recursal/Fanatic-Fandom huggingface dataset:
Iuvenis Vlakas

Iuvenis Vlakas, the elven associate and then protégé of the legendary mapmaker Vi'terin Tymor, initially partnered with him as an artist to take the basic cartographs Vi'terin had produced and illustrate them into fully-fledged and aesthetically pleasing maps.

As Mr. Tymor aged, and his mind began to fade, he came to realize there would need to be someone to carry on his work. So to Iuvenis he revealed the secrets of his trade and took him on as a student of cartography so that this unique technology of mapmaking would not be lost.

Iuvenis carries the work on to this day, cartographing and designing the maps entirely himself. He always includes Mr. Tymor's name on every new map he produces as a credit to his old mentor's groundbreaking work.
Verdain

Verdain is one of the provinces making up the continent of Hammer's Head. Its capital city is Tal'thim Sa.

Originally a joint dwarven-halfling territory, the lush, green Verdain became one of the world's most renowned cultural melting pot following the Sundering, when all non-elven races (and elven dissidents) were driven from Qes Ares.

Gnomes, halflings, elves, humans, and others flocked north to Verdain to settle anew. To this day the many and varied elven treetop villages, halfling burrows, dwarven strongholds, and gnomish encampments are among Verdain's trademark features.

Before the Sundering, Verdain made a name for itself during the Darisian Conflict, when Darisa the Unbound raised an army to conquer the Fromlands. Verdain assisted in her rebellion and was granted autonomy from the Commonwealth as a result. Though the Commonwealth's borders have long since receded and its power diminished, the bond between the two countries is still strong.
Fey Lords

Little is known of the fae Lords to anyone except those they have permitted to commune with them. By all appearances they intend to remain inscrutable. Scholars have pieced together that there are 4, and they may hold domain over the basic elemental forces of nature and the turn of the seasons, among other things.

Those fae Lords who have appeared extensively so far in the narrative include:

Dew Springbloom - Fae Lord of the Court of Spring

Fyrim Autumndance - Fae Lord of the Court of Autumn
The Flotilla

It’s said that one day, in some distant past, a great tortle city constructed of driftwood, lily pads, and peat moss broke away from the Bog Barrens and simply… floated away. Since then it’s drifted the oceans, the tortle population therein thriving off of ocean fish, seaweed, and advanced hydroponic farming.
Darisian Uprising

210 PT

This year saw the conquering of swaths of the the western landmass under the banner of Darisa the Unbound, a half-elf conqueror who rose from slavery and amassed one of the largest single military forces the world has ever seen, going on to rule incredible expanses of territory and completely wiping out the previously-dominant Kossirik Empire. Over time, and following Darisa’s passing, the borders of her empire receded, and peace treaties were signed with other territories granting them back their autonomy. Eventually the remaining towns, villages, cities and lands under Darisian rule formally united as a single nation under the name of the “Darisian Commonwealth”.
Murduhm

[MER-dum]

The city of Murduhm, of the Darisian Commonwealth, was the crowning achievement of the Fifth Heartland Return initiative of 507 PT - 519 PT. The beginnings of Murduhm's founding lie in the War of Three Rivers, also called the Southmarch Rebellion, of 502 PT - 506 PT which resulted in the official founding of the sovereign province of Southmarch in the continent of Teriv. Given that the liberated territory was now no longer in Imperian control, and thus no longer bound to exclusive trade agreements with the Republic of Travers Bound, other international economies jumped at the chance to establish trade lines into the new country - as it was the only completely independent port on the eastern coast of Teriv.

Palirroia, in usual fashion, was one of the first to open negotiations with the new monarch, Iryes Southmarch, and was followed closely by Verdain, Traverse End, and the Bog Barrens.

This came at a difficult for the Commonwealth, which was enduring a dearth of natural resources and tradable commodities, along with a broader cultural decline that had begun upon Darisa's passing over two hundred and fifty years previous. These events culminated with the reigning Daris, a tabaxi woman known only as Mačkata, decreeing the Fifth Heartland Return.

A rash of expensive construction, excavation, and cultivation projects began in earnest. While the GDP of the territory did sharply increase, including the first successful cultivation of small portions of the previously completely infertile Gold Sea Fields, most of the projects did not leave a significant mark on history nor shape the course of Darisian trade - save for one.

In the barren hill country north of Darisia a group of excavators had made camp in the plains before continuing north to the border in search of precious stones and metals. Come the following morning, they discovered they were down a horse. They'd been practicing the old Kossirik custom of dolga-lin (or "long lining") their horses and were able to trace the lead to a narrow crevasse which the horse had fallen down in the night. Digging the horse out and exploring therein, they found it to be a substantial and completely untapped silver vein.

The Commonwealth, back when it was the Kossirik Empire, was already famous for its silver production (hence the name of silver coins being "kozzis" during the Empire and then, after the founding of the Parinan in 238 PT - Darisia's minting standard authority - becoming "dars"), but all of its mines as of the early 6th century had largely dried up.

A town around the new mines was founded in haste, and it became a major trade hub in the westcountries, and a major exporter of precious metals abroad. This allowed the Commonwealth to reclaim some of its former glory, and step confidently onto the international stage as an economic power once more.

"Murduhm" is a spin on the name of a type of communal serving bowl in the Commonwealth, and the city is so named because it is largely in the shape of a concave bowl, given that so much of the earth has been dug out.
War of Three Rivers

502 PT

In the year 502 PT Teriv was divided into two provinces: Gold Plains and Imperia, with a western ruling body of the continent based in the town of Delta’s Meet. This “Senate”, of sorts, was composed of the leaders in business, culture, and the wealthiest land owners of Teriv. It didn’t take long for dissent to foment, as the underprivileged and working classes felt their interests went ignored. But it wasn’t until Iryes Southmarch, the youngest daughter of her generation of Southmarches, spoke of rebellion that the gears of war began to turn.

