recursal/Fanatic-Fandom huggingface dataset:
Thyrgar (old)

Thyrgar is Lord of the Forge, and one of the four creators of The Mortal Realm. It was by his hand that the vast energies of the void were tamed and put to use, so that life could flourish. Together with Lys, he guarded the world from danger, forging weapons for the gods. His immortal Hrafnir were born from the sparks of Sol, his forge, to aid them in this cause. In his absence, all warmth would leave the world, and all things would wither and die.

Now, Thyrgar is imprisoned in the heavens. Though his rage still warms the world, he tires at night, and so Lys must give light during nighttime. In his absence, Lys alone guards the world, and so many outsiders have entered The Mortal Realm unbidden. Though some of them are benign, most either do not understand or do not care for mortal beings.

Although Thyrgar's rage brings him into conflict with the other gods, he still cares greatly for The Mortal Realm and the beings within. Seeing the Hrafnir be cast out from the heavens as wild things enter the world to wreak havoc causes him great pain.

## Tenets and Taboos

Show passion, says Thyrgar, for all that which you love, be it people or craft. Drive your enemies before you and do not tolerate weakness, treachery or falsehood. Strive for perfection in all that you do, or don't do it at all. Destroy only so as to create, and know that all you create will be destroyed in turn. Take what is yours, and let your desires guide you. Despise asceticism, for your time is short and it ought be merry.
Carpathia

Carpathia is a large region that covers most of the southern parts of The North. It serves as the meeting point between The North and the rest of the Mortal Realm, and as such has attracted a large numbers of traders and fortune seekers.

## Environment

Although quite warm in comparison to the frozen wastelands that cover most of The North, Carpathia is still very cold and humid. Thick fog covers the woods and heaths from evening to midday, and cold rainstorms often come blowing in from further north. Although it isn't strictly speaking any darker than the rest of The North, the thick Carpathian Forest tends to blot out the sun, and so there is little light to be found even during the day, unless one finds a way above the treeline.

## Inhabitants

Carpathia marks the farthest north any laochran clans have settled. They came with eldritch and leprechaun merchants, seeking to establish relations with the Hrafnir. Although you'll find most of the races in Carpathia, very little of it is properly settled, and you could easily walk for weeks without meeting another intelligent being. Only the Hrafnir truly belong here, and even the local laochran clans often find themselves at odds with their surroundings.

The Carpathian Forest is Chrainn's home, and serves as home to Wild Things in greater numbers than anywhere else in the Mortal Realm. At night they come out of the woods to revel under the moonlight, and anyone caught within their revels is never seen again.
Dara

Daras are thy most unscrupulous of races, which dwell upon thy floating isle of Gipton in thy Nigga Galaxy. They fought with thy evil and c\*ntish race known as thy Spaff Lords.

## Description

Daras are generally thy pink skinned and haired humanoids with grandly large noses and glorious facial hair. They are thy most intelligent individuals with unrivalled abilities in comparison to other peoples. Their most sightly eyes can be black as a coal-infused cl\*t, or as bright as Noris Kneecap.

There are thy three varieties of Dara:

* Dara

Daras have thy pink skin, pink hair, ocasionally horns, and stand approximately 8 ft tall. They are thy most perfect beings of all time.

* Rogue Dara

Rogue Daras are thy daras whom hast strayed from thy most holy of paths. They look thy same as Daras, but have thy tainted and evil psyches.

* Dark Dara

Dark Daras are more powerful than many a Dara, but in order to achieve this, they must stray from the holy path, and then defile it. They are a darkened purple colour.

## Trivia

* Daras who attempt to gain too much power become thy 'Dark Daras'.
Thür

Thürs are a brutal race of warriors who inhabit the icy mountain ranges of The Frozen Wastes. Their tribes are constantly at war with one another, and woe to he who enters their territory unprepared.

## Appearance

Thürs were once Men, but have been twisted like to their god, and have become almost as beasts. Their skin is icy pale, and their hair a wizened grey, akin to their surroundings in the far north. In terms of size, they stand taller than a Laochran, yet not as tall as a Son or Daughter of Wol. Their wide physique lends them great power and fortitude, and a thick hide aids them against both the elements and enemy blows.

## Behavior

Thürs are savage at heart, their mortality gone. In its stead is the cold embrace of Thürsa, who promises glory to those willing to earn it. Although they cannot die by age, most Thürs live short and violent lives, ended at the hands of one another, if not some beast or Wild Thing. There are some who have lived on for many winters however, and the elders are oft the most brutal and vicious of them all.

It is custom for Thürs to cannibalize their beaten foes, and they do so in reverence to Thürsa. When the warmth of one being enters another, they consume their fallen foe's soul, and so empower themselves beyond mortal limits. Thürs, like all Wild Things, have no place in Wol's great halls.

## Habitat

Thürs have adapted well to the harsh realities of The Frozen Wastes. Their thick skin and natural camouflage serves them against outside threats, and their cannibalistic customs do well to keep them nourished. Food is hard to come by this far north, so warm flesh is highly treasured. There are few other Wild Things in The Frozen Wastes, and most are wise enough to keep distance from any and all Thürian tribes.
Battleaxe

Battleaxes are large, two-handed axes. Their size allows the user to manage range a lot better than with a hand axe, and their heft and broad heads makes them devastating weapons. A battleaxe requires far less material than a longsword, but does demand more skill to make than a mace or a hand axe would. As such, it is a reasonably cheap weapon, and has become a common choice among Children of Wol in particular.
Agallochian (old)

Agallochians are the twisted creations of Agalloch, god of hatred. Agalloch tears the souls from mortal men and traps them within empty vessels of twisted beasts he has fathered. In their new vessel, the unfortunate victims are strained and tortured. Their very existence is suffering, torn between man and beast.

