recursal/Fanatic-Fandom huggingface dataset:
Pentak'Mol

> *"Those who stand against me will burn in the fires of my hatred."*
>
>

Long, black hair drapes over a giant, hunched figure. A pair of jagged horns protrude from the unkempt mess and curve upward like a twisted crown. Her fiery eyes are madness subdued by a keen intellect, and the glow from behind her monstrous teeth reveal the furnace broiling within her. Her skin recalls a faint memory of bright red which has long since charred and blackened. Black spikes and burning scars mottle her body as if it were bursting at the seams, the flames within begging to be unleashed.

Her frame is thick and muscular, and she sits forward intently upon her throne, one clawed fist inside the other, chin resting where they meet. Her tail drapes carelessly over the front of the seat, and her torn, leathery wings, huge enough to completely conceal her if she chose, instead cover the armrests. Splayed legs end in cloven feet, the ends of which appear to be in the process of hardening into hooves.

Despite her obvious status, her attire does not betray a sense of regality. Filthy rags cover her with little effort above a wild assortment of belts, ropes, and chains decorated with bones and spikes. Even sitting down, she towers over you like a cliffside. If she stood up, you might catch a glimpse of the burning eye embedded in either palm. But then, it would already be too late.

Players who spend relationship points on Pentak'Mol can expect to be either hated or admired by demons and unholy abominations everywhere.
Icons

The Lion's Blaze RPG replaces all 13th Age icons with brand new ones. The descriptions below are brief, click their names to learn more.

 Unshaken Glacier | The great frozen bear spirit of pure law and order.

## Types

Grovekeeper Willow
Thunderlord Skywalker
High Priestess Hammersnow
Overseer Joe
Roaring Inferno
Soothsayer
Unshaken Glacier
Pentak'Mol
Skeleton King
Spider Queen Murphy

## Alignments

 Good
Unshaken Glacier
Soothsayer
 Evil
Skeleton King

## Replacements

When a mechanic invokes a specific icon, use the table below to link up the base icon with the corresponding replacement.
Reytus

Sister island of Parlus and the second largest island of Magnamia. It is located in the Lawika Sea off the coast of the Western Foot. Though it is the only group and culture on the island, the Za-Turin people of Reytus claim a small portion of the island their home. Refusing to claim the entire island because of their religious beliefs has led to many conflicts and incursions on the island by nearby nations but none has been able to maintain their hold and survive on the island for as long as the Za-Turin people.

## Geography

The fifth largest island on Mithilia, it remains covered in snow for most of the year with parts of it being perennial. The snow melt of the island fills a large canyon that goes through the center of the island and the small Alfanila Forestand is known as the Blessed Scar for its crystal clear waters and beauty.

It also serves as a part of the Sardea with its sister island Parlus and the Western Foot of South Magnamia. The Lawika Sea and Lawikas Gulfform the Sardea with the waterways that surround the island, going in three different directions that direct the flow of sea travel in the area which impacts Parlus, Reytus, and the rest of South Magnamia.
High Priestess Hammersnow

> *"Any who attempt to take away our birthright must be made to bend the knee."*
>
>

The frost giants' high priestess, looked upon for both political and spiritual guidance, is one of the world's most powerful wielders of magic. She is the latest in a long line of Hammersnow adepts, whose ancient magic rituals span back centuries. She wields both the arcane and the divine in perfect accord, but holds a particular affinity to the power of the Unshaken Glacier, as all frost giants do.

Players who spend relationship points on High Priestess Hammersnow stand in either unity or rivalry with the frost giants of the Frozen Hold, and may attraction the attention of any who revere the Hammersnows' ancient magic.
Skeleton King

> *"I will gestate your bodies into liquefied soup."*
>
>

Unless you stop him, the Skeleton King is the end of all life on Frostburn.

He is the main antagonist of the Lion's Blaze campaign. His mindless skeleton hordes have laid waste to all the world's kingdoms, slaughtering the good and the evil alike, bolstering their forces with every life taken.

The Skeleton King is also the final boss of Return of the Skeleton King, and can only be killed by max level players with the sickest of gear. Players hoping to storm his black citadel better bring their A-game.

Players who spend relationship points on the Skeleton King will be recognizable indeed. Were you a hero who single-handedly took out an entire battalion of skeletons? Or did you betray your people and sell your soul to the dark harvest, now seeking redemption? A relationship with the Skeleton King will color your interactions throughout nearly all of Frostburn.
Kessler Vace

> *"We're gonna keep this on the hush-hush, understand?"*
>
>

Money is power in Kessel Run, and its de facto leader, Kessler Vace, has a lot. One of the best ways to quietly get rid of someone is to trap them in his spice mines, where they'll never be seen again.

The orc maintains his seat of power through class struggle and propaganda, but on the bright side, he rocks the top hat and monocle. Less talk, more villainy!

Players who spend relationship points on Kessler Vace are associated with Kessel Run in some way. Perhaps you were a wealthy trade dealer who lost it all, or perhaps you're a rare spice mine escapee.
Equinexus

Equinexus is the native home of most human-like races, but nonetheless, the land is populated extremely diversely. It is not uncommon for individuals facing persecution in their homelands to seek out new life and new opportunities in Equinexus. Even the land itself is diverse, with climates ranging from barren deserts to dense forests to snow-capped peaks.
Burning Empire

A scorching land of crags, volcanoes, and flame geysers. Also, dragons, fire giants, flame elementals, and quite a lot of passion. For the indigenous dragonborn, great cultural emphasis is placed on individual freedom. Their emperor tends to leave them alone for the most part, which is just the way they like it. Capitalism!

