recursal/Fanatic-Fandom huggingface dataset:
Grey Sparkle(MU)

Grey Sparkle é um estudante e mutante na série Grecia: Deuses e Mutantes.

## personalidade

É um tanto quanto explosivo e esquentado, causando problemas pelas mínimas coisas, tendo uma personalidade forte e sendo considerado por muitos irritante, mesmo que, com o passar do tempo, vai se tornando mais calculista, ficando menos irritado pelas mínimas coisas.

## curiosidades

* Grey é o primeiro vilão do MutaVerse com habilidades de criar seres a partir de suas habilidades.
* Sua aparência é a mesma de Bakugou, do animê Boku no Hero Academia
Marakova

*“Sister nation of Kleidonia.”*

**Marakova** (**MK**) was born from a forced settlement of Kleidonian immigrants to the island. Though previously occupied by a Kunese settlement, bitter fighting forced the Kun government to withdraw from the island. Now protected under the **Kleidan-Marakovite Alliance**, the ice-carrier **Habakiev** roams the North Kun Sea with a fleet of sea and air vessels ready for any attack. Supplies on the island are low, with shipping and air drops being the nation's only hope of preservation.

 History

* **642AV** - The Kleidonian airship Siravna lands in what is now **Port Aldorov**.
Lords of Force

The **Lords of Force** make up the military arm of Vilka-Vern. Each lord is in charge of one branch of the Vernese forces. These are high lords that are handpicked by the king, have had years of military service, and have been recognized for their valor and service many a time. They may act on the kings behalf if so authorized.

* **Lord of Land** - The Vernese army is one of the largest in the region. Able to arm and mobilize a million men in a matter of months is no easy feat. The Vernese army consists of a large infantry core, with smaller mechanized and horse cavalry. With over 200 military bases, installations, schools and territory, the Lord of Earth truly rules the lands.
* **Lord of Air** - With a modern air force, the Lord of Air is charged with the defense of Vernese trade and to aid in reconnaissance with the Force de Feu. In times of war, they help with major land and sea offensives, offering a defensive line against enemy air fleets.
* **Lord of Sea** - Overseeing the maintenance of the Vernese water navy, the Lord of Water, or Grand Admiral, takes charge of the ocean front that Vilka-Vern has on the Quilfa Sea. He is tasked with general operations and maneuvers, as well as the development of new sea technology, and the overseeing of their three naval bases.
* **Lord of Shadow** - The smallest of the branches, yet one of the most vital. The **Force de l'Ombre**, or **FO**, are the intelligence branch of the military forces. Working independently from the other branches, they retain more autonomy and control of the information gathered. They say the Lord of Shadow only needs to answer to one man - the king himself.
Garabat

"First Nation under Advn Sengh."

An Umran Pillar set against a blue background. It is a symbol of the old Umran Empires of Adwin and his descendants.

### GDP

27,340

*“First Nation under Advn Sengh”*

Officially known as the **Third Umran Empire**, the nation of **Garabat** (**GA**) dates its heritage back to 1726DM with the crowning of Adwin, first emperor of the Umran Empire. Archeologists hail the nation as the "cradle of life", the origin of all people's in the world.

Today, Garabat is but a shadow of its former self. Losing most of its valuable resources and industry in the secession of **Deirabat** in 487AV, Garabat's large population has struggled to develop and grow. Amid the ancient ruins and Umran roads, a fascist government rules under the charismatic **Advn** **Kitar Sengh**.

With promises of returning Garabat to the ancient glories of Ums, Sengh has instigated harsh laws that restrict foreign interference, raised an army ready to retake the claimed lands of Deirabat, and build Garabat's industrial might.

To the north, Deirabat are weary an prepared to attack, while foreign explorers risk their lives to find the lost **Tomb of Adwin**. It is said that within it lies more treasures than all the coffers in the **Three Keys Bank** in **Trinev**.

 History

* **1726DM** - **Adwin I** is crowned Emperor of the Umran Empire.
* **487AV** - Deirabat secedes from Garabat in the **War of Deirabati Independence**.
* **714AV** - Kitar Sengh joins the **First Nation Party**.
* **704AV** - Kitar Sengh takes control of Garabat in the **Sandstorm Revolution**.
* **705AV** - Beginning of the **Umran Restoration**.

## Geography

Located in the eastern **Malfearn Desert**, the nation is

### Gott

The capital of Garabat was once known as the **Jewel of Ums**, is the oldest known settlement in the world.

## People

### Factions

* **First Nation Party** - Named due to Garabat being the oldest nation in the world, the FNP is a nationalist-socialist party that has swept the nation in the Sandstorm Revolution. Deposing the old monarchy, with the execution of **King Vhand** and his family, the party is the sole body of government, running civilian and military branches in the name of Advn Sengh.
* **Log Sainek** -
* **Young Princes** - A rebel group made up of children who are fighting against the oppression of Advn Sengh in the capital of Gott. Led by the fifteen-year-old **Hedar Bains**, the group have successfully sabotaged industrial and military targets, as well as steal valuable supplies and information. Due to their young age, they've masterfully eluded the officials of Gott.

### Notables

* **Kitar Sengh** - Leader of Garabat. **Advn Sengh** is a tall, bearded, with a fiery personality. It is said that during the Lowlands War, he single-handedly killed over 100 enemies.
* Hedar Bains - Leader of the young princes, and student at **Pratav Temple School**, Hedar

## Government

### Fascist Dictatorship

#### Advn

Originating from the name of Adwin, first emperor of Ums, the title was created by Sengh as a way to pay homage to the past and validate his divinity in being the rightful ruler to the nation.
Falcone (DCHF)

**Apelido** | O Romano

**Carmine "O Romano" Falcone** é um mafioso, considerado rei do submundo de Gotham City. É antagonista de Pantera: Ficha Limpa.

