recursal/Fanatic-Fandom huggingface dataset:
Ebony Sanchez

Ebony Coldmoon Sanchez is one of the witches of the Crystal Garden.

## Appearance

Ebony is a dark-skinned woman with curly dull red hair, brown eyes, and a simply pink dress with a pinkish-grey ribbon. She has plenty of rings on her hands.

## Personality

Ebony is a sweet lady with a lot of patience and some knowledge in emotional magic. She also has a strong sense of morality, and a unique set of beliefs, such as the idea that being carnivorous is a sign of evil, and that negativity should not exist.

However, when she's pushed over her edge, her rage can be like an explosion. Since her life is usually peaceful, she's not used to being stressed or upset. She tries to bottle up her emotions by forcing "happy magic" into her body. This can backfire, leading to her "fully-negative" form.

Due to living in the crystal garden, surrounded by forest, she doesn't know a lot about human civilization. In fact, she displays animalistic behaviors, such as running on all fours, eating grass, and making animal sounds. She also acts more monstrous when angry, such as growling.

## Powers

* Emotion Magic: She has magic that allows her to manipulate other's emotions and weaponize her own.
* Animal/Pokemon Talking: She can speak to animals and pokemon, and understand what they're saying.

### Forms

* "Fully-negative" Monster Form: If overly angry, her magic will go haywire, causing her to turn into a giant beast of negativity. This form resembles a large quadruped mammal with red fur, her human face, a mane of pink and white flakes, large furred arms with red angry marks, and traits of bears, deer, rabbits, birds, wolves and dragons. In this form, her eyes are red, with pink and white pupils that resembles a frowny face and some black eye marks resembling flames.and tears.

## Weaknesses

* Not good at physical combat
* Low muscle mass

* Overuse of magic tired her own

## Relationships

* Vanilla Dusk Deerhoof: Mother. Big reason for Ehony's morals and beliefs.
* Gregoris Darkmoon Sanchez: Father. Don't talk to each other anymore ever since Gregoris was kicked out for eating the flesh of a rabbit and acting "wolf-like."

## Trivia

* She is vegan and mostly eats berries, grass, and leaves.
* As a result, she does not have a lot of protein in her body. Her main source of protein are occasional nuts. She's not good at melee combat as a result of her low muscle mass.
Gwynedd

Before he was murdered by the Northumbras, King Cadwallon of Gwynedd was driven into exile by them, deep into the mountains of Cymru, where the future of his kingdom and his people dominated his thoughts. Reminded of the ancient pacts between man and dragon by the dragons themselves, and realising he had to use their power to give a future to his people, he invoked the alliance that his son Cadwaladr took forward into law after his death, despite the Christians who denied it.

Thus, as Cadwaladr turned more to the dragons than the cross for help to keep his people alive, he began to seek the alliance of the other, ancient creatures of Cymru and the Old North as the dragons, and even their kin within Gwaelod, were much fewer in number than he had believed. So it is that the kingdom of Powys now brings the wocorau in support of Gwynedd, and the gwyfernau of Ceredigion fly forth to bolster its ranks: and why Cadwaladr is considered by many to be the King of the Brythoniaid.
Wiht

The Jutes have lost more territory than they care to admit, thanks to the Seaxna and the Brythoniaid and the Ysians. The southern coast of Bryten from Cant to Kernow was once theirs, but now their western borders now end at the Isle of Wight - the realm of Wiht in Darklands, and where Arwald rules for his King.

A small island off the coast of southern England, Wiht is where the Jutes built the huge barrows and tombs that hold their legions of undead, using natural rock formations and caverns that held their own dangers - not least the incredibly powerful barrow spiders and manisceancan, the many- legged monsters of earth and soil.
Beornica

Beornica is modern-day Northumbria and south-east Scotland, all of the eastern lands of Britain that are north of Yorkshire and south and east of Strathclyde. It is a wild, rich place of low mountains and rolling hills, of deep forests and wide plains, a country so beautiful that the Britons still weep for its loss today.

Together with the Dēora, the Beornice - the people of Beornica - lived as pagans and shape-shifters, as their ancestors had done for centuries; but once King Æthelfrith united his kingdom with Dēra the religion of Christ began to take hold, and its priests slowly exerted their influence to alter laws and favour the One God over the Old Gods.

Over a period of fifty years the pagan Beornice, the werberas and their larger, wilder kin were heavily persecuted by the followers of the One God, specially once the royalty of Northumbria were baptised. Whilst their reistance was strong initially, the pagans and the wildmen were few in number and most simply fled to the south, where their cousins the Miercna welcomed them; for they are still proud and strong, man-bears and slayer-bears, evastating warriors in their own right.
Brythoniaid

The Brythoniaid are the original Britons, pushed back by the invading Anglo-Saxons to the north and west of Britain and called the Welsh by them (which ironically means ‘foreigner’ in Old English). Yet there is hope for the Brythoniaid, for in 650 AD they still control Cymru itself and much of the Old North - Gododdin, Ystrad Clud and Rheged - and they are now allied with the mighty dragon-men of Gwaelod and the high dragons of the Cambrian Mountains, among other creatures.

