recursal/Fanatic-Fandom huggingface dataset:
Red Ribbon HQ

## Overview

   Red Ribbon HQ is the 16th instance in terms of difficulty.

## Instances List

* Red Ribbon HQ Garrison 1
* Red Ribbon HQ Garrison 2
* Red Ribbon HQ Garrison 3
* Colonel Yellow (Companion)
* Red Ribbon HQ Garrison 4
* Red Ribbon HQ Garrison 5
* Red Ribbon HQ Garrison 6
* General Blue (Companion)
* Red Ribbon HQ Garrison 7
* Red Ribbon HQ Garrison 8
* Red Ribbon HQ Garrison 9
* Red Ribbon HQ Garrison 10
* General  White (Companion)
* Red Ribbon HQ Garrison 11
* Red Ribbon HQ Garrison 12
* Red Ribbon HQ Garrison 13
* Red Ribbon HQ Garrison 14
* Adjutant Black (Companion)
* Red Ribbon HQ Garrison 15
* Red Ribbon HQ Garrison 16
* Cyborg Adjutant Black
* Red Ribbon HQ Garrison 17
* Red Ribbon HQ Garrison 18
* Red Ribbon HQ Garrison 19
* General White (Companion)
* Adjutant Black (Companion)
King Furry's Castle

## Overview

   The King Furry's Castle is the 21th instance in terms of difficulty.

## Instances List

* King Piccolo's Henchman 10
* King Piccolo's Henchman 11
* King Piccolo's Henchman 12
* Drum (Companion)
* King Piccolo's Henchman 13
* King Piccolo's Henchman 14
* King Piccolo's Henchman 15
* Piano (Companion)
* King Piccolo's Henchman 16
* King Piccolo's Henchman 17
* King Piccolo's Henchman 18
* King Piccolo (Companion)
* Kami's Guard 1
* Kami's Guard 2
* Kami's Guard 3
* Mr.Popo (Companion)
* Kami's Guard 4
* Kami's Guard 5
* Kami's Guard 6
* Kami (Companion)
Penguin Village

## Overview

   Penguin Village is the 8th instance in terms of difficulty.

## Instances List

* Red Ribbon Elite Squad 1
* Red Ribbon Elite Squad 2
* Red Ribbon Elite Squad 3
* Red Ribbon Elite Squad 4
* Red Ribbon Elite Squad 5
* General Blue (Companion)
* Red Ribbon Elite Squad 6
* Red Ribbon Elite Squad 7
* Red Ribbon Elite Squad 8
* Red Ribbon Elite Squad 9
* Red Ribbon Elite Squad 10
* Arale (Companion)
* Red Ribbon Elite Squad 11
* Red Ribbon Elite Squad 12
* Red Ribbon Elite Squad 13
* Red Ribbon Elite Squad 14
* Red Ribbon Elite Squad 15
* General Blue (Companion)
South City Downtown

## Overview

   South City Downtown is the 9th instance in terms of difficulty.

## Elite Instances

* Street Gang 1
* Street Gang 2
* Street Gang 3
* Street Gang 4
* Street Hooligan
* Street Gangster 1
* Street Gangster 2
* Street Gangster 2
* Street Gangster 3
* Street Gangster 4
* Street Gangsters
* Police Patrol 1
* Police Patrol 2
* Police Patrol Captain
The 22nd WMAT Final Ground

## Overview

   The 22nd WMAT Final Ground is the 19th instance in terms of difficulty.

## Instances List

* WMAT Contestant 16
* WMAT Contestant 17
* WMAT Contestant 18
* Yamcha (Companion)
* WMAT Contestant 19
* WMAT Contestant 20
* WMAT Contestant 21
* Jacki Cheung (Companion)
* WMAT Contestant 22
* WMAT Contestant 23
* WMAT Contestant 24
* Chiaotzu (Companion)
* WMAT Contestant 25
* WMAT Contestant 26
* WMAT Contestant 27
* Krillin (Companion)
* WMAT Contestant 28
* WMAT Contestant 29
* WMAT Contestant 30
* Crane Hermit
* WMAT Contestant 31
* WMAT Contestant 32
* WMAT Contestant 33
* Goku (Companion)
* WMAT Contestant 34
* WMAT Contestant 35
* WMAT Contestant 36
* Tien Shinhan (Companion)
The 22nd WMAT Preliminaries Ground

## Overview

   The 22nd WMAT Preliminaries Ground is the 18th instance in terms of difficulty.

## Instances List

* WMAT Contestant 1
* WMAT Contestant 2
* WMAT Contestant 3
* Mohican Man (Companion)
* WMAT Contestant 4
* WMAT Contestant 5
* WMAT Contestant 6
* Robust Man
* WMAT Contestant 7
* WMAT Contestant 8
* WMAT Contestant 9
* Pan Pute (Companion)
* WMAT Contestant 10
* WMAT Contestant 11
* WMAT Contestant 12
* WMAT Contestant 13
* WMAT Contestant 14
* WMAT Contestant 15
* Man-Bear (Companion)
* King Chappa (Companion)
An Odd Place

## Overview

   An odd Place is the 5th instance in terms of difficulty.

## Instances List

* Rabbit Mob Patrol 1
* Rabbit Mob Patrol 2
* Rabbit Mob Patrol 3
* Rabbit Mob Patrol 4
* Rabbit Boss (Companion)
* Egg Fried Rice Team 1
* Egg Fried Rice Team 2
* Egg Fried Rice Team 3-Shu (Companion)
* Egg Fried Rice Team 4-Mei  (Companion)
* Pilaf (Companion)
Social

**BUILD YOUR OWN COMMUNITY**

Bored to being alone and want to deal with other players? Build your own community or join with others !!! Anime Saiyan have a “Social”   system that can make you can communicate and have fun together with your own community !

