recursal/Fanatic-Fandom huggingface dataset:
Crooked Tower

One of the most important landmarks of the Egnazchan Guild in Gyven is the Crooked Tower.  True to its name, it rises like all other cylindrical towers until about 65’ from the ground.  There it is as though each layer of bricks was placed just a bit off from the brick layer below it.  The effect is a slant (to the eye from ground level) that takes the tower about three feet “off-course”.  The effect is reversed about ten feet above, where the tower is brought “back on track”.

Most people assume that the tower is held up by magic, because such an unstable design should not be able to stand.  There is a belief that the tower began to lean while they were building it, a problem with picking the site for such a tall building.  To correct the lean, they put in the shift so the weight of the building would counterbalance the lean.  This theory implies that either the shift did counterbalance the lean, making the building rise straight, or there is an optical illusion caused by the shift so that people do not see the lean when they look at it.

The guild does not discuss the building’s design, but other mages have learned that the tower’s shift was placed to disrupt the chaos magic within it.  The Crooked Tower is the research center for the entire guild, and the shift is believed to prevent chaos energy from “gathering”.  This theory does imply that magic is holding the building up as the chaotic energies that would otherwise gather in the building are being consumed fighting against the physics that might otherwise bring the building down.

There are others who believe the Egnazchan chaos magicians are just in incredibly weird group and wanted their building to be as unusual as they are.  The tower is massive:  about 120’ in diameter and over 100’ tall.  Perhaps with such a massive building, a 3’ shift to the east may not be enough to unbalance the structure.
Ceilvartus

Ceilvartus is a lost city.  Though most historians consider it to have actually existed, most assume it was completely destroyed by the invading elven armies.  But this former capital of the giants has other stories about its fate.

When the elves were on their march towards the conquest of the continent, one of their first targets was the subjugation of the giants.  Not surprisingly, this turned out to be a difficult task.  The elves assumed their intellectual superiority would easily overcome the giants, but the physical prowess of the giants was not so easily overcome, even with guile and trickery.  This could have stopped the elves in their westward conquest, but they did not let it.

Instead, the elves unleashed some form of ghost or spirit that turned the living to stone.  While the elves pushed around the giant territories, the giants were forced to contend with the horror of watching friends and family members turned to stone.  They had no ability to fight these creatures; they were like a plague.

Over time, many of the giants were turned to stone. It did not take much time before civilians were fleeing the city of Ceilvartus, determined to go anywhere to keep their children safe from this menace.  As they fled, they were forced to leave their lost loved ones behind, mute statues to the horrors of war against the elves.

Some claim to have discovered the city of Ceilvartus, now known as the Kingdom of Stone.  While some of the dead have crumbled over the passage of centuries, some “statues” still exist.  It is clear to those explorers who have been there that there are not enough people / stone statues here to have populated a city of this size.  This can be explained by the fact that many fled, but also by the fact that the elves did eventually return to conquer the now more scattered giants.  When they did so, they took many of the stoned peoples.  Another part of this legend is that one of the Gardens of Heaven is decorated with these statues of giants, many twisted in horror as they were being killed and turned to stone.  Those who have seen this display often report how disturbing these sculptures are, but others (the more racist among them) find them glorifying, a testament to elven ingenuity.

The last part of the legend is perhaps the least verified.  Some who claim to know where Ceilvartus is also claim that whatever turned the giants to stone there is still around.  They claim that at night something passes through the area turning the living to stone. Most often this seems to be pack animals, but apparently some people in the current age have been turned to stone as well.
Society, The

The Gyven Society of Military Explorers, or most commonly The Society, is an adventurers’ guild in the city of Gyven.  They manage the careers of various adventurers, mercenaries, sell swords and other folks who will put their lives at risk for money.  Not only do they hire their members out for missions, but they take care of most of the general requirements as well, putting them up in dorms, feeding them, training them, even caring for them in a hospital on campus.  The Society is not the only charted adventurers’ guild in Gyven, but it is the best known.

The Society has members of all different levels of experience and thus can handle most missions brought to them.  While some adventurers, free spirits as they are so often, find The Society’s rules constricting, many of their members enjoy the guild handling all of their tedious issues, and leaving them alone to train and adventure.

The Society’s campus is on the northwestern portion of the city, near the outskirts.  There are fewer neighbors this far from the coast to bother with their antics.  There have been many successful adventurers who have started their careers within The Society and ended them still members.  They really can care for their members throughout long careers.
Asriel Noklass

> "Hey, look! It's in Gay Baby Jail!"
>
>

## Relations

### Relatives

Marcus Noklass (father) Naomi Noklass (mother, deceased) Deanna Noklass (step-mother)Salvatore Noklass (full brother)Maliya Noklass (half sister)

## Description

### Birth Place

Muskegon, Michigan

Asriel Noklass is a hardcore regular who has been in many seasons. He is one of the better players. His first season was most likely Minecraft Hardcore Season Ten. So far, he has a positive ratio.

