recursal/Fanatic-Fandom huggingface dataset:
Amushillek

**Amushillek** is the main and sole antagonist of the 'Vinetail Distortion' arc of 'Card Table Blues.'

#### life story

At the time of 'Vinetail Distortion,' it has been 63 years since Amushillek was born in northern Algeria, in a small town in the mountains. However, it is heavily implied in 'Vinetail Distortion' that he has warped time in some way, meaning he has experienced more than just 63 years of life.

He was enlisted by the Gades Colonial Authority at the age of 23 to work as a civil servant in the southernmost areas of the Olmec Heartland (Veracruz directly south of the Tuxtla Mountains and the adjacent inland-lowland portions of Oaxaca). He was a competent worker and did a better job of gaining the respect of the Mixe than most would have. He retired at age 54; his wife had died several years earlier. For the past 9 years, he has been living a simple day-to-day life, visiting the mountains once every few months and eating out five times a week.

It is implied that he was blessed by the gods of fortune because he immediately returned to his routine as a bachelor after his wife died.
Locations of Central Algonquian Peoples at Time of French Contact

**Sauk-Fox**

At time of French contact, the Sauk and Fox inhabited the area around the St. Lawrence River, northeast of Lake Ontario.

**Kickapoo**

Although the Kickapoo speak the same language as the Sauk-Fox, they were found among the Miami-Illinois, in the "prairies" Illinois, Iowa and Indiana; in the case of the Kickapoo, specifically along the Wabash.

**Mascouten**

It's believed the Mascouten spoke a Sauk-Fox language, and lived in Southwest Michigan.

**Potawatomi**

The Potawatomi were in the southern portion of Lower Michigan.

**Ottawa**

The Ottawa had territories throughout northern Michigan but their homeland was considered to be Manitoulin Island. They had territories in Southwest Ontario as well.

**Ojibwe**

The Ojibwe dialect map seems to be mostly accurate as to where the various Ojibwe peoples were living at the time of contact.

**Haudenosaunee**

The Haudenosaunee inhabited the areas south of Lake Ontario, as is shown on maps.

**Winnebago**

The Winnebago inhabited the central western shores of Lake Michigan, but not the far southwest, where the Miami-Illinois lived. Their territory also extended inland greatly.

**Menominee**

The Menominee roughly controlled the area of Green Bay and areas to the north of it, as well as adjacent parts of the Upper Peninsula.

**Wyandot**

The Wyandot originated along the north shore of Lake Ontario, then spread inland to the Bruce Peninsula, displacing the Ottawa people there.
Languages of 'Merganser'

The potential languages of Merganser come from eight language families and three isolates:

1. Algonquian Languages
2. Siouan Languages
3. Iroquoian Languages
4. Caddoan Languages
5. Kiowa-Tanoan Languages
6. Uto-Aztecan Languages
7. Athabaskan Languages
8. Salishan Languages
9. Sahaptian Languages
10. Keres
11. Zuni
12. Kutenai

In total, there are:

* (at least) 13 potentially spoken Algonquian languages
* 12 potentially spoken Siouan languages
* 8 potentially spoken Iroquoian languages
* 5 potentially spoken Caddoan languages
* 7 potentially spoken Kiowa-Tanoan languages
* 6 potentially spoken Uto-Aztecan languages
* (at most) 14 potentially spoken Athabaskan languages
* 7 potentially spoken Salishan languages
* 2 potentially spoken Sahaptian languages
* 3 language isolates, although Keres is on a dialect chain that may technically contain two distinct languages

This means that 'Merganser' could have a maximum of 77 languages spoken.
Ethnic Groups of the Mediterranean ('Card Table Blues')

In 'Card Table Blues,' the **ethnic groups of the Mediterranean** include:

* Carthaginians
* Greeks
* Celtiberians (Hispanocelts)
* Iberians (Aquitanians/Basque)
* Tartessians & Turdetani
* Gauls
* Etruscans
* Italic Tribes
* Ligures
* Venetii
* Illyrians
* Lycians
* Lydians
* Armenians
* Canaanites
* Arameans
* Egyptians
* Amazigh
Zagimekaagiikanaabate

**Zagimekaagiikanaabate** is a supporting character in 'Merganser.'

#### name meaning

'Zagimekaagiikanaabate' is an ungrammatical combination of Ojibwe words; ‘zagimekaa’ meaning 'many mosquitoes,' and ‘giikanaabate’ meaning 'smoked.' In-universe, he renamed himself to 'Zagimekaagiikanaabate' to indicate his connection with the Ojibwe legend of the friendly Spider Woman.

## role in 'merganser'

Early on in the story of 'Merganser,' Zagimekaagiikanaabate is an "attainable elder" for Kishkatoa'soanuk. He's about two and a half years older than Kishkatoa'soanuk, and extremely talented with his medicine. He's fourth bundle at his shrine at the beginning of the series.

## abilities

Zagimekaagiikanaabate's abilities depend on his enchanted lacrosse stick, constructed by Degáihdöhwa’së’shahsí’da’gé:gwa:h.

He's notable for being one of the first characters shown who has a signature weapon that is more closely intended for exorcism than it is for man-to-man combat. However, he can still use his lacrosse stick to disrupt the spirits of weaker shamans.
Clan Ackerman

El clan Ackerman (アッカーマン一族 Akkāman ichizoku?),S'ha detectat un bucle de plantilla: Plantilla:Ref també conegut com a la família Ackerman (アッカーマン家 Akkāman-ke?),S'ha detectat un bucle de plantilla: Plantilla:Ref és una família eldiana de dins de les muralles. Tradicionalment, havien estat un llinatge de guerrers que protegien el rei d'Eldia,S'ha detectat un bucle de plantilla: Plantilla:Ref però van ser perseguits fins portar-los a l'extinció després de refusar-se a seguir les ordres i la ideologia del rei Karl Fritz. Només hi resten dos membres coneguts.
Mooring Rope v. Puffball Caltrop

**Mooring Rope v. Puffball Caltrop** is the eleventh fight in 'Cedar Smoke: Gisli,' Tammaritu Yazdan's fifth fight and the seventh full-length fight in the series overall. It takes place in the Shadegan Ponds.

