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曲名 アーティスト フォルダ 難易度 BPM NOTES/FREEZE(SHOCK) Draw the Savage Ryunosuke Kudo A20+ 踊10 134 276/27 STREAM VOLTAGE AIR FREEZE CHAOS 46 44 14 95 14 踊譜面(10) / 激譜面(14) / 鬼譜面(15) 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/9/c/9c53c066.png 動画 https //www.youtube.com/watch?v=NH_yvduDA70 (x3.5,NOTE) 解説 ゴールデンリーグゴールドクラス特典(2020/09/10~)。 BPM推移 134-(4回停止)-134 コメント コメント(感想など) 最新の10件を表示しています。コメント過去ログ 密度が高いところとそうでないところがはっきりしている譜面。8分滝のあるフレーズが2箇所あり、前半は軸押し(捻りあり)、後半は捻りを含む乱打。最後の25連は挑戦レベルだと交互難かもしれないが頑張ろう。停止部分は縦4連とあからさまなため、終盤にあることと4分間隔で踏むことだけ覚えておけばOK。 (2020-11-23 17 14 54)
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クロスリバー諸語 Niger-Congo Atlantic-Congo【alv】 Volta-Congo Benue-Congo Cross River languages Bendi —ベンディ諸語 Putukwam【afe】— Alege【alf】—アレゲ語 Bekwarra【bkv】—ベクワラ語 Bokyi【bky】— Bete-Bendi【btt】—ベテ=ベンディ語 Bumaji【byp】—ブマジ語 Obanliku【bzy】—オバンリク語 Ubang【uba】—ウバン語 Ukpe-Bayobiri【ukp】—ウクペ・バヨビリ語 Delta Cross —デルタ・クロス諸語 Central Delta —中央デルタ諸語 Abua-Odual —アブア=オドゥアル語 Abua【abn】—アブア語 Odual【odu】—オドゥアル語 Kugbo —クグボ語 Kugbo【kes】—クグボ語 Abureni【mgj】— Obulom【obu】—オブロム語 O chi chi †【xoc】— † Ogbia【ogb】—オグビア語 Ogbogolo【ogg】—オグボゴロ語 Ogbronuagum【ogu】—オグブロヌアグム語 Lower Cross — Obolo —オボロ語語 Ebughu — Ebughu【ebg】— Efai — Efai【efa】— Efik —エフィク諸語 Anaang【anw】—アナン語 Efik【efi】—エフィク語 Ibibio【ibb】—イビビオ語 Ukwa【ukq】—ウクワ語 Ekit — Ekit【eke】— Etebi【etb】— Enwang-Uda — Enwan【enw】— Uda【uda】— Ibino —イビノ語 Ibino【ibn】—イビノ語 Ibuoro — Ibuoro【ibr】— Itu Mbon Uzo【itm】— Ito【itw】— Nkari【nkz】— Ilue — Ilue【ilv】— Okobo —オコボ語 Okobo【okb】—オコボ語 Usaghade — Usaghade【usk】— Eki【eki】—エキ語 Idere【ide】— Obolo【ann】—オボロ語 Iko — Iko【iki】— Oro — Oro【orx】— Ogoni —オゴニ諸語 East —東諸語 Gokana【gkn】—ゴカナ語 Khana【ogo】—カナ語 Tee【tkq】— West —西諸語 Baan【bvj】— Eleme【elm】—エレメ語 Upper Cross — Agoi-Doko-Iyoniyong —アゴイ=ドコ= Bakpinka【bbs】—バクピンカ語 Agoi【ibm】—アゴイ語 Doko-Uyanga【uya】—ドコ=ウヤンガ語 Akpet —アクペット語 Ukpet-Ehom【akd】—=エホム語 Central —中央諸語 East-West — Ikom —イコム語 Olulumo-Ikom【iko】—オルルモ=イコム語 Loko —ロコ諸語 Lubila【kcc】—ルビラ語 Nkukoli【nbo】—ンクコリ語 Lokaa【yaz】— Mbembe-Legbo —ムベンベ=レグボ語 Legbo —レグボ諸語 Legbo【agb】—レグボ語 Leyigha【ayi】—レイガ語 Lenyima【ldg】—レニマ語 Mbembe —ムベンベ語〔ンベンベ語〕 Mbembe, Cross River【mfn】—クロスリバー・ムベンベ語 North-South — Koring-Kukele —コリン=クケレ語 Koring —コリン語 Oring【org】—オリン語 Kukele —クケレ諸語 Uzekwe【eze】—ウゼクウェ語 Kukele【kez】—クケレ語 Ubaghara-Kohumono —ウバガラ=コフモノ語 Kohumono —コフモノ諸語 Kohumono【bcs】—コフモノ語 Umon【umm】—ウモン語 Agwagwune【yay】—アグワグネ語 Ubaghara —ウバガラ語 Ubaghara【byc】—ウバガラ語 Kiong-Korop —キオン=コロップ語 Kiong【kkm】—キオン語 Korop【krp】—コロップ語 Odut【oda】—オドゥト語 言語名別称 alternate names クロスリヴァー諸語 クロス・リヴァー諸語 ◆西江雅之. アフリカのことば アフリカ/言語ノート集成. 河出書房新社, 2009, 387p. (p.200)
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osu! ■osu!ってどんなゲーム? osuは押忍!闘え!応援団ってDSソフトのパ・・・もといよく似たゲーム。 画面上に現れる円をタイミングよくマウスで叩いていくリズム系の音ゲーだね。 一緒にマルチで遊んでもいいよって人は#TOKINAまでお気軽にどうぞ。 #TOKINAへの接続方法 ■シングルプレイの遊び方 osu! 公式HP 右上のregisterより登録。 本体をDL Beatmap Listから遊びたい曲をDL ダウンロードした.oszファイルをosu!にドラッグアンドドロップすれば遊べるよ。 『公式遅いよ、一杯おとすのめんどくさいよ』ってひとはときなまで。ftpを用意しました。 ■マルチプレイの遊び方 osu!起動→Play→Multi 目的の部屋に入る。パスワードが必要な場合はそちらも入力。 持っていないBeatMapの場合、右側のclick to download this map→公式に飛ぶのでDOWNLOAD BEATMAP!→+ダウンロードした.oszファイルをosu!にドラッグアンドドロップ Readyで準備完了。 ■基本操作 マウス移動とクリックだけ。とっても簡単。 (クリックは右も左も一緒。キーボードのZXも使えるよ。) ○…タイミングよくクリック ○===○…タイミングよくクリックして、そのまま○に沿ってドラッグ。 たまに折り返しがでてくるよ。 大きい○(Spin)…マウスをクリックしたまま素早く回転させよう。 Q AやTips マウスホイールで音量調整ができる Skipを押せば前奏や間奏をとばせる 好みだけれどもクリックよりZX使った方が連打で楽かも? Q.重い A.Optionで調節。解像度を下げたり右側のエフェクトを切っていこう。 Q.難しい A.個人差はあるけれどもちょっとづつ続けてれば★4ぐらいまでは誰でもできるよ。 Q.タイミングが難しい、重なっている部分が難しい、初見無理 小さくなっていく円の方を見よう。基本にして一番重要なポイント。 Q.長押し(特に折り返し)のタイミングが難しい 次の円がでてくるまで、とりあえず長押ししよう。(とりあえず300になるよ。) Q.素早い移動が難しい A.Optionからマウス速度をじょじょにあげていこう。 Q.Spinが難しい 小さく素早く回すのがコツ。譜面を覚えてくればより早く回し始めて、ギリギリまで回せるから楽だよ。 ■その他 わからない事があれば適当に読むといい。 公式FAQ(日本語) 無料で遊べる音楽ゲーム 「osu!」 の導入ガイド ■#TOKINAのプレイヤー tokina J-Alphonse jonnysasaki Kikimo tsuyoshi77799 edochan 他多数 ■コメント 分からない事とかあればどーぞ。 プレイヤーリストにのっけてもいいよって人はアカウント名を書くといいよ。 勝手にフレンド登録してさそったり誘わなかったりするよ。 1人でやるのつまらないんで出来たら呼んで欲しいですw -- maeshu (2010-02-05 01 44 04) ( - )よ、よかったらIRCの#TOKINAきてくれると毎日のように募集してるよ! -- ときな (2010-02-13 01 38 00) osuが今まで普通にできてたんですができなくなりました -- kimgdum (2012-03-10 12 02 11) 起動はするんですが、soloを押すとロード状態でずっと動きません -- kimgdum (2012-03-10 12 03 30) tosu -- andetto (2012-05-03 14 17 55) 一度アンインストールしてみるとか・・・? ってもう随分前への返信になってしまった -- ときな (2012-08-02 16 35 37) 動作が遅すぎる・・・ -- 名無しさん (2013-10-21 17 29 55) PCスペック依存だけど オプションからdirectX/openGLを切り替えたり、演出を軽くしてみるとどうだろう? -- ときな (2013-10-21 18 30 47) 名前 コメント
https://w.atwiki.jp/shadowrun-pc/pages/13.html
アーキタイプ あなたのアーキタイプを選択してください。 アーキタイプは簡単にキャラクタを作成する方法です。 アーキタイプは特定の属性やスキルを事前に生成したキャラクタです。 アーキタイプを選択しなければあなたの望むキャラクタを作成することができます。 ストリートサムライ ストリートサムライはフリーランスの荒事屋です。 ストリートサムライは伝統的な武士の方法で、近代的な戦闘の実践で学んだされています。 ストリートサムライは利益のために自分のスキルを売り、都市のスプロールの無駄を取り除くために働きます。 主要属性:BD,ST,QU 主要スキル:近接または射撃戦闘(あるいはその両方)、投擲武器、ドッジ メイジ メイジは魔法のキャスティングに特化しています。 銃器を使用できないわけではありません。魔法は生活の一部です。 その呪文がマンスフィアのバランスを反映し、癒しの呪文に、 キャラクタ強化または弱化呪文への攻撃ダメージ攻撃から魔法効果の広い範囲をカバーしています。 主要属性:WP 主要スキル:呪文詠唱 デッカー デッカーはサイバーデックを使いネットワークなどに侵入します。 デッカーは電子世界に精神を投影し、他人が隠していることを見つけることができます。 デッカーは大企業を撃退し防衛するためにプログラムやエキスパートシステムを使用します。 主要属性:IN 主要スキル:デッキング 専門分野:エキスパートシステム シャーマン シャーマンはその魔法が大いなる野性の精霊(熊、猫、狼、鷲、狸)がライフ・パスを案内してくれると信じています。 シャーマンは精霊を召喚し自身の配下として命令することができます。シャーマンとはコンジュラーの技能とメイジの呪文を持っています。 主要属性:CH 主要スキル:精霊召喚(このスキルを増加することでシャーマンと精霊に強化を付与)、コンジュリング リガー リガーはマインドジャックとドローンといったサイバーテックを使用します。 リガーは必要に応じて監視・補助・余剰火力等の能力を提供します。 主要属性:IN 主要スキル:ドローン・コントロール 専門分野:ドローン・コンバット フィジカル・アデプト アデプトは肉体的・精神的・魔法的に自身を開発するために内部から魔法を活性化させたキャラクタです。 アデプトは新しい能力を開放し、魔法を利用し近接戦闘能力を強化して研ぎ澄まされた生体機械のようになります。 主要属性:BD,ST,WP 主要スキル:カイ・キャスティング ノーン もしあなたがShadowrunに内蔵されたキャラクタが快適に感じる場合は、 あなたが望むように属性やスキルを混合することによって、独自のキャラクタを作成することができます。 +原文 ARCHETYPE Choose your Archetype Archetypes are quick way to create a character. They are pre-generated characters with attributes and skills tuned around a specific function. They are ready to select and play. You are not locked to this archetype and can grow your character however you wish. Street Samurai The Street Samurai is a freelance operative who follows a code of street honor. They are learned in the ways of the traditional samurai warrior and in the practices of modern combat. Samurai sell their skills for profit and work to take out the dishonorable scum that seem to breed in the urban sprawl. Key Attributes Body and Strength or Quickness Key Skill Close or Ranged Combat (or both), Throwing Weapons, Dodge Mage Mages specialize in the casting of spells but that doesn t mean they can t shoot guns as Well. Rather, magic is the center of their life. Their spells reflect a pure balance of the man-sphere and cover a wide range of magical effects from offensive damage attacks, to character augmentation or degradation spells, to healing spells. Key Attributes Willpower Key Skill Spellcasting Decker Deckers use a cyberdeck to jack into the Matrix - the worldwide information grid and computer network. By projecting their minds into the electronic world, deckers can find secrets others Keep hiden away. They use programs and Expert Systems to fight off the protections that megacorporation place in their way. Key Attributes Intelligence Key Skill Decking Key Specialization Expert Systems Shaman Shamans believe that their magic come from a great totem spirit that guides their life path - Bear, Cat, Coyote, Eagle or Racoon. Shamans relationships with their totems allow them to summon spirits and command them to do their bidding. Shaman have the skill to conjure spells that mages cannot. Key Attributes Charisma Key Skill Spirit Summoning (increasing this skill grants a sharman a totem benefit), Conjuring Rigger Riggers use cybertech to jack their mind into and control small robot-like vehicles called drones. Riggers use their rigging abilities to provide surveillance, support, and extra fire-power when required. Key Attributes Intelligence Key Skill Drone Control Key Specialization Drone Combat Physical Adept Adepts are magically-active characters who focus their magic internally to develop to their utmost potential - physically, mentally and spiritually. As Adepts unlock new abilities, they become honed physical machines, using their magic to enhance their close combat abilities. Key Attributes Body, Strength, Willpower Key Skill Chi Casting None if you feel comfortable with the way characters are built in Shadowrun, you may create your own character by mixing skills and attributes as you wish. 名前 コメント
https://w.atwiki.jp/sekiguchizemi/pages/32.html
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Gender, Social Impact Work, and Employee Promotions (2021-06-05) The Epidemic of Mental Disorders in Business—How Depression, Anxiety, and Stress Spread across Organizations through Employee Mobility (2021-05-18) Organization Science The Politics of Learning from Rare Events (2021-02-18) How Do Institutional Carriers Alleviate Normative and Cognitive Barriers to Regulatory Change? (2021-02-26) Adaptation or Persistence? Emergence and Revision of Organization Designs in New Ventures (2021-02-26) Social Responsibility Beyond the Corporate Executive Mental Accounting Across Sectoral and Issue Domains (2021-03-04) Women in the Inner Circle Gender and Director Networks After the Fracturing of the Corporate Elite (2021-03-08) Relational Work and the Knowledge Transfer Process Rituals in Rural Ghana (2021-03-08) Division of Labor Through Self-Selection (2021-03-08) No Free Lunch After All Corporate Political Connections and Firms’ Location Choices (2021-03-08) Anchored Differentiation The Role of Temporal Distance in the Comparison and Evaluation of New Product Designs (2021-03-15) Alliance Governance Mechanisms in the Face of Disruption (2021-03-05) Watchers, Watched, and Watching in the Digital Age Reconceptualization of Information Technology Monitoring as Complex Action Nets (2021-03-01) Editorial Board (2021-11-29) Political Dynamics in Knowledge Work Using Visual Artifacts to Deal with Pragmatic Boundaries (2021-11-29) The Aggregation–Learning Trade-off (2021-12-07) I Left Venus and Came Back to Mars Temporal Focus Congruence in Dyadic Relationships Following Maternity Leave (2021-12-03) Algorithm-Augmented Work and Domain Experience The Countervailing Forces of Ability and Aversion (2021-12-03) Hierarchical Inconsistency A Monitoring Mechanism to Reduce Securities Fraud in Emerging Markets (2021-12-02) Mitigating Gig and Remote Worker Misconduct Evidence from a Real Effort Experiment (2021-11-30) Learning by Connecting How Rule Networks Evolve Through Discovery of Relevance (2021-11-30) In the Land of the Blind, the One-Eyed Man Is King Knowledge Brokerage in the Age of Learning Algorithms (2021-11-30) Waging War from Remote Cubicles How Workers Cope with Technologies That Disrupt the Meaning and Morality of Their Work (2021-11-30) Seeking Purity, Avoiding Pollution Strategies for Moral Career Building (2021-11-24) Formal Hierarchy As a Source of Upward Status Disagreement? A Theoretical Perspective (2021-11-23) Open Source Collaboration in Digital Entrepreneurship (2021-11-22) From Lock-In to Transformation A Path-Centric Theory of Emerging Technology and Organizing (2021-11-22) Beyond Spatial Proximity The Impact of Enhanced Spatial Connectedness from New Bridges on Entrepreneurship (2021-11-18) Effects of Social Information on Risk Taking and Performance Understanding Others’ Decisions vs. Comparing Oneself with Others in Short-Term Performance (2021-11-17) In the Midst of Hiring Pathways of Anticipated and Accidental Job Evolution During Hiring (2021-11-15) My Manager Moved! Manager Mobility and Subordinates’ Career Outcomes (2021-11-11) A Matter of Transition Authenticity Judgments and Attracting Employees to Hybridized Organizations (2021-11-05)
