recursal/Fanatic-Fandom huggingface dataset:
Gate of Hadašham

The **Gate of Hadašham** is the easternmost of the three major passes serving travel between the Subcontinent and other regions. Situated at the threefold meeting point of the Zabirath, Tobkhat and Birith Mountains, it is several hundred yards above sea level. Due to the tectonic processes the Lari river was capable to dig a canyon an arrowshot broad and hundred yards deep into the rock, making the area all but penetrable.

As such radically different people lived on both sides of the ravine. With an ambitious project, using ballistas to establish a rope bridge, Hadašhim engineers were capable of building a bridge above the narrowest part of the fault. Their northern expeditions were at first confronted by tribesmen who differed from them not just in language but also in physical characteristics, having broad, round faces and a dark skin of bronze contours.

Unarmed ambassadors were received much better, they were led to the paramount ruler of the region, that was named Hulaya in the Hadašhim literature. During the 2nd century AGV amicial relations were established with both sides accepting the Lari canyon as a common border.

From that onwards, trade flourished with gold, silver, silk, fine quality iron, wines going to the north, and exotic spices, rare animals mastercrafted gems coming to the south. Unlike other border garrisons, the Lari outpost was never abandoned or neglected. This was due to the superior governance in Hadašham proper compared with other regions both in imperial times and during the Pentarchy.
Lifili

**Lifili** is a general term, applied to the people living in the southwestern part of Hadašham. They inhabitated the Damar and Egiten archipelagos alongside Kutaba, Panidutne, Tantorel, Imitas, Rahap and the Wild woods to the continents end. First imperial contact happened during the 3rd century when the Hadašhim forces crossed the Šyul and established themselves in the western regions. This induced important changes in the Lifili structures that have been organised around clans and chiefdoms.

Large part of the population was subsequently subjugated, but unlike the eastern territories no full-scale assimilation has happened. Lifili have shown stubborn perservance in matters of traditions and language, although the Thousander Faith was widely accepted by them. Some of them remained Independent alltogether, owing to the large distance and relative low quality of their lands.

From 757 onwards the Deluge led to a resurgence in Lifili power. Harassed by Westerners, the aboriginals turned against both them and the Hadašhim structures in the region. After half-a-century destruction and much longer frequent raids from both the south and the west, the Lifili established themselves once more as a dominant ethnicity. This wasn't without changes however. The two southern islands chains became dominated by the boatsmen, while several noble families were either of Westerner origin or Hadašhim remainers. From Tantorel to Kutaba, the entire seaboard was ruled by speakers of the language who shared a more or less common cultural sphere. Panidutne has also received a significant Lifili element. The initial displacement turned around, it was now the Lifilis round to fill up the empty fields.
Shir Madakhs

Shir Madakhs was the capital city of the Madakhsi State, and important trade hub of high religious significance in almost all religious traditions of Šalmaram. Since the Aminad became the prevalent religion in the north, pilgrimages became a prevailing element in the city alongside administrative functions. Merchants usually estimate it to have four hundred thousand to half-a-million inhabitants, or roughly the same size as Tir-Našadar.

It is situated in a dell, protected by a long wall made of yellow sandstone. Strategic excavation made the area even better guarded. Surrounded by green field and orchards the city draws water from particularly deep wells. Houses are made of stone, in a flat-roofed, densely packed manner. Streets are narrow, full of traders and shaded by cloths strung between the houses. There are at least a thousand holy places in the city, all of them marked by a simple meeting house. Churches are amply adorned, marked by tall towers ending in bulbed domes. The larger a temple is, the more towers it has with largest reportedly having sixteen.
Rahap

**Rahap** is a region in the Western Kingdoms, smallest among the constituent units. Roughly rectangular in form is is bordered by the Šyul in the east, the Pakhaš river and by extension by Panidutne in the north the Khron river and Kutaba in the south, and by some lesser waterflows and Imitas in the west. Its largest city and purpoted capital is Mazraan birthplace of Tamaron Attawat. The region is much better off than its Southern neighbour but owing to the lack of large noble houses it is a fragmented territory with no major say in political affairs.
Water Merchant

**Water merchant** is a common profession across the cities of the Hadašhim Subcontinent. Contrary to the more northern, and tropical lands of Šalmaram, Hadašham has plenty of water sources, but groundwater is scarce or contaminated in the densely populated areas. Thus most large townships have pipelines made of stone or terracotta in special cases as in Tir-Našadar of brass which bring water to the public fountains.

These stand to every persons disposal, but in more crowded areas it can take considerable time to acces to one or more taps. Nonetheless, although water controls are rare, the taken amount, and the time to fill the containers is a frequent reason for quarrels.

The luckiest ones of the city dwellers do have full plumbing in their villas both for fresh, as well as for wastewater. Villas without running water are unmarketable in the Hadašhim Kingdom, or they are sold at a heavy discount. The poor don't have choice either, they send one or another family member to the sources to fetch water for the daily business as drinking, cooking, washing and personal hygiene.

However the people in between, craftsmen, low ranking functionaries as their like pay water merchants, or water fetchers, who provide them the necessary amount of water for a sum not all too high.