**SOCIAL**

This feature separate at several sub feature, here is some of them

**GUILD**

These feature will be unlocked at level 21 after finishing quest from Master Roshi after defeating Boss Rabbit at Mt. Paozu. You can create your own guild or join any existing guild to increase your social activity with other player in same Guild !!

**RANK**

You can see BR rank, level and more ranks that available by clicking this button

**FRIENDLIST**
Anime Saiyan Wikia

## Welcome to the Anime Saiyan

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

Free-To-Play Anime-Based Online Game, with a purpose to give you the best gaming experience by the amazing artworks, flawless visual effects and animations http://saiyan.playwebgame.com/.
Uranai Baba's Ring

## Overview

   Uranai Baba's Ring is the 7th elite instance in terms of difficulty.

## Elite Instances List

* Uranai Baba's Ring (Elite) 1- Dracula Man
* Uranai Baba's Ring (Elite) 2- Invisible Man
* Uranai Baba's Ring (Elite) 3- Mummy
* Uranai Baba's Ring (Elite) 4- Inferno Messenger
* Uranai Baba's Ring (Elite) 5- Gohan Sr

## Rewards

* Exp - 16128
* Zeni - 47340
* Knowledge - 8064
* Reputation - 42
Tavern

**TAVERN SYSTEM**

At this feature you can have 2 sub features and gain many rewards if you finish it!!

**Recruit**

After finishing quest from Goku at Mt. Paozu and reach level 8 the system will appear. So you can recuit new companion from here

**Talk (ROLL)**

After Finish the quest from master Roshi by defeating Yamcha at Mt. Paozu you can receive new feature “Talk”, that can give you much advantage rewards and test your luck
Arena

**BATTLE ARENA**

Feel the exciting Battle Arena against other player!! This feature can be unlocked at level 21 after defating Chichi at Master Roshi Quest at Mt. Paozu

You can challenge many others player here, and proof that you are the strongest!! You can gain many bonus rewards if you succeed reach top 10 rank
World Martial Arts Tournament 3

## Overview

   World Martial Arts Tournament 3 is the 8th elite instance in term of difficulty.

## Elite Instances List

* WMAT Contestant (Elite) 1 - Pan Pute
* WMAT Contestant (Elite) 2 - King Chapa (Companion)
* WMAT Contestant (Elite) 3 - Man - Bear (Companion)
* WMAT Contestant (Elite) 4 - Yamcha (Companion)
* WMAT Contestant (Elite) 5 - Jackie Cheung (Companion)

## Rewards

* Exp - 17472
* Zeni - 51285
* Knowledge - 8736
* Reputation - 46
World Martial Arts Tournament 1

## Overview

   World Martial Arts Tournament 1 is the 2nd elite instance in terms of difficulty.

## Elite Instances List

* WMAT Contestant (Elite) 1 - Robust Man (Companion)
* WMAT Contestant (Elite) 2 - Boxer (Companion)
* WMAT Contestant (Elite) 3 - Man - Bear (Companion)
* WMAT Contestant (Elite) 4 - Senior Fellow 1 (Companion)
* WMAT Contestant (Elite) 5 - Bacterian (Companion)

## Rewards

* Exp - 9408
* Zeni - 27615
* Knowledge - 4704
* Reputation - 18
Adventure in Pirate

## Overview

Adventure in pirate is the 1st elite instance in terms of difficulty.

## Elite Instances List

* Red Ribbon Treasure Squad (Elite) 1
* Red Ribbon Treasure Squad (Elite) 2
* Red Ribbon Treasure Squad (Elite) 3
* Red Ribbon Treasure Squad (Elite) 4
* Red Ribbon Treasure Squad (Elite) 5 - General Blue (Companion)

## Rewards

* Exp - 8064
* Zeni - 23670
* Knowledge - 4032
* Reputation - 12
Jingle Village

## Overview

   Jingle Village is the 13th instance in terms of difficulty.

## Instances List

* Red Ribbon Garrison 1
* Red Ribbon Garrison 2
* Red Ribbon Garrison 3
* Red Ribbon Garrison 4
* Red Ribbon Garrison 5
* Red Ribbon Garrison 6
* Red Ribbon Garrison 7
* Red Ribbon Garrison 8
* Red Ribbon Garrison 9
* Red Ribbon Garrison 10
* Major Metallitron (Companion)
* Colonel Violet (Companion)
Equipment

**EQUIPMENT** will make your character stronger, use right equipment can make you easily winning on many battle and give you many advantage for your adventure in Anime Saiyan !! So far there is 6 kind of tier equipment that you can have in Anime Saiyan.

**1 Star (white) equipment**

Basic equipment for newbie to start their adventure.

**2 star (green) equipment**

Stronger equipment than white equipment, can achieve it in dungeon or quest.

**3 star (blue) equipment**

Stronger equipment than green equipment, can achieve it in dungeon or quest.

**4 star (red) equipment**

Stronger equipment than blue equipment, can achieve it in dungeon,quest or item mall.

**5 star (purple) equipment**

Stronger equipment than red equipment, can achieve it in dungeon,quest or item mall.

**6 star (orange) equipment**

Stronger equipment than purple equipment, can achieve it in dungeon,quest or item mall.
Mazir Tower

## Overview

   Mazir Tower is the 14th instance in terms of difficulty.