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振り動画(FutureStageシリーズ) FutureStage vol.15 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ ヴァンパイア (yuppy Eurobeat Remix) DECO*27 feat. 初音ミク YOUTUBE googleドライブ FutureStage vol.14 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ トラベリング・デイズ 加藤ありさ YOUTUBE googleドライブ ユーロ DIABOLIK DIABOLIK YOUTUBE googleドライブ ユーロ STOP THE TIME DAVID DIMA GINO CARIA YOUTUBE googleドライブ ユーロ WELCOME TO THE UNIVERSE MEGA NRG MAN YOUTUBE googleドライブ ユーロ PRAYER DUCKY CHIX YOUTUBE googleドライブ テクノ KING (八九寺しんじ TECHNO REMIX) KANARIA feat. GUMI YOUTUBE googleドライブ テクノ STARTIN' (EUROGROOVE 2011 REMIX) 浜崎あゆみ YOUTUBE googleドライブ テクノ HEAVEN IS A PLACE ON EARTH WILDSIDE YOUTUBE googleドライブ テクノ 会いたくて会いたくて J-COVER ALL STARS YOUTUBE googleドライブ テクノ LOOKING FOR LOVE (Factory Team 2000 Remix) WIENNA YOUTUBE googleドライブ FutureStage vol.13 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ REALIZE MARI OHTA with SYUJINKO YOUTUBE googleドライブ ユーロ SAKURA LISA VERSACH YOUTUBE googleドライブ ユーロ THAT'S AMORE KIKI FANCY YOUTUBE googleドライブ ユーロ クリーチャー・クリーチャー Daito Music YOUTUBE googleドライブ テクノ GANGSTA THE PROGRAM YOUTUBE googleドライブ テクノ 青いイナズマ(OVER HEAD CHAMPION REMIX) 林田健司 YOUTUBE googleドライブ テクノ LIVIN' LA VIDA LOCA(WORKOUT MIX) SPEEDGANG YOUTUBE googleドライブ テクノ 宴 FN2 feat. 綾倉盟 YOUTUBE googleドライブ FutureStage vol.12 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ SWEET HEAVEN MARMALADE YOUTUBE googleドライブ ユーロ LOVE SHINE A LIGHT ELISA YOUTUBE googleドライブ ユーロ Dancing∞Beat (Francisco Gaitán Remix) IDOLiSH7 YOUTUBE googleドライブ テクノ DELIGHTFUL snfore YOUTUBE googleドライブ テクノ DRAGON DJ ZORRO YOUTUBE googleドライブ テクノ 不協和音 欅坂46 視聴不可 googleドライブ FutureStage vol.11 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ KATCHY KATCHY MOONIE YOUTUBE googleドライブ ユーロ DISTANCE 青山操 YOUTUBE googleドライブ ユーロ NO GRAVITY FOR LOVE ELLY ACE YOUTUBE googleドライブ テクノ HYPERCONDRIAC DJ SICK feat. DR. D.O.P.E. WILD YOUTUBE googleドライブ テクノ ALL I NEED YOUR LOVE M-PROJECT-LETHAL THEORY YOUTUBE googleドライブ テクノ RIGHT NOW DARK ANGELS YOUTUBE googleドライブ FutureStage vol.10 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ NAMINAMINA Academy☆Kids feat. Miwako with Miyu, Haruka, Hina YOUTUBE googleドライブ ユーロ CHEMICAL LOVE KEVIN CHERRY YOUTUBE googleドライブ ユーロ SUPER SPEED WAY RE-II YOUTUBE googleドライブ テクノ IN MY ARMS WILDSIDE YOUTUBE googleドライブ テクノ SURVIVOR EXDREAM YOUTUBE googleドライブ テクノ UNSHAKEABLE Francisco Gaitán YOUTUBE googleドライブ FutureStage vol.09 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ ADRENALINE MANUEL YOUTUBE googleドライブ ユーロ TIME GOES BY STEPHY MARTIN YOUTUBE googleドライブ ユーロ MILLIONAIRE SCREAM TEAM YOUTUBE googleドライブ テクノ EGOIST WILDSIDE YOUTUBE googleドライブ テクノ My Name Is B.E.C.K.Y. (Hyuji's H.Y.P.E.R. Speed Remix) HIP HYPER YOUTUBE googleドライブ テクノ PRINCESS POLICY 芹澤優 YOUTUBE googleドライブ FutureStage vol.08 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ SAVIOR OF THE SKY T.STEBBINS YOUTUBE googleドライブ ユーロ CHANGE YOUR TIME MELA YOUTUBE googleドライブ ユーロ Cutie Panther (Momora EUROBEAT remix) BiBi YOUTUBE googleドライブ テクノ BLOOD ON FIRE(WLTversion) CHRISTINE feat.GO 2 YOUTUBE googleドライブ テクノ PARTY LOVER DJ DEPATH M-PROJECT YOUTUBE googleドライブ テクノ COME AND DO IT PANDORA YOUTUBE googleドライブ FutureStage vol.07 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ NO MORE LOVE CHERRY YOUTUBE googleドライブ ユーロ また君に恋してる HSC YOUTUBE googleドライブ ユーロ TIGER MASK NICK FESTARI YOUTUBE googleドライブ テクノ DEPARTURES スポンテニア YOUTUBE googleドライブ テクノ I'LL NEVER LET YOU KNOW BASIC ELEMENT YOUTUBE googleドライブ テクノ Breakthrough Francisco Gaitan YOUTUBE googleドライブ FutureStage vol.06 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ MUSIC COME ON GO 2 YOUTUBE googleドライブ ユーロ Mr. CHILD 越田Rute隆人 YOUTUBE googleドライブ ユーロ キミノモリ Daito Music YOUTUBE googleドライブ テクノ TRUST DAMAGE CONTROL YOUTUBE googleドライブ テクノ LEOPARD EYES TRIGGER YOUTUBE googleドライブ テクノ Mega!Giga!SummerDays Daito Music YOUTUBE googleドライブ FutureStage vol.05 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ BABY COME BACK VIRGINELLE YOUTUBE googleドライブ ユーロ WICKED GAME MILK AND COFFEA YOUTUBE googleドライブ テクノ VINCERO BLACK LIST feat. BLACK OPERA YOUTUBE googleドライブ テクノ CHERRY PIE(THE FACTORY TEAM REMIX) SPEEDMASTER YOUTUBE googleドライブ テクノ SWEET RELEACE TROUSER ENTHUSIASTS YOUTUBE googleドライブ FutureStage vol.04 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ 恋はスリル、ショック、サスペンス -KH-R Jr STARLIGHT MIX Ver.S- 愛内里奈 YOUTUBE googleドライブ ユーロ FLY WITH ME TONIGHT KAORY YOUTUBE googleドライブ ユーロ TICK TOCK TIME TRICKY YOUTUBE googleドライブ テクノ BLACK VAMPIRE FRANCISCO GAITAN DOLLY POP YOUTUBE googleドライブ テクノ ロミオとシンデレラ EastNewSound Remix 黒鳥 feat. NAGISA YOUTUBE googleドライブ テクノ ROCK BEAT LOUD FORCE YOUTUBE googleドライブ FutureStage vol.03 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ BIGGA BOOM CHRISTINE YOUTUBE googleドライブ ユーロ ALL TIME HIGH HOTBLADE YOUTUBE googleドライブ ユーロ コネクト (Ace F Eurobeat Mix) ClariS YOUTUBE googleドライブ テクノ THE POWER OF DANCIN' Mr. FANG YOUTUBE googleドライブ テクノ コンプレックス・イマージュ 彩音 YOUTUBE googleドライブ テクノ 夢現乱舞抄(Hyper Techno Remix) MUZIK SERVANT feat. 板垣奏太郎 YOUTUBE googleドライブ FutureStage vol.02 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ THE TOP KEN BLAST YOUTUBE googleドライブ ユーロ UNDER THE POWER OF MY HEART TIPSY TIPSY YOUTUBE googleドライブ テクノ TECHNO RISE DALINDAH YOUTUBE googleドライブ テクノ NOT GONNA GET US t.a.t.u. YOUTUBE googleドライブ テクノ ASEREJE(Speed Mix) DJ SPEEDO feat.WILDSIDE YOUTUBE googleドライブ FutureStage vol.01 ジャンル 曲名 アーティスト YOUTUBE googleドライブ ユーロ SHOCK OUT FASTWAY YOUTUBE googleドライブ ユーロ AYUMI 長尾ちえみ YOUTUBE googleドライブ ユーロ GO KOOKY GO BAMBOO BIMBO YOUTUBE googleドライブ テクノ BLUE WING(NRG Factory Mix) Aoharu YOUTUBE googleドライブ テクノ Rolling in the Deep(Poison Beat Remix) Adele YOUTUBE googleドライブ テクノ JUMP AROUND(Francisco Gaitan Remix) BECKY YOUTUBE googleドライブ
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OAGA
https://w.atwiki.jp/warband/pages/305.html
ip_dplmc_info|Feature Diplomacy Mod ip_dplmc_info_text|The Diplomacy mod adds several essential features to the game. Most of them are accessed via your minister and several other new potential employees a chamberlain, a constable, and a chancellor. You gain the opportunity to hire a chamberlain when you receive your first village, a constable when you gain your first castle, and a chancellor when you gain your first town. If you dismiss one of your employees, you may be able to rehire them through a well-connected spouse or one of the travellers who frequent the taverns of Perisno.^^Aside from these the mod has other features as well, which can be accessed from the Camp menu.^^This mod uses Diplomacy Version 4.3 (Sept 22, 2012). ip_dplmc_autoloot|Feature Auto Loot ip_dplmc_autoloot_text|Auto Loot settings are managed through the Camp menu. It allows you to have your companions (named heroes, not ordinary soldiers) automatically select equipment from the looted items after a battle.^^In order for this feature to be enabled, one of the following must be true ^- Someone in your party must have a Looting score of 2 or better, someone in your party must have an Inventory Management skill of 3 or more.^- The player himself must have an Inventory Management skill of 2 or more. ip_dplmc_autosell|Feature Auto Sell ip_dplmc_autosell_text|The Auto Sell feature allows you to sell numerous items to a merchant all at once, instead of selling each item individually. Auto Sell settings are managed through the Town menu, where you can specify which types of items you want to be able to sell (e.g. you might not want to automatically sell horses) and a price limit (for example, you might not want to automatically sell any items that cost more than 200 aurums).^^There are two primary ways to use Auto Sell. If you speak to a Horse Merchant, Armorer, or Weapon Merchant in a town, there is a conversation option to sell items of a particular type. Also, when visiting a town, there will be an option in the Marketplace section of the menu to automatically sell your items throughout the town.^^For people who used Auto Sell in other mods, note that this sells from your own inventory, according to certain rules. Items you have equipped will never be sold, and neither will the first three items in your inventory. After that, autosell also skips anything that it thinks might be your personal equipment (since people often have more than one set). Regardless of whether you have them equipped, it won't sell your best bow, crossbow, armor, helmet, boots, or gloves. If you have a bow you can use, it won't sell your best three packs of arrows, and if you have a crossbow, it won't sell your best three packs of bolts. For shields, one-handed weapons, two-handed weapons, polearms, and horses, it won't sell your best or second-best item. Your best three throwing weapons also will not be sold. However, items that your character is unable to use are considered fair game. ip_lore1|Lore 1000 B.E. to 680 B.E. ip_lore1_text|Perisno is theorized to be the first inhabited territory in the world, with the first of these denizens being the ancient races of the land; giants, Naphali, dwarves and humans. The humans, known as Perilo, had numbers significantly smaller than the other races. The Naphali and dwarves lived in relative Isolation - The former confined to the deep western forests and the latter relegated to the tall southern mountains. There was little conflict between these different groups, owing to their geographical isolation, alongside the relatively sparse population density of the continent as a whole. Giant and dwarven history was not recorded in the Great Scrolls, so the two races were shrouded in mystery until much later.