## Trivia

* His nickname of OnTheAir is a reference to his catchphrase that he uses while broadcasts.
* He has a doctorate in Cryptography, just like his brother, Salvatore Noklass.
* He is a part in the eighth season of Terraria Hardcore because he is one of the better players.
* He is one of the few players that has a positive ratio, like Cowboy Dan and Riley Sazura.
* He is currently in a Minecraft Hardcore Shaders season.
* He seems to be a fan of Pink Floyd. This is evidenced by a scene in Minecraft Town Hardcore, where he reacts to wheat growing in a potato patch, followed by him saying "this will not do," in a kin to the line delivery from the song, "The Trial".
	+ To add to that, he seems to be a fan of classic rock, like with the Eagles. He got excited when "Life In The Fast Lane" came on.
* He has phoenix abilities. This comes from a curse.
* He has the most season wins with ten.
Breaker Islands

The Breaker Islands are an arc of islands that serve as the unofficial border of the Bay of Jasxar.  Some of these islands are believed to be volcanic, others are clearly coral, which implies they were once volcanic as well.  However they were formed, there are reefs throughout the region and those islands that breach the sea level are now jungles of vegetation.

These islands have a bountiful harvest in several ways.  They are the home to some large crabs (similar to coconut crabs from Earth). Various fruit trees grow in abundance such as bananas, coconuts, dates and other forms of palm.  The fishing in and around the islands is very good.  And with all those trees, the wood produced gives the region building materials and fuel.

But the region is primarily inhabited by the merfolk. The mer live in the waters around the islands and throughout the coral region.  There is a small population of humans who live in small villages on the islands, but these must live in harmony with their aquatic neighbors or they would be completely overrun.  They make a living by trading with the mer for various fish products, then typically salting or smoking the fish, preserving it to be sold to the peoples of the mainland.

If they have a difficult task, it is this preservation. The climate on the islands is so humid, that they can only prepare the fish in caves, where they have a slightly better chance of controlling the environment so they can preserve the fish before it spoils.  But smoking fish in a cave means that those monitoring the process must go into caves with little oxygen, making this a dangerous occupation.

Note - Volcanism and plate tectonics on Sylansse work similarly to how they work on Earth, but there are some technical differences, especially with how hot spots appear and “move”.
Godland

Godland is the district within the city of Ceanna Luchi that may only be entered by elves of divine ancestry or their priests.  Even the more secular elven nobility are not allowed to enter this sacred place.

Though Godland is walled, it is set upon a hill, and the residents of the city are typically able to glance inside, if they are significantly far away.  Not surprisingly, “spying” into Godland is forbidden as well, though this is nearly impossible to enforce.

Godland takes up about 275 acres within the city and is the home to the most fantastic palaces and temples in the world.  No expense was spared to build the emperor the most beautiful buildings in which to reside and from which to govern the empire.
Cheilmaddb Guild

The Cheilmaddb Guild is one of the six human guilds that control the human lands. Their lands are southeast of the capital of Gyven. This makes them both the main buffer against the elves and the southern sea power.

The Cheilmaddb are known for their powerful navy and their use of what most others call zodiac magic. They have the best astrologers in the world and have been able to use that science to work wonders.
Ohwara

Ohwara is the human pronunciation of the mimmurri name of the capital city of the largest mimmurri city in the world of Sylansse. While the kingdom has a different name, it is even more difficult to say with human lips (or dwarven or elven), so they refer to the kingdom by the same name as the capital.  This kingdom and its capital sit close to the borders of Janarron, Payvmyia, and Tovvablscheztz, but below these surface countries.  This region has great wealth in minerals, including gemstones and magical stones.

The capital is surrounded by various smaller communities, somewhat similar to the patterns seen on the surface.  These smaller communities not only breed the armies utilized by their king in his capital, but they also supply some of the crystals so important to the mimmurri.  The capital has multiple crystal gardens, many of them are huge. By controlling the seed crystals grown here, the king controls the outlying communities as well.

Beneath Ohwara, there are other communities and cultures who use the mimmurri as a protective barrier against the surface races.
Gyven

Gyven (rhymes with Kevin) is actually named Dideleasgyven, but foreigners have difficulty with the name and even the locals have agreed to the shortened version.  Gyven is the capital of the human lands and holds the administration of several of the human factions.

Gyven is a massive port city on the southern shores of the continent of Earychyd.  It is said to have been built upon the banks of the Vilpuikimas River (to the city’s east), but its western boundary is now the Shumoas River.

The capture of the city of Gyven (then called Ahainn Malaart in elven) was considered the turning point in the humans’ Liberation Wars.  From that point on, the humans were assumed to have their own government and were not simply a rebel force.

