recursal/Fanatic-Fandom huggingface dataset:
The Úr-Isles

The Úr-Isles, commonly referred to as the Bear Isles or Wolish Isles, are a gathering of islands east of The Great Oak. They are considered the homeland of the Children of Wol, and are said to have formed where Wol fell after being thrown from The Oak by Tyrgar. The islands are named after the great úr-beasts who inhabit them, larger and more ferocious than those in the rest of The Mortal Realm. That said, the Children of Wol have found relative peace with the beasts, and only rarely is there conflict between them.

## Environment

Although not as freezing as the white-tipped peaks of the surrounding mountains, the rather sizable islands are still bleak compared to the rest of The Midlands. Wind travels easily over the waters, and rain tends to gather overhead. The islands are filled with hills and small mountains of their own, all covered in woods, and although there are flatter expanses, it would take some days' travel to reach them from shore.

## Inhabitants

The Úr-Isles have a far greater concentration of Sons and Daughters of Wol than the rest of The Mortal Realm. As Children of Wol tend to like their peace, villages are still distanced far away from one another. Rather than going out to settle new villages, younger generations instead opt to take their immediate family with them to live a day or so away from the village. Thus, the villages still serve as gathering points for talk and trade, but without intruding on the solidarity of those living in and around them.
Guild

## Introduction

You can form a guild from other admirals in Antaria.

You can help each other, and exchange guild gifts in a guild.

Moreover, you can protect yourself in a guild territory and store resources at guild depot.

Join a guild and be the very best in Antaria!

## Support

You can support your guild members (it is for free.)

Check the box "Support" then you can see the guild members who need your help.

With your support, guild members' training, research, airship facility upgrade time are decreased by 180 seconds.

## Guild Stock

You can trade, buy your guild stocks. Stock increase is in progress regularly, and when it is in progress, you can buy your guild stocks.

If you become a big shareholder, you can affect your guild a lot such as changing the guild master.

Shareholders can vote whether the master is dismissed or not.

## Guild Eld

Eld used to create your guild will be turned into guild eld, and it will be used as a fund when the guild is listed.

Guild Eld is used in various guild activities, such as placing guild buildings and unlocking guild traits.

A portion of Eld from hunting monsters and defeating Dark Armor is donated to your guild by attendance check.

If you leave the guild without donating Guild Eld, the Guild Eld will disappear.

If you disband the guild, the Guild Eld will disappear.

## Guild Shop

You can check the items purchasable with Guild Coins.
Guild Coin can be obtained from completing guild missions.
Especially, Token of Development can be obtained ONLY at Guild Shop.

## Guild Power Lv.

It is combined Power Lv. of every guild member.

It is used to rank guild Power Lv..

## Guild Member

Shows the current number of guild members / the maximum capacity of guild members in the guild.

You can increase maximum capacity of guild members from researching guild traits.

## Guild Gift

You can send guild gifts for completing various activities.

Guild gifts last for 24 hours after being sent, and unretrieved guild gifts are deleted.

## Guild Traits

Guild master can unlock guild traits, and guild members can donate Research Manual to complete research.

Some guild trait effects only activate when certain guild buildings are in place.

Guild trait effects do not activate in Kashumir Joust.
Elys

Elys is an island east of The Midlands, made famous throughout the world for Aonach, the City of Revels. It is host to a great conflict between Uvartoch, Sylfa, and Balogh the Cleaver, respectively.

Shortly after Tyrgar's imprisonment, Balogh the Cleaver rose out of the oceans in the east to tear asunder land and earth beneath his cloven hooves. In the time that followed, many beings came into The Mortal Realm, its edges no longer guarded by the wrath of the summer god. One of these was Uvartoch, god of bloodshed. He had amassed a great following in the eastern Midlands, and his seat of power was that of Torneach. However, the Wolish men and women of The Úr-Isles had long kept the reaches of Borfell safe from his clutches, and prevented his expansion westwards. Instead, his followers came to settle in Elys. It was there that they met Balogh, who thundered across the northernmost parts of the island in a bid to bring ruin to those few who'd escaped off the western shores of Barbaros.

Uvartoch and his fiends were stuck between the Men of Wol and the ruin of Balogh. In a desperate bid they came to abandon Torneach, and amassed upon the western shores of Elys. With the aid of his lesser sister, Sylfay, Uvartoch brought his forces to bear against Balogh in the north. Their forces were shattered, but with the blooshed of his men Uvartoch surged with strength, and in one fell swing he shattered Ruin, sword of Balogh, into a thousand pieces and a thousand more. Yet as he would bring the deathblow upon Balogh, Uvartoch was betrayed by Sylfay, allowing the god of destruction to escape. All three gods were greatly wounded, and none could muster the strength to kill another that day.

Now, the mortal followers of Uvartoch and Sylfay bring battle to one another over control of the island, while their masters gather their strength for war yet more.

## Environment

The northern parts of Elys are covered in great mountains, whereas the southern parts are mostly forests and open plains. Except for the east and the far north, most of the island is habitable. In spite of this, large tracts of land go unsettled, thanks to the constant outbreak of skirmishes between the three cults.

