recursal/Fanatic-Fandom huggingface dataset:
Puerta Pepuna

Puerta Pepuna is a port town in Tierra Creagín, Tandeli, sitting between the mouth of the river Ayula and the Bosquefaro lighthouse.

Puerta Pepuna usually takes travellers coming from the south and/or the west, or people who didn’t want to bother going through the jungle border. This is also the location of Tandeli’s navy, with dry docks for ship repair.

## Ferry

There is a ferry system between the major port cities, Puerta Casóm, Puerta Pepuna, and Puerta Guía. It doesn’t run during the Rainy Season (April-October), due to fog and dangerous weather, but is active during the dry winter months.

The quickest route is between Puerta Guía and Puerta Pepuna, and that takes most of a day. If you’re trying to get to or from Puerta Casóm and Puerta Guía you would need to stop over at a small city at the mouth of the Mentira, Puerta Claro.

Given the distance there’s usually one ferry per day from Puerta Casóm, Puerta Guía and Puerta Claro, all going to each other. So one from Puerta Casóm to Puerta Claro, one from Puerta Guía to Puerta Claro, one from Puerta Claro to Puerta Casóm, and one from Puerta Claro to Puerta Guía.

Between Puerta Guía and Puerta Pepuna are two ferry times going back and forth between them, one in the early morning and one later in the morning.

## Guilds

* Fishing Guild (secondary hub)
* Armstrong Guild (secondary hub)
* Armed Forces (Navy)
Teannta

Location of Teannta, marked on map made by tumblr user @thewatchau

Teannta is a large town in House Jameson, located at the crossroads between the main road crossing through the province and the road leading north to Monacoil and Mulladún. It's the home of the secondary guild hubs of House Jameson.

## Name Origin

Teannta roughly means “joining” or “join together” in the Feadhainn language.

## History

Teannta was created in 1602 to correspond with House Jameson’s founding. It’s primary purpose was to be a secondary guild location for the guilds based in Noefrach (Artisans Guild, Bards Guild, and Grand Troupe), who would be near-inaccessible to members in the western half of the new province.

Other than that, there’s not a lot to say about this town. It fulfills its role to this day, and the most notable thing that’s ever happened to it (as of late 1615) were the raids of early January 1615.
Shush Mouse

The Shush Mouse is a magical mammal native to the Western Forest of Duilintinn.

This is a subspecies of mouse with no mundane variants. While mundane mice can be found all over the world, this specific, magical species of mouse is only found in the Western Forest.

## Behavior

This creature lives in the foliage of the Western Forest. Despite their vulnerability in this habitat, their ability to move silently under the leaves and twigs protects them from predators.

To quote its one appearance, this creature has “a tail longer than its body and fur sticking up on its head like some weird hairstyle.”

This creature has a magical ability to pass silently across any terrain. This power seems to be focused in the pads of their feet, and is active constantly without any conscious activation from the mouse itself. There are currently no known uses of this trait in medicine or alchemy.
King Elias Armstrong

Elias was the king of Tandeli from 1501 to 1504, the shortest reign of a Tandeli monarch and the only male monarch of the kingdom. Although modern Tandeli has a male leader he is not the king.

## Appearance

An average sized man, average height average weight, he was generally unassuming with brown eyes. His hair was dark in his youth.

## Life

Elias Armstrong was already a high-ranking member of the then Ship Building Guild when Waldren left. In the clamour to fill in the power vacuum and prevent Grancinco from coming back to reclaim Tandeli, other noble families, including his own, decided he should be King, at least for now. He was not seen as a particularly strong man; the intention was that he would be something of a puppet for the other families while they sorted everything out.

Elias proved that he was stronger and more capable than everyone thought. He was still not a firm man, but he was not the doormat many perceived him to be. With him at the helm, Tandeli became stable.

The Ship Building Guild renamed itself the Armstrong Guild in his honour, and received boons from the crown that it still benefits from today.

Still, Elias was old and had an adult daughter, who of course would take the throne after him, that was the style they were modelling. The many rich families clamoured to have their son marry her, but this was a matter Elias stood firm on. Even as he fell ill in his final year, he co-ordinated with Grancinco for the son of a government minister to marry his daughter as a sign of unity, water under the bridge, all that. The wedding was in a style similar to that of Waldren’s marriages, something that went over the head of Tandeli at the time, as that is what they knew, but was noticed by Grancinco.

Sadly, he did not live long enough to see his daughter marry.
Druffdrom

Location of Druffdrom in Duilintinn by tumblr user @thewatchau

Druffdrom is a small town in northeastern House Brody, Duilintinn, located along the banks of the Pa'Gille River, just north of the road from Aghaboy to the Agrona Bastion Outpost.

## Name Origin

Druffdrom is actually a slight misspelling of the town’s original name, “Duffdrom,” which means “black ridge.” The original name most likely referred to its location in the shadow of the Northern Mountains. The origin of the misspelling is unclear, but it seems to be within the last century, as many modern maps still carry the original spelling.