Gyven is second only to the elven capital of Ceanna Luchi in population, assumed to have just under a million people living in and around it.  (This includes only the near suburbs and not all of the farming villages within its control.)
Okoz

The okozes (singular is okoz) are a race that lives in the jungles in the western regions of the continent of Earychyd.  The simplest way to describe them is to call them “meercat-people”.  In many ways they resemble meercats, except that they are about 4’ tall and weigh in on average around 50lbs.  Further they have opposable thumbs and a much more advanced culture than Earth’s meercats have, including their own language and the development of rudimentary tools.
Ceanna Luchi

Ceanna Luchi (pronounced “lucky”) is the largest city in the world, possibly by population and certainly by land mass as well.  Most estimate its population to be near a million and a half people.  The best estimates would place 20% of that number as non-elven slaves.

Ceanna Luchi is the capital of the elven empire and houses the Godland district where only the elves of divine ancestry and their priests may go.  While the city is the capital of the elven empire, it would be fair to say that Godland is the palace.

Ceanna Luchi rests on the eastern shores of the continent of Earychyd.  It is a port city, but it seem would all elven roads lead directly to the city.  As the capital of the world (at least at one time) it holds many wonders and triumphs of architecture, civilization and magic.  It is the home to the Gardens of Heaven (attached to Godland) as well as enormous barracks for both the army and the navy.
Other Realms

No matter how a world is envisioned, there are some manner of barriers that keep that world separate from other worlds.  The physical barrier would be the atmosphere, but what about the magical barriers?

Worlds are separated from others by various means, and each of these means is either stronger or weaker.  One of the major issues with Sylansse is that many of its magical barriers are weak.  This means that the world is not as well defended against “other dimensional” creatures, such as devils, demons and angels.  Because of this, the gods of Sylansse have an easier time making their desires known and lending aid when they choose to.

But the weaker barriers are not just between Sylansse and the various heavens and hells, the barriers between physical worlds are weaker as well.  Many ponder why this is, with more popular explanations being that the world is so magical that it has weakened its own barriers, or that when the Gancassocaer Comet ripped through the world’s barriers that they simply have not yet “healed”, or that in some manner Sylansse sits in a central region in the metaphysical universe and therefore it is surrounded by other worlds and has a significantly higher number of interactions.

No matter what the actual reason is, it is clear that Sylansse forms easier connections to other worlds then what is considered “normal” by travelers amongst the various worlds.  In some ways these easy paths to Sylansse follow some of the world’s ley lines, with stories of other worldly creatures being able to simply “swim” through the ley lines in order to arrive on Sylansse.  This must only be metaphorical, because ley lines do not have any volume and cannot be entered.
Blood Eclipse

Around every eleven years, a red eclipse can be seen over the mainland east of Gyven and northwest of the Cheilmaddb territory. People had been traveling to watch the event, but many died while they were there.  In recent eclipses, far fewer tourists have been anywhere near the site.

The Blood Eclipse is not an astrological eclipse. Instead, it a gateway opened by a group of mages.  They struggle together to open the portal, but invariably they then squabble amongst themselves over who will be allowed to yield the mighty power that can be gained by being bathed in the light of the blood eclipse.  In many ways, it has become a tournament now.  Everyone involved knows the others will try to kill him in order to gain the power, yet they go there anyways.

One of the biggest problems is that once the gateway opens, everyone there will have some of their magic sucked out of them (one power level).  Should they survive to be bathed in the light, then a portion of the magic will be returned to them.  What happens is not that the eclipse grants them magic.  Instead, the surviving mages will split the power sucked away. Because everyone loses one power level, if non-mages are there, they lose one power level and are typically struck dead on the spot.  Some have lost their hearing, their eyesight, etc., but any creature of any intelligence will be killed by the opening.  Just before the gateway closes (by exploding in a rush of light), the mages need to have eliminated enough of the others to gain.  Some have even been known to bring apprentices to enhance the amount of power to later be split.

It is believed that the Blood Eclipse requires some manner of cosmic alignment, which is why it can only be opened every eleven years or so.  They are likely opening a gate to some magical universe, but they are not gaining any additional magic from there, only redistributing the power taken from this universe.

Anyone hoping to gain magical power in this way needs to recognize that these mages are not nice people.  They are fully aware that they will need to kill others in order to steal their magic.  Anyone attempting to participate should expect to be assaulted by world class battle mages ready to kill them and steal as much of their power as possible.  These are spell casters who are at a point where gaining more power and control is so difficult, they are willing to take this extreme risk.
City of Pearl

Along the eastern coast of Earychyd, south of the elven city of Cenna Luchi, there is a much smaller city known as the City of Pearl. While this city is amazing, it is not a city made from pearl or even mother of pearl.  It is believed that the name comes from a mistranslation, because the city is in fact built from coral.

City of Pearl is built on the coast and beyond it. In many ways, it is a shared city with some of it on shore and some of it beneath the waves and inhabited by the sea elves or merelves.  When the site was a simple fishing village, it was constructed of wood, but the wood was not a useful building material for the merfolk.  The surface elves provided stone cutting tools and taught them how to use them.  The only large stone deposit nearby was the coral reef, so this is what they quarried to build.

