recursal/Fanatic-Fandom huggingface dataset:
Battle of Gerda's Ridge

The final battle fought by Isha Del, cementing his place as High King of Doma in the Third Epoch.  His host, which was bolstered by the Temple Guard of the Church of the Sun, faced against an alliance of small kingdoms which made up roughly the territory of Syvvarn together.  The alliance was annihilated during this decisive battle.

The territories of all allied parties were then gifted to one of Isha Del's favourite supporters, Tredian, who led the charge the shattered the alliance's defences.  The rulers of Syvvarn are, to this day, direct descendents of Tredian.
Dave's Outdoor Things

Dave's Outdoor Things is the first episode of Dave the Dog.

## Plot

Dave shows the viewers what he does outside: jump on the trampoline, shoot basketball hoops, and go on his skateboard.

## Trivia

* This is the only episode so far to feature one character.
* This is also the first time we see Dave's garden.

## Video

**Volume 1**
**Dave's Outdoor Things**, The Wrong Way Round, Princess's Photobooth, No Escape From Jail, Life in Two, Poodle Fashion, Is It The End?, Time is Ticking, Medical Mystery, Your Color's Switched, The Case of the Missing Monkey, To Tutu Or Not To Tutu, Switch Your Roles, Fabolous Farming Day, Girls Go Missing

**Volume 2**
A Female Fight

**Fourth Wall Breaks**
Vet (location)

The vet is a location in *Dave the Dog Does*.

Dave, Princess, Ellie, and the gang all hate this place, mostly because of the Vet herself. They visit the building in Medical Mystery.

## Looks

The roof of the vet is turquoise. The building is made of bricks, and it has black windows. There is a little symbol somewhere on the front view of the building. It is surrounded by trees.

## Trivia

* This place is hated by every animal in the show.
* A second vet in the building exists.
Tredian

### Acts of Note

The first king of Syvvarn,Marshal of the heavy cavalry in Isha Del's host,led the charge against that won the Battle of Gerda's Ridge.

The first King of Syvvarn, Tredian led the heavy cavalry during the charge the broke the alliance and won the Battle of Gerda's Ridge.  Both a fanatical follower of the Church of the Sun and one of Isha Del's favourites, he was awarded the combined territories of the members of the alliance as his own, establishing the Kingdom of Syvvarn.

His bloodline has remained on the throne of that kingdom since its inception.
Gertrei

A detail of a map dating to c.3E 4016, showing the borders of the kingdom of Gertrei as they stood in that time.

### Inhabitants

Waygar'i

Gertrei is a small southern kingdom on the continent of Doma.  It is noteworthy only in that it came close to war with its larger neighbour, Vanish sometime in the late Third Epoch.  War was only adverted by the intervention of King Andrew of Karas Strem, who arrived with an army as the two kingdoms faced one another on the battlefield, demanding that everyone return home, or he would obliterate both armies.  Whether this was a bluff or an early sign of his illness is greatly debated.

Also of note, the entirety of the kingdom lay beneath glacial ice for the majority of the Second Epoch, and has no sites in the archaeological record dating to that epoch in so far as we have been able to discover.
Anders Mac Agmundr

### Acts of Note

Became de facto ard rídh following the Harrowing of the South.Led his people to Ardea safely where he distinguished himself as an exceptional leader and fierce warrior.

Anders, son of Agmundr, was a young fír suthr man who was made de facto ard rídh after leading what remained of his people to Ardea after the terrible events of the Harrowing of the South, the even that robbed him of his family - his father and his sister - at the end of the third epoch.

Once at Ardea, he distinguished himself as a capable leader, a fierce warrior and an accomplished statesman.

He became close friends with Commander Stran during the events the led to the rise of the Great Man.

[Untranslated]

His person and deeds were immortalised in song.  He has a festival dedicated to him, and it is celebrated in all eight islands to this day.
Tír Thok

A detail of a map fragment of the Southern Archipelago, dated to late 3E, noting the location of Tír Thok. Unfortunately, no contemporaneous maps or older maps of that island are in existence today.

### Inhabitants

Waygar'i (fír suthr clans),Fír frjál

Of all the inhabited islands of the Southern Archipelago, Tír Thok is the least known.  This is due in large part to the fact that it and the waters that surround it are almost always obscured by a thick fog.  Some report that up to three clans live on the island, though reports vary.

What causes the fog is of some debate, though fír suthr merchants speak of active volcanic activity, which not only creates the fog, but also creates of the island something of a paradise seen only in the more northerly climes of the continent.  The island is, therefore, home to species of fish, birds and trees found nowhere else in the south.

In an effort to preserve the island, few fír suthr travel there for trade.  The folk of the island instead venture out to trade on a nearby rock, beyond the fog veil.  Only the anu may travel freely to and from the island.

Despite the odd differences in climate, the people of Tír Thok do not differ significantly in either appearance, custom, or belief from their neighbouring kin.
Your Color's Switched

Your Color's Switched is the ninth episode of *Dave the Dog Does*.

## Plot

The doghouse becomes chaos when Dave's color then switches, and soon the color switching spreads.

