recursal/Fanatic-Fandom huggingface dataset:
Simpson

Simpson is a sentinel shunter

### Bio

Scruff was brought to Sodor to work at Whiff's Waste Dump. He cannot stand being cleaned and when Thomas once tried to have him cleaned, he fled and hid in a siding until he was coaxed out with the promise of being allowed to shunt rubbish trucks. He once had to go to the Sodor Steamworks to have his bufferbeam mended and later that day, he helped Gordon tidy up the waste dump before the inspector arrived.

Scruff once had to be repainted and he enjoyed his new look so much that he did not want to get dirty. He then went around the Island, looking for a new job, until Gordon reminded him that he was most useful at the rubbish dump with Whiff.

In the eighteenth series, Scruff broke down at Crocks Scrap Yard. So Samson shunted him to the Steamworks. After he was fixed, he overheard the Fat Controller saying Samson had taken his car to the scrapyards and Scruff told the Fat Controller he knew a shortcut. He then made it to the scrapyards just before Reg could grab it.

He and Whiff later helped out with Thomas when he ordered himself to be covered in waste, so the tank engine could play a trick on Diesel. They later attended Sir Robert Norramby's Christmas party.

Scruff, alongside the other engines, wanted to participate in the Great Railway Show, though the Fat Controller did not select him.

### Personality

Scruff is a grimy little chap, with a lime green boxy shape. He likes to sometimes get dirty during his job. He is more than content with "scrunching" and shunting garbage wagons at Whiff's waste dump and has few other aspirations. He has been known to run in fear and hide away from things that he does not quite understand and can find having all the focus on him a little daunting. It seems, at times, that Scruff would rather be busily working in the background. However, he is cheerful to welcome engines to the waste dump and happy to have others join in with the "scrunching". He is notably, perhaps, one of the few engines on Sodor with little desire to be clean and presentable. Scruff's main motivator is being able to just get stuck in and knuckle down with his jobs.
Lucy

Lucy is a elegant engine

### Bio

Lady once came to the Island of Sodor a long time ago, when she was found by Diesel 10, an evil diesel engine who wanted to destroy her. Lady and Burnett Stone both ran away from Diesel 10, but during the chase, Burnett used up all her coal and made her go too fast, causing Diesel 10 to catch up, and then he crashed her. Lady was taken back to Muffle Mountain and stored inside Burnett's workshop, where he spent years desperately trying to restore her to working order, but he did not have the right coal to make her steam.

Years later, Lady was still out of service, and without her, the Magic Railroad began to lose its magical energy. That all changed when Lily, Burnett's granddaughter, and Thomas brought a truck of coal from Sodor to Muffle Mountain, which proved to be the coal necessary to make her steam. Lady's face was revealed when she came back to life and she and Thomas returned to Sodor, where they were once again chased by Diesel 10, excluding Splatter and Dodge. Lady, Burnett, and Thomas successfully managed to defeat Diesel 10 and she gave the Conductor Family the Gold Dust they needed.

In *Calling All Engines!*, when the steam and diesel engines were facing a fallout, Lady and Rusty both appeared in a dream of Thomas'. She told him how to resolve the conflict between the two kinds of engines, by working together regardless of their differences.

### Personality

Lady is a very special engine who holds the secret to the Magic Railroad. When she moves along the rails, she spreads Gold Dust with her special powers. She has been known to help Thomas and his friends, when there is no one else to turn to.
Duck/Montague

Montague is a pannier tank engine

### Bio

Swindon locomotive works built Duck in 1929 for the Great Western Railway. Duck was very capable and often found himself doing different jobs everyday. Eventually, he was assigned to be a shunter at Paddington station in London. He shunted there until 1955, when he was purchased by NWR. He was sent to West Tidmouth to replace Percy as a shunter at the main yard. He worked the yards of Tidmouth with ease for several years in true great western fashion. The Fat Controller was very pleased with Duck, so much so that in 1964 he assigned him to work the Arlesburgh branchline. A year later, he was joined by Oliver, the two work well together and keep the branchline running to this day.

### Personality

Duck is cheerful, busy and tends to bustle about. Duck knows how to hold his own and tends to stand for no nonsense from any engines that might get ideas above their station and try to order him or others about; as a result of this and his strength, most tank engines look up to him. He enjoys running like clockwork, without problems, or interruptions, making him a very efficient and loyal engine. However, his moral code is not perfect and often favours fairness to kindness, like when he blocked Gordon, Henry, and James from coming into the shed after they ordered him about. He takes tremendous pride in the responsibilities bestowed upon him, particularly in his role of running his own branch line with Oliver, sometimes known as the "Little Western" as a result.
Wendell

Wendell is a work diesel

### Bio

The Works Diesel rescued James after his injector failed, and managed to change James' opinion of diesels with his charismatic personality.  He then brought the Christmas tree for Thomas from British Railways. In 1986, Donald mentioned that there are other diesels at the works. The Works Diesel was later seen talking to Gordon at Barrow-in-Furness in 1992. He was never named.

### Personality

Although the Works Diesel never spoke, he is described as being friendly and is impossible to not like - even James, who retained a hearty dislike of diesels, could not help but befriend him before the two had even reached the Works.
Sonny

Sonny was a troublesome industrial Austerity saddle tank engine who used to work at a steelworks on the Mainland

## Sonny

### Bio

Sixteen lived at a steelworks on the Mainland, with several other engines. He spent all day shunting trucks to a place called the "tip". Engines were not allowed to travel along the track on the tip itself, as it was not firm enough to take their weight. Sixteen thought he knew better and often tried to pass the "danger" board without success.