The Southmarch family, as history tells, was a worthy noble house as of 502 PT. But they, unlike their oligarchic contemporaries, were not blind to the plight of their fellows. Word of gathering militia reached Imperia and they took swift action – sacking towns that supported the Southmarch Rebellion and slaughtering over a dozen members of the Southmarch family, including Iryes’ father, mother, several aunts, uncles, cousins, and 3 of her 5 siblings. All that remained of the direct bloodline were Iryes, her brothers Doran and Gennai, and a great-aunt, Wyram. By the end of the legendary final battle, only Iryes, Gennai, and fewer than a hundred loyal troops were left, but the entirety of the Imperian forces had been decimated, and the rebellion was victorious. Ever since this time a Southmarch has ruled as monarch of Teriv, always with a representative of the Chaln Vyrq in their court, until the death of the last Southmarch, Ianna, in 840 PT.
Half-elf

Half-elves are a race of humanoids, the result of breeding between elves and humans.

Though largely in the past, half-elves have a storied history. Given their status as the result of a union between races that have often been culturally or geopolitically at odds, they have seen everything from veneration to outright subjugation depending upon the era and culture.

The Kossirik Empire, the predecessor to the Darisian Commonwealth, was an empire formed in a union between human and elven interests, and despite that cooperation between races, they considered it vital to keep each other separate. Thus half-elves were considered second-class citizens, often used as slave labor - or worse. This mistreatment ultimately led to the Darisian Uprising under the banner of Darisa the Unbound, herself a half-elf slave in the Kossirik Empire.

In Verdain it is still controversial that half-elves are not represented on the Synod of Voices, despite being fully accepted socially. Then again, in provinces such as The Peninsula and Imperia, half-elves are considered very in-fashion and looked upon as paragons of beauty, considered to have the best of both races, which can be problematic in its own right.

They live to around 150.
Drow

The drow make their home all around the world, variously living in their own communities and in the various cities and towns of every province in Borros. This is notable because, for a race so spread out, it is not clear exactly where they came from or what land they would originally call home. Even drow scholars themselves don’t seem to know for certain.

They live to about 750.
Ianna Southmarch

Ianna Southmarch was the last in line to the throne of Teriv and only surviving child of king Jyuron Southmarch. As the story goes she was put under protective custody by her guardian, Oris Ki'dyr-Southmarch, where her distress at the loss of her father led to her suicide, an account that has been disputed.

Since the death of Ianna, Teriv has been led by an elected monarch. This system, while occasionally hailed as more egalitarian, has unfortunately precipitated the same nepotism and corruption that the Southmarch Rebellion and War of Three Rivers was originally fought to eliminate, and has been criticized as reducing Southmarch to little more than a puppet state of the Republic.
Aarakocra

The aarakocra are a bird-like humanoid race, centered around specific tribes and communities in the foothills and peaks of Sun Crest.

Visually they appear as bipedal bird-like people of varying size and plumage. Coloration and design often differs by tribe, with some aarakocra historically being the victims of southern poachers targeting them for their feathers, though this is exceedingly rare in the present day.

They are a curious and artistic race, with strict systems of tradition, cooperation, and fellowship. Their communities are often led by a senior female, referred to as the "Matriarch", served by a cadre of matrons.

They are known for their keen memories, musical heritage, botanical sciences, and perceptive talents. They live to about 30.
Kiraharr

Kiraharr is one of the provinces making up the continent of Isleway. Its capital is Erebus.

As the Traverse wound to a close the final settlers were surprised to find a sprawling desert civilization nestled into the dunes of Isleway.

The vast, rolling deserts of Kiraharr are home to the tabaxi, though they also tell stories of other races of peoples therein. It can only be explored by consent of the tabaxi, as attempts to venture into the desert are lethal for any who do not know the way – referred to by its residents as the “moon-kissed path”. It is governed by a semi-immortal leader called the Crescent Mother, and its capital is the oasis paradise of Erebus, a shining metropolis and hub of learning, culture, where it is said one of the world’s greatest libraries exists

They were initially leery of the new western settlements, but soon struck a tentative peace and opened up limited trade.

Despite this cooperation, few from the western world have been given the privilege of probing the secrets of Kiraharr at depth.
Sun Crest

Sun Crest is one of the provinces making up the continent of Hammer's Head. Its capital city is Taiyo.

The mountainous cities are occupied largely by orders of monks, concentrated in the stronghold of Taiyo at the peaks of a devious mountain range.

Some of these monks have descended to the lands below, and many have spread to the far corners of the world, but few will discuss what goes on in those mountaintop monasteries.

Further toward the peaks of Sun Crest's famous mountain ranges live cohorts of Aarakocra, who also make much of the province their home.
Lizardfolk

Lizardfolk, native to the Bog Barrens and Traverse End, are known for their abilities in governance, organization, animal husbandry, their incredibly keen memories, and trade. Those in their courts are trained as talented negotiators, and they are largely in charge of their homeland, shared with the tortle.

They live to around 60.
Sundew root powder

The aarakocra of Sun Crest have a unique metabolism able to handle the powdered and purified form of sundew root, the underground portion of the yellow corona flower. To them it provides a light, social buzz and enables them to channel wind to increase the speed of their flight. To other races, it is potentially lethal, and at best very physically traumatic to ingest.
Imperia

Imperia is one of the provinces in the continent of Teriv. Its capital is Delta's Meet.

Imperia, while not technically the seat of power in Teriv, is a cultural and cosmopolitan hub and very influential, particularly the city of Delta's Meet.

Imperia was also, formerly, home to the town of Highpoint to the north of the province, which was unfortunately annihilated during the Banesbreak when Oris Ki’dyr-Southmarch was destroyed.

Imperia was once, centuries past, considered the governing seat of Teriv, ruling through a council that was often described as a plutocracy. This was until its southern territories united under the banner of the Southmarch family, the orcish clan of the Chaln Vyrq, and the crest of Kanngasuik, fighting for their relative sovereignty. This uprising was ultimately successful, and a Southmarch monarch has led Teriv ever since. That is, until the rise of Oris and the death of Ianna Southmarch in 840 PT.