## Aparência

Possui pouco cabelo. Na maioria das vezes usa chapéu para cobrir sua careca. Tem uma curta barba e bigode. Sempre bem-vestido, na maioria das vezes utilizando ternos brancos.

## Habilidades

* **Gestão de Negócios:** Tem uma ótima habilidade para negociar.

* **Intelecto Genial:** Considerado um dos maiores gênios do crime de toda a DCHF.

## Curiosidades

Grande parte do personagem tem inspiração em Carmine Falcone da série de televisão "Gotham".
Cape Moren

*“The eagle’s underbelly.”*

A colonial territory of the Aquilan Empire, **Cape Moren** (**CM**) is an essential naval and air base for the Royal Guard. Protecting the critical trading lanes between east and west, the nation has been plagued by countless raider attacks on land and at sea. The **4th Division** of **Fleet Meranus** is permanently stationed there to protect the crown’s assets. Without access through Travingol's waterways, or the Frozen Sea passage, going around the cape of the Caratan subcontinent is the fastest route for sea commerce to take place with Kun.

 History

* **638AV** - Colonized by Aquilan forces led by the **Nisaac Trading Company**.

## Geography

### Gracefall

The landing location of the first Aquilans who colonized the territory making up modern-day Cape Moren, Gracefall is the southernmost city on the Caratan subcontinent.
Majore

*“The mountain kingdom.”*

One of the last nations to isolate themselves from foreign influence, **Majore** (**MJ**) is still a nation seemingly untouched by the present. Modern bars and amenities are few and far between. Locals shun travelers and their technology, preferring to fill their day with herding and farming. The army, though ill equipped, is a fierce organization. Its isolated nature makes it a preferred nation for self-exile and hiding.

 History

* **602AV** - The Mari and Sinwa people unite forming **Majore**.
Harold Nisaac

One man can be honored with the invention and studies in airship technology. Though previous tests and examples existed prior, none reached the level of progress and ingenuity as those of Harold Nisaac.

Born in 506AV, Harold grew up in an Aquilan household in Monterey. His father was a  respected merchant, who made his success in the lucrative steel industry. His mother was a homemaker, taking care of young Harold and his two sisters - Gabriella and Matilda.

His love of flight grew when he first saw the Royal air balloon sit silently in the sky, moored to the Royal Palace. Excelling in his studies, Harold showed great interest and proficiency in the sciences. Dismayed, his father invited him to the steel factories he owned, hoping his son would follow in his footsteps.

Alas, nothing could assuage young Harold’s curiosity, and in the spring of 524AV he became a pupil of the Aquilan Science Academy. Again, the curious Harold excelled, proposing some amazing ideas of future transport.

Halfway through his studies, his father died, forcing Harold to return and takeover the family business. Poor management, and his mother falling ill, further forced Harold into selling the business and moving the family north to Valborough, near Lake Velana just two years later. Here, he hoped to rehabilitate his mother and continue his experiments with the final profits from the sale of the steelworks.

Times were unkind to Harold (now 28), and with multiple failed attempts at creating a viable airship, he worked three jobs to keep his family well.

The moment of clarity came when he switched to the idea of creating a turnscrew propeller as a form of pushing air by and creating direction. It was during a walk with his family that he marvelled at all the sycamore pods falling delicately down to earth. Using this knowledge, he created the first propellers, aptly named Sycamores.

In 547, Harold Nisaac used this technology in conjunction with an air balloon. Hand-cranked, he was successfully able to move the balloon towards its final destination.

With the christening of the RGS Caelius in 559 AV, a new age of war began. The steam-powered air vessel, the first to be commissioned into the Royal Guard, proved that air superiority was now key to any military victory.

Unlike the times of static observation balloons, the RGS Caelius was a mobile observation platform that also had high bombing capability.
ERS Chalys

## History

The ERS Chalys is a ship designed by a Trinevi company called the Rostam Brothers. The "Perun" class vessel that the company designed was highly popular with the Free States during the Lowlands War.

Its relatively low cost and quick build time meant that the Free States could replace ships as fast as they lost them.
Exterminador (UDCF)

**Exterminador** é o alter-ego do mercenário Slade Wilson, um velho inimigo do Batman em Liga da Justiça: Unidos.

## Aparência

Exterminador é um homem alto e de porte atlético. Veste um traje tático que compreende em partes de um material à prova de balas e outras partes de metal. Seu traje varia entre as cores preto e laranja com pequenos detalhes em cinza, como seu cinto. usa uma máscara com uma parte laranja e outra parte preta (onde não há abertura para seu olho, pois Slade é cego deste). Usa um cinto de utilidades e em suas costas ficam duas espadas.

## Habilidades

### Domínio de artes marciais

Slade Wilson foi treinado por grandes mestres das artes marciais e serviu a diversos grupos, inclusive à Liga dos Assassinos, desenvolvendo assim grandes habilidades na área.

### Fluência em diversos idiomas

Slade também desenvolveu a capacidade de se comunicar em diversos idiomas, podendo reconhecer, compreender e falar em várias línguas diferentes.