As the surface village grew, they too wanted stone buildings, but had no quarries of their own, so they began to trade with the sea peoples for coral.  Because of this, most of the older buildings are constructed from pink coral, with more pink coral mixed into the mortar to prevent two-toned buildings.  The elves continue to harvest the coral, but they fear they are doing too much damage to the reef environment, so they now have strict quotas on what can be taken.  The replacement is a style of concrete that uses pulverized coral instead of sand. This gives many of the newer buildings something approaching the pinkish color, though it is less vivid.  Some have used a white coral causing their buildings to stand out from the too typical pink buildings.

As one would expect, Pearl City is a town of fishermen, both above and below sea level.  They harvest much of what the ocean offers, trading salt, preserved fish, and carved coral pieces for metals and other supplies they have more difficulty producing.  One disadvantage to their town is that the sea elf village blocks water entry to the human settlement.  Because of this, deep seagoing ships typically need to taxi cargos in on much smaller boats, rather than simply pull up to a large port.
Payvmyia Guild

The Payvmyia Guild is one of the six guilds that make up the human government. Their lands are in the western regions of the human controlled lands.

The Payvmyia Guild relies primarily on alchemy and herbalism, though they have taken these sciences vastly farther than any other group on Sylansse. Not only do they brew potions and mix salves, but they have created new substances that do not exist in nature and they have used these substance in the most unique, interesting, and powerful ways.
Арнульф Мецский

**Арну́льф Ме́цский** (нем. Arnulf, фр. Arnoul; около 580/582—18 июля 641) — франкский политический и церковный деятель, епископ города Меца, прародитель династии Каролингов, канонизированный католической церковью. День памяти — 18 июля.

## Биография

Арнульф родился в начале 580-х годов (около 580 или около 582 года), возможно, 13 августа 582 года.

Был влиятельным сановником при дворе меровингского короля Австразии Теодеберта II. В 613 году вместе с Пипином Арнульф возглавил аристократическую оппозицию королеве Брунгильде и добился воссоединения франкских королевств под властью Хлотаря II. После этого он получил сан главы Мецской епархии.

С 623 года Арнульф был одним из советников короля Дагоберта I.

В 627 году он отошёл от дел и стал отшельником. Погребён в Ремирмонском аббатстве.

После смерти Арнульф Мецский был канонизирован. Покровитель пивоваров.
Stampus Isilnhagt

Stampus was the brother and chief military advisor to the legendary King Conrad Isilnhagt.  When his brother became king of the united human factions, Stampus took over the Milzenatia Guild.

Stampus led the Milzenatia Guild for a long time, but his true fame came from his military career.  He was beside his brother through the thickest fighting of the Liberation Wars.  Though Conrad was the hero, Stampus was equally heroic, though far less charismatic.
The Hill

“The Hill” is one of the largest shopping centers in the massive city of Gyven.  As most of the city is above sea level, the main road leading to port is a hill.  The street is 80’ wide and kept so by law (not even street vendors are allowed - they must stay on the docks).  As the hill is considered steep, the center of the street has a series of ridges.  These ridges allow large wagon wheels to roll over them, but also allow draft animals to more easily get footing.

The two “lanes” on either side of the street are intended for pedestrians and ridden animals.  Here the street was first paved in bricks, but those were far too slippery, especially with the frequent mists and fogs that roll off the water.  Soon after paving, the authorities did some dredging in the harbor.  All of the shells and pebbles they pulled up were mixed with a thin cement and plastered over the brickwork.  This aggregate has worked to give the people and animals better footing up and down the hill.

What started as a cheap seaside string of shops has been built up and up.  The city is about 40’ above the port.  The lowest level of shops by the port are often bait shops or rope stores.  The other stores are stacked upon the lower stores.  The value of the merchandise goes up as the levels above the port rise.

At the level closest to the port, the stores can be five stories high.  Around the outside of these stores, both facing the main street and the sea, there are wooden walkways that allow shoppers to access the portside shops.  In many places, the walkways are broad enough to allow for a few tables for the restaurants and cafes.  Along the port-sides, the top three levels are tiered to avoid the feeling of people walking above you as is found on the lower levels and the street side walkways.

As the levels were being built up, the city administrators decided that the west side and east side shops needed to be connected, so they built a bridge.  The supports for the bridge were set up between the lanes on the road.  These supports are massive, columns measuring 8’ across.  Four sets of six columns hold up the bridge that links the third levels.

While the bridge was initially just a bridge, as the years went on, another level was established linking the top / fifth levels.  At that time, the third level bridge was expanded.  This means that the third level bridge is now about 100’ wide, while the fifth level bridge is about 60’.  This allows for shops and stalls to be erected on these bridges, and they are among the most frequently visited.

There are certainly other major shopping areas around the city.  These shops often cater to the upper classes (at least the top two or three levels), and not necessarily combatants, meaning that these shops are far more popular than player characters may be interested in.  There are also hotels and restaurants throughout the immediate area.
World Summary

Once upon a time there was a big continent.  Most of the fantasy races lived somewhere on the continent, but by and large they left each other alone and stayed amongst themselves.

