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	<updated>2026-10-29T07:48:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Masyakata&amp;diff=16790</id>
		<title>Masyakata</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Masyakata&amp;diff=16790"/>
		<updated>2026-10-24T01:20:30Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Masyakata&lt;br /&gt;
|title = The King of Emeralds&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = Skeleton ([[human]])&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Rovakhit]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Masyakata&#039;&#039;&#039; {{Pronunciation|mahs-yah-KAH-tah}} was a [[Rovakhit]] general and later [[necromancy|necromancer]] who threatened the city of [[Rovakhad]] in {{Year|6976}}.&lt;br /&gt;
&lt;br /&gt;
Born to a family of some stature in Rovakhad, in the early {{Year|6300|nolink=true}}s under the first [[Ether Council]] Masyakata rose to prominence as a military leader, defending the nascent realm from nomadic [[targai]] tribes of the [[Uxtamazata Desert]]. This he did successfully for several decades before setting off in {{Year|6342}} with an army into the eastern desert in search of hostile tribes suspected to dwell there. Masyakata had become troublesome to the Ether Council by this time, his ambitions and desire for personal power threatening to disrupt their rule, and so they dispatched him on an expedition all knew to be ill-fated. Nearly all his soldiers met their demise there, to thirst, the sun, and creatures beyond description. Masyakata himself never returned, and it was presumed he too had died.&lt;br /&gt;
&lt;br /&gt;
This presumption was correct, but death was not the end of Masyakata. By means unknown he transformed himself undead, and as a skeleton wandered the desert for a time in search of the remains of his army. Eventually rumors of his survival made their way back to Rovakhad, and rumors of these rumors back to Masyakata. Knowing the Ether Council would send another force to ensure he did not return, he divided his body, splitting himself into two arms, two legs, a torso, and a head, convincing or deceiving caravans to take them with to far-flung regions of the [[Aban Steppe]], or else traveling there under his own locomotion. He remained in this state, separated by great distance, for centuries. It was not until the later years of the {{Year|6900|nolink=true}}s when, upon learning of the weakened state of the current Ether Council, Maskayata decided to get his revenge.&lt;br /&gt;
&lt;br /&gt;
Intending to return to Rovakhad, use the fast quantities of [[onyx]] there to raise an undead army from the catacombs, and rule the city for himself, Masyakata first had to rejoin each part of his body. This he did in the same way as they were separated, by paying or threatening caravaneers to protect and carry his parts back to Rovakhad. Most, like the caravan led by [[Anesidora]] and a group of adventurers, were unaware of what they bore until quite far into their journeys.&lt;br /&gt;
&lt;br /&gt;
Though all caravans eventually reached Rovakhad, Masyakata&#039;s plans were foiled at the last moment by the same group of adventurers who brought his head to the city, who saved the city by stopping him from unleashing his necromantic powers at scale. Finally slain, Masyakata&#039;s remains now lie divided once again, yet dormant this time, in the catacombs beneath his former home.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovakhit]]&lt;br /&gt;
[[Category:Rovakhit/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Undead]]&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=Y0_interlude&amp;diff=16789</id>
		<title>Y0 interlude</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Y0_interlude&amp;diff=16789"/>
		<updated>2026-10-24T01:16:51Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Y0 interlude&#039;&#039;&#039; refers to the apparent gap in history around the year {{Year|-3000}}, as measured by the progression of the [[Anchor site|era clocks]]. Exceptionally little evidence prior to this time remains, whether material or otherwise. There are no known ruins or artifacts that can be conclusively proven to have predated Y0, though limited evidence of a prior era does exist in intangible form.&lt;br /&gt;
&lt;br /&gt;
What did survive the Y0 interlude is perhaps more interesting than what did not. Certain oral histories of the [[Flower Kingdoms]], as recorded by their [[ishuun|ishuuns]] and water-dancers, are believed to have been passed down from generations that lived before the gap. This is largely due to the mentions of astronomical events like comets, eclipses, and red suns recorded in the stories - as post-interlude histories of the Flower Kingdoms are equally precise as to the dates of such definitely known events, some scholars have concluded that they must have been equally accurate before. If so, the peoples of the Flower Kingdoms, or their predecessors, not only predate the interlude but do so by a remarkable degree, at least another twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
Followers of the [[Draconic pantheon]] often believe the Hidden Moon, [[Udsakar]], to have disappeared around the time of the Y0 interlude, which might be supported by the histories of the Flower Kingdoms. While many legends of particular dragons, some doubtless real, date to immediately after the interlude, none are from before. &lt;br /&gt;
&lt;br /&gt;
Certain still-alive individuals, such as [[Anlabban]], are also thought by some to have survived the interlude.&lt;br /&gt;
&lt;br /&gt;
