recursal/Fanatic-Fandom huggingface dataset:
Niaoniao Yu

Weight
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 Motto

**Niaoniao Yu** (**余袅袅**) is a Chinese NIAONiao Virtual Singer by dsound. She is the default voice library when you download the NIAONiao Editor + Audio Library bundle.

## Voice Library

Niaoniao is one of the first NIAONiao banks to be released. She has a Chinese Continous Sound voicebank that is available for download Here. The current version is at 1.5.

Yu Niaoniao will be updated with the engine. Her 2.0 bank can be heard singing here

## Updates

On February 10th, 2020 Niaoniao Yu received a new design and was released on the vocal synth AISingers. A VocaDB entry can be seen here. https://vocadb.net/Ar/79631
Beer

A **Beer** is **1** Adelhyde, **2** Bronson Extract, **1** Powdered Delta, **2** Flanergide and **4** Karmotrine
. All mixed.

It's a **Bubbly**, **Classic** and **Vintage** drink costing **$200**.

## Trivia

* Donovan's usual drink, only when Big, and also Betty's favorite after work drink.
* On Day 1, if you serve a non-alcoholic drink on Donovan's first order, he will spell out "beer" using the NATO phonetic alphabet ("Bravo Echo Echo Romeo")
Pogrom

**Pogrom** jest koniem arabskim, maści gniadej. Pochodzi z Janowa Podlaskiego. Urodził się 30.04.2009 r.

## Pochodzenie

Pogrom to syn ogiera QR Marc'a i klaczy Pętli, wnuk ogiera Marwan'a Al Shaqab.

## Charakterystyka i coś o nim

Pogrom to bardzo obiecujący koń. Po matce odziedziczył duże piękne oko, oraz mocną prawidłową budowę. Pogrom pokrył klacz Pianissimę i urodziła się klaczka- Pamina.

## Sukcesy

* 2010: Czempion Wiosennego Pokazu Młodzieży Ogierów Młodszych, Białka
* 2010: Najlepszy Koń Pokazu Wiosennego Pokazu Młodzieży, Białka
* 2010: Wiceczempion Polski Ogierów Młodszych, Janów Podlaski
* 2011: Czempion Polski Ogierów Młodszych, Janów Podlaski
* 2012: Czempion Regionu XI Ogierów, Springfield, IL (US)
* 2013: Czempion Scottsdale Arabian Show Ogierów Starszych, Scottsdale, AZ (US)
* 2013: Czempion Pokazu Scottsdale Arabian Show, Scottsdale, AZ (US)
* 2013: Czempion Arabian Breeders World Cup Ogierów Starszych, Las Vegas, NV (US)
* 2013: Czempion USA Ogierów, Tulsa, OK (US)
* 2014: Wiceczempion Polski Ogierów Starszych, Janów Podlaski
Kasztanowata

Jest to jedna z maści. Składa się z brązowej sierści, która błyszczy w słońcu jak miedź, oraz z nieco ciemniejszego ogona i grzywy.

## Ciemnokasztanowata

Sierść jest bardziej brązowa (ciemniejsza), ogon i grzywa są czarne.

## Kasztanowadereszowata

Nogi są jak klasycznego kasztana, tułów jaśniejszy, grzywa i ogon ciemnobrązowe.

## Złotokasztanowata

Przypomina zwykłego kasztana, jednak sierść posiada złocisty połysk i jest w bardziej przypominającym złoto kolorze.

## Brudnokasztanowata

Składa się z ciemnobrązowej sierści, ogona i grzywy w kolorze kremowym.

## Jasnokasztanowata

Składa się z jasnobrązowej sierści, kremowego ogona i grzywy.
Koń Falabella

**Falabella-** rasa koni rozwinięta w XIX wieku w Argentynie. Wzięła nazwę od rodziny o tym nazwisku, która

przez lata prowadziła jej hodowlę.

## Wygląd i budowa

* Średni wzrost: poniżej 75 cm w kłębie
* Rodzaje maści: wszystkie

## Historia

Na pomysł wyhodowania miniaturowego konia pierwszy wpadł Patrick Newtall, Irlandczyk mieszkający w Argentynie. Spędził wiele lat, starając się wyhodować stado małych koni mierzących poniżej 75 cm w kłębie a następnie przekazał swą wiedzę i doświadczenie zięciowi – Juanowi Falabella w 1879 r. To właśnie był początek rasy, która została stworzona poprzez skrzyżowanie kuców szetlandzkich ze stadem Newtalla. Zwierzę jak na swoje rozmiary (masa ciała 35-40 kg) jest bardzo silne – z powodzeniem ciągnie lekkie powozy, może też być dosiadane przez małe dzieci. Jednak pokrój rasy wraz ze stromymi łopatkami oraz niezwykle drobnymi wymiarami nie stawia jej pośród najlepszych kuców dziecięcych. Najmniejszy kuc mierzył 35 cm. Średnia życia 35 lat.
Maść gniada

Jest to jedna z maści. Składa się z brązowej sierści, czarnego ogona i grzywy.

## Rudogniada

Sierść bardziej przypomina kasztanowatą, ale grzywa i ogon są czarne.

## Ciemnogniada

Sierść jest ciemnobrązowa, zaś grzywa i ogon czarne.

## Skarogniada

Sierść jest bardzo ciemna, prawie czarna, lub czarna z brązowymi przejaśnieniami, zaś ogon i grzywa całkiem czarne.
Verdemonte

Verdemonte se refere tanto ao salão de pedra que é a sede da casa,
como se confunde com as Colinas Verdes e toda a região sobre a qual
domina os Greenhill.

O território da casa Greenhill é composto de duas partes bem
distintas. A norte, mais perto da Estrada de Altitude, se encontram as
Colinas Verdes, região de pequenos montes cobertos de um bosque denso e
incomum para a região. Tão incomum é o bosque que ele é que dá o nome da
 região. No topo de uma das colinas, encontra-se o Castro de Verdemonte,
 um antigo salão de pedra que foi restaurado recentemente. Embora
pequeno, é um lugar relativamente forte e conta com a proteção de um
muro e com a presença de algumas moradias e oficinas, notadamente uma
forja de castelo.