### QI avançado

Slade possui uma grande capacidade de estratégia que se mostra útil em vários momentos. Além disso, é um grande investigador.
The Ten Oaths

## Origin

The **Ten Oaths**, or the **Sacred Vows**, are Sacrasanctian laws that guide worshippers of the Multi Rami faiths in life and worship. If asked to "speak the ten," or to "vow ten," one must prepare for an immeasurable challenge.

## Prior Varin's Interpretation

According to the Sacrasanct, the Ten Oaths were given to the ten kings of Men after the war known as the Secare. The oaths were given to aid humans in living in harmony, and in hopes that no other wars would be sparked in the future by their nations.

> "Upon the grave of Aquilane the kings gathered, against the chill of the night, against the silence of darkness. And from the sky descended the gods in all their forms. They pitied the kings, lost in the world without their Queen, the Empress of Endless Lands.
>
>

> And to the highest of beings the Kings of Men bowed, not daring to bring their eyes to meet their makers. And the gods came forward and whispered to each an oath, that together they may guide the kingdoms into peace and prosperity."
>
>

### Kill not, that which seeks to be part of this world.

Uttered to King Ibatur, son of Ibold and lord of the Arconites and other southern tribes. Given by Menkara and the first of the Oaths. In return, Ibatur cut his right hand as an offering.

### Cheat not, for your name is pure.

With humanity on the verge of extinction, the gods intervened and saved

The words were whispered by the gods. One oath to each king.

The kings needed to swear to these vows by offering a part of themselves as a mark of fielty.

I. Kill not.
Butch Gill (UDCF)

**Butch Gill** é o agente de segurança e guarda-costas de Carmine Falcone em Batman: Origens.

## Aparência

Butch é um homem caucasiano alto e com peso acima da média. Seus cabelos são loiros e se concentram na parte de cima de sua cabeça. Geralmente, Butch é visto utilizando um terno preto.

## Aparições

### Batman: Origens

1. A Noite do Morcego
2. O Banquete
3. A Queda do Império
4. Medo do Escuro
5. Dois Lados da Moeda
6. O Cavaleiro das Trevas

## Curiosidades

* Butch foi inspirado no personagem Butch Gilzean da série Gotham, mas apesar disso é um personagem próprio da série Batman: Origens.
Percival II

Emperor of the Aquilan Empire, Percival II is often called Peacebringer for his work in concluding the Lowlands War. Many consider him the savior of the Empire as his decrees aimed at creating a more equal distribution of wealth and prosperity throughout the many nations. This, together with declaring an end to the war that started under his predecessor, brought solidarity and faith in his reign.
Local 43

"United for the hands that welcome."

A dockworker's union that protects the right of those working in the **Ancient Port** of Lutan, Local 43 was started by **Amun Ras** in 708AV.

With the port at Lutan being a vital stop along the artery of trade between Eseer and the Aventine continent, control of the port is seen as a lucrative as well as political endeavor. Often, gangs and political figures make deals with the union, dictating which ships can dock, refuel, or unload their cargo. Some ships have even been detained indefinitely by Local 43 members.

The docks of the Ancient Port are the battlegrounds for the powerful of Lutan. Gang fights, sabotage, police raids, and union protests erupt to
Londo, Sud

*“The Prolean juntaland.”*

Once named **Sud Londo** (**LS**), or “Sulondo,” its citizens must be thankful for Kleidonian assistance in its defense against the Raleon advance. A strong class system has formed, with Kleidonian funds and gifts being unevenly distributed among the populace, creating a highly stratified society. The further south you go, the poorer the people become.

 History

* **635AV** - **Londo** gains independence from Tallian colonial rule.
Briga de Família (QFM1)

POR FAVOR!

Peço a equipe de moderação da Wiki que, atenciosamente, exclua essa página, se possível. Estou reescrevendo minha história e terei alterações radicais que me farão repensar todos os elementos (e portanto,, páginas) da minha história. Caso não for possível atender ao pedido, caso alguém queria se apropriar da página, a vontade.

Atenciosamente,

Sr. PandaJao!
Tallin

"The bridge that unites Aventia."

6 arrows, symbolic of the unity between the Free States, rests upon a yellow and blue striped background. This represents the two lands between the Straits of Maira.

### GDP

108,772

The **Free State of Tallin**, or simply **Tallin** (**TA**), or colloquially the **Nation of Two Lands**, is a sovereign nation in Middle Aventine. A member of the Free States, Tallin straddles the Strait of Maira, entrance to the Quilfa Sea.

Tracing its history back to 1018DM, Tallin is the oldest nation on the Aventine continent, and one of the oldest in the world.

 *“The bridge that unites Aventia.”*

Tallin was once a competing world power, with many technological advances happening on its soil. Maltina, the capital of the Sacristine faith, was once the capital of Tallin. Today, it holds the bottleneck into the Qilfa Sea, monitoring trade and activity. An Eastern Sacrasanctian sect (Sacristines) runs opposing the Aquilan sect still practicing in Maltina. An uneasy truce is held on the border with Mieret, where a battle line is marked with bunkers and dragon’s teeth.

## History

Since the

* **1018DM** - Tallin is formed.

## People

"There is no bridge without a traveller" - Tallin Proverb
Erick Elucid(MU)

Erick Elucid é um mutante e agente da Organização VOR. Um dos protagonistas de Mutagenics.

## aparência

É um garoto loiro com olhos dourados e pele branca, vestindo uma camisa preta com um casaco vermelho que vai até depois de sua cintura, uma calça preta e sapatos pretos.

