OpenLLM-France/wikimedia huggingface dataset:
# Chinese (Mandarin)/Lesson 9

| Lessons: | Pron. - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - 13 - 14 - 15 - 16 | Search inside this book using Google |
| Subpages: | Examples - Exercises - Stroke Order | Search inside this book using Google |

# Lesson 9: 請問火車站在哪裡？
## Dialogues
### Dialogue 1

* Traditional Chinese
* （濃濃開車中，碰到路人妙妙）
* 濃濃：不好意思，請問火車站在哪裡？
* 妙妙：往前開，遇到紅綠燈右轉，它就在你的左手邊。
* 濃濃：這樣大約要花多久時間呢？
* 妙妙：大概要花十分鐘。
* 濃濃：所以是往前開，紅綠燈右轉，車站在我的左邊，大概十分鐘囉？
* 妙妙：是這樣沒錯。
* 濃濃：非常感謝你。
* Simplified Chinese
* （浓浓开车中，碰到路人妙妙）
* 浓浓：不好意思，请问火车站在哪里？
* 妙妙：往前开，遇到红绿灯右转，它就在你的左手边。
* 浓浓：这样大约要花多久时间呢？
* 妙妙：大概要花十分钟。
* 浓浓：所以是往前开，红绿灯右转，车站在我的左边，大概十分钟​​啰？
* 妙妙：是这样没错。
* 浓浓：非常感谢你。
* Pinyin
* (Nóng Nóng: kāichē zhōng, pèngdào lùrén Miào Miào)
* Nóng Nóng: bùhǎoyìsi, qǐngwèn huǒchēzhàn zài nǎlǐ?
* Miào Miào: wǎngqián kāi yùdào hónglǜdēng yòuzhuǎn tā jiù zài nǐde zuǒshǒu bian.
* Nóng Nóng: zhèyàng dàyuē yào huā duōjiǔ shíjiān ne?
* Miào Miào: dàgài yào huā shífēn zhōng.
* Nóng Nóng: suǒyǐ shì wǎngqián kāi, hónglǜdēng yòuzhuǎn, chēzhàn zài wǒde zuǒbian, dàgài shífēn zhōng luo?
* Miào Miào: shì zhèyàng méicuò.
* Nóng Nóng: fēicháng gǎnxiè nǐ.

### Vocabulary

| Traditional | Simplified | Pinyin | English |
| 不好意思 | 不好意思 | bùhǎo yìsi | phrase - excuse me / sorry / to feel embarrassed |
| 請 | 请 | qǐng | verb - please, may (always an honorifics) |
| 請問 | 请问 | qǐng wèn | phrase - may I ask... |
| 車 | 车 | chē | noun - a vehicle, usually a car. |
| 火車 | 火车 | huǒ chē | noun - train |
| 火車站 | 火车站 | huǒchē zhàn | noun - train station |
| 開車 | 开车 | kāi chē | phrase - to drive a car |
| 碰到/遇見 | 碰到/遇见 | pèngdào/yùjiàn | verb - encounter |
| 路人 | 路人 | lùrén | noun - passerby |
| 往前 | 往前 | wǎng qián | - to move forwards |
| 燈 | 灯 | dēng | noun - light, lamp, a device for giving light |
| 紅綠燈/信號燈 | 红绿灯/信號燈 | hónglǜdēng/xìnhàodēng | noun - traffic light |

### Translation

(Nong Nong ran into a walker, Miao Miao, while driving)
Nong Nong: Excuse me, may I ask you where the train station is?
Miao Miao: Drive forward, turn right at the traffic light and it will be on your left.
Nong Nong: How long will it takes?
Miao Miao: About ten minutes.
Nong Nong: So drive forward, turn right at the traffic light, the station will be on my left, about ten minutes?
Miao Miao: That's right, very correct.
Nong Nong: Thank you very much.

