recursal/Fanatic-Fandom huggingface dataset:
The Immaculate

The Immaculate are a knightly order in the Kingdom of Almeron that adhere to a code of values and chivalry far more

strictly than any others, members going so far as to commit suicide should they disgrace their honor in combat or in conduct. They heighten chivalric values to a fault, and as such are seen quite controversially by the more progressive minds of Almeron. The Immaculate are virtuous and valiant, yes, but they are also haughty and look down upon those not among their ranks. Their vows prevent them from ever participating in any combat save for individual combat, and though they are expert, well-equipped fighters their myriad of rules prevents them from reaching their full potential in the field of battle.

Despite their flaws, many in Almeron and throughout Estoria look up to them, hoping to emulate their strict adherence and dedication to chivalry. They number perhaps 1,000 men in total and are one of the few remaining Almeronian orders to not accept women into their ranks, an oddity in Estoria. They are led by the legendary Sir Jean de Brillant, a knight of the highest and purest caliber.

### Laws of The Immaculate

Knights of The Immaculate follow a strict chivalric code that severely limits much of their capabilities and ensures that they are never anything less than perfect.

1. A Knight of The Immaculate must never harm an innocent.
2. A Knight of The Immaculate may never engage in combat should their foe be already engaged.
3. A Knight of The Immaculate may never curse.
4. A Knight of The Immaculate may never fight from horseback against an opponent on foot.
5. A Knight of The Immaculate may fight only with a sword suitable to his station and a lance from horseback.
6. A Knight of The Immaculate may never abandon their steed while it yet lives.
7. A Knight of The Immaculate must be chaste always.
8. A Knight of The Immaculate must fight evil always, even at the cost of their lifeblood.
9. A Knight of The Immaculate must keep their armor and garments pure and unstained whenever possible.
10. A Knight of The Immaculate may never lie, save for if it is to destroy evil or save the life of an innocent.
11. A Knight of The Immaculate may not gamble or drink.
12. A Knight of The Immaculate may never insult Ignis or bring harm to a righteous servant of Ignis.
13. A Knight of The Immaculate must decide any knightly dispute or matter of court by single combat.
14. A Knight of The Immaculate must never unsheathe his blade unless he intends to use it.
15. A Knight of The Immaculate may never forsake an oath unless it directly conflicts with his knightly vows.
16. A Knight of The Immaculate must never let his banner touch the ground.
17. A Knight of The Immaculate must pray for at least two hours of the day whenever possible.
18. A Knight of The Immaculate may never engage an unsuspecting opponent.
19. A Knight of The Immaculate must refuse any order that is contrary to these laws.
20. A Knight of The Immaculate must end his own life should he disgrace his honor in any way.
Evil Love

**Evil Love** is the third episode in the Season 3 of Lab Rats: Elite Force. It is the 29th episode overall.

## **Plot**

When Bree meets a guy at the park named Jackson they quickly fall in love but Chase has some bad feelings about Jackson and he might be evil or trying to stop the Elite Force. Meanwhile, Donald and Douglas have a contest to see who is the better inventor while Perry judges.

## **Cast**

### **Main Cast**

* **William Brent**as **Chase Davenport**
* **Bradley Steven Perry**as **Kaz**
* **Jake Short**as **Oliver**
* **Paris Berelc** as **Skylar Storm**

* **Kelli Berglund**as **Bree Davenport**

* **Maile Flanagan**as **Perry**
* **Hal Sparks**as **Donald Davenport**
* **Jeremy Kent Jackson**as **Douglas Davenport**
* **Roshon Fegan** as **Jackson**
Iron Hands

The Iron Hands are an elite military unit within the Imperial Army of the Stahlheimian Empire, noted for their fearlessness and savage behavior when deployed in battle. Their name stems from the brutal and unique practice of severing their left hand upon initiation, replacing it with an iron replica that serves as a status symbol and aids them in combat. The iron hands that replace their own are made by master metallurgists and craftsmen from the capital of Stahlberg, functioning with flexible joints accessed by a series of buttons. The hands can be made to hold almost any object needed in battle, though their greatest benefit comes in that they can not be exposed like the shield arm of a normal man. Any strike against the iron will not resonate, and a closed fist of metal connecting with another will always be a devastating blow.

Men of the Iron Hand are often considered insane barbarians by their more civil and both-handed companions, though their effectiveness and ferocity in battle cannot be denied. The grizzly initiation process means that any man who joins cares little for risk or consequence, instead reveling in the thrill of battle and the glory that comes from it. They often lead the vanguard of an army, charging headlong into enemy pikes to break them apart, fully aware and nearly uncaring of the high chance of death that comes with such a duty. Despite objections to the unit's existence, continued success in battle makes them far too valuable to be disbanded. They are rarely deployed unless needed, for an understandably low number of willing recruits means they are few in number and expensive to field unless necessary for victory.
Cerys I