^^This balance of power began to shift with the Perilo growing in large numbers and occupying greater amounts of land. In the centuries following 1000 B.E., the increased competition for land drove both the humans and Naphali to assert themselves on the continent, driving large populations of giants eastward as early conflicts began to erupt. Although major powers were yet to emerge, the original Perilo - Who later named themselves the Kingdom of Perisno - had settled in the central territory of the continent in 700 B.E., while the Venetoran people and Klymorian Tribes started expanding their borders. The Venetoran people seceded from the Perilo early on, and thus claimed their own lands as disputes grew. Less is known about where the Klymorians originated. Of all the inhabitants, they're the most mysterious. ip_lore2|Lore 680 B.E. to 450 B.E. ip_lore2_text|The original Kingdom of Perisno came to be around the year 680 B.E. Under King Garrcick, they flourished and their extended peace lasted over four centuries. Smaller surrounding tribes were soon consumed by the ever expanding Kingdom of Perisno; King Garrcick claimed even more land through diplomacy. His armies faced no opposition from the minor, fragmented tribes, as they saw no reason to resist Garrcick's rule. It wasn't long until the central plains and forests belonged to his growing kingdom.^^In the year 450 B.E., a scouting party encountered a village belonging to the Klymorian Tribes - Eventually banding together to form the Klymorian Empire. The king at this time, Haggenhold, third of his name, was leading a kingdom witnessing it's most prosperous era yet. He was a fair king, to an extent. Although he possessed a nasty temper, where he would be holed up in his castle for days without emerging. Upon discovering this new kingdom, Haggenhold deployed emissaries to learn more about the Klymorian people. Without any warning, they were slain and the bodies returned to the king with their heads severed. Such a gruesome act would lead to the inevitable spark of the greatest war the continent had ever witnessed. ip_lore3|Lore 450 B.E. to 0 B.E. ip_lore3_text|In the year 447 B.E., Prince Kangrive of Perisno was leading a scouting party on the orders of King Haggenhold to scout out the vast woodlands to the West. He grew increasingly suspicious of the surrounding lands and what lay beyond charted territory. This led to his discovery of the Naphali (eventually known as Elintor). NOTE, more in depth lore will be made public soon. This is just the main Intro/Overview. The years spanning 447 B.E. to 0 B.E. were embroiled in fierce, endless wars that led to the fall of both kingdoms. ip_morale|Note Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Note Economy ip_economy_text|Towns and villages in Perisno need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Perisno, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Perisno is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_foraging|Note Foraging ip_foraging_text|To sustain and keep large armies happy you will need high morale, and one thing that helps build a high morale is food. Introducing Foraging, where you and your troops live off of the land. Foraging will not provide food items, it simply reduces the food consumed at each meal. This is an Agility based party skill with max level of 10. The skill level (modified by party bonus) sets a hard limit of the maximum number of food unit that can be foraged. For example, even if you can forage 30 food units from the area and you have only 1 level you foraging, you'll get a 5 units reduction to food consumption. The amount foraged has a bonus of x1.5 if camping (standard camp, waiting 24h on siege). The amount of food that can be foraged depends on local resources ip_courtship|Note Courtship ip_courtship_text|Players may wish to marry into one of Perisno's noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in Perisnon aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Perisno as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Perisnon aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Perisnon society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Note Politics ip_politics_text|The realms of Perisno, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Perisno makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_fog_of_war|Feature Fog of War ip_fog_of_war_text|Fog of War can be toggled between on and off (You won't be able to toggle it once you have started the game, unless you access the cheat menu). Fog of War is exactly what it suggests. You simply travel around the world to uncover new areas on the world map. It is recommended to enable this feature as Perisno has a unique feature where you can buy maps to reveal the lands, and thus giving the player a better playthrough with more surprises. ip_character_backgrounds|Note Character Backgrounds ip_character_backgrounds_text|A player character in Perisno may choose from a variety of social backgrounds to originate from. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Perisno are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Perisno, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Note Military Campaigns ip_military_campaigns_text|When kingdoms in Perisno go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Perisno do not field standing armies, which remain in the field as long as the ruler desires. Rather, Perisnon realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Perisno often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Perisno's rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_tolranianlore|Lore Kingdom of Tolrania ip_tolranianlore_text|The Tolranians escaped the tyranny of the old, decaying Hakkon Empire. Haunted by their experiences in Hakkon, the leaders were determined to start life anew in Perisno.^^Entries from the journal of Captain Otto Waveshore ^^Day One ^^Enough is enough. We are fleeing the crumbling Hakkon Empire. We will start a new life elsewhere, in a place far from Hakkon. Far enough, so that they値l lose our trail for good. We have begun to set sail, a motley bunch of men leaving on commandeered ships, graciously secured by our good friend Admiral Themistocles. He will face severe punishment for what he has done, but Themistocles knew the risks, same as all of us. As I look upon the endless sea, I fear most of us will not live to lay eyes upon our new home.^^Unknown Day ^^I have lost track of how many days we have been at sea. It feels as though ages have passed since we fled to the open waters. Half the ships were sunk. Either by marauding pirates, colossal monsters from the depths, or violent storms. Every day the crew offer prayers to Priapus, our God of Sailors.^^Unknown Day ^^It is unbelievable... We have caught sight of land at long last! The men are settling down in this new, lush land, which we named Perisno. No signs of native life have been discovered thus far, but right now it is the least of my worries. I fear that our successors will not live on. My health is failing, and I think this will be my last entry. - Captain Otto Waveshore^^Tolrania was founded in the year 323. They are a Republic, swearing to never repeat the mistakes of the Hakkon Empire far across the sea. For seven years, the Tolranian people prospered in this new land, free of the tyranny of Hakkon and King Comrey. Trade deals were struck with the Maccavians, and they thrived because of it. The population quadrupled in the coming years, and soon Tolrania was expanding. In the year 330, something unexpected happened a Hakkon armada was following them into Perisno.^^At first the Tolranians were shocked, then angered. They anguished over the revelation of the Hakkon fleet痴 size.^^These were knights and nobles similarly dissatisfied with King Comrey, and set out to a new world. Almost every Tolranian there were second generation, and few of the first generation were still alive. However, their fathers told stories of the horrors in Hakkon.^^With no other option, they turned to the local Elintoran Naphali for aid. The Naphali archers were a mercenary company hired to do battle against the Hakkon forces. In a famous battle, the combined Tolranian-Elintoran Naphali force routed the Hakkon army.^^Hakkon was not defeated for good, but time was needed to rebuild their armies. The Tolranian people rejoiced, continuing to thrive.^^However, there would be a slight turn of fortune, as an outlaw group began to form near the woods of Tolrania. These outlaws declared the Tolranian government corrupt and disorderly. They deemed the name 然epublic・itself hypocritical. The government ruled like a kingdom, and the other factions acknowledged this. Tolrania was dubbed 銭ingdom of Tolrania・by the surrounding factions. Soon the Tolranians alone remained in calling themselves a republic.^^The unified outlaws, led by an enigmatic man named Nibor Hood, became a large organization that were constantly a thorn in the Tolranian痴 side.^^Tolrania is ruled by a king, after the idea of a republic was abandoned. They possess a strong military, and their Kingsmen are the envy of the world. They field a diverse military; horse archers, foot archers, and infantry. The Tolranian military is composed of peasants recruited from villages. For heavy cavalry, they rely on their top tier noble troops. The forests teem with outlaws, and the lords are too lazy to stop them. The choice is yours to either unite Tolrania or destroy it. ip_drachenlore|Lore Reich Des Drachen ip_drachenlore_text|The Reich Des Drachen originates in a land far from Perisno. Their homeland is known as the Isle of the Dragon, where many strange and exotic creatures dwelled. The Reich are a very mysterious group and almost nothing - other than where they originate - is known about them. They arrived at Perisno in the year 363. It was clear from the moment they landed that their intentions were not to trade, but to conquer. With the massive armada they brought, the Reich deployed thousands of soldiers onto Perisnoan soil. With the help of their Dragons, The Reich was able to push back the Illicans and take over most of their cities. The surrounding factions were wary of this new threat, but did not act out of fear. The Illicans fought back with vigilance, committing nearly their entire number of Falki Birds to fight back against the Dragons. This helped somewhat, as accounts show nearly 50 dragons were slain in the war. Though to no avail, The Reich occupies all Illican Lands.