#### combatants

While Allan Laithwaite and Garshasp Esfandiary briefly stave off attacks from Puffball Caltrop, the vast majority of the fight is between Tammaritu Yazdan and Gaetan Raspall.
Mordovia ('Card Table Blues')

**Mordovia** is a location in 'Card Table Blues.' Chonzheje Grzywacz is known to speak one of the two local Mordvinic languages, Moksha; in fact, the Gades Colonial Authority knows to send Chonzheje coded messages in Moksha.

#### printing presses

Kingdoms, regions, etc. are often referred to in 'Card Table Blues' by their printing presses. Taghbalut mentions magazines from two locations: Chevan Erke, a real-life lake in the Republic of Mordovia, and "Panzhaems Torkud" ("to open/bloom + sheath," roughly "a sheath opens like a blossom").
Council of the Three Fires

##### *see also:* people of the three fires

The **Council of the Three Fires** is the political entity comprising the territory of most Ojibwe, Odawa and Potawatomi people in the setting of 'Merganser.' It is essentially the nation representing the People of the Three Fires.

There are some groups within the territory of the Council of the Three Fires who are not fully considered to be in these three groups, namely:

* Saulteaux (Plains Ojibwe)
* Algonquin
* Nipissing
* Oji-Cree
* Swampy Cree
* Moose Cree
* Sauk
* Fox
* Miami-Illinois
* Winnebago
* Menominee
Zevulun

**Zevulun** is a Tribunal Priest of the Gades Colonial Authority. He is assigned to the case of Abkwkbw Ayerw and Amushillek because he is known to be a specialist in dealing with magical anomalies. He is famous enough that an officer he meets at the Colonial Office on the coast of the Olmec Heartland has heard of him and what he did in northeast Iberia.

#### the incident in northeast iberia

At some point in the past, Zevulun was called to take care of an anomalous occurrence somewhere in real-world Catalonia. He emerged unscathed, rare for a person of his experience entering a situation of that magnitude.

#### theme during 'vinetail distortion'

During 'Vinetail Distortion,' the cold Zevulun begins to see a small shred of similarity between himself and Amushillek. Amushillek was a simple man who became too bonded to the land he was sent to to leave it. Zevulun worries for a moment that he's going to become bonded with his job as a tribunal priest.

#### notes

Zevulun's name is technically Hebrew, but is rare enough and absent of a few obvious Hebrew features. It was decided that it could be used as a name for a Carthaginian official. It is an archaic form of the name 'Zebulon.'
Nipissing

The **Nipissing** are one of the three Anishinaabe peoples classified as 'Those-Who-Split-at-the-Stopping-Place' by the People of the Three Fires, the other two being the Algonquin and the Mississauga. They speak the Nipissing dialect of the Ojibwe language.

They inhabit the shores of Lake Nipissing and its surroundings. Here is a source covering their history and culture.

1. ↑ http://www.dickshovel.com/nipi.html
Alternative Nations

**Alternative Nations** would appear in the vast majority of my works. There are two basic categories for an 'alternative nation':

1. Nationbuilding by Neighboring Ethnic Groups
2. Nationbuilding by Geographically Distant Ethnic Groups
	1. Subcategory 1: Settler Society
	2. Subcategory 2: Alternative Ethno-Geography (i.e., Taa-speakers live near Austroasiatic speakers)

It should be noted that the lines can be blurred between 'settler society' and 'alternative ethno-geography'; for example, if a series includes the detail that Yeniseian speakers still in Eastern Europe, they could be considered settlers or a foreign elite in the past, but are now simply an ethnic group in a different location than in baseline reality.

Obviously, 'nationbuilding by neighboring ethnic groups' is much easier to devise than 'nationbuilding by geographically distant ethnic groups.'

### Examples of Alternate Nations

* An independent nation in the Andaman and Nicobar Islands, populated by speakers of Great Andamanese, Ongan and Nicobarese languages, as well as Shompen.
* A nation bridging the Bering Strait, populated by speakers of Chukotko-Kamchatkan and Eskimo-Aleut languages, as well as Yukaghir and Nivkh, and perhaps others.
* A nation in southern China, populated by speakers of Kra, Pakanic, Mienic, Kam-Sui, Hmongic and Tai languages, among others.
* An ancient kingdom in Central Asia, populated by speakers of Uralic and possibly Yeniseian, as well as the "mainline" Eastern Iranian languages historically spoken in the region.
* A nation in South Asia, populated by speakers of Munda languages and minor branches of Dravidian (which both happen to be concentrated in East-Central India).
* A nation in Mesoamerica, populated by Mixe and Chinantec speakers.
* A nation in West Africa, populated by speakers of East Mande and Kainji languages, as well as Bariba (a divergent Niger-Congo language or isolate).

### Nationbuilding by Neighboring Ethnic Groups

#### Urals

1. Mari-Mordvin
2. Permic
3. Samoyedic
4. Khanty-Mansi
5. Yeniseian
6. Chuvash

#### Caucasus

1. Abazgi
2. Circassian
3. Kartvelian
4. Ossetian
5. Khinalug
6. Tsezic
7. Lezgic
8. Avar-Andic
9. Dargic/Lak

#### Southwest Asia

1. Anatolian
2. Western Iranian
3. Arghu
4. Sumerian
5. Modern South Arabian

#### South Asia

1. North Munda
2. South Munda
3. Central Dravidian
4. Northeast Dravidian
5. Khasic
Intercontinental Communication Network ('Card Table Blues')

The **Intercontinental Communication Network** is a system allowing the Carthaginians and Greeks to communicate with their colonies and some independent nations in the Americas. It is referred to as the 'Guanche Grapevine' by Zevulun and the 'Chi1sëh1 conh1 Yinh31 li1' by Mo'wonali'.

