recursal/Fanatic-Fandom huggingface dataset:
Customer Service (Ep. 4)

**"Customer Service (Ep. 4)"** is the 71st episode of **Awkward Puppets**.

## Synopsis

Maria needs some help with her TV, so she calls Customer Service for assistance.

## Plot

The video starts with Maria calling for customer service. The unnamed blonde hair man picks up and Maria explains that her TV is not working and needs help fixing it. The representative asks what seems to be the problem but Maria continously says to him that the TV is not working. But after asking a series of questions to Maria, he finds out that Maria's problem is that everyone is speaking English and she cannot understand. So he tells Maria she can switch the language to Spanish on her settings, only for her to claim she CANNOT speak Spanish. (Despite her saying Hola and Si earlier). But even so, she still wants her TV to be set to Spanish. The representative asks her for her name, and she starts to spell out her name, with each letter going down one less letter to describe it. (Ex: R as in Ria). When asked for her last name, she tells the representative that its also Maria. With her describing it with her son's names. Finally, with her middle name, (Maria), she used different phrases to describe herself. The representative let's her know he can't find her account and asks Maria to search for her TV brand name, she finds it and says the brand name is "Maria". The representative sighs and the video ends.

## Characters

* Maria
* Unnamed Blonde hair man (representative)

## Trivia

* This is the 71st episode of Awkward Puppets.
* This is the first Customer Service episode in which Diego is not the representative calling. He is instead replaced by the unnamed blonde hair man.
Hollyfire

Hollyfire is a black and red tortoiseshell with white patches and bright green eyes.

## **Affillitations**

**Current:** LeafClan

**Past:** KitClan

The Dark

ThunderClan

## **Names**

**Warrior:** Hollyfire

**Rogue:** Holly

**Queen:** Hollyfire

**Apprentice:** Hollypaw

**Kit:** Hollykit

## **Kin**

**Mother:** Blazeflower

**Father:** Bramblefur

**Sisters:** Heatherpelt, Silverwing

**Daughters:** Mapleheart, Frostbite

**Sons:** Juniperbranch, Sparrowfeather
Valerian Vampire

Nobody is quite sure where the Valerian Vampires come from. Many say that they always existed, and operated in secrecy. Others believe they were a recent phenomena. Whilst the answer will never truly be known, as those who venture into Varel Space Station never return. Or, so they say.

## Race Attributes

Valerian Vampires are noted for their red eyes and white hair - though this is only seen around the time of one's death, due to their ability to return to their original forms at will. They are insanely dangerous, equipped with supernatural strength, durability and speed. If you encounter one, you may as well start writing your will.
Ethikk Paradigm

> *"Behold, the Ethikk Paradigm, the masters of the universe!"*
>
>

## Ethikk Paradigm

### Key Figures

Dalek "Judas"

The **Ethikk Paradigm** are a division of Daleks serving under Ethikk Command. Headed by **Dalek "Judas"** and approved by Cicero Imperare, the Ethikk Paradigm are clones generated from "Judas"' own body, resulting in what he believed to be pure Daleks. These Daleks house stronger weaponry, enhanced technologies, and compatability with Ethikk forces, such as their casings being able to be piloted by non-Daleks. Though mainly considered to be the Ethikk's answer to the New Dalek Imperium, certain members of Ethikk Command believe that the Paradigm are the Daleks way of polluting and infiltrating their own ranks.

Currently, the Ethikk Paradigm inhabit the Abyss' Timorcropolis, with Imperare pledging to them a sector of the Galaxy once it is in Ethikk hands.

## Faction Structure

 High Collaborator
 Paradigm Supreme
 Paradigm Eternal
 Paradigm Strategist
 Paradigm Geneticist
 Paradigm Scientist
 Paradigm Personnel Defense
 Paradigm Drone

Each Dalek's rank is indicated by their casing, as seen below.

## Faction History

Not long after Dalek "Judas" was ejected from the Dalek Supreme Council, he made contact with their new rivals, the Ethikk, and promised them information on the Daleks due to him believing that Ethikk principles aligned more with his view than Dalek ones. Soon after proving himself to be a useful asset, "Judas" requested access to a cloning facility so that he could produce a new generation of Daleks - this would become the Ethikk Paradigm. Within its first iteration, "Judas" invited Cicero Imperare to a demonstration of their power, who was immediately impressed and satisfied with the results. As such, the Ethikk Paradigm were quickly deployed to particular sectors of the Galaxy, mainly to aid in the Ethikk's endeavours.

However, the Ethikk Paradigm drew ire from particular members of Ethikk Command, with their most vocal critic being SecPol Commander Gaius Vindicita, who believed that the Ethikk Paradigm's integration into Ethikk society was beginning to show signs of Imperare's inability to maintain their empire.