## Instances List

* Red Ribbon Garrison 11
* Red Ribbon Garrison 12
* Major Metallitron (Companion)
* Red Ribbon Garrison 13
* Red Ribbon Garrison 14
* Android 8 (Companion)
* Red Ribbon Garrison 15
* Red Ribbon Garrison 16
* Colonel Violet (Companion)
* Red Ribbon Garrison 17
* Red Ribbon Garrison 18
* Buyon (Companion)
* Red Ribbon Garrison 20
* Red Ribbon Garrison 21
* Red Ribbon Garrison 22
* Red Ribbon Garrison 23
* General White (Companion)
Turtle House

## Overview

   Turtle House is the 6th instance in terms of difficulty.

## Instances List

* Police Squad 1
* Police Squad 2
* Police Squad Leader
* Forest Beast 1
* Forest Beast 2
* Forest Beast 3
* Forest Beast 4
* Tyrannosaurus
* Lunch (Companion)
* Red Ribbon Squad 1
* Red Ribbon Squad 2
* Red Ribbon Squad 3
* Red Ribbon Squad 4
* Red Ribbon Squad Leader
* Krillin (Companion)
House

Does the Home look familiar to you? Yes, it is Kamesennin’s / Master Roshi Home, the Turtle Hermit! Goku spent a lot of time in his home, and in Anime Saiyan, you can unlock a lot of parts of Kamesennin’s Home to learn and improve your power. For now, click Unlock (shown in the screenshot) to unlock the Control Room.

At this House you can open several feature again to upgrade your Power to become more stronger than before.

**Study Stats**

this feature can be unlocked by upgrading “Home” and unlock “Lab” at level 15

**Garage**

With this system you can earn much Zeni and treasure !! The system unlock at level 16.

**Workshop**

You can earn more zeni by produce your own product at workshop, then sell it to get many advantage !!
WMAT Preliminaries Ground Loai

## Overview

   WMAT Preliminaries Ground Loai is the 10th instance in terms of difficulty.

## Instances List

* WMAT Contestant 1
* WMAT Contestant 2
* Robust Man (Companion)
* WMAT Contestant 3
* WMAT Contestant 4
* WMAT Contestant 5
* WMAT Contestant 6
* WMAT Contestant 7
* WMAT Contestant 8
* Senior Fellow 1 (Companion)
* Senior Fellow 2 (Companion)
* WMAT Contestant 9
* WMAT Contestant 10
* WMAT Contestant 11
* WMAT Contestant 12
* WMAT Contestant 13
* WMAT Contestant 14
* WMAT Contestant 15
* WMAT Contestant 16
* Boxer (Companion)
* Man-Bear (Companion)
The Land Of Korin

## Overview

   The Land Of Korin is the 15th instance in terms of difficulty.

## Instances List

* Red Ribbon HQ Force 1
* Red Ribbon HQ Force 2
* Red Ribbon HQ Force 3
* Red Ribbon HQ Force 4
* Red Ribbon HQ Force 5
* Colonel Yellow (Companion)
* Korin Guards 1
* Korin Guards 2
* Korin Guards 3
* Korin Guards 4
* Korin Guards 5
* Bora (Companion)
* Red Ribbon HQ Force 6
* Red Ribbon HQ Force 7
* Red Ribbon HQ Force 8
* Red Ribbon HQ Force 9
* Red Ribbon HQ Force 10
* Tao Pai Pai (Companion)
* Korin Guards 6
* Korin Guards 7
* Korin Guards 8
* Korin Guards 9
* Korin Guards 10
* Korin (Companion)
The 23rd WMAT Final Ground

## Overview

   The 23rd WMAT Final Ground is the 23rd instance in terms of difficulty.

## Instances List

* WMAT Contestant 16
* WMAT Contestant 17
* WMAT Contestant 18
* Krillin (Companion)
* WMAT Contestant 19
* WMAT Contestant 20
* WMAT Contestant 21
* Yamcha (Companion)
* WMAT Contestant 22
* WMAT Contestant 23
* WMAT Contestant 24
* Master Shen (Companion)
* WMAT Contestant 25
* WMAT Contestant 26
* WMAT Contestant 27
* Tien Shinhan (Companion)
* WMAT Contestant 28
* WMAT Contestant 29
* WMAT Contestant 30
* Goku (Companion)
* WMAT Contestant 31
* WMAT Contestant 32
* WMAT Contestant 33
* King Piccolo (Companion)
Malthusia

Malthusia is a long peninsula extending east into the Winding Sea. It is predominately a high, warm land, with richly fertile valleys perfect for the cultivation of grapes, wheat, and olives. Its wild corners host jackals, lions, and rocs, but ancient stone cities with high, columned temples with soaring domes fill the narrow coastlines and valleys. Malthusia is rich with contrasts: the dry heat and the rich farmlands; the material dangers and the religious fervor.

Before the dawn of the Malthusian Empire, Malthusia was made up of seven regions, each associated with a specific clan, and each led by a First, an elected title that later became a hereditary position. Aside from warring with the Balthusians and the orcs of Ehlonna, Malthusians were not naturally a warlike culture, though they always seemed to have ambitions of empire, and when a young Karkosan slave, Xero, worked his way to a generalship, empire became attainable. With the exception of the conquest of Lower Khandor, the Malthusians took over lands by settling amongst native peoples and trading, insinuating power through presence and capability. Once the empire began to collapse, though, Malthusians from old families made a mass exodus back to Malthusia; the only remnants of the imminence of Malthusia are the streets they paved, the cities they built, and the widespread trade routes they forged.

In Northward, individuals of Malthusian extraction from imperial times are hard to tell apart from anyone else, and nearly everyone can claim some relation to them. Much of the system of government they established, as well as their religion and three streets they built, stand as living testaments to the might of Malthusia in Northward. Traders from Malthusia are regularly sighted in ports and on the coasts, sometimes even traveling along inland routes, settling from time to time in the new kingdoms in Northward. Coinage from Malthusia is nearly identical to the coins minted in Northward, just with different motifs, and are referred to by the same names given to Northward currency. Oils, wines, books, spices, and fiber goods make the long journey north from Malthusia regularly.
Character Intro

In Dragon Ball, you can choose your own character and class. There is 4 choice of character and 2 class, 2 main class that you can playing in is Grappler Class & Energy Master.Each of them have different skill eventough they have same class.

