recursal/Fanatic-Fandom huggingface dataset:
Tiffany

## Appearances

### First

Our Very Last Show, Again (mentioned by did not show it. Stephanie was telling her sister and her friend that Stephanie is pregant🤰🏼)

### Count

1

**Tiffany "Tiff" Fannie Tanner-Gibbler** is the daughter of Stephanie and Jimmy Gibbler.

**Family**

### Born

June 2 2021

Born

1

## Social info

### Family

Stephanie J. Tanner (Mother)

Jimmy Gibbler (Father)

Danielle Tanner Gibbler (sister)

D.J. Tanner-Fuller (Maternal Aunt)

Tommy Fuller † (Maternal Uncle)

Steve Hale (Maternal Uncle)

Michelle Tanner (Maternal Aunt)

Jackson Fuller (Cousin)

Max Fuller (Cousin)

Tommy Fuller Jr. (Cousin)

Kimmy Gibbler (Paternal Aunt)

Fernando Hernandez Guerero Fernandez Guerrero (Paternal Uncle)

Ramona Gibbler (Cousin)

Danny Tanner (Maternal grandfather)

Pamela Tanner † (Maternal grandmother; Deceased)

Jesse Katsopolis (Maternal Great-Uncle)

Rebecca Katsopolis (Maternal Great-Aunt)

Nicky Katsopolis (First Cousin; once removed)

Alex Katsopolis (First Cousin; once removed)

Pamela Katsopolis (Adoptive First Cousin; once removed)

Joey Gladstone (Honorary Uncle)

Nick Katsopolis (Great-Grandfather)

Irene Katsopolis (Great-Grandmother)

Papouli Katsopolis † (Great-Great-Grandfather)

Gina Katsopolis (Great-Great-Grandmother)

Claire Tanner (Great-Grandmother)

Wendy Tanner (Great-Aunt)

Teri Tanner (Former Step-Grandmother)

Mr. and Mrs. Gibbler (Paternal grandparents)

Garth Gibbler (Paternal uncle)

Kimmy and Jimmy's 3 Unnamed Sisters (Paternal aunts)

**Trivia**

* Tiffany is a girl and she was so beautiful she is born on June 2 2021.
* It’s revealed in Our Very Last Show, Again Stephanie Tanner reveled that she was pregnant. Tiffany was born in 2021
* She is little bit named after Stephanie Tanner
Mythas Caelora

Mythas Caelora, the hidden enclave of elves in the forest known to the orcs of the land as the haunted/cursed forest "The Wretched Grove".

Situated near the river, this hidden enclave of elves that wandered out from the Revalman region some two-thousand years ago in search of a place to call home.

Their journey was far from simple and skirmishes with the orcs of the region halted their travels somewhere in the forest later known as the Wretched Grove. Named as such due to the elves making it their home out of a need for a safe place and shaping it into a defensible yet hidden bulwark designed to confuse the simple mind of an orc and lead them into dangerous traps or infinitely stretching mazes few orcs returned from without bodily or mental harm.

The constant threat and often skirmishes with orcs roaming the region has led them to be a highly warrior like society, with even the most menial of labours doubling as a defender or offensive style of occupation in dire times. Occupations such as trackers and foragers that work the forest to provide food for the enclave have a two-fold job as not only scouts but ensuring they stay hidden so they cannot be captured and betray the location of the enclave under torture.

All facets of life in the enclave is shaped by this need to be ready and alert but the people there have developed a strong sense of honor and respect for their home. Their hierarchy is based on village elders who either have excelled in defending the enclave or designing measures to strike out at orc war-parties with minimal risk to the population.

Elven Bladesingers have risen from this place as wizards and those of the magical inclination must know how to defend themselves with blade aswell as magic should their magic fail them or they face the dreaded long siege of an orc attack that might exhaust their pools of magic. A style of either battle-chanting to one's own rythm and luring the enemy into it or using the clang of weapons as a beat or rythm to the song developed quickly and became highly effective at disrupting the average orcs savage and erratic style of fighting.
Boogaloo Bird

Boogaloo are a rare flightless bird native to the hills of Valagbisar and Havenshield. Solitary animals with little established social hierarchy, rarely are seen in groups of more than one or two. They resemble large chickens with long scaly legs and large feet suited for running at great speeds. Members of the species have a variety of feather patterns including red, pink, brown, and even orange. They have large orb-like eyes that bulge from their heads and are capable of swinging their relatively small head around on a long neck to look around for prey and predators alike. Boogaloo are known for charging their prey or other creatures that might threaten their clutch, kicking up clouds of dust while trumpeting in loud nasally honks. Though considered flightless, Boogaloo are capable of achieving short bursts of flight when moving at full speed, but their under-developed wings are unable to carry them long distances.

At least one member of the species has been tamed for use as a beast of burden, capable of carrying one human-sized rider. Though the methods for capturing the beast remain largely a secret by the wrangler, Gustaf Kovolsk.

*"HONK!"*
Fellport

Fellport, a hive of wretched scum and villainy, although not perhaps by
choice. The major port of Valagbisar is composed of a small elite class living in largely sealed off quarters of the
city, leaving the rest of the city a mix of honest and hard-working
middle classes and the lower classes that seek to pray on those they
find to have better lives.