It is common for the denizens of the empire to worship the Roaring Inferno, as the natives bear a deep affinity to his essence. Conversely, some vilify the Unshaken Glacier, but many understand that order and chaos are part of a grander cycle.
Vingroup

Vingroup: lĩnh vực nào cũng có dấu răng... nhưng chỉ liếm xong rồi bán...

Điểm chung là những dự án của đế chế Vin trước khi ra đời đều được sự tung hô của báo chí, cả hệ thống chính trị vổ tay với những đánh giá tích cực... Kèm theo đó là những gói ưu đãi thuế quan hậu hĩnh, nhất là những ưu đãi đầu tư trong lĩnh vực đất đai.... Tuy nhiên nó được mua bán, sang nhượng, hoán đổi... hoặc chấm dứt hoạt động sau đó một cách đột ngột và bất ngờ.

\*Tháng 11/2018, Vingroup mua lại Viễn thông A. Đến 11/2019, website VienthongA.vn với VinPro.vn chính thức kết hợp dưới tên VinPro.vn. Để rồi đến cuối tháng 12/2019, Vingroup bất ngờ giải thể toàn bộ hệ thống siêu thị điện máy VinPro.

\*Chuỗi siêu thị VinMart án ngữ gần hết các khu dân cư cao cấp ở Việt Nam, cuối cùng cũng bị bán cho Masan. Sau các thỏa thuận, hợp đồng hoán đổi cổ phần được ký kết, đến ngày 1/4/2021, chuỗi siêu thị VinMart, cửa hàng VinMart+ thuộc Công ty VinCommerce và Công ty VinEco sẽ được đổi tên bằng cách thay chữ cái đầu V thành W - Winmart. Masan Group sẽ nắm quyền kiểm soát hoạt động.

\*Vingroup "khai tử" hãng hàng không Vinpearl Air dù chưa kịp cất cánh... Trước đó 7/2019 Cty CP Hàng không Vinpearl Air vốn đầu tư 4.700 tỷ được thành lập. Với tham vọng xuất khẩu cả phi công.... Dự kiến bay thương mại tháng 7/2020... Cuối cùng Vingroup quyết định khai tử ngày 14-1-2020.

\*Tập đoàn Tài chính Vincom chưa ra đời đã bị cắt.... Năm 2007 Vingroup đã từng chạy đồng loạt 4 dự án: Công ty quản lý quỹ Vincom, Công ty chứng khoán Vincom (Vincom Securities), Công ty bảo hiểm Vincom, Ngân hàng Vincom. Tuy nhiên nó cũng bị khai tử trong trứng nước.

\*Năm 2009 , Vingroup cũng đã mở ra và đóng lại không biết bao nhiêu dự án: VinDS (hệ thống cửa hàng quần áo, giày dép trong trung tâm thương mại Vincom), Vinlink, VinExpress (lĩnh vực logistics), Emigo (công ty thời trang VinFashion),..

\*Vinfast đóng cửa trung tâm thiết kế kỹ thuật tại Úc. Sau một thời gian ồn ào tấn công thị trường ô tô Úc Châu..

\*Đầu năm còn thương lượng mua lại mảng sản xuất điện thoại của LG... Vài tháng sau tuyên bố dừng sản xuất TV và điện thoại Vsmart. Chấm dứt 3 năm tồn tại...

Vingroup lĩnh vực nào cũng có dấu răng... liếm xong rồi bán. Nhưng bán cái gì? Thương hiệu? Chắc không phải. Thương hiệu Vin được dân chúng gắn liền với giải phóng mặt bằng, đế chế Vin sừng sững trước các cao ốc thấm đẫm máu và nước mắt của người dân. Nó xứng đáng đoạt giải thương hiệu bị dân chúng ghét nhất. Một người bình thường cũng thấy rõ chẵng có cái dự án nào của Vin làm ăn ra hồn cả mặc dù được đủ thứ ưu đãi thuế quan... Cái mà Vin có chính là cái quyền lực của nhóm lợi ích mà Vin đại diện. Cái đó là vô giá... Không có thứ gì sánh bằng nỗi khổ đau mà dân oan đã gánh....

Reference: https://www.facebook.com/permalink.php?story\_fbid=602006681202167&id=100041785203399
Jeż

ULEPSZONO na Jeża!

(Przytrzymaj W by wysunąć kolce i stać się niebezpiecznym!)

Jest równowartością Lisa, Polarnego lisa i Meduzy

## Techniczne

Jeż:

* Ulepsza się z Jelenia, Kalmara i Renifera
* Jest równowartością Lisa, Polarnego Lisa i Meduzy
* Ulepsza się na Osła, Zebrę, Żółwia, Woła Piżmowego
* Ulepsza się z 2.1K XP
* Ulepsza się na 4.2K XP
* Jego umiejętność to wysuwanie kolców, i wyrzucenie trzech do tyłu

## Wygląd

Dawny:

Kolce jeża są koloru Bladego Ciemnego Brązu, Uszka ma Brązowe wchodzące w Róż. Jego Skóra na główce jest koloru bladego różu, a na końcu pyszczka ma Czarny Nosek. Ma ogonek koloru skóry główki. Podczas umiejętności Kolce są jaśniejsze, i wysuwa się Dwadzieścia kolców w kolorze jego uszu.

