minotaur treat Centaur like cousins from a far off land. The Centaur’s competitive spirit always resonates well with Minotaur, who enjoy nothing more than giving into passion, and letting loose every now and then.

Most Minotaur around Rai’Kor travel to the ‘Gauntlet’: a yearly series of events held by a Centaur Caravan that encompasses several events, including races and blood-sport.
Shops

The game currently has one type of store

* Merchant Ship

## Merchant ship

* The player can find the merchant ship while flying in space. As it is a space ship.
* There will always be one merchant ship per sector, the player can always return to the merchant ship in the sector.
* The merchant ship can be entered the same way the player enters the enemy ships.
* In the merchant ship the player can spent Gold to purchase either *health packs* or one of three Upgrades presented.
* The player buys the upgrade by walking up to the upgrade and the purchase is automatically done.

Upgrades and *health packs* that can be bought here:

### Credits

* Design Shops: Jonne van Veen
* System Upgrades: Merlijn Eskens
* Design Upgrades: Jasper Laureijs
Tiefling

As an altered race, Tieflings mostly stay true to their descriptions provided in the source books of 5e. The Players Handbook tells you all you need to know about the way they act, and how societies react to them. However, a few notable differences are as follows:

### Demonic Influence:

Tiefling can be grafted onto any racial template you want. You can play a Human Tiefling, a Goliath Tiefling, a blooming Gnome Tiefling if you so wish. The stats all stay the same and you gain no benefit from this choice, its just aesthetic. The only races unable to be used with a Tiefling graft are ones like Duergar, or Deep Gnomes; already unique renditions of an established race. Tiefling grafts also cannot be used on a race of 'alien' rarity.

### Hellspawn:

When a soul has spent enough time in a respective afterlife, or a celestial / fiend are killed, the soul is sent back to the Prime Material to be reincarnated into a new form. More times than not, these reincarnations bear no resemblance and no effect of the lives before it. A man could be the reincarnation of several fiends and never stray from a path of good, or have any indications of his souls past.

However - very rarely, the soul of a recently slain fiend is filled with such malicious, hellish energies that it manifests in its new reincarnation. The influence tends to end there, however sometimes visions of their past life, strange pulls toward evil, and abyssal tendencies present themselves in Tieflings.

### Infernal Refuge:

With the knowledge that they were past fiends, many people do not take kindly to Tieflings being born. Most religious authorities simply 'euthanize' the children, some send them to a 'refuge', and fewer still allow the baby to be kept by its parents.

The 'refuge' is a Tiefling colony of the coast of Rai'Kor - there many Tiefling live quite happily away from the main lands of civilisation.
The Nevandaar Setting Wiki

## Welcome to the Nevandaar Setting Wiki

Hey there! Chances are if you are reading this, you are either me or one of my players - good job. If you aren't, feel free to poke around anyway.

This contains a collection of history, race alterations, and straight up ***LORE*** for my 5e setting, Nevandaar.

If you are one of my players, all this info is totally optional to read, but it might be a good idea to get an understanding of changes (if any) I've made to your races, or any rules.

**NOTICE:**

**This is mostly being done on a Google Doc now - I will come back and update at some point - I have all the continents planned out, I have over 120 unique factions and I have converted most published races into the setting whilst developing its history. 16/02/2023**

## Contents:

History of Nevandaar

Locations

Races

Factions

Deities

Homebrew rules (or variant rules)

Planes of Existence
Boarding

## Developers

**Designer(s)**: Son Thai Ngo, Floyd Krielaart

## Overview

Boarding is a traversal space challenge that requires the player to follow the Cruiser ship and pilot themselves within a certain area on the ship. The boarding mechanics will have:

* Boarding point
* Boarding Condition

Completing the boarding challenges will transit the player from the Space section to On-foot section

## Boarding point

* **A boarding point** attached to the Cruiser ship
* **Clearly visible,** players will be able to understand that they have to pilot their ship to the boarding point at first glance

