recursal/Fanatic-Fandom huggingface dataset:
Imp

Imps are creatures that originated from the Shadowfel, they were once slaves of the Shadar-Kai. As their population began to grow out of control due to their excessive breeding, the Shadar-Kai gathered as many Imps and their eggs as they could find, and destroyed them.

The Imps that remained realized quickly that they were no longer safe, even in slavery, in the Shadowfel. A Shadar-Kai wizard's apprentice named Vasanna took pity on the creatures, and secretly aided a small pack of Imps with transport to the Material plane via portal.

The Imps made their homes in the forests and the mountains, and for centuries lived in peace. Until the humans began to expand their kingdoms, and their industry drove them into Imp's homes. They slaughtered many of the Imps, destroyed their homes and nests, and harvested the wood and ore they came for.

The once peaceful race became vengeful, and their war began. Imps hate all civilized races, and will attempt to destroy any piece of society they can, providing they have the numbers.

The common Imp stands roughly 3 feet in height, weighs around 30 lbs. They are savage, cruel, and merciless. They are also cowardly, and though it seems odd to humans, very good with animals. Imps are known to ride wolves and other small beasts on patrols, and use birds and owls to send messages between packs in their very crude language of undercommon. They are affectionate to their own, and to animals, it is the races of men they despise.
Goblin

Originally natives of the Zenurius Desert, scavenging in the dark for what they could, the Goblins didn't really find their proper place in the world until they managed to squirm their way into Human society. They began setting up camps outside the cities, trying to sell whatever wares they could to traveller's coming in and out, and eventually made their way inside after the Humans realized they had no intentions of harm. After a few centuries of urban living, the Goblins have adapted perfectly, and the Humans have long since forgotten that they are strangers at all, although some are still slow to trust them. Goblins as a whole have no political or religious affiliations, and differ in values. They do however, tend to stick together, strength in numbers and all that..

Physically Goblins usually stand somewhere between 3.5 to 4.5 feet in height, and are typically quite scrawny and dexterous. Their skin tone is usually a darker green in color, but will adapt slightly to their surroundings with a chameleon like ability making them adept at hiding. Naturally nocturnal Goblins prefer to live their day to day lives during the night, although their eyes are equipped with a cat-like haw allowing them function perfectly fine during the day should they need to.

Goblin demeanor varies almost as much as the fickle Humans. There is genuine good among their race, true opportunists, and chaotic disturbers of the peace. For the most part, they all share a fondness for jewels, gold, and all thigns that shine. As a result shop owners and traders are quite common among them, as are thieves. They are genrally accepted in society, regarded as a peaceful race that wants no trouble, but not always trusted to the full extent.

**Goblin Names:**
Goblins will typically have a sort of nickname, and not being one for loyalty to family they will normally just go by a single name.
**Male Names:** Locke, Sprat, Jinx, Trigger, Doof, Boogy, Foot
**Female Names:** Tipsy, Powder, Wiggle, Tricks, Whimsey

**Goblins Traits:**
All goblins share the same traits.
**Ability Score Increase:** Your dexterity score is increased by 2.
**Age:** Goblins reach full adult hood by the age of 14, and generally live to about 60 to 70 years.
**Size:** Between 3.5 to 4.5 feet in height, usually way around 60 pounds, size considered Small.
**Speed:** More agile then most small creatures, base speed is 30 feet.
**Naturally Stealthy:** You can attempt to hide even when you are obscured only by a creature that is at leastone size larger than you.

**Low Light Vision:** Accustomed to darkness you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.

**Nimble:** You can move through the space of any creature that is of a size larger than yours.

**Alert:** All goblins are naturally on edge, and gain the Alert feat at character creation.

**Languages:** Goblins speak common, and Goblin. The Goblin launguage is a very fast spoken language full slang and curses based off common, but difficult to understand.
Dwarf

The Dwarves of Mistbank are literally the last line of defense from the "demons of the Deep" as they call them, and the surface dwellers. With a fierce military discipline, the Dwarves hold back the constant onslaught of Varku'un from deep beneath their kingdom in the Crystal Range known as Durin's Shield.

There are two other kingdom's of Dwarves.

One in Ghorimaw Keep, a site where a number of years ago a massive subterranean creature the size of a city itself was burrowing through the Deep, causing massive earthquakes and devouring smaller mining outposts inhabited by the Dwarves. Until finally one day, the clever dwarven clerics of discovered the creature's weakness, sunlight, and tricked to the surface where it was instantly petrified. Celebrating their victory the Dwarves used the creature's petrified body to build the pinnacle of their kingdom, using the creatures massive maw as the entrance to their conquered kingdom.

The other, to northeast. Wildholde Outpost. These Dwarves were originally a somewhat wilder tribe, bent on conquering. They built the North Pass, a massive tunnel leading to uncharted lands to the north, after they had heard of the fabled Goliath that resided there. The Dwarves decided in their haste, that conquering the mightiest of enemy would secure their fame across generations, and instill fear in the enemies for just as long. It did not go as they planned, they had found their match the giants, and over years of skirmishes and battles, they gained a respect for each other, and now live side by side as allies.

Stats for the Dwarves in Mistbank are the same as the standard D&D 5e Dwarf, page 20 in the Player's Handbook.

Where the standard Dwarf are Dwarves of Durin's shield, the Mountain Dwarves are from Wildholde Outpost, and Hill Dwarves from Ghorimaw Keep.
New Haven

On the Southwest beaches of Rorhys Island is the coastal town of New Haven. A town on the edge of a jungle so dangerous it is world renown comes with a reputation, and its own set of rules. Mainly, there are no rules, there is no leader, do as you please and live with the consequences.