## Appearance

Agallochians are among the more diverse of wild things. They may take the shape of any living being, but are easily recognized by their unnatural features and great stature. Younger Agallochians tend to twist and turn between man and beast, and some are entirely indistinguishable from regular mortals.

## Behavior

Though at first they retain their former personalities, over time an Agallochian becomes increasingly feral, until they're below beasts, solely driven by the pain and hatred seated deep within them. Their souls consumed by Agalloch, these unfortunate beings have long lost their mortality, and though death may release them of their torment, they can never pass into Wol's great halls.

Agallochians tend to form their own strange societies. Usually these societies start fairly civilized, and serve to protect and unite Agallochians from a world that despises them. But as time goes on and the Agallochians become increasingly feral and aggressive, these societies ultimately end as nothing more than roving warbands and vicious hunting packs. An Agallochian attack can be crippling to a local town or city, and could even lead to its complete annihilation. In Carpathia it is especially common to find old ruins of former cities, its previous inhabitants slain and its buildings reduced to rubble.

## Habitat

Agallochians are fairly adaptive creatures, and depending on the individual in question might fare well in any environment. Typically, the younger and more intelligent Agallochians congregate in the burnt out ruins of former towns and cities, while the more feral ones move nomadically through the wilderness. A newly cursed Agallochian may continue taking residence where they currently live, blending into mortal society. As their condition worsens, this pretense of normality is bound to end.
Maul

Mauls are simple, heavy weapons used to inflict extreme bludgeoning damage. Though their weight makes them unwieldy, they require little skill to make, and are excellent at dealing damage through heavy armor. Mauls are a common weapon amongst outlaws, as well as anyone else who primarily focuses on fighting people wearing armor.
Gambison

A gambison is a garment made from heavy, layered cloth. It can be worn either as padding under heavy armor, or on its own. The thickness of the material provides some cushioning, and also protects the wearer against cuts.

Being relatively cheap and easy to make compared to other armor, gambisons serve as standard armor for most militias. This, combined with its usage together with heavy armor, makes it a fairly common export ware, available in most cities.
Shortsword

Shortswords are one-handed swords, usually wielded with a shield in the off-hand. Contrary to their name, shortswords are usually fairly long, often longer than a mace or a hand axe. They function well as both slashing and piercing weapons, and are exceptionally effective against unarmored opponents. They work very poorly against armor however, and are usually favored by slayers more so than those intending to fight their fellow man. A sword takes a lot of skill to forge, and uses more material than similar weapons. As such, it is noticeably more expensive.
Cait Sidhe

Cait Sidhe are Fey creatures resembling cats, who make their living in the highlands. They are as clever as mortal men, and are known to steal the souls of the departed, not allowing them their rest in Wol's deep halls.

## Appearance

Cait Sidhe appear as cat-like creatures, recognizable by their softly glowing eyes and white spot on the front of their fur. Regular cats are sometimes confused for Cait Sidhe, and might be drowned young to avoid having to deal with a malevolent fey.

## Behavior

Cait Sidhe live in fairy mounds, and generally keep to themselves. Although not openly hostile unless threatened, a Cait Sidhe will steal the soul of any corpse it walks across, and cannot be harmed by conventional means. As such, it must be distracted with song, dance, riddles and games, until the corpse has been buried or burnt. The Cait Sidhe will then return to its home.
Hand axe

Hand axes are among the most common and easily available weapons, and are often used by town militias or travelling parties. Built very similarly to that of a work axe, they are easy to repair and maintain, and demand little skill or material to make. Though they can also double as tools, hand axes are lighter and more frail than work axes, as they are designed to be weapons first and foremost.
Currency

Although there are several local currencies across The Mortal Realm, silver is generally accepted as universally valuable, and thus serves as currency in most places. Many eldritch city-states print their own silver coins at various weights.

Coinage simplifies trade within the city itself, by allowing for easy monetary exchange without the use of cumbersome scales. That said, one city's coins are rarely accepted outside of its immediate area of influence, and so most mercantile activity is conducted either through trading goods directly, or using weighed clumps of silver. Due to the difficulties of crafting an accurate set of scales, silver effectively drops in value the further one is from the influence of eldritch cities.

The city-states that make use of coinage typically feature some sort of bank, offering loans, protection, and exchanging silver bars to coins and back. Usage of the bank is often limited to outsiders however, and anyone without a stake in the city itself - like, for example, owning a house or other property within the city proper - would be subject to far worse rates than the locals.

For simplicity's sake, most coins are treated as interchangeable in game terms, allowing the players to more easily keep track of their earnings. The various coin types with differing values are reduced simply to *Bronze Coins (bc)* and *Silver Coins (sc)*, for ease of use during gameplay. One silver coin is worth roughly 48 bronze coins. The following is a list of some common prices for various goods and services. Note that prices are not fixed, and are bound to fluctuate based on the local economy and its recent events. The average price bracket is what would be considered average in a reasonably well-off city-state.

