recursal/Fanatic-Fandom huggingface dataset:
Takedown with Chris Hansen Wiki

**Welcome to the Takedown with Chris Hansen Wiki!**

## Overview

The fine people at the TCaP wiki apparently don't want the Takedown stings on their site, so, instead of letting them delete all the work I put into those pages without archiving them, I'll just put them here on a new wiki :D

*To Catch a Predator* (sometimes abbreviated to TCaP and commonly given the misname *How to Catch a Predator*) was an American reality television series in the television news program *Dateline NBC*, featuring confrontations with host Chris Hansen, partly filmed with hidden cameras, of adults arriving at a sting house to have sex with a minor, with them typically being arrested as a result. The minors are adults impersonating underage persons (generally ages 12–15) in online chats as part of a now-defunct vigilante group called Perverted Justice.

The series premiered in November 2004 as *Dangerous Web (with Stone Philips)*, and featured 12 investigations in total held across the United States. The investigations were conducted as undercover sting operations with the help of online watchdog group Perverted-Justice. Since the third installment, law enforcement and other officials were also involved, leading to the arrests of most individuals caught. No new episodes were produced after December 2007 due to controversy and lawsuits from the Murphy, Texas sting, effectively ending the series. Eight years later, Hansen would begin a new series of hidden camera stings in Fairfield, Connecticut entitled *Hansen vs Predator* on the daily true crime digest show *Crime Watch Daily.* Ten men were confronted and arrested and shown sporadically throughout Hansen’s tenure on the program, with most of their unaired content being released a few years later as bonus content.

Following a series of controversial activity on social media involving YouTuber Onision and a dodgy website running associated called Vince, Hansen refreshed his approach and, after starting a new podcast called *Predators I've Caught* looking at old cases, and making a deal to start his own true crime streaming platform TruBlu, began reporting for a new series of predator investigations under the new name *Takedown with Chris Hansen*.
T Sisters Theme Song Takeover

The **T Sisters Theme Song Takeover** is an upcoming Primos Theme Song Takeover that will star Tere, Tabi, and Toñita taking over the Primos Main Title Theme.

## Cast

* Cristina Valenzuela as Tere and Toñita
* Nomi Ruiz as Tabi
* Myrna Velasco as Tater Ramirez Humphrey

## Gallery

*This article does not have a gallery yet.
Click **here** to make one.*
Battle for crack Wiki

**Welcome to the Battle for crack Wiki!**
Battle for crack is an object show created by Teo

this is a community website about Battle for crack bfc

## Important articles

*Need help building out this community?*

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

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Summer of Quehaceres

**Summer of Quehaceres** is the first segment of the second episode of season 1 of Primos. It will air alongside Summer of La Muneca.

## Synopsis

Bibi has Tater and Nellie help clean around the house while she entertains the Primos.

## Cast

* Myrna Velasco as Tater Ramirez Humphrey
* Melissa Villaseñor as Nellie Ramirez Humphrey
* Michelle Ortiz as Bibi Ramirez Humphrey
* Jim Conroy as Bud Humphrey
* Becca Q. Co as Lotlot
* Cristina Valenzuela as Tere, Toñita
* Nomi Ruiz as Tabi
* Elizabeth Grullón as Lita
* Jonathan Melo as Scooter
* Sarah Tubert as Lucita
* Natasha Kline as Gordita, ChaCha
* Rick Simon as Big Nacho, Cousin Bud
* Ryan Anderson Lopez as Nachito

## Gallery

*This article does not have a gallery yet.
Click **here** to make one.*
Silvertide

> In spite of what people assume, I am far from crippled. My leg is far from the weakest part of my body.
>
> - Silvertide, When talking to Noah about walking down stairs.

## Silvertide

### Affiliation

Noah
Tyler (Apprentice)
Todd's & Isabel's parents

### Occupation

Teacher to Tyler
Soldier

## Silvertide

Silvertide is a famous mage in the Arbalest Empire. He is a Solider.

## Appearance

Silvertide is a man in his later 50s with grey hair and a grey and white beard. His right leg is made from silver and is covered in Imbuements.

## Personality

Silvertide can be rather blunt, calling his apprentice an idiot. He has a dislike for politics and did not blame Noah when he punched Tyler. He does not care about enforcing Arbitage's rules. He was observant enough to notice that Noah was dealing with the same problems he dealt with in the past - a Great Monster sending hallucinations and a desire for violence against the monster at him. Silvertide cared greatly for Todd's parents and Isabel's parents and offered to teach Todd and Isabel.
Sir.Calculator

sir.calculator

sir.calculator is voiced by teo

sir.calculator is 40 years old

sir.calculator's real name is tom maths

sir.calculator started dating remotey about 15 year's and and got married five year's ago

sir.calculator's best friend is logy

his first line was "so basically if you want to learn about the fitness gram pacer test" in episode one

trivia!

sir.calculator is a big fan of guns and weapon's

sir.calculator really like's cartoon's
Natasha Kline

**Natasha Kline** is the creator and developer of Primos. She also lends the voices to Gordita and ChaCha, cousins of Tater.

## Career

Kline achieved a B.F.A. in illustration from Cal State Fullerton in 2006 and a Master's degree in animation from the California Institute of the Arts in 2008.