New Haven has been attracting criminals and adventurers for some time now. And although there is no true government, there are those with enough power to keep true chaos at bay, and protect what is important to the towns residents, real freedom.
Colkirk

The village and surrounding farms of Colkirk is the closest Ethynean settlement to the Red Gate of Engar. These farmlands are responsible for a good portion of the grain supply of Calchester, it's dock transport the grain shipments by boat to Rivermouth.

Colkirk holds a decent military presence for a farming community, due to its proximity to Engar. Relations with the Zenurians are generally good these days, but it was not always so. The grain this community provides to the Ethynean kingdom is invaluable to its people.
Ethynea

The industrial kingdom of Ethynea is by far the most populated and most wealthy of the three kingdoms civilized surface kingdoms of Mistbank. The borders of Ethynea include the central and western reaches of the known world.

Their advances in technology led them to multiple world first inventions including; the train, the zeppelin, the clock, and general steam power. They have built a trade route track for their trains, going as far as the Leoran Gate, all the way past Colkirk and Rivermouth, to the capital of Calchester itself.

While currently at peace, the outside world views Ethynea as sort of the bully of the world, always throwing their weight around. And perhaps rightfully so, they hold most of the world's wealth, the most territory and the largest army.
Guardians

The Code
All free thinkers are to be treated as equals.
The weak must be protected by the strong.
The corrupt and wicked must be punished.
No one is above The Code.

The Guardians are an ancient order of knights with no allegiance to any kingdom or church, they are strict in their code of honor, and will uphold despite any opposition or fear of retaliation. Members of their ranks comprise of any mix of race or gender, and treat each other with the utmost respect. Led by Lord Dorian Bertrig, he has been known to send his armored knights into courthouses to exact justice on a trial that has been corrupted, free prisoners from those wrongfully accused, ambush criminal enterprises, and deliver death to anyone he feels is corrupted, or wicked. They operate high in the mountains at Clifton Citadel, and the knights of high rank ride Griphons on patrols and into battle when needed.
Harvard University

## Wikipedia Information

Harvard University is a private Ivy League research university in Cambridge, Massachusetts, established in 1636, whose history, influence, and wealth have made it one of the world's most prestigious universities. Established originally by the Massachusetts legislature and soon thereafter named for John Harvard (its first benefactor), Harvard is the United States' oldest institution of higher learning, and the Harvard Corporation (formally, the President and Fellows of Harvard College) is its first chartered corporation. Although never formally affiliated with any denomination, the early College primarily trained Congregationalist and Unitarian clergy. Its curriculum and student body were gradually secularized during the 18th century, and by the 19th century Harvard had emerged as the central cultural establishment among Boston elites. Following the American Civil War, President Charles W. Eliot's long tenure (1869–1909) transformed the college and affiliated professional schools into a modern research university; Harvard was a founding member of the Association of American Universities in 1900. James Bryant Conant led the university through the Great Depression and World War II and began to reform the curriculum and liberalize admissions after the war. The undergraduate college became coeducational after its 1977 merger with Radcliffe College. More...
The Immortal Warlock Wiki

## Introduction to The Immortal Warlock Wiki

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## Pages created so far

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The Flock

The Flock are followers of Sariel, The Raven Queen, whom they worship as the goddess of Life and Death, the keepers and guardians of her temples. They are the peaceful caretakers of graveyards, catacombs, funeral rights, and often times the calm hand helping families during the mourning process of losing a loved one. Though mostly good natured folk, they can at times come off quite cold when it comes to the topic of death. They take a very stoic approach as is their edict, that life ends when it was meant to, though they do not endorse murder, or any death by violence that can be avoided, they hate necromancy most of all.

The priesthood still holds some sway in the world, in politics and otherwise. There are still many who believe in Sariel, the Raven Mother, and that makes them a powerful force in Mistbank. Their sigil, is a black raven's feather in a thick black bordered circle.

Sibentos is a holy city the Flock have devoted to worship of the Raven Queen. Clerics and Paladins of the order would have studied and trained there, at Fort Emberhill.
Red Sons

The Red Sons are a mercenary company that currently serves as the city watch in the city of Calchester.

Although very few current members of the organizations were alive at the time of its inception, the company originates from the kingdom's military.

During the Fool's War these soldiers were left without supplies and reinforcements while under heavy attack from the Zenurians near Engar for 23 days. When their relief came on the 24th day, their command Darruk Twinbraid vowed to his men he would never follow another leader who would leave them to die. In the red sand of the Engar Gates, the Red Sons were born, an army of no nation.

As time passed and generations moved on, any political affiliations with the company all but dissolved. They are a business, and do their jobs. Whatever the job may be.
Orc

Most Orcs originate from the Misty Mire, an unforgiving swampland most are too afraid to traverse. They have their cities in there still, built just above the bog, and their towers that stick up just out of the mist.

Orcs are a tribal culture, and their leaders are normally warriors or shamans. They also revere their spirit seers, who use magic to see signs of the future. Typically an Orc is fiercely religious, and they worship Magosk. Magosk was once a mortal Orc, a powerful druid, who could control and shift into a massive snake. Legend says that eventually his power grew so great, that he ascended into godhood. As a result of worshiping him, Orcs have taken a liking to snakes and poisons, and males will allow venomous snakes to bite them, in order to catch them, as a part of their rite of passage into manhood.