One day, however, Sixteen took advantage of damp conditions and told the trucks to slide him past the warning notice. His fireman was told to reverse him, but before he could do so, the rails gave way and Sixteen tipped off the rails and rolled over onto the ground. He was eventually rescued but not repaired and sent to the sheds in disgrace where he remained in storage. He was eventually saved and taken to a heritage railway.

### Personality

Sixteen was a naughty, careless, arrogant and awkward engine. He refused to take anyone's advice and it is also implied that he grew bored of his surroundings and was curious about the outside. After his accident, Wilbert has said that he hopes Sixteen has learned his lesson after being restored and given a fresh start in preservation.
Duke

Duke is a old engine

### Bio

Duke lived on the Mid Sodor Railway with several engines including Stuart, Falcon, Bertram and briefly Smudger, until the line went bankrupt and Stuart and Falcon were sold. Duke, however, was sheeted until a group of adventurers found his shed, buried under the soil that had washed down from the mountains. Skarloey and Rheneas took him back to the Skarloey Railway, where he was soon returned to service.

### Personality

Duke is one of the oldest, wisest and most experienced engines of the Skarloey Railway. He is also the mentor of Peter Sam and Sir Handel, from their younger days on the Mid Sodor Railway, when they were called Stuart and Falcon respectively. Being the oldest engine on the line, Duke liked everything to be "just so". Although once lost for many years in an old shed that nature tucked away and forgotten about after the Mid Sodor came to an end, he was found by rescuers, although quite by accident when one dropped in through his shed roof. He may have a headteacher attitude and maintain his authority at all times, but can be quick to apply his knowledge and years of experience to help guide and correct any younger engine. He is proud of his name and keen to uphold the respect it merits. He can often be heard to say "That would never suit His Grace!" upon hearing or seeing something that he takes disapproval to, or pedantically stating how he thinks someone would have adhered to the rules and regulations in his younger days. Despite their teasing ways, Sir Handel and Peter Sam have grown to become very fond and deeply respect Duke and dearly nicknamed him "Granpuff" for his long service to the railway.

### Trivia

* He is the first user to be added in as an David, rather than one that had a personal name. He is based upon no specific Duke.
* Duke model some resemble to Bertram.
Big Lie

Twice as Nice

"**Big Lie**" est la seconde musique de la tracklist du premier album studio de Post Malone, "Stoney". À l'origine, Ty Dolla $ign était censé être en featuring sur cette musique, mais pour une raison quelconque, il a été retiré de la musique. La version démo de "Big Lie" contenant le featuring de Ty Dolla $ign est sortie non-officiellement le 13 janvier 2019.

## Paroles

[Intro]

I know, I know (I know, I know)

I know, I know (I know, I know)

Mustard on the beat, ho

[Couplet 1]

Run it up, run it up (Run it up), count it up, count it up (Count it up)

'95 in my cup ('95 in my cup), nicotine in my blood

Go, run it, run it, count it, count it

Go, show me something, ayy, ayy

Go, talkin' that shit, keep on barkin' lil' bitch

Bitches tryna get lit, damn

Rosé poppin' with the Balmain on me

And I keep on callin' and they know that I don't answer my cell

No, I don't know your momma

I got so much commas, girl, you know I'm only into myself

[Pré-Refrain]

Say you flexin', that's a big lie

When I pull up, give this bitch my life

And you know that I'ma get mine, yeah, yeah

[Refrain]

Say you flexin', that's a big lie

When I pull up, give this bitch live

And you know that I'ma get mine, yeah, yeah (Yeah)

Say you flexin', that's a big lie

Say you got that shit you don't got

Heard you say that shit a hundred times, yeah, yeah (Yeah)

[Post-Refrain]

Say you flexin', that's a big lie

Say you flexin', that's a big lie

Say you flexin', that's a big lie

Say you flexin', that's a big lie

[Couplet 2]

Ooh, valet the park on the whip

The Caddy, the '76

My woman gon' box on a bitch

They don't want no part in that shit

I got my money jumpin', I'm proud for ballin' on Fade

Didn’t watch the game, you can see that shit on replay

I just drop the top and I pull up to your party

I just grab a Bud and I pop the top on you, pour that water (Pour that water)

[Pré-Refrain]

Say you flexin', that's a big lie

When I pull up, get this bitch live

And you know that I'ma get mine, yeah, yeah

[Refrain]

Say you flexin', that's a big lie

When I pull up, get this bitch live

And you know that I'ma get mine, yeah, yeah (Yeah)

Say you flexin', that's a big lie

Say you got that shit you don't got

Heard you say that shit a hundred times, yeah, yeah (Yeah)

[Pont]

And they know who we are, yeah (Know who we are)

And they know that we ballin' (Know that we ballin')

When you wanna get this money

I don't want your bitch, just know it

[Pré-Refrain]

Say you flexin', that's a big lie

When I pull up, get this bitch live

And you know that I'ma get mine, yeah, yeah (Yeah)

[Refrain]

Say you flexin', that's a big lie

Say you got that shit you don't got

Heard you say that shit a hundred times, yeah, yeah (Yeah)

[Pont]

And they know who we are, yeah (Know who we are)

And they know that we ballin' (Know that we ballin')

When you wanna get this money

I don't want your bitch, just know it

[Outro]

I know, I know (I know, I know)

I know, I know (I know, I know)

I know, I know (I know, I know)

I know, I know (I know, I know)
Thomas

Thomas is a cheeky tank engine

* NWR Blue
* NWR Platoon
* LBSCR

### Bio

Thomas was built by Crovan's Gate in 1914 for shunting and goods work on the newly formed North Western Railway. After all tests and trials were completed, he was put to work preparing the railway for its opening. Once the railway was officially opened he became a shunter at Vicarstown station. The cheeky little engine had many mishaps while working there and was soon re-allocated to Wellsworth. With the help of Edward, Thomas soon became a reliable engine on the railway. Later, a new engine named James had an accident with trucks, Thomas cleared up the accident and took James to the works. As a reward for his efforts, he received his branch line along with a set of coaches. Thomas has had many adventures since then, and now the little engine is world-famous.