Uma pequena estrada saindo da Estrada de Altitude leva
 a Verdemonte. Seguindo para oeste, é possível chegar ao Ninho do Corvo,
 uma torre solitária sob o comando de Lord Terrence Blackwood. Para o
sul, a estrada se estende até Salinas. A leste de Verdemonte, ao pé das
Montanhas, uma mina de ferro floresce, ao redor da qual uma pequena
comunidade, chamada Minaverde, cresceu. Um pouco ao sul das Colinas
Verdes, quando as elevações dão lugar a uma planície, o bosque termina
bruscamente em um vilarejo, Meiobosque. Além de Meiobosque, se estende
uma pradaria cortada pela mesma estrada vinda do norte, onde há mais um
vilarejo sem nome, a três quartos em direção à fronteira sul das terras
dos Greenhill. Descendo desde um vale perto de Verdemonte, corre um
riacho que corta todo o território e desemboca no porto de Salinas.

levam respectivamente a um beco que contorna o salão e, a outra, ao arsenal e instalações
de Gylles.

### Primeiro andar

Os aposentos do senhor e de seus familiares ficam no primeiro andar. O quarto de Ser Torrhen é o mais distante das escadas, oposto aos quartos de seus filhos. No meio do corredor, os quartos de Ser Denys e Walder Mooton tem portas que dão uma de frente pra outra. Mais perto da escada, há um apartamento onde alguns dos criados ficam e alguns depósitos. Ao lado das escadas, o meistre Harlan tem seu pequeno laboratório e, dentro dele, seu quarto de dormir.

### Principais residentes

* Ser Torrhen Greenhill, senhor de Verdemonte
	+ Senhora Jeanne Greenhill, nascida Keath
	+ Robin Greenhill, herdeiro de Ser Torrhen
	+ Wylla Greenhill, filha de Ser Torrhen
* Ser Denys Keath, irmão caçula de Lady Jeanne
	+ Thomos Maeson, escudeiro de Ser Denys
* Meistre Harlan
* Gylles, mestre de armas de Verdemonte
Kłus

**Kłus** jest dwutaktowym chodem konia. Podczas kłusa dwie przeciwległe nogi odbijają się od ziemi.

## Rodzaje kłusa

### Kłus roboczy

Jest to naturalny chód konia, w którym koń porusza się rytmicznie i w równowadze, nie wkładając w to większego wysiłku.

### Kłus pośredni

To nieco szybszy od kłusa roboczego i wymagający od konia nie znacznego wydłużenia, stosowany jest najczęściej jako jeden z elementów ujeżdżania konia.

### Kłus wyciągnięty

Przy każdym kroku koń maksymalnie wyciąga kończyny, chód ten wykonuje się jedynie podczas pracy na ujeżdżalni.

### Kłus zebrany

Koń porusza się z podstawionym zadem, wykroki są mniej obszerne, lecz bardziej efektowne i sprężyste niż w kłusie pośrednim.

## Rodzaje jazdy kłusem

### Kłus anglezowany

Stosowany najczęściej – jeździec rytmicznie podnosi ciało z siodła co drugi takt czyli w momencie, gdy para nóg („zewnętrzna”) przednia i („wewnętrzna”) tylna przesuwa się do przodu.

### Kłus ćwiczebny

Podczas kłusa siedzi się w siodle. Ten sposób jazdy obciąża koński grzbiet najbardziej. Stosowany najczęściej w jeździe w stylu western, ponieważ siodło westernowe nie jest wygodne do anglezowania i półsiadu.

### Kłus w półsiadzie

Polega na lekkim podniesieniu pośladków z siodła i pochyleniu tułowia, przy silniejszym (ale nie nadmiernym) oparciu w strzemionach – stosowany jest rzadziej, głównie jako ćwiczenie i w niektórych sytuacjach jazdy terenowej. Stosowany również w sytuacjach, gdy chcemy odciążyć koński grzbiet.
Sythh

Sythh is the Common Tongue word for the Ash language. There is no Ash name for it because, while one of the most elegant languages the world has to offer, Sythh has the unique characteristic of lacking all nouns and pronouns except for names, and uses hand signs to supplement its conversations. Structurally, the language is simple. A root word is modified by a number of prefixes attached in writing by a tail.

See the structural entry on it here.

Sythh itself is written in glyphs, of which there are two types. Root glyphs are typically very complicated, and their execution (with various flourishes and tails) can vary based on the experience of the writer. Beyond that, there is an additional placeholder noun *scha* that is used to signify meaning, along with the occasional pictograph. Roots when modified have an extended tail to the right. This is because Sythh words are read from right to left, while sentences are read from left to right. This can be confusing to a newcomer.
Stęp

**Stęp** – czterotaktowy, najwolniejszy chód konia (oraz osła i muła). Kolejność stawiania nóg: np. lewa tylna, lewa przednia, prawa tylna, prawa przednia, czy lewa przednia, prawa tylna, prawa przednia, lewa tylna. Prędkość 100 m/min.

Stosowany jest poza zwykłą jazdą, by rozruszać konia oraz by po jeździe parametry życiowe konia wróciły do poprzedniej formy.

## Rodzaje stępa

### Stęp zebrany

Ślady tylnych kopyt nie sięgają przednich lub je pokrywają. Praca kończyn w stępie zebranym jest bardzo energiczna. Krok jest krótszy niż w stępie pośrednim, ale bardziej wyniosły.
### Stęp pośredni

Ślady tylnych kopyt nieco przekreślają ślady przednich. Koń kroczy energicznie, lecz spokojnie, wyraźnie zaznaczonymi krokami.
### Stęp wyciągnięty

Koń porusza się maksymalnie wyciągniętym krokiem, ślady tylnych kopyt wyraźnie przekraczają ślady przednich kopyt.
### Stęp swobodny

Zwany również stępem na długiej wodzy, ponieważ jeździec pozwala koniowi swobodnie wyciągnąć szyję i obniżyć głowę. Stosowany jest podczas przerwy w pracy.
### Krok hiszpański

W tej figurze koń podnosi wysoko nogi. Jak sama nazwa wskazuje, pochodzi on z Hiszpanii. Nauka tego chodu zaczyna się na ziemi, kiedy to jeździec, delikatnie „łaskocząc” konia po przednich nogach batem, zachęca zwierzę do wysokiego ich podnoszenia. Jeździec powinien dawać wtedy specjalną komendę, jak np. „noga” lub „nóżka” i nagradzać konia sowicie za każdym razem, gdy podniesie on wysoko nogę. Jest to ćwiczenie bardzo męczące dla konia i ogólnie nie poprawia jego kondycji fizycznej. Stosowany głównie w hiszpańskiej szkole jazdy.
Palcat

**Palcat, Szpicruta** – rodzaj krótkiego bata, stosowanego jako pomoc jeździecka służąca do wzmocnienia łydki. Klepie się nią konia po łopatce lub tuż za łydką jeźdźca.