## personalidade

É bastante divertido quando está com seus irmãos, porém, em combate ou quando está trabalhando, assume uma personalidade séria e rígida, não deixando passarem os mínimos erros de seus irmãos. É um grande investigador, e faz isto sendo discreto, para não ser percebido. Dificilmente fica com extrema raiva, tendo apenas alguns momentos de estresse.

## poderes e habilidades

### Geocinese

Erick possui a habilidade de criar quase qualquer objeto a partir da terra, como por exemplo, braços, pernas e redomas de terra, o que normalmente é criado por ele. Seu controle de terra é absurdamente poderoso, podendo até mesmo controlar rochas magmáticas.

### Metalocinese

Pode controlar qualquer tipo de metal que esteja debaixo da terra. Porém, normalmente, ele mesmo coloca pedaços de metal em locais estratégicos da base e da cidade, para poder criar seus golens de aço.

## aparições

### Mutagenics

1. O Tecnospadachim
2. Redenção
3. Fragmentados

## Curiosidades

* Seu design é o mesmo do Edward Elric de Fullmetal Alchemist.
* É um dos personagens mais poderosos de toda a série.
* Além de ser irmão adotivo de Edward, também é seu mentor.
* Por mais que não seja de sangue, Erick pegou para si o sobrenome de Edward e Jane e cuida deles como um pai.
* Foi dito pelo autor que ele já derrotou o Cavaleiro Branco anteriormente.
Esteront

*“The first Free State.”*

It was in Anders Landing where Anders Dusanis disobeyed his orders from the Royal Guard and began the **Lowlands War**. Today, **Esteront** (**ES**) is proud of this fact, and marshal law is seen as an important aspect of maintaining the nation's freedom. The thousand islands of Esteront are a common holiday destination, with chartered airships hopscotching their way around **Chalysforge**.

 History

* **701AV** - Anders Dusanis lands in Millton (current-day Anders Landing) and declares independence for Esteront.
Raleon

*“The lion nation.”*

“The eagle and lion bare friendship” is the slogan of **Raleon** (**RA**). A unity that spans across to Aventia, Raleon is the junta most present at the World Conference. Many oppose the regime Commandante, imposing embargoes against the nation. Even so, through Aquilan crowns, Raleon is a powerful adversary in the region. Through airships, the Commandante hopes to annex the Sarogan islands and their many trade routes.

 History

* **533AV** - **Pacto Rojo** signed, returning Raleon territories to the **Rojo Lions**.
Gran Calice

The **Gran Calice**, or **Grand Chalise**, is the "right hand" of the king. Appointed by the king himself for council, the Gran Calice also acts as the Kingdom's **First Minister**. The position goes all the way back to the early 100s when Vernese kings appointed sons from their lords to be official cupbearers. This position was one of prestige and highly sought-after ordeal. Trust and loyalty were big factors to being a Gran Calice, as they were the ones who cared for the king's wine. Kings would pick from powerful families, with hopes that it would nurture a strong bond with the throne. This, however, didn't stop the many attempts of poisonings that mar the history of the Gran Calice. It is for this reason that the Kleidonians say, "Beware of Vernese wine."

The position became a political one when **King Linoir XII** appointed his cupbearer, **Lord Jon Dusante**, to the role of court judge. According to history, Linoir XII was a man who cared more about living in merriment, and less about governing his nation. When his brother **Velneraut III** was arrested for conspiring to kill him for the throne, Linoir XII could not bring himself to judge his own kin. Instead he turned and asked Gran Calice Dusante to judge him. Dusante, who's father bears the honor of lording over the great Vernese Plains to the East, was not one to pass such an opportunity.

With a goblet of wine held effortlessly on a silver platter, Sir Dusante interrogated Velneraut III, weakening the reputation of the king's brother with every word. Velneraut III shouted out against the claims - "they are all lies!" To which Sir Dusante replied, "All lies are sewn with threads of truth." Velneraut III was charged with conspiracy to murder the King, and was summarily executed.

Over the centuries, the position of Gran Calice continued to grow, becoming a position of power and eventual prime ministership in the modern day. Today, the Gran Calice runs the nation and is guided by the authority of the King. They meet with the **Four** **Councils** of the nation as well as the **Master of Treasures** and the **Lords of Force** to move towards the nations best interests. On special ceremonial occasions, the Gran Calice must be present with a chalice on a silver tray for the king.

####
Rakanu

Estas criaturas de aspecto humanoide, con tentáculos en la cara y garras en vez de manos y pies son quizás una de las criaturas más detestables de la creación y del mundo mortal. Creados por las perversas artes y corrupción de Viejo Rey del Mar fueron sus más leales servidores y comandaban su legión de pesadillas marinas.

> "La inmensa criatura medía dos veces lo que un hombre común y despedía un olor desposando a podredumbre y muerte. Sus tentáculos fáciles se retorcían caóticamente en lo que algunos habrían llamado cara. Estaba cubierto por una capa negra y viscosa cuyo color se retorcía en colores oscuros ya fuera verde, rojo, morado o incluso un negro aún más intenso. Sus dos ojos mayores y cuatro menores miraban en mi dirección pero casi parecía que miraran más allá. Extendió una impresionante garra exoesquelética de un blanco sucio y repelente hasta mi mientras caminaba con una extraña elegancia." La cala de la Muerte
>
>

Una vez extendidos su forma recuerda más a una malsana mezcla de una medusa y un pulpo. Con zarcillos de un amarillo casi brillante que parece latir.
Partine Wars

## First Partine War

• **1521 DM** - **First Partine War** sparked when Prior Gothus asks aid from the Salter King, **Jovis the Boastful**, to help rid the Umran invaders from southern Aventine. The war lasted until 1474 DM, when Jovis was assassinated and the Salters returned across the border.