## Boarding condition

In order to board the big enemy ship, the player has to fulfill these conditions:

* Position their ship on top of the big enemy ship
* Hold the boarding button (Currently Spacebar)

As long as the conditions are met, there will be a UI element counting up that the player can see in real-time. The moment the counting is done, the game will switch from the Space Section to On Foot Section, where player will find themselves in the interior of the big enemy ship
Habakuk (Minibellies)

Habakuk is a male character and is a minor character in Minibellies. Habakuk is a half human creature and half cat or as it is called a human cat. He is a mischievous and cruel cat who loves to make cat pranks and make cats treacherous and malicious to adult humans and other pet-loving creatures. He is also sneaky and manipulative, can manipulate people through his innocent cat look. Habakuk can be a feared monster when it is quite angry.
Kenku

Kenku are an 'altered' race in the Nevandaar setting. They are still flightless, speechless birds that have a knack for stealing and a notorious proficiency in mimicry - but their origins changed. As described below:

### One time Aarakockra:

Kenku used to be a subspecies of the Aarakockra that emerged into Nevandaar during the Elemental Devestation. More akin to ravens than eagles, these bird-folk were known as mobility specialists, used for daring hit and run attacks during the war between the Elemental Planes.

However, during the War of Attrition, when the subspecies attempted to attack followers of Slardar, an Old God who held domain over 'secrets, guardianship and vigilant watch' the God intervened. He cursed the subspecies of Aarakockra with one of his usual maledictions, removing from them the ability to speak freely. A curse commonly associated with him, as the god of secrets, he is known to keep people tight lipped. He also removed their ability of flight.

Once known as a proud, charismatic, and noble race. The Kenku are now nothing more than shells of their past selves, known for thievery, deception and a host of other problems that plague the cities of Nevandaar.
Simic Hybrid

Simic Hybrid are strange, rare creatures. They are all unique and alien in their design, and there are rumours that surface citing them to be the work of mind flayers.

### Products of design:

The Simic Hybrid is not so much a race, as it is a name for a being who could be aptly described as an ‘experiment gone wrong’. Be it through an accidental infusion during a ritual, a surgically implanted gene, an ancient curse or a misfired spell, Simic Hybrids are humanoids who have the traits of various animals interwoven to their very DNA.

The Simic Hybrid template can exist over any race, human, goblin, kenku, etc. It represents an event that altered their physicality to the extent of turning them into a hyper evolved humanoid. The Simic Hyrbid are recognizable as their old racial template. A Simic that was a Goliath for instance, would still be potentially mistaken for one. However, various animalistic adaptations, skin pigmentations, focal colourings etc. alter the rest of their appearance, from facial structure to body type.

### Accidental Adaptation:

Hybrid’s are almost never made on purpose. Most the time it’s a result of a freak transmutation spell, other times it’s the result of a very potent incantation being mispronounced during a powerful ritual. Whatever the reason, they are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.

### Alien appearance:

Whilst initially mistaken for their template race, Hybrid’s are soon recognized as the strange beings that they are. A human with cats eyes, a gnome with shark fangs and yellow skin, an orc with wings and a tail, they are often looked down upon by most society.

### Differentiated at birth:

Hybrid’s are all unique with their origin. There is no perfected method to make one, and they tend to happen seemingly at random. As such, there is no real history of the race, nor any ancient lore or kingdom that exists in their past. They are all as unique as each other. The chance of finding two identical Hybrid's is as rare as being struck by lightning, three times in quick succession, whilst doing battle with a Balrog in the depths of the Seven Hells.

### Old Wives Tales:

Tere is no doubt that Hybrid’s are one of the rarest ‘races’ in all of Nevandaar. A number of other races have developed superstitions surrounding the Simic as a result. People believe that the arrival of a Simic foretells death, it’s also said their blood acts as holy water. Another favourite superstition is that they are spies sent from the fey to steal away children.