## Etymologia

"Szpicruta" pochodzi od niemieckiego słowa *Spießrute* oznaczającego cienką, zaostrzoną gałąź służącą do walki, poganiania konia lub chłosty. Współcześnie niemieckim odpowiednikiem szpicruty jest słowo *Gerte*.

"Palcat" pochodzi z języka węgierskiego, oznacza kij. Do języka polskiego palcat przeszedł jako pręt, laska. Z czasów współczesnych pochodzi użycie słowa "palcat" w znaczeniu pomocy jeździeckiej.
Crazy Quick

**Crazy Quick** to 12-letni wałach OS wyhodowany w Gestuet Lewitz (stadninie założonej przez Paula Schockemohle).

## Crazy Quick w sporcie

Swoją ogromną popularność Crazy Quick zawdzięcza wielkiemu sercu do walki, wspaniałym sukcesom sportowym, możliwościom skokowym. Jego międzynarodowa kariera rozpoczęła się latem 2012r. Od początku wałach startował pod Jarosławem Skrzyczyńskim. Para wspólnie startuje w najtrudniejszych i najpoważniejszych zawodach takich jak Mistrzostwa Świata czy Mistrzostwa Europy.

### Największe sukcesy Crazy Quicka

* 1.miejsce Grand Prix, CSI2\* Lublin 2014
* 1. miejsce (złoty medal) Mistrzostwa Polski Seniorów, Warka 2014
* 1. miejsce Grand Prix, CSIO3\* Arezzo 2014
* 1. miejsce Grand Prix, CSI2\* Leszno 9.11 2014
* 1. miejsce Grand Prix, CSI2\* Leszno 23.11.2014
* 4. miejsce Grand Prix, CSI3\*, Treffen 2015
* 1. miejsce (złoty medal) Mistrzostwa Polski Seniorów, Warka 2015
* 1. miejsce Grand Prix (PŚ), CSIO3\* Bratysława 2015
* 22. miejsce Mistrzostwa Europy, Aachen 2015

## Wałach "prywatnie"

Koń ten wygląda na nieprzystępnego i rzeczywiście taki jest. Crazy Quick to myśliciel, samotnik i filozof. Przyjaciół spośród ludzi dobiera powoli i ostrożnie. Nie każdy może go podrapać za uchem, czy poklepać po szyi. Natrętów zbywa obojętnością. Nie lubi jak mu się przeszkadza w myśleniu w głębi stajennego boksu. Chętnie wystawia łeb przez okno od strony, gdzie rozciąga się widok na okoliczne pola i położony w oddali las.

Z niektórymi końmi dość łatwo nawiązać przyjaźć stosując zasadę "przez żołądek do serca". Niestety w przypadku Quicka zbytnio się ona nie sprawdza. Na parkurze przemienia się z myśliciela w wojownika.
Kłusak rosyjski

**Kłusak rosyjski**- rasa koni pochodząca z Rosji.

## Historia

Pochodzi z Rosji. Wywodzi się od dwóch ras koni- kłusaka orłowskiego i kłusaka amerykańskiego. Początkowo kojarzono je bez żadnego planu, co zagrażało najlepszym cechom kłusaków orłowskich. Od 1890 roku wprowadzono

   więc krzyżowanie planowe. Nowy kłusak rosyjsko-amerykański okazał się lepszy niż kłusak orłowski. W 1949 roku rasa została już skonsolidowana. Dzisiaj z całego pogłowia tych koni 25 tysięcy stanowią klacze hodowlane.

## Pokrój

Atletyczny koń o mocnej budowie.

Głowa: Prosta lub garbonosa, ładnie ukształtowana.

Szyja: Długa, stroma.

Łopatki: Strome.

Kłąb: Wydatny.

Kłoda: Długa.

Klatka piersiowa: Głęboka.

Zad: Krótki, szeroki, lekko ścięty.

Kończyny: Mocne, dobrze umięśnione, lecz mogą mieć krowią postawę.

Wzrost: 1,52 - 163 cm

Maść: gniada, karogniada, kara, siwa lub kasztanowata.

## Temperament

Kłusaki rosyjski charakteryzują się dobrym i zrównoważonym temperamentem, chociaż czasem rozpiera je energia. Wymagają raczej doświadczonego jeźdźca, lecz starsze i spokojniejsze osobniki nadają się jako wierzchowce dla dzieci. Odpowiednio prowadzone dobrze współpracują z jeźdźcem.

## Cel hodowli

Występuje w dwóch odmianach- cięższej i lżejszej. Jest odpowiedni do pracy na roli i jako lekki koń pociągowy. Nadaje się też do wyścigów kłusaków, w których często odnosi sukcesy. Cechuje go wspaniała zdolność do kłusa. Sprawdzi się też jako koń wierzchowy.

## Źródła

Książka: Księga koni. Joanna Werner - Wstęp, Historia, Pokrój, Temperament, Cel hodowli, Ciekawostki;

Wikipedia: Pokrój, Ciekawostki.

## Ciekawostki

* Współczesne kłusaki rosyjskie stanowią 8% całej populacji rosyjskich koni.
* Kłusak rosyjski dojrzewa dosyć późno jak na konia sportowego.
Elżbieta II

**Elżbieta II,** właściwie Elżbieta Aleksandra Maria ,ang. Elizabeth Alexandra Mary (ur. 21 kwietnia 1926 roku) królowa Wielkiej Brytanii z dynastii Windsorów.

## Ogólne informacje

Królowa Elżbieta II jest od 1953 roku królową Wielkiej Brytanii. Jej mężem jest książę Filip. Królowa ma z nim czwórkę dzieci. Jej Wysokość dużo podróżuje oraz jest symbolem Anglii. Bierze również niewielki wpływ w polityce.

