OpenLLM-France/wikimedia huggingface dataset:
# Canadian History/Nunavut (1999)
## Nunavut

Leading up to the 1970s, there was some discussion of splitting the Northwest Territories into two separate jurisdictions in order to better reflect the demographic character of the territory. In 1966, a public commission of inquiry on Northwest Territories government reported, recommending against division of the Northwest Territories at the time.
In 1976 as part of the land claims negotiations between the Inuit Tapiriit Kanatami (then called the Inuit Tapirisat of Canada) and the federal government, the division of the Northwest Territories was discussed. On April 14, 1982, a plebiscite on division was held throughout the Northwest Territories with a majority of the residents voting in favour and the federal government gave a conditional agreement seven months later. The land claims agreement was decided in September 1992 and ratified by nearly 85% of the voters in Nunavut in a referendum. On July 9, 1993, the Nunavut Land Claims Agreement Act and the Nunavut Act were passed by the Canadian Parliament, and the transition was completed on April 1, 1999. The creation of Nunavut has been followed by growth in the capital, Iqaluit—a modest increase from 5,200 in 2001 to 6,600 in 2011.
# Canadian History/Bibliography

Websites
   * Jordan Dill's First Nations Site Index
   * Lee Sultzman's First Nations Compact Histories
   * Icelandic Tour Guide
   * Canadian Encyclopedia: Metis
   * Canadian History: Red River Rebellion
   * Quebec History: Red River Rebellion
   * Metis Nation
   * eLibrary: Metis
   * eLibrary: Red River Rebellion
   * Native Languages
   * Louis Riel
   * Canadian Encyclopedia: North-West Rebellion
   * Heritage Centre: Louis Riel flees to the USA
   * Heritage Centre: Louis Riel's Exile
   * Canadian Encyclopedia: Louis Riel
   * Canadian Encyclopedia: Bison
   * CBC: North-West Rebellion
   * Manitoba Historical Society
   * CPR
   * Canadian Encyclopedia: Canadian Pacific Railway
   * Canadiana: The First Five Hundred Treaties
   * Top Ten Myths
   * Lacrosse
   * Royal Canadian Mounted Police
   * Canada Online: Canadian Languages
   * "The Canada You Don't Know
   * Trail Canada: Climate and Weather in Canada
Books
Rewriting History: Louis Riel as a Hero
Horizons: Canada Moves West (Prentice Hall)
Contributors
   * nmontague
   * talons2009
Special Thanks
   * NASA - Supplying quality public domain images of North America for diagrams.
# Canadian History/Confederation
## Canada's Obligation

By the 1860s, Great Britain became really concerned that Canada was more of a shining star than an asset to the Empire. British politicians did not like the expense of providing for the defence of the North American colonies from real or perceived threats from the Americans. The American Civil War only heightened fears in Canada of a potential invasion.
Americans, on the other hand, always seemed to have a group of people willing to go to war with Britain and invade British North America, often in high places (for example, Lincoln's Secretary of State, Seward). Britain's trade with the United States at this time had simply become too valuable to jeopardize by maintaining a colonial system in British North America, so prominent British politicians began the process of pushing Canada "out of the nest," so to speak.
However, the process was not simple. British North America consisted of no less than seven colonies, and the vast territory of Rupert's Land owned and run by Hudson's Bay Company. Uniting this area would prove to be difficult.
--- The following passage is inaccurate -- Confederation was achieved for many reasons. Canada West and Canada East felt that uniting the colonies would help make all of the colonies stronger, more economically stable, and would make the government system more fair. The maritimes, who were having a boom period, were disinclined to join confederation. They wanted to join together the maritime colonies and have a separate country for only them, however, the Americans had just finished the Civil War, and had about as many soldiers as all the colonies that were thinking about confederation did combined, and posed a real threat to the colonies. The maritimes thought about it, and with the help of a conference with John A. Macdonald decided to join confederation. The only maritime colonies that didn't join were Newfoundland and Prince Edward Island, which would join later on. At the Quebec conference, representatives from all the participating colonies came together and constructed the 72 Resolutions which outlined all of the laws that the new country Canada would have.
# Canadian History/Great War Era

Naval controversy
Political: Borden and Conservative gov't (1911-21)
Expansion of Manitoba (1912)and other border squabbles
French-English controversies during war
Separate schools controversy in Ontario (1916)
Canada signs onto League of Nations (signing below Britain, but signing independently)
# Canadian History/Macdonald Era
## The Prairies