Imperia, once a vassal state of the Republic during more tumultuous times in Teriv’s history, is now technically sovereign, although many still consider it to be in the Republic’s grip. It has culturally mirrored the south of the Fromlands in nearly every way, and is led by a small council of oligarchs and powerful families, a facsimile of the Republic’s senate.
Orcs

Orcs, native primarily to the province known as Southmarch, are a semi-nomadic people, often on the move and having little in the way of permanent settlements. They were instrumental in the rebellion to overthrow Republic control of Teriv and served as advisors in the Southmarch court until Oris Ki’dyr-Southmarch came to power.

They are talented botanists, alchemists, and mages, and contributed substantially to the founding of the now-preeminent Palirroian Alchemical Society. Even now they often travel extensively, forming new groups and coming to know the peoples of the world. Like the dragonborn, they have a strong connection to the fey that is not well-understood by those outside of their communities. They live to around 250, though it’s claimed some have lived for centuries longer.
Synod of Voices

The Synod of Voices (or simply "the Synod" to the Verdainese) is the ruling body of Verdain, though it is intended less as a central government and more as an advisory body to each of the varied communities of peoples that make up the province.

It is made up of 7 members and features each of the races with distinct communities in Verdain including dwarf, elf, drow, human, gnome, aarakocra, and halfling. The Synod does not, controversially, include a half-elf among its ranks, considering them sufficiently represented by the human and elven members.

There is some debate as to the actual power of the Synod compared to the dwarven lords who factually own much of the land in Verdain, though the issue has never been formally tested.
Precious metals

In most of the western provinces the use of precious metals, particularly copper, silver, gold, and platinum, has become the norm. These coins are called pips, dars, travers, and crests respectively. Their use is occasionally prone to abuse, as they can be clipped, filled, or forged in a way that mitigates their value.
Nature of Magic

Magic in the world of Borros, as southwestern scholars reckon it, flows from the natural power inherent in the underpinning of consciousness within the universe, a way in which the shared reality of our world can be lightly bent and twisted as though by a lucid dreamer. The scientific literature on this subject goes a bit over my head, however, and I’d ask one of the lecturers at the Bibliotheca Imperium if I were you.

The philosophies of the Tabaxi differ, who hold that magic descends from the cosmos, in particular channeled via the moon.

The Dragonborn further differ, and maintain that magic is a wavelength of energy, not dissimilar to sound waves, that can be made channeled into the precise wavelengths which produce magical effects.

Some schools of thought in the north of the Westlands hold that magic is a factor of universal "chaos", fractures in reality and the cultivation of the randomness of universal potential.
The Sundering

649 PT

Si’vos Elynkos, a High Elf noble of the royal line, ascended to emperor of the province of Qes Ares in 649 PT. Upon seizing power he banished all non-elven races from Qes Ares, forcing them to seek asylum in neighboring territories as refugees. Following this mass exodus he doubled down on Qes Ares’ military campaigns, forcing the border with Travers Bound south, and the border with the Darisian Commonwealth north.

At the time this was known as the War of the Fromlands, kicked off by the “Overnight Massacre” (for the initial catalytic battles in which Si’vos’ forces struck at every enemy military outpost simultaneously under cover of darkness). The conflict lasted barely a year until an armistice brought a cessation to hostilities, though the three countries technically remain at war to this day.

Rumor and tale have abound since these events took place, with scattered reports of "disappearances" of Aresian citizens during the exodus.

The majority of refugees from the Sundering ended up in Verdain, largely due to their inherently egalitarian and welcoming culture, which further lent to the province's reputation as a melting pot.
Highpoint

Highpoint was a city in the north of Imperia in the continent of Teriv. It was obliterated in the culmination of the Banesbreak event during the fight between Oris Ki'dyr-Southmarch and the Banebreakers.

Once an affluent fishing and farming town, Highpoint boasted one of the highest populations and most thriving trade routes in Imperia. Most notably it was the primary stop in the North Imperia Sea shipping line, making up over 30% of Teriv's fishing exports by itself.

Since its destruction the ruins of Highpoint have stood largely as a monument to the events and the lives lost therein. Each year it plays host to Imperia's annual Banesbreak festival.
Owyrie shells

The dragonborn and orcs of Teriv, in addition to trading in precious metals and taiyonite with western merchants, and wezi with the south, further use the small shells of the owyrie – a mollusk native to the coasts and rivers of Teriv, as currency. It is notable that owyries cannot be farmed, as their breeding and habitation conditions are extremely particular, and they are notoriously difficult to forge, altogether making them a very suitable currency. They are also used, to a degree, in the Bog Barrens.
The Marshmallow

The Marshmallow is the 16th episode of the 2nd season of Cuphead Texts. It involves Cuphead and Grim..

## Plot

Cuphead and Mugman are having fun and uploading pictures to each other. Mugman says "NICE BOIIIII!!!" which triggers a (unneeded) argument between the brothers. Grim wakes up from a nap he was in the middle of taking, frustrated, and he rightfully yells at the two. Cuphead then gets sassy and calls him a "giant marshmallow"

Insulted, Grim Matchstick fireballs the two. He then walks away, Cuphead whispers "overgrown marsh-" Only to get fireball-ed again by the green dragon

## Characters

### Main Characters

* Cuphead
* Mugman
* Grim Matchstick

### Supporting Characters

* Ribby (*pictured*)
* Croaks (*pictured*)

## Goofs/Errors

* Mugman didn't call Grim a marshmallow, so therefore he shouldn't have gotten flamed
Exile’s Haven

Once the destination of Teriv’s pre-rebellion political prisoners, it became a stronghold of resistance and was famously where the great Moot of Three Rivers took place, where representatives of the leading dragonborn families, the great orc magisters, and the Southmarch family formalized their rebellion against the Republic.
Ashened Steel

A reclusive guild of Republic smiths have long withheld the technologies behind what the people call “ashened steel”. A darker metal with a swirling, almost etched pattern on it. It is known for being nearly impossible to bend or break, with a unique propensity for largely ignoring its opponents armor.
Dostawca

**Dostawca** – najgorsza menda. Parkuje swoim ohydnym blachosmrodem na środku chodnika, zamiast jak normalny człowiek przynieść na rękach do sklepu palety na których spoczywa trzysta kilogramów towaru z oddalonego o kilometr parkingu albo – jak na Zachodzie – przywieźć towar rowerem cargo.

