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	<title>gronkfinder - User contributions [en]</title>
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	<updated>2026-04-30T13:56:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16681</id>
		<title>Meseta</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16681"/>
		<updated>2026-03-31T01:59:45Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Meseta''' {{Pronunciation|meh-SEH-tah}} is a type of parasitic ice crystal that feeds off the liquid within living creatures. Originally found in the southern Stormlands - they are somewhat common in Uulam and Akatzar - they have additionally spread to the Wounds, where they have thrived despite, or perhaps because of, the tropical climate.   Typically found in glacial crevasses and low-lying areas within the steppes of the Stormlands, and in volcano-s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Meseta''' {{Pronunciation|meh-SEH-tah}} is a type of parasitic ice crystal that feeds off the liquid within living creatures. Originally found in the southern [[Stormlands]] - they are somewhat common in [[Uulam]] and [[Akatzar]] - they have additionally spread to the [[Wounds]], where they have thrived despite, or perhaps because of, the tropical climate. &lt;br /&gt;
&lt;br /&gt;
Typically found in glacial crevasses and low-lying areas within the steppes of the Stormlands, and in volcano-shaped caves in the Wounds, meseta wait for animals or people to approach before joining together to form a crystaline structure reaching out towards them. Should they grab the creature they then stab it to keep hold, all while spreading over the surface of their skin, pulling blood out and incorporating it into the amalgamated form of the meseta. Victims are left as drained husks while the meseta retreats back to the darkness of its lair.&lt;br /&gt;
&lt;br /&gt;
Meseta are considered to grow in colonies, which can simultaneously be thought of as singular entities - a meseta large enough to fit in a palm and one as tall as a tree are equivalent in all ways but physical size, a divide that can be closed quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Omintu_Virnuso&amp;diff=16680</id>
		<title>Omintu Virnuso</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Omintu_Virnuso&amp;diff=16680"/>
		<updated>2026-03-28T18:09:14Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Omintu Virnuso&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Human]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Ilirnas]], [[Viridia]]&lt;br /&gt;
|affiliation = [[House Virnuso]]&lt;br /&gt;
}}&lt;br /&gt;
'''Omintu Virnuso''' {{Pronunciation|OH-men-too vir-NOO-soh}} is a [[Viridia|Viridian]] noble and a member of the [[Viridian senate|senatorial]] family [[House Virnuso]]. Though he once served as his family's representative in the senate, his preference for the joys of life, and fine art and wine in particular, led to his family encouraging him to step away from the role for their sake. An avid art enthusiast, Virnuso has managed to amass quite a collection, which he houses in his manor in the Viridian capital of [[Ilirnas]]. &lt;br /&gt;
&lt;br /&gt;
In {{Year|6976}} Virnuso hired a group of adventurers to investigate a spate of art heists targeting wealthy collectors across Ilirnas.&lt;br /&gt;
&lt;br /&gt;
[[Category:Viridia]]&lt;br /&gt;
[[Category:Viridia/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Main_Page&amp;diff=16679</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Main_Page&amp;diff=16679"/>
		<updated>2026-03-28T17:58:36Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* The major regions of Kishar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|note=Looking for the game server? Go here: http://foundry.gronkfinder.com}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;full-width-image&amp;quot;&amp;gt;[[File:Kisharan_vulture.svg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quote|As the Floods of strife threaten to rise once more, as the Scales tilt, we return to the lessons of those ancient, lest all, crowns and kingless alike, be carried away into the sunless churn of history.}}The last years of the tenth millennium are a time of change on Kishar. Social and political upheavals, great migrations, and natural disasters within the past several centuries have reshaped cultures and societies across the world and are seemingly only continuing to accelerate. Some say it is simply the passing of history, but to others the looming turn of the millennium heralds something more.&lt;br /&gt;
&lt;br /&gt;
== Primer on Kishar ==&lt;br /&gt;
&lt;br /&gt;
=== Getting to know Kishar ===&lt;br /&gt;
{{SeeAlso|Kishar}}&lt;br /&gt;
&lt;br /&gt;
The world of Kishar is a grab bag of various inspirations, but with a particular focus on the societies of ancient western Asia and the Mediterranean. I’ve tried to mix whatever piques my interest into a semi-coherent mess.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the setting have had many thousands of years to travel, trade, and exchange cultural practices, and as a result the world is highly interlinked and relatively cosmopolitan. Cities with a population of over 100,000 are not common but not particularly rare either, especially within the most densely urbanized areas. Regions might have broad demographic trends, but within the larger cities one might expect to find individuals of all manner of ancestries. Similarly, it is quite common to find people who are multilingual.&lt;br /&gt;
&lt;br /&gt;
Most societies and governments on Kishar are republics, bureaucratic monarchies, theocracies, tribes, chiefdoms, miscellaneous autocracies, or something else entirely - feudalism, in its proper definition, is exceptionally rare. &lt;br /&gt;
&lt;br /&gt;
==== The major regions of Kishar ====&lt;br /&gt;
* The [[Three Great Seas]]&lt;br /&gt;
** A highly populated region, closely interconnected by networks of trade. Politically and economically heavily based on the eastern Mediterranean of the Bronze Age and early Iron Age, even if many cultures significantly diverge from this inspiration.&lt;br /&gt;
* The [[Wounds]]&lt;br /&gt;
** A massive expanse of tropical islands dotting an endless ocean. Characterized by seafaring cultures that are generally, but not always, highly mobile.&lt;br /&gt;
* The [[Stormlands]]&lt;br /&gt;
** A land shaped by constant positive and negative energy storms and the cultures that live in their shadows, split between the nomadic south, urbanized north, and anarchic highlands.&lt;br /&gt;
* The [[Spine]]&lt;br /&gt;
** A continent dominated by a massive transverse mountain range and the craters left behind from multiple asteroid impacts. The people of the Spine live in one of two empires, or else in one of the smaller nations caught between them.&lt;br /&gt;
* The [[Land of the Sun and Moon]]&lt;br /&gt;
** With a landscape primarily of steppe and desert, the Land of the Sun and Moon exists in a state of tension between the nomadic peoples of the interior and the settled peoples of the coast.&lt;br /&gt;
&lt;br /&gt;
=== Game mechanics on Kishar ===&lt;br /&gt;
This setting was written first for Pathfinder 1e and then for Pathfinder 2e. Most, but not all, game mechanics that exist in PF 2e carry over to this setting - see below for the exceptions. Due to differences in setting, however, certain spells, archetypes, items, and so forth may need to be reflavored or recontextualized.&lt;br /&gt;
&lt;br /&gt;
In any place on this wiki that mentions game mechanics, such as a deity's domains, assume they are written to be compatible with PF 2e.&lt;br /&gt;
&lt;br /&gt;
==== Changed game mechanics ====&lt;br /&gt;
Certain game mechanics are altered from PF 2e. These changes exist not as restrictions on player agency but rather to maintain the verisimilitude of the setting. &lt;br /&gt;
&lt;br /&gt;
* Teleportation magic&lt;br /&gt;
** Long distance teleportation magic - that of a mile or more - fails to work reliably. Short distance hops are unaffected. See [[teleportation]] for more details.&lt;br /&gt;
* Language magic&lt;br /&gt;
** Spells that grant immediate knowledge of a language not previously known, like ''Comprehend Language'', do not exist. &lt;br /&gt;
* Planes&lt;br /&gt;
**Compared to in PF 2e, the non-Material planes are far more poorly understood and traveled, even to the most experienced of adventurers and scholars. Many also either do not exist or are greatly changed. See [[plane|planes]] for more details.&lt;br /&gt;
* Religion&lt;br /&gt;
** Religion on Kishar is changed from PF 2e's default setting, with gods and faith taking very different forms. See [[religion]] for more details.&lt;br /&gt;
* Ancestries&lt;br /&gt;
** Some ancestries from PF 2e's default setting do not exist on Kishar, or may be significantly changed. See [[:Category:Ancestries|ancestries]] for more details, but keep in mind this is in no way a complete list.&lt;br /&gt;
&lt;br /&gt;
=== Player agency on Kishar ===&lt;br /&gt;
{{SeeAlso|Campaigns}}&lt;br /&gt;
&lt;br /&gt;
Kishar is intended as a living setting that players can, should, and do shape through their actions. All campaigns canonically occur in the same timeline and the setting shifts as a result.&lt;br /&gt;
&lt;br /&gt;
=== Setting notes ===&lt;br /&gt;
Most of this stuff has no bearing on any campaign and probably never will. I just like to write. Regardless, here are some pages that might be useful:&lt;br /&gt;
&lt;br /&gt;
* [[Nations]]&lt;br /&gt;
** Overview of the broad regions of the world. I use the term &amp;quot;nations&amp;quot; but really that's not entirely accurate, as they may be defined by geography, shared culture, or by some other criteria.&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
** An incomplete but ever-expanding timeline of events. This page may load slowly - please do not continually refresh or reload it unnecessarily, it's a bit of a performance problem.&lt;br /&gt;
** The &amp;quot;current&amp;quot; year in-setting is {{Year|6976}}. The world has a custom calendar that's basically a simplified Gregorian calendar. See [[timeline]] and [[timekeeping]] for more details.&lt;br /&gt;
* [[:Category:Organizations|Organizations]]&lt;br /&gt;
** Some organizations that are active within the world. Many of these have a wide or global scope in their interests and activities.&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
** Religion on Kishar is varied. Some people worship gods, while others prefer faiths centered around [[animism|nature spirits]], [[ancestor worship]], or something else entirely.&lt;br /&gt;
** If there is no god or religion that matches your character concept, let me know and we can figure out how to make it work.&lt;br /&gt;
* [[:Category:People|People]]&lt;br /&gt;
** Characters you've met or might meet. &lt;br /&gt;
* [[:Category:Ancestries|Ancestries]]&lt;br /&gt;
** Many ancestries have shared culture or history on Kishar. This category is super incomplete right now. The pages here are meant to expand on resources elsewhere, not replace them entirely (for example, the elf page doesn't talk about everything, it's more to provide setting-specific shared perspective). Just because an ancestry doesn't have a page yet doesn't mean it doesn't exist in the setting.&lt;br /&gt;
* [[:Category:Heritages|Heritages]]&lt;br /&gt;
** Both ancestral groups and distinct non-ancestral cultures.&lt;br /&gt;
* [[:Category:Topics|Topics]]&lt;br /&gt;
** Miscellaneous topics I couldn't fit into another category.&lt;br /&gt;
* [[:Category:Creatures|Creatures]]&lt;br /&gt;
** Animals, monsters, that kind of thing.&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
** On Kishar, languages are much more regional than racial - there is no expectation that an [[elf]] in the Three Great Seas and an elf in the Stormlands, oceans apart, will understand the same language. Languages exist mostly for flavor and as a worldbuilding tool. If you want to pick up one or more of these then that's great, I'll do my best to make it worth it, but I don't expect it. I'd tell you in advance if anything other than Common was going to be necessary.&lt;br /&gt;
* [[:Category:Written works/In-setting perspective|In-setting written works]]&lt;br /&gt;
** Fun little worldbuilding exercises.&lt;br /&gt;
&lt;br /&gt;
== Legal note ==&lt;br /&gt;
Some content used on this site and on http://foundry.gronkfinder.com is the property of [http://paizo.com Paizo Inc], using material allowed under the [https://paizo.com/community/communityuse Community Use Policy].&lt;br /&gt;
&lt;br /&gt;
Many images on this side incorporate or are derived from images on Wikimedia Commons. See each image for its license where applicable.&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=The_Old_Storyteller&amp;diff=16678</id>
		<title>The Old Storyteller</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=The_Old_Storyteller&amp;diff=16678"/>
		<updated>2026-03-28T17:53:47Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InSettingTextNote}}&lt;br /&gt;
{{InSettingTextInfo|title=The Old Storyteller|author=unknown|extra=A traditional [[Langkha|Langkhan]] parable}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|An old storyteller visited the [[Gardens of the Suzerain|garden-fort]] one day. All who could spare the time set down their tools and gathered around him in the shade of the trees near the fields. They awaited the entertainment he was sure to provide. They awaited the wisdom he was sure to share.&lt;br /&gt;
&lt;br /&gt;
The old storyteller began. He told of places he had perhaps been, and of people he had perhaps met, but time had worn on the memories and of none of these could he be sure. Perhaps they were tales from past lives or from the lives of others. Or perhaps they truly were his own. Those gathered pressed the old storytellers for something more pleasing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the top of the [[Suzerain's Scales|mountains]] live the spirits of the sky and the clouds. They are a capricious sort, prone to decisions in the moment and actions on a whim. They told me their ways in a language known to me, which I nevertheless understood. This story I cannot repeat, for I know the meaning yet not the words.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The crowd around the old storyteller muttered their discontent. For what purpose had they come here, other than to hear his tales? For what purpose had they come here, other than to learn from him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Much the same were my interactions with the rivers. They murmured their histories as I sat by their banks, in sounds more ancient than the sun. These too I could comprehend yet not relay to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disappointed, the crowd thinned. There were tasks to be done in the village, if nothing was to be gained here.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And the moon, it too speaks, if one stops to listen. The ringing of the pale light carries meaning through the night. What you perceive as stillness in the dark is laden with truth. It can only be heard at such times, and not from a figure such as I.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The people who had come to see the old storyteller were nearly all gone now. Only a few still remained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the heat of the [[Wrathpeaks|southern volcanoes]] are legends borne by the the magma. Tales of heroic battles beneath the earth, hidden from the sky. Deeds of heroes of whom I was made acquainted, but you already know what I shall say next.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By now a single figure sat in front of the old storyteller. A child, not yet old enough to help in the fields, sat in rapt attention. The storyteller rested for a time, gazing at the child through his half-blind eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You, child, you alone shall know the truth for which the others have no patience. The truth is this: I cannot share any conclusion to my stories, for there are no conclusions to be had. It is the experience that teaches. It is the struggle that imparts wisdom. It is the questions from which one learns, even if no answers exist. I know no answers. I know no conclusions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The child, not yet old enough to help in the fields, sat in rapt attention.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Written works]]&lt;br /&gt;
[[Category:Written works/In-setting perspective]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Ten_Years_of_Fire&amp;diff=16677</id>
		<title>Ten Years of Fire</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Ten_Years_of_Fire&amp;diff=16677"/>
		<updated>2026-03-28T17:51:30Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InSettingTextNote}}&lt;br /&gt;
{{InSettingTextInfo|title=Ten Years of Fire|author=unknown|extra=Story known by certain [[Fanakara|Fanakaran]] peoples of the [[Wounds]]. As is typical amongst the Fanakara, it is not preserved in written form but rather in the memory of their storytellers.}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The young man and his people arrived to the island after many days at sea. Their ships were damaged. Their food stores were gone. They had spotted the seabirds in the midst of the storm and followed them to land. Without the birds they would have been lost, and perhaps died at sea.&lt;br /&gt;
&lt;br /&gt;
On the island, the young man and his people found fruits and game, which they gathered and hunted. Their first night there was a feast, more food than they had seen since their departure. In their hearts there was joy and relief. In their minds there was resolution and determination. This would be their new home.&lt;br /&gt;
&lt;br /&gt;
The next day the people set about building their new central fire and their thatched homes around it. But in the mind of the young man the determination was especially strong. He explored the island, climbing the peak at its center. Though the island was not large, the peak was tall, and this caused him to tire greatly. Upon completing his ascent he looked out across the ocean and the beach and lowland below, where he could see his people's nascent village take shape. The young man then looked at the peak. He saw beauty both near and far. He saw the nests of the seabirds that had guided his people to land. This, he decided, would be his new home, away from the village.&lt;br /&gt;
&lt;br /&gt;
But the young man was tired. He set about clearing the palm trees for space for his home and garden, but the effort exhausted him. He turned to his campfire and an idea came to him. The fire would do the work in his stead.&lt;br /&gt;
&lt;br /&gt;