Rupert's Land, now called Manitoba and North Dakota, was a 300,000 square kilometer designation. This land was given to Lord Selkirk by the H.B.C. to supply food. However, the Scottish settlers had many conflicts with the Metis. The Metis felt that the settlers were on their land. In order to keep the Métis at bay, the John A. McDonald government decided that Manitoba would be allowed to be a province under specific conditions. Manitoba was founded as a province with the heavy influence of Louis Riel. He proposed Manitoba be created for the Métis, and the government obliged with the Manitoba act in 1870. The Métis were to receive title to all the land they had already farmed and an additional 5,700Km2 so their children could live on the same soil. However, McDonald then laid the foundation for a military expedition to the new founded “province” of Manitoba to control the Métis. This allowed white settlers to displace the Métis who were still waiting for the deeds to their land grants. In the same year, Riel was exiled from Canada and fled to the United States. This left the Métis without a leader. After much abuse and being subject to discrimination, the Métis fled westward into what is now Saskatchewan and Alberta.
The few Métis that stayed in Manitoba, were subject to oppression and deception. the province of Manitoba was settled by Europeans more who relied heavily on the land for their food and meager economy. When Europeans saw the vast areas of fertile land in Manitoba, they were committed to finding a way to get this land for their farms and towns. The process of negotiating the numbered treaties began in 1871 and continued until the eleventh treaty was negotiated in 1921. The Indian Act was passed in 1867. The Indian Act described an official way of trading with the native populous of Canada. Under the conditions of the Indian Act, Europeans were banned from taking land that natives owned and told to plan meetings between the natives and the European settlers if there was any trading or selling to be done. Unfortunately ,the rules set out by the treaties were rarely followed. This left the native peoples in an unfavorable state as they had little choice but to honor treaties as they had no resources to fight the Europeans with.

## References:

* Horizons: Canada Moves West by Prentice Hall, copyright 1999 Pearson Education Canada Inc.
* Facing Sir John A. Macdonald’s Legacy, The Canadian Encyclopedia
# EverQuest/Expansions

There have been several expansions to the original game since release. Expansions are purchased separately and add significant content to the game (for example, new races, classes, continents, quests, and equipment). Additionally, the game is updated regularly through downloadable patches. The EQ expansions to date:
1 The Ruins of Kunark — March 2000
2 The Scars of Velious — December 2000
3 The Shadows of Luclin — December 2001
4 The Planes of Power — October 2002
5 The Legacy of Ykesha — March 2003
6 Lost Dungeons of Norrath — September 2003
7 Gates of Discord — February 2004
8 Omens of War — September 2004
9 Dragons of Norrath — February 2005
10 Depths of Darkhollow — September 13, 2005
11 Prohecy of Ro — February 2006
# EverQuest/Expansions/DoD
## external links

* SOE link: http://everquest.station.sony.com/dod/
* http://samanna.net/gen.info/prog.dod.shtml
* http://samanna.net/gen.info/prog.dodcheck.shtml
* http://everquest.allakhazam.com/forum.html?forum=1;mid=1136491908130485099

## details

Charm Augment / Cartographer Slipgear / Corathus Creep
Dreadspire Keep Access (key) / Treddlehoop / Corathus Creep
Upgrade Dreadspire Key / Coldwind Blackfoot / Nektolous Forest
Spell/Disc Arcs
Lv. 68 Spell/DiscArc / Keliad / Undershore
Lv. 69 Spell/Disc Arc / Brovil Palivineag / Corathus Creep
Lv. 70 Spell/Disc Arc / Jarzarrad the Prophet / Undershore
Depths of Darkhollow Main Quest / an old shiliskin fortune teller / Undershore
SF.1 Complete the Bellfast series
SF.2 Complete the Shadowwalker Dustspirit series
SF.3 Complete the Widdlethorp Gemfinder series
SF.4 Complete the Jazarrad the Prophet series (Lv. 70 spell/disc arc above) SF.5 Complete the Brovil Palivineg series (Lv. 60 spell/disc arc above)
Raid Missions Boss Harrowan | Stoneroot Falls
Brother Dark Water | Stoneroot Falls
# EverQuest/Character classes/Ranger
## WIKI links

* Rangers Uncommon Spells/Tomes

## External Class specific links

* http://eq.crgaming.com/menu/ranger.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
* http://forums.interealms.com/ranger/index.php? - forum, seems to still alive (ish)