Cerys I, Her Royal Majesty, Rightful Queen of the Kingdom of Lorenthal and The Merciful, is the Queen of the Kingdom of New Lorenthal and the rightful claimant and last of the royal Lorenthalian bloodline. She is the scion of House Byron and succeeded her elder brother, King Aderyn VIII, after his execution at the end of the Lorenthalian Civil War. Though her power is negligent on the mainland, her kingdom within the New Lands holds enough legitimacy to support her claim. She is considered a strong leader and sharp mind, one who will prove a vastly superior ruler to her brother. She was often plagued by her brother's ineptitude during his rule, Lorenthalian law mandating that a male heir comes before a female heir, regardless of age. She often wonders if the war could have been prevented had she taken the throne, avoiding the foolish errors of her brother and leading her Kingdom to greater glory. Regardless, the monumental task of building a force strong enough to re-establish the monarchy in Lorenthal awaits her, and should she fail thousands will have died for no reason.
Fondos propios

Los fondos propios (también llamados patrimonio neto) representan la parte del capital de una compañía que verdaderamente pertenece a los propietarios.

al final de un periodo son iguales a los fondos propios que había al principio de ese periodo, más los beneficios del periodo, ajustado por desembolso de propietarios y dividendos

Pero es importante saber que cuanto más fondos propios posea una empresa, mejor será la percepción que de ella tienen los bancos y otros posibles acreedores.

Los fondos propios están constituidos por dos partes principales: el capital y las ganancias y se encuentran situados en el pasivo del balance de situación.

* Las ganancias acumuladas, por el contrario, representan los beneficios de la empresa en el pasado que no se han repartido entre los propietarios o accionistas
Knights of the Roost

The Knights of the Roost are the elite knights of Highreach, known throughout Estoria for their skill and the gryphons they ride into battle in place of horses. They were formed upon Highreach's unification with Stahlheim nearly two centuries ago. They have since fought in every major conflict of both Highreach and the Empire, considered excellent shock cavalry that have unique mobility no other nation can rely upon. Knights of the Roost are chosen via the Champion's Tournament, a yearly competition with a grand melee, dueling, and jousting. Those that perform well are chosen to be Knights of the Roost, at which point they are given a gryphon to bond with. If they succeed in bonding and forming a companionship with their gryphon, they undergo heavy training before becoming official Knights of the Roost.

The Knights of the Roost are the most elite in all of Highreach and rank among the best in all of Estoria, the gryphons they ride into battle not only useful for their ability to fly but for their intelligence and the close bond they form with their rider. Knights of the Roost are highly defensive of their gryphons, and if one should ever be captured they will stop at nothing to return their companion home, else they risk losing their honor and being stripped of their knighthood.
Thousand and One

The Thousand and One are a component of the military within the Kingdom of Almeron famed for its origin as a

sellsword band and a reputation for never being bested in battle. The Thousand and One are a company of well-drilled and equipped pikemen that serve in addition the country's standing army. They are never permitted to have any amount of soldiers less or more than one thousand, the last spot reserved the company's current commander. They were originally founded as a mercenary company that aimed to prove their worth as soldiers in battle. The Almeronian King of the time paid for their services in a war against Lorenthal, and was so impressed by their service throughout the conflict that he offered them a sizable amount of coin to become a permanent part of the Kingdom's army. The Thousand and One accepted, and ever since have served as an elite body of pikemen that give Almeron an edge over their opponents.

One of the most famous boasts of the Thousand and One is that they have never been bested. Even in battles where the forces that command them lost, they always performed their duty well and their formation was never broken. Whether it is holding a line, dissuading cavalry from charging, or advancing and forcing an enemy unit to switch positions, the Thousand and One are some of the finest pikemen in Estoria and soldiers fitting of service to the Kingdom. They are paid far more than most Almeronian soldiers and even knights simply so that they cannot be hired out to other nations in times of crisis.
Order of the Horse

The Order of the Horse is a knightly order within the Kingdom of Almeron. Highly decorated, its members are

renowned cavalrymen who almost never tire and were practically born in the saddle. This expertise from horseback is what brings fame to the Order of the Horse, each man and woman within its ranks respected for their talent. Knights of the Horse form strong bonds with their steed and each is given a unique name. The death of a Knight's steed is considered as tragic as the death of the Knight themselves, and to desert one's companion or even their corpse in battle is seen as unacceptable. The Knight's talents make them exceptionally useful in battle, though they are more prudent than most in battle and will not risk the lives of their steeds needlessly. This ensures they are not foolhardy by any means, but rather cautious in where and how they strike.

They are identifiable by the unique, largely ceremonial spurs on their greaves.
New Lands

The New Lands are a relatively recently discovered continent west of Estoria. Though already populated by a diverse population of native societies, the Kingdom of Lleida and the (then Kingdom)Commonwealth of Lorenthal both established colonies there. Filled with untapped natural resources and trade goods never seen before in Estoria, the New Lands can prove world changing should intrusion into the lands of the natives not lead to the war. The Kingdom of New Lorenthal was established along the coast of the New Lands, encompassing several former colonies and recruiting auxiliaries from the local populace. The native people of the New Lands have skin far darker than what is typically seen in Estoria, looking closer to the sun-tanned Lleidans than the pale men of Stahlheim.
Pikes of Harlech