Kline has worked as a storyboard artist and character designer on the South Park since 2008, also providing character and background designs for the licensed game South Park: The Stick of Truth. She has also served as a storyboard artist and character/background designer on BoJack Horseman, character artist on Hey Arnold!: The Jungle Movie, storyboard artist on The Lego Ninjago Movie, and storyboard artist on Pinky Malinky.
Jelly Bean

Jelly Bean. Photo courtesy of Kate and Anna Oliynyk (Flickr).

Jelly Bean (*pronounced JELL-ee BEEN*) is a 16-year-old female beluga whale who was born at Marineland Ontario in Canada on July 19th, 2007. Her mother is Jubilee. She has given birth to one calf, Bertie, as of 2023.

## Transfer History

*Jelly Bean has never been transferred out of Marineland Canada.*

## Gallery

* Jelly Bean (left) and Horus (right). Photo courtesy of Jennifer Stuber (Flickr).
* Photo courtesy of Kate and Anna Oliynyk (Flickr).
1/2
Disney Television Animation

Current company logo used in 2014

**Disney Television Animation** (formerly **Walt Disney Pictures Television Animation Group** until 1987 and **Walt Disney Television Animation** until 2011) is an American-based production company, owned by Disney Branded Television, a division of Walt Disney Television. They have produced many animated programs mainly for Disney Channel.
Summer of Herramientas

**Summer of Herramientas** is the second segment of the eleventh episode of season 1 of Primos. It will air alongside Summer of La Naturaleza.

## Cast

* Myrna Velasco as Tater Ramirez Humphrey
* Melissa Villaseñor as Nellie Ramirez Humphrey

## Gallery

*This article does not have a gallery yet.
Click **here** to make one.*
Summer of Los Pollos Hermanos

**Summer of Los Pollos Hermanos** is the second segment of the fifth episode of season 1 of Primos. It will air alongside Summer of La Madriguera.

## Cast

* Myrna Velasco as Tater Ramirez Humphrey
* Melissa Villaseñor as Nellie Ramirez Humphrey

## Gallery

*This article does not have a gallery yet.
Click **here** to make one.*

## Trivia

* The title of this episode is a reference to Los Pollos Hermanos from Breaking Bad.
Caspian

Caspian and baby Aslan. Photo courtesy of Jennifer Stuber (Flickr).

Caspian (*pronounced KASP-ee-uhn*) is an approximately 22-year-old female beluga whale currently living at Marineland Canada. She was captured in the Sea of Okhotsk, Russia sometime in 2003.

## Transfer History

Caspian's Transfer History
 Utrish Marine Mammal Station, Russia

## Gallery

*There are no photos to display in this gallery.*
Meyendgahr Wiki

Meyendgahr, a realm shaped by ancient wars and diverse civilizations, unfolds as a captivating world of mystique and wonders. From the towering forests of Dyenkraath to the chilling depths of the Írnador, Meyendgahr harbors tales of empires, creatures, and cultures. Explore the vibrant tapestry of this realm, where the echoes of War still resonate, and the empires stand as testaments to the resilience of its inhabitants

*Need help building out this community?*

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

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Remotey

Remotey

remotey is a character from battle for crack voiced by sugar and is also the person who is writing this (hi!)

remotey's first line was "but who gets to do what?" in episode one

remotey is 39 year's old

remotey's real name is sarah channels

remotey started dating sir.calculator about 15 year's and and got married five year's ago

trivia!

remotey canonically listens to mitski
Characters

This page is a list of characters sorted alphabetically.

A

* Alexandra
* Allen
* Azel

B

C

* Contessa Torrin

D

* Dayton Linwick
* Decras

E

* Edward Linwick
* Emily
* Evergreen

F

* Father

G

H

I

* Isabel

J

* James
* Janice

K

* Karina

L

* Lee

M

* Moxie Torrin

N

* Neir
* Noah Vines

O

P

Q

R

* Renewal
* Revin

S

* Silvertide

T

* Tim
* Todd

U

V

* Vermil Linwick

W

X

Y

Z
Poine God

Aqua, Tanrı tarafından hiçbir insanın boy ölçüşemeyeceği bir güzellikle tanımlanır. Açık mavi gözleri ve saçları vardır. İri göğüsleri, uzun bacakları ve geniş kalçaları vardır. H2O molekülüne benzeyen bir toka ile tutuşturulmuş beline kadar uzanan saçları vardır. İnce bir yapıya sahiptir. Vücut ölçüleri 83-56-54-83 cm, boyu ise 1.68'dir. Beyaz süslemeli, kolsuz lacivert kuş tüyü bir elbise giyer. Çok açık değildir ama etek boyu son derece kısadır. Buna rağmen eğildiği zamanlarda her zaman yeteri kapalılığı sağlar. Göğsünde mavi bir taş olan yeşil bir fiyonk vardır. Bazen kaybolup gelebilen yarı saydam pembe bir şala sahiptir. Aynı şekilde istediğinde çağırabildiği bir asaya sahiptir. Şal’ı tanrıça

olmasının nişanı olarak tanımlar. Asası dışındakilerin aksesuar olduğu düşünülüyor. Aqua, fantazi dünyasının taptığı 18 yaşındaki tanrıçalardan birisidir. Axix mezhebi ona tapar. Kaplıca ve ılık suyun tanrıçası olarak bilinir. Aqua, cennetten cennette yaptığı hatalardan dolayı atılır ve dünyada Altın Diyar bölgesine yönlendirilir. Dünyaya geldiği zaman içgüdüsel olarak dünyada hayatta kalabilmek için dünya hakkında daha çok bilgi edinmeye çalışır bu yüzdende bir okula başlamayı düşünür ve murdir okulununda okuyabilmek için smpeer apartmanına taşınır çünkü buradan okula gitmesi daha kolaydır. okulda öğrendikleriyle başrahiplik yeteneklerini daha çok geliştirmeyi hedefler. şuanlık kimseyi kendisine düşman görmemektir. (düzenlendi)
Smperr'ın Odası

