recursal/Fanatic-Fandom huggingface dataset:
Echo-64

At about On June 9, 2017 an advertisement was played on the Seychelles Project-WT radio station (SBC Paradise FM) which referenced a service called Echo Software and the Echo-64.com website.

Ad Transcript

Visiting the site brought people to this screen

```
BEGIN SECOND SEQUENCE ... Initialization may take up to 24 hours.

```

The site was activated on June 10, 2017
On every page at the bottom right the text **84.190.188** leads to the youtube video - *Franka Potente - Believe*  , making this the third music video in the ARG.

## Homepage

The homepage has a brief description of the company and services. It also has the puzzle for the second sequence.

## Search function

Doing a search for any term in the website it reveals a long string of hex code with a piece of decimal on top

```
112 97 115 116 101

```

This translates to **paste**.

Pasting the hex block in a software like Notepad++ or Hex Fiend, reveals a gif image.

This in turns leads to a pastebin link with the id z1Rgxi5L

```
54 68 65 72 65 20 69 73 20 6e 6f 74 68 69 6e 67 20 65 69 74 68 65 72 20 67 6f 6f 64 20 6f 72 20 62 61 64 2c 20 62 75 74 20 74 68 69 6e 6b 69 6e 67 20 6d 61 6b 65 73 20 69 74 20 73 6f

```

This translated from hex says

```
There is nothing either good or bad, but thinking makes it so

```

Which is a quote from Hamlet, Act 2, Scene 2 .

## Echo Contact Information

Hovering over the Echo logo (top left) brings up an info contact box.

Calling the number +1 (408) 703-2077 one can hear a pre recorded message

```
Echo is in transition and therefore cannot accept new input. When we achieve our
predetermined finite state, we'll take new input and get back to you. Thank you.

```

A message of maximum 5 minutes could be left then.

## Our Team

The our team page has the photos of 7 members. They all are stock photos

* Ivan Greshnev
* Mikhail Regison
* Gerry Mishrason
* Caroline Anderson-Smith
* Patricia Gorevsky
* Jeremy Elways
* Paris O'Keefe

## History

In the History page there is a reference in 2015 to a factious company and Sesame credit

```
We partnered with Chinese company Alibabbi to utilize their new cloud computing
infrastructure, improving our service tenfold overnight and introducing Sesame Credit
support for all users.

```

This a reference to the real company Alibaba group .

## Careers page

    In the source code of the careers page  players found a link to a video about a visit to the dropbox offices. This ended up revealing itself to be a leftover from the theme template used.
Jason Allen

Steve Allen (older brother)

Nancy Allen (older sister)

Daniel Allen (grandfather)

Jacob Smith (grandfather)

Suzanne Allen (grandmother)

Katie Smith (grandmother)

Maria Allen (aunt)

Maisie Allen

Jason ''Charles'' Allen also known as Jason Allen is one of the two main protagonists (the other being Steve) in Galaxy. He is voiced by Sam Djan

He is the youngest child of Marvin and Liz. Nancy and Steve's younger brother, Liam's best friend, Carlton's friend and his love interest Celia.

## Early Life

Jason was born on July 5, 1998 and was raised in England by Marvin and Liz Allen he is the youngest out of the three the others being Nancy and Steve.

## Later Years

Jason is currently in secondary school he is very passionate about space and owns a telescope that he uses to look at the stars. He loves video games

## Family

* Steve Allen (brother)
* Nancy Allen (sister)
* Marvin Allen (father)
* Liz Allen (mother)
* Daniel Allen (grandfather)
* Suzanne Allen (grandfather)
* Maria Allen (aunt)
* Maisie Allen (aunt)
* Jacob Smith (grandfather)
* Katie Smith (grandmother)
* Chris Allen (great-grandfather)
* Derick Smith (grandfather)
* Josh Smith (uncle)
* Lucy Smith (aunt)
* Kate Smith (aunt)
* Toby Smith (aunt)

## Relationships

* John
* Mark
* Jennifer
* Liz
* Steve
* Nancy
* Marvin
* George
* Sylvester
* Ian
* Lucy
* Carlton
* Liam
* Stephanie
Penine

The Penine dwarves, located in the mountains in the middle of Italy, are often considered strange and perhaps even insane by the other clans. The chief reason for this is that the Penine dwarves build their homes high up in the mountains, rather than deep underground. While other dwarves search for mineral wealth and the meaning of existence in the great darkness below, the Penine clans soar using a combination of technology and domesticated wildlife. All Penine dwarves learn to drift downwards using gliders, with some going on to tame their own gryphons or eagles, while others build complex flying machines powered by steam. In general, life is much more peaceful for these dwarves than other clans, and as such, Penine dwarves often focus more on diplomacy and exploration than warfare and protection.

Furthermore, Penine dwarves value individuality and freedom much more than other clans, which ultimately means that you can find small villages of Penine dwarves scattered throughout the peaks of Italy, rather than concentrated in several massive fortresses. Due to the highly contentious nature of the warring Italican princes nearby, Penine dwarves are often in high demand as scouts, which is one of the primary ways that some villages fund themselves. Other villages hunt for Air Mana Sources, while others still embark on great journeys across the oceans with Hisperian expeditions.