## Trivia

* The Ethikk Paradigm are a reinterpretation and overhaul of the pre-existing New Dalek Paradigm, including colour reworks and adding new ranks.
	+ The Eternal's casing is inspired by the colour scheme of the TARDIS, for example.
Big Brother 1

## Big Brother 1

### Runner-Up:

Rochelle

**Twists**

* Week 2 No Veto Twist
* Week 3 Double Veto Twist
* Week 4 Instant Eviction Twist (*Sent Jacob Home)*

**Status:**
*Completed!*

**Finalists**

* Rem **1st** *Winner*
* Rochelle **2nd** *Runner-Up*

**Jury Members**

* Ren **3rd** *Evicted*

* Chonk **4th** *Evicted*

* Tommy **5th** *Evicted*

* Jacob **6th** *Instant Eviction*

* Planeless **7th** *Evicted*

**Evicted Houseguests**

* Jimmy **8th** *Evicted*
* Ken **9th** *Evicted*

**Voting Chart**
District: Chaffburn Gardens

Chaffburn Gardens is the district in Racedis Towers that the party calls home. Currently, they reside in an abandoned tower - a sign of the decay of the Chaffburn Gardens district as a whole. To the west, Coup's Mill; to the south, the tavern; to the east, the Market Bridge between the two largest businesses in the District (an exotic goods merchant and a clothier); to the north, the gardens themselves, for which the district was named.

### The Gardens

The Gardens are the oldest and most worn-down fixture of the entire district. It is a maze of tangled vines and gnarled hedges, spreading across the top of an entire tower and spilling over its sides. It has many dark corners, serving anyone from young loves to sneakthieves, and rumor-mongers best of all. Many choose to detour through towers to the south rather than pass through the Gardens.
Diego's Rap (Ep. 2)

**Diego's Rap (Ep. 2)** is a privatized episode of Awkward Puppets.

## Synopsis

Diego decides to sing some rap songs that he made up.

## Characters

* Diego
* Benita (mentioned)

## Trivia

* This video has been privatized for an unknown reason.
* A channel titled Awkward Puppets AP has re-uploaded the video.
* The official Awkward Puppets Twitter has tweeted about this video https://twitter.com/awkwardpuppets/status/768039542502764544?cxt=HHwWgMClhaH5z6gVAAAA
* This video is a sequel to Diego's Rap. But unlike the first one, he sings multiple songs instead of one.
Somni

A crystalline substance with the appearance of fine glass shards, "enjoyed recreationally" by individuals like Patrimonio.

It is consumed by putting some between the palms and grinding them together, causing the palms to become red and raw for a moment before quickly recovering.

The effects are unclear, but Patrimonio insists that it has a euphoric effect, and may have some special qualities for someone like Halwyr.
The Grand Fable

Underneath the Realm of Racedis, twisting through everything seen and touched, there is the deep story of all things. Rather than "physics" or "weave", there is the Grand Fable. It is the metaphysical current that runs through the world and carries with it many people and things. Nothing and nobody - no gods or beings of any power - controls the Fable, they may only try to stem some small part of its current in their favor.

## Belief

Stories and belief have power in this realm. The more people believe in a thing, and the greater the fervency of that belief, the more truth and power there will be in that thing. The belief manifests as truth. A core belief among the people of Racedis is belief in the strength of the Towers; and because it is a nearly universal belief, the Towers are indeed strong. A great many people believe strongly in Anu as god of the forest, and so Anu has power - like all gods save one, Anu was a person that ascended to deity by the *belief* of many.

Even a story as simple as **"there is a monster in the well"** may gather some traction. A few people believe it... so perhaps someone else hears some noises. More believe the story... and a tentacle is spotted in the water below. The whole town ardently believes there is a monster in the well... and it bursts forth in the night, smashing windows and devouring livestock!
Abigail

> *"Still. I always do what you want... Never what I want."*
>
>

Originating from 1890s Earth, a planet in the neighbouring galaxy the Milky Way, who was abducted and later became a crewmate aboard a Leviathan.

## Personality

She is a lovable character who just so happens to love stealing from people and killing people aswell.

## Backstory

Was born in the Wild West and was raised by outlaws where she was kidnapped by Athena and helped out aboard her leviathan. Being brought along as a pet but still able to wield her own weapons.

## Weaponry

* 2 Double action revolvers
* 12 gauge lever action shotgun
* 1880s Carbine Repeater
Dr. K

> *"Yare yare daze..."*
>
>

Dr. K is a well-known and reputable scientist, most known for his many studies of Mariaqus' marine life, serving as a key figure in the Mariaqus Research Institute. Rarely leaving the planet due to the nature of his studies, it's said he'll only leave to visit relatives and such.

## Personality

Dr. K has been noted to have somewhat of a stone-cold exterior - particularly in his younger years. However, he is caring, and will give up alot of things to protect the people who he deems deserve it, beit family or close allies. He is a highly perceptive individual, with intelligence and a quick wit to boot. He balances this with keeping a perpetually cool, slightly neutral or disinterested exterior.

## Backstory

Dr. K grew up without his father rarely present in his life, instead living with his grandfather. At age 17, a bizarre string of events spanning little under 2 months completely altered his outlook on the universe around him, and in order to take his mind off of said events, he looked into studying Re Obscura's vast quantities of marine life, leading him to discover Mariaqus. Since then, he has remained on the planet, working on countless papers on the fascinating and wonderful, only leaving if something family-related were to arise.