## Layout

Druffdrom’s main call to fame is a bustling tavern, which is often full of travelers to and from the Agrona Bridge. Since this bridge is one of two accessible routes into and out of the Draoidh Valley (and by extension, House Marvin), the tavern boasts a healthy amount of traffic year-round.

In addition, the mountain pass between Haneul and Duilintinn is within a day’s journey from Druffdrom, making the town and its tavern a well-known stop for those travelers brave and capable enough to make the international trip on foot through the Northern Mountains.

## Trivia

* This was the location of the tavern full of “mean adults” mentioned by Chase Brody in the story “Mistakes.”
Southern Sea

The Southern Sea is the large body on the southern end of Tirónar. The ocean's coastline is shared by Tandeli and Grancinco.

## Weather

As opposed to the Eastern Sea, which has storms in winter, the Southern Sea is more prone to summer storms and fog, falling in line with Tandeli's Rainy Season. Approximately April to October.

The Southern Sea gets its storms and hurricanes from around the Iontassian coast, and pass under Tandeli, riding up Grancinco and Borrike's coastline before fizzling out or bouncing west into the ocean.
Fiansara

Location of Fiansara in Duilintinn by tumblr user @thewatchau

Fiansara is a small town in southern House Brody, Duilintinn, about half a day’s journey along the road between Fort Stiofán and Cordoire. Located at the foot of the Beinnfaire Ridge and north of the Guardian River, it is technically located within the Cuartalan Wetlands, although the ecosystem and climate is more akin to that of the Costageal Plains.

## Name Origin

Like many towns built during the Waldren Occupation, Fiansara is a vaguely Feadhainn-sounding name that translates into absolute gibberish. Settlers of the region during the Waldren Occupation attempted to imitate the naming conventions of the surrounding towns with varying levels of success. While many of these Occupation Era towns have names that vaguely resemble something with actual meaning, the original intent of Fiansara’s name is completely forgotten and indiscernible in the modern-day name.

## Layout

Fiansara is a relatively small town in the Occupation architectural style, located along a road that is mostly used by Watchers traveling between Cordoire and Fort Stiofán, or perhaps even further towards the Domhainn Outlook Outpost.

## Trivia

* Fiansara is the home of Bard Emily Keyes’s maternal grandparents.
* In the meta of The Watch AU, Fiansara has switched Noble Houses. When it was originally created, it was located in House Jackie. However, when the Beinnfaire Ridge was conceptualized as a geographic landmark between House Schneeplestein and House Jackie, Fiansara now fell under the jurisdiction of House Brody.
Pool Frog

The Pool Frog is an amphibian found across Tirónar, with magical variants found within Duilintinn's Western Forest.

Beyond the unique magical elements of the latter, there are almost no differences between the mundane and magical variants of this species. Therefore, the two are considered the same species, colloquially called "Mundane Pool Frogs" and "Magical Pool Frogs" when the distinction must be made.

## Behavior

Both variants like hanging out near bodies of water. Unlike their mundane peers, magical pool frogs prefer shaded regions, such as the Western Forest.

Magical variants of a pool frog have a single bright blue stripe down their backs, which seems to function as a portable source of heat. While mundane pool frogs are known for their strange habit of basking in the sun for hours, even on ridiculously hot days, magical pool frogs can use that time to hunt, swim, or do whatever it is that frogs do.

However, this ability does come with a downside; if a magical pool frog variant comes into direct sunlight for too long, it will overheat and die. This causes further differences between the mundane and magical variants of this species, including preferred habitats, growth patterns, and mating habits.

Scholars believe that the resulting lack of interbreeding between magical and mundane pool frogs will eventually lead to enough distinctions to warrant calling them two separate species.

## Alchemical Components

### Mundane

I dunno, what do you do with frogs normally?

### Magical

There currently isn’t any known usage of a magical pool frog as a potion ingredient. Pool frogs happen to be rare, and magical variants even more so, so there has been little opportunity for further study.
Los Libros Antiguos

Libros Antiguos is a newly formed guild of historians and bookbinders in Tandeli, put together by Advisor Virgil. Their hub is a repurposed building in the centre of Oscureloj, which is predominately a library, and the main library is open to the public.

Many members spend their time documenting current affairs, as today will be history. They also restore old documents to the best of their ability. A newly appearing nickname for members is ‘old books’, partially in reference to the guild name, partially because they have their noses stuck in a book 90% of the time.

Some of the high ranking members are also Tunnelers (or Geological Historians, the official name), which Libros Antiguos has a partnership with. Not a well-known partnership, but a partnership nonetheless. This is a more direct way for the findings in the Tunnels to be archived and available to the public. Although, each record goes through the Geological Historians first for their records.

The library is one of the larger buildings in Oscureloj and used to be a warehouse for a business that fell through. It’s a mixed brown building, partially from wood, partially from paint. It has a gargoyle on every corner. Inside it’s predominately a library, with several stories. There are rooms with more sensitive documents and for restoration, some of which are underground. The archives of the more delicate documents are kept underground for their own safety.
Kiltieve

Location of Kiltieve in Duilintinn by tumblr user @thewatchau

Kiltieve is a small town in House Marvin, high on the northern slopes of the Draoidh Valley and sitting within a few miles of both the Western Forest and Northern Mountains.