#### meanings of its other names

chi1sëh1 means ‘loose.’ chi1conh1 means ‘trunk.’ Because ‘chi’ is reproduced with the same tone in both words, I don’t include it twice. yinh31 means ‘bright’ and ‘li1 means flower. This is meant to mean ‘bright flowers on floating logs.’
Those-Who-Split-at-the-Stopping-Place

**Those-Who-Split-at-the-Stopping-Place** is a somewhat arbitrary ethnic term for the Algonquin, Nipissing and Mississauga peoples, members of the larger Anishinaabe ethnic grouping.

#### origin of the term

##### *main article:* origin of the anishinaabe

The Ojibwe and other People of the Three Fires traditionally maintain that they came from the east as a single Anishinaabe group; they made three stopping points on the way to their new homeland, and at the third, they split into six peoples. Three of these peoples, the Ojibwe, Odawa and Potawatomi, would later reunite politically as the Council of the Three Fires. The other three would develop into their own independent ethnic groups: the Algonquin, Nipissing and Mississauga.
Iroquoian Languages

The **Iroquoian Languages** are languages spoken by the Iroquoian Peoples. They are present in two spoken branches.

1. Northern Iroquoian
	1. Lake Iroquoian
		1. Iroquois Proper
			1. Mohawk-Oneida
			2. Seneca
			3. Cayuga
			4. Onondaga
		2. Huronian
			1. Huron-Wyandot
	2. Tuscarora-Nottoway
		1. Tuscarora
		2. Nottoway
2. Southern Iroquoian
	1. Cherokee
		1. Alabama dialect
		2. North Carolina dialect
		3. Oklahoma dialect

There are additional languages, namely Wenro, Neutral, Erie and Laurentian, but they are unclassifiable. Susquehannock and Petun do not seem to have sufficient literature to be revived.
Historical Inconsistency in 'Merganser'

**Historical Inconsistency in 'Merganser'** is an important topic; it is mostly affected by two factors.

1. The fact that native North Americans, especially in the places depicted in 'Merganser,' have traditionally been very nomadic.
2. The fact that some demographic situations closer to the modern era are more interesting than some demographic situations further in the past, at least to the author. An example of this is that the banding together of the Arikara, Mandan and Hidatsa is roughly a consequence of the post-contact strengthening of the Lakota people, while the presence of the Winnebago on the shores of Lake Michigan was a state of affairs that ended pretty shortly after first contact with the French. In other words, the placement of the Winnebago or Hocak is consistent with pre-contact, while the placement of the "Fort Berthold tribes" is consistent with a later stage of indigenous American history.
Hay-Strung Bundle (arc)

**'Hay-Strung Bundle'** is an arc of 'Merganser.'

#### Preceding Events

Among the Cheyenne people, it is believed that only two bundles, the Sacred Arrows Bundle and the Sacred Buffalo Hat Bundle. There are dozens of minor bundles, which villages, clans and groups of villages. However, it seems that a young orphan has received a bundle of great power, and several villages have adopted him as a shaman. The leaders of the two main Bundle Societies of the Cheyenne are not happy about this.

#### The Three Fires are Consulted

A follower of the new bundle arrives in a major Lakota village.
Vinetail Distortion (arc)

The **Vinetail Distortion arc** is the \_\_\_\_\_ arc of 'Card Table Blues.' It is the first arc in which Chonzheje Grzywacz's agreement with the Carthaginian government, specifically the Gades Colonial Authority, actually forces her to physically assist them in an investigation.

#### meaning of the name

The compound word 'vinetail' refers to the traditional Mesoamerican representation of the world tree, that is, the spiritual path from the human realm to the spirit realm, as a serpent with a tail made of vegetation. 'Distortion' refers to the idea that this shamanic serpent is being somehow manipulated.

#### characters

* Chonzheje Grzywacz
* Taghbalut Imrachen
* Navasart Dzaghgouni
* Havil Khenzada
* Latumara Krasniqi
* Tintziri
* Doku'mi
* Amushillek
* Zevulun
Rilling Katabatic

**Rilling Katabatic** is the fravashi of Lha-yi-chi, one of the protagonists of 'Cedar Smoke: Gisli.'

#### Meaning of the Name

To 'rill' is to trickle, but specifically refers to the erosion of soil by flowing water. 'Katabatic' is a type of wind, descending from a higher elevation to a lower elevation. This refers to Rilling Katabatic's ability to erode, rot or rust objects, and the speed of its individual components (taking the form of ravens).
Qiu's Fravashi

**Qiu's Fravashi** is an as-yet unnamed fravashi, controlled by Qiu (one of Harvey Nessel's allies in 'Cedar Smoke: Gisli'). It seems to fire projectiles in the shape of nails.

Qiu's Fravashi is notable in that, in its first appearance, it begins to be used offensively before Qiu is convinced by his partner, Trajano Llerena, to flee.
Panther Eyes Shrine

**Panther Eyes Shrine** is one of the shrines of Owashtanang City. Like the vast majority of shrines, it is associated with a larger lodge. However, Panther Eyes Shrine's overseeing lodge is what's referred to as a "cowbird lodge," a lodge which does not closely monitor the goings-on in any shrines it purportedly controls. This is to Panther Eyes Shrine's advantage, as it's prone to hiring oddballs, either promising young men of humble background, people who practice strange medicines or people who need to live at a shrine full-time in order to survive.

#### notable shamans

* Naawij
* Wizhep'ueja
The "Shamanic Logic" of Fravashi

**The "Shamanic Logic" of Fravashi** is one of the many principles governing the power system of fravashi in the 'Cedar Smoke' series. While it is referenced throughout the series, especially by Tammaritu Yazdan, Lha-yi-chi and a few of Nessel's henchmen, it is first put to significant use in the fight between Mooring Rope and Puffball Caltrop in the Shadegan Ponds.
Spirit Village

A **Spirit Village** is a kind of settlement in 'Merganser,' characterized by an oath sworn between a group of men and a spirit or group of spirits.