The only reliable ways to enter the island are through the western and southern ports, respectively. The western port is controlled by the Crimson Court, and the southern port by Sylfan mercenaries. The southern port is decidedly the more popular way to enter, as it lays near to Aonach, where thousands come to visit. The western port on the other hand, is mostly used by the Crimson Court's military forces.

## Inhabitants

Most of the island's inhabitants are Blooded eldritch and native grongs. There are also smatterings of laochrans and hrafnir, though most are not permanent residents, but only passing through either as mercenaries or visitors.

Life on Elys is turbulent, as the forces of the gods are constantly patrolling the wilderness, eager to execute trespassers in the name of their gods. To some, however, Elys represents the perfect opportunity to gain power and fame - the gods know to reward their own.
Pandragon’s Grace

## The Ruller's Crown

   A treasure of Pandragon Kingdom that protects the wearer

## The Storm Bringer

   A treasure of Pandragon Kingdom. A sword used by Yggdpaine, the adventure king.

## The Scepter of Gloria

   A treasure of Pandragon Kingdom. It's a royal symbol that allows the king to use powerful spells.

## The Ancient Slate

    A slate that contains recordings of an ancient war.

## Sky Fortress

    An air fortress left behind by ancient Gods.
Sylfay (old)

Sylfay is the goddess of epicaricacy, of taking pleasure in others' suffering, who resides on the southern part of Elys, in Aonach, the City of Revels. She feasts on the agony of Men to sustain and empower herself, and so lures them in with promises of mortal pleasures. Unlike most of the other gods, Sylfay does not try to expand her reach throughout the world. She is content to stay in Aonach and let willing fools join her cause as they see fit.

She finds herself at odds with both Uvartoch, and Balogh the Cleaver for control over the island Elys. Thanks to her nature, she does not have a cult of followers, and as such her forces are comprised mostly of mercenaries and sellswords.
Geography

Deserts (and the dry quicksand in there) cover huge areas of the planet. Living space and fertile land is scarce, people are forced to move into huge mega-cities that form around water and food sources.

In the shifting desert, there are rocky safe zones where rudimentary life can grow. Only dry, hard vegetation can live there, as well as people that are escaping the strict rules (and safety) of the city. Often the poorest citizens, they tend to husbandry and hunting to sustain themselves.

In areas of the planet where the water puddles come up close to each other, permanent bodies of water are formed. Here the dry quicksand turns into shallow marshes. These marshes house a hoard of animal and plant life and are frequented by hunters and poachers alike. No big trees can form there because the ground is not solid enough. Reeds and grasses are all that grows there.

On the few bigger patches of suitable land, City-States have formed.  These are tightly packed conglomerates that house a lot of people on a very small area. Organization, laws, hygiene etc. are hard to maintain in these densely packed areas. The cities are all independent City-States competing for power. Trade routes between the cities are vital, because they do not have enough resources to sustain their growing population. They are usually well protected against lashing sandstorms by being built high on a hill or other natural defenses. They protect themselves against the sun through the tightly connected buildings, leaving most of the open areas in shade. City-States vary in size and placement, due to the conditions of the environment.
Sanguineum

Sanguineum is the largest and most powerful city under control of The Crimson Court. It lies in the north-western part of Elys, and serves as a base for Vamphyr's military campaign against Balogh and Sylfia.

## Environment

Most of Sanguineum is underground, with the overground parts serving only as protection from outside forces. The city is built into the cliffs at the shore by Elys's western port, so as to ensure domination over it. Underneath the ground, Sanguineum's vast halls stretch out in all directions, great stone chambers holding the earth at bay.

Inside the city, the sun is obscured, and its halls are lighted by the sorceries of its inhabitants. The dark corners and crevasses in the stonework give way to a soft, ever-present glow, complimenting the red and purple silk that covers the walls and buildings inside. Its halls lead deeper and deeper down the further into the island they go, and it is said that the great Lord Vamphyr himself makes his dwellings deep within the city's depths.

Over land, there are the walls and barracks of the city, surrounded by miles upon miles of empty country. That is not to say Sanguineum lacks influence in its surrounding area - quite the opposite, as hundreds of secret exists lead up from beneath the ground.

## Inhabitants

Although Blooded Ones are the only permanent residents, Sanguineum is also host to scores of laochran mercenaries, and thralls by the thousands. For an outsider, walking through its dimly lit halls must be as a nightmare come to life, the hollow and crippled thralls ever present. As for its Blooded residents, Sanguineum is a place of plenty - something quite rare for their kind. To them, the city represents as close to a comfortable life as they could ever hope to achieve.

Although the city is enormous, it is quite scarcely inhabited. Only a few hundred make their dwellings there, and so it is mostly occupied by the slavering thralls, outnumbering every resident fifteen to one at the least. They are always seen going about their business in various states of un-being. Some are almost so lifelike as to appear mortal, yet many are so ancient that their very forms are broken and twisted by their eternal servitude, bound by unseen chains.
Chrainn (old)

Chrainn the Revenant is a northern god of pestilence, and younger brother to Udiir. It is said he comes with the fog, and whatever his overlong fingers touch becomes sick and frail. Those who foolishly wander too far out into the cold night often find themselves in Chrainn's embrace, and so his name is spoken with fearful reverence.

