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https://w.atwiki.jp/tsukune/pages/116.html
Ambient Atmosphere Cloudy Fog Distance Fog Sky Using the Atmosphere Editor The Preview Section The Sky Editor The Sun Editor The Moon Editor The Layer Manager The Layer Editor Haze Layer Editor Fog Layer Editor Cloud Layer Editor Cloud Animation Sliders Rendering Sky Animating Sky Realistic Sky Using the tmosphere Editor Creating a Realistic Sky in No Time Modifying the Atmosphere Adding Some Fog Adding Some Clouds Tips and Tricks To create a nice animation Backgrounds and Backdrops Background Backdrop Bigradient Controls Color Controls Formula Controls HDRI Controls Map Controls Movie Controls Post Render Filters Rendering with an Aura Rendering with Glare Motion Blur Cartoon Rendering Getting started with Toon!
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My life is in your hands(by Kirk Franklin) You don t have to worry And don t you be afraid Joy comes in the morning Troubles they don t last always For there s a friend in Jesus Who will wipe your tears away And if your heart is broken Just lift your hands and say Oh I know that I can make it I know that I can stand No matter what may come my way My life is in your hands With Jesus I can take it With Him I know I can stand No matter what may come my way My life is in your hands So when your tests and trials They seem to get you down And all your friends and loved ones Are nowhere to be found Remember there s a friend in Jesus Who will wipe your tears away And if you heart is broken Just lift your hands and say Oh I know that I can make it I know that I can stand No matter what may come my way My life is in your hands With Jesus I can take it With Him I know I can stand No matter what may come my way My life is in your hands 心配しないで、怖がらなくてもいい 喜びは朝やってきて、心配事はずっと長くは続かない 涙を拭ってくれるジーザスと言う名の友達がいるから もしつらいことがあったら、両手を上げてこういえばいい 私にはできる 乗り越えることができる 何が私を邪魔しようとも、 私はあなたの手に委ねられているから 心配しないで、怖がらなくてもいい 喜びは朝やってきて、心配事はずっと長くは続かない 涙を拭ってくれるジーザスと言う名の友達がいるから もしつらいことがあったら、両手を上げてこういえばいい わたしにはできる 乗り越えることができる 何が私を邪魔しようとも 私はあなたの手に委ねられているから 彼がいるからわたしはできる 彼がいるからわたしはできるとわかる 何がわたしを邪魔しようとも わたしはあなたの手にゆだねられているから 試練や苦難があなたをがっかりさせ 友達や愛するひとがどこにも見つからない時 涙を拭ってくれるジーザスと言う名の友達を思い出そう もしつらいことがあったら、両手を上げてこういえばいい 私にはできる 乗り越えることができる 何が私を邪魔しようとも 私はあなたの手に委ねられているから
https://w.atwiki.jp/warband/pages/536.html
ip_mod_tips|Tips ip_mod_tips_text|1. You can select a character in your party as the commander for battles and control him/her to fight in battles personally. ^^2. In auto-loot menu, you can let characters select equipments automaticly, also you can talk to them to tell them how to upgrade their equipments. ^^3. Companions can also read books, and you can use auto-loot to let them to select and read readable books automaticly. ^^4. You can adjust raining and snowing possibilities in Camp options. Snowing for snowlands and raining for the other lands. ^^5. During auto-sell, items in the inventory of companions which selected as the type for sell and their prices below the auto-sell price limit will be sold to all merchants in towns or the elders in villages automaticly. Specifically foods, trade goods and books will never be sold. ^^6. To quickly move members or upgrade members in party window, hold down the control key while you left click. ^^7. All parties can reinforce their ally like Lord parties and they can join in the battle directly. ^^8. If you enounter stronger enemies and leave some soldiers behind to cover your retreat or after escaping, the movement speed will be twice the normal speed for half an hour (game time), then it will return to normal. ^^9. You can turn on formations in the mod options menu. ^^10. You can order your soldiers to move to a spot by pressing and holding down the F1 key. ^^11. Horses and men move less quickly in rainy weather. ^^12. You can wait on the world map by holding down the space bar. ^^13. You can recruit new men to your party in taverns, villages, castles and towns. ^^14. You can give orders to your party while in battle. ^^15. A party with high morale moves more quickly while travelling on the map. ^^16. Wounded party members will heal faster while resting in taverns. ^^17. To quickly buy and sell items in the inventory window, hold down the control key while you left click. ^^18. You can press the Backspace key during battle to bring up the command interface. ^^19. You will pay half wages to your troops while you are staying in a town or castle. Similarly, you will pay half wages to troops you garrison in a castle. ^^20. You can leave any location instantly by pressing the tab key. ^^21. You can hold down the shift key to zoom-in while aiming at distant enemies. ^^22. You can talk to various lore characters around the world. Some might give you quests, some might just have a bit of story for you. ip_morale|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|Economy ip_economy_text|Towns and villages in the world of A Clash of Kings 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 the known world, 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 Calradia 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_courtship|Courtship ip_courtship_text|Players may wish to marry into one of the 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 the 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 Westeros and Easos 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 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 the society of A Clash of King 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|Politics ip_politics_text|The realms of Westeros and Essos, 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 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_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character may choose to come from a variety of social backgrounds. 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 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 the world, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms 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 do not field standing armies, which remain in the field as long as the ruler desires. Rather, 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 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.^^Sovereignties 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. Rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_sea_travel|Sea Travel ip_sea_travel_text|Many locations in Westeros and Essos are only accesable by sea. To reach an island destination, or to travel from one continent to another, simply click on your desired location, and your character will find the nearest port and depart from there. ip_formations|Formations ip_formations_text|You can turn on formations in the Mod Options menu. To access the Mod Options, click the Camp menu. ip_entrenchment|Camp Entrenchment ip_entrenchment_text| When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^ If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run recieves the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^ In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns in Calradia, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^ When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellant base of operations for sieges or incursions into enemy territory.
https://w.atwiki.jp/cohstatsjp/pages/212.html
Infantry Engineers Contents 1 Engineers Veterancy 2Tactics 3History 4Built/Called In From 4.1 American Headquarters 4.2 Engineers Reinforcement 5Can Construct 5.1 Barracks 5.2 Weapons Support Center 5.3 Supply Yard 5.4 Motor Pool 5.5 Tank Depot 5.6 Barbed Wire 5.7 Sand Bags 5.8 Tank Traps 5.9 Machine Gun Emplacement 5.10 American Observation Post 5.11 Medic Station 5.12 Triage Center 5.13 Mine 5.14 M2 105mm Howitzer 6Squad Abilities 6.1 Repair 6.2 Barbed Wire Cutters 7Squad Upgrades 7.1 Minesweeper 7.2 M2 Flamethrower 8Squad Weapons 8.1 Grease Gun 8.2 M2 Flamethrower Engineers Squad Size 3 Capture Rate 1 Sup Threshold 0.2 Health 165 Sight 35 Pin Threshold 0.6 Cost 140.01 Detection 7/0 Recovery Rate 0.008 Hotkey E Population 3 Time 21 Retreat Modifier 0.5 Target Type infantry Upkeep 9.36 Reinforce Cost 0.5 Critical Type infantry Squad Slots 2 Reinforce Time 1 Engineers Veterancy [Expand][Hide] Accuracy Rec. Accuracy 1.15 0.8 8 Vet-Exp Cooldown Received Suppression Received Damage 0.75 0.75 0.85 16 Vet-Exp Accuracy Damage 1.2 1.5 32 Vet-Exp Tactics Engineers are extremely easy to suppress and should be kept out of heavy combat. Use flamer Engineers in conjunction with Riflemen to weed garrisoned MG42 s out of buildings. Bait the MG with the Riflemen and flank the building with the engineers to roast the HMG squad out. Engineers demolition charges can be used to blow up obstacles, lay traps, or offensively to destroy enemy base buildings. Engineers do a lot of damage Vs Panzer Grenadiers as they have no penalty towards their armor type. However Riflemen have a penalty against Panzer Grenadier armor. History The history of United States Army Corps of Engineers can be traced back to June 16, 1775, when the Continental Congress organized an army with a chief engineer and two assistants. Colonel Richard Gridley became General George Washington s first chief engineer; however, it was not