It’s hard for a Simic to feel accepted in many towns due to their almost alien individuality. They often find solace in races such as Duergar, Half-Elves, Half-Orcs and other races that are discriminated against due to either their physicality or their past.
Firbolg

As an altered race, Firbolg mostly stay true to their descriptions provided in the source books of 5e. The sourcebooks (Volo's in this case) tell you everything you need to know to roleplay a Firbolg, how their societies work and how they see themselves as natures guardians.

### True Fey:

Much like the Gnomes of Nevandaar, the Firbolg are Fey creatures, which explain their affinity for nature and how they can communicate to plants and animals.

Firbolg were made from the thoughts of a single-selfless Giant who, during the age of Dragons, protected a forest from a particularly malicious Black Dragon. He gave his life to protect its inhabitants, killing the dragon in the process. As the Feywild is an echo of the Prime Material, his act had small repercussions in the Feywild, and where the Giant fell - clutching into a tree to support himself in his last few moments, Firbolg were created in the Feywild.

### Protectors of the forest:

Firbolg however, unlike the Gnomes, wished to leave the Feywild the moment they were born. Things in the Feywild, most things, respected natural order. All hailing from Fey forests, or woodlands. The Firbolg saw the Material Plane's forests and woods as requiring protection, as they had no guardians like they did in the Feywild.

Whilst the Gnomes established Kingdoms in the Feywild, the Firbolg journeyed into the Prime Material, a combination of Giants, Fey, and a protective mindset akin to a Warden. Today they act much the same as described in the sourcebooks of 5e. They have small communities dotting many of the heavily wooded areas of Nevandaar, from the woodlands of Immria to the Jungles of Kakum.
Gnomes

Gnomes function in Nevandaar much the same way they do in the sourcebooks of 5e. Their attitudes and personalities are identical, seen as curious and tricky by other races, whimsical and excitable to a fault - the chances that Gnomes have undergone are solely rooted in their history

### Origin:

The Feywild, being an echo of the Material Plane, is affected by certain events that occur in the Prime Material. For instance, a sudden outburst of violent bloodlust from a creature in the Material Plane can make Redcaps appear in the Feywild.

When the Titans first created the giants, the first mortal sentient race on the material plane, the spark of creation - fused with the endless possibility of what could next be made and a feeling of intense pride from the titans - gave birth to the first Gnomes in the Feywild.

Gnomes were always the curious, tricky race that we know and *love*. However they (along with Firbolg) are the only true 'Fey' race. They spent their entire history in the Feywild up until the end of the War of Attrition.

Gnomes are intelligent, hardy creatures. Always looking for solutions to problems (most of which they cause) in inventive and brilliant ways. The Feywild being a dangerous place, it was hard for the Gnomes to flourish and use their intellect for anything aside from evading other Fey, and staying alive.

The Gnomes shared the Feywild with the Firbolg, and eventually the Eladrin once Elves sought refuge in the Feywild during the War of Attrition. However, once the War was over, a vast majority of the Gnomish population decided that the Material Plane would be a safer home for their people.

No longer under constant threat by other Fey, the Gnomes could finally use their intellect for something other than survival. In mere decades after arriving in the Prime Material, they created the Flying City 'Lux Perpertua' where most of them reside to this day. Free from the terrors of the Feywild.

### Deep Gnomes:

During the age of Elves, Gnomes would often visit the Prime Material for a holiday of sorts. Certain materials were unobtainable in the Feywild, and so Gnomes would travel in between the two planes seeking out new things to take home and tinker with.

During the War of Attrition, when the gates to the Feywild and to the Gnomish Kingdoms were closed, a large number of Gnomes found themselves stuck in the Material Plane.

Unwilling to join the war, the stranded Gnomes dug deep into the Earth and remained there until the Feywild gates reopened after the war was concluded. By that time they had created tiny cities, akin to snaking warrens, under the earth.

