recursal/Fanatic-Fandom huggingface dataset:
Session 1 Recap

Introduced to the world of Valoria. More specifically Torand and its Major cities.

The story began with a Yuan Ti Warlock named Zael who sailed in from a distant land. He came to the city during the land’s great Festival of Curiosities. An event taking place every 10 years to show off great inventions and wonders. He was then brought to a demonstration by an eccentric Tiefling known only as “The Entertainer”.

During the event of the discovery of Valorite, a gem containing a powerful magic. The townspeople were attacked by a group of imps. Upon the attack Zael and 7 other heroes banded together to help defeat the foe:

Fonn, a not so bright but good hearted Barbarian.

Nikeita, a Cleric in search of answers from the Elderwood.

Leovold, the Artificer traveling the land in search of new technology.

Gustav, a Paladin from a village, attacked and burned to the ground.

Lithianna, a Ranger traveling with her dog companion.

Takata, a Druid also from the Elderwood.

And a Kenku Rogue shrouded in mystery.

They managed to vanquish the foe and later drank at Lucky's Tavern to introduce one another. Shortly after they received word that the king was interested in meeting them. Upon meeting the King they were told that one of the festival goers and noble of the city of Valkenwreth, Cidere, had something to do with the imp attack and to find proof that he was behind it.

The group split into 3 parties, The Kenku went on his own to search for clues. Zael and Gustav went to a closing ceremonies party for the festival to keep Cidere busy, while Niketa, Fonn, Takata, Lithianna and Levold went to search Cideres Quarters. The group met up with the Kenku shortly after splitting up and managed to gain access to Cideres room.

They found a chest containing a red robe, a ceremonial dagger and a book with ancient Shaladari text.

Takata was able to decipher: Moon, Blood, Death, Chosen, and God.
Torand

## About

The Lands of Torand

The continent in which our story takes place. The land consists of several regions and 5 major cities.

## Regions

Torand consists of the following regions:

* The Ire
* Emerald Plains
* Tangled Shores
* Deadlands
* Edlerwoods
* Shimmering Coast
* Noir Isles
* Scalemount
* The Great Crater

## Cities

Torand's 5 Major cities are the following:

* Achillea
* Valkenwreth
* Gul'Dazi
* Stormwatch
* Ta'Shalador
Session 2 - The Journey Begins

...During the party in which Gustav and Zael attended to try and get some information out of Cidere he became aware of the duo's intent and attacked Zael stabbing him. Using the blood from Zael's body Cidere managed to create a portal using blood magic and escaped capture.

The rest of the group now equipped with the stolen items from Cidere's quarters then headed back to the king to report what they had found. Upon arriving to the Kings palace they were made aware of Cidere's escape and the small, but recoverable, injury Zael had sustained. The group proceeded to explain what they had found and showed the book to the king, which Fonn promptly slapped out of the kings hand destroying it. Luckily thanks to the mending abilities of Takata the book was repaired like new. They were rewarded for their efforts and sent on their way.

The king was somewhat familiar with Shaladari but could not make out too much from the book. He suggested in the morning to seek out help from anyone who could read the text from the scholars in the Mage's Quarter. Before leaving the palace the King had private words with the mysterious Kinkou. He told him the group required a leader and that the king was aware of who he was.

The party proceeded to head back to Lucky's where the Kinkou revealed he was Enzo Miccio and wished to start again on the right foot. The night went on with many drinks and a performance from Fonn serenading their new Kinkou friend. As the party went to sleep Zael was beckoned by his patron, Amygdala, and they exchanged words in secret outside of the tavern alone. Amygdala warned him that these friends he had made were temporary and in time more will be revealed as to why he brought Zael to this land. During this time Fonn felt it was a good idea to drunkenly practice with the dagger found at Cidere's and lost it in the river before drunkly passing out.

In the morning the party, gravely hungover, hobbled over to the Mage's quarter and met with a scholar who deciphered the book. While waiting for this affair they read through some of his books discovering some of the past of the King, the use of hemocraft, as well as some of the history of Stormwatch and the Night Raven Death Squad.

The inscription on the book read: **From the Chosen’s Death, The God Sleeps. Sealed in the Moon. Banished with Blood.**

They brought this information to the king who told them of the Moon Mother and her temple. The party accepted the quest to journey west and talk to her more about this. On the trip they were attacked by some thieves but were easily defeated.

Eventually they arrived in the town of Hillshire and were met by posters of a group called The Gearheads. They went to talk to them as the townsfolk met the party with hostility towards travellers thanks to them. Upon meeting The Gearheads they were asked to sit and discuss the reasons behind the hostility...
Bloodbeast Brawl

...The party sat down with the Gearheads to get an explanation as to why they were charging the townsfolk so much for their protection. Captain Philips explained that they were approached by a stranger that requested a large sum of money otherwise tragedy would fall upon the town of Hillshire. The Captain refused and shortly after there was word that the village of Buckhorn had fallen to a mysterious threat.

Captain Philips was approached several days later by the stranger and given the opportunity to change his mind. He agreed to the terms but only under the condition that the townsfolk never know of this deal. To this day the townsfolk believed that the Gearheads were just greedy.

The party was then given the mission to track down the stranger in the mines just outside of the town to bring the stranger to justice. The party agreed and began to prepare to venture into the mines. After some time visiting local shops, chatting with Hex about the automaton (Robot) she was working on the party got a goodnights rest and headed out to the mines in the morning.