**Everyday products**

**Weapons and armor**
Eliminatorias de la CONCACAF al Mundial de Alemania 2006

* 32 equipos compitiendo por 3.5 cupos

* Guyana Francesa  vs Antillas Menores Británicas  **3:1 - 0:5**
* Haití  vs Puerto Rico  **3:0 - 3:2**
* Costa Rica  vs República Dominicana  **13:0 - 7:0**
* Suriname  vs San Keits y Nieves  **3:1 - 1:1**
* San Vicente y las Granadinas  vs  Barbados  **2:0 - 0:5**
* Bermuda  vs Martinica  **1:1 - 0:3**
* El Salvador  vs Nicaragua  **9:0 - 1:0**
* Guatemala  vs Bahamas  **4:0 - 3:0**
* Panamá  vs   Cuba  **1:2 - 3:0**
* Jamaica  vs Dominica  **4:0 - 2:0**
* Estados Unidos  vs Belice  **8:1 - 2:1**
* Canadá  vs Islas Vírgenes  **3:1 - 1:1**
* México  vs Antigua y Barbuda  **10:0 - 3:0**
* Granada  vs Trinidad & Tobago  **1:2 - 0:4**
* Anguila  vs Honduras  **0:4 - 0:4**
* Antillas Neerlandesas  vs  Guyana  **1:1 - 3:1**

* Antillas Menores Británicas  vs  Panamá  **1:3 - 0:5**
* Haití  vs Jamaica  **3:2 - 0:3**
* Costa Rica  vs Canadá  **2:2 - 2:1**
* Suriname  vs México  **0:2 - 0:5**
* Barbados  vs Estados Unidos  **1:1 - 0:3**
* Martinica  vs Trinidad & Tobago  **0:4 - 3:3**
* El Salvador  vs Honduras  **2:1 - 0:3**
* Guatemala  vs Antillas Neerlandesas  **2:1 - 3:1**

### Ronda 3

8 equipos divididos en 2 grupos de 4, juegan todos vs todos a partido doble, los 1° de cada grupo clasifican al mundial directamente, los 2° pasan a ronda de repesca continental

* **Grupo 1**:Panamá  vs Costa Rica  **1:1 - 1:3**
* Estados Unidos  vs Honduras  **2:0 - 3:0**
* Panamá  vs Honduras  **2:1 - 0:4**
* Estados Unidos  vs Costa Rica  **4:4 - 1:1 (3:1)**

* **Grupo 2**:Jamaica   vs México  **0:2 - 0:3**
* Trinidad & Tobago  vs Guatemala  **2:0 - 0:1**
* Jamaica  vs Guatemala  **0:0 - 2:3**
* México  vs  Trinidad & Tobago  **2:2 - 4:2**

### Ronda 4

Los 2 equipos que quedaron 2° en los grupos juegan 1 vs 1 a partido doble, el ganador va al mundial, el perdedor va al repechaje vs CAF

* Costa Rica  vs Trinidad & Tobago  **1:1 - 2:1**

* **Clasificados:**Estados Unidos , México , Costa Rica   y  Trinidad & Tobago  (repechaje vs CAF)
Droghas

The droghas is a creature which lives in lakes and creeks. Although it mostly keeps to itself, anyone who gets close enough to the water's edge may find themselves violently grabbed and dragged underwater by the creature.

## Appearance

It is very rare to see the droghas itself, and entirely unheard of to see the creature and live. It appears as a dark mass of tangled weeds, with the only visible part of the creature being the large, white globes that serve as its eyes. Droghas vary in size, but usually have long, hidden tendrils deep underwater that sense motion in and around the lake.

## Behavior

A droghas spends most of its time in a stupor, and does not stir until it senses motion. When it does, it wakens and waits until whatever is moving comes near the water, usually some thirsty animal. Then, with frightening speed and strength, its tendrils reach out from below, constraining its prey and dragging it underwater until it drowns. After devouring its victim, the droghas returns to its stupor.

Sometimes, if enough time passes without an adequate meal, a droghas will rise up out of the water and begin to wander the nearby area. When doing so, it has to forcibly rip itself away from its tendrils, and growing new ones can take many moons. It has no real defenses on dry land, and so will seek out a new body of water as quickly as possible.

## Habitat

Droghas are usually only found in clear water, although there have been sightings of them inhabiting swamplands as well. Since it takes so long to grow its tendrils, and since they become intertwined with the land, once a droghas has settled it will usually remain where it is for as long as possible. Although they aren't actively aggressive, if a droghas settles near people, it could lead to several deaths before being discovered, and due to its nature it is very hard to kill - it often takes an entire village, and some may well be drowned in the process.
Copa Confederaciones México 1999

La **Copa Confederaciones** México 1999 fue el **Octavo (VIII)** torneo de este tipo realizado en la historia, organizado por la FIFA, la Copa Confederaciones reunió los campeones de los 6 torneos continentales además del campeón del mundo y la selección del país anfitrión para un total de ocho contendientes, esta edición de la Copa se disputo entre el 30 de Julio y el 13 de Agosto de 1999 y tuvo un carácter extraordinario en la cual los países participantes eran equipos diferentes a los campeones continentales en algunos casos.

## Equipos Participantes

* **Clasificado como organizador del torneo**: - México
* **Clasificado como Campeón Mundial de 1998**: - Francia
* **Campeón de la Copa América 1999**: - Paraguay
* **Campeón de la Copa de Oro 1997**: - Jamaica ¹
* **Campeón de la Eurocopa 1996**: - Dinamarca  ²
* **Campeón de la Copa Africana 1996**: - Túnez  ³
* **Campeón de la Copa Asiática 1996**: - Corea
* **Campeón de la Copa OFC 1997**: - Australia
* **¹**Jamaica clasificado debido a que Costa Rica campeón de 1997 ya había participado en la Copa Confederaciones de ese mismo año, el subcampeón fue México y el cupo paso al 3° que era Jamaica.
* **²**Dinamarca clasificado debido a que el campeón de la Euro 1996 Francia ya estaba clasificado al ser también campeón mundial, el subcampeón Reino Unido había participado en la confederaciones de 1997 e Italia rechazo participar, pasando el cupo europeo al 4° que era Dinamarca.
* **³** Túnez, Australia y Corea clasificados como subcampeónes de 1996.