Taking a stick from the campfire, he set it to a nearby tree, then another, then another. Soon a clearing was made for him. The young man sighed contentedly. But the fire continued to spread.&lt;br /&gt;
&lt;br /&gt;
Soon the fire was racing down the slopes of the peak, towards the lowlands below. The young man panicked. He ran down the peak, outracing the fire, and arrived at his people before it, shouting warnings of the incoming danger. But his people had nowhere to go. Their ships, barely capable of remaining afloat, had been dismantled for material. Everything they had was around their central fire and the houses still under construction. With nowhere else to go, and seeing the fire come closer every moment, they took refuge in the sea.&lt;br /&gt;
&lt;br /&gt;
The fires burned for ten years. The people, though safe from the flames, struggled to survive with only their heads above water. Some drank from the water and walked below it, and stayed there. Others kept their loyalty to the air. After ten years had passed and the danger abated, they looked back to the ravaged island yet could not find it. They had once again become lost at sea.&lt;br /&gt;
&lt;br /&gt;
This time there were no seabirds to follow. Their nests had been destroyed by the inferno, they had nowhere to live. They had abandoned the island in sadness, and the people in reproach, to find a new home of their own. &lt;br /&gt;
&lt;br /&gt;
The people remained at sea for another ten years before another seabird passed overhead. This bird saw the island, and saw the people. It had heard of what had transpired. Though still disappointed, time had softened its anger, and it descended to the man and his people. Perching on his head, it spoke to them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You, who had destroyed the nests of my kind, acted in carelessness. I will lead to you land on one condition. You will learn from this. You will respect the nests of my kind, for they provide you direction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With relief the people agreed, and the bird took flight. It brought them back to the island, which had at this point recovered and was once again full of fruit and game. The people once again set about constructing a village. The man, no longer so young, stayed with them this time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Written works]]&lt;br /&gt;
[[Category:Written works/In-setting perspective]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Twins_of_the_Sun_and_Moon&amp;diff=16676</id>
		<title>Twins of the Sun and Moon</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Twins_of_the_Sun_and_Moon&amp;diff=16676"/>
		<updated>2026-03-28T17:42:54Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{InSettingTextNote}} {{InSettingTextInfo|title=Twins of the Sun and Moon|author=unknown|extra=A story as told by the nomadic peoples of the Monumon. Other peoples throughout the Land of the Sun and Moon possess similar stories of mythical twins associated with celestial entities.}}  {{Quote|In the distant past there were twins.  The first of the twins was the One Who Cast The Sun In The Sky. His brother was the One Who Brings The Night With The Moon. Together th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InSettingTextNote}}&lt;br /&gt;
{{InSettingTextInfo|title=Twins of the Sun and Moon|author=unknown|extra=A story as told by the nomadic peoples of the [[Monumon]]. Other peoples throughout the [[Land of the Sun and Moon]] possess similar stories of mythical twins associated with celestial entities.}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|In the distant past there were twins.&lt;br /&gt;
&lt;br /&gt;
The first of the twins was the One Who Cast The Sun In The Sky. His brother was the One Who Brings The Night With The Moon. Together they stepped down from the stars to protect those who walked on land, those with two and four legs alike, from the spirits that menaced them. In coming to the land they left their games in the cosmos, for the twins were a whimsical sort, prone to play tricks on one another, and on the other Ones. Perhaps this is why the other Ones cast them down.&lt;br /&gt;
&lt;br /&gt;
The twins had between them a knife.&lt;br /&gt;
&lt;br /&gt;
The knife was alive, toothed and fanged with a mind as sharp as its edge. This knife passed between the hands of the twins, yet its actions were equally its own, for it did not strike if it did not wish, and it could twist the grip of those who wielded it in directions they did not desire. The knife had no whimsy, only ambition. Yet it had served the twins well in the stars and so they brought it with them to the land.&lt;br /&gt;
On land the twins saw evil spirits abound.&lt;br /&gt;
&lt;br /&gt;
These spirits tormented the people of the plains, and the people of the coast, and the people of the desert. They caused disease and hunger and all manner of suffering. Where they walked, plants withered. Where they exhaled, fires raged.&lt;br /&gt;
&lt;br /&gt;
The twins attempted to trick the spirits.&lt;br /&gt;
&lt;br /&gt;
A land beset by such evil was no place for whimsy, and the twins could not abide it. They devised a plan to break the grip of the spirits. Proclaiming that they had walked out of the sea, they extolled the wealth of the Land Below The Waves. This, they said, was where all good things were. This, they said, was a place that had never known suffering. Naturally the spirits were intrigued. They had grown bored with the land. None there were shocked by the spirits now, only tired. Together the spirits dove into the sea.&lt;br /&gt;
&lt;br /&gt;
For a time, the twins were successful. Their trickery having worked, the spirits left the people of the land in peace, and there were many years of celebration. The twins were exalted as heroes, which they were. Yet the spirits were no fools and after some time realized they had been deceived. They returned in force, scouring the land in anger. They destroyed the crops of the coast and they desiccated the bodies of the herds of the plains. They would not listen again to the twins. In desperation, the twins searched for other ways to defeat the spirits.&lt;br /&gt;
&lt;br /&gt;
The twins turned the knife on the spirits.&lt;br /&gt;
&lt;br /&gt;
Though they knew well not to trust it, the twins saw no other option. Taking the knife from its sheath, they let it loose to fell the spirits. This it did with great relish and abandon, twisting freely through the air and through the forms of those who were without permanent form. Soon the spirits were gone or in hiding. Yet even with its victory the knife was not sated, for it had tasted of the power it held on the land, power withheld from it by the Ones who lived in the stars. Soon it was twisting through the land in places where the twins had not directed it, attacking those of two legs and those of four and carving the land itself to pieces. Those who had not known of death, even with the torment of the spirits, knew of it now, for it had been brought by the knife. &lt;br /&gt;
&lt;br /&gt;
The twins contained the knife.&lt;br /&gt;
&lt;br /&gt;
Realizing their folly, the twins sought to contain the knife, but it was at least as clever as them, and could not be captured or restrained. Neither could it be destroyed, for it was of a material unknown to the land. The twins grappled with it and chased it and fought it, all without success. Finally in their desperation they threw themselves upon the knife. It could cut them and hurt them unlike anything on the land, but not without ease, and so was slowed down enough to be caught and forced back into its sheath.&lt;br /&gt;
&lt;br /&gt;
The twins returned to the cosmos.&lt;br /&gt;
&lt;br /&gt;
Injured, the twins gave a farewell to the people of the land, those of two legs and those of four, with great sadness and remorse and shame, for they had brought suffering worse than that they had attempted to stop. In parting they rose to the sky and rejoined the stars, One behind the moon and the other behind the sun.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Written works]]&lt;br /&gt;
[[Category:Written works/In-setting perspective]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Utzua&amp;diff=16675</id>
		<title>Utzua</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Utzua&amp;diff=16675"/>
		<updated>2026-03-28T17:37:31Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{CityInfobox |name = Utzua |nation = Bakari |ruler = None |government = None |demonym = Utzuan |adjective = Utzuan |population = ~600 |demographics = Bakari locathah }} '''Utzua''' {{Pronunciation|oot-ZOO-ah}} is a Bakari locathah lagoon village. Over 1100 miles east of the Corpse, it is the farthest-flung Bakari settlement established after the destruction of their erstwhile reef-god. Its inhabitants are especially isolationist, even...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityInfobox&lt;br /&gt;
|name = Utzua&lt;br /&gt;
|nation = [[Bakari]]&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = None&lt;br /&gt;
|demonym = Utzuan&lt;br /&gt;
|adjective = Utzuan&lt;br /&gt;
|population = ~600&lt;br /&gt;
|demographics = [[Bakari]] [[locathah]]&lt;br /&gt;
}}&lt;br /&gt;
'''Utzua''' {{Pronunciation|oot-ZOO-ah}} is a [[Bakari]] [[locathah]] lagoon village. Over 1100 miles east of the [[Corpse]], it is the farthest-flung Bakari settlement established after the destruction of their erstwhile [[Cascade|reef-god]]. Its inhabitants are especially isolationist, even by Bakari standards, and have had little contact with outsiders, even others of their kin, since the town was established in the early years of the {{Year|6300|nolink=true}}s. Even passing [[Keleta-Ru]] and [[Angareza]] traders have reported getting attacked by war-shoals sent out from Utzua into the surrounding waters.&lt;br /&gt;
&lt;br /&gt;
The nearest landmass to Utzua is the [[Forgotten One]], 220 miles to the southwest.&lt;br /&gt;
&lt;br /&gt;
{{CitiesBakari}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Bakari]]&lt;br /&gt;
[[Category:Bakari/Settlements]]&lt;br /&gt;
[[Category:Bakari/Towns]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Vese-Te-Mona_Reef&amp;diff=16674</id>
		<title>Vese-Te-Mona Reef</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Vese-Te-Mona_Reef&amp;diff=16674"/>
		<updated>2026-03-28T17:10:01Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The '''Vese-Te-Mona Reef''' {{Pronunciation|VEH-seh-TEH-MOH-nah}} is a large reef in the Wounds to the northwest of the Protectors. At almost 500 miles in length it is the largest single reef in the Na-Gaesa Ocean, though some of the peoples who live in or around the reef consider it to be several in close proximity. To the local Itothani locathah, however, it is a singular reef-god, one of the most powerful and enduring expressions of the Cascade...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Vese-Te-Mona Reef''' {{Pronunciation|VEH-seh-TEH-MOH-nah}} is a large reef in the [[Wounds]] to the northwest of the [[Protectors]]. At almost 500 miles in length it is the largest single reef in the [[Na-Gaesa Ocean]], though some of the peoples who live in or around the reef consider it to be several in close proximity. To the local [[Itothani]] [[locathah]], however, it is a singular reef-god, one of the most powerful and enduring expressions of the [[Cascade]]. These locathah are rather militant in defending their reef, and have forged ties and alliances with the nearby [[Shieldbound]] bases in the Protectors archipelago in preparation if the seasonal demonic invasions of the [[Old Twins]] should reach their homes.&lt;br /&gt;
&lt;br /&gt;
The sea around the Vese-Te-Mona reef is quite shallow, and in a great many places coral cays rise out of the water. These are almost entirely uninhabited save for the occasional passing visitor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Reefs]]&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Gera&amp;diff=16673</id>
		<title>Gera</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Gera&amp;diff=16673"/>
		<updated>2026-03-22T17:06:48Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;A '''gera''' {{Pronunciation|GEH-rah}} is a hooked weapon used by the Keleta-Ru and some Fanakaran peoples of the Wounds. It is especially favored by the Harera-Paro. Gera vary in size, but are typically six to eight inches long - along the span of the hook they approach a foot in length. Most are carved of bone, though some metal ones have been made by Taruhmite smiths. They generally, though not always, have serrated hooks to pr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''gera''' {{Pronunciation|GEH-rah}} is a hooked weapon used by the [[Keleta-Ru]] and some [[Fanakara|Fanakaran]] peoples of the [[Wounds]]. It is especially favored by the [[Harera-Paro]]. Gera vary in size, but are typically six to eight inches long - along the span of the hook they approach a foot in length. Most are carved of bone, though some metal ones have been made by [[Harv Taruhm|Taruhmite]] smiths. They generally, though not always, have serrated hooks to prevent those stabbed from easily pulling free.&lt;br /&gt;
&lt;br /&gt;
In combat, gera are used as grappling weapons, intended less to inflict damage on their own - though they are certainly capable of doing so - and more to immobilize a target and allow them to be more easily attacked with other weapons, or else to be restrained. For this purpose gera are often attached to long spears, or else to ropes that can be used to pull the hook back after it has been thrown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Si-Namuhu&amp;diff=16672</id>
		<title>Si-Namuhu</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Si-Namuhu&amp;diff=16672"/>
		<updated>2026-03-21T00:39:29Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote|text=No one is dead until all that remains of them is an echo on empty air. But some can return from even that.|sign=Variation on a [[Re-Hara]] proverb}}'''Si-Namuhu''' {{Pronunciation|SEE-nah-MOO-hoo}}, or '''memory liches''', are a unique type of undead found primarily amongst the various cultures and peoples of the [[Wounds]]. Created through a series of occult rituals, Si-Namuhu are able to return themselves to existence, if not life, as long as they are remembered. Any damage to them, up to and including complete destruction, is merely a passing inconvenience as long as they are not forgotten.&lt;br /&gt;
&lt;br /&gt;
Si-Namuhu are not necessarily evil, though many are, as some undergo the rituals for the purpose of continuing their peoples' stories and shared culture in the face of insurmountable odds. All, however, are fundamentally parasitic in nature, unable to exist without nestling into the consciousnesses of others, whether desired or not.&lt;br /&gt;
&lt;br /&gt;
Prior to their transformation into undead, all prospective Si-Namuhu attempt to spread their legends as widely as possible, often intentionally crafting and sharing oral stories of their deeds to lands and peoples far away from their own, all in order to give them the best chance possible of survival. Yet they must take great care in shaping these narratives, for the memories themselves can reshape and alter the undead should they need to rely on them to return to the world. &lt;br /&gt;
&lt;br /&gt;
Historically most Si-Namuhu have been [[Keleta-Ru]] [[gnome|gnomes]] or [[Fanakara]] [[human|humans]], but they are not completely unknown amongst  the [[dwarf|dwarves]] of [[Harv Taruhm]] as well.&lt;br /&gt;
&lt;br /&gt;
Some cultures have developed methods of countering the influence of unwanted Si-Namuhu. Within tribes of Fanakara, it is not unusual to omit the names of those whose actions have passed into oral histories and make elaborate use of metaphors when recounting their tales, as by taking these precautions any potential Si-Namuhu are weakened and separated from their pasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Undead]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Si-Namuhu&amp;diff=16671</id>
		<title>Si-Namuhu</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Si-Namuhu&amp;diff=16671"/>
		<updated>2026-03-21T00:39:13Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote|text=No one is dead until all that remains of them are echoes on empty air. But some can return from even that.|sign=Variation on a [[Re-Hara]] proverb}}'''Si-Namuhu''' {{Pronunciation|SEE-nah-MOO-hoo}}, or '''memory liches''', are a unique type of undead found primarily amongst the various cultures and peoples of the [[Wounds]]. Created through a series of occult rituals, Si-Namuhu are able to return themselves to existence, if not life, as long as they are remembered. Any damage to them, up to and including complete destruction, is merely a passing inconvenience as long as they are not forgotten.&lt;br /&gt;
&lt;br /&gt;
Si-Namuhu are not necessarily evil, though many are, as some undergo the rituals for the purpose of continuing their peoples' stories and shared culture in the face of insurmountable odds. All, however, are fundamentally parasitic in nature, unable to exist without nestling into the consciousnesses of others, whether desired or not.&lt;br /&gt;
&lt;br /&gt;
Prior to their transformation into undead, all prospective Si-Namuhu attempt to spread their legends as widely as possible, often intentionally crafting and sharing oral stories of their deeds to lands and peoples far away from their own, all in order to give them the best chance possible of survival. Yet they must take great care in shaping these narratives, for the memories themselves can reshape and alter the undead should they need to rely on them to return to the world. &lt;br /&gt;
&lt;br /&gt;
Historically most Si-Namuhu have been [[Keleta-Ru]] [[gnome|gnomes]] or [[Fanakara]] [[human|humans]], but they are not completely unknown amongst  the [[dwarf|dwarves]] of [[Harv Taruhm]] as well.&lt;br /&gt;
&lt;br /&gt;
Some cultures have developed methods of countering the influence of unwanted Si-Namuhu. Within tribes of Fanakara, it is not unusual to omit the names of those whose actions have passed into oral histories and make elaborate use of metaphors when recounting their tales, as by taking these precautions any potential Si-Namuhu are weakened and separated from their pasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Undead]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Gozak&amp;diff=16670</id>
		<title>Gozak</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Gozak&amp;diff=16670"/>