## Government

The numerous dwarven tribes of Penine have no powerful unified political structure. They are a confederation that delegates nearly every aspect of administration to individual tribes. Meetings of the confederated tribes are rare and agreements are reached rarer still, but the structure does serve a very valuable purpose: warding off any potential Italican aggression. While the clans agree on very little, it's clear that the rest would spring to aid any tribe that was attacked by opportunistic lowlanders.
Waking Titan Wiki

Waking Titan is an ARG that launched on the 8th of June 2017.

References to the www.project-wt.com site began appearing around the end of May, 2017.

The goal and story has yet to be revealed but in a message to an Unfiction moderator it was said that "*It's the countdown to a new, large-scale ARG launching this summer, starting with 16 radio stations across the world. It's being produced by veteran puppet masters and includes NPCs, actors, live events and much more..*. "

It seems to be connected to the game No Man's Sky, has many sounds images and clues have been connected to the game. Also on the fourth sequence 80 steam keys for the game were given to random players.

There seems to be another ARG called by the players the Cassette tapes ARG that could be connected to Waking Titan.

## Timeline

Emily is keeping a timeline of events here.

* June 3rd  - A new radio station (BW9ZY293) went live on the project-wt site that connected to a second site http://www.wakingtitan.com
* June 8th -  A message played on the Maurititius project-WT radio station starting the First Sequence .
* June 8th - The password protection on wakingtitan.com is removed.
* June 8th - An email was sent from Old Gods
* June 8th - The Top Left Triangle in the center sigil activated at wakingtitan.com and the second glyph activated.
* June 8th - the project-WT site changed to Broadcasting now - Begin First Sequence.
* June 8th - A live drop occurred in New York City where players received another page of the Archive-2 PDF with a coded message.
* June 8th - A code from the page received at the New York City live drop decrypted to coordinates. These coordinates led to the password for the second glyph.
* June 9th - Emily posted her first Vlog about the recent events.
* June 10th - A transmission begins in the Seychelles Paradise FM initiating the second sequence.
* June 10th - The Echo-64 website goes live and allows the conclusion of the second sequence
* June 16th - The Multiverse-75 website initiates as the third sequence
* June 21st - The package sent as part of the third sequence was received and contained a tape that included the information needed to solve the fourth Glyph.
* June 23rd - The Myriad-70 website initiates as the fourth sequence .
* June 23rd - At the end of the fourth sequence voting countdown 80 NMS steam keys were given to random players.
* June 30th - Players received diferent emails that were related to the Superlumin-6c website.
Archive-1

Found by clicking the first icon on the www.wakingtitan.com main page. The background runs through a looped animated sequence.

Clicking the globe icon links to a Top Secret Document. Examining the document reveals intel about Waking Titan, an initial participant assessment and a series of alphanumeric sequences. When the sequences are decrypted, it gives a word that is the answer for the Archive-1 page. When entered in the Answer text box, the word granted appears and the first icon turns red.
Old Gods

"Men's courses will foreshadow certain ends, to which, if persevered in, they must lead. But if the courses be departed from, the ends will change."

Seems to be the admin of the ETARC website and forums.

There is a reference to them on the Echo-64 website using the following pages/words: echo atlas time IT PM Sales

## Trivia

* The quote in his profile is from the Charles Dickens tale "A Christmas Carol". It's in Stave 4: The Last of the Spirits.
* The coordinates of his location in his profile ( 49°51′S, 128°34′W) is considered to be one of the locations where the city R'lyeh of the lovecraftian lore is located.
* when you sign up for 'updates' on wakingtitan.com, display name for from address (info@wakingtitan.com) is 'Old Gods'
* His avatar is one of the more human-like depictions of Nyarlathotep, an "Outer God" from H.P. Lovecraft's Cthulhu Mythos. Nyarlathotep is connected with deception, among other themes.
Bullying

El **acoso escolar** (también conocido como **hostigamiento escolar**, **matonaje escolar**, **matoneo escolar**, **maltrato escolar** o en inglés *bullying*) es cualquier forma de psicológico, verbal o físico producido entre de forma reiterada a lo largo de un tiempo determinado tanto en el aula, como a través de las redes sociales, con el nombre específico de . Estadísticamente, el tipo de violencia dominante es el *emocional* y se da mayoritariamente en el aula y patio de los centros escolares. Los protagonistas de los casos de acoso escolar suelen ser niños y niñas en proceso de entrada en la , siendo ligeramente mayor el porcentaje de niñas en el perfil de víctimas.

El *acoso escolar* es una forma característica y extrema de .

Este tipo de violencia escolar se caracteriza, por tanto, por una reiteración encaminada a conseguir la intimidación de la víctima, implicando un abuso de poder en tanto que es ejercida por un agresor más fuerte (ya sea esta fortaleza real o percibida subjetivamente) que aquella. El sujeto maltratado queda, así, expuesto física y emocionalmente ante el sujeto maltratador, generándose como consecuencia una serie de secuelas psicológicas (aunque estas no formen parte del ); es común que el acosado viva aterrorizado con la idea de asistir a la escuela y que se muestre muy nervioso, triste y solitario en su vida cotidiana. En algunos casos, la dureza de la situación puede acarrear pensamientos sobre el e incluso su materialización, consecuencias propias del hostigamiento hacia las personas sin límite de edad.