But then one of the elven gods placed an avatar amongst his people.  This demi-god rose to become a powerful war chief among his people.  He led them against the neighboring races and eventually he conquered the continent and set up an elven empire.

Centuries later, the humans under this elven empire rose up in rebellion.  While the elven cultures had congealed into one culture, the humans were all quite different, still following their ancient tribal ways.  Each human province under the elven empire found a different path to power, and thus each found a way to have champions capable of fighting back against their elven overlords.  They eventually won their freedom and liberated their lands.

The elves fell back to their ancient homelands and a stalemate of sorts now exists between the humans and elves.  Both would like to obliterate the other, but they aren’t capable of amassing an army large enough to invade the other.

Meanwhile, the dwarves and trolls have problems of their own, primarily a lack of trusting the other dwarf and troll clans.  The orcs, ogres and goblins are on another continent, but they have recently figured out how to sail to this one, and they have been both raiding and colonizing.
Lifespans

In the rules of the **Legend Quest** - Elves and dwarves have similar life spans to humans.  They do not live to be centuries old.  This is reflected throughout Sylansse but should be something you can easily alter to make Sylansse more compatible with your game rules.

However - We recommend that you consider making the lifespans of all humanoids roughly the same, except for the royal elves.  The royal family of the elven empire is now laced with divine blood.  Since the family is descended from demi-gods / avatars who have at least one divine parent, or multiple divine grandparents, it seems appropriate (and is the way we will assume it works) that the royal elves do in fact live for centuries, possibly as long as 1,000 years before they would die of old age.

This is not entirely the same as some games would have it.  These royal / divine elves age roughly the same as humans, if not faster.  By twenty years old, they will be adults - at least physically.  They would then live another 500 years in the prime of their lives, only beginning to age after those five centuries or so.

We feel this grants the World of Sylansse, a somewhat unique character, a little something that helps set it apart from most generic worlds.
Neck, The

The geography of the continent of Earychyd is such that there is a narrower strip of land between the Qoryhama Forest and the Mountains of Kalnamai.  This region is narrowed further by the Kallackaus Hills.  The result is that there are significant wilderness regions blocking any open land between the eastern portions of the continent and the central sections.  This then is the Neck.

              The Neck is in many ways the Vilpuikimas River Valley. With the Kallackaus Hills blocking the southern portion of this space, the Neck is then the narrow passes between the river and the Kalnamais.  While this site is the easiest way to move between the east and middle, it is still a region filled with many rivers and streams that must be forded or bridged in the safest places. As there is relatively little trade between the Elven Empire and the Human Guilds, there are no well-established or maintained trade routes through here.
Gancassocaer the Predator

Most descriptions of the crab-like creature Gancassocaer’s arrival on Sylansse describe it as fleeing from its fellow creatures.  But there are some in the world who do not believe it was fleeing, but instead chasing.

The main telling of his legend suggests that Gancassocaer had an enemy, and it was about to defeat this enemy.  The enemy fled and came to Sylansse, but its arrival was far more subtle.  It arrived and buried itself somewhere on Earychyd.  But it left traps behind it on its trail.  As Gancassocaer pursued, it became fowled in these traps, so that when it arrived at Sylansse, it was already spirally out of control, causing its crash on the back side of the world.

If this legend is true, then there is at least a second massively powerful creature on the world.  Most who believe this legend believe that this forgotten god has something to do with the necromancy practiced by the Seventh Army.  In some manner, this creature powers their magic, and at least some of the people in that part of the world worship this creature as their god.
Coal Road

The dwarven capital of Kohobuzo is the location of a large number of people and a large number of forges, smelters and other fuel based work sites.  If all of the coal that was delivered to the city needed to be transported on the surface in wagons, there would be a constant stream of traffic using the work of countless transporters.

Instead, the dwarves built the Coal Road.  This passageway is a tunnel that had originally been a major vein of iron.  As the miners continued to follow the vein, they dug a tunnel that extended for miles.  After being enchanted by some of the dwarves’ cleverest earth elementalists, the Coal Road was born.

Any object dropped into the Coal Road tunnel will “flow” using the redirected forces of gravity.  This flow is at a rate of about four miles per hour, but it will carry anything in the tunnel. This can be very dangerous, as the coal dumped into the tunnel bounces around.  In many ways, the coal (or anything else in the tunnel) will seem like it is being carried by rushing water, but it is the forces of gravity, not water that cause the objects to move.  People have accidentally fallen into the Coal Road and are typically dead once they arrive at the far end, having been hit by rocks and smashed into the walls.  This takes a toll on the coal as well, and it is somewhat rare for large pieces to survive the trip.

The Coal Road is a wonder of magical technology.  It moves tons of coal despite travelling both up-hill and down-hill throughout its run.  The delivered coal is deposited into huge “mine cars” at the end of the run and can then be delivered throughout the city or stored for later use.

There are other similar magical roads within the dwarven nation, but none that travel as far, and none that are as integral to the workings of the nation itself.