## Name Origin

Kiltieve roughly translates to “woodland hillside,” reflecting the town’s proximity to the Northern Mountains and Western Forest.

## History

Practically hidden away from the world, the tiny town of Kiltieve had no historical claim to fame until the birth of Sean McLoughlin, the future king of Duilintinn. Kiltieve would be his home for nearly 15 years, before Sean set out on his quest. Due to spending his life in close proximity to both the Western Forest and Northern Mountains, the future king had very little fear for the mysteries and dangers of either- or at least, if he was scared, he pushed forward nonetheless.
Begdor

A map of Begdor, by tumblr user @theshapeshifter100

Begdor's location in relation to Fionport (older map), by tumblr user @theshapeshifter100

### Location

 House Schneeplestein, Duilintinn

Begdor is a booming town in the center of House Schneeplestein, Duilintinn, near the intersection of half a dozen roads traveling to Cordoire, Fionport, Fort Stiofán, and other major settlements in the kingdom.

## Name Origin

Begdor is the common-tongue spelling of the Feadhainn town name “Beagdoire,” which means small copse. The alternate spelling was popularized during the Waldren Occupation.

## History

Prior to House Schneeplestein's founding, Begdor used to be a stop for travelers coming to and from the port city of Fionport. The settlement mainly consisted of temporary market stalls, which could be rented by traders hoping to catch people before they get to the city.

Since then, Begdor has grown rapidly. As Fionport becomes increasingly urban and populated, Begdor has turned into a prosperous suburban offshoot of the massive port city. With its easy access to almost anywhere in the western half of Duilintinn, Begdor is especially popular among traders and merchants.

## Architecture

Begdor is an older town, whose architecture originates from the Waldren Occupation. Modern additions to the town attempt to imitate the original style, with varying levels of moderate success.

As travelers have settled in Begdor from the outside in, two residential districts have grown up haphazardly on the northern and southern edges of the town.

The central area contains most of the planned, organized architecture in the Waldren Occupation style (or its imitations), such as the original inn, communal place of worship, and schoolhouse. Since Begdor is one of the larger towns in the region and extremely accessible to the surrounding area, this school also teaches students from multiple smaller towns in Begdor's vicinity and is quite large.

The space remaining in this central area has been set aside for future development of whatever infrastructure might be needed as Begdor continues to grow.

Begdor's farmland is mostly to the northwest, towards the Guardian River (even though that’s a good day’s ride away), mainly raising root vegetables and some hardy lowland sheep. The nearby copse is home to mostly scrubby trees that don’t grow particularly tall.
Riesgos más comunes del uso de internet Wiki

## Describe este wiki

Esta wiki está centrada en exponer los riegos más comunes del uso de internet.

Integrantes:

José del Carmen Campan López

Ricardo Ávila Pacheco

Pedro Fonz Contreras

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. ¡No olvides colocar uno u otro!
The Teatro

The Teatro is a new guild in Tandeli set up by Advisor Roman to bring together the creative talents of the kingdom. It was recognized that many of the existed guilds had people capable of making great art and costumes and props, and so one of the first things the guild did was send out partnerships to the House of Crystal, the Crafter’s Guild and the Clothes Makers Guild.

The hub is in Vistobrille, and the guild covers bards, writers, musicians, artists, actors, dancers, instrument makers, prop makers, costume designers, and set designers. There are classes held regularly for all ages and the guild provides a support network for people with similar jobs and aspirations. These internal groups hold workshops and meetings to get feedback and insight into their work.

The building resides in the centre of Vistobrille and is not a single colour. In fact, it looks someone tripped over about ten or so different paint buckets and it all landed on the building. The large front doors are painted red and gold, which is the only consistent part of the paintwork.
Duil Sign Language

Duil Sign Language is a standardized form of nonverbal communication used throughout the kingdom of Duilintinn.

## History

Duilintinn has had a universal sign language for as long as the kingdom has existed. King Sean and his band of adventurers all learned sign language in order to communicate with young Entertainer Jameson during the quest. As soon as Duilintinn was founded, a standardized system of nonverbal communication was almost immediately created. When King Sean founded House Jameson, the use of sign language became even more prevalent.

## Watch Usage

Due to the widespread use of sign language throughout Duilintinn, The Watch uses sign language to communicate silently in the field. As a result, almost all Watchers know a little bit of sign language. Their vocabulary mostly consists of words like “go,” “fall back,” and other relevant military terms, but there are many opportunities in and out of The Watch to learn how to sign proficiently.

In addition, there are many signs that originated in The Watch and have slowly spread into the rest of Duilintinn. Colorful terms for The Enemy are very common, and different outposts and garrisons will have different signs for the same thing (like “pop” and “soda” in English), to the mixed frustration and amusement of everyone involved. Nothing is quite as entertaining as seeing a red-faced Watcher start signing what seems like angry gibberish, only to see the other Watchers from their outpost nodding seriously while hiding smiles behind their cloaks.