Rarely does Chrainn travel south, but when The Wild Hunt is on, he finds himself following to claim the souls of those whom the other gods forgot.
Spear

Spears are long, two-handed weapons that allow the wielder to stand at a relatively safe distance from his opponents, inflicting piercing or slashing damage with the tip. Spears require little skill or material to craft, and though the handle breaks easily, it is just as easy to replace. Spears also require little skill to use effectively, and as such have become a common weapon for militiamen, as well as untrained combatants.
The Carpathian Forest

The Carpathian Forest is an enormous forest that covers large swathes of Carpathia. It is largely unexplored, owing to the overwhelming presence of fey within. Hordes of Wild Things come slithering out of the darkness beneath those cursed trees, and all laws of nature are forfeit at the hands of thirsting gods. The name of the woods has long since been forgotten, and it is held that any who utter its name will draw the attention of its denizens to his homestead.

## Environment

The Carpathian Forest is made up of seemingly endless trees. Its landscape is shaped by the Wild Things that live there, and so the woods themselves are ever-changing. One could walk in a straight line for what seems like mere minutes, and yet never find the way back. Its twisting wooden corridors are dim and shadowed, owing to immense trees covered in moss and lichen. These trees are old and withered, frail due to the lack of sunlight entering the woods. There is little life in terms of plants or animals for the very same reason, and the forest floor consists mostly of stones and rotting bark. Beneath the canopy, these woods are ever changing. It is no place for mortal Men.

## Inhabitants

The Carpathian Forest is home to no mortal creatures. Even the trees themselves have become twisted and bent at the hands of the things in the woods. Wild Things walk unchallenged, brazenly mocking the natural order of things.
Borfell Mountains

The Borfell Mountains surround Bear Isles to the north, east and (partly), south. They border The Great Oak to the west, only a few days from The Boglands, as well as Torneach to the east. According to legend, the mountain range was formed by the crashing waves of the ocean after Wol fell from The Oak.

## Environment

Borfell enjoys mild weather compared to its neighboring regions. It mostly lies too high for the thundering storms of Torneach, or the endless dour of Bear Isles. Its lower mountains are covered in fog through morning, though they tend to clear up past midday.

There is much growth on Borfell, allowing for vast woodlands and even some farmland in the north, particularly in the lower mountains.

## Inhabitants

Though some have chosen to make Borfell their home, it is mostly desolate of mortal men and fey alike. Those who make their living there are found almost exclusively in the northern mountains, particularly in the Valewood pass. The other mountains serve as home to some outlying Gronglets, but little else lives beneath the trees.
Battle

## Introduction

* The heroes can take an action per turn and can attack the chosen monster.

* Skills have their own cooldown time to be used again.

* An automatic battle can be done after achieving certain admiral level.

## The first attack

When you defeat any monsters, Dark Armor, machinas and region
bosses for the first time, you will obtain with special rewards.

This is called First Kill. If you want to level up quickly, you should
find new enemies that you haven’t challenged. (Dark Armor does not give XP)

Also, you will receive up to 3 crowns if you defeat monsters
with less damage to your heroes. If you obtain 3 crowns, the monsters become
weaker. Start auto battles against these monsters!

* If you succeed in first kill, try using Battle Spree function!

## Tips to Win 3 - To defeat strong enemy, use Rally Attack!

* How to Rally

If you want, you can make a rally attack, and let other members join it.
If you are the one who creates the rally, you can change the order of rally participants.

## First Kill

If you achieve FIRST KILL from defeating monsters or machinas, you can get First Kill rewards.

And then one of the participating heroes will level up. (randomly chosen)

If the hero has already reached max level, Token of Development will be given instead.
Of course, the higher your heroes' levels are, the better you get the level up bonus without the token.

Take a look at how to achieve First Kill

Try achieving First Kill right now!
Brawler

The brawler is an unconventional combatant who eschews the use of weapons in favor of pummeling opponents with his fists. Be it by finely tuned technique or just brute force, the brawler flows in and out of combat, and specializes in stunning, grappling, or otherwise disabling his opponents.

## Abilities

**Bear Hug**

Whenever a target you have grappled fails their roll to break free, you may have them make a Fortitude Save, dealing a wound if it fails.

**Fierce Technique**

If you are not wearing armor and do not have a weapon equipped, you may parry attacks from ranged and melee weapons with (DEX + Brawl). Improvised weaponry does not count as having a weapon.

**Follow Up**

If you hit with an unarmed attack or an improvised weapon (regardless of whether you deal damage), you may make an unarmed attack. Follow Up can only trigger once per round.

**Improved Form**

You may reroll dice equal to your skill in rolls involving Acrobatics, Brawl or Escamotage.

**Iron Fist**

Whenever you hit a stunned target with an unarmed attack, deal a wound.

**Lightning Strikes**

If you are not wearing armor, you may perform two unarmed attacks during your turn.

**Liquid Defense**

If you are not wearing armor, you may add your AGI to your FOR when making a Fortitude Save.

**Redirection**

Whenever you parry or dodge an attack, you may redirect it towards another target within melee range. If you do, roll (DEX + Brawl) against the target's (INS + Dodge).

**Technician**

Whenever you make a STR roll, you may add half your DEX, rounded down.