**GRAPPLER (MAN)**

Grappler (Man) is melee class that bring greatsword, he have enormous power that can divide a land by using his greatsword.

**E****NERGY MASTER (MAN)**

Energy Master (Man) is class that specialize in using energy attack, he have enormous power that can blast his energy to easily defeat his enemies.

**GRAPPLER (WOMAN)**

Grappler (Woman) is melee class that bring 2 handed swords, she is so deadly and have good agility so she can move and slice her target easily.

**ENERGY MASTER (WOMAN)**

Energy Master (Woman) is class that specialize in using energy attack, she have enormous power that can blast his energy to easily defeat his enemies.
Gnomes

Gnomes are the close cousins of dwarves who live in the foothills and hollows around dwarven Infradoms, above and below ground. Naturally more chaotic than their relatives, they are nonetheless welcome in Infradoms, seen as a natural balance to the dwarven stoicism. Naturally flamboyant and inquisitive, gnomes prize the pursuit of experiential knowledge, cultivating vast personal stores of information, and due to being long-lived, will hold several occupations in their lives.

Gnomes pass easily through human society, acting as natural middlemen in dealing with the dwarves, and are valued by humans as keepers of lore. They are also regarded with some slight suspicion, though, since their interests often lead to mischief-making and minor thievery.
Malthusian Reckoning

The Malthusian Reckoning of time is a calendar of cycles of 365 days, with an extra day every four years, based around twelve months of thirty days further divided into three ten-day cycles, with five feast days interspersed throughout.

**Days**

Pelorsday, Firstday, Seconday, Thirdsday, Kordsday, Ehlonnastide, Sixthday, Xerostide, Eighthday, Marketsday, Pelorstide

**Year**

**Feast Day**-New Year

Longwinter

Snowfall

Wintersend

**Feast Day**-Seedtide

Ehlonnia

Greentree

Birdsong

**Feast Day**- Pelorstide

Longday

Brightsun

Fullfield

**Feast Day**- Olidammara's Night

Harvestide

Firstfrost

Darknight

**Feast Day**- Last Day
End of the World Wikia

## Welcome to the End of the World Wikia

"*Barbarism is the natural state of mankind. Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph*."

-Robert E. Howard, "Beyond the Black River""End of the World" is a dark age setting of medieval fantasy, of the ebb and flow of empire, and the collapse and renewal of societies.

## About End of the World

"End of the World" takes place predominately in Northward, the mountainous northern reaches of the now-dissolved Malthusian Empire, which reigned over much of the known world for hundreds of years; it is a fierce land of high mountains, harsh moorlands, frigid lakes, and forbidding woodlands. It is populated by the remnants of the Malthusians, as well as the human tribes they brought under their heel; the sturdy dwarves who fear the sky, and their enchanted allies the gnomes; the secretive elves in their forest-kingdoms; and the countless menaces to fraying civilization, including the feral orcs, the formic goblinoids, quixotic kobolds, and marauding gnolls from the north.

Northward is beset by political scheming, religious fervor, feuding bloodlines, and the omnipresent struggle of law and chaos; magic and mysticism, blood and blade.
Uranai Baba's Palace

## Overview

   Uranai Baba's Palace is the 17th instance in terms of difficulty.

## Instances List

* Challanger 1
* Challanger 2
* Challanger 3
* Challanger 4
* Challanger 5
* Dracula Man (Companion)
* Challanger 6
* Challanger 7
* Challanger 8
* Invisible Man (Companion)
* Challanger 9
* Challanger 10
* Challanger 11
* Challanger 12
* Mummy (Companion)
* Challanger 13
* Challanger 14
* Challanger 15
* Challanger 16
* Inferno Messenger (Companion)
* Challanger 17
* Challanger 18
* Challanger 19
* Challanger 20
* Gohan Sr. (Companion)
* Challanger 17
* Challanger 18
* Challanger 19
* Challanger 20
* Goku (Companion)
* Pilaf Gang
Joppo White Hand

Joppo White Hand is a half-orc war-chief, and a devotee of Father Vexblade. He is Vexblade's champion, and uses his war band, the White Hands, to run errands Vexblade and himself, as well as act as the city guard for Wheatfield-on-Deeprun, the ruined City of Magicians. Joppo's lieutenant is Iago Blackblade, a devilkin from Malthusia, who acts as his spymaster.
Daily Events

**DAILY EVENTS**

At this events you can 5 sub events and gain many rewards if you finish it everyday!!

**Universe Boss**

Join and fight Universe Boss and gain many rewards, no matter you lose or win. You will still getting rewards !

**Sennin’s Visit**

Get free AP from Sennin Korin, he will give you free AP at specific time he visits.

**Quiz**

Answer the question and collect many points. Top 10 in score ranking will be rewarded with a bonus gift pack according to their rank.

**Great Ape**

Join and fight Battle with Great Giant Ape and gain many rewards, no matter you lose or win. You will still getting rewards !!

**Daily Benefit**
Kord

Kord is a major deity in the Malthusian Pantheon, and is the sibling of Pelor, one of the divinities created by Boccob. Kord is a good god, of seas and winds, as well as power and wrestling. In art, he is shown as a jolly, muscular human in a loincloth, usually made from the pelt of a fearsome predator, and boots; his simplified symbol is that of a disc with a square inside, with each corner touching the rim of the disc.