## Fluency

Sign language, while very common within Duilintinn, is often learned in a very haphazard manner that doesn’t lead to actual fluency without extra study.

This is especially true within The Watch, where almost everyone uses some sign language but don’t need it outside of stealth operations. To elaborate, I’m going to quote tumblr user @theshapeshifter100:

> *“With the signing, I figured it would be like, er… to use an example, I know French and German, but I am not fluent by any means. So, I could teach you the ‘important’ bits. Hello, goodbye, yes, no, please, thank you, where is the toilet. Stuff like that. Grammar and proper sentence structure? Forget it, I can’t help you. It would be the same in the garrison. People would know bits and pieces of sign language, enough to make themselves understood, but wouldn’t know it fluently, which wouldn’t help a young child to learn it to communicate properly.*
>
>

> *I would guess young children would pick up sign language quickly, since it’s like any other language, just not verbal. It’s just without a proper teacher the learning would also be haphazard, and as you say, probably wouldn’t cover things normally say.”*
>
>

Honestly, I couldn’t put it any better myself.
Gremlins

Gremlins are magical animals found in Duilintinn. Native to the Western Forest, gremlins are considered a pest and are discouraged from infesting populated areas. Their numbers have dwindled slightly since The Enemy took up residence in the forest, but not enough to really make a difference.

## Traits

Gremlins are creatures that supposedly sneak around and enjoy destroying the progress of others. They will mess with machinery, traps, and building projects when the humans working on them aren’t paying attention. They are much more common along the forest border, much to the annoyance of the inventors of House Marvin, though they can be found all over the kingdom. Most people have gremlin-repelling magic or inventions to keep them away from their homes and workplaces, so they aren’t a huge issue for most of the kingdom.

## Gremlin Brain

The tendency of gremlins to stall and sidetrack one's work has led to ADHD in this world being colloquially called “gremlin brain.” The term or diagnosis of “ADHD” is not a thing in this world (yet), so the term “gremlin brain” is the next closest thing (though it does sometimes overlap with other cognitive diagnosis things like autism, dyslexia, etc.).

Most people with ADHD have no problem with the term, as it implies that their forgetfulness and tendency to get distracted is outside of their control and not something to be blamed for. Just like you wouldn’t blame a worker for not working when a gremlin ruined his progress, you wouldn’t blame someone for not remembering to do something when they’ve got ADHD.
Ellie Greenwood

Ellie Greenwood is the daughter of Hank Greenwood and Fiona Flannail. Her mother left when she was very young, so she doesn't remember her. She lives with her dad and her grandparents Breas Greenwood and Nora Greenwood in Imforis.

## Appearance

Average height with her mothers curly red hair and bright blue eyes.

## Personality

She’s an excitable and energetic child, following in her aunt Mags footsteps with her interest in the Western Forest and what lies within. Her father is trying to steer her gently away from it, which is backfiring, but so far hasn’t led to anything bad. She can have a very quick temper.

History

1614

She met her cousins Yarra and Ed Greenwood-Paris when they and her aunt and uncle Mags and Charles Greenwood-Paris came to lay Mags's familiar Rena to rest.
Schleswig-Holstein

**Schleswig-Holstein** (German: [ˈʃleːsvɪç ˈhɔlʃtaɪn]) is the northernmost of the 16 states of Germany, comprising most of the historical duchy of Holstein and the southern part of the former Duchy of Schleswig. Its capital city is Kiel; other notable cities are Tondern and Flensburg.
Also known in more dated English as Sleswick-Holsatia, the region is called Slesvig-Holsten in Danish and pronounced [ˌsleːsvi ˈhɒlsteːˀn]. The Low German name is Sleswig-Holsteen, and the North Frisian name is Slaswik-Holstiinj. Historically, the name can also refer to a larger region, containing both present-day Schleswig-Holstein and the former South Jutland County (Northern Schleswig; now part of the Region of Southern Denmark) in Denmark.

## Administrative Divisions

### Regieringsbezirke in Schleswig-Holstein

The state of Schleswig-Holstein is divided into two Regierungsbezirke, Schleswig in the north, and Holstein in the south. They roughly follow the old boundaries of the Duchies of Schleswig and Holstein as they existed for centuries.

### Kreise in Schleswig-Holstein

* Flensburg (Flensborg)
	+ Bau (Bov)
	+ Glücksburg
	+ Holebüll (Holbøl)
	+ Kappeln
	+ Rinkenis (Rinkenæs)
	+ Schleswig
* Tondern (Tønder0
	+ Abild
	+ Buhrkall (Burkal)
	+ Bülderup (Bylderup)
	+ Hoist (Højst)
	+ Hostrup
	+ Hoyer landkreis (Højer)
	+ Lügumkloster (Løgumkloster)
	+ Mögeltondern (Møgeltønder)
	+ Rapstedt (Ravsted)
	+ Tingleff (Tinglev)
	+ Tondern (Tønder)
	+ Uberg (Ubjerg)
	+ Uk (Uge)

### North Schleswig

Tingleff
Bov
Holbel
Enterprise (NX-01)

The NX-Class starship was a type of interstellar vessel created by the United Earth Starfleet, launched in 2151 from Earth orbit with the SS Enterprise, NX-01.