• **1520 DM** - The **Fall of Faradaine** was the systematic destruction of the region by Umran forces as punishment for the start of the First Partine War.

## Second Partine War

• **1382 DM** - The **Second Partine War**, also known as the **Hundred Year War**, lasts until 1276 DM.

## Third Partine War

• **1046 DM** - The **Third Partine War** begins with the **Siege of Sigilo**, the Salter capital, when an Umran official and entourage where found murdered along the Partitus.

• **1023DM** - **Siege of Starest**. Bardus crushes the capital of the Umran Empire. The Empire collapses, its forces retreating across the Strait of Maira. Many of the Umran were slain in the **Judgement of Thorns**.
Tizan

*“Gatekeeper of the Irori Sea.”*

**Tizan** (**TI**) has built itself as a formidable modern nation through observation and training with Kunese industrialists. The close ties between the nations were solidified with the construction of the **Geto Canal**, a passage into the Irori Sea. Not only did it give an advantage to the nation in regards to trade, but opened meaningful deals with Dokto. Together, they’ve been called the Trading Alliance.

 History

* **552DM** - **Clan Agame** unite modern Tizan and Atsumara.
Secare

The Secare, or the Cutting, was a war fought between the Kingdoms of Men and the magical creatures and beasts of the earth. War sparked when King Ibold of Arcanon raided the Klerian district in the Arcanon capital of Mundis. The massacre, fueled by deep-rooted distrust of magicfolk, erupted into a war of extermination.

Aquilaine
Nevra

“The privateer nation of Nevra.”

The **Republic of Nevra** (**NE**) holds one of the strangest origin stories in the world. Once a colony fought over between Kun and Hircay, the nation is now independent offering no allegiance to either country. Its leader, Arthur Clemment II, born to a Kunese mother and Hircayan father, has decreed the nation to be open to all people and remain sovereign under its own laws. His ascendance to the throne, through an immense wealth collected from a life as a privateer for Kun, was a great blow for the Kunese kingdom.

 History

* **714AV** - Arthur Clemmet II declares independence with aid from the Hapran Federation.
Lucelle

*“Light of hope in Araste.”*

The nation of **Lucelle** (**LU**) is a sepia-tinted paradise, where all of western culture seems to mix effortlessly with the Arastian environment. Its many factories, fueled by the endless trade of lumber from Baraghua, have provided great wealth to the people and the government. Though once a colony of the Vernese, Lucelle maintains only the laws and language, having severed ties to its mother nation for a more international position in world politics.

 History

* **661AV** - **Lucelle** revolts against Vernese rule.
Magnifico Four

Hired by the ex-mobster Antino Cornero, the Magnifico Four are hired pilots who's task it is to defend the great casino ship, **Magnifico**, from outside threats.

## Ascal Terry

**Ascal Terry** (aged 37), a veteran ace of the Lowlands War, is the captain of the flight. A measured pilot, he has racked up four airship kills during his time in battle.

## Paul Seutter

A six-time winner of the Elles competition and a gambling addict, **Paul "Hope" Seutter** (aged 29) is a believer in action and is the most boisterous of the group. Like his nickname suggests, he lives it for what its worth - a two-edged sword. It is hope that makes him prevail in the **Elles**, and hope that makes him lose his winnings at the gambling table. During off season, he works for Antino in hopes of earning his millions. "It's work and gambling in one place," he said. "What can go wrong?"

Born to an Aquilan mother and Badakan father, Paul spent his entire life in Northern Aquila. His childhood was spent ogling the skies at passing planes and ships. He would race them on his Bicycle until the reached the cliffs and disappeared into the horizon. He never took heed from his parents, as they were never there for him. His mother, whom he loved, died when he was twelve; and his father spent most waking hours at work in order to care for young Paul and his siblings.

Paul doesn't seem like the violent type. He's tall, lanky, with slender fingers. His sickened look and disheveled hair make him one that people often ignore. But, in his heart, he is a fighter who throws caution in the wind, fires on all cylinders, and puts his victory in the hands of hope. It's gotten him this far, and he hopes it will take him all the way.

## Patrice du Solen

The most mysterious of the quartet is the Vernese pilot, **Patrice du Solen** (aged 26). She claims to have fought on every continent as a mercenary for hire, and had once been an honored pilot in the Vernese Army. This, however, cannot be verified as no standing record exists of her enrollment or achievements. On her right wrist is a tattoo of a **wolf eating its cub**, a symbol of betrayal tattooed on Vernese soldiers who have done wrong to their nation and their king. She hides it when she can and never speaks of why it so landed upon her skin.

Patrice is quiet, stoic, and not one to back down from confrontation. In one occasion where an inebriated lord spoke badly of Antino Conero on the Magnifico, she approached the lord and spoke him to quiet down. When the lord pulled out his sword, she revealed hers and disarmed him saying, "I see your blade wags as fiercely as your tongue. I pray disarming one shall be enough to hold the other." Such heroism and eloquence that is typical of a Vernese citizen.

## James Grant

**James Grant** (aged 19), the young Pelassinian-born explorer, completes the crew.
Figara

*“The land of fire and ash.”*

The chaos of **Figara** (**FI**) is not for the feint of heart. Suffering through almost yearly overthrows between multiple military juntas vying for power, the nation is one of the poorest in the world, even though a great wealth in minerals and precious gems litter the volcanic region. With multiple active volcanoes, its inhabitants are trapped between the ferocity of nature and the famine and destruction of war. Airships battle endlessly in the skies, under many flags, as these were originally impounded merchant ships or gifted military vessels from friendly countries. The sky is black with ash, and fires spread like an inferno through the forests.