## Ciudades Sedes y Estadios

La FIFA y la FMF eligieron 6 estadios en 5 ciudades para el campeonato.

Estadio Jalisco, Guadalajara. Cap 57.000Estadio Azteca, Ciudad de México. Cap 110.000Estadio Cuauhtemoc, Puebla. Cap 43.000Estadio Nemezio Dies, Toluca de Lerdo. Cap 40.000Estadio Universitario UANL, Monterrey. Cap. 60.000Estadio Olímpico Universitario UNAM, Ciudad de México. Cap 68.000
## Desarrollo

Los 8 equipos participantes se dividieron en dos grupos de 4, los dos mejores pasaron a Cuartos de Final, Semifinal y Final.
The Frozen Wastes

The Frozen Wastes cover most of The North, and reach further north than any mortal could tell. These vast and frozen plains serve as home to many woolly beasts, though few mortals other than the hrafnir have ever set foot there.

## Environment

The Frozen Wastes are, as one might guess, boundless and empty. Great peaks jut out from the ground, and all life is bare and ice-bound. The forests that cover so much of the southern North give way to endless expanses of snow and ice, and even hrafnir fortresses grow sparse and far between.

## Inhabitants

Life in hrafnir forts is noticeably more harsh in The Frozen Wastes than in the rest of The North. The soil is frigid, and little will grow. The only way to sustain a settlement is through constant hunting - but the beasts who dwell this far north are larger and more dangerous than those further south. Only the strongest may eke out a living for themselves.

In addition to the hrafnir, thürs also make their home in The Frozen Wastes. It's the only place they've ever known - and, perhaps, the only place where such a violent and brutal race can truly prosper.
Religion

### Ancestric religion

Ancestric has three places of religion, namely ancestor sanctuaries, temples and monasteries.

every home has it's own little sanctuary dedicated to their ancestors. It is a place for prayer and thought. Incense is lit when doing a prayer as a token of appreciation for the listening ear of their ancestors.

Over time, the religion has become more organisted, as tribes started building centralised areas dedicated to silent meditation, peace, and harmony. These temples require upkeep during times when the area is unsuitable for the herds and the local tribe needs to move out, and each tribe is expected to sustain both of their seasonal temples.

As the caretakers of these temples only tend to their flock for one half of the year, the other half is spent on study and silent mediation. Caretakers stay updated with regional news through messengers or carriers pigeons.

The most dedicated supporters of the temple are taken in by monasteries to help spread their beliefs. Acolytes are taken in from 12 on, and require a token of wealth to pay for their education. They are taught much practical and theoretical knowledge, and serve as Sheperds to tribes.Their role is primarily as teachers to children and to provide counsel to anyone willing to listen.

Monasteries function as forts, centers of spirituality and learning. Safe from raiders and sandstorms, they are self-sufficient and mostly self-governing. Monasteries provide a safety net for tribes in need, and train their monks to assist them as caretakers. The wide-spread presence of caretakers has made monasteries more powerful in the sparsely populated steppes, often overpowering regional rule to align their decisions with the vision of the Temple as a whole.
Berserker

When the world was young, the gods chose to give it life, and filled it with beasts of their own make. Thyrgar made the boar, an aggressive and uncompromising combatant. Lys made the wolf, a free and nomadic hunter. Lyra made the hare, a most fertile and loving critter. Wol made the bear - an animal so large and brawny it would come to dominate the wilderness wherever it walked.

It should be of no surprise then, that his mortal kin exhibit similar values. Some Children of Wol however, are born more feral than most of their race. It is these few individuals who have become known as berserkers, those closest to Wol in mind and spirit.

## Appearance

Berserkers are often entirely impossible to distinguish from regular Sons and Daughters of Wol. It is only when they are overcome by battlerage that their true form is revealed. A sufficiently angered berserker will change form, growing larger and hairier, with deadly claws and fangs protruding from their body. It is then only a matter of time until they change form entirely, taking the shape of a feral bear. A berserker will stay in this form until they are killed, or until they become exhausted. If a berserker dies in his bear form, he will not change back - it is said that he would not enter Wol's halls as a man, but as the beast he has become, be that a curse or a blessing.

## Behavior

Whilst in the process of shapeshifting, berserkers enter a trance-like state half between beast and man. If forced to fully shapeshift, the berserker will then be consumed by blind rage until his bloodlust is sated, and he is no longer in immediate danger. Afterwards, he finds himself in a more controlled, albeit foreign mental state. The older a berserker is, the closer to himself he will think and feel. After some time, the berserker will tire himself out, and fall into a deep slumber. During the slumber he is entirely vulnerable, and cannot be woken. Only when he awakes from this slumber will he be returned to his usual self.
History

Centuries ago the planet was lush and full of life. A grand, united empire has brought peace and prosperity to the entire Basin, building up infrastructure, patronizing the arts and increasing the quality of life of all its inhabitants. However, it was not meant to last. A meteor impact hundreds of years ago changed all of this. The impact upset the plate tectonics and tilt of the planet and life became hard to sustain. Deserts crept in, flora and fauna fought for survival and had to adapt quickly to the fast changing environment. Human population drastically diminished, as the religious and superstitious alike rebelled against their failing god-king. Surely this cataclysm was brought on to punish those that offended them. The people that survived the civil war flocked together on small areas that contained living space, food and water. Over time, these places formed into independent communes that slowly build up population again. These city-states learn of each other's existence, and trade and information sharing becomes prevalent again.

[missing piece]

Nomads, known for their guerilla tactics in the desert, are ill equipped to fight walled cities and rarely attack City-States outright. In turn, the city-state armies are too rigid and cumbersome to fight effectively in the flowing desert.