Prawdziwy aktywista miejski wie co robić - fotografuje go i wrzua do Internetu, a potem wybija mu szyby i przebija opony.
Zachód

**Zachód** – przestrzeń mityczna, a dokładnie Holandia i Skandynawia, gdzie nie ma blachosmrodów, dostawcy, kurierzy i ratownicy medyczni jeżdżą rowerami cargo, a wszyscy mieszkańcy nie robią nic innego poza spontanicznym spotykaniem się na sojową latte i rozmawianiem o swoich rowerach.

Gdy nie wiesz, co odpowiedzieć jakiemuś wstrętnemu blachosmrodziarzowi gdy atakuje dowolny aktywistyczny dogmat, zastosuj *argumentum ad Zachodum* – zacznij zdanie od „Na Zachodzie już dawno…”. Nie powołuj się na żadne konkretne badania lub dane, nie jest to nikomu potrzebne.
Darisia

[dah-RIH-zee-ah]

Darisia, a sprawling city of once-independent towns ultimately incorporated into a single vast entity, is the namesake capitol of the Darisian Commonwealth.

Once known as the tiered and glamorous city of Beznost, it was sacked in one of the bloodier battles of the Darisian Uprising of 211 PT and razed to the ground. For some months thereafter it was little more than a smoldering ruin, even appearing to travelers who could see it from distant vistas as, perhaps, a mound or hill.

The city saw attempts at reconstruction during the Heartland Return initiatives of 214 PT - 229 PT, but the pervasive anti-Kossirik sentiment throughout the old empire saw intense resistance against the recreation of any cultural motifs distinct to the Kossiriks, even down to their architecture. Some, going further, opined that the very land itself was cursed by the crimes of the old empire and should not be resettled.

For Darisa's part, she felt the land should be used, and that it would be giving the Kossiriks the last laugh for the victors to banish *themselves* from the very land they had been excluded from in life.

In time, extending to today, Darisia still occupies the same tiered hill it was built upon, but never quite recaptured the same glory or visual majesty of Beznost. Some would say it's for the best. It stands to the outside observer more like a vast network of low, covered buildings and bazaars, networks of tents, clay structures, and retrofitted ruins.
Karetka

**Karetka** – blachosmród uprzywilejowany. Ale nie do końca – jak jakiś przyjedzie ratować staruszkę (zob. starsza osoba) i nieopacznie zastawi chodnik, aktywista ma obywatelski obowiązek wrzucić go do Internetu z komentarzem wypełnionym po sufit bólem dupy.

Blachosmrodziarze śmieją się, że największym marzeniem aktywistów są karetki rowerowe. Niestety mimo wielokrotnych apeli, żaden z czołowych aktywistów nie podpisał oświadczenia, że w przypadku zagrożenia życia chce aby ratowano go przy użyciu karetki rowerowej.
Uspokojenie ruchu

**Uspokojenie ruchu** – wybudowanie hopek, spowalniaczy, „leżących policjantów” i innych przeszkadzajek, dzięki którym jezdnia będzie wyglądała jak tor przeszkód i nie będzie można jej traktować jak autostrady. Jeśli ktoś zwróci ci uwagę, że to zwiększy smog (wszak aktywiści sami wierzą, że smog tworzy ścieranie opon i klocków hamulcowych - a przecież wymuszanie hamowania to ścieranie zwiększa) i utrudni pracę służbom, skasuj jego komentarz i zbanuj gnoja.

Uspokojenie ruchu dotyczy tylko i wyłącznie blachosmrodów. Wszelkie próby uspokojenia ruchu rowerowego poprzez zapewnienie większego bezpieczeństwa na ścieżkach rowerowych czy uniemożliwienie ruchu rowerów na chodnikach to atak na świętość i "zniechęcanie do jazdy rowerem" - najcięższy grzech według religii aktywizmu.
Heinthold

Heinthold is one of the provinces making up the continent of Hammer's Head. Its capital city is Vit Fästning.

It is the final stronghold occupied by the early tribes who once controlled large portions of the northern continent. It is snowy and largely inhospitable, save for a key few encampments and the famous Vit Fästning – meaning “White Fortress” – named for its lightly-hued limestone walls. Its citizens have mastered these brutal elements and take pride in calling it home.

In the years before the Traverse the western continents were largely controlled by strongholds of ruthless and often-embattled clans, with power stretching far across the land - barring the forests of Qes Ares, the mountains of Sun Crest, and the mountainous regions of Verdain.

But as elves, halflings, gnomes, dwarves, and other human tribes adventured beyond their ancestral lands the dominant clans were pushed back. The ensuing centuries saw them losing virtually all of their land, consolidating in Heinthold.

There exists a significant dwarven population in Heinthold as well, though they largely avoid contact with other races, preferring to seclude within their snow-covered mountains. They are thought to predate the human strongholds significantly.
Smog

**Smog** – straszliwy potwór dręczący współczesne miasta. Dusi, wywołuje wszystkie choroby świata, ostatecznie zabija. Pamiętaj, że smog powodują TYLKO I WYŁĄCZNIE blachosmrody. Lobby blachosmrodowe próbuje ci wcisnąć, że za większość smogu odpowiadają stare piece i palenie śmieciami, ale ty na szczęście znasz prawdę. Gdy jakiś blachosmrodziarz spyta, dlaczego smog w Warszawie występuje tylko zimą, skoro blachosmrody jeżdżą cały rok, zbanuj gnoja.

Smog powodują nawet samochody elektryczne, poprzez unos wtórny.