The Enterprise was commanded by Captain Jonathan Archer for ten years before he was promoted to Admiral and assigned to Earth.

## Operational Timeline

* 2151: Launched April 26th
* 2156: Refit to NX-Mark 3 design, tested in the Earth-Romulan War, featuring a new secondary hull
* 2160: SS Enterprise reassigned to exploration duty after 2 month refit and shore leave assignments for the crew.
* 2161: Commodore Archer is promoted to Rear Admiral, and assigned to United Earth Starfleet Command.
* 2166: Enterprise returns to Earth for refit with the new F3 Computer system and other upgrades
* 2171: SS Enterprise is retired to Mars Fleet Museum.

## Crew

* Captain: Jonathan Archer (2151-2161); Alexander Jones (2161-2171)
* First Officer T'Pol (2151-2161); Michael Demers (2161-2166); Darryl Polite (2166-2171)
* Chief Engineer: Charles Tucker (2151-2161); Sarah Tyler (2261-2166); Roger Stone (2166-2171)
* Chief Tactical Officer: Lt Malcolm Reed (2151-2156)
* Communications Officer: Hoshi Sato
* Chief Medical Officer: Phlox (2151-2156)

## Statistics

* Speed:
	+ Cruising Speed: Warp 4.5
	+ Maximum: Warp 5.001 (15 minutes); 2156 upgrade: Warp 5.2 (1 hour)
* Armaments:
	+ Particle: phase cannons (2 fore, 1 aft); 2152 upgrade: 4 fore, 2 aft; 2161 upgrade: 8 fore, 4 aft
	+ Missile: Spatial Torpedoes (2 fore); 2152 upgrade: 2 fore, 2, aft photonic torpedoes
* Decks: 7; 2156 refit: 14
* Length: 225 m
* Width: 131.4 m
* Height: 34 m; 56 m (2156)
* Crew: 110; 140 in 2156

NOTE: Star Trek, NX-Class, Enterprise NX-01, and all other characters on this page are owned by CBS, Paramount, Viacom, etc.
Sallabaile

Location of Sallabaile in Duilintinn by tumblr user @thewatchau

Sallabaile is a small, isolated town located deep in the swampy fen at the center of House Marvin’s Draoidh Valley. It is also the birthplace of Lord Marvin.

## Name Origin

Sallabaile roughly translates to “home of the willows,” referring to the tall, fast-growing wildlife in the region.

## Geography

The central part of the Draoidh Valley is particularly overgrown, swampy, and hard to navigate, especially during the summer fog. This is why the main roads through the region travel along the edge of the valley’s basin. As a result, most towns located within the center of the valley are very isolated from each other.

## History

During the Waldren Occupation, perspectives of magic shifted wildly across the Feadhainn Valley. By the Interim Years, Waldren’s culture of magical skepticism was considered to be the “traditional” or “conservative” view by many, despite magic’s ancient roots in the Feadhainn culture which came before. Even as some people took Waldren’s departure as a chance to return to the old ways, others doubled down in their fear and mistrust of magic, especially in more rural, isolated areas.

Sallabaile was one such town; despite its proximity to the Western Forest, it was extremely traditional/conservative in its views, especially about magic.

### Lord Marvin

Sallabaile is the birthplace and childhood home of Lord Marvin the Magnificent, who lived there for several years with his father, mother, and grandmother. Every day, he would walk through the swamp and fog to try to make a bit of money and support the family. However, soon after Marvin accidentally unlocked his magic, he and his grandmother - who was also a mage - ran away to Monacoil, which was far more mage-friendly than the small backwater town. To date, Lord Marvin has never publicly returned to his childhood home.
Duil Colloquialisms

People from Duilintinn have a variety of colloquialisms that distinguish their use of the Common Tongue from that in other parts of Tirónar.

## Sam-isms

Samwise the King's Eye has become a national symbol of Duilintinn's culture. As such, many of Duilintinn's colloquialisms reference him. These include, but aren't limited to:

* How in Sam's name
* By the Eye
* What in the name of the King's Eye

## Curses Referencing The Enemy

Using "The Enemy" in an explicative would be like a major swear. Like if you say "Enemy take you" or something similar, you are burning ALL of those bridges right then and there. Everyone knows someone who The Enemy did take through his puppetry, so saying something like that is going to hit a nerve. It's basically like saying "go to hell," except, in this case, everyone has actually seen people get dragged to hell already.

That being said, "Enemy take it all," when directed at a general situation rather than a person, is sometimes used. It's a very intense curse, but heck, these are intense times. Not everyone might approve depending on their sensitivity to such things, but they'll certainly understand.

The less intense version of all these explicatives is, of course, saying "Anti" instead of "The Enemy." I still wouldn't recommend saying it to a person, unless you both know it's a morbid joke (gallows humor and all that). And swearing at situations, in general, using "Anti" is basically the equivalent of simultaneously saying, "This sucks and so does The Enemy, he can have this entire mess, the incompetent bastard," because you're using the mocking nickname.