## Characters

* Dave
* Bryan
* Princess
* Ellie
* Monk
* Croc
* Hopsterz
* Quacksterz
* Betsy
* Evil Ladybug
* Terry

**Volume 1**
Dave's Outdoor Things, The Wrong Way Round, Princess's Photobooth, No Escape From Jail, Life in Two, Poodle Fashion, Is It The End?, Time is Ticking, Medical Mystery, **Your Color's Switched**, The Case of the Missing Monkey, To Tutu Or Not To Tutu, Switch Your Roles, Fabolous Farming Day, Girls Go Missing

**Volume 2**
A Female Fight

**Fourth Wall Breaks**
Mid Ael

A detail of a map of Doma, dated c. 3E 4016.

One of the fourteen kingdoms of Doma, there is nothing of note to relay about Mid Ael in relation to the Third Epoch or The Great Man mythological cycle.

Out of interest, however, the name is a little perplexing, and must be a hold-over from before the Strife.  Alas, the Great Purge ensured that any documentation that might shed some light on the genisis of this kingdom's name was lost to fire.
Rídh

A rídh is the fír suthr equivalent to a king on the continent of Doma.  Unlike the ocntinent, where rule is reserved for men but for a very few noteables, a rídh can be of any gender, and rules over a single island and any of the clans thereon.  The position is largely hereditary, though there have been cases of particularly cruel or inept rídh being deposed by a clan vote and a new rídh elected in their place.  In such matters, the new rídh is usually still a member of the ruling class (a clan leader, perhaps), though there is the Ballad of Breitha the Tiller's Daughter, which tells of a brave and clever peasant woman who was elected to the position of rídh following the deposition of Madds the Mad.  To do this is difficult, and requires sanctioning by the Council of Elders.

Also unlike the continent, the rídh tend to live, work and raid alongside the lower classes.  There appears to be only three social strata, the rídh, clan leaders, and everyone else.  It is, in contrast with the continent, not a rigid delineation, as a farmer in a field can, by some display of courage and ability, be elevated to clan leader, and even a rídh should the circumstances be right.  Some have posited that this relative equity between the folk of the south is the reason poverty, desperation and, indeed, political upheaval of any kind seem to be entirely foreign concepts to the fír suthr.
Vanish

A detail from a map of Doma dating to c. 3E 4016.

Vanish, one of the fourteen kingdoms of Doma, has long held close ties with the kingdom of Karas Strem, though King Andrew of the latter kingdom, strained their relations when he refused to take a side in the conflict with Gertrei.

Other than that conflict, there is nothing of note to relay about Vanish in relation to the Third Epoch or The Great Man mythological cycle.
Church of the Sun

The Church of the Sun, it is believed, rose from the Cult of Rhettos.  Rhettos was one of the more popular gods of a pantheon of gods who, along with ancestors and a plethora of sprites and nature spirits, were worshipped throughout the continent of Doma in the First and Second Epochs.  Thought to embody the sun, Rhettos and his sister-wife Rhea, the moon, were worshipped together, thought to be invoked in the spring rites in an effort to ensure fertitily, both for the crops and for couples hoping to conceive.

There are ruins of shrines to the divine couple Rhettos and Rhea throughout Doma, with a greater concentration in Karas Strem.  This should not come as a suprise, as the Church of the Sun seems to have first gained traction in Karas Strem.

How the dual deities, the divine couple, was eventually abandoned in favour of a singular masculine god responsible for all life is unclear.  However, according to the dogma of the Church, Ashur, a priest of Rhettos lay dying after a bandit attack on his temple.  He lasted the night, if only to see the sunrise one last time.  In that sunrise, Ashur beheld a voice proclaiming himself to be Rhettos, the only god of the universe, who begat all life with his burning seed.  As Ashur lay, listening to the first sermon, he felt the sun warm him and was, it is said, miraculously healed by the rays.

Ashur abandoned the old cult and began then to 'speak the truth' to the masses, banning the 'overly familiar' addressing of Rhettos by name.  Though the majority of the people rejected Ashur and his teachings, he did manage to gather about himself a small, if fanatically devoted, group of devotees, from whom his chose his four disciples.  In this way, the Church of the Sun slowly gained popularity.  By the end of the Second Epoch, it was one of the fastest growing cults on Doma.

It was in the Third Epoch that the Church of the Sun rose to prominence on the continent.  The teachings at this point had turned from acceptance of the 'truth' to enforcing belief of the 'truth,' calling on followers to put adherents of other cults to the sword if they refused to convert.  Perhaps this antagonistic doctrine drew Isha Del, who himself was struggling to enforce his rule of High King with the other rulers of the continent.  Seeking the High Cantor's support, Isha Del offered to help the Church ensure it was the only cult on the continent if they would help ensure his place as High King.  Together, they launched a terrible offensive, a secular and religious inquisition, that left millions dead and devestated their mutual enemies.  The years of war and the famine, plague and death that followed in its wake is known as the Strife.

When the dust settled, Isha Del was the undisputed High King of Doma, and the Church of the Sun was the only cult practiced... openly.
Western Unknown

Detail of a map of Doma, dated c. 4016, 3rd Epoch, showing a representation of the Western Unknown.