until 1779 that Congress created a separate Corps of Engineers. One of its first tasks was to build fortifications near Boston at Bunker Hill. The first Corps was mostly composed of French subjects, who had been hired by General Washington from the service of Louis XVI. The Corps of Engineers as it is known today came into being on March 16, 1802, when President Thomas Jefferson was authorized to organize and establish a Corps of Engineers ... that the said Corps ... shall be stationed at West Point in the State of New York and shall constitute a Military Academy. The United States Military Academy was under the direction of the Corps of Engineers until 1866. The Corps s authority over river works in the United States began with its fortification of New Orleans after the War of 1812. A Corps of Topographical Engineers, authorized on July 4, 1838, consisted only of officers and was used for mapping and the design and construction of federal civil works such as lighthouses. It included such officers as George Meade. It was merged with the Corps of Engineers in March, 1863. In the mid-1800s, Corps of Engineers officers ran Lighthouse Districts in tandem with US Naval officers. From the beginning, many politicians wanted the Corps to contribute to both military construction and works of a civil nature. Assigned the military construction mission in 1941, the Corps built facilities at home and abroad to support the U.S. Army and Air Force. In the 20th century, the Corps became the lead federal flood control agency and significantly expanded its civil works activities, becoming among other things a major provider of hydroelectric energy and the country’s leading provider of recreation; its role in responding to natural disasters also grew dramatically. In the late 1960s, the Corps became a leading environmental preservation and restoration agency. In World War II, every division contained an Engineer battalion. Transported in trucks or M3 half-tracks, the Engineer Combat platoons were organized into operating squads armed with rifles, one machine-gun squad for defense, and sometimes also included a bulldozer or M4 Sherman with a bulldozer blade. These platoons were assigned out to assist other units in the field, and only fought cohesively as a full company during the Battle of the Bulge when the situation became desperate. Built/Called In From American Headquarters [Expand][Hide] Health 1500 Target Type building Cost 500 Critical Type panel_building Time 90 Hotkey Effects Primary Structure, generates the majority of the Allied Manpower production. Deploys Engineers and Engineer upgrades. ?ESeeStructure American Headquartersfor details. OR Engineers Reinforcement [Expand][Hide] Cost 100 Activation targeted Duration 0 Target tp_position Recharge 40 Hotkey Effects Engineer Reinforcements to continue the fight ?ESeeAbility Engineers Reinforcementfor details. Can Construct Barracks [Expand][Hide] Health 500 Target Type building Cost 16015 Critical Type building Time 70 Hotkey B Effects Deploy Riflemen Squads and Jeeps from the Barracks. Also contains upgrades for the Riflemen. ?ESeeStructure Barracksfor details. Weapons Support Center [Expand][Hide] Health 500 Target Type building Cost 18015 Critical Type building Time 70 Hotkey W Effects Secondary Troop Production Structure. Deploys Heavy Machine Gun teams, Mortar Teams and Snipers. ?ESeeStructure Weapons Support Centerfor details. Supply Yard [Expand][Hide] Health 420 Target Type building Cost 10050 Critical Type building Time 120 Hotkey S Effects Logistic Support. Reduces unit Upkeep and Support costs. ?ESeeStructure Supply Yardfor details. Motor Pool [Expand][Hide] Health 635 Target Type building Cost 24045 Critical Type building Time 112.5 Hotkey M Effects Primary Vehicle Production Structure. Deploys M8 Armored Cars, Halftracks and 57mm Anti Tank guns. ?ESeeStructure Motor Poolfor details. Tank Depot [Expand][Hide] Health 775 Target Type building Cost 35090 Critical Type building Time 165 Hotkey T Effects Primary Tank Production Structure. Deploys M10 s, M4 Shermans as well as Sherman Crocodiles. Also contains upgrades for the M4 Sherman. ?ESeeStructure Tank Depotfor details. Barbed Wire [Expand][Hide] Health 110 Target Type defenses Cost Critical Type defenses Time 5 Hotkey W Effects Barbed Wire fences stop Enemy Troops from entering your Territory. ?ESeeStructure Barbed Wirefor details. Sand Bags [Expand][Hide] Health 220 Target Type defenses Cost Critical Type defenses Time 12 Hotkey S Effects Sand bags provide Troops with cover. ?ESeeStructure Sand Bagsfor details. Tank Traps [Expand][Hide] Health 750 Target Type defenses Cost Critical Type defenses Time 30 Hotkey T Effects Tank Traps are used to stop Enemy armor from penetrating friendly Territory. ?ESeeStructure Tank Trapsfor details. Machine Gun Emplacement [Expand][Hide] Health 500 Target Type building_checkpoint Cost 24010 Critical Type light_building Time 90 Hotkey E Effects Machine Gun Emplacements are excellent at suppressing Enemy Troops. ?ESeeStructure Machine Gun Emplacementfor details. American Observation Post [Expand][Hide] Health 420 Target Type building Cost 200 Critical Type light_building Time 50 Hotkey P Effects Secure Sectors, which increases Resource production of that Sector and prevents enemy units from capturing that Sector. ?ESeeStructure American Observation Postfor details. Medic Station [Expand][Hide] Health 420 Target Type building_checkpoint Cost 150 Critical Type light_building Time 50 Hotkey N Effects Houses Medics whose sole purpose is to return Casualties back to the Station. ?ESeeStructure Medic Stationfor details. Triage Center [Expand][Hide] Health 420 Target Type building Cost 20020 Critical Type building Time 55 Hotkey C Effects Triage Centers heals any nearby Soldiers. ?ESeeStructure Triage Centerfor details. Mine [Expand][Hide] Weapon Mine SeeWeapon Minefor details. M2 105mm Howitzer [Expand][Hide] Health 250 Population 11 Cost 45075 Target Type 105mm_howitzer Time 60 Hotkey H Effects The M2 105mm Howitzer provides long range indirect fire support ?ESeeVehicle M2 105mm Howitzerfor details. Squad Abilities Repair [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects Repair a Structure or Vehicle for a nominal Resource cost. ?ESeeAbility Repairfor details. Barbed Wire Cutters [Expand][Hide] Cost Activation targeted Duration _ Target tp_any Recharge 0 Hotkey C Effects Wire Cutters are used to cut through Barbed Wire fences. ?ESeeAbility Barbed Wire Cuttersfor details. Squad Upgrades Minesweeper [Expand][Hide] Cost 35 Time 20 Hotkey M Effects Equip Engineers with the SCR-625 Mine detector to clear mines. ?ESeeUpgrade Minesweeperfor details. M2 Flamethrower [Expand][Hide] Cost 50 Time 20 Hotkey F Effects Equip Engineers with the M2 Flamethrower. ?ESeeUpgrade M2 Flamethrowerfor details. Squad Weapons Grease Gun [Expand][Hide] Weapon Grease Gun SeeWeapon Grease Gunfor details. M2 Flamethrower [Expand][Hide] Weapon M2 Flamethrower SeeWeapon M2 Flamethrowerfor details. Retrieved from http //coh-stats.com/Infantry Engineers
https://w.atwiki.jp/swgstring/pages/97.html
タグ 翻訳待ち 185 critical_hit_1 %DI (Trivial Hit) 180 critical_hit_2 %DI (Critical Hit) 181 critical_hit_3 %DI (Heat Critical) 182 critical_hit_4 %DI (Cold Critical) 183 critical_hit_5 %DI (Acid Critical) 184 critical_hit_6 %DI (Electric Critical) 179 devastation + Devastation + 186 glancing_blow Glancing Blow 178 proc +Proc+ 193 smuggler_medic_goodbye_1 The trauma seems light, %TU, so I ll be seeing you! 194 smuggler_medic_goodbye_2 My bedside manner has never been at its finest, %TU! 195 smuggler_medic_goodbye_3 I m a doctor, not a commando, %TU! 196 smuggler_medic_goodbye_4 *Beep Beep* Oh! My comlink! A medic s job is never done, %TU! 197 smuggler_medic_goodbye_5 I m a doctor, not a performer, %TU! 199 smuggler_medic_goodbye_6 Make sure you take plenty of fluids the next time, %TU! 188 smuggler_medic_greeting_1 I ve got a medkit, %TU! Help is here! 189 smuggler_medic_greeting_2 My patients need me, %TU! Let s make this quick! 190 smuggler_medic_greeting_3 What seems to be the problem, %TU? 191 smuggler_medic_greeting_4 My stims are up to the challenge, %TU! 192 smuggler_medic_greeting_5 I hate house calls, %TU. This is one favor I won t forget. 198 smuggler_medic_greeting_6 Your insurance better cover this, %TU! 187 smuggler_medic_name a medic
https://w.atwiki.jp/vocaloidenglishlyric/pages/694.html