Having been born from the trade that
flowed from the open sea and up the rivers, one has little confusion why
 this is. Aside from the farmers and merchants who eventually arrived,
including the merchant princes that constitute the nobility of the
city-state, the population consists largely of sailors and former
sailors who often find no life off a ship worth living, unless it is
covered in ale and wenches. By official records, there are 38 thousand
people living permanently in Fellport, but the actual number is closer
to 60 thousand.

With a central place in the delta of the river
that runs through Valagbisar and acts as the main route of
transportation in and out of the valley, it hogs most of the trade
income in tariffs and taxes. At the same time, it is the first and only
line of defense to settlements upriver from pirates who would venture
north up the river.

Directly to the West of Fellport, a large
overgrown marsh covers the land. Very few travelers make it through in
one piece, creatures and monsters of many kinds haunting the marsh.
Stories are told of an ancient Elven city that was swallowed by the
swamp shortly before the arrival of other races into the valley.
Havenshield

The Kingdom of Havenshield is the nearest neighbor of Valagbisar in the
East. Although separated by a savage wilderness, since the arrival of
other races into the valley, a caravan routes comes through the
wilderness and then turn North, following the mountains to the Dwarven
holds and northern towns and cities.
Mostly dominated by humans but
welcoming of other races as well, the Kingdom of Havenshield is a highly
 centralized and civilized realm, guarded by the legions of knights in
the service of the King. Despite their natural goodness that has made
the Kingdom prosper and their friendly nature, people from Havenshield
often consider themselves superior to the "frontier" people living in
Valagbisar. After all, the differences between the realms are quite
apparent. Where in Havenshield people are prosperous and satisfied, in
Valagbisar most people live in squalor and poverty.

Havenshield
geographically consists of four more or less distinct districts, in the
East a heavy wall of mountains, in the north an open realm of crop
fields, in the west a center of trade and coin with some good cattle
grazing grounds and in the south the center of government and education
in the Kingdom. In each district of the Kingdom, a stronghold city
stands vigilant guard over the lands around it.

The King of Havenshield , King Torgrim Havenshield , holds court in the surprisingly
modest palace in the city of Havenshield, the palace easily mistakable
for any of the housing that rises around it. The Royal family does not
concern itself with overt wealth or extravagant shows of superiority
over their subjects, instead relying largely on the good will of the
people. The Kingdom has a surprisingly free Parliament that handles most
 government affairs, as well as largely independent judges and courts,
leaving the King with the running of mainly just one aspect of his
Kingdom; the military.

Four armies, tied to each region of the
Kingdom, bow the knee to the King. Of these, the most important is the
Army on the East, that defends the border between Havenshield and the
Orcish lands. For centuries they have kept the border safe, but now have
 become under much greater onslaught. A full war is brewing in the East.

In addition to standing armies, Havenshield is home to many paramilitary orders, such as the Dragonaurs and the Light of the Sun.
Valagbisar

The valley of Valagbisar - the common name coming from the ancient Dwarvish name - was an ancient holdout of Dwarves and Elves , hidden from
 the reach of many races by desolate wilderness, rushing rivers and high mountains for thousands and thousands of years. These times are still remembered in the legends of all races, but little physical records survive. Legends tell of a lush forest-filled valley hugged on three sides by mountains. Some stories tell of a great Dragon God who arrived in Valagbisar and quickly gained a following throughout the valley. Centuries after his arrival, a great sundering was felt throughout the valley, leading up to a great citadel being swallowed by the ground, a third of the once lush forests burnt into the great ashy desert spreading south of the chasm where the citadel once stood proud. The great Dragon God disappeared, the natural walls of Valagbisar fell and the Dwarves and Elves retreated.

Quickly Goblins and Humans arrived, followed by Gnomes, Halflings and many other races from all across the rest of the world. Valagbisar gained many new legends, many new cities were built and the valley became a frontier for the growing realms beyond the mountains. Generations upon generations later, the once lush forest has dwindled as the new arrivals have cut their way in and shaped the lands for farming and for building. With new trade routes, many Dwarven holds in the mountains were abandoned and new, twisted creatures took foothold in the abandoned halls.

Despite the many generations of humans and other races, no clear ruler has emerged. Many cities hold small areas of influence, but mainly the lands are wild and untamed. Remnants of once glorious Elven kingdoms remain in the woodlands, Dwarves hold kingdoms that on occasion have several great halls bowing the knee under one Dwarf. The politics of power in Valagbisar are always in flux and only someone held in extremely high regard among all the occupants of the valley could ever hope to unite them into a single entity.
For now, the most notable of the city-states is the largely trade-oriented Fellport.
Human

Humans are the most populous and most diverse species on the face of Asrakhor. They are a relatively young species and often considered a cousin to Halflings. Humans are notable for the fact that they are a very short-lived race, although that does not curtail their ambitions in the least. Through sheer will and determination, humans can build great cities and chop down an entire forest, or dig out an entire mountain to create more farmland, all within one generation.

They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
Brokkr

Brokkr, the Dwarf, the Blackmith. Brokkr is an ancient Dwarven God,
revered by many who work with metals and shape tools in both Dwarven and
 Human societies.