Internal political power struggles and squabbling family members eventually lead to the fall of the empire. They feel that the High Archon is not acting in line with old traditions, and seek to overthrow him. Civil war ensues, breaking the Empire apart into several smaller states, each acting independently and mistrusting each other. Trade breaks down and the common people are heavily affected. Riots rise up in some states, throwing out their foreign invaders. Several Elegast leaders keep an iron grip over their population, imposing heavy punishments and ruling with fear.
Mandesore

Wealthiest of all states is the walled city of Mandesore. It rules over the twin rivers Maa and Aan and all the fertile lands around it. These lands are highly sought after. Its rulers are powerful, rich, and vain, and live off the backs of their many slaves. Foreigners are treated as welcome guests to be made money of, but never more than that.

## Government

Type: Plutarchic Republic

The city is the seat of the Mandesorian Empire. Governed by a small council of wealthy and influentian merchants, the seats on this council are for sale. Those that cannot afford the yearly costs of maintaining their seat are pushed out of power. This plutarchy creates a perpetual power struggle between the ruling merchant families (who call themselves Pesar Ma'an, or "Sons of the Ma'an"), who try to suppress each other any outside influence in local politics.

## Society

Mandesorian society is divided up into 3 classes:

On top, there are the Pesar Ma'an ("Sons of Ma'an", or "Sons"), ruling merchant families with a seat at the council table. The amount varies and goes up in conjunction with the general wealth in the city, but is usually around 3 to 6.

In the middle class, there are the Mandesorian Citizens. Craftsmen, merchants, scholars, military officers and other land owners. Usually rich enough to own a slave, they lead comfortable lives. and generate vast wealth for the state in the form of taxes.

On the bottom, there are the slaves. Grossly outnumbering the higher classes, they are the lifeblood of the state. Most are uneducated and used as labourers or farmhands. However, useful slaves usually find their way into posts like teachers, apprentices or overseers, and are treated well enough. Their freedom, as all things in Mandesore, can be bought, and on rare occassions, freed slaves are granted Citizenship.

## Design

Colorful and intricate designs, coming from the rich noble heritage the merchants princes have developed.

## Military

Strong slave military with siege weapons, aimed at conquest. Conscripted and armed by the state, the Mandesorian army needs micromanagement by commanders and slave drivers to avoid falling apart.
Copa de Oro Guatemala & Honduras 1968

La **Copa de Oro de la Concacaf** celebrada entre Honduras y Guatemala en 1968 fue la Tercera edición del Torneo continental de América del Norte, Centro y el Caribe y tuvo lugar entre el 20 de Junio y el 2 de Julio de ese año. Para esta edición de la Copa, la Concacaf determino que la sede seria compartida por primera vez, además se volvió a ampliar el numero de participantes de 12 equipos a 14.

## Equipos Participantes

* Honduras
* Guatemala
* El Salvador
* México
* Haití
* Estados Unidos
* Bermudas
* Jamaica
* Panamá
* Antillas Neerlandesas
* Trinidad y Tobago
* Costa Rica
* Canadá
* Cuba

## Ciudades Sedes y Estadios

Los países organizadores eligieron cada uno dos estadios en sus dos ciudades capitales para un total de 4 sedes.

Estadio Nacional de Honduras, Tegucigalpa. Cap. 20.000Estadio de Tegucigalpa. Cap. 40.000Estadio Aurora, Guatemala. Cap. 19.000Estadio Mateo Florez, Cd Guatemala. Cap. 36.000

## Desarrollo

Para este torneo de 14 equipos, se determino que los locales (Honduras y Guatemala) pasarían automáticamente a la Ronda 2 de Cuartos de Final, los 12 equipos restantes jugaron una llave de uno vs uno de la cual pasarían 6 equipos sumándose a los 2 locales, luego de los Cuartos de Final, Semifinales, partido por el 3°er lugar y la Final.
Flokhain (old)

Flokhain is the god of sorcery, and younger brother to Mhonabraigh. He was allowed to enter The Mortal Realm by the word of his brother, and taught mortals the powers of the Fey by binding his own powers to that of the leylines. Flokhain, like his brother, does not demand worship, and rarely interacts with mortals anymore. Akin to the original gods, he has been largely forgotten by time.
Alluvia

A city state that is built in the recesses of an ancient sand river delta. The different stone types in the ground here have been differently affected by the harsh erosion of sand, and a winding network of narrow passages has been formed with colourful walls of layered sandstone.. Due to the heavy nature of the sand, the sand now still only flows through the deepest and biggest tranches, leaving the smaller and higher ravines open. This proved an effective hiding place from the punishing sandstorms, and had a built-in drainage system for the sands. Now, it is a sprawling city, with meandering streets filled with merchants, craftsmen and even the occasional poorer noble.

As the city expanded and prime location property increased in value, slums started to appear around the trenches in various sized holes and craters in the surrounding landscape. These would house the poorest of the Alluvians, dubbed the "Mold" by upper-class society, who thought of themselves as being the only ones fit to own walled property.
Khord

Khord is a towering mountain Castle, located on the high plateau between Mandesore and the Birsanid Empire. Khordians do not boast extensive lands or a large population, but have remained unconquered and independent for centuries. A strong political and religious power, as the important Ironwood Route crosses their highlands, and the famous Skyseeker Academy is located here.

## Government

Type: Theocratic Monarchy

Khord is ruled by a prophet king and his retinue.

## Economy

Income is gained through trade taxation, academy tithes, gifts from pilgrims, and export of steel. They produce very little food of their own, as arable land is scarce. Unique windmills power a water supply system carrying fresh water up into the mountains.

#### Exported goods

Steel metalwork & weapons, dairy products, .