## Lord-isms

Some people will reference the missing Lords, either out of reverence or sometimes humor. These range from phrases as simple as "Oh my lords" to ones as ridiculous as "You're so stupid, the Lords are returning even as we speak just to tell you to shut up."

Some reference specific lords, with the name of King Sean himself being particularly popular to evoke. Lord Schneeplestein, with his unique accent and manner of speaking, has accidentally coined a few popular phrases as people imitate his iconic mannerisms.

## Misc Others

Religious sayings are still used among members of those demographics. This includes those who revere the Fae being known as Ocean Man, who often evoke his name in phrases such as "Holy Ocean Man."
The Whetstone

Location of The Whetstone in Duilintinn by tumblr user @thewatchau

Located in the central Monaidh Plains of House Jackie, Duilintinn, The Whetstone is the center of practical operations for the Guard Coalition. While the Coalition’s guild hub is located in Mulladún due to political clout, this training camp is further east, just off the main road to Cordoire

## Name Origin

The name “The Whetstone” comes from the aggressive training and recertification drills the knights all endure there on an annual basis. If this bustling military hub ever had another name in the Feadhainn tongue, no one can remember it.

## History

Knights of the Guard Coalition have been trained and deployed from this training camp for decades, possibly even centuries. As long as the Guard Coalition has existed, so too have the well-worn fields of The Whetstone been trampled under the feet of knights and knights-to-be throughout history.

## Layout

To the average traveler, The Whetstone is a large stretch of training fields spanning several miles on the southern side of the road from Cordoire to Mulladún, where members of the Guard Coalition take great pride in demonstrating their prowess and advertising the Coalition’s services, especially during the summer months.

However, there is more to The Whetstone than vast training fields. As you travel along the main road, eventually a wide road turning south will appear between these training fields. Along this road are various branching paths, which lead to the entrances of the training fields seen along the main roadside.

If one does not turn down any of these paths, but continues to follow the road south, it eventually leads one to a plain gate flanked by a pair of griffin heads standing tall and proud. Beneath these sculptures is a plaque, stating that the griffins were added in 1588, one year after Lord Jackie’s titling, with a brief description of Lord Jackie’s history as a trainee of the Guard, their pride in his work, and how the Coalition continues to do the Noble Lord proud all these years later. It should be noted that Lord Jackie had no knowledge of or input in the plague’s creation until a few years later, at which point Duilintinn was reeling from The Enemy’s first attempt on King Sean’s life and there were far more important things to worry about.

Extensive stables are located near this gate, which serves as the entrance to the main complex of The Whetstone, while all other buildings are located within the walled complex. Once crossing through the gate, buildings of various sizes rise up on either side of the road. The tallest buildings are the Barracks, going up several stories. A low, wide building with a constant stream of smoke pouring from the chimneys serves as the kitchen. The Admin and Command offices share a building at the far end of the road, featuring slightly more decorative architecture than the rest of the plain, grey buildings.

## Trivia

The description of The Whetstone’s layout is largely pulled from a description written by tumblr user @theshapeshifter100​ in this story, which she has given me permission to use in the official posts on The Whetstone.
Magos Seguros

Magos Seguros is a new guild in Tandeli, although mages have always been attracted to Oscureloj long before the hub of this guild was placed there. Advisor Virgil made it official and put money into the gathering of magical knowledge and resources, new buildings, and organising tutoring of inexperienced mages.

Alchemists are also welcome, whether or not they have unlocked their magic, although there is a distinct advantage to having their magic unlocked.

Like Duilintinn’s Mage Guild, the main building is a library of magical knowledge, with rooms for admin, practical and theory learning, and labs for alchemy. You will find mages in there at all hours, and sitting in weird places.

The hub building is in the centre of Oscureloj and has an almost comical amount of gargoyles on it. It is painted purple and black and inside is split into sections depending on the subject. It has many, many basement floors.
Iris Anthurium

## Iris Anthurim

### Relatives

Carpus, Ebony, Helen, Elliot, Marigold, Eider, Rowan, Willow, Simon, David, Lacy

## Physical description

### Gender

Female

Iris Anthurium is the youngest daughter of Ebony and Carpus Anthurium, and her siblings are Elliot Anthurium and Helen Paris. She has seven children, Marigold, Willow, Eider, Rowan, Simon, David, and Lacy, and is married to Declan Anthurium nee Crayick.

She resides in Fasithe

## Appearance

She usually has a flower in her blonde hair hair, either from her children, her parents, or her husband. She has bright blue eyes and often looks tired, with early streaks of grey in her hair.

## Personality

She’s a quiet woman who keeps a strong friendship network. She looks perpetually tired, but tries not to act like it. She has the patience of a damn saint and is always willing to be the shoulder to cry on, even if she doesn’t extend herself the same courtesy.

## History

The youngest child of Ebony and Carpus, although until she was 9 she considered her sister Helen more like a mother. She wasn’t aware of most of what was going on with Helen and Elliot, but she did join them to learn with Alice Sprewaith.