Para mayor información descarga el siguiente archivo en formato PDF:

http://www.redalyc.org/pdf/140/14027703008.pdf
Kor's Garden

Within the heart of giant territory lies Kor's Garden, a large section of eastern Russia that has been terraformed and populated by cultures from all over Europe, Asia, and Africa. Feudal lords from Japan and Europe struggle and coexist with classical Greek city-states (which now exist nowhere else in the world), viking settlements, and desert kingdoms. Steppes nomads, tribal warlords, and farmers all compete over limited resources in a struggle to prove which group is superior. However, the region has stayed relatively balanced for centuries, which suggests that the giants (or Kor's Garden itself) might be trying to maintain homeostasis.

Though the giants are waning in power, Kor's Garden remains to ultimate testament to the scope of their influence and dominion. The giants have developed complex terraforming technology that created a bubble that is 5000 kilometers in diameter. Within the bubble, a variety of different climates have been simulated. Deserts, alpine forests, temperate plains, and rocky steppes dot the hand-crafted landscape of lakes, seas, and mountains. They then gathered and transplanted subjects from tens of thousands of kilometers away to fill the garden. Lord Kor was the foremost architect of the project, a project that he took up in the last century of his life after a very successful youth of governance.

Though the remaining giants are few in number and Kor's Garden represents a vast expenditure of resources that might otherwise be spent on more important endeavors, the Garden is considered a great point of pride. Most giants take pilgrimages at least once a decade to the numerous observation stations that surround the bubble. At these stations, arrays of telescopes give general vision of the Garden by bouncing off a series of carefully placed mirrors.
Matesec136tm Wiki

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. Encuentra videos sobre tu tema en la videoteca de Fandom.

Archivo:Placeholder
Third Glyph

The third Glyph from Waking Titan site was activated on the 8th of June.

Unlike the other glyphs it did not require solving a puzzle to mark it as solved (red). Also unlike the others this one is situated in the center of the hexagon.

Clickig in it will direct you to the ETARC forum. Namely to a post made by Emily Warren.
Nieder

## The Cathedral

The largest and most important settlement in Nieder. It is the largest of spires and was settled by the White Wing order, but has since grown into an extremely dense cluster of synthetic and natural spiers.

## The First

The first spire to be occupied in the aftermath of the Devastation and the most important piece of proof that life could return to the region. Has since evolved into a major source of food for the region.

## The Third

A massive underground complex that hangs over a subterranean lake and magma pools.

## The Fourth

A broken spire that has been inhabited and fortified.

## Unity

The only major non-spire settlement in Nieder, a collective effort undertaken by many different orders and organizations. Now serves as the Empire's western hub of trade, law, and diplomacy.
Project-wt

The earliest reference to the website was made in Twitter by ARGnet on the 27th of May.

At a similar time a post was made in Unfiction where a moderator said that a message had been sent to him saying

```
**"It's the countdown to a new, large-scale ARG launching this summer, starting with**
16 radio stations across the world. It's being produced by veteran puppet masters
and includes NPCs, actors, live events and much more..."

```

There was also a post made by an account with the same name as the website in Reddit.

Project-wt website (www.project-wt.com ) seems to be a map of the world with 60 locations scatered across the globe. Each location is marked with the status as *Stand By* (white) or *Confirmed* (red).

When confirmed an extra link is added that links to a local radio from that location in  Tune In .

The date ***8th of June*** appears on the top with the text ***First Clue Initializing...*** at the bottom. This seems to hint that the site will change on this date.

## June 8th Update

On June 8th, the site's main page changed. The top text reads: Now Broadcasting and the bottom line of text reads Begin First Sequence.

Clicking the Begin First Sequence text takes you to the wakingtitan.com site

## Locations / Radios

Here is a sortable list of locations and the radios known so far.

* Bermuda - Magic 102.7
* Bogotá - Super Clásica - Baladas
* Lima - Doble Nueve
* Luqa - Calypso Ten 18
* Marbella - BeachGrooves Radio
* Mauritius - Rock Mauritius Radio
* Moscow / Russia - Unknown (related to BW9ZY293 puzzle)
* Phuket Island - 91.5FM - Phuket Island Radio
* Port Elizabeth - BAY FM
* Puerto Rico - FM 96
* Reykjavík - FM957
* Rio De Janeiro / Brasil - Rádio Cidade Rock (Rio de Janeiro)
* Seychelles - SBC Paradise FM
* Tallinn - Ring FM
* Tbilisi - Radio Positive
* Trinidad - Red FM
* Turks & Caicos - Power 92.5 FM
* Abakan - Unknown
* Addis Ababa - Unknown
* Astana - Unknown
* Bandung - Unknown
* Bangui - Unknown
* Basrah - Unknown
* Boa Vista  - Unknown
* Bordeaux - Unknown
* Buenos Aires / Argentina - Unknown
* Busan - Unknown
* Chengdu - Unknown
* Chicago / USA - Unknown
* Chinggis - Unknown
* Cozumel - Unknown
* Denver - Unknown
* Dhaka - Unknown
* Easter Island - Unknown
* Edmonton - Unknown
* Giza / Egypt - Unknown
* Hanoi / Vietnam - Unknown
* Kalibo - Unknown
* Kathmandu - Unknown
* Khandwa  - Unknown
* Los Angeles / USA - Unknown
* Mandalay - Unknown
* Mexico - Unknown
* Montreal / Canada  - Unknown
* New York / USA - Unknown
* Ouagadougou - Unknown
* Perth - Unknown
* Porto / Portugal - Unknown
* Punjab - Unknown
* Samoa - Unknown
* Shiraz - Unknown
* Singapore - Unknown
* Stonehaven - Unknown
* Tiksi  - Unknown
* Tokyo / Japan - Unknown
* Tripoli - Unknown
* Turin - Unknown
* Tórshavn  - Unknown
* Vancouver - Unknown
* Warsaw - Unknown
* Zanzibar - Unknown
Miriam Davis