Even so, the enemies of the Brythoniaid are many. The Érainn constantly attempt to settle their coasts to escape the Fomoraic and the Norse, who themselves pose a greater threat than most. To the east the Northumbras are implacable enemies, so much so that the aid of the Miercna Angles was needed to defeat previous invasions: and the piratical Cernyw - the once-Britons of what was once Dumnonia - and the plundering ships of the Atalantes ensure the warriors of the Brythoniaid are spread thin.

Because of that, and because the peaceful Christian ways have not served to defend their lands effectively, the Brythoniaid have turned to the ancient pacts between men and dragons and other creatures lost from memory and shunned by the followers of the One God. In the lands of Gwaelod to the west lie the dyndraig, the dragon-men of old, and the mountains of Cymru hold the high dragons of slumbering legend. To the south, in Powys and Ceredigion, are the wocorau and the gwyfernau, among others; and in the mountains of the Old North lie the snake-beasts and the bull-drakes.

Whilst the Christians amongst the Brythoniaid believe only those in His image should defend the lands of God, they are also pragmatic: for these ancient creatures, these links to prehistory, are powerful allies in the fight to survive.
Atalantes

The myth that gave an ocean its name, the myth of Atalantis, is at the heart of the Atalantes. These ancient sea-farers and raiders - the ancestors of the ancient Greeks - cling to the crumbling islands of Atalantia in the middle of the Atlantic Ocean, where they seek to recover their age-old glory and power with powerful sorcery and incredible weaponry.

In many ways the Atalantes are defined by their enemies: for the Khthones, the rebellious reptiles the Atalantes created to act as warriors and artesans, guards and workers, are the greatest threat to their existence - although that does not mean all of them have rebelled or that they are no longer created, because the Atalantes are few in number and must raid other lands, take brides from other humans to save their civilisation - and their half-empty city-states - from decay.

Aided by the awoken kolossi of old, giant bronze constructs powered by the heat of the sun or the cold of the moon or the light of the stars, their raiding has ensured the attentions of others have fallen upon their islands: for not only do the Atalantes have defend themselves from their former slaves and from the seas, they must also turn back the invaders of the deeps and the straw-haired longshipmen of the east.
Ceredigion

The sons of Ceredig, led by their pugnacious king who is named Clydog, are hardy and resilient, for their lives in the bleakness of the west ensure they have to be. Their coasts are constantly raided by the Érainn and the Norse and the Fomoraic; their eastern and southern lands are plundered by the Seaxna and the traitors, the fradwyr, the now-Ysians.

As tough as they are, the Ceredigiau ever need the strength and tenacity of the gwyferniau and the dyngwyferniau, the powerful wyverns and man-wyverns of Elenydd and beyond, for their settlements are few in number and spread far and wide, and only the wings of the wyverns can bring aid quickly.
Visigoths

Reccaswinth - the Young King of Toledo - rules the Visigoths with an iron hand and jointly with Chindaswinth the Cruel, his father: so named for his tyrannical character, for executing would-be usurpers, nobles and their families, and confiscating their lands and property without due cause. Yet such cruelty has brought peace and order, for in a score of years his people have lived without fear and in law, able to trade prosperously with other kingdoms, live harmoniously with their neighbours and finally escape the shackles the Romanii had Sometimes a strong hand - aye, cruel maybe, but just - is needed to bring the best out of all, and never more so for a people that worship, and proudly become, the aramanna of legend.
Fomoraic

The Fomoraic represent the evil Fomorians, the devils from the sea bent on conquering the lands above the water at any cost. Well-known from Irish legend, the Fomorians are implacable enemies of the Érainn and, indeed, the land itself: for the decaying world under the waves is under threat from disease, inbreeding and a declining birth-rate none can understand, which means the Fomoraic need more and more captives, more humans to impregnate if they are to survive - and the only way they can do so is to subjugate the lands above the water and those that live there.

Few amongst the fíorfomor, the true Fomorians, can survive for long without the cold of the deeps surrounding them, so many of them have developed ways to subvert the land-locked creatures above and turn the weak-willed to their ends. This is why the Fomor can bring goat-men, bull-men, rhino-men and mammoth-men to fight alongside them, and why those that desire power most - humans - can forget their kin and fight for those that threaten their very existence; although some of the older fíorfomor eschew such creatures and simply raid the lands themselves, returning to the sea when they have taken what they need.
Gorgon

The gorgons are the real power within the Khthones and, under the leadership of Ophios from his prison-fortress Arkthon, are a unifying force that other Khthones do not always accept. Among the very first races created by the Atalantes, the Gorgons are melded from the body of a snake and the torso of a man to form powerful creatures with strength, speed and intelligence in abundance - ideal to command their kin, the gorgonar and the gorgórar.

These later creations preferred snake heads rather than human heads, for the venom within was highly prized and the snakes themselves were easier to control. The gorgonar became the warriors of the Atalantes: rank upon rank of them, used to defend Atalantia and, eventually, the city-states of the Atalantes in their own internecine wars. The gorgórar were their consorts, their reward for their service, but both now serve Ophios.
The Lands of Darkness

The Darklands, the lands of darkness where man and beast live in constant strife, lie in the north and west of the Europe of our world in the year 650AD, the dark ages, where civilisations were very different to today... and yet are still recognisable as our civilisations. In this grim place, in this age of darkness, the myths and legends of western fantasy so popularised by twentieth century fiction are real, and so are the religions and the belief systems that existed in the so-called dark ages.