He is known as an artisan, working with his
much lesser-known brother Eitri. In ancient legend, it is told that they
 shaped mainly pitchforks, hammers and other tools of craftsmen. This
was, until Eitri, upon returning from a night filled with mead, found
another deity in his home. The name of the other deity changes, from
lesser-known trickster deities to Druegar Gods, in some places where
aggression is high towards humans, this deity may even be named as
Pelor. The next morning, Eitri was found by his brother, ripped in two
by this other deity, launching Brokkr into a fury and a quest for
vengeance. Fashioning weapons and armor with which to assemble a party
of Gods to march down on the evildoer and bring him to justice, Brokkr
became the armorer of the Gods themselves, slaving over a pit of flame
and iron until the Gods marched to war.
Trithereon

Trithereon is the god of individuality, liberty, and retribution. His symbol is the Rune of Pursuit, a triskelion. He is most often worshiped alongside the Sun God, Pelor as a minor deity amongst humans.

Trithereon teaches that everyone deserves life and the right "to choose their own place in the world," and that slavery and tyranny must must be opposed and overthrown. The church should train the common folk to defend themselves and their possessions from those wishing to infringe on their freedoms. Those wronged have the right to seek vengeance, especially if no one else will aid them.

Each of Trithereon's churches has a different focus, due to the fact that the faith preaches individuality over any standardized doctrine, but every church is allied with its brethren. Trithereon's priests oppose slavery and other forms of oppression. Rugged individualists, they have little fear of questioning authority. They wear robes of dark blue or purple, with silver or golden trim. Golden-red cassocks bearing the rune of pursuit are worn for special ceremonies.

Though worship of Trithereon pales in comparison to that of Pelor, amongst those who dedicate themselves to his service are the Knights of the Chase and the Ordo Templis Dragonaurs.
Lien Califan

### Description

Lien has tan skin and muddy green eyes. Her features are more human than elf, but her long ears easily betray her mixed heritage. Her messy charcoal-colored hair is restrained by a metal headband with intricate embossing. Her upper torso, arms and neck are concealed underneath a comfortable orange-red shawl she inherited from her father. She wears a simple dark blue tunic with gold trim over an immaculately clean chain shirt. Her hands, protected by cracked leather leather gloves are clad in cheap, rusted steel. She is rarely found without her well-polished shield and lance.

Lien is impulsive and impressionable. She lacks real-world experience, and so she easily misplaces her trust in strangers and underestimates dangerous situations. Though she strives to hold herself to the ideals of chivalry and honor, her lack of patience and wisdom often leads her astray. Lien tries to believe in the innate goodness in other people, but when she is spurred into action, she pulls out all the stops and uses any means possible to resolve the situation heedless of the consequences.

### Background

Lien grew up in **New Parme** with her younger brother, **Milo**. Her mother **Sora** and her father **Jastro** left the two in the care of their elven grandparents, **Enderis** and **Calidor**. Motivated by tales of adventure, Lien left home at age 17. She tagged along with a trade caravan headed for ***Fellport*** before departing aboard the merchant/passenger ship, ***Nereid's Favor***. Lien remained on the Nereid's Favor for four years, until the ship was severely damaged in a storm off the coast of ***Havenshield***. The crippled ship hobbled back to port, but Lien decided to use the opportunity to seek new adventure.

Lien spent the better part of the year enlisting in various knightly orders, eventually gaining entrance into the prestigious ***Ordo Templis Dragonaurs***. When she was given the "righteous quest" to find the Holy Grail, she left Havenshield for Fellport, where she met up with Erak, Karidas and Gustaf.
Pelor

Pelor, the Sun God, also known as Sol or the Shining One. He is one of
the oldest and strongest of Gods and the most widely spread God of the
Humans. He is said to be the creator of all things Good and keeper of
the sacred light, which he uses to smite evil.

In the many
shrines, churches and temples across Human-inhabited world, there can be
 found statues, murals and mosaics of an elderly man with long golden
hair that continues into a full beard, dressed in shining white robes.
Often above him is the shining sun and in his hand a bolt of lightning,
he is also quite often flanked by eagles and sometimes seen mounted on a
 ki-rin, sometimes on a griffin.

To many Humans, Pelor is the God
 above all other Gods, a supreme being who rules in the heavens and
protects mankind from Evil. Above all else, he is seen as the God of
Good. He stands as protector of the innocent and encourages charity,
freedom, and other Good acts so Evil might be driven out simply by not
giving it room to exist.
Dejad que las niñas se acerquen a mi

Es la tercera canción del álbum "Hombres G" de la dicha banda.

* Álbum: Hombres G
* Año de Lanzamiento: 1985

## Letra

No soporto a las niñas, que todas las canciones les recuerdan algo

que se creen que soy drogadicto porque llevo unos zapatos raros

yo nunca he sabido, decir nada bonito y soy...

un chico muy tímido.

Si me voy de bronca por las noches, me quedo dormido

me despisto fácilmente y parezco entristecido

me encantan los guateques, y tocar el clarinete y no me pierdo...

el libro gordo de PTT.

Bailad con nosotros, ¡saltad! no os dé vergüenza...

quiero una sonrisa para esa niña de la trenza

ya sé que solamente soy un sinvergüenza.

Pero dejad... que las niñas se acerquen a mí.

Olvídate de tu mal talante y enróllate con la de alante

ahora mismo fuera de esta sala, no hay nada importante

y ¡quítate los guantes! fuera ese abrigo no te preocupes...

¡estamos contigo!

Nunca digas frases demasiado trascendentales

curiosea, busca, pega tu nariz en los cristales

y cuando estés muy solo, respira el aire hondo y ¡vive!...

la música hasta el fondo.

Bailad con nosotros, ¡saltad! no os dé vergüenza...

quiero una sonrisa para esa niña de la trenza

ya sé que solamente soy un sinvergüenza.