There is no generally accepted theory as to what caused the interlude, or what existed before. There isn&#039;t even agreement that one occurred to begin with. Amongst those who do believe it to have been real, common hypotheses as to what happened to those who lived before include an etheric ascension of the sort told in the stories of the [[Dwer pantheon]], a massive cataclysm, or a mass departure of [[Kishar]].&lt;br /&gt;
 &lt;br /&gt;
[[Category:Topics]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Y0_interlude&amp;diff=16788</id>
		<title>Y0 interlude</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Y0_interlude&amp;diff=16788"/>
		<updated>2026-10-24T01:15:43Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Y0 interlude&#039;&#039;&#039; refers to the apparent gap in history around the year {{Year|-3000}}, as measured by the progression of the [[Anchor site|era clocks]]. Exceptionally little evidence prior to this time remains, whether material or otherwise. There are no known ruins or artifacts that can be conclusively proven to have predated Y0, though limited evidence of a prior era does exist in intangible form.&lt;br /&gt;
&lt;br /&gt;
What did survive the Y0 interlude is perhaps more interesting than what did not. Certain oral histories of the [[Flower Kingdoms]], as recorded by their [[ishuun|ishuuns]] and water-dancers, are believed to have been passed down from generations that lived before the gap. This is largely due to the mentions of astronomical events like comets, eclipses, and red suns recorded in the stories - as post-interlude histories of the Flower Kingdoms are equally precise as to the dates of such definitely known events, some scholars have concluded that they must have been equally accurate before. If so, the peoples of the Flower Kingdoms, or their predecessors, not only predate the interlude but do so by a remarkable degree, at least another twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
Followers of the [[Draconic pantheon]] often believe the Hidden Moon, [[Udsakar]], to have disappeared around the time of the Y0 interlude, which might be supported by the histories of the Flower Kingdoms. While many legends of particular dragons, some doubtless real, date to immediately after the interlude, none are from before. &lt;br /&gt;
&lt;br /&gt;
Certain still-alive individuals, such as [[Anlabban]], are also thought by some to have survived the interlude.&lt;br /&gt;
&lt;br /&gt;
There is no generally accepted theory as to what caused the interlude, or what existed before. There isn&#039;t even agreement that one occurred to begin with. Amongst those who do believe it to have been real, common hypotheses include as to what happened to those who lived before include an etheric ascension of the sort told in the stories of the [[Dwer pantheon]], a massive cataclysm, or a mass departure of [[Kishar]].&lt;br /&gt;
 &lt;br /&gt;
[[Category:Topics]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Year:Y9342&amp;diff=16787</id>
		<title>Year:Y9342</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y9342&amp;diff=16787"/>
		<updated>2026-10-24T01:13:33Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{Yearbox|year=6342}}  == Events == * Masyakata, a powerful general of Rovakhit, is dispatched by the Ether Council on an expedition into the eastern Uxtamazata Desert. Though this expedition was intended to kill him, Masyakata survives, but only as a skeleton. To hide he splits his body into six pieces and has them carried to remote places across the Aban Steppe.  Category:Years Category:History Category:Campaign 8 Category:Rovakhit/His...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=6342}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* [[Masyakata]], a powerful general of [[Rovakhit]], is dispatched by the [[Ether Council]] on an expedition into the eastern [[Uxtamazata Desert]]. Though this expedition was intended to kill him, Masyakata survives, but only as a skeleton. To hide he splits his body into six pieces and has them carried to remote places across the [[Aban Steppe]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Campaign 8]]&lt;br /&gt;
[[Category:Rovakhit/History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Masyakata&amp;diff=16786</id>
		<title>Masyakata</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Masyakata&amp;diff=16786"/>
		<updated>2026-10-24T01:09:53Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Masyakata |title = The King of Emeralds |image =  |ancestry = Skeleton (human) |gender = Male |homeland = Rovakhit }} &amp;#039;&amp;#039;&amp;#039;Masyakata&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|mahs-yah-KAH-tah}} was a Rovakhit general and later necromancer who threatened the city of Rovakhad in {{Year|6976}}.  Born to a family of some stature in Rovakhad, in the early {{Year|6300|nolink=true}}s under the first Ether Council Masyakata rose to prominence as...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Masyakata&lt;br /&gt;
|title = The King of Emeralds&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = Skeleton ([[human]])&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Rovakhit]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Masyakata&#039;&#039;&#039; {{Pronunciation|mahs-yah-KAH-tah}} was a [[Rovakhit]] general and later [[necromancy|necromancer]] who threatened the city of [[Rovakhad]] in {{Year|6976}}.&lt;br /&gt;
&lt;br /&gt;