The lands of darkness are dominated by humans. Humans as they were in the seventh century: humans as brutal and harsh as the environment around them, fighting to survive the natural world, fighting both with and against beasts and manbeasts and men alike. Some humans were cruel and despicable; some humans were fair but ruthless; a few humans even had the best of intentions to all. All of the humans in the dark ages would do whatever it took to survive, and if that meant they had to fight, they would fight with the ferocity and strength and cunning of the beasts around them.

Humans are extremely tribal and they were even more tribal in the dark ages. There were a huge amount of tribes, each with very different cultures and beliefs, societies and religions, outlook and motivations; yet almost all cultures identified themselves with beasts of some kind, such as the Norse raven or the Welsh dragon. Even today we project upon ourselves the strength or the ferocity or the beauty of the creatures around us, we believe ourselves to be like them and we take strength and solace from that belief.

Since ancient times we have imagined man and beast as one form with the qualities of both - such as the intelligent and skilful centaur, or the strong and powerful minotaur, or the noble and deadly sphinx. Darklands is man and beast from history and legend thrown together, and if we believe the minotaur or the sphinx or the centaur existed then it follows that other creatures would also be mixed with man. The extant fauna of our world is very diverse, and if extinct fauna and megafauna are included in that diversity the lands of darkness are rich indeed.

So all Darklands asks of you is this: what if the berserkers of the Germanic peoples were actually bear-men, man and bear joined together? What if the dragons of old really flew and what if giants really did stomp around like gods? What if all of the myths and legends we take for granted were drawn from creatures and people that actually existed?

More importantly, how would ‘normal’ humans interact with them, and how would the people that existed in the dark ages behave, if such things were true, and how would they interact with other people? The answer is simple: war.
LA BANDITO

**DESCRIPTION:**

The La Bandito is a T8 automatic sniper rifle designed with a blow back mechanism that demonstrates low kickback while going fully automatic. The La Bandito also has a noticeably high fire rate that is compatible to the Shredder or the PPSH-41.This weapon is part of the Diablo family having the same blow back system. It has a normal customization menu.
Powys

The Brythoniaid of Powys are much like those of Gwynedd, warriors all that defend their lands fiercely from raiders and usurpers: but instead of bringing dragons to battle they bring wocorau. Related to the dragons but even more ancient, the wocorau live in the mounts of Powys and are somewhat wild and difficult to understand, but they bring a unique ability to aid the humans that live beside them.

The wocorau - which include the dynwocor and cocwocor as well as the freakish wocor themselves - may not breathe fire or have natural armour that is almost impenetrable, but they can debilitate their enemies with a terrifying shriek that can burst eardrums and addle brains.
Friesians

The Friesians gave their name to Friesland on the north-west coast of modern-day Belgium, Netherlands and Germany, and whilst many Friesians settled in Britain they did not form their own kingdoms there, perhaps because of their status as the greatest traders and merchants of the age, or perhaps because they settled in scattered groups. Thus, as may be seen, the Friesians in 650AD are akin to the other Germanic peoples of that time, the Angles, Seaxna and Jutes, sharing a similar language (Frisian is considered to be the closest extant language to English today), culture and outlook.

Shape-changers like their cousins, the Friesians become weroxan, ox-men, when threatened, and often unintentionally: although some find they cannot return to human form when the threat has passed. Yet depending upon their lords and their own abilities the Friesians are either pagan or Christian, although - like the Eofora of the Anglecynn - there is mutual tolerance on both sides: pragmatism and freedom dominate the thoughts of the Friesians, especially those of the merchants and traders amongst them, which are many.
Dēra

The Dēora lived in Dēra, what we call Yorkshire, and they suffered a similar fate to the Beornice for once their kingdoms were united the Christians persecuted all of the pagans within Northumbraland. Thus, the Dēora - the deer people - were either enslaved or exiled, and most chose to join the Miercna in their struggle to survive and hold true to the Old Gods.

Like all the Anglecynn the Dēora are shape-shifters, able to become an animal; and whilst there are hybrids, werdēra, most Dēora choose to change their form fully. The danger with doing so is that many remain in deer form for too long, for months, sometimes years, so that they forget their human selves and roam the forests and the hills hooved and antlered until the end of their days
Daneland

After the migration of the Angles and the Jutes the land they left behind - the land that became Denmark - was taken by the Danes of Skania, in the south of Svealand. King Hrothgar (of Grendel and Beowulf legend) was one of those Danes, and his great-grandson Halfdan the Valiant led the emerging Danish kingdom - Daneland - in 650AD.