【Tags Miku Yabuinu tS S】 Original Music title スタートライン English music title Start Line Romaji music title Sutaato Rain Music Lyrics written, Voice edited by ヤブイヌ (Yabuinu) Music arranged by ヤブイヌ (Yabuinu) Singer(s) 初音ミク (Hatsune Miku) Click here for the original Japanese Lyrics English Lyrics (translated by vgboy / vgperson): Those forced out of the system, All those fallen out of the loop... Let s hear your roar!! ...Er, what s that? I suppose that would be the howling of underdogs? No money No time Can t find a job Can t pass exams Can t get married... Poor, poor me! All the fault of the recession, eh? Things won t go how I like them to, And I don t have the courage to fight about it, Nor any connections to get through the back... So hey, what am I to do?! Is it my fault I m bad? Yeah, I suppose it must be, huh? I mean, it s gotta be all me! It s always all my fault, isn t it?! Why is it, or so it always seems, They re always two steps ahead of me? Effort? Talent? Or is it all luck? Well, nuts! \(^o^)/ I lack all of that! Let s say my lack of ability is all in the genetics I ll even cross the starting line; Did you just put it there for aesthetics? No confidence No skills No hobbies No topics No friends... Wait wait, really? It must be talent that got me this far! My dreams as a kid were laughably overblown, And they fell a little out of reach... So hey, what am I to do?! It s all THEIR fault I m bad! Heck, this whole town is at fault! On top of that, this era, too! And while we re at it, screw the weather! Ever since we were born, we ve all been at different starting lines Ah, pointless, this is impossible! I give up! Stop iiit! Talk about brutal! I only need a teensy bit to catch up; In finances, In culture, In guts, In sense, In motivation... Plus if my parents were celebrities, My life would be rose-colored sunshine, no doubt... Oh, such a shame! Doesn t everyone think so? Really, don t you think so? I m just living as I really am; Stop trying to be such honor students! Since before I crossed the starting line, I ve lamented the distance to the goal... Argh, somebody switch on my motivation! Shove me from the back... Is it my fault I m bad? Yeah, I suppose it must be, huh? I mean, it s gotta be all me! It s always all my fault, isn t it?! Why is it, or so it always seems, Even though they come from behind, they re ahead? Effort? Talent? Or is it all luck? Well, nuts! \(^o^)/ I lack all of that! Romaji lyrics (transliterated by vgboy / vgperson): Soshiki kara hajikidasareta Ochikoboreta katagata no Otakebi!! ...tte nani sore? Tsumari makeinu no tooboe tte imi desu ka? Okane nai Jikan nai Shuushoku dekinai Shiken ukaranai Kekkon dekinai Kawaisou ni! Subete wa fukyou no sei desu ne ☆ Omoidoori ni ikanai kara Kenka suru yuuki mo nai kara Uraguchi kara ireru kone mo nai kara Saa dou shimasho! Warui no wa boku no sei nano? Maa kitto boku no sei da yo ne Douse boku no sei da yo ne! Itsumo boku no sei da yo ne?! Doushite aitsu wa itsumo Boku yori nippo gurai saki ni itterunda? Doryoku? Sainou? Sore tomo un? Dame daa \(^o^)/ Zenbu tarinai Jitsuryoku no nasa o idenshi toka no sei ni shite Sutaato rain sura koeraenai Sore wa anata no bigaku desu ka? Jishin nai Kiyou janai Shumi mo nai Wadai mo nai Tomodachi mo inai Mate mate hontou ni? Koko made ittara sainou ne ☆ Kodomo no koro mita yume wa waraeru kurai ookisugite Totemo janai kedo todokanai yo Saa dou shimasho! Warui no wa aitsu no sei nano! Sore kara kono machi no sei da! Mou hitotsu jidai no sei da! Tsuide ni tenki no sei da! Umareta toki kara kitto sutaato rain ga chigaunda Aa muri da ne kore wa muri da ne akirameyou Yametee nanka mijime da yo Boku ni ato hon no sukoshi dake Keizairyoku ga atte Kyouyou ga atte Dokyou ga atte Sensu ga atte Yaru ki ga atte Sara ni oya ga yuumeijin dattara Jinsei bara-iro datta ni chigainai... Tottemo oshii na! Minna mo sou omou daro? Hontou wa sou omou daro? Honne de ikiteru dake sa Yuutousei buru no wa yame na yo Sutaato rain koeru mae kara gooru no toosa o nagekunda Aa dareka boku no yaru ki suicchi o oshite kure! Senaka o oshite... Warui no wa boku no sei nano? Maa kitto boku no sei da yo ne Douse boku no sei da yo ne! Itsumo boku no sei da yo ne?! Doushite aitsu wa boku yori Ato kara kita kuse ni saki ni itterunda? Doryoku? Sainou? Sore tomo un? Dame daa \(^o^)/ Zenbu tarinai
https://w.atwiki.jp/warband/pages/247.html
ip_reference_buildings|Reference Buildings ip_reference_buildings_text|Blacksmith^ Can build in All. Base cost 5000.^ Steward skills Tactics 2, Trade 3.^A blacksmith increases income by 5 and the prosperity by 5%.^^Building Inspectors^ Can build in Town. Base cost 7000.^ Steward skills Tactics 2, Spotting 2.^Building Inspectors increase base income by 2, prosperity by 3% and relations by 1.^^Cathedral^ Can build in Town. Base cost 20000.^ Steward skills Engineer 5, Leadership 5, Persuasion 6.^A Cathedral increases income by 20, prosperity by 20% and relations by 10.^^Chapel^ Can build in Castle, Town. Base cost 1000.^ Steward skills Persuasion 3, Leadership 3.^A Chapel increases income by 5.^^Church^ Can build in All. Base cost 7000.^ Steward skills Persuasion 5, Engineer 3, Leadership 5.^A Church increases income by 5, prosperity by 10% and relations by 5. It will also attract pious nobles to your cause.^^Civic Patrols^ Can build in Town. Base cost 800.^ Steward skills Spotting 2, Tracking 2, Tactics 1.^Civic Patrols increase base income by 1%, prosperity by 2% and relations by 5.^^Court System^ Can build in Town. Base cost 8000.^ Steward skills Prisoner Management 2, Tactics 4, Persuasion 5.^A court system increases income by 5, prosperity by 10% and relations by 5.^^Crop Rotation^ Can build in Village. Base cost 5000.^ Steward skills Inventory 4, Tactics 3.^Crop Rotation increases income by 20 and prosperity by 5%.^^Fire Brigade^ Can build in All. Base cost 3000.^ Steward skills Pathfinding 2, Spotting 2.^A Fire Brigade increases prosperity by 5% and relations by 3.^^Fish Pond^ Can build in Village. Base cost 6000.^ Steward skills Engineer 1, Spotting 2.^A fish pond increases base income by 10 and village prosperity by 10%.^^Foresters^ Can build in Village. Base cost 3000.^ Steward skills Tracking 4, Pathfinding 3.^Foresters organize the gathering of resources and lumber that increase income by 5 and prosperity by 5%.^^Herbalist^ Can build in Village. Base cost 5000.^ Steward skills First Aid 3, Wound Treatment 3.^An herbalist helps the health of your community, increasing the prosperity by 10% and relations by 5.^^Hospital^ Can build in Town. Base cost 10000.^ Steward skills Tactics 3, Surgery 5, Persuasion 3.^A hospital increases income by 5, prosperity by 10% and relations by 5.^^Hunting Lodge^ Can build in Village. Base cost 3000.^ Steward skills Tracking 3, Pathfinding 3.^A Hunting Lodge sends out hunting parties that increase income by 5 and prosperity by 10%.^^Improved Roads^ Can build in All. Base cost 10000.^ Steward skills Engineer 3, Pathfinding 4.^Improved roads increase base income by 5, prosperity by 20%, and relations by 2.^^Lamplighters^ Can build in Town. Base cost 1000.^ Steward skills Pathfinding 2.^Lamplighters increase prosperity by 2% and relations by 2.^^Manor^ Can build in Village. Base cost 8000.^ Steward skills Engineer 2.^A manor lets you rest at the village, increases prosperity by 10% and increases base income by 10.^^Market^ Can build in Village, Castle. Base cost 10000.^ Steward skills Persuasion 2, Trade 5, Looting 2.^A market increases base income by 50 and prosperity by 50%.^^Messenger Post^ Can build in All. Base cost 4000.^ Steward skills Engineer 2, Pathfinding 2.^A messenger post lets the inhabitants send you a message whenever enemies are nearby, even if you are far away. It also improves relations by 5.^^Mine^ Can build in All. Base cost 3000.^ Steward skills Engineer 4, Tactics 3, Trade 4.^A mine creates direct income based upon the mineral value found during prospecting and increases prosperity by 5%.^^Monastery^ Can build in All. Base cost 5000.^ Steward skills Persuasion 4, Trainer 4.^A Monastery increases income by 5, prosperity by 5% and relations by 5.^^Organized Guilds^ Can build in Town. Base cost 15000.^ Steward skills Trade 5, Tactics 5, Persuasion 5.^Organized Guilds increase base income by 50 and prosperity by 25%.^^Prison Tower^ Can build in Castle, Town. Base cost 7000.^ Steward skills Engineer 2, Prisoner Management 2.^A prison tower reduces the chance of held captives successfully escaping.^^Prospecting (special)^ Can build in All. Base cost 1000.^ Steward skills Engineer 1, Spotting 1.^Hires and sends out a group of prospectors to find minerals and stone around the location.^^Renderers^ Can build in Village. Base cost 7000.^ Steward skills Inventory 2.^Renderers increase direct income by 4 and prosperity by 4%.^^Sanitation Standards^ Can build in All. Base cost 3000.^ Steward skills Tactics 3, Engineer 2, Spotting 2.^Sanitation Standards increase base income by 2, prosperity by 2% and relations by 5.^^School^ Can build in Village. Base cost 9000.^ Steward skills Trainer 2.^A school increases the loyalty of the villagers to you by +1 every week.^^Sheriff^ Can build in Village. Base cost 5000.^ Steward skills Trainer 3, Tracking 2, Tactics 3.^This keeper of order and the law improves prosperity by 10%, relations by 5, influences bandit spawns in the area and sends out militia patrols.^^Shrine^ Can build in All. Base cost 3000.^ Steward skills Persuasion 3, Wound Treatment 3.^A shrine increases the prosperity of the location by 5% and relations by 5. It will also attract pious nobles to your cause.^^Skilled Craftsmen^ Can build in All. Base cost 6000.^ Steward skills Persuasion 2, Tactics 3, Trade 4.^Skilled Craftsmen increases village prosperity by 20% and increases base income by 100. They also allow for independent weekly building repairs.^^Street Sweepers^ Can build in Town. Base cost 2000.^ Steward skills Tracking 2.^Street sweepers increase prosperity by 3% and relations by 3.^^Tax collector office^ Can build in All. Base cost 2000.^ Steward skills Looting 3.