Nowy:

Kolce jeża są Brązowe, i szesnaście kolców jest wysuniętych, są one koloru Bladego Jasnego Brązu. Jego skóra na pyszczku, i ogonie jest w odcieniu Ciemnego Kremowego, a uszy są troszkę ciemniejsze. Na końcu jego pyszczka widnieje czarny nosek. Podczas umiejętności wysuwa jeszcze cztery kolce, co sprawia że jest ich dwadzieścia, kolce są wysunięte na boki, ogonek podkulony, kolce przysłaniają jego główkę, a pyszczka nie widać,ale nosek został, oczka robią się ociupinkę mniejsze, a uszy ma prawie poniżej oczu. Jeszcze w dodatku wyrzuca trzy kolce, które zatruwają zwierze, które je dotknie

## Strategia

Użyj umiejętności, aby wysunąć kolce, i wyrzucić w dal 3 kolce, które zatrują przeciwnika lub zdobycz, nie zapominajmy iż zatrute zwierze jest wolniejsze.

Używając Umiejętności jesteś w stanie zjadać krzewy grzybów

## Drobnostki

* Wiele osób było za tym aby dać go na równowartość królika, lub kreta.
* Wcześniej miał być równowartością Nosorożca, Kobry, Rekina i Rosomaka.
* Teraz, kiedy jest na równowartości Lisa, wszyscy narzekają aby dać go spowrotem na równowartość Nosorożca.
* Powstało wiele memów o Jeżu (dajcie jakieś zdjęcie, proszę)
* Początkowo miał chodzić po wzgórzach.
* Ma stary nieużyty w grze skin, widoczny w galerii.
* Został dodany 25 Grudnia 2017, w ramach prezentu świątecznego
* Dawniej podczas umiejętności miał krzyczeć ,,NOPE!!!", obecnie krzyczy ,,PUFF!!!"
* Podobnie jak królik potrafi zjeść krzew grzybów i nie musi wyczekiwać na okazję gdy krzew ma mało zdrowia (podczas używania specialnej umiejętności)
Frostburn

## The Land of Ice and Fire

Frostburn is a set of nine island continents floating at the center of the universe. When the Great Lion and Bear came to blows in eons past, this world and its moon were shaped from the crossfire of their ancient conflict. From then on, the two of them were united, however shakily, in their mutual desire to protect and nurture this new world's growth. Today, the spirits of law and chaos govern Frostburn's natural elemental forces.

Players seeking adventure will find it all across this land, but they will also find great suffering. Frostburn is currently beset by an endless war waged on all life by the Skeleton King.

Each continent embodies a unique flavor which corresponds to a specific alignment.

 Good

Major cities and notable locations contain flight points that the players can use to quickly navigate back to flight points they've already discovered.
The Lion's Blaze RPG Wiki

## AH, YES. THE CHALICE OF THE LION'S BLAZE.

Adventurers! Scoundrels! Crusaders of the light! Champions of the fallen! Welcome to a world far beyond beta testing. Your fresh faces, shimmering with the glow of a wee, pathetic babe, shall hence be carved into the chiseled features of a warrior steeled by the glory of battle. The Skeleton King's godless hordes lay siege to our walls even as we speak, and we are truly desperate for reinforcements, even ones, shall we say, as *eccentric* as yourselves.

Still, despite your shortcomings, I sense a great power tempering within you...

## What is the Lion's Blaze RPG?

The Lion's Blaze RPG is a third-party extension of the tabletop d20 game 13th Age, based on Olan Rogers' YouTube series of the same name. It is meant to be a meta-humorous take on fantasy RPGs, taking place inside an MMO, where instead of roleplaying a character, all players are actually playing themselves... playing a character. Together, your party must collect the legendary ancient artifacts of the Lion's Blaze, and put an end to the Skeleton King's horrific onslaught. This wiki contains everything you need to know in order to do just that.

This non-commercial, just-for-fun Lion's Blaze RPG was created by Aaron Feitelberg, independently of, and with no affiliation to, either the creators of 13th Age or the original Lion's Blaze videos.

## Sounds Awesome, How Do I Start?

If you're unfamiliar with 13th Age, definitely start there. Next, you want to watch the Lion's Blaze videos, all of which happen to appear on this page. When you're ready to learn more about the intricacies of the RPG, venture forth into the pages below.

* Core Concepts
* The Universe
* The World
* Icons
* More to come!

Anyone hoping to utilize the Lion's Blaze for their own campaign should know that, like 13th Age, it is written to be totally malleable, and you may alter it as you see fit.

Happy exploring!
Undervale

Undervale is a bleak, rotting land of death and undeath., harboring nightmarish creatures and spooky individuals. Words one might associate with Undervale also include: plague, slime, fester, creep, unholy, abomination, horror, and eldritch.

Beyond the unspeakable terrors, however, are large, sophisticated villages of normal undead people who might have a few bristles, but really just want to be left alone. I mean, sure they're probably evil, but that doesn't mean they want to kill you on sight! I mean, unless you look like an easy target, or you have a lot of money.

Just watch your back, okay?
Praying Arcane Dancing Wingsphere

*Serenity beyond serenity washes over you as you take your first steps into the radiant mists of utopia. This otherworldly place is raw as if untouched by trouble, a frothy solution of pure light, hope, and peace. You feel like melting away and dissolving into it. You feel like you can fly.*

## The Sky is Heaven

The Praying Arcane Dancing Wingsphere is the eternal rest that awaits benevolent souls in the afterlife, a lush, cloudy expanse stretching out seemingly unto infinity. At the center of this enchanted home is the Childstar, shining as the sun, the focal point of all light in the universe.