The Coal Road is roughly six and a half miles long from where it breeches the surface to where it ends beneath Kohobuzo.  The tunnel it travels through is rarely narrower than about 12’ in diameter and at times nearly 30’ across (though still only about 12’ tall). While it has been known to get “stuck”, pressure from additional coal being dumped in typically causes these blockages to clear themselves.

Most of the coal is delivered to the entrance by carts or sleds.  The coal mine that once stood nearby has long been mined out.  This transport is considered far preferable to attempting to funnel this traffic through the city gates or down her streets.
Earychyd

Earychyd is the continent of the elves, humans and dwarves.  While these races certainly consider it the most important continent in the world, the other races tend to disagree.

Still, Earychyd is likely to be the main land of adventure and exploration in the world of Sylansse.  It has the highest percentage of “civilized” land, mainly by having the highest percentage of farmed or ranched acres.  It leads the other lands in roads and other constructions as well.

Though once the domain of the elven empire, it has seen wars and rebellions over the many centuries that have driven the elves to the eastern portions of the continent, the dwarves and trolls primarily in the northwest, and the humans in the south / central lands.  The jungles to the far west have attracted invading orcs and ogres who seek to colonize lands thought too wild by the other races.
Ibaimuntataik River

The proper name of this river is the Ibaimumtataik River, but as that name is from the Janarron culture, the people of Gyven more commonly call it the Iban.  The name is said to mean something along the lines of River from the Hills.

The Iban River is commonly thought to be the major river of the city of Gyven.  As the center of the three rivers, it is also the strongest, in that before the rivers merge its current moves the fastest.  This is partially because it is frequently the narrowest of the rivers, but also because its headwaters are from higher elevations, giving the river’s origins faster currents.

After entering the lands designated as Gyven, the Iban joins first with the Vilpuikimas River and very shortly thereafter with the Shumoas River. The joined rivers then travel for about 20 miles as one, before they begin to splinter and form the delta that the urban city is built upon.  Once they have joined, the combined river is considered to be the Iban.

This stretch where they are joined is referred to as The Valleys.  While it is true that the combined river has cut a valley over the centuries due to its flooding and eroding the countryside, The Valleys are not a remarkable geological site, but instead a somewhat deep trench with shallow top soil and bedrock exposed in some places.  The region known as the River Valley (northeast of Gyven) has deeper and more spectacular valleys.  Additionally, for the most part, there is just one valley here.  A few minor streams with their own river valleys do join the Iban, but the plural word seems out of place here.

Through The Valleys, the Iban averages about a half mile across and the valley about three times that width.  There are several bridges in this region.  Most of them cross the river where there are small islands that can be used to help brace the bridges, but these bridges also need to be tall enough to let river boats pass beneath.
Calendar Years

There are only two year naming conventions.  As the majority of the civilized world was at one time under the rule of an elven emperor, the elven calendar is utilized.

The elven calendar begins the year that Kenderiee the Almighty ascended to his father’s throne.  This would be the year 1CE for current era.  Anything previous to this would be considered -###OE for old era.  As this is the year 2462, Kenderiee ascended to the throne 2,462 years ago.

The second numbering is based on when the humans first threw off their elven overlords.  In this numbering system, it is now the year 913YE or years of freedom.  This harkens back to when King Conrad Isilnhagt defeated the elven armies at the Battle of Kallackaus Hills (in the “neck”).  After the battle, the elven army retreated and the humans declared victory and independence.  While they attempted to make the day after the battle the first day of the year in a new calendar, their calendar was never accepted by the people, so the elven calendar remained, though the humans did declare the next new year to be year 1YE.

The troll clans do not care whose calendar is in use.  They find such things to be too scholarly and unimportant.
Bonn Shoingachnah

Bonn Shoingachnah means shining fort or illuminated fort in the high elven language.  This is unfortunately ironic, seeing as the fort today represents one of the darkest periods of the various wars between the humans and the elves.  The name was supposed to represent how the fort was used to detect any incursions against the eastern lands.

              After the Battle of the Kallackaus Hills, the elves retreated back into their eastern lands.  Though some units remained in the human liberated lands, these were primarily cut off from their supply lines.  Because of this, the humans and elves continued to battle throughout the Neck.  The fortress was intentionally positioned to watch the border lands between the elves and the giants, set to protect against any incursions from this dangerous enemy.

              During this horrific age of battle, Bonn Shoingachnah was the site of near constant battles and is assumed to have been under siege for more than a generation.  Two factors caused additional problems.  First, during the early stages of the battles, the elves used magical digging machines to enable their strike teams to attack their besiegers from behind.  The humans eventually gained control of some of these machines and began using them as well as the existing tunnels to get into the fort and town.

              To counteract this, the elves summoned and chained several storm elementals so that they could flood the tunnels, preventing the humans from taking advantage.  This turned a huge swath of land into horrible swamp land filled with tunnels, trenches, and culverts, many of which contained some water while others were filled.  The result was a new wetland that eventually fed into the distant Vilpuikimas River to the south.