## Trivia

* In the forum she uses the nickname of mimi
* Going on vacation soon (from forum) - "I'll ask at our next club meeting but it won't be for a while, Miriam is going on vacation and Paul is as well (though I think Mimi will be back sooner), and Gruff hates the forum (he's sent me no fewer than three emails about it)."
Igni

The Igni, or Fire Elves, are not actually elves at all. Instead, they are a society of elf-dwarf hybrids that came into being when an Electi research expedition was strand in a volcanic dwarven hold for centuries. With neither group able to leave, they eventually interbred and gave rise to the Igni. Over time, the population dwindled as the elves and dwarves were both unfit to handle the brutal conditions. However, the Igni thrived, or at least as much as could be expected. Inbreeding has led to several notable weaknesses, including vulnerability to several common surface diseases.

The Igni were recently rediscovered when Karpatir dwarves accidentally tunneled into the lost hold. Early contact was violent, but peaceful communication was established after a time. Many have come to study the Igni and some Igni are eager to explore the surface, but progress has been slow.
Inicio

Este Wiki, tiene como propósito conocer un poco más sobre la violencia escolar y la resolución de conflictos, es decir de que manera podemos intervenir para encontrar una solución a conflictos generados por los estudiantes dentro de la escuela.

Este Wiki pretende conjuntar las experiencias de los profesores integrantes del equipo sobre la violencia escolar y cómo han logrado resolver los conflictos en sus diferentes planteles, y ofrecer al lector su experiencia particular, para lograr un intercambio de ideas y seguir aplicándolo.

Los temas a trabajar son:

Bullying

Convivencia escolar

Resolución de conflictos

PARTICIPAN:

Aguilar Silva Claudia

Cortés Ruiz Verónica

Pineda Hernández Gerardo
BW9ZY293

On 3rd of June the location of Moscow in the Project-wt became active. But instead of linking to a radio it displayed the name BW9ZY293 (bW9zY293 is Moscow in base64) and linked to a pastebin . This contained the following text.

```
info@wakingtitan.com
X (XXX) XXX-XXXX
You have until Jun. 3rd - 18:00 UTC

```

Mailing a phone number to this mail address before the deadline would return you a auto reply.

```
< Database Updated >
Your email -> Your phone number

To change entry please reply to this message with a new contact.
.. Message ID: 6f71407e-7106-452d-8dd1-017f3eb00e1b
.. Low bandwith relay - bridge.myriad-oc1920.sat
.. Connection active
.. Rendering for message payload

```

This allowed players to discover the website wakingtitan.com.

After the deadline was reached players started receiving phone calls with the following message

```
This is Waking Titan
He arose, and on the stars, lifted his curved lids, and kept them wide.

```

At least one player got the following message

```
This is Waking Titan.
Username: wakingtitan

```

This was a hint for the username and password in  the wakingtitan website

The quote is from a poem of John Keats called Hyperion

Together with the second call it was possible to figure that the password to the website was hyperion and the username was wakingtitan .

After login you were received by a hexagon symbol divided in 6.
One of those sections was red. clicking on it would reveal some sort of newsletter / website notifications.

There were also a series of icons on the bottom. All of them were greyed out except for the first one which was white.

Clicking on the first icon/glyph would reveal a page (the link goes to Archive-1) . There was also a globe icon. Clicking on that would lead to a pdf document (dossier for more information about the PDF file found at Archive 1).

File:612040ac-f7d1-4f3d-9969-640bba886a97.pdf

The pdf contained 3 pages. the first one mentioned this was a top secret document for project Waking Titan.

The second page is an internal memo from Major Sophie Dubois to Elizabeth Leighton. It also contains a series of websites marked as current footprint. One of them is the ETARC website.

The third and last page has a series of notes with numbers and letters. these solved would give the answer requested before.

Each line is the entire alphabet using a different coding with a letter missing.

1. Hexadecimal missing the **O**

1. ASCII missing the E.  ROT13 will give a **R**

1. Decimal missing the **I**

1. Octonal missing the **O**

1. Binary missing the **N**

This gives the word Orion

After entering the answering the icon would turn red.