## characteristics

The initial "agreement" sworn between men and spirits is normally characterized by four features:

1. The men and any of their descendants, or partners bonded to them or their descendants through a marriage ceremony, will be allowed to stay in the community.
2. Outsiders may visit the community, but only for three days and nights before experiencing some kind of curse.
3. The village will be insulated from evil spirits, sickness, men of impure intentions and bad crops or bad hunting.
4. Even those without natural talent will be able to enchant objects or conduct more complex spells, as the spirit of the village will assist them.

However, there are side effects to this spiritual contract; most people that leave a spirit village will be spiritually weaker than the average human, and prone to sickness.

## in the world of 'merganser'

Prior to the invention of advanced magic technology, the vast majority of settled villages were spirit villages. Even seasonal villages would often be blessed by a spirit, and a few people would stay behind as custodians to keep the spirit satisfied with blessings.
Ottawa Dialect

The **Ottawa Dialect** of the Anishinaabe language is the most politically important language in the Great Lakes. It is used as a trading language and is the native language of most people on the largest peninsula in the Great Lakes, the largest island in the Great Lakes and a significant portion of the islands in the Great Lakes.
Mask ('Merganser')

**Masks** are an important aspect of traditional dance, ritual and magic in 'Merganser.' However, masks are not universal across North America. The most well-known masks are from the Pacific Northwest and American Southwest, especially from the Puebloan cultures. The Cherokee and North Iroquoians had a culture of mask-wearing as well. It seems that horse masks were a medium common across the Great Plains, from the Lakota, Cheyenne, Kiowa and Blackfoot. On the internet, I have only found one traditional example of an Ojibwe mask, a facemask as part of a shaman's regalia. The False Face Society of the Iroquois is not supposed to be depicted by outsiders, according to the wishes of the Haudenosaunee nation in real life.

#### metaphorical masks

Among the Lakota, there is a traditional belief that spiritual, invisible masks would absorb the sins of a warrior while he went to battle and could be returned to the spirit realm to absolve the warrior of guilt.

### Navajo

Here is some basic information about Navajo masks. This is an article concerning the Pueblo peoples in general.

1. ↑ phorical a

https://blog.nmai.si.edu/main/2011/10/a-song-for-the-horse-nation-spotlight-horse-masks.html
2. ↑ https://fineart.ha.com/itm/native-american/war-shirts-garments/ojibwa-shaman-s-ritual-materialcirca-1880this-group-contains-an-assortment-of-ceremonial-regalia-and-associated-artifa/a/643-48119.s
3. ↑ https://prairieedge.com/tribe-scribe/story-of-lakota-ceremonial-masks/
4. ↑ https://blog.kachinahouse.com/navajo-ceremonial-masks-and-their-history-in-native-american-culture/
5. ↑ https://publishing.cdlib.org/ucpressebooks/view?docId=ft8870087s&chunk.id=d0e2984&toc.id=d0e2984&brand=ucpress
Main Languages of 'Merganser'

The **main languages of 'Merganser'** are the languages which will be featured repeatedly and spoken by a significant amount of characters in 'Merganser.' The languages are, at minimum:

Three of the languages below.

1. Mohawk-Oneida
2. Onondaga
3. Cayuga
4. Seneca
5. Wyandot

All of the languages below.

1. Ojibwe
2. Potawatomi
3. Cree

Two of the languages below.

1. Menominee
2. Miami-Illinois
3. Sauk-Fox-Kickapoo

All of the languages below:

1. Sioux
2. Winnebago

All of the languages below:

1. Blackfoot
2. Arapaho
3. Gros Ventre
4. Cheyenne

All of the languages below:

1. Arikara
2. Pawnee
3. Wichita
4. Kitsai
5. Pawnee
People of the Northern Plains

The **People of the Northern Plains** are one of the geographic groupings in 'Merganser.' They include:

1. Siouan
	1. Mandan
	2. Missouri Valley Siouan
		1. Crow (Absáalooke)
		2. Hidatsa
	3. Mississippi Valley Siouan
		1. Dakotan
			1. Dakota-Lakota ("Sioux")
				1. Dakota
				2. Lakota
			2. Assiniboine
			3. Stoney
		2. Chiwere-Winnebago
			1. Chiwere
		3. Dhegihan
			1. Omaha-Ponca
2. Algonquian
	1. Anishinaabe
		1. Ojibwe
			1. Plains Ojibwe
	2. Cree
	3. Blackfoot
	4. Cheyenne
	5. Arapahoan
		1. Arapaho
		2. Gros Ventre
3. Caddoan
	1. Pawnee-Arikara
		1. Pawnee
		2. Arikara
Windows ('Merganser')

In 'Merganser,' **windows** are not always made in the same way they are made in the real world. Some cultures and areas primarily make them out of sand, as we do, but many areas developed windows out of their previous technology for tent flaps. As a result, many are made out of extremely flexible clear gelatin.
Representative Languages of each Family in 'Merganser'

#### Algonquian

1. Ojibwe (of Central Algonquian)
2. Mi'kmaq (of Eastern Algonquian)
3. Arapaho (branch isolate)
4. Cheyenne (of Menominee-Cheyenne)
5. Cree (of Blackfoot-Cree)

#### Siouan

1. Mandan (branch isolate)
2. Crow (of Missouri Valley Siouan)
3. Lakota (of Dakotan)
4. Winnebago (of Chiwere-Winnebago)
5. Omaha-Ponca (of Dhegihan)

#### Iroquoian

1. Seneca (of Seneca-Cayuga)
2. Mohawk (of Mohawk-Oneida)
3. Onondaga (transitional Five Nations dialect)
4. Wyandot (quasi-branch isolate)
5. Tuscarora (of Tuscarora-Nottoway)

#### Caddoan

1. Caddo (branch isolate)
2. Arikara (of Pawnee-Arikara)
3. Wichita (of Wichita-Kitsai)

#### Kiowa-Tanoan

1. Kiowa (of Kiowa-Towa)
2. Taos (of Tiwa-Tewa)

#### Uto-Aztecan

1. Comanche (of Numic)
2. Shoshone (of Numic)
3. Hopi (branch isolate)

#### Athabaskan

1. Plains Apache (of Apachean)
Bakuy

**Bakuy** is one of the primary protagonists of 'Tourism Agent [WT].' He is one of two protagonists to have a major role in the first arc of the series, along with Manglu.