Water fetchers are making up different classes among themselves. Some are young, pretty girls, who offer drinks on the main ways in and out of the city to the thirsty travellers. Others are taking a carboy or a small barrel on the back, and make several turns in a day to deliver the agreed amount. Yet another are entrepreneurs with a cart and large amount of freshwater who start in the dawn, fill up the tank and bring it to some designated households with whom they have exclusive relationships.

Among the dryer, more northern Aharganite areas, the street sellers make up the largest part of the water fetchers, because most homes have an own source. In the Western Kingdoms due to the low urbanisation water merchants are virtually unknown with the exception of some former colonial cities like Lurrak or Karamrost. There even the more urban settlements resemble large villages with stone walls rather than proper townships. Most people either have an own well or they use the rivers and the like for drinking.
Ragod Foothills

**Ragod Foothills** is the name of a low mountain chain running in the southwestern part of Subcontinent. Namesake was the garrison town of Ragod, founded during the 6th century destroyed and rebuilt several times ever since.

Some fourty miles long, with the highest summits ending below thousand yards a significant divided unlikely of this size. Many areas within the confines are extremely rugged and treacherous. Travel for a single person is a lethal tasks, although some merchants do pass along certain alleys. Most places are either forests growing into unpenetrable shrubland or sharp, edgy cliffs where no one in its right mind would remain more than necessary.

South of the Foothills lie the Wild woods in the outmost west, beyond the Zaab river, while further to the east the March, a subdivision of Tantorel is to be found. The inner ridge ends in soft climb at the east, well before the border to Tantorel proper. In the north the Dalam river separates Ragod both from the Istin chain and from the more northern areas of the Ore Mountains.

During imperial times after the late 6th century the area was populated by the Lifili people. As an unimportant borderland they were left in peace as long the imperial tribute was paid. During the Deluge large masses of Westerners moved in, who partially replaced the original inhabitants both in the Wild woods and in the eastern territories. Some of them gave up their strict code of blood and honour, resulting in intermarriage and synchretism that gave rise a new, creolised culture in the 9th century. Pure Westerners saw this process as a deviation and continued their ancestors' endogamous practices, considering the accultured ones mongrels, inferiors, legit targets.

Increasing raids were met with strong resistance that ended when a coalition of nobles, both city-dwelling Hadašhim descendants, Lifili chiefs and settled Westerners invaded the March, purging it from the belligerent people. Some were enslaved, others dispersed among the eastern villages and assimilated, while again others simply expulsed over the Zaab which served as a border since. In the north the case was similar with the exception that the powerful there preferred a peaceful accord, paying off some tribes with their loads of gold to serve as a bulwark against others.

The Foothills remained sparsely populated ever since just as they were before. Considerable population movement happened during the mid-11th century, when Meshuri Karamiš succeded in turning the March as a prosperous area that it never was. From that time some mining operations happened within the ranges confines. Panners tried their luck in the wilderness, iron ore was produced to make the county independent from outside sourches. Minor garrisons were established along known passes to serve as an early warning system in case of intrusion.

As a largely unbothered forest, the Foothills serve as prime hunting ground with rich prey. Wood bison extirpated from other western regions is known to dwell here alongside deer, roedeer, hog, wolf, lynx, bear, leopard and tiger. The Marquis often preys upon the great diversity of animals as he is an avid hunter.
Wickedbluesroad Wiki

Wicked Blues Road é um RPG baseado na franquia de JoJo's Bizarre Adventure. Atualmente tem duas partes, sendo que a segunda está em andamento.

## Parte 1: Wicked Blues Road

1693, Salem, Maine. Quatorze mulheres foram enforcadas com acusações de bruxaria. Outras cinco crianças morreram de fome na prisão. Não se sabe o que aconteceu com os corpos, mas o evento criou uma onda de histeria em massa pelos Estados Unidos. Vários movimentos de 'caça às bruxas' começaram pelo país. 1853, Blue Hill, Maine. Uma cidade pacata, quieta e cheia de mistérios; Fazendeiros colhem trigo, milho e bebem o que sobrou de Moonshine de uma garrafa enorme, quando 'círculos' começam a aparecer nas plantações da cidade. Forças bizarras começam a agir.

## Parte 2: Bonito Generation

1933! - Haysville, Kansas. A família Bonito se mudou para uma casa grande três anos atrás e desde então tudo é só confusão. Mas tudo muda quando chega uma vizinha nova! Como assim?! O que a família Bonito e o povo da cidade vai fazer? Descubra nessa parte cheia de aventura, comédia, ação e amor! ♥
Hadašham Wiki

## Welcome to Subcontinent!

Hadašham Wikia is a background encyclopedia to the authors main literature projects in the same fictional world. English is neither my native language, nor am I well-versed in it. Despite I decided to compose this page in English, in hopes of the larger reach and for pratice. Anyone is free to point out issues in the articles, be they othographical, grammatical or logical in nature, as I appreciate every bit of help I receive.

Hadašham project depicts a snapshot of the sociopolitical situation in the Hadašhim Subcontinent during the mid-eleventh century according to their calendar. Story starts in 1058 AGV some fifteen years posterior to a devastating war in the northeastern areas between the Empire and the Aharganite Kingdom. Storylines follow characters from both the east and the west, alongside newcomers to the region.