The Pikes of Harlech are a storied military unit within the Commonwealth of Lorenthal, famed for their

stand at the border against overwhelming odds over three decades ago. The Pikes of Harlech were formed to combat the excellent heavy cavalry of the Kingdom of Almeron centuries ago, and ever since have served as a primary counter to their rival's biggest strength. They are expert at pike formations and holding their ground, presenting a wall of steel death to dissuade any man or horse from approaching their formation. They are often deployed upon the flanks of a Lorenthalian army or near a vulnerable objective, at their best when able to react to enemies rather than attacking. During the Lorethalian Civil War they remained loyal to the crown and were responsible in part for many early victories. They suffered minimal casualties throughout the war, being absent during the slaughters that marked the last few royalist defeats. Despite their former allegiance they are still well respected and are currently being drilled on Commonwealth ideals to make them less likely to be an enemy in the future.
Introducción

La contabilidad es una disciplina que analiza y proporciona información en torno de las decisiones económicas de una institución; es una ciencia técnica que trabaja con procedimientos y sistemas. Sus orígenes provienen de la antigua Grecia, en donde al desarrollarse el comercio comenzó a necesitarse un sistema que pudiera calcular y organizar los gastos de los productores, así como sus ganancias y los precioes de venta de sus productos. Desde aquí, conforme se desarrolló la industrialización, la contabilidad también lo hizo, creando nuevos sistemas y equipos de ésta misma.

Es de suma importancia para la estabilidad y continuidad de empresas. En ella se saben hacer pagos y manejar deudas, diferenciar los gastos que crean los propietarios sobre lo que genera el propio negocio, y averiguar la situación financiera. La contabilidad puede involucrar al gobierno, comerciantes, actuarios y jefes de familia, entre otros.

Un contador es aquella persona que tiene la función de administrar adecuadamente los recursos financieros de la empresa por medio de conocimientos técnicos. También se encarga de establecer los procedimientos para la gestión de la información financiera por medio de los registros contables, y cumple con los requerimientos de la información para la toma de decisiones por parte de la dirección general. Sus objetivos son elaborar estados financieros de una empresa (ganancias y pérdidas), balance general y flujo de caja y registrar las transacciones financieras, así como realizar informes periódicos de los estados financieros.
Old Ones

The 'Old Ones' is the colloquial title given to the pagan gods of the Kretingan Order that once headed the world's most dominant religion. They are innumerable, each Old One merely a facet of a thousand other gods each with their own domain. They are largely considered harsh when punishing the wicked yet just in all matters by their followers, the true wardens of the world and protectors of man. Belief in the Old Ones exploded during the initial period of the fall of the Verilius Imperium, wherein Veriliusi Paganism was overthrown with the uprising and the manifestations of the Old Ones led the nations of the world to overthrow their oppressors. Faith in the Old Ones only began to wane during the March of the Damned that threatened to overtake all of humanity near the end of the Third Era. A lack of protection by the Old Ones and the following rise of the Church of Ignis saw the Old Faith nearly evaporated, reduced to small pockets around the world and the member states that now make up the Kretingan Order. The Order remains perhaps the last hope and bastion of the Old Ones, for if it falls then the religion, too, shall fade into nothingness.
Devaluación

Una reducción en el importe recuperable de un activo fijo o fondo de comercio por debajo de su valor de adquisición

Lleva tu contabilidad y facturación utilizando Debitoor y trata tus gastos como activos y controla la depreciación. Comienza ahora.

La mayoría de las cuentas reconocen y documentan los valores de todos los activos: activos fijos, activos circulantes, etc. Estos valores son fijados por el mercado actual. Sin embargo, el valor de la mayoría de los activos cambia con el tiempo.

## Instrucciones para Calcular

Resta el  de cambio pre-devaluación (contra el dólar o la moneda de tu elección) de la tasa de cambio devaluada. Por ejemplo, si la tasa de pre-devaluación es de 24 dinares (u otra moneda), y la tasa de devaluación posterior es de 37 dinares, la diferencia es de 13 dinares por dólar.

Divide el resultado por el anterior a la devaluación para obtener el porcentaje de la devaluación. Aquí, 13 dividido por 24 es de 0,54, lo que indica una devaluación del 54 por ciento.
Vigilants

The Vigilants are one of the militaristic branches of the Church of Ignis, dedicated to the destruction of the Flayed and the guarding of the underground tunnels they reside in. They were formed at the end of the Third Era and for centuries served as an example for all similar orders. Recent politicization and increased intervention in world affairs on the part of the Church has seen a large amount of funding and attention once given to the Vigilants disappear. This caused a divide in the order, a splinter sect known as the Sacred Band forsaking their vows of loyalty in order to more aptly do their sworn duty.