## Młodość

Jej Wysokość królowa Elżbieta II jest córką Jerzego VI i Elżbiety Bowes-Lyon. Pierwsze imię otrzymała po swojej matce, drugie po prababce , trzecie po swojej babci.

## Związek z księciem Filipem

Na samym początku rodzice Elżbiety II byli przeciwko związku z Filipem, ponieważ jego krewni byli związani z nazizmem. Ślub odbył się 20 listopada 1947 roku. Jej Wyskość z księciem Filipem ma czwórkę dzieci: Karola (następcę tronu), Annę (księżniczkę angielską), Andrzeja (księcia Yorku), Edwarda (hrabiego Wessex).

## Koronacja

24 marca zmarła na raka gardła królowa-wdowa MariaTeck, jednak przed śmiercią wyraziła życzenie że koronacja nie ma zostać przeniesiona. Tak więc koronacja Elżbiety odbyła się ona w czerwcu w 1953 toku.

## Konie

Królowa Elżbieta II bardzo lubi jeździć konno. Nie raz można ją zobaczyć siedzącą na koniu. Tak bardzo lubi konie że nawet gdy jej klacz zmarła, ta kazała wybudować jej grób i pomnik. Krążą plotki że dzięki temu jak na swój wiek ,,całkiem nieźle się trzyma". Również można Jej Wysokość często zobaczyć na wyścigach konnych.

## Ciekawostki

* Jej samochodowa wersja pojawiła się w filmie AUta2.
* Królowa na wyścigach konnych zawsze stara się ubierać inaczej, dlatego niektórzy zakładają się nie tylko jaki koń wygra, ale również na jaki kolor będzie ubrana Królowa.
* Wiele osób namawia ją do jazdy konnej w kasku, ale Królowa mimo to jeździ w charakterystycznej chuście na głowie.
Meiges

Meiges are a Human subtype created from the consumption of a mutagenic potion. At first crudely made, Meiges soon became refined to the point where they became some of the most powerful beings in Cheridith. Created with the ability to learn and control arts in general, Meiges have no true physical perks. They also do not automatically learn arts, like other Human subtypes, but must study them, their mental powers carrying over to their mutated form. Thus smarter Humans make more powerful Meiges.

## Characteristics

Since a Meige is so general, they are difficult to fit under one all-encompassing group. Before the Turn in 605 A.E.E., many who could afford it purchased Meigen to turn themselves into Meiges. Most could only learn rudimentary arts as their mental power was not great enough, but a few became quite powerful. Since arts are so branching with many little nit-picky details, most Meiges specialize in one branch or another. As such they can be categorized by what branch of arts they studied.
Morgan

**Morgan** – jedna z najstarszych i najbardziej popularnych ras koni wierzchowych w Ameryce Północnej.

Wszystkie Morgany wywodzą się od jednego ogiera imieniem Figure, urodzonego w West Springfield, Massachusetts, którego w roku 1795 nabył nauczyciel Justin Morgan. Znany dalej pod imieniem swego nowego właściciela, Figure mimo niewielkich rozmiarów (140 cm w kłębie) był nie tylko ciężko pracującym koniem roboczym, ale startował również w wyścigach, pod siodłem i w zaprzęgu, a także w konkurencjach pociągowych i wielokrotnie wygrywał.

## Pokrój

Koń muskularnej budowy, wysokość w kłębie waha się od 140 do 152 cm. Bardzo bujna, powiewna grzywa i ogon, maść gniada, kara, skarogniada i kasztanowata, maści siwa i srokata są niedopuszczalne. Morgany są końmi bystrymi i dzielnymi, bardzo efektownie się prezentującymi, jednak łatwymi do prowadzenia, a przy tym bardzo wszechstronnymi. Jego klatka piersiowa jest szeroka tak jak krótki i mocny grzbiet. Ponadto ma bardzo potężne łopatki, szyję wygiętą w łuk i atrakcyjną głowę.

## Zastosowanie

Obecnie morgany są popularnymi końmi pokazowymi, użytkowane są jako wierzchowce myśliwskie (huntery), skoczki, konie ujeżdżeniowe, zaprzęgowe, a także do jazdy w stylu western i do rekreacji.
Assault

**Assault**-amerykański koń wyścigowy pełnej krwi angielskiej. Jeden z jedenastu koni, którym udało się zdobyć amerykańską tzw. Potrójną Koronę (1946).

Urodził się na King Ranch w Teksasie, jednej z największych posiadłości ziemskich świata (334 000 ha). Ojcem Assaulta był Bold Venture, zwycięzca w 1936 dwóch z trzech wyścigów zaliczanych do Potrójnej Korony, matką, klacz Iqual. Kasztan Assault był jednym z najmniejszych sławnych koni wyścigowych (152 cm). Właścicielem konia pozostało King Ranch, trenował go Max Hirsch, a jeździł na nim Warren Mehrtens.

W 1945 roku Assault rozpoczął starty jako dwulatek. Wziął udział w 9 wyścigach, wygrał 2, w tym znaczący Flash Stakes. Rok 1946 należał do niego. Jako 3 letni koń wygrał 8 wyścigów na 15 startów, w tym, jako siódmy koń w historii, Potrójną Koronę (Kentucky Derby, Preakness Stakes, Belmont Stakes) i jeden z najbardziej prestiżowych poza koroną wyścigów - Wood Memorial Stakes. Tylko dwa razy dobiegł do mety poza pierwszą trójką. Został wybrany koniem roku. W 1947 wygrał 5 wyścigów na 7 startów (raz był 2, raz 3) . W 1948 startował dwa razy. Jeden wyścig wygrał, w drugim odniósł kontuzję.

Po powrocie na tory wygrał już tylko jeden wyścig w 1949 i jeden w 1950 roku. Uznano, że jego kariera sportowa się skończyła i został wycofany do stadniny, gdzie dożył wieku 28 lat. Nie doczekał się potomstwa.

Ogółem na 42 starty, Assault wygrał 18 wyścigów, 6 razy był drugi, 8 razy trzeci. Zdobył nagrody pieniężne w łącznej wysokości 675 470 $, z tego w roku 1946 – 424 195 $.
Colossi

The Colossi were another race of ancients who, unlike their Elder counterparts, survived the End of the Elder Age, though few can now be found. Previously widespread, the remaining numbers tend to be scattered, with the greatest concentration of Colossi being found on the Forbidden Island, though a small number of them still wander the Icelands.