^A Tax collector office increases base income at a location by 10, lowers prosperity by 10% and lowers relations by 2.^^Thieves Guild^ Can build in Town. Base cost 10000.^ Steward skills Looting 5, Tactics 5, Persuasion 2.^The Thieves Guild brings the Red Brotherhood into your town, increasing direct income by 20 and prosperity by 15%. It also reduces town relations by 10.^^Town Crier^ Can build in Town. Base cost 500.^ Steward skills Spotting 2.^The Town Crier increases base income by 1, prosperity by 2% and relations by 1.^^Training Grounds^ Can build in Castle, Town. Base cost 8000.^ Steward skills Trainer 4, Weapon Mastery 5.^Training grounds increase the direct income of a location by 3, allows additional training of garrison troops and hiring noble recruits.^^University^ Can build in Town. Base cost 10000.^ Steward skills Engineer 4, Trainer 5, Persuasion 4.^A University increases income by 10, prosperity by 10% and relations by 5.^^Warehouse^ Can build in Town. Base cost 3000.^ Steward skills Inventory 4, Trade 2.^A warehouse increases income by 5 and prosperity by 5%.^^Watch Tower^ Can build in Village. Base cost 5000.^ Steward skills Engineer 1, Spotting 2.^A watch tower lets the villagers raise the alarm earlier. The time it takes for enemies to loot the village increases by 25%. It also improves relations by 5.^^Well Cleaners^ Can build in Town. Base cost 2500.^ Steward skills Spotting 2.^Well Cleaners increase income by 2, prosperity by 2% and relations by 2.^^Winery^ Can build in Village, Castle. Base cost 8000.^ Steward skills Persuasion 3, First Aid 2, Tactics 4.^A Winery increases base income by 50, prosperity by 10% and relations by 3.^^ ip_reference_orders|Reference Knighthood Orders ip_reference_orders_text|Order of the Dragon^ Conditions Player embraces the Ravenstern Culture or in Rane, Honor 15, 25000 denars^ Existing chapter Rane^ Possible chapter Ravenstern^ Trains Knights of the Dragon from Ravenstern Knights.^^Order of the Lion^ Conditions Player embraces the Sarleon Culture or in Sarleon, Honor 10, 30000 denars^ Existing chapter Sarleon^ Possible chapter Marleons^ Trains Knights of the Lion from Sarleon Knights.^^Immortals^ Conditions Player embraces the Empire Culture or in Janos, Honor 10, 25000 denars^ Existing chapter Janos^ Possible chapter Ethos^ Trains Empire Immortals from Empire Knights.^^Windriders^ Conditions Player embraces the D'Shar Culture or in Torbah, Honor 10, 25000 denars^ Existing chapter Torbah^ Possible chapter Nal Tar^ Trains D'Shar Windriders from D'Shar Noble Cavalry.^^Lady Valkyrie^ Conditions Player embraces the Fierdsvain Culture or in Javiksholm, Honor 10, 30000 denars^ Existing chapter Javiksholm^ Trains Lady Valkyries from Fierdsvain Hersirs.^^Order of the Griffon^ Conditions Sir Darlion of Pendor in party or your character received letter from father or a Qualis Gem if player embraces the Old Pendor Culture, Honor 20, 25000 denars^ Trains Knights of the Griffon from Pendor Knights.^^Order of the Falcon^ Conditions Madame Ursula or Sir Rayne in party, Honor 15, 25000 denars^ Possible chapter Falcondark Castle^ Trains Knights of the Falcon from Maiden Adventures.^^Order of the Raven Spear^ Conditions Player owns Poinsbruk, Honor 5, 25000 denars^ Existing chapter Poinsbruk^ Possible chapter Avendor^ Trains Knights of the Raven Spear from Ravenstern Knights.^^Order of the Radiant Cross^ Conditions Player owns Ethos, Honor 20, 25000 denars^ Trains Knights of the Radiant Cross from Pendor Knights.^^Order of the Clarion Call^ Conditions Player embraces the Sarleon Culture or owns Laria, Honor 10, 25000 denars^ Existing chapter Laria^ Trains Rangers of the Clarion Call from Sarleon Knights.^^Order of the Dawn^ Conditions Player owns Valonbray, Honor 20, 25000 denars^ Existing chapter Valonbray^ Trains Knights of the Dawn from Pendor Knights.^^Order of the Ebony Gauntlet^ Conditions A Qualis Gem, Honor 5, 20000 denars^ Possible chapter Avendor^ Trains Knights of the Ebony Gauntlet from Pendor Foot Knights.^^Order of the Shadow Legion^ Conditions A Qualis Gem, Honor 10, 20000 denars^ Existing chapter Cez^ Trains Shadow Legion Centurions from Empire Knights.^^Order of the Silvermist Rangers^ Conditions A Qualis Gem, Honor 20, 20000 denars^ Possible chapter Senderfall^ Trains Silvermist Rangers from Pendor Black Archers.^^Order of Eventide^ Conditions Sir Alistair in party, Honor -20 or less, 30000 denars^ Existing chapter Singal^ Trains Knights of Eventide from Pendor Knights.^^Order of the Phoenix^ Conditions A Qualis Gem, Honor 15, 20000 denars^ Existing chapter Calendain Castle or Maras Castle or Almerra Castle^ Trains Knights of the Phoenix from Empire Knights.^^Order of the Shadow Wolves^ Conditions A Qualis Gem, Honor 10, 20000 denars^ Existing chapter Walven Castle or Savador Castle or Oregar Castle^ Trains Shadow Wolves from Empire Knights.^^Order of the Scorpion Assassins^ Conditions A Qualis Gem, Honor 5, 20000 denars^ Existing chapter Ishkoman^ Trains Scorpion Assassins from D'Shar Noble Cavalry.^^Order of the Kraken Riddari^ Conditions A Qualis Gem, Honor 15, 20000 denars^ Existing chapter Windholm^ Trains Kraken Riddarar from Fierdsvain Hersirs.^^Your Unique Knighthood Order^ Conditions A Qualis Gem, Honor 30, 20000 denars^ Trains Order Knights from Knights of your culture.^^ ip_morale|Warband 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|Warband Economy ip_economy_text|Towns and villages in Pendor 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 Pendor, 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 Pendor 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_courtship|Warband Courtship ip_courtship_text|Players may wish to marry into one of Pendor'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 Pendorian 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 Pendor 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 Pendorian 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 Pendorian 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|Warband Politics ip_politics_text|The realms of Pendor, 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 Pendor 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_character_backgrounds|Warband Character Backgrounds ip_character_backgrounds_text|A player character in Pendor may choose to come from a variety of social backgrounds. 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 Pendor are traditionally dominated by male aristocrats. A noble player character may find that he is invited into this 'old boys' club' fairly quickly, but commoners may face a few extra hurdles on the way. If you choose to start the game as a noble, you can think of it as the 'easy' setting. Starting as a commoner is somewhat more difficult^^However, women have some starting advantages. 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 Pendor, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Warband Military Campaigns ip_military_campaigns_text|When kingdoms in Pendor 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 Pendor do not field standing armies, which remain in the field as long as the ruler desires. Rather, Pendorian 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 Pendor 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. Pendor's rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_pendor_history|Pendor The History ip_pendor_history_text|Almost a Millennium ago^^The war of the Titans laid the foundation for the ascension of Man. A terrible war, between ancient elder races left the world stripped of magic, and those magnificent mythical people, once so powerful, were now only the stuff of folklore and legends. Only the reclusive Noldor, remain from those times, and their once great cities are all destroyed save perhaps one.^^Three hundred fifty four years ago - the Founding of Pendor.^^It is the time of Man. The story centers on the fertile lands of Pendor and the struggles of the peoples, their leaders and their destiny. Several hundred years ago, a single Kingdom was forged by sword and fire. A peace was maintained and prosperity came to the kingdom and it flourished. Five generations of Pendorian Kings sat on the Silver Throne in Sarleon and for nearly two hundred years they guided the destiny of their land and its subjects.^^From the Founding of Pendor - the year is 198^^The downfall of the Kingdom was as swift as it was vile. A single month, thirty days, and the empire was in tatters. The irony was it was not by the sword in battle, nor by some dark magic that caused the deaths of the King and his family. But by an unseen killer, a disease, the red plague that ravaged the land and cut down the peoples of the Kingdom, great and small, like an assassin in the night.^The royal family had perished, and there was no King to rule the land. Then came the invasions that seemed to shatter the once proud kingdom into slivers and the glory that was once the Kingdom of Pendor, was now itself the stuff of legend.^With the death of the King and his heirs, there was chaos. Multiple lords laid claim to the throne and nearly every noble of the land began squabbling over succession.