## Weaponry

* His fists
* An unnamed summon

## Trivia

* Dr. K has been confirmed to be a direct reference to Jotaro Kujo, the main protagonist of the manga/anime JoJo's Bizarre Adventure: Stardust Crusaders.
	+ This is further solidified by one of his aliases, the Stardust Crusader.
	+ The unnamed summon is also direct reference to his Stand, Star Platinum.
		- However, due to its abilites, it could be a reference to Star Platinum: The World.
* Dr. K makes a minor appearance in the Re Obscura Dating Sim, a joke game concieved by **Soulless.** During Isla Valentine's Bad Ending, he shows up after being mentioned by Caedis, delivering a beatdown with his summon because the protagonist broke Isla's heart.
Abyss

The **Abyss** is a collection of three Ethikk-made artificial planets comprised of salvaged minerals and industrial waste: The Moricropolis, Timorcropolis, and Intericropolis. They are largely backwaters for untrustworthy commanders.

## Moricropolis

The Moricropolis is the capital of the Abyss. It was founded and ruled by Cicero Imperare for a time until Horatio Brittanae took over rulership after Imperare's ascent to Lord Commander. The Moricropolis is the political hub of the Abyss and responsible for the governance of the territory.

## Intericropolis

The Intericropolis is one of the major industrial hubs of the Ethics Department. It churns out dreadnoughts, weapons, and heavy armaments all for the Ethikk war effort. It is especially noteworthy for its R&D facilities which facilitated the production of the mobile bastions used in the Battle of Aartis

## Timorcropolis

The Timorcropolis is part uninhabitable industrial wasteland and part slave hub. The Ethikk Paradigm is stationed there, and largely remains a secret to the department at large. It is said that a crypt made by the followers of a certain individual lays in the wastes.
Mithea

Mithea is an Earth-like planet located within the Inner Colonies. Considered a sister planet to Earth, it does have different features to its sister - a ring, a different arrangement of continents and different lengths of years and days.

## Description

Mithea, also known as **Strion PC** due to its location in the **Strion PC system**, located within the Inner Colonies and is a sister planet of Earth itself. At 13.5 light-years from the Sol system (the solar system that Earth is located in), it is located at Earth's metaphorical doorstep. Being one of the biggest planets in its system, Mithea is about 15,273 kilometers (9,490 mi) in diameter with a gravitational pull of about 1.09 Gs. Its length of the day is just shy of 30 hours being about 29 hours exactly and its length of year is exactly 405 days. Its atmosphere consists of Oxygen and Nitrogen and a temperature ranging from about -26°C to 42°C (-15°F to 108°F).

With a population around 2.8 billion, Mithea has a very large civilian and military presence.

## Races

* Numerous indigenous animals
* Humans
Nitra 1

Nitra 1 is a station that lumbers throughout Re Obscura, hosting a large amount of inhabitants. Originally a weapon, the station's purpose was overhauled and was replaced with the way it is today. However, the old weapon schematics lie within, waiting for installation.

## Description

A Habbitat equipped with a hyperdive, this lumbering station was designed for nomadic exploration. Originally designed as a weapon of war, the original creators never got to install the final weapon after they were overthrown. As such, what was once a weapon of fear became a bastion of hope and life. Modified from it's role as a planet killer to a mobile colony, this station the size of a small moon now hosts an entire planet's worth of people. Or at least, a large moon's worth. Despite not having it's planet cracker weapon installed, the Blueprints to create it lies within a blacksite located at the core of the station, should it ever require an offensive weapon, although it has been mostly forgotten 2,000 years after it's initial creation.
Dalek Emperor

> *"Cooperation will grant you a merciful death. Resistance will result in a fate far worse."*
>
>

## Physical description

### Height

29' 5

The **Dalek Emperor** is the de-facto leader of the New Dalek Imperium. Having birthed a new generation of Daleks from nothing more than human remnants, the Dalek Emperor sees itself as a God - one to rival their own creator - and most Daleks worship it as such. Having narrowly escaped death twice, the Dalek Emperor now seeks to claim Re Obscura for itself, to prove the supremacy of the Dalek race.

## Personality

The Dalek Emperor is cold and cruel, blunt with its words when talking to subordinates. It has an affinity for utilising religious symbolism and texts in its sentences, tieing in to its very apparent God Complex. The Dalek Emperor has been known to be quite short-tempered, though only when its plans go awry. It will, however, speak highly of its allies - most notable in its alignment with the Luminates upon the creation of a "Dalek-Luminate": such a being would be seen as impure by other members of its species, though the Emperor deemed it the next stage of Dalek evolution and a work of art.

## Weaponry

Though its casing could not house any meaningful weaponry, the Dalek Emperor has overseen several Dalek weapons during its life.

**The Reality Bomb** - A rebuilt and reworked device created by the Daleks' Creator, **Davros**. The Dalek Emperor has since restored it to its original plans, and has only used it once - to wipe out the Ethikk during the Occupation of Unmadnei.

**The Nightmare Child** - By all accounts an abomination of Dalek design. This Nightmare Child was an improvement to Davros' interpretation, with the Dalek Emperor personally ensuring that this iteration would not rebel against the Daleks so quickly. It was deployed to Aartis in response to Ethikk occupation.