With the figurehead emperor of the west dead, a manyfold power struggle starts among the highest noblemen to secure the wealth and power associated with the title. In the southwestern, wild areas of the subcontinent tribes are becoming unruly, while the southern islands are targeted in frequent raids from the overseas. In the east, the imperial family is locked in a succession struggle. An upstart prince turned the imperial fortunes from near-annihilation to a staggering victory a decade and a half ago, and he is eager to claim what he sees as his birthright. Marginalised and ostracised despite being first in the chain of succession, he is engulfed in intrigues all while the vanquished plan to mete out a suitable punishment for their brutal humilation in the decade before.

This area was never a steady one despite best effort from later historians to present it as such. Wealth, religion, power, emotions all joined to form the territories future just as much today, as they did a millenium ago.
Walls of Tudhan

The **Walls of Tudhan**, the **Tudhanian Walls**, the **Great Walls**, or simply said the **Walls** are one of the two concentric fortifications protecting the city of Kartam. After the capital became far too large to be confined inside the older Harkonian Walls, Tudhan IV commisioned another defensive palisade. As the work was monumentary, the planning phase lasted for three years after which another three were spent by appropiating the land along the walls path. The construction finally started in 552 AGV , ending some twenty two years later in 574. Although the lack of appropiate materiel, multiple slave uprisings in the quarries, major revolts in the city all hindered the efforts, Amoratte Hasdrubilis, chief imperial engineer managed to keep the strict timetable,

This wasn't enough however, neither for him, nor for the emperor. Tudhan IV died in 570, after a brief but serious illness, while Hasdrubilis wandered up the spire of the Western Seagate in the autumn of 571, where he never returned. As his body wasn't found either, the case gave birth to several gossips in Kartam. By that time all the more important landmarks of the defensive belt were completed every single gatehouse and reinforced bastion stood at its place, only pieces of wall and some minor fortifications remained unfinished.

After the death of the chief engineer the process caught wind, and it was finished in some three years at the orders of emperor Kharan II. Contrary to his father, he was much more a man of sword. He finished all the projects that became a drain on the treasury, took up arms, and went on to conquer much land in the western part of the subcontinent.

The Tudhanian Wall are four miles and six hundred yards long. The circuit encompasses the entire city of Kartam. It passes the River Karam twice, both locked by a seagate on the eastern and the western end of city respectively. Thirty-six major gatehouses are placed during the course, with an unknown number of postern gates. Every hundred yard a square bastion is placed, packed with up to four ballistae. The level of battlements runs in a height of sixty feet above the ground, while the bastions spring up to a hundred feet. Uncounted murder holes, scorpions and lesser artillery are at the defenders disposal, while the walls, at the basement fifty, at the crown still thirty meters thick are able to withstand even the most brutal bombardment.

Nominally the Walls of Kartam are defended by the Šurghan Host, by the City Guard and by the Sacred Band. From these the first are considered elite soldiers, the third a decent, albeit religiously fanatic force of questionable moral and discipline. The City Guard is all but rable, corrupt, prone both to mutiny and defection. As such they are employed only in the absolute necessity.

Kartams walls were never breached, but besieged was it also only once during the Fourth Aharganite War in 965. This was defeated with relative ease, thanks to the military mastermind Atti Nartahalis who was the supreme commander of the defense.
Madakhsi State

The Madakhsi State was a monarchy in the northern lands of Šalmaram, centered around the city of Shir Madakhs. Founded during the 5th century AGV, championing the cause of the Aminad it became a potent power subjugating all of its neoghbour before claiming supremacy during the 8th century from the Stillborn sea to the Western ocean, from north of the Zabiraths to the edge of the forests.

Only the southwestern plateau area remained independent, due to the inhospitable terrain and great height that incapacitated the lowland warriors. Madakhsi warrior spurred the flight of the Socotca who later founded the Aharganite Kingdom in the Subcontinent. Madakhsi dialects became a lingua france over the mountains, with the significant liturgical use in Ahargan too. Educated classes of the Socotca are known to be fluent in it.

During the 9th century a devastating civil war resulted in the breakup of the Madakhsi State, albeit the central areas did not come under foreign control. After some fifty years the state resurged as the Madakhsi Empire, conquering the western parts of Šalmaram, but not reaching the prior extent of power.
Nebanakhan Dynasty

## Empire and Dynasty

The Nebanakhan Dynasty is the ruling house of the Hadašhim Empire, established by Harko I. Nebanakhan. Originally he was member of the cadet branch of the Old Nebanakhans and lacking any chance to inherit the wealth and power amassed by his relatives, he decided to make his own luck.

At the age of 18 he ventured from the continent of Dabrakham wide into the West. Soon he returned to the port of Aim Arath, then capital of the Dabrakhim Empire with a tale of a large uninhabitated land full of treasure. Tricking out the money of merchants and noblemen alike a fleet of fifteen hundred ships was put together to sail with him on his Great Voyage.

After reaching land in the now Hadašham his farce was uncovered: the promised land was inhabitated and the settlers were met with fierce resistance. However the attackers were put to the sword in the Battle of Landing, mainly because of Harko's superior navigating and commanding skills. After making a sacrifice to the God of Sea and to the Warlord for the victory, Harko proclaimed that all bonds of men will be dissolved and in his rulership every man who comes free shall remain so and the burden of proof lies by the accuser. This gave him the popularity which helped to establish his realm and persuade the lower masses of Dabrakham to risk the adventure and join him on the other side of the ocean.