## Overview

Rangers are something of a cross between a fighter and a druid. Rangers are the best class at using a bow, and the best magic bows in the game can only be used by a ranger. Rangers also have innate resistance to the elements, getting +4 to both fire and cold resistance. Rangers have tracking ability and also can forage.
Rangers are a useful melee class and are sometimes called on to play the tank. Unable to dish out or take as much damage as a warrior, and limited in your weapon and armor selection, they are still able to hold their own. Due to the fact that as a class they tend to die a lot, Everquest players have a depth of jokes about rangers, often mockingly referred to as ranjas, which focus on their frequent need for resurrections.
* Armor: Chain
* Weapons: Almost any
* Class: Melee/Range

## mostly wanted for

* Track
* Snare
* Pulling (especially outdoor)
* DPS
* fun while grouping ;)
# EverQuest/Character classes/Warrior
## Related articles

* Warriors Uncommon Tomes
* Raiding as a Warrior — Several specific points for the raiding warrior, focused on higher-end raiding, but with some useful information for everyone.

## External Class specific links

* http://eq.crgaming.com/menu/warrior.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
* http://www.thesteelwarrior.org/ - iirc this is THE site for warriors

## Overview

The Warrior. The premiere damage-taker of EverQuest, the warrior specializes in taking damage, and holding the monster's attention long enough for the damage-dealers to kill it.
* Armor: Plate
* Weapons: Almost all (No Hand to Hand)
* Class: Melee

## Mostly wanted for

* Tanking
# EverQuest/Character classes/Wizard
## WIKI links

* Wizards Uncommon Spells

## External Class specific links

* http://www.graffe.com/ - excellent source of infos for Wizards (albeit some is outdated)
* http://eq.crgaming.com/menu/wizard.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.

## Overview

Once you get attacked you are in trouble. But, if you have some nice tank taking the damage up front you can really kick some serious butt. The wizard's forte is doing massive amounts of damage in a short time. Wizards also get the best area of effect spells, though these spells are very difficult to use without drawing a mob onto you. Other magic classes can do more damage over the long run, but wizards can kill something quickly when necessary. Wizards also get teleport spells, which make it very easy to navigate to all corners of the world. One big drawback is that wizards are the most mana reliant class in the game, and unlike the pet classes are virtually useless when they run out of mana. The wizard is not an easy class to play. Because he is all attack and no defense, he must approach a battle warily. But it is really impressive when you take down that monster in one shot that the fighters were battling for five minutes. Wizards can be soloed (quadding, root rotting, kiting), but only if played perfectly, and are not nearly as good at soloing as e.g. magicians or necros.
* Armor: Cloth
* Weapons: Blunt and Daggers
* Class: Magic

## Mostly wanted for

* Burst DPS
* Evac
* Transportation

## manaburn

(takes about 1-2 secs to cast by the way)
manaburn immune mobs
this also goes for the fabled versions :)
* Lady Vox (Permafrost Keep) - http://eqbeastiary.allakhazam.com/search.shtml?id=2620
* Lord Nagafen (Nagafen's Lair aka Solusek B) - http://eqbeastiary.allakhazam.com/search.shtml?id=3283
* Gorenaire (Dreadlands) - http://eqbeastiary.allakhazam.com/search.shtml?id=5034
* Talendor (Skyfire Mountains) - http://eqbeastiary.allakhazam.com/search.shtml?id=5072
* Severilous (Emerald Jungle) - http://eqbeastiary.allakhazam.com/search.shtml?id=5073
* Faydedar (Timorous Deep) - http://eqbeastiary.allakhazam.com/search.shtml?id=4470
* Trakanon (Old Sebilis) - http://eqbeastiary.allakhazam.com/search.shtml?id=4503
* Venril Sathir (Karnors Castle) - http://eqbeastiary.allakhazam.com/search.shtml?id=4588
* Fright (Plane of Fear) - http://eqbeastiary.allakhazam.com/search.shtml?id=732
* Dread (Plane of Fear) - http://eqbeastiary.allakhazam.com/search.shtml?id=733
* Terror (Plane of Fear) - http://eqbeastiary.allakhazam.com/search.shtml?id=734
# EverQuest/Character classes/Rogue
## WIKI links

* Rogues Uncommon Tomes

## External Class specific links

* http://eq.crgaming.com/menu/rogue.aspp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
* http://www.thesafehouse.org/index.php - seems to be an excellent source, constantly updated.