These Danes, a wild, barbaric tribe of savagery and slaughter that slowly realised they cared little for the Skilfing yoke, became ferocious raiders and invaders themselves, masters of town-sacking and village-looting the coasts around the lands of darkness to bring slaves and treasure back to their homeland. Shape-shifters like their cousins, the Danes became large and powerful elk, both hybrids and fully formed, in similar fashion to the Angles of Dēra.
Krokod

Created to be menial rock-breakers, the anvil upon which enemies shatter or even just to be beasts of burden, the krokodar may be slow but they are blessed with brute strength and incredible toughness. Some believe them to be slowwitted, yet whilst they do not care for intricate workings or deep thought, the krokodar possess an animal cunning that has served them well in the days since they left slavery behind.

Upon Krocylea, their ancestral homeland, the krokodar and their ancient kind reside: an island of thick forest and fast rivers, of tall mountains and rocky coasts, a bastion from which they can descend upon their enemies to the north with impunity - although as the years pass, many krokodar see no reason to risk their lives for another's glory.
Time For War Wiki

**Welcome to the Time For War Wiki!**
This wiki is the complete index of the game Time For War.

If there is any mistakes or errors, please state them.

## The Faces Of Time For War

EVENTSMECHSWEAPONSIf you want to know more about the topics, click the links below.
WEAPONS

*Other Content*

* Main Developers
* Staff
* Internship Program
* Youtube Gaming
* All Help articles
AV-30

The AV 30 is a T6 assault rifle based on the AK 47. The AV 30 is a great weapon for maps such as Kursk, Neighborhood, Steel City and any other maps that involves close-quarter combat. The AV 30 just like the AK 47 has a lever that allows a player to customize and change their firing mod from automatic, semiautomatic and burst fire.
COBALT

The Cobalt is a T2 pistol mainly used by beginners for the cheap cost of the weapon. The versatility and high mobility of the weapon makes it reliable in gunfights. Even though the fire rate and mobility, the damage is not comparable to pistols such as the M1911 or the Glock 16. Another downside of this weapon is that it sights, and optics cannot be attached though the barrel can be customized with QL silencers and flash hiders.
Ceruleans

Ceruleans are a tribe of dragons native to the mountains of Centauria. They are often bright colors, commonly electric blue and yellow, and, rarely, green and purple as well. Ceruleans are slim dragons that can shock their enemies with lightning. There is a special case of Ceruleans called Electalons. Ceruleans can also use a large amount of energy by flashing their wings with bright lights to blind their opponents.

In wars, the Ceruleans often side with the Graphites. The Ceruleans are often at war with the Rouges, due to issues about beliefs, territories, and power. ALthough the Graphites and Teals have aliances, they often stay out of these kinds of wars.

Several Cerulean traditions include the following: The Gift of the Cross, The Ceremony of the Eye, and the Sun Festival.
Eunhyeong Ji

Eunhyeong Ji **(*지은형 Ji Eun-Hyeong*)** is a secondary character of *Questism*. He is currently the No.9 and an advisor of West Gangbuk High but prior to joining the West, he was the No.13 of North Gangbuk High and one of North Gangbuk's Central Five.

## History

### Past

Around 1 year before the events of Questism, Minu and the other members of the Central Five were brainwashed by Yun Jo and swore fealty to him.

### Current

*TBA*

However, following the success of their assault, the West managed to rescue the hostages taken from the snack bar, Chaerin Baek and Soha Yang, with Cheonhak Yang defeating Taehyeong. As a result, the North began a desperate effort to defeat and capture Suhyeon who was being occupied by one hundred of Eunhyeong's troops at Bar Gangbuk, buying time for him and the other two remaining members of the Central Five to come and finish him off.

However, like the other two remaining members of the Central Five, Eunhyeong is intercepted by a West Gangbuk executive, with him facing off against Jaeha Han. *TBA*

After the conclusion of the war between the Central Five and West Gangbuk, Eunhyeong, along with Taehyeong, Minu and Baekgi, are brought before Suhyeon to be recruited and shamed. Suhyeon tries to persuade them to join the West by using the Silver Tongue card, however, it turns out Baekgi and the others had been under the affect of one of Yun Jo's card, Brainwashing Cord. But using his new card, Nullify, Suhyeon releases the Central Five from the card's effect and they join the West. *TBA*

## Fighting Prowess

### Abilities

* Kudo
	+ Spinning Back Elbow
	+ Spinning Back Fist
	+ Headbutt
	+ Shoulder Throw

### Stats

#### Awakened

 Speed
 Potential
 Intelligence
 Endurance

## Trivia

* He has the most troops amongst the Central Five members, 100.
* He is the third character in the PTJ Universe to use Kudo after Vin Jin and Taejin Cheon, characters from Lookism. However, unlike the other two, his Kudo is closer to real Kudo.

## References

1. ↑ 1.0 1.1 1.2 Questism, Chapter 105
2. ↑ Questism, Chapter 111
Danu

When the Great Ice Sheet encroaches the land becomes poisoned and frozen, its bogs dried and its flora withered, and his followers destroy the lands upon its edges with wanton abandon; but this simply serves to enrage the beasts of the bog and of the forest and of the hill, and when the Érainn witness the power the earth goddess Danu wields for their home they remember.