 History

* **638AV** - Hircay Dominion collapses in the **Sol Rech War**. Figara given independence.
* **500AV** - The **Treaty of Suza** is signed between the 6 major juntas in hopes of forming a stable nation.
Armor Types - Military

## Armored Cars

Providing fast and armored road support, armored cars are a cheaper to a landship.

## Light Landship

The smallest and quickest of the landship types, these vehicles are often manned with crews of two or three. Lightly armored and gunned, light landships are designed for speed and reconnaissance. They are used to move ahead of the army and scout for potential targets and enemy movements.

They can play an infantry support role as well, assisting as a movable pillbox and laying down suppressive fire on the enemy.

## Medium Landship

A workhorse for every army, the medium landship is a multi-purpose weapon. It can help make breakthroughs for infantry forces, lay down suppressive fire in fortified areas, and seek and destroy enemy landships.

These vehicles are well armored and gunned to face most opposition. Often with a crew of 4-5 men, these tanks have shown their mettle on the battlefield. A fine example of balance in power, armor, and weaponry.

## Heavy Landship

An answer to the medium landships, heavy landships were designed as a deterrent to the advances of enemy medium landships. Much slower, due to larger guns and armor, these vehicles are gas guzzlers and are often moved into position by rail.

From the front, heavy tanks are a wall of angled metal, able to withstand most enemy fire. With a crew of 5-6 men, these moving behemoths can hold their own with a good commander.

## Self-Propelled Gun

An infantry-support vehicle, **SPGs** are tracked artillery that are used behind frontlines to bombard enemy positions with arcing artillery fire.

## Anti-Landship

Also known as **"Landship Destroyers"**, these vehicles hold some of the largest cannons on tracks. Due to their large calibre, these cannons cannot fit in traversable turrets, and are instead, housed in the hull of the landship. With only a maximum of 45 degrees lateral positioning in their design, the landship destroyer must move to turn the cannon around.

The destroyers are often used in small numbers, laying in wait for the enemy along critical routes or defensive positions. They are considered a defensive weapon, not usually used in forward operations.

## Anti-Air

Another critical defensive unit in any military unit, the anti-air vehicle is essential for an army on the move, offering continuous air cover for moving columns.
Hircay Dominion

*“The guilded city-states of Aventia.”*

The **Hircay Dominion** (**HI**) is made up of a loose collection of city-states that have sworn unity to the Hircayan King. This is mostly in title only, as commerce and daily politics are handled independently by each state. This has resulted in a multi-lingual nation, each having its own cultural style and ideas. Known for its network of tradespires, merchants trade in a plethora of choices in clothing, art, entertainment, and cuisine makes Hircay the pinnacle of haute culture.

 History

* **212AV** - The **Pax Omnis** is signed between the city states of Hircay, appointing a king as arbiter.

## Geography

### Folton & Dunmaw

The dual-city of Folton & Dunmaw has a rich history of competition and economic war.
Atsumara

The flag sports the colors used by the Omo Clan, the ruling family of the nation.

### GDP

5,799

*“The keepers of tradition.”*

The Eseer nation of **Atsumara** (**AA**) is a theocracy led by the Enlightened One, empowered by the Sacred Enclave, who maintain a strict isolationist stance in the country.

 History

* **184DM** - Shogun Goho consolidates the territories under the Atsumara clan.
Martial Arts

## Western Arts

### Vi Petram

A classic Bardasian martial art technique, Vi Petram was developed by Prior Essarin and canonized in the book *The Stance of War*. It became the foundational training of knights and soldiers of the Order of the Oak.

### Ves Tur

A technique established by the Ves du Solei, a Vernese knight of the Order of Alabaster. Ves Tur is a martial art that focuses on bladed techniques, especially the sword.
Ponlau

*“A landlocked nation.”*

With the creation of the Ossitan Republic, **Ponlau** (**PO**) lost access to the sea. Tensions rose and the Ossitan-Ponlau conflict devastated the territory. In the end, the other nations were able to end the conflict by offering benefits of funds and resources to Ponlau in return for peace. Under their emperor, the people of Ponlau have built a city of gold in the heart of the dense forests of Eseer. Airship is one of the only suitable modes of transport in the nation.

 History

* **682AV** - Ponlau gains independence.

## Geography

### Elsewhere

* **Tripoint of Independence** - A great obelisk stands tall above the point where the borders of Ponlau, the Ossitan Republic, and San Saedra converge. Built when Ponlau gained independence in 682AV, the monument stands as a sign of friendship between the three ex-colonies.
Dokto

*“Warriors of Dokto.”*

A volatile territory where the blade is the only ruler, **Dokto** (**DO**) is always a revolution away. The different groups that rule over the nation balance tenuously through the need of trade coexistence. Its neighbors stand weary, unsure of what the nation's next move may be. With dictator after dictator being deposed every five to ten years, Dokto has seen a constant shift in philosophy and direction.

War seems part of life, with the Panhandle War being its largest conflict to date. Though they successfully won the Socca Valley from Albehir, the victory was pyrrhic, with the Dokto military taking decades to recover.