Pero dejad... que las niñas se acerquen a mí.

(la, la, la, la, laa... la, laa...)

(Bom, shi, bom, bom, bom, shi, bom)

que las niñas se acerquen a mí
Beregar-Azan

Beregar-Azan, a name that translates roughly to Nighthold, is an old Dwarven hold within a hidden mountain valley. It was once a large supplier of metals to the holds in Valagbisar and had increasing trade with Dwarven holds outside the valley for a few centuries prior to suffering from repeated assaults by the Drow against the deep mine operations.

A group of adventurers on their way to the nearby Pillars of Night entered the entryway to Beregar-Azan in an effort to seek aid, a comfortable place to stay, a merchant and a hot meal. They discovered that the corridors leading further into the Hold had been collapsed by the Dwarves during a full evacuation. Nonetheless, the adventurers found the body of an old tentacle-faced creature being used as a nest for spiders, bones within the rubble of certain elven race and plenty of large spiders infesting the halls.
Ironheart

An old, yet strong Dwarven Hold situated between Valagbisar and Havenshield. The people there do not travel much,
even on Dwarven standards. Their Hold treats them well and with old
trade routes and treaties still in place there is very little reason to
leave. Still, the Hold welcomes outsiders with quite open arms, happily
taking their coin for a night in one of the many finely-crafted
buildings carved out of nothing but the stone of the mountains
themselves.

The Hold is marked by the long, twisting tunnels that
 cut down into the ground with most of the Hold's occupants tied to
bringing up the precious stone and metals found deep beneath. In the
Hold itself, dozens upon dozens of taverns, inns and bars litter the
corridors, many of their walls decorated with the less precious stones
that still sparkle enough to draw in tourists from even some far-off
realms
Oakhurst

The town of Oakhurst is a small village practically in the middle of
nowhere on the eastern fringes of Valagbisar, although it lies at the crossroads of two passages to the East:
The
 Old Road, which has since become overgrown as travelers were deterred
from using it due to goblin banditry and the route it took through parts
 of the inhospitable desert to the South.
The New Road, which curves
North-East and eventually connects with a major caravan route from the
Northern mountains to the Kingdom of Havenshield, to the West running
along the route of the Old Road to an old wooden ferry, which offers a
way across the wide river.

The town itself is a small community,
mainly surviving thanks to the hillside around it, which is populated by
 large farmsteads and cattle grazing grounds.

Only a few hours
south of Oakhurst lies the edge of an ancient chasm, which once
swallowed a Citadel that later became known as the Sunless Citadel. Very
 few people venture into the chasm, and of those who do even fewer
return. It is suspected that the Sunless Citadel has since been turned
into a Goblin fortress.

Recently, the town was burnt down by
bandits who were part of the Cult of Emesha, which a brave group of
adventurers defeated. A few months later, several survivors who escaped
from the town were hired by the same group of adventurers and offered
home in their new Keep. The town itself is in the process of making a
very slow recovery, although twig blights in the region make reclamation
 of the land dangerous and rough.
Imratheryn

The Elven Lords of Imratheryn, also known by the common name of Glenwood, have fought against the goblin hordes since

they first entered the woodlands in Eastern Stedaria. Although their
realm is often considered "poor" and "uncivilized" in comparison to Aunolindalin, the previous Elven civilization that reigned over Taur Enfaroth, there is
a hidden sophistication to their ways.

The Rangers of Imratheryn, are
considered some of the best in the entire world and no outsider has ever reached the hidden treetop cities without the Rangers allowing it.
Hobgoblin

Hobgoblins are the smartest race of goblinoids in Asrakhor. Although many of their kind have devolved into tribal society closer to their Goblin cousins, they also hold great history as the masters of Ralgonakr.

The clans of Hobgoblins still living in old Ralgonakr lands still hold onto this history and are a much more civilized and unified society, holding old laws and religions alive and feeling great animosity to the Elves and Men who helped shatter their once-powerful Empire.

## Known Clans

### Clawreavers

The clawreavers were the clan which once held the heritage of Emperors and ultimate power in the Empire of Ralgonakr. They were founded by the great Hobgoblin hero Gimmuzorg the Slave after a revolt against the Great Wyrm Mafendrongal.

Throughout the Red Empire, the Clawreavers were a feared and respected Clan that sat at the core of everything from internal politics to wars with neighbours. When other Clans grew too strong to contain, the Clawreavers would either manoeuvre to undermine this strong clan and ally its rivals, or simply use their authroity to disband the core powers in the clan. Clan elders would suddenly find themselves spread away from their Clan in far-flung provinces without fast routes of communication between them and the rest of the elders. This was often enough to completely pacify Clans before they could muster the courage to challenge the Emperor or the Clawreaver Clan.

### Jawrippers

The Jawrippers bear a great deal of responsibility in both the rise and fall of the Empire of Ralgonakr. They birthed and fostered Gimmuzorg the Slave during his childhood and trained him, granting him the tools to survive his long ordeal in the fighting pits.

In the twilight years of the Red Empire, they were the clan pushing for greater spreading of power from the Emperor to the Senate and Clans. They ushered in the instability that allowed outside forces to defeat the armies of the Empire and fostered a culture of bloody intrigues that further devolved the Hobgoblins back to tribal brutality..
Goraeth Nosebringer

Goraeth Nosebringer is a wild mage origin sorcerer. (Rolled hotness at 89, so rather attractive for an old man)

He was born into a loving family on the banks of Cahyrst and didn't lead an extraordinary childhood untill later in his life when he set off to Valmanset to become a sailor.