Orcs are not as common in civilized areas as some of the other races, they are typically viewed as dangerous, though not inherently evil. They are not completely unheard of as being mercenaries or bodyguards for caravans.
Orc traits follow the same guidelines as the Half-Orc on page 40 of the PHB.
Dragonborn

Although they would refer to themselves as Inuk'thul, the world around them has come to believe over the years that these humanoids are born from dragons.

Dragonborn call their homeland the Bone Wastes, as its tundra like lands are covered with the long dead remains of dragons, titans, and other creatures. They are a superstitious people typically, believing that the seas cannot be travelled while the mists are thick.

Every year for centuries, the Dragonborn would wait for The Shifting Seas to freeze over in the winter, as they always did, to traverse to the mainland to pillage and take what they could and return home with spoils and stories. They became feared and respected, and after a while, every year the humans would move farther away during the winter months. Eventually, the prowess of the Dragonborn's fighting abilities was noticed, and the kingdom of Ethynea offered them work in exchange for gold and goods. These days they can be seen outside of their tundra home as mercenaries or bodyguards.

SPELLSCALE DRAGONBORN TO BE ADDED SOON.

**Dragonborn Names:** Dragonborn are given names at birth, and use their clan names to identify themselves as well. **Male Names:** Gizur Oddason, Hallsteinn Oraekiuson, Ulfljot Tindrson, Heidrek Skjalgson
**Female Names:** Kristianna Gunnlaugr, Marte Snaebiorn, Hallgeror Thorgir
Dwarven Kingdoms

The Dwarven Kingdoms of Mistbank can be divide into clans, a family history of kings and kin. Though they are seperated geographically and may not share direct kin, the Dwarves that still call the mountains home share a mutual respect and regard each other as brothers.

There are two exceptions to this, two clans of Dwarf who once belonged to the Galgrum as one.

The clan of the Gray Fox, the Dwarves of Willowsprings. Known as the "Fey Dwarves" as a joke to the rest of their kin. They have found a home with the Elves of Willowspring. While still respected as warriors among other Dwarves, many of them simply cannot understand how they could give up a chance at living beneath the earth with their kin, to live in the woods with Elves.

The other exception, is the Wildholde clan of the Wailing Tundra. These surface dwellings Dwarves found respect and friends among the Goliath. Known among Dwarves affectionately as "Snow Gnomes", their battle prowess is never in question, nor their ability to survive in harsh conditions. In fact the term "Snow Gnomes" is rarely, if ever, used to their face. They are generally accepted among the other Dwarves, and yet are still misunderstood and a bit of a mystery.
Troll

The trolls of Mistbank are medium sized hunched creatures, their green slimy hides are covered with boils and tumors. These swamp dwelling spiritual creatures are reclusive rarely leaving their homes, and most of the civilized races find them to be quite repulsive. Although they can be quite dangerous when provoked, they are not known to be aggressive creatures by nature.

Trolls are known to have regenerative abilities, unless damaged by fire or acid their bodies will natural heal their wounds quickly, and it has been recorded that they can even grow back lost limbs.

Their culture is a deeply spiritual one. They honor their ancestors and the spirits they believe live in the swamps. Usually a leader of a troll village would be an elder or a shaman, and often are both one and the same.

They typically dwell in the Blackbog living peacefully among the orcs there, or in the Bridam Wetlands where life is more difficult for them.
Atomic X

**Nombre:** Atomic X

**Fusión entre:** Alien X y Atomic

**Especies:** ½ Celestialsapien ½ desconocido (Híbrido celestialsapien desconocido)

**Planetas:** El fuerte de la creación/Desconocido

## Habilidades

* Atomic X tiene mayor fuerza, capaz de golpear a Vilgax en el aire con el simple toque de un dedo.
* Puede teletransportarse a donde quiera.
* Puede crear múltiples fusiones de luz y agujeros negros sin hacer nada físicamente.
* Atomic X puede crear explosiones atómicas, que pueden causar una cantidad fatal de daño a los alrededores, de sus manos.
* Atomic X puede generar grandes cantidades de energía y manipularse de diversas formas o maneras.
* Puede volar a altas alturas a velocidades supersónicas.
* Es poderoso, capaz de cambiar el tiempo, el espacio y la realidad de las cosas con el más mínimo pensamiento.

## Debilidades

* Atomic X puede ser destruido por una bomba de tiempo Chronosapiana y es vulnerable a los ataques del tiempo.
* Si se supera la confianza de Atomic X podría sufrir un colapso total, y como es omnipotente podría provocar una catástrofe.
* Sus poderes de omnipotencia pueden ser absorbidos.
* Otros celestialsapiens pueden hacerle daño.
* No puedo sobrevivir en Anur Vladias.
Ironbound

Deep in the heart of the Ashrock, lies a volcano now seemingly dormant, but it was not always so. Years back too far to count, Mount Rutaht erupted spreading its ash and heat throughout the lands below, and the surge twisted and changed all those it touched.

Those creatures that survived, were forever changed, and the Ironbound were born.

Often regarded as peaceful and respectful humanoids, they have managed to fit into society well enough over the years. There are those of course that think them to be freaks, and those that deem them dangerous, but overall they are a race respected for their calmness and rationality. Of course there are exceptions to every rule...

The surge that created them was both a boon and a curse. They were blessed with unnatural long life, living twice as long as any other race on the shores of Mistbank, however their line will never last, as they have no ability to reproduce. As the years waned on, the ranks of the Ironbound grew less and less. Though all races are aware of their existence, most have never witnessed one first hand.