### Inhabitants

None

The Western Unknown was, prior to the events of the rise of the Great Man, an unknown region of Doma, or perhaps another landmass connected to the continent via the land bridge known as the Ardean Plains (also called the Plains of Ardea, or the Ardean Killing Fields).

Attempts to explore the region were in vain.  None who ventured that way overland ever returned, and were presumed to have died in their attempt.  The waters around the region also proved impossible to sail, wrecking any and all exploratory ships.  So unmanageable was that sea, that even the fír suthr, master sailors of the south, did not venture near.  Eventually, most folk ceased trying for adventure and settled for simple, but safe, ignorance.

It is generally believed now that the wraith who had taken residence in that region made it so, in order to prevent discovery while it recovered from its defeat many thousands of years prior at the conclusion of the Battle for the Dawn and made preparations for a new war.

What form the western unknown took has never been recorded.  Following the rise of the Great Man, and the final confrontation between he and the dark, formless entity of the western unknown, much of the land bridge and whatever was attached to it were swallowed by the sea.

It is, at the time of this writing, a coastal cliff, the western-most edge of the continent, atop which sits the sacred burial site that was once the Ardean Killing Fields where the Great Man and the wraith clashed.
Poodle Fashion

Poodle Fashion is the sixth episode of *Dave the Dog Does*.

## Plot

Princess starts her very own fashion show, but Princess's eye shadow is permanent - which means it won't come off. Can Bryan's tools help?

## Characters

* Dave
* Princess
* Ellie
* Bryan
* Betsy
* Audience (offscreen)

## Trivia

* The idea of Princess having her own fashion show was requested by a friend.
* It is revealed that Dave is married to Princess.
* Dave's voice sounds a bit different in this episode. His voice will not be like this in any other episode, though.

## Video

**Volume 1**
Dave's Outdoor Things, The Wrong Way Round, Princess's Photobooth, No Escape From Jail, Life in Two, **Poodle Fashion**, Is It The End?, Time is Ticking, Medical Mystery, Your Color's Switched, The Case of the Missing Monkey, To Tutu Or Not To Tutu, Switch Your Roles, Fabolous Farming Day, Girls Go Missing

**Volume 2**
A Female Fight

**Fourth Wall Breaks**
Black Cavalry

Formed by Cai during his time at Ardea, the Black Cavalry operated as a semi-independant quick strike force for the King's Army at Ardea.  They specialised in the rescue and extraction of stranded units on the field; a field also designed by Cai.

Following the Great Battle, the Black Cavalry became a religious cult known as [untranslated].
Ardea

The shield of the Earldom of Ardea, listed on the Heraldic Canvas, the enormous painting that still hangs in the council room in Brueia, seat of Karas Strem.

### Inhabitants

Waygar'i

Ardea is a mountainous, sparsely populated region on the western-most edge of the continent of Doma.  To whom the territory belonged, other than the greater kingdom of Karas Strem, prior to the ending of the Third Epoch is unclear.  However, at the end of the Third Epoch, the region surrounding the Ardean Mountains, including the Ardean Pass and the Fortress of the Four, the Sacred Burial Grounds of Ardea, the townships of Medder, Finrose, High Dell, and Gyst was granted to... [untranslated]... for the courage and service he showed in defence of the continent.  Raised to earldom, his family has held the title ever since.

Ostensibly, the Earldom of Ardea is sworn to the king of Karas Strem, but familial ties to the fír suthr have moved the Earls of Ardea to defend the Southern Archipelago against attempted incursions from the continent, against the advice of their king.
Sammonish'i

The sammonish'i (literally [folk] of the desert), are a race of dark-skinned giants from the arid land to the east of Doma, Jiadjinn.  Their numbers have been continually shrinking since the end of the Second Epoch.

Of giant stature, the sammonish'i are a terrifying spectacle, particularly when in full armour astride their batlatls.  Since the sammonish'i kept entirely to their own lands and greatly discouraged contact (they purposefully scared off, even killed, any waygar'i person who trespassed into their territories), little is known of their cultural life.

What is known is some of their legends (see also: Agiein), their creation myth, which shares certain similarities with the creation myths of the keshal'i, and a little something of their social structure.

According to sammonish'i myth, all people in the world are the decendent from the Fallen; the remains of the Emrys who, in discgrace, fell to earth in flames after The Dark Terror sewed its posoin in their ranks.  The resulting civil war tainted the Emrys so badly, they fell from the heavens, bursting into flames on the way down.  Some years later, those who survived the fall emerged from the watery places of the world (which, had they fallen onto the hard earth, they would not have survived), now creatures of flesh.  From these first creatures, the peoples of the world were created, becoming their own distinct societies along faction lines created in this time.

Of the Emrys, it is thought that only three of their kind now remain; Enthe, Ula and Orin, who are the primary deities of the sammonish'i people.  How, when and for what these three are vunerated is not known.  What is known of the sammonish'i spiritual life is that it mimics the fír suthr a little, in that it is led by a specialised collection of sages - the Magi - who are, if the stories are true, mages like the Anu.