Pamiętaj, że dobry aktywista nie używa pojęcia smog zgodnie z encyklopedyczną definicją, a nazywa tak każde, nawet najdrobniejsze zanieczyszczenie powietrza.

Pamiętaj też, że jako dobry aktywista nie możesz dawać jebania o coś takiego jak logika. Dlatego dobry miejski aktywista z jednej strony twierdzi, że smog powodują ścierające się opony i klocki hamulcowe, z drugiej domaga się zwężania ulic wywołującego korki. Że auta znacznie więcej zetrą opon i klocków hamując co chwilę w zatorach, niż gdyby jechały płynnie? A kogo to obchodzi.
Sklepik osiedlowy

**Sklepik** – piękne, małe, urocze miejsca, które zostały zarżnięte przez wstrętne kapitalistyczne dyskonty oferujące chleb w mniejszej cenie niż 6 złotych za bochenek. Będąc miejskim aktywistą powtarzaj, jak bardzo są dla ciebie ważne i jak istotna jest pomoc lokalnym przedsiębiorcom. Ale jeśli któryś z nich podjedzie pod swój sklepik blachosmrodem, żeby dowieźć towar, wrzuć jego zdjęcie do Internetu i zdemoluj mu auto. Może przecież dowozić sobie towar rowerem cargo. Koniecznie zlikwiduj parking przed sklepikiem i wszystkie miejsca parkingowe w obrębie kilometra, to na pewno pomoże mu zdobyć dodatkowych klientów.
Encyklopedia Aktywistów Miejskich Wiki

## **Witamy na Encyklopedia Aktywistów Miejskich Wiki**

Wiki poświęcona działalności "aktywistów miejskich" tworzących tzw. "ruchy miejskie"

## **Wskazówki**

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Favor

The peoples of the Bog Barrens, particularly lizardfolk, in addition to material currencies, make use of a particular social contract to manage economic transactions in which they trade “favor”. They have an extremely precise system of tracking favor, and famously near-flawless memories, in which one can incur individual personal debt, or debt of one’s family, to provide goods or services for another or an institution relative to one’s own consumption of the same. The more one is in favor debt, the lower transactional value an individual has, and thus the less they are able to consume in society until they discharge said debt.
Blachosmród

**Blachosmrody** – zabójcze maszyny wynalezione przez Niemców do zabijania staruszek i trucia dzieci za pomocą smogu. Legenda głosi, że blachosmrody zostały wynalezione przez Hitlera, by zagazować wszystkich mieszkańców planety. Jeśli nie będziesz tępił blachosmrodów na każdym kroku, Hitler wygra.

Zwalczanie blachosmrodów i ograniczanie ich ruchu w mieście jest celem życiowym i głównym zadaniem każdego miejskiego aktywisty.
Miasto

**Miasto** – jest dla ludzi, czyli tylko dla rowerzystów. Kierowcy oczywiście zdaniem aktywistów nie są ludźmi, tylko blachosmrodziarzami.

Przepis na miasto idealne aktywistów miejskich jest prosty: ulice należy maksymalnie zawęzić, z centrów miast wyeliminować wszelkie samochody, włącznie z dostawczymi. Rowerzyści nie muszą przestrzegać przepisów, bo te są nieżyciowe i głupie ale już kierowcy muszą się bezwzględnie stosować nawet do najbardziej absurdalnych reguł. Wspomniani kierowcy zresztą są mordercami pieszych i rowerzystów, których jedynie jeszcze nie schwytano na zabójstwie.

Miastami marzeń aktywistów są Kopenhaga i Amsterdam (oraz Pjongjang, ale o nim tak chętnie już nie mówią), z niewiadomych przyczyn aktywiści nie chcą się do nich przeprowadzić, a wprowadzają swoje popieprzone pomysły w polskich miastach.
Rower

**Rower** – najwspanialszy środek transportu na świecie. Każdy aktywista kocha go tak bardzo, że chciałby jeździć rowerem na rowerze. Jeździsz nim zawsze i wszędzie, niezależnie od pogody, wygody i samopoczucia. No chyba że jest zimno, trochę pada albo akurat boli cię brzuszek.

Rower nadaje się aby jeździć nim do pracy niezależnie od pogody, temperatury, okoliczności, odległości. Dlatego skoro w Kopenhadze ludzie jeżdżą rowerami, to mogą też cisnąć rowerem przy -20 stopniach z Wawra, 20 kilometrów w jedną stronę.

Szczególną odmianę roweru stanowi **rower szosowy**. Jest to rower dający użytkownikowi god mode i licencję na olewanie przepisów. Jeśli obok jest ścieżka rowerowa a ty masz rower szosowy, jedź nim po jezdni i pochwal się tym w Internecie. Gdy ktoś zwróci ci uwagę, skopiuj i wklej następujący tekst: „jeżdżę rowerem szosowym, ćwiczę do wyścigów, nie mogę jechać po DDR”. Jeśli odpowie ci ironicznie „a ja ćwiczę do rajdu, więc będę jeździł 150 w zabudowanym”, usuń jego komentarz i zbanuj gnoja.
Budżet obywatelski

**Budżet obywatelski** (dawniej: Budżet Partycypacyjny) – budżet, do którego możesz zgłaszać swoje projekty uspokojenia ruchu, by pomóc okolicznym mieszkańcom. Jeśli okoliczni mieszkańcy protestują przeciwko twoim projektom i nie chcą na nie głosować, najwidoczniej ich mózgi zostały wyprane przez lobby blachosmrodowe i są "autkistami". Nie ma innej opcji.

Ulubione metody rujnowania infrastruktury miejskiej przez aktywistów to składanie projektów od czapy, zakładających m.in.:

* zamykanie ulic
* zwężanie ulic
* likwidowanie miejsc parkingowych
* likwidowanie pasów do prawoskrętu
* tworzenie "wysp" dla pieszych, progów zwalniających i innych przeszkadzajek
* tworzenie ścieżek rowerowych w taki sposób, aby jak najbardziej przeszkadzały blachosmrodziarzom.