During what the mortals call "day," the glowing paradise of the Wingsphere is rotated above Frostburn, illuminating the sky and giving all mortals a small taste of the everlasting hope that may await them.
Ancestral Time Pool

*Blackness chokes your vision. The air is so thick you could swim through it, yet you feel lonely and suffocated in this light-forsaken waste. Visions of madness wrack your mind with fear and confusion as they waft in and out of focus, dissociating you from reality. The demons that prowl this place wouldn't have it any other way.*

## Where Angels Fear to Tread

In the bowels of hell itself, a vile pit of torment and suffering awaits any mortal soul judged unworthy of the Wingsphere's holy light. To enter the Ancestral Time Pool is to swim through a murky cesspool of pitch black darkness interspersed by the flames of eternal damnation. At the helm of this unholy wasteland is Pentak'Mol, its very own queen of cruelty.

When the Time Pool is above Frostburn, the mortals who inhabit there get a small taste of hell's darkness, and they can see its fire twinkling. They call this "night."
Overseer Joe

> *"We don't have to take pride in* all *of our heritage."*
>
>

Overseer Joe Fulcrum is a jack of all trades, dedicating his little spare time to learning more about the world around him and beyond. A student of both the martial and the arcane, he intends to lead the diverse lands of Equinexus to a brighter, more equal future.

Joe is a human male whose blue and silver armor is neither ostentatious nor bulky, and he opts for a simple hood over a crown. He is secular, and believes that mortals and the divine should not intervene in one another's business. Still, under his leadership, Equinexus remains an undeniable haven of racial and religious coexistence.

Oh, and he's kind of a dork.

Players who spend relationship points on Overseer Joe may encounter mixed reactions throughout Frostburn. While some see his neutrality as a peaceful gesture of tolerance, others see it as weakness, an inability to devote oneself fully to any belief.
Unshaken Glacier

> *"Whatever happens was meant to happen."*
>
>

The Unshaken Glacier is the ultimate spirit of law and order. He's a giant bear made out of ice. Together with the Roaring Inferno, he shaped Frostburn, and now helps to govern its natural elemental forces.

He also created the Battle Bear armor, bestowing its power upon mortals of exceptional discipline in a bygone era.

Players who spend relationship points on the Unshaken Glacier bear some connection to the natural forces of law, ice, water, and nature.
Roaring Inferno

> *"Have no fear, child. The future is not pre-ordained. You will forge your own path."*
>
>

The Roaring Inferno is the progenitor of all chaos in the universe. He's a giant lion made out of fire, and alongside the Unshaken Glacier, he created Frostburn. Today, the two great spirits govern Frostburn's natural elemental forces, born from both law and chaos.

He also created the ancient artifacts of the Lion's Blaze, bestowing them upon mortals of great chaos in an age long forgotten.

Players who spend relationship points on the Roaring Inferno hold a connection to the natural forces of chaos, fire, and nature.
Thunder Barrens

The Thunder Barrens comes in two distinct flavors: the isle of clouds floating above, and the arid desert stirring beneath. Whatever your terrain, the Thunder Barrens are host to a wide variety of twisted amalgamations, chimeric beings who may look scary, but are really just misunderstood.

The isle of clouds is called the Isle of Khepri, named for its native population, a race of giant insects called Kheprians. The desert below, Set's Desert, is populated by nomads and scavengers, often staying afloat in the deserted wastes through concerted assistance from the clouds above.
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Seja bem-vindo à enciclopédia brasileira de ***Velozes e Furiosos***, uma série de filmes de ação e alta-velocidade!
Aqui você pode contribuir editando páginas e adicionando informações para que cada vez mais pessoas conheçam o conteúdo e saibam tudo sobre ele!
No momento contamos com **15** artigos e **81** arquivos, e **você pode ajudar**!

É novo na Wiki? Você pode visitar a página **Primeiros Passos** para saber como proceder! Se precisar de ajuda, você pode contatar a **Equipe**!
Por favor, leia as **Regras Gerais** antes de começar a editar.

***ATENÇÃO!** O conteúdo desta Wiki apresenta SPOILERS. A leitura dos artigos fica a seu critério.*

*The content of this Wiki will be translated from The Fast and the Furious Wiki, with the proper authorization granted.*
Soothsayer

> *"You are a fool to think you can outsmart fate."*
>
>

They say her gaze extends Outside the universe. Kingdoms rise and fall based on the Soothsayer’s predictions. Her visions of the future are so accurate, and at times, so uncannily specific, that some say she doesn’t predict the future: she controls it.

The Soothsayer was jettisoned to icon status through the Infinite Cult, a group of fanatical but ultimately harmless zealots who venerate her as a deity and convey her predictions to the public. If not for them, the Soothsayer may still be cloaked in mystery. None outside the cult know the Soothsayer's identity, whereabouts, the source of her power... some theorize that she's not even a person at all, but a front for something much darker. Despite this, the Soothsayer has earned the people's trust through the perfection of her clairvoyance.

The Infinite Cult can be found in any major city, and are rumored to vend items of great power for the right price.

Players who spend relationship points on the Soothsayer likely possess contacts within the Infinite Cult, or are perhaps even a former member.
Vycanis United

The theocratic metropolis of Vycanis United is the closest one can get to the Praying Arcane Dancing Wingsphere without leaving Frostburn. You could say it's like a little slice of heaven. The cathedrals of marble and gold illuminate the landscape, leaving the entire continent untouched by darkness. Even the soil feels like walking on a cloud.

From her home at the top of the sky, the Childstar leads Vycanis, communicating directly with her loyal followers through powerful divine conduits. The poor and the downtrodden will find refuge within the hallowed borders of this land. War and carnage have no place under the Childstar's divine protection.
Armored Mountains

The Armored Mountain range is located in central Magnamia and serves as the physical dividing line between the Torso and Expanse regions.