They remember the old ways of the fiannagh, of paying homage to the earth under their feet and the joining of man with nature, and realise that the faith Saint Patrick taught them is not enough to turn back the sea devils and protect them from the lochlannach, the foreigners, the Norse and the Atalantes and the Kernowyon. Yet even if the power of the earth goddess is a match for anything - for the earth itself is limitless - Danu requires faith herself, and many are slow to give it to her: and so the Érainn are a divided people, and while that division exists Eriu is doomed.
Centauria/ Centarria

Centauria is the planet named after the Centaurs. It is mostly inhabited by magical beings, including fairies, dwarfs, golems, dragons, and centaurs. The two dominant species are dragons and humans, who live in a fragile peace.

However, recent controversies have led to the planet sometimes being referred to as Centarria, removing the acknowledgement of the Centaurs who made the planet safe.

## Centauria/ Centarria

### Inhabitants

Humans, Dragons, Centaurs, Fairies, Nymphs, Phoenixes, Witches
BURNSTAR

The Burnstar is a T7 dual-wielded submachine gun . The weapon features an extremely high rate of fire aired with above-average accuracy, a large magazine size, and a noticeably high range for its class, making it a good substitute for ppsh-41 for players who have yet to unlock the latter - it is also notable for having the highest mobility of any SMG in its class. One notable drawback, however is its inability to equip muzzle attachments. It also demonstrates noticeably high kick-back when firing, making it difficult to keep it on target when firing full auto.
Dis

The demons of Infernus - what we would call hell - are many and varied. Those of Dis, one of the myriad Circles of Infernus, are directly allied with the Byzantii thanks to their martial abilities and indomitable will. Even so, their father Dispater, a being of hate and cruelty, ultimately drives his sons to the realms of man for his own ends, although there is common purpose in slaughtering the enemies of Constantine.

For demons cannot exist in the material world without the souls the Byzantii offer to them, and whilst these weaklings provide for him Dispater is content: and yet power and domination are his ultimate goals, that and the overthrow of the hated realms of God.
Rouges

The Rouges are your classic red-hot fire breathers. They inhabit the Rouge Island, but often times wander to the mainland. Rouges as aforementioned can breath fire. They are strong but generally slow. As well as having the ability to breath fire, Rouges are the only tribe with the ability to see inside smoke without the afteraffect of pain in their eyes. Rouges are often shades of red and yellow. Their wings are described to look like bursts of flame, and Rouges often have large muscles. Rouge horns are slightly curved. Rouges have a great desire for treasure, more than any of the other tribes. Rouges are often seen to be brutal and inconsiderate of those around them. Rouge mothers train their young from a very young age to be soldiers for their queen.

Although the Rouges used to keep to themselves, during the Digital War the Rouges realized the vast amount of resources in other dragon kingdoms. More recent queens have waged wars solely for the sake of gaining treasure. The Rouges have been known to attack a tribe already at war, as seen in The Great Dragon War. Usually in tribal wars the Rouges will ally themselves with the Teals.

Rouge traditions include the following: The Games of Freedom and The Naming.
The Terrifying Troupe

"*You’re forgetting that their signaler alone almost killed Whisper and scared you off. There are four more of them, each one stronger than the last. And the Dance of Death is not to be taken lightly. One wrong step, and it's over.*"
— Phoenix to Mercurial about the Terrifying Troupe in *The Crumbling Power*
Seaxna

The Seaxna - named after the weapon they bore, the Seax - are the Saxons, one of the three migrating races that came to Britain ostensibly to aid the Romanii but who eventually ensured they were driven from that land. Settling in the southeastern and south-western areas of Britain, eventually controlling the south from the east coast to Wales, the Saxons were a powerful force who allied with their kin the Angles and the Jutes to carve out kingdoms of their own amongst the displaced Britons.

Being Germanic, the Seaxna of Darklands were shapeshifters; but once the teachings of God became law amongst the Seaxan kings the old ways were ruthlessly repressed and, like the Northumbras of the Angles, the Seaxna became entirely human. None now speak of what they could once become, at least in the Christian kingdoms of the Seaxna, for those that could change were eradicated by the zealots of the church; and whilst some still whisper of the man-horse of old, those whispers become increasingly fewer. One thing is for certain - if you are not built in His image, you are an enemy.

The Seaxna are perhaps the most powerful of all the Christian kindreds, for their kingdoms are built upon the fury of God at the abominations upon His earth and their warriors are fanatical believers in their right to spread His word to the heathens around them. Even those who follow God elsewhere, such as the Brythoniaid and the Érainn, are to be distrusted thanks to their weakness in turning to their old ways to survive. Only the Northumbras, good and true peoples of the north, are to be reckoned as allies - and even their ranks are somewhat tainted, according to the zealous.
Human Civilizations of Centauria

There are several diverse human civilizations in Centauria/ Centarria. The main Kingdoms are the following: The Cliff Kingdom, Metropolia, Mirrali, The Arctic Waste, Windwardia, and The Violet Thicket. Although each civilization has the same calendar and language, they have extremely diverse cultures that vary from Kingdom to Kingdom.
EL MOJITO

The El Mojito is a T6 automatic sniper rifle with the same blowback system as the La Bandito and El Capitan. The El mojito is also the lightest of all the guns of the El Diablo family resulting in being a sniper with the highest mobility. One of the downsides of using the El Mojito is its incapability of equipping different scopes on the out layers of the gun and muzzles to the barrel. This is a weapon that can be used to counter a player using weapons such as Shredder, The Hellfire and the PPSH-41.
Thomas The Tank Engine