Although the Dabrakhim rulers tried to force the newly established kingdom into submission and Harko into repaying his debts, their effort died in a short way, enabling Harko's descendants to rule and widen their empire for the three hundred years. After that some setbacks happened until Nimir II. ascended the throne in 564 and established the dominion over all of the subcontinent again.
HDMI

HDMI

permite el uso de vídeo computarizado de alta definición, así como audio digital multicanal en un único cable. Es independiente de los varios estándares DTV como ATSC, DVB (-T,-S,-C), que no son más que encapsulaciones de datos del formato MPEG. Tras ser enviados a un decodificador, se obtienen los datos de vídeo sin comprimir, pudiendo ser de alta definición.

HDMI incluye también 8 canales de audio digital sin compresión. A partir de la versión 1.2, HDMI puede utilizar hasta 8 canales de audio de un bit. El audio de 309 bit es el usado en los Super audio CD.
Western Ocean

The **Western Ocean** is a large area immediately west from the continent of Manewala. Along the Hadašhim region its coast is extremely rugged, ending in steep, impassable rocky cliffs at least a hundred feet tall. Only to the south in the wild woods and the Western peninsula are some regions suitable for travel. The Worlds End Islands are the sole objects known to exist within its confines.

No Hadašhim have ever sailed its waters at least not one who can confirm such a claim. Under Emperor Kharan II a significant army campaigned in the vincinity, but the conquests were abandoned due to stubborn resistance and low profit rates from local tribute.

Some sailors speculate that by travelling westward and keeping to the general direction west-northwest the eastern coast of Dabrakham could be reached, but no experiments were led in this subject until current time.
Supreme Being

**Supreme Being** of **Alalaš** in casual speech is the divine power central to the Thousander Faith. Old Dabrakhami religion was a decentralised, polytheistic one with gods and godesses for every single village, town, fountain, mountain, river, sea or phenomen. This pantheon was somewhat simplified during official canons restricting the number of divinities to around a thousand hence the name of religion.

However already in the old homeland debates were led among high-ranking theologists that all of the gods and godesses would be an incarnation, an avatar of a central, allmighty being who merely hides behind them. This opinion became prevalent during some times before the foundation of Hadašham, but the information was kept restricted in scholarly circles. Harko I was among the few who knew about and had staunch monotheists in his new, hierarchistic church to led the priests in the according direction.

Transition was smooth as laic authority silenced dissenting tones. In thousander theology the Supreme being is considered a bodyless otherwordly phenomen who changes shapes and personality at the whim of his will. As that both good and bad comes from him, and no one can escape his power. Such invoking his avatars is an activity in vain, thus forbidden for ordinary people.

Both the eastern sea rite and the western rock rite agrees in all theological premises, discord is more a matter of politics in questions of wordly authority over the church. Westerners see their orhana as the governor of the Supreme Being, while eastern church maintaines that the emperor has superiority to the ecclesial hierarchy. There are two orhanas one seated in Kartam with western affilitaion while the other seated in Tir-Našadar subordinationed to the eastern emperor.
Walls of Harko

**Harkonian Walls** are the first defensive belt of Kartam. They were comissioned and built during the reign of Harko IV, also called the bald because of his complete absence of hair from the childhood onwards. The walls are around a mile long, protecting the important inner precint of the city with the royal palace and official buildings, ending at the right bank of the River Karam.

Much less impressive or militarily important than the later Tudhanian Walls, the inner fortifications have a largely spiritual meaning for the citizens separating the imperial family and their most important functionaries from the ordinary townsfolk. During the 13th century it was several times debated that the Harkonians Walls should be torn down, but due to the costs and their symbolic meaning they were always spared.
Šyul

Šyul is the greatest river of the Hadašhim Subcontinent. The drainage area contains about three quarters of the landmass, with the flatlands around Tir-Našadar being the exception. It's main body of water comes from the Black Šyul originating in the Eastern Zabirath Mountains while the Red Šyul coming from the Western Ore Mountains being the less important. It divides the Subcontinent into three constitutive areas: The Freehold in the east, Ahargan and the Ore Mountains in the north/northwest and the Westernlands in the southwest.

The confluence of the two rivers is situated eighty miles north of Kartam, erstwhile capital of the Hadašhim Empire. The unified rivers have such a huge water volume that it carved a ravine hundreds of feet deep into the very stone foundation of the continent, making the lower river practically impassable in the event of low water. The Šyul was once respected as a mother figure among the native peoples of Hadašham. Later this cult was incorporated into the Thousander Faith as the goddess Hartapeni.
Fragile

**Fragile** é o stand de habilidade de Florence durante Wicked Blues Road.

## **Aparência**

Fragile toma a forma de várias rosas e espinhos que crescem perto e sobre sua usuária.

## **Habilidade**

Fragile dá o *substand* 'Owner of a Lonely Heart' para quem reunir o seu corpo inteiro. Isso acontece independente da vontade de Florence ou da intencionalidade do ato.