Upon entering the mines the party was faced with a spell that casted most of the area in darkness. They came to a fork in the road with only 1 way to go. After traversing the dungeon for some time and solving various riddle, puzzles and a maze in the darkness they came across the treasure room where it appeared the stranger had been using as a hideout as well as keeping all of the towns money.

While looking through the room for a few minutes they were attacked by an old decrepit creature. After defeating this creature the party noticed that something was crawling out of hits back. A new beast formed made of blood and continued to attack the party. Almost losing Leovold and Fonn the party emerged victorious. Enzo discovered a purple gem unlike anything anyone has seen before on the body and took this to try and figure out its purpose.

The party then found some magical items and scooped out some of the gold in the chamber and returned to the Gearheads.

While discussing with the Gearheads what they had found they came to the conclusion that the stranger that approached them sometime ago was none other than Cidere Eleneth. The man that has been behind the attack on Achillea.

The party then rested for the night looking to continue their journey to the Moon temple the next day...
The Spirit Forest

The Spirit Forest is the most mysterious of the Regions of The Realm. At its center is The World Tree which is believed to have grown into our world from the Feywild. The Spirit Forest is the home of the Elves, who crossed over to our world through The World Tree in ancient times. The first Elves were charged to protect The World Tree and the Feywild from the creatures and peoples of our world. Over the centuries some of the Elves left The Spirit Forest and those who remained are known as Wood-Elves.
The Lake of Wonders

The Lake of Wonders is the smallest Region in The Realm but is alone may be more powerful then all other combined. The Lake of Wonders is beautiful picturesque lake with a series of islands at the center of it. Sometime during The Age of Orcs a mage came to this place and decided to build their home on the one of the islands in the lake. Word eventually got around of the natural beauty of this area, and other mages who were the only people who could comfortably fend for themselves during this time traveled here and built their homes as well. Once it was known that this Region was the place where some of the world most powerful mages lived travelers came hoping to convince someone to teach them the way of magic. As people began to gather in this Region drawn in by the mages infrastructure had to be put in place to house and support the burgeoning community. This is how the city of Spellhaven was founded and why the Region is known now as The Lake of Wonders
Makana's Dungeons and Dragons Wiki

**Welcome to the Makana's Dungeons and Dragons Wiki!**
For my players

Welcome to my wiki, on this site i will store my worldbuilding information so that it is easily accessible for you all.

### Important pages:

The World

Home Rules

Terms and Definitions

### Content planned but yet to be added:

A criminal organization

A pantheon of gods

The Noble Houses

Specific information about settlements
Orcs

Speed: 30 ft base movement speed

Relentless Endurance: The first time you are reduced to 0 hit points and would be considered unconscious you instead remain conscious at 1 hit point.

Menacing: You have advantage on intimidation checks.

#### History

There was a time when the orcs were the most populace dominant race in the realm. Long ago before the great cities were built all the people of the realm lived in small tribes and villages, and in this time the fury of the orc clans prevailed. In a time when all people needed to fight for everything they needed to survive orcs quickly rose to be the top of the food chain. But times changed, and the world turned against the orc clans. Dwarves abandoned the hills in which many of them lived and invested all of their peoples time and energy to expanding the mountain settlements which now stand as they’re strongholds. Humans found safety in numbers and developed towns and cities. The chieftains of the orc tribes refused to abandon their way of life even as the world changed around them until they went from being able one of the strongest most widespread races in the realm to only holding power in the badlands.

Orcs society is comprised of a dozen or so clans united under a chieftan. Each clan has a name and identity which unites its members and distinguishes it from all others.

The orc clans value strength above all else, those not inclined to being warriors find themselves at the bottom of the pecking order of their tribes or take their chances in the realms of humans. An orc can become chieftain of their tribe by challenging the current chieftain to a battle and defeating them in single combat.

Orc clans still cling to their raiding lifestyle their homeland the badlands would be unable to grow enough food to feed all their people even if the chieftains were willing to try. So raiding parties often make incursions into the realms of men to take resources from any town or village they can. This way of life is proving unsustainable however and the orc population declines more so every year. Many orcs flee the badlands to try and make a life in the realms of men, but many of them are killed by their fellow tribesmen in their attempts to flee. Those who do get away often find a hard life waiting for them in the realms of men, with actions of the orc clans of the badlands painting a negative picture of all orcs in the minds of many narrow minded individuals

The last great victory one by orc clans was the great raid of the dwarven city of halmar a uniting of orcs in a way that had not been seen in hundred of years and may never be seen again.
The White Sea

To the far north of the Realm is a icy wasteland known as The White Sea. The people who choose to live in this Region are some of the heartiest and toughest in the whole Realm. Those who live in The White Sea do so to harvest the natural resources of the Region primarily oil. The further north one goes the colder and more intense the landscape gets until there is nothing but ice and snow to be seen.

#### Common Wildlife:

Elk

Snow Foxes

Polar Bears

Mammoths

Owls

Direwolves

Yetis
Starport

Starport is a city on the border of The Heartlands and The Coast of Thun. The city is governed by House Mykonos who have ruled in the area for thousands of years.