Za swoje wybitne projekty znany aktywista Robert Buciak został nominowany przez Gazetę Stołeczną do antynagrody dla osób szkodzących miastu - Nogi od Stołka.
Droga dla rowerów

**DDR** – ścieżka rowerowa. Jeśli na jakiejś ulicy jej nie ma, należy głośno domagać się jej wybudowania. Gdy już ją zbudują, należy stwierdzić, że „jest niewygodna”, ewentualnie „niezgodna z przepisami”, i dalej śmigać rowerem po jezdni.

Szczególnie cenione wśród miejskich aktywistów jest jeżdżenie jezdnią po wielopasmowej ulicy która jest wyposażona w drogę dla rowerów. Jednocześnie z dziwnych, nieznanych powodów bardzo irytuje to blachosmrodziarzy.
Diesel

**Diesel** – najgorszy typ blachosmrodu (zob. blachosmród), który został zaprojektowany tak, by truć przede wszystkim osoby starsze i kobiety w ciąży. Każdy właściciel diesla spędza co najmniej pięć godzin dziennie na mozolnym wycinaniu filtra DPF (nie mylić z PDF, PDF-y lubisz, bo zapisujesz w nich swoje projekty do budżetu obywatelskiego), by truć skuteczniej.

No chyba, że dieslem jeździ akurat gorliwy na co dzień w zwalczaniu blachosmrodów aktywista Jan Mencwel - wtedy diesel nic a nic aktywistom nie przeszkadza. Wrzucenie zdjęcia Jana Mencwela jak parkuje na trawniku Volkswagenem T3 jest najszybszym sposobem na otrzymanie bana na wspaniałej grupie Święte Krowy Warszawskie.
Star Trek: Starfleet Academy (novel series)

***Star Trek: Starfleet Academy*** was a series of young adult novels published by Simon Spotlight focusing on the crew of the USS *Enterprise* during their time at Starfleet Academy.

## **Novels**

1. The Delta Anomaly by Rick Barba
2. The Edge by Rudy Josephs
3. The Gemini Agent by Rich Barba
4. The Assassination Game by Alan Gratz
Star Trek: Boldly Go

***Star Trek: Boldly Go*** was an ongoing comic series published by IDW Publishing set after *Star Trek Beyond*.

## **Creators**

* Writer(s):
	+ Mike Johnson (#1-18)
	+ Ryan Parrott (#6-18)
* Artist(s):
	+ Tony Shasteen (#1-5)
	+ Chris Mooneyham (#6, #9-12)
	+ Megan Levens (#7-8, #14)
	+ Josh Hood (#13, #18)
	+ Tana Ford (#15)
	+ Angel Hernandez (#16)
	+ Marcus To (#17)

## **Issues**

1. Boldly Go, Issue 1
2. Boldly Go, Issue 2
3. Boldly Go, Issue 3
4. Boldly Go, Issue 4
5. Boldly Go, Issue 5
6. Boldly Go, Issue 6
7. Boldly Go, Issue 7
8. Boldly Go, Issue 8
9. Boldly Go, Issue 9
10. Boldly Go, Issue 10
11. Boldly Go, Issue 11
12. Boldly Go, Issue 12
13. IDIC, Part 1
14. IDIC, Part 2
15. IDIC, Part 3
16. IDIC, Part 4
17. IDIC, Part 5
18. IDIC, Part 6
Star Trek: Countdown to Darkness

***Star Trek: Countdown to Darkness*** is a four-issue comic miniseries published by IDW Publishing serving as a direct prequel to *Star Trek Into Darkness*.

## **Creators**

* Writers(s):
	+ Mike Johnson (#1-4)
	+ Roberto Orci (story #1-4)
	+ Alex Kurtzman (story #1-4)
* Artist(s):
	+ David Messina (#1-4)

## **Issues**

1. Countdown to Darkness, Issue 1
2. Countdown to Darkness, Issue 2
3. Countdown to Darkness, Issue 3
4. Countdown to Darkness, Issue 4
Star Trek: Khan

***Star Trek: Khan*** is a five-issue comic miniseries published by IDW Publishing, focusing on the life of Khan Noonien Singh prior to the events of *Star Trek Into Darkness*.

## **Creators**

* Writers(s):
	+ Mike Johnson (#1-5)
	+ Roberto Orci (#1-5, consultant)
* Artist(s):
	+ Claudia Balboni (#1-3)
	+ David Messini (#1-5)
	+ Marina Castelvetro (#1-3, inking only)
	+ Luca Lamberti (#3-4)
	+ Giorgia Sposito (#4-5, inking only)

## **Issues**

1. Khan, Issue 1
2. Khan, Issue 2
3. Khan, Issue 3
4. Khan, Issue 4
5. Khan, Issue 5
Minifigurki Ludzi

Minifigurki Ludzi - Zamieszkują Legową Ziemię. Tworzą one różne miasta i budowle. Rasa ta stworzyła różne agencje takie jak Lego Space czy Exploriens, które zajmują się badaniem Universum. Są różne typy tego gatunku.

HISTORIA

Ich historia jest praktycznie taka sama, jak nasza.