Born to a family of some stature in Rovakhad, in the early {{Year|6300|nolink=true}}s under the first [[Ether Council]] Masyakata rose to prominence as a military leader, defending the nascent realm from nomadic [[targai]] tribes of the [[Uxtamazata Desert]]. This he did successfully for several decades before setting off in {{Year|6342}} with an army into the eastern desert in search of hostile tribes suspected to dwell there. Masyakata had become troublesome to the Ether Council by this time, his ambitions and desire for personal power threatening to disrupt their rule, and so they dispatched him on an expedition all knew to be ill-fated. Nearly all his soldiers met their demise there, to thirst, the sun, and creatures beyond description. Masyakata himself never returned, and it was presumed he too had died.&lt;br /&gt;
&lt;br /&gt;
This presumption was correct, but death was not the end of Masyakata. By means unknown he transformed himself undead, and as a skeleton wandered the desert for a time in search of the remains of his army. Eventually rumors of his survival made their way back to Rovakhad, and rumors of these rumors back to Masyakata. Knowing the Ether Council would send another force to ensure he did not return, he divided his body, splitting his body into two arms, two legs, a torso, and a head, convincing or deceiving caravans to take them with to far-flung regions of the [[Aban Steppe]], or else traveling there under his own locomotion. He remained in this state, separated by great distance, for centuries. It was not until the later years of the {{Year|6900|nolink=true}}s when, upon learning of the weakened state of the current Ether Council, Maskayata decided to get his revenge.&lt;br /&gt;
&lt;br /&gt;
Intending to return to Rovakhad, use the fast quantities of [[onyx]] there to raise an undead army from the catacombs, and rule the city for himself, Masyakata first had to rejoin each part of his body. This he did in the same way as they were separated, by paying or threatening caravaneers to protect and carry his parts back to Rovakhad. Most, like the caravan led by [[Anesidora]] and a group of adventurers, were unaware of what they bore until quite far into their journeys.&lt;br /&gt;
&lt;br /&gt;
Though all caravans eventually reached Rovakhad, Masyakatas plans were foiled at the last moment by the same group of adventurers who brought his head to the city, who saved the city by stopping him from unleashing his necromantic powers at scale. Finally slain, Masyakata&#039;s remains now lie divided once again, yet dormant this time, in the catacombs beneath his former home.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovakhit]]&lt;br /&gt;
[[Category:Rovakhit/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Undead]]&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=Main_Page&amp;diff=16785</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Main_Page&amp;diff=16785"/>
		<updated>2026-10-23T16:38:07Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &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&#039;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 &#039;&#039;Comprehend Language&#039;&#039;, 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&#039;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&#039;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&#039;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&#039;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&#039;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&#039;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&#039;t talk about everything, it&#039;s more to provide setting-specific shared perspective). Just because an ancestry doesn&#039;t have a page yet doesn&#039;t mean it doesn&#039;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&#039;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&#039;s great, I&#039;ll do my best to make it worth it, but I don&#039;t expect it. I&#039;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=Year:Y9976&amp;diff=16784</id>
		<title>Year:Y9976</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y9976&amp;diff=16784"/>
		<updated>2026-10-14T02:05:40Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=6976}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
* {{Year|6976}} is the &amp;quot;current&amp;quot; year in the timeline of [[Kishar]].&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
* The king of [[Khapesh]], [[Menes II]], disappears, prompting several of his nomarchs to assemble group of adventurers assembles to locate him. After delving into various ancient ruins across the desert kingdom, the adventurers locate the [[Palace of the Dazzling Sun]], discover Menes&#039; fate, and install a new monarch.&lt;br /&gt;
* A group of adventurers are hired by the [[Silver Falcon Guild]] to investigate some odd happenings in the trade coalitions&#039;s charter town of [[Treivica]] in [[Ellu]]. The adventurers uncover they are being used as unwitting participants in the Guild&#039;s experiments.&lt;br /&gt;
* The [[Meklaw|Meklovian]] [[tengu]] pirate [[Rocco|Rocco &amp;quot;Three-Eye&amp;quot;]] assembles a crew, including some adventurers, to set off after rumors that the legendary pirate [[Andan Cuyucha]] is still alive somewhere across the [[Invelaust Ocean|ocean]]. The adventurers discover Cuyucha and many of his crew still alive after centuries, kept alive by the blood of a [[Huzrotho|nascent demon lord]] entombed under one of the volcanic [[Soul&#039;s End Islands|islands]] where they are themselves trapped.&lt;br /&gt;
* The sentient trebuchet [[Mangana]] suffers a defeat at the hands of a group of adventurers outside [[Orefield]] in the [[Western Coast]].&lt;br /&gt;
* [[Masyakata]], a [[necromancy|necromancer]] and one-time general, threatens the city of [[Rovakhit]] until stopped by a group of adventurers from across the [[Aban Steppe]].&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* Chephren the Learned takes the throne of Khapesh.&lt;br /&gt;