#### Economy

In ancient times Starport was able to produce great wealth through the mining of Mythril from the fallen star in the bay nearby. This task however is very dangerous and the Mythril easily accessible is long gone. Starport however has not lost its status as an economic powerhouse as it is the nearest port to the city of Prayven as well as a major site of operations for the Anglers Guild.
Elves

Speed: 30 ft base movement speed

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep

Elven Trance: Instead of sleeping you enter a semiconscious meditative trance for 4 hours. This meditation grants you the same benefits as a full 8 hours of sleep.

##### Wood Elves Vs. High Elves

Elves long ago in their history split into two distinct sub races. Wood elves remained in the Spirit Forest and the High elves left to live in the rest of the realm with the other races

###### Wood Elf Trait

Fey Magic: Once per long rest you can cast the spell Speak with Plants at 3rd level without using a spell slot. Once per short rest you can cast the spell Locate Animals or Plants at 2nd level without expending a spell slot.

###### High Elf Trait

Timeless Perspective: You can read, speak, and write one additional standard language of your choice other than Elven. You can choose to have proficiency in either Persuasion or History. If you gain proficiency in Persuasion or History through some other means, you have expertise in Persuasion or History. You can cast the spell Enthrall at 2nd level once per long rest.

#### History

Elves first came into the realm in ancient times from the feywild with a purpose and mission, to protect the tree of life. Most elves were content with their mission and were satisfied living their days in the spirit forest amongst the plants and animals vigilant for threats to the tree of life, but some of the elves grew to become bored of their lives in the Spirit Forest. Becoming greedy and envious of the other races who build great cities and enjoyed materialistic pleasures. Some of the elves left the forest can choose to use their long lives to accumulate massive amounts of wealth and influence.

Elves live their lives on a timescale imperceivable to most other races, living in some cases to 1000 years old. As a result of this elves have one of the smallest population of any known races with only a few dozen full elves living in the realms of men and only a few hundred living in the spirit forest.
Dwarves

Speed: 25 ft base movement speed

Heartiness: you have advantage on saving throws against poison, and resistance to poison damage.

One with the earth: you can cast the Mold Earth cantrip once per short rest.

Deep sight: you have darkvision up to 100ft

#### History

Across all dwarves no matter if they live in the great halls of the dwarves mountains or in the streets of the human cities is a connection to the earth. Dwarves primarily live in a region to the east known as the great mountains. Over the course of generations dwarves have nearly completely hallowed out the mountains that they reside in and have dug miles down into the ground. Living deep in the mountains have caused dwarves to adapt to a lifestyle unreliant on the sun. Content to be warmed by the forges and to feed themselves on what grows beneath the mountains a dwarf is at home surrounded by stone.

Dwarves are well known for their craftsmanship, it is often said that the greatest weapons, armor and other metalwork is made by the dwarves. The image of a dwarves warrior clad from head to toe in a suit of steel is one that rings true with everyone who has grown up in the realm. Dwarven culture is once centered around pride, specifically pride in ones accomplishments

In ancient times when the orcs were banished to the badlands the great mountains served as the barrier between them to the rest of the realm. This led to the greatest tragedy the dwarves have suffered in recent memory, the pillaging of Halmar. Dwarves live long lives and many who fled the great city as children are still alive the suffer the memory of the tragedy, almost every dwarf living has lost family.
The Unkown

Not much is known about The Unknown. The people of The Realm are aware that the world that they live in is much larger than that which has been explored but few people venture out into the parts of the world beyond natural obstacles that surround The Realm, and those who do often don't return and or return with wildly varying reports of the places and peoples of other area. With a mild frequency travelers from The Unknown will arrive in The Realm and trade goods from their homelands but these travelers are typically dodgy when asked about details of their homelands.
The Heartland

The Heartland is one of the largest regions in The Realm, it is home to most of the farmland in The Realm and is primarily controlled by humans but is also the home of the largest population of Halflings of any Region. The Heartland consists mostly of grassy plains with sparse wooded areas scattered around with several rivers flowing through which eventually connect either to the ocean or to the Starfall Channel. These wide open land and presence of mineral rich water carried from The Great Mountains has allowed for the inhabitants of The Heartland to produce many bountiful harvests and raise large herds of livestock.

#### Notable Locations and Settlements

Prayven

Oxhall

Riyvaden

#### Common Wildlife

Horses

Cattle

Pigs

Chickens

Sheep

Oxen

Eagles

Griffons
Races of The Realm

The Realm is home to many different races each with unique histories, culture and lore.

Human

Elf

Dwarf

Orc

Halfling

Gnome

Dragonborn

Tiefling

##### On Mixed Race character:

For the most part every race in The Realm is capable of producing offspring with members of another Race. In such cases the child will take more after one of its parents and adopt their racial features, and their lifespan will be the average between their two parents lifespans.
Halflings

Speed: 25 ft base movement speed

Halfling Luck: Once per short rest if you roll a 1 on any d20 roll you can reroll the dice and use the new roll.

Halfling Nimbleness: You can freely move through the space of any creature that is a size larger than yours.

#### History

Its often said jokingly that halflings are half the size of human because they are twice as down to earth. Halfling culture prioritizes leisure and joy. Halflings do not hold power in any significant parts of the realm, but primarily live amongst humans of the heartlands. Halfling culture priorities good food, good friends, and good times. Many halflings take positions as artists, musicians, writers or other creative field.