The Magi, like the Anu, operate outside of society, which itself is organised into three factions; the Tower of the Roc, the Tower of the Dragon, and the Tower of the Bear.  How these houses are organised and what their function in society is remains unknown.

At the end of the Third Epoch, the sammonish'i abandoned their desert homes to join the fight in the Great Battle at Ardea. In this fight [untranslated].
King Edward

### Acts of Note

Crowned at just fourteen, his reign is marked by the separation of church and state, the instating of religious freedom by law, and the Common's Court, in which peasantry could lay charges at a lord's feet and be guaranteed a hearing.

Edward the Wise became king of Karas Strem at the end of the Third Epoch/beginning of the Fourth Epoch, following the Great Battle.  He is listed as heir of Prince Andrew in the Anals of Kings, Brueia fortress library.

His rule is noted by several shocking cultural changes, including the separation of church and state, in which he divorced the crown of Karas Strem with the septre of the High Cantor of the Church of the Sun.  In the same declaration, King Edward instituted religious freedom in Karas Strem, breaking the hold the Church had on the rest of Doma.

He also created and instituted the Common's Court, in which the peasant class could lay charges against anyone, commoner or lord, and be guaranteed a hearing with an impartial judge.  A new class of courtier, one not requiring noble birth, was created to fill the role of judge and counsel.

Perhaps by virtue of ruling immediately after a war, Edward the Wise oversaw a period of remarkable peace, in which much of society on Doma was rebuilt.  It is noted in the Anals, in which he receives an unusually long entry, that he was a beloved king, and his death was mourned for a full week throughout the continent.
Outcast (Book Two)

## Outcast

   Home at last, Cai's heroism and sacrifice is met with fear and rejection. The battlefront becomes the fortress in the captial city of Brueia, far from the killing fields of Ardea where the prince was raised, as Cai reckons with the new limitations caused by his wounds, and the unfamiliar battlegrounds where the drawing of steel solves nothing.

Status: Work in progress
Tír Ís

A map of Tír Ís, dating to early 4E, found in a wreck of the same period, along with a map of Tír Arnbjorn. Some debate regarding the map's accuracy has been noted, given the location of the find, and the fact that there are no contemporaneous maps of the island to compare.

### Inhabitants

Waygar'i (fír suthr clans),Fír frjál

Like the other islands in the Southern Archipelago, little is known of Tír Ís (literally, *Land of Ice*) other than the fact that it is home to three fír suthr clans.

As with the other islands in the south, the terrain is mountainous, though much of that is said to be burried beneath fields of ice that cover up to as much as half the island, even in high summer.  The most northern coast of the island is, much like the rest of the archipelago, heavily forested, at least where it is warm enough for trees to grow.

It comes as no surprise, given how little is known of the southern folk, even today, that which clans, their respective territories, and who their rídh is, are all currently unknown.
Unknown (East)

## Jiadjin

Detail of a map of Doma, dated 3E 4016, showing the unmapped portion in the east, which we now know is called Jiajin, then simply called the 'Unknown.'

### Inhabitants

Pre-Great Dark: Waygar'i, Sammonish'iPost-Great Dark: Keshal'i

The Unknown in the east was, at the time of the rise of the Great Man and his legendary battle with the wraith of the Western Unknown, inhabited by the waygar'i baron, Robert and his family, and those in his care.  Unbeknownst to them, the rest of the sizeable landmass was inhabited by the sammonish'i, who protected their territories so fiercely the waygar'i of the land called them demons (it is assumed the creature of myth specific to the Barony of Vis called forest demons were, in fact, sammonish'i) and, having in the past become so afeared of them, had reduced them to bedside stories.  Few, however, had the audacity to check if those stories were true and so the northern two thirds of the island were undiscovered by the waygar'i of the time.

We now call this land by its sammonish'i name Jiadjin, which means home of the giants.

Crossing the equator, Jiadjin is, at its most southern end, quite tropical.  Its northern climes, however, are reported to be entirely desert, save for a deep canyon that runs from the bay in the north to the mountain ranges separating desert from grasslands.

Home to the sammonish'i, Jiadjin remains forbidden to the waygar'i of Doma, save for the port city of Fershen, which remains an important hub for trade and negotiation.
Fan

There exists no iconography of Fan, leading some to posit that Fan is the ocean itself.

### Location

Tíortha Briste

Fan, the wife of the Lord of the Ocean An'nan, exists in name only.  There appears no images of her in the iconography that is available to us.  Similarly, there are few stories involving her directly, save for a few storms created by her ire.

Some scholars believe that she is the ocean itself, making An'nan her consort and champion; an intermediary between the fír suthr and the true deity.  This is, of course, merely a theory.  In truth, little is known of the fír suthr faith, as the anu prohibit writing anything down.
Mounds of Heroes

The Mounds of Heros are a collection of late 3E or early 4E corbelled passage tombs located on the Ardean Plains in what is now known as the Sacred Burial Grounds of Ardea.  Passage tombs are a fír suthr means of burying the dead, and their appearance on the continent is something of a mystery.