Thomas is a cheeky but hard-working engine who is always there to help his friends. He's always willing to upkeep a “Thomas Promise” and works hard to make up for any mistakes he's made. He simply wants to be the best little #1 tank engine he can be. He is also the leader of the Biggest adventure club.
Anglecynn

The Anglecynn are the Angles from southern Denmark that settled the north and east of Britain at the tail-end of the Roman Empire, displacing the Romano-British and ethnic Britons into the mountain regions, and who eventually gave their name to their lands - Angle-land, or England as it is now known. The Angles were the dominant human force in central, northern and eastern Britain and we speak a modified version of their language today.

The Anglecynn are related to the Jutes and the Seaxna - who settled the south of modern-day England - and the greatest merchants and traders of the age, the Friesians. The Angles, Jutes, Seaxna and Friesians are all Germanic tribes originating from the north-west of continental Europe, civilised, cultured people in tune with nature and used to farming the land and livestock, but all of them have a warrior culture, a way of thinking that meant their tribe and their family was all that mattered.

Beset by savage Norse raiders along their coasts, the constant thorn-pricks of the Brythoniaid, the Ysians and the Albainn, not to mention the Érainn to the west and the Fomoraic from the seas to the east, and warring intermittently between themselves, the Anglecynn are redoubtable warriors with powerful allies in the form of the wild creatures both around them and within them. For, like all of the Germanic peoples, the Anglecynn are shape-shifters who, depending on their tribe, change their form into wolves (Mierce), bears (Beornica), boars (Eofora) or deer (Dēra). Some of these shape-shifters change permanently, over time; others can switch back and forth at will, or under duress, and some choose what they wish to become as they grow older. Whatever form they take, these shape-changers are powerful creatures, animalistic and powerful, and many use weapons and armour as well as or better than their human cousins.
Norse

The Norse are the northmen, the straw-haired and redbearded vikings, come to plunder the soft lands of the west by longship from their home in Scandinavia. Whilst the earliest recorded viking raids are said to have occurred some one hundred and fifty years after 650AD, parts of northern England were under the control of Norse kings in the Darklands setting: which means the Norse were plunderers and settlers even before they became known as a direct threat to the islands to the west.

The Norse are a Germanic people similar to the Angles, the Saxons and the Jutes, hailing from close to their origin in Norrland, Daneland and Svealand, and elsewhere in Scandinavia; and they are also shape-changers, although they change once only - when they are born, taking the honoured shape of Odin's conscience, the hrafnar, and man. It is for this reason that the hrafnmenn and their kin are held in great awe by many amongst the Norse.

Primarily raiders - marauders and slavers that land on the coasts of the lands of darkness to plunder, pillage and destroy - a few amongst the Norse settle peacefully in these new lands, leaving infertile fields and bleak mountains behind them forever; but the ravages caused by their brothers mark them as untrustworthy and savage, and it is not long before the warriors of the land they settle come for them. Such hallburning and child-killing serves to increase the ferocity in turn, and the Norse then sail for revenge: bringing troll and jötunn and hrafn in the name of Thor and Týr and Odin.

Whatever the reasoning for their raids - and the Norse raid all around the lands of darkness, from the ice sheets of the far west to Alba and the coasts of Britain and Germania, from the beaches of Frankia and Eriu to the volcanic islands of the Atalantes and Khthones - they can be utterly devastating, for some sackings leave no witnesses but the broken, burnt frames of dwellings to the barbarity and wanton destruction of the hate-filled Norsemenn. This ensures few townships on the coasts or upon the wider rivers are without protection, and so the cycle of violence continues ever on, and none know when it will end.
Rabbategasus

Rabbategasus is a chimeric species of the Berryverse.

## Appearance

Rabbategasus is a four-legged creature with the head of a bunny, the spikes of a lizard or a dragon, the front hooves of a deer the back hooves of a horse, wings of a bird, and tail of a cat. They can come in any colors.

## Trivia

* They can be tamed with food.
* They're omnivorous.
Skilfing

The Norse clans of the Skilfingar are many and varied and stretch from Svealand in the east to Norrland in the west, and even parts of Daneland; but all their petty kings pay tribute to Ingjald the warrior-king, the ill-adviser, the Dane-killer who vowed to enlarge his kingdom by half towards all the four quarters - or die in the attempt.