Another interesting thing is the footnote in the pages that says =O3QcsBFH6zY . No sure solution has been found yet. But it seems to be a connection to a youtube video called "**Kavinsky - First Blood**"
The Order of the Lynx

In many ways, Lynx knights ride goats rather than horses, a comparison that is far easier to understand once you have seen a Lynx knight in action. Raised deep in the forests of Renia, these steeds are relatively small and astounding agile, able to quickly leap forward, backward, or laterally. This is naturally useful when it comes to navigating through denses forests, fallen trees, and undergrowth, but it can also be an incredible asset on the battlefield. While other knights rely on charging, withdrawing, and charging again in order to maximize the advantage of their steeds, Lynx knights can stay in combat for prolonged periods of time, harrying the enemy from behind and quickly leaping away to safety. Though the distance of the jump isn't particularly impressive and often only measures one length of  Lynx steed, that is often all that is needed to completely disorient the rear of an enemy formation. For obvious reasons, Lynx knights are generally deployed in regions with terrain that is unfavorable, yet somewhat manageable for traditional cavalry, such as dense forests or rocky hills.
Alb

The Albian holds are the cultural and religious hearts of the dwarves. There is no group of dwarves that places more emphasis on tradition, which manifests itself in extreme ritualization of essentially every activity that an Albian dwarf performs. Mining is permeated with small blessings and purity tests, some of which are effective at improving the final product, and some of which are not. However, the end result is undeniable: Mana Crystals and other precious gems from Albian lands are of higher quality than those found anywhere else in Europe, albeit at a significantly higher cost. Some of that cost is passed on to the buyer, but some of it is assumed as a universal constant by the dwarves: a tribute to the gods that must always be given.

The emphasis on tradition also results in a unique military organization where every dwarf in the Albs practices martial training on a daily basis. In many ways, this means that Albian  dwarves are essentially warrior monks. However, this does have some key drawbacks, particularly when it comes to the development of techniques and technology. Regardless of what advances are made, an Albian dwarf will never deviate from his or her training and equipment.

That being said, such conservative values aren't necessarily held by every dwarf in the region. While the main glittering fortresses are brimming with tradition, outlying villages are often forced to be much more adaptable, which results in some divergence of ethics. When trying to survive on the frontiers and provide for a family, there isn't always time for extensive prayer and blessings in every activity. However, even if such dwarves do not ritualize their faith, it still forms a strong part of their core beliefs and has some impact on their lives and interactions with other societies.

## Government

A council of elders oversees Alb, but they act more as judges than actual rulers. Much of their time is devoted to carefully weighing disputes brought before them. They do not collect taxes and leave economic development entirely to individual holds. They do not maintain any sort of standing army, instead trusting that every able dwarf can defend themselves in the event of an invasion. This also means that Alb is essentially incapable of mounting an offensive war, though other regions may petition individual Albians to join in their struggles.

The council consists of eleven of the oldest dwarves, all of which serve for life. When one dies, a lengthy ceremonial competition is held to select their replacement. Every member of the council lives in a separate hold, a measure intended to limit influence upon one another and increase the variety of perspectives in each judgement. They are presented with each case separately and submit their judgement in runic writing. Disputes are handled with a rare meeting of the elders, where the two opposed groups of judges select representatives to argue their cases. Such meetings have been known to last for years.

## International Relations

Switzer

Italica

Gallia

Allemagne

Other human regions

Other dwarven regions
Tenebrae

The Tenebrae, or the Black Elves, are not black at all. Instead, they are named for their ubiquitous black armor that is worn at all times. Born of a brutal religious schism within the Electi, the Tenebrae fled, taking an entire colonization fleet with it, the product of a century of planning. With this fleet, the Tenebrae plan on returning and striking a decisive blow to end the Electi's dangerous experimentation.

While the Tenebrae do have a reputation for being raiders and pirates, the truth is that they only resort to such tactics when it comes to acquiring materials for their Everlasting Bomb. They frequently target Svalbeard shipping lanes to acquire advanced explosive materials, though it was unclear who struck the first blow.
Resolución de conflictos

La **resolución de conflictos** es el conjunto de conocimientos y habilidades para comprender e intervenir en la resolución pacífica y no violenta de los conflictos. Es una disciplina que contiene muchas otras cosas, desde las matemáticas y la física teórica a la biología humana.

## Antecedentes de la resolución de conflictos

El origen histórico de la resolución de conflictos se remonta al origen mismo de la humanidad, por lo que su génesis es la de la vida en comunidad.

Existen fragmentos filosóficos presocráticos como los de y donde se ha traducido que *el conflicto es el promotor del cambio y a su vez es consecuencia de este*, y simplemente se necesitan dos seres, ya que el conflicto se caracteriza por la dualidad adversario–adversario. En la actualidad se acepta que los conflictos son de naturaleza humana, ya que en la naturaleza no existen conflictos. Igualmente, un conflicto puede existir entre opciones de una misma persona (conflicto interno) y no necesariamente entre dos adversarios distintos (conflicto externo).