## Backstory

Not much is known of the Dalek Emperor and its rise to power. Some recounts state that the original Emperor was revived to lead its Empire during the Time War, whilst others state that this Emperor was the so-called Emperor of the Restoration, a Dalek whom had unified its kind after the Imperial-Renegade Dalek Civil War.

This iteration of the Dalek Emperor was a lead commander during the Last Great Time War, serving alongside its Creator, Davros. During the final attack of the Time Lord's homeworld, the Dalek Emperor fled the battle in a damaged warship, set to rebuild its Empire from the ground up - which, it did, utilising the "wastes of humanity", harvesting and cultivating certain cells to breed new Daleks. Its new Empire was soon stopped by a companion of **the Doctor** wiping them from time - though the Dalek Emperor was able to escape, via the help of the Dalek Supreme Council.
Luminates

**Luminates** are a species of prism-headed golems operating within "Lodges" to fulfill the goals of their Overseers, whether that be the handling of wealth or the maintaining of science. Depending on where you encounter them, they may either be a trustworthy ally or formiddable foe, so long as you don't get in the way of the Overseer's goals.

## Race Origins

Luminates are considered long descendants of the golems. Just like certain golems, Luminates come in different materials. The material of which they are made from can mostly influence their personalities and attributes. The Luminate society is an administrative one. The Luminates take advice and orders from their great overseer. Overseers are naturally selected leaders. Lodges are divided Luminate societies that can do whatever they want but stil listen to objectives given by their overseer.

## Race Attributes

Heads shaped as pyramids, with one eye on the front. The heads are made from different materials, most commonly rare and durable materials. The material of which they are made from can represent their overall personality. For example, Luminates made from bricks are often seen as a tough and industrialist. There are several "variants" of Luminates:

* The Traditional: Luminates with necks connecting their body and head are considered traditionalists.
* The Modernist: Luminates with their heads hovering over their body are considered modernists, scientists, leaders, etc.
* The Floaters: Luminates that float without a body are usually used as soldiers, because of their light size, they can be effective for rushing and sieging, as well as serving as a kamikaze distraction.

## Race Culture

The culture of Luminates usually revolves around the worship of the exalted power of the Chosen Leader. All of the Lodges within the Luminate society have one primary objective: to serve the needs of the Chosen Leader.

In Luminate History, many leaders made their effect on the Luminate culture and development. Those leaders being;

1st Leader: Tribesman Kilor "The Creator and The Leader"

2nd Leader: Duke Kanyon "The Savior"

3rd Leader: King Kunarr "The Royal"

4th Leader: Governor Krashen "The Expansionist"

5th Leader: Emperor Konsher "The Conqueror"

6th Leader: Overseer Kantar "The Liberator"

Many of these leaders have influenced the politics and society of the Luminatekind, for better or worse. Many political and governmental systems have changed, although the worship of the Leader's power had always remained the same.
Kalith

The Kalith are a semi-primal race, upholding doctrines of old and constantly promoting them to their inner circles. Led by a council of cheiftains, they operate seemingly as a large tribe mixed with religion and ritualistic practice.

## Race Origin

A semi primal race of shapeshifters. After they were driven from their homeworld they now live in a massive fleet. Still sticking to rituals and tradition. They have three main "doctrines".

* The Hunt. Mastery of ones senses and nature.
* The Form. Mastery of their shape changing abilities.
* The Advancement. Mastery of creation of equipment and use of it.

They send out the adolescents to follow the doctraines and only may return upon showing mastery of one and skillfullness in the other two. Some chose to never return and are considered fair game by their council of cheiftains.

## Race Attributes

Their standard form that they are found in are roughly 8ft tall blue green scaled bipedal reptiles. They have long toothy maws. The females have more pronounced blue ridges on the head while males lack these. They can only shapeshift into creatures they have consumed after killing it with their claws. They have three eyes. Two on the sides of the head in pockets and a third on their forehead. This third one allows them to see in infrared. Their tail is versitial and can be used to grab things.
Bramblefur

## **Affiliations**

**Current:** StarClan

**Past:** ThunderClan

## **Names**

**StarClan Resident:** Bramblefur

**Elder:** Bramblefur

**Warrior:** Bramblefur

**Apprentice:** Bramblepaw

**Kit:** Bramblekit

## **Kin**

**Mother:** Palesand

**Father: Swiftstar**

**Sister:** Goldenfeather

**Mate:** Blazeflower

**Daughters:** Hollyfire, Heatherpelt, Silverwing
Silverfire Warrior Wiki

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

## Important articles

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

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

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

The shifting space on the outskirts of the Kingdom of Death, beyond the Black Gates. They shift constantly, and only Endor knows the true way to navigate them.

## Origins

The Halflands were discovered - possibly even created - by Endor. In her travels around the Kingdom of Death, during her many attempts to infiltrate the Kingdom and rejoin her love, she found that she could travel these unformed lands and became a ranger of wastes.
The Sereb'roum Order

The Sereb'roum Order are what remains of Krimm's past. Worshipping an - as of now unknown - deity, they remain in absolute secrecy, hiding amongst the many asteroids in the belt. They have complete control of the belt, as well as Gehirn Station, although it has since been quarantined by the Cosmicam Magistratus.