^^The Reich has a strong military composed of infantry, spearmen and heavy cavalry. They are an extremely disciplined force that never flees under any circumstances. The government is a monarchy, and their mysterious emperor rules through divine right. He claims the dragon Gods have proclaimed him king and it is his right to rule the world under their decree. His right hand man is the mysterious High Priest of the Dragon. It is rumored that the High Priest is plotting to overthrow the Emperor, who he thinks is unworthy. He searches for a capable mercenary or adventurer to assist him. ip_draharalore|Lore Drahara ip_draharalore_text|The Draharan people have always resided in Perisno. They池e a loosely united confederation of desert tribes. They overlook the western world, which they refer to as 賎hareeb.・Drahara is a reclusive nation, mostly confined to their deserts, never daring to venture more than a few miles into forests and grasslands. They're hardy people, thriving in the harshest environments. Most tribes are nomadic, but a few of the larger tribes have settled in cities near abundant resources. The Draharans are religious, believing in spirits and gods. Spread throughout the Draharan desert, ancient shrines and majestic temples can be found dedicated to them. Drahara is a term used for an ethnic group of people and many tribesmen consider it offensive to be called Draharan, instead of their respective clan or tribe name. That was tradition for centuries, but around the year 354 everything changed.^^An unnamed man walked into the capital city of the largest Draharan tribe and proclaimed himself a man sent by the gods. He could work wonders, perform miracles, and soon many became his followers. The man dreamt of a day where the Draharans ruled Perisno, forcing all the unworthy Ghareebians of the West to bow to their rule. The people were enraptured, his voice carried power, and everyone that heard him believed his words and pledged their allegiance. After five years, all the tribes had united under this man痴 leadership and their armies were ready to march. First, he immediately used the newly assembled military to annihilate every bandit party in the desert that they could catch. All desert rats and vultures that robbed others were rooted out and executed. It wasn稚 long before Drahara soon became free of such men, but it is rumored the persecuted bandits are still hiding in reclusive corners, waiting for revenge. The unnamed man continued to assert himself, and further establish dominance, training an elite guard of camel riders for himself. He had the elephant riders・tribe pledge their allegiance and even the infamous Desert Assassins as well. They were ready to march to war by the year 395.^^Drahara became a confederation under their new, mysterious ruler. Each lord has their personal army, but all fought for one cause; conquest of the West. Although, there were a few souls that doubted this mysterious man and proclaimed their suspicions. The strongest man opposed to this new ruler was named Baibars. He voiced his protests against the unnamed man, stating he had no right to rule. Baibars was cast out and shunned, but remains alive waiting for someone to aid him. He now travels from kingdom to kingdom, attempting to find support.^^The Draharan military is simple, composed of archers, spearmen, and cavalry. However, due to the desert heat, they are not equipped with heavy armor. It is a basic army all around, but many lords enlist household troops originating from their own tribe. ip_maccavialore|Lore Maccavia ip_maccavialore_text|Maccavia is a free cosmopolitan realm governed by a monarch, senate of nobles, and free men respectively. They are a faction of noble knights, religious individuals, diplomats and wealthy merchants. Maccavia was once a kingdom of northmen, sailors, and pirates. Yet with a change of fate, they laid down roots in the winterlands. They conquered and prospered for many years. Every man was the lord of their destiny, free to rule their life as they pleased. So long as they paid taxes, lived orderly, abided by the laws of the republic, and worked towards progress, that is.^^Maccavia is currently undergoing a religious schism between the New Gods followers and their values at odds with those of the Old Gods. Chivalry, love, duty, benevolence, family, order, grace and kindness are the virtues of the New Gods. Opposing them are the Old Gods values of war, honor, strength, ambition, domination, secrets and plots.^^Many nobles among the Maccavian Republic are followers of the faith and Gods - With those who practice the Old Gods beliefs being warmongering nobles bent on raiding, conquering, fighting, and demanding strength from their allies. They池e loyal hounds of the Maccavian Republic dictator. Opposing them are the New Gods nobles, followers of the new faith, who prefer to prosper and grow rich. They値l show kindness and grace, but also intolerance for followers of a different faith. Especially the Maccavian nobles that follow the Old Gods. To them, they池e savages in opulent clothing. Inversely, Old God followers view those of the New Gods as cowards and weaklings. This conflict of ideals has been destroying the republic; good and evil mixed in a common goal.^^The Maccavian army is one of the best equipped in all Perisno. They carry curious contraptions and receive heavy weapon training. Every citizen is instructed in the use of weapons, horseback riding, literacy, and logistics. Their martial training is without equal. Numerous Maccavian soldiers are followers of the Old Gods, but not many of them rise through the military ranks, because most die in battle. Opposite of them, the New Gods disciples rise through the ranks quickly, with the drawback of less strength.^^The Maccavian army is split into divisions based on specialties of the trainee. Those who show a promising level of skill in a certain field are assigned to that division. If they show aptitude and perception, they値l be trained to use a crossbow. The individuals with exemplary amounts of strength get assigned to the sword, spear and knight division respectively. And all Maccavian soldiers are trained in the use of heavy armor.^^Maccavian Squires are sons of nobles, training since childhood to excel in every division of martial arts. They池e educated, devout disciples of the faiths and Gods. As a result, they池e recruited with a steep price. With extensive training they will become Maccavian knights.^^Squires of the Old Gods become Maccavian Black Knights and their counterparts become Maccavian Knights of Steel.^^Onto politics of the republic; King Agathor Krex is the dictator of Maccavia. While he desires to have full control of the republic, backed by his loyal hound disciples of the Old Gods, the New Gods followers dislike him and try to sabotage every attempt he makes for more power. None openly challenge his rule, but most would certainly follow a New God claimant. ip_elintoranlore|Lore Elintor ip_elintoranlore_text|The Elintoran Naphali are native to Perisno. They池e extremely secretive and knowledge accumulated on them is scarce. The closest association any Perisnoans have had with them are the Tolranians. Both kingdoms fought side by side to defeat a massive Hakkon Army that invaded in the year 332. The notorious battle, dubbed 腺attle of Halfith・from then on, saw the Tolranians and Elintoran Naphali combined forces to defeat the larger Hakkon army. That fight solidified the might of Naphali archers in Tolranian minds. It was because of them that they managed to defeat the Hakkon army. They fired volley after volley at the legionnaires and when they sent in the lancers, they were outmaneuvered by Tolranian cavalry archers. After securing victory, the Elintorans returned to their reclusive way of life and eventually good relations with the Tolranians were broken. Forty years later, they池e fighting a bitter war against them for unclear reasons.^^Currently, the Elintoran nation is ruled by Eriallen Arwen. It is not unusual for women to hold positions of power in the Naphali hierarchy. Some of the most notorious Elintoran rulers were, in fact, queens. However, times are changing in the Elintoran province. Some people, including the claimant, hold the belief that men should rule. ip_geldarinlore|Lore Geldar ip_geldarinlore_text|The Geldarin Naphali are a rebellious offshoot of the Elintorans that currently inhabit a small peninsula beneath Forniron, the Elintoran capital. They池e a strange group and nobody knows the exact reason for defecting. Rumors pose the reason was civil war, others suggest it was because the Geldarin being a completely different species who faced persecution. Whatever the cause, both factions detest each other and to this day, Geldarin Naphali patrols continuously plague Elintor near Forniron. It is rumored Eriallen Arwen holds great disdain for the Geldarins and one day plans to wipe them from the face of Perisno once and for all. At a glance, these Naphali aren稚 so different, with the exception of armor styles. Even so, they despise the Elintorans a great deal and attack any of their parties on sight. Like the Elintoran Naphali, the Geldarins are master archers. They match, and perhaps even surpass, those of the Elintorans. ip_hakkonlore|Lore Hakkon Empire ip_hakkonlore_text|The Hakkon people originated from the Continent of Athassia. In a few centuries, the Hakkonese people rose from a minor island nation to a superpower on the continent. Sailing technology was revolutionized and the Hakkonese Navy grew in great numbers. They quickly dominated surrounding minor island tribes and were poised to take the Athassian mainland. ^^After taking the mainland, the Hakkonese and their tribes united and became the Calintrik (Sall-an-Trick) Empire. However, one tribe known as the Tolranians, who had resided on the mainland Athassia, became increasingly concerned by the tyrical rule opposed upon them by the empire. As oppression grew, the Tolranians had no choice but to seek a new home. They sailed east, towards the Perisno mainland.^^The Hakkon Empire grew in size over the years and was immensely prosperous. They frequently clashed with the Tolranians, losing many battles, but the empire was powerful, able to rebuild quickly and efficiently.