		<updated>2026-03-14T03:07:32Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Gozak''' {{Pronunciation|GO-zahck}} is one of the Grievous Islands, an archipelago within the Wounds. One major city, Kavazk, is located within the interior of the island, while the shores are dotted with small villages and outposts. These villages are nestled between, or near, ancient twenty foot tall humanoid statues that ring the entire island, each carved out of a single massive stone each and located exactly 216 feet apart with remarkable consistency....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Gozak''' {{Pronunciation|GO-zahck}} is one of the [[Grievous Islands]], an archipelago within the [[Wounds]]. One major city, [[Kavazk]], is located within the interior of the island, while the shores are dotted with small villages and outposts. These villages are nestled between, or near, ancient twenty foot tall humanoid statues that ring the entire island, each carved out of a single massive stone each and located exactly 216 feet apart with remarkable consistency. The head of every statue appears to have been removed at some point, with the missing pieces either destroyed or else relocated somewhere far away that has not been found. Very little is known about who erected the statues, save that it was not [[dwarf|dwarves]] and likely not the [[Tomb-Builders]], even as the remains of the ancient civilization of the latter is plainly evident on the nearby island of [[Shervarok]].&lt;br /&gt;
&lt;br /&gt;
{{CitiesHarvTaruhm}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Harv Taruhm]]&lt;br /&gt;
[[Category:Harv Taruhm/Locations]]&lt;br /&gt;
[[Category:Harv Taruhm/Geography]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesHarvTaruhm&amp;diff=16669</id>
		<title>Template:CitiesHarvTaruhm</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesHarvTaruhm&amp;diff=16669"/>
		<updated>2026-03-14T03:00:39Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Harv Taruhm]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Settlements&lt;br /&gt;
| list1  =&lt;br /&gt;
* [[Barruk]]&lt;br /&gt;
* [[Cinder Peak]]&lt;br /&gt;
* [[Crowns]]&lt;br /&gt;
* [[Gray Mountain]]&lt;br /&gt;
* [[Kavazk]]&lt;br /&gt;
* [[Korruvat]]&lt;br /&gt;
* [[Nirbulduhr]]&lt;br /&gt;
* [[Proku]]&lt;br /&gt;
* [[Ronuhm]]&lt;br /&gt;
* [[Savagor]]&lt;br /&gt;
* [[Stanux]]&lt;br /&gt;
* [[Vulkero]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Gozak]]&lt;br /&gt;
* [[Grievous Islands]]&lt;br /&gt;
* [[Na-Gaesa Ocean]]&lt;br /&gt;
* [[Shervarok]]&lt;br /&gt;
* [[Tamikor]]&lt;br /&gt;
* [[Tamikra]]&lt;br /&gt;
* [[Lighthouse|The Lighthouse]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Silver_guardian&amp;diff=16668</id>
		<title>Silver guardian</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Silver_guardian&amp;diff=16668"/>
		<updated>2026-03-14T02:59:06Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Silver guardians''' are individuals, primarily found in Rothurland, who care for or hunt lycanthropes as the need arises. Their primary role is to ensure the safety of their communities - if they can do that by protecting werecreatures and helping them suppress their urges, they do so. If they must do that by defeating the same lycanthropes, they do that too. All silver guardians are equally skilled healers as they are warriors.  To better protect...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Silver guardians''' are individuals, primarily found in [[Rothurland]], who care for or hunt [[lycanthropy|lycanthropes]] as the need arises. Their primary role is to ensure the safety of their communities - if they can do that by protecting werecreatures and helping them suppress their urges, they do so. If they must do that by defeating the same lycanthropes, they do that too. All silver guardians are equally skilled healers as they are warriors.&lt;br /&gt;
&lt;br /&gt;
To better protect themselves, silver guardians undergo a ritual in which their blood is wholly replaced by liquid silver, so as to discourage lycanthropes from attacking. This gives them a distinctive death-like pallor, which they often accentuate with white and gray body paint. According to some oral histories this ritual was originally taught to the first silver guardians by [[Airuz|Airuz's]] Murmurers, but today the silver guardians are have almost no presence in [[Talgazan]] except for its very westernmost reaches. &lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Rothurland/People]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Year:Y4230&amp;diff=16667</id>
		<title>Year:Y4230</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y4230&amp;diff=16667"/>
		<updated>2026-02-26T03:07:58Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{Yearbox|year=1230}}  == Events == * The An dynasty establishes the nation of Kintaka, according to official records from later court scribes.  Category:Years Category:History Category:Kintaka/History&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=1230}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* The [[House An|An dynasty]] establishes the nation of [[Kintaka]], according to official records from later court scribes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Kintaka/History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=House_An&amp;diff=16666</id>
		<title>House An</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=House_An&amp;diff=16666"/>
		<updated>2026-02-26T03:06:41Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{OrganizationInfobox |name = House An |image =  |type = Noble house |leader = None |headquarters = River's Eye, Kintaka |scope = Kintaka |status = Defunct }} '''House An''' {{Pronunciation|AHN}} was a dynasty that, according to most histories, ruled Kintaka from {{Year|1230}} until its absorption into the growing Sangiran Empire many centuries later. The best-known member of the dynasty was Shei, who was the last monarch of independent Kintaka....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = House An&lt;br /&gt;
|image = &lt;br /&gt;
|type = Noble house&lt;br /&gt;
|leader = None&lt;br /&gt;
|headquarters = [[River's Eye]], [[Kintaka]]&lt;br /&gt;
|scope = [[Kintaka]]&lt;br /&gt;
|status = Defunct&lt;br /&gt;
}}&lt;br /&gt;
'''House An''' {{Pronunciation|AHN}} was a dynasty that, according to most histories, ruled [[Kintaka]] from {{Year|1230}} until its absorption into the growing [[Sangiran Empire]] many centuries later. The best-known member of the dynasty was [[Shei]], who was the last monarch of independent Kintaka.&lt;br /&gt;
&lt;br /&gt;
There is much disagreement as to the historical veracity of House An. They without a doubt existed and led Kintaka for many decades at least - many of their ancient ancestral tombs are still easily found around their stronghold of [[River's Eye]] - but the truthfulness of stories telling of their rapid conquests and early dominance are far less certain. In post-Sangiran Kintaka, some historians and scholars have taken a more critical eye to ancient records of the dynasty, with a suspicion they may have been written more to legitimize later monarchs than as a true account.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kintaka]]&lt;br /&gt;
[[Category:Noble Houses]]&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Shervarok&amp;diff=16665</id>
		<title>Shervarok</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Shervarok&amp;diff=16665"/>
		<updated>2026-02-26T02:04:30Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Shervarok''' {{Pronunciation|sher-VAH-rock}} is one of the Grievous Islands, an archipelago within the Wounds. Though somewhat sizable - roughly 10 miles across at the widest - and perfectly inhabitable, the dwarves of Harv Taruhm nonetheless avoid it, never taking their vessels too close to its beaches. This is largely out of superstition and fear. The hilly interior of the island is covered in decaying ancient terraces, believed to possibly tho...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Shervarok''' {{Pronunciation|sher-VAH-rock}} is one of the [[Grievous Islands]], an archipelago within the [[Wounds]]. Though somewhat sizable - roughly 10 miles across at the widest - and perfectly inhabitable, the [[dwarf|dwarves]] of [[Harv Taruhm]] nonetheless avoid it, never taking their vessels too close to its beaches. This is largely out of superstition and fear. The hilly interior of the island is covered in decaying ancient terraces, believed to possibly though not conclusively have been the work of the [[Tomb-Builders]], which the Taruhmite dwarves consider to have been punished with destruction after attracting the ire of [[Taruhmite pantheon|their gods]] at some point in the distant past.&lt;br /&gt;
&lt;br /&gt;
{{CitiesHarvTaruhm}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Harv Taruhm]]&lt;br /&gt;
[[Category:Harv Taruhm/Locations]]&lt;br /&gt;
[[Category:Harv Taruhm/Geography]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesHarvTaruhm&amp;diff=16664</id>
		<title>Template:CitiesHarvTaruhm</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesHarvTaruhm&amp;diff=16664"/>
		<updated>2026-02-26T01:59:55Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Harv Taruhm]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Settlements&lt;br /&gt;
| list1  =&lt;br /&gt;
* [[Barruk]]&lt;br /&gt;
* [[Cinder Peak]]&lt;br /&gt;
* [[Crowns]]&lt;br /&gt;
* [[Gray Mountain]]&lt;br /&gt;
* [[Kavazk]]&lt;br /&gt;
* [[Korruvat]]&lt;br /&gt;
* [[Nirbulduhr]]&lt;br /&gt;
* [[Proku]]&lt;br /&gt;
* [[Ronuhm]]&lt;br /&gt;
* [[Savagor]]&lt;br /&gt;
* [[Stanux]]&lt;br /&gt;
* [[Vulkero]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Grievous Islands]]&lt;br /&gt;
* [[Na-Gaesa Ocean]]&lt;br /&gt;
* [[Shervarok]]&lt;br /&gt;
* [[Tamikor]]&lt;br /&gt;
* [[Tamikra]]&lt;br /&gt;
* [[Lighthouse|The Lighthouse]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:InSettingTextNote&amp;diff=16663</id>
		<title>Template:InSettingTextNote</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:InSettingTextNote&amp;diff=16663"/>
		<updated>2026-02-15T21:24:30Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|note=This is an in-setting work. It has a particular cultural, historical, and personal perspective and may or may not be factually accurate.}}&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Ten_Years_of_Fire&amp;diff=16662</id>
		<title>Ten Years of Fire</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Ten_Years_of_Fire&amp;diff=16662"/>
		<updated>2026-02-15T21:23:43Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InSettingTextNote}}&lt;br /&gt;
{{InSettingTextInfo|title=Ten Years of Fire|author=unknown|extra=Story known by certain [[Fanakara|Fanakaran]] peoples of the [[Wounds]]. As is typical amongst the Fanakara, it is not preserved in written form but rather in the memory of their storytellers.}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The young man and his people arrived to the island after many days at sea. Their ships were damaged. Their food stores were gone. They had spotted the seabirds in the midst of the storm and followed them to land. Without the birds they would have been lost, and perhaps died at sea.&lt;br /&gt;
&lt;br /&gt;
On the island, the young man and his people found fruits and game, which they gathered and hunted. Their first night there was a feast, more food than they had seen since their departure. In their hearts there was joy and relief. In their minds there was resolution and determination. This would be their new home.&lt;br /&gt;
&lt;br /&gt;
The next day the people set about building their new central fire and their thatched homes around it. But in the mind of the young man the determination was especially strong. He explored the island, climbing the peak at its center. Though the island was not large, the peak was tall, and this caused him to tire greatly. Upon completing his ascent he looked out across the ocean and the beach and lowland below, where he could see his people's nascent village take shape. The young man then looked at the peak. He saw beauty both near and far. He saw the nests of the seabirds that had guided his people to land. This, he decided, would be his new home, away from the village.&lt;br /&gt;
&lt;br /&gt;
But the young man was tired. He set about clearing the palm trees for space for his home and garden, but the effort exhausted him. He turned to his campfire and an idea came to him. The fire would do the work for him.&lt;br /&gt;
&lt;br /&gt;
Taking a stick from the campfire, he set it to a nearby tree, then another, then another. Soon a clearing was made for him. The young man sighed contentedly. But the fire continued to spread.&lt;br /&gt;
&lt;br /&gt;
Soon the fire was racing down the slopes of the peak, towards the lowlands below. The young man panicked. He ran down the peak, outracing the fire, and arrived at his people before it, shouting warnings of the incoming danger. But his people had nowhere to go. Their ships, barely capable of remaining afloat, had been dismantled for material. Everything they had was around their central fire and the houses still under construction. With nowhere else to go, and seeing the fire come closer every moment, they took refuge in the sea.&lt;br /&gt;
&lt;br /&gt;
The fires burned for ten years. The people, though safe from the flames, struggled to survive with only their heads above water. Some drank from the water and walked below it, and stayed there. Others kept their loyalty to the air. After ten years had passed and the danger abated, they looked back to the ravaged island yet could not find it. They had once again become lost at sea.&lt;br /&gt;
&lt;br /&gt;
This time there were no seabirds to follow. Their nests had been destroyed by the inferno, they had nowhere to live. They had abandoned the island in sadness, and the people in reproach, to find a new home of their own. &lt;br /&gt;
&lt;br /&gt;
The people remained at sea for another ten years before another seabird passed overhead. This bird saw the island, and saw the people. It had heard of what had transpired. Though still disappointed, time had softened its anger, and it descended to the man and his people. Perching on his head, it spoke to them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You, who had destroyed the nests of my kind, acted in carelessness. I will lead to you land on one condition. You will learn from this. You will respect the nests of my kind, for they provide you direction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With relief the people agreed, and the bird took flight. It brought them back to the island, which had at this point recovered and was once again full of fruit and game. The people once again set about constructing a village. The man, no longer so young, stayed with them this time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Written works]]&lt;br /&gt;
[[Category:Written works/In-setting perspective]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Ten_Years_of_Fire&amp;diff=16661</id>
		<title>Ten Years of Fire</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Ten_Years_of_Fire&amp;diff=16661"/>
		<updated>2026-02-15T21:23:27Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{InSettingTextNote}} {{InSettingTextInfo|title=Ten Years of Fire|author=unknown|extra=Story known by many Fanakaran peoples of the Wounds. As is typical amongst the Fanakara, it is not preserved in written form but rather in the memory of their storytellers.}}  {{Quote|The young man and his people arrived to the island after many days at sea. Their ships were damaged. Their food stores were gone. They had spotted the seabirds in the midst of the storm and follow...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InSettingTextNote}}&lt;br /&gt;
{{InSettingTextInfo|title=Ten Years of Fire|author=unknown|extra=Story known by many [[Fanakaran]] peoples of the [[Wounds]]. As is typical amongst the Fanakara, it is not preserved in written form but rather in the memory of their storytellers.}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The young man and his people arrived to the island after many days at sea. Their ships were damaged. Their food stores were gone. They had spotted the seabirds in the midst of the storm and followed them to land. Without the birds they would have been lost, and perhaps died at sea.&lt;br /&gt;
&lt;br /&gt;
On the island, the young man and his people found fruits and game, which they gathered and hunted. Their first night there was a feast, more food than they had seen since their departure. In their hearts there was joy and relief. In their minds there was resolution and determination. This would be their new home.&lt;br /&gt;
&lt;br /&gt;
The next day the people set about building their new central fire and their thatched homes around it. But in the mind of the young man the determination was especially strong. He explored the island, climbing the peak at its center. Though the island was not large, the peak was tall, and this caused him to tire greatly. Upon completing his ascent he looked out across the ocean and the beach and lowland below, where he could see his people's nascent village take shape. The young man then looked at the peak. He saw beauty both near and far. He saw the nests of the seabirds that had guided his people to land. This, he decided, would be his new home, away from the village.&lt;br /&gt;
&lt;br /&gt;
But the young man was tired. He set about clearing the palm trees for space for his home and garden, but the effort exhausted him. He turned to his campfire and an idea came to him. The fire would do the work for him.&lt;br /&gt;
&lt;br /&gt;
Taking a stick from the campfire, he set it to a nearby tree, then another, then another. Soon a clearing was made for him. The young man sighed contentedly. But the fire continued to spread.&lt;br /&gt;
&lt;br /&gt;
Soon the fire was racing down the slopes of the peak, towards the lowlands below. The young man panicked. He ran down the peak, outracing the fire, and arrived at his people before it, shouting warnings of the incoming danger. But his people had nowhere to go. Their ships, barely capable of remaining afloat, had been dismantled for material. Everything they had was around their central fire and the houses still under construction. With nowhere else to go, and seeing the fire come closer every moment, they took refuge in the sea.&lt;br /&gt;
&lt;br /&gt;
The fires burned for ten years. The people, though safe from the flames, struggled to survive with only their heads above water. Some drank from the water and walked below it, and stayed there. Others kept their loyalty to the air. After ten years had passed and the danger abated, they looked back to the ravaged island yet could not find it. They had once again become lost at sea.&lt;br /&gt;
&lt;br /&gt;
This time there were no seabirds to follow. Their nests had been destroyed by the inferno, they had nowhere to live. They had abandoned the island in sadness, and the people in reproach, to find a new home of their own. &lt;br /&gt;