**Ironbound Names**

Irounbound names are often very very long and difficult for those in the common tongue to speak. As a result, to accommodate others, most Ironbound have shortened their name into something abbreviated  and much easier to pronounce. Even the name Ironbound itself, is not what they originally called themselves.

Male names: Styrodr, Grunnor, Boradir, Vigorn, Toregni

Female names: Grinnora, Gilritte, Anera, Fjorma, Noya

**Irounbound Traits:**

**Ability Score Increase**: Your constitution is increased by 2, and your charisma increase by 1.

**Age:** Ironbound are all quite old, there are no young of their kind left. Only speculation exists as to how long they actually can live to be, cases have been documented of them being in excess of 1000 years old.

**Alignment:** Ironbound are typically neutral in alignment, being so old so sometimes find themselves disconnected from the day to day goings on in the world.

**Size:** Ironbound are considered medium creatures, they typically stand between 4 and 5 feet tall, and have slender builds.

**Speed:** Your base land walking speed is 30 feet.

**Ancient Memory:** Being older then most trees, you are proficient in the History skill.

**Iron Fists:** Your hands and feet are considered natural weapons, and when making an unarmed attack they 1d4 bludgeoning damage.

**Ironbound Magic:** You know the Light cantrip. When you reach 3rd level, you can cast the detect magic spell once, and regain the ability to do so once you finish a long rest. When you reach 5th level, you can cast the Heat Metal spell once with this trait, you regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for these spells.
BATTLEFIELD MANIACOS Wiki

sitio web oficial de battlefield [1]

Battlefield 1 es un juego de disparos en primera persona desarrollado por EA DICE y publicado por Electronic Arts. Es la décimo quinta entrega en la serie de Battlefield, y la primera entrada principal en la serie desde Battlefield 4. [1] El juego fue lanzado mundialmente para Microsoft Windows, PlayStation 4 y Xbox One el 21 de octubre de 2016.  Battlefield 1 recibió críticas positivas de los críticos y fue visto como una mejora respecto a las anteriores entregas Battlefield 4 y Battlefield Hardline. La mayor parte de los elogios fueron dirigidos hacia su tema de la Primera Guerra Mundial, modos multijugador, visuales, diseño de sonido y campaña para un solo jugador.

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Shadowdancer

When a rogue chooses with archetype at 3rd level, they gain the following abilities:

#### **Dark Velocity:** Upon reaching 3rd level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet. While in dim light or darkness, your speed increases by 10 feet, and you can see in magical darkness.

**Conjure Shadow:**
 When you choose this subclass at 3rd level, you also learn the spells *darkness*, *pass without trace*, and *silence*, and can cast them using this feature without expending a spell slot. Intelligence is your spellcasting ability for these spells. You can cast spells using this feature a number of times equal to your Intelligence modifier. You regain expended uses of this trait when you finish a short or long rest. Additionally, you learn the *minor illusion* cantrip and can cast it at will.

**Shadow Step:**
At 6th level. you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness, or in the space occupied by your Shadow. You then have advantage on the first melee attack you make before the end of the turn.

**Shadowcraft:**
Once a Shadowdancer has reached 9th level, they gain the ability to manipulate the shadows themselves. If there is any amount of darkness or shadow in the area, the rogue can use its action to move the shadow to any space within 60 feet, the size of the shadow is a 15 foot radius sphere, and any creatures within are considered to be under the effects of the Darkness spell.

The rogue may also use this ability to snuff out any light source of the same size, magical or otherwise. Additionally, the rogue has gained the ability to cling to shadows, allowing them to walk on any surface where shadows exist, as if under the effects of Spider Climb.

**Shadow Ally:**
Upon reaching 17th level, Conjure Shadow can now create a shadow ally. The Shadow will also mirror any attacks you make, and is considered an ally. When you make an attack roll, if the result of the roll would also be considered a successful hit against another creature within five feet of the Shadow, the Shadow will inflict half the amount of damage you dealt on your turn to that creature.
Action Points

**Action Points**

Action points allow a player to add a bonus on any d20 roll so that characters can dodge or at least mitigate the effects of bad luck. You start with 5 action points at 1st level. Each time you gain a level, you lose any unspent action points and gain a new total equal to 5 + half your level. You can spend an action point whenever you roll a d20 to make an attack roll, an ability check, or a saving throw. You don’t have to decide until after you make the roll and learn if it succeeded or failed. If you spend an action point, roll a d6 and add it to your d20 result, possibly changing a failure into a success. You can spend only 1 action point per roll. In addition, whenever you fail a death saving throw, you can spend an action point to make it a success.
Vemirian

These poor creatures have slowly been shunned and rejected over the years, until they reached the point they currently hold, sewer dwellers called Wretched, their real name taken from their god, Vemir, they are Vemirians. Society views them as scum, thieves and disease spreaders, and openly blames them for the plague in Sibentos which claimed the lives of thousands. They stay in groups, scavenging what they can while the city sleeps, and returning to their dens beneath the city streets. There are those who have chosen to escape the city life and roam the wilds or find shelter in the forests, small communities here and there.

They are generally peaceful people, but if pushed into a wall they will defend themselves and their homes at all costs. There are, of course, those that have become angry over years of persecution and openly hate the "civilized folk" and all the hate they have driven their way over the years.

**Vemirian Names:**

The wretched have no particular society or culture, nor do they have a particular way of naming themselves. Their names range and vary depending on where they come from.

**Vemirian Traits:**

**Ability Score Increase**: Your charisma is increased by 2, and your constitution increase by 1.

**Alignment:**Wretched do not have a particular alignment.

**Age:** These creatures live a fairly short life, they reach adult at 10  years, and typically live to be around 50 to 60.