Given its name for its location on the Torso and for being a rich source of metals for its neighboring nations, the Armored Mountains are a highly contested region between Yantua and the Piriskin nations as well as the tribes and groups that inhabit the mountains and surrounding areas.
Summer’s Peek

A flower only found on the islands of Parlus and Reytus that stays dormant most of the year in the snow covered areas of the islands. The flower is widely known for its natural healing properties but is quite rare as its nutrients can only be extracted when it blossoms which only happens for a short duration each year as it grows in the southeast island highlands.
Thunderlord Skywalker

> *"When the good people of Thunder Barrens are safe, then I'll have time to rest."*
>
>

Despite having the terrifying pallor of a fully grown manticore, the lord of the Thunder Barrens is a warm, hospitable presence at any dinner party.

His chief priority is assuring that the wanderers of Set's Desert have their basic needs met. This is especially true in recent times, as the denizens of the floating Isle of Khepri are much safer from the Skeleton King's landlocked minions than their brethren in the desert below.

Players who spend relationship points on Thunderlord Skywalker will be associated in some way with the Thunder Barrens.
Vasilit

Vasilit, formerly known as the Vasil, was a small nation located in the Cassaric Forest in the Northern Torso

region of Magnamia. The nation evolved through the Age of Unification, Great Destruction, and Age of Rebirth into the formally recognized nation of Vasilit. The Vasil people were one of Magnamia's oldest groups with its tribe inhabiting the Northern Torso region since the Tribal Period and were remained a tribal nation longer than any other Magnamian tribe. The Vasil are deeply routed by tradition are bound to their ancestral land which put them at constant odds with the war tribes of the Torso and eventually the Piriskins that came to be known as their arch rival. They are one of the few groups that found success in abiding to the tribal ways of nomadic practices to survive deep into the Age of Unification before ever settling down permanently in the Cassaric Forest.
They would become known for their fierce warriors who stained their skin with war paint as a sign of honor and experience and were the first people to domesticate and ride the black volfen of the Cassaric. Their close proximity to The Head as well put them at odds with the Sommish people but led to more alliances than conflicts as the Piriskins were a threat to both groups. The Vasilit nation would be short lived as the population died out near the end of the First Age from years of war and a plague that killed many of their people, causing those who survived to scatter across the continent and even to Iona as the Western Migration had begun near their end.
Cestan

Son of Tecan of Pirisk and the Olopec war clan of the Torso region. Cestan led the clan exiled by King Daccine after he had defeated his father in combat for the right to rule over Pirisk. Only a young man at the time, Cestan showed great leadership and courage which brought him respect from the exiled clan members who quickly declared them their leader. Since the exiled group not only comprised of their former Olopec war clan members, he renamed them the Tecani, after his father in hopes of continuing his legacy. He would lead the Tecani in its unification with the Gamunee and on its conquest into the Pirisk controlled lands until eventually settling his people on the Mid-Land Cape.

## Early Life

Cestan was born to Tecan and his wife in the early years of Pirisk as the Olopec war clan continued its nomadic ways, traveling across the Torso plains and hill country. His father, being a great warrior, taught him early in the ways of combat and took him on raids once he was old enough to wield a sword even though he most often observed the skirmishes from afar until he became a teenager.

He admired his father greatly and took on many responsibilities within the clan while his father was away, meeting with other Pirisk war tribe leaders as he began to propose the construction of a capital city. Once the city was established, he and the rest of the clan as well as others relocated to the new capital of Magastara, abandoning their nomadic ways. Cestan took to the change very well as he believed his father's plans were really changing the Piriskin culture for the better.

Being a skilled warrior early on, he helped many other younger Piriskin boys learn the ways of war and made many friends during his time in Magastara; most notably, the sons of Daccine of the Rokatu clan despite them being younger than him. He was often sought after by the other war tribe leaders to teach their sons while they were away on raids.
Iona

Iona is the
second largest continent on Mithilia and was sparsely populated until the
Western Exodus.  Believed to have been
much larger and even connected to Dissica, Saradinic, and perhaps even the **Broken Isles** long ago, the rising sea levels and
massive earthquakes broke the continent apart over time. Most of the northern region of the continent is flat grasslands with some hilled areas and sizable mountain ranges. The **Sibi Lakes** that are upon three
different leveled plateaus, connected only by the waterfalls that flow from the
top lake down the tiered water bodies into the **Jindus River** are the main source of water for the interior of the
north eastern part of the continent and are one of Mithilia’s most beautiful
natural wonders. The northern regions that extend to the northern Ice Sea are
covered in perennial snow and ice. In the middle of the continent is Mithilia’s
largest forest, the **Arkana Forest** and
in the northern bend is Mithilia’s longest mountain range, the **Stratto Mountains.** The Arkana Forest is
home to the **Arkwoods,** Mithilia’s
largest tree species that can grow up to 300 lengths. The Arkwoods only grow in
the deepest parts of the forest though. Northeast of the Arkana, along the
Stratto mountains flows the **Bedel River** which
stems into the **Cricru River** and **Lake Yakuant.** Stemming from the mid
region is the **Terrik Peninsula** that
is completely covered by dense forest and the large **Prarokana Mountains** along the western coast into the center of the
peninsula. Southern Iona is mainly covered by tropical forests along its coasts
and marsh wetlands towards the inner regions. The Ionan marsh lands are a
result from the **Prictus River** and
its tributaries that spread through the southern region. Along its Southwestern
coast is the continent’s and Mithilia’s largest lake; **Lake Naecus,** which connects to the sea via large waterway called **The Sea Gate.**
Waniqlan

The Waniqlan are a small nation located in the Salan Bay of Western Magnamia, southeast of the Armored Mountains. Since establishing the settlement, Pruhon-U, in what was the Salan lowlands during the Age of Unification, the Waniqlan have maintained an isolationist style of living. Like many other groups during the period, they had been seeking somewhere to escape the constant threat of war tribes and establish a sedentary settlement. But unlike most other tribes, they moved into the Salan lowlands knowing that the region flooded yearly, making it nearly impossible to settle in. The Waniqlan however started their small village atop a lone hill near the mouth of The Long Wash River and expanded by creating structures that could float and would rise with the water every year.