Smperr'ın Odası Girilmesi En Kolay Yer olması Rağmen İçinde Duvarda 50 Fazla Fotoğraf Asılı 3 Katlı Ranzalı 5 Bilgiseyar 3 Kamera Monitörü Olan Bir Odadır Odanın İçinde Bulunan çoğu Bilgiseyar RAM Sayızı <ERROR> Depolama <ERROR> ve Ekran Kartı ise <ERROR> Türündedndir Bu Bilgiseyların İçinde Glitch Adı Verilen Bir Program vardır Glitch Apartmanın Kontrolü Kapı Sistemini Ve Smeprr Evinin Güvenliğini Sağalayan Bir Programdır

SunDrop Gibi Evde ki Robotları O Kontrol eder Kaptmanın Tek Yolu Odaya Girip Bilgisayarı veya Programı Kapatmaktır

Birde Ultra Glitch Programı Vardır Bu Program BÜTÜN Şehiri Kapsar

Günlük ve Kitaplarda Bulunur 2 Tanede S\*X robotu Bulanan Bu Oda Smper Reaktionun Odasıdır
Alphatale Fanon Wiki

**Welcome to the Alphatale Fanon Wiki!**
This is a wiki that explores the diffrent alpahatales that are not canon to the original one.

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

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Парламент

**Парла́мент** (раніше — *Верхо́вна Ра́да*) — вищий орган влади у Конфедерації. Парламент може редагувати систему вікісоюзу та виключати вікіпроекти з вікісоюзу. Головним у парламенті є голова. Вступ до парламенту відбувається через приймальну комісію.

## История

8 квітня 2022 року було офіційно сформовано Верховну Раду СІВ (зараз — Конфедерація), до цього союз формально керувався тими ж учасниками, що й стали в результаті членами Верховної Ради: HIHRAIM, Nefest, Lavacub Northrey и Fersteax Pasique (тоді — FérẞteaX).

22 вересня 2022 року Lavacub Northrey покинув Верховну Раду.

25 квітня 2023 Macaron McFurry приєднався до Верховної Ради в результаті об'єднання СІВ з Трудсоюзом.

20 липня Верховна Рада була реформована у парламент, головою парламенту був обран HIHRAIM.

## Члени парламенту

### Поточний склад

* HIHRAIM — один із засновників Конфедерації. Голова парламенту з 20 липня 2023 року.
* Nefest — один із засновників Конфедерації.
* Fersteax Pasique — приєднався до парламенту (тоді — Верховна Рада) 8 квітня 2022 року.
* Macaron McFurry — приєднався до парламенту (тоді — Верховна Рада) 25 квітня 2023 року при об'єднанні Конфедерації з Трудсоюзом.
* Белохвостик — приєднався до парламенту 21 липня 2023 року.

### Колишні члени

* Lavacub Northrey — один із засновників Конфедерації. Покинув Верховну Раду 22 листопада 2022 року.
Вікісервіс

**Вікісе́рвіс** (раніше — *Трудбрига́да*) — волонтерська організація, що займається допомогою вікіпроектам Конфедерації та її партнерів.

## Вступ

Для вступу у Вікісервіс учаснику потрібно заповнити анкету в спеціальному каналі на Discord-сервері Конфедерації за зразком у закріпленому повідомленні, після чого анкету має схвалити приймальна комісія.
Alphatale/2hc

## Summary

This version of Alphatale takes place inside Tenebrisverse which is written by 2hc, also chapter names are cringe(very explaining summary I know)

## Main Characters

### 404

Error404, 404 or just William is one of the protagonist of the Tenebris!Alphatale, origins are pretty much identical to his original counterpart however destruction of Alphatale is yet to be revealed, 404 himself interferes most of the events in the Prime Multiverse all the time and active within the Prime Multiverse, his existence is no secret and is usually called the White Devil by the Prime Multiverse's inhabitants however some also call him Void Emperor which is odd knowing that 404 himself never entered the void in the Prime Multiverse

### Virus404

An entity made by some eldritch horror, supposed to be a better version of the original 404 but only acts like a more destructive version of it, he appears to be more secret than 404, Virus404 usually bothers 404, more than interfering with the Prime Multiverse he also at times rivaled 404 and helped 404 there is not much known about him.

### Avast

An entity that newly appeared on the story, Avast hunts glitches, errors and viruses such as 404, V404 etc. who is also killer of the Prime!Error(Prime Multiverse's Error), Avast doesnt take 404 and V404 that seriously and usually outclass them with his H2H combat skills while he somehow nullify their abilities, he takes form of a sans when facing with 404 and V404 however he is usually in a state where he looks more "human" still a monster though

### The End

The End also known as Satan, Anti-Christ and Lucifer(do note that these are nicknames given by different people) is a powerful entity that seems to be formed from hellish, heavenly and cosmic energy however there is no way that it gains consciousness, it is theorised that there is another factor in that. The End has many shapes and forms some resembling angels some resembling demons, The End after he got send to hell by Gabriel, grew in power harnessed the infernal energy and escaped hell

Do note that these are the main characters and not all the characters
Earth

1 Diyar Olarak Bilinen Bildiğimiz Dünyadır

Dolar Para Birimini Kullanır Her hangi bir TL, Euro, Para birmi yoktur Kapitalist Sitemin Kağıt parçaları der Buna Smperr...