^^Aaramis Talcinous, at the age of 41, became the first Emperor of the Calintrik Empire. His lineage would rule for more than three centuries. Emperor Comrey Talcinous was on the throne in 329, but as time went by he quickly became overweight. Neglecting his position, his ministers had begun ruling the kingdom in his stead until a more suitable heir could be selected. Nobles and soldiers who no longer wished to serve Emperor Comrey Talcinous had begun their move by departing the continent with a massive fleet, which was made up of a large number Hakkonese. They arrived in Perisno by the year 330 and by sheer force, sacked the Elintoran City Lille and the Capital, Forniron, as they sailed through the waterways leading into Perisno. Elintor, taken completely by surprise, had no answer for the naval force and was forced to retreat. The Hakkon Empire grew in size over the years and was immensely prosperous, but frequently clashed with Tolrania and Elintor as they controlled the waterways. ip_valahirlore|Lore The Valahir Clan ip_valahirlore_text|Hailing from Nisaynia, the Valahir people are a dominant clan. The Volheere Raiders are only an offshoot of their clan and even though they left the island because of harsh weather and no food, the Valahir Clan still rules and survives by demanding tribute from conquered tribes. Now, though, they致e set their sights on Perisno with their abundant resources. However, many are reluctant to make the journey. The Valahir Clan is ruled by Clan Leader Ingveld and his vassals known as Aethlings. Their troops are all archers and infantry. Valahir heavy infantry can match the Maccavian Northguards in strength. Should the Valahir clan rally under Ingveld, the Maccavians - and possibly the whole continent - is in danger... ip_falconlore_1|Lore Realm of The Falcon. Part 1 ip_falconlore_1_text|The Realm of the Falcon seceded from Elintor in the early days of its founding, when the Naphali first began asserting themselves more and more. In the year 323, a few Elintoran nobles concluded that ceaseless wars and fruitless negotiations, led only by the intention to continue the bloodshed for the sake of honor, could no longer be their way and couldn稚 provide the future they dreamed of for their people. They decided it was better to live a poor and simple life rather than be invaders and power hungry plunderers in territory that wasn稚 their own. Elintor, constantly at war, was too preoccupied to stop the deserter痴 exodus from Forniron. They quickly vanished into the great woods on the Elintor border, adjoining the territories later inhabited by the Hakkon, finally settling at the base of the mountains.^^The isolation they chose protected them from the persecution of Elintor and other kingdoms, as planned. They were only considered another band of outlaws. Neither Elintor or other factions thought it worthwhile to devote resources into hunting them. The splinter group were left in peace - A peace which allowed them to flourish, taking advantage of their good relations with a few Tolranian lords to establish trade routes. After all, the Tolranians came to Perisno for the same reason. Those nobles and their followers had split with Elintor - And the fact that some Tolranian lords opposed these endless wars - made them sympathize and protect each other.^^As they settled down, they discovered people living in the woods nearby. A group of individuals with their own rites and beliefs.^^They were already followers of the New Gods, living in tandem with nature. These people, alongside their beliefs, quickly assimilated into the Realms・culture and today nobody could assuredly tell who aligned with whom. One thing is certain; their beliefs were similar and therefore brought no reason for strife. From the beginning, the Realm Of The Falcon not only respected denizens of the continent, but their animals as well, being partly Naphali still. They used their empathy to form bonds of friendship with the very animals they depended on, rather than dominating them. Established bonds of trust were proven to be stronger and more effective. Another reason for this may have had something to do with the ever growing number of refugees from all corners of Perisno, lending their knowledge and manpower. These desperate people nurse dreams of hope for a better future for themselves and their children upon hearing rumors of peaceful life in the Realm Of The Falcon. They were Tolranian peasants, Maccavian smiths and traders from the Reich fleeing harsh tax burdens and inhumane treatment from their lords.^^In only a few years, this growing community blossomed into a sovereign state that at last christened itself with the name Realm Of The Falcon, originating from the falcons that assist their nobles during hunts. Hunting on horseback was a discipline the lords carried over from Elintor and the falcon represented wit, agility and chivalry・But, a growing community also required adequate protection. In 340, in response to more frequent caravan raids by the Hakkon Empire on the previously unknown trade routes, the lord痴 council made the decision to field an army incomparable to any other and difficult to defeat. Still lacking strength in numbers compared to other states, the Realm decided that only a strong core of cavalry would be a large enough deterrent from outside invasion and reduce vulnerability to surprise attacks. Heavy-heartedly, a conscription was implemented, knowing full well death in their lord痴 wars was the reason so many defected to the Realm Of The Falcon in the first place. ip_falconlore_2|Lore Realm of The Falcon. Part 2 ip_falconlore_2_text|Nevertheless, most citizens of the Realm understood and in 341 the first recruits mounted their formidable horses, descendants of the Naphali ones first brought by their masters from Elintor. It was part of the reason caravans were raided so often.^^Horses were the most important trade good of the Realm Of The Falcon and the Golden Hall in the capital痴 center would never have been constructed were it not for the income that horse trading generated. This was only possible, because more and more terrain of the great woods needed to be cleared to make way for the growing number of people that had to be sustained with crops. These acres were also best suited for breeding horses. From 341 on, more clashes with the Hakkon Empire occurred and fears grew within the Realm Of The Falcon that open war was unavoidable; only postponed by the Empire because of continuous wars with the other kingdoms.^^War broke out in 345, but the Realm痴 strategy of enhanced cavalry was most effective. A Marshal was elected by the lords that held the authority of a king. Only temporarily, though, because these lords believed in a more democratic style and remembered the consequences in laying too much power into the hands of a single individual. The elected man wasn稚 even a noble, but the oldest son of a Maccavian family that migrated to the Realm Of The Falcon in 325. He proved himself to be extremely skilled, as he climbed the ranks of the newly built army unbelievably fast. The man showed extraordinary intelligence, tactical intuition, as well as courage. His name was Gunnar and after his victory at the battle of Amarna, he was honored with the title 禅he Falcon・after conquering the city. It was later returned in exchange for recognition and guaranteed safety of their trade routes.^^The Hakkon Empire vastly underestimated the Realm痴 strength and the determined militancy of its priests in particular. Their appearance alone can instill terror into anyone. The Empire was ignorant enough to engage Gunnar痴 army in an open-field-battle, which led to their shameful defeat.^^Following a peace treaty, the army was quickly rebuilt and the Realm flourished through trade like never before. The trade routes were considered safe, at least from further Hakkon raids. This, of course, incited desires within other kingdoms to aspire for the wealth created only through means of cautious diplomacy. The Realm Of The Falcon avoided another war until, in 395, it happened. Rumors of a new invading force approaching Perisno reached the Realm. The people shuddered at the rumored atrocities said to be committed by the unknown foe and much harder to defeat than any known army on the continent. Again, the lords decided to deploy Gunnar as opposition to this new great danger that had swept over the already war-torn lands of Perisno... ip_kuulanlore|Lore Kuu-lan Horde ip_kuulanlore_text|The story of the Kuu-lan Horde begins far from Perisno, On the Continent of Czestadtia. For centuries, the nomadic inhabitants lived in peace on the continent until a volcanic eruption forced them out of their prosperous grassy plains and closer to other nomadic tribes on the rather sparce land that was yet to be touched by volanacic ash.^^However, tensions grew as the once isolated nomadic families were forced to interact with each other as the population grew. Around the year 29, families began banding together - forming tribes - as the first violent conflicts erupted and dark times engulfed Czestadtia.^^One day, a prophet by the name of Kesser appeared and began preaching peace, begging the people to cease their senseless violence. He stated that a God would punish their wicked ways, but the nomads worshipped the spirits of their ancestors and didn稚 believe in Gods.^^YYear 36 - A massive volcano erupts on the continent . Kesser was the only survivor. The tribes from the unaffected areas of the continent gathered around him, concluding his miraculous survival as nothing short of divine intervention.^^Year 53 - Kesser passes away and his second in command, Dimir is named ruler. Immediately he reinforces his power by repressing several nomadic nobles and gaining the support of the Turan people and elders.^^Years 60-200 - Marked as the Golden age of the Turan Nomads.^^Year 223 - Kulak dies under mysterious circumstances and his regime is overthrown. Kulak痴 wife, son, and daughter escape. A temporary council of Khans becomes the new leadership of Turan to prevent contention and disorder until a new ruler is chosen.^^Year 239 - Saldar Olen rises to power. Many tribes secede from the Turan Nomads.^^Years 240-262 - Olen falls in battle against rebel tribes. His younger brother - Anyz - is chosen to be the new leader. His right to rule is supported by legends that he痴 a distant descendant of Kesser.^^Year 263 - Rebels unite under the Leadership of Baatur Bulat, who claims to be the son of Kulak, hailing from Dimir痴 dynasty.^^Year 280 - Anyz and his family are slaughtered by rebels. Olen痴 children escape. Kirran, the eldest, becomes an official, while his younger brother Kuulan becomes the leader of a band of Turan mercenaries. Dimir痴 dynasty is reinstated. Bulat痴 son - Mangi - becomes the new leader.