Kordite anchors wear indigo habits and scapulars, and wield ceremonial maces. They are expected to be good, and to give guidance to those in power, so that the powerful learns to direct that power into goodness. Many Kordites are found in ports and harbors, and larger vessels will often house a Kordite anchor or templar on voyages. Kordite burial customs happen in structure much like the Towers of Fire; upon the tops of the Towers of Bones, the bodies of Kordites are drenched in honey, and left to be eaten. The bones are then scattered or kept in urns or catacombs. If the ritual is impossible, the bodies of Kordites are to be left in the open, high enough not to be molested by passers by, to be scavenged naturally.

The Kordite Primacy in Northward is in Strongfield. The Primate of Kord is Petro of Wulfenland. The Primate of Kord wears a purple stole, a coral crown inlaid with mother of pearl, with a veil sewn with pearls. He wields the Golden Key, a massive, ceremonial greatsword.
Druid

Before the Malthusian Empire, the druids ruled the tribes of Northward as a nature cult, erecting ritual sites on the plazas on top of the mottes of the Motte-Men, tombs in the wild highlands of the Moor-Men, and great planar calendars on the steppes of Farland. The Jokastrians never were enraptured by the druids, and instead were worshippers of the weather and water, unknowingly worshipping Kord. The druids had a strict caste system based on age (elders were the leaders of their caste) and caste (gatherers were the lowest, then farmers, hunters, and then the druids themselves). This system was a product of elvish influence on the early tribes in prehistory, which was modified only slightly over the eons, and before the arrival of the Malthusians.

When the Malthusians came, being a druid was heavily discouraged. Many Northward natives dropped the druidic naming conventions and used their calling names instead and took up Malthusian worship. A hearty population of druids massed in the northern border of the Mottland Bay early on in imperial history, and only within the last half century of Malthusian rule were they routed to Vaskalia, the Island of the Druids. Some families, usually deep in the foothills of infradoms or along the Woodholds of elves, though some were freemen and nobles proud of their heritage, kept the druidic naming traditions, and even secretly practiced the spiritual aspects of druidic life.

By the time the empire fell, being druidic was unpopular enough that it made no widespread comeback in the absence of Malthusian templars, and even after being legalized during the Lancine Empire, a druid or an active worshiper is a rare encounter. Small sects throughout Northward have been sighted rebuilding old ritual sites, guarding the ancient sites of their groves, or demonstrating by conducting rituals in the holy site usurped by Pelorites.
Money in Northward

Despite the collapse of the Lancine Empire, Lancine coins are still widely circulated, and though kings have the right to mint their own coins, few coins from Northward vary tremendously from the Lancine model. Through trade, other Ehlonnic coins make it to Northward, such as Malthusian ones, and rarer still from Khandor or Pythos. The basic coin of Northward is the Scale. It is silver, and is roughly half an inch wide, with a motif of the Hands of the Law on one side, and on the other with the face of the ruler at the time of minting. Ten Cups make a scale (Cups are copper and quite small), and ten Scales make an Eye, which are gold and an inch wide. There are two Okkos to an Eye (electrum, and octagonal), and
Pelor

Pelor is the chief deity of the Malthusian Pantheon; the majority of humans living in Malthusia and in the former lands of the Malthusian Empire are therefore called Pelorites, though many identify themselves with other gods beyond that. Before Pelorite worship was introduced to Malthusia, the principal deity of the Malthusians was Moradiin, Father Time.

Pelor is a benevolent god of hospitality and warmth. He is represented by a smiling face within a sun, and in statuary as a tall, robed man, usually in white and purple. Anchors of Pelor will graciously accept individuals into their anchories, and will feed, clothe, bath, and heal anyone in need of it, and Pelorite adherents are expected to do the same. Most Pelorites are non-violent, and will attempt to diffuse situations before resorting to other tactics. Pelorite anchors wear white habits and scapulars, and their simplified symbol is a disc with a central circle. Pelorite funerary rites are performed in the Towers of Fire, where an anchor will douse a body in flammable, perfumed oils, and burned until consumed. In the absence of a Tower of Fire or an anchor, the body needs to be burned in a fertile field on aromatic wood. The ashes of Pelorites are collected, and the urns are either taken to a catacombs, spread in the lands of the Pelorite, or kept by the family.

The Pelorite Primacy in Northward is based in Lowcloud, in the Kingdom of Moorland. The Primate is Lightbrand. The Primate of Pelor wears a purple stole, and a golden crown covered by a diaphanous veil.
The 23rd WMAT Preliminaries Ground

## Overview

   The 23rd WMAT Preliminaries Ground is the 22nd instance in terms of difficulty.

## Instances List

* WMAT Contestant 1
* WMAT Contestant 2
* WMAT Contestant 3
* King Chapa (Companion)
* WMAT Contestant 4
* WMAT Contestant 5
* WMAT Contestant 6
* Cyborg Tao (Companion)
* WMAT Contestant 7
* WMAT Contestant 8
* WMAT Contestant 9
* Yajirobe (Companion)
* WMAT Contestant 10
* WMAT Contestant 11
* WMAT Contestant 12
* Chiaotzu (Companion)
* WMAT Contestant 13
* WMAT Contestant 14
* WMAT Contestant 15
* Chi-Chi (Companion)
Dwarves

The dwarves are the dwellers of the deep reaches of mountains throughout the known world, and are known for their memory, their craftsmanship, and their racial pathology. In nearly every mountain range, there exists an Infradom, a community of dwarves and gnomes under the surface. The Infradoms are ruled by a dwarven king, typically the most revered craftsman in the Infradom, and can range in size from a handful of vaults under a single monadnock to a loose empire of thousands of vaults under a continent-long range.