## Overview

Rogues get many unique skills not available to other classes. Really, this is probably the most unique class in the game. In many ways, this is why the class is not really a popular one to play, as many people do not understand how to play, or play with, a rogue. The most useful skill of a rogue is pickpocketing. All of the rogues I have played with have disdained looting monster corpses since they make so much money pick pocketing. Furthermore, since they are limited in their armor selection and have no magic, they don't need to spend a lot on armor and spells. Never ignore the benefits of wealth. Rogues also get the sneak, hide and evade skills which make them very good scouts and give them the ability to escape from battles where others would die. Rogues are also more resistant to poison than other classes, gaining +8 to poison resistance. They can make poison and poison their weapons to do extra damage in combat. They also get back stab, which is a great skill to have when grouping. Let the fighter start in on the creature, get behind it and stab it hard and fast. With their superior speed, backstabbing, poisoned weapons and dual wielding, rogues can often outdamage a warrior in a battle. They just have less of an ability to take damage. They can be soloed, but only with a lot of difficulty, and are generally much more effective in a group, even at lower levels. Unfortunately, many people don't know how to handle a rogue in a group, so it is often tough to find a group willing to take you in. This is a tricky class to play since it doesn't fit easily into any mold, but can be one of the more interesting and enjoyable classes.
* Armor: Chain
* Weapons: Piercing, Slashing and some Blunt
* Class: Melee

## mostly wanted for

* DPS
* Scouting / corpse dragging
* Pick Locks
# EverQuest/Character classes/Shadowknight
## WIKI links

* Shadowknights Uncommon Spells and Tomes

## External Class specific links

* http://eq.crgaming.com/menu/shadowknight.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
* http://www.evilgamer.net/forums/index.php - Boards, iirc Quality quite good.

## Overview

This is a very difficult class to play. Shadowknights are supposed to be the opposite of Paladins. They are basically a combination of a necromancer and a warrior, leaning more towards the warrior aspects. Because of the necromancer elements, they are actually a little easier to solo than other tank classes, getting some dot spells and a pet to help them out. Yet in many ways, they are also weaker. This class really comes into its own at the higher levels, but can be very difficult to get to that point. As with the necromancer, shadowknights are hated by most good NPC's, and find it difficult to find places to buy and sell things. It is also difficult to travel, as many NPC's will kill you on sight. However, this is part of the challenge of playing an evil class, and an element that many people enjoy. This is probably one of the least played classes in the game, so it can sometimes be difficult to find a group that knows how to use your skills. Nevertheless, if you have the patience to milk it through the lower levels and are willing to be hated by just about everything in Norrath, you may enjoy playing this class.
* Armor: Plate
* Weapons: Almost any
* Class: Melee

## Mostly wanted for

* Tank/Offtank
* Pulling
* Snare
# EverQuest/Character classes/Shaman
## WIKI links

* Shamans Uncommon Spells

## External Class specific links

* http://crucible.samanna.net/ - The main Shaman community board, with message boards and numerous reference pages.
* http://eq.crgaming.com/menu/shaman.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
* http://forums.interealms.com/shaman/ - forum, seems dead ish (last post was 2 months ago or so)

## Overview

A Shaman is the tribal Priest of the more primitive races of Norrath, responsible both for healing his people and for communicating with the spirits of their ancestors. Members of the Barbarian, Troll, Ogre, Iksar, Vah Shir and Froglok races have often felt the call to become Shaman.
Shaman are usually called upon to fill many roles. As Priests, Shaman have the ability to heal their comrades, though their heals are not as powerful as those of Clerics and Druids. Shaman spells can enhance the physical characteristics of their allies and can increase both the speed and potency of physical attacks. Shaman are especially adept at curing their comrades, having access to the most potent cures and even being able to sometimes remove detrimental spells that others cannot. Some of the most powerful monsters are virtually impossible to defeat without Shaman to keep their allies cured.
Shaman also have a wide range of attack spells at their disposal. They have spells that can curse, poison or disease their opponents for varying lengths of time. Shaman also have some of the most powerful spells for reducing an opponent's defenses, being able to lower their enemies' resistance to both magical and physical attacks, weaken their opponents and greatly slow the rate of their attacks.
As a Shaman progresses, he gains access to a series of spells and abilities that allow him to convert his own life force into the energy he uses to fuel his spells. With a bit of effort, a high level Shaman can recover his power faster than any other spellcaster, even if he is lacking the spells boosting magical recovery that many other casters are rarely willing to venture forth without.
Finally, Shaman have the unique ability to create powerful potions. These potions can provide a wide variety of benefits to those that consume them. Shaman-created potions can heal or cure, they can provide a shield that damages any creature unwise enough to attack and some of the most powerful potions can even transport those that drink them to distant lands in the blink of an eye.
* Armor: Chain
* Weapons: Blunt and Spears
* Class: Magic