&lt;br /&gt;
The people remained at sea for another ten years before another seabird passed overhead. This bird saw the island, and saw the people. It had heard of what had transpired. Though still disappointed, time had softened its anger, and it descended to the man and his people. Perching on his head, it spoke to them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You, who had destroyed the nests of my kind, acted in carelessness. I will lead to you land on one condition. You will learn from this. You will respect the nests of my kind, for they provide you direction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With relief the people agreed, and the bird took flight. It brought them back to the island, which had at this point recovered and was once again full of fruit and game. The people once again set about constructing a village. The man, no longer so young, stayed with them this time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Written works]]&lt;br /&gt;
[[Category:Written works/In-setting perspective]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Ge-Heta&amp;diff=16660</id>
		<title>Ge-Heta</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Ge-Heta&amp;diff=16660"/>
		<updated>2026-02-15T20:59:58Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Ge-Heta''' are a type of tree native to the Salt Spring Archipelago in the Wounds. They are also sometimes found across other archipelagos and islands, their seeds either carried there by the waves or intentionally by people aboard their ships.  Ge-Heta are immediately recognizable by their shape, fruit, and leaves. They are visually quite distinct, and as a result some believe the trees to not in fact be native to the Wounds at all. Along their spindly trunks...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ge-Heta''' are a type of tree native to the [[Salt Spring Archipelago]] in the [[Wounds]]. They are also sometimes found across other archipelagos and islands, their seeds either carried there by the waves or intentionally by people aboard their ships.&lt;br /&gt;
&lt;br /&gt;
Ge-Heta are immediately recognizable by their shape, fruit, and leaves. They are visually quite distinct, and as a result some believe the trees to not in fact be native to the Wounds at all. Along their spindly trunks and branches, which can get quite long but are rarely more than eight inches in diameter, grow their fruits, clusters of berries deep purple in color and roughly an inch in diameter. These are most plentiful in the middle of the dry season, after the Ge-Heta undergo their most significant flowering, but grow in smaller numbers year-round. The leaves of the trees are the same color as their fruits. Both the leaves and unripe fruits are mildly poisonous, causing a state of delirium if ingested, but the fruits are edible when ripe. The [[Fjarri]] of the Salt Spring Archipelago highly prize them for their sweetness.&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Kanbar&amp;diff=16659</id>
		<title>Kanbar</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Kanbar&amp;diff=16659"/>
		<updated>2026-02-15T20:50:15Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;A '''kanbar''' {{Pronunciation|CAN-barr}} is a type of bar mace manufactured and used by the Taruhmite dwarves of the Wounds. Typically made of bronze, a kanbar consists of four bars of metal joined into a the shape of a plus sign, usually gradually widening towards the end. Handles are typically bone or whale ivory, upon which is inscribed the symbols of the smith that forged the weapon.  The highest quality kanbars are said to be made in t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''kanbar''' {{Pronunciation|CAN-barr}} is a type of bar mace manufactured and used by the [[Harv Taruhm|Taruhmite]] [[dwarf|dwarves]] of the [[Wounds]]. Typically made of bronze, a kanbar consists of four bars of metal joined into a the shape of a plus sign, usually gradually widening towards the end. Handles are typically bone or whale ivory, upon which is inscribed the symbols of the smith that forged the weapon.&lt;br /&gt;
&lt;br /&gt;
The highest quality kanbars are said to be made in the volcano-forges of [[Stanux]] and [[Korruvat]], but the weapon is created for and used by warriors throughout the [[Grievous Islands]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Equipment_in_the_Wounds&amp;diff=16658</id>
		<title>Equipment in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Equipment_in_the_Wounds&amp;diff=16658"/>
		<updated>2026-02-15T20:44:52Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Equipment in the Wounds''' includes the various gear regularly used by the peoples that inhabit the archipelagoes within the [[Na-Gaesa Ocean]], as well as by those who live in the ocean itself.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Metalworking is uncommon in the [[Wounds]] - in fact, only the [[dwarf|dwarves]] of [[Harv Taruhm]] and [[Harv Doruhl]] regularly do so. This is not from lacking the knowledge of ability to do so, however, but rather a result of a preference for materials that can be easily replaced and repaired without requiring specialized equipment that may not be on hand at any given time. Still, metal items and equipment may be used from time to time as is convenient, even if no special care or inclination is given to them. Amongst the dwarves, bronze is a favored metal due to its ability to resist the corrosion of seawater.&lt;br /&gt;
&lt;br /&gt;
For clothing and other fabrics, barkcloth and woven palm fibers are widely used. These can be harvested and processed across the Wounds and so are highly accessible. This is not to say they are simple, as they typically incorporate culturally significant designs and motifs.&lt;br /&gt;
&lt;br /&gt;
Obsidian is used across the Wounds to fashion blades and other sharp implements. The highest quality obsidian is famously from the [[Salt Spring Archipelago]], in the eastern Wounds, but the natural glass is found across many volcanic islands. Bone is commonly incorporated into tools as well.&lt;br /&gt;
&lt;br /&gt;
== Weapons and armor ==&lt;br /&gt;
While dwarves are the only people of the Wounds to craft metal armor and weapons, other peoples will sometimes use them as well if given the opportunity. More typical for protection, however, are the woven palm and hide armors created by surface dwellers of the archipelagos. Those who live beneath the waves frequently use coral armor, especially the [[locathah]], or shell-plate.&lt;br /&gt;
&lt;br /&gt;
Macahuitls, leiomanos, slings, spears, bows, and toothed knuckles are all common weapons in the Wounds. Though not the most widespread, the [[kanbar]] is especially closely associated with Taruhmite dwarves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Topics]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Mourning_Valley&amp;diff=16657</id>
		<title>Mourning Valley</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Mourning_Valley&amp;diff=16657"/>
		<updated>2026-02-04T04:13:45Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The '''Mourning Valley''' is a location in southeastern Abanir where the mountains of the Cage meet the Kashan Range. In this remote valley - the nearest settlement of any size, Shar Olkhu, is over 250 miles away - winds passing through the numerous natural stone columns are said to sound eerily reminiscent of the wailing ceremonies that typically accompany Rovakhit ceremonies.   Category:Geography Category:Locations Category:Abanir Cate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Mourning Valley''' is a location in southeastern [[Abanir]] where the mountains of the [[Cage]] meet the [[Kashan Range]]. In this remote valley - the nearest settlement of any size, [[Shar Olkhu]], is over 250 miles away - winds passing through the numerous natural stone columns are said to sound eerily reminiscent of the wailing ceremonies that typically accompany [[Rovakhit]] ceremonies. &lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/Geography]]&lt;br /&gt;
[[Category:Abanir/Locations]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Danucim&amp;diff=16656</id>
		<title>Danucim</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Danucim&amp;diff=16656"/>
		<updated>2026-02-01T23:37:57Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Danucim |image =  |title = Advisor to Shammuramat |ancestry = Human |gender = Male |homeland = Abanir }} '''Danucim''' {{Pronunciation|DAH-noo-simm}} is an advisor to Queen Shammuramat, ruler of Shar Tulya. In this position he enjoys immense influence over the city, and therefore over a wide stretch of southern Abanir, as after his years of loyalty the queen provides him great latitude.  Though he has resided in Shar Tulya...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Danucim&lt;br /&gt;
|image = &lt;br /&gt;
|title = Advisor to [[Shammuramat]]&lt;br /&gt;
|ancestry = [[Human]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Abanir]]&lt;br /&gt;
}}&lt;br /&gt;
'''Danucim''' {{Pronunciation|DAH-noo-simm}} is an advisor to Queen [[Shammuramat]], ruler of [[Shar Tulya]]. In this position he enjoys immense influence over the city, and therefore over a wide stretch of southern [[Abanir]], as after his years of loyalty the queen provides him great latitude.&lt;br /&gt;
&lt;br /&gt;
Though he has resided in Shar Tulya since his youth, Danucim's parents were [[Kalahan]]. He still worships [[Aduntarri]] in private.&lt;br /&gt;
&lt;br /&gt;
In {{Year|6976}} Danucim grew suspicious about changes in Shammuramat's behavior following her return from a disastrous hunting expedition to the western mountains. He enlisted the help of a passing group of adventurers to investigate, who revealed the queen had been replaced with a flesh-clone created by the [[Thing That Is]]. In the ensuing fight for control of the palace, Danucim directed his remaining loyal guards and other palace staff to assist in the defeat of the flesh-clones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Campaign 8]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Shammuramat&amp;diff=16655</id>
		<title>Shammuramat</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Shammuramat&amp;diff=16655"/>
		<updated>2026-02-01T23:35:20Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Shammuramat&lt;br /&gt;
|image = &lt;br /&gt;
|title = Queen of [[Shar Tulya]]&lt;br /&gt;
|ancestry = [[Human]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Dalbanu]]&lt;br /&gt;
}}&lt;br /&gt;
'''Shammuramat''' {{Pronunciation|shah-MURR-ah-maht}} is the queen of [[Shar Tulya]], a fortified city in southern [[Abanir]]. Originally hailing from coastal [[Dalbanu]], Shammuramat arrived in the city in the {{Year|6950|nolink=true}}s with a mercenary host, with whom she deposed the previous ruler. Since then she has grown her base of power and influence within the inhabitants of the surrounding farming villages and local nomadic tribes, helped by her control of the central grain stockpiles. She is quite unpopular with the [[gatai]] of the city itself. &lt;br /&gt;
&lt;br /&gt;
Shammuramat continues to style herself as a skilled fighter, dressing in furs and armor much alike that she wore when she first took control of Shar Tulya. This is, in part, how she continues to legitimize her rule. As part of an expedition into the western mountains in search of beasts to slay and trophies to bring back to the city, in {{Year|6976}} Shammuramat encountered the [[Thing That Is]], which then put a flesh-clone in her place in the palace. She was rescued by a passing group of adventurers who were themselves directed there by [[Danucim]], an advisor who had grown suspicious in her, or rather her clone's, change in behavior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Campaign 8]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Shammuramat&amp;diff=16654</id>
		<title>Shammuramat</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Shammuramat&amp;diff=16654"/>
		<updated>2026-02-01T23:32:58Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Shammuramat |image =  |title = Queen of Shar Tulya |ancestry = Human |gender = Female |homeland = Dalbanu }} '''Shammuramat''' {{Pronunciation|shah-MURR-ah-maht}} is the queen of Shar Tulya, a fortified city in southern Abanir. Originally hailing from coastal Dalbanu, Shammuramat arrived in the city in the {{Year|6950|nolink=true}}s with a mercenary host, with whom she deposed the previous ruler. Since then she has grown he...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Shammuramat&lt;br /&gt;
|image = &lt;br /&gt;
|title = Queen of [[Shar Tulya]]&lt;br /&gt;
|ancestry = [[Human]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Dalbanu]]&lt;br /&gt;
}}&lt;br /&gt;
'''Shammuramat''' {{Pronunciation|shah-MURR-ah-maht}} is the queen of [[Shar Tulya]], a fortified city in southern [[Abanir]]. Originally hailing from coastal [[Dalbanu]], Shammuramat arrived in the city in the {{Year|6950|nolink=true}}s with a mercenary host, with whom she deposed the previous ruler. Since then she has grown her base of power and influence within the inhabitants of the surrounding farming villages and local nomadic tribes, helped by her control of the central grain stockpiles. She is quite unpopular with the [[gatai]] of the city itself. &lt;br /&gt;
&lt;br /&gt;
Shammuramat continues to style herself as a skilled fighter, dressing in furs and armor much alike that she wore when she first took control of Shar Tulya. This is, in part, how she continues to legitimize her rule. As part of an expedition into the western mountains in search of beasts to slay and trophies to bring back to the city, Shammuramat encountered the [[Thing That Is]], which then put a flesh-clone in her place in the palace. She was rescued by a passing group of adventurers who were themselves directed there by [[Danucim]], an advisor who had grown suspicious in her, or rather her clone's, change in behavior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Campaign 8]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=River_stalker&amp;diff=16653</id>
		<title>River stalker</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=River_stalker&amp;diff=16653"/>
		<updated>2026-01-29T03:06:17Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;A '''river stalker''' is a type of creature, or perhaps a singular creature, said to exist in the Arteries of the Rainforest within the Laqto. It has untold powers and no form until perceived, at which point it gains a shape and becomes far less dangerous. This shape, however, is not fixed, as these creatures are masterful at disguise, and a person in close proximity to one is likely to never be aware of it. River stalkers are not believed to be...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''river stalker''' is a type of creature, or perhaps a singular creature, said to exist in the [[Arteries of the Rainforest]] within the [[Laqto Rainforest|Laqto]]. It has untold powers and no form until perceived, at which point it gains a shape and becomes far less dangerous. This shape, however, is not fixed, as these creatures are masterful at disguise, and a person in close proximity to one is likely to never be aware of it. River stalkers are not believed to be inherently malevolent but rather to be instinctual territorial, defending the sections of the rivers in which they dwell against all who pass through. &lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Ilald&amp;diff=16652</id>
		<title>Ilald</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Ilald&amp;diff=16652"/>
		<updated>2026-01-27T02:48:13Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{OrganizationInfobox |name = Ilald |image =  |type = Targai tribe |leader = Unknown necromancer |scope = Abanir }} The '''Ilald''' {{Pronunciation|EYE-lahld}} were a targai Abaniri tribe who lived north of Shar Tulya. Sometime prior to {{Year|6976}} they began to engage in necromancy, a taboo on the steppe, which attracted the attention of other tribes. In an effort to halt knowledge of their practices from becoming known,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = Ilald&lt;br /&gt;
|image = &lt;br /&gt;
|type = [[Targai]] tribe&lt;br /&gt;
|leader = Unknown necromancer&lt;br /&gt;
|scope = [[Abanir]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Ilald''' {{Pronunciation|EYE-lahld}} were a [[targai]] [[Abanir|Abaniri]] tribe who lived north of [[Shar Tulya]]. Sometime prior to {{Year|6976}} they began to engage in [[necromancy]], a taboo on the [[Aban Steppe|steppe]], which attracted the attention of other tribes. In an effort to halt knowledge of their practices from becoming known, and to avoid the violence that would bring, the tribe attacked two [[orduri]] who were carrying messages telling of their activities. Though they slew one of the messengers, [[Yaldru]], the other survived, and was later encountered by a caravan traveling the [[Hundred Days Road]]. This messenger, [[Ratna]], convinced the caravan to bring the Ilald to justice by slaying their leaders. Successful in this task, the caravan scattered the remains of the tribe, who then functionally ceased to exist.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAbanir}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Tribes]]&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Campaign 8]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Year:Y9760&amp;diff=16651</id>
		<title>Year:Y9760</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y9760&amp;diff=16651"/>
		<updated>2026-01-25T18:09:37Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=6760}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* The [[tengu]] pirate [[Andan Cuyucha]] establishes a base in the [[Meklaw|Meklovian]] port of [[Raychuara]], after which he begins to gather a pirate fleet from ships captured across the [[Sea of Khoros]] and the [[Chaska Sea]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Meklaw/History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Year:Y8710&amp;diff=16650</id>
		<title>Year:Y8710</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y8710&amp;diff=16650"/>
		<updated>2026-01-25T18:06:20Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=5710}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* [[Tarkuus (undead)|Tarkuus]] sequesters themself in their private city of [[Vuth Nalzek]], where they remain to the modern day.&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Tarkuus/History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Equipment_in_the_Wounds&amp;diff=16649</id>
		<title>Equipment in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Equipment_in_the_Wounds&amp;diff=16649"/>