## Grammar
### ……在哪里？ / ……在哪裡？

The sentence means "where is ...?". In Chinese, we can use this phrase to ask something's location.
If we get to characters, the sentence would be like "... is where?", which is just like “……是什么”(literally ... is what) and “……是谁”(literally ... is who).
In spoken Chinese, it's also possible to attach an -r sound to the character "哪", therefore it changes to “……在哪儿？”
# Chinese (Mandarin)/Pinyin Pronunciation/Exercises

| Lessons: | Pron. - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - 13 - 14 - 15 - 16 | Search inside this book using Google |
| Subpages: | Examples - Exercises - Stroke Order | Search inside this book using Google |

## Exercises

Some exercises to help you with this process:
* Syllable
* bō
* ní
* xiǎo
* lái
* yào
* wān
* de
* é
* ān
* sī
* zhì
* yuán
* yì
* zhāng
* shǎng
* nǚ
* lǜ
* fú
* qǔ
Here are the answers:
| Syllable | Initial | Rhyme | Tone |
| bō | b | o | ˉ |
| ní | n | i | ˊ |
| xiǎo | x | iao | ˇ |
| lái | l | ai | ˊ |
| yào | | iao | ˋ |
| wān | | uan | ˉ |
| de | d | e | |
| é | | e | ˊ |
| ān | | an | ˉ |
| sī | s | | ˉ |
| zhì | zh | | ˋ |
| yuán | | üan | ˊ |
| yì | | i | ˋ |
| zhāng | zh | ang | ˉ |
| shǎng | sh | ang | ˇ |
| nǚ | n | ü | ˇ |
| lǜ | l | ü | ˋ |
| fú | f | u | ˊ |
| qǔ | q | ü | ˇ |
| Lessons: | Pron. - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - 13 - 14 - 15 - 16 | Search inside this book using Google |
| Subpages: | Examples - Exercises - Stroke Order | Search inside this book using Google |
# Chinese (Mandarin)/Pinyin Pronunciation/Stroke Order

Stroke order is
1) Left to right 2) Top then down
# Diplomacy/Books

Richard Sharp (1978). The Game of Diplomacy. ISBN 0213166763.
# Diplomacy/End Game Strategies
## Tactics

In later stages of the game, tactics will become increasingly important, and diplomacy increasingly unimportant. In the early game, players often have to cooperate in order to get anywhere, but in the late game, one or more players will be so powerful that they can handle wars against their neighbours without any outside help.

## Grand Alliance

The Grand Alliance is a coalition formed to stop a power from achieving a solo victory. This will occur once one power has around fourteen or fifteen supply centers. Minor powers, left with one or two supply centers, will bandwagon with whoever is the second strongest power to exterminate the strongest to survive and rank 3rd or 4th.
# Diplomacy

This book is a guide to the game of Diplomacy, a turn-based, strategy wargame played by seven people, each taking the role of a Great Power in Europe during the World War I era.

## Contents

* Basics
** Introduction
** Rules
** Geography
* Countries
** Austria
** England
** France
** Germany
** Italy
** Russia
** Turkey
* Strategies
** Opening Principles
** Middle Game Strategies
** End Game Strategies
** Alliances
** Stabs
** Negotiation
** General Tactics
** Sample Games
* Variants
** Variants
* References
** Links
** Books
** Software
# Diplomacy/Alliances by country

Jump to navigation Jump to search

## Austria

* Anschluss (A+G)
* The Lepanto (A+I)
* The Austronaught/Peppermint (A+R)
* Central Triple, Triple Alliance, Central Powers, Axis (A+G+I)
* Austria/Turkey (A+T)
* The Wall or Dagger (A+E+T)
* The Scissors (A+F+T)
* The AIRhead (A+I+R)
* The Mediterranean Axis (A+I+T)
* The Eastern Triple or the RAT Pact (A+R+T)
* Three Emperors Alliance (A+G+R)
* Unholy Alliance (A+E+T)
# City Of Heroes/Archetypes/PowerPools/Leaping

Jump Kick - An attack that knocks fliers to the ground.
Combat Jumping - Enhances jumping ability, and buffs defense.
Super Jump - A good travel power with high speed and good altitude. A sensible middle ground between Super Speed and Flying.
Acrobatics - Effectively prevents knockback from having any effect.
# City Of Heroes/Archetypes/PowerPools/Speed

Flurry
Hasten
Speed
Whirlwind
# City Of Heroes/Archetypes/PowerPools/Teleportation

Recall Friend
Teleport Foe
Teleport
Team Teleport
# City Of Heroes/Archetypes/PowerPools/Leadership

Defense
Tactics
Assault
Vengeance
# City Of Heroes/Badges

This page is devoted to guides on badges and accolades, and how to get them. To add your own guide, click on edit next to the section that you would like to add to, then, at the bottom of the list of existing guides, add Click on Save page and then click on the link that you created to create your page. If your guide does not fit into any category that exists, add to the bottom of the page or the last existing section, and put your guide in there.