**The Golden Froth**

Whenever you become drunk, restore a wound. While drunk, you only need one 10 to crit. However, 2s remove successes just as 1s do.
Shield

Shields are worn in the off-hand, used together with a one-handed weapon. Though they are most valuable for their protective use, a shield can also serve as a weapon in its own right, as they tend to be lined with hard metal around the edges.

Shields are very common among combatants who cannot afford heavy armor, as it allows for a cheaper and more easily available way to protect oneself.
Fields of Randand

Thy Fields of Randand are thy most nogular fields, stretching on for hundreds of miles in thy rural Sudan and Ghanda. Thy lands were, In thy golden Noritial slave tradage times of thy 1800s, owned by thy following men in thy clockwise geographical order (it is thy anagram).

* **R**obert Rhett
* **A**rnold Calvertross
* **N**orris Lincoln
* **D**avid Wellbertdale
* **A**ndy Arkwright
* **N**inja Cockswipe
* **D**errick Hashslinging

Below is thy image of thy fabled fields:
Balogh (old)

Balogh the Cleaver is the eldest and most primordial of the Younger Gods. His domain is destruction, and he exists solely to tear apart land and men alike. Unlike Agalloch however, Balogh revels in the act of destruction in and of itself, and cares little for its consequences. Hence he despises Agalloch and his kin, for they would take away those things which Balogh lives to break.

In spite of his antagonistic agenda, he has amassed a small following of mortals - though not all Barbarians hail from Barbaros, and not all who come from Barbaros are Barbarians, the term "Barbarian" has come to be used as a collective name for the mortal followers of Balogh. It is their belief that destruction is necessary for growth, and that by inflicting struggle they cultivate strength in both themselves and the world around them. That's not to say they are mindless brutes - although that is often how they are protrayed - but rather that their view of the world differs heavily from most men.

Balogh himself roams the north-eastern mountainous part of Elys, fighting the forces of Sylfa and Uvartoch for control over the island. Although some barbarians have joined him, Balogh fights his own battles, and cares no more for his followers than anyone else's.
4 сезон

2-й полуфинал
 Финал
 Ведущие
 Основной вещатель
 Дебютирующие
 Победитель

## ВПВЛвидение

Конкурс песни «ВПВЛвидение-2018» (англ. VPVLvision Song Contest 2018, фр. Concours VPVLvision de la chanson 2018, порт. Festival VPVLvisão Da Canção 2018) — 4‑й конкурс песни «ВПВЛвидение», который впервые пройдёт в столице Австрии городе Вене, благодаря победе Marina and the Diamonds с песней «Amar pelos dois» на конкурсе предыдущего сезона, проходившем в Санкт-Петербурге, Россия.

## Место проведение

Конкурс состоится в первый раз в Австрии после победы страны в 2018 году с песней «Hollywood», в исполнении Marina and the Diamonds

Первый, второй полуфиналы и финал конкурса состоятся в 2018 году.

Первый полуфинал - 25 мая
Второй полуфинал - 27 мая
Финал - 29 мая

## Участники

Бежевым цветом выделены страны, которые дебютировали в 4 сезоне.

## Страны, временно отказавшиеся от участия

###

### **Вернувшиеся страны в конкурс**

* **Украина** — после сезонного перерыва страна возвращается на конкурс.

### **Отказ**

* **Югославия** —  К сожалению, Югославия участвовать в 4 сезоне не будет. 9 апреля сотрудники VBC в Югославии сообщили, что страна возьмет перерыв на один, а может и на два сезона.
* **Монако**  — По состоянию на 11 апреля байкотирует конкурс, в связи с участием США. 12 апреля сообщили о возможном участии.
* **Марокко**— По состоянию на 11 апреля байкотирует конкурс, в связи с участием США.

### **Несостоявшийся дебют**

* **Лихтенштейн**— *После многих неудачных попыток дебютировать на конкурсе (в частности, в 2 и 3 сезоне), национальный вещатель 1FLTV заявил, что готов отправить представителя своей страны в 4 сезоне. Однако 16 марта было объявлено, что Лихтенштейн не дебютирует на конкурсе.*
* **Палестина**— Палестина ни разу не участвовала в конкурсе песни, хотя надеялась на это, начиная с 1 сезона. В лице национальной телерадиокомпании PBC она выражала интерес к участию в конкурсе, однако пока не имеет на это право, так как, будучи только ассоциированным членом VBC, провела в 2018 году переговоры о полноценном членстве, получила предварительное одобрение в марте, но находится в статусе ожидания членства, так как Палестина пока не удовлетворяет всем критериям участия в международных организациях. Из-за этого страна пока не имеет право участвовать в конкурсе.
* **Шотландия**  — Шотландия несколько раз выражала заинтересованность в независимом участии на ВПВЛвидении. Шотландская национальная партия проводила компанию в течение нескольких месяцев для участия в Шотландии на ВПВЛвидении в качестве независимого участника, но её просьбы были отклонены много раз, потому что Шотландия зависима от Великобритании, а по правилам конкурса в конкурсе участвуют только независимые страны.
* **Дагестан**— Дагестан - не страна, а субъект РФ. По правилам это запрещено
* **Китай**— Страна не заинтересована в конкурсе, но имеет право участвовать.
* **Япония**— Отказали в участии
The Fey

Fairies. Daemons. Wild Things. The Fair Folk. The Fey have as many names as there are stars in the sky. They are foreigners in The Mortal Realm, come from The Otherworld. While some are benign, most are simply too alien to understand right from wrong, and might slay you out of good will, or aid you out of malice. Many are openly hostile, and behave like wild beasts, if only craftier.