Over time the lowlands turned to marsh wetlands and their village became permanently afloat. The Waniqlan were able to adapt quickly though and their village prospered in the new marsh climate. Even as the Salan lowlands region became a dense marshland that was difficult to traverse unless properly suited, the Waniqlan remained as they believed the site of their village and its temple they constructed at its beginning to be sacred. This only increased their isolation from the other growing nations but also ensured their safety. The only dealings with the outside world until after the Period of Destruction was trading with Yantua after the newly founded Expanse nation reached out to them when they began to traverse the Magnamian western coast by ship. Eventually the two would be connected by one of the first constructed trade roads and became great allies of each other.

Like the Yantuans, the Waniqlan follow the faith of Navagos, the sea god, and always have which has over time grown deeper and stronger. It was this mutual belief that strengthened the bond with Yantua and prompted trade between the two groups despite Yantua's population branching out into new religious beliefs by the time they had met.
Boralis

Separated from
Magnamia by the **Tigany Sea**, Boralis
is the largest landmass not considered a major continent as only the southern
half is hospitable by humans. Despite being permanently connected to Iona by
the Northern Ice Sea, it is still considered its own continent since the Ice
Seas are not recognized as actual landmasses. The northern half is covered in
snow year round and resembles the Great Ice Sea but has patches of **Tundric** grasslands and areas of hills,
mountains, and forests. The **Shattered**
Gulf, **in the northeastern part of the continent may have been part of the**
land but is believed to have shattered during the Great Destruction as it
wasn’t discovered until after. Three mountain ranges run from north to south on
the continent. In the middle of the continent along the **Shtun River** lies the **Laz-Hoft**
Mountains and along the Eastern coast are the **Laz-Hoft** **Mountains.** At the mouth of Shtun River and northern tip of
the **Laz-Garan** **Mountains** is the
northernmost forest known as **The**
**Winter’s Wall** as it seemed to separate the summer grass lands from the
perennial snow covered north. North of that is the **White Mountains.** The snow and ice covered north up to the **Ice Bridge** that was still considered
part of Boralis and not the Northern Ice Sea is called the **The Whitelands.** Along the southern coast was also the **Togaric Forest**; the continents largest
forest.
Mr Turner

bütün film bir şey olacak diye bekledim. hiçbir şey olmadı ya. aslında bu filmi neden sevdim biliyor musunuz? biyografiler hikayeleştirilecek diye kıçı düşüyor ya insanların. işte o yok. uğraşmamışlar adamın hayatını fazla ilginçleştirmek için. o da normal bi insandı işte tadında bir film. ne kötülüğünü çok yüceltmişler ve iyiliğini. filmde kullanılan ışık başka bir ışık. sanki gözleri neon ışıklara alışmamış insanların zamanında ışığı nasıl gördüklerini anlatmak amacıyla farklı bir modda. uzun lafın kısası çok güzel bir film değil ama filmi çok güzel çekmişler.
The Sardea

The Sardea (trident in Suhriite) is a water way between the Magnamian Gulf, the Lawika Sea, and the Great Sea. It splits three different different directions, controlling sea traffic that travels between Parlus, Reytus, and South Magnamia. It is formed by the West Foot of South Magnamia and the sister islands; Parlus and Reytus, along with the Parlonii Strait, Lawika Sea, and Lawikas Gulf creating the actual water way.

First traveled through by the Yantuan's, it was not recognized as a geographical feature until discovered by Suhriite traders who were seeking quicker routes to Yantua from their south based location that was blocked by the island of Parlus.

Parlus and South Magnamia; most notably the Nolcennic, would feud over control over the Parlonii Strait and Sardea as it was the quickest route between the Expanse and South Magnamia. Who ever controlled the Parlonii Strait controlled all trade that went in between the two regions unless they sailed through the Tyek Strait which led out into the Great Sea or around Reytus and Parlus which took much longer and became unsafe over time due to an increase in pirating. Parlus was in a key location to control the Sardea and used it to their advantage when they came at odds with Yantua, Nolcenna, or any other South Magnamian nations.
Kailor

Kailor is the third largest continent on Mithilia and is often referred to as the Savage Land. Though inhabited by the Kailori Savagos long before any humans stepped foot on the continent, the majority of the geographical features and points are named by the humans who first discovered them with only a few keeping their respective Kailori name. The Savagos still most often use their original names though.

## Geography

Kailor is
south of Iona across the **Narlusian Sea** and
is one single landmass with three sizeable islands off the northwestern coast
known as the **Silent Three**. The Silent
Three isles receive their name for being the only part of the continent to
remain untouched by the beasts of Kailor. The mainland of Kailor is Mithilia’s
third largest continent. **Krocarow Jungle**
**lies in the Northeast region of the continent and borders** The Red Lands**. The Red Lands is the**
second large desert in Mithilia and nearly takes up a quarter of the Kailor
continent and is named for its reddish orange rocks and sand; not seen in any
other parts of Mithilia. Known to the Savagos as **The Wastes** though for its extremely arid climate as compared to the
rest of Kailor. Along the southern border of the Wastes is the Au-Qulum Mounatins. To the west on the opposite side of the continent, spreading
from the **Hurataw Peninsula,** the **Thik-tij Jungle,** which covers the
peninsula and covers most of the conjoined southern **Denic Peninsula** and continues east all the way into Kailor’s
largest mountain range; **The Unetsa**
Mountains. **In that range also lies Blackstone Mountain; one of Mithilia’s**
tallest mountains and Kailors highest peak. Kailor has a very diverse climate
for being located in the southern hemisphere with rainforests and jungles in
its northern regions, grasslands in its center and along its coast lines, and
alpine forests and tundra in its southern region. The third largest forest of
the continent’ the **Votani Forest,** is
an alpine forest that borders its tundra region and has a large lake in the
middle of it known as **The Che-Gur or**
Lake Che-Gur. **From it stems three rivers that head east [**The Tong], **west [**The Oleptar], **and south [**The
Ungula] **which are named after Savagos deities.**