Dwarves worship Mora-diin, the All-Father, the God of Time who shapes the land through his very existence, and revere the Hands of the Law. Because of this, they hold deeply onto the slow majesty of meditative craftsmanship, sometimes spending centuries devoted to a single item of great significance. This craftsmanship can appear clumsy or heavy-handed to humans, and quite grotesques to elves, but the natural state of an element and how it takes the shape it is planned to take are deeply-related concepts to the dwarves. A fissure in the stone can make a particular column in a vault an object of intense fascination for a builder, and that column may contort compared to its sister columns to emphasize the character of the stone; a dwarven axe, stronger and more capable than one crafted by the humans, will often appear rough or dirty, if only to emphasize a particularly nice patina.

This reverence for time also means a dwarf will often never forgive a sleight without agreeing to a repayment. This gives them the appearance of often being petty, or sometimes misers when gold changes hands, but a dwarf-friend will understand the importance of such things. This driving force means that to befriend a dwarf takes a long time, and to short-change one or spurn one can destroy a relationship, but by that same token, a true dwarf-friend will have a companion for life.

Another strange compulsion for a dwarf is the innate fear of the surface. A dwarf understands, due to the massive collective memory of their Infradom, that the surface is a place of time in flux, of slow decay and fast-paced change. It is too chaotic for most, and besides, the depths of the sky above makes most dwarves nervous. Dwarves that do leave their Infradom typically cling to their memories of the ordered world of the Infradom, despite the fact that most who leave are inherently chaotic in nature. A dwarf on the surface will be most likely to trust a gnome, because of their racial connection, then a human for their capacity to be lawful and construct in stone and metal, and will trust an elf the least, because they are seen as too chaotic and full of Wild Magic, despite their bond of working Deep Magic.
Witches

"Witch" is a catchall term for unlawful arcane practitioners of all stripes, from sorcerers to warlocks, arcane thieves and even valorous knights who chose not to revere the Hands of the Law. Witches are typically exiled from settlements when they are found out, and if times become hard enough, become the target for witch-hunts as scapegoats. Their chaotic nature is derived as much by inner impulses as it is by the attitude of society towards them.

Some witches learn from other witches, others make pacts with foul creatures not of the world, and some learn in Academies and leave because of the restrictions. What makes a witch a witch, though, is that they live lives unburdened by the expectations of social structure. Anywhere a settlements' watch cannot provide active agency, witches congregate: alleyways, rarely-used tracks, dark woodland hollows host witches, who ply their trades and work their practices.
Y2k

The Y2K bug, also known as the Millennium Bug, was a computer issue that arose as the year 2000 approached. Many computer systems and software stored years with only two digits (e.g., ‘99’ for 1999), which led to concerns that they might interpret the year 2000 as 1900. This could have caused errors in calculations and data processing. Extensive efforts were made globally to fix and update systems to avoid potential disruptions, and while there were some glitches, widespread catastrophes were largely averted
Devilkin

The devilkin are a byproduct of a Deep Magic curse cast on the humans of the lands of the Malthusian empire by the warlock Rymswan in 314 MR. When she was defeated, she cast the curse, with the aid of unknown elves from the Gladeland Woodholds, and it has haunted the lands ever since, even well after the collapse of the empire. The curse is thus: every seventh child born of a woman of the lands of the empire will be a devilkin, a creature cursed by the Hells and forever beholden to it. This has historically led to cases of infanticide, and determined efforts to not conceive after six children, due to the fear of the physical appearance of the devilkin, and the powers they manifest as they grow older.

Of course, there is nothing inherently evil about a devilkin. Most who reach adolescence are outcasts, either living on the streets or in isolated corners of regions, or amongst communities unlikely to judge them, and so are more likely to live chaotically. A devilkin turning evil is only more likely than a typical human simply because of circumstance.

A devilkin is born with horns and a tail, as well as very alien skin color compared to a typical human, usually purple, red, burgundy, or blue. Other than that, devilkin will generally share in the physical traits of their families.
Orcs

Orcs are a species of brutal humanoids, very closely related to humans, but very different in terms of evolutionary development. Massive creatures that would be well over seven feet tall if it weren't for their pronounced stoop, orcs have short tusks, leathery skin, and dense muscles. They have coats of thin fur, as well as thick hair on their heads, manifesting in beard-like growths and manes. There is little sexual dimorphism, and the lack of clothing meant for covering-up is often shocking to those who hear of orcish raids.

There is very little complicated industry amongst the orcs. Their weapons are usually the tools they use for felling trees, butchering meat, or grinding food, and they are produced by slowly chiseling one stone with another until the desired shape is formed. This striking head is then either bound to a sturdy branch, or wrapped to make for a hand-held tool. Hide production has been noted, too; skinning animals, tanning hides, and turning them into rudimentary armor seems common enough. Orcish bands that have had luck raiding settlements will often collect the arms and armor of the settlement, and use them as best they can. Orcs avoid settled places, preferring to live in the wilderness and attack provincial places.

In communities, orcs divide themselves into bands, with several warrior orcs following the largest or strongest orc in the region, and traveling from encampment to encampment with mating stock, which can sometimes include terrified humans stolen during raids. Orcs communicate in a spoken language of hoots and grunts, and those scholars who have been able to study it describe it as being very utilitarian; there has also been evidence of them using relatively simple pictographs, daubed on walls or carved into the ground or into trees, to leave more lasting messages. It has been reported too that they make use of striking branches against trees or logs to signal over long distances, or howl at times.