 History

* **561AV** - **Independence War** - Dokto natives successfully revolt against their Aventine colonialists, uniting to form the nation today.
* **692AV** - Panhandle War. Dokto invade the **Kaur Panhandle**, a region with a Dokto majority.
* **694AV** - The Siege of Qawin. The 3 year siege that stopped the advance of the Dokto army and ended the Panhandle War in 697AV.
Cortan

*“Refuge by the sea.”*

**Cortan** (**CO**) is one of only two Arastean nations, the mountain kingdom of Majore being the other, that is run by a native governing body. Located on the coast, Cortan is a trading center for naval-faring vessels making the crossing to Eseer. Its vicinity to Figara has also made it a haven for those who are escaping the horrors of the Figaran juntas and Raleon advances. Under a presiding president, the nation is one elected by the natives. Any trade or development are strictly controlled by the state.

 History

* **508AV** - Councils of the 50 indigenous tribes of the region unite under one flag, **Cortan**.
Deirabat

*“One god above all.”*

Made up a Masaric majority, the nation is led by a Masaric Council of fifteen who dictate the law in regards to their religious standing. It was this political shift that led to the early secession of **Deirabat** (**DE**) from Garabat. The divide, religiously protected, evolved into one of class and economy. For centuries, the Garabati people have looked at Deirabat as traitors to their own kind for a faith born thousands of miles in the desert.

 History

* **1023DM** - The Deira people secede and form the nation of **Deirabat**.

## Geography

### Azigra

The ancient city of Azigra finds its roots back to the first **Umran Empire**.
Massania

*“The rising empire.”*

An important trading partner with **Garabat**, the **Massania** (**MS**) has been in a mutual pact of peace and assistance with the rising First Nation. Though having no want to be politically entwined, the shared training and military assistance given have strengthened their bonds in their unified goal – making their nations empires. Under **Nodo Sagame**, Messania has been led through an economic revolution, doubling their fertile harvests. What they are short in technology or supply, they make up for it with manpower.

 History

* **438AV** - Massania breaks off from the empire.
War of the Lowlands

The War of the Lowlands, the Lowlands War, or Great Rebellion, is a conflict between the Aquilan Empire and three of its rebelling nations on the Aventine continent. It was sparked by popular unrest in the Tallin nation in 701AV and concluding with the signing of the Copperhead Accords in 712AV. The result was the independence of the regions west of Solitude Ridge that belonged to Ront (Esteront), Tallin, and the Hircay Dominion.

## Leading to War

The Aquilan Empire spans across the globe. With territories on every continent except the icy Rends, the world's greatest nation, with the Kingdom of Kun a distant second. As the saying goes, "More nationalities exist in the Empire than out of it."

The Empire's growth in the 690s stagnated as burdening costs of defending and operating such a vast territory emptied the Emperor's coffers. Political and economic strategies set forth by the **Homeland Mandate** and the **Industrial Decree** resulted in enriching the Aquilan homeland at the expense of the Empire's other nations.

Territories east of Solitude Ridge suffered some of the greatest declines in the Empire. Though important for their coastal location along the Qilfa Sea, most of the region is agricultural, growing grains and cotton. Industry was built elsewhere, either within Aquilan borders, or out west.

Poverty and increasing unrest in major eastern cities would lead to the eventual revolt led by Anders Du Font.
Badakan

*“The throne without a king.”*

**Badakan** (**BA**), officially the **Kingdom of Badakan**, is a sovereign nation located in the Nordic region of the Aventine continent.

With the exile of King Gustav II after the War of Nations to the Badakanian commonwealth nation of Pelassinia, no monarch of the Badakanian line has ever sat on the throne since. Nevertheless, the nation’s foothold in Aventia is essential in keeping the balance of power on the continent. The nation’s focus on biplane technology, with assistance from its colony - Pelassinia, has helped form one of the largest air forces in the world.

 History

* **192DM** - The Badakanian clans unite to form the kingdom of **Badakan**.

## Geography

### Basaltan

Named after the igneous stone quarried to build most of the capital, the **Black City** is famed for its dark palette.

* **The Living Throne** -

## People

### Factions

* **Lecki's Lancers** - A circus troupe of seven pilots who travel around the world aboard the **HS Caledan**. Led by **Franz Lecki**, the lead flyer of the seven lancers, Lecki's Lancers are known worldwide for their daring acrobatics. Their famous opening, where the seven pilots dive from the Caledan down to crowds below, is considered one of the most difficult maneuvers in the world.
* **Boelke Academy** - A military aviation academy that has developed some of the best pilots in the world, the academy was established by Ace Olan Boelke during the War of Nations.

### Notables

* **Franz Lecki** - Leader of **Lecki's Lancers**.
* **Captain Kurtis** - Captain of the HS Caledan.
Na-Syl-Gul

### Títulos

Lasartarrán, Quien trae el Desequilibrio, El Mentoroso, La que son Tres, Naulgrim, Ello.

## Datos

### Parentescos

Forma Unificada de: Na-Hul, Syl-Hul, Gul-Hul

### Poderes

Modificación de las bases del espíritu, puede estar en varios sitios a la vez, grandes habilidades de oratoria, gran inteligencia, más habilidades desconocidas.

### Afiliación

Gran DesequilibrioObjeto de adoración de las sectas demoníacas y algunas logias y sociedades desconocidas.

Entidad surgida en la Edad del Mito según los decadeicistas. Se trata de un naulgrim o ser venido de más allá del Circulo Micendético.

Es una entidad del desequilibrio y el caos. Es representada por 3 subentidades en las que fue dividida:

-Na-Hul- La mente o la sombra

-Syl-Hul-El cuerpo o la Reina Madre Demoniaca

-Gul-Hul-El Caos o el poder.