**Size:** Vemirians average about 3 feet tall, to 4 feet and weigh about 60 pounds. Your size is small.

**Speed:** Your base walking speed is 30 feet.

**Low Light Vision:** Accustomed to darkness you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. You can’t discern color in darkness, only shades of gray.

**Rat Fortitude:**You are immune to diseases.

**Natural Weapons:**Your teeth and claws are considered natural weapons. Your bite attack will do a 1d4 piercing damage, while your claws will do a 1d4 slashing.

**Perception:** Always being on the look out has made you naturally perceptive, you have proficiency in the perception skill.

**Natural Climber:** Vemirians have proficiency in the Athletics skill.
Lunar Maria

**Цена** | 1714¥

Lunar Maria - альбом Дайске Оно, сейю Гадеса Аидонея, содержащий опенинг и эндинг игры "Забавы Богов". Альбом был выпущен в Японии 26 сентября 2012 года.

## Трек-лист

1. Lunar Maria
2. Akatsuki no Wadachi
3. Lunar Maria (Instrumental)
4. Akatsuki no Wadachi (Instrumental)

## Текст

* Lunar Maria

* Кандзи
* Ромадзи
* Русский
1-й Дачный переулок (Ушково)

**1-й Да́чный переулок** — улица в посёлке Ушково Курортного района Санкт-Петербурга.

## Расположение

Проходит от Дачной до Пляжевой улицы, пересекая Минскую улицу. Грунтовое покрытие. Часть переулка за домом 9, литера М, не проложена.

## Дома

### Нечётная сторона

Дачная улица

* 1, лит. А — дачный домик.
* 1, лит. Б — дачный домик.

Минская улица

* 7А — дачный домик.
* 7 — дачный домик.
* 9, лит. М — изолятор.

Пляжевая улица

### Чётная сторона

Дачная улица

Минская улица

* 6 — индивидуальный жилой дом.

Пляжевая улица
ID 11590493 Turn 1 Timeline

* Gameover543 (Dragonstone, Driftmark, House Massey, Crab Isle, Cracklaw Point, House Florent)

### Spying

Spy cards played
 VICKTOR (House Drumm)
 Vlast (House Glover)
 Godspeed (House Hightower)
 Godspeed (House Hightower)

### Small Council

King Jon Snow awards the Small Council territories to the established masters

### Military Actions

#### Across The Wall

* Someone (Eastern Wildlings) expans into the Lands of Always Winter
* Lord Commander Ollie (Thenns) expand south into the Antler Vale, occupies the Fist of The First Men with 17
* Leom (Craster) takes the territories around Craster's Keep

#### The North

* Battle of the Southern Shivering Sea: Karstarks (110) and the Sister (63) clash over sea access, Karstarks win
* Umbers expand in the empty Dustin area around their Barrow Hall garrison
* Battle of Stony Shore Bay and Battle of Blazewater Bay: Greyjoys send a small force to empty areas of the Sunset sea. They were pushed out by large Glover (291) and Flint (299) forces.

#### Iron Islands Civil War

* Drumms capture most sea areas around Wykk and Salt Cliff from Greyjoys
* Mallisters take Arryn naval territory off Seagard

#### Crownlands

* King Jon Snow gifts 4 territories of the Narrow Sea to the Redwynes, as part of their position as Master of Ships

#### Riverlands

* Neutral area of River Road taken by House Mallister
* Neutral area of Woodhedge taken by House Tully
* Battle of Blackbuckle: House Mallister (49) and Tully (39) clash over neutral area, Mallister Victory

#### Reach

* House Rowan invades the Shield Islands at Lord Hewett's Castle with 127

#### Stormlands and Dorne

* As part of the Stormlands Land Exchange, Swanns enter the southern Summerhall region
* Yronwoods take neutral Ghaston Grey and Western Sea of Dorne
* Swanns take neutral Central Sea of Dorne
* Martells take neutral Eastern Sea of Dorne
* House Dayne repells Redwyne attack at Central Summer Sea (11 vs 11)
* **Stepstones Conflict**: Martells and Baratheons both advance into the neutral Stepstones
* Baratheons (301) defeat small Martell (6) force in taking the Southern Straits of Estermont
* Martells (542) defeat Baratheons (148) at Pirate Dens

## Chat - July 19th

### July 19 Iron Islands Civil War debate

1. ↑ *"VICKTOR has taken my ships by force. I ak him and the king that they be given back. Is this the sort of people the King associates himself with. Is this worthy of beaing a warden of the Iron isles? Is this worthy of nobilitiy?!?! Is this worthy of lordship?!?!"*
2. ↑ *"If you want to surrender your lands either way. The Master of Ships would be honored to increase his influence in which he can serve his majesty."*
Coloso: Dreadnought

* Dato histórico:

Los dreadnought,fueron el tipo predominante de acorazado durante el siglo XX. El primero de este tipo, el HMS *Dreadnought* de la Marina Real Británica causó tal conmoción cuando entró en servicio en 1906, que los acorazados que entraron en servicio posteriormente basados en su diseño monocalibre fueron clasificados genéricamente como *dreadnoughts*, mientras que los diseños previos fueron denominados *pre-dreadnoughts*. Su diseño tenía dos características revolucionarias: un armamento pesado de calibre único y propulsión mediante turbinas de vapor. La llegada de este tipo de naves reavivó la carrera armamentística, principalmente entre el Reino Unido y el Imperio Alemán, pero con repercusión mundial, dado que este nuevo tipo de buque de guerra pasó a ser un símbolo crucial del poderío nacional.