Como uma forma de auto-defesa, Fragile cria pequenos espinhos no seu corpo ou em objetos. Eles são bem pequenos, mas terrivelmente dolorosos.
Išha

**Išha** is a Hadašhim title roughly equaling master. It is in every part of the Subcontinent except for Ahargan where Šalmaramese or Socotcan titles prevail. Most people use it as a honoric, adressing educated persons of superb knowledge with it, although the correct application is much narrower.

Hadašhim imperial decrees permitted the usage of the title išha for person who studied in the fields of law, medicine, engineering, pharmacy and by extension chemistry, mechanics or philosophy. Such students should have taken eight years of practice befor they were permitted to examinations that decided whether they are worthy being called an išha.

During the 11th century a strict order prevails in the east that metes out severe punishments for everyone abusing the title, while in the western territories the meaning is inflated and encompassing every single learnt man who has some academic credentials.
Second Šurghan Erinmeš (The Fury of Aim-Arath)

The Second Šurghans, more commonly the Seconds, the Seablue Banners, the Furious Second or the Impostors are the second unit of the Šurghan Host established by emperor Harko I of Hadašham in the 12th year after the Great Voyage. Currently they are commanded by erinmešar Atti Narsilis boasting 3000 pikemen, 2000 cutters, 600 archers, 400 sappers, 1000 knights, 500 light cavalrymen and 500 horse archers. They are organised in the šagdu system since the reforms of 289.

Commanding the Seconds is a great glory considered worthy to any man but the emperor who is a flag officer of the entire army. Given their reputation of relentless, never retreating fighters the erinmešar of the Seconds have by far the best chance to became high commander of the Šurghan Host. The banners of the unit are plain blue, as are the tunics of the single erinmeši contrary to the blood-red of the first and the straw-yellow of the third. Rest of the organised Hadašhim military usually marches and battles in ocher.

The Seablue Banners are consisting a moving army, having their supreme command erstwhile in the capital of Kartam and after it's evacuation in Tir-Našadar. They are rarely found in the city, similar to the third and unlike to the first erinmeš (The Protectors of the Star City) who are tasked with the defense of the Starport and only join the campaigns on royal decree having an appropriate substitute. Giving the base of any field army sent to battle the ranks of the second have unusually higher fluctation but their soldiers are the most battleworthy by far not only among the Hadašhim forces but also under the šurghans.

In the Host the Second Erinmeš is usually degraded and fiercely rivaled by both the first and the third unit, calling each other names and making eventual brawls on various occasions. It is to be noted however but all the šurghans, sharing the same childhood training, strong religiosity, bond of both together spilled blood and commitment to same fate of death in the service, they rarely cross the border of friendly but harsh competition for an all out confrontation.
Marquis of Tantorel

The **Marquis of Tantorel**, or the **Marquis** in intrastate speech was a nobleman tasked with leading the March of Tantorel. This area was created to serve as a buffer and neglected accordingly. The office was in most times occupied by overly ambitious individuals removed from major centres, or to the contrary by completely talentless ones who just furthered the areas problems. Frequent raids over the Zaab and along the coast prevented population increase, while the prevalent banditry made the land a lawless place.

Official control was limited to fortresses and the city of Ragod, but at some times even the latter was sacked. Criminals and the border guard, who were at places overlapping persons, played into the hand of one another. Widespread corruption was only rooted out after the appointment of Meshuri Karamiš in 1036 who brought fresh wind, change, law and order and a significant population increase to the region.
SonicProdigy55

YouTube profile pic

**Malcolm Searcy**, also known as **SonicProdigy55**, is a former main commentator for VG Commentaries. Even though he's one of the only commentators who has yet to record a game, he still brought in the fun for the channel.

When he's not a game commentator, Malcolm is also a YouTube voice actor (primarily for Sonic). He was cast as the voice of Link in Zelda Universe's English dub of *Legend of Zelda: Twilight Princess*.

He left VG Commentaries in April 2018.

**Favorite Video Games Series:** Sonic the Hedgehog, the Legend of Zelda, Persona, and Kingdom Hearts.

## Commentary Appearances

### Separate Channels (before VG Commentaries)

* Mega Man X (Parts 1-3)
* Sonic the Hedgehog

### VG Commentaries

* Sonic the Hedgehog 2
* Sonic CD
* Sonic the Hedgehog 3 & Knuckles (Parts 1-7)
* Sonic Adventure DX: Director's Cut
* Home Alone (NES)
* Super Mario Bros.
* Super Mario Run (except for Part 5)
* Kirby's Dream Land
* Mega Man
* Mega Man 2
* Sonic Heroes
* Dragon Ball Z: Budokai
* Super Smash Bros. (Nintendo 64)
* Sonic the Fighters
* Sonic Adventure 2: Battle
* Star Wars: The Force Unleashed
* F-Zero
* Castlevania
* Kirby Super Star Ultra
* Mega Man 5
* Crazy Taxi
* Michael Jackson's Moonwalker (Arcade)
* Mega Man X4 (Parts 5 and Finale)
* Super Street Fighter II
* Ninja Baseball Bat Man
* Spider-Man: The Movie (Part 3)

## Trivia

* Not only does Malcolm voice Sonic, he also voices Vector in some occasions.
* One of his biggest fears is the ghosts from *Sonic Adventure 2*.
Hissing Fauna

**Hissing Fauna** é o stand curta-distância de Slowdive em *Wicked Blues Road*.

## **Aparência**

É um stand humanoide esqueleto com um crânio de cervo no lugar da cabeça. Aparenta usar um poncho pequeno e verde.