## Faction Structure

* **Head Cultist** - The leader of the Order. Claims to be their deity's mouthpiece. May or may not actually be possessed by it.
* **Knights of the Order** - Answer only to the Head Cultist. Extremely proficient. Only one Knight remains: Caedis Alveare.
* **Cultists** - The worshippers of the deity. Combine some form of mystic arts with their vast understanding of technology. Typically a group of cultists in combat will be accompanied by a Knight. Will likely utilise Krimm Spores to force their foes into the Hivemind.
* **Grunts** - Those possessed by the Hivemind. Falsus Units, Humans, Corvus, etc. They typically prefer melee combat, throwing themselves head first into the fight. Some Grunts, typically ex-Falsus Units, will use ranged tactics, although downgraded as their programming is constantly fighting the total control of the Hivemind.

## Faction History

The Sereb'roum Order has been around as long as life on Krimm has. Because of the Second Intergalactic Conquest and the subsequent Data Purge, all that could be learned about it has been wiped from history, although the Head Cultist claims to have an accurate and up-to-date record of its history, although refusing to share it for an unbeknowst reason. What is known is that the Order originated with one of the first lives the Hivemind took - presumed to be the Head Cultist - driving them insane and causing them to be heavily devoted to the deity controlling Krimm. Since then, the deity has recruited more and more members to the order, before it was nearly wiped out entirely during the Second Intergalactic Conquest.
Sillius

### Cause of death

Killed by formian centurions while on assignment from the Vanguard's sponsor, Patrimonio.

> *"Conquest, Fame & Glory."*
>
>

Sillius the Hungry: a charismatic force in the field of battle and in the Arena. Sillius is a minotaur - one of the proud people with the legs and head of a bull. Even among minotaurs, Sillius has notably wild eyes and a lithe body, more graceful than most. They settle in arid mountains far from Racedis Towers, lending an extra chill to the breezes that rush between the towers of the city. Sillius wears a giant coat to combat the cold, obscuring some of the gold tattoos that link Sillius to a distant home in the mountains.

## History

The title of "The Hungry" was bestowed during the rite-of-passage trials among the minotaur tribes, as Sillius showed particular tenacity. Leaving the herd is never easy, but the difficulties facing the tribe made Sillius's departure especially difficult. Sillius left to continue the tribe's traditions: Honor, Strength, and Courage. Where better than the Arena? It will be Sillius's classroom, and Sillius will be the teacher.

## Career

[Fill in Sillius's career here, as you've experienced it through the campaign!
Three Judgments

## Douters

Each of the Three Judgments has its own judge, called a Douter. They will listen to the Accusation and the Evidence; afterward, they will pronounce the accused Innocent or Guilty. Many assume the name refers to their duty to question all aspects of a particular case, but the name is rather a reference to their unfortunate responsibility should the accused be found Guilty.

Two of the Three Douters are always pre-determined: there will be one from the Revenant Host to represent the law enforcement in Racedis Towers, and one will be a representative from Racedis Towers governance, usually a Luminary from one of the city's many districts. The remaining Douter is selected from the demographics closest to the Accused - often, the Douter will work in the same industry or come from the same background as the Accused. A healer accused of harming a patient may find their third Douter is another healer from elsewhere in the city. An outlander may find their third Douter is another outlander. These third Judgments are often the final and deciding verdict in more complicated cases.

## Verdicts

Three trials, three Douters. The triple-trial design ensures there will not be a tie. If a majority of the Judgments end in one verdict, that is how they will be declared. Simple cases may end in three Guilty verdicts, or three Innocent verdicts. Complicated cases often end with 2-1 verdicts, and will be the talk of the district (or even the city, for high-profile cases).

## Sentencing

If at least two of the Douters pronounce the accused Guilty, the three Douters have the difficult task of setting a sentence for the accused. Douters from the Revenant Host often advocate for imprisonment in one of their temples; Luminaries generally prefer community service when applicable; the Third Douters vary wildly in their suggestions. Because of their nuanced knowledge of the life of the accused, and the true impacts of the crimes, they may show great mercy or terrible cruelty.
Krimm Spores

> *"Wonderful, wonderful! Then begin the spread... but first, scout out possible locations and report back."*
>
>

## Krimm Spores

### Effects

Slow indoctrination into the Krimm Hivemind

### Source

Krimm

**Krimm Spores**, or the **Hivemind Remnants** are small spherical objects that either can cling to a body or release a gas that begins the growth of spores in a victim's body. They are primarily used by The Sereb'roum Order in order to continue their Deity's work and spread the Hivemind across **Re Obscura** to fulfill the last wish of said deity.

## Encyclopedia Galactica Scan

*"The Krimm Spores, originating from the long-lost planet Krimm hence it's name origin, are infectious and known to spread the Krimm Hivemind across the wider cosmos to complete the final objective of their Deity. Small spherical objects, they can be nearly impossible to spot. Once a victim has either touched the spore or inhaled the gases it releases, the Hivemind will begin to take over. It is strongly advised that if the spore has been touched, that immediate amputation be required to prevent the spread. There is currently no widely-available cure for the Spores, however if one is to have enough Terracoin on them then perhaps they could afford treatment."*
Revenant Host

The Revenant Host are a legion of Paladins bound to the Gray God. Though time has obscured their original purpose, they now operate as guards, city watch, and standing army of Racedis Towers. Their gray temples and gray capes can be found in every district in Racedis Towers.