The Vigilants number some 2,000 in all after the split, those that remain dealing with a severe lack of manpower and support from the Archbishop of Ignis. They are far less effective than they have been in their past, robbed of thousands of veteran soldiers and sans the coffers to maintain their equipment. Their main source of recruitment comes from a promise that any sin can be forgiven and salvation can be found by joining, though this does not inspire the most dedicated recruits to join.
Order of the Tower

The Order of the Tower is a knightly order within the Kingdom of Almeron, dedicated to the art of defense and the

merits of an unbreakable will. Knights of the Tower must be strong and valiant, unmovable in both purpose and combat. They spend their days making themselves stronger and mentally preparing themself for the rigors of war, making even the unscarred of their ranks the equals of veterans. They are one of the few knightly orders to serve fully within the nation's standing army, their men dedicated only to valiant defense in the name of the Kingdom. When in battle the Knights of the Tower fight on foot, armed with polehammers and tower shields that make them an impenetrable bastion. They are an invaluable asset in any siege or when a line must be held, sought after by Almeronian generals who need the line held no matter what. Their strict dedication has earned them much international praise, their service as a rearguard during many battles of the Six Years' War saving countless lives at the cost of their own.
Military of the Kingdom of Almeron

The military of the Kingdom of Almeron is one of Estoria's largest, composed of a small standing army and supplemented by vast amounts of knights and soldiers that serve under individual lords. It is a system that promotes individual contribution as well as a smaller burden upon the government, but in case of immediate need it is difficult to rally a large, coherent force. The armies of Almeron are typically composed of crossbowmen and levy spearmen, supported and steeled by vast amounts of elite knights. It is the knights of Almeron that make its army renowned and capable, serving as a capable fist to drive through the enemy ranks or dismounting and forming a defensive line of expert combatants. The standing forces of the Kingdom consist of 5,000 well equipped men-at-arms, though they are far outnumbered by the scores of knightly orders. Each order operates mostly autonomously within the Kingdom save for when their King beckons them. They then join the body of the Almeronian army, each of their specialties enhancing the Kingdom's strength.

### Notable Units and Knightly Orders within the Kingdom

1. Order of the Dragon
2. Order of the Rose
3. Order of the Horse
4. Order of the Garter
5. Order of the Oak
6. Order of the Silk
7. Order of the Tower
8. The Penitent
9. The Immaculate
10. The Foreign Legion
11. The Thousand and One
12. Paladins of the Flame
Knights Hospitaller

The Knights Hospitaller is a multinational order of knights dedicated to defending the faithful of Ignis, particularly the weak and children. They have minor chapter houses throughout many Estorian nations, though recently have congregated in Lorenthal to protect worshipers of Ignis from Lorenthalian traditionalists. They are armed and armored in the way of knights, though their equipment is often of inferior quality, as they are more focused with assisting those in need than glorious battle or the quality of their armaments.
Aarhun

Aarhun is the capital of the Kingdom of Vasteras, centrally located and a vital hub of trade and culture for the Vasteran people. It is the center of the Vasteran Faith and the worship of Taeron, as well. The wide rivers that flow from the city serve to transport mighty fleets of ships out to sea, and even in the harsh winter the ice is kept broken apart to allow them to function. Aarhun is rarely visited by outsiders, for the distance required to reach it from most lands as well as its climate makes it unpopular even among intrepid traders. From Aarhun the King of Vasteras rules over his realm and directs the mighty warriors and raiders of his people.
The Hardships

The Hardships is an extensive series of trials undertaken by Vasteran nobility and Bereskarns for the right to become King of Vasteras. It includes trials of physical and mental prowess, narrowing down what can be possibly hundreds or even thousands of candidates to one man. It is a system entirely reliant upon merit, and any who are found cheating are executed, their family and people disgraced for their existence. The trials include(but are not limited to) a grand melee, a series of individual duels, planning war scenarios from a battle map, listing noble houses from Vasteran nations, showing a strong understanding of foreign nations and their politics, cartography, leading a ship through harsh waters, and commanding troops through a series of formation drills. The sheer difficulty of all these trials makes it a taxing, lengthy event, one that is more suited to the nobility than the Bereskarn who participate. He who succeeds, however, is considered an able leader without any doubt. He is made King and rules with next to no opposition.
Order of the Rose

The Order of the Rose is a knightly order within the Kingdom of Almeron, dedicated to the service of the Kingdom yet

also focused upon exquisite craftsmanship. Knights of the Rose don the finest armor available, each piece hand crafted and intricate in its own way. The Knights themselves are frequently expert craftsmen themselves, combining martial prowess with an understanding of metallurgy and art. This ensures that their armor is not only some of the best within Almeron's borders, but also that it stands out the most. Each Knight of the Rose is uniquely armed and armored. Their their shared identifying quality is the engraved rose on the right rondel of each Knight's pauldron.
Adam

> Sorry Konrad, ładne, fancy… no ale przodkowie. :/
>
>
> - Adam na widok Sassowego @extend
>
>

> W JS-ie wszystko jest dziadostwem
>
>
> - Adam włączający się w dyskusje nt. synchronicznego- i asynchronicznego dziadostwa
>
>

Jeden z bohatyrów zespołu, często występujący w sprincie jako jeden z nielicznych fooli. Słynny na cały West Wing i poza West Wingiem propagator Kartezjańskiej filozofii Bezsensu oraz entuzjasta pracy koncepcyjnej. W West Wingu od samego początku zespołu, był w nim jeszcze w czasach Data/API teamu.