Bored by his dull lifestyle as an early teenager he decided to set to the seas and managed to secure a spot for himself onboard a merchant ship travelling the coast. Working his way up from deckswab to finally a deckhand he had plenty of exciting days at sea with the occasional Githyanki and pirate raids upon the vessel and he quickly learned the ropes both figuratively and literally.

After many years at sea and defeating the odds of an early death as a sailor there was a strange and unexplained incident onboard one day in his 23rd year of life. A fairly routine voyage between Valmanset and Drelathel's ferry was cut short for him. Working on some rigging up in the mast he was thrust overboard as the ship seemingly bumped into something. Thinking his next moments to be some rather wet ones his sailor instinct had him hold his breath but to his surprise he touched upon something invisible mid-air before hitting the water and felt his body wrestled and hurled along across vast distances where he briefly looked out upon a fantastic and impossibly magical landscape. But the moment only lasted for seconds as he felt his body twitching and shaking violently as the magical energies of the landscape began changing him.

As quickly as it began it was over however, a second jolt and he found himself flung back into his world only to find himself falling from a similar height towards water near the outskirts of Haybrook. An instinctual act of desperation within him set loose the first spell he ever cast, Featherfall, but it came with a strange additional effect. Before he had the time to float down to the surface his body had changed from a ruggedly handsome young sailor, muscles knotted and worked from years at sea, into the wrinkled appearance of an old man.

The next year was spendt travelling the world, briefly dropping over to a unknown land in the south where he explored his newfound skills and abilities aswell as made himself a small fortune trying his hand at adventuring work.

In time he returned to his home but found that it was ill fitting to him now, and instead decided to seek out an old companion he had heard word was in Eredale but not before setting up a lucrative transport business by ship between Eredale and Alargen using his fortune.

He called his business The Five Coins and set out to not only find old friends but to make new one and possibly find a means to revert his appearance back to his young self.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

His exploits were short lived however as a particularly nasty encounter with a crazed duo in the depths of Kal-Asgrir led to a rather unceremonious death.
Kriton D'haar

Human Fighter

Kriton D'Haar was born in Duvik's Pass but left at an early age to pursue his dream of becoming a soldier, heading for the city of Barothall to seek apprenticeship there. He was fortunate enouh to be taken under the wings of a retired soldier there and trained in the arts of sword and board as the retired soldier so aptly named it.

Returning to his home town of Duvik's Pass many years later he found it severly lessened thanks to a plague that was dealt with by adventurers and a mysterious natural disaster in the nearby forest.

Using his recently learned skills as a soldier he quickly rose to become a kind of leader figure and folk hero in these trying times, and he set off to the north to locate a druid that could possibly help to heal the forest quickler and stumbled upon Gecku.
Goblins

Goblins, a short and often quite vicious race of creatures, are considered the bane of every frontier land. They make tribal holds in caves, ruins and abandoned mines, sometimes even digging their own homes if none are freely taken. They are a short-lived race with no uniting goal or culture. One tribe might be one that pilfers things from ruins and seeks to trade with other races, one might seek to destroy all life with the exception of their own Tribe. Magic is often considered something very mystical and great, leading to shamans and priests becoming tribal leaders.

Goblins are cousins to Bugbears and Hobgoblins, both of which often use goblins as cheap and easily replaced cannon fodder. They are also loosely related to Ogres.
Rada Regencyjna

Do czasu osiągnięcia przez młodego Aegona III pełnoletności władzę nad królestwem sprawuje Rada Regentów. Aktualny skład rady to:

* **Tymond Lannister** - królewski namiestnik
* **Unwyn Peake** - starszy nad prawami
* **Janos Marbrand** - starszy nad okrętami
* **Jeyne Arryn** - starsza nad monetą
* **Bastian Tully** - starszy nad szeptaczami
* **Wielki Maester Gyldane**
Stedaria

Stedaria, often considered the jewel of Asrakhor due to it's long and
storied history, is the place from which many a civilization has risen
and dominated a long section of written history. It is a medium-sized
continent with a largely temperate climate. Although technically not
part of it, often the island chains that crown southern Stedaria are
included as part of the continent, mainly due to long historical and
cultural exchange between the islands and the mainland. The continent is
 further divided into five realms, each of which have their own turmoil,
 conquering chiefs and magnificent kings vying for further prestige and
honour.
Anomen Depran

Human Wizard

Anomen used to be a wealthy little boy living in a small village in the east,until he watched his Mother, Father and his little brother being murdered in there family home. Anomen promptly ran away into the woods only 6 years old, crying and alone. That's when he accidentally set fire to some trees, just with his mind. This drew the attention of several vicious wolfs. Fenced up to a tree fairing for his life,the Dragon (Ugin) Flew down and saved him. The dragon took him in to teach the little boy about his new-found powers. Twenty Years later, Ugin and Anomen was ambushed by a Necromancer that wanted some of Ugin's Scale. Ugin was killed, and Anomen Swore Revenge.
Garl Glittergold

Ah, Garl Glittergold. The very epitome of Gnomish values. He is
considered among the most important of deities worshiped by Gnomes,
often seen as the God above Gods in a sense.