## Background

True to their name, the Colossi were mighty beings, and were known for their tough skin which rendered them nigh invulnerable. Ordinarily peaceful creatures, the powerful Dark Meige Arlthrulaastan riled them in the First Great War and caused them to attack the Elders. However, in this process, Arlthrulaastan also revealed their weakness, for with her art *Control*, she pervaded their hearts, and with their hearts having been exposed, the Colossi became easy targets for the Elders. Even now, when one wishes to kill a Colossi, its heart must first be exposed before one can even try, for that is its only weakness.

## Colossi Hearts

The reason Colossi hearts make them so vulnerable is because they are their only link to sentience. Without them the Colossi are like the giant source rocks they came from. However, with them, the Colossi are one of the most loving and devoted races existent. Much more faithful than humans, when partnered with a mate, Colossi remain with their mate forever, and when one dies, the other does too, for when they partner, their hearts are exposed to each other, and meld into one.

Many scientists and meiges have attempted to replicate this phenomenon, but without actual access to true Colossi hearts, the task proves itself nearly impossible. For when a Colossi dies, its heart turns into the same stone its being is made out of, and no art can resurrect it then.
Rad Shiba

**Rad Shiba** is a dog who "works" part time at VA-11 Hall-A, although most of the time he's treated as a patron.

## Appearance

Rad Shiba is a Shiba Inu who wears a Hawaiian shirt and aviator sunglasses. He is always seen panting, with his tongue lolling out.

## Personality

Rad Shiba is hard working and dedicated to getting funds for the Canine Independent Rescue Association (CIRA for short). However, he can be bit distractible at times, often getting overly excited when there is a cat involved, such as when Jill brought Fore to the bar for a night.

He is also extremely forward and honest, immediately calling a promo drink "horrible" when served (correctly) by Jill.

## Background

Not much is known about Rad Shiba's past beyond his affiliation with Nacho. At some point, the two of them founded CIRA and have been working to keep the organization afloat. Rad Shiba has been working odd jobs since the foundation of the organization to provide funds.

Rad Shiba shows up on Day 8 as a "part timer" brought in by Dana to help with the bar.

## Order list

December 20 (Day 8)

* Grizzly Temple
* Fluffy Dream

## Trivia

* His name isn't actually Rad Shiba, but for some reason, Dana is insistent that, regardless of what his name is, “His name is Rad Shiba!”
* Rad Shiba doesn't know how to do most basic dog commands. Whenever someone asks him to roll or sit, he just says "Sir, yes sir!". When he's asked to bark, he just says "Bark". He can chase his tail a specific no. of times, albeit with some difficulty.
* Rad Shiba has a very low opinion of the Seifar Toy Company, calling them "Herding Supremacists."
* When you play truth or dare, and Gillian picks him (which Rad Shiba picks dare); Rad Shiba reveals that his owner may be Tom, or maybe James. But then Alma guesses that the owner, which is, in fact, Tom James.
* Rad Shiba and Nacho seem to be references to Kazuhira Miller and Big Boss from the Metal Gear Solid franchise.
	+ CIRA is described as being an organization that seeks to let dogs be dogs in a place where they can be comfortable. This is similar to how Big Boss wanted to create a nation of soldiers for soldiers, as well as parodying the military organization Diamond Dogs which appears in the game Metal Gear Solid V: The Phantom Pain.
	+ "Seifar" is a reference to "Cipher" - individual and organization and enemies for both Big Boss and Kaz from MGS series.
Elders

Elders were one of the ancient races. Now extinct, they used to posses great power and wisdom. Once ruling all of Cheridith, their kingdoms collapsed and their power dissolved after the End of the Elder Age. Artifacts bearing witness to their ancient glory still lie scattered around, one of these being the obsolete language, Ailese.

## Habitat

Once spread out all through Cheridith, the Elders all died out, and none of them remain. However, many cities now rest on the foundations of their former citadels, and the Forbidden Island stands as a silent testimony to their achievements and prowess. One of their most famous kingdoms was Asyether. Even to this day its ruins still stand as monuments to their glory.
History

*Contains the historical timeline of Cheridith with links to all major events.*

## B.E.E.

*Note that the "B.E.E." notation was created by Humans meaning Before the End of the Elder Age, but the A was exempted as it would have been too long.*

Prehistorical – *The Elder Age:* When the Elders primarily ruled the land

14,500 B.E.E. – *The Creation of Language:* The Elder Eerns created Ailese

14,494 B.E.E. – *The First Great War:* When the Dark Meige Arlthrulaastan caused the Colossi to battle the Elders

14,488 B.E.E. – *The Attack of 14,488:* The Colossi attacked Asyether in an unexpected offensive

14,400 B.E.E. – *The Origin of the Sharlocks:* Approximate time in which the Sharlocks made their first appearance

13,968 B.E.E. – *The End of the First Great War:* The war ended

2,870 B.E.E. – *The Second Great War:* The attack of the Elementals destroyed most of the known world

2,800 B.E.E. – *The End of the Second Great War:* The Elementals mysteriously disappeared

0 – *The End of the Elder Age:* When the Elders ceased to exist and when modern history began

## A.E.E.

*Like "B.E.E.", "A.E.E." refers to After the End of the Elder Age.*

0 A.E.E. – *The Trying Times:* A state of economic and social collapse following the End of the Elder Age

300 A.E.E. – *The Human Arrival:* Humans entered Cheridith

302 A.E.E. – *The First Mutagen:* Styn Eien discovers the first mutagen

305 A.E.E. – *The Creation of Shagen:* Shagen is created to help heal the ill

308 A.E.E. – *The Driving Wars:* The Humans started driving back other races

602 A.E.E. – *The End of the Driving Wars:* When Humans finally deemed the other races sufficiently subdued

604 A.E.E. – *The Last Mutagen:* Tagen is created

605 A.E.E. – *The Turn:* When pure Humans as a whole turned on their mutated counterparts

650 A.E.E. – *The End of the Trying Times:* When the economy stabilized and social order was reestablished
The Three Wise Men

The story of the three wise men is one oft told among common folk, and has many variations across the different races. However, a general version is as follows:

A long time ago, three men were left stranded on an island. One was a great mathematician, and another a great writer, while the third was a simple peasant. This island had the unique property of preventing one from considering oneself; to each of the men stranded, they were merely observers of the other two. After some deliberation, they decided to create a plan for escaping the island.