More bitter, resenting, and cynical than the average Gnome - deep Gnomes are often seen as the Duergar of the Gnome race. Many Deep Gnomes can be found either on Lux Perpetua, or in their underground cities. They are spiteful toward the Feywild and other Gnomes, as they see them as people who deserted them when they were needed most.
On-foot

## **What is this feature?**

These are the on-foot levels that the players will be traversing once they have boarded an enemy ship. Those will be comprised of room templates which are then used in the procedural generation of the level layout.

## **Why do we have this feature?**

Room templates allows us to benefit from the advantages of both procedural and handcrafted content. The templates allow us to tailor the player experience and the art on a room per room basis while still allowing to have the level layout be procedurally generated for the sake of game repetition.

## **Design Goals | How should it be designed?**

Overall, the on-foot level design is primarily there to support and enable the on-foot aspect of the combat design as well as the player’s squad. It imparts its design goals from them which would be:

1. F**ast paced gameplay -** Our levels need to be built to accommodate fast gameplay, meaning we need to be careful about having too many cramped spaces and hindering the player’s mobility.
2. **Boarding aspect -**Players board enemy vessels/stations in order to attack from the inside, the layout of levels need to reflect that through the location of the boarding and the flow
3. **Combat oriented -** The level design is at the service of the combat, which is the main focus of the on-foot aspect of gameplay. Levels need to accommodate the various enemies that will be featured in the game.
4. **De-emphasized exploration -** The focus of the game being combat, exploration should not be a major aspect of the gameplay. As such we avoid making players backtrack within a level.
5. **Short -** Levels should have a relatively quick playthrough. The traversal time can vary from a ship to ship basis. The reason for that is that within one act of the game players will board more than one ship on top of fighting spaceship battles.

## **How is it implemented?**

In order to create the templates, we use a tool made with Houdini provided by an outsourcing group. The tool allows level designers to specify walk-able tiles, non walk-able tiles, delete tiles (replacing them with walls), set the amount of doors, and the type of room.

Once this is done, the tool will then automatically generate the room as well as place assets, depending on the type of room and the non walk-able spaces selected by level designers. They can then roll the seed randomly until they find a layout that suits them.

The template is then passed on to a combat designer who will select a combat scenario for it, and then to an artist to create an art pass, only to come back to the level designer for a final review of the template. It is then added to the database and placed in the right folder, allowing it to be picked by the PCG tool.

Rules:

1. Corridors must be 3 tiles wide to accommodate combat
2. Doors need 5 tiles in order to spawn properly
Warforged

The Warforged in Nevandaar maintain many of the same personality traits established for them in Eberron. Still living amalgamations of steel and stone, they show little emotion and embody a concrete purpose for which they were built.

### Creation

As the War of Attrition was coming to an end, a guild of Artificer's from the college of Sargoth were asked to create a great weapon for use of the New Gods. Something that could rival the steadfast loyalty of elementals, something that could withstand blows from swords, and quivers of arrows. The Artificers went to work, testing new materials, creating elaborate death-machines, and forging numerous magic items.

Eventually they came to the conclusion, a war is won not by the person with the largest army, but with the army that can withstand the most. Already known for constructs, the Artificers went to work trying desperately to create something with a mix of machine, and magic.

### Perfect Design

The Warforged were created slowly but surely over course of 50 years. Half a century of building - where each part was hand-made to fit each slightly different body. However, the creations were *too* good.

The Warforged bodies attracted souls.

### Steel and Soul

After enough time has passed in its respective afterlife, or if a fiend of celestial dies, their soul heads straight back to the Prime Material to inhabit a new body as it is formed. Normally this would be during pregnancy, however in this case, the souls begun to inhabit the Warforged.

The Artificers noticed this, and immediately stopped production. They thought it would be unethical to create them for war if mortal souls would be attracted to the Warforged as vessels, so they stopped.

### Cogs and Comprehension

Many Warforged do not like the way other races refer to them as constructs. Whilst they are robotic in their mannerisms it is not a choice that they make. As such, a large number of Warforged have made their way to Lux Perpetua, where they are treated as equals there by the resident Gnomes.