### Ethnicity

Bakuy is from the coastal lowlands of the as-yet unnamed country where 'Tourism Agent' takes place. In these coastal lowlands, there are two main ethnolinguistic groupings: the Cham and the Pear. Bakuy is a speaker of a Pearic language, and hails from a medium-sized city. This stands in contrast to Manglu, who is from the highlands and speaks a Bahnaric language.

### Motivations

Bakuy is one of the members of the Sl' Spiuh ('Leaf Bridge') Precinct in Lic Tka' Sraw' ('Sink-Hook Place'), the largest city in his home country. However, he is originally from another city, in the area of Kamlot and Phum Kong Tcha in real-life southwestern Cambodia.

### Notes About Lore Referenced in this Article

Sl' Spiuh ('Leaf Bridge') Precinct in Lic Tka' Sraw' ('Sink-Hook Place'): Note that both of these placenames are in a Pearic variety referred to on Glottolog as 'KNB, a variety of Pearic.' I can only assume that the 'K' stands for Kasong.

Also, Lic Tka' Sraw' ('Sink-Hook Place') is a direct reference to **Vũng Tàu,** a city of around 350,000 people to the southeast of Ho Chi Minh City in southern Vietnam. Supposedly, vũng tàu means 'anchorage' in Vietnamese, referring to the activities of European merchant ships in the area.

The setting of the series, and home country of most of the main characters, is mostly located in the lower reaches of the Mekong River Valley, with most of its territory located in real-world Vietnam and Cambodia. A small amount of its territory is situated in real-world Thailand (probably only real-world Trat and Chanthaburi provinces). The easternmost mainland part of the country is the lowlands to the northeast of Phan Thiet, and the easternmost island is Cù Lao Thu. In other words, this is a county which contains both Ho Chi Minh City and Phnom Penh, as well as the major cities of the Mekong River Delta.
Algonquian Peoples

The **Algonquian Peoples** are groups of people who speak Algonquian languages. In the real world, they are well-established as both a linguistic and cultural grouping, but in the universe of 'Merganser,' the science of Algonquian languages or peoples is never addressed. However, the relationship between "Central Algonquian" and "Eastern Algonquian" is common knowledge in the 'Merganser' universe, while the relationship between Central/Eastern Algonquians and the Plains Algonquians is at times referenced, rejected or pondered pretty half-heartedly. There are two general ways to group the Algonquian languages, the geographic way and genetic way.

### Geographic Groupings

1. Plains Algonquian
	1. Blackfoot
	2. Arapahoan
		1. Arapaho
		2. Gros Ventre
	3. Cheyenne
2. Central Algonquian
	1. Cree-Montagnais-Naskapi
	2. Menominee
	3. Anishinaabe
		1. Ojibwe
		2. Potawatomi
	4. Sauk-Fox-Kickapoo
	5. Shawnee
	6. Miami-Illinois
3. Eastern Algonquian
	1. Mi'kmaq
	2. Abenaki
		1. Western Abenaki
		2. Eastern Abenaki
	3. Maliseet-Passamaquoddy
	4. Massachusett
	5. Narragansett
	6. Mohegan-Pequot
	7. Quiripi-Naugatuck-Unquachog
	8. Mahican
	9. Delawarean
		1. Munsee
		2. Unami
	10. Nanticoke-Piscataway
	11. Carolina Algonquian
	12. Powhatan
	13. Etchemin
	14. Loup A
	15. Loup B
	16. Shinnecock
Mii

Mii is a Kirby with disattached arms(like Evilis') that makes a lot of references to things like Smash and Mario Party.

## Appearance

Mii is a Kirby with a skin colored body, gray feet, and brown hair. She has disattached arms, with one being normal and the other a gun(like Mii Gunner's).

## Abilities

Mii can use her arms for long reach to grab foes(kinda like T.A.C.). And also she can pull out a TON of referencing items like Mario Party dice, ANY Smash item, items from the Mii games(Miitopia, Wii Sports Resort, etc.) etc.
Agondeniinnabagada'an

**Agondeniinnabagada'an** (English: *it floats-I-crush it flat*) is the second-oldest son of the core Green Rim clan in 'Merganser.'

#### name meaning

Agondeniinnabagada'an's name is meant to mean 'that which floated is crushed flat,' and refers to his family's ownership of a sacred wild rice pond, and the process of making pastries using wild rice.
SpinJump

Para spinjump, pressione e segure para a esquerda ou direita enquanto no chão e, em seguida, pressione jump. Se você não estiver no chão, não pressione pular antes de atingir o solo. Se você estiver girando no solo, espere até que a animação de reversão termine antes de pular.

Você pode amortecer os spinjumps pressionando e segurando jump e, em seguida, pressionando a direção oposta à direção que Samus está enfrentando no solo. Isso fornece o método ideal para partir de quase todos os elevadores que viajam para baixo ( Blue Brinstar e Lower Norfair sendo as exceções).
Mili

Mili is a female Kirby who lived in a family of warriors. Unluckily her parents fell to the unknown force. This made Mili angry and wanting revenge. She has been training ever since. Her sister Lola, has been helping Mili. She also revils with Alli.

## Appearance

Mili is a creamish Kirby with pale pink shoes. She has a light brown mark on her head, and wears pale pink claws(the same color as her shoes).

## Abilities

Mili can use her claws to attack, and much more. She always carries around a sword that can summon electricity.
Cyborgnetic

Cyborgnetic is a Kirby who lost in a life-threatening battle.As a result of this, she had to get her right hand, right eye, and left foot replaced with robot counterparts.