**Half-orcs**

Half-orcs come in multiple varieties. A few halff-orcs are born looking very much like orcs, and are accepted in the band as such, and will show a higher level of intelligence than their fellow band members, and will be treated with deference as they age. The majority will be born scrawnier and more human-like, and will be left outside of the community to die if the mother is unable to give birth to them away from the orcs. These individuals who survive into adolescence will often be intellectually identical to their human peers, but will be treated poorly by most, due to the stigma of being a half-orc, and will often join war-bands or criminal groups, or sometimes become sailers or soldiers to exist in a protected structure.
Blue vase

The **blue vase** is a very strong weapon with a good speed and powerful combo. It's one of the strongest weapons that has a set location, but due to its low durability and often poor quality it's not commonly used as a weapon. It may be used in the forge to fix its fragility problem. It can be salvaged for a high amount of glass.

## Locations

Cannot be found in containers or from infecteds.
Champion

Champion is a Malthusian title that is widely used throughout the lands that once hosted the Malthusian Empire. A champion, traditionally, was the most powerful warrior in all of the lands of a First, who pledged his life and his weapon to the First and his safety. Later, the title was bestowed by Chamberlains to their chief enforcers or bodyguards, though in present days, several Chamberlains in Northward, without lands, use the title for trusted hirelings.

A Champion is the most prized freeman to an individual of status. Due to the resurgence of the old, druidic ways, the term can now also be bestowed on women. This individual acts as bodyguard, tactical adviser, and enforcer for their leader; they command great respect from both their peers and their lessors. Most secular Champions revere Kord, the god of valor and thunder, of storms and seas; Champions of Primates will generally be anchors of great martial prowess, and will worship Heironeous and the Sanctified Crushbeard the Cudgel. Several hireling Champions are war-chiefs from the hinterlands, and will already have a war band that they command, increasing the noble's martial might.

**Noted Champions**

Jesper Green-Hand is an anchor of Heironeous, and Champion to the Primate of Pelor, Lightbrand. Born a Moor-Men tribal, high in Mistveil Moor, Jesper spent his childhood protecting his hamlet from marauding orcs and the occasional gnoll. He became a Pelorite when his family went to the Stonefast Anchory, and moved to Lowcloud, where he joined the Heironeon Order of the Blade. His martial prowess was evident to all, and Lightbrand appointed him his Champion. When Jesper campaigns for Lightbrand, he often travels with his friend Tandy, a half-elf anchor of Pelor, gifted with the bow. He keeps his head shaved, sports a large, auburn mustache as his family custom dictates, and wears a black tabard with a large motif of a white longsword over his chain mail and habit.

Joppo White Hand is the Champion of Father Vexblade, the Chamberlain of Mirrorwater Hall. Joppo is a half-orc war-chief from the Farland Steppes, the son of a captive Mottland traveler and an orc. He is named for the skin condition that had him kicked out of his tribe, and the name has become the moniker of the war band he raised. Joppo was hired by Father Vexblade during a raid the White Hands were perpetrating on Wheatfield-on-Deeprun. White Hand's most powerful lieutenant is Iago, his Karkosan devilkin spymaster. White Hand wears no armor; his prowess, rage, and enormous build protects him in battle, but he carries a shield he daubs in blood, and a massive orcish axe called Halfmoon.
Karkosa

Karkosa is a region on the southern coast of the continent Ehlonna. It is bordered to the north by the wild-lands of the interior of Ehlonna, and to the east by Balthusia. To the south is the Karkosa Sea, and the west is the rugged Craglands, bisected by the Xeroine Straits. It is predominately scrubby steppe-land, with a single, wide river flowing through it, the Ramohnok, from the Diamondzeal Infrafom. It is a land of large carnivorous felines, roving bands of small primates, and hulking elephants. The higher elevations are arid and dusty, and the lowlands are warm and wet.

Karkosa was the second region to be conquered by the Malthusians, shortly after Balthusia, and with the elephants traded to the Malthusians, and by a Karkosa-born general, Xero the Tusk. Before the Malthusians, Karkosa was ruled by a cabal of conjurers, who prioritized scholarship over military strength, because they could command hordes of powerful creatures and entities, and so developed a sophisticated culture. During the Malthusian era, the Yellow Wizards of Karkosa acted as viziers to the Firsts of the empire, and to the emperor himself, and constructed magical academies throughout their region. When the empire collapsed, the Yellow King rose as the head of the southern coast, and generations of Yellow Kings have followed, ruling out of the city-state Aldebaran. The other major city is Demhe, a large shallow-water port nearly one hundred miles inland, in a vast cenote.

In Northward, the trading goods from Karkosa are mostly ritual goods bound for magicians, but the famed wealth of Karkosan silks are the most prized items a Chamberlain or king could own. Karkosan coins are rarely found, but they are unmistakable electrum triangles, stamped with elephants. The few Karkosan natives in Northward are usually found in the Wizard's Port in the ruins of Wheatfield-on-Deeprun, but there are small clusters of Karkosan bloodlines found throughout the land, mostly derived from Karkosan slaves from ages past.
Naming Conventions

**Northward**

Northward naming conventions are highly varied, owing to the subcontinent hosting many cultures of humans and halflings throughout its history. Generally, names will reflect the individuals family history; a woman born in Farland to parents of Malthusian descent, for instance, will likely have a Malthusian-derived name, and a child born to family with strong druidic ties will have a druidic name, despite the fact that druidic religions and cultures are scorned by most. Names commonly associated with the lingua lancing are derived from all of the Northward tribes, and were originally call names in the time of the druids.

In Northward, epithets are used to differentiate one individual with a specific name from another with the same name, or to describe the individual. Epithets are commonly added to the end of the name (Lionmaw Snakeback), but they can also be added to the beginning of a name (Farland Hans). Epithets are physically or metaphorically descriptive, reflective of location, or of family descent (Okko Broadback, Frigga of Vaskalia, Karl Wilkinson).