* An ancient temple to [[Shai]] outside [[Sakha]] is reconsecrated after it had been occupied by cultists of [[Tarhunz]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Campaign 2]]&lt;br /&gt;
[[Category:Campaign 3]]&lt;br /&gt;
[[Category:Campaign 5]]&lt;br /&gt;
[[Category:Khapesh/History]]&lt;br /&gt;
[[Category:Ellu/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=Lawazantiya&amp;diff=16783</id>
		<title>Lawazantiya</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Lawazantiya&amp;diff=16783"/>
		<updated>2026-10-14T01:21:17Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityInfobox&lt;br /&gt;
|name = Lawazantiya&lt;br /&gt;
|image = &lt;br /&gt;
|nation = [[Viridia]]&lt;br /&gt;
|ruler = -&lt;br /&gt;
|government = Mayorship&lt;br /&gt;
|demonym = Lawazantiyan&lt;br /&gt;
|adjective = Lawazantiyan&lt;br /&gt;
|population = ~1,000&lt;br /&gt;
|demographics = Primarily [[human]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Lawazantiya&#039;&#039;&#039; {{Pronunciation|lah-wah-ZAN-tee-ah}} is a town in the [[Viridia|Viridian]] province of [[Herren]], located along the eastern banks of the [[Kanesh River]] about ten miles from the coast of the [[Chaska Sea]]. It is the single largest community of the [[Sharrarde]], who have populated the town for centuries at least. Known by the Sharrarde as the city of flowing water, the Kanesh River around the town is said to be particularly cold, clean, and clear, and is diverted into the fountains and river-fed canals for which Lawazantiya is known.&lt;br /&gt;
&lt;br /&gt;
Lawazantiya is frequently referred to as &#039;&#039;&#039;Lusanda&#039;&#039;&#039; in Viridian sources, a name more amenable to eastern [[Thadria|Thadrian]] tongues.&lt;br /&gt;
&lt;br /&gt;
{{CitiesViridia}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Viridia]]&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Viridia/Settlements]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Viridia/Towns]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Lawazantiya&amp;diff=16782</id>
		<title>Lawazantiya</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Lawazantiya&amp;diff=16782"/>
		<updated>2026-10-14T01:20:24Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{CityInfobox |name = Lawazantiya |image =  |nation = Viridia |ruler = - |government = Mayorship |demonym = Lawazantiyan |adjective = Lawazantiyan |population = ~1,000 |demographics = Primarily human }} &amp;#039;&amp;#039;&amp;#039;Lawazantiya&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|lah-wah-ZAN-tee-ah}} is a town in the Viridian province of Herren, located along the eastern banks of the Kanesh River about ten miles from the coast of the Chaska Sea. It is the single largest community of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityInfobox&lt;br /&gt;
|name = Lawazantiya&lt;br /&gt;
|image = &lt;br /&gt;
|nation = [[Viridia]]&lt;br /&gt;
|ruler = -&lt;br /&gt;
|government = Mayorship&lt;br /&gt;
|demonym = Lawazantiyan&lt;br /&gt;
|adjective = Lawazantiyan&lt;br /&gt;
|population = ~1,000&lt;br /&gt;
|demographics = Primarily [[human]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Lawazantiya&#039;&#039;&#039; {{Pronunciation|lah-wah-ZAN-tee-ah}} is a town in the [[Viridia|Viridian]] province of [[Herren]], located along the eastern banks of the [[Kanesh River]] about ten miles from the coast of the [[Chaska Sea]]. It is the single largest community of the [[Sharrarde]], who have populated the town for centuries at least. Known by the Sharrarde as the city of flowing water, the Kanesh River around the town is said to be particularly cold, clean, and clear, diverted into the fountains and river-fed canals for which Lawazantiya is known.&lt;br /&gt;
&lt;br /&gt;
Lawazantiya is frequently referred to as &#039;&#039;&#039;Lusanda&#039;&#039;&#039; in Viridian sources, a name more amenable to eastern [[Thadria|Thadrian]] tongues.&lt;br /&gt;
&lt;br /&gt;
{{CitiesViridia}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Viridia]]&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Viridia/Settlements]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Viridia/Towns]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=King_at_the_End_of_Time&amp;diff=16781</id>
		<title>King at the End of Time</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=King_at_the_End_of_Time&amp;diff=16781"/>
		<updated>2026-10-09T22:48:06Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;King at the End of Time&#039;&#039;&#039; is a mythical figure shared by many [[hobgoblin]] peoples of the [[Stormlands]], whose stories are especially influential in the north in [[Kad]] and [[Vukararn]]. A violent and not exactly heroic figure, the King returns periodically over the course of history to damage and reshape the world, leveling towers and mountains as he does so. In the distant past he taught the stone how to be quiet, and the air how to speak, and their spirits are the only beings of the world for which he cares. &lt;br /&gt;
&lt;br /&gt;
Physical descriptions of the King are remarkably consistent. He is said to be twice as tall as a typical hobgoblin, with hands made of fire and hair of liquid iron. He wears tattered clothes of patchwork faces, some of which still gaze at the world through near-blind eyes.&lt;br /&gt;
&lt;br /&gt;