Earth Çoğu Süper Güçlü İnsan Doğduğu Büyüdüğü Bir Yerdir Titanyum,Exordion,Örneksek,Altın,Demir,Kömür,Petrol Gibi Çoğu Doğal Kaynağı Barındıran Bir Diyardır Ancak Bu Materyeler Gittikçe Tükeniyor...

Özelikle Petrol En Gerekli Birsitidir

Earth En Gelişmiş Diyarlada #3 Sıradadır...
Altın Diyar

Altın Diyar Namı Değer 11.Diyar

Altın Diyar Smperr Reaktion, Tangoud Reaktion, Honsterjen Konstra Gibi Kişilerin Doğuduğu yer eyer burda Oğarsanız 2 İhtimal var 1'incisi Kraliyet Soyu 2'incisi ise Köylü Olarak Doğa bilirsiniz Altın Diyarda Oğan Her Kişinin Yüksek seviye Güçlere Ve Yüksek Seviye Battle IQ ya Sahiptir Güçsüz Doğan Nadir İnsalar Vardır Son 2000 Yılda 3 Kişi Güçsüz Bir Şekilde Altın Diyarda Doğumuştur Kraliyet Soyunda Olan Coğu Kişi Özel ilgi güç artımaları vb. Bir sürü şeyle Güçlendirlir

İçinde Çıkan Doğal Kaynakalar Bakır,Altın,Lityum,Elmas,Titanyum,Alışmatık Gibi Madelerdir

Alışmatık Lityumla Titanyumu Birleştirmek için Kullanılan Eriyerek Yapıştırıcı Görevini Gören Bir Maddendir
Element Upgrader

Smperr Reaktion'un İcat Ettiği Bir Cihaz Dur Su Ateş Buz Toprak Hava Güçleri Olan Kişilerin Gücünü Upgrade Eden Yeni Yetenekler Attack Artıtmalarını Sağlayan Bir Elidivenidir

Su Geçirmez,Ateşte Yanmaz, Devreleri Bozulmazldır

Tek Yönetm titanyum Lityum Alaşımlı Bir Kılıcı Eldiveni Kesebilir Onun Dışında Hiç Bir Yönetem Eldiveni Yok Edemez Yada Bozamaz Ancak Eldiven Aşırı Sınıp Kısa Devre yapabilir Böyle Bir Durumda İse Takan Kişi Elini Kayıp Edebilir
Buz Diyarı

Buz Diyarı Leviatan Geçindinin İlk açıldığı Diyardır. Yeni Diyarlara Geçme İzinin Olması Gerekiyor Bunun İçin Karanlık Anahtar Olarak Bilinen Bir İtemi Elde Etemeniz Gerekir Böylece Giriş İzine Sahip Olursunuz Buzul Diyar Leviatan Mağarası Açık Olan TEK Yerdir Burda Bulunan İtem Ve Boslar Hem XP hemde Güzel İtem Çıkabilen En Güçlü Bosslar Ve Arena Vardır

Buzul Elementi Bulanbilir Ve Diğer Kiğer Kişilet Element Upgrader la Kendi Elinize Geçire Bilrisnizniz
Alphatale/Author the false one

## Summary

The alphatale version of author the false one is taking place in the gods and mortals a general hub for anything with this alphatale being a branch of the many stories existing there. This has many characters similar to the original alphatale but taking different routes unlike the original alphatale.

## Stories

### Pre-Alphatale destruction

* Sweet mother and her children (Chapter1)
* Sweet mother and her children (Chapter 2)

### Post-alphatale destruction

* ???
* ???
* ???
* ???
* ???
* ???
* ???
* ???
* ???
* ???
Spirit Larp NSW Wiki

**Welcome to the Spirit Larp NSW Wiki!****Spirit Larp - Sydney Australia**
Hello! Spirit is a Sydney-based LARP group, and this is its wiki. Here you will find information on the lore of the world, Kalarain. You can also create a page for your own character, and read up on those created by others. If you’re looking for rules text etc, that can be found at our Facebook group.

The Lore and Lands of Kalarain - More worldbuilding than you can shake a stick at.

Denizens of the Valley

FAQs (and weird rule interactions)

(note, clicking on any blue link will take you to a new page)

*Need help building out this community?*

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

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Isle of Puck

This place is fun.

File:Puck.png

## **Mages Living Their Best Life**

About a century ago, a group of crocodile-folk mages abandoned the highly conservative,
puritan society of Vernon-Lament to settle the Isle of Puck. At the time, the Isle was largely barren.
A few decades of terraforming later, the newly arable soil became capable of supporting a mid-sized population.

Puck’s dominant culture is a direct retort to the puritan culture it was spawned from, and it has
swung to the opposite end of the pendulum. The Isle is a place of wild, frenetic energy and joy.
It is not a place for the faint of heart.

## The Wizards of Puck

The Isle’s dominant feature is the disorganised groups of magic users who spend their days
performing experiments with magic, holding wild, hedonistic parties and pranking the living
daylights out of each other. These guys get everywhere, and they specialise in pricking
overstuffed egos. Visitors to the Isle who take themselves too seriously will typically not have a
good time.