### Immortal Guardians

In Nevandaar, Warforged cannot age and do not die from it. Instead, when a Warforged has had enough of life, he will eject his soul to allow another one to inhabit his form. The form maintains any physical traits, but the soul will be completely new and different.
The Simpsons

***The Simpsons*** is an American animated sitcom created by Matt Groening for the Fox Broadcasting Company.[1][2][3] The series is a satirical depiction of working-class life, epitomized by the Simpson family, which consists of Homer, Marge, Bart, Lisa, and Maggie. The show is set in the fictional town of Springfield and parodies American culture and society, television, and the human condition.

The family was conceived by Groening shortly before a solicitation for a series of animated shorts with producer James L. Brooks. Groening created a dysfunctional family and named the characters after his own family members, substituting Bart for his own name. The shorts became a part of *The Tracey Ullman Show* on April 19, 1987. After three seasons, the sketch was developed into a half-hour prime time show and became Fox's first series to land in the Top 30 ratings in a season (1989–90).

Since its debut on December 17, 1989, 655 episodes of *The Simpsons* have been broadcast. It is the longest-running American sitcom, and the longest-running American scripted primetime television series in terms of seasons and number of episodes. *The Simpsons Movie*, a feature-length film, was released in theaters worldwide on July 27, 2007, and grossed over $527 million. Then on October 30, 2007, a video game was released. Currently, *The Simpsons* is on its thirtieth season, which began airing September 30, 2018.[4][5] *The Simpsons* was renewed for a thirty-first and thirty-second season on February 6, 2019, in which the latter will contain the 700th episode.[6]

*The Simpsons* received acclaim throughout its first nine[7][8] or ten[9][10] seasons, which are generally considered its "Golden Age". *Time*named it the 20th century's best television series,[11] and Erik Adams of *The A.V. Club* named it "television's crowning achievement regardless of format".[12] On January 14, 2000, the Simpson family was awarded a star on the Hollywood Walk of Fame. It has won dozens of awards since it debuted as a series, including 31 Primetime Emmy Awards, 30 Annie Awards, and a Peabody Award. Homer's exclamatory catchphrase "D'oh!" has been adopted into the English language, while *The Simpsons* has influenced many other later adult-oriented animated sitcoms. However, it has also been criticized for a perceived decline in quality over the years.
Couch gags Wiki

## Welcome to the Wiki

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

## Describe your topic

*The Simpsons* is an American animated television sitcom created by Matt Groening for the Fox Broadcasting Company. The opening sequence of *The Simpsons* features a couch gag; a "twist of events that befalls the Simpson family at the end of every credit sequence as they converge on their living-room couch to watch TV."[1][2][3] The couch gag is a running visual joke near the end of the opening sequence.

The couch gag changes from episode to episode and usually features the Simpson family's living room couch. A typical gag features the Simpsons running into the living room, only to find some abnormality with the couch, be it a bizarre and unexpected occupant, an odd placement of the couch, such as on the ceiling, or any number of other situations, such as to make a pop culture reference. Longer couch gags have sometimes been used to fill time in shorter episodes, such as in "Lisa's First Word", "The Front"[4] and "Cape Feare".[5] The show's 500th episode "At Long Last Leave" showcases each couch gag that was used in the series.

## Latest activity

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

File:Placeholder
Alex (Alexis Female Character)

Alexis "**Alex**" is a female character and is a secondary character in Minibellies. Alex is an unredeemed demon. She is pure evil and aims to spread evil throughout Tighlzz. She is friends with Alyx Codfish, despite this human being, but Alexis befriended Alyx because Alyx is an evil human who hates Banana Dupont, which makes them both have these characteristics in common. Alexis is pure evil and wants to ensure that evil in Tighlzz is guaranteed in people's personality. Your mark is a demon.
Abia (Minibellies)