## Appearance

Cyborgnetic is a Kirby with a mint body and sailor blue shoes. Her right eye is red.

## Abilities

Cyborgnetic can fire a deadly lazer beam from her right eye. Her right arm can transform into things like small lazer blasters, guns, swords, etc.
Lola

Lola is Mili's sister and training partner. She too wants revenge, but not as much as Mili does. In the D&D alignment chart shows she is a lawful neutral.

## Appearance

Lola is a white Kirby with Calico-like spots. Her shoes are orange and black. She wears a pale blue cape.

## Abilities

Lola can the mythical paintbrush to summon the same kind of attack that Bunny(From Castle Cats) uses. she summons a heart that slowly expands and then disappears.
Untrusted Wiki

**Welcome to the Untrusted Wiki!**
An unofficial wiki for the game Untrusted, designed and programmed by Andrea Alessi.

We're a collaborative community website about Untrusted that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

*Pages:*

1. Untrusted Game
2. Untrusted Achievements
3. NETSEC
4. Operation Leader
5. Grant Root Access
6. Covert Broadcast
7. Spearphisher
8. Inside Man
9. CCTV Specialist
10. Enforcer
11. Analyst
12. Network Specialist
13. Social Engineer
14. Blackhat
15. AGENT
16. Agent Leader
17. A.S.C (Agent Secure Chanel)
18. Field Agent
19. Neutral
20. Script Kiddie
21. Journalist
22. Resentful Criminal
23. Sociopath
24. Bounty Hunter
25. Rival Hacker
26. Corrupt Detective
27. Shroom
28. Improvised Hacker
29. Badges
30. Runaway Snitch
31. Converted NETSEC/Investigative
32. Converted NETSEC/Offensive
33. Converted NETSEC/Field-OP
34. Abilities
35. Consumables
36. Useful Information
Purple

Purple is Blue's and Red's little sister who is a mix of both of them. She's unsure of which path to take in life, but she knows that one step can make a huge difference in life, so she's extra cautious on what she does. But no matter what, she is very powerful. After all, you can't punch paper!

## Appearance

Purple is a purple Kirby with seafoam green shoes. Her eyes are black, like Paper Mario's. She wears many different hats, but her most common one is a jester hat(like the beam copy ability) that is light purple and blue.
Journalist

The Journalist is, well, a journalist, that bought their way into NETSEC through questionable connections. They want to profit off of the hack and do not care about the winner. If their reporting is accurate, they will gain worldwide fame.

## Win Conditions

The Journalist must stay alive, and write three or more articles. Articles can be written using scoops from members of NETSEC, by sabotaging a node to stir drama, or by exposing the Operation Leader.

## Skills

### DAY abilities

1. Unskilled Attack - Use some script kiddie tools downloaded from the web. They won't work, but logs will show your connection to the target machine.
2. Impartial Sabotage - It's the same as rollback, you get a scoop (One use)

### NIGHT abilities

1. Get Scoop - You will visit and occupy a player, they will know you occupied them. You will gain a scoop if the player has the Person of Interest passive.
2. Write Article - Write an article based on a previously obtained scoop (This can be from Get Scoop or Impartial Sabotage)
3. Expose Operation Leader - Expose the Operation Leader, revealing to everyone his identity. You will gain an instant article, if correct (**Occupies** and watches target even if it fails!)

### PASSIVE abilities

1. No Dirt on Me - AGENTs can't arrest you unless you get framed.
2. Not a Snitch - AGENTs can't convert you.

## Tactics

As the Journalist, you're usually well off claiming to NETSEC. However, this means that you will need to get at least 2 scoops by interviewing members of NETSEC, and that is unreliable and takes time. You should ask before sabotaging any node, even if it's not important to NETSEC, not doing so will make NETSEC mad and get you lynched. You also can't expose the OL for obvious reasons, except when NETSEC is in a hopeless situation and allow you to.

You may also choose to work with AGENTs. This means you should roll back nodes important to NETSEC and expose the OL (typing style!). You still need to get one scoop and write one article, then you need to convincingly fake another class and don't get lynched.
Salishan Languages

Only one of the three main branches of the **Salishan Languages** have a chance of appearing in 'Merganser.' Said branch, Interior Salishan, has two main sub-branches:

1. Northern
	1. Shuswap
	2. Lillooet
	3. Thompson River Salish
2. Southern
	1. Coeur d'Alene
	2. Columbia-Moses
	3. Colville-Okanagan
	4. Montana Salish
Menothea

**Menothea** - miasto położone na terenie prowincji Pargia, będące stolicą Cesarstwa Pargandyjskiego. Założona przez cesarza Ardaszira I na dorzeczu rzeki Salo. Siedziba cesarzy pargandyjskich i parlamentu. Jest to największe miasto Imperium pod względem powierzchni i liczby mieszkańców.

Lokacje:

* Pałac Imperialny
* Pałac Tridandham (siedziba parlamentu)
* Argenoleum
* Magnel Mejhezar
* Siedziba PKH
* Stocznia PKH
* Twierdza Niketon
* Świątynia Soluriona
* Panteon
Szafiry Wszechmocy

**Szafiry Wszechmocy** - najpotężniejsze kamienie szlachetne w Mezoponcie, których jest 12. Szafiry posiadają w sobie potężne moce magiczne mogące poważnie zagrozić planecie. Wyróżnia się następujące warianty:

* bezbarwny
* jasnoróżowy
* jasnoniebieski
* szary
* niebieskofioletowy
* purpurowy
* czerwony
* biały
* malachitowy
* morski
* trawiasty
* lawendowy
POP RACE Wiki

**Welcome to the POP RACE Wiki!**

(455 edits made, 48 articles created and 38 images uploaded since April 8, 2021.)

This Wiki is dedicated to diecast mincars in 1/64 scale produced by POP RACE, Hong Kong. (POP RACE released also models in 1/12, 1/18, and 1/43 scale.)