* En el juego:

Acorazado equipado con 3 cañones de gran alcance y calibre y dos cañones anti-aéreos, puede llevar en total a 5 artilleros, incluyendo al conductor.
Articguana Suprema

**Nombre:** Articguana Supremo

**Forma Normal:** Articguana

**Especie:** Polar Manzardill

**Planeta:** X'nelli

## Habilidades

* Ahora tiene 2 cañones por donde tirar sus rayos de hielo
* Puede dar grandes saltos
* Ahora tiene mas recistencia
* Puede usar el rayo de hielo para impulsarse para arriba
* Ahora puede arrojar el rayo por sus manos
* Sus rayos ahora los puede arrojar sin cansarce
* Es capaz de arrojar picos de hielo por sus cañones
* Su Fuerza aumenta junto con su tamaño

## Debilidades

* Por su tamaño no es tan ágil
* A Diferencia de su forma original, esta se le hace mas dificil controlar su rayo de hielo
Tanque pesado: StrumPanzerWagen A7V

* Dato Histórico:

El Tanque StrumPanzerWagen a7v. fabricado y utilizado por el Imperio alemán durante la Primera Guerra, su tripulación consistia en 16 soldados y 2 comandantes ( comandante, conductor, mecánico, mecánico jefe, doce infantes servidores de ametralladoras (seis tiradores, seis cargadores), y dos artilleros (artillero principal y cargador).El tanque tenía placas de acero de 20 mm en los lados y 30 mm en el frente; sin embargo el acero no era tan resistente como las placas blindadas, lo cual redujo su efectividad. Era suficiente para detener balas de fusil y ametralladora, pero no los grandes calibres. Proporcionaba protección comparable a los blindajes más delgados de otros tanques del periodo que usaban acero más duro. Estaba propulsado por dos motores lineales de gasolina Daimler de 4 cilindros y 100 cv (74 kW) cada uno. La máxima velocidad era de 15 km/h en caminos y 5 km/h en todo terreno. Llevaba 500 litros de combustible.

* En el juego:

El Taque pesado StrumPanzerWagen A7v. puede ser utilizado por 6 personas a la vez, Un conductor con un cañon potente, tres ametralladoras (dos laterales; una trasera) dos lanza-llamas laterales. El conductor del tanque tiene como armas principales un obús más potente y explosivo que el del renault, y un cañon que dispara un obus de tipo escopeta de muy buena distancia, igual que al del tanque francés, y puede tirar una pantalla de humo defensiva y puede recuperar rapidamente su movilidad despues de que las orugas sean dañadas.

Es el tanque más pesado y lento del juego base, y puede recibir grandes cantidades de daño antes de ser destruido. Tiene distintos modelos como el Renault ft17., el modelo de base, anterior mente mencionado, un modelo lanza-llamas, el cual tiene lanza-llamas en cambio del cañon del conductor, para el combate cercano, además puede desplegar una nube de humo defensivo y puede reparar su movilidad rapidamente, y el modelo de avance pesado que se centra en combate de larga distancia contra otros vehículos y posiciones fijas y el cual puede re-aprovisionar y dejar cajas medicas a los del equipo
Wikia talk:Portal de la comunidad

¡Esta es la **página de discusión general** del wiki! Los fundadores del wiki deberían dejar aquí un mensaje de bienvenida y alentar a los nuevos editores y visitantes a participar en el wiki. Utilizad esta página para dejar avisos sobre novedades o las últimas noticias referentes al wiki, también podéis usar el **foro** para comunicaros con los usuarios.
Desierto del Sinaí

La Campaña del Sinaí o en el juego Desierto del Sinaí, fue una serie de batallas que enfrentaron a las fuerzas del Reino Unido, India, Australia y Nueva Zelanda contra las fuerzas del Imperio alemán y el otomano en el marco del Frente del Oriente Medio de la Primera Guerra Mundial, teniendo lugar en la península del Sinaí
Caza de ataque: BRISTOL F.2

* Dato Histórico:

El Bristol F-2 Fighter fue un avión biplano biplaza británico de caza y de reconocimiento de la Primera Guerra Mundial utilizado por el Real Cuerpo Aéreo. Es llamado frecuentemente como **Bristol Fighter** (caza Bristol), o popularmente conocido como **Brisfit** o **Biff**. A pesar de ser un biplaza, el **F.2B** probó ser un ágil avión capaz de enfrentarse en contra de los exploradores monoplazas, aún los propios. Habiendo superado un desastroso inicio en su carrera, el sólido diseño del F.2B aseguró que permaneciera en el servicio militar hasta los años treinta, y el superávit de la producción fue muy popular en la aviación civil.

* En el juego:

Caza de ataque biplano biplaza para el conductor y un artillero en la parte de atrás, utilizado por el imperio Inglés. Puede lanzar bombas y está equipada con una ametralladora más pesada y potente que las de los cazas, disparan balas explosivas. Tiene una velocidad más lenta que la de los cazas y es más lento al hacer sus maniobras y giros.