The mathematician said to the writer, "I see, sir, that you are much wiser than this peasant over here. Why don't you lead us in our endeavor to escape?"

The writer replied, "Nay, I beg to differ. Your wisdom seems to be much greater than that of this peasant, and thus I feel that you should lead."

At this disagreement, both fell into educated debate about the merits of the other and why one should lead over the other. Through all of this, the peasant sat quietly watching, somewhat insulted at their quick dismissal of his wit. Finally, ending their heated dispute, both turned to him and asked which was the wiser.

The peasant, who could see both the mathematician and the writer, rose up and said, "You two see two sides to the triangle, and I see the third. Without my input, your knowledge was incomplete. Had you bothered once to consult me, I could have told you one simple thing."

"What is that?" they asked in unison.

"Of the three of us, I am the wisest, for I waited to gain all three perspectives before making my judgement. You two, in your quick dismissal of me, neglected to realize that I could see what neither of you could see."

Somewhat miffed, but still curious, they asked, "And what is that?"

"You are both equal in intelligence."
Quincy: One more civil death and we'll ban protests

**QUINCY: “One more civil death and we’ll ban protests”** is an article published by **The Augmented Eye**.

## Transcript

After the numerous protests held around the city, which are caused by an ongoing economic and safety crisis, Glitch City’s Prime Minister QUINCY has made it clear that if the rioters take another civilian life, he’ll personally write a law to ban all kinds of public manifestations.

“This simply can’t go on,” QUINCY told AE during a call. “They only want to destroy public property. They’re actively sabotaging our efforts to recover our beautiful city, and I’ve decided that if they cause another civillian casualty, I’ll do everything in my power to ban protests. The White Knights will have full authorization to use maximum force.”

QUINCY will be running for a second term next year.
Persecution

"Persecution" is a poem written by the Ash Philospher Kohl in 608 A.E.E. It contains his observations of the Humans during the Driving Wars. It is as follows:

> *Shak-ryla*
>
>

> *Ny, Thyr-osh-hy*
>
>

> *Kyr-rya-shyva*
>
>

> *Gyu-foya, Py*
>
>

> *Thy-nyla*
>
>

> *Hy-ka*
>
>

> *Shar-kyla*
>
>

> *Fyt-ha*
>
>

> *Shyk-myla*
>
>

> *Py-ny*
>
>

> *Kyr-hyla*
>
>

> *Shyk-ly*
>
>

> *Gyn-shyla*
>
>

> *Kry-sy*
>
>

> *Scha Su-ohla*
>
>

> *Mhan-my*
>
>

Translated to the Common Tongue, it is this:

> Hiding from everyone in the world
>
>

> Once welcomed, now a thing of old
>
>

> Hunters chase relentlessly through the cold
>
>

> Once valued, now betrayed and sold
>
>

> Heroes turned into monsters
>
>

> Veterans with no honors
>
>

> Through hatred they grow stronger
>
>

> With bitterness they conquer
>
>

> One by one they kill each other
>
>

> Brother turns against brother
>
>

> Blood of one makes them seek another
>
>

> One man kills the son of his mother
>
>

> In their fear they created mutants
>
>

> They destroyed with amusement
>
>

> We should have been more prudent
>
>

> For such are these Humans
>
>
Lore

The world of Cheridith contains many ancient traditions full of oral, and verbal, maxims, adages, proverbs, and poetry. These were mostly created during the Elder Age and passed down through the generations, but a few poets and writers still craft these axioms, rhymes, and other literary works today.

## List of Lore

*Contains the list of all Cheridith lore, divided by category.*

### Stories

1. "Henoras"
2. "Old Melted Brain"'
3. "The Three Wise Men"
Ashes to Ashes

The adage "Ashes to Ashes" is derived from the beastslain. Created by Dark Arts from the ashes of beasts which burned to death, it talks about how those same creatures return to their ashes when dead. Commonly used to refer to someone returning to his or her roots, this phrase gained popularity in the Trying Times following the End of the Elder Age.
Dates

Upon their arrival in Cheridith, Humans created a dating system for their histories known as the Elder Age System. Basing the beginning of their timeline around the major, world-changing event known as the End of the Elder Age, anything that came before that time is counted back in years from that. So an event which happened two hundred years before the End of the Elder Age is marked as 200 B.E.E. (Before the End of the Elder Age – most people leave out *Age* from the acronym for convenience's sake). An event after that date is marked A.E.E.

## Standard of Time

A universally agreed on standard of time was created by the Elders millennia before the Human Arrival.

### Days

Days are called dawnbreaks and they each consist of four lights: sun ascension (6 AM to 12 PM), sun descension (12 PM to 6 PM), and two portions of nighttime (6 PM to 12 AM and 12 AM to 6 AM). Since Cheridith is a flat world, there are no seasons, and the sun does in fact revolve around the world. Each light is divided into three equal shadows. Time referral is done as such: 3 PM would be called the second shadow of the second light.

### Years

A year consists of three hundred dawnbreaks, and is divided into four seasons, though these do not have the change associated with them in this world. The four seasons are merely divisions of time, dividing the year into four parts of 75 dawnbreaks each. Each of those seasons are divided into three equal weeks. Weeks each consist of 25 days.
Locations

Cheridith contains several kinds of locations: Kingdoms, States, Continents, Natural Locations, Cities, Villages, and Miscellaneous Locations.

## Kingdoms

*Containing a list of all kingdoms.*

1. Asyether
2. Doythor
3. Gelushkk
4. Qarr
5. Sorr
6. Targoth
7. Woodlund

### Qarr

1. Char
2. Kezzar
3. Lomar
4. Star
5. Wrar

## Continents

*Containing a list of all continents.*

1. Pyyr

## Natural Locations

*Containing a list of all natural locations.*

### Pyrr

1. Blackwash
2. Darklands
3. Hushwater
4. Icelands
Miki concert thread 4

## Details

### Date published

THU, December 15, 207X

The thread titled **Miki Concert 4** appears in the app DANGER/U/.