		<updated>2026-01-25T18:01:17Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Equipment in the Wounds''' includes the various gear regularly used by the peoples that inhabit the archipelagoes within the [[Na-Gaesa Ocean]], as well as by those who live in the ocean itself.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Metalworking is uncommon in the [[Wounds]] - in fact, only the [[dwarf|dwarves]] of [[Harv Taruhm]] and [[Harv Doruhl]] regularly do so. This is not from lacking the knowledge of ability to do so, however, but rather a result of a preference for materials that can be easily replaced and repaired without requiring specialized equipment that may not be on hand at any given time. Still, metal items and equipment may be used from time to time as is convenient, even if no special care or inclination is given to them. Amongst the dwarves, bronze is a favored metal due to its ability to resist the corrosion of seawater.&lt;br /&gt;
&lt;br /&gt;
For clothing and other fabrics, barkcloth and woven palm fibers are widely used. These can be harvested and processed across the Wounds and so are highly accessible. This is not to say they are simple, as they typically incorporate culturally significant designs and motifs.&lt;br /&gt;
&lt;br /&gt;
Obsidian is used across the Wounds to fashion blades and other sharp implements. The highest quality obsidian is famously from the [[Salt Spring Archipelago]], in the eastern Wounds, but the natural glass is found across many volcanic islands. Bone is commonly incorporated into tools as well.&lt;br /&gt;
&lt;br /&gt;
== Weapons and armor ==&lt;br /&gt;
While dwarves are the only people of the Wounds to craft metal armor and weapons, other peoples will sometimes use them as well if given the opportunity. More typical for protection, however, are the woven palm and hide armors created by surface dwellers of the archipelagos. Those who live beneath the waves frequently use coral armor, especially the [[locathah]], or shell-plate.&lt;br /&gt;
&lt;br /&gt;
Macahuitls, leiomanos, slings, spears, bows, and toothed knuckles are all common weapons in the Wounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Topics]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Equipment_in_the_Wounds&amp;diff=16648</id>
		<title>Equipment in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Equipment_in_the_Wounds&amp;diff=16648"/>
		<updated>2026-01-25T18:01:05Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Equipment in the Wounds''' includes the various gear regularly used by the peoples that inhabit the archipelagoes within the Na-Gaesa Ocean, as well as by those who live in the ocean itself.  === Materials === Metalworking is uncommon in the Wounds - in fact, only the dwarves of Harv Taruhm and Harv Doruhl regularly do so. This is not from lacking the knowledge of ability to do so, however, but rather a result of a preference for materials th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Equipment in the Wounds''' includes the various gear regularly used by the peoples that inhabit the archipelagoes within the [[Na-Gaesa Ocean]], as well as by those who live in the ocean itself.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Metalworking is uncommon in the [[Wounds]] - in fact, only the [[dwarf|dwarves]] of [[Harv Taruhm]] and [[Harv Doruhl]] regularly do so. This is not from lacking the knowledge of ability to do so, however, but rather a result of a preference for materials that can be easily replaced and repaired without requiring specialized equipment that may not be on hand at any given time. Still, metal items and equipment may be used from time to time as is convenient, even if no special care or inclination is given to them. Amongst the dwarves, bronze is a favored metal due to its ability to resist the corrosion of seawater.&lt;br /&gt;
&lt;br /&gt;
For clothing and other fabrics, barkcloth and woven palm fibers are widely used. These can be harvested and processed across the Wounds and so are highly accessible. This is not to say they are simple, as they typically incorporate culturally significant designs and motifs.&lt;br /&gt;
&lt;br /&gt;
Obsidian is used across the Wounds to fashion blades and other sharp implements. The highest quality obsidian is famously from the [[Salt Spring Archipelago]], in the eastern Wounds, but the natural glass is found across many volcanic islands. Bone is commonly incorporated into tools as well.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
While dwarves are the only people of the Wounds to craft metal armor and weapons, other peoples will sometimes use them as well if given the opportunity. More typical for protection, however, are the woven palm and hide armors created by surface dwellers of the archipelagos. Those who live beneath the waves frequently use coral armor, especially the [[locathah]], or shell-plate.&lt;br /&gt;
&lt;br /&gt;
Macahuitls, leiomanos, slings, spears, bows, and toothed knuckles are all common weapons in the Wounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Topics]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Eagle_pole&amp;diff=16647</id>
		<title>Eagle pole</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Eagle_pole&amp;diff=16647"/>
		<updated>2026-01-24T03:00:20Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Eagle poles''' are a type of totem created by the people of Abanir, and especially by the nomadic targai tribes, as a way of ensuring the deity Kher Shodei watches over their camps and settlements. Brightly colored statues of eagles representing the god, most commonly painted shades of blue, are placed atop long poles so as to provide them vision over all tents or homes in the surrounding area. These are taken down and relocated as an encampment moves abou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Eagle poles''' are a type of totem created by the people of [[Abanir]], and especially by the nomadic [[targai]] tribes, as a way of ensuring the deity [[Kher Shodei]] watches over their camps and settlements. Brightly colored statues of eagles representing the god, most commonly painted shades of blue, are placed atop long poles so as to provide them vision over all tents or homes in the surrounding area. These are taken down and relocated as an encampment moves about the [[Aban Steppe|steppe]]. Typically, when a caravan or band reaches a new location, the eagle poles are the first items erected again, even before their tents.&lt;br /&gt;
&lt;br /&gt;
Traditionally, targai tribes spurned by others for committing offenses such as [[necromancy]] face retribution by, among other punishments, having their eagle poles cut down, symbolically removing the tribe from the protective gaze of Kher Shodei.&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Abanir]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Socharin&amp;diff=16646</id>
		<title>Socharin</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Socharin&amp;diff=16646"/>
		<updated>2026-01-24T02:55:28Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quote|text=Socharin is death, yes, but not the death to be feared. Socharin is the death that brings new life, new opportunities, new hopes. As the rotting tree provides nutrients for a sapling, as the wildfire brings flowers the next spring, as the replacement of old leadership allows new ideas to flourish, sometimes death provides the seeds we need to grow.|sign=Excerpt from a treatise by an unknown [[Rudamun|Rudamunian]] refugee}}'''Socharin''' {{Pronunciation|SOH-kar-in}} is a pantheonic god commonly associated with death, rebirth, change, renewal, and plants.&lt;br /&gt;
&lt;br /&gt;
== Abanir pantheon ==&lt;br /&gt;
{{Clear|&lt;br /&gt;
{{DeityInfobox&lt;br /&gt;
|name = Kher Shodei&lt;br /&gt;
|image = &lt;br /&gt;
|titles =&lt;br /&gt;
* The Endless Blue Sky&lt;br /&gt;
* The King of the Winds&lt;br /&gt;
|type = Pantheonic deity&lt;br /&gt;
|pantheon = [[Abanir pantheon]]&lt;br /&gt;
|adjectives = Sochari&lt;br /&gt;
|plane = Material&lt;br /&gt;
|alignment = Lawful good&lt;br /&gt;
|areas_of_concern = Resilience, rulership, kinship, creation, birds&lt;br /&gt;
|worshipers = Various; leaders especially&lt;br /&gt;
|cleric_alignments = {{Alignment grid&lt;br /&gt;
| on  | on  | off&lt;br /&gt;
| on  | off | off&lt;br /&gt;
| off | off | off&lt;br /&gt;
}}&lt;br /&gt;
|domains = Air, Creation, Duty, Perfection, Repose&lt;br /&gt;
|divine_font = Heal&lt;br /&gt;
|divine_skill = Diplomacy or Survival&lt;br /&gt;
|divine_ability = Intelligence or Strength&lt;br /&gt;
|favored_weapon = Adze&lt;br /&gt;
|symbol = Blue eagle&lt;br /&gt;
|sacred_animal = Steppe eagle&lt;br /&gt;
|sacred_colors = Blue and black&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kher Shodei''' {{Pronunciation|CARE show-DIE}} the King of the Winds is a god of resilience, rulership, kinship, creation, and birds. He is the creator god of the Abanir pantheon whose feathers formed the world and almost everything within it. &lt;br /&gt;
&lt;br /&gt;
The god teaches resilience and self-sufficiency, but also the value of kinship. One should be able to survive and thrive on their own, yet it is equally important to support one's family and community whenever possible. Kher Shodei is the patron of leaders that take whatever steps are necessary to ensure those under them can thrive, especially if doing so involves tough decisions or personal sacrifices along the way. Offerings are usually given to Kher Shodei both out of respect for the creator god and to request guidance or favor for coming trials.&lt;br /&gt;
&lt;br /&gt;
Kher Shodei is typically depicted as a large steppe eagle, sometimes with blue-tinted feathers. All eagles are seen as his eyes and ears in the mortal world. [[Eagle pole|Brightly-painted statues]] of these birds are often placed in elevated locations in camps and settlements to ensure the King of the Winds can advise the people that live there.&lt;br /&gt;
&lt;br /&gt;
=== Edicts and anathema ===&lt;br /&gt;
{{DeityReference&lt;br /&gt;
|edicts = Promote self-sufficiency, lead by example, bring order to chaotic places and situations&lt;br /&gt;
|anathema = Become dependent or complacent, neglect your community and family, tolerate stagnancy&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Aserdian pantheon ==&lt;br /&gt;
{{Clear|&lt;br /&gt;
{{DeityInfobox&lt;br /&gt;
|name = Saclateni&lt;br /&gt;
|image = &lt;br /&gt;
|titles =&lt;br /&gt;
* Palm of the Cycle&lt;br /&gt;
* Eye of the Universe&lt;br /&gt;
* The Bringer of Change&lt;br /&gt;
|type = Pantheonic deity&lt;br /&gt;
|pantheon = [[Aserdian pantheon]]&lt;br /&gt;
|adjectives = Sochari&lt;br /&gt;
|plane = Material&lt;br /&gt;
|alignment = Lawful good&lt;br /&gt;
|areas_of_concern = Death, rebirth, change, renewal, plants&lt;br /&gt;
|worshipers = Various; druids especially&lt;br /&gt;
|cleric_alignments = {{Alignment grid&lt;br /&gt;
| on  | on  | off&lt;br /&gt;
| on  | on | off&lt;br /&gt;
| on | on | off&lt;br /&gt;
}}&lt;br /&gt;
|domains = Change, Death, Healing, Introspection, Plant, Repose&lt;br /&gt;
|divine_font = Heal&lt;br /&gt;
|divine_skill = Diplomacy or Survival&lt;br /&gt;
|divine_ability = Intelligence or Strength&lt;br /&gt;
|favored_weapon = Battleaxe&lt;br /&gt;
|symbol = A half-living tree&lt;br /&gt;
|sacred_animal = Cicada&lt;br /&gt;
|sacred_colors = Black and green &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Saclateni''' {{Pronunciation|sah-clah-TEH-nee}} is the god of death, rebirth, change, and renewal, a deity who ensures the world never stands still. Followers of the Aserdian pantheon credit Saclateni with the establishment of the cycles through which new things are brought into being. He is often worshiped alongside [[Errai]], one the destruction to the other's re-creation. &lt;br /&gt;
&lt;br /&gt;
Saclateni has relatively few clerics of his own. He and Errai are often invoked in prayers and sacrifices by the devoted followers of other gods, however, as together they are widely considered to be fundamental forces underpinning the world, worthy of worship and respect even if not necessarily the primary target of one's veneration.&lt;br /&gt;
&lt;br /&gt;
Depictions of Saclateni are split. Some prefer to picture the god in an anthropomorphized form, typically as a humble figure wearing the garb of a common person who causes new life to spring into being as he passes. Roughly an equal number of followers instead consider the god to be a cosmic force too broad and all-encompassing to be reduced to a simple depiction - these followers generally see Saclateni in all life, pervading everything and everyone.&lt;br /&gt;
&lt;br /&gt;
=== Edicts and anathema ===&lt;br /&gt;
{{DeityReference&lt;br /&gt;
|edicts = Ensure new ideas and possibilities can be explored, sow seeds and tend to plants&lt;br /&gt;
|anathema = Attempt to stop natural cycles of death and rebirth, tolerate stagnancy, maintain unwarranted control or power&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Chaskan pantheon ==&lt;br /&gt;
{{Clear|&lt;br /&gt;
{{DeityInfobox&lt;br /&gt;
|name = Socharin&lt;br /&gt;
|image = &lt;br /&gt;
|titles =&lt;br /&gt;
* The Resurrected God&lt;br /&gt;
* Lord of Silence&lt;br /&gt;
|type = Pantheonic deity&lt;br /&gt;
|pantheon = [[Chaskan pantheon]]&lt;br /&gt;
|adjectives = Sochari&lt;br /&gt;
|plane = Material&lt;br /&gt;
|alignment = Lawful good&lt;br /&gt;
|areas_of_concern = Death, rebirth, change, renewal, plants&lt;br /&gt;
|worshipers = Various&lt;br /&gt;
|cleric_alignments = {{Alignment grid&lt;br /&gt;
| on  | on  | off&lt;br /&gt;
| on  | off | off&lt;br /&gt;
| off | off | off&lt;br /&gt;
}}&lt;br /&gt;
|domains = Change, Death, Introspection, Perfection, Plant, Repose&lt;br /&gt;
|divine_font = Heal&lt;br /&gt;
|divine_skill = Diplomacy or Survival&lt;br /&gt;
|divine_ability = Intelligence or Strength&lt;br /&gt;
|favored_weapon = Mace-Axe&lt;br /&gt;
|symbol = Crossed crook and flail&lt;br /&gt;
|sacred_animal = Scarab, or beetle more generally&lt;br /&gt;
|sacred_colors = Black and green &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Socharin''' {{Pronunciation|SOW-car-in}} is the god of death, rebirth, change, renewal, and plants. Though he is of significant theological importance as the god that led the creation of the universe, he is uncommonly worshiped on his own, having passed most of his important aspects to his sister [[Harinna]]. Still, many offer prayers to Socharin on occasion, especially those that make their livings from the earth. &lt;br /&gt;
&lt;br /&gt;
Socharin is a god of change and growth. He understands that achieving one's goals takes time and unceasing effort, and that sometimes relinquishing direct control is the best action to take. He is closely associated with death and rebirth, both of people and of the natural world. For this reason many cultures connect Socharin closely to the seasons. His devotees hail from all walks of society, though farmers and pastoralists are often particularly drawn to the faith. Socharin is also important to some as a funerary deity.&lt;br /&gt;
&lt;br /&gt;
In the hazy era before the creation of the world, Socharin had a very different form. A god of rulership and order, he directed the other deities in shaping the first incarnation of the universe, fitting together the cosmic pieces into his perfect design. As the gods celebrated their finishing touches, [[Lotan]], who had observed this process from afar with rage at the structure that was taking form, struck at Socharin, rising out of the primordial waters and bringing with him a Flood. Though Socharin and the other gods were successful in driving Lotan back to the darkness of the waves, this came at great cost, for the deluge he brought with him scattered the perfect world into an unrecognizable and chaotic jumble. Gravely injured and unwilling to allow his great work to come to ruin, Socharin sacrificed himself, giving his body and form to bring back a semblance of order. The gods mourned, then set to work once more. A new creation was born as cosmic quintessence was pulled from the waters over the skeleton of the dead god and arranged into something vaguely resembling the original design. As the second world took shape, Socharin was reborn, chosen by [[Shai]] for resurrection. Rather than attempt to reassert his rule upon the world, he saw its altered form and understood - perfection comes through change and time and cannot be imposed. Socharin gave his possession of the domains of rulership and law to his sister Harinna, then stepped back - he could only play his role by allowing the universe to perfect itself.&lt;br /&gt;
&lt;br /&gt;
There are no unified churches of the Resurrected God. Unusually for a lawful deity, his clergy prefer to maintain a more hands-off approach to managing the religion. They ensure the faithful can pray and have their questions answered but otherwise let the religion spread of its own accord.&lt;br /&gt;
&lt;br /&gt;
Socharin's holy text is ''[[The Five Days]]'', a work that describes the return of the god from the dead. Its events are metaphorically described as taking place across a span of five days, even though most other renditions of the narrative of his resurrection state it was instantaneous. ''The Five Days'' is a collection of fables mixed with instructions for the five-day-long festival of the Procession of Socharin that his faithful hold on a yearly basis. Shorter version of ''The Five Days'' are often inscribed on stela located in and around temples to Socharin. &lt;br /&gt;
&lt;br /&gt;
Socharin is commonly depicted as a shepherd, often with the tools required for such a role. He is widely seen as a benevolent steward, someone who watches his crops, flock, or people, providing guidance when needed while otherwise allowing them to grow independently. Amongst his [[Dalbanu]] followers, he is sometimes pictured with green skin, the color of rebirth. Many images of Socharin also show him wearing faded or incomplete royal garb, symbolizing his former position as a god of rulership. &lt;br /&gt;
&lt;br /&gt;
=== Edicts and anathema ===&lt;br /&gt;
{{DeityReference&lt;br /&gt;
|edicts = Ensure new ideas and possibilities can be explored, sow seeds and tend to plants, protect the bodies of the deceased&lt;br /&gt;
|anathema = Tolerate stagnancy, speak ill of the dead, maintain unwarranted control or power&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Khapeshan pantheon ==&lt;br /&gt;
{{Clear|&lt;br /&gt;
{{DeityInfobox&lt;br /&gt;
|name = Sokar&lt;br /&gt;
|image = &lt;br /&gt;
|titles =&lt;br /&gt;
* The Resurrected God&lt;br /&gt;
* The One Who Continues to be Perfect&lt;br /&gt;
* Lord of Silence&lt;br /&gt;
|type = Pantheonic deity&lt;br /&gt;
|pantheon = [[Khapeshan pantheon]]&lt;br /&gt;
|adjectives = Sochari&lt;br /&gt;
|plane = Material&lt;br /&gt;
|alignment = Lawful good&lt;br /&gt;
|areas_of_concern = Death, rebirth, change, renewal, plants&lt;br /&gt;