The Isle is also home to a number of universities and organisations of arcane research. These
organisations are slightly more grounded, but only slightly. They have also been the source of a
number of incredible inventions that have made a lot of money, but people hoping to take
advantage of this have to be careful. Folks who show too much greed or callousness tend to
end up being followed around by a conga line of wizards, dressed like them, who provide
exaggerated mimicry of their mannerisms. Puck institutes also don't do business with
oppressive regimes like Camara and Utopia.

Everyday life is extremely chaotic. Many of the island’s wizards have decades of experience in
terraforming and generating food, so the island is largely self-sufficient.

## Threats from the Sea

Puck is not entirely free of external danger. There have been occasions, in the past, when pirates and Sea People ships have attempted to raid the Isle. This has typically not gone well for them. Puck’s terraformers have surrounded its coastline with a maze of jagged rocks; there is only one clear route that won't get your hull punched in (the rocks have been removed between Puck and Kyal’veh, for hilarities sake). Also, a lot of the mages that live there are very skilled, and causing genuine trouble is a lot like jabbing an ant hill where the ants can throw fire.

Curiously, despite the two being in close geographical proximity, no attack on Puck has ever come from Camara.
Система бригад

Мультиплеер в Cold War хоть и имеет классический режим, но основным режимом все же является бригадный. В бригадном режиме игрок в самом начале матча должен выбрать одну из доступных ему бригад. Бригада - это набор войск, объединенных принадлежностью к какой-либо нации (Франция, Великобритания, Германия), роду войск (артиллерийская бригада, авиационная бригада, бригада ПВО, морская пехота, ВДВ) или типу (тяжелая бригада НОАК, средняя бригада НОАК).

Выбор бригады позволяет игроку получить доступ к войскам в соответствующей вкладке, но блокирует покупку войск всех остальных бригад. Одновременно игрок получает доступ к покупке войск из вкладки "Общие войска", включающей некоторые вспомогательные юниты и юниты снабжения, доступные любой бригаде. Таким образом игрок выбирает свою специализацию и стиль игры. Механика аналогична выбору "класса" в онлайн-играх, а если сравнивать с играми на GEM2 - бригады являются аналогом батальонов в Men of War 2.

Помимо основной функции, бригадный флаг обладает и двумя дополнительными. Если нажать на кнопку "Спецдействие" (кнопка со звездочкой") - выбор бригады будет отменен, и через некоторое время игрок сможет выбрать бригаду заново, но до этого он не сможет брать подкрепления вообще. Если же нажать на кнопку "Режим ЗПУ" - игрок получит все союзные юниты под управлением AI. Это касается как юнитов ИИ-игроков, так и юнитов игроков, покинувших игру в результате вылета либо по собственному желанию. Эта функция позволяет использовать ИИ-игрока не только как отдельную боевую единицу, но и как источник внеочередных подкреплений.

По назначению бригады делятся на две большие группы.

* Бригады поддержки у каждой нации представлены бригадой артиллерии, бригадой авиации и бригадой ПВО. Особенностью данных бригад является то, что бригада ПВО может быть взята совместно с артиллерийской или авиационной бригадой. Таким образом, доступ к мощным системам ПВО имеет как игрок-артиллерист, так и игрок-летчик. Бригады поддержки предназначены для нанесения дальних ударов, а также борьбы с артиллерией и авиацией противника. Эти бригады не имеют юнитов, предназначенных для ближнего боя и неэффективны в самостоятельных действиях, но значительно облегчают действия наземных войск.
* Бригады наземных войск предназначены для удержания и прорыва фронта. Они имеют на вооружении широкий спектр пехоты, легкой и тяжелой бронетехники, иногда дополняются легкой артиллерией и вертолетами, но не имеют хорошего ПВО и мало дальнобойных средств.
The Ascended City of Kyal'Veh

Evil lives here. Powerless, powerless evil.

File:Kyal'veh.png

## **The Rise of the Damp Lords**

Around 150 years ago, the island city of Kyal’veh sunk beneath the waves. Its inhabitants, a cult of largely halfings and elves, sank with it. This cult worshipped a dark, evil spirit, whose name was never to be spoken, as one who would usher in a new world. Their leader, a powerful wizard, commanded that they sink the island into the depths, remaining in a stasis while the spirit came fully into its power. And then they would rise and go forth, and the whole world would fall to its mighty power as it brought in a new age of darkness and terror.

So a powerful spell was cast, and for a century and a half the island lay beneath the waters, the cultists preserved in a state of frozen sleep, dreaming of when they would wake and begin their campaign. And then, in the year 1071 AS (around a year ago), the Ascended City of Kyal’veh rose up from the waters, right next to the Isle of Puck, and the cultists woke up, and came forth in the name of their dark spirit overlord.

And their dark spirit overlord was not there.

As the inhabitants of Puck quickly discovered, to their endless hilarity, the cultists were quite literally powerless. At some point, something had happened to the spirit they were trying to call upon, it just didn’t seem to be around anymore. Moreover, these cultists had focused entirely upon learning to channel power from that one specific spirit, use of physical weapons was considered beneath them. Their wizard leader was the sole exception, and he had died during the sinking of the island.

So, when the first responders of Puck came out to investigate this mysterious risen city, they were confronted with not a crusade of fire and terror, but with a group of powerless, fanatical megalomaniacs with no weapons or combat training, who believed they could call upon world-destroying powers. Which the wizards thought was very funny. So, they acted like the cultists' powers were real. Illusions were called up of lightning bolts striking down from the sky. Mages clutched their hearts and fell in a dramatic fashion. Wizards shook their fists at the clouds, and cursed the cultists for having “such POOOOWERRRR!!!” The cultists returned to their risen city in victory. The wizards returned to Puck having had their best time all year.