## Badge Requirements

Exploration
Defeat
Acheivement
Accomplishment
History
Accolade

## Links

Badge-Hunter.com (Complete Badge Tracking and Information):
    http://www.badge-hunter.com
"Badges" Page on COH Secrets:
    http://www.coh-secrets.com/article.php3?id_article=9
# City Of Heroes/Badges/Exploration

Badges are separated into the zones in which they're found.

### Atlas Park

* Freedom
Location: On top of city hall, right next to the flag. You will need super jump, hover, flight, or similar travel power to get it.
Coordinates: 124.3 121.8 -641.1
* Hero Corps Insider
Location: Talk to Henry Peter Wong, to the west of City Hall, towards the tram.
Coordinates: 283.2 16.2 -889.9
* Patriot
Location: Inside of City Hall, to the left of the Super Group registration desk.
Coordinates: (Inside of building at: 128.6, 43.9, -601.5), 159.5 -767.7 -672.9
* Silent Sentinel
Location: ~200 yards NE of Chiron Medical Center. Badge is on a building ledge at tram level.
Coordinates: -609.5, 70.0, -1889.7
* Top Dog
Location: On top of the Atlas Globe. You will need a travel power to reach it.
Coordinates: 133.5, 314.0, -341.2
* Undefeated
Location: Just east of the Steel Canyon entrance, on the "Earth is for Humans!" billboard.
Coordinates: 632.9, 84.9, 2322.8
# City Of Heroes/Archetypes/PowerPools/Medicine

Heal Other
Stimulant
Heal Self
Resuscitate
# City Of Heroes/Archetypes/PowerPools/Presence

Provoke
Provoke Group
Fear
Group Fear
# Blender 3D: Noob to Pro/Sequencer
## What is the sequencer?

When I first began using blender, I assumed it was basically a 3D modeling and animation program, but what I didn't know is that it also included a fairly powerful non-linear video editor. With the sequencer you can take your rendered animations and splice them together, chop them apart, add pretty effects, and do all sorts of fun things that most people would go perform in a completely different application... But we're using Blender, so forget about those other programs.

## Why use the sequencer?

The sequencer adds a lot of flexibility to your rendering process, using the sequencer you can basically render the same animation as many times as you'd like from different camera angles, and then load the animations back into the Sequence editor and cut 'n' splice them as you desire. You can achieve some nice effects such as blurring that would probably be less efficient if performed during rendering, also an important feature is the ability to add sound clips to your animations. The sequencer also allows you to layer multiple Blender Scenes, which can lead to some very interesting results.
# Blender 3D: Noob to Pro/Simple Vehicle

| previous module: "Light a Silver Goblet" | • Table of Contents • Glossary | next module: "Simple Vehicle: Wheel tutorial 1" |
The idea of this tutorial is to learn to face a complex project. A vehicle is a nice object to use to test yourself and find new problems.
First, we must understand that a project does not reproduce the real world; a project shows an idea or thought and will result in a final image or video. Whatever does not appear in the final result is unnecessary to include in the model.
What vehicle should we make? Let's go with the classic jeep. This will allow for a lot of doodads.
Let's decide what objects of the jeep model will need to be made - body, wheels, seats, and a rocket launcher for good measure. Objects we can ignore include the engine, which remains hidden under the hood. There are many additional objects you can make such as a steering wheel to customize your jeep.
| previous module: "Light a Silver Goblet" | • Table of Contents • Glossary | next module: "Simple Vehicle: Wheel tutorial 1" |
# Blender 3D: Noob to Pro/Simple Vehicle: Alternative Shooting Machine
## NOTE - Under Development.