However, those
outside Gnomish culture often see him, much like a majority of Gnomes
themselves, as a figure of amusement. Much like the jester in a Royal
Court, Garl Glittergold is the comic relief or jester of all deities and
 is rarely taken seriously. It should be noted that this is not in the
good way of not being taken seriously that many of the Glittergold
followers do, but in fact more of a derisive way, although many
followers of Garl Glittergold remain blissfully ignorant of the derision
 in the words of ridicule.

The Rite of the Great Whoopee Cushion
is a perfect example of events in Garl Glittergold -worship that bring
about derision from outsiders. Unless they are drunk, in which case
simply uttering the words "Whoopee" and "Cushion" in the same sentence
suddenly become quite funny.
Feywild

The Feywilds are a whisper in the wind, an image faded
into a surface, a safe haven to many and a place of dread to others.
Very little is known about the Feywilds themselves in the world,
although several theories and studies have been conducted. The only
truth about the place seems to be that it is a place warped from time
itself, a mirror image of the known world with lush forests and wild but
 peaceful wilderness.

Although it has not been confirmed, it is
thought that the elves who live in the Feywild are a direct "more pure"
ancestor to the common High and Wood Elves, and by that extension also
the Dark Elves. These, the Eladrin, are a very closed off society that
is not known to many outside the Feywilds. Most of their interaction is
with the Elves of the world. When an Eladrin removes itself from the
Feywild to travel the mortal world, it is often mistaken for a
particularly well groomed Elf.

In the Feywild, it is not uncommon
 to be faced with those who would blame the mortal races for the death
and destruction of nature. While the Feywild is always in full bloom as a
 mighty forest, it is always a mirror of the world it is very much
connected to. It is much like the memory of the forests themselves, from
 a time when there were only animals and not even the elves had yet
awoken.

Although it remains unconfirmed by mortal scholars, the Feywilds are told to be split into four distinct realms that form a whole. In the same plane exist four mirrored worlds that resemble Asrakhor, although the Fey versions remain wild and untamed, with animals and creatures that have never been seen by mortals. These four realms are divided into the realms of winter, spring, summer and fall, each of them led by courts of Archfey, particularly powerful Eladrin and other fey creatures.
Revalman

## Politics and government

Coming soon.

**Judicial system and law enforcement:**

Coming soon.

## Geography

Coming soon.

**Climate:**

Coming soon.

**Biodiveristy:**

Coming soon.

**Enviroment:**

Coming soon.

## Statistics

**Capital City:** Valmanset. **Other known cities:** Cahyrst and Tidon.

**Government:**Monarchy.
**Royal Family:**Malith.

**Alignment:** TBA.

**Races:** Humans.

**Official language(s):** Common.

**Recognised regional language(s):** Elvish and dwarfish.

**Written language(s):** Common and elvish.

**Foreign relations:**TBA.

**Religion:** TBA.

**Population:** TBA.

More coming soon.
Aerodinámico

**Aerodinámico** es una canción que aparece enLa Gran Carrera . Es cantada por Thomas, que es interpretado por John Hasler en el doblaje en Reino Unido, por Joseph May en el doblaje de Estados Unidos y Héctor Ireta de Alba en el doblaje de Latinoamérica. Teresa Gallagher también realiza algunas letras de la canción en el doblaje de Estados Unidos y Ana Teresa Ávila y Ruth Toscano en el doblaje de Latinoamérica. La versión alternativa de la canción es Más Rápido Lo Has Visto Tú.

## Letra

Solo quiero algún cambio muy pequeño

Más ágil, más veloz y estético diseño

Para volar debo quedar

Aerodinámico

¡Whosh!

No vas a ver ni quién pasó

¡Whosh!

No pensarás que sea yo

¡Whosh!

De mi tan solo vas a ver

Una veloz silueta azul

Amigo se que tu si podrás rediseñarme

Las líneas que quiero tu puedes darme

Y van a ver que puedo ser

¡Aerodinámico!

¡Guauu!

¡Increible!

¡Guauu!

¡Me encanta!

¡Whosh!

No vas a ver ni quien pasó (Coro: Quien pasó)

¡Whosh!

Ni pensarás que sea yo (Coro: Sea yo)

¡Whosh!

De mi tan solo vas a ver

¡Una veloz silueta azul!

(Annie y Clarabel): ¡Ve, Thomas, ve!, ¡Ve, Thomas, ve!

Solo quiero algún cambio muy pequeño

Pero alguien debería de cambiar diseño

Mi línea los sorprenderá (Coro: ¡Ve, Thomas, ve!)

Mis curvas se que me darán (Coro: ¡Ve, Thomas, ve!)

La máxima velocidad (Coro: ¡Ve, Thomas, ve!)

¡Aerodinámico!

¡Wow! ¡wow! ¡wow!
Skardia

Skardia is a land of wilderness, mountains and fjords. The populations that still remain living along this northern coast are largely composed of humans and frost giants. The relations between these races are often as cold as the winter weather in Skardia and the delicately bargained trade agreements are often broken in the search for loot, slaves and security.

Skardians are often quite feared along the northern coastline, as their people are mighty sailors and raiders. Every year one band or another sails down to more populated areas and pillage small settlements. Despite this image as a feared nation of warriors, there is not central structure aside from the clans headed by chieftains or warlords.
Dragons

Dragons, in their many shapes and forms, have been considered throughout
 history as Gods, mainly due to their natural prowess and imbued magic
that give them the most unnatural powers.