Other peoples of the Stormlands, who may not have as much familiarity with his legends, often believe the King at the End of Time to be a messianic figure to hobgoblins. This is quite incorrect, as he is more of a herald and a bringer of an ending to things. His arrival is not dreaded nor anticipated, but rather simply known - he will inexorably return, whatever actions anyone else may take.&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Hobgoblins]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tantamani_cache&amp;diff=16780</id>
		<title>Tantamani cache</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tantamani_cache&amp;diff=16780"/>
		<updated>2026-10-09T22:45:24Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Tantamani cache&#039;&#039;&#039; {{Pronunciation|tahn-tah-MAH-nee}} is a collection of tablets unearthed near the town of [[Tantamani]] where the [[Aur River]] flows into [[Lake Nulukkhaz]]. The tablets, dating to the middle years of [[Khapesh|Khapesh&#039;s]] Age of Expansion, are primarily diplomatic letters addressed to a succession of Khapeshan monarchs, starting with [[Khentimeresh]] but continuing for at least two hundred years after the end of his reign.&lt;br /&gt;
&lt;br /&gt;
Tablets in the Tantamani cache were primarily sent by Khapeshan vassals or peer states, though some were written by Khapeshan monarchs themselves in response, presumably unsent. The tablets have proven valuable as sources of information about the relations between Khapesh and [[Akhom]], [[Amshan]], the [[Eastern Chaskan city-states]], and others. Some include the only known references to otherwise lost peoples and places, such as the [[Bel-Shimanni]], who were seemingly a nomadic seafaring people of the eastern [[Chaska Sea]], and the [[Siluku]], a troublesome group who harassed Khapeshan vassal city-states in the [[Western Coast]].&lt;br /&gt;
&lt;br /&gt;
How the tablets found their way to Tantamani is unclear - the city was at the southernmost point of Khapeshan expansion, and rather quickly lost by central rule. Aside from a handful of tombs of local elites, few other notable artifacts have been found around Tantamani from this time period. &lt;br /&gt;
&lt;br /&gt;
The cache was discovered in the early years of the {{Year|6900|nolink=true}}s by a group of adventurers, after which they were delivered to the grand library in [[Sakha]]. With only a few exceptions, the tablets can still be found there, available for study by scholars yet carefully protected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Written works]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tgrea&amp;diff=16779</id>
		<title>Tgrea</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tgrea&amp;diff=16779"/>
		<updated>2026-10-09T22:43:26Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Tgrea&#039;&#039;&#039; {{Pronunciation|tg-RAY-ah}} are giants who live in temperate coastal regions within the [[Monumon]]. Peaceful transhumants, they live somewhat solitary lives while tending to their herds of [[udu]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Adult Tgrea giants stand nearly 25 feet tall on average, though their characteristic stooped postures they adopt as they age somewhat diminishes their height. They have ashen-grey skin, like the [[Xuldorai]], but unlike their kin in the [[Aban Steppe]] do not culturally engage in any in scarification, tattooing, or other body ornamentation. Tgrea possess a great deal of hair, which most diligently groom and keep short.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Nearly all Tgrea live in the Monumon, in the narrow stretch along the ocean where trees and more lush foliage grows before the land turns to colder steppe to the north. They rarely leave this region, though some can occasionally be found in more southerly parts of the [[Land of the Sun and Moon]].&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
As the Tgrea tell their history, in the distant past they walked out of the sea, shaped by the turmoil of the waves. Seeking to learn and understand, they danced with the moons before waving farewell to the sister of the Twins, who had no choice but to depart. They then settled into their current peaceful, pastoral lives, having tasted enough of adventure for generations.&lt;br /&gt;
&lt;br /&gt;
The giants follow a solar religion, one in which the Singing Sun, or the Narrator of Paths, shows them where to walk through its movements across the horizon. While they still respect their sun god while it is high in the sky, only its actions near the termini of its route have significance. Tgrea religious figures are uncommon, an aspect of the giants&#039; general lack of interest in authority or definite answers. Very disparate yet long-cultivated religious practices are held by Tgrea families, taught by parent to child.&lt;br /&gt;
&lt;br /&gt;
Despite their size and strength, Tgrea are nearly universally pacifists, even amongst the surrounding often hostile tribes of the Monumon. One of the few acts that will spur them to violence, but only as much as is needed, are threats towards their udu, sheep-like creatures they tend to in small herds. Udu, who have blindingly white wool and the ability to quickly regenerate from injuries that would kill other animals, live nearly as long as the giants themselves, who are very proud and protective of the creatures. No udu are known to exist in the wild - any wild populations have long ago died out, with those kept by the Tgrea the only remaining.&lt;br /&gt;
&lt;br /&gt;
Tgrea traditionally travel in small nuclear family groups, and it is rare to see more than five in any one place. Solar festivals and remembrances of those who have died are the only regular reasons they may convene in greater numbers, though times of crisis can bring them together as well.&lt;br /&gt;