Dolmen, too, appear in the burial ground, pointing to yet another culture (likely keshal'i or sammonish'i, or both) having occupied the area.  This along with burials and several mass graves belonging to the waygar'i culture of the continent around the third epoch, denotes that a great gathering of at least two or three different cultures occurred at this location during that time.

The rulers of the Earldom of Ardea, created in the early fourth epoch, claim without any hint of guile that the Great Battle (of the Great Man myth) was fought there.  The site is also home to an earlier battle, the Battle for the Dawn, which ended the second epoch, according to local legend.

This claim, and the nature of the cultures buried on the plains, are yet to be verified as, by local law and custom, the burial grounds are sacrosanct and any archaeological investigation has been flatly denied by the Earl of Ardea.  The burial grounds are, however, open to pilgrims from all over Doma and beyond.
The Great Battle

There are actually three battles which have been given the appellation *The Great Battle*, all of them taking place at Ardea, oddly enough. There is the Great Battle of distant myth which ended the Second Epoch, known to the fír suthr as the Battle for the Dawn, in which the three peoples of Doma united to fight the wraith Agiein, The Dark Terror, that threatened all peoples.

The second battle dubbed *The Great Battle* is also one of distant myth, being the first trial of the Great Man in the Great Man cycle of myths, in which the Great Man faced off against necromancers and their creations and single-handedly wrested victory from despair.

The third and final battle which has this title is the battle which ended the Third Epoch and marked the final trial of the Great Man in the Great Man cycle.

While the battles themselves are buried in myth, there cannot be any doubt, both from the burial grounds and the finds in the area, that a great many battles did take place at Ardea, most of which seem, based on the available evidence, to date to the late Third Epoch, some of which must have been of such import that they were labelled "great."

As to the claims of the first of the great battles, a large-scale fight at Ardea dating to the Second Epoch, it is almost impossible to determine.  Laws of the region prevents any archaeological enquiry in the area, as the burial grounds which now cover the ancient killing fields are considered sacrosanct and are not to be touched.
The Great Man Wiki

## The Great Man

Welcome to the wiki!

This entire wiki is written as if they are translated research notes of an academic of the late fourth epoch, early fifth epoch of the world in which *The Great Man* series takes place, where the academic in question was creating a thesis that the events of *The Great Man* series were not, in fact, myth (which, at the time of their research, it was largely considered in much the same way we think of King Arthur today), but actual historical events.

It will be updated frequently, with greater detail being added once the books themselves are published (trying to keep spoilers at a minimum). For details that have been written and are canon, but have not been up for public consumption yet, will be marked as [untranslated] or something to that effect or simply omitted, to keep the spoilers from destroying the whole series for readers. Those details will be "translated" and included as the books are published and public.

The purpose, of course, is for you to lose yourself in another world, to journey into a rich, full mythology surrounding the events of *The Great Man* series. Pretend this academic, writing a few thousand years or so after the events of *The Great Man*, exists, and these are his notes, as translated yet another few hundred years after being first being put to paper. If you are ready, begin first by reading the foreword, and feel free to explore for as long this world it captures your imagination.

## About The Great Man Series

The Great Man series is a dark fantasy series currently being written by author S.M. Carrière, following the life and trials of Cai, upon whose unwilling shoulders the fate of the world rests, as the people of the world struggle against the returning, ancient threat known as the Darkness.
Ballad of Breitha

The Ballad of Breitha, also known as Breitha the Tiller's Daughter, is an epic poem, usually sung, of the fír suthr which recounts the tale of a young peasant woman who rose to become the rídh of Tír Skjold after successfully leading a revolt against Madds the Mad, that island's former rídh sometime in the early Third Epoch.

The tale itself is a blend of humour and heroism, designed to elevate the character of Breitha and satirise Madds the Mad.

Alas, as the anu also serve as the bards of the islands, none of this is written down, instead memorised to be sung.  In this way, the anu preserve the long histories of the fír suthr.  It does mean, however, that there is no real way to verify if the ballad is based in truth, or nothing more than a legend conjured to amuse the masses.  Such is the fate of all the histories of the people of the Southern Archipelago.  There simply is no real way to distinguish truth from myth.

As an aside, dealing with the anu is frustrating to the extreme.  They are reticent to share their knowledge, and what is shared is so cryptic as to be almost useless.\*\*

\*\*Having dealt with the anu in the past, I can, in fact, verify this.
Hierophant

The hierophant is a life-time appointment elected by the Council of Elders specifically to lead the anu and the fír suthr in times of dire need.  As such times rarely occur, the position of hierophant is rarely filled.

Indeed, no record of such an event occuring exists, save the appointment of the anu Gudbrandr during the events leading to the Great Battle and the rise of the Great Man.

The hierophant, who is believed to be closer to the gods and ancestors than any other member of the council, acts as mediator and arbiter, whose decisions is sacred law and thus final.  Perhaps this ultimate power is the reason a hierophant is so rarely appointed, as it has the potential to make sweeping changes, and people are, ultimately, fallible.
Cai

Prince Cai is one of the most fascinating historical figures in the history of Doma.  Most interesting to this project, however, is how well his life falls in line with the trials of the Great Man.