Halflings tend to keep to themselves in small rural communities where they spend most of their days farming, sewing, and engage in typical cottage core activities.
Humans

Speed: 30 ft base movement speed

Limitless Potential: You can choose one feat from the list of feats which you meet the prerequisites

Varied proficiencies: You gain proficiency in a skill of your choice

#### History

For most of the history of The Realm humans found themselves in a position of weakness. Subjugated by the dragons and bullied by the orcs, it is only by banding together that humans were able to rise to become the most dominant race in The Realm. Humans primarily inhabit the Regions of The Heartlands, Woodlands, The Coast of Thun, The Lake of Wonders, and The White Sea. At the beginning of the Age of Humans human society split into a class system with a noble ruling class and a peasantry.

The noble houses of humans separated themselves into kingdoms and fought amongst themselves for many centuries vying for land, resources and power. This infighting was recently put to an end when King Harlaus of Prayven set out to conquer his neighboring kingdoms and ended up conquering the entirety of The Heartlands, Woodlands, and The Coast of Thun. Declaring himself King Emperor of The Realms of Men King Harlaus ruled for many years until he died passing his titles onto his son Harlan
The Coast of Thun

The Coast of Thun is a strip of land to the west of The Realm. This region borders the ocean and is comprised of several seaside settlements who make their way of life from the sea. The Coast of Thun is the location where travelers from the unknown arrive in The Realm and as a result is one of the most diverse and wealthy regions in The Realm.

#### Notable Locations and Settlements

Tsuno

The Starfall Estuary
Gnomes

Speed: 25 ft base movement speed

Small Target: You gain a +1 to your Armor Class

Gnome Cunning: You gain advantage on all intelligence, wisdom and charisma saving throws against spell.

#### History

Gnomes are often seen as the joke of the realm, their small size makes them an easy target for those bigger and stronger than they are hoping to take advantage of them. Gnomes do not hold power in any significant portions of land in the realm but primarily find themselves living amongst the dwarves.

The accomplishments of Gnomes throughout history often go unrecognized but the great dwarven mountain cities owe much of their development to the ingenuity of the gnomes which have called the cities home for just a long as the dwarves who rule there. Gnomes however are historically content to live in peace among other races of the land within the territories they control.
Terms and Definitions

The Realm: This term refers to the 8 regions (heartlands, woodlands, badlands) etc. and all the people and institutions within.

Region: This term is used to refer to the specific area of one of the 8 regions of The Realm.

The realms of men: This term is the collective term used to describe the regions primarily controlled by the King Emperor (Heartlands, Woodlands, The Coast of Thun).

Cil: (pronounced sil as in window sill) This term (derived from the term Chivalry) is an honorific used to describe a knight (example Cil Elton John)

Mage: A person who is capable of some sort of magic

King Emperor: The title given to the ruler of The realms of men

Lord: The title given to a ruler of a settlement the size of a city, or several smaller settlements, in the realms of men
Woodsland

Woodsland is comprised of miles of dense forest. This region is primarily controlled by humans which have carve paths through the forest to a to a series of towns and villages. In the depths of the forest a variety of creatures live and pose a serious threat to travelers through the region.

#### Notable Locations and Settlements

Riyvaden

Hollowmoore

#### Common Wildlife

Deer

Wolves

Bees

Baders, Racoons, Skunks, etc...

Owls

Black Bears

Giant Insects

Boars

Owlbears

Bats
Tieflings

Speed: 30 ft base movement speed (subject to change based on your mortal parent)

Helish Resistance: You have resistance to fire damage

Infernal Magic: You know the thaumaturgy cantrip. You can cast the Helish Rebuke spell at 1st level without expending a spell slot once per short rest.

#### History

Tieflings are born as the result of a Demon from the underworld producing a child with a mortal, they often take the appearance of their mortal parents race but with features of a demon, including horns and miscolored skin. Tiefling are by far the least populace race in the realm and the reaction to them from other races varies wildly. Some look at tieflings in a neutral light, other pity their circumstance and wonder what how the context of their conception could be. Others believe tieflings are inherently evil and should be feared, avoided, or destroyed.
The Badlands

The Badlands are the eastmost region of The Realm. They are bordered by The White Sea to the north, The Great Mountains to the west, and The Uncrossable Dessert to the east and south. This region is a barren landscape which reaches intense heat in the days and bitter cold in the nights. The primary inhabitants of this Region are orcs, not because they are native to this area but because following The Age of Orcs it was the only place where The Orc Clans could continue to live with their raiding lifestyle. Orc clans frequently send out raiding parties to take food and other resources from the rest of The Realm and bring it back to The Badlands.

#### Notable Locations and Settlements

The Black Mountain

Dragonguard
Доктор Стрендж

―Доктор Стрендж в разговоре с учёным(Невероятное Приключение)

* Текущий скин
* Старый скин

См. Марвел вики

**Предыстория и немного раскрытие персонажа**

С большой силой проходит большая ответственность. Стивен обладает мощной магией, которую боится использовать после того, как чуть не уничтожил вселенную. После инцидента он завязал с экспериментами.

Стивен родился в штатах, но позже переехал в Дегроидск по работе. Он хорошо знает физику, был отличником в школе, а после стал изучать нашу вселенную. Не совсем легальным путем.

Он работал в своей компании, совместно с его другом. Но после того, как он получил неограниченные силы, он ушёл из неё, а коллега его возненавидел..

Доктор Стрендж является ключевым персонажем видео Теория Мультивселенной и просто важный персонаж. Помимо ранее упомянутого видео участвовал только в конце видео Невероятное Приключение.