Tras la , se dio un gran impulso al estudio del fenómeno antropológico, social, económico y político de la guerra, y se fueron modelando distintas teorías que tienen entre uno de sus capítulos la *intervención de terceros*. Estos dieron paso a la llamada mediación/transformación/resolución de conflictos como la participación de una tercera persona que promueva la y el acuerdo autodeterminado por las partes en desavenencias.

consultar el siguiente archivo:

http://carei.es/wp-content/uploads/doce\_destrezas.pdf
The Order of the Leviathan

A knightly order hailing from the coastal region of Vorpom, Leviathan knights ride one of the most bizarre creatures of Allemagne into battle. Equidons vaguely resemble horses, but they also seem to have an extremely aquatic quality to them. Their powerful legs terminate in what seem more akin to thin blades or fins than hooves, which allows them to powerfully propel themselves forward in the water. They also have gills in addition to nostrils, meaning that they can breathe equally well on land or in water. In other words, they make for a perfect amphibious attack force, allowing Leviathan knights to disembark from ships and ride their equidons straight to shore before leaping from the water and charging forward. Although equidons don't have the stamina to compete with other breeds when it comes to prolonged land engagements, their versatility is invaluable when it comes to engagements near shorelines.
Romanar

Romanar is a region of eastern Europe that is a notable for its racial composition. While every other European region is ruled by humans, Romanar is ruled by vampires. However, this does not mean that Romanar is reviled by the humans of Europe. In fact, Romanar is seen as an ideal country by many.

Romanar is a member of the Isolationists. Romanar does not support the Romanar Coalition.

## Government

Romanar is run by the Marquess Council, an extensive body of nobles that is organized by bloodlines. Clan influence and representation is determined by the age of the house and the age of the current members. In this system, the oldest vampires wield immense power. The only way to increase the power of your clan is to ensure that members live as long as possible, so there is little incentive for converting humans en masse. It's much more effective to turn a limited number of humans and maximize the nutrient intake of each.
Cult of Suros

## History

The Cult of Suros is potentially the oldest in Allemagne, rivaled only by the Cults of Tyv and Awnest. The cult traces its roots back to rudimentary worship of the seas by early Allemagnians. Specifically, the humans saw the impact of the Aureus and mistook them for elemental deities to be worshiped. The nature of the relationship changed when the Aureus were finally given permission to directly intervene and elevate the humans of Allemagne. From this point forward, the Aureus helped shape the disparate and chaotic practices of sea worshippers into a cohesive philosophical order: the Cult of Suros.

All positions in the cult have always been occupied by humans for two reasons. Firstly, the Aureus have placed restrictions on themselves and are unable to hold positions of power within the cult, an effort to maximize the potential for human growth and ingenuity. Secondly, the coastal regions of Allemagne simply lack non-Aureus populations. The various sizable minorities in Allemagne are technically permitted to join the ranks of the Cult of Suros, but it hasn't happened yet.

## Organization

* Abyssal
* Underlord
* Deep One
* Tidespeaker

## Magic

The Cult of Suros places great emphasis on air and water magic, but has no interest in the other disciplines. The two are often used in conjunction, with water being the superior partner and air being the inferior.

Among other things, this combination is used to help propel ships, navigate over long distances, predict prevailing winds, enhance swimming, and breathe underwater.

### Harvesting

Like several other cults, the Cult of Suros has ritualized the harvest of high-quality mana crystals, though the cult is unique in that it harvests two different elements rather than the customary one.

The harvest of water crystals from the depths is considered a task of great enlightenment and prestige. Every time that a member of the Cult of Suros wishes to ascend above their rank, they must undertake an appropriately difficult retrieval exercise. While becoming a Tidespeaker is relatively easy, the test to become an Abyssal is nearly impossible and attempted only by the most talented and experienced Underlords.

The harvest of air crystals is much less prestigious, a consequence of the limited available resources. Low-quality air crystals are readily available, both in underwater air deposits and the fierce storm winds of the sea, but even average crystals are exceedingly rare. The collection of air crystals is generally seen as a repetitive task for novices and members that are struggling with their water affinities.
Elves

## Anatomy

Extraordinarily light, can actually float in some cases

Elven bones and muscles are much less dense than those of humans. Overall, this leads to elves being almost as light as air. A naked elf could be blown away by a particularly stiff breeze.

However, elves are not nearly as fragile as their density suggests. They are only slightly weaker than humans. This disparity is created by a specific nutrient that elves require to sustain themselves: ambros. Every elf must take a daily dose of ambros to ensure that their bodies maintain their strength.
The Order of Iron Thunder

Also known as the Order of Eisen Donner, this knighthood hails from the suburbs of industry that dot the landscape of Bavar. Just as the mighty cannons fill the landscape with echoing roars as they are built and tested, so too do Iron Thunder knights coming into hearing long before they come into view. As one might expect of the region's knights, these warriors are covered in some of the sturdiest armor available, forged with the latest advances in metallurgy in mind and painted black in homage to the gunpowder and soot that drives their home region. While the horses of other regions would completely buckle under such a load, the famed chargers of this region not only bear the burden of such a heavy rider, but flourish. In fact, these chargers are so strong that they are covered in an impossibly heavy coat of armor themselves. Painted black, just like the rider, these ebony thunderers are capable of building up impressive momentum before a calamitous charge into enemy lines. Of course, they are unable to match the acceleration, top speed, or stamina of other horses, but that isn't particularly important if the enemy already lies trampled beneath your iron hooves.
Ostyak

If there is one other group that the Ostyak dwarves are most similar to, it would not be another nation of dwarves, but rather the elves of Iceland. This is primarily due to the fact that the two groups share a burning interest in the portals left behind by the forebearers. However, while the elves are interested in grand ideals like continuing the work of their creators and reaching the stars, the Ostyak dwarves are much more pragmatic: they simply want a way to connect their homes to the rest of the dwarven realms.