^^From the Founding of Pendor - the year is 199^^The carefully laid agreements, truces and alliances with neighboring powers became suspect. In the North, the mountain tribesmen began raiding the heartlands of Pendor. Embolden by their success and the lack of response from the Knights of the Realm, they struck even deeper and soon this led to the siege to Rane. The Earl of Rane sought help from the nobles of the land, but the schemes of the powerful found reasons not to come to his aid. Many Northern Lords, banded together and formed a small army that marched to defend the city from the onslaught of the northern Mystmountain warriors.. The battle was bloody and fierce, and in the end, the siege was lifted, and the barbarian tribesmen and their shaman leaders, routed back to their mountain homes. The Northern Lords, who fought so valiantly that day, decided to establish a knighthood order, the Order of the Dragon, comprised of the valiant warriors who defended the city. News of this new order was not well received by other knighthood orders or by the nobility to the South. They demanded that the Order of the Dragon be disbanded which in the minds of the proud warriors of the North, was an unforgivable insult to their valor. The scorn of other established knighthood and the lack of support to route the invaders from Rane prompted the Northern Lords to break ties with the southern lords and declared themselves an independent Kingdom The Kingdom of Ravenstern.^Reeling from the succession of the Northern cities and lords, the remaining Pendorian nobility were not prepared to meet the next challenge that followed within a few short years.^^From the Founding of Pendor - the year is 202^^From the South, over the southern sea, the great Baccus empire launched an invasion fleet and landed a powerful army on the shores of Pendor led by the war hardened General Oasar. He drove inland conquering cities and castles, and seemed unstoppable. Ironically, within a few short months of campaigning, the general received by messenger that the great Baccus Empire itself was in civil war and that the Emperor had been assassinated. After receiving this shocking news, Oasar established himself, with the support of several Pendor Lords, as Overlord of Janos and officially broke away from what was left of the Baccus Empire. The great Baccus Empire convoluted and fragmented into dozens of principalities, city-states and kingdoms. The greatest and most powerful is the under the dominion of the priesthood of the serpent a powerful and seemingly mystical religion of warrior priests who worship the unnamed goddess of darkness who manifests herself in the form of a snake.^For the once great kingdom of Pendor, that meant that a large portion of its Southern lands, cities and nobility were now either dead or sworn to service under this upstart general who calls himself Overlord.^^From the Founding of Pendor - the year is 204^^After the establishment of the Northern Kingdom of Ravenstern and the invasion of Oasar, the powerful Lord Alfred, Duke of Sarleon, consolidated the remaining lords of Pendor and declared himself King of Sarleon. For ten years a measure of peace was maintained.^^From the Founding of Pendor - the year is 213^^To the far north, across the seas lived the hearty warriors of the Vanskerry. Segmented into Jarldoms, they were raiders and traders. With the Baccus Empire gone, many of the Vanskerry mercenaries in their employ were free to return home to the frosty shores of their fathers. A wise man's musings in the reaches of Vanskerry goes 'Death is found in the blade of your enemy and trouble when a warrior has nothing to do.' When word came to the North of the troubles of Pendor, it was greeted with a call to arms and promises of plunder and women. Soon, raiding ships found the shores of Pendor a ripe land full of gold and wealth. Their well-armed and hearty warriors began raiding the towns and villages along the coast and met very little resistance. The Knights of the Lion and Lords of Sarleon responded by patrolling the coastal shores. Yet, still the crafty Vanskerry raiders managed to sack village after village. With so little ability to defend themselves, the merchant lords of the Pendorian coastal provinces sent delegations to the Jarldoms to seek alliances and protection. At first they were rejected, but in time as offers included titles and lands many Jarls and their huscarls began to listen. The lands of Vanskerry are rugged and cold, compared with the lush and rich pastures of Pendor. The lure of good weather, and the chance to become a Lord of a castle, or even a well-located mayor of a village, appealed to many of the Jarls. Soon, many Vanskerry households left the shores of their fathers and sought fortune and prosperity along the coast of Pendor. Some entered into the service of the Pendorian lords, others married into the noble families. This changed many things in the Kingdom, as the warrior culture and attitudes of Vanskerry were brought into the noble houses of the coastal lords. Within a generation the culture gap was so great that the coastal nobles broke away from the King of Sarleon and formed a rough alliance of city-states called collectively the Fierdsvain.^^From the Founding of Pendor - the year is 204 to 245^^The story continues about detailed intrigues, war and heroic actions as well as the great villains of the land. There were stories of the Jatu tribesmen and their flight from the Empire and General Oasar, becoming nomads in the Eastern prairies of Pendor. There are the detailed accounts of the Order of the Lion, a knighthood order of Pendor, and their history and their betrayal by one of their own which had the order declared outlaw for years until their redemption under the current King of Sarleon. Chapters were dedicated to the D'Shar, a nomadic peoples who are evolving into a military and economic force only to find that their own worst enemy is themselves. Just as fascinating was the references to the encounters with the ancient Noldor and their powerful weapons and enchantments that changed the life of more than one adventurer. I was especially drawn to the story of Madigan, a wandering mystic who prophesized the coming of a hero who would unite the lords of the Pendor and reunite the old kingdom. His saga touched me as a hero himself, trying to speak the truth and being condemned to death for his beliefs. ip_pendor_present|Pendor The Present ip_pendor_present_text|From the Founding of Pendor - the year is 354 - The Prophesy has awakened.^^The North - Ravenstern and the Mystmountain Barbarians^^To the North, the Kingdom of Ravenstern sits on the southern slopes of the impassible Cloudmist Mountains. They are a hearty, proud peoples having adapted to the harsh Northern climate. The ruler of Ravenstern is King Gregory IV, the great grandson of King Gregory I, who led the final charge that drove the shaman of the northern barbarians back into their homes in the Cloudmist Mountains. Every since that battle, Ravenstern has been tested by constant raids and sorties from these bloodthirsty clansmen. The Lords of Ravenstern are fearsome warriors, yet they are quite proud and very individualistic. There is a strong underlying culture of competition among these peoples that makes them outstanding individual warriors, though in groups they tend to be undisciplined. The Knights of the Order of the Dragon, the cream of the Ravenstern nobility, are to be feared in combat. Like most of the other Knighthood Orders in the realm, these Knights do not swear allegiance to any noble, but rather travel with the Lords of the realm when it suits them.^^The West - The Fierdsvain and the raiders of Vanskerry^^Along the coast to the West is Fierdsvain, where some of the Jarls of Vanskerry have intermingled and intermarried with the old Kingdom to form a unique warrior culture. Most of the former mercenary Jarls of Vanskerry who went to war on behalf of the Emperor of the Baccus Empire had difficulty in returning to the cold barren shores of the North. When the emissaries from the coastal lords of Pendor arrived, many jumped at the chance to establish themselves in better climates. However, there were many in Vanskerry who looked upon these mercenary Jarls as turncoats to the code of the North and have sworn to make it a point to plunder the lands held by these traitors. Regardless, infused with new blood, strong warriors and an appetite for both battle and trade, the Fierdsvain have flourished and have become as powerful as Sarleon itself.^^The ashes of Pendor - The Kingdom of Sarleon^^The Kingdom of Sarleon dominates the center of the game map. The current King, Ulric of Sarleon, is the descendent of King Alfred I, former Duke Alfred of Sarleon. Once King Alfred established the Kingdom of Sarleon, most of the Knighthood orders charged with defending Pendor were outlawed. The most famous of the outlawed orders was the Order of the Griffon the guardians of the royal line of Pendor. Today only one order, the Order of the Lion still exists in Sarleon. This noble order backed Alfred's claim to rule. The Order of the Lion since that time has had a murky past, and for a score of years they also were outlawed. Today they have been vindicated and are now in the good graces of King Ulric of Sarleon and are the guardians of the realm.