              But decades of battle had saturated the region with death magic and other foul energies.  This has led to wild undead rampaging through the region, and necromancers seeking to tap into these energies have not made things any better.  All told, the ruin of this fortress is now one of the most dangerous places in the region, pairing environmental dangers and the undead.
Yagmalagiz

The Yagmalagiz are a culture of elves that split from the far more numerous elven empire to their north.  While the elven people consider the two to be of different ethnicities, most other races consider them to be identical.  While the elven empire combines territories of open grasslands and forests, the Yagmalagiz live exclusively in the swamps and jungles of the Forest of Etmekorma.

Many consider the Yagmalagiz as simple folks. They make their livings among the countless rivers and waterways of their homeland.  As a people, each village or clan is self-sufficient.  They provide for themselves and their families, with little trade.  Oddly enough, they are not isolationists.  They are happy to meet other clans and share ideas and crafting techniques; but they believe that it is up to each clan to provide what the clan needs.

What many see as a contradiction to this philosophy is that the Yagmalagiz rely heavily on raiding and piracy.  If there is something they need but cannot provide for themselves, they would prefer to take it by force from another people. Though it does happen, raids amongst their own peoples are rare.

This is the attribute of the Yagmalagiz that most outsiders know them by.  Having a small fleet of elven war canoes / long ships come into view is reason for fear. They have very little regard for non-elven lives, and they will kill their prey if it is an easier way to acquire their goods.  They do take slaves, but they are primarily interested in taking craftsmen that they can force to work for them.

As the Forest of Etmekorma has few metal resources, the pirates of the Yagmalagiz must take their steel and other metals on raids. Their primary targets the elves along the western coasts of Etmekorma and the humans of the Cheilmaddb Guild (their nearest human neighbors).  They have also been known to raid the mermen of the Bay of Jasxdar.  Centuries ago, when the city-state of Gyven was just getting started, fleets of Yagmalagiz would raid the city itself, but in recent years, Gyven has become far too large and well defended to allow for this.

While there is some respect among the elven empire and the Yagmalagiz, the empire elves consider these elves to be savages and primitives.  This is less than they deserve, as they are a clever if rural people.  They know their homeland and survive there easily despite its natural dangers.  Compared to the other cultures of Sylansse, these river elves are typically mundane.

Yagmalagiz art and religion often centers around the freshwater dolphins and porpoises that inhabit their rivers.
Divine Blood

As explained elsewhere, the royal line of the elven empire is descended from the gods, through avatars and demi-gods.  Because of this, they live dramatically extended lives.  But there is more to this than simply their lifespans.

No god fearing mortal would dare spill the blood of one of these divine people.  To do so is assumed to be a sacrilege that the ancestor deity would certainly seek vengeance for.  Notice we didn’t say no one would kill such a divine person.  There are times when these people may “need” to be put down, even by their own family members.  But when such a thing is required, the divine blood must not be spilt.  Elven royalty may be hung, strangled, drown, and even burned at the stake, so long as their blood is not spilled.

This “superstition” is held by nearly all the races.  This is not simply an elven taboo.  Admittedly, few orcs or goblins would be able to recognize an elven royal and therefore could accidentally spill the blood of one.  There are also legends of these royals being sealed up inside plush prisons to live out their incredibly long lives imprisoned in luxury.
Gancassocaer

When the celestial body hit the world of Sylansse 3,000 years ago, many believe that it was not some rock from space, but instead a megalithic creature.  Most often described as being somewhat crab-like, it has only been witnessed in the dreams of mystics.  This seems to be why the descriptions of this creature vary with each viewer.

Gancassocaer was a gargantuan creature who dwelled with others like him.  Like him in size and power, but not resembling him.  Many assume that they are in space, but others believe they live in the space between spaces.  While these creatures are truly beyond human comprehension, they do exist.

Gancassocaer in some ways resembles a giant crab.  It has a carapaced hide/shell.  It has many legs - somewhere between eight and thirty six.  It also has four arms that end in gigantic claws as well as at least four eye stalks.

Gancassocaer’s impact released some of its chaotic magic throughout the world.  It affected each of the various races that had existed, and began new styles of magic everywhere.  But the closer a land is to the impact crater, the more chaotic the magic is.
Naomhorbaeh

Naomhorbaeh is a massive tree that grows in the elven empire.  It is surrounded by all of its “children” as similar trees grow throughout its forest.  This tree is in some way a divine creature, and it is worshiped by many of the elven people.  As such, it is a popular pilgrimage site.

Elves know that Naomhorbaeh is the tree’s name.  Humans might refer to it as “the” Naomhorbaeh, but this is incorrect.  While not truly sexed, the tree is often referred to as “she” because “it” feels disrespectful to the elves.