### Personality

Thomas is described as being a cheeky, fussy engine. He often gets into scrapes, usually by being over-eager to do things best left to bigger and more sensible engines. But clouds' never last long in Thomas' life and he is soon bustling about again, playing his part in the yard and on his very own branch line, of which he is extremely proud. He loves teasing the others, especially the bigger engines, such as Gordon and on occasion brags about his superiority, but is always brought down to earth in due course by anyone willing to correct him, especially the Fat Controller and his two coaches, Annie and Clarabel. If Thomas has one major character flaw, it is that he is cynical and often grumpy. However, despite his rough exterior, he has a heart of gold.

### Trivia

* Thomas was not made class NWR T1 0-6-0.
* Thomas siderods are silver instead a red.
Calvin Cable

Calvin Cable is Carl's rival inventor, the main antagonist of The Mighty Carl 3: Rise Of The Cursed Robots, and the secondary antagonist of The Mighty Carl 6: Return Of The Villains.

Gender: Male

Status: Locked up in unamed maxium security prison

First Appearence: The Mighty Carl 3: Rise Of The Cursed Robots

Last Appearence: The Mighty Carl 6: Return Of The Villains

Goals: Take over the world with help of Mechanical and Laser(Part 3) failed

Take over the world with robots(Part 6) almost won.

Background:

Calvin is Carl's rival inventor. In Part 3, he altered Carl's 2 new robots, Mechanical and Laser for World Domination. With help of robot buddy, Max, Carl was able to defeat him and put him in Stonewall Penitentary. 3 years later, he and Matt were locked up together in the same cell, and escaped to find modern day caveman, Professor Boof. In the end of Part 6, he is locked up in an unamed maxium security prison.
Alex

Alex is a old engine

### Bio

Alex was built in the second batch of 2000 Tanks, and originally numbered 2040. Known to be rough riding, when the NWR needed locos during WWI, the Midland Railway quickly offered Alex’s services – much to the objections of Alex at the time! After the war was over the NWR did offer Alex back to his home railway, to which the MR declined – hence, he was taken into the stocklist (after a reimbursement to the MR). He continued to display rough riding qualities, and was quickly transferred to a branch line (Kirk Ronan).

However, after Stanier found that adding side pads and “through spring” controlling arrangements significantly improved the running of his classmate, the Fat Director quickly went about organising an identical alteration to Alex. Alex’s classmates were scrapped by the LMS shortly after his bogie conversion, and when he was exposed to this fact by the newly-arrived Douglas several decades later he developed a paranoid tendency to believe that they would “come to finish the job” and dispose of him to remove all of the “Flatirons” from existence.

It was also during this era that a feud erupted between Alex and Gwen, after Alex framed Gwen for an accidental still of paraffin at the docks, with tensions lasting for over half-a-century before Alex admitted fault. Although the two engines aren’t close, they are no longer at each others’ throats as constantly. After Simon was transferred to the Kirk Ronan Branch in the 1970's, Alex was originally hostile towards him; due to their shared Midland origins he was convinced that Simon had been sent to finally dispose of him. However, Simon eventually won the large tank engine over, and the two grew to like each other.

More recently, Alex saw the uprising and, due to an accident he himself caused, subsequent disbanding of a local environmentalist group. An incident which saw a pair of railway enthusiasts steal his nameplate saw Alex have a severe fit of paranoia, believing that a plot to see him scrapped had been enacted. Alex still suffers from Panic Attacks and bouts of paranoia, but he is a dedicated worker and will do anything to help a friend (provided he doesn’t think that the friend is out to scrap him at the time!).

### Personality

Alex was loaned from Midland Railway during World War I to assist the NWR’s critically low locomotive stocklist, and assisted with passenger workings while the stronger engines carried out the trains directly involve in the war effort. He has always been a difficult engine to run and run with - made paranoid for his survival and that everyone is out to get him since the 60's, he lives a quiet life on the Kirk Ronan branch, running his renowned passenger service alongside Simon's goods work and Gwen as the Kirk Ronan shunter (not that he cares much for the latter!). And though he's hard to get along with , you'd be doing a disservice to criticise his work ethic on the branch.
Clemmons

Clemmons is the main protagonist of The Headless Prisoner Story and the deuteragonist Of The Mighty Carl Parts 1, 2, and 4.

Gender: Male

Current Residence: Livewood, Montana

Birth Country: United States Of America

Birth state/city: Unknown

First Appearance: (In Miles Universe) The Headless Prisoner.

In Carl stories: The Mighty Carl

Last Appearance: The Mighty Carl Returns

Background:

Clemmons is the middle and second child of the Coleman Family. He was born in 1945, and is currently 67, making he and Carl 5 years apart. At the age of 32 in 1977, Clemmons joined the U.S Navy, and with much hard work became a SEAL and won many wars. In 1990, he moved to Deadwood, Montana to find jobs after the war, and became a School Janitor. 10 years later, he was requested by students to go to Deadwood Asylum to destroy the paranormal curse to free their land from unexpected danger. Clemmons later himself going on crazy adventures with Carl.
Emily

Emily is a single stiring engine

### Bio

Emily is based on a Great Northern Railway G3 Stirling Single 4-2-2. Designed by Patrick Stirling in 1870 with 8ft 1in driving wheels and outside cylinders, they were specifically built for high speed expresses between London and York. These locomotives were capable of hauling 280 ton trains at 50 mph, though they could reach 85 mph on lighter services. A total of 53 were built at Doncaster between 1870 and 1895, in three series introduced in 1870, 1884 and 1894 respectively; the last was withdrawn in 1916. The only surviving member of her class (No. 1) is on display at the National Railway Museum. The locomotive in preservation carried a small capacity Sturrock tender, which was given in its first restoration in 1910. Recently, a derelict original Stirling Single tender used as a water and sludge carrier was found in Peterborough and, after restoration, was paired with the locomotive in 2014.