This is a forthcoming tutorial module for the Noob to Pro/Simple Vehicle series. All development work is being performed in my Sandbox. Just in case somebody finds this, the page you're viewing was created by adding a link in the N2P ToC directly following Rocket Launcher & Publishing and then subsequently deleting the link & Publishing.
The result was checked to ensure the ToC was "reverted" properly (it was) and both of the following links on either side of the add/del tested to validate they functioned properly (they did):
* Simple Vehicle: Rocket Launcher
→→This Page←←
* Simple Vehicle: Body
Two specific items were being researched:
* Could a new Noob to Pro page be created using the “broken link” approach and still remain available for development (i.e. I can reach it with a bookmark) but be “invisible” (not reachable via the ToC) until development/testing is completed; preliminary results indicate a positive outcome
* Can Source Code copy&paste be used to transfer Sandbox content if a move for some reason is a problem now that I’ve added content to this page; again preliminary results indicate a positive outcome

### TESTING

This tutorial can be followed as either a follow up to or a replacement of the Rocket Launcher (the same techniques are addressed), depending on your personal predilections. Both cases are covered.
A fantasy simple Big Game Camera (appropriate for a Simple Vehicle) for use on a photo safari will be created; a render of the completed product is provided (Fig. 01). It is primarily based on cylinders and is comprised of five components:
* Lens Casing
* Camera (very simple, apologies to the “photophiles”)
* Stability Brackets (2)
* Stability Braces (2)
* Ball Joint/Swivel Mount (from the Rocket Launcher)

## Test open in new window

NO Joy

## Arch-Bak for V1 brackets

* F 23: reusing LCSelect the lens casing, switch to Right Ortho view and enter Edit Tab mode ensuring “Limit Selection to Visible” is toggled off (ILI)
* Select the 8 faces directly in front of the handle stem; the easiest way is using Border Select B
* Duplicate Shift + D and move to clear area (Fig. 23) Separate selection P and exit Edit mode Tab .
Now click on the Materials context in the Properties window.

#### Layer Lost & Found

Having trouble remembering which layer contains what?
While in Object mode click on the Layers tab of the Tool Shelf to view/use the Layer Management capability. Layer Management enables the naming of visibility layers and facilitates management of visibility; quite handy. (This is an Add-on in Blender; if you don’t see a Layers tab go to the Add-ons section of User Preferences and look for “3D View: Layer Management”. If you’re not finding this Add-on mostly likely you’re using an older Blender version.)
# Blender 3D: Noob to Pro/Sequencer Intro

Next Page: Getting Started

## What is the sequencer?

When most people first begin using blender, they assume it's basically a 3D modeling and animation program, but what they often don't know is that it also includes a fairly powerful non-linear video editor. With the sequencer you can take your rendered animations and splice them together, chop them apart, add pretty effects, and do all sorts of fun things that most people would go perform in a completely different application... But we're using Blender, so forget about those other programs.

## Why use the sequencer?

The sequencer adds a lot of flexibility to your rendering process, using the sequencer you can basically render the same animation as many times as you'd like from different camera angles, and then load the animations back into the Sequence editor and cut 'n' splice them as you desire. You can achieve some nice effects such as blurring that would probably be less efficient if performed during rendering, also an important feature is the ability to add sound clips to your animations. Another feature is the ability to render out sequences in the same renderfarm that you might have set up for rendering the animations.

## Prerequisites

The reason this section is near the end of the wikibook, is probably because in order to get any real use out of the Sequencer you'll probably already want to know how to do basic animation and modeling in blender, if you feel fairly comfortable with those subjects, then let's get started on the next page!
Next Page: Getting Started
# Chess Opening Theory/1. d4/1...g5/2. Bxg5/2...f6
## 2. f6?

f6 seems like a relatively decent, if strange move by Black at first, kicking out the bishop and preparing for an advance to e5. However, this move weakens the king, as well as blocks development of the knight and the queen to f6. This can be abused by White with the move e4!, which makes the bishop poisoned, takes control of the center, and threatens to attack with the queen.
White always goes Qh5 after a few moves to either checkmate the king or force it to move away. This is not a good situation for Black to be in at all, with little development chances, being attacked, and a weak kingside.
There is a trap which comes after 3.e4! by white, and if Black greedily captures the Bg5, White plays 4. Qh5# and Black gets checkmated in four moves.