Greater Dragons have
become to be worshiped as Gods in their own right, their reign often
ending with the arrival of a rival dragon or brave posse who would cast
down the creatures made very much of flesh-and-blood, many more have
been casualties of dragon hunters. A good example of these is the dragon
 Alathorran, which arrived in Valagbisar and became regarded as a
manifestation of a God by the ancient Elves and Dwarves.

Other
Greater Dragons have become the object of worship of entire religions,
either arriving at an opportune moment when a Religious movement could
attach itself to the dragon and force a dogma. For example, there have
been at least nine times throughout history where a dragon has been
pronounced as the manifestation of an ancient Sky God known as An-Enlil,
 only to be proven otherwise some decades or centuries later.
Breferon

Southern Stedaria is very easily divided by it's natural borders. Aside
from the south, where lies the open sea, it is on all other sides
surrounded by mountains. Southern Stedaria is in fact a separate
continental shelf driving itself into the rest of Stedaria at a speed of
 1km per 10000 years. This sub-continent and the valley it forms is also
 called **Breferon**.

There is no single power in Breferon.
 Instead, there are three major cities that compete for power by trying
to strangle one another by forming trade pacts with the smaller towns in
 the valley and the realms in the rest of Stedaria. In turn, these
smaller towns are often without a protector when faced with danger. They
 rely on small town militias which are underfunded and very poorly
trained. The arrival of adventurers is always welcome.
Branstraad

A farming community nestled against the Iron Spine Mountains of the north, Branstraad is the trade center for many of the surrounding farms and hamlets of the Northern Steppes. Named for the minor territorial lord Vlas Bran, Branstraad has grown under the direct rule of his descendants for many generations. Branstraad's chief exports are its livestock, ranging from horses, cattle, sheep, and a hearty variety of mountain goat. Branstraad is a populated mostly by humans, their appearance rugged and dark-featured.

Historically, Branstraad has weathered centuries of conflict with the Orc tribes to the south, and the Centaur of the steppes. More recently, many of the farmers in the area have begun to ally with the Centaurs, often trading and hiring them as mercenary bands to provide security against Orcish incursion from the south. Separated from the sea to the north by the inhospitable mountain range, Branstraad's trade is mostly conducted over ground to the local area to the immediate south.
Celestine Malith

Age
 Status
 Weight

## Character Statistics

**Character’s full name:** Celestine Malith.
**Reason or meaning of name:**

Celestine is an English name of Latin origin. The name is of the meaning *heavenly, of sky*. The name is derived from Coelestinus (Latin) or Caelestinus (Latin), themselves elaborations of Coelestis or Caelestis, which are of the element 'coelestis' (meaning *heavenly, of the sky*).

**Race:**Winged Aasimar.
**Class:**Druid.
**Druid Circle:**Circle of the Land: Mountain.

**Favoured druidic shapes:** Barn Owl, Snowy Owl, Rough-legged Buzzard Hawk, European Pine Marten and Lynx.

**Alignment:** Chaotic Neutral.

**Background:** Noble.

**Languages:** Common, celestial, druidic and draconic.

**Vision:** Darkvision 60ft.
**Speed:** Walking: 30ft. Flying: 30ft.

**Sexyroll:** ??/100
**Stats:** STR: 11. DEX: 11. CON: 15. INT: 11. WIS: 18. CHA: 14.

**General Proficiencies:**
History (Int), Insight (Wis), Persuasion (Cha) and Medicine (Wis). **Armour Proficiencies**.
Light armor, medium armor and shields.

- Druids will not wear armor or use shields made of metal..

**Weapon Proficiencies:**

Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears..

**Tool Proficiencies:**

Herbalism kit. One type of gaming set: Dragonchess.

**Personality Trait:** No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. .
**Ideals:** Power. If I can attain more power, no one will tell me what to do. (Evil).
**Bonds:** Nothing is more important than the other members of my family.
**Flaws:** I hide a truly scandalous secret that could ruin my family forever.

**Gallery:** Click here!
Nalla "The Stalker"

## Background

    Was taken from her crib as an infant during a war between raiders and her tribe the Vaimei-Laga. She was sold into slavery and became a gladiator as she reached her early teens, she fought her way to the top, she earned her freedom in her early twenties and went on, searching for traces of her tribesmen, but for all she knew, they were all wiped out in the battle. She still searches, but the thrill of fighting still calls to her, that's why she soon became an urban bounty hunter, for the sheer thrill of battle.

## Stats

 DEX
 CON
Circuit Eel

Name: Circuit Eel

Species: Qwuekajevv

Rank: Lieutenant General

Circuit Eel is a sly, highly intelligent General. It is incredibly fast and agile. Very few can even land a blow in hand to hand combat. Circuit Eel is merciless and cruel. Begging is usually met with sneering and total disregard. Of course, to its own people, it is perfectly kind, but does still have the reputation of being fierce and calloused towards emotional needs. Circuit Eel has a reputation. A reputation amongst the Qwuedeviv, Qwujakuhl and its own species. Circuit Eel is considered to be the most brutal of the Generals and has a hatred that goes much deeper than any the others possess. However it's undeniable skill has still landed it a place amongst the Generals. Smolder and the others do occasionally have to pay it a visit when things get too out of hand though.
Moonstead

Moonstead is a small community in the eastern parts of Valagbisar and in
 fact one of the more centralized communities before the land gives way
to the "badlands" that separate Valagbisar and Havenshield. It stands on
 the bones of an ancient elven settlement and has tall wooden palisades
keeping out the wild beasts and bandits from the nearby forest and
planes.