### Personality

Emily is a kind, caring, and helpful engine. Emily is very empathetic and cares for others. She is very helpful too, willing to aid in any task. She can be very wise, often giving advice to the younger engines on the railway. However, because of her assertive tone, she can be seen as bossy, often causing some to ignore her. Her advice also has the tendency to be unsolicited, which can be annoying. She likes things to be structured and controlled but sometimes her desire for control can maker seem unpleasant. She doesn't mean any harm though and everyone knows she has their best interests at heart.
The Mighty Carl 7: The New Eggman

The Mighty Carl 7: The New Eggman was supposed to be the follow up to The Mighty Carl 6: Return Of The Villains. Forgotten character, Jamie was getting the role of main villain. The plot was identical to Sam Raimi’s Spider-Man in some ways.

Plot:

A week after the events of The Mighty Carl 6, the story opens on Jamie at Matt’s grave on a stormy night paying his respects, and has a flashback about Matt taking him in and all the fun times they had together. We learn that Matt was Jamie’s only father, and that he was adopted. Jamie is angry at Carl for being responsible for Matt’s death, although it was truly an accident, and seeks to defeat Carl and avenge Matt.

Cancellation Reason:

Miles Hadley, the main author found that the plot was basically a typical cliche villain revenge story, and even though it kinda had some depth to it and it was a good idea to develop a forgotten character, the story was cancelled.
Other Carl/Dark Carl(Darl)

Other Carl/Dark Carl(Darl) is the evil counterpart of Carl from the alternarte universe.

Country Of Origin: United States

Birth State/City: Unknown

Birthday: Unknown Date, 1950

Background:

Other Carl never went to Calectin Corp, because he never needed help with the inventions, as he was always successful, and picked on other, less experienced inventor's inventions. To get revenge after being bullied by him, Good Matt, Good Calvin, and Carl set a trap for him at a chemical plant. He tripped over, and fell into a vat, causing him to become a purple and black figure with red eyes. He became bent on destroying poorly designed inventions and ultimately taking over the world. He named himself Darl, and seeks vengeance on Carl, Good Matt, and Good Calvin.
Fuck

"**Fuck**" est la cinquième musique de la mixtape "August 26th" de Post Malone. Cette musique est le résultat de la collaboration entre Post Malone et Jeremih.

## Paroles

[Intro]

I just wanna fuck-fuck-fuck

I just wanna fuck-fuck-fuck

I just wanna fuck-fuck-fuck

I just wanna fuck

[Refrain: Jeremih & *Post Malone*]

I ain't here for no conversation

I ain't really tryna talk (Yeah) (**I just wanna fuck**)

Can a ni\*\*a be honest, baby? (Baby) (**I just wanna fuck**)

I just came here to fuck (Really?)

Shawty, take off them heels and your shirt (**I just wanna fuck**)

And that skirt and them panties right now (**I just wanna fuck**)

Baby, step into my room, show me love

And get served like tennis right now

*If you wanna come and get served right now*

*Then you know it's goddamn guaranteed to go down*

[Couplet 1: Post Malone]

I'm going down, you're going down

It's going down for sure

Baby girl, sit down right now

Give you five seconds, one, two, three, four

I'ma turn your ass around, right now

Now you're screaming, "Good Lord"

Got you smoking on the loud, knock you down

Fuck you like you never been before

I could fuck you all the time

Girl, I'm glad you mine

[Refrain: Jeremih & *Post Malone*]

I ain't here for no conversation

I ain't really tryna talk (Yeah) (**I just wanna fuck**)

Can a ni\*\*a be honest, baby? (Baby) (**I just wanna fuck**)

I just came here to fuck (Really?)

Shawty, take off them heels and your shirt (**I just wanna fuck**)

And that skirt and them panties right now (**I just wanna fuck**)

Baby, step into my room, show me love

And get served like tennis right now

*If you wanna come and get served right now*

*Then you know it's goddamn guaranteed to go down*

[Couplet 2: Post Malone]

Go down, hell yeah, I'ma say it

Go and show me what you working with

Give a fuck about the man that you rolling with

Think it's 'bout damn time that you done with him

How you get so bad? We all wonderin'

Lil' mama look hotter than the summer is

I ain't gon' tell you lies like the other did

Baby girl, I'ma keep it one hundred

Get me on, I'ma, I'ma call you later

And these Saint Laurent's looking alligator

And maybe that's why she want an elevator

Elevate your life, elevate your life and

Girl, you know I wouldn't wanna wife ya

Girl, I wouldn't wanna make you spiteful

Girl, I wouldn't wanna mix your life up

Mix your life up, oh

[Pré-Refrain: Jeremih]

Yeah, I was tryna get her to my bed (To my bed)

But we ain't make it out the kitchen (Yeah, oh, yeah) (**I just wanna fuck**)

I was cooking and I burned the bacon (Damn) (**I just wanna fuck**)

Pussy got a ni\*\*a slippin' (Yeah)

Got your boy going deep: breaststroke, backstroke (**I just wanna fuck**)

Girl, I'm swimming right now (**I just wanna fuck**)

Got her singing like me, when she moan

Let's make a song, 'cause we're jamming right now

[Outro: Post Malone]

I could fuck you all the time

Girl, I'm glad you mine, oh
Cynthia

Cynthia Coleman is the tritagonist Of The Mighty Carl 2, and will be the protagonist of the upcoming story, "Cynthia's Rainforest Adventure." She is a Professional Archaeologist who currently lives in Phoenix, Arizona.