The cultists still reside within their wet damp city, and the Isle of Puck has made messing with them its national sport.

Note: The City is ‘ascended’ in that it has ascended out of the ocean. It is not floating. The ‘dark
evil spirit’ was probably an awakened spirit, and the cultists likely got a little excited and
projected some schemes and motivations onto it that it didn’t actually have.
Undead

## **The Living Dead**

When The Sorrow first manifested 30 years ago, it killed the entire population of Vernon-Lament in an event widely known as The Arrival. Oddly, the next morning, all the inhabitants found themselves waking up just as usual. Well, except for one thing: they were Undead.

The Undead of Vernon-Lament maintain lives very similar to those which they had when they died. This is largely due to their personalities, which have become curiously rigid. They have become more resistant to emotional or psychological growth, to the point where some Undead children still act like children, 30 years later. Despite this, there are still some differences. Undead have found that they need not eat, drink, or breathe, and very few even remember how to sleep.

Though all Undead have their roots in the same time and place, they can differ wildly in their looks. Outsiders often lump them into sub-groups based on these differences. While these classifications can differ between cultures, it is common for fleshy Undead to be referred to as Zombies, fleshless Undead as Skeletons, and those unfortunate few Undead Warped Ones as Ghouls.

The Sorrow’s assault on Vernon-Lament affected all kinds of people, not only the citizens. Many visitors to the dour and puritan country were also affected. The Sorrow's attack hit the waters surrounding Vernon-Lament as well, catching an Aethaloran merchant fleet, and the pirates who were attacking them in the bargain. Some say that the Undead pirate ships still sail the high seas, seeking treasure and causing all manner of trouble.
Psychotropes

Is a psychotrope responsible for their own actions? Some say no. Others don’t care.

File:Pyscotropes.png

## **Changeable Personalities**

Psychotropes are people who are psychologically vulnerable to cultures, to mind magic, and to magically powerful individuals. This vulnerability is magical, and acts as a kind of low level telepathy. If you drop a psychotrope in the middle of The Eternal Thunderland, a country that fears and despises magic, they will take on a similar mindset, even if they haven’t talked to a single Thunderlander. Take them to the Provinces of Ash, they are likely to become more aggressive and warlike; put them in Sarea for any length of time, they will become more selfless.

The intensity of the shifts will vary based on the psychotrope, but broadly, psychotropes adapt the ideals, values and ways of living of the dominant culture of whatever region they are in.

Psychotropes are sometimes referred to as weathervanes. Many people find them frustrating or unsettling to be around.

## Psychotropes and the Sorrow

Psychotropes emerged in Kalarain 30 years ago, during the ravaging of the Sorrow. Whether intentionally or unintentionally, the Sorrow frequently affected people in the regions it visited with mind magic. This could happen while it was present, which usually resulted in them being drawn into its destructive cause and going on a rampage themselves, or after it had left, via residual magic left behind. This mind-altering effect frequently had permanent consequences for those affected. Those who were left with a magical mental vulnerability are called psychotropes.

People with psychotrope-like traits have shown up in history before, being affected by unusual uses of mind magic. However, these were isolated cases. The Sorrow’s rampage saw the creation of thousands upon thousands of psychotropes, and is thus considered the origin of the subrace. Psychotropism can be inherited.

## Weathervanes

As well as being vulnerable to dominant cultures, psychotropes tend to be more vulnerable to mind magic, and mind-altering effects in general. They may also be influenced by being in the presence particularly magical individuals, adapting their goals and morality. A psychotrope who spends any length of time around an exceptionally powerful archmagi could find themselves taken by an overwhelming compulsion to work for them. The most sensitive psychotropes can be telepathically influenced by anyone, just by being around them long enough.

**OOC Note**: Playing a psychotrope may mean giving up some control over your character sometimes. Storytellers may instruct psychotropes to fall in line behind an NPC or PC, or to act a certain way. The flipside is that you’ll likely become involved in some neat plot things.
YT!Alphatale

"It's the biggest piece of dogshit I've ever seen"

- Unknown

## Summary

YT!Alphatale is a low quality story written by Piss Writer which focuses on diluting Alphatale with as much misconceptions as is possible, taking great inspiration from YouTube comment sections on WIS videos.

I'm not writing an actual summary.

## Characters

I'll write this shit later + literally nobody cares
Morrowis

Just a friendly researcher

File:Glass sphere.jpeg

## **The Pursuit of Knowledge**

Morrowis is an eccentric human wizard in his early thirties. Hailing from the Isle of Puck, he heads up a small Research Institute in the Valley’s east. Morrowis is cheerful, affable, and helpful. Morrowis is also a shocking stickybeak.

Morrowis was one of the original members of the expedition to Black Isle that discovered the Nexus. After the very first surprise teleportation, which took
the Valley of Hope to an island off the coast of the Milky Peninsula, he spent several months studying the Nexus and the magical matrixes aligned to it. Now, he helps maintain the magic that keeps the Nexus working, with a specialist focus on those four magical matrixes. He also conducts magical experiments in the name of learning, some of them morally-questionable.

Morrowis is sometimes referred to as ‘Professor Morrowis’. This qualification does actually seem to be legitimate - he seems to have been tenured at a tiny Puck university called Crab College. His Institute is a natural hub for: Seekers of knowledge, practitioners of magic, and those who enjoy nonsense, chaos, and stirring the pot.