&lt;br /&gt;
They are master artisans, having immense time in which to practice their chosen crafts, which are typically those that can be done individually and on the move, such as woodcarving or weaving.&lt;br /&gt;
&lt;br /&gt;
Each Tgrea giant possesses two names yet only ever uses one. The first of their names, their remembrance or lunar name, is one picked for them by their mother, which only the mother and child ever know. The remembrance name is not for speaking or writing, but rather kept as a form of connection with their family even in adulthood when they may be hundreds of miles apart. The Tgrea solar name, chosen by each giant for themselves and changed as needed or desired, is the one used day to day instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Giants]]&lt;br /&gt;
[[Category:Heritages]]&lt;br /&gt;
[[Category:Giants/Heritages]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Miras_tree&amp;diff=16778</id>
		<title>Miras tree</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Miras_tree&amp;diff=16778"/>
		<updated>2026-10-09T22:35:14Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Miras trees&#039;&#039;&#039; {{Pronunciation|MEE-rahs}} are a type of scrubby tree found in the drier interior regions of the [[Western Coast]]. Rarely more than ten feet tall, the miras tree is well-adapted to climates with little precipitation, and to those unfamiliar can appear dead at first glance after years with no water. The next rain brings them back to visible life, however, as color returns to its needles and it begins to grow again.&lt;br /&gt;
&lt;br /&gt;
The seed pods of miras trees take roughly ten years to form. To disperse these seeds the trees twist their trunks like springs, building up an immense amount of energy. When the time comes this energy is released, causing the flexible wood to rotate quickly, flinging the seeds across immense distances. Groves of miras trees usually release their seeds simultaneously.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Western Coast]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tgrea&amp;diff=16777</id>
		<title>Tgrea</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tgrea&amp;diff=16777"/>
		<updated>2026-10-09T22:27:32Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Tgrea&#039;&#039;&#039; {{Pronunciation|tg-RAY-ah}} are giants who live in temperate coastal regions within the [[Monumon]]. Peaceful transhumants, they live somewhat solitary lives while tending to their herds of [[udu]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Adult Tgrea giants stand nearly 25 feet tall on average, though their characteristic stooped postures they adopt as they age somewhat diminishes their height. They have ashen-grey skin, like the [[Xuldorai]], but unlike their kin in the [[Aban Steppe]] do not culturally engage in any in scarification, tattooing, or other body ornamentation. Tgrea possess a great deal of hair, which most diligently groom and keep short.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Nearly all Tgrea live in the Monumon, in the narrow stretch along the ocean where trees and more lush foliage grows before the land turns to colder steppe to the north. They rarely leave this region, though some can occasionally be found in more southerly parts of the [[Land of the Sun and Moon]].&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
As the Tgrea tell their history, in the distant past they walked out of the sea, shaped by the turmoil of the waves. Seeking to learn and understand, they danced with the moons before waving farewell to the sister of the Twins, who had no choice but to depart. They then settled into their current peaceful, pastoral life, having tasted enough of adventure for generations.&lt;br /&gt;
&lt;br /&gt;
The giants follow a solar religion, one in which the Singing Sun, or the Narrator of Paths, shows them where to walk through its movements across the horizon. While they still respect their sun god while it is high in the sky, only its actions near the termini of its route have significance. Tgrea religious figures are uncommon, an aspect of the giants&#039; general lack of interest in authority or definite answers. Very disparate yet long-cultivated religious practices are held by Tgrea families, taught by parent to child.&lt;br /&gt;
&lt;br /&gt;
Despite their size and strength, Tgrea are nearly universally pacifists, even amongst the surrounding often hostile tribes of the Monumon. One of the few acts that will spur them to violence, but only as much as is needed, are threats towards their udu, sheep-like creatures they tend to in small herds. Udu, who have blindingly white wool and the ability to quickly regenerate from injuries that would kill other animals, live nearly as long as the giants themselves, who are very proud and protective of the creatures. No udu are known to exist in the wild - any wild populations have long ago died out, with those kept by the Tgrea the only remaining.&lt;br /&gt;
&lt;br /&gt;
Tgrea traditionally travel in small nuclear family groups, and it is rare to see more than five in any one place. Solar festivals and remembrances of those who have died are the only reasons they may convene in greater numbers, though times of crisis can bring them together as well.&lt;br /&gt;
&lt;br /&gt;
They are master artisans, having immense time in which to practice their chosen crafts, which are typically those that can be done individually and on the move, such as woodcarving or weaving.&lt;br /&gt;
&lt;br /&gt;