Nie przepada za font-endami, które to nazywa asynchronicznym dziadostwem.
Massacre of Carenton

The Massacre of Carenton was an event that happened immediately prior to the Six Years' War, occurring on the 26th of Light's Dawn, 975 4E. The village of Carenton is a province located in Stahlheim that is right along the border with Almeron, and has a large Almeronian majority. The Almeronians within the province began to protest the Empire's refusal to allow them to be annexed, and soon a battalion was sent in order to make sure the peace was kept in the province. The protesters didn't react well to the arrival of Stahlheimian soldiers in full armor, however, and shouting and cursing soon turned into a rock being thrown. From there, one of the soldiers fired his arquebus into the crowd, triggering the beginning of the massacre.

The rest of the soldiers followed suit for fear of being overwhelmed, and by the time the fighting had stopped and the citizens had all fled or fallen over one hundred had been killed, along with three soldiers. This tragedy infuriated all of Almeron, and soon King Charles III declared war against the Empire in large part due to the massacre.
Torchbearers

The Torchbearers are an order dedicated to the destruction of the Flayed within the Stahlheimian Empire. They were formed following the last March of the Damned alongside other similar orders, finding their role in guarding the underground tunnels where the damned thrive. While once considered some of the most well equipped in their profession, over the centuries the threat of the Flayed has faded from the minds of the Imperial Body and the order is now but a shadow of it's former glory. It consists of some 2,000 members in total, though that number was once nearly 10,000 at its peak. There are fewer volunteers for the Torchbearers than ever, wars with other countries leading nationalistic recruits to serve in the Imperial Army where they might find greater glory.

Members of the Torchbearers are characterized by the vows they take upon joining. They forsake any noble titles or professions in service of the greater good, promising to never rest until their flame is extinguished. Unlike the Almeronian Paladins of the Flame men and women of any class may join, so long as they are willing to serve. The punishment for breaking these vows is death by hanging, and in recent years desertion has become an increasingly prevalent problem. The Torchbearers are currently headed by Commander Ulrich Lichten.
Ruling Council

The Ruling Council is the loosely connected legislative body of the Varesian Confederation, composed of the ten most powerful and prestigious city-states within the Confederation. The Ruling Council is the closest thing Varese has to any sort of national government, though it is an ever changing thing, as the members are chosen by their contributions of soldiers, ships, and coin to the Confederation. This ensures that the members of the Council are truly the most influential and vital city-states within the Confederation, and they are the only city-states obligated to commit their armies and navies to any national effort of the Varesians. Though such a national effort is exceedingly rare, this pooling of resources makes the forces of Varese well respected and numerous. The Council also determines some vital laws, though for the most part this is only all local legislative bodies and courts have failed to reach a decision. They are considered to have the final say on matters they are asked to determine, so one must be careful when they ask for the Council to decide their fate.
Battle of Marlheim

The Battle of Marlheim was a major battle of the Six Years' War and the last Stahlheimian victory of the war. An infantry brigade under the command of Lord-Marshal Pierre Gascou prepared to attack the town of Marlheim after victory in the Siege of Wittenburg. Knights of the Order of Saint Aldhard under the command of Grandmaster Heinrich Schwarz defended the town and intercepted the attackers, managing to drive them off at moderate cost to both sides. The Almeronian infantry then regrouped with their King, and the Knights of Aldhard regrouped near the town of Alstedt.
Lab Rats: Aftermath

**Lab Rats: Aftermath**is Chase McFly's second Lab Rats: Elite Force reboot. The series is much darker in tone, and its second season has some similarities to Brother, Brother, another series created by Chase McFly. Unlike the original series, there are 23 episodes, and the main cast doesn't just consist of the Elite Force members. The series has crossed over with A.N.T. Farm, and is set in 2020, about 5 years after Mighty Med's destruction.

## Premise

After capturing Mr. Terror, Kaz, Skylar, and Oliver returned to Mighty Med to take care of some new superheroes. Unfortunately, the building was in the process of being destroyed, and only Kaz and Skylar got out safely. Five years later, Oliver is discovered alive in Ireland, but times have changed. He contacts Donald Davenport to form a team called the Elite Force, a mission he tried to do 5 years earlier but was unsuccessful at.

## Main Cast

* Jake Short as Oliver Quimby and Fletcher Quimby (Season 2)
* Paris Berelc as Skylar Storm
* Booboo Stewart as Roman Figgenbottom (Season 1)
* Bradley Steven Perry as Kaz Scott
* William Brent as Chase Davenport
* Jeremy Kent Jackson as Douglas Davenport
* Kelli Berglund as Bree Davenport
* Chyna Anne McClain as Chyna Parks (Season 2)
* Pepi Sonuga as Angela Connors (Season 2)
* Fivel Stewart as Reese Figgenbottom (Season 2)
* Cole Ewing as Sebastian Krane (Season 2)
Inflación

## **Como se calcula:**

1. **Averigua el precio promedio de varios productos a lo largo de unos años.**
2. Consulta un índice de precios al consumidor.
3. **Elige el período de tiempo que vas a usar para calcular la inflación.**
4. Busca el precio del producto que vas a analizar, o el número que figura en el índice de precios al consumidor, para una fecha vieja.
Sanctus Guard