## Theory Table

| 3 | 4 | 5 | Evalutation |
| e4! fxg5?? | Qh5# | | 1-0 |
| ... h6?? | Qh5# | | 1-0 |
| ... d6 | Qh5+ Kd7 | Be3 Nc6 | +/- |
# Dutch
### 2...Nf6
## Theory Table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1.d4 f5 2.g3 Nf6
| | 3 | 4 |
| Dutch | Bg2 g6 | |
| Dutch | Nf3 g6 | |
When contributing to this Wikibook, please follow the Conventions for organization.
# Queen's Pawn: Modern
### 2. c4

Playing the standard Queen's pawn formation controlling the center.
Black's options are still many, but likely to be a King's Indian or Grunfeld Defence, but possible is a transposition into the Dutch Defense.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. d4 g6 2. c4
| 2 | 3 |
| c4 Nf6 | = |
| c4 Bg7 | = |
| c4 d6 | = |
| c4 f5 | += |
When contributing to this Wikibook, please follow the Conventions for organization.

## External links

* 365Chess. 1.d4 g6 2. c4
* chessgames. 1.d4 g6 2. c4
# Dutch Leningrad
### 2...g6
## Theory Table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1.d4 f5 2.g3 g6
| 3 | 4 |
| Bg2 | |
| Nf3 | |
When contributing to this Wikibook, please follow the Conventions for organization.
# Queen's Pawn Opening: Modern Defence
### 1...g6

The Modern Defence is a solid, if not offbeat, response to White's 1. d4. Black gives up the centre in exchange for slower development on the kingside. White's most common reply is 2. e4, and Black usually responds with 3...Bg7 attacking the pawn and aiming at the d4-square.
White's options are many. Here are the 2 most popular:
* 2. e4 - Pirc (Robatsch) or Modern transposition
* 2. c4 - Heading for various queen's pawn games (e.g. KID, OID, QGD)

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. d4 g6
| | 2 | 3 | 4 | 5 |
| Pirc Defence | e4 ... | See | 1. e4 | g6 | 2. d4 | = |
| | c4 Bg7 | Nc3 d6 | Nf3 Nd7 | g3 e5 | Bg2 Ne7 | = |
| Beefeater defence | ... ... | ... c5 | d5 Bxc3+ | bxc3 f5 | | = |
| Queen's Pawn Modern | Nf3 | | | | | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.

## External links

* 365Chess. 1.d4. g6
* chessgames. 1.d4 g6
# 1... g5??: Borg Gambit
### First Impressions

1... g5, the Borg Gambit is a rather rare and unsound response to 1. d5. This move is generally considered inferior to 1... d5 or 1... Nf6 by most masters as Black is giving up a pawn, weakening the kingside defense, and promoting White's development of the queen's side bishop in exchange for developing the king's side bishop in a fianchetto.

### Ideas/Responses for White

A controlling move that White can do is 2. e4, taking space in the center and opening up the king's bishop and queen, allowing for rather fast development. The question that White poses on Black is if to continue with the hypermodern idea with 2... Bg7 or try to fight back in the center with 2... d5.
Another move White can do is just take the pawn with 2. Bxg5, allowing for development as well as capturing a pawn. Black may play 2. f6? to kick White's bishop away and gain a tempo, but this can be countered with 3. e4!, making the bishop poisoned by a checkmate with 4. Qh5# if Black greedily takes the bishop with 3...fxg5??.

### Ideas/Responses for Black
#### Center Attack

If White takes the g5 pawn, then there are two main ideas for Black to pursue. Black could go take space in the center with 2...f6 trying to gain tempo and eventually break into the center with 3.e4, also actually kicking the bishop out as the Qg5 checkmate isn't instantaneous now. However, this leads to a devastating attack against Black with Qg5 forcing the king into the open, where White can develop and attack the weak king with Nf6, Bc4, and dxe5.