Each Tgrea giant possesses two names yet only ever uses one. The first of their names, their remembrance or lunar name, is one picked for them by their mother, which only the mother and child ever know. The remembrance name is not for speaking or writing, but rather kept as a form of connection with their family even in adulthood when they may be hundreds of miles apart. The Tgrea solar name, chosen by each giant for themselves and changed as needed or desired, is the one used day to day instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Giants]]&lt;br /&gt;
[[Category:Heritages]]&lt;br /&gt;
[[Category:Giants/Heritages]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=King_at_the_End_of_Time&amp;diff=16776</id>
		<title>King at the End of Time</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=King_at_the_End_of_Time&amp;diff=16776"/>
		<updated>2026-10-09T02:17:29Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;King at the End of Time&amp;#039;&amp;#039;&amp;#039; is a mythical figure shared by many hobgoblin peoples of the Stormlands, the stories of whom are especially influential in the north in Kad and Vukararn. A violent and not exactly heroic figure, the King returns periodically over the course of history to damage and reshape the world, leveling towers and mountains as he does so. In the distant past he taught the stone how to be quiet, and the air how to speak, and their sp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;King at the End of Time&#039;&#039;&#039; is a mythical figure shared by many [[hobgoblin]] peoples of the [[Stormlands]], the stories of whom are especially influential in the north in [[Kad]] and [[Vukararn]]. A violent and not exactly heroic figure, the King returns periodically over the course of history to damage and reshape the world, leveling towers and mountains as he does so. In the distant past he taught the stone how to be quiet, and the air how to speak, and their spirits are the only beings of the world for which he cares. &lt;br /&gt;
&lt;br /&gt;
Physical descriptions of the King are remarkably consistent. He is said to be twice as tall as a typical hobgoblin, with hands made of fire and hair of liquid iron. He wears tattered clothes of patchwork faces, some of which still gaze at the world through near-blind eyes.&lt;br /&gt;
&lt;br /&gt;
Other peoples of the Stormlands, who may not have as much familiarity with his legends, often believe the King at the End of Time to be a messianic figure to hobgoblins. This is quite incorrect, as he is more of a herald and a bringer of an ending to things. His arrival is not dreaded nor anticipated, but rather simply known - he will inexorably return, whatever actions anyone else may take.&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Hobgoblins]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Miras_tree&amp;diff=16775</id>
		<title>Miras tree</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Miras_tree&amp;diff=16775"/>
		<updated>2026-09-30T00:05:54Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Miras trees&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|MEE-rahs}} are a type of scrubby tree found in the drier interior regions of the Western Coast. Rarely more than ten feet tall, the miras tree is well-adapted to climates with little precipitation, and to those unfamiliar can appear dead at first glance after years with no water. The next rain brings them back to visible life, however, as color returns to its needles and it begins to grow again.  The seeds of miras trees take roughly...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Miras trees&#039;&#039;&#039; {{Pronunciation|MEE-rahs}} are a type of scrubby tree found in the drier interior regions of the [[Western Coast]]. Rarely more than ten feet tall, the miras tree is well-adapted to climates with little precipitation, and to those unfamiliar can appear dead at first glance after years with no water. The next rain brings them back to visible life, however, as color returns to its needles and it begins to grow again.&lt;br /&gt;
&lt;br /&gt;
The seeds of miras trees take roughly ten years to grow. To disperse these seeds the trees twist their trunks like springs, building up an immense amount of energy. When the time comes this energy is released, causing the flexible wood to rotate quickly, flinging the seeds across immense distances. Groves of miras trees usually release their seeds simultaneously.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Western Coast]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tantamani_cache&amp;diff=16774</id>
		<title>Tantamani cache</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tantamani_cache&amp;diff=16774"/>
		<updated>2026-09-29T23:55:30Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Tantamani cache&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|tahn-tah-MAH-nee}} is a collection of tablets unearthed near the town of Tantamani where the Aur River flows into Lake Nulukkhaz. The tablets, dating to the middle years of Khapesh&amp;#039;s Age of Expansion, are primarily diplomatic letters addressed to a succession of Khapeshan monarchs, starting with Khentimeresh but continuing for at least two hundred years after the end of his reign.  Tablets in the Tanta...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Tantamani cache&#039;&#039;&#039; {{Pronunciation|tahn-tah-MAH-nee}} is a collection of tablets unearthed near the town of [[Tantamani]] where the [[Aur River]] flows into [[Lake Nulukkhaz]]. The tablets, dating to the middle years of [[Khapesh|Khapesh&#039;s]] Age of Expansion, are primarily diplomatic letters addressed to a succession of Khapeshan monarchs, starting with [[Khentimeresh]] but continuing for at least two hundred years after the end of his reign.&lt;br /&gt;