## Mostly wanted for

* Slows
* Buffs
* Heals
* DPS
# Feng Shui/Setting Up A Geomantic Chart/Earth Base

Feng Shui | Flying Star | Geomantic Chart | Facing Palace | Facing Stars | Mountain Stars | Earth Base | 24 Mountains | Aquarium | Substitute Star | Xuan Kong Da Gua | Bazi & YiChing | Compass Location | 64 Hexagrams | River Map | 10-Combo | 1-Gua
The first number for the Earth Base is the Period number for that year, and always occupies the Central Palace. All other numbers for the Earth Base are always entered in the Yang Direction in a Geomantic Chart in the following sequence:
* [Row 3, Column 3]
* [Row 2, Column 3]
* [Row 3, Column 1]
* [Row 1, Column 2]
* [Row 3, Column 2]
* [Row 1, Column 3]
* [Row 2, Column 1]
* [Row 1, Column 1]
| [Row 1, Column 1] | [Row 1, Column 2] | [Row 1, Column 3] |
| [Row 2, Column 1] | [Period Number] | [Row 2, Column 3] |
| [Row 3, Column 1] | [Row 3, Column 2] | [Row 3, Column 3] |
Notes:
* The first Palace to be filled in is [Period Number], followed by [Row 3, Column 3], ... , and finally [Row 1, Column 1].
* The numbers will be filled in in increasing order. In other words, if a number is n, then the next number will be n+1, except when n=9. If n=9, then the next number will be 1, followed by 2, 3,... that is:
| 8 | 4 | 6 |
| 7 | 9 | 2 |
| 3 | 5 | 1 |
* [Row 2, Column 2] = 9
* [Row 3, Column 3] = 1
* [Row 2, Column 3] = 2
* [Row 3, Column 1] = 3
* [Row 1, Column 2] = 4
* [Row 3, Column 2] = 5
* [Row 1, Column 3] = 6
* [Row 2, Column 1] = 7
* [Row 1, Column 1] = 8
# Feng Shui/Setting Up A Geomantic Chart

Feng Shui | Flying Star | Geomantic Chart | Facing Palace | Facing Stars | Mountain Stars | Earth Base | 24 Mountains | Aquarium | Substitute Star | Xuan Kong Da Gua | Bazi & YiChing | Compass Location | 64 Hexagrams | River Map | 10-Combo | 1-Gua
The steps in setting up a geomantic chart are:
* Find the Year And Cycle a dwelling was built
* Set up the Earth Base of the geomantic chart
* Fill in the Mountain Stars of the chart
* Fill in the Facing Stars of the chart
* Orient the chart and identify the Facing Palace
# Flora of New York/vn2

Flora of New York/vn2/doc
# Flora of New York/var2

Flora of New York/var2/doc
# Flora of New York/vn1

Flora of New York/vn1/doc
# Flora of New York/taxon

|- style="background-color:#dddddd"
|nowrap="true" style="line-height:13px"|
|nowrap="true" style="font-size:11px;line-height:13px"| | nowrap="true" style="font-size:11px;line-height:13px"| | align=center nowrap="true"|
| align=left style="font-size:10px;line-height:12px"|
| nowrap="true" style="font-size:10px;line-height:12px"| [[Commons:Category:{{{species}}}|Images]] [[species:{{{species}}}|Wikispecies]]
# Flora of New York/var1/doc

Flora of New York/var1/var1
# Flora of New York/usda-fam

USDA Natural Resources Conservation Service (NRCS) PLANTS Database (2013).
# Final Fantasy/Luck

Luck is an attribute that comes into play when no other statistic applies. The most important function of Luck is the ability to run away from a difficult fight; it is no surprise that the Thief has exceptionally high Luck scores. Often, the Thief is included in a party simply for his ability to escape to safety.
Being able to run away from battles is extremely useful in the game's final challenge, the marathon Temple of Fiends.
# Final Fantasy/Shields

Shields are large metal sheets worn on the left hand of a warrior. The shield is used to fend off enemy attacks. Many warriors owe their lives to their shields, as the shield takes many hits that otherwise could kill the hero using it. An adventurer may carry one shield.

## Shields

* Iron Shield
* Wooden Shield (Leather Shield)

## Knight Shields

In Final Fantasy Origins, Shield is also the name of the spell Fog.