ANATOMIA

Minifigurki Ludzi wglądają, jak my (tyle że w wersji legowej).
Star Trek: Ongoing

***Star Trek***, solicited as ***Star Trek: Ongoing***, was a comic series published by IDW Publishing, focusing on the voyages of the USS *Enterprise*between the events of *Star Trek* and *Star Trek Beyond.*

## **Creators**

* Writers(s):
	+ Mike Johnson (#1-17, #19-60)
	+ F. Leonard Johnson (#17)
	+ Ryan Parrott (#18)
* Artist(s):
	+ Stephen Molnar (#1-4, #9-10, #13-14)
	+ Joe Phillips (#3-4, #7-8)
	+ Joe Corroney (#5-6, #33-34, #43)
	+ Claudia Balboni (#11-12, #17-20, #24, #43)
	+ Erfan Fajar (#15, #21-23, #25-28, #31-32)
	+ Stellar Labs (#16)
	+ Erica Durante (#17-20)
	+ Luca Lamberti (#20)
	+ Agri Karuniawan (#23)
	+ Yasmin Liang (#29-30)
	+ Yulian Ardhi (#32)
	+ Victor Moya (#33-34)
	+ Rob Doan (#33-34)
	+ Tony Shasteen (#35-40, #43-45, #48-60)
	+ Cat Staggs (#41-42)
	+ Rachael Stott (#46-47)

## **Issues**

1. Where No Man Has Gone Before, Part 1
2. Where No Man Has Gone Before, Part 2
3. The Galileo Seven, Part 1
4. The Galileo Seven, Part 2
5. Operation: Annihilate, Part 1
6. Operation: Annihilate, Part 2
7. Vulcan's Vengeance, Part 1
8. Vulcan's Vengeance, Part 2
9. The Return of the Archons, Part 1
10. The Return of the Archons, Part 2
11. The Truth About Tribbles, Part 1
12. The Truth About Tribbles, Part 2
13. Hendorff
14. Keenser's Story
15. Mirrored, Part 1
16. Mirrored, Part 2
17. Bones
18. The Voice of a Falling Star
19. Scotty
20. Red Level Down
21. After Darkness, Part 1
22. After Darkness, Part 2
23. After Darkness, Part 3
24. Arena
25. The Khitomer Conflict, Part 1
26. The Khitomer Conflict, Part 2
27. The Khitomer Conflict, Part 3
28. The Khitomer Conflict, Part 4
29. Parallel Lives, Part 1
30. Parallel Lives, Part 2
31. I, Enterprise! Part 1
32. I, Enterprise! Part 2
33. Lost Apollo, Part 1
34. Lost Apollo, Part 2
35. The Q Gambit, Part 1
36. The Q Gambit, Part 2
37. The Q Gambit, Part 3
38. The Q Gambit, Part 4
39. The Q Gambit, Part 5
40. The Q Gambit, Part 6
41. Behemoth, Part 1
42. Behemoth, Part 2
43. Eurydice, Part 1
44. Eurydice, Part 2
45. Eurydice, Part 3
46. The Tholian Webs, Part 1
47. The Tholian Webs, Part 2
48. Deity, Part 1
49. Deity, Part 2
50. Live Evil, Part 1
51. Live Evil, Part 2
52. Live Evil, Part 3
53. Reunion, Part 1
54. Reunion, Part 2
55. Legacy of Spock, Part 1
56. Legacy of Spock, Part 2
57. Legacy of Spock, Part 3
58. Legacy of Spock, Part 4
59. Connection, Part 1
60. Connection, Part 2
Kelvin timeline Wiki

**Welcome to the Kelvin timeline Wiki!**
We're a collaborative community website 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!

*Community Founders*: Write a good and paragraph-length description here 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.

## Important articles

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*Need help building out this community?*

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

***Star Trek: Nero*** is a four-part comic book miniseries published by IDW Publishing focusing on the life of Nero from his attack on the USS *Kelvin* until his death.

## **Creators**

* Tim Jones (#1-4)
* Mike Johnson (#1-4)
* Roberto Orci (story #1-4)
* David Messina (story #1-4)

## **Issues**

1. Nero, Number 1
2. Nero, Number 2
3. Nero, Number 3
4. Nero, Number 4
The Taiyan Orders

Taiyo, the monastery-city nestled into the mountains of Sun Crest, is home to a network of monastic orders, all organized under an individual known as the Great Ascetic (or "L'ahasd" in aarakocran). They each represent a different specialization, and serve a different purpose in Taiyan culture.

The Aspects ("Dokan") are those monks specializing in the veneration of godly purpose and the refining of the inward self for the purpose of elevating the godhead of fate, Theone.

The Disciplines ("Sakiu") are those monks specializing in the cultivation of martial prowess, the perfection of their bodies into honed instruments of physical power.

The Enlightened ("Tagash") are those monks specializing in the cultivation of the mind, the refinement of the inner self to gain insight into the material, and sub-material, world.
Brothers: Part Two

Brothers: Part 2 is the 34th episode of the 2nd season. It is a follow-up to Brothers: Part One

## Plot

The episode starts with a montage of previous episodes, and then the introduction/recap.

Mugman falls from the eagle and lands far away from Inkwell. He realizes he can talk. Somebody offers to help him.

Cuphead, shattered, keeps Mugman's bed, as he knows he'll come back.

Mugman gets to China, and a civilian there guides him back.He runs into Werner Werman, who is living in a dump. He points Mugman to Inkwell, then states he should move there too.

Mugman finally makes it back to Inkwell before he accidentally stumbles onto a adoption truck. Mugman, along with another kid, break out and reconnect with Cuphead, hugging and laughing.

Back in the present, Cuphead and Mugman are amazed at the events that occurred. They both have to go to bed, telling them "I love you".

## Characters

* Cuphead
* Mugman
* Werner Werman
* Elder Kettle

## Trivia

* The episodes shown in the montage are from No Internet?!, Cuphead Things: Part Two, Exploring the Unknown, Time Struggling Boogaloo, The Blame, and Detective Sally (Pt.1) respectively.
* this shows some of Werner's past
Komandor Bing Slime

Komandor Bing Slime - Jedna z dobrych postaci. Jest cały różowy, ma niebieskie długie włosy oraz nosi czarne buty.

MOCE

On potrafi:

- latać

- strzelać różowym slimem

- stworzyć armię ze slima

HISTORIA

John Forajer (bo tak on się nazywał) mieszkał na planecie Fortnite. Był on zwykłym żołnierzem, ale stworzył sobie zbroje, która potrafiła strzelać slimem i latać. Dał sobie przydomek "Komandor Bing Slime" i stał się bohaterem, ale został porwany przez kosmitów i na ich statku, dzięki tajemniczemu serum zdobył super moce dzięki którym jest teraz takim różowym slimem i potem chciał wrócić na swoją planetę, ale okazało się, że Zurg wymazał wszystkich z jego planety.