N**ames:**

Male- Abelard, Dolf, Hans, Jesper, Joppo, Karl, Okko, Reginald, Tandy

Female- Frigga, Mathilde

**Druidic names:**

Male- Lionmaw

Female- Merryweather

**Malthusia**
Lancemount

Lancemount is the massive structure in Strongfield that houses the seat of government for the Kingdom of Lancia. Before 155 MR, Lancemount was the site of a druidic stone circle, which was destroyed when Verbonia was built. When the Age of Tyrants began in 356 MR, Verbonia began a state of decay, and a Motte-Man war-chief constructed a motte against the eastern wall of the city, to build a hall upon. By 358, it was completed, and in 360 MR, a Jokastrian chief ousted the Motte-Men, and rechristened the city Strongfield, as it was called before the Malthusians. Since 360, the motte was expanded and built up, to the point where it became the hulking mass it is today, housing the family of the King of Lancia, the Chamberlain of the keep and his family, an Ehlonnic abbey, and the local garrison.
Groups

REAPERJ743

this page, I think, was originally created by Shade, the creator of this wiki. but I'm going to add in a simple and effective means of identifying each group in the game I'm considering.

BANDITS: mean looking, usually dressed in poor gear, the leader has higher tier gear than the rest.

SURVIVORS: varies wildly, but usually has a weapon on them, can fight if they need to, and like to avoid being talked to or seen. might attack randomly if you approach.

FRIENDLIES OR DISTRESSED: usually marked by having enemies chasing them, you can step in the way of them and, if you kill them, have the person join your group. these are the same as a usual survivor, but might not have a weapon on them, or are wounded. a infected is not worth having on your team, and killing their pursuers, usually undead, only gives them time to reanimate in peace. as well as die in peace.

FOOD: usually animal life, can be hunted if you choose to. these units usually run, but can attack if provoked. usually has a higher damage than your average bandit, if they attack.

ZEKE: will attack and stalk at the slightest provocation, literally, all you have to do is make a noise or run in front of them and they'll chase you. bear in mind, only a headshot can kill them.
Suggested Solutions

Climate Changes is a extremely debated topic. Some people believe that we should do this, some people argue we do that, and some people say we should not do anything! So, who really knows whats right and wrong? Some people would turn to science, but that can't be the case here. Even scientists are arguing this topic. Everyone has different evidence saying different things. So, at this point its up to you to decide what side to take, and here are some different views.

## Things we can control

Some people believe that doing things like using cleaner power plants, solar energy, in energy (etc) is all it would take to help end Climate Change. Things like controlling methane leaks, fixing pipes and tanks and such would help. Methane is more potent than co2 so it causes a larger issue when its high.

## Things we can do

There are also a lot of things we could start doing more, to control climate change .Like green farming, farming energy crops for bio-fuel. Even though its relatively unrealistic, couples could have just one child, because less people would mean less gas emissions.

There is also things we can do individually. Unplug, electronics use energy even when they are not on. You can also fix the issue with power strips. Get a electricity monitor; tell what uses the most energy in your home, and figure out how to eliminate or lower the usage. Use LED light bulbs! They use 15% of the regular energy.

You can also wash your cloths in cold water. It uses 5 times less energy! You can also make your house air tight, so that all your heating and air conditioning doesn't escape. There is so much more you can do too! Like a programmable thermostat, a fuel efficient or green car, and even eating less meat! All sorts of easy changes can help the environment so much!

Other things we can do is create more jobs in clean energy. That will not only provide energy without harming our planet, it will also create more jobs, helping our economy.

## Not believing

Many farmers believe that climate change is just another shift in weather. Like the changing temperature, the wind, the rain fall. To them its all just normal weather issues, that they are used to. Farmers can only rely on bad weather. The only bad part is according to many scientists they are one of the  main factors to climate change. So having them not believe causes somewhat of an issue.
Donald MacDonald - Jeremiah of Bartibogue

This song is sung a cappella. The song is about a young man, Jeremiah, who was born in Bartibogue (Manny notes in her book that this is the old way to spell it) and went to work with Billy Muirhead in Chatham until his mill burnt down. As a note in Manny's book tells us, Muirhead was a lumberman, merchant, and shipbuilder on the Miramichi (and later a Senator). The song also makes mention of Peter Mitchell, who, as Manny;s note informs, was (among many other things in Newcastle) a member of the N.B. Legislative Assembly and a Father of Confederation.

The last two words of the song, Sprigman's Hill , are spoken, not sung. This song appears elsewhere in the Manny collection as (085-11).

1948.10.00

This song appears in Louise Manny and James Reginald Wilson eds. Songs of Miramichi Brunswick Press Fredericton, N.B. pg. 118.
002-05

Here's some info and pictures related to Bartibog from the Provincial Archives of New Brunswick's website.
Virtue- Generosity

I had the virtue generosity which I can relate to my self because I think i'm generous. This virtue is related to the Dakota culture by showing how they gave to others when they were in need and how they got back for the other tribes from them when they were in need. It demonstrates the Lakota culture when they are all about giving back and helping one another out. They had meat for there tribe and they were all starving so they were bring back the meat when 5 hunger animals came along 1 by 1 and they asked for food and they gave it. Later they had very little food left but the animals brought them food.

In section 11 of the book the Lakota way it is about generosity. Generosity is being giving and caring to others before your self. I read a story where they had to get food for there village and they went hunting to get it. So when they went into the forest to hunt for them they killed a deer then they were bring it home when they came a crossed a lot of animals that wanted meat nobody wanted to give it away but then he did and in the end the animals gave back in return.

Virtue: Generosity

Quote: "Generosity is a good thing to have for we are all travelers together on this earth."page 189