Naomhorbaeh is known to be an agent for peace and fights against the chaos in the world.  It is not known how she does this, but it is believed that chaos magic cannot be worked close to her or is weakened the closer it is to her.  It is further believed that she has somehow shrunk over the last several centuries.  It is difficult to know if this is true, as there are no markers or established measures to go by.

Note - People question whether the children of Naomhorbaeh are children or if the tree is a colony creature and the other “trees” are stalks of the same plant.  Perhaps the question is unimportant.
Tad Strange

## [Sumber]

**Tad Strange** adalah penduduk Gravity Falls, Oregon dan, menurut Soos, ironisnya adalah orang yang paling normal di kota.

## Sejarah

Tad Strange pertama kali terlihat di episode "The Stanchurian Candidate," setelah Soos memberi tahu Mabel dan Dipper bahwa dia ironisnya adalah orang yang paling normal di Gravity Falls. Tad setuju. Dia kemudian muncul di Main Street memuji Stan bersama dengan orang lain.

Dalam episode "Weirdmageddon 3: Take Back The Falls", Tad terlihat muncul dari tumpukan orang setelah Dipper dan Mabel membongkar tahta Bill. Dia dengan acuh tak acuh menyatakan bahwa pengalaman itu akan melukainya selamanya.

## Kepribadian

Tidak seperti penduduk Gravity Falls lainnya, Tad Strange adalah lelaki yang benar-benar normal yang suka bersikap rendah hati, tanpa curiga atau aneh apa pun tentangnya. Dia tampak nyaman di sekitar orang yang tidak normal seperti dia, dan tampak ramah. Satu hal tentang dia yang tidak normal adalah dia terkadang menyebut dirinya sebagai orang ketiga.

## Penampilan

Tad telah dengan hati-hati menyisir rambut hitam, alis dan mata, dan mengenakan seragam bisnis yang khas dengan kemeja putih, dasi hitam, celana abu-abu gelap, ikat pinggang hitam dengan gesper perak, dan ikat pinggang abu-abu muda dengan tali. Dia memakai sepatu hitam.

## Penampakan

### Musim 2

* 214. "The Stanchurian Candidate"
* 220. "Weirdmageddon 3: Take Back The Falls"

## Galeri

*Klik di sini untuk melihat galeri halaman ini.*

## Referensi

1. ↑ Drew Taylor (August, 2015). EXCLUSIVE: GRAVITY FALLS CREATOR ALEX HIRSCH ON THE STANCHURIAN CANDIDATE. Oh my Disney. Diakses tanggal Agustus 18, 2016. “Tad Strange likes to keep a low profile, which is perfectly normal. (Incidentally, “Low Profile” and “Perfectly Normal” are both written on his business card.) Although Tad won’t be back for a while, rest assured that whenever you buy milk, paint something white, or stare at a nondescript rock, Tad is there in spirit. And ladies, he’s single!”
Lanniegh Aneusal

Lanniegh Aneusal is an infamous ruler of several islands east of the Earychyd mainland.  From her little kingdom, her fleet frequently raids various small communities or passing merchant ships.  While she is clearly attacking the people of the elven empire, she is considered a minor nuisance and is not pursued by the government of the empire.  This is because “Lady Lana” and her ancestors have proven themselves as skilled monster hunters.

Throughout the history of the elven people, sea dragons and other aquatic monsters have attacked the coastal regions, preventing safe merchant shipping.  The Aneusal Family has killed many of these creatures, proving their value, even though they are technically not part of the empire.  To the point of view of the leaders of the empire, losing a village and/or merchant ship every year is a small price to pay for this style of protection.  Both sides know that if the raiding becomes too much of a nuisance, the empire will have no choice but to wipe these pirates out.

Lady Lana is of a culture commonly called the Siorcineadair.  These Siorcineadair are sailors and seamen, but they are also known to use piracy when they believe they can get away with it.  They do not see this as theft, but typically as enforcing their territorial borders.  There are relatively few of these elves, but where they hold power, they are feared.

Amongst her own people, she is only referred to as Her Ladyship or Your Grace.  But even the elves of the elven empire have difficulty correctly pronouncing her name correctly (in the Siorcineadair accent), so she prefers to allow this abbreviated version rather than listen to people insult her with the wrong pronunciation.

While there are other Siorcineadair societies, Lady Lana’s is the best known.  They are considered a mini-empire because they own nine islands (only eight are inhabited). They are the largest of their culture and therefore have the most ships and most contacts.  She is a true autocrat and her word is law.  Further, she is protected by a cadre of excessively devoted bodyguards.

Like the elven empire’s nobility, Lady Lana is descended from the divine.  Her grandmother was born of the joining of a god and a mortal.  Lady Lana is considered to be one-quarter god, though many would question if she was less.  Bringing up such a criticism in front of her bodyguards would cause an immediate fight over her honor.

Lady Lana and her people have frequent interactions with the Yagmalagiz because of their proximity to each other.  Her fleet will raid these peoples, or pretty much anyone else they think they can raid without repercussions.  While the elven empire disapproves of her raids, some of them are accomplished without news getting out and these she is never held accountable for.