|worshipers = Various&lt;br /&gt;
|cleric_alignments = {{Alignment grid&lt;br /&gt;
| on  | on  | off&lt;br /&gt;
| on  | off | off&lt;br /&gt;
| off | off | off&lt;br /&gt;
}}&lt;br /&gt;
|domains = Change, Death, Introspection, Perfection, Plant, Repose&lt;br /&gt;
|divine_font = Heal&lt;br /&gt;
|divine_skill = Diplomacy or Survival&lt;br /&gt;
|divine_ability = Intelligence or Strength&lt;br /&gt;
|favored_weapon = Mace-Axe&lt;br /&gt;
|symbol = Crossed crook and flail&lt;br /&gt;
|sacred_animal = Scarab, or beetle more generally&lt;br /&gt;
|sacred_colors = Black and green &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sokar''' {{Pronunciation|SOW-car}} is a god of death, rebirth, and change. He is the creator of the universe and the original ruler of the gods, though after his battle with [[Apep]] he gave that role to his sister [[Harakhte]].&lt;br /&gt;
&lt;br /&gt;
Perhaps more so than with any other deity in the Khapeshan pantheon, Sokar fills a number of roles. He is the giver of life who causes plants and animals to grow and thrive, yet he is also a god of death. It is Sokar who gave mortals the wonder of existence at the same time he imparted the inevitability of its eventual end. Through creating and maintaining the cycles that govern the universe, Sokar ensures the world remains bountiful for each future generation. In this way he is also a god of hope, as his followers know that even the evil and bad in the world will eventually come to an end, replaced by better times. Sokar is the shepherd of mortals who guides his flock towards the future.&lt;br /&gt;
&lt;br /&gt;
Sokar is closely connected to the [[Aur River|Aur River's]] cycles of droughts and floods that bring new growth every year. In [[Khapesh]] Sokar is intrinsically tied to agriculture and communal prosperity, and he is worshiped across the kingdom in hopes of bountiful harvests. Though most across Khapesh pray to Sokar at least occasionally, he is followed especially devotedly by farmers, pastoralists, and others who make their living from the earth. &lt;br /&gt;
&lt;br /&gt;
The One Who Continues to be Perfect is one of the most cosmologically important of the Khapeshan pantheon's gods. In the moments before time began, Sokar directed the other deities in shaping the form of the universe, turning the primordial water, sand, and mud into something much greater than the sum of its parts. As the gods worked under their leader's direction, the serpent Apep formed itself from the waters and lunged at Sokar, enraged at the structure that was being drawn out of the once infinite chaos. After a great battle both Sokar and Apep were mortally wounded, yet as gods neither could truly die. They drew their last breathes and expired, only to rise again, Sokar the next morning and Apep the next evening. Unable to continue the fight himself, Sokar stepped back to advise the gods, giving his sister Harakhte the responsibility of keeping the Serpent at bay.&lt;br /&gt;
&lt;br /&gt;
As is typical with Khapeshan deities, a grand temple to Sokar exists, whose priests are seen as leaders of his faithful. From the grand temple in [[Sile]] the Sokarin clergy provides guidance to pilgrims and clerics alike who travel far to seek the wisdom of the god. Smaller temples are widespread across Khapesh, with one in almost every city of notable size. Sokarin temples are often built to reflect the many sides of their god. The exteriors of the temples are often as richly decorated with reliefs as any in Khapesh, but their interiors are almost always extremely austere - many even retain dirt or sand floors, partially as a matter of humility and partially as they tend to interpret the idea of sacred ground rather literally.&lt;br /&gt;
&lt;br /&gt;
Sokar is depicted as a green-skinned figure holding a crook and flail. In some pictures he is shown partially mummified.&lt;br /&gt;
&lt;br /&gt;
=== Edicts and anathema ===&lt;br /&gt;
{{DeityReference&lt;br /&gt;
|edicts = Ensure new ideas and possibilities can be explored, sow seeds and tend to plants, protect the bodies of the deceased&lt;br /&gt;
|anathema = Act selfishly, tolerate stagnancy, maintain unwarranted control or power, speak ill of the dead&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kirnashal pantheon ==&lt;br /&gt;
{{Clear|&lt;br /&gt;
{{DeityInfobox&lt;br /&gt;
|name = Sraosheh&lt;br /&gt;
|image = &lt;br /&gt;
|titles =&lt;br /&gt;
* The Sovereign&lt;br /&gt;
|type = Pantheonic deity&lt;br /&gt;
|pantheon = [[Kirnashal pantheon]]&lt;br /&gt;
|alignment = Lawful neutral&lt;br /&gt;
|areas_of_concern = Stability, inevitability, truth, history, reason, the night&lt;br /&gt;
|worshipers = Various&lt;br /&gt;
|cleric_alignments = {{Alignment grid&lt;br /&gt;
| on  | on  | on&lt;br /&gt;
| on  | on  | on&lt;br /&gt;
| on  | on  | on&lt;br /&gt;
}}&lt;br /&gt;
|domains = Darkness, Death, Earth, Fate, Nature, Perfection, Time, Truth&lt;br /&gt;
|divine_font = Heal or Harm&lt;br /&gt;
|divine_skill = Diplomacy or Society&lt;br /&gt;
|divine_ability = Constitution or Wisdom&lt;br /&gt;
|favored_weapon = Parrying spear&lt;br /&gt;
|symbol = Flaming crown&lt;br /&gt;
|sacred_animal = None&lt;br /&gt;
|sacred_colors = Black and orange&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sraosheh''' {{Pronunciation|SROW-sheh}} the Sovereign is a god of many domains, including inevitability, truth, history, reason, and the night. He is the lawful counterpart to [[Mihr]] and the divine embodiment of the cosmic force of stability.&lt;br /&gt;
&lt;br /&gt;
The god and his clergy instruct that order should be respected, especially when upsetting it could bring discord or uncertainty. As the slow and majestic incarnation of what is and what has been, he looks to the past to find peace, meaning, and truth. Sraosheh promotes careful deliberation, planned action, and respect for history.&lt;br /&gt;
&lt;br /&gt;
Priests of Sraosheh are responsible for performing funerary rites and rituals. A great many are historians, mathematicians, or natural scientists, which they see as inseparable from their other religious duties, as they believe they must understand the world in order to best preserve and secure it.&lt;br /&gt;
&lt;br /&gt;
Sraosheh is typically depicted in humanoid form. In modern day religious artwork he is usually shown wearing simple robes and the Fire Crown, at least when alone, often in scenes where he impassively surveys his domain. Sraosheh and Mihr are often portrayed as two halves of a whole, sometimes in a very literal manner as two faces on opposite sides of one head.&lt;br /&gt;
&lt;br /&gt;
Temples to Sraosheh are almost always shared with the clergy of Mihr. In these temples, worship of the god centers around braziers of eternal flames, permanently kept alight to represent the enduring nature of the god even in the face of change around him.&lt;br /&gt;
&lt;br /&gt;
When the Scales tilt in Sraosheh's favor, the world becomes more orderly, predictable, and peaceful.&lt;br /&gt;
&lt;br /&gt;
=== Edicts and anathema ===&lt;br /&gt;
{{DeityReference&lt;br /&gt;
|edicts = Bring peace through diplomacy, bring prosperity to your community, seek and spread knowledge and truth, record history&lt;br /&gt;
|anathema = Destroy knowledge, create or share lies, undermine a community's laws, destroy an object or place without cause&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwer pantheon ==&lt;br /&gt;
{{Clear|&lt;br /&gt;
{{DeityInfobox&lt;br /&gt;
|name = Surgar&lt;br /&gt;
|image = &lt;br /&gt;
|titles =&lt;br /&gt;
* The Bountiful&lt;br /&gt;
* Farmer-Prince&lt;br /&gt;
|type = Pantheonic deity&lt;br /&gt;
|pantheon = [[Dwer pantheon]]&lt;br /&gt;
|adjectives = Sochari&lt;br /&gt;
|plane = Material&lt;br /&gt;
|alignment = Lawful good&lt;br /&gt;
|areas_of_concern = Agriculture, stewardship, prosperity, alcohol, luck&lt;br /&gt;
|worshipers = Farmers, pastoralists, cooks, brewers&lt;br /&gt;
|cleric_alignments = {{Alignment grid&lt;br /&gt;
| on  | on  | off&lt;br /&gt;
| on  | off | off&lt;br /&gt;
| off | off | off&lt;br /&gt;
}}&lt;br /&gt;
|domains = Change, Death, Healing, Introspection, Perfection, Plant, Repose&lt;br /&gt;
|divine_font = Heal&lt;br /&gt;
|divine_skill = Diplomacy or Survival&lt;br /&gt;
|divine_ability = Intelligence or Strength&lt;br /&gt;
|favored_weapon = Bec de corbin&lt;br /&gt;
|symbol = Cluster of mushrooms&lt;br /&gt;
|sacred_animal = Orb-weaver spider&lt;br /&gt;
|sacred_colors = Black and green &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Surgar''' {{Pronunciation|SUR-gar}} is a god of agriculture, stewardship, prosperity, alcohol, and luck. Through teaching [[dwarf|dwarves]] how to grow and find food in the often sparse underground landscapes in which they live, Surgar brings prosperity and plenitude to his followers.&lt;br /&gt;
&lt;br /&gt;
Farmers, pastoralists, cooks, and brewers are Surgar's most devoted, but he is also venerated by others as the bearer of abundance, especially at times of great feasts and festivities. Worshiped in bounteous times by those thankful for his blessing, he is also entreated in lean times for a reversal of fortune.&lt;br /&gt;
&lt;br /&gt;
Temples to Surgar tend to be rather austere, simple stone buildings with minimal ornamentation or religious decoration, places where priests quietly pray to their god. All of that changes at harvest or planting times, however, when they become full of activity and life. Regular celebrations of these occasions are important events in the religious life of Surgar's followers, as they are opportunities to share the blessing of the god with their communities.&lt;br /&gt;
&lt;br /&gt;
Surgar is usually depicted as a portly dwarven man whose clothes and hair are covered in lichen or moss. Sometimes he holds a jug of wine in his right hand.&lt;br /&gt;
&lt;br /&gt;
=== Edicts and anathema ===&lt;br /&gt;
{{DeityReference&lt;br /&gt;
|edicts = Sow seed and tend to plants, fungi, and animals, bring prosperity to your community, celebrate with your friends and family&lt;br /&gt;
|anathema = Keep your wealth and harvest to yourself, act selfishly, destroy healthy crops, abstain from alcohol&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Esh-Gurr pantheon ==&lt;br /&gt;
{{Clear|&lt;br /&gt;
{{DeityInfobox&lt;br /&gt;
|name = Salal&lt;br /&gt;
|image = &lt;br /&gt;
|titles =&lt;br /&gt;
|type = Pantheonic deity&lt;br /&gt;
|pantheon = [[Esh-Gurr pantheon]]&lt;br /&gt;
|areas_of_concern = Animal tending, hearths, fire, rulership, families, protection, history, death &lt;br /&gt;
|worshipers = Shepherds, guards, fire-attendants, record-keepers, funerary priests&lt;br /&gt;
|domains = Death, Duty, Family, Fire, Introspection, Protection, Truth&lt;br /&gt;
|divine_font = Heal&lt;br /&gt;
|divine_skill = Diplomacy or Society&lt;br /&gt;
|divine_ability = Intelligence or Strength&lt;br /&gt;
|favored_weapon = None&lt;br /&gt;
|symbol = Death-tome and a quill&lt;br /&gt;
|sacred_animal = Giant bat&lt;br /&gt;
|sacred_colors = Black&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Salal''' {{Pronunciation|sa-LAL}} the father is a god of animal tending, hearths, fire, rulership, families, protection, history, and death, amongst other concerns. He is the sense of community, of collective purpose, of labor in service of something greater than one's self. He teaches his faithful of the importance of remembering one's origins and past, as to lose sight of these is to lose identity and meaning in life.&lt;br /&gt;
&lt;br /&gt;
Salal is an inward-facing deity, one worshiped by shepherds, guards, fire-attendants, record-keepers, funerary priests, and others who lead calm and stoic lives in service of their people. Nothing is more important to the god than a respect for one's elders and a willingness to learn from them, for they have seen much and learned from their own elders in turn. Salal's clergy build and maintain elaborate stone-shrines deep within the mountains of the [[Illan Peaks]] and in the caverns of the [[Oasis]], where they dutifully and contemplatively tend to their libraries and the urns of the deceased. Meditation is an important aspect of their worship.&lt;br /&gt;
&lt;br /&gt;
His son [[That]] tries to pull Salal out of what he considers his slumber and unwillingness to face the world, and those of his most devoted, for without intervention they may sequester themselves in the dark with the dust of the past. Even still, Thath knows his father is too dedicated to his community to truly change, and limits himself to attempts to slowly introduce new ideas that can easily find a place in the honored halls of the ancestors. Salal, for his part, understands that changes, even those developed outside his walls, can bring prosperity if carefully tempered with caution.&lt;br /&gt;
&lt;br /&gt;
Salal is usually depicted as a thin, older dwarf with graying hair, often carrying a skull in one hand and a shepherds lasso in the other.&lt;br /&gt;
&lt;br /&gt;
=== Edicts and anathema ===&lt;br /&gt;
{{DeityReference&lt;br /&gt;
|edicts = Celebrate with your friends and family, record history, lead by example, ensure your community is well-defended&lt;br /&gt;
|anathema = Act selfishly, break apart a family, spread fear or despair, allow information about your ancestors to be lost, share or create lies&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
{{InspirationBox&lt;br /&gt;
|inspiration = Socharin is based on the Egyptian god Osiris&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Deities]]&lt;br /&gt;
[[Category:Pantheonic deities]]&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Abanir_pantheon&amp;diff=16645</id>
		<title>Abanir pantheon</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Abanir_pantheon&amp;diff=16645"/>
		<updated>2026-01-24T02:55:15Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* Deities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Abanir pantheon''' {{Pronunciation|ah-bahn-EER}} is one of the major regional pantheons on [[Kishar]]. Most followers of the pantheon live on or near the [[Aban Steppe]], primarily in the lands of [[Abanir]], [[Yurukan]], and [[Rovakhit]]. Its theology focuses far more on personal relationships with the gods over anything codified, and the truly pious are thought to be in direct communication with the divine world.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
To those that follow the Abanir pantheon, veneration of the gods is intensely personal. Through prayers, offerings, and sacrifices, the faithful communicate with the gods directly, asking for guidance, requesting divine favor, or hoping to keep the influence of certain gods at bay. Veneration of the pantheon's deities is combined with the reverence of [[animism|nature spirits]] - while the gods certainly have primacy, spirits of animals, plants, places, and the weather are equally real and worthy of worship. For example, in day to day life one may worship the gods as well as the spirits of the land upon which one walks, the winds that blow across the steppe, and the horses that one herds.&lt;br /&gt;
&lt;br /&gt;
Worshipers of Abanir deities eschew not only holy texts but also clergy, believing instead that one must come to one's own understanding of the divine world. Spirit-healers and shamans are consulted for advice, but while they may be greatly respected for their wisdom they are not thought to be ultimate arbiters of truth. Deific tenets are de-emphasized as well, as the interests of the gods are ever in flux, and what they may ask of one person is likely to be completely different than what is required of another.&lt;br /&gt;
&lt;br /&gt;
Even those that consider themselves champions of a singular deity in the Abanir pantheon nearly always provide offerings to all the gods, at least on occasion. Giving prayer and sacrifices to a patron deity is important to continue receiving their guidance, but placating a god diametrically opposed to one's own goals is no less crucial, lest they intervene in the mortal world to cause harm. Offerings are commonly burned, especially in locations on the open steppe, as doing so brings the smoke and prayers to the gods quickly.&lt;br /&gt;
&lt;br /&gt;
In the Abanir creation story, [[Kher Shodei]] was the first god. In the form of a bird he flew through the world, which at this time had no land or water. Eventually he grew tired and sought a place to rest. Finding none, he let loose feathers from his tail and wings, which descended and began to transform. Some became the other gods, first [[Uxtama]] and [[Adadan]] then [[Mhakan]] and the [[Nameless One]] as well. Others turned to soil, upon which plants, animals, and stone began to appear. With a place to land at last, Kher Shodei rested and preened. As he did so, more smaller feathers fell; from these the first people took shape under Kher Shodei's wings.&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;|Areas of Concern&lt;br /&gt;
!width=&amp;quot;80%&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Kher Shodei]]&lt;br /&gt;
|Resilience, rulership, kinship, creation, birds&lt;br /&gt;
|'''Kher Shodei''' {{Pronunciation|CARE show-DIE}} the King of the Winds is a god of resilience, rulership, kinship, creation, and birds. He is the creator god of the Abanir pantheon whose feathers formed the world and almost everything within it. &lt;br /&gt;
&lt;br /&gt;
The god teaches resilience and self-sufficiency, but also the value of kinship. One should be able to survive and thrive on their own, yet it is equally important to support one's family and community whenever possible. Kher Shodei is the patron of leaders that take whatever steps are necessary to ensure those under them can thrive, especially if doing so involves tough decisions or personal sacrifices along the way. Offerings are usually given to Kher Shodei both out of respect for the creator god and to request guidance or favor for coming trials.&lt;br /&gt;
&lt;br /&gt;
Kher Shodei is typically depicted as a large steppe eagle, sometimes with blue-tinted feathers. All eagles are seen as his eyes and ears in the mortal world. [[Eagle pole|Brightly-painted statues]] of these birds are often placed in elevated locations in camps and settlements to ensure the King of the Winds can advise the people that live there.&lt;br /&gt;
|-&lt;br /&gt;
|[[Adadan]]&lt;br /&gt;
|Travel, magic, souls, death, birth, mountains&lt;br /&gt;
|'''Adadan''' {{Pronunciation|AH-dah-don}} the Golden Mother is a goddess of many things, including travel, magic, souls, death, birth, and mountains. She is a benevolent, protective figure who watches over those that journey through perilous places, whether that be in a physical, spiritual, or psychological manner. &lt;br /&gt;
&lt;br /&gt;