Though they act as city watch and cooperate with the governance of Racedis Towers, they are an entirely independent and autonomous group. They also have clerics in temples throughout the city offering spiritual counsel and religious services.

## Bound to the Gray God

The Revenant Host's relationship with the Gray God is complicated. Their oath, "Await the Return", commits paladins of the Revenant Host to discipline, organization, and training, but not to serve the Gray God directly. Though various parties within the Revenant Host may hold strong beliefs either way, it is unknown whether the Gray God will be good, evil, lawful, chaotic... If the Gray God is good, the Revenant Host will serve them. If the Gray God returns to terrorize the city, the Revenant Host will resist and protect.

In the earliest days, the Revenant Host may have simply been the name of the clerics that served or understood the Gray God. They likely knew the Gray God's true name, and their dedication to the Gray God prompted them to build the three towers that would become the foundations of Racedis Towers. It is unknown whether the towers were for worship or defiance of the Gray God, or even which of the thousands of towers in the city are the original three.
Guilds Bridge

The middle bridge across the meeting rivers that pass through the Towers.

The Guild Bridge is a straight line of terrible politics - lots of very complex guild intrigue and hostile capitalism. Guilds will adopt (or seize) a segment of the Guild Bridge and advertise, storefront, and toll there, in exchange for upkeeping that segment. It’s chaotic and bureaucratic, but it helps the guilds keep one another in check. If one goes nuts on fees, the others will toll them into oblivion.
Character Sheets

This page contains links to the sheets used in **Chat Plays Dungeon World: Racedis Arena**.

## Player sheet

you can click here to go to the player sheet it will open a link to google drive.

## NPC's sheet

you can click her to go to the NPC's sheet it will open a link to google drive.

## Moves I sheet

you can click here to go to the Moves I sheet it will open a link to google drive.

## Moves II sheet

you can click her to go to the Moves II sheet it will open a link to google drive.

## Rules sheet

you can click her to go to the Rules sheet it will open a link to google drive.

## Spells sheet

you can click here to go to the Spells sheet it will open a link to google drive.

## Gear sheet

you can click her to go to the Gear sheet it will open a link to google drive.
The Gray God

> "The Gray God will return."
>
>

The Gray God is the oldest known god in the realm of Racedis.

"Known" is a misnomer; very little about the Gray God is actually known. Any record of name, features, attitude, or benevolence are lost to time and the turmoil of Racedis Towers's history. Only one thing is known about the Gray God, told through generations and aeons: The Gray God will return. Will they be good, a blessing on the realm? Will they be a tide of justice, scouring away the greedy and corrupt? Will they be an ancient evil unleashed on the world? Even this is unknown.

There are those in Racedis Towers that don't believe the Gray God is real, or that they are dead. Most believe the Gray God is real, and some are devout in varying ways - serving as they interpret the Gray God wishes.

The Gray God's influence in Racedis Towers is obvious. The Revenant Host are a Paladin Legion bound to the Gray God, and their gray temples and cloaks are ever-present in their service as city watch and standing army of Racedis Towers. Statues in the city, though most are painted, reveal gray granite as the paint wears away. No matter the statue or the original material, the revealed gray granite will never hold paint again. It will always be blank gray granite, and people say that these many still, gray faces are the Gray God revealing themself.
The Bronze Ring

The secret meeting-place for a group of wizards that wish to remain hidden in the city of Racedis Towers, where powerful magic-users are regarded with amazement, and some suspicion.

The group has no name - or if it does, its members forget it because of the Ring itself. The group meets within the ring, wearing masks until they arrive, and once they leave, the enchanted ring will cause them to forget the faces they saw inside and references to the group itself. They may have a name that they use for the group when they are out in the world (such as just "The Bronze Ring"), but most members do not discuss it at all. It is a place where great minds of magic can meet without fear that their power will gain notoriety.

It is very old magic, and its rules are not entirely known even to members. Upon leaving, one remembers the discussions they had and the things they saw, but will be unable to recall any names given, any faces shown, and any identifying information about other members. A member of this secret society might meet another member on a skybridge and never know they share this secret.
THE AFTER

# *created by mrhalfbit*

about discovering and defying the apocalypse.

## **Session Zero: Egypt, Tennessee**

Sidecar and mrhalfbit start with nothing but a fistful of dice and a dream. Quickly, we discover the start of Hudson and Vonn's stories...

*New Year's Eve, 1999...*

*It's been 2 weeks since it... happened... started?*

*We haven't left. We don't know what it's like outside. And the power is getting iffy.*

**On the Table:**

* Harold Hudson, 65 - just "Hudson" to most - is here with grandson Vonn, 22
* The CVS in the mall, where the two of us have been holed up with a few others.
* A need to discover the truth of what happens inside The Temple, the mall's Egyptian-temple-themed arcade.