Доктор скорее всего самый могущественный персонаж сериала Сенчоуса. Даже Фрейз не настолько силён.

Полноценно участвовал лишь в Теории Мультивселенной, но также появился в конце видео Невероятное Приключение и Истинный Побег. В Теория Мультивселенной сыграл роль одного из главных персонажей, так как помогал Сенчоусу и нарушил стабильность пространственно-временного континуума.

Официальный референс
Rooms

* **Town Center**
* **Coffee Shop**
* **Night Club**
* **Gift Shop**
* **Dance Lounge**
* **Dock**
* **Snow Forts**
* **Ice Rink / Soccer Pitch**
* **Plaza**
* **Pet Shop**
* **Stage**
* **Pizza Parlor**
* **Forest**
* **Cove**
* **Beach**
* **Lighthouse**
* **Beacon**
* **Ski Village**
* **Ski Lodge**
* **Ski Hill**
* **Lodge Attic**
* **Sports Shop**
* **Mine Shack**
* **Mine**
* **Iceberg**
* **Dojo Courtyard**
* **Dojo**

*Other Rooms*

* **Box Dimension**
* **Pirate Ship - (Migrator)**
* **Ship's Hold**
* **Captain's Quarters**
* **Crow's Nest**
* **Ninja Hideout**
* **Fire Dojo**
Club Penguin World Archives Wiki

**Welcome to the Club Penguin World Archives Wiki!**
This wiki page is an archive to all the SWF files to Club Penguin World.

**About Us!**

The Club Penguin World Archives Site is a dedicating site to the history, files, rooms & etc from the "private server" game Club Penguin World. Check all the latest SWF files located in-game and in general. In order to check these files, you must create a Fandom account.
Mythril

Mythril is a rare material found throughout The Realm. The most notable and important trait of Mythril is the way in which it interacts with Magic. Mythril is theorized to have some sort of intrinsic magical property to it as when an item made from Mythril is enchanted with a spell or some other effect it is able to hold that enchantment even in circumstances in which a mundane item would have lost the enchantment such as the mage who cast the enchantment enchanted more items then they were capable of maintaining or the mage who cast the enchantment died. Because of this unique trait Mythril is highly sought after and is very expensive.
Императорская Династия

## Императорская Династия Негативской Империи

### История

Королевская династия Васильевых берет свое начало в 981 году, после укрепления Хаевска как центра земель Западной Негативии, когда Советом Земель Негативских был избран король Тихон I. Королевская власть в те времена была ограничена Советом.

В 1089 по 1094 годах, после смерти короля Иннокентия II Жестокого, развязалась борьба за власть и появилась угроза утраты семьей Васильевых власти в государстве. В 1094 году в борьбе за власть победил Тихон из семьи Васильевых и был коронован как Тихон II.

В 1276 году в результате военных походов Валентина I Великого вся территория Кошилда перешла во власть Хаевска и была провозглашена Империя во главе с Императором Валентином I.

В 1897 в результате Великой Революции была провозглашена Негативская Коммунистическая Республика и последний представитель династии, Демьян IV Туманный, был отстранен от власти и предположительно убит.

### Список

#### Короли

* Тихон I Славный - 981 - 992 годы.
* Иннокентий I Надежный - 992 - 1036 годы.
* Прохор I Добрый - 1036 - 1042 годы.
* Евдоким I - 1042 - 1062 годы.
* Иннокентий II Жестокий - 1062 - 1089 годы.
* Тихон II Трусливый - 1094 - 1109 годы.
* Демьян I Народный - 1109 - 1134 годы.
* Прохор II Сердитый - 1134 - 1152 годы.
* Прохор III - 1152 - 1181 годы.
* Феликс I Прекрасный - 1181 - 1244 годы.
* Евдоким II Веселый - 1244 - 1263 годы.
* Валентин I Великий - 1263 - 1276 годы.

#### Императоры

* Валентин I Великий - 1276 - 1311 годы.
* Гордей I Пытливый - 1311 - 1328 годы.
* Ярослав I - 1328 - 1349 годы.
* Венедикт I Мудрый - 1349 - 1401 годы.
* Демьян II Страшный - 1401 - 1436 годы.
* Константин I Любезный - 1436 - 1442 годы.
* Валентин II Чудной - 1442 - 1469 годы.
* Венедикт II - 1469 - 1493 годы.
* Гордей II - 1493 - 1516 годы.
* Евдоким III Ясный - 1516 - 1542 годы.
* Тихон III Честный - 1542 - 1568 годы.
* Иннокентий III - 1568 - 1619 годы.
* Феликс II Чудесный - 1619 - 1641 годы.
* Константин II Триумфатор - 1641 - 1667 годы.
* Тихон IV - 1667 - 1681 годы.
* Демьян III - 1681 - 1713 годы.
* Валентин III - 1713 - 1762 годы.
* Гордей III - 1762 - 1784 годы.
* Прохор IV Темный - 1784 - 1802 годы.
* Константин III Тревожный - 1802 - 1834 годы.
* Ярослав II Таинственный - 1834 - 1861 годы.
* Демьян IV Туманный - 1861 - 1897 годы.
Ramos TV Universe Development Wiki

**Welcome to the Ramos TV Universe Development Wiki!**
Ideas

We're a collaborative community website about Ramos TV Universe Development 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!