Gender: Female

Current Residence: Phoenix, Arizona

Birth Country: United States Of America

Birth State/City: Unknown

First Appearance: The Mighty Carl 2

Last Appearance: The Mighty Carl 3(mentioned)

Background:

Cynthia was the first child of the Coleman Family. She was born in 1940, and is currently 72, making Clemmons and her 5 years apart, and Carl and her 10 years apart. Cynthia got into archaeology when she went to College in 1958. She was taught by Professor Boof, who was found 50 years later underground, revealed to be an evil modern day caveman. With the help of Carl, Clemmons, and the cavekids, Cynthia escaped the underground cavern and things returned to normal for her.
Edwin X Jr.

Edwin Xeviour Junior will be the deutertagonist of Carl And The Naughty Inventors From Mars.

First Apperance Will Be: Carl And The Naughty Inventors From Mars

Age: 50

Birth Country: Scotland

Current Residence: King Of Prussia, Pennsylvania.

Background:

As one of Carl's biggest fans worldwide and being a failing inventor, Edwin left Scotland to see Carl to join the W.I.C.F.S and become a better inventor. He was nervous at first, but they eventually could work well together.
Toby

Toby is a steam tram engine

### Bio

Toby and his siblings were built by Crovan's Gate in 1885 for mixed-traffic work on the Ulfstead Tramway. They worked the line for many years and was well respected by the people on the line. However, in the '30s the tramway was on the decline and they began having less and less work to do. One day, he met a nice stout gentleman and his family, they liked Toby and had fun with him on their little vacation. They were all sad on the last day and hoped to see each other again. Unfortunately, the tramway finally closed in January of 1939 and Toby was shut up in the shed. The next day, the doors were opened and was surprised to learn the stout gentleman was the controller of NWR and purchased Toby and his tramway. However, Toby was transferred to Ffarquhar where he was to take stone trains from the quarry to the junction, as well as light passenger trains. Even though Toby misses his old line sometimes he still enjoys working at Ffarquhar with his friends Thomas and Percy.

### Personality

Toby is old, but wise, hardworking and knowledgeable. He knows his way around and is often in charge when Thomas is away. He is also savvy enough to control the trucks. However, his advanced age and design mean that he is weaker than the other engines. While Toby is always ready to work hard without any fuss, he can be a bit temperamental sometimes, especially when young and inexperienced engines who are full of themselves make things difficult for him. However, work at the quarry line often soothes off his moods without any cause of grief to anyone, except of course his old faithful coach, Henrietta. He likes animals, sheep in particular and is an expert at shooing them away. He can be very insecure about his age and doesn't like it when other engines tease him about it. Even though Toby is old, he is very hardworking and has proved himself to be an asset to the railway.

### Trivia

* Toby sideplates has blue instead a grey.
Etiopía

**Bonos**

Porteadores Tus Town Centers producirán cargadores con el tiempo, gracias a los bonos muy sinérgicos de la biblioteca, este bono será mucho más significativo de lo que puede parecer a primera vista. Defensas sólidas. Los etíopes tienen edificios muy fuertes y estructuras defensivas adicionales.

Debilidades Tortuga. Los etíopes son muy lentos para construir, tienen pocas buenas capacidades ofensivas y sus unidades más fuertes se encuentran solo en los niveles posteriores, a menudo puede encontrar dificultades para mantener todo junto al principio.

**Unidades y edificios únicos**

Los etíopes tienen muchas unidades únicas que hacen que su composición del ejército sea similar a la de sus homólogos europeos.

Guardia Papal: Un tipo de mosquetero muy confiable. Su daño puede ser mejorado considerablemente.

Tigray Lancer: un lanzador sólido con un gran alcance cuerpo a cuerpo y una bonificación contra la caballería.

Oromo Horseman: una unidad de caballería con una bonificación contra la infantería.

Selfenga: una poderosa unidad de infantería que se fortalece a medida que se acerca al centro de la ciudad.

Sebastopol: Un cañón masivo y poderoso que causa un daño inmenso.

Menelik ll : El explorador, puede usar el Rugido del León para hacer daño en un área.

**Ciudad de origen** Addis Ababa

**Religiones** Animismo, Ortodoxo

**Embajadores** Portavoz de Etiopía, Asesor Ruso, Explorador Italiano, Catequista Portugués y Comerciante Indio.
Zaron Asylum For Mentally Challenged Animals

Zaron Asylum For Mentally Challenged Animals is a psychiatric hospital in King Of Prussia, Pennsylvania. It specializes in treatment for mentally disabled/challenged animals with usually abnormal behavioral problems such as insanity, dangerous strength, anger disorder, bipolar, and others.

KFLK is one of the most dangerous inmates incarcerated here, and is hard to treat.
Save Carl(Interactive Game)

Save Carl is the first official interactive game made by Miles and Will Hadley made with the website Twinery.org.

Plot: Carl has been kindapped by the infamous pickle pirate, and it's up to you to help Stacey make the right descions to get to him and save him.

Gameplay:

Black screens pop up with text on them telling you the current scenario through Stacey's POV. There are usually two options to pick from. If you click the correct answer, you move on to the next screen and continue the game. If you click the wrong answer, a text box pops up showing what happened to you, and you will have to start all over from the beginning.

Link To The Game: https://twinery.org/2/#!/stories/9ca6f1b7-a9b5-4108-8998-1d0c3e6e779c

Hover over the first passage with your mouse and click the play arrow to begin. Good luck!
Professor Boof

Professor Boof is the main antagonist of the Mighty Carl 2 and is later reveled is an Anti Villain in The Mighty Carl 6: Return Of The Villains.