## Transcript

**Miki concert 4**

POSTING ALLOWED!

lurking to not cause any
trouble...

you ^^

revelation? Do you know if you
like her yet?

ruin our friendship... we know
each other since we were very
young.

friend!? IT'S LIKE ONE OF MY
JAPANESE ANIMES!

do: When Miki ends singing
Lovers in Paradise... You kiss
her!

ine how magical that moment
would be, with the fireworks
and the epic guitar solo...

it...

**This thread is closed**
Nanomachine Rejection

Nanomachine Rejection is a medical condition where the body reacts violently to the nanomachines infesting it. Since everyone in Glitch City (and possibly the world) has been infected with nanomachines in order to keep track of them, a small number of people either are suffering from or know someone who is suffering from Nanomachine Rejection.

Nanomachine Rejection is almost always fatal, with only a small percent of people surviving the onset of NMR post birth. If an unborn child is diagnosed with NMR, it is possible to turn them into a Cat Boomer while they're still in the womb.

In the year the game takes place, there have been 80 cases of NMR related deaths reported in Glitch City.

## People Known to Have Had Nanomachine Rejection

* Stella
* Lenore
* Anna
Old Melted Brain

The story of "Old Melted Brain" is one relatively common in Purist circles. Famously discussing the story of the misuser of a mutagen, it talks about how, in his attempt to become a Taker, he consumed a potion that destroyed all his higher-level mental faculties. Turned into a poem, it has since become a nursery rhyme for children.

It is as follows:

In tales oft told of time so old

There was a man on whose head hair did grow

He wished to grow mighty like men of old

So a potion from Human scientists he stole

*Old melted brain*

*Lost it all to gain*

*Old melted brain*

*Went through so much pain*

The potion did boil in the bowl

When he drank, it made in his heart a hole

And from inside his chest it took his soul

And in the core of his brain a tumor did grow

*Old melted brain*

*Lost it all to gain*

*Old melted brain*

*Went through so much pain*

The next day he was moving slow

He had it in his head that he felt old

He could feel only his hunger and cold

His thinking about anything else was too slow

*Old melted brain*

*Lost it all to gain*

*Old melted brain*

*Went through so much pain*

His judgement the potion had stole

And his desire for blood would only grow

He was arrested and put into gaol

Now he has a guard and walks only with parole

*Old melted brain*

*Lost it all to gain*

*Old melted brain*

*Went through so much pain*
Qaardi

The Qaardi are the smallest race in Cheridith. They grow no taller than five and a half feet in height, but are typically extremely broad and muscular. They only have one working eye, typically the right one, while the other is just an empty socket which they cover with an eye patch. With no facial hair whatsoever, the rest of their body more than makes up for it, with only the palms of their hardened hands and feet having no hair. It is not uncommon to find them walking around with no clothes on, though the more civilized ones will usually wear trousers of some sort. Famous for their skill with working metal, the Qaardi are the ones responsible for the Tanvite Workshops which mint raw Tanvite ore into Tanvite coin. As a result, the Qaardi are usually very rich.

## Characteristics

With fists half the size of their big heads and feet to rival that of Sasquatch, the Qaardi are not to be despised for their lack of stature. The only hair on their faces are the bush eyebrows that they all sport. Typically their eyes are deep-set and their noses flat and large, and they tend to have rather square jaws. Thick-shouldered, thick-necked, and thick-armed, Qaardians make excellent hard workers, though as a direct result of their riches, it's rare to find a Qaardian doing any manual work but mining.

A tricky matter is differentiating male Qaardians from their female counterparts. Male Qaardians usually sport a paunch of some sort, and it is this chief difference which will aid an unpracticed onlooker in differing genders, though this may then lead to the mistaken assumption that a pregnant female is a male. Apart from their stomachs, the eyebrows of male Qaardians tend to be slightly more refined which the males take good care of as they are a chief feature by which the females judge the male. The final way to differentiate them (apart from digging under all the hair for a substantial difference) is to listen closely to their voices. While both genders tend to have deep, baritone voices, the females tend to have a smoother voice, while the male's voice is typically coarser and gruffer.
Kjanism

The religion of Kjanism is a religion commonly found among people of the poorer classes, especially among Humans. Believers of this religion typically lead peaceful lives, worshipping the almighty Kar who in a parallel dimension rules the matters of the gods. They believe that what happened in the parallel dimension affects to a degree what happens in Cheridith. In the religion of Kjanism, it is believed that death takes one to the parallel dimension, in effect a heaven, where they will continue to live their lives, affecting what is happening in Cheridith. Thus, there is no really penalty for good or evil since it is all in essence controlled by that above. Lower and uneducated classes typically use this to explain away strange phenomena, and it draws its roots back to the very introduction of Humanity in 300 A.E.E. when the first primal Humans used it to explain away the mysterious workings of arts.
Cheridith

*Cheridith* is the Ailese name used by most to refer to the world. It is derived from the Ailese first prefix Che-, the second prefix ri-, the body -d-, and the first suffix -ith. Translated directly from Ailese it means, “Old world mother god,” but it has lost its true meaning over the centuries of use and now simply means "the world."
Common Tongue

The Common Tongue is the most common language now. 70% of people have an average 65% mastery of the language. Constantly evolving, the Common Tongue is the deciding language in the realm of civilization. More and more people groups are learning it, and an increasing number of ancient texts are being translated into the Common Tongue.

First developed by the Humans, its simplicity allowed to to catch on quickly, and now many use it in their daily life.
There is no greater threat...

*There is no greater threat to Humans than the Human mind itself.* This was said in the book *A Study on Humans* by the Ash Philosopher Kylh in 602 A.E.E., at the end of the Driving Wars. He was speaking of the twisted way they mutated each other to gain their own ends before turning on the very ones they had mutated in an effort to destroy them.
Ailese

Comprised of the Common Tongue prefix Ai- and suffix -lese, Ailese translates directly to “beautiful language.” One of the oldest languages in existence, Ailese was created by the ancient race of Elder Eerns. Now a dead language, few remember its intricacies, and many of the little details included as a part of it have faded.

See the structure entry on Ailese here.
Elementals

Elementals were one of the ancient races. Appearing suddenly from the Center of Elements in 2,870 B.E.E., they quickly destroyed the Elders. None were able to stand against their sheer strength since these mythological creatures were made purely of the Elements. Some historians and scientists dispute the existence of Elementals, refusing to believe that creatures made of the Elements could exist, but ancient texts seem to say otherwise.