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

Create an article about an episode by typing the title below: | Characters

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*Need help building out this community?*

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*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.
Cobra Kai Rewrite

**Cobra Kai Rewrite**

## **Option 1:**

### **Premise:**

#### **Season 1:**

##### **Main Cast:**

* **Xolo Maridueña as Miguel Diaz**
* **Charles Alexander as JJ Lawrence**
* **Mary Mouser as Samantha LaRusso**
* **Tanner Buchanan as Robby Keene**
* **Jacob Bertrand as Eli Moskowitz**
* **Alessio Scalzotto as Daniel LaRusso**

##### **Recurring:**

* **Nichole Brown as Aisha Robinson**
* **Joe Seo as Kyler Park**
* **Martin Kove as John Kreese**
* **Gianni Decenzo as Demetri Alexopoulos**
* **Annalisa Cochrane as Yasmine**
* **Hannah Kepple as Moon**

* **Ralph Macchio as Daniel LaRusso (Replace)**
* **William Zabka as Johnny Lawrence (Replace)**
* **Courtney Hengeller as Amanda LaRusso (Recurring)**
Twistville

## **Plot:**

**Anarchy rules the streets, and long-term survival is unlikely as a chaotic war zone is unleashed on the public. Others refuse to pay attention to the problem and carry on with their day with no concern or hesitation. A group of survivors unite and handle the downfall of their city.**

## **Characters:**

### **Season 1 Characters:**

1. **Diego Reyes - Scott**
2. **Esteban Martin** - Private Esteban Martin reporting for duty! Esteban's moral code lies in never leaving a man behind. With military experience, he is a noble soldier whose mindset lies in teamwork. He has a strong heart because of his compassion for teammates. His selflessness does make him the butt of jokes sadly without anyone taking him seriously.
3. **Julio Ortega -**
4. **Ricardo Suarez - Lightning**
5. **Octavio Perez - Harold**

1. **B, Brick, Geoff, Harold, Noah, and Shawn (6) (B, Noah, and Shawn join Later)**
2. **Alejandro, Duncan, Lightning, Mike, and Scott (5) (Alejandro, Duncan, and Lightning)**

1. **Amy, China, Courtney, Heather, Izzy, Jo, and Nicole (7)**
2. **Gwen, Jasmine, Lindsay, Madison, Leshawna, Samey, Sky, and Zoey (8)**
Императорская Гвардия

### Функции

Императорская Гвардия занимается охраной правопорядка, расследованием мелких и средних преступлений и подавлением крестьянских бунтов.

Расследованием крупных преступлений занимаются Секретные Службы, подавлением крупных восстаний - армия.

### Воинские звания

В Императорской Гвардии существует 17 званий:

#### Рядовые

* Рядовой
* Ефрейтор

#### Младшие офицеры

* Младший Сержант
* Сержант
* Старший Сержант
* Прапорщик

#### Старшие офицеры

* Младший Лейтенант
* Лейтенант
* Старший Лейтенант
* Капитан
* Майор
* Полковник

#### Высшие офицеры

* Генерал-сержант
* Генерал-лейтенант
* Генерал-майор
* Генерал-полковник
* Генерал
F.R.E.E.

The **Foundation** of **Rebellious Entergenetic Embryos**, better known by its acronym **F.R.E.E.**, is an extra-governmental time-travelling military organization and intelligence agency for rebellious freedom fighters with powerful entergenetic embryos, tasked with

## History

### Early Cases

Among the first of the anomalous activity reported during the early days of the agency, F.R.E.E.

## Uniform Design

The Standard Uniform for F.R.E.E. Agents consist of
Genesis de Rel

Long before Rel existed. the creation of the universe started, An entity named "Mother of Beyond" gave birth to the two twins brother of existence, Eldritch Devil and Lord of Existence and also many fundamental forces of existence.

Many time passes, stars collapse, stars shine, stars born, as the universe is ever-expanding.

The planet Rel that we live in was born, going through ages of destruction and life. The birth of humanity made the biggest change to our world. At one point, Technology was so advanced. Humanity was able to somehow, live around the core of the planet, because the original earthly terrain has been long gone due to technologies.

**Next Saga:**

Glare Saga
Речь Д.М. Жиркова на первом пленуме КПНИ

## Речь Д.М. Жиркова, произнесенная им на первом пленуме Коммунистической Партии Негативской Империи

### Речь была произнесена 18 марта 1881 года в 15:06 в Губернаторском Дворце Одранской Губернии.

"Уважаемые товарищи, я рад приветствовать вас на первом пленуме Коммунистической Партии! Я преисполнен надеждой на то, что наша новая партия достигнет небывалых высот в борьбе за народные права. За два с лишним года, которые коммунистические идеи воплощаются в жизнь на территории Одранской Губернии, народ смог вздохнуть легко. Избавившись от гнета прогнившей системы землевладельчества и перераспределения земли, крестьяне получили стимул к усердной работе на поле и достигли рекордной урожайности. Тоже самое можно сказать и про рабочих региона. Заводы стали выпускать больше продукции. Но еще много работы ждет нас впереди. Сегодня на пленуме будет обсуждаться вопрос выборов генерального секретаря нашей партии. Сразу же хочу заметить необходимость считаться с мнением Одранского народа. Коммунистическая Партия будет управлять жизнью губернии и поэтому очень важно чтобы во главе партии стояли люди выбранные с участием проживающего здесь населения. С учетом всего сказанного, хочу внести предложение по правильной организации системы голосования. Вижу необходимым провести выборы народных представителей, которые будут голосовать за кандидатов в генеральные секретари наравне с вами, членами партии. Только так мы сможем достичь справедливости. Не предавая большого значения воле, народа построить по-настоящему процветающее коммунистическое государство невозможно."
Перераспределение земли

Система земельных отношений введенная на всей территории Негативской Империи Императором Гордеем III в 1768 году.