After Thyrgar was imprisoned in the heavens, The Fey began to break through from The Otherworld and into The Mortal Realm, where Lys, in the absence of both Thyrgar and the Hrafnir, is too weak to stop them. Their world is an empty, hollow place, where no things live and nothing grows. The weak ones come as spirits, too frail to take on physical form, and thus occupy a space partways in The Otherworld and partways in The Mortal Realm. Stronger Fey known as Wild Things enter the world fully, and take on shapes that mimic the creatures of the natural world to greater or lesser extent. The mightiest of the Fey are the Fairy-Kings, who claim domain over aspects of The Mortal Realm and become patron gods to their mortal followers. These are the Younger Gods, vast pantheons that stretch all across the world. Their influence is limited, however, and different lands have their own pantheons, with their own gods. It is not unusual for the domains of gods to overlap, for after all, what could a god in the west do to contest a god in the east?

Though there was once a time where Fey were welcome guests, who lived side by side with mortal men, none in living memory, save perhaps The Green Man, still remember. Unchecked and free to roam as they see fit, Wild Things have become a scourge unto the land, hunted by mortals known as Slayers. It is they who have become heroes in their peoples' eyes, for without them the mortal races would surely crumble at the hands of the beings from the Otherworld.

The Fey do not obey the same laws as mortals. That said, they are not without weakness - most any Fey in mortal form is weak to fire, silver, or cold iron. Unlike mortals, Fey have no afterlife in which to rest. When a Fey is slain, its stolen body returns to the land from whence it came, and the soul within crumbles into the nothingness from whence *it* came.

Indeed, even the forgers of The Mortal Realm - Wol, Thyrgar, Lys and Lyra - were once Fey. Though they were also the first of The Fey, and share little resemblance with those who came after.
Vamphyri

Vamphyri, or vampires as they are commonly known, are those who have given themselves fully to Uvartoch. Ridden of their mortality, Vamphyri sustain themselves by gorging on the blood of mortals, unnaturally extending their own lifespan and further empowering their god.

## Appearance

Vamphyri are, by and large, entirely indistinguishable from mortal men. Only when blood-starved and desperate can they be recognized by sight - their broken, withered forms reveal, then, their true appearance.

## Behavior

Vamphyri retain all their mental faculties upon turning, and use this to their full advantage. Some operate as independent agents in regular society, while many seek power and companionship in the great cities under the banner of The Crimson Court.

A vampire needs feed only rarely, depending on their choice of prey, but can be forced to seek sustenance if severly wounded. Vamphyri will burn under the wrathful gaze of Tyrgar, and so seek to the night and the shadows, sleeping during the day as nocturnal predators. That said, they may forgo both sleep and shadow at the cost of ever greater hunger, making them terrifyingly adaptable.

## Habitat

Vamphyri are wont to remain hidden, and are more than capable of hiding among regular folk. Thanks to telltale signs of immortality however, they prefer larger cities, where they can blend into the crowd. In smaller towns or villages, other townsfolk may become suspicious, and woe to he who angers the mob.
Torneos de Clubes

* Copa Total de Asia
	+ Cada dos años entre 1970 y 1990 (participaba todo el continente), cada año desde 1993 (participan los 4 mejores de las copas Este y Oeste).

## CAF

### African Champions League

* African Champions League
	+ Cada dos años entre 1967 y 1997, cada año desde 1997

## Copa Intercontinental

* Copa Intercontinental
	+ Cada año desde 1969 y hasta 2006

## Mundial de Clubes

* Mundial de Clubes
* Cada año desde 2006
Mhonabraigh (old)

Mhonabraigh is the god of leylines, and the first foreign Fey to enter The Mortal Realm. There, he spent much time with the other gods, learning of though they had forged the world. Mhonabraigh was quick of mind, and it was not long until he came to the gods with his own ideas for changes and improvements to the natural world. With their approval, he crafted great leylines through the earth, strengthening the bonds of The Mortal Realm. In thanks, the gods gave him free reign, to do as he please within their realm.

Mhonabraigh is the elder brother to Flokhain, the god of sorcery.
Ranger

The ranger is a rugged wilderness survivalist who uses guile over brute force. Navigation, trapping and tracking down beasts and men is all par for the course for the ranger, and as such his role often tends towards that of a guide or a hunter. Invaluable on far reaching treks through the wilds, rangers make for precious allies in the long run.

## Abilities

**Concentration**

If you did not make a movement action during your turn, you may take another standard action before your turn ends.

**Finesse**

When duel-wielding daggers, you may attack with both weapons at once. Attack rolls are made separately.

**Flanker**

Whenever you deal damage to a target from behind, deal an extra wound.

**Guerrilla Tactics**

You may reroll dice equal to your skill in rolls involving Survival, Archery or Stealth.