Like the myth, Cai was born during a fierce storm near the end of the Third Epoch.  Despite being smaller than his older brothers, Andrew and Edward, that birth was difficult.

Similarly, Cai became a warrior at a young age.  Granted, he was more a soldier than the warrior of the myth, but still, he learnt to fight at participated in battles extremely early in his life.

At eight years old, following a scuffle with his eldest brother, Andrew, he was banished to Ardea to serve in the military there.  Once at the encampment, he acquired a most unusual horse and, later, established and commanded the Black Cavalry, who were instrumental in the years and battles that followed.  He returned many years later, a man.  He is also credited with many of the tactics and machines of war which are still in use to this day.

If word of his exile is indeed true,\*\* this places him at Ardea when the first major battle, where purportedly necromancers raised a revanent, of the war that ended the Third Epoch, and provides a strong argument that it was, in fact, Prince Cai who completed the first of the six tasks listed in the The Great Man cycle.

[Untranslated]

\*\*It should be noted here that the existence of Cai himself is put into question. He is mentioned only in the Annals of the Kings, which is itself a questionable source. It does note there, however, that Cai was exiled to Ardea, where he spent his youth, and the first of the trials of the Great Man is said to take place at Ardea when the Great Man was a youth.
Tír Arnbjorn

A rare map of Tír Arnbjorn, dating to early 4E, found in a wreck of the same period. Some debate as to the accuracy of the map exists. After all, the thing was found in a shipwreck, and there are no such maps on the continent with which we may compare.

### Inhabitants

Waygar'i (Fír suthr clans),Fír frjál.

Tír Arnbjorn is the largest of the eight waygar'i-inhabited islands of the Southern Archipelago (named Tíortha Briste by those inhabitants).  Unsurprisingly, it is also the most populated, with five clans in total, though the respective territories of those clans, their size, and their leaders are currently unknown and, given the nature of the fír suthr, likely quite fluid.

As per fír suthr custom, which clan rules the island is not a simple matter of son inheriting the title from his father.  The clan leaders gather at the death of the rídh to decide, by way of popular vote, who shall be the replacement.  As this is the case, Tír Arnbjorn does not truly have a ruling class, as it is understood on the continent.

The island is also home to the burial grounds for all the fír suthr, a necropolis of corbelled passage tombs located in a valley on the western side of the island.

Indeed, all major events affecting all the islands take place on Tír Arnbjorn, including the four major festivals celebrating the seasons, and the festival of the dead.  Should an ard rídh die, the clans of the fír suthr will all gather on Tír Arnbjorn to mourn and elect a new one.

The sanctuary, the spiritual centre of the fír suthr, the training centre for the anu and home of the Council of Elders, is also somewhere on Tír Arnbjorn, though no one appears to know precisely where.  The secrecy of the anu is famous, and it seems that the location of the spiritual heart of the Southern Archipelago is one of the secrets they guard most fiercely.
Chieftain

The head of a clan, or small group of families.  Chosen always from within that group, the chieftain is responsible for looking out for the best interests of the clan.   This includes finding audience with their rídh in order to discuss matters of concern.  Like all other positions of power, the gender of the leader is never as much a concern as their abilities.
Four Winds

## Four Winds

### Location

Prince Edward Island

**Four Winds** was a district at Prince Edward Island.

## Inhabitants

* Susan Baker
* Anne Blythe
* David Blythe
* Mrs. David Blythe
* Gilbert Blythe
* Jem Blythe
* Joyce Blythe
* Anne Bryant
* Cornelia Bryant
* Cornelias Bruder
* Nellie Bryant
* Alex Boyd
* Jim Boyd
* Kenneth Ford
* Leslie Ford
* Owen Ford
* Persis Leigh
* Mrs. Roderick MacAllister
* Roderick MacAllister
* Harrison Miller
* Mrs. Harrison Miller
* Abner Moore
* Dick Moore
* George Moore
* Ned Russell
* Alice Selwyn
* John Selwyn

## Links

* The article to **Four Winds** in the *Anne of Green Gables Wiki*
Tír Selr

A detail of a map fragment of the Southern Archipelago, noting the location of Tir Selr. Unfortunately, no contemporaneous maps or older maps of that island are in existence today.

### Inhabitants

Waygar'i (fír suthr clans),Fír frjál

Precious little is known of Tír Selr, save that the land is rocky and unyielding.  Only one clan lives on that island, as per the last reporting, and subsist on an almost entirely carnivorous diet.  The land there is entirely too barren for any hope of crops.

Perhaps due to their diet, or the lives necessary to live on the isle, the folk of Tír Selr are said to be wilder than their neighbouring kin.  That said, there are no better hunters to be found anywhere in the known world, and the warriors of Tír Selr are especially fierce.

Their primary deities are An'nan, Lord of the Ocean, and his wife, Fan.  Those who drown are said to have been especially favoured, and dine forever in the underwater halls of their god, happily accepting the affections of the nymphs who there reside.  Some of the islanders are so enamoured of this idea that they've been known to willingly cast themselves off the cliffs into the waters below when they feel their life is spent.  This is not considered a tragedy.