Идея перераспределения земли состоит в том, что состав крестьянских семей изменчив и для покрытия меняющихся нужд населения необходимо раз в 3 года перераспределять землю в соответствии с потребностями. Распределением земли должны были заниматься помещики, однако из-за того, что большинство из них переехали в Хаевск и не занимаются управлением своей землей, эта обязанность перешла к их наместникам.

Изначально система положительно влияла на жизнь населения, однако с переездом аристократии в столицу стали появляться злоупотребления наместников в сфере распределения земли. Многие из них стали требовать взятки за выдачу хороших или больших по размеру земельных участков. Масштаб коррупции достиг таких высот, что многие крестьяне стали тратить на взятки больше половины своих доходов. Стали возникать бунты, для подавления которых использовалась Императорская Гвардия.

Одним из главных лозунгов Коммунистического Движения Негативской Империи был лозунг за отмену системы распределения земли и передачи всей земли в коллективную собственность.
Встреча Трех Генсеков

Встреча Генеральных секретарей КДНИ, ДЗПН, ДПНИ, а также Д.М. Жиркова. На встрече обсуждался вопрос объединения партий в одну - КПНИ. Встреча проходила в центральной ложе Больговского Центрального Театра во время спектакля "Ночь перед решающей битвой".

Идею объединения предложил Д.М. Жирков, П.С. Слейский и Б.К. Трихарин поддержали его. О.П. Несдорский заявляет о схожести идей демократии и коммунизма и о готовности сотрудничать, но выражает явное нежелание объединяться в одну партию. Жирков, Трихарин и Слейский убеждают Несдорского в необходимости объединения для повышения своих шансов на успех в попытке смены власти в стране. Слейский даже цитирует речь Несдорского, в которой он говорил о смелости. Несдорский скрепя сердце соглашается на объединение при условии назначения генерального секретаря партии по средствам выборов.

## Участники

Д.М. ЖирковБ.К. ТрихаринП.С. СлейскийО.П. Несдорский
Коммунистическое Движение Негативской Империи

### История

Коммунистическое Движения было создано на основе Коммунистического Кружка ХИУ Д.М. Жирковым 4 июня 1875 года на последнем съезде кружка.

**КДНИ** активно ведет агитацию Хаевской интеллигенции, занимается пропагандой коммунистических идей и проводит демонстрации в защиту прав рабочих и крестьян. Движение набирает популярность и к концу 1875 года в числе его членов числится 1866 человек.

Трихарин финансирует движение собственными деньгами , покрывая около 65% всех расходов. Остальные 35% трат оплачиваются за счет членских взносов.

Большая популярность движения приводит к тому, что 21 августа 1876 года на него обращает внимание Глава Секретных Служб А.П. Буданов-Вильвудский. Жирков и некоторые другие участники движения отправляются в ссылку в Одран. Ссылки многих участников и руководителей движения, в том числе И.А. Камина и П.С. Слейского, удалось предотвратить Б.К. Трихарину благодаря взяткам офицерам Императорской Гвардии.

6 сентября 1876 года проходит внеочередной съезд движения на котором Б.К. Трихарин объявляет ссылке Жиркова и о том, что он по уставу становится лидером **КДНИ** и назначает своим заместителем Д.Я. Кулинова. Движение продолжает свою работу, используя более острожные методы, прекращая публичную агитацию.

12 мая 1878 года Б.К. Трихарин уезжает в Одран и руководством движением занимается Д.Я. Кулинов.

24 марта Кулинов получает письмо от Трихарина с просьбой оповестить всех членов **КДНИ** о готовящемся в Одране съезде. Кулинов созывает съезд движения и призывает всех членов партии приехать в Одран и заявляет о готовности Трихарина оплатить расходы на дорогу из своих денег. Большая часть членов движения соглашается и приезжает в Одран.

3 апреля 1881 года в Одране проходит Встреча Трех Генсеков: Трихарина, Слейского и Несдорского, а также Жиркова, на которой обсуждается вопрос соединения **КДНИ**, ДЗПН и ДПНИ в одну партию. Трихарин выступает за объединение и 16 апреля 1881 года на заседании в губернаторском дворце Одрана. объявляется об объединении **КДНИ**, ДЗПН и ДПНИ в одну партию - КПНИ.

**КДНИ** официально становится частью КПНИ и прекращает свое существование как отдельная организация.
Второй Пленум КПНИ

Второе собрание Коммунистической Партии Негативской Империи. Проходил 26 апреля 1881 года в Губернаторском Дворце Больга. На нем присутствовали 11125 человек, из которых 7213 - члены партии, 3912 - народные представители.

На втором пленуме проходили выборы генерального секретаря партии по системе принятой на первом пленуме.

Кандидаты: Д.М. Жирков, П.С. Слейский, О.П. Несдорский, А.А. Прикурьев, Д.А. Блохинд.