## Morrowis’ Abilities

**Class:** Level 4 Wizard

**HP:** 5

**Spells Known:** 3 Sigil Spells & 6 Memorised Spells (2 from items):

**Memorised Spells^:** Repel - 3 charges, Terraform - 1 charge, Attract - 2 charges, Gust - 2 charges, Ward, Awaken

**Signature Spell:** Repel

**Level 4 Ability:** [Secret] - also, unusable for the first few games.

**Items:** Spellbook (Gust), Symbol of Power (Ward), Arcane Amplifier (Repel), Robe of the Quick Mind, Talisman of Life

^Charges may change from game-to-game, depending on item use
The Lore and Lands of Kalarain

The Valley of Hope and the Nexus - The in-game location the game takes place at.

The Peoples of Kalarain - 8 playable races and 6 playable sub-races.

The Nations of Kalarain - Notable countries and areas from the world.

The History of Kalarain - 1000+ years of wild historical happenings.

The Sorrow - A great monster who ravaged the world several decades ago. It caused the damage that the Nexus now heals.

The Kalarain Guide to Magic - Sigils, talismans, the 6 types of magic, and the strange ‘Obsession’ all mages enter after they learn their first spell.

The Kalarain Guide to Spirits - What happens after you die, and a list of 10 Worldspirits, the closest thing Kalarain has to ‘gods’.

Organisations and Schemes - A list of some notable groups and operations active in Kalarain
Warped Ones

File:Warped ones.png

## **Claws, Horns, Fangs, Tails**

The Sorrow corrupted many things during its rampage across Kalarain. Many were subjected to mutagenic magic, their physical forms warped with fangs, claws, scales, tails. These unfortunate individuals are known as Warped Ones.

Warped One mutations are typically intimidating and monstrous while only affecting one or two areas. This means that it is far more common for a Warped One to have fangs, discoloured eyes or talons than it is for them to be coated in fur or chitin. Total transformations are not unheard of, however. Some Warped Ones can be mistaken for Anids, especially if their particular transformation affects their entire body.

Despite the name, many civilisations accepted the Warped Ones, empathising with their plight. This is fortunate, because new Warped Ones continue to emerge. Some of The Sorrow’s magic remains in dregs, and continues to warp people to this day.

## Notable Sub-Subrace: **The Dragonborn**

Sapphire Cove, a region of Traansadoor, saw its inhabitants Warped in a very particular way: the inhabitants became scaly and draconic. The exact features differ widely from person to person, and some have elongated and reptilian snouts, long tails, or non-functional wings. Regardless of other mutations, all of them have Draconic scales on part or all of their body.

After the change, some Traansadoorans began to regard them as an entirely new species, labeling them ‘Dragonborn’. Though the mutations had no effect on their personalities, the name and classification were embraced by many of said Warped Ones.

The despotic King Bae of the People’s Happy Utopia took interest in these people, incorrectly rationalising that if they looked like dragons, they must have the wisdom of dragons. Some of the Dragonborn were gathered to form a task force with the goal of identifying and prosecuting Rhunsari spies across the globe. They failed miserably.
The Warden

She'd call himself the only sane woman in the valley of hope. A woman of justice and integrity, tired of the lethal brutality of the world and glad to make change, but she is not without her demons, a need to control sometimes taken too far, and wrath are her greatest flaws. She does her best to keep everyone safe and able to defend themselves and others.

Warroir level 4

hp 11

Has, chainmail, broadsword, shield, short range pistol, long range pistol, 2 bands for each, three knives, 2 handed sword, dagger.

other powers
x2 stagger
One death frenzy and inspire per game.
Extra primary weapon
Two handed weapons specialist

Items
Talisman of life, Boots of the dance, shackles, main weapon holster.

She freely uses her level four power so you'll likely learn it in play, it's called bolster.
Конфедерація слов'яномовних вікіпроектів

## Що є у Конфедерації?

Розкажемо коротко! Конфедерація складається з парламента, Вікісервіса, вікіпроектів та їх учасників.
* **Парламент** — вищий орган влади у Конфедерації, який приймає всі важливі рішення.
* **Викисервис** — волонтерська організація, учасники якої допомагають вікіпроектам.

Єдиних встановлених законів у Конфедерації немає, і її вікіпроекти абсолютно автономні.
## Приєднуйтесь!

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Thur Farim

'Ya like the sculpture, mate? Strewth.”

File:Thurfarim.png

## **Just dwarves. Just a whole lot of dwarves.**

Thur Farim is a dry, sunburnt country. Enormous ravines snake through the red, sandy landscape like rivers, and in those ravines, live dwarves. Most of the nation lives below ground.

## A Nation Down Under

Thur Farim has one huge central ravine that, as far as anyone can remember, has always been there. Morgaloth’s Maw is its name, and no one can remember why. Moargaloth’s Maw is connected to a number of other smaller ravines, and a number of these are manufactured. When a group of dwarves decides to extend their territory, they do not mess around.

The dwarves of Thur Farim live in the walls of these ravines, both Morgaloth’s Maw, and its smaller tributaries. Massive cave networks have been dug out over a very long time. If Thur Farim is attacked, its inhabitants can vanish into the caves, subjecting would be invaders to a labyrinth of traps, tricks and dead ends. Bridges span the ravines, truly enormous ones in some cases.