Recently it has tried to accommodate many Oakhurst
refugees. While some ventured to Anderdale or departed back to Oakhurst,
the town has been growing a lot in recent times and is quickly expanding twith new homes for the refugees.
Devuélveme a mi Chica

Devuélveme a mi Chica es la sexta canción del álbum "Hombres G" de la misma banda.

## Letra

Estoy llorando en mi habitación

Todo se nubla a mi alrededor

Ella se fue con un niño pijo

Tiene un ford fiesta blanco

Y un jersey amarillo.

Por el parque la veo pasar

Cuando se besan lo pasa fatal

Voy a vengarme de ese marica

Voy a llenarle el cuello

De polvos pica pica.

Sufre mamón, devuelveme a mi chica

O te retorceras entre polvos pica pica

Sufre mamón, devuelveme a mi chica

O te retorceras entre polvos pica pica.

Le he quemado su jersey

Y se ha comprado cinco o seis

Voy a destrozarle el coche

Lo tengo preparado voy esta noche.

No te reiras nunca mas de mi

Lo siento nene vas a morir

Tu me quitaste lo que mas queria

Y volver conmigo volver algún dia.
Dark Salad

Name: Dark Salad

Species: Keh'kitteh

Gender: Male

Rank: Cell

```
 Dark Salad is an average Keh'kitteh, mild tempered, a lot like your friendly next door neighbor. He kind of blends into the background in the fact he really isn't spectacular in any fashion, he's just another cell in his Faction, doing is job and hanging out with the others. Said to be alert and dependable, he makes for a good look out with his attention to detail.

```
Light of the Sun

The **Holy Order of the Light of the Sun** is a chivalrous Paladin organization devoted to Pelor, the Sun-Father. They hold their headquarters in Havenshield, but remain independent of any government and politics, instead striving to bring about the Light of Pelor wherever there is evil and darkness holds sway. It is unusual, but not impossible, to find Paladins roaming far from the borders of Havenshield, although the order has recently opened a chapter in Valagbisar .
Fritz

Name: Fritz

Species: Keh'kitteh

Appearance: Mostly white fur around its whole body, with the exception of a little tan spot around his right eye, and a red dash of fur on the back of each of its ears. It's height is roughly 5'10 *and is fairly skinny. It wears standard medical clothing...all day...even when it doesn't have to work, or even when it's sleeping, it's in its medical clothes. Does it ever wash them? That's a mystery to everyone.*

Personality: Fritz is very serious about its job, and does everything very straightforward and by-the-book. Any experimentation with new medical procedures drives Fritz insane, but it doesn't like to show it. Instead, it becomes incredibly passive-aggressive with the rest of its peers. Fritz has a pretty short fuse, especially when it's apprentice is screwing around instead of paying attention to either what it's saying, or medical procedures it's doing. If given the chance, Fritz will take over for any doctor during a medical prosedure, even mid-operation. While Fritz takes its job seriously, nobody can really seem to say that it "enjoys" working in the medical field, however. Also, friends seem to be very hard to come by for Fritz, but it really doesn't seem to care much for acquaintances.

Background: Fritz's fate was pretty much set from the minute it was put into the world. It was to attend military schooling at a young age and learn basic medical skills, go on to graduate and further expand its knowledge of the medical field, and then become a military medic and tend to sick and/or wounded soldiers. Fritz doesn't really have any other noticeable skills in any other field other than the medical field since...well....the medical field is all it knows. Nothing else is really known about Fritz other than what's on its record, and that it's an incredible doctor.

Faction: Windchill
Cheddar Lunar

Name: Cheddar Lunar

Species: Keh'kitteh

Faction: Whisperpool

Gender: Male

Cheddar Lunar, a Keh'kitteh with a majestic tail of floof, is quite the excitable individual. He's not at all afraid to jump in and help, even if he hasn't thought it through in the least. That said he has a tendency to make decisions without a lot of thorough planning and has been known to charge off before the order has even been given.
Nexus

Name: Nexus

Species: Keh'kitteh

Faction: Whisperpool

Gender: Female

Sister to Jigsaw Puzzle, Nexus is the poster image of a good soldier/cell. She's even more no-nonsense than her brother and follows their code of conduct seemingly spot on. Good luck getting her to laugh, or even smile for that matter, but don't mistake her for being cold and uncaring, quite the contrary, she does indeed care about the well-being of her fellow cells. She's just very serious about it. Most suspect she'll one day be amongst the leadership of Whisperpool, possibly alongside her brother, Jigsaw.
Characters

Agent Cry

Spire

Symptom Bloodreaper

Torch Tragedy

Death Wish

Nexus

Shatter Ice

Fox Blaze

Fritz

Autumn Harvest

Six-Zero

Duststorm

Blood Thistle

Drifting Ash

Solar Fragment

Summer Blaze

Tremble

Circuit Eel

Briar

Endless Breeze

Cheddar Lunar

Rainfall

Staccato

Starless Night

Shallow

Caution Flammable

Squiggle

Flipside

Arrow

Minty Floof

Vertigo

Tropical De'bait

Jolt Riptide

Aftershock

Sound Channel

Halo

Wintergreen

Celery Root

Shiverfrost

Jigsaw Puzzle