^^The Southern Steppes - The D'Shar Nomads^^The South, along the Shavanir Desert is the Principality of D'Shar made of dozens of separate individual tribes. At the height of the founding of the Kingdom of Pendor several tribes supported the peace and prosperity that the Kings of Pendor offered them for a treaty of peace. The peace turned into an alliance and these tribes began trading with the Northern Kingdoms. The makeshift tents and stalls that they set up in the plains of D'Shar over several generations became small-fortified towns and villages. No longer were they nomadic, but settled down, built homes and planted crops. Their prosperity quickly propelled these tribes into prominence in the D'Shar plains. Yet, those tribes who were staunchly tied to the old ways, remain nomadic and have rejected the 'city dwellers' completely. Recently they have reverted to raiding the many caravans coming into and out of these towns. This has caused a great deal of tension between the cities and the tribal nomads closer to the great desert.^^The Southeast - The Empire and the Snake Cult^^The remnants in and on Pendor of the Great Baccus Empire are now called just 'The Empire'. However, some portion of the old Baccus Republic (Pre-Empire by several hundred years) must have had profound influence on General Oasar, as he decreed that a democratic council of Lords selects each new 'Overlord' when either the existing ruler dies or reaches the age of sixty. The strong military of the Empire could have long ago swept Northwards into the Pendor heartland and conquered the interior towns, but for the ties that the Empire has from their homeland across the Southern Sea, which have plagued them to no end. The Serpent Cult has been a constant threat, both politically and empirically to the Empire as they almost successfully corrupted the Empire ruling class from within. It did not help that the many civilians and nobles were until recently openly in support of the path of the Serpent. All this has changed. The current Emperor, Marius I, has been successful in banning the Priests and temples from the cities of the Empire. This diplomatic feat has resulted in more of an all out war between the priesthood and the Empire and battles in and around Empire towns and castles are common. The Serpent worshipers in Pendor have gone underground, and receive help from across the Southern Sea where the heart of the Serpent resides. Marius I, has deftly turned the tables on the priesthood and has shown to the peoples of the Empire the depths of their unholy depravity. Escaping the death kiss of a Priestess of the Serpent is strong motivation for the average citizen to help their emperor in this task.^^East - the Jatu tribesmen^^Along the Eastern plains of Pendor are the steppes of the Jatu. The original Jatu lived across the Southern Sea in a land of vast plains. They were a fiercely independent nomadic people, well versed with bow and spear. The Jatu are skillful horsemen and boys at an early age learn how to fight from horseback. After years of conflict, the Baccus Empire brokered an agreement with the leaders the Jatu that in exchange for peace. The Jatu would provide mercenaries to the Empire to conquer other lands. When General Oasar invaded Pendor, his main compliment of cavalry was the Jatu Horse Lords. When word came that the Great Baccus Empire was in tatters and that the Emperor was dead, the War leaders of the Jatu had no way to return to their homeland. Instead, they left the service of Oasar, raided dozens of villages for women folk, and traveled northwards to establish a new homeland for their peoples. A closed society that refuses trade and diplomatic overtures, these warriors will attack anyone in their domain.^^Everywhere - at-large - those with weapons and the will to use them^^Once the Empire's armies began to stand down and call Southern Pendor their own, the more unsavory elements, to which the old Baccus Empire was famous for, began to emerge. The Red Brotherhood is a confederation of secret societies that crossed borders all across Pendor. They are bandits, thieves, slavers, and they deal in unsavory plans and sell whatever they can get their hands on. You will find them at times, helpful, and at times, they will be glad to relieve you of your possessions and perhaps your life. Town Militia and various lords try to wipe them out when found, but rooting them out of the various cities is like trying to kill rat infestation with a stick. You never seem to get them all. Note that the various gangs of Red Brotherhood operate independently of one another.^^While there are many hazards in Pendor to be wary of, perhaps one of the most dangerous are the various Renegade Knights who wander the countryside. These knights are of various origins, some are from outlawed knighthood orders, others are twisted by the wild magic of the items which they carry, and some are just bent on the destruction of any who cross their path. One thing if for certain, they are deadly.^^There are many religions and faiths in the lands of Pendor. Most of them are benevolent, and maintain a doctrine that is the bridge between life and death with a code of conduct that paves the way for a pleasant hereafter. A few of the non-benevolent religions are bent upon destruction and hatred. These followers are termed heretics by the other faiths, and are looked upon as something to be stamped out. Heretics often are believers in human sacrifice, and other dark rituals and are unsavory at best. At worse, they bring the stuff from your worst nightmares to life.^^In your travels you will find adventurer companies. These groups of adventurers are from varied backgrounds and have many different goals. Some are on missions for various lords, some are bounty hunters, and still others are explorers of the ancient cities destroyed long ago. If they happen to take an interest in you, be prepared for anything as it is these self-styled heroes that turn up in the most improbable places, with the most unreal equipment and do the impossible. ^^To the far East, the Noldor.^^The last known remaining trace of the elder races are the Noldor. The war of the Titans was horrific, and the once graceful cities of these folks have long since been destroyed. Only this one place, hidden from outsiders, remains of their civilization. The Noldor were once wondrous workers of magic, but one of the results of the great conflict was that they were no longer able to invoke the cantrips and spells that were so central to their lives. Still, some of their lesser enchantments are still working as evidenced by their almost supernatural abilities on the battlefield. None who cross the paths of the Noldor near their home, come away unscathed. ip_pendor_orders|Pendor The Knighthood Orders ip_pendor_orders_text|History of the Pendorian Knighthood orders as researched and scribed by Hubris deAelswid of Sarleon, Scholar of the third order and keeper of the Seal of Sarleon.^^The founding of Pendor was accomplished by a figure of legendary renown Cavalas of Valonbray, the son of a renowned knight who, depending on which historian you reference, either 8th or 12th in line to the throne of Valonbray. Regardless, through exploit and adventure Cavalas brought together the various noble lords and founded the Kingdom of Pendor and established the Silver Throne in Sarleon.^^It is generally regarded as fact that King Cavalas, in his adventuring days formed the Order of the Griffin, which is considered the first Knighthood order of the Pendorian Kindgom.^^Soon after his coronation, Cavalas drafted the Validus Charta, and it was signed by the various noble lords of the realm and through this document established the binding charter and legal grounds for the existence of a body of knights to form an organized order that had recognized coat of arms. It is generally argued that this was a condition by some Lords to support King Cavalas in the establishment of Pendor. This claim cannot be verified as no documents are known to exist that substantiate this theory.^^Regardless, within several years a plethora of knighthood orders sprung up in Sarleon and other cities and castles. Few of course lasted more than the lifetime of the founder, and this document shall confine its scope only to those orders that have survived in some form, to this day, the 12th of April, 354, with one notable exception that of the Order of the Griffon.^^The Order of the Lion - Established in the 82nd year after the founding of Pendor by Sir. Roderick the Red. Colors Red Rampant Lion on a silver field. The Order of the Lion is one of the largest and most renowned orders of Knights in the land. The charter of the order is strict in it's chivalrous by-laws. It is the oldest knighthood order that still has members in Pendor. After the untimely deaths of the royal family in 198, the order was instrumental, along with the Order of the Griffon, in establishing and maintaining order in the realm and preventing an all out war between rival factions contending for the throne of Pendor.^^After the succession of the Northern Lords, and the war with the Greater Baccus Empire, the order backed and supported Duke Alfred of Sarleon in assuming the throne and declaring a himself the King of Sarleon.