^^Year 330 - The brothers lead an army of their fellow tribesmen, under Turan banners, to the continent of Perisno. The fleet is delayed by a storm and Kirran痴 ship sinks with his entire family. Kuulan dies after choking during a feast. His five sons - Aksakal, Karasakal, Boshman, Akin and Kengesh - ascend to leadership of the nomads. In following tradition, Boshman Baatur - the third son of Kuulan - becomes the ruler. Other nomads support him and form a faction in honor of the deceased leader - the Kuu-lan Horde. ip_giantslore|Lore Sut Bakhal Giants ip_giantslore_text|The giants of Perisno are an ancient race. Perhaps of the oldest inhabitants. Although, there are definitely contesting claims to that. Giants as a race, or 全uti・in their tongue - which means children of Sut, an earthen mother Goddess - are tall, muscular, with defined angular features and deep set eyes. Their size far outpaces humans, both in overall height and mass, as well as proportionally wider shoulders in males and females with wider hips in comparison to other races. Physiologically, they breed slower than the races and have a lower female to male birth rate ratio. Female giants often have twins when giving birth to infants. This has made the race of giants highly protective of their females, often keeping the giantesses away from activities that may endanger them. They will frequently be in charge of the home, supplies, and work as craftgiants. Most of the clothing, weapons, armor and day to day tools that aren稚 imported through trade are crafted by the hands of giantesses.^^Male giants, on the other hand, traditionally hunt and go off to war, and are generally less valued than the women. However, despite this, most political positions are held by the males, as the struggles for leadership and intricacies of power are not lost on giant kind - a race most others of Perisno think stupid and simple. Giantesses often take on the roles of venerated advisors instead of direct leadership, because of the rather large target direct political positions within the clan. Although that isn稚 to say that the female giants don稚 contest power among themselves.^^Giants form a largely power based society, either focusing on martial might, imposing your will as a male, skills as a craftgiant, able mother, or oracle in the case of giantesses.^^Giants used to be spread all across Perisno in close knit familial tribes and clans living a hunter-gatherer lifestyle, with some clans settled in paltry villages across the continent. Now, their main homeland is the Chiefdom of Sut. However, over the centuries, with the rise of Naphali supremacy and later human expansionism, giants faced persecution. Many races felt intimidated by them, as well as their rather violent capacity in warfare. Prejudice was common against the Suti, especially for realms such as the Reich and other major powers who often - if not outright killing giants on sight - enslaved them to work in grueling conditions until their mind and body were broken. While the clans of Sut settled and prospered in their mountainous homes and forests, the rest of giantkind across Perisno were driven to the East of the continent in a mass migration.^^Giants refer to this migration as the 糎alk of Suffering・ or Gurthu置k Asht談ar in their tongue. Preyed upon by bandits and marauders this migration was characterized by its brutalization of the Suti people as they sought refuge. Even worse, the Sut giants denied their kin permission to settle in their lands. They feared overcrowding would cause more suffering through mass starvation. The rest of the giants bitterly cling to the memory, causing a great rift between the Suti people. At last they came to settle on the Eastern coasts of Bakhal, which roughly translates to 薦xiled Land・in the giant痴 language.^^The Bakhal people suffered in squalor for years until a warlord going by the name Vharska united them in a battle of succession, forging a might confederation of the dispersed tribes with the motive of reclaiming lost glory for giant kind and to exact vengeance upon those who had persecuted their race; preaching fiery rhetoric of hatred and retribution against their enemies. It didn稚 take long for Vharska started to push his militarized people out into other lands, subsuming nearby coastal settlements straight from the sea. They proceeded to conquer, enslave and pillage the lands of humans and other races. His direct descendant carries on the will of his father, clinging to Vharska痴 rhetoric with fondness. The Bakhal nurture dreams of conquering all Perisno for the sake of giant kind and paying back the people of Sut for their betrayal all those years ago, and extinguishing the flame of the other races for good. ip_perisnokingdomlore|Lore Kingdom of Perisno ip_perisnokingdomlore_text|The final faction to emerge within the land of Perisno, bearing the name and will of the ancients. This kingdom will be formed once the player becomes a monarch under his/her own banner.^^History records it as the one true kingdom within the continent痴 borders. The Kingdom of Perisno was once a glorious and prosperous empire, until it痴 sudden collapse. Likely due to internal struggles for power. Given the current state of war consuming the land today, the resurrection of the Perisnoan Empire is likely nothing more than a vain dream. Nigh impossible, even.^^However, sequestered within the mountains that border Hakkon and Drahara, an ancient ruin remains from the once mighty empire The Third Legion. They池e a noble group of descendants from the ancient empire, still roaming the land, opposing every faction and force in hopes of reforming the kingdom and restoring their ancestors・legacy to one of glory once more.^^Perisno Pilgrims, another group that wishes for the empire痴 return, are similarly people descended from the empire. However, these 善ilgrims・- unlike The Third Legion - are descendants of the common people of the kingdom. They long for the empire痴 peaceful rebirth and, unlike their noble counterparts, search for a hero with the skill and determination to raise it from the ashes, more glorious than ever before.^^Perisno, being a flexible nation, has the option of their policies to be determined by the ruler. It can be a monarchy or a republic. The ruler can bring justice and prosperity to the people, or cruelty and despair for eons to come. ip_cretaslore|Lore Cretas Monarchy ip_cretaslore_text|The Cretas Commonwealth is a monarchy led by King Aolas. After two long, arduous wars against Elintor and the Reich, a set of military alterations known as the 全chiathan Reforms・were put into effect. These reforms emphasized the role of spearmen, heavy infantry, and shieldbearers for protection against Elintoran Rangers and Drachen Dragoners. ip_zannlore|Lore Zann Empire ip_zannlore_text|Emperor Zann is the bastard child of the God Emperor Shang Jin, who was the conqueror and unifier of the wild steppes of Moshowki, located in Nisaynia, massive Sine tribes, and the reclusive - yet powerful - Shun-Ha dwellers. Emperor Zann launched a campaign to overthrow his father approximately halfway into the new year. Five cycles later, he is fighting a losing war against an enemy he underestimated. With word reaching Zann of the vulnerable state of the overseas continent called Perisno due to near ceaseless war, he makes the decision to retreat there, conquering as he goes. In order to prevent this, Shang Jin sends one of his most skilled Black Warriors - His nephew, Shi Jin - to warn the Perisnoan kingdoms of this looming threat.^^Zann remains behind with a core group of generals for the purpose of looting what he can from Nadire before departing for Perisno痴 shores. He will appear one month after the Imperial army vanguard; surely believing that is all the time it will take to subjugate Perisno. The Jin Empire follows Zann after their invasion of Perisno, concluding it痴 necessary to purge their enemy from the continent and world as a whole.^^It is up to the player to ally themselves with the Jin to halt the Zann invasion, or even choose to annihilate both. The Zann痴 armies are hybrids of Mongolian, Japanese, and Chinese style soldiers. They致e come with formidable archers, experienced mounted archers, and intimidating infantry. They池e lacking in heavy cavalry, however, but that is their only flaw. On all other fronts, their army maintains balanced cohesion. Their style of combat is drastically different from the average Perisnoan army and this is either a good or bad thing. ip_aroulolore|Lore Aroulo Ojibwakan ip_aroulolore_text|Work in progress. ip_kaikothlore|Lore Kaikoth Confederation ip_kaikothlore_text|The Dwarves are native inhabitants of Perisno. They formerly held a position of great import within the Perisno Empire, through their commerce of metals and jewels, and exemplary relations with the Empire痴 human leaders. They once occupied twelve great cities, deep in the mountains, to serve as testaments of their eminence. No blacksmith belonging to another race could match the skilled dwarven craftsmanship. They refined rough minerals into opulent jewelry and forged exquisite armor. Later, when the Perisno Empire cracked and dissolved, the dwarves still felt the shockwaves of the collapse, despite never officially being part of it. The Naphali took the opportunity to attack. They displayed such savagery that it drove much of the dwarven population from their land and cities in the wake of the onslaught. However, the dwarves - proud as they were - couldn稚 bear to witness the enemy plunder their land and inhabit their cities. The dwarves employed 壮corched-earth・tactics as they retreated. Since the dwarves could no longer hold the land, neither could the Naphali lay down roots in territory that never belonged to them and closed the routes to cover their mass exodus.^^For the first time in centuries, the dwarves unanimously decided to elect a king. Each dwarven city was independent, but during the dark ages of the dwarven nation, the Tarhns gathered to elect one of them as their king. After some deliberation, they all agreed to select Bluin, Tarhn of the town of Nimazar. As their respected king and marshal, Bluin I led a massive army of dwarves with the goal of reclaiming their lands and beating the Naphali back. However, the dwarves had not waged war in centuries and even though the warriors were proud, they didn稚 have the strength. Thousands of dwarves were massacred in combat with the Naphali, leaving them vulnerable to other invaders. By the time Tolrania and Hakkon landed on the continent, the dwarves were mere shadows of their former glory. King Bluin fell in a desperate battle to save the Southern dwarven cities. Now, the twelve previously almighty cities were three Nimazar, Anik-d皞, and Hornogoth.