Abia is a male character and is a recurring character in Minibellies. Abia is an evil angel. He is Abia's partner (the female angel, who is nicknamed "Abi" not to be confused with her name). He is arrogant and cruel as his partner and shows a deep pleasure in smearing the ruin and the image of angels turns them into villains. He also tries to ruin Coconut Jones and harms him by trying to mess up and mess with his or her partner's things. It was revealed that Abia is a former leader of the duo, but has given up the leadership position due to her other jobs and passed the position of leader to her friend Abi (Abia). Your symbol is a sharp mark of evil.
Flowers

Flowers are the primary source of income within the game. They can be planted inside of flower pots and harvested by tapping on them once they bloom. Each level up unlocks a new flower for you to plant and each flower costs more and takes longer to bloom than the previous one. In exchange for the increased cost, however, they also provide more money when harvested. Additionally, any flowers planted in pots adjacent to path tiles will be harvested automatically by gardeners who are on that same path and provide idle income for when you are away.

## Types of Flowers

There are currently 30 types of flowers with many more to come. They are detailed in the table below
Alexa Cod

Alexa Cod is a female character and is a recurring character in Minibellies. She is Alyx Codfish's best friend and replaces Pansy Bay in her antagonism, rivals the same person (Pansy) who is a former antagonist and is a member of the Tighlyteens, led by her best friend Alyx Codfish.

## Personality

Alexa is a bully like Alyx and is as cruel and evil as her best friend and boss. She antagonizes Pansy Bay and Icing Maclean, both of whom are arch-enemies in which Alexa takes pleasure in humiliating them, especially Pansy Bay, for redeeming herself and being friends with Icing and her friends. She is physically threatening and has the physical traits of a bully who is unwilling for others to speak ill of her and to prove it, wants to demonstrate her arrogance and cruelty to her victims. Alexa is also a member of the Tighlyteens and is also a criminal, since she likes to steal and steal things, she is also capable of committing murder to get what she wants. She is also power hungry and obsessed with doing evil along with Alyx, who is her best friend and partner in her complicity. Both she and Alyx also try to harass the lives of their enemies by threatening or blackmailing them into accepting their "dishonest" dealings. She is also jealous and envious of Icing Maclean, but not as strong as her deadly hatred for Pansy Bay.

In Minibellies: The Movie, Alexa still has her personality intact, but alternately she is more bloodthirsty and more dangerous than in the animated series, she feels sadistic pleasure in torturing and killing her enemies and tried to kill Pansy Bay several times in movie and also in the animated series.

As a member of Tighlyteens, Alexa is second in command and has shown greater cruelty, this is shown in the movie, as Alexa also shows psychotic and sadistic tendencies, already delighting to see Alyx rule Tighlzz and killing people. She steals and kills in the movie while in the animated series Alexa commits any kind of crime.

## Trivia

* Alyx and Alexa are the most recurring and major villains who appears in all the seasons from series.
Alyx (Minibellies)

Alyx is a female character and is a deuteragonist in Minibellies. Alyx is undoubtedly a vengeful and cruel demon. She is also unredeemed and seems to enjoy tormenting and spreading evil and disharmony among humans and relishing vengeful and negative feelings in people. She is undoubtedly cruel and arrogant and bragging about her achievements. Alyx loves evil, chaos, misery and bad feelings. Your mark is a poison.
Abacucco (Minibellies)

Abacucco is a male character and is a minor character in Minibellies. Abacucco is a treacherous angel. He tricks the other angels with his tricks into believing he is a good angel, but in reality Abacucco is the leader of a criminal gang of angels called "Angel's Criminal Gang" whose aim is to spread evil on the angel figure by stealing and doing things. wrong as a demon does and causing people to stop believing that an angel is a good creature, causing people to believe that an angel is bad, even or worse than the demon itself. He is usually a cheating, treacherous, dirty, roguish angel who likes to play and use the angel figure to represent evil, an alignment in which Abacucco is allied. Your symbol is a mark of evil.