## **Habilidade**

> *Kimberly é puxada pra 'dentro' da parede, e o stand  'mergulha' dentro da construção, desaparecendo. As duas pernas da garota estão submersas.*
>
>

> *- a habilidade de Hissing Fauna em uso*
>
>

**Entrar em paredes:** O stand e o usuário são capazes de sair e entrar de paredes, podendo sair onde quiser da mesma.

**Criações de troféus de caça:** Qualquer coisa que for puxada para dentro da parede se tornará um troféu de caça e acompanhará o stand. Esses troféus também podem entrar nas paredes.
Wicked Blues Road

**Wicked Blues Road** (WBR) é a primeira parte do jogo, e contou com 13 sessões.

## Conceito

A história gira em torno da pequena cidade de Blue Hills, Maine, nos Estados Unidos no ano de 1853 e o surgimento misterioso de 'bruxas' e as partes do cadáver de uma bruxa no que se tornou uma batalha entre bruxas, a polícia e caçadores de bruxas.

## Lista de Sessões

* Wicked Blues Road - Capítulo 1
* Wicked Blues Road - Capítulo 2
* Wicked Blues Road - Capítulo 3
* Wicked Blues Road - Capítulo 4
* Wicked Blues Road - Capítulo 5
* Wicked Blues Road - Capítulo 6
* Wicked Blues Road - Capítulo 7
* Wicked Blues Road - Capítulo 8
* Wicked Blues Road - Capítulo 9
* Wicked Blues Road - Capítulo 10
* Wicked Blues Road - Capítulo 11
* Wicked Blues Road - Capítulo 12
* Wicked Blues Road - Capítulo 13 (Final)
Nekara

**Nekara** is an unknown tropical land north of Šalmaram. No trustworthy Hadašhim has claimed to have ever travelled it. It is covered in rainforest, sitting on the coast of an ocean. According to northern tales, the inhabitants engage in extensive human sacrife and body modification, both tatoos, piercing, and self-mutilation. Several exotic articles, like vanilla, or a strong, smokey variety of cinnamon originate here.
Westerners

**Westerners** are people originating from the Worlds End Islands, who settled the Hadašhim Subcontinent before and during the Deluge. The Kingdom of Manlisan and some minor noble families in Western Realm do have a significant Westerner heritage. They were considered more warlike than the Lifili inhabitants, but their society is also centered around self-sufficient tribes settling between one and ten villages at a given time.

During the tenth-eleventh centuries the Westerners became an increasingly violent civilisation. Confined to the Wild woods at the western end of the continent, pressed by hard borders from both the north and the east they reinvigorated traditional annihilation wars that amined to get land for farming ans pasturages not slaves, fame, glory or mere produces. Other people were in this context not just undesirable, but unnecessary so they were killed to the last. Diplomacy or subjugation was out of question with the hardening of social borders that denoted friend and foe along tribal lines, with only related persons considered worthy to be alive. This makes the Wild woods a boiling cauldron under the cover of the green leaves that pitches all folks within its confines against each other, presenting a murderous trap.
Lari river

The **Lari river** is a small watercourse in the east of the Hadašhim Subcontinent. It originates in Zabirath mountains flows down to the plateau known as the Gate of Hadašham between the Tobkhats, Zabirath and Biriths where it has cut a ravine an arrowshot broad and hundred yards deep at the narrowest point.

At other places it would barely qualify as a river, yet the canyon makes it of outmost importance. After the famous civil engineers of the empire managed to construct a bridge above it, the crossing was also a major trade route. For almost ninehundred years the ravine served as the border between Hulaya and Hadašham, one of the fews that never changed after demarcation.

Few things are known about the steep mountains where the Lari origins. Due to their height and steepness no man has ever seen the source of it. It present itself before human eyes as a spectacular drop from a nearly vertical stonewall. After landing the water deepens a cauldron of almost perfect roundness into the crust, from where it flows into a southeastern direction, towards the Tobkhat ridge. There it takes a keen turn towards the north into which way it flows until reaching the Stillborn sea.
Panidutne

Panidutne is the name of land situated along the right coast of the Red Šyul and in the right bank of the Šyul. It is one of the Western Kingdoms North of it are the core territories of Ahargan, in the south it is bordered by both Egiten and Tantorel through the river Pakhaš. Panidutne is fertile land where a variety of crops are grown. It has rich woods full of prey and the population enjoys a suitable life at all.

Panidutne is highly urbanised, having both West Kartam and Lurrak upon it's territory. The latter was named the Jewel in the West by the Hadašhim and still has a population around 200 000. West Kartam has fallen into decline since the partitioning of the city only awakening after Elleli Zetitas became the orhana kulum and started to revitalize it.

The merchants of Lurrak have an extensive trading network in any directions. They play a pivotal role in helping the distribution of metals and stones from the Ore Mountains to coastal regions and Ahargan and also in the interborder trade between Ahargan and Hadašham. This gives them both wealth and power from which the ruling family Zetitas also takes some part.