Few of the fír suthr of this island die in their beds, and fewer still are buried in the necropolis on Tír Arnbjorn.
Prince Edward

Prince Edward was the second son of King Andrew by Queen Anika.  His older brother was Prince Andrew, his younger brother Cai.  In the Annals of the Kings, he is described as a cheerful lad, built like his father, but without the political accumen.

Several mentions of Prince Edward, or someone who would match his description, occur in the myth of the Great Man, much of which has not been transcribed yet.  It is noted in the myth that he was a cheery presence, who loved the Great Man a great deal (the love is described as 'brotherly,' and I posit that is precisely because he *was*the brother of the Great Man).

He was betrothed to Adelle, Princess of Syvvarn, fairly early in life, though he did not marry her until he was in his twenties.  Together they had a son, Edward, and a daughter, Aelwen.

Like his brother, Andrew, Edward spent the majority of his life in the fortress of Brueia, the captial city of Karas Strem.  Unlike his brother, Edward proved proficient with weapons.

He ... [untranslated].
Ard Rídh

The Ard Rídh of Tíortha Briste is a position equivalent to the High King of Doma .  Unlike the continent, however, this position is not hereditary, but elected.  Following the death of an ard rídh, under the supervision of the Council of Elders, who involve themselves only to ensure a fair election, the rídh of the eight islands gather at heart of the Southern Archipelago, a sacred site on the island of Tír Arnbjorn, to hold a council in which the prospective candidates for the position are tested.  The nature of those trials are unknown.  That information is not permitted to people outside of the fír suthr.

Once elected, the ard rídh is responsible for the safety and well-being of all of Tíortha Briste, is responsible for holding court to hear complaints, resolve issues, and enforcing laws, as well as purely perfunctory acts such as officiating competitions and festivals.

They are also, in accordance with their mythology, the spouse of the islands (which is represented either by several goddesses, or a single goddess with many faces. The stories cannot seem to agree on this matter).  As such, they are expected to please them/her sexually at each religious gathering. They/she may punish the people if she is not satisfied thusly.  In this case, the island is represented by one or more female anu, who is declared the proxy of the deity that is also somehow the islands.  Curiously, the gender of the island-goddess-proxy does not change in accordance with the gender of the ard rídh at the time.

Though few ard rídh have ever had to face such a task, they also become the military leader in times of strife.  In recorded history, there has only been two such ard rídh; one Agmundr, who sacrificed himself to see his people escape the Harrowing of the South, and his son, Anders, who was only formally elected ard rídh after the danger had passed and the fír suthr had returned to their homelands from exile.
Dragons

## Dragon

Dragons are creatures from the mythologies of all three peoples of the known world.  Some mention is made of dragons or dragon-like creatures in stories from the waygar'i of both Doma and Tíortha Briste, as well as the sammonish'i and the keshal'i.

Though said to live in the depths of the ocean, dragons are none the less closer to amphibions than not, given how at home they are on the land and in the air as they are in the ocean.  They are also said to be close to the drakes of the keshal'i homelands, and also the batlatl; the prefered mounts of both the keshal'i and sammonish'i.  The difference, of course, is that drakes and batlatl indeed exist, whilst no one has reported seeing a dragon in recent memory, and were considered creatures of myth even in the Third Epoch.

It can be safely assumed that dragons are either smoothed-skinned, as sharks are, or scaled like fishes.  Differing stories report differing skins.  However, all stories agree that dragons, like most creatures, save insects and arachnids, have four limbs only, with leathern wings stretching over the forelimbs and strong, webbed feet with talons at the rear.  Long necks and long tails dominate the iconography of these creatures.  How the wings aid or hinder swimming in the depths is uncertain.  Some posit that the dragons can alter the alignment of their shoulders to created either wings or flippers as the need arises.  With no other flyers who can swim for great distances (certain sea birds of the Southern Archipelago are remarkable divers and can even swim for a short while) with which to compare, we cannot be certain as to how such a creature who both swims and flies would be constructed.

It is said that one of the sammonish'i deities, Ula, choses to appear as a white dragon when travelling the world, and is considered Queen of Dragons.  She may, it is said, command dragons and, indeed, was said to have done so both during the Battle for the Dawn (2E) and the Great Battle (3E), appearing with her siblings to join the battle against the Darkness(es?).

Of course, like most creatures of myth, no one living has ever reported seeing one in recent or even distant myth.  The last mention of dragons is, in fact, the Great Battle.
Tír Geir

A detail of a map fragment of the Southern Archipelago, dated to late 3E, noting the location of Tír Geir. Unfortunately, no contemporaneous maps or older maps of that island are in existence today.

### Inhabitants

Waygar'i (fír suthr clans),Fír frjál

Tír Geir (Land of Goats) is one of the flattest of the Southern Archipelago, which, in truth, reveals very little.  The fír suthr of this island were amongst the first to domesticate the wild goats native to the south, and as such produce some of the finest cheeses and leathers in the islands.  Granted, these are not the refined artefacts of the continent, but the feat is not to be belittled, given how so few folk of Doma would survive but one year in the south.