## Physical Characteristics

Like most of the ancient races, Elementals were giants by Human standards, the smallest being eight feet in height. Apart from that, very few united them commonly. Some like Wind and Heat Elementals were incorporeal, but others like Ground Elementals were physically solid. All surviving records say looking into the face of an Elemental is the most terrifying thing, as it swirls around constantly, threateningly. Their eyes are said to be soulless black pits, and apart from that they have no true discernible facial features.

Their upper bodies retained a marvelously Elder-like appearance, with two arms, hands, and a torso that tapered down to an ambiguous waist. That was as far as they resembled any other race though. The metaphysical Elementals had no truly defined muscles, while the solid ones had the semblance of them. In either case nothing physical was ever found that could combat either form of Elemental.

As for their lower body, there was again a distinction between those made of Energy Elements and those made of Material Elements. The latter tended to have legs while the former did not. Thus, while the physically solid Elementals were able to walk, the ethereal ones floated.

Another interesting distinction between types of Elementals was that most of the ones made from Energy Elements were smaller than the ones made from Material Elements.
Measurement

Due to the thirteen kingdoms, the measurement system used in Cheridith is quite complicated. Each kingdom has a base unit which it uses, but things deviate after that. A number of handy formulas for calculating the measurement systems are as follows. 2 \* kingdom number = number of base units into a standard unit. 39 / kingdom number + 13 = number of standard units into a minor unit. (kingdom number \* 2)^2 = number of minor units into a major unit. Applying these formulas to the thirteen different kingdoms, this is what we end up with.

## Asyether

Kingdom Number: 1

Base unit: Head - approx. 9.8 inches

Standard unit: Cord - approx. 19.6 inches

Minor unit: Galley - approx. 84.9 ft

Major unit: Tspan - approx. 339.6 ft
Europe

Europe is the first mini album released by Kim Jung on March 15th, 2009. "Eiffel Tower" served as the title track and was her breakthrough track among the South Korean public. The album was rereleased as "Asia" on May 5th, 2009 with "Seoul" as the title track.

## Tracklist

### Europe tracklist -

1. Rain
2. **Eiffel Tower**
3. Italy
4. London
5. China

### Asia tracklist -

*italic* indicates new track

1. Rain
2. Eiffel Tower
3. ***Seoul***
4. Italy
5. London
6. *Tokyo*
7. China
8. *산 (Mountain)*
Structure: Sythh

Sythh involves a monosyllable root word (most often a verb, though sometimes a noun) followed by a number of adjective or adverbial suffixes that modify it. What follows is a complete list of roots and suffixes in Sythh along with their meanings.

## Roots

1. Chak - Live/Living
2. Fyt - Conquer
3. Gyn - Create/Creating
4. Gyu - Value
5. Hy - Lose
6. Kry - Destroy(ing)
7. Kylh - Know(ing)
8. Kyr - Hunt(ing)
9. Mhan - Sythh term for Human
10. Ny - Welcome
11. Py - Betray(ing)
12. Scha - Placeholder noun present only in writing
13. Shak - Hide/Hiding
14. Shar - Hate/Hating
15. Shyk - Kill(ing)
16. Shyr - Drink(ing)
17. Su - Be(ing)
18. Thy - Transform(ing)
19. Thyr - Become
20. Tshy - Make/Making

## Suffixes

1. Aya - Living
2. Foya - Previously
3. Kar - Good
4. Kyla - Strong
5. Ly - Fraternal
6. Lya - Always
7. Ha - Bitterly
8. Hy - Old
9. Hyla - Bloodthirsty
10. My - This/these
11. Myla - Slowly
12. Ny - Familial
13. Nyla - Badly
14. Ola - Prudent
15. Osh - Very
16. Rya - Relentlessly
17. Ryla - Completely
18. Shyla - Fearfully
19. Shyva - Cold
20. Sy - Smilingly
21. Va - Finished
22. Ya - Up
Cheridith Wikia

## Welcome to the Cheridith Wikia

Cheridith is a wiki created for the fantasy series "Cheridith." It is essentially an encyclopedia for all the different things that appear in the world of Cheridith and it explains a lot of backstory and lore.

## Index

*An index of all the parent categories.*

Animals

Arts

Characters

Currency

Dates

Dictionary

Drinks

Elements

History

Languages

Locations

Lore

Materials

Minerals

Measurement

Organizations

Plants

Professions

Races

Weapons

World

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Currency

The currency system in Cheridith was a universal one established by the Elders. It consists of four kinds of coins, and each can be divided into quarters and halves.

The most valuable coin is the tanvite coin. One quarter of it is worth ten gold coins, so it is worth forty gold coins in total. Made from the valuable tanvite ore found only in the deepest mines, this is the currency of kings, and wealthy ones at that. They sparkle with a silver shimmer, but it is their hardness and smoothness which differentiates them from other coin. They are minted from raw ore by the Qaardian Tanvite Workshops who charge one coin for every ten they mint.

Gold coins are the next most valuable. One half of a gold coin is worth ten silver coins, so it is worth twenty silver coins in total. Not much different from the yellowy metal in our world, gold coins are usually imprinted with the insignia of the kingdom they come from, making some gold coins (the ones who have less drastic of an imprint) slightly more valuable than others, but few people take notice of that. However, reminters will use it for their advantage to make slightly more money.

Silver coins are much more common than the aforementioned two. One silver coin is worth ten copper coins. These, in their abundance, lack the special imprinting of gold coins, and along with coppers are much more commonly used in trade. To give an idea of their value, two silver coins could buy a young, strong heifer, and ten would earn the purchaser a small but neat and sturdy cottage.

Copper coins are the least valuable of the various moneys, but they are also the most common and the most widespread. They are the dollars of Cheridith, and act as the base unit of currency. Since copper ore is so common, some people who are desperate enough will mine and mint their own coin, though the result is usually crude and rarely accepted beyond the bounds of the lower class.

## Values in Copper Coins

Tanvite coin: 8000 copper coins - 200 mercenaries for a month (at a silver coin a week)

Gold coin: 200 copper coins - A well-built family home

Silver coin: 10 copper coins - A brace of egg-laying hens

Copper coin: 1 copper coin - An average meal