The day Helen left was a dark day for Iris. She and Helen had had a small argument that day before, something Helen quickly forgot about. However, Iris, in an attempt to make sense of it, assumed that it was her fault Helen left. This formed a life-long subconscious fear for her family leaving her.

Her parents started acting a little more like parents, and started to redeem themselves in Iris’s eyes. She took to their doctrine, joined the cult with a deal to keep her family safe, and married young like they did (18), and got started on a big family. However, this fear and the fact that she had enjoyed learning until her parents made her stop (‘The Fae will teach you everything you need to know’) made her unhappy, even if she didn’t realise it. In spite of all this however, she does try to teach children other families skills they might not get from their parents. Not all of them are as bad as hers, but others are the same level of faith blind.

Her husband had his own ambitions, and is hoping for seven sons or seven daughters, or both, given the number of twins they’re had. He’s not fussy in that regard. Iris isn’t concerned about that, the more children the less likely she’ll be left alone, right?

She felt more than a bit of resentment that her parents seemed to dote on her children more than they ever doted on her, but she’s never said no to them before, and they’re elders now, she really can’t say no!

When Elliot disappeared with Lacy, it nearly broke her. It wasn’t logical, but some part of her thought that, once again, it was her fault. One of her eldest children, Rowan, stepped in to help take care of the youngest left while Iris recovered.

She appeared to recover, but unfortunately, it had the effect that Elliot expected, not that he will ever know.
Puerta Claro

Puerta Claro is a large port city in Tandeli, but is not classed as one of the major three port cities.

Situated at the mouth of the Mentira river and acts as the stopping off point for the ferry between Puerta Guía and Puerta Casóm. The Escama bridge is just north of the city, with a secondary hub for the Fishing Guild nearby.

The city is so named for the Mentira river, the southern portion being unusually clear until it reaches the estuary.

The two major sources of income in Puerta Claro are fishing, and people staying the night from the ferries. There are two major docks, one for ferries, one for fishing boats, and there are a disproportionate number of inns and eateries in Puerta Claro compared to other settlements of the same of similar size. As such there is a secondary hub for Kingdom’s Kitchen in the city centre.

## Ferry

There is a ferry system between the major port cities, Puerta Casóm, Puerta Pepuna, and Puerta Guía. It doesn’t run during the Rainy Season (April-October), due to fog and dangerous weather, but is active during the dry winter months.

The quickest route is between Puerta Guía and Puerta Pepuna, and that takes most of a day. If you’re trying to get to or from Puerta Casóm and Puerta Guía you would need to stop over at a small city at the mouth of the Mentira, Puerta Claro.

Given the distance there’s usually one ferry per day from Puerta Casóm, Puerta Guía and Puerta Claro, all going to each other. So one from Puerta Casóm to Puerta Claro, one from Puerta Guía to Puerta Claro, one from Puerta Claro to Puerta Casóm, and one from Puerta Claro to Puerta Guía.

Between Puerta Guía and Puerta Pepuna are two ferry times going back and forth between them, one in the early morning and one later in the morning.
Citizens of Duilintinn

Citizens of Duilintinn are listed below. Feel free to use this opportunity to familiarize yourself with how to edit and contribute to a wiki by editing this page to add your own character in the table below!

You can then create a page for your character by highlighting their name (i.e. "Emily Keyes") and selecting the link symbol next to the italics button (or else hitting Ctrl+K). This will create a red link. Then, select that link, hit the green "next" button, and viola, you've got a new page specifically to talk about your character and mess around with the wonderful world of wiki editing.

Have fun!
The Builder's Guild

The Builder’s Guild is an old guild in Tandeli, with a hub in the north of Oscureloj. In the past, they had a contract with the Mountain Carvers, which has been re-established.

It covers builders, carpenters and architects. They build new buildings, repair and conserve existing buildings, and also build and repair other structures such as bridges and fountains. They will also demolish if necessary.

They held the existing stores and formula for Pólvora since the reign of the First King until the revolution. It was given to them since they could use it for demolition, but frankly, it caused bits of building to go flying when used and put people 'slives in danger. So it was quickly hidden away in the hub basement until Virgil Pumice came for it.

They built their own hub, and the outside looks utilitarian, with a few gargoyles carved into the building itself, instead of placed on the walls. There are design choices that you wouldn’t see commissioned usually, and you can imagine the builders, carpenters, and architects on this project giggling as they drew this up.

(I would give details, if I knew anything about architecture)

It is one of the few hubs to have a basement, which is where Pólova was kept for all those years.
Calorona Desert

The Calorona Desert is a major geographic landmark in Tandeli, located in the north half of Tierra Mélgica, west of Tierra Eticora, and just southeast of Triti.

There has been some research into what lives there, but as a general rule, you do not travel across it unless you either are or are accompanied by an experienced navigator. Camels are also required to cross.

It covers a large section of Tierra Mélgica and a bit of Tierra Eticora, stopping before the coast and before any large bodies of water. There is some archaeological evidence that people used to live and roam the desert, but no one does that anymore.