## Artisans at work

The dwarves of Thur Farim are less concerned about the monetary worth of their art than most. A masterwork should be seen, admired and enjoyed by everyone, not relegated to some wealthy individual’s collection. So a great deal of time is spent working communally on public work projects. The insides and outsides of the ravines are lined with exquisite mosaics, masterful stonework, and statues that range from the size of a thimble to the size of a palace. These works are creative and greatly varied; one ravine wall has had its entire kilometres-wide surface shaped into perfectly cut squares, then coloured with red and purple to create a mosaic pattern.

Thur Farim life usually has a relaxed, social, easy-going feeling to it. Time often seems to stand still. The dry conditions and lack of rain make it the ideal place for dwarves to conduct these works, a key reason why they tend to congregate and live there. Thur Farim doesn’t have towns and regional identities in the conventional sense, the dwarves essentially just exist as one huge blob. In fact, it doesn’t have a government. Thur Farim isn’t really a country, it’s just a bunch of dwarves.
Дальности стрельбы

Движок GEM2 не предназначен для рендеринга обширных карт, аналогичных картам из Wargame. Вместо этого, движок сфокусирован на создании ограниченной территории с высокой детализированностью. Как правило, карты для миссий варьируются в диапазоне от 300х300 до 1000х1000м. Чтобы вместить на карты такого размера авиацию, артиллерию, танки, игры и моды на GEM2 так или иначе используют таблицу перевода реальных дальностей в игровые. Это позволяет разделить технику по дальности стрельбы и исключить ситуацию, когда танк или автоматическое орудие простреливает всю карту от края до края. В сочетании с мелкомасштабным рельефом (когда холмы не 200-500 м в диаметре , а 70-120м) это дает богатый на тактические ситуации геймплей.

## Точности стрельбы

В Cold War точности стрельбы рассчитываются также с учетом изменившейся дальности. Например, если какое-либо орудие обладает точностью 1 тысячная дальности, то разлет снарядов будет 1м на 1000 реальных метрах и 2м на 2000 реальных метров. Но в игровых метрах это 1м на 100м и 2м на 120м, т.к. значениям 1000м и 2000м в игре соответствуют отметки 100м и 120м.

Для артиллерийских орудий, имеющих неприемлемый для GEM2 абсолютный разлет (так, 152-155мм САУ имеют разлет от 60 до 200-300м в зависимости от типа снаряда, РСЗО также имеет порядка 300м), радиус разлета корректируется для достижения достаточной плотности снарядов.

## Основные статистические величины

Под термином "разброс" для стрелкового оружия в Cold War понимается значение R50. Это радиус разброса, внутрь которого укладывается 50% попаданий. Видимый в игровом интерфейсе круг разброса вдвое больше R50 и показывает примерно 80-95% вероятность попадания.

Для тяжелого оружия используется параметр Вб/Вв. В вертикальную полосу шириной 2Вб (т.е. Вб влево от точки прицеливания и Вб вправо от нее) попадают 50% снарядов, при этом вертикальный разброс не важен. Параметр Вв определяется аналогично для горизонтальной полосы. В Cold War обычно Вб=Вв, так что если Вб=Вв=0,2м, то в квадрат 0,4м\*0,4м попадет 25% снарядов.

Также следует отметить, что в Cold War используется гауссово распределение, обеспечивающее более высокую вероятность более малого отклонения.
The Land of Milk and Honey

In a world saturated with magic, it takes a lot to truly baffle people. This place does it.

File:Land of milk and honey.png

## **Impassible**

No one’s entirely sure what the Land of Milk and Honey looks like. Boats have traced the
outlines, and it seems to be substantially forest. But the entire territory is covered by a golden-
brown haze, and exploratory expeditions do not get far. The Land of Milk and Honey is fey
territory, and to walk into the mists is to enter their glamour. Those who enter the glamour are
lost.

## Lost to the Mists

The magic of the mists starts affecting those who walk within it within minutes. Within five, you
will start to loose your way. Within 15, you will forget where you were going. You will start
seeing flickering shapes within the mist, hear chimes and peels of bright laughter. When you
start seeing lights, your last chance to escape is upon you, and you need to start running. When
the hour is up, you will forget your own name.

Most of the people lost to the mists do come out again, eventually. They emerge from a different
place to where they went in, their heads full of fog and smiles on their faces. Sometimes, they
will remember, a bit, their time in the Land; fuzzy memories of tea ceremonies and drinking from
streams and lying at the base of enormous dark trees as lights dance above them. Sometimes,
after they get out, they will try and do nonsense things like flip trees upside down. It can take a
few weeks to recover. The lucky ones emerge days after they went in. For others, it’s years.

## The Fey

The fey of the Land of Milk and Honey are alien, and they are not interested in communicating.
Nevertheless, some bits and pieces have been put together about the Land’s mysterious
occupants. The borders of the Land seem to be controlled by powerful fey guardians. Almost
nothing is known about these bizarre beings, other than that they will not negotiate, and seem to like pulling outsiders into glamour.

The land is also home to an array of fey who are a little less weird, and a touch more willing to communicate (for Fey). This second group of fey are believed
to be visitors to the Land, rather than having been “born” there. They refer to the Land’s natives
only as Them, possibly because of how annoying it is. If asked about Them, they will tell wild
and fantastical stories, but never consistent ones.

## The Camaran roadblock

The Land of Milk and Honey separates Camara from the rest of the continent, to the endless
frustrations of the Talons, who have tried for decades to clear a land route for their military. All
efforts have failed. Bringing through a land army, fortunately for Mosshaven and Nur, seems to
be impossible.