The complete isolation of the Ostyak dwarves has led to a dramatic shift away from traditional dwarven values and ideals. Trade is practically impossible, so dwarven goods produced by the Ostyak are generally simple to the point of ugliness, though they are still incredibly functional and durable. Crafting techniques favor utility first in all scenarios, which means that there is no place for worship, a perspective that has percolated through the rest of Ostyak society as well, leading to a near total abandonment of ancestor worship.

Due to a lack of natural enemies in the region, Ostyak holds are massive, sprawling halls that are both deep and wide. Gargantuan underground caverns are filled with dwarven homes and mushroom farms, with many abodes being carved into natural walls instead of carefully planned and chiseled in perfect rows and columns. While rangers do patrol the surface and hunt for game, they do so camouflaged and in very small numbers. On top of that, the entrances to Ostyak holds are quite hidden, so it's entirely possible to walk right over a city of ten thousand dwarves without even noticing.

However, that is not to say that Ostyak would be unprepared if it a military force did invade. The wide open nature of their subterranean cities may seem like an advantage to the would be conqueror, but the reality of the situation is that the advantage lies entirely with the defenders. Ostyak dwarves have developed many unique runes for their circumstances, one of which is capable of creating a massive golem from soil and rock in seconds. While it does take years to craft such a rune, the Ostyak dwarves have had centuries to completely cover their homes in them. If an invasion force did manage to breach the gates, they would find themselves fighting not only dwarves, but the rage of the very ground beneath their feet.

## Government

Cincinnatus dictators

Most of the time, Ostyak has no official leaders. Matters are handled locally by clans and guilds, but none are influential enough to dominate the political landscape. Holds treat one another as friendly nations rather than towns or states under a single political structure.

During times of war, Ostyak appoints temporary dictators to seize complete control and marshal the resources of all the holds against the threat. It is standard procedure for the dictator to relinquish all control as soon as the threat has passed. In the last millennia, there have only been three recorded instances of such dictators being appointed and none held control for more than a decade.
The Order of the Begleiter

Although other orders ride truly bizarre beasts, if you ask the average citizen of Allemagne what order steed they are most afraid of, the vast majority will tell you that it is the Begleiters, and for good reason: Begleiters are horses that are more intelligent and cunning than the humans that ride them. It is unknown exactly how they came to be, but these fascinating creatures are extremely few in number and are carefully guarded  by the Order of the Begleiter in Thuring. Every foal chooses a partner for life on the day that they turn one year old, which creates an interesting power dynamic among the human members of the order. Since so many join for the opportunity to ride such a loyal and ferocious companion, yet there are so few available, every rider is also assigned four separate squires instead of the traditional one. Each squire is assigned a more traditional horse that has been raised among the Begleiters, with the knight and four squires living, training, and serving as a single unit. The knight leads the squires and the Begleiter leads the horses, creating a group that acts and reacts in unity and strength.
Burgundy

* Nominally independent region that is protected by both Gallia and Allemagne
* It has sworn vassalage to both states in a very unique agreement that dates back to the orcish invasions
* Despite its small size, Burgundy was one of the first nations to heed the call of the Ecclesiasty when Uthman invaded
* They committed a huge number of soldiers (relative to their size) and suffered unimaginable losses to protect the retreat
* The Ecclesiasty wanted to reward this loyalty, but were unable to settle there due to their greatly diminished size and power
* Instead, the Ecclesiasty settled in Gallia and declared that Burgundy was now under the protection of Gallia
* Seeing the potential for a massive disparity in power, Allemagne quickly acted and also pledged that it would protect Burgundy
* Though Gallian nobility protested this move, the Ecclesiasty overrode them, viewing the dual vassalage as an overall benefit to the advancement of humanity against the orcs
* The vassalage agreement was formalized 190 years ago, 10 years after Constantinople fell
* It stipulates that Allemagne and Gallian military forces are not allowed to enter the country unless there is a foreign invasion
* This has led to the development of a unique culture war over Burgundy
* Instead of military forces guarded the borders, there are cultural offensives and battle lines
* Allemagne, Burgundy, and Gallia all have unique cultural elements that are magnified and packaged into viable products
* Art pieces, paintings, songs, and performances are all perfected like weapons as all three regions seek to prove which is superior
* This can break out into small scuffles, but has proven to be nonviolent on a large scale
* This has resulted in Burgundy being on the absolute cutting edge when it comes to Gallian and Allemagne culture
* For Gallia, the edicts of the Ecclesiasty are deeply integrated into stunning art pieces and riveting tales of asceticism and faith
* For Allemagne, the power of modernization is presented through science fiction and bizarre clockwork/steampunk prototypes
* For Burgundy, the beauty of simple farming and the adventure of sailing on the sea are presented through paintings, poems, and fantastical novels (serialized?)
* While all 3 regions have largely similar cultures in general, their differences are massively magnified on the borders of Burgundy
* Northern Renaissance
Species

## Europe

* Angels
* Dwarves
* Elves
* Falcae
* Gremlins
* Griffins
* Humans
* Porcene
* Ratmen
* Reapers
* Ursae
* Vampires
* Werewolves