^^In the 298th year after the founding of Pendor, the Order was outlawed. All texts and reference to the reasons and history surrounding this event have been destroyed by the order of our King, Ulric I of Sarleon, himself now a prominent member of this Knighthood Order. In the 346th year after the founding of Pendor, the Order was restored by the order of King Ulric I of Sarleon and all references to the events and histories since 298 were destroyed.^Scholars note King Ulric was coroneted in 346.^^The Order of the Radiant Cross. This Knighthood Order was established in the 113th year after the founding of Pendor by Baron Jorn of Dunglave. Colors White Cross on a Black Field.^Scholars note Dunglave was renamed to Janos after the occupation of the city by General Oasar in the 203rd year after the founding of Pendor.^The order was one of the prominent forces to battle the invasion by the Greater Baccus Empire in the 202nd year after the founding of Pendor. Overwhelmed in the battle of Sagent Glade, they were all but destroyed by the legions under General Oasar. When General Oasar became 'Overlord', and after the desertion by the Jatu, he incorporated the order colors to form the identifying marks of his elite cavalry units. While these Cavalrymen are not true Knights by any stretch of the imagination, and they do not operate under the Validus Charta, the colors survive and the citizens of the empire often refer to these mounted soldiers as the remnant of that once noble order of Knights.^^The Order of the Dragon - Established in the 199th year after the founding of Pendor by Earl Klovis of Rane. Colors Red Dragon on a field of Azure. There are some accounts that the order was actually ordained on the field of battle during the siege of Rane. Other accounts point out that the order actually came into existence when the documents were ratified and signed several weeks later by the traitorous lords of the Northern borders. I shall leave that debate in the hands of other brothers to determine, if indeed it shall be settled in my lifetime.^^The Order of the Dragon was created to honor the noble warriors who stood and routed the armies of the Mystmountain Tribes during the siege of Rane. It is a rogue order, with no charter under the Validus Charta.^^The Order of the Falcon - Established in 94th year after the founding of Pendor. Colors Black Falcon on a yellow field. This order has the notable distinction of allowing females into it's ranks. The original charter allowed for this as one of the five founding members was a woman warrior by the name of Valera who was of no little prowess on the battlefield. This Order originated as a very successful adventuring company in the early years of the Kingdom that later transformed itself under the Validus Charta.^^The Order fragmented after the breaking up of the Kingdom and over the years have declined to the point of extinction. The order was outlawed in Ravenstern in the 349th year after the founding of Pendor by King Gregory IV. Most of the order either retired or fled to other lands.^Scholars note The order may have survived in a form with the Valkyrie in Fierdsvain as they wear the orders emblem upon their breasts. No documents survive that speak of this, and the initiation rites of the Valkyrie are not well documented nor understood. Though I daresay that I doubt that any of my scholarly brothers would want to risk their manhood by too closely examining the breasts of these female warriors. ^^The Order of the Griffon - Established prior to the founding of Pendor. Colors Gold Griffon on a field of brown. This prestigious order of knights were the royal guards of the line of Cavalas. The plague of 198 wiped out a large amount of the Order Knights as well as the Royal family.^After the plague, they put aside their differences and worked with the Order of the Lion to maintain order in the land. In the 203rd year after the founding of Pendor, in the forests of Laria the order made it's last stand against a small army of the Jatu who were moving into the Larian farmlands. While successful in defending Laria from being plundered by the Jatu, not a single Knight of this once proud order survived. The great hall of the Griffon Knights in Sarleon stood empty for many years until being converted into an abbey. Scholars note There is some reference in the recorded histories of the Order of the Lion that prospective knights applying to resurrect the Order of the Griffin were discouraged from achieving their goal. This will have to be researched further.^^Order of the Rose - Founded in the 125th year after the founding of Pendor. Colors White Rose on a green field. This order was founded by Sir Rhys of Avendor and during his lifetime was a prominent order of gallant knights. After his death in the 158th year after the founding of Pendor, his successor turned the order away from martial pursuits and more towards scholarly ones. Since that time the order has degenerated into an elite club for the sons of the Sarleon nobility to enjoy fine wine, and intellectual diatribe. I list it as it still does exist in the taverns and back rooms of Avendor.^^By my hand and no other..^^Hubris de Aelswid of Sarleon,^Scholar of the third order^Keeper of the Seal of Sarleon. ip_pendor_althea|Pendor Althea and Qualis ip_pendor_althea_text|The storm raged against the cold stone walls of the castle.^^Echoes of thunder rumbled down cheerless corridors and into the great hall, where reveling shadows danced across rough stone walls to the silent music of flickering torches.^^Althea sat alone beside the pool, clutching a finely-patterned wool shawl to ward off the damp chill.^^'I hear you, Qualis,' she said simply. She looked up into the high rafters where the shadows deepened, untouched by the torchlight.^^Above her, the snap and whirr of leathery wings announced the descent of a small dragon. It touched down beside her, its sharp, curved claws scraping against the flagstones.^^'Why do you not rest?' rasped Qualis.^^'The storm keeps me wakeful. It reminds me of the night we lost our father, my brother and I,' said Althea, as she turned her gaze from the dragon back to the still water of the pool.^^The meredragon regarded her silently, as she drifted into memories of her past. The pain of her sacrifice was still fresh, and as she thought back on all she'd given up, a solitary tear slid down her cheek.^^The dragon watched her grief in bewilderment. He had lived with this elf-woman for years and still she remained an enigma. He could not comprehend her strong ties to her own kind, particularly her unbreakable link to her hatch-brother. He knew of the mysteries and the will. He understood the loose kinship of his kind, love of the hunt, the need every twenty winters to seek out a mate, but Althea's behavior was inexplicable.^^He wondered, and not for the first time, if she was mentally defective or had a disease which caused a sickness of spirit.^^He felt a familiar touch upon his mind then, a gentle shifting of perception, and knew that the Oracle was again coming to inhabit his consciousness. He had long ago ceased fighting this inner interloper. For centuries he had struggled against this possession, and always in vain. The futility of this resistance was at last borne upon him, and he discovered that cooperation was of mutual benefit.^^Now, out of habit, he simply relaxed and cleared his mind.^^'Althea, you are in pain,' rasped the Oracle through Qualis.^^Althea started, as she always did when the Oracle took control of the dragon's body without warning.^^'Yes', she began, 'I suppose I am. The storm has brought back so many sorrowful memories.'^^'I know that it is still difficult for you, however willingly your choice was made. Yet poor Qualis does not understand, and is disturbed by your grief,' the Oracle said.^^She felt the warm, familiar touch in her mind, and let the Oracle enter her consciousness. The room began to fade around her, and she slipped peacefully into the black.^^When she opened her eyes again, it was morning. The storm had passed, and brilliant sunlight had banished the torch shadows from the great hall. The air smelled fresh and clean, with a hint of the rain still lingering.^^Sitting on his haunches and surrounded by glittering, sapphire-hued gems was Qualis, perched with wings folded back and forearms resting upon his knees. 'I am going release Qualis to himself now. Please be gentle with him, as he is deeply distressed.' said the Oracle.^^Althea looked at the Oracle-Qualis in confusion. 'Why is he distressed? And what are these. ' she asked, as she indicated the dozens of glowing gems, scattered like shimmering raindrops about the room.^^'I allowed Qualis to experience your sorrow, Althea. Dragons, even clever meredragons, are incapable of understanding elven emotion. Their needs are simple, and they lack the emotive expression of your kind. These gems are the tears that Qualis shed when he experienced your pain.^^Still confused, Althea said, 'Dragons feel no sorrow, nor do they shed tears!'^^'Do not and can not are worlds apart, my dear. For last night, this little dragon did. Once Qualis is more composed, he will undoubtedly slink off to sulk, so please pick up this litter of gems. I believe that they just may be useful one day.'