1. Д.М. Жирков - 36% (3954 чел. Из них 2015 - члены партии, 1939 - народные представители)
2. П.С. Слейский - 33% (3668 чел. Из них 3111 - члены партии, 557 - народные представители)
3. О.П. Несдорский - 17% (1939 чел. Из них 1559 - члены партии, 380 - народные представители)
4. А.А. Прикурьев - 12% (1363 чел. Из них 331 - члены партии, 1032 - народные представители)
5. Д.А. Блохинд - 2% (201 чел. Из них 197 - члены партии, 4 - народные представители)

По итогам первого раунда было решено провести второй раунд в котором участвовали Д.М. Жирков и П.С. Слейский.

Второй раунд:

1. Д.М. Жирков - 61% (6774 чел. Из них 3278 - члены партии, 3496 - народные представители)
2. П.С. Слейский - 39% (4351 чел. Из них 3935 - члены партии, 416 - народные представители)

По результатам голосования Генеральным секретарем КПНИ становится Д.М. Жирков
Комитет Науки и Образования

Комитет Науки и Образования является одним из основных комитетов КПНР. КНО подразделяется на два отдела: науки и образования соответственно. Отдел образования занимается разработкой политической программы партии и донесением идей и информации до народных масс. НКР. Этому отделу подконтрольны государственные средства массовой информации, школы, техникумы и университеты страны. Отдел науки занимается координацией и регулировкой деятельности научных институтов на территории НКР.
Тихий переворот в Больговской Губернии

### Организаторы

Д.М. Жирков, К.Г. Симинов, Д.А. Блохинд, А.А.Прикурьев, Д.Ф. Глядунин, Ф.М. Данжин

Чреда событий произошедшая а Больговской губернии 27 февраля 1878 года. В результате место назначенного императором Демьяном IV губернатора занял сторонник Д.М, Жиркова, А.А. Прикурьев.

### История

В 8:14 утра К.Г. Симинов издает указ об аресте губернатора региона и временном прекращении почтовых отправлений из губернии. На место исполняющего обязанности губернатора назначается А.А. Прикурьев, который сразу начинает издавать указы об изменении экономической системы. Вся земля конфискуется у дворян и передается в пользование крестьянских общин. Реализацией изменений занимались Красные дружины под предводительством Д.А. Блохинда. Создается Конспирационный Комитет, который принимает необходимые меры по сохранению факта смены власти в губернии. Главой комитета назначается Д.Ф. Глядунин.

11 марта Симинов издает указ о возобновлении ограниченного почтового сообщения, все входящие и исходящие сообщения вскрываются и проверяются Конспирационным комитетом, письма содержащие информацию о смене губернатора редактируются. Симинов пишет письмо советнику императора В.А. Изимовскому, сообщает об аресте губернатора в регионе и приглашает его приехать в Больг.

      14 марта Изимовский приезжает в Больг, где наблюдает огромную толпу народа на главной площади, собравшуюся в поддержку нового губернатора. Демонстрация была организована Жирковым и его соратниками. Симинов встречается с Изимовским и докладывает ему об аресте старого губернатора за превышение полномочий и взяточничество. Говорит, что на его место назначен новый, заслуживающий доверия человек, уже ставший народным любимцем и что его снятие приведет к бунту. Изимовский, не желающий вникать в детали происходящего в далекой от столицы малонаселенной губернии и доверяющий офицерам Императорской Гвардии, разрешает оставить назначенного Симиновым губернатора А.А. Прикурьева и уезжает.

Наделенный императорским советником полномочиями А.А. Прикурьев продолжает свою деятельность на посту губернатора. Первым делом он назначает на важные посты Жиркова, Блохинда и Данжина. Власть в Больговской Губернии полностью переходит в руки Коммунистов. Одран становится первым коммунистическим городом империи и их центральным штабом. Центральным властям об этом не известно. Таким образом Жирков и его сторонники превращают регион в который их сослали в главную базу коммунистического движения.

Для того чтобы получить землю в распоряжение коммунистов А.А. Прикурьев разрабатывает "Договор с посредниками" По условию этого договора наместники, управляющие землей от имени помещиков, передают Жиркову и его соратникам землю, а в замен получают финансирование из казны губернии для отправки своим хозяевам в столицу плюс 10% сверху в качестве взятки за молчание. Такие условия наместников полностью устраивают - им больше не нужно управлять землей и требовать деньги с крестьян, а доход с взяток за землю заменяется на стабильные 10% сверху от губернатора.
Verrus

**Verrus** is one of the continents in **Achaeca**. Located in the middle of the globe, it's home to various notable gang bases and consists of a cooler climate.

## Cities

### Aubstein

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### Bahgett

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Краснокрэбовск

Столица НКР. Бывшая столица Негативской Империи. До 1897 года носил название Хаевск.

Располагается в Южной части территории НКР между двумя реками - Хаей и Крабской.

В центре города находится цитадель, внутри которой расположен Великий Императорский Дворец (ныне Центральное отделение КПНР). У ворот цитадели располагается центральная площадь города, носившая имя императора Валентина I, в последствии переименованная в честь Жиркова. На Площади Жиркова располагается Библиотека Имени Жиркова.

Площадь, распологающаяся к северу от главной носит имя Трихарина (раньше называлась Площадью Феликса II). На ней располагается Хаевский Императорский Университет.