The Sanctus Guard are an order of elite bodyguards that directly serve the Archbishop of the Church of Ignis. They

are (in)famous throughout Estoria for their immense talent with the blade and their unrelenting dedication to the Church. They are men and women selected from every nation in Estoria, and the only true requirement to undergo their training is to have a staunch faith in Ignis. Possible members of the Sanctus Guard are put through several months of grueling training simply to see who might make a suitable candidate. After that, their numbers are thinned more by testing their resistance to mental adversity. Once the process is finished, perhaps one in every two hundred will officially be dubbed members of the Sanctus Guard. This assures them eternal salvation, though they may never return to their former lives and serve until death. Upon their induction they forsake their former names, instead being referred to be a certain virtue. 'Crusader Valiant' or 'Crusader Vigilant', for example.

Members of the Sanctus Guard don black armor with hints of gold and sanguine, intricately inscribed and made of the highest quality materials available. Their blades are made from a mysterious mineral indigenous only to the Isle of Ignis, and this allows their swords to be struck aflame with little damage to the weapon and wielder. They use these weapons to great effect, and few if any are their equal in single combat. Though most remain stationed in the inner sanctums of the Isle of Ignis, it is not unheard of for members of the Sanctus Guard to be deployed elsewhere on especially important missions. A single member of the Sanctus Guard is generally considered enough to lead an entire military effort, and they respond only to the Archbishop and Ignis Himself. Currently there are three members of the Sanctus Guard operating within the lands of the Kretingan Order, leading church efforts to uproot pagans there.
Paladins of the Flame

The Paladins of the Flame are a knightly order dedicated to the destruction of the Flayed within the Kingdom of

Almeron. They were formed(along with many other orders) immediately following the March of the Damned at the end of the Third Era. They have since found much prestige and pride in their work, living mostly in fortified complexes connected to underground catacombs that allow for patrolling the activity of the damned. It is an order consisting entirely of knights and other nobility willing to serve under a single banner, providing fewer numbers but(usually) greater skill and equipment. They are characterized by the score of plumes that crest their helmets as well as their elaborately decorated golden shields.

In recent years the Paladins of the Flame have declined, an increased focus on foreign affairs and the revitalization of Almeron as one of the world's premier powers has left the order weaker and with fewer knights willing to take up the call of duty. There are perhaps 1,500 Paladins left in the order, though that number was once as high as 4,000. A few hundred support staff still serve yet, but the threat of desertion increases as both glory and coin are in short supply for the once revered Paladins. They are currently led by Knight-Commander Francois Bertrand.
First Legion

The First Legion is the most decorated and longest lasting military unit in all Estoria, serving as elite heavy infantry under the Verilius Imperium. They were formed in the First Era at the Imperium's birth, and since that time have not once fled in battle or abandoned their standard. They have never been destroyed or reinstated, as eternal as the Imperium itself. They are composed of 10,000 foot soldiers with support units, each Legionnaire a veteran and expert fighter who is considered blessed to be among the ranks of the First. They have seen action in every major conflict in Veriliusi history, lending them a legendary reputation that makes them feared even now: two centuries after isolation and peace on the part of the Imperium.

Should the Imperium open it's gates and march once more, there can be no doubt that the First Legion shall pave the way and cut a bloody swathe through any opposition that threatens the ambition and honor of the Emperor.
People's Voice

The People's Voice is the official name of the legislative body of the Verilius Imperium . Though it holds little sway over the decisions of the Emperor, it is important in drafting laws and dealing with day to day matters of enforcement and bureaucracy. It is composed largely of affluent citizens with enough coin to wield political power and make a notable difference in society. Others include a handful of priests, high ranking military officials, and a representative from the First Legion .
Venerated March

A Venerated March is a rare event and extensive undertaking, a call to arms by the Archbishop of Ignis for all true followers of the Church to join together in holy war. Only a handful have been called throughout history, directing holy fighters from all nations towards one objective to make the world a better place. Whether it be to cleanse the wicked, prevent the abuse of followers of Ignis, or simply because of the machinations of an Archbishop, each Venerated March is a great unifier that shifts the balance in Estoria.
Aldhard the Great

Aldhard the Great was a great leader and the founder of the Stahlheimian Empire, widely revered as its greatest hero for his role in unifying the individual kingdoms that now encompass the Empire. He was born Aldhard of House Stahlberg, spending most of his life in relative importance as his father's heir to the Kingdom of Stahlheim. His father was not considered a strong leader, and though Stahlheim was a strong kingdom it was losing territory to contenders that threatened to overtake them. Aldhard took up his father's throne after his sudden death in the year 764 4E, leading many at the time to believe that he killed him for political gain. Though only 16 at the time, he immediately went about restoring Stahlheim to greatness, retaking lost territories before calling for all true men to join under his banner with the goal of unification. Despite his conviction, most laughed at the young leader who hoped to command scores of minor Kingdoms.