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http //enjoo.com/rakugo/pasokon/ga_ojin_01.html ヴァーチャファイター4 ファミ通.com ゲーム-祝・初心者脱出!! ~『バーチャファイター4』上達への道~ index http //www.famitsu.com/game/column/mkII_vir/index.html バーチャファイター4会議室 http //pumopumo.com/ VF4「OVER-WEIGHT」 http //www.freesia-net.co.jp/vf4/html/frame.htm 過去ログ倉庫@VF4BBS http //isweb29.infoseek.co.jp/play/vf4/sarah/ 極 ~kiwami~ http //www.interq.or.jp/silver/choakira/ デイリーVF4 http //www.joy.hi-ho.ne.jp/d13492/ スカイ王国 http //www.sky-wing.com/~sky/vf/ サラ!サラ!サラ! http //www.ne.jp/asahi/cg/sarakona/vf4.html サラ http //www3.yomogi.or.jp/h-moku/sarah-top.htm ゲームセンターダイオウ http //www.daioh.com/ キャサ夫のアーケード 家庭用ゲームファンの為のページ http //www2.gol.com/users/yac/ のーざんらいと http //homepage2.nifty.com/MOE/ こちらリオン・ラファールの会です。ご愛顧よろしく(・∀・) http //www.h3.dion.ne.jp/~makiroon/ おつかれサマー♪[魔法のiらんど] http //ip.tosp.co.jp/i.asp?i=vf4baka Virtua Fighter 4 the official website http //www.sega-am2.co.jp/vf4/ Virtua Fighter 4 Fan Page http //homepage3.nifty.com/taka-san/vf4/ VF4BBS http //isweb29.infoseek.co.jp/play/vf4/cgi-bin/vf4/ Reconquista~サラねばならない~ http //www.angelfire.com/dc/judie2001/ dlmaniax http //homepage1.nifty.com/noise/vf4.htm B-Room 雛鳥の囀 攻略 http //homepage1.nifty.com/ryuuichi/kouryaku/hinah.htm 殻の中の小鳥 http //www2.gol.com/users/mg/K-KARAKOTO.htm 攻略 http //www2.ocn.ne.jp/~broom/capture.htm STUDiO B-ROOM s HOMEPAGE http //www2.raidway.ne.jp/~b_room/ hw_hint_top http //www2.raidway.ne.jp/~b_room/software/hina_win/hw_hint/hw_hint0.html HINADORI NO SAEZURI top page http //www.733x.com/hina/hinatop.html アトリエ 海賊船あゆ号(仮) http //www.hotweb.or.jp/iwashi/ 掘り出し物 http //seraph.mistyhill.org/game/lilie/horidashi.html リリーのアトリエファン(攻略・各種情報) http //www.h3.dion.ne.jp/~ge-iro/riri/ リリーのアトリエ2 http //www.fsinet.or.jp/~sabo/game/lili/lili.htm リリーのアトリエ http //seraph.mistyhill.org/game/lilie/ ピコりん研究所 http //www5a.biglobe.ne.jp/~maruni/pikorin/lilie_data.html みすてるれーべん http //www.lilie.jp/ ●マリー・ゲームデータ● http //www.31rsm.ne.jp/~sala/alchemy/data/marie/index.html Alchimistの玉子 http //isogais.com/elfir/ ダビつく ダビつく攻略の館 http //takaryu.pobox.ne.jp/dabitsuku/ RPG 総 合 R P G 情 報 局 ~ R P G 徹 底 攻 略 サ イ ト ~ http //rpg-center.net/ タクティクスオウガ データベース http //member.nifty.ne.jp/Shootingstar/TO/TODB.html スクウェア、2001年にeコマースに参入。FINAL FANTASY IX、X、XI一挙公開、XIはオンラインゲームに! http //www.watch.impress.co.jp/pc/docs/article/20000131/square.htm コンピュータゲーム年代記 http //web.kyoto-inet.or.jp/people/misty/ コンピュータゲームに関する小論 http //www2.ocn.ne.jp/~rulue/ RPG Data Library http //www.rpgdl.org/ Let s enjoy DQ7! http //ww4.tiki.ne.jp/~le-on/ FINAL FANTASY XI http //ff.obi.ne.jp/ff11.htm FINAL FANTASY XI offi http //www.playonline.com/ff11/home/index.html WE 名鑑作ろうぜ! ■ WEYS.NET ■ WINNING VILLAGE - Capture - ウイニングイレブン6 QoD Quest of D The Official website Quest of D 取扱説明書 QoDヌルスレ住人板 アヴァロンの鍵 THE KEY OF AVALON Yahoo!テレビ http //www.forest.impress.co.jp/article/2007/06/27/autohotkey.html
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Ryota Matsumoto (松本良多) is a famous Philosopher, Artist, Japanese Author, and Instagram star from Japan. He is the founder of an award-winning interdisciplinary design office, Ryota Matsumoto Studio based in Tokyo and New York. As a video producer, he has worked with Peter Christopherson for Japanese Nike commercials. He is a renowned architect and one of the most prominent theorists of postdigital art in Japan and the United States. He has served as the MFA advisor of Transart institute, University of Plymouth and teaches at Asagaya Institute of Art and Design as a professor of practice. He is a man with a proactive approach and has painted the canvas of his dream with the colors of his consistent and persistent efforts. Bеіng passionate аbоut his work аnd аlwауѕ wanted tо carve а niche fоr himself іn life, wаѕ thе spark thаt ignited him to pursue his dreams and passion. We will walk you through all about him. BIOGRAPHY/Wiki He hails from Tokyo. He is 49 years old as of 2021. He is American by Nationality. His Zodiac sign is Pisces. His date of birth is March 9th 1972. He is a follower of Atheists. He attended Architectural Association in London and Mackintosh School of Architecture, Glasgow School of Art in the early ’90s. He has a degree Master of Architecture from the University of Pennsylvania, which he received in 2007. He has won various laurels for his amazing work. He is the recipient of Visual Art Open First Prize, Florence Biennale Mixed Media 2nd Place Award, Premio Ora Prize Italy 5th Edition, Premio Ora Prize Spain 1st Edition, Donkey Art Prize III Edition Finalist, Art Kudos Best of Show Award, Lynx International Prize Be Art Builder Award, Lumen Prize Finalist and many more. He specializes in building a positive brand image with the help of social media campaigns and digital marketing strategies. He collaborates with various renowned influencers including a cofounder of the Metabolist Movement, Kisho Kurokawa, and with Arata Isozaki, Peter Christopherson of Coil, Cesar Pelli, and MIT Media Lab before establishing his office. He has worked on high-profile projects including Kyushu University Ito Campus masterplan (2003-2005), Shinjuku redevelopment project in Tokyo (2009-2012), Bach Mai hospital in Hanoi (2000), and Qingdao mixed-use development in China (2011). He strongly believes “One of the best ways to grow a business and garner more success is by growing your own personal brand” Several of his paintings have been exhibited in various art galleries. Several articles have been published about him. He shares various quotes and articles to inspire the youth and helping them to build a better future. His Instagram is full of his paintings. He has helped various artists grow by polishing their talent and help them find the correct lane. He is passionate about making dreams come true and hopes to inspire a lot of passionate minds Physical Appearance He is Smart and Cute. He is hugely popular among the youth. He is approximately 175 cm tall and weighs around 70Kg. He has an Average Build. He has black hair and both of his eyes have different colors Left Grey Right Dark Green. Family Religion Not Much is known about his family and his personal Relationship. Facts His Instagram id is ryt.matsumoto His Instagram has 1K+ followers. He is a very talented person who enjoys Painting, Sculpturing, and Writing music in his leisure time. His pursuit for excellence has led him down various avenues His magnetic personality has gained him friends across the globe and the growing respect of ears in the industry. He is a Social media Influencer. He loves to explore new places He also had solo exhibitions at Transylvania University (2015), Los Angeles Center of Digital Art (2016) and Alviani ArtSpace, Pescara (2017). His work, writings, and interviews has been published in Kalubrt Magazine, University of North Carolina Wilmington Journal Palaver, Furtherfield.org, The Journal of Wild Culture, Studio Visit Magazine, Fresh Paint Magazine and many more