Esta entidad gozaba de gran poder y se consideraba patrona de 6 preceptos que promueven y alimenta el desequilibrio:

-La sed de sangre-

-La Locura-

-La Corrupción-

-La Nigromancia-

-La devastación-

-El vicio(o ambición)-

Fue el que provocó los Grandes Desbalances buscando provocar el Gran Desequilibrio que le daría el control del Universo.

-Primero-

-Segundo-

-Tercero-
Travingol

*“Trapped among giants.”*

A nation bordering a multitude of nations, **Travingol** (**TG**) finds itself in the unenviable crossroads of major political powers. While plans are being discussed with the Hapran Federation to extend the Grand Canal so that it runs into the Bay of Sartam, officials from Messania and Dokto have pushed aggressively to sign pacts with their respective nations.

 History

* **647AV** - Independence.
San Saedra

*“The Sacristine Theocracy.”*

A Sacristine nation that is founded on the teachings of the Order of the Browncloaks, **San Saedra** (**SS**) is strictly tied to the holy Sacristine faith in Tallin. The nation became a theocracy when the King abdicated the throne and entrusted rule to the Order of the Browncloaks. Though it isn’t certain whether Tallin have any political sway over the nation, its own punishment system adheres to the system used in the Sacrasanctine times.

 History

* **568AV** - Tallin's king gives independence to San Saedra.

## Geography

### Elsewhere

* **Tripoint of Independence** - A great obelisk stands tall above the point where the borders of Ponlau, the Ossitan Republic, and San Saedra converge. Built when Ponlau gained independence in 682AV, the monument stands as a sign of friendship between the three ex-colonies.
Hapran Federation

*“The trade federation.”*

The **Hapran Federation** (**HA**) has been vocal about protecting the interests of all those within it. Aside from the encroaching Kun menace, the federation must also hold their borders against Deirabat and Tizan. With such a precarious position, the federation has made many alliances abroad. The Grand Canal that spans across multiple states and connects the federation to Belakor, as well as the great lakes that form a route through the Caratan subcontinent, the federation has become a vital trade and transport hub between East and West.

 History

* **632AV** - The federation is founded with the **Treaty of Hands**.
Copperhead

"Nothing's sacred in a place like this, except for cash. For the right price, you can buy anything in Copperhead."

### Population

300,000

On the border with the Free States, Copperhead is a vital town in the Aquilan Lowlands. In this arid region, Copperhead is a refuge and pit stop for ships making voyages across Aventia. It is also a vital trading post for the area, seeing goods from Trinev, the Northern Nations, and even the Free States and Eseeran Continent.

## Geography

Set in the canyons of the arid lowlands, Copperhead is accustomed to sandstorms and dry spells.

## Places and Landmarks

### The Arm and Hammer

A notorious drinking spot for vagrants and the uncouth, The Arm and Hammer sprung up after the Lowlands War.
Kun

*“The kingdom of 1,000,000 bureaucrats.”*

The **Kingdom of Kun** (**KU**), or rather empire, is a world superpower. Rivaling the **Aquilan Empire**, both nations hold sway of a great proportion of the world's land and people. Because of this, both nations hold a cautious diplomacy with each other. With the output of the **Guowai Confederacy**, its independent colony, Kun can even out produce the Aquilan Empire. Its weakness is in its bureaucracy, where a nepotistic environment has resulted in more officials than rules. Many are weary of the Kingdom’s intentions, as their influence is far-reaching in Eseer.

It is said that there are many strings in the **Heavenly Palace**. Strings that reach the ends of the earth.

 History

* **1260DM** - **Danyu Bei**, the first emperor, takes the throne.

## Government

### Son of Heaven

At the head of government sits the Emperor, or the **Son of Heaven**. It is said that the First Son, Fei Shen, flew from heaven on the back of the great dragon, Fennu. Since that time, sons have either descended from Emperor Shen's bloodline, or married into the family to maintain the honor.
Londo, Nord

*“The nation at sea.”*

Exiled from their homelands, the citizens of **Nord Londo** (**NL**, also known as **Mar Londo**) live in a floating ocean city named **Carcosa**, after their deposed capital. Built around the hull of the battleship Speranza, the “floating city” has grown with the addition of other naval ships and platforms. It floats between the Sarogan Islands and off ports in Lucelle, all the while pointing the Speranza’s cannons towards home, marked with the words – “We shall return.”

 History

* **672AV** - Northern Split - **Nord Londo** secedes from Sud Londo.
Bob Dermer

**Bob Dermer** (born 1946 in Toronto, Ontario) is a Canadian actor who first made his contributions to Canadian television starting with the 1976 series *Readalong*.

In the 1980s, he appeared on the children's show *Today's Special*, playing a puppet character named Sam Crenshaw, and starred in the animated *Raccoons* series and specials as Ralph Raccoon (and various other characters). He was the voice of Grumpy Bear in the Care Bears films and TV series of that era. In the middle of airing *Today's Special* in 1984, Dermer was nearly killed in a car accident and suffered from a broken clavicle and thoracic ribs and lost his left eye. He was unable to perform for five months and had to wear an eye patch before having an eyeball transplant.

Later on, he would make a cameo appearance in Disney's 1994 holiday hit, *The Santa Clause*, before making one final foray in the 1996 made-for-TV movie, *Hostile Advances: The Kerry Ellison Story*. He retired from the TV business in 2001.