Aldhard did all in his power to prove them fools. He proved to be a brilliant military strategist and one of the greatest diplomatic minds of the century, political machinations and the threat of steel both bringing about more and more kingdoms under his rule. Even his most dire foes respected him, and war weary peasantry from all lands gathered under his banners, clamoring for unification. Aldhard officially proclaimed himself the Emperor of the Stahlheimian Empire in the year 768 4E, his political enemies also attempting unification to combat him by way of the now defunct Hapsbringer Alliance. Through excellent strategy Aldhard saw the Alliance brought down as well, taking it apart piece by piece until those few who still stood against him were forced to admit defeat. Over the next few years he would finish unifying all of the modern Empire, reforming the legal system and establishing the Imperial Body to legislate over his holdings.

Though his works were many and his deeds great, throughout all of his 64 year reign Aldhard was unable to conquer Highreach. His armies were halted by impassable terrain and the damnable luck of poor luck, his attempts at diplomacy cut short by the brutish mannerisms of those he hoped to bring into the Empire's fold. This failure haunted him despite his countless other achievements, and he made it clear that he would not consider whoever succeeded him a true Emperor unless they finished his works. Though he continued to build the Empire into the world's premier power and an industrial giant, his singular failure caused him great agony. He died in the year 832 4E at the venerable age of 84, leaving behind one of the world's greatest legacies and the Imperial Body to choose who would follow him. His death was mourned officially for a year, for such a man's importance could not be overstated.
Gryphon's Roost

Gryphon's Roost is the capital of the Kingdom of Highreach, a sprawling city-fortress that was built atop a mountain and that pierces the sky with its high towers. It is vital to the hold of House Reinhardt and the kingdom as a whole on the region, as it is not only home to a bustling trade industry but a majority of the nation's gryphons and the Knights of the Roost. It is considered one of the most well fortified castles in Estoria, and certainly the most within the Stahlheimian Empire. The approach to the castle alone is enough to ward off most invaders. A steep, exceedingly narrow path serves as the only route to the main gates, exposed to multiple angles of fire and a far drop to either side. Any attacker who breached the main gates would then have to fight through several districts, pushing through streets with a determined garrison and an angered populace. Beyond that there is a second wall, fortified and well defended, that leads to the castle itself as well as the quarters of the Knights of the Roost.

The nature of Gryphon's Roost as well as the defenses that await within ensure that any attacker must come well prepared and willing to lose thousands of lives, for it will never fall easily.
Emperor's Fist

The Emperor's Fist is an elite unit of heavy infantry fielded by the Stahlheimian Empire. Armored head to toe in steel and picked from the most promising veterans the Empire has to offer, they are a force to be reckoned with in battle and are knwon for their staunch refusal to ever surrender. They have fought in most major engagements of the Empire, garnering a reputation for efficiency and fearlessness no matter the opponent.

The main purpose of the Emperor's Fist in battle is to break apart enemy formations with their charge. To achieve this they wield powerful zweihanders and are frequently conditioned to grant them great speed and impact even in heavy steel armor. They strike an enemy where they are strongest and weaken them for the following waves of infantry, and are generally the first into battle. They specialize in breaking apart pike formations with their weapons and making entire units of soldiers useless, occupying them long enough for the rest of the Imperial forces to cut them down.
Gryphons

Gryphons are noble creatures native to the lands of Highreach, entirely unique in their physiognomy and widely considered legends by those who have not seen them. The back half of their body is that of a lion's, while the front half is that of an eagle. This fantastical construction makes for large, sturdy creatures that are also intelligent and capable of flight. They are valuable beyond compare, though to see one outside of Highreach is exceedingly rare, for the scions of House Reinhardt are hesitant to let them fall into the hands of any foreigner. Gryphons cannot truly be subjugated, only working with those who have built an affinity with them. This is why the Knights of the Roost raise their mount from a very young age, forming an unbreakable bond with it so that the pair acts as one in battle.
In It to Win It

**In It to Win It** is the tenth episode in season 2.

## Plot

The Elite Force partipates in a TV Game Show, but Skylar and Chase don't get along when playing.

## Cast

### Main Cast

* **William Brent** as **Chase Davenport**
* **Bradley Steven Perry**as **Kaz**
* **Kelli Berglund** as **Bree Davenport**
* **Jake Short** as **Oliver**
* **Paris Berelc** as **Skylar Storm**

## Trivia

* This is the second time Bree and Chase have been on a game show, it was mentioned in the Lab Rats episode, "*Rise of the Secret Soldiers*" that they were in a game show and lost.
* This is the last episode to air in season 2.

* The team wins the game show.
* This episode marks the two-year anniversary of *Lab Rats vs. Mighty Med*.
Imperial Body

The Imperial Body is the name given to the gathering of the entirety of the noble class within the Stahlheimian Empire. It serves as a legislative body for the Emperor, though often is overruled by him and is reduced to bickering about minor issues. It is a requirement that every noble in Stahlheim attend a yearly gathering of the Imperial Body, though rare exceptions are made in the case of war or obligations to the Empire elsewhere. Each noble has one vote, though it is common for nobles from neighboring provinces to form a bloc that can heavily influence a proposed law. The Imperial Body is currently composed of 1,368 members, down from 1,782 since the secession of Highreach from the Empire.