Gender: Male
Current Residence: Back with his Caveman friends
Birth Country: Prehistoric America
First Appearence: The Mighty Carl 2
Last Appearence: The Mighty Carl 6: Return Of The Villains
Goals: Defeat any invaders to the underground trench(formerly,failed)
Ask Carl for help(Part 6, succeded)
Defeat Matt and Calvin with Carl's help. (Succeded)

Background

It is revealed that in Part 6 that Boof wasn't always bad, as when he was young, a war over water for 500 miles had broken out. In the end, leader Oocha Hoocha was killed by the leader from the other land, and those remaining were taken off to a slave camp. Luckily, Boof escaped, and later in time, he took out his anger, and killed the leader of the underground trench and took over.

He struggles to listen to his good side that doesn't want to hurt anyone, causing him to not think twice and commit to doing bad things. Eventually, he finally listens to his good side and helps Carl defeat Matt and Calvin
Oocha Hoocha

Oocha Hoocha was the leader of the cavmen in Prehistoric America. However, she was killed in the 500 miles water war, and the surviors were taken to a slave camp.

Gender: Female

Birth Country: Prehistoric America

Status: Dead

First And Only Appearence: The Mighty Carl 6: Return Of The Villains(mentioned, does not speak)
Death Of Carl

The Death Of Carl is an upcoming event in the Miles Universe happening on August 8th, 2052. Carl will live to be 102. Everyone from the Miles Universe will be there to be with Carl during his final moments.

Cause Of Death: Old age.

Grave:

**In Loving Memory Of**

**Carl Coleman**

**December 5th,1950- August 8th, 2052**

**"A beloved inventor, superhero, family man, and friend to all."**
Carl

Carl Coleman is an elderly inventor/superhero and the main protagonist of The Mighty Carl Hexalogy.

Gender: Male

Race: African American

Current Residence: King Of Prussia, Pennsylvania

Birth Country: United States Of America

Birth State/City: Unknown

First Appearance: The Mighty Carl

Last Appearance: The Mighty Carl 6: Return Of The Villains

Background

Carl is the third and youngest child of the Coleman Family. He was born to two unnamed and unknown parents on an unknown date in 1950, and he is currently 66 In 1970, he went to College to learn how to invent and innovative, and used those skills to create most of his inventions to usually save the world from danger or destruction.

Relationships:

Clemmons: Janitor/Horror Hunter, Older Brother

Cynthia: Archaeologist, Sister

Parents: Charlie And Charolette Coleman.

Stacey: Girlfriend and Spouse.

Matt Calectin Apestostos: EX Boss, owner and founder of Calectin Corp, and main enemy

Calvin Cable: Rival inventor and secondary main enemy

Boof: Former enemy, but current friend.
Turquía

**Bonos**

Aldeanos libres. El Imperio Otomano tiene aldeanos que se entrenan lentamente de forma automática. Saqueo. Cada vez que una unidad otomana ataca, genera una pequeña cantidad de moneda. Militar fuerte. Sus unidades militares son, en su mayor parte, versiones más fuertes de sus contrapartes occidentales. También le brindan más experiencia cuando está capacitado.

Debilidades

Aldeanos lentos. El tiempo de entrenamiento de los aldeanos es terriblemente lento a menos que investigues a los técnicos de la iglesia y su límite de construcción también es limitado hasta que lo hagas. Militar anticuado. Su ejército, aunque fuerte, tiene bonificaciones débiles y puede volverse rápidamente débil, costoso y mediocre en comparación con sus contrapartes occidentales.

**Unidades y edificios únicos**

Los otomanos tienen varias unidades únicas.

Janissary: ​​una poderosa infantería pesada. Muy rudo.

Abus Gun: una unidad de asedio con una bonificación contra la infantería.

Nizam-i-Cedid: Su unidad definitiva. Un equivalente mosquetero inigualable.

Galley: Una versión potente del Sloop europeo.

Spahi: unidad de caballería resistente. Solo se puede enviar desde la metrópolis.

Deli: Unidad de caballería pesada rápida.

Humbaraci: La versión turca del granadero.

Gran bombardeo: cañón enorme. Bueno contra todo. solo se puede enviar desde la metrópolis.
Matt Calectin Apestostos

Matt Calectin Apestostos, AKA, Uncle Matty, is the main antagonist of The Mighty Carl Hexalogy. He is the owner and founder of Calectin Corp, Carl’s EX Boss, and main enemy.

Gender: Male

Parents: Moe and Ruby Calectin Apestostos

Born: March 17th, 1960

Died: Unknown date, 2012 after being caught in his own egg trap and rolling out the window to his death.

Country Of Origin: United States Of America

Birth State/City: Rochester, New York

Goals: Defeat Carl: Failed, but almost won

Cover the world in Eggs And Chili: Failed

First Appearance: The Mighty Carl

Last Appearance: Birth Of The Eggman: The Untold Origin Of Uncle Matty.