So it is that the longshipmen take to the seas from all corners of Svealand and Norrland, to bring wealth and tribute and slaves to their King. So it is that Ingjald seeks alliance with those of Jötunheimr, the once-enemies of Midgard, for their power and strength. So it is that he invokes the names of the Æsir for their aid in their conquests - for the Skilfingar will have their king's oaths fulfilled.
Connacht

The Connachta may suffer mightily under the depradations of the Fomoraic and the lochlannach but that does not dent their spirit nor their resilience, for their lands have been theirs since the days of Conn of the Hundred Battles and they are determined they will be so for a thousand years hence. Led by the cunning Loingsech mac Colmáin, who succeeded his great rival Rogallach in contentious circumstances, the Connachta can boast the strength of the fir bholg amongst their allies, mighty warriors fully twice the size of a man and even more aggressive, warriors who burst the braincases of their enemies with their axes and clubs and slingshots and even their gnarled fists, should no other weapon come to hand.
Ysians

When the Anglo-Saxons of Wesseax and Mierce moved further west and decisively defeated the Brythoniaid at Deorham, the Britons of Dumnonia - what we know as Cornwall and Devon - were permanently separated from the Britons of Wales and the migration to Brittany and Galicia became a flood, for who could stop these wild men of the east and their hunger for land? Certainly not their weak-willed kin that retreated to the mountains of Cymru to lick their wounds and abandon them.

So it was that the Kernowyon turned to those in Breten Vyhan and in the decadent, depraved city of Ys, for the answer lay in Kernunnos, the Horned God, the feral deity of bestial thought and deed, of fertility and anger that was worshipped long ago yet found there once more: for it was only through his power and strength could the Ker-Ysians resist the bearded invaders from the east, and not just those in Britain as the Franks, themselves related to the Angles and the Saxons, were slowly claiming the land the Romanii called Gaul for their own.

The drunes, as the followers of Kernunnos became known thanks to their enlightenment at Drunemeton upon Syllan, delighted in releasing the inhibitions of society and civilisation, found ecstasy in returning to the roots of their animalistic selves. No practice was forbidden, no thought too insane, and as the Ysians devolved into nothing more than beasts in human form Kernunnos rejoiced and gifted his followers all they could ask for - including himself in the divine form of Euryalia, the Queen of Ker-Ys; and the most wicked of them all.

Some among the Ysians indulged their every carnal desire, some sought out the cruelty and barbarity of battle to assuage their blood-lust and others attempted to cheat death with experimentation and vivicoction, for the enemies of the Ysians - not least the Byzantii - grew stronger with each passing season and the drunes were few. That these flesh-drunes were successful speaks volumes for their insanity, but none can doubt their skill: for in the hosts of the Ysians can be seen the foul, melded vivicocts that are not one beast nor another, the vat-grown monstrosities without thought or fear and the ignoble mutants who lust constantly for blood and meat.

Even the dead their enemies leave behind can be used by the stitch-smiths of the Ysians to build warriors for the drunelords: warriors needed to conquer the lands to the east, to ensure the raids and pillaging of the piratical Kernowyon are successful, to coerce the weak-willed Franks of Par-Ys and Met-Ys and to intimidate the rat-men of the Vras.
Uí Néill

The Uí Néill, descended from Niall Noigiallach himself, are an Irish dynasty that controlled Ulster and much of the rest of Ireland (either by direct control or influence) in the dark ages, and who dominated Ireland for centuries.

Led by King Conall Cóel - who became the Ard Rí, the High King of Ireland and who ruled from the Hill of Tara - the Uí Néill bear the brunt of the incursions of the Fomoraic and have lost much of their territory to the Great Ice Sheet. As a result they are the most warlike of all the Irish clans as well as the one most devoted to the earth goddess, Danu.

Conall Cóel himself offers her his blade, even though he has faith in God: and he sees it as his destiny to bring all of the Érainn to the earth goddess' warm embrace as well as instruct them to continue to follow much of the teachings of Saint Patrick. The other provinces of Eriu, especially those of the south, are not convinced, even though they, too, suffer: but Conall Cóel will not be swayed until the Fomoraic are defeated.
Northumbraland

Of all the tribes of the Anglecynn, the Northumbras - the peoples north of the River Humber - are the only one to have turned their back on the Old Gods completely and who worship the One God alone. Having slaughtered the pagan Beornice and Dēora within their lands, the Northumbras now seek to bring all of the Anglecynn to be judged before God, seeking to conquer the south and the north in His name.

Even the Christian Britons and the Albainn are not safe from the Northumbras, for King Oswiu would have them practice Christianity in the manner of the Seaxna and of old Rome than the bastard religion of Saint Patrick, and the fanatical warriors of the ever-larger hosts of Northumbraland show no sign of retiring peacefully to the hills.
AK-47

The AK 47 is a T4 assault rifle that can be found in the modern time during WW3.This weapon is one of the first and oldest of its kind being made in 1947 and still being used to the year 2043 in the Russian invasion of Poland. This weapon is also great and reliable for ots versatality and endurance to different surroundings.
Cantabria

Whilst those of Cantabria were always a proudly independent country that separates that land from old Hispania proper, the Visigoths recognised that these hardy, resourceful people would be of great value as friends rather than implacable enemies. Whilst the Cantabrians do not wholly trust their outwardly benevolent neighbours - for they, like the Bretened, had already escaped a barbarous Germanic people, the Anglo-Saxons - the savage attentions of the Khthones, the Atalantes and the Byzantii are not to be underestimated, and they may need the strength of the eagles yet.
Fomorainn

The Fomorainn are creatures of the sea, mainly, for they are descendants of the fomor that rule below the waves, but they live upon land well enough, although that land must be damp and cold for them to live comfortably. Such a land is Mann, amongst others, an isle of fog and marsh, stream and bog, at least in the hollows and the dells; and this allows them respite from the demands of their grandfathers, relief from the plague of corsairs and pirates that leave no shore unspoiled. For, shrouded in the chilling mist of their own making, none can find Mann without their knowledge, and so none can seek their strength unless they will it.
Note e Anote/apresentações musicais

Este artigo mostra o histórico de artistas musicais em destaque no *Note e Anote*, de Claudete Troiano, transmitido pela TV Record.