**Meticulous Aim**

You may spend your turn aiming. If you do, any shots fired during your next turn hit without a roll. Aiming is disrupted if you make a defensive action or take a wound.

**Outdoorsman**

Your AGI and PER is increased by 1 whenever you're in the wilderness.

**Precision**

Your attacks crit on 9+.

**Swift Reaction**

Whenever you dodge an attack, you may instantly fire a shot from an equipped bow against the attacker, with -1 dice.

**Unsuspecting Target**

When you deal damage to a target who's unaware of your presence, deal an extra wound.

**Wilderness Instincts**

You can rest with your guard up, and partial rests count as a full rest.
Thürs-hin-Braek

Thürs-hin-Braek was one of the eldest hill giants, and the first giant to reach The Frozen Wastes.

It is said that in his youth, Thürs-hin-Braek had a vision that the very land of The North itself was calling to him. Following this vision, he left his brothers and sisters in The Midlands, swimming across The Northern Seas in three days and three nights. Upon reaching the shore, he was assaulted by a horde of Wild Things, but he beat them back, and slew them by the hundreds as he went further inland. His trek took him through what is today called Carpathia, The Belt, and then at last to The Frozen Wastes. His vision called him further north however, and so further north he went. He sojourned through the emptiness of The Northlands for many winters, alone and without solace. Where he walked, no living things would grow, even Wild Things had no place there. With nothing but the harsh and bitter wind for company, he went mad, and became as one with the cold itself.

On his journey however, he had passed many mortals. Men and giants were allies in those days, and so when the mortals saw him slay the Wild Things, they rejoiced, and many soon came to follow in his footsteps. Men of all races travelled north, and it was they who became the Thür-kin of today. As Thürs-hin-Braek was driven mad, so were his followers, and over untold aeons their society changed into something savage and unthinking. Their offspring still make their homes deep in The Frozen Wastes, lost to the world as they are.
Balogh's Mountains

Balogh's Mountains are a large, mountainous area covering most of north-eastern Elys. They take their name from the god Balogh, who makes his dwellings there. Although mostly barren and void of life, there are some smaller dwellings where mortals may take shelter from the elements.

## Environment

The high altitude of the mountains means most of the area is subject to deep snow and strong winds throughout the year. The harsh land has little fertile soil, and only in the southernmost parts are you like to see more than one or two trees together. Further north, and you'd only find withered shrubs and single, bare trees.

## Inhabitants

On the surface, Balogh's moutains are mostly empty, with only a few lone settlements in the south and west. Underneath the mountains however, are vast grong caves, home to some of the most violent and vicious gronglets in all of The Mortal Realm.
Ylieks

Ylieks is a small bush that bears little red berries through late autumn and most of winter. It grows best in cold climates, although it can survive a cool summer.

## Uses

Ylieks is used mainly for interacting with spirits. It's thought that placing an ylieks branch inside one's home signals an invitation to peace to any nearby spirits. It would also then guard that home from any malevolent spirits, and forcing them out if they tried to enter.

Ylieks berries are quite nourishing, and are often used by herbalists for medicinal remedies. When combined with leaves of the hethra tree and ground into a fine paste, it can help crops grow where they normally wouldn't. This makes it especially valuable in colder regions where the dirt is often too cold and hard for crops to grow properly.

## Habitat

Ylieks grows best in cool and humid environments. It flourishes in wolsrun and haerest, although a particularly cold haerest winter might kill it. Generally, ylieks is found in the southernmost parts of The North, and various colder regions of The Midlands.
Hrafnir

The Hrafnir are a cursed race who make their dwellings in the far north. They were once the immortal servants of Tyrgar, blessed by the Lord of The Forge with wings of flame. When Tyrgar was imprisoned in the sky, the Hrafnir were cast down to the earth to live as mortals. Although some wish to find their way back to what they once were through serving Lys, most harbor much resentment for the Lady of Night, and choose instead to carve their own path out of the frozen tundra of The North.

## Appearance

Hrafnir are scrawny, bird-like humanoids. They are tall and lean, and grow more avian with age. First their eyes turn black, then their fingers turn to claws and great black wings spring forth from their backs. This is a slow and painful process that continues for a Hrafnir's whole life. At the end of a Hrafnir's natural lifespan, he will find himself crumbling into dust, leaving nothing behind but ashes in the wind.

## Culture

Over the years, Hrafnir have come to rule the far north, and build great fortresses from obsidian stone. Large and imposing, these bulwarks serve as protection from the roaming beasts of the north, and allow the Hrafnir to lead their lives in relative peace. In spite of this, life for them is harsh, and the bird that doesn't fly plummets to the ground, so to speak.

The Hrafnir do not work the land, as others do. Their society functions because of ancient sorceries and underhanded dealings with spirits and Wild Things. What they lack in physical stature is made up for with slavers, who capture and force others to do their bidding. Hrafnir society is highly individualistic, and everyone is expected to fend for themselves first and foremost. Many acts that would be looked down on by other races are often accepted, or even embraced, by the Hrafnir. Such acts include the aforementioned slavery, so well as sorcery, murder and ritualistic sacrifice. That is not to say the Hrafnir are completely lawless - their Knights keep the peace, and woe to him who threatens it. That said, a Hrafnir has no right to protection, so if he wants the relative safety of a fortress, he better make himself useful.