Background:

Matt was born on March 17th, 1960 to Moe and Ruby Calectin Apestostos, who were very rich, as they were the two head owners and founders of the company, the W.I.C.F.S(The World Invention Center For Seniors,) and they're inventions paid off to live a rich and easy life. However, things were going downhill in 1972, as the inventions were malfuctioning, products were often returned because of their poor design and clunkiness, and profits plummeted, as the company went bankrupt on September 23rd, and the family lost all their money and jobs. Because of the parents love for their child, Matt was given away to a friend who took care of him until Moe and Ruby could find better jobs. Unfortunately, they never returned, and Matt left all grown up with only a few eggs with him. Matt, who believed he was simply abandoned, decided to get revenge by covering the world in eggs, the only material he had with him. With old blueprints from his parents that he found, he used them to raise money for himself. He succeded with his new inventions, and founded Calectin Corp to remember the sucess of his parents. After hiring Carl and manuplating him to get his wish, he was stopped and incarcerated to Stonewall Penitentary for the next 3 years. He then died in Part 6, when he tried to capture Carl eternally with an egg holding device, but instead, it captured him, and he rolled out the window to his death.
Mechanical and Laser

Mechanical and Laser were Carl's new robots he invented at the beginning of Part 3. However, they were stolen by Calvin Cable and remolded for destruction and world domination by Calvin Cable

Gender: Males

Creator: Carl

First Appearance: The Mighty Carl 3: Rise Of The Cursed Robots

Last Appearance: The Mighty Carl 3: Rise Of The Cursed Robots

Background

Mechanical was supposed to create things quickly, and Laser was supposed to shoot lasers from a scope cannon on his helmet. They were supposed to create and destroy things so Carl could get things done quicker.
Jesuita

Plantilla:Infobox Minor AllyThe Jesuits are Minor Allies, they can allied by building a Trading Post at their Trading Post site.

## Unit

Archivo:Conquistador icon.png Conquistador: Ranged cavalry. Good against cavalry.
## Technologies

 Archivo:Smokeless Powder icon.png Smokeless Powder
 Archivo:Christian Schools icon.png Christian Schools
Jordan Chen

Jordan is one of the main characters, Harpy's endearing boyfriend, nephew of Mr Wu, as well as the only child and son of the late Mrs Chen.

## Profile

### Personality

Jordan is a smart yet quiet individual generally. He has a fear of being left behind, and therefore he unknowingly clings onto people he feels most comfortable with. He is also very religious, as he prays to his mother who he set up a shrine for often since she passed away. Jordan is very secured of his loved ones, and is willing to sacrifice himself for them. He also usually denies people's requests if they are not his loved ones.

Jordan loves Harpy a lot, almost like as if she reminds him of his mother. He is also very loyal to her, as he is not the same with other people; and is willing to face his own fears for her. Jordan is very clingy with her, and apologizes if he thinks this bothers her. Harpy's pet peeve with him is that he is also very lazy in his own house and usually relies on her doing the housework instead of him.

### Appearance

Jordan has a small mole on the corner of his right eyelid, dark violet bobbed long hair. He also has a weak jawline, oriental tan skin and a brown eyes. He is approximately the same height with Pierre Parker if not taller, his girlfriend's younger brother; and is slightly muscular.

## Trivia

* Prior to the series, Jordan went to a military camp for 3 months of training.
* Out of all of the main four couples, Jordan's relationship with Harpy is the strongest.
* Jordan from Couple of Lives and Different Lives have the same hairstyle, despite in between the timeline, he shaved his hair due to military training.
* Jordan is the only date character whose relatives are not associated with LGBT at all.
Malta

**Bono**

Paredes poderosas. Tus muros se actualizan automáticamente al avanzar de edad
Defensa de emergencia. El explorador puede construir instantáneamente 4 puestos de avanzada alrededor del centro urbano. Una vez muy 20 minutos.

Estructuras resistentes. Los edificios malteses tienen defensas más fuertes.

Ejército pasado de moda. Malta sigue una lógica diferente con su lista de unidades: Las unidades de Malta cumplen funciones correspondientes.

Debilidades

Falta de potencial. Los malteses están desactualizados y se enfocan solo en defenderse.

.**Unidades y edificios únicos**

Los malteses tienen una lista única, ya que en su mayoría son medievales.

Longbowman: Unidad de línea de arquero. Bueno contra infantería pesada.

Cranequier: Unidad a distancia que contrarresta la Infantería Ligera.

Lacayo: luchador cuerpo a cuerpo rápido, bueno contra unidades especiales y unidades de asedio. Gran línea de visión.

Ranseur: Un lancero, bueno solo contra la caballería.

Warhammer: luchador cuerpo a cuerpo completo. Resistente y bueno contra los edificios.

Lanzador de aro: una unidad parecida a un granadero.

Caballero: Caballería cuerpo a cuerpo versátil.

Espadalarga: se mueve lento, pero inflige un gran daño.

Trebuchet: artillería arcaica que puede lanzar una piedra.
Inmigrantes Libaneses

*Trabajador inmigrante árabe*: Aldeano normal pero reza más rápido.

*Legión de fusileros maronitas*: hostigador que se vuelve más fuerte cuanto más técnicos católicos investigas. Bueno contra la infantería.

**Actualizaciones**

Ikinci Nesil: mejora los puntos de vida y el daño del fusilero maronita en un 30% 1000 monedas, cuesta 1 envío.

Ucuncu Nesil: Mejora los puntos de vida y el daño del fusilero maronita en un 50%. Cuesta 2000 monedas, 2 envíos.

*Brochetas*: Todos los productos para el pastoreo se convierten en cajas de 500 alimentos. Cuesta 1 envío.

 *Kilim Rugs*: Reduce el costo de la casa a la mitad. Cuesta 1 envío.

 *Burkhas*: aumenta los puntos de vida de los aldeanos en un 100% y la velocidad en un 10%. Cuesta 1 envío.

*Ley islámica*: los aldeanos rezan un 35% más rápido. Costes 1 envío.

*Dar limosna*: Todas las monedas se cambian por una cantidad doble de fe. Cuesta 2 Envíos.

*Taki*: Cambia el costo del trabajador inmigrante árabe de 1 envío a 100 monedas y el costo de la Legión de fusileros maronitas de 1 envío a 180 monedas. Coste 1 envío.