**Rumors:**

* When you smell "that" in the air, it's time to RUN. - Sander
* Maybe something about toxic rain? - missy\_8130
* There's a bunker somewhere in the mall.

## Episode 1: New Year's Eve, 1999

The CVS is running out of water, and one person is expendable enough for Hudson to send him scouting: Bruce (Angus to his friends). What better way to ensure a rescue if it goes South than to bring Hudson's grandson, Vonn, along for the mission? They move toward The Temple, the arcade that mysteriously draws constant power despite the outages elsewhere. They encounter the dangers of the world outside their CVS safehouse, getting chased into The Temple while Hudson searches the mall for Vonn.

They discover that the gang chasing them through the mall is much younger than they first seemed - a bunch of skate kids calling themselves the Raptors. But before they leave, Vonn discovers an unfinished room behind the arcade wall, where people in the shadows keep the arcade running for an unknown purpose.

**New Questions:**

* Can we get more water for the CVS?
* Who are the other people in this CVS?
* Why does Hudson watch the security cameras?
* Who broke into the Forever 21 next door?
* Who is behind the wall at The Temple?
* How have Sid and the Raptors survived?
Sidecar Stories Wiki

**Welcome to the Sidecar Stories Wiki!**
Very bad channel news, folks. The Youtube channel is gone. But all is not lost! The Sidecar rolls on!

Sam will continue to stream on Twitch, and the Discord is still the best place to get updates, news, and chat with other page-turners! (If you're looking for *the lost videos*, head to Discord for some of the helpful links posted by our friends!)

Social Media Links

Friends of Sidecar

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

>
>
>
> Artifice: The craft of infusing magic into objects and technology - wondrous capabilities and volatile power.
>
>
>
>

### **Haywire Table**

*Some artifice is subject to going Haywire - if an artifact requires calls for a roll on this table, roll a d6 and the GM will apply the result.*

## Wands

*A small switch or stick infused with very specific magical power. A wand can cast one particular spell, though it is subject to the imperfections of artifice. In spite of their volatility, wands are rare and prized because of the power they grant to non-wizards, and because of the challenges associated with creating wands.*

*The volume and purity of the natural power required to create a wand - and the restrictions on wand ownership in many Districts - make wands more popular in the frontier than the Towers.*

**When you use a wand to cast the spell infused in it, roll+ the modifier determined at the wand's creation.**

* On a 10+ the spell casts as intended.
* On a 7-9 roll on the **Haywire Table**.

## Boomstaff

*When a storm or elemental unleashes lightening upon an unsuspecting tree in just the right conditions, the tree will shatter from the strike but make no sound. The shards of wood, imbued with trapped thunder, can be carved into Boomstaves, able to release the force of thunder at will. They are popular in Racedis Towers for use in the chaotic sport of Boomerangtang.*

**When you slam down the end of a Boomstaff, roll+CON.**

* On a 10+ the intended target launches in the intended direction.
* On a 7-9 choose one:
	+ The thunder catches the right target(s).
	+ The blast trajectory is good.

## Minerva's Peering Totem

*A carved wooden staff bearing a stern eye within a cat's-eye crystal. Conjured by the Arena during the Desert Ruins challenge.*

**When you turn the Totem's gaze upon statues, roll+CHA.**

* On a 10+ the statues animate and do your bidding
* On a 7-9 the statues animate, but they do not call you master
Chatbot Commands

These are the commands you'll use in chat to play Chat Plays Dungeon World.

## Calvi - Character Moves

on a 10+, choose 3. on a 7-9, choose2.
A) It doesn’t take a very long time
B) Nothing of value is damaged
C) It doesn’t make an inordinate amount of noise
D) You can fix the thing again without a lot of effort

## Halwyr - Character Moves

 Cast a Spell
A) You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
B) The spell disturbs the fabric of reality as it is cast; take -1 ongoing to cast a spell until the next time you Prepare Spells.
C) After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Playlists

## #FlyingSidecar | Young Adult Fantasy

*A voice actor's venture through stories we all love!*

### Harry Potter

*by JK Rowling*

Harry Potter and the Sorcerer's Stone

Harry Potter and the Prisoner of Azkaban

Harry Potter and the Chamber of Secrets

Harry Potter and the Goblet of Fire

Harry Potter and the Order of the Phoenix

Harry Potter and the Half-Blood Prince

Harry Potter and the Deathly Hallows

### Percy Jackson and the Olypians

*by Rick Riordan*

Percy Jackson and the Olympians: The Lightning Thief

Percy Jackson and the Olympians: The Sea of Monsters

## #VintageSidecar | Classic Literature

*Where we shed some light on classic Lit'!*

The Great Gatsby *by F. Scott Fitzgerald*

Frankenstein *by Mary Shelley*

A Christmas Carol *by Charles Dickens*

The Hobbit *by JRR Tolkien*

## #SideCannons!!! | Tabletop RPGs

*Some of the best stories being told today, with a roll of the dice!*

Chat Plays Dungeon World: Racedis Arena

Kids on Bikes

SideCannons!!! MINIs

THE AFTER | A SidecarStories Fiasco
A Main Character

Friend of the PJ Masks, this miniature inventor is the keeper of HQ and unlocks the heroes’ new superpowers! PJ Robot is small, cute and has his language of mechanical clicks, beeps, and fizzes. PJ Robot can hover above the ground, but additional details of its ability are currently unknown. It is presumed that PJ Robot can fly at high altitudes and speeds because of its wings.PJ Robot can speak, though, his speech sounds intelligible. However, he expresses his emotions by changing the digital face on his head. He is very friendly and energetic. PJ Robot is shaped slightly like an egg and is gray with a red trim design around its body and wings. It has a clear dome for ahead with an aqua-colored digital face and a blue trim lightning bolt design on each side. Painted in the middle of its body are a green lizard's tail, a blue paw print, and red wings.
Racedis Towers