We're a collaborative community website about POP RACE that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

Models Archive (Check also Full Collection.)

2019 • 2020 • 2021

**By Make**:
Audi • Bentley • Chevrolet • Honda • Mercedes-Benz • Mitsubishi • Nissan • Suzuki • Toyota • Volvo

Check out also these diecast brand wikis:

MINI GT

M2 Machines

Era Car
SzmeryPargandii Wiki

**Witamy na SzmeryPargandii Wiki!**
SzmeryPargandii Wiki to moja własna strona o zmyślonym przeze mnie fandomie, więc wszelkie informacje znajdziesz tu i tylko tu na tej wiki. "Szmery Pargandii" jest to wymyślona seria książek fantastycznych opowiadająca o losach wojownika Demeta - głównego bohatera; i jego przyjaciół.

Ta wiki jak na razie jest tylko moim projektem.

## Ważne artykuły

Strona o tematyce wikiDemetrios KenepatrosPierwszy odcinek serialuWażna lokacjaKluczowe wydarzenieIstotny przedmiot

*Potrzebujesz pomocy z rozwojem społeczności?*

* Zasady tej wiki
* Podstawy
* Jak edytować?
* Zarządzaj swoją nową społecznością
* Zawartość
* Wszystkie strony pomocy

Możesz stać się również częścią większej rodziny społeczności Fandomu. Odwiedź Centrum Społeczności!

*Do założycieli społeczności*: W sekcji powitalnej napiszcie ciekawy akapit o tematyce tej wiki. Pozwolicie w ten sposób czytelnikom łatwiej się w niej odnaleźć i dodacie do niej kilka podstawowych informacji. Następnie odwiedźcie panel administratora po więcej wskazówek.
Wave Beam

Efeito

Wave Beam é uma atualização que aumenta o dano da arma da Samus e permite que feixe passe por objetos e superfícies, porem ela não perfura os inimigos, como o feixe de plasma faz.

Ela é coletada na maioria das categorias devido ao aumento de dano que ele fornece, junto com a possibilidade de realizar o **X-Factor**.
Lista de itens

## Lista de armas

Atualizações para a arma principal:

* Charge Beam
* Spazer
* Ice Beam
* Wave Beam
* Plasma Beam

Outras armas:

* Power Beam
* Grappling Beam
* Hyper Beam
* Glitch Beams

## Suits

* Power Suit
* Varia Suit
* Gravity Suit

## Botas

* Hi-Jump Boots
* Space Jump
* Speed Booster

## Misc.

* Morphing Ball
* Bomb
* Spring Ball
* Screw Attack
* X-Ray Scope

## Upgrade de munição e energia

* Lista de misséis
* Lista de super misséis
* Lista de power bombs
* Lista de tanques de energia
* Lista de tanques reserva
Field Agent

The field agent is a Field Operations role for AGENT, he can STING (all caps, and doesn't visit so you can frame neuts with ease)

## Win Condition

The win condition for the Field Agent is the same as any AGENT, prevent NETSEC from hacking the target node or remove all NETSEC operatives from play.

## Day Abilities

1. Unskilled Attack - Use script kiddie like tools to hack try to hack into a node, they wont work but will show connection logs
2. Alter Logs - Makes it appear as a target of your choosing connected to a node of your choosing, or randomly add logs to a chosen node (These fake logs can be removed by Analyst's Log Analysis ability)
3. Isp Isolation - Force an isp to disconnect the target from the internet
4. Keylogger Honeypot - Any keyloggers planted on the chosen node by any Inside Men will make the node harder to hack.

## Night Abilities

1. Sting - The target and everyone who visits that target will be arrested (Your identify will not be revealed) (Cannot Be Used On Other Agents or Yourself)
2. Arrest - Arrest a target, your identy will not be revealed to the target except for journalist's (Visits target) (Cannot Be Used On Other Agents)
3. Planned Raid - Pose as a NETSEC enforcer and escort a target to an AGENT controlled location, the target will be arrest 24hrs later not exposing you.
4. AGENT Training - Gives you one of the following random skills: "Misdirection", "Follow", "Interrogate", or "Trow Under the Bus"
Plasma Beam

Efeito

Plasma beam é a atualização de feixe mais forte em relação a danos, e faz com que o feixe perfure inimigos vulneráveis. Observe que ele não permite que o feixe penetre em objetos e superfícies como o **Wave Beam** faz.

O efeito de perfuração do Plasma Beam permite ao jogador ser capaz de atravessar os inimigos. Ao atingir um inimigo apropriado com o Plasma antes de Samus colidir com ele, Samus será capaz de passar pelo inimigo ilesa. Isso é mais comumente aplicado em salas de Lower Norfair contendo Kihunters. É utilizado também em conjunto com a charge beam para criar o **Plasma Shield.**
Mbaltagi Hulum

**Mbaltagi Hulum** (Sara: 'Pebbles Swell with Moss' \*NON-GRAMMATICAL\*) is a prison guard, and one of the first two "arc antagonists" of Cellmates, along with Zeigo. As of yet, I'm not sure which of them will be defeated first.

### Ethnicity

Mbaltagi Hulum's name is Sara, i.e., from the largest subbranch of the largest branch of Central Sudanic (Bongo-Bagirmi). Within the setting of 'Cellmates,' most of South-Central Africa was populated by speakers of Central Sudanic and other Nilo-Saharan and Afroasiatic languages; thus, Mbaltagi Hulum's family has been in the country for some time by the time of his birth.

### Ability

Mbaltagi Hulum's supernatural ability is to "block" physical attacks; it can be described as a "totally defensive" ability, although it has some offensive applications.

#### Sub-Abilities and Main Uses

1. Two Options for Positioning: Mbaltagi can set his ability to move with his body, or to be absolute in relation to the earth (or a building or car).
2. Defensive and Offensive Options:
3. Mbaltagi is able to read air currents using his ability. While he has trained himself to listen to and feel the wind, he also uses his ability to block wind currents, improving his ability to read them.
4. Mbaltagi is able to form barriers while he jumps. Since the barriers do not absorb energy, but bounce it back, he can jump at high speeds and stay in the air indefinitely. However, this requires a lot of focus from Mbaltagi.