The weather in Panidutne is a bit dryer than the average of the subcontinent but at all the same. The summers are hot the springs and autumns rainy while the winters harsh. Snowfall is a common occurrence there.

Given the richness of the land and the strength of the craftsman class in Panidutne, their army is well equipped and can easily number over hundred thousand heads, making them third only to the two great empire in the region.
Great Voyage

**Great Voyage of Grand Voyage** was the central moment of the foundation of Hadašham.

Harko I, a lower born noble used his first overseas tour to gather the financial background of a fleet consisting 1500 vessels. The route itself was peaceful and forged a certain unity between the voyagers and their leader. Although Harko lied about the uninhabitated nature of the lands, the ensuring battle proved himself a great warrior and worthy leader. After proclaiming all of his entourage free man free of any formal commitment and duty, his popularity soared which allowed the establishment of the later Hadašhim Empire.

Some decades later the year when he rose sail in Aim-Arath became point zero for the Hadašhim calendar. It uses the old Dabrakhami system with this only modification. Subsequently this calendar has been adopted all the people coming into the Hadašhim Subcontinent, even by the Aharganites.
Western Backbone Gate

**Western Backbone Gate** is a main entrance to Kartam, situated on the Tudhanian Walls in the more prestigious right-bank areas. Built between 566-567 it has been serving continously as the busiest passageway. The gatehouse is of a double design, a hundred feet tall. Two portcullis and two separate gate mechanism can completely block it from the outside while the both tower houses have inside killing zones where intruders can be entrapped. In the interior there is a court edged by tall, unscalable walls full of murders holes and battlements to make the advance of the attackers even harder, who have to penetrate three separate line of defences.

All of the building was comissioned by Tudhan IV, planned and executed by Amoratte Hasdrubilis. Similar large Backbone Gates are situated in the north, east and south respectively, with some thirty-two other major gates serving ususal trafic to and from the city.
Egiten islands

Egiten Islands are a series of roughly 300 islands and islets in the Southern Ocean roughly fifty miles off the coast of Kutaba. They were inhabitated by a subgroup of the Lifili who were conquered during the last great push of Kharan II. Imperial control was always shaky over the territory and it fell apart during the Deluge when the local government was left to cope with increasing number of raids from the south. Later the islands served as a base of operation for the pillaging of the western coast. Some individual strikes did happen to the east, but seeing the formidable defences and the swift retribution from a visiting Hadašhim fleet the area was left in peace.

As the newcomers were relatively few, they just made an elite change not a wholescale revamping in social and cultural manners. Egiten eventually converted the Thousander Faith, a process that started already in the imperial times and integrated into the Western Kingdoms. With contacts both to the north and the south they remained a naval crossroads of trade and cultural exchange. Both merchants and missionaries frequent the ports. Egitenese are somewhat isolated from the politics of the mainland, but it also creates an aura of adventurism. Many of their sons volunteer as mercenaries in wars while their warriors are capable of immense destruction in naval and land encounters alike. The family Ygarat stands out from the nobles, as they control roughly a tenth of the land area in the archipelago with immense number of vassals and allies. They are the nearest thing to a common ruler Egiten has got.
Tarjeta grafica

Tarjeta grafica de la marca NVIDIA

Una tarjeta de vídeo, también llamada **tarjeta gráfica** (entre otros nombres) tiene a su cargo el procesamiento de los datos que provienen del procesador principal y convertirlos en información que se pueda representar en dispositivos tales como los monitores y los televisores. Cabe mencionar que este componente puede presentar una gran variedad de arquitecturas, aunque comúnmente se denominan de igual forma, incluso si se habla de un chip de **vídeo** integrado en una placa madre (motherboard); en este último caso, es más correcto decir **GPU** (Unidad de Procesamiento Gráfico).

Desde su concepción, las tarjetas gráficas han incluido diversas prestaciones y funciones, tales como la posibilidad de sintonizar la televisión o de capturar secuencias de vídeo de un apar

ato externo. Es importante notar que no se trata de un componente hallado exclusivamente en los **ordenadores** actuales, sino que han existido desde hace ya más de cuatro décadas y hoy en día también son parte indispensable de las **consolas de videojuegos**, tanto de las portátiles como de las caseras.

A medida que los ordenadores para uso personal y las primeras consolas de videojuegos se hicieron populares, se optó por **integrar los chips gráficos en las placas madre**, dado que esto permitía disminuir considerablemente los costes de fabricación. A simple vista, esto presenta una clara desventaja: la imposibilidad de actualizar el **equipo**; sin embargo, se trataba de **sistemas** cerrados, que eran construidos tomando en consideración todos y cada uno de sus componentes, de forma que el producto final fuera consistente y ofreciera el mayor rendimiento posible.
Southern Ocean

The **Southern Ocean** is a large body of water situated south of Hadašham and by extension south of Manewala. At its eastermost reaches lies Dabrakham. Its coastal waters are generally lukewarm what has a moderating effect both in the summer and in the winter upon the regional climate. The waves are full of life, with crustaceans, shellfish, fish, marine birds and mammals, whale alike common sight and prey of the fishermen. The Damar islands and the Egiten islands lie south of the western portions of Hadašham. Volcanic isles rise on the sailing route between Manewala and Dabrakham, consisting of a single, solid piece of rock usually.