## Histórico

### Década de 1990

#### 1996-1999

Dentre os artistas musicais em destaques, entre 1996 e 1999, estão Família Lima, Axé Blond, É o Tchan!, As Princesas, Zé Daniel, Companhia do Pagode, Exaltasamba,

### Década de 2000

#### 2002-2005

De 2002 a 2005, dentre os artistas em destaque estão Família Lima, Rouge, Exaltasamba, Rionegro & Solimões, Negritude Jr., É o Tchan!, Cylene Araújo, Raça Negra, Althair & Alexandro, Grupo Tradição, Falamansa, Harmônia do Pagode, Kelly Key, Patrulha do Pagode, Terra Samba, Marcinho Nepomuceno,
Dragon Civilizations of Centauria

Like Human civilizations, there are also several dragon civilizations as well on the planet of Centauria. Dragon civilizations, however, are distinguished by tribe, although there are some smaller dragon towns inhabited by multiple different dragon tribes. Dragons from different tribes can have crossclaw clawlings, which are a mix of both tribes. The current known tribes are: Ceruleans, Rouges, Teals, Graphites, Suns, and Moons.

In wars, previous alliances are as follows: The Cerulean-Graphite alliance, the Rouge-Teal Alliance, and on one occasion, the Sun-Moon alliance.
Cursed Herd

The Cursed Herd are but one of many herds of beast-men within the heart-woods and the dark-vales and the deep-caves, but in time they will conquer the world, so goes the reckoning, for their numbers - despite the waste in lives through their rampaging and despoiling and infighting - seem without end: a true horde of hoof and horn, an unceasing bestial tide of blood and slaughter driven by a thist to conquer that is unquenchable. For lesser herds are drawn to the Cursed Herd all the more as its dark renown grows: the promise of meat and battle and infamy is a potent one, as is the instinctive knowledge that the lands of the humans are there for the taking, especially with the power wielded by the cursed ones, for it is given by Baalor himself.
The Great Dragon War

The Great Dragon War started in 1298 AF when Queen Electric of the Ceruleans claimed that Queen Manta of the Teals had stolen some of her territory. They began a war between themselves, and Queen Haze I of the Rouges took advantage of this to attack the Ceruleans. Queen Diorite of the Graphites did not like this attack, so she attacked the Rouges. The war broke into each tribe for themselves in 1300 AF when stray shots from the Rouges destroyed a Teal village. The war ended in 1308 AF.
Albainn

The Albainn are the people the Romans called the Pictii, the Painted, who inhabit the far north of modern-day Scotland. The Picts were a fairly savage people but their civilisation was well-developed, and many historians believe that the Britons and the Picts were one and the same. Certainly, until the Anglo-Saxons arrived and conquered the northlands, the Picts and the Britons lived next to each other and mixed freely.

In Darklands the Albainn are savage, warlike humans, usually painted for war and sometimes naked. Skilled with spear and shield, sling and crossbow, and with their allies the giants and ogres of the far north mountains they defend Alba from their invading foes, especially the Fomoraic and the Norse, and whilst they are somewhat insular the Albainn are not above revenge raids and annexing territory near their lands.

The giants - massive, ancient beings of legend - and their smaller cousins the oghur and the oghurithne revere the oghu stones, the stone circles that dot the landscape of Alba, stones that act as conduits for earth power and that also resist sorcery. Many humans, hoping to find favour with the ogres, ape those beliefs and worship the stones alongside them, but this does not sit well with the Christians amongst the Albainn, of which there are many in the south.
Legio II Var

Commanded by the venerable Titus Aurelius, the Second Legion of Var is based in Narbonensis, that region of south east Frankia first conquered by the Romanii centuries before and directly opposed to the Franks and their overlords, the Ysians of the far north and west.

Unfortunately for them the Legio II Var is one of the strongest legions in the west, for Constantine desires to expand his territory further and knows he can only do so with men and half-men, with demons and beasts: and so Titus' legion is one of the most important of all, blessed with strength far beyond those that hold the east.
Pegasiara Wiki

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Sávrar

The cold-blooded sávrar were the lowliest of the Atalantes slaves, lower even than the krokodar, performing tasks no human would deign to in their decadance. As a result the sávrar became more numerous than the Atalantes themselves, more relied upon and valuable than many realised, for when the revolt began the humans soon understood how little they knew of how the city-states were managed.

The sávrar themselves - weak-limbed maybe, smaller than the gorgonar but strong in number and quick-minded - were in an envious position to aid Ophios: and many did, but to his regret many amongst the sávrar remained loyal, especially to those humans that displayed less cruelty than others. Regardless, without the sávrar the Khthones could never have broken free of their chains, and Ophios is not one to forget the debt he owes to his smaller cousins.