The goddess shepherds souls before birth and after death, transporting them between the divine and mortal worlds then eventually back again. As such, Adadan is commonly associated both with midwives and those that perform funerary rites, but these are not the only figures to whom she is seen as a patron. Any who keep travelers safe, whether that be as guides or simply kindly strangers along the way, are Adadan's emissaries to the mortal realm.&lt;br /&gt;
&lt;br /&gt;
Adadan is widely depicted as a bear with golden fur.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uxtama]]&lt;br /&gt;
|War, strife, horses, hunting&lt;br /&gt;
|'''Uxtama''' {{Pronunciation|ooks-TAH-mah}} the War-Horse is a goddess of war, strife, horses, and hunting. She is the patron of the [[targai]], the nomadic peoples of the [[Aban Steppe]]. Uxtama is simultaneously caring and capricious, favoring only the strong and willing to abandon on a whim those she formerly smiled upon, yet going to great lengths to benefit those who keep her satisfied. Targai warriors and mercenaries commonly give tributes to Uxtama, as do herders, city guards, and others whose lives require the need for martial training.&lt;br /&gt;
&lt;br /&gt;
Uxtama's holy animal is the horse, thought to be the goddess's first gift to the world. Originally granted to a tribe in the time before history, the horses escaped into the broader world after the tribe disappointed Uxtama through their complacency. In their role as holy animals, horses reflect the practicality of the goddess. They are venerated as gifts from the divine world, yet it is also completely acceptable to butcher them, eat their meat, and tan their hides, as nourishment and resources are no less important to maintaining one's strength than prayer.&lt;br /&gt;
&lt;br /&gt;
Great effigies in equine forms dot the open steppe of [[Abanir]], built by the targai clans in honor of the goddess. These wood and bone statues are constructed over the sites of fruitful hunts or victorious battles to let Uxtama see the results of her blessings.&lt;br /&gt;
&lt;br /&gt;
Uxtama is usually depicted as a horse, painted and draped in bone ornaments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mhakan]]&lt;br /&gt;
|Retribution, punishment, schemes, order, hunger&lt;br /&gt;
|'''Mhakan''' {{Pronunciation|ma-HAH-khan}} the Demander of Sacrifices is a god of retribution, punishment, schemes, order, and hunger. He commands that everything exist in its proper place and that all of his orders are followed to the letter, with severe consequences if not. The god is the strict ruler who enforces compliance through violence and threats.&lt;br /&gt;
&lt;br /&gt;
Despite the strictness of his commands, however, Mhakan is not seen as tyrannical or evil purely for its own sake. Rather, he and those that worship him are willing to take harsh actions in pursuit of greater goals, as to them the consequences of their means are of considerably less concern than achieving their objectives. Theologically, Mhakan is the ultimate defender against evil spirits, as long as one is willing to make the necessary sacrifices he orders. In the mortal realm, the god is often followed by those whose ambitions and aims drive them single-mindedly forward.&lt;br /&gt;
&lt;br /&gt;
Mhakan is often depicted as a fox.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nameless One]]&lt;br /&gt;
|Plague, evil spirits, nightmares, destruction&lt;br /&gt;
|The '''Nameless One''' is a god of plague, evil spirits, nightmares, and destruction. It lurks in the darkness of the night and the deepest shadows, tormenting its victims from out of sight. Without a fixed form it can travel instantaneously by shifting between shadows, creating its own where none exist. While some followers of the Abanir pantheon believe the Nameless One intentionally chooses those it troubles under some inscrutable reasoning, others think that it acts without purpose, if it even consciously acts at all.&lt;br /&gt;
&lt;br /&gt;
Followers of the Nameless One mostly congregate in secretive cults. Some do so out of a genuine commitment to the deity, while others simply seek to harness the power of evil spirits under the Nameless One's influence towards their own aims. As with other Abanir deities, offerings are given to the Nameless One even by those that do not uphold the ideals of the god. These oblations keep the god satisfied or tired enough that it remains at bay.&lt;br /&gt;
&lt;br /&gt;
The Nameless One had a name at one time, but it has long been forgotten by most. Speaking, writing, or even alluding to its name was and is a great taboo, as doing so would draw its attention and invite the god into ones home and community. Over such a long period of disuse, the name was gradually lost to time, save for a small number of isolated cults who still remember. Today the god is simply the Nameless One to most, and they are content to keep it that way.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Area of worship ==&lt;br /&gt;
Worship of the Abanir pantheon is largely limited to the Aban Steppe. It is the primary faith amongst both the nomadic and settled peoples of Abanir, as well as in Rovakhit to the east. Many elves in Yurukan also venerate the Abanir gods, sometimes exclusively and sometimes in addition to other deities.&lt;br /&gt;
&lt;br /&gt;
== Connections to other pantheons ==&lt;br /&gt;
The Abanir pantheon has relatively little similarity to other pantheons, whether regional or ancestral. Its focus on the [[animism|animistic]] worship of spirits in addition to gods is unusual compared to other prominent pantheons nearby, specifically the [[Chaskan pantheon|Chaskan]] and [[Orcish pantheon|Orcish]] pantheons, as is its relatively few deities.&lt;br /&gt;
&lt;br /&gt;
The pantheon has long puzzled scholars of religious matters. Typically gods across pantheons are thought to be interpretations of the same divine figure, simply in slightly altered forms reflecting the priorities of different cultures. Abanir deities, however, confound that idea somewhat, as they cannot be easily tied to other major divinities elsewhere. Kher Shodei and Adadan especially defy easy categorization, as they blend areas of concern that are normally split across gods.&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Pantheons]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Stormlands&amp;diff=16644</id>
		<title>Religion in the Stormlands</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Stormlands&amp;diff=16644"/>
		<updated>2026-01-20T00:24:05Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Stormlands''' is quite varied, with large pantheons, smaller deific faiths, and a significant substrate of animistic beliefs present throughout the continent. &lt;br /&gt;
&lt;br /&gt;
Worship of [[animism|natural]] and [[ancestor worship|ancestral]] spirits forms the most common set of beliefs of the [[Stormlands]], yet these take many distinct forms between different peoples. Many of these, collectively referred to as stone-faiths, center around the worship of earth or ancestral spirits that reside or are housed in stone. The creation and veneration of [[ancestor monolith|ancestor monoliths]] is likely the largest and most widespread of these, but other stone-faiths include the [[fortress cults]] and the worship of [[qenga visitant|qenga visitants]]. Similarly, the [[Maukra|Maukran]] [[okk]] venerate the earth-fires near their palace complexes.&lt;br /&gt;
&lt;br /&gt;
Especially widespread in the central Stormlands, in the [[Oasis]] and [[Storm-Path]], are dualistic faiths. Some of these are deific in nature, such as the veneration of [[Qan and A'Qala]], while other movements like the [[Dustwalkers]] are more philosophical.&lt;br /&gt;
&lt;br /&gt;
The [[Bohaar pantheon]] is by far the largest pantheonic faith in the Stormlands, though somewhat isolated to the [[Bohaar|northern nation]]. To the south in the Oasis, the [[dwarf|dwarves]] of [[Haran Gurr]] have a [[Esh-Gurr pantheon|pantheon of their own]].&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16643</id>
		<title>Religion in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16643"/>
		<updated>2026-01-20T00:23:35Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Wounds''' is primarily [[animism|animistic]] in nature, often centering around the worship of natural and [[ancestor worship|ancestral]] spirits. This takes myriad forms depending on culture, but typically reflects local conditions, history, and environments. [[Fanakara|Fanakaran]] peoples who live near the actively erupting volcanoes of the [[Wounds]], for example, are more predisposed to venerate volcanic spirits than those who live nomadic seaborne lives, who concern themselves far more with spirits of the air and water.&lt;br /&gt;
&lt;br /&gt;
Worship of these spirits is a very direct and personal matter to most inhabitants of the Wounds, who broadly, though not entirely, eschew religious leaders. This is more commonly the case with nomadic peoples of the archipelagoes than with those who live in settled communities. &lt;br /&gt;
&lt;br /&gt;
Pantheonic faiths are somewhat uncommon in the Wounds, having been spread there by cultures originating elsewhere. The antagonistic [[Taruhmite pantheon]], as worshiped by the [[Harv Taruhm|Taruhmite]] and [[Harv Doruhl|Doruhlite]] [[dwarf|dwarves]], has a very long history in the islands, while the [[Islander Talgazan pantheon|Islander Talgazen]] faith of the [[Fjarri]] and the [[Tengu pantheon|endlessly syncretic religion]] of the [[tengu]] are both comparatively more recent.&lt;br /&gt;
&lt;br /&gt;
Deities as venerated by the peoples of the Wounds, at least those that are non-pantheonic in nature, are nearly always alive in some manner. They are not remote but rather present, immediate, and tangible. Perhaps no example better illustrates this than the [[locathah|locathah's]] [[Cascade|reef-gods]], with whom they live symbiotic lives. The [[Beating Heart]], [[Shemenet]], the [[Sunken Star]], and the spirit reservoirs of the [[Ta-Lasau-Kori]] trees can likewise be beheld and directly interacted with by their followers.&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16642</id>
		<title>Religion in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16642"/>
		<updated>2026-01-20T00:22:56Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Wounds''' is primarily [[animism|animistic]] in nature, often centering around the worship of natural and [[ancestor worship|ancestral]] spirits. This takes myriad forms depending on culture, but typically reflects local conditions, history, and environments. [[Fanakara|Fanakaran]] peoples who live near the actively erupting volcanoes of the [[Wounds]], for example, are more predisposed to venerate volcanic spirits than those who live nomadic seaborne lives, who concern themselves far more with spirits of the air and water.&lt;br /&gt;
&lt;br /&gt;
Worship of these spirits is a very direct and personal matter to most inhabitants of the Wounds, who broadly, though not entirely, eschew religious leaders. This is more commonly the case with nomadic peoples of the archipelagoes than with those who live in settled communities. &lt;br /&gt;
&lt;br /&gt;
Pantheonic faiths are somewhat uncommon in the Wounds, having been spread there by cultures originating elsewhere. The antagonistic [[Taruhmite pantheon]], as worshiped by the [[Harv Taruhm|Taruhmite]] and [[Harv Doruhl|Doruhlite]] [[dwarf|dwarves]], has a very long history in the islands, while the [[Islander Talgazan pantheon|Islander Talgazen]] faith of the [[Fjarri]] and the [[Tengu pantheon|endlessly syncretic religion]] of the [[tengu]] are both comparatively more recent.&lt;br /&gt;
&lt;br /&gt;
Deities as venerated by the peoples of the Wounds, at least those who are non-pantheonic in nature, are nearly always alive in some manner. They are not remote but rather present, immediate, and tangible. Perhaps no example better illustrates this than the [[locathah|locathah's]] [[Cascade|reef-gods]], with whom they live symbiotic lives. The [[Beating Heart]], [[Shemenet]], the [[Sunken Star]], and the spirit reservoirs of the [[Ta-Lasau-Kori]] trees can likewise be beheld and directly interacted with by their followers.&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16641</id>
		<title>Religion in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16641"/>
		<updated>2026-01-20T00:22:17Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Wounds''' is primarily [[animism|animistic]] in nature, often centering around the worship of natural and [[ancestor worship|ancestral]] spirits. This takes myriad forms depending on culture, but typically reflects local conditions, history, and environments. [[Fanakara|Fanakaran]] peoples who live near the actively erupting volcanoes of the [[Wounds]], for example, are more predisposed to venerate volcanic spirits than those who live nomadic seaborne lives, who concern themselves far more with spirits of the air and water.&lt;br /&gt;
&lt;br /&gt;
Worship of these spirits is a very direct and personal matter to most inhabitants of the Wounds, who broadly, though not entirely, eschew religious leaders. This is more commonly the case with nomadic peoples of the archipelagoes than with those who live in settled communities. &lt;br /&gt;
&lt;br /&gt;
Pantheonic faiths are somewhat uncommon in the Wounds, having been spread there by cultures originating elsewhere. The antagonistic [[Taruhmite pantheon]], as worshiped by the [[Harv Taruhm|Taruhmite]] and [[Harv Doruhl|Doruhlite]] [[dwarf|dwarves]], has a very long history in the islands, while the [[Islander Talgazan pantheon|Islander Talgazen]] faith of the [[Fjarri]] and the [[Tengu pantheon|endlessly syncretic religion]] of the tengu are both comparatively more recent.&lt;br /&gt;
&lt;br /&gt;
Deities as venerated by the peoples of the Wounds, at least those who are non-pantheonic in nature, are nearly always alive in some manner. They are not remote but rather present, immediate, and tangible. Perhaps no example better illustrates this than the [[locathah|locathah's]] [[Cascade|reef-gods]], with whom they live symbiotic lives. The [[Beating Heart]], [[Shemenet]], the [[Sunken Star]], and the spirit reservoirs of the [[Ta-Lasau-Kori]] trees can likewise be beheld and directly interacted with by their followers.&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16640</id>
		<title>Religion in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16640"/>
		<updated>2026-01-20T00:21:56Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Wounds''' is primarily [[animism|animistic]] in nature, often centering around the worship of natural and [[ancestor worship|ancestral]] spirits. This takes myriad forms depending on culture, but typically reflects local conditions, history, and environments. [[Fanakara|Fanakaran]] peoples who live near the actively erupting volcanoes of the [[Wounds]], for example, are more predisposed to venerate volcanic spirits than those who live nomadic seaborne lives, who concern themselves far more with spirits of the air and sea.&lt;br /&gt;
&lt;br /&gt;
Worship of these spirits is a very direct and personal matter to most inhabitants of the Wounds, who broadly, though not entirely, eschew religious leaders. This is more commonly the case with nomadic peoples of the archipelagoes than with those who live in settled communities. &lt;br /&gt;
&lt;br /&gt;
Pantheonic faiths are somewhat uncommon in the Wounds, having been spread there by cultures originating elsewhere. The antagonistic [[Taruhmite pantheon]], as worshiped by the [[Harv Taruhm|Taruhmite]] and [[Harv Doruhl|Doruhlite]] [[dwarf|dwarves]], has a very long history in the islands, while the [[Islander Talgazan pantheon|Islander Talgazen]] faith of the [[Fjarri]] and the [[Tengu pantheon|endlessly syncretic religion]] of the tengu are both comparatively more recent.&lt;br /&gt;
&lt;br /&gt;
Deities as venerated by the peoples of the Wounds, at least those who are non-pantheonic in nature, are nearly always alive in some manner. They are not remote but rather present, immediate, and tangible. Perhaps no example better illustrates this than the [[locathah|locathah's]] [[Cascade|reef-gods]], with whom they live symbiotic lives. The [[Beating Heart]], [[Shemenet]], the [[Sunken Star]], and the spirit reservoirs of the [[Ta-Lasau-Kori]] trees can likewise be beheld and directly interacted with by their followers.&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Wildwane&amp;diff=16639</id>
		<title>Wildwane</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Wildwane&amp;diff=16639"/>
		<updated>2026-01-20T00:16:32Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wildwane''' is a wasting disease endemic to [[Rothurland]] and parts of eastern [[Talgazan]], where it is especially prevalent amongst [[Lycanthropy|werewolves]]. Though its specific cause is unknown, it is seen most often in individuals who live in the largely unpopulated interior forests. More than any other factor, however, it is the time a lycanthrope spends in their animalistic form that seems to best predict later development of wildwane.&lt;br /&gt;
&lt;br /&gt;
The disease is characterized by a strong desire yet inability to eat, emaciation, and an insistence on repetitive, purposeless movement. Wildwane is nearly always fatal unless magically treated, and even then recovery is not guaranteed. Unaddressed non-lycanthropes succumb within a matter of weeks after showing symptoms, but werecreatures can live for potentially months with it.&lt;br /&gt;
&lt;br /&gt;
Wildwane is also found, albeit rarely, in parts of the [[Western Coast]] in areas with a large [[Bronze-Armed]] population.&lt;br /&gt;
&lt;br /&gt;
[[Category:Diseases]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Lycanthropy&amp;diff=16638</id>
		<title>Lycanthropy</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Lycanthropy&amp;diff=16638"/>
		<updated>2026-01-20T00:14:33Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Lycanthropy''' is a condition in which an individual possesses at least two forms, one humanoid and one animalistic. Some, though not all, also have the ability to shift into a form that is a hybrid of the two. While it formally only refers to werewolves, in practice the term lycanthropy is used to refer to all werecreatures.&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
There are two broad categories of lycanthropes - those for whom the condition is innate and inherited, and those who were cursed with lycanthropy or bitten by a werecreature. The former group typically has much better control over their transformations, sometimes through rarely even to the point of being able to suppress it during full moons, while the latter rarely display any such command of their abilities and in fact are prone to changing without realization in moments of extreme stress or emotion.&lt;br /&gt;