## Naming Conventions

Hrafnir names tend to sound odd and whispery, due to how older Hrafnir speak. As their vocal chords change, certain sounds become harder to pronounce, and their naming conventions reflect this. Example names are Hafar, Fafne, Fehu, Ihsir and Haufa.
Хорватия

Флаг Хорватии

**Хорватия** дебютировала в 1 сезоне Начало было не слишком успешным: в первом сезоне страна набрала ноль баллов в полуфинале. Но во 2 сезоне Хорватия вышла в финал, заняв 24 место, в 3 сезоне в финал стране выйти не удалось. К сожалению, в 4 сезоне стране так же не удалось повторить успех, получив предпоследнее место в полуфинале.

Самым худшим результатом Хорватии является 26-ое место в полуфинале в 1 сезоне (0 баллов)

## Участие страны

     *Победитель*
     *Второе место*
     *Третье место*
     *Четвертое место*
     *Пятое место*
     *Последнее место*
     *Автоматический проход в финал*
     *Не прошла в финал*
     *Не участвовала или была дисквалифицирована*
Tvefolk

Tvefolk are a loose group of people living in and around Carpathia, particularly the south-eastern peninsula and its surrounding isles, consisting of Children of Wol and Laochran in roughly equal measure. Tvefolk originally came from The Úr-Isles, and what has since become known as The Boglands. When Balogh the Cleaver manifested himself in Aesterhaaf, the great storms which followed effectively isolated the northern settlers from The Midlands, and the Hrafnir would not cross down into Carpathia for hundreds of years.

It was this isolation, coupled with the harsh living conditions of Carpathia, that led the Laochran and Wolish settlers to form close bonds with one another, and eventually grow to become a single, unified culture. Only very recently have they had any contact with the outside world, due to the increased trade between Hrafnir and Midlanders demanding further expansion of Carpathian settlements.

## Lifestyle

Tvefolk have no clans, but rather consider themselves a single people. Generally, every town or village is free to rule itself, but at the tops sits the high chieftain, as elected by the local chieftains at The Moot. Every four cycles, a moot is held just as with the southern Laochran, which only involves Tvefolk.

Tvefolk have developed certain traditions foreign to the outside world. Particularly, they are the only people to still keep úr-boars, a rare species of boar which can otherwise only be found in The Úr-Isles. These boars serve as both pets, livestock, and even mounts. Tvefolk often form lifelong bonds with their úr-boars, made possible by the beasts' great lifespan compared to regular animals.

In addition to townfolk and villagers, a large part of the Tvefolk population live in small, nomadic hunting parties. These groups will choose their chieftains and attend the Moot just as any of the villages, but generally do not own any given plot of land. The reason for this choice of lifestyle is often to avoid dangerous Wild Things, as the Carpathian Forest extends down into the Carpathian Peninsula. Generally, mainlanders are nomadic, and islanders are settled.
Mace

Maces are short, one-handed weapons made for causing damage through heavy armor. They function similarly to clubs, using weight and momentum to deal bludgeoning damage, shocking through or even deforming armor. The head of the mace can be either round, cylindrical, or have some form of spikes or balls to maximize damage upon impact.

Rarely, eldritch societies may allow the use of maces without incurring the Blooded status, arguing that a mace would not technically draw blood. Most eldritch consider this nothing more than a cheap way to avoid marking political allies as Blooded however, and cities that allow the use of blunt weapons are often looked down upon by their neighbors.
Agalloch (old)

Agalloch is among the eldest of the Younger Gods, and father to Udiir and Chrainn. His will is to undo The Mortal Realm back into its most primal state, reuniting it with The Otherworld. To reach this end he turns hapless mortals into Agallochians, strange and twisted beasts who breed only hate and destruction.

Agalloch makes his dwellings deep within The Carpathian Forest, where he lays with beasts to spawn more beings in his foul name.
США

Флаг США

США дебютировали в 3 сезоне, им показался интересным этот конкурс. Дебют оказался удачным, они заняли второе место в финале.

     *Победитель*
     *Второе место*
     *Третье место*
     *Четвертое место*
     *Пятое место*
     *Последнее место*
     *Автоматический проход в финал*
     *Не прошла в финал*
     *Не участвовала или была дисквалифицирована*
Banded Platemail

Banded plate is the most advanced, and most rare type of armor found in The Mortal Realm. It consists of several plates of iron layered on top of one other, worn with chainmail and a gambison underneath. With it, the wearer is practically impervious to attacks, and one would need a highly specialized weapon to break through with any effectiveness. Platemail must be made custom-fitted to any given person, and requires both an extremely skilled smith and large amounts of iron. Only a very few sets of plate exist in all The Mortal Realm.
Brigandine

A brigandine is a coat of iron plates that protect against most weapons. The coat itself is made of leather, and the metal plates are either fitted on the outside, or underneath a layer of cloth. The space between plates allow the user more mobility, but may become weak spots should an enemy land a lucky thrust.
Uvartoch (old)

Uvartoch is the god of bloodshed, who has taken a morbid fascination with the eldritch. In brazen defiance of their most sacred law, he demands his followers spill the blood of mortals and consume it in his name. In return, he grants them grave powers so they may spill yet more blood. His is a vicious cycle of bloodshed.