The desert is split into two rough sections. The area south of the river Mentira is predominately sand and dunes, while the area north is a mix of desert scrub and bare earth.

There are towns ringing the edge of the desert, whose main trades are glassblowing and desert traversing. The sand for glassblowing comes from the desert, and desert guides, equipment, and camels can be hired in these towns. Researchers and travelers are often among those who utilize the guide services, with the occasional person or party who doesn’t want to go around the desert.

Estalta is also right by the desert, and the east part of the city also has desert guides and glassblowers.

Reptiles such as vipers and lizards a common within the desert, along with mice and gerbils with highly efficient kidneys to cope with the lack of water. Other natural inhabitants are small desert cats and foxes, scorpions and hares. In the northern part of the desert larger carnivores such as jackals used to common, however, like many creatures larger than a fox that wasn’t ‘useful’, they have been hunted to low numbers.

During the rainy season in the summer, the temperature will go down by as much as 2 degrees Celsius and on rare occasions, rain might hit the desert. In our world, to qualify as a desert (or tundra) the area can only receive a maximum of 250mm of precipitation a year (rain, or snow).
Gáire Roosts Outpost

Drawing of Gáire Roosts Outpost by tumblr user @thewatchau

Location of Gáire Roosts in Duilintinn by tumblr user @thewatchau

Gáire Roosts Outpost is a Watch Outpost located in the far southwestern corner of House Jameson, Duilintinn, within the fringes of the Western Forest and along the banks of the Gáire River.

## Name Origin

The Gáire Roosts Outpost is named after the adjacent river and the structures built into the trees of the Western Forest.

Like other Watch Outposts, it is often referred to by the second word of its name, i.e. "The Roosts."

## History

The Roosts is unique as one of only two outposts built specifically for The Watch during the three years between the announcement of The Watch and its eventual implementation, rather than a repurposed pre-existing structure (the other being Runners' Haven).

## Layout

Deep in the southern portion of the Western Forest, the trees surrounding the Gáire River are covered in wooden structures. High in these branches, Watchers who seek to study and explore the Western Forest are constantly coming, going, and eagerly sharing their discoveries.

The Roosts bears House Jameson’s signature architectural style of “work with what’s available,” combining stonework, wooden supports, and suspended structures within the trees. This strange combination allows Watchers to be safe from the dangers of the forest, while still providing shelter for horses and various activities that should not be in trees, such as blacksmiths, kitchens… anything involving fire, or else cannot be brought into the trees for whatever reason. Everything and everyone else sits safely above any dangers that would surprise them from the forest below.

High in these branches, Watchers who seek to study and explore the Western Forest are constantly coming, going, and eagerly sharing their discoveries. Like all outposts and garrisons, it contains workshops, kitchens, living quarters, bathhouses, a communal place of worship, training grounds, meeting rooms, stables, a rookery, a library, and storage buildings.

In lieu of the dedicated watchtower structure(s) found in most outposts, lookouts are simply spread throughout the suspended portion of the outpost, taking advantage of the naturally elevated position.

## Unique Functions

In addition to performing the standard tasks of every Watch Outpost, Gáire Roosts:

* Launches nearly all Watch operations within the Western Forest
* Researches potential uses of the flora, fauna, and magic within said forest
* Maintains border patrols along the forested reaches of the Southern Mountains and the Gáire River
* Acts as the primary contact between the research-focused mages of House Marvin and The Watch.
Roabeál

Roabeál is a large town located in the Costageal Plains of House Schneeplestein. Built during the Waldren Occupation and located on the road between Cordoire and Fionport, this is one of the more urbanized settlements common to the region.

## Name Origin

### Location

House Schneeplestein, Duilintinn

The origin of Roabeál’s name is murky. “Beál” literally translates to mouth in the Feadhainn language, which could mean the mouth of a river or could metaphorically refer to the beginning of something. However, “roa” does not have a direct translation, as far as we are aware, though it bears similarity to “rua,” which means red. Since the town was built during the Waldren Occupation, it’s likely that this is a bastardized attempt to create a place name similar to those in the area, all of which have names derived from the Feadhainn Language. Alternatively, the town could have had a longer name with a clearer meaning, which has now been forgotten.

## Culture

Roabeál is a town that values hard work and excellence, small enough that everyone knows about everyone, yet close enough to a few major cities to offer many great opportunities to the younger generations.

## Trivia

Roabeál is Bard Emily Keyes’s hometown, where the rest of her family resides to this day. She visits occasionally (her favorite part of coming home is telling her younger sister stories about life in The Watch), but the intense environment still gets to her sometimes, and the bard usually prefers curling up in her small room at Fort Stiofán to the bustling house in Roabeál.

While the origin of Roabeál’s name is unclear to those living in the world of The Watch, there is a much clearer origin for its name in the meta. For context, Emily Keyes is both the author of The Watch AU’s self-insert character and her pseudonym. While her first name is Emily, her true surname derives from the word “red” in a different language. Thus, Roabeál does mean “red beginnings,” referencing its role as Emily Keyes’s hometown and, in turn, Emily Keyes’s relationship to the author.