## Middle East

### Arakk Federation

* Anthrach
* Arachyr
* Archontyr
* Arryne
* Skorvarr

### Sand Consortium

* Arav
* Ketrels
* Scarabs
* Trolls
* Vulpae

### Uthman

* Goblins
* Hobgoblins
* Orcs

## North Africa

### Grahm

#### Land Caste

* Lion
* Mongoose
* Shrew

#### Air Caste

* Whale
* Turtle
* Fish

#### Water Caste

* Osprey
* Albatross
* Egret

### Khmet

* Auraxes
* Cerasts
* Elapids
* Hytrixes
* Kyrops
* Micids
* Ursae

### Qart

* Cormorants
* Daxi
* Dolphins
* Maqs

### Trialq

* Crocodiles
* Hedgehogs
* Hippos
The Order of Mut

The final and most humble of orders is the Order of Mut, which calls the capital province of Brambor home. The Order of Mut are an interesting order in that few successful knights of the order actually exist. The reasoning for this is not that the Order of Mut is particularly prone to deaths or that the order does not see much combat, but rather that the Order of Mut is the only order that actively encourages knights to leave. An individual that has found great renown with the Order of Mut can easily apply to other knightly orders, a policy that does not apply anywhere else in the realm. If a knight can prove himself to be valorous with nothing more than simple steel and a trusty steed, then they will have put themselves far ahead of the competition when it comes to other orders that have too many applicants. The stationing of the order is the capital is not a coincidence, but rather a careful consideration by the Kaiser and electors. The huge population of the region would be too overwhelming for the application process of the other knightly orders, but the simple premise of the Order of Mut means that many more applicants than usual can be accepted. Indeed, even commoners are able to find glory in such a system, since it is not particularly difficult to be accepted as a squire, where there are still ample opportunities for glory and advancement.
Crisan

The high republic of Crisan is a region that is aligned with the Romanar Coalition. The republic has a long tradition of independence, which is their main motivation for allying against expansionistic Allemagne. However, they would be the first to strike out on their own if the coalition seriously threatened their freedom.
Gremlins

## Anatomy

Gremlins are short, furry humanoids with large ears, large eyes, and small noses. They have excellent hearing and vision, but notoriously poor senses of smell. On average, they are one meter tall and 40 kilograms heavy. With six fingers on each hand and six toes on each foot, gremlins have some of the best dexterity in the world.

A thin layer of fat covers every gremlin, a natural defense against the frigid temperatures of their homeland. This layer of fat allows for a hibernation period of up to three months where the body's functions are slowed and the fat is slowly consumed. After waking up, the layer must be immediately replenished via significant caloric intake.

Gremlins gestate a single child at a time and each pregnancy lasts two months. However, gremlins take anywhere from 30 to 50 years to reach adulthood and can naturally live up to 150 years.

## Distribution

Gremlins are native to Alb and Switzer, but they have rapidly propagated across Europe. Small Gremlin enclaves can be found in just about every major human city, but actual Gremlin cities are much rarer. Such cities are usually hidden away from prying eyes and built directly into the surface of hills or mountains.

Many of the employees at the universities of Switzer are gremlins.

## Society

Due to their impressive dexterity, many gremlins find work among humans as surgeons or precision craftsmen. To have a clock made by a gremlin is considered a badge of great honor. Given the relative prestige of these professions, gremlins tend to have a very position reputation among humans. Certain prejudices do exist, particularly when it comes to Gallia and their aversion to species that do not worship the Eccles, but many welcome gremlins with open arms.

The peculiar reproductive cycle of the gremlins means that they could massively overpopulate if allowed to breed unchecked. To prevent this from happening, most gremlins undergo voluntary self-sterilization after having a certain number of children. Depending on the region, the limit could be anywhere from 2 to 10.
Sueb

## Arvis

Arvis is a city that sprung up around seasonal grazing grounds, but it has since shifted to focus on modern transportation methods. The city constantly tries to improve upon wagons and other forms of overland transportation, with the ultimate goal being a working recreation of the Svalbeard Runebreaker.

## Airav

The capital and administrative center of the province, Airav has an intense rivalry with Goldkeep. In an attempt to surpass its wealthier rival, Airav has invested heavily in a trade guild that could compete and win.

## Goldkeep

A trade city that grew around the fortified Central Bank of Allemagne, Goldkeep is the financial heart of Allemagne. Despite the wealth of the city, the intense regulations surrounding the use of the bank has prevented a concerted response to the rise of the Airav trade guild. As a result, Goldkeep is behind and trying to catch up, but Airav doesn't know that yet.

## Wanderheart

A border town in the southwest that controls all traffic into and out of the region.
Olten

Olten is a kingdom beset by enemies on all sides. Olten has historically been a powerful and independent region that had more in common with Allemagnian culture than that of their neighbors. This is because Olten can trace its roots back to migratory Allemagnian tribes.

With the rise of the Romanar Coalition, many of Olten's neighbors have found an opportunity to overpower them. To prevent this from happening, Olten quickly pledged itself to Allemagne. While Olten benefits greatly from Allemagne's support, Allemagne is also most pleased to have a staging ground deep within the territory of the Romanar Coalition. All that remains now is to establish steady supply lines for when war does break out.