## History

First discovered by a Yantuan fleet on its way to Southern Iona. The fleet had been blown off course and only saw the continent from a distance and were unaware of its true size. They called it Kailor as a way of claiming the island even though they would not actually set foot on it for many years. Kailor being an abbreviation of Kai Lord's or the Kai Lords island.

Over the next few decades as more and more ships traveled between the newly established nation of Clydinica and the Eastern nations, more ships saw the island with even some attempting to land on it and explore. However, none of those that did land on the unknown continent returned to civilization and were believed dead. It wasn't until Clydinican leaders with the Yantuans coordinated a joint expedition to the continent.
The Torso

The central and largest region of Mithilia is universally known as The Torso. The region spans from The Neck to as far south as The Scarlands and Meddel Split but many nations of the Torso claim lands as far south as The Karrat Peninsula. The Torso's eastern border ends at the Armored Mountains which divide it and The Expanse that lay further west.
Вэлрия "Танцующая в Пламени"

**Раса:** Эльфийка

**Годы жизни:** ... - 76 г.

**Место рождения:** Порт Салевани

**Эпоха:**

* Первое Вторжение Аззулекса
* Эпоха Раскола
* Война с Тролями
* Второе Вторжение Аззулекса

**Место Сметри:** Некрополис *(Закордонье)*

**Принадлежность:**

* Багровый Легион *(охотница за головами)*

**Рост:** 1,75 м

**Вес:** 72 кг

**Отношения:**

* **...**
Jagged Heel

Also known as the Jagged Mountains, is the mountain range that stretches across the eastern coast of the East Foot of South Magnamia. The mountains themselves make the eastern coast almost inaccessible by sea as the few shores that exist are very rocky and can be very dangerous for ships to maneuver through. There are however a few lighthouses and one port city along the coast.
Period of Destruction

The period of time at the end of the Age of Unification and before the beginning of the Age of Rebirth in which the world of Mithilia was effected by a sharp increase in natural disasters, climate change, and plague, which in turn caused many groups and nations to resort to violent measures against one another. Both the Expanse and Southern regions of Magnamia had slowly been experiencing longer, warmer, and dryer summers prior to the official beginning of the period. The period began when the Death Growth plague originated in **Kuurezan** in South Magnamia and began to spread through the southern population into The Torso and beyond. The climate quickly worsened after this all across the world with Central and Southern Magnamia and Iona experiencing hotter dryer weather while northern regions faced colder winds and perennial snowfall.

The results of the period were catastrophic to most civilizations as entire populations died of famine or by war that raged on between tribes and nations vying for the limited resources during that time. The climate would eventually return to its normal levels in most parts of the world but it had an effect on the geography of some regions; most notably the Expanse which had been transformed by drought and the scores of people fleeing into the Expanse from the Torso and Southern regions in hope of finding new places to live. The transition from grassland to what became known as the Magnaran Desert, would be called the Western Fire as the land that had once been bountiful was now a dry barren land, unfit for anyone to live off of.

The Period of Destruction is also characterized by the Nolcennic Cleansing that occurred at its end which led to the death and enslavement of tens of thousands of innocent lives throughout the Torso and Southern region. The occurrences of the period had set the Magnamian nations back years but once over prompted a surge of reconstruction and re-population as well as exploration as civilizations feared another similar plight.
Natnis

**Natnis** of Pirisk was a general for the Piriskin army and leader of the Neropaki war tribe. Natnis was the sole challenger of the son's of Daccine who were to fight for the right to rule over Pirisk after their father's death. Though supported by many other Piriskin generals and tribe leaders, Natnis challenged and fought the two heirs alone and defeated them but not without losing his hand in the fight. As with Piriskin customs, Natnis no longer saw himself as a formidable warrior and therefore could not fight and lead the Piriskins and granted the kingship to Ecli of the Talaman tribe who he believed was a far superior leader to him and all others.

Natnis would live the rest of his days as an adviser to King Ecli and despite his lack of confidence in his fighting skills, went on to lead Piriskin armies to many victories. Having his dominant hand severed, he learned to wield his sword in his left hand and used his right arm as his shield arm.
The Torso war tribes

During the Tribal Period and into the Age of Unification, the war tribes of the Torso region of Magnamia ruled. Similar to other regions, tribes resorted to raiding neighboring tribes as hunting and gathering was not sufficient enough to support the growing populations. This was especially true in the Torso region that held the majority of the population during the Tribal Period. Slowly, some groups began to learn the techniques of farming and adopted a sedentary life where they eventually constructed villages that would serve as defensive structures above all else against the war tribes.