Though not a war god as such, it is not uncommon to make sacrifice in his name before a fight. Though he holds no domain over the act of battle in and of itself, a warrior who ritualistically spills his own blood may yet find himself under the blessing of Uvartoch.

Uvartoch is among the more powerful of the gods, and is worshipped all over The Mortal Realm. He has been locked in a struggle with Sylfay and Balogh the Cleaver, on the island of Elys for many aeons.
Grongs

-Get +1 on all Attack Rolls.

Grongs are small, mostly feral creatures who dwell in natural cave structures all over The Mortal Realm. They have a fairly short lifespan of only around 20 cycles, but mature very quickly compared to other races. Civilized society tend to look down on grongs, whereas wilder folk have found ways to coexist with them. Not that the grongs care.

## Appearance

A grong is small in stature, and covered in hair. They have fairly sharp features, such as their ears, teeth, claws and noses. Since they're so furry, most grongs are comfortable wearing little clothes beyond simple shorts or a loincloth for modesty. Most races wouldn't consider grongs particularly beautiful to look upon, and this only adds to the negative image grongs have been given by other folk. In spite of this, some grongs have made a place for themselves in towns and cities, performing manual labor.

There are few visual differences between male and female grongs, except that the females are typically somewhat smaller than the males. Both males and females have unruly hair covering the lower jaws, although male grongs' head and facial hair is often darker than the rest of their fur.

## Culture

Grongs are almost closer to beasts than men, and their society reflects this. Grongs typically take to natural cave structures, where they make their homes together with one another, albeit heedless of family or any other relations. Their society is violent, and the bigger, stronger grongs tend to take a larger part of the cave for themselves. Lesser grongs then follow the big grongs as leaders, although without much loyalty. These gatherings are called gronglets, and most grong caves have two or three gronglets at least.

Gronglets often fight amongst themselves for more power, but on the rare occasion that they are at peace, they tend to organize and raid nearby towns and villages for food and shinies. This is because grongs are instinctively infatuated with shiny things, and will often hoard large piles of treasure for themselves, until they are inevitably stabbed in the back by the next grong in line.

Grongs live a simple life, and care little for gods or heroes. Some grongs are strong, and some grongs are sneaky, but by and large they all live life the same way. The odd ones out are those who choose to abandon their grong cave, to seek out new shinies elsewhere. These grongs have a tough time trying to fit into civilization, and are often thrown out to face the dangers of the wilderness on their own. In spite of this, some rare few have managed to solidify their position within other races' societies.

## Naming Conventions

Grongs usually have simple, harsh-sounding single syllable names derived from the word "grong". Examples include Gronk, Bonk, Brong, Srong, Frong, Dronk, Frorg and Nurg.
Ghoul

It is said that any mortal Man who willingly partakes in cannibalism becomes cursed by Wetik, the god of hunger. He will develop a seemingly endless appetite, until no amount of food can sate him. When he inevitably runs out of food, it is not long before he disappears into the woods. There he will hunt like a crazed animal, feasting delightfully on raw flesh. But even then it is not enough, for in time he will grow weak, and frail, and his skin will be stretches across bone. Though at first he may retain some resemblance of his former self, his mind will slowly shrivel, until he is at the brink of death. It is then that his body contorts, and he becomes a ghoul.

Ghouls are a species of horrid tricksters believed to be the heralds of Wetik. They lure unsuspecting travelers to dangerous areas like sheer cliffs or murky waters, then trap or ensnare their victims. Although small in stature, ghouls are rarely found alone, and their roving hunting packs have been the bane of many an unwary traveler.

## Appearance

Though they vary by race, ghouls generally appear sickened and hunched over. A ghoul has several rows of teeth, and their mouth is wont to unnaturally expand, creating a most horrid visage. Their hands and feet are all potential weapons, but ghouls primarily use their claws for digging, as well as for tearing up flesh and armor when eating. Only rarely would a ghoul engage in honest combat.

## Behavior

Ghouls are driven by endless hunger, and will do anything to secure their next meal. Although they're feral, ghouls are surprisingly clever, and capable of setting up simple traps. For example, a ghoul might steal coins off of a dead body, and place them in a pile near a pitfall. A ghoul is not loyal to others in their pack, and won't hesitate to sacrifice them if it means earning another meal. Although a well equipped party should be able to fend them off without much trouble, it might prove wiser to outsmart them, or preferrably, avoid them altogether.

Ghouls have a very good sense of smell, and can pick out rotting flesh from miles away. In areas where there are several roaming packs of ghouls, killing one may lead to a mass congregation of more of them, swarming whoever should be unfortunate enough to stumble upon them. As such, it is common to bury ghouls after killing them. You should under no circumstance burn a ghoul, for the rank and fetid stench they produce will draw creatures from many miles off.

## Habitat

Ghouls are usually found either in damp and wooded areas, or lurking around in barren badlands. They are nomadic by nature, and will roam in small packs around an area until they've hunted down all they can. They sleep on the ground, and as such are easy prey for larger predators. To compensate for this, ghouls are able to adjust their sleep schedule as needed, which usually means sleeping at roughly the same time as the most prevalent predators in their local area.