CIEKAWOSTKI

- Stworzył on sobie Super Slime Statek i załogę.
WLMT

**WLMT** is a public television station located in Shawn, Paradiseville. They have produced more than two-thirds of the programs broadcast by RRC.

The series they have made that have been broadcast on RRC include:

* *Grand-Ma*
* *Landon's Wormholes*
* *Meows*
* *Michael Jackson*
* *Pencils*
* *Thunderballt*
Doge

## Doge Nation

Doge Nation is a show there kids turn in to cartoons and learn how to surpass bad life situations while laughing along with Doge and Grim. It is made for kids 7-12.

## Dogeumentaries

Dogeumentaries is a series where Doge talks about some strange people in LLSD, and why they might be the way they are. It is made for kids 9-16.

## Trivia

### Nation:

* The Doge in this show isn't the Doge in Dogeumentaries.
* The Grim in this show, unlike Doge, is the Grim in all of the other RRC Shows named after him.

### 'umentaries:

* The Doge in this show isn't the Doge in Doge Nation.
* There is no other host besides Doge.
* Fall Carnival, the 1st episode, is missing
Star Trek: Countdown

***Star Trek: Countdown*** was a four-issue comic mini-series published in 2009 by IDW Publishing focusing on the Hobus supernova and the creation of the Kelvin timeline.

## **Creators**

* Writers(s):
	+ Tim Jones (#1-4)
	+ Mike Johnson (#1-4)
	+ Roberto Orci (story #1-4)
	+ Alex Kurtzman (story #1-4)
* Artist(s):
	+ David Messina (#1-4)

## **Issues**

1. Countdown, Number 1
2. Countdown, Number 2
3. Countdown, Number 3
4. Countdown, Number 4
Dwarf

The dwarves are a squat humanoid race originally hailing from Verdain and Heinthold.

History is unclear on precisely when the race split, but at some point in the distant past dwarvenkind diverged, with the southern dwarves taking up home in the hills of Verdain, and the northern dwarves entrenching themselves into the snowy precipices of Heinthold.

While the southern dwarves are renowned for their welcoming nature and hospitality - one major reason Verdain has since become such a melting pot of cultures - the northern dwarves scarcely communicate with the outside world whatsoever, limiting trade and communication to the nearby ancient human strongholds, though even that is limited.

They are noted architects, agriculturalists, and craftspeople, living about 500 years.
Mars

Mars - Jest to jedna z planet w Toys Universum. Jest zamieszkiwana przez Anioły Dinozaury. Doszło na tej planecie do dwóch wydarzeń: Tuszomagedonu i Zimnej Wojny.

HISTORIA

Kiedyś Mars był martwy, wtedy przyleciał na tą planetę Innua, który postanowił stworzyć tam życie. Wtedy powstały pierwsze organizmy - Anioły Dinozaury.

CIEKAWOSTKI

- Na Marsie nie ma sygnału telewizyjnego.
Zimna Wojna

Zimna Wojna - Wielka Wojna na Marsie. Została wywołana przez Anunaków i Władców Kosmosu.

WYWOŁANIE ZIMNEJ WOJNY

Władcy Kosmosu wywołali Zimną Wojnę na Marsie, ponieważ chcieli zdobyć minerały tej planety. Na szczęście Plastikowi Ludzie przylecieli na Marsa, aby pomóc Aniołą Dinozaurom.Ostatecznie Plastikowi Ludzie i Anioły Dinozaury wygrali Zimną Wojnę.
Andrzej Szeryf Prawa

Andrzej Szeryf Prawa - Jedna z dobrych postaci. Mieszka on na planecie podróbek. Jest on na tej planecie szeryfem prawa i załatwia gangsterów.

HISTORIA

Kiedyś mieszkał on ze swoją rodziną, ale została załatwiona przez złych ludzi,więc on zaczął ćwiczyć na pistolecie, aż w końcu stał się w to dobry i został szeryfem prawa.
Toys Universum Wiki

## **Witamy na Toys Universum Wiki**

Na tej stronie znajdziecie wszystko na temat wymyślonego przeze mnie Universum z zabawkami. Będą tam różne planety, istoty oraz dobre i złe postacie. W tym Universum są również planety z Star Wars, Marvela i DC (tylko w Legowej wersji).

## **Wskazówki**

* Dopiero zaczynasz przygodę z edytowaniem wiki? Zajrzyj do Centrum Pomocy, aby nauczyć się wszystkiego co musisz wiedzieć o budowie wiki.
* Przejrzyj obecnie istniejące kategorie, aby dowiedzieć się jakie narzędzia masz do swojej dyspozycji i jakie strony zostały już utworzone.
* Odwiedź główna kategorię administracyjną, która zawiera wszystkie najważniejsze narzędzia pozwalające utrzymać wiki w dobrej formie.

Zawartość
* Tutaj umieść linki do najciekawszych artykułów na wiki.
* Drugi link.
* I trzeci.

Ostatnie zmiany

Jak pomóc?

Pomóż nam i spróbuj rozbudować tę wiki.
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Komandor Pink Slime

Komandor Ping Slime - Jedna z dobrych postaci. Jest cały różowy, ma niebieskie długie włosy oraz nosi czarne buty.

MOCE

On potrafi:

- latać

- strzelać różowym slimem

- stworzyć armię ze slima

HISTORIA

John Forajer (bo tak on się nazywał) mieszkał na planecie Fortnite. Był on zwykłym żołnierzem, ale stworzył sobie zbroje, która potrafiła strzelać slimem i latać. Dał sobie przydomek "Komandor Ping Slime"

i stał się bohaterem, ale został porwany przez kosmitów na ich statek, dzięki tajemniczemu serum zdobył super moce dzięki którym jest teraz takim różowym slimem i potem chciał wrócić na swoją planetę, ale okazało się, że Zurg wymazał wszystkich z jego planety.

CIEKAWOSTKI

- Stworzył on sobie Super Slime Statek i załogę.