Even as the Tribal Period ended and the Age of Unification began, the war tribes of the Torso still
found much success in their traditional ways as the region still held most of
the population and raiding and conquering was still effective. However this was
only against smaller tribes and settlements early in the new period. The
sedentary groups that had settled early on were now well organized and
fortified against these barbarians. The war tribes, when met with these new obstacles often moved on to new lands where they could still attack other nomadic groups but slowly the Magnamian culture shifted to the sedentary lifestyle, leaving the war tribes to struggle in this new age. For a time, they struggled until they began to turn on one another which only resulted in cutting down the number of remaining war tribes, weakening their effort against the sedentary groups.

Mid way through the Age of Unification a
group of war tribe leaders brought together the other leaders at an attempt to unite under one cause to ensure their survival and perhaps a solution to their dying customs in this new world. It was agreed upon by the majority of the leaders that joining together would be the wisest decision though not all were in agreement. In particular, the Vasil of the northern Torso remained independent as did a number of other smaller tribes. But 15 tribes had decided to join together and formed the new nation of Pirisk.

The various tribes that formed Pirisk were the Bri-atkus, Talaman, Olopec, Rokatu, Neropaki, Sindul, Janisora, Juegan, and seven others.

Those that did not join were the Vasil, Fue-tan, Neilawar, and various other smaller tribes that did not survive long after the creation of Pirisk.
Prenses Mononoke

16.03.2016

Interlocutor'un gücü adına !!!

Başka Sinema iyi ki var.

Daha önce nasıl dikkatim çekmemiş, işyerimin yanıbaşında (Taksim) iki tane varken neden değerlendirememişim bilemiyorum. Aslında biliyorum, yoğun çalışma temposundan. Yeniden çalışmaya başlayınca umarım beni çok mutlu eden bu film sevdasıyla ara sıra yine hasret giderebilirim.

Çarşamba günleri de Başka Çarşamba günü. Daha önce vizyona girmiş filmler 21.15 seanslarında gösterime giriyor. Daha önce bu kapsamda *Only Lovers Left Alive* izlemiştim. Bu filmler seçme olduğu için genellikle belirli bir seviyenin üstünde filmler oluyor. Genellikle de tüm salon dolu oluyor.

Prenses Mononoke, Rüzgar Yükseliyor (The Wind Risen) ve Ruhların Kaçışı'ndan (Spirited Away) sonra izlediğim üçüncü Hayao Miyazaki filmiydi. Diğer filmlerden çok daha derin anlamlar çıkardım. Bugünün Türkiye'sini biliyorum çok fazla filmde görüyoruz hepimiz (Algıda Seçicilik) ama bu filmde farklı olarak bugün yaşadığımız çıkmazlara çözüm önerileri gördüm diyebilirim.

Ashitaka-san ya da Ashitaka oğlan :) 'ın doğa ve insan arasındaki çatışmayı çözebilmek için iki taraf ile de bağlantılar kurması gerekiyordu. Gerçek duygu ve bilgi paylaşımına dayanan ve ancak karşı tarafı anlamaya çalıştığımızda oluşan bağlantılar. Ancak o zaman o iki tarafı da iyilik veren bir plana razı edebilecekti.

Filmdeki güzel şeylerden biri de nefretinden plansız, önüne geleni yıkan bir 'iblis'e dönüşen yaban domuzuna, kurtların tanrısının şuna bak konuşamıyor bile demesiydi. Neden bu replik oraya koyulmuştu? Ağzından salyalar çıkan ve siyah solucanlarla kaplı bir hayvanın konuşamayacağı zaten bariz değil miydi? *Konuşamıyor derken*, mantıklı konuşamıyor, derdini anlatamıyor ve de plan yapamıyor diye anladım ben. Yani iblise dönüştüğü için konuşamıyor değil konuşamadığı için, iletişime geçemediği için iblise dönüşüyor.

Öte yandan içinde hem nefreti hem de diğer insanlara dair bilgileri ve bağları barındıran Ashitaka ise herkesi kurtuluş için çalışmaya ikna eden bir lider olabildi. Konuşabildi.

Interlocutor, küreselleşme litaratüründe yerel ile global arasında sağlıklı ilişkiyi kuran kişidir. Bu filmde de yerel orman, global insanın yaşamı için ormana yaptıklarıydı. Bu yüzden bu başlığı seçtim :)

İnsan sofistike bir canlı, ve bu yüzden siyah-beyaz değil hiçbir şey ve ancak bu yeteneklerini keşfederse girdiği çıkmazlardan çıkacak ışığı oluşturabilir, cümlesi ile özetleyebilirim bu çok sevdiğim ve benimsediğim filmi.

Not: 76 yaşındaki Hayao Miyazaki ve tabii ki onun liderliğinde çalışan insanlarla aynı çağı paylaştığımız için çok seviniyorum ben. Bir diğer kafamdaki Japon üstat, 1760 doğumlu Katsushika Hokusai de herhalde böyle biriydi diye düşünüyorum. Ama bunu duyan bir Japon bana çok kızardı herhalde. Ne de olsa, Dostoyevski'nin, hepimiz Gogol'un Palto'sundan çıktık demesi gibi, tüm bu animeye dair güzellikler de Hokusai'nin Manga'sından çıkma...
Parlusian Pirates

During the Age of Rebirth as the Parlusian population swelled and expanded, criminals and exiles began to join together to form raiding groups that eventually began sea raiding. They were a major issue for Yantua, Parlus, and South Magnamia as their numbers grew and began to capture entire trade fleets.

Before the actual formation of the pirate group, those who resorted to raiding and pirating were mercenaries that worked all along the Magnamian coast. It just so happened that the majority of them were from Parlus and nearby regions as the area had become a major trade route for the Magnamian nations. It wasn't until Tanosh Bradon sought to unite the pirate and raider population to attempt to wrest control of the Parlonii Strait and make a large profit by pirating the vulnerable trade fleets.