#### Fianchetto

Another idea is to fianchetto the bishop if White does not take and to play a pseudo-King's Indian Defense with d6, Nf6, and other hypermodern moves.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. d4 g5
| 2 | 3 | 4 |
| Bxg5 f6 | e4 e5 | Qh5+ Ke7 | ± |
| ... Bg7 | e4 d6 | | ⩲ |
| e4 Bg7 | | | ⩲ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* ↑ "Queen's Pawn Opening: Borg Gambit - Chess Openings". Chess.com. Retrieved 2024-01-24.
# Dungeons & Dragons/Monsters/Bloodhulk

In the Dungeons & Dragons fantasy role-playing game, the bloodhulk is an undead being. They were originally evil, fanatical, shamanistic humans or similar creatures whom others had come to worship as a god, and had too many sacrifices made to them. When they die, the gallons of blood from those sacrificed to them begins to run in their veins, and they arise as oozing, hulking, misshapen abominations.

## Publication history

The bloodhulk crusher, bloodhulk fighter, and bloodhulk giant appeared in the Monster Manual IV (2006).

## Physical description

Bloodhulks resemble, albeit very vaguely, humans. So full of blood has their muscles, skin, sinew and such become, however, that they look nothing short of mutated, and their identity is completely lost. Their veins bulge through their thick, red, rippling skin, struggling to pump blood to their gargantuan upper masses. Their heads are incredibly disproportionate to the rest of their body, being shriveled and wizened and tiny at the top of their massive torsos.

## Society

Most Bloodhulks cannot speak. The few that can speak Undercommon.
They are neutral evil in alignment.

## References

* ↑ Kestrel, Gwendolyn F.M. Monster Manual IV (Wizards of the Coast, 2006)
# Dungeons & Dragons/Monsters/Bogun

In the Dungeons & Dragons fantasy roleplaying game, the bogun is a type of fictional monster for player characters to encounter.

## Description

Boguns are small nature servants created by druids. Like a homunculus, it is a direct extension of its creator. It resembles a vaguely humanoid mound of compost.

## Publication history

The bogun has appeared in the following publications:
* In the third edition in Masters of the Wild (2002).
* In Monster Manual II (2002)
* In Complete Divine (2004).

## References

* ↑ Monster Manual II v 3.0, page 34-35
# Dungeons & Dragons/Monsters/Brain in a jar

Brain in a jar is an element of the Dungeons & Dragons fantasy role-playing game. In addition to being undead, it is, simply put, a brain in a jar of preservative fluid. The concept may have been influenced strongly by such sci-fi and horror as They Saved Hitler's Brain and Doctor Who: The Brain of Morbius. It is a live brain in a grimy jar filled with preservation fluid with powerful psionic abilities.

## Publication history

The brain in a jar was introduced in the third edition in Libris Mortis (2004), a D&D supplement book that dealt specifically with undead.
The brain in a jar appears in fourth edition in Open Grave (2009).

## Society/History

The brain in a jar is a masterpiece of preservation – but where alchemical preservatives leave off, necromancy picks up. An animated brain in a jar is, in truth, an undead creature. Additionally, a brain in a jar possesses potent mental powers (psionics).
Merely removing the brain of a zombie or some other undead creature and storing it in alchemical preservatives is not enough to create an undead brain with psionic ability. The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.
The creation of a brain in a jar is difficult and fraught with danger, because once its mental powers are fully developed, this undead creature is adept at controlling the thoughts and minds of other creatures, especially living creatures. It is not unknown for a brain in a jar to take control over the necromancer who created it.
A brain in a jar is usually neutral evil in alignment.

## Combat

The brain in a jar uses mainly psionic abilities to do what its lack of moving parts would otherwise prevent: move itself, manipulate objects and the environment, and ward off attackers. Its main attack is mind thrust, an assault upon the mind of another creature. In addition to this, it can also drive mad anyone who magically or psionically detects it, and it can control and rebuke other undead.

## References

* ↑ Collins, Andy and Bruce R Cordell. (Wizards of the Coast, 2004)