Ultimatum:

*Mercado de Pulgas*: mejora el factor de compra / venta del mercado en un 50%. Cuesta 2 envíos.
Paraguay

**bono** .

La economía paraguaya es administrada por obras, edificios similares a fábricas que producen un tipo de recurso automáticamente, pueden construirse y reconstruirse, en cantidades cada vez mayores, dependiendo de la edad.

Ejército automático. Además de eso, también recibirás Primeros de Linea y Aca Yboty de forma gratuita a lo largo del tiempo de tus cuarteles y establos, respectivamente, ¡incluso más, tus trabajos pesados ​​también producirán Cohetes gratis!

Ingeniero. Finalmente, la mayoría de sus edificios son creados por su (s) ingeniero (s) maestro (s), que trabajan muy rápido tanto recolectando madera como construyendo.

Debilidades

Pequeña población Sus aldeanos tienen un límite de construcción patéticamente pequeño, y a sus militares no les irá mucho mejor, sus trabajos se llevarán a la mayoría de la población.
Ejército débil La guerra ha devastado tu ejército, haciéndolos luchar con lo que esté a la mano, esto se reflejará en tus unidades principales, Aca Yboty, Primeros de Linea y Cohetes, siendo mucho más débiles que sus contrapartes normales.

Pequeño límite de construcción militar. Los paraguayos pueden tener hasta tres cuarteles y establos. No mas que eso.

Un hombre lo construye todo. Los edificios y obras militares solo son construidos por el ingeniero maestro, y estás limitado a uno hasta que envíes más desde el HC. Noquearlo duele mucho el juego paraguayo.

Unidades y edificios únicos

Los paraguayos tienen muchos edificios únicos. Sus unidades únicas son, en su mayor parte, muy bajas en sus roles.

Koygua: su aldeano único. Malo en la recolección de recursos. Bueno para pelear.
Ingeniero maestro: una unidad única que no puede morir. Bueno para recolectar madera. Construye sus edificios avanzados.

Aca Yboty: Unidad de caballería pesada débil y barata, armada con lo que sea que tengan.

Primero de Linea: un cuerpo a cuerpo débil y rápido. Infantería pesada. Armados con lo que tengan a mano.

Cohete: unidad de artillería creada automáticamente.

Cañón Criollo: Cañón poderoso hecho de campanas de iglesia. Solo se puede enviar desde metrópolis.

Food Works: Edificio que autoproduce alimentos.

Trabajos en madera: edificio que autoproduce la madera.

Gold Works: Edificio que autoproduce monedas.

Iron Works: Edificio que autoproduce artillería.
Austria

**Bonos**

Todas las unidades militares son mercenarios. Por lo tanto, todos son un poco más fuertes de lo habitual y tienen un mayor costo de monedas. avanzan de edad por matrimonios dinásticos. Los Habsburgo no tienen bonificaciones naturales, pero cada edad te otorga la posibilidad de casar a uno de tus príncipes con una princesa de un país europeo. Cuando esto sucede, los Habsburgo absorben la bonificación de esa nación, ¡y son acumulativos! Bonificaciones impredecibles. Dado que tienen 16 posibilidades de matrimonio diferentes, los Habsburgo pueden tener muchas combinaciones de bonificaciones diferentes. Mercenarios de toda Europa. La nación mercenaria definitiva, tienen acceso a un mapa de Europa desde donde pueden enviar mercenarios desde cualquier país.

Debilidades

Sin bonificación anticipada. Hasta que avanzan de edad, no tienen ninguna bonificación. avanzar no otorga unidades ni recursos. su único premio es absorber el bono de esa nación. Nunca obtienen cajas o unidades de los aumentos de edad.

Vulnerabilidad a los espías. Dado que todas las unidades militares son mercenarios, todas son vulnerables a los espías, su mayor debilidad. Sin embargo, tienen sus propios trucos para contrarrestarlos. Exigente de recursos Esta civilización requiere muchos recursos para funcionar correctamente.

**Unidades y edificios únicos**

Dado que todas las unidades de los Habsburgo son mercenarios, tienen un nuevo conjunto de unidades.

Pandour: la unidad de infantería versátil, es buena contra la caballería en combate cuerpo a cuerpo.

Pavisier: Infantería de pólvora temprana armada con un gran escudo. Puede sufrir mucho daño.

Landsknecht: Alabardero temprano, tiene un daño de área, lo que lo hace realmente útil para vencer a la caballería.

Grenzer: el hostigador de los Habsburgo, muy bueno luchando contra la infantería

. Doppelsoldner: Habsburg espada a dos manos, infantería acorazada. Lucha cuerpo a cuerpo y es bueno contra todo lo que esté a su alcance.

Reiter: El equivalente de dragón, está muy bien blindado, incluso para un mercenario.

Krajisnik: Caballería de mano de los Habsburgo, puede hacer frente y resistir durante mucho más tiempo que un húsar normal.

Saker: Artillería general, buena contra infantería, caballería e incluso otra artillería.

Demicannon: cañón arcaico, pero muy fuerte. Bueno contra todo lo que pueda golpear.

Magyar Grenadier: granadero que es devastador contra la infantería y los edificios.

Fougasse: Unidad tipo petardo que provoca enormes explosiones.

Tross: Mujer colona, ​​puede detectar espías.

Húsar alado: mercenario de caballería pesada de Polonia que aumenta la fuerza de las unidades de caballería cercanas.

**Bonos de matrimonios:**
Gauchos

Plantilla:Infobox UnitThe Gaucho is the unique villager of the Argentines. It is a mounted unit and counts as cavalry. It gathers resources and constructs buildings.

It must be taken into account that the Gaucho is a cavalry unit, and as such, it is affected by the corresponding technologies and bonuses.