Though not explored some major southern land or several larger islans should exists, as during the Deluge a large population influx has happened from that direction. Western Hadašham and the outlying territories still have significant descendancy in this regard, with southeners compromising the majority in the islands.
Freelands

**Freelands** are a region of the Subcontinent traditionally denoted by the Zabirath Mountains and the double curve of the Black Šyul in the north, the Birith Mountains to the east and the south and the main branch of the Šyul in the west. Apart from the mountainous regions, where forests prevail it is a wooded savanna with an dry overall climate. Most of the precipation falls in the winter as snow, autumn and spring are generally mild and dry while the summers are extremely hot with no rain. The region is the largest among the traditional Hadašhim sbudivisions with approximately 2,5 million square kilometers.

After the conquest during the 2-3th centuries the area was hearthland of the Hadašhim Empire. Even the new capital Kartam was situated within its confines. From the seventh century the captain general seated in Nakad-Birith was responsible for immediate governance that evolved into the Court of the Freelands as a part of the Pentarchy. After Ahargan fell, the Freelands became a frequent target of Socotca raiders what led to an increasingly fortified border. Two wars later the Freelands fell and were partitioned betwenn
Manewala

**Manewala** is the main continent of the world, situated mainly in the southwestern sphere of the globe. Only outlying archipelagos and the continent of Dabrakham are known as other landmasses, altough neither Manewala, nor the oceans are sufficiently cartographed. The largest mountain chain is without doubt the Zabirath, although ranges similar to the Tobkhats in size and height are considered likely at other places.

Discovered parts of it are as of the Hadašhim the Hadašhim Subcontinent, Širaban, Hulaya, the Stillborn Sea and Šalmaram. Known but undiscovered are the Worlds End Islands, Nekara, and the entire northwest that hasn't even been named. What shape it takes or where it ends is generally unknown, as the Hadašhim worldview is self-centered and self-confined due to the isolating effect around the Subcontinent.

Wildlife and human population shows an enormous diversity, as do the climate zones. From tropical rainforests, monsoon areas, savannas, semi-, and trough deserts through mediterranean, subtropical and continental zones until cold forests and boreal highlands everything is known. The western half or so of the continent is dominated by poweful monsoonic winds that flew to northern direction in the winter and towards the south in the summer. Their force is felt even over the Zabirath in the interior of the Subcontinent were it creates dry, hot summers alongside rainy, cool winters.
Birith Mountains

The **Birith Mountains**, also called the **Eastern Ore Mountains** due to the aboundance of minerals within the confines are a mountain range in the southeast of Hadašham. It consists of several massifs with easy-to-pass gaps between. Running four hundred miles from the southwest to the northeast until joining the Zabirath at the Gate of Hadašham, it is the second longest mountain chain in the Subcontinent, and the longest entirely within it. Because of this, the hills have an altering effect upon the climate of the interior. Most rain fells there during the winter as snow when the strong southern winds are capable of pushing the vapour-filled clouds over the ridges. Otherwise the dominant western wind waters land more to the west, or to the south, reaching the region as a resfreshing, dry breeze. In the summer the monsoonical northern winds prevail that create a hot, dry weather all around without the beneficial moderating effects of the ocean.

Being relatively low compared to other ridges, only the Biriths' highest peaks tower above two thousand yards of height. Some of the higher areas comprise densely forested wilderness, but most of the area stands under human cultivation. Wildlife is rare, confined upon small species like rabbits, squirrels. Only the northwestern areas around the huge imperial estate of Hal-Arath offer larger game like deer, hog or bear.

Farmlands, pasturages and charcoal have all been much-needed resources, so generations of foresters chopped wood that was turned into precious fuel by the burners to power the great many forges around. The Biriths are the industrial hearthland of Hadašham, thats why the repeated Aharganite incursions found such stubborn a resistance from the local forces.

Parts of the area were conquered during the initial years of the settlement with the entire seaboard under the control of Tir-Našadar within two decades. Direct rule was restricted to the coastal cities inhabitated by Dabrakhami immigrants, while the inner tribes were either turned into either clients or allies. Assimilation required another century or two to happen. This area was later known as Hadašham proper, as this was the first region upon which the name was bestowed. Apart from increasing urbanisation nothing really changed in the region ever since. In the times of the Pentarchy the inner, northwards looking edge of the ridges served as the border between the Court of the Freelands and the Court of Hadašham proper.

For around a century, the hills also served as a border between the Hadašhim Empire and the Aharganite Kingdom. Ironically, only during the last years did a significant Aharganite force cross them to invade the remaining seaboard territories, which expedition quickly turned into a nightmare and led to the hadašhim reconquest of the entire Freelands, as well to a humilating, crippling defeat for Ahargan.
Šalmaramese people

**Šalmaramese** is a name applied by the Hadašhim to any people descending from beyond the Zabirath mountains. By and large they are similar in their build or facial features as the people of the Subcontinent, but they are significantly darker toned in skin and hair colour. Only two nations are well known, one is the Socotca, founders of Ahargan and the other the Madakhsi, main ethnicity of the epinomous state.