^^Their king was dead, and his son - Tarhn Bruin II - would be in line to take the throne. When his father died, the dwarven Tarhns faced an unlikely situation. A king was killed without nominating a royal heir. For Tarhn bruin it was clear that, if his father had nominated an heir, it would have been him. However, the Tarhn of Nimazar claimed the throne rightfully belonged to him. According to law and tradition, the Tarhns had to assemble to choose the next king. Tarhn Bergnar, Tarhn of Nimazar, pushed for the assembly of the dwarven rulers. He used all his might to persuade the powerful family that ruled Anik-d皞 to support his claims to the throne. Much to the dismay of Bruin II, Bergnar was elected as the new king.^^Upon taking the throne, the new king had one statement to make 選 will reclaim what is rightfully ours.・ ip_minorfactionlore_1|Lore Minor Factions. Part 1 ip_minorfactionlore_1_text|^- The Volheere Raiders -^^The Volheere raiders call the continent of Nisaynia, which is near Perisno, their home. They're formidable people, surviving through harsh wintry conditions. Somehow, they pull through it yearly, yet the past decade has been particularly harsh on them. They believe their God, Woden, has forsaken them and view themselves as no longer worthy people. The raiders believe they are not 蘇oly・enough to reside on the land of Nisaynia, where their Gods roam. The entire Volheere people sailed away and by chance landed on Perisno痴 shores. Upon first contact with the continent, they sacked everything they could find. Since then, they致e established themselves as a minor power in Perisno. Their berserkers are a feared group. The leader, Ulfednar, is a formidable man. It will take the might of a strong hero to defeat the Volheere and wipe them off the face of the earth.^ ^- The Illica Falki -^^They've befriended a mystical bird-like beast living on the mountain called the Falki. Young children from the clan are chosen by a child Falki, grow up together, and become companions. When both reach adulthood, they will be sent to hunt all around the mountain ranges. In the past, the Illicans used to be a mighty clan among all of Perisno's native inhabitants. First it was the Elintoran Naphali and after that, the Reich Des Drachen invaded and attempted to force them into submission. The Illica clan was forced back to their home known as Castle Sky. Because of this, the Illica clan despises all foreigners who make the journey to Perisno. They have a terrible relationship with the Elintor Naphali and Reich Des Drachen. They will often deploy various parties to sabotage the Reich's caravans and even attack the Reich lords' armies.^^Zeladeck, Illica's greatest Falki Knight, was not an Illican to begin with. He was an orphan raised by a lumberjack couple, living in the forest near the mountain range belonging to the Illicans. One day, he found a large injured Falki in the forest, and tended to its wounds. Nursing the Falki all day long for half a year, Zeladeck and the Falki formed a close bond. The Falki then regained its strength, and took Zeladeck to the Illica clan, only to reveal that the Falki is a direct descendant of the Sky King, the strongest and most respected Falki. He was 10 at the time. Zeladeck was then trained, and with his gifted ability as a warrior - alongside the good teamwork between him and his Falki - soon became the greatest Falki Knight. All by the age of 19. Some time after that, he returned to his home, only to find an abandoned wreck where it once stood. Enraged, he alone went to the Reich, in order to find the whereabouts of his parents and take his revenge. Upon crossing into Reich lands, he met a Drachenritter whose skill was on-par with his and they fought an entire day, ending in a stalemate. Unsatisfied with the result, Zeladeck returned to Illica to assemble his followers and attempt to settle the score, once and for all.^ ^- The Wolf Knights -^^The Wolf Knights were formed recently by a man named Lupus, who claimed he could communicate with wolves. He founded his Order, the Wolf Knights, with the sole purpose of claiming the land around him as his own. His Order grew extremely powerful and soon the land he sought became theirs. Their formidable Wolf Constables are nigh impossible to stop and some claim they致e been blessed with the strength and speed of wolves. Rumors have been spread that they ride wolves into battle as well. Although there is no proof. The Wolf Knights are waging with their neighbors The Reich, Drahara, and Maccavia. Proven in countless battles, even the formidable Drachen Dragoners are no match for the Wolf Knights. The Order fervently guards their secrets and nobody knows the location of their fort. The player should be weary of these knights wandering Reich territory, typically in parties of five to ten. Even five of these knights and one constable can wreak havoc on a well trained army. ip_minorfactionlore_2|Lore Minor Factions. Part 2 ip_minorfactionlore_2_text|^- The Syrin Nomads -^^The Syrin Nomads are currently migrating from their homeland the Scabrous Plains. After centuries of residing there they were forced out by another nation. Traveling through the vast and cruel deserts, the situation they found themselves in was becoming hopeless. One day, though, they chanced upon a settlement. The occupants said they were ruled by the Draharans. The Syrins, led by Queen Zolona, decided it would become the perfect home for them. So began the war between the Draharan nation and Nomads in the year 395. The war rages still, with Zolona ravaging the countryside, angry for her failures besieging the Draharan castle. It is up to the player to either aid or eliminate the Syrin Nomads.^ ^- The Desouk Slavers -^^It is unknown when the Desouk Slavers started their business, but they致e profited greatly from it. In fact, they are so successful at their trade that most of their parties consist of many slaves. The Slavers do their dark business only for gold and are mortal enemies of the Manhunters, and rival slave trader groups. They mainly occupy territory around Desouk, but their influence is spreading steadily and soon their slave trade network may even find their way through Tolrania. They will be a minor nuisance to the player, but a nuisance nevertheless.^ ^- The Mosoru Riders -^^Mosuro Riders inhabit the desert lands separating the dwarven nation from the rest of Perisno. They池e a fierce, proud people, who care nothing for outsiders. The Riders are a solitary group that claimed the entirety of the desert beyond the mountains as theirs. If you find yourself in their homeland, you may regret it. The Mosoru ride horses; both male and female warriors participate in battle. Male riders are equipped with two swords and no shield. The female riders, on the other hand, come equipped with a sword and bow.^ ^- The Ukundu -^^The Ukundu people are native to the continent of Nisaynia. Although the land is shared with the Volheere Raiders and the Rafkla Clan, the Ukundu live in the remote jungles of Nisaynia far from the reaches of the other two clans and even further from Perisno. Only through tales picked up by Ukundu travelers did the recently returned King Raflklazan learn of the prosperous and dangerous land of Perisno. Having already conquered their jungle and surrounding area, the king of Ukundu was keenly awaiting an opportunity to expand his influence and power. Therefore, upon hearing of the opportunities for blood and glory in this foreign continent, he swiftly assembled a force of his best warriors and embarked on a voyage. Now on the Perisno mainland, an area of operations was established around Eastern Draharan territory. Ukundu war parties are a menace to smaller armies and their leader is rumored to patrol the deserts with an army of five hundred exotic warriors.^^The Ukundu痴 army is exceptional for two reasons. First, it痴 mostly composed of women. In Ukundu culture, men traditionally assume the roles of artisans, while women are trained to ride and hunt with sword and spear. Although men tend to be stronger in one-on-one combat, women have a unique talent, which is explained by the second reason veteran Ukundu troops ride into battle atop tigers. This species of tiger endemic to Ukundu jungles are ferocious, swift animals. However, they are highly resistant to being ridden by human men. Even King Rafklazan himself must resort to riding a horse. Only in extremely rare cases will a male be accepted onto the back of an Ukundu tiger. ip_minorfactionlore_3|Lore Minor Factions. Part 3 ip_minorfactionlore_3_text|^- The Grazir Worshippers Order of the Eagle -^^The Grazir Worshippers have always been in Perisno, proselytizing and attempting to spread their vile beliefs. Most sensible ignored them and passed on stories of the Worshippers to scare them, but there are always some foolish men that fall under the beliefs of Grazirs. The Grazir Worshippers are ordered in a hierarchy, with the Grazir Lord overseeing the order. None of them are actually Grazir, but rumors swirl that recent research has been conducted by the Grazir Worshippers to summon Grazir through the Underworld. Whether this is true or not remains for the player to decide - and find out.^^The Order of the Eagle was founded around the year 308 to combat the growing number of Grazir Worshippers. They started out righteous and pure, vowing to uphold justice and honor across the land. That was a long time ago. Now, the Order and Grazir Worshippers only have one difference their beliefs. The Order of the Eagle are now vile and greedy, led by the Patriarch, and use intimidation to force other lords into giving them funds for their numerous campaigns against 蘇eretic・ The Order have been mortal enemies of the Worshippers since their founding and still remains so. However, word has spread of a secret weapon they池e creating to permanently destroy the Grazir Worshippers. Whether this is true or not remains to be seen by the player as they progress through Perisno.^ ^- The New God Old God Followers -^^Tensions among the Maccavian lords are becoming more and more evident to all. It痴 a nation on the brink of civil war and their neighbors watch with hungry eyes as it looms closer. On one side are the followers of the Old Gods, who do not tolerate the New Gods followers. Both think each other heretics and the strife have torn apart families and friends. King Agathor Krex leads the Maccavian Old Gods followers and the New Gods Followers are a Republic. Both factions have designated elite troops. Holy Crusaders for the New Gods and Divine Aethlings for the Old. It is for the player to decide whether they want to follow the path of the Old Gods or the new. Alternatively, neither side can be chosen.