* Sus equipamientos:

1. Avión de ataque de apoyo terrestre: equipado con un cañón de pequeño calibre y bombas de fragmentación. Es eficaz contra la infantería.
2. Avión de ataque contra tanques: está equipado con un cañón montado sobre el cañón y con bombas de alta potencia. Es perfecto para destruir tanques.
3. Avión de ataque contra aeronaves: armada con cohetes montados en las alas, esta versión está indicada para reventar aerostatos o gigantescas aeronaves en el cielo.
Vehículo ligero: Romfell Model 1915

* Dato historico:

El Romfell modelo 1915 era un coche blindado introducido en 1915 para el uso por el ejército austro-húngaro en la Primera Guerra Mundial. Construido para emparejar las unidades blindadas del coche-equipadas de los ejércitos rusos e italianos que hizo frente, el Romfell poseía una serie de características avanzadas , Incluyendo una armadura lateral angulada que multiplicó su espesor efectivo, y una torreta completamente giratoria que contiene un modelo Schwarzlose 07/12 en su techo. A pesar de su diseño único, sólo dos vehículos han visto servide su diseño único, sólo dos vehículos han visto servicio.

En el juego:

Es el coche blindado de los imperios austro-húngaro y otomano. El vehículo puede llevar hasta cinco ocupantes, uno de los cuales es el conductor sin ningún tipo de armamento a disposición durante la conducción, simplemente poder sonar la bocina del coche. Un artillero (segundo asiento) opera la torre MG pesada con cobertura de 360 ​​°, mientras que el asiento del pasajero y los dos asientos traseros están equipados con MG ligeros para cubrir los lados delantero e izquierdo / derecho del coche respectivamente, La defensa se encuentra con la torreta.
Tanque ligero: Renault Ft17.

* Dato Histórico:

El tanque Renault Ft.17, es el tanque francés más conocido de la Gran Guerra. Era un tanque de dos pasajeros, un conductor y un artillero y que salió de servicio al comienzo de la Segunda Guerra, pero su diseña fue tan innovador que su disposición sigue siendo utilisada hasta el día de hoy, en los tanques modernos, es decir, una torreta con el armamento principal sobre el chasis blindado, movido por orugas, el compartimiento del equipo en la parte delantera (conductor, artillero), compartimiento del motor en la parte posterior, y armamento principal en una torre giratoria.

   En el juego: El Tanque Renault puede ser utilizado por 1 persona solamente, es el Tanque con menos blindaje del juego, pero es el más rápido, tiene un campo de visión de 360 grados, el conductor y artillero puede disparar un Obús explosivo potente y un cartucho tipo escopeta con largo alcance (en su clase predeterminada). El Renault ft17. tiene tres tipos de equipamientos : el predeterminado, el de flanqueo y de ataque.
Heartfel

The town of Heartfel lies to the southeast of Sibentos. It has become a decently popular area for travelers due to its booming brewery business.

There are three main breweries in Heartfel:

* **Little Pint Brewery**, owned and operated by the Brownlock Brothers, two plump, carefree, and friendly halfling brothers named Bungo and Basso.
* **Bearded Barrel Brewing,** owned and operated by Garthran Tilney, an obsessive, grumpy, and extremely competitive old dwarf who is losing his hearing in his old age.
* **Lone Tree Fermentary,** owned and operated by Orilee Wysara, an ancient wood elf who over centuries of perfecting her art and love of ale has completed her masterpiece.

The competition between the three breweries has been good for the whole town, and for the breweries themselves. Over the last few years the businesses have expanded to exporting their bottle brews all across the kingdom and into Ethynea as well. As a result their operations have expanded, and the town is growing fast as they rush to keep up with the current demand.
La herida de San Quintín

San de Quintín fue un enfrentamiento armado acaecido en el Frente Occidental Europeo de la Primera Guerra Mundial el 29 y el 30 de agosto de 1914, cerca de Guisa y San Quintín, Francia, entre las fuerzas francesas y alemanas.

En el juego San Quintín es el campo de batalla protagonizado por el ejercito Alemán y el Ingles con intensa acción

por lograr retroceder las lineas enemigas con ayuda de tanques y distintos tipos de vehiculos y ademas una gran parte del combate transcurre en infanteria.
()

()
--

### Genre

Post-Rock

**()** Is Sigur Rós' third studio album.

## Track Listing

1# Untitled #1 (Vaka) - 6:38

2# Untitled #2 (Fyrsta) - 7:33

3# Untitled #3 (Samskeyti) - 6:33

4# Untitled #4 (Njósnavélin) - 7:33

5# Untitled #5 (Alafoss) - 9:57

6# Untitled #6 (E-Bow) - 8:48

7# Untitled #7 (Dauðalagið) - 13:00

8# Untitled #8 (Popplagið) - 11:44
Monte Grappa

La Batalla de Vittoro Veneto o en el juego Monte Grappa

enfrentó a las fuerzas armadas del Reino de Italia con las del Imperio austrohúngaro durante la Primera Guerra Mundial y significó la derrota definitiva del Imperio. Aconteció entre los días 23 de octubre y 2 de noviembre de 1918 en la localidad del mismo nombre, en la provincia de Treviso al norte de Italia, cerca de la actual frontera con Austria.
Ametralladoras ligeras

BAR M1918 :

* BAR M1918 Gunner
* BAR M1918 Infantería Ligera
* BAR M1918 de Trinchera

Huot Automatic:

* Huot Automatic Peso lígero
* Huot Automatic Artillería

Lewis Gun:

* Lewis Gun Peso lígero
* Lewis Gun Artillería
* Lewis Gun de Supresión

M1909 Benét-Mercié:

* M1909 Benét-Mercié Gunner
* M1909 Benét-Mercié Artillería
* M1909 Benét-Mercié Infantería Ligera

Madsen MG:

* Madsen MG Peso ligero
* Madsen MG de Trinchera

MG15n.A.:

* MG15 n.A. Peso lígero
* MG15 n.A. Infantería Ligera
* MG15 n.A. Supresión
Tanque pesado: Mark V

* Dato Histórico:

El **Mark V .**fue una versión mejorada del tanque Mark IV, desplegada en 1918 y empleada durante los últimos meses de la Primera Guerra Mundial,  fue el primer tanque pesado británico que solo precisaba de un hombre para virarlo; por lo que los *cambiadores* que iban en los primeros modelos pasaron a ser artilleros.El Mark V tenía más potencia gracias a su nuevo motor Ricardo de 150 cv. En la parte posterior del techo del tanque, detrás del motor, había una segunda cabina elevada, con lados a bisagrados que permitían a la tripulación acoplar la viga desenzanjadora a las orugas sin salir del tanque. Se montó una ametralladora adicional en la parte posterior del casco, se construyeron 400 Mark V, 200 Machos y 200 Hembras. Varios fueron convertidos en *Hermafroditas* (conocidos también como "Mark V Compuesto") al equiparlos con una barbeta de Macho y una barbeta de Hembra. Esta medida se tomó para asegurarse que los tanques Hembra no estuvieran en desventaja al enfrentarse con tanques británicos Macho capturados por los alemanes o con sus propios A7V.

**El Mark V fue empleado por primera vez en la Batalla de Hamel el 4 de julio de 1918**, cuando 60 tanques contribuyeron al éxito del asalto de las unidades australianas contra las líneas alemanas. Participó en ocho importantes ofensivas antes del fin de la guerra. Las tropas canadienses y estadounidenses se entrenaron con tanques Mark V en Inglaterra en 1918, mientras que el 301° Batallón de Tanques Pesados estadounidense participó en tres acciones en el sector británico del Frente Occidental a fines de 1918.

* En el juego:

El buque de tierra es un tanque de transporte que puede llevar a 5 pasajeros, entre los cuales 2 disparan cañones laterales y a la vez ametralladoras.

El MARK V tiene tres versiones:

1. buque de tierra de mortero(predeterminado): este tanque está equipado con un mortero en la parte posterior, el cual puede disparar proyectiles de gaz o humo. Esta version es es muy efectiva a largas distancias sobre todo contra la infantreria.
2. Buque de apoyo a patrulla: este buque de tierra tiene la capacidad de transportar una patrulla entera; esta version puede llegar a ser un muy potente buque de guerra ofensivo y, a la ve, dar apoyo a la infantreria amiga cercana.
3. Buque de trierra de caza: esta version está diseñada para combatir vehículos a media distancia. Puede desplegar una nube de gaz defensivo y se repara rapidamente. **Es muy efectiva contra la infantreria**
Apoyo

* En el juego:

Este soldado debe de preocuparse de la munición de sus aliados y restablecerles la munición faltante.

También debe proporcionar fuego de contención para asegurar el avance de sus aliados.

* Gadgets:

1. Bolsa de munición: utilizada para reabastecer a los jugadores mas cercanos.
2. Caja de munición: una vez colocada, esta caja dar munición a los jugadores cercanos.
3. Mortero alta potencia: dispara municiones de alta potencia para infligir daño en una zona pequeña
4. mortero aereo: mortero que dispara proyectiles que explotan en el aire para infligir daño a la infantería en una zona más grande.
5. ballesta lanzagranadas alta potencia/frag: ballesta que dispara una granada frag o de alta potencia,silenciosamente para asesinar ala infantreria.
Amiens

La **batalla de Amiens**  comenzó el 8 de agosto de 1918 y fue la fase de apertura de la ofensiva aliada más tarde nombrada como la Ofensiva de los Cien Días que en última instancia condujo al final de la Primera Guerra Mundial.

El juego nos presenta una intensa batalla de infanteria entre Ingleses y Alemanes por las calles de Amiens, donde tener un tanque es primordial para ganar el combate.
Coloso: Tren Blindado

* Dato histórico:

El **tren blindado** es un convoy ferroviario que está protegido con blindaje o que incluso porta armamento. Por lo general, están equipados con vagones de ferrocarril armados con cañones y ametralladoras.fueron utilizados sobre todo a finales del siglo XIX y principios del siglo XX, cuando ofrecieron una innovadora forma de mover rápidamente grandes cantidades de poder artillero. Después de la Segunda Guerra Mundial su uso decreció en la mayoría de los países, cuando los vehículos de carretera adquirieron un mayor poder y a la vez ofrecían más flexibilidad. Para entonces, los trenes blindados se habían hecho demasiado vulnerables al sabotaje o a los ataques aéreos. Sin embargo, en épocas recientes la Federación Rusa ha utilizado varios trenes blindados improvisados durante la Segunda guerra de Chechenia.

A comienzos del siglo XX el Imperio Ruso empleó varios trenes blindados durante la Guerra ruso-japonesa. Durante la Primera Guerra Mundial Rusia utilizó una combinación de trenes blindados ligeros y pesados​​. Los trenes pesados ​​montaban cañones de 4,2 y 6 pulgadas, mientras que los trenes ligeros fueron equipados con cañones de 76,2 mm.entreel final de la Primera Guerra Mundial y el comienzo de la Guerra Civil Rusa, la Legión Checoslovaca utilizó trenes blindados fuertemente armados para controlar las grandes longitudes del Ferrocarril Transiberiano (y de la propia Rusia).3

* En el juego:

Es un tren equipado con 2 morteros de largo alcance y de un gran poder explosivo,3 cañones con ametralladoras y un cañon anti-aéreo