## Religion

Khordians revere the wind god Baad above all others and have formed a splinter cult from the Mandesorian traditions, branding them as heretics in Mandesore, Therkhand and Alluvia.

Birds are seen as the eyes and ears of Baad and gusts of wind can have prophetic meaning, as they represent Her Divine Will. Storms and other intense weather is studied and interpreted by their meteorological priests, called Skyseekers. Their studies of climate, weather and their interconnectedness is their explanation of their interpretation of the holy scriptures.

The start of a new year in the Khordian Celestial Calendar is celebrated with the Lantern Festival, Illuminating the sky in honor of Baad as the unseen ruler of the world.

## Military

Fly Rukhs (giant bird of prey). Lordlings joust with these to hone the shock effect of their attacks. Fighters that have no access to Rukhs use gliders, which is very risky. Most warriors wear fearsome masks to protect their faces from the biting wind and to scare their opponents.
Age Of Uncovery Wiki

## Age Of Uncovery

Ages ago an enormous meteor hit the world, the impact so large it upset the foundations of the world itself. Plate tectonics got upset and created a world that changed too rapidly for its previous inhabitants. Dry quicksand formed through escaping gases below the earth’s crust, brought about by the friction between the cracked, moving continental plates. This created gas build-ups right below the earth’s crust and when enough pressure built under the surface, the gas escapes to the surface. This gas creates pockets of air between the fine dune sand thus creating dry quicksand. This is sand you cannot traverse normally, as you will sink into it, choking you within seconds. Dry quicksand is almost indistinguishable from normal sand.

Life is hard. Treacherous quicksand deserts ate up large portions of the known world. Old empires crumbled, its inhabitants scattered and sought refuge elsewhere. People were forced to live closer and closer together on the last of the remaining fertile lands, while population numbers and wealth dwindled over the centuries that followed. New empires, consisting of sprawling urban concentrations, formed around key locations that contained valuable resources and farmable land. Communication between the new powers became harder and harder due to the dangers of the sands: quicksand pitfalls, sand storms, heat, drought. And raiders.

Formed from what initially were dissidents from various empires, escaping the oppressive conditions of the cities, a number of people found a way to survive the deserts. These nomads roam the sands, trying to scratch a living from hunting, husbandry, and looting. Now these groups have grown into tribes of their own, competing for wealth, power and survival.

Wiki for the fictional world of Age Of Uncovery, for easy reference and detailed information about the Nature, Geography, Culture and History of the world.
Wol (old)

Wol is the Lord of Earth, and one of the four creators of The Mortal Realm. He created the earth on which all of The Mortal Realm rests, and it is he who holds the world together. In his absence, all things would crumble back into dust, and the world would be void once more. Only in winter does Wol get to rest, as Lyra watches over both land and seas, embracing all things in frost and snow. In spring he awakens yet again, and brings life back into the world together with his wife.

He lives with Lyra deep beneath the earth, under the roots of The Great Oak. There, in his vast halls, he houses all mortal souls whose lives have ended, so that they may rest safely. Like the other creators of The Mortal Realm, he is largely forgotten by the advent of the wild things, remembered only by his mortal kin.

## Tenets and Taboos

Cultivate strength, says Wol, in body as in mind as in spirit. Aid others, but never serve them - let others aid you, but never serve you. Stand side by side, not over and under. Show patience and restraint, but strike hard and without hesitation when the time is right. Let actions speak in place of words.
Technology

The level of technology can be compared with Earth around 1000 AD. Cities are forming, but no real solutions to sustain these are in place. Big differences are the absence of large amounts of wood and water, making both a rarer resource. With the absence of wood as a main fuel and building resource, extensive use of stone, clay and dung is needed. Some cities that were lucky enough to have access to ore veins, have been exploiting this by turning the city into metal production facilities.

In this world, most developments have gone towards keeping a big population alive in the least amount of space possible.

Cities are mostly built from stone, clay and although used sparingly, wood. Buildings are built on top of each other to conserve space and to minimize heat from the sun. Food sources are farming (on rooftops, the greenhouses double as water collection, or on irrigated patches of land), hunting desert animals, husbandry and collection of mineral-rich roots.

Traversing the sands is done with light boats with multiple, small hulls (catamarans) or beasts of burden. Catamarans are buily to minimize weight and wood usage, as wood is expensive. Weight needs to be minimized because of the nature of the quicksand. Standing still on patches of dry quicksand will result in slowly sinking in, so movement and weight distribution are key. The boats are either pulled by Sand Grazers (bigger, slower boats), or have a sail and oars to harness the elements (small, fast & mobile).
Nature

Dry quicksand is formed by escaping gases below the earth’s crust. The friction from moving continental plates (which are fractured and only connected loosely) creates gas buildups that regularly escape to the surface. This creates air between the fine dune sand thus creating dry quicksand. This is sand you cannot traverse normally, as you will sink into it, choking and crushing you. Dry quicksand is almost indistinguishable from normal sand, aside from the fact that it seems to move and flow like water.

Prolonged exposure to these mineral-rich vapours locked in underground caves has formed crystals with unique properties: when cracked open, the concentrated vapours inside release, glowing bright greenish-blue before dissipating. These released fumes, when inhaled, have an intoxicating, arousing and relaxing effect on humans. Therefore it has since its discovery grown into a popular recreational drug, for those that can afford it.
Bir Say

As the mountains east of Bir Say consist mostly out of limestone, their water sources are heavy with calcium and need extensive filtering before it is drinkable. This also creates large deposits of calcium on the surface next to any water source, creating white hills that look like clouds or cotton fiber on the side of the mountain. A City State named Bir Say was built on these hills, dubbing Bir Say “The cloud city”. Through the porous nature of the limestone, many caves and openings to underground tunnels exist, where most of the groundwater forms underground rivers and pools.