^ ^- The Ankars -^^The Ankars are a matriarchal society. Only women are allowed to lead or hold positions of power and leadership. Men are usually slaves and prisoners of wars that are executed after serving their purpose. Any male sons are similarly sentenced to death, with the women trained from an early age to fight. The Ankars also have priests to conduct these rituals and occasionally fight on the frontline, wielding huge swords, but little armor. They致e been in Perisno for many years and never wander past their territory located in the Tolranian forests. Orders like those of the Eagle and Wolf Knights view them as abominations that must be purged. Due to their location, they frequently clash with Tolrania and Tolranian Outlaws inhabiting the forests alongside the Ankars.^ ^- Mercenaries -^^While exploring Perisno, you値l notice there are often large parties of mercenaries roaming the continent. These heartless souls care for nothing but gold and would do any job to get it. There exists parties of both men and women mercenaries alike that wander perisno, seeking throats to slit and captains to hire them. Some parties are large, while others are small and concentrated, but every one of them pose a threat to the player. ip_minorfactionlore_4|Lore Minor Factions. Part 4 ip_minorfactionlore_4_text|^- The Lymbardian Knights -^^Lymbardian Knights are the local knights of their region; County of Lymbar. They owe their allegiance to no-one, even though their geographic location implies otherwise. The Order was founded by a count of Lymbard long ago - Before Tolrania sailed to Perisno and when the Venetoran Empire ruled. They致e patrolled their territory since the foundation of their order and continue to do so centuries later. They are hostile to anyone encroaching upon their land, and so naturally, they will be hostile towards the player. While the knights they field aren稚 the greatest, they値l still be able to pack a punch. Be weary of them, especially early on.^ ^- The Third Legion -^^The Third Legion is a remnant of the Ancient Venetor Empire, the first great power to inhabit Perisno. It is said that the Empire, under the prodigious Emperor Trilond, formerly ruled the better part of the world. There was not a remote corner of the continent that their fame hadn稚 preceded them. At the time, the Third Legion was Emperor Trilond痴 most prestigious army division. Several men of the Third served in his personal guard regiment. The leader of the Third, or Atanos, in the days of the Empire was a charismatic man named Octiem.^^However, in the year 67, Emperor Trilond fell ill in his old age. Preceding his death, tremendous infighting occurred within the Venetoran aristocracy over the matter of succession. By year 68, the provisional government failed to elect a candidate. Foreseeing certain doom in Venetor痴 future, Octiem痴 Third and a small group of civilian supporters fled the crumbling Empire and took refuge in southern Perisno, near modern day Amarna. They watched in shock as centuries of their built up civilization were a part of crumble in a series of rebellions. Soon, Octiem and his followers were the only remnants of the glorious Empire still intact to carry on its memory.^^Over the course of two centuries, the Third Legion and a few surviving members of the old Venetor Empire kept their traditions and customs safe. Operating out of an old military outpost that had been relatively untouched by the Empire痴 collapse. The Third courageously defended Perisno from increasingly prevalent threats to the continent. First it was the Grazir Worshippers, then the mischievous Elintoran Naphali. Now, the Third finds themselves surrounded by many diverse cultures that all pose a threat to the traditions of the old ways. Led by a direct descendant of Atanos Octiem, going by the same name, the Third desires to once again expand their powers from coast to Perisnoan coast, raising the long lost Venetor Empire from the ruins and expelling any opposition. ip_ridable_mounts|Feature Rideable Mounts ip_ridable_mounts_text|Horses - Found all over Perisno.^ Camels - Found in Drahara.^ Drakes - Found in Reich Des Drachen.^ Wolves - Found in Reich Des Drachen and Maccavia.^ Tigers - Found in Draharan towns.^ ip_T|h ip_T_text|e ip_credits|Perisno Dev Team Credits ip_credits_text|^- Perisno Development Team (v1.4.5) -^^ Michadr^ Empress Tofu^ Arlaygio^ cwr^ Bubbles^ Brishna^ Byzantium^ Firestorm^ ^^- Previous Perisno Developers Contributors -^^ Dark Hamlet^ Angry^ Uberejho^ Something Unusual^ Vulbjorn^ Syabr^ Reus^ Leonion^ Dare2Die^ Comrade Crimson^ Pitch Black^ Parcipal^ KonykSoldatyk^ Kesh^ mercury19^ Abot^ Gsanders^ habeo^ Revspartan^ Silberfalke^ Lord of Shadows^ Melanie Ward^ Zonnows^ Sinder87^ Largoras^ BrokenPhilosophy^ Matt15wish^ Lor Dric^ Zephilinox^ Tama^ Seoras^ dragos^ Gir Skywatcher^ JustJestering^ Keshan de Montfarah^ Daumor^ Thuro^ DarkGenius^ Lysandros^ Belendor^ Rakrak^ Lucas the Benevolent^ Xsavias^ Gryffindor^ hugrt^ Tpikol^ Knight of Calradia^ Dawn^ KoTuk^ Dark Omega^ Helengar CRiganian^ Friar Fish Fryer^ Mountainlights^^- Open Source Projects Contributions -^^ Portions of Silverstag by Windyplains^ Portions of Rigale by Cernunos/Cromcrom^ Portions of TLD OSP by TLD Team^ Portions of 1429 la Guerre de Cent Ans by FantasyWarrior^ Diplomacy 4.3 by Waihti^ Cinematic Compilation by DOMA ^ Native Expansion by soulmata^ Dynamic Troop Trees by Dunde^ Forts by Lumos^ Duel Kit by MartinF^ Female Faces by Corprus^ Modmerger by Sphere^ Battle Mini-map (and more) by Rubik^ Female Faces OSP by Corprus^ Freelancer by Taragoth^ Lor's Horses by Lor Dric^ Expanded Horizons 1.1 by Openshaw^ Utrehd's Castle Pack by Utrehd^ Bridge Battles by Arch3r^ Blood Enhancement Tweak 0.5 by neil v^ Formations AI by Motomaru^ Deathcam by Zephilinox MadVader^^See the full list of credits on the Perisno board on the TaleWorlds forums. ip_Patrons|Patrons ip_Patrons_text|^-(As of v.1.4+ -^^ Silverwind^ Brandon P.^ TurnipFactory^ NCscleeves^ Robotic T.^ Burt McGurt^ Leo V.^ Aurop^ Akume da' Cross^ Sinnbar^ Anput^ Ionut-Daniel P.^ Kallie The Gabe^ Redsimon^ Dark Emperor Z^ Micheal H.^ Argeddion^ MarcusSkatilsa^ Hintil^ Colin C^ Jurayj al-Younes^ Rafael Moura Araujo^ Yiwen Luo^ Hakkira^ Till L.- May 2022- June 2022^ Sheep- March 2021- May 2022^ Nelandros- Jun 2020-Mar 2022^ Nemain- Jan 2022-March 2022^ ErikvonLancaster- Mar 2021- Mar 20202^ EllaVil- March 2021-Feb 2022^^https //www.patreon.com/perisno
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歌詞 動画 アルバム曲目リスト Carpal Tunnel of Love Artist Fall Out Boy Album Infinity On High Year 2007 歌詞 We take sour sips from life's lush lips And we shake, shake, shake the hips in relationships Stomp out this disaster town You'll put your eyes to the sun and say, "I know you're only blinding to keep back what the clouds are hiding." And we might've started singing just a little soon We're throwing stones at a glass moon Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning, whoa-oh We keep the beat with your blistered feet And we bullet the words at the mockingbirds singing Slept through the weekend and dreaming Of sinking with the melody of the cliffs of eternity Got postcards from my former selves saying "How've you been?" We might've said goodbyes just a little soon (Stomp out this disaster town) Robbing lips, kissing banks under this moon Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning, ohh… It was ice cream headaches and sweet avalanche When the pearls in our shells got up to dance You call me a bad tipper of the cradle Tired yawns for fawns on hunter's lawns We're the has-beens of husbands Sharpening the knives of young wives Take two years and call me when you're better Take teardrops of mine, find yourself wetter Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning Whoa oh, we're so miserable and stunning Whoa oh, love songs for the genuinely cunning 動画 ) アルバム 曲目リスト FOLIE A DEUX 1. Disloyal Order Of Water Buffaloes 2. I Don t Care 3. She s My Winona 4. America s Suitehearts 5. Headfirst Slide Into Cooperstown On A Bad Bet 6. The (Shipped) Gold Standard 7. (Coffee s For Closers) 8. What A Catch, Donnie 9. 27 10. Tiffany Blews 11. w.a.m.s. 12. 20 Dollar Nose Bleed 13. West Coast Smoker 14. Beat It 15.Lullabye Infinity on High (Spec) (Dlx) (Dig) 1. Thriller 2. Take Over, The Breaks Over 3. This Ain t a Scene, It s an Arms Race 4. I m Like A Lawyer With The Way I m Always Trying To Get You Off (Me You) 5. Hum Hallelujah 6. Golden 7. Thnks fr th Mmrs 8. Don t You Know Who I Think I Am? 9. (After) Life of the Party 10. Carpal Tunnel of Love 11. Bang the Doldrums 12. Fame Infamy 13. You re Crashing, But You re No Wave 14. I ve Got All This Ringing in My Ears and None on My Fingers From Under the Cork Tree 1. Our Lawyer Made Us Change The Name Of This Song So We Wouldn t Get Sued 2. Of All The Gin Joints In All The World 3. Dance, Dance 4. Sugar, We re Goin Down 5. Nobody Puts Baby In The Corner 6. I ve Got A Dark Alley And A Bad Idea That Says You Should Shut Your Mouth (Summer Song) 7. 7 Minutes In Heaven (Atavan Halen) 8. Sophmore Slump Or Comeback Of The Year 9. Champagne For My Real Friends, Real Pain For My Sham Friends 10. I Slept With Someone In Fall Out Boy And All I Got Was This Stupid Song Written About Me 11. A Little Less Sixteen Candles, A Little More Touch Me 12. Get Busy Living Or Get Busy Dying (Do Your Part To Save The Scene And Stop Going To Shows) 13. XO 14.The Music Or The Misery My Heart Will Always Be The B-side To My Tongue 1. Nobody Puts Baby In The Corner 2. My Heart Is The Worst Kind Of Weapon 3. It s Not A Side Effect Of The Cocaine. I Am Thinking It Must Be Love 4. Love Will Tear Us Apart 5. Grand Theft Autumn (Where Is Your Boy) 1. Tell That Mick He Just Made My List of Things to do Today 2. Dead On Arrival 3. Grand Theft Autumn (Where Is Your Boy) 4. Saturday 5. Homesick at Space Camp 6. Sending Postcards from a Plane Crash (Wish You Were Here) 7. Chicago is so Two Years Ago 8. The Pros and Cons of Breathing 9. Grenade Jumper 10.Calm Before the Storm 11. Reinventing the Wheel to Run Myself Over 12. The Patron Saint of Liars and Fakes Fall Out Boy's Evening Out with Your Girl 1. Honorable Mention 2. Calm Before the Storm 3. Switchblades and Infidelity 4. Pretty in Punk 5. Growing Up 6. World s Not Waiting (For Five Tired Boys in a Broken Van) 7. Short, Fast, and Loud 8. Moving Pictures 9. Parker Lewis Can t Lose (But I m Gonna Give It My Best Shot) 上へ
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