#### Drawbacks

1. If Mbaltagi sets the defensive barriers to move with his body, he will have to twist his body in order to block certain attacks.
2. Mbaltagi must be aware of where the attack is when it enters his territory. He must either see the attack, guess where it is, or determine where it is through air currents.
3. An attack must be equal to or weaker than the attack that initially created the barrier in order to be deflected. So, a barrier formed by the impact of a thrown brick will be passed through by a supernaturally-accelerated stone.
4. Mbaltagi's

### Similarities to Other Characters

Mbaltagi's ability is primarily defensive, meaning he often puts himself in deadlocks. This is similar to the ability of the main character, Giits'u Niyaalu, whose ability is so versatile and technically weak that it lengthens standoffs and slowly chips away at his opponent's position rather than decisively ending anything.
Script Kiddie

The Script Kiddie (Also known as "Skiddie") is a failed computer engineer that only graduated because he cheated and is unsure how they got in the NETSEC crew. He is part of the Neutral Class.

## Winning Conditions

The Script Kiddie's goal is to survive and not get arrested.

## Tactics

While not doing anything is a viable option, NETSEC might suspect that you are something you aren't. That's why claiming early and openly siding with Netsec is a better idea.

## Skills

### DAY Abilities

1. Create Hideout: Adds one charge to Move Hideout (2 uses)
2. Denial Of Service: Prevents all connections to a node (2 uses)
3. Script Kiddie Attack: Attempts to hack into a node with a 0.1%[citation needed] chance to succeed (3 uses)

### NIGHT Abilities

1. Move Hideout: Protects himself of all arrest attempts (Starts with 1 use, up to 3 with Create Hideout)
2. Wake-up Call: Becomes the Panicked Blabbermouth class (**there isn't a wiki page for this class yet**)

### PASSIVE Abilities

1. Not A Snitch: Cant be converted to AGENT
2. Unsecured Device: AGENTs get intel upon arresting a Script Kiddie. It can be either "X is not this class" or "Y is this class".

## Trivia

1. If you get arrested as a Script Kiddie you get a unique message saying that your family is disappointed in you.
2. If you manage to hack a node using the Script Kiddie Attack you will get the Good kid badge
Super Metroid Speedrun Wiki

**Wiki Super Metroid Speedrun**
Bem vindo ao guia brasileiro de speedrun de Super Metroid! Estacione sua nave em local seguro, e explore a base em busca de conhecimento.

Essa página foi criada com o intuito de reunir todo o conhecimento que a comunidade brasileira de Super Metroid adquiriu com o passar dos anos. Aqui você vai encontrar uma grande quantidade de matérias traduzidas diretamente do guia https://wiki.supermetroid.run/, cujo qual foi utilizado como base para criação dessa página, porem novos conteúdos serão adicionados! Temos a meta de adicionar tutoriais em vídeos, bem explicativos e didáticos, voltados para brasileiros que estão interessados em aprender o jogo de forma rápida e eficiente. Não temos a intenção de substituir wiki original, apenas o vontade de trazer o vasto conteúdo já documentado para a nossa língua nativa, e repassa-lo através de nossa própria didática.

Caso tenha vontade de participar desse projeto, ou queira discutir sobre o jogo e a comunidade, entre em contato conosco (link no fim da página).

Não se esqueça de salvar os animais! Até breve o/

#### **Anúncios e eventos futuros**

Por enquanto, nenhum torneio rolando :(

Atualizaremos por aqui sempre que novos torneios surgirem.

## Sobre a Speedrun

* Categorias
* Tempo
* Configuração de controle
* Técnicas e movimentos
* Boss Fights

## Sobre o Jogo

* Lista de inimigos e drops
* Dano
* Fonte de dano
* Lista de salas
* Lista de itens
* Google Maps (Zebes)

## Links Diversos

* Ranking - Speedrun.com
* Ranking - DeerTier
* Discord da comunidade
* Discord da SpeedGamingPortuguesa
* Super Metroid Randomizer
* Contato
Blue

Blue is a Kirby from Creator City. She moved to OC Land when she was only 3, due to family struggles. Now, she loves OC Land. She is one of the three destined to break the barrier.

## Appearance

Blue is a, well blue Kirby with a pink shoes, but when concerned they turn orange. She wears a visor, enabling her to see better.
Improvised Hacker

## Win Condition

The Improvised Hacker's win condition is the same as any other NETSEC member, hack the target machine or get every AGENT killed.

## Skills

### Day Abilities

1. Hack Target - Try to hack into a node, **Very Low** chance to succeed. (Infinite usage)
2. Download Intel - Search for important personal data on a hacked machine (Infinite usage)

### NIGHT Abilities

1. Move Hideout - Protects you from arrest, plea deals and murder attempts (One usage)
2. Dumpster Dive - If successful it makes some node easier to hack (Infinite usage)
Ice Beam

Efeito

Ice Beam é uma atualização que aumenta o dano da arma da Samus e aplica uma propriedade de congelamento. Quando um inimigo que pode ser congelado é atingido, e o dano que teria trazido aquele inimigo para 0 ou menos de HP, fará com que o inimigo seja congelado.

É adquirido na maioria das categorias, embora leve um tempo variável para ser obtido, dependendo de quais itens Samus tem no momento da tentativa de obtê-lo.

Ice Beam permite a destruição rápida e segura de Metroids em Tourian (caso contrário, eles exigiriam várias explosões de Power Bomb para serem destruídos) e pode ser usado para vários truques, como o **Mochtroid Clip** e **Zebetite skip**. É utilizado também em conjunto com a charge beam para criar o **ice Shield.**

O efeito de congelamento dura 400 frames, exceto no Norfair quando dura apenas 300 frames.