&lt;br /&gt;
While most afflicted lycanthropes live uncontrollably violent lives, those who were born with the condition are generally much better at managing their issues and living within broader societies. Those of either category who do not die from violence typically have somewhat extended lifespans, compared to their ancestry as a whole, but the stigma directed at them should their nature become known often works directly against this.&lt;br /&gt;
&lt;br /&gt;
Lycanthropes are typically quite hardy and resistant to physical injury, if with a notable weakness to silver.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The majority of lycanthropes are werewolves, but also extant across [[Kishar]] are were-boars, -bears, -dinosaurs, -tigers, -sharks, and others. These are typically somewhat regionally constrained. Whether inherited by birth or bite, new lycanthropes always take a similar form to those who were the origin of their affliction.&lt;br /&gt;
&lt;br /&gt;
== Prevalence on Kishar ==&lt;br /&gt;
Lycanthropy has at least some presence everywhere on Kishar, but a much greater one in certain regions or amongst certain peoples. It is relatively common in [[Rothurland]] and [[Talgazan]], as well as within the descendants of peoples from these lands like the [[Bronze-Armed]] of the [[Chaska Sea|Chaskan]] cost and the [[Fjarri]] of the [[Wounds]]. This is similarly the case with the various disparate groups of [[Brightmarch]], the [[Laqto Rainforest]], and as far east as [[Talmithe]]. Inherited lycanthropy is endemic amongst the [[hobgoblin|hobgoblins]] of the [[Stormlands]], and especially those in the northern regions of [[Kad]] and [[Vukararn]].&lt;br /&gt;
&lt;br /&gt;
== Cultural views ==&lt;br /&gt;
Most societies and cultures abhor lycanthropes, seeing them as unpredictable, dangerous, and ceaselessly violent creatures, but this is not universally the case. Rothurlandic and Talgazan werecreatures are not inherently persecuted but rather are frequently celebrated, as lycanthropes in these lands are often skilled and valued warriors and leaders. This acceptance is such that many communities have special reinforced structures for lycanthropes to take shelter during full moons, so that even those who cannot control their urges still do not risk harming others.&lt;br /&gt;
&lt;br /&gt;
[[Category:Topics]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Stormlands&amp;diff=16637</id>
		<title>Religion in the Stormlands</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Stormlands&amp;diff=16637"/>
		<updated>2026-01-19T14:27:59Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Stormlands''' is quite varied, with large pantheons, smaller deific faiths, and a significant substrate of animistic beliefs and present throughout the continent. &lt;br /&gt;
&lt;br /&gt;
Worship of [[animism|natural]] and [[ancestor worship|ancestral]] spirits forms the most common set of beliefs of the [[Stormlands]], yet these take many distinct forms between different peoples. Many of these, collectively referred to as stone-faiths, center around the worship of earth or ancestral spirits that reside or are housed in stone. The creation and veneration of [[ancestor monolith|ancestor monoliths]] is likely the largest and most widespread of these, but other stone-faiths include the [[fortress cults]] and the worship of [[qenga visitant|qenga visitants]]. Similarly, the [[Maukra|Maukran]] [[okk]] venerate the earth-fires near their palace complexes.&lt;br /&gt;
&lt;br /&gt;
Especially widespread in the central Stormlands, in the [[Oasis]] and [[Storm-Path]], are dualistic faiths. Some of these are deific in nature, such as the veneration of [[Qan and A'Qala]], while other movements like the [[Dustwalkers]] are more philosophical.&lt;br /&gt;
&lt;br /&gt;
The [[Bohaar pantheon]] is by far the largest pantheonic faith in the Stormlands, though somewhat isolated to the [[Bohaar|northern nation]]. To the south in the Oasis, the [[dwarf|dwarves]] of [[Haran Gurr]] have a [[Esh-Gurr pantheon|pantheon of their own]].&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Stormlands&amp;diff=16636</id>
		<title>Religion in the Stormlands</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Stormlands&amp;diff=16636"/>
		<updated>2026-01-19T14:27:48Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Religion in the Stormlands''' is quite varied, with large pantheons, smaller deific faiths, and a significant substrate of animistic beliefs and present throughout the continent.   Worship of natural and ancestral spirits forms the most common set of beliefs of the Stormlands, yet these take many distinct forms between different peoples. Many of these, collectively referred to as stone-faiths, center around the worship of earth or...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Stormlands''' is quite varied, with large pantheons, smaller deific faiths, and a significant substrate of animistic beliefs and present throughout the continent. &lt;br /&gt;
&lt;br /&gt;
Worship of [[animism|natural]] and [[ancestor worship|ancestral]] spirits forms the most common set of beliefs of the [[Stormlands]], yet these take many distinct forms between different peoples. Many of these, collectively referred to as stone-faiths, center around the worship of earth or ancestral spirits that reside or are housed in stone. The creation and veneration of [[ancestor monoliths]] is likely the largest and most widespread of these, but other stone-faiths include the [[fortress cults]] and the worship of [[qenga visitant|qenga visitants]]. Similarly, the [[Maukra|Maukran]] [[okk]] venerate the earth-fires near their palace complexes.&lt;br /&gt;
&lt;br /&gt;
Especially widespread in the central Stormlands, in the [[Oasis]] and [[Storm-Path]], are dualistic faiths. Some of these are deific in nature, such as the veneration of [[Qan and A'Qala]], while other movements like the [[Dustwalkers]] are more philosophical.&lt;br /&gt;
&lt;br /&gt;
The [[Bohaar pantheon]] is by far the largest pantheonic faith in the Stormlands, though somewhat isolated to the [[Bohaar|northern nation]]. To the south in the Oasis, the [[dwarf|dwarves]] of [[Haran Gurr]] have a [[Esh-Gurr pantheon|pantheon of their own]].&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Qan_and_A%27Qala&amp;diff=16635</id>
		<title>Qan and A'Qala</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Qan_and_A%27Qala&amp;diff=16635"/>
		<updated>2026-01-18T19:24:59Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DeityInfobox&lt;br /&gt;
|name = Qan and A'Qala&lt;br /&gt;
|titles = The Two Forms of Fire&lt;br /&gt;
|image = &lt;br /&gt;
|type = Local faith&lt;br /&gt;
|areas_of_concern = Creation, destruction, anger, futile struggles&lt;br /&gt;
|worshipers = [[Trailblazer Republics|Trailblazers]] and some inhabitants of the [[Oasis]] states&lt;br /&gt;
|domains = Creation, Destruction, Fire, Might&lt;br /&gt;
|divine_font = Heal or Harm&lt;br /&gt;
|divine_skill = Diplomacy or Intimidation&lt;br /&gt;
|divine_ability = Strength or Constitution&lt;br /&gt;
|favored_weapon = None&lt;br /&gt;
|symbol = Two spiraling fires&lt;br /&gt;
|sacred_animal = None&lt;br /&gt;
|sacred_colors = None&lt;br /&gt;
}}&lt;br /&gt;
'''Qan and A'Qala''' {{Pronunciation|KAN and AH-qah-lah}} are a pair of deities venerated by small '''storm cults''' in the [[Trailblazer Republics]] and [[Oasis]] states. Their followers believe the [[Great Tempests]] are the reflections of the deities in the mortal realm, locked into endless battle with each other as they spiral around the [[Storm-Path]].&lt;br /&gt;
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== Beliefs and followers ==&lt;br /&gt;
No two storm cults have precisely the same beliefs, nor do they share any kind of leadership. Rather, these fragmentary and often private groups honor Qan and A'Qala independently and in their own way. Nearly all believe the Great Tempests to be forms of sorts for the two gods, either in whole or in part. The most common stories tell of how the gods, enraged at each other for some long-forgotten slights, set upon the mortal world in great clouds of fury. Finding themselves equally matched, they continue fighting to the current day, twisting and chasing around each other and condemned to never cease their violence.&lt;br /&gt;
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Followers of the two gods have a curious relationship with them. They are not worshiped, precisely, as while they are certainly seen as powerful they are not considered necessarily wise or benevolent. Instead most veneration of Qan and A'Qala is transactional. Most rites center around offerings to the gods, who are called to witness through rituals conducted by the storm summoners, the closest the faith comes to any form of religious figure or leader. These offerings, if sufficient, are rewarded with commensurate levels of energy siphoned from the Tempests, which can bring healing, harm, or wealth. Some Trailblazers leave offerings to Qan and A'Qala in the incoming Storm-Path in hopes they will be gifted valuable [[aeon stone|aeon stones]] when the gods pass. Yet many who honor the gods do not even believe they either know, or care, of the existence of mortals - still, like fire they accept fuel all the same, and whoever gives to them will be rewarded regardless.&lt;br /&gt;
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Qan and A'Qala are patrons of sort for many Trailblazers, who view the constant, and perhaps futile, struggles of the gods as much akin to their own dangerous lives clinging on in the harsh Storm-Path.&lt;br /&gt;
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Qan is typically associated with positive energy and A'Qala with negative, but this is not universal, and some storm cults invert these connections. They are almost never venerated independently. Depictions of the gods vary, but most common are the spiraling motifs that can be found carved in stone faces around the [[Illan Peaks]] and [[Red Forest Hills]].&lt;br /&gt;
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{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16634</id>
		<title>Religion in the Wounds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Religion_in_the_Wounds&amp;diff=16634"/>
		<updated>2026-01-18T19:21:30Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Religion in the Wounds''' is primarily animistic in nature, often centering around the worship of nature and ancestral spirits. This takes myriad forms depending on culture, but typically reflects local conditions, history, and environments. Fanakaran peoples who live near the actively erupting volcanoes of the Wounds, for example, are more predisposed to venerate volcanic spirits than those who live nomadic seaborne l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Religion in the Wounds''' is primarily [[animism|animistic]] in nature, often centering around the worship of nature and [[ancestor worship|ancestral]] spirits. This takes myriad forms depending on culture, but typically reflects local conditions, history, and environments. [[Fanakara|Fanakaran]] peoples who live near the actively erupting volcanoes of the [[Wounds]], for example, are more predisposed to venerate volcanic spirits than those who live nomadic seaborne lives, who concern themselves far more with spirits of the air and sea.&lt;br /&gt;
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Worship of these spirits is a very direct and personal matter to most inhabitants of the Wounds, who broadly, though not entirely, eschew religious leaders. This is more commonly the case with nomadic peoples of the archipelagoes than with those who live in settled communities. &lt;br /&gt;
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Pantheonic faiths are somewhat uncommon in the Wounds, having been spread there by cultures originating elsewhere. The antagonistic [[Taruhmite pantheon]], as worshiped by the [[Harv Taruhm|Taruhmite]] and [[Harv Doruhl|Doruhlite]] [[dwarf|dwarves]], has a very long history in the islands, while the [[Islander Talgazan pantheon|Islander Talgazen]] faith of the [[Fjarri]] and the [[Tengu pantheon|endlessly syncretic religion]] of the tengu are both comparatively more recent.&lt;br /&gt;
&lt;br /&gt;
Deities as venerated by the peoples of the Wounds, at least those who are non-pantheonic in nature, are nearly always alive in some manner. They are not remote but rather present, immediate, and tangible. Perhaps no example better illustrates this than the [[locathah|locathah's]] [[Cascade|reef-gods]], with whom they live symbiotic lives. The [[Beating Heart]], [[Shemenet]], the [[Sunken Star]], and the spirit reservoirs of the [[Ta-Lasau-Kori]] trees can likewise be beheld and directly interacted with by their followers.&lt;br /&gt;
&lt;br /&gt;
{{Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Lycanthropy&amp;diff=16633</id>
		<title>Lycanthropy</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Lycanthropy&amp;diff=16633"/>
		<updated>2026-01-18T19:08:31Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Lycanthropy''' is a condition in which an individual possesses at least two forms, one humanoid and one animalistic. Some, though not all, also have the ability to shift into a form that is a hybrid of the two. While it formally only refers to werewolves, in practice the term lycanthropy is used to refer to all werecreatures.  == Condition == There are two broad categories of lycanthropes - those for whom the condition is innate and inherited, and those were cursed wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Lycanthropy''' is a condition in which an individual possesses at least two forms, one humanoid and one animalistic. Some, though not all, also have the ability to shift into a form that is a hybrid of the two. While it formally only refers to werewolves, in practice the term lycanthropy is used to refer to all werecreatures.&lt;br /&gt;
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== Condition ==&lt;br /&gt;
There are two broad categories of lycanthropes - those for whom the condition is innate and inherited, and those were cursed with lycanthropy or bitten by a werecreatures. The former group typically has much better control over their transformations, sometimes through rarely even to the point of being able to suppress it during full moons, while the latter rarely display any such command of their abilities and in fact are prone to changing without realization in moments of extreme stress or emotion.&lt;br /&gt;
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While most afflicted lycanthropes live uncontrollably violent lives, those who were born with the condition are generally much better at managing their issues and living within broader societies. Those of either category who do not die from violence typically have somewhat extended lifespans, compared to their ancestry as a whole, but the stigma directed at them should their nature become known often works directly against this.&lt;br /&gt;
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Lycanthropes are typically quite hardy and resistant to physical injury, if with a notable weakness to silver.&lt;br /&gt;
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== Types ==&lt;br /&gt;
The majority of lycanthropes are werewolves, but also extant across [[Kishar]] are were-boars, -bears, -dinosaurs, -tigers, -sharks, and others. These are typically somewhat regionally constrained. Whether inherited by birth or bite, new lycanthropes always take a similar form to those that turned them.&lt;br /&gt;
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== Prevalence on Kishar ==&lt;br /&gt;
Lycanthropy has at least some presence everywhere on Kishar, but a much greater one in certain regions or amongst certain peoples. It is relatively common in [[Rothurland]] and [[Talgazan]], as well as within the descendants of peoples from these lands like the [[Bronze-Armed]] of the [[Chaska Sea|Chaskan]] cost and the [[Fjarri]] of the [[Wounds]]. This is similarly the case with the various disparate groups of [[Brightmarch]], the [[Laqto Rainforest]], and as far east as [[Talmithe]]. Inherited lycanthropy is endemic amongst the [[hobgoblin|hobgoblins]] of the [[Stormlands]], and especially those in the northern regions of [[Kad]] and [[Vukararn]].&lt;br /&gt;
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== Cultural views ==&lt;br /&gt;
Most societies and cultures abhor lycanthropes, seeing them as unpredictable, dangerous, and ceaselessly violent creatures, but this is not universally the case. Rothurlandic and Talgazan werecreatures are not inherently persecuted but rather are frequently celebrated, as lycanthropes in these lands are often skilled and valued warriors and leaders. This acceptance is such that many communities have special reinforced structures for lycanthropes to take shelter during full moons, such that even those who cannot control their urges still do not risk harming others.&lt;br /&gt;
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[[Category:Topics]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Bjorn_Ironside&amp;diff=16632</id>
		<title>Bjorn Ironside</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Bjorn_Ironside&amp;diff=16632"/>
		<updated>2026-01-18T18:46:16Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Bjorn Ironside&lt;br /&gt;
|image = &lt;br /&gt;
|title = [[Jarl]]&lt;br /&gt;
|alignment = Chaotic good&lt;br /&gt;
|ancestry = [[Dwarf]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Hreinholt]], [[Rothurland]]&lt;br /&gt;
}}&lt;br /&gt;
'''Bjorn Ironside''' {{Pronunciation|be-YORN}} is a [[Lycanthropy|werebear]] and [[jarl]] of [[Rothurland]]. He is known for being highly protective of the people living within his realm, to a greater degree than is considered typical for jarls. His realm is also one of the few in Rothurland that has a history of hereditary inheritance - before Bjorn, the territory was controlled by his father and grandfather.&lt;br /&gt;
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Bjorn has a number of trained cave bears that serve as companions and as guards to his longhouse.&lt;br /&gt;
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As jarl, Bjorn controls the area between the [[Hvitna River|Hvitna]] and [[Vara River|Vara]] rivers, including the settlements of [[Hreinholt]], [[Dyrfang]], [[Fornheim]], and [[Grimfell]]. The expansionist frost giant Jarl [[Hrimnir]] has begun pushing into Bjorn's northern and eastern territories, an act of aggression that has enraged the werebear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Rothurland/People]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Werecreatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
</feed>