## Government

Bir Say is a Princes fiefdom, part of a larger empire. The Bir Sanid Prince is allowed to rule his population as he sees fit after the empire has taken control here. Fear and suppression are the names of the game here, and the rulers have been given the names of robber princes.

## Economy

Exporters of limestone, ironwood and salt. Extensive saltwater hot springs provide salt as well as tourism income, as they are said to have healing powers. Popular among pilgrims and rich nobles that visit them from far lands.

## Religion

The official religion of the Bir Sanid princes differs from the local populace, which is Mandesorian.

## Military

Imperial occupation and peacekeeping troops roam these lands.
Recopa Panamericana

La **Recopa Panamericana** o conocida simplemente como **Recopa** es un torneo anual oficial de clubes organizado entre la Conmebol y la Concacaf desde 2001 en el cual compiten los campeones de los 3 torneos de clubes de América, la Copa Libertadores, la Copa Sudamericana y la Copa Norteamericana, del caribe y Centroamérica para definir el mejor equipo de todo el continente en dicha temporada.

Los cupos son determinados según los campeones de las 3 copas, los 3 clubes participantes juegan partidos de ida y vuelta entre si para determinar al campeón.
Copa Asiática Israel 1964

La **Copa Asiática de Naciones** celebrada en Israel entre el 2 de Mayo y el 12 de Mayo de 1964 fue el Segundo torneo de fútbol oficial celebrado por la AFC en el cual solo participaron 8 equipos.

Para este torneo, igual que para el anterior no hubo una fase clasificatoria y fue la AFC quien invito a los países para que participaran, Israel como local, Corea como campeón vigente y sumándose a estos las selecciones de: India, Persia, Vietnam, Malasia, Tailandia y Japón.

 **Goles PP** | 3,37

## Equipos Invitados

* **Anfitrión:** Israel
* **Campeón Defensor:** Corea
* *En cursiva los equipos debutantes.*

## Ciudades Sede y Estadios

Las Ciudades sede fueron Jerusalén, Haifa, Tel Aviv, Ramat Gam y Jaffa; 5 ciudades y 5 estadios para el campeonato.

Estadio Hebreo, Jerusalen. Cap. 22.000Estadio de Haiffa. Cap. 20.000Maccabi Stadium, Tel Aviv. Cap 50.000Estadio de Rammat Gam. Cap. 30.000Estadio Bloomfield, Jaffa. Cap 30.000
Copa de la OFC de Naciones Papúa Nueva Guinea 1985

La **Copa de la OFC de Naciones** celebrada en Papúa Nueva Guinea en 1985 fue el cuarto torneo de fútbol oficial celebrado por la OFC entre el 10 y el 17 de Mayo del mismo año,al igual que en la edición pasada solo participaron 8 equipos.

Para este torneo no hubo una fase clasificatoria y fue la OFC quien invito a los países para que participaran, Papúa Nueva Guinea como local, Nueva Zelanda como campeón defensor y sumándose a Indonesia, Islas Salomón, Australia, Taithi, Nueva Caledonia y Fiji.

## Equipos Invitados

Thaiti
Nueva Zelanda
Indonesia
Islas Salomón

## Ciudades Sedes y Estadios

1 estadio en 1 ciudad fue elegido como sede del torneo.

Estadio Nacional de Papua, Port Moresby. Cap 22.000

## Desarrollo

Los 8 equipos participantes fueron sorteados en enfrentamientos de eliminación directa.
Eliminatorias de la OFC al Mundial de Brasil 2014

Las eliminatorias de la OFC al Mundial de Brasil 2014 comenzó en Junio de 2013 hasta el Noviembre de 2013. Fueron 16 equipos compitiendo por 1.5 cupos

## Ronda 1

Partidos jugados en Agosto de 2013.

Los 16 equipos juegan un 1vs1 de ida y vuelta. Los 8 ganadores avanzan a la siguiente ronda.

## Ronda 2

Partidos jugados en Septiembre de 2013.

Los 4 equipos juegan un 1vs1 de ida y vuelta. Los 4 ganadores avanzan a semifinales.

## Ronda 3

Partidos jugados en Octubre de 2013.

Los 4 equipos juegan un 1vs1 de ida y vuelta. Los 2 ganadores avanzan a la final, donde es la repesca continental.

 Nueva Caledonia  | **0:4** | Nueva Zelanda  | 0:0

## Ronda 4

Partidos jugados en Noviembre de 2013.

Los 2 últimos equipos juegan un 1vs1 de partido doble en sede neutral. El ganador clasifica al mundial mientras que el perdedor va al repechaje vs. CONCACAF.

## Clasificados

* Australia
* Nueva Zelanda  (Repechaje)
Copa Asiática Kuwait 1980

La **Copa Asiática de Naciones** celebrada en Kuwait entre el 3 y el 18 de Abril de 1980 fue el **Sexto** torneo de fútbol oficial celebrado por la AFC y en el cual participaron 16 equipos.

Para este torneo por tercera vez hubo una fase clasificatoria, en la cual 28 selecciones participaron por ganar los 14 cupos a la Copa, Kuwait como organizador y China como campeón defensor clasificaron de manera automática.

## Eliminatorias

En las eliminatorias 28 equipos jugaron partidos de eliminación directa de ida y vuelta para definir los 14 cupos  directos a la Copa, Kuwait y China ya se encontraban clasificados. Los partidos de ida en las eliminatorias se jugaron entre el 1 y 2 de Marzo y los partidos de vuelta entre el 16 y 17 de Marzo de 1980.