Beyond proposing laws to the Emperor, the Imperial Body holds the power to remove him from power. In a rite known as *Kaiserende*, the Body is able to declare any Emperor unfit to rule should they unanimously vote in favor of it. This has never happened(and remains unlikely to) in the Empire's history, for coercing every last noble to vote one way is nearly impossible.
Gary

**Gary** is a character from *TripTank*. He appears in Suck It Gary!

He is voiced by Paul Reiser.

## Bio

He is a kindly and well-meaning man who is despised by Dana, Andy and Matt because of his normal and happy life. The three guys hate him to the point to blame him for their misfortunes and basically attempt to ruin his life by pulling pranks so they can tell him to "Suck it".

He had a wife called Barbara which is the mother of Donnie but they are divorced now. Barbara now has a boyfriend called Mike.

He has a young son called Donnie, who has also maintained a bad attitude and often copies Dana, Andy and Matt by telling Gary to "suck it" as well.
Siege of Wittenburg

The Siege of Wittenburg was a major conflict of the Six Years' War, an infantry brigade under the command of Lord-Marshall Pierre Gascou besieging the castle of Wittenburg. The attackers enveloped the defenders and within a few short weeks assaulted it, taking the garrison with few losses and claiming it for the Kingdom of Almeron. The Stahlheimian defenders were few and demoralized, having been left behind by Grand Marshal Frederic Richter to hold the castle, and surrendered after the initial assault upon the courtyard.
Axes of Aedelfirth

The Axes of Aedelfirth are a military unit within the Commonwealth of Lorenthal, a force of axe-wielding warriors

dedicated to the memory of Aedelfirth the Bold. They fought alongside the revolutionary forces during the Lorenthalian Civil War, composed largely of traditionalists eager to see the Ignis' presence gone from their homeland. In battle they are fierce fighters, wielding two-handed axes in the Vasteran style and donning heavy shirts of mail with plate segments. They work themselves into a mental frenzy prior to battle, freeing themselves of the doubt and pain that shackles most men. This makes them a dangerous tool, able to carve a bloody swathe through enemy formations while roaring praises to their gods and routing entire units. Wise commanders use them at critical moments in battle, holding their charge until the resounding crash and following carnage will cause a mass rout.

Induction into the Axes of Aedelfirth is a selective process, possible warriors hand picked by the leadership and put through several weeks of training to see if they are worthy of serving. They are challenged physically and mentally in a sort of hazing at the hands of their future brothers, allowed respite only when their fortitude is deemed acceptable. Those that finally do join their ranks consider each other brothers, and they fully believe themselves to be the children of Aedelfirth. Regardless of the nature of their ceremonies, they are fearsome warriors that shun the usual defensive tactics of Lorenthalian forces.
High Councillor

The High Councillor is the highest position within the High Council of the Kretingan Order, granted to the representative from Kretinga by merit and being the founding member nation. His vote counts for thrice that of the other Councillors and he is in charge of leading votes and directing the Council's conversation. He is a well respected man, though that is not always a guarantee of efficiency with so many men with so many different objectives.
Flameguards

The Flameguards are an order of Flayed slayers within the Varesian Confederation, created after the last great March of the Damned alongside many others. They are one of only a few orders in the Confederation that could be considered united, undivided by loyalty to various city-states. The Flameguards take vows to serve only the Confederation, acting predominantly in the north of the country where the geography permits the undead to construct more tunnels. They are a force of heavy infantry that tend to favor polehammers and maneuverable pavise shields. They are best recognized by the design of their shields, bearing a strong chain link set aflame. The top right corner of each shield as well as the roundels of the Flameguards are decorated with the heraldry of the individual city-states they hail from, a lone decoration connecting them to their homes.

The Flameguards consist of perhaps 3,000 men, though that number was once nearly 20,000. Close ties to the Church of Ignis ensure that the order is not forgotten among convoluted Varesian politics, but they are a far cry from their glory days. A recent surge of pride among individual city states has seen recruitment at it's lowest in decades, young men and women unwilling to forsake their home to serve their nation. They are led by the once-famed Lord-Commander Amatus de Vitis
Battle of Mindenberg

The Battle of Mindenberg was a major battle of the Six Years' War and one of the last of the war, pitting a large host under the command of King Charles III against a recently reinforced army under the command of Grand Marshal Frederic Richter. The battle was somewhat costly for both sides, yet ended in decisive victory for the forces of Almeron over Stahlheim. The Imperial defeat led to the direct intervention of the Emperor and a final attempt at ending a string of losses.
Court of Nobles

The Court of Nobles serves as the legislative body within the Kingdom of Almeron, holding more power than most and often overriding the King. It is composed of all the nobility within the kingdom, meeting several times a year with varying attendance and seeing to matters such as the creation of laws and distribution of taxes. In recent years it has lost some of its power and become secondary to the role of the King, in large part due to the outcome of the Six Years' War. King Charles III now looks to cleanse the Court of those who are fond of foul machinations and plots, a very real threat that has quietly turned many of those below him against him.