Little else is known of the island, save what is known of the fír suthr generally.
Ardean Plains

The Ardean Plains are located in the present day Earldom of Ardea and marks the western-most edge of the continent of Doma.

This history of the area is steeped in myth, being the location of The Battle for the Dawn, which ended the second epoch, and the majority of the battles in the Great Man myth, including the final Great Battle.

Indeed, the Sacred Burial Grounds of Ardea, a site of pilgrimage from all across Doma and beyond, even today, displays at least three burial traditions, two of which can be safely ascribed to the waygar'i traditions of Doma at the end of the Third Epoch/beginning of the Fourth Epoch (individual and mass graves marked by a single stone) and to the burial traditions of the the fír suthr (the Mounds of Heroes). The dolmens are, according to the local tradition, markers for the mass graves of keshal'i and sammonish'i warriors. Some corroborating evidence for this exists; ancient burial grounds near keshal'i ruins often have one or more dolmen as grave markers.
Mael Strait

Close-up of a map of Doma, dated c. 4016, 3rd Epoch.

The Mael Strait is a narrow ocean divide that separates the Barony of Vis from the rest of the Kingdom of Syvvarn and the continent of Doma.

Following the events of the rise of the Great Man, the strait became the natural boundary between waygar'i and sammonish'i lands.

The waters of the strait are said to flow fast. Choppy waters, hidden rocks, and a propensity to channel storms, the strait is a difficult sail, even if not long. Few sailors choose to travel those waters, making it the ideal boundary to keep the lands of the sammonish'i safe from invasion from the continent.
The Southern Archipelago

## Tíortha Briste

Fragments of a map of the southern archipelago dating to the beginning of the third epoch.

### Inhabitants

Waygar'i (Fír Suthr clans),Fír frjál

The Southern Archipelago, called Tíortha Briste (the Broken Lands) by their inhabitants, are a collection of islands off the southern coast of Doma.  Though there are numerous islands, only eight of them are habitable, the rest being either too small, too mountainous, or entirely covered in ice.  Those eight have been settled by the southerners (who call themselves fír suthr, literally 'south folk') since the beginning of the third epoch, some four thousand or so years before the events of *The Great Man*.  These islands are:

1. Tír Arnbjorn (Land of the Cave Bear)
2. Tír Ís (Land of Ice)
3. Tír Selr (Land of the Seal)
4. Tír Rammgert (Land of Ramparts)
5. Tír Skjold (Shield Land)
6. Tír Geir (Land of the Goat)
7. Tír Frjál (Land of the Free Folk)
8. Tír Thok (Land of Fog)

Each island is ruled by a rídh, the equivalent of a king on the continent.  Like the kingdoms of Doma, the islands have a high king, the Ard Rídh.  Unlike the continent, this position is not hereditary, but decided by vote between the rulers of the islands.  There have been few recorded incidents of children of the Ard Rídh granted the title at the passing of their parent.  One notable exception is Anders Mac Agmundr, who  became ard rídh following his father's death during the Harrowing of the South in the third epoch.

According to fír suthr traditions, the islands are also home to an illusive imp-like sprite they call fír frjál (literally, the free folk).
Soldier (Book One)

## Soldier

The king is going mad. In a fit of pique, he sends his youngest son, then eight, to the soldier's encampment at Ardea, which has recently come under attack from a mysterious force beyond the edges of the known world. Word of shambling corpses, mindless hordes and monsters have reached the boy's ears.  He knows he is being sent to die. But for the love and distant guardianship of his brother, Edward, he might have. Yet there is more strength in Cai than even he knows, and it is this power that the enemy beyond knowledge covets, and seeks to consume. The battlefield becomes a deeply person struggle between Cai and his darker inclinations. The fight is not just for the defence of Karas Strem, but for the salvation of his soul.

Status: completed, awaiting representation/publication
Vet (character)

The vet is a minor character in *Dave the Dog Does*.

## Looks

The vet looks identical to Ellie's human form. She has buns in her hair, and a shiny necklace. She wears a blue skirt.

## Personality

The vet has a very crazy and mean personality. In Medical Mystery, Dave and Princess are sick, so they come to meet her. However, instead of treating them nicely, she always beats them up. She folds them up into blankets, throws them about, and even takes them to her kids. She has a really weird voice. When someone is taken to her house, they would come up with an idea by saying "I have an idea!", however the Vet does not allow ideas by saying "NO IDEAS ALLOWED!", before beating them up constantly.

**Main Characters**
Dave the Dog, Bryan Bear, Princess Poodle, Monk the Monkey, Ellie the Elephant, Croc the Crocodile, Quacksterz the Duck, Hopsterz the Bunny, Betsy the Unicorn

**Minor/Recurring Characters**
Holly, Unnamed puppets, Pterry the Pterodactyl, Second vet, Farmer, Sammy Sheep, Peter Pig, Heather Hen, Carrel Cow, Flowers

**Villains**
Evil Ladybug, Robo-Bob, Bitz, Vet

**Groups**