* Japón  vs Brunei  **6:0 - 5:1**
* Corea  vs Ceilán  **8:0 - 9:0**
* Malasia  vs Vietnam  **2:1 - 0:1 \*Vietnam clasifica por gol de visitante**
* Singapur  vs  Filipinas  **1:1 - 2:0**
* Tailandia  vs Birmania  **6:1 - 2:2**
* Laos  vs  Camboya  **1:1 - 0:5**
* India  vs Nepal  **1:0 - 1:0**
* Pakistán  vs Bangladesh   **1:1 - 2:1**
* Afganistán  vs Bahrein  **1:1 - 0:4**
* Qatar  vs   EAU  **0:0 - 0:1**
* Arabia Saudita  vs Yemen   **2:0 - 4:0**
* Persia  vs Irak  **1:0 - 2:1**
* Jordania   vs Siria   **3:1 - 0:1**
* Israel  vs Líbano  **3:1 - 1:0**

## Equipos Participantes

* Kuwait           Vietnam             India                 Arabia Saudita
* China            Singapur            Pakistán           Persia
* Japón            Tailandia            Bahrein           *Jordania*
* Corea            Camboya           EAU                 Israel

* *En cursiva equipos debutantes*

## Ciudades Sede y Estadios

La organización eligió 3 estadios en la ciudad de Kuwait.

Estadio Internacional Jaber Al-Ahmad, Kuwait City. Cap 70.000Estadio Jabah Al-Salem, Kuwait City Cap 30.000Estadio Al-Sadaqua Walsalam, Kuwait City. Cap 27.000
Eliminatorias de la CONCACAF al Mundial de Francia 1998

Para el Mundial de Francia 1998 32 equipos estaban compitiendo se inscribieron en la Concacaf para disputar los 3 cupos disponibles para el Mundial.

## Ronda 1

32 equipos juegan partidos dobles entre si, los mejores 16 pasan de ronda
**Julio de 1997**

* Guyana Francesa  vs Haití  **2:3 - 1:3**
* Anguila  vs Costa Rica  **1:2 - 0:6**
* San Vicente y las Granadinas  vs República Dominicana  **3:3 - 1:3**
* Bermuda  vs   El Salvador  **0:1 - 0:1**
* Suriname  vs Guatemala  **2:1 - 0:0**
* Cuba  vs  Honduras  **1:2 - 0:7**
* Jamaica  vs Panamá  **5:0 - 0:1**
* Islas Vírgenes  vs Estados Unidos  **1:5 - 0:5**
* Dominica  vs Canadá  **0:1 - 1:6**
* Belice  vs México  **0:7 - 0:7**
* Antigua y Barbuda  vs Nicaragua  **6:1 - 1:1**
* Granada  vs Guyana  **4:1 - 8:0**
* Bahamas  vs Trinidad & Tobago  **1:2 - 0:2**
* Antillas Neerlandesas  vs Antillas Menores Británicas  **1:0 - 2:1**
* Puerto Rico  vs  San Keits y Nieves  **2:1 - 4:1**
* Barbados  vs Martinica  **1:1 - 0:1**

## Ronda 2

16 equipos juegan partidos dobles entre si, los mejores 8 pasan de ronda
**Agosto de 1997**

* Haití  vs Canadá  **2:0 - 2:0**
* Costa Rica  vs Antigua y Barbuda  **3:0 - 1:0**
* República Dominicana  vs México  **1:2 - 0:3**
* El Salvador  vs Granada  **2:1 - 2:2**
* Suriname   vs  Trinidad & Tobago  **3:1 - 5:0**
* Honduras  vs Antillas Neerlandesas  **3:1 - 1:1**
* Jamaica  vs Puerto Rico  **2:0 - 6:0**
* Estados Unidos  vs Martinica  **3:2 - 3:0**

## Ronda 3

8 equipos juegan partidos dobles entre si, los mejores 4 pasan de ronda
**Septiembre de 1997**

* Haití  vs Costa Rica  **0:3 - 0:3**
* México  vs El Salvador  **2:1 - 2:1**
* Suriname  vs Honduras  **4:1 - 1:2**
* Jamaica  vs Estados Unidos  **0:0 - 1:4**

## Ronda 4

4 equipos juegan partidos dobles entre si, los mejores 2 clasifican al Mundial, los 2 perdedores juegan un partido en campo neutral para definir el otro cupo al Mundial.
**Octubre 1997**

* Costa Rica  vs México  **0:0 - 0:4**
* Suriname  vs Estados Unidos  **3:2 - 0:0**
* Costa Rica  vs Estados Unidos  **1:2 - 1:3**

* **Clasificados:** México , Suriname  y  Estados Unidos
Copa Asiática Persia 1968

La **Copa Asiática de Naciones** celebrada en Persia entre el 9 de Abril y el 24 de Abril de 1968 fue el tercer torneo de fútbol oficial celebrado por la AFC y en el cual participaron 16 equipos.

Para este torneo, igual que para los anteriores no hubo una fase clasificatoria, pero esta vez los equipos se inscribieron ante la AFC para el torneo lo que permitió que un mayor numero de selecciones participaran duplicando el numero de las dos ediciones pasadas.

 **Goles PP** | 3,25

## Equipos Participantes

* **Anfitrión:** Persia
* **Campeón Defensor:** Israel
* *En cursiva los equipos debutantes.*

## Ciudades Sede y Estadios

Para el torneo se escogieron 4 estadios en 3 ciudades sedes.

Estadio Imperial, Teherán. Cap. 68.000Estadio Al-Ghadeer, Alvaz. Cap. 47.000Estadio Ciro Reza Pahlaví, Teherán. Cap. 30.000Estadio de Shiraz. Cap. 29.000