It is, quite literally, the only city in the realm of Racedis. If the story of the Tower of Babel hadn't ended in discord and fracture, this would be the result - all the people of the realm recognize the city as the heart of civilization.

There are small towns and villages elsewhere in the realm, but Racedis Towers is the one city above all.
Patrimonio

patrimonio is one of the rich and influential people in racedis towers and he lives in an impressive palazzio

in his younger years he was a arena fighter and during that time he developed his talent for promoting marketing and business so after a few years and started to focus on that and became the person as we know him today.
The Arena

The Racedis Arena. Racedis Towers is the jewel of the realm, and the Arena is the glow at its heart.

Arena fights are the staple entertainment of the vast majority of Racedis Towers. Fighters exert their might, cunning, and charisma to win glory, honor, and a famed career. It is the largest building in Racedis Towers, supported by dozens of mighty towers to accommodate the tens of thousands of spectators that fill its seats many times a day.

The Arena is staffed by a legion of mages - able to work small, specific works of magic - who admit spectators, enhance the spectacle with lights and effects, and prod the magic of the Arena to conjure the varied battlefields as canvasses for the artistry of the combatants.

The lives and deaths of fighters play out in scenes of great drama for the city to see. They take on roles, rivalries, and sometimes real importance in the hearts of their fans.

## The Anatomy of the Arena

### The Veil

"The Veil" encompasses the grand gates admitting excited cityfolk; the tiered rings of seats holding gasping spectators; and the namesake of The Veil - the enormous sails, called "velarium", stretched over the eager crowd. The velarium, rigged by as many as a thousand Arena mages (many with backgrounds as sailors) keep the elements from interrupting the action below.

No matter what form the sands take for the battle, it never impedes the view from the Veil.

### The Face

"The Face" of the Arena: the stretch of ever-changing sand encircled by The Veil. The battlefield. This stretch of sand has seen thousands of skirmishes and challenges, making and breaking careers, and fostering both bitter rivalries and lifelong alliances.

The sands of the Arena's Face stir with some of the most powerful latent enchantments of anything touched by the ancient magic lost in Racedis's history. It will often transform - becoming grassy rolling hills, stormtossed waves, even mountaintops crested by blizzards - to dramatically stage the struggles of the Champions. The transformed sand is indistinguishable from that which it imitates. Fighters walking the hills may cut the grass as they skirmish; anyone trapped beneath the simulated waves may soon drown; prolonged exposure to the conjured blizzard will leave a Champion with frostbite.

The only time the sands of the Arena drop the facade is upon the death of a combatant. The sand will briefly reappear beneath the body of the fallen fighter to draw them back beneath the Face. Anyone dispatched in such a manner will emerge, at sundown, into the Guts of the Arena - weak, pained, but alive.

### The Guts

"The Guts" are the twisting catacombs underneath the Arena. Steeped in magic, they are challenging to navigate and impossible to plot.

Endless, forgotten tunnels contain store rooms, training chambers, lockers, and armories. They also contain ascension points, where fighters step into showers of falling sand that will draw them up into the Arena face. While seasoned Champions may become accustomed to the environment, it is every aspiring fighter's deepest wish to lay eyes on the infamous Guts of the Arena.
The Arena Guts

The Arena Guts is a large network of tunnels that run beneath the The Arena
the corridors differ in size and have stone walls and the ceiling is partly sand. and some spaces are used as storage or as dressing rooms etc. The corridors are similar to a maze some fighters even say the corridors change from time to time.

When you **navigate the labrynth under the Arena,** roll+WIS.

- On a 10+ you find what you're looking for.

- On a 7-9 you're close but you get caught up in Arena drama.

- On a 6- you need help to get where you're going: you owe someone a favor.
Season Storms

In the Realm of Racedis, time passes differently. The idea of a "year" - a recurring cycle of seasons - is entirely unknown. Rather, seasons pass through territories like massive storms, tumbling around the landscape and one another like sand in a bowl.

## Passing Time

These storms truly are seasons: they are storms that bring with them the passage of time. People of Racedis mark their age by seasons, and a person you'd call 10 years old would be said to have "seen 40 seasons". Generally, this passes without notice, but there are some oddities that emerge in narrow cases. An area that has endured many season storms passing through will see its people and places aging more quickly. Likewise, season storms have been known to get stuck on very rare occasions, causing everything that stays within to experience a nearly imperceptible stasis of time; in such a place, life may appear normal, but nothing ages or decays, and things have a strange way of staying just the same.