&lt;br /&gt;
Tablets in the Tantamani cache were primarily sent by Khapeshan vassals or peer states, though some were written by Khapeshan monarchs themselves in response, presumably unsent. The tablets have proven valuable as sources of information about the relations between Khapesh and [[Akhom]], [[Amshan]], the [[Eastern Chaskan city-states]], and others. Some includes the only known references to otherwise lost peoples and places, such as the [[Bel-Shimanni]], who were seemingly a nomadic seafaring people of the eastern [[Chaska Sea]], and the [[Siluku]], a troublesome group who harassed Khapeshan vassal city-states in the [[Western Coast]].&lt;br /&gt;
&lt;br /&gt;
How the tablets found their way to Tantamani is unclear - the city was at the southernmost point of Khapeshan expansion, and rather quickly lost by central rule. Aside from a handful of tombs of local elites, few other notable artifacts have been found around Tantamani from this time period. &lt;br /&gt;
&lt;br /&gt;
The cache was discovered in the early years of the {{Year|6900|nolink=true}}s by a group of adventurers, after which they were delivered to the grand library in [[Sakha]]. With only a few exceptions, the tablets can still be found there, available for study by scholars yet carefully protected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Written works]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Three_Fingers&amp;diff=16773</id>
		<title>Three Fingers</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Three_Fingers&amp;diff=16773"/>
		<updated>2026-09-20T02:28:13Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Three Fingers&#039;&#039;&#039; are a trio of stone pillars that rise out of the [[Na-Gaesa Ocean]] roughly twenty miles south of the [[Old Twins]]. The pillars are each between one hundred and one hundred fifty feet tall with flat tops of roughly a thousand square feet, and together form a reasonably straight line over a quarter of a mile. A handful of wind-twisted trees and grasses grows where seeds can find purchase on the stone surface of the Fingers, yet they are otherwise quite barren.&lt;br /&gt;
&lt;br /&gt;
Climbing the Three Fingers was once a popular challenge for [[Rashareka|Rasharekan]] heroes seeking to prove themselves. The high winds, treacherous seas, and slick stone posed enough of a danger alone, yet the Fingers were also a resting spot for wild [[Ha-Kolawa]] who tended to be quite territorial of their roosts. Since the demonic invasions of the [[Old Twins]] began the Three Fingers have been quiet, both the adventurers and pterosaurs driven away.&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Three_Fingers&amp;diff=16772</id>
		<title>Three Fingers</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Three_Fingers&amp;diff=16772"/>
		<updated>2026-09-20T02:28:00Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Three Fingers&amp;#039;&amp;#039;&amp;#039; are a trio of stone pillars that rise out of the Na-Gaesa Ocean roughly twenty miles south of the Old Twins. The pillars are each between one hundred and one hundred fifty feet tall with flat tops of roughly a thousand square feet, and together form a reasonably straight line over a quarter of a mile. A handful of wind-twisted trees and grasses grows where seeds can find purchase on the stone surface of the Fingers, yet they are otherwise...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Three Fingers&#039;&#039;&#039; are a trio of stone pillars that rise out of the [[Na-Gaesa Ocean]] roughly twenty miles south of the [[Old Twins]]. The pillars are each between one hundred and one hundred fifty feet tall with flat tops of roughly a thousand square feet, and together form a reasonably straight line over a quarter of a mile. A handful of wind-twisted trees and grasses grows where seeds can find purchase on the stone surface of the Fingers, yet they are otherwise quite barren.&lt;br /&gt;
&lt;br /&gt;
Climbing the Three Fingers was once a popular challenge for [[Rasharaka|Rasharekan]] heroes seeking to prove themselves. The high winds, treacherous seas, and slick stone posed enough of a danger alone, yet the Fingers were also a resting spot for wild [[Ha-Kolawa]] who tended to be quite territorial of their roosts. Since the demonic invasions of the [[Old Twins]] began the Three Fingers have been quiet, both the adventurers and pterosaurs driven away.&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tgrea&amp;diff=16771</id>
		<title>Tgrea</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tgrea&amp;diff=16771"/>
		<updated>2026-09-19T03:21:28Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Tgrea&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|tg-RAY-ah}} are giants who live in temperate coastal regions within the Monumon. Peaceful transhumants, they live somewhat solitary lives while tending to their herds of udu.  == Appearance == Adult Tgrea giants stand nearly 25 feet tall on average, though their characteristic stooped postures they adopt as they age somewhat diminishes their height. They have ashen-grey skin, like the Xuldorai, but unlike their kin in the Aba...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Tgrea&#039;&#039;&#039; {{Pronunciation|tg-RAY-ah}} are giants who live in temperate coastal regions within the [[Monumon]]. Peaceful transhumants, they live somewhat solitary lives while tending to their herds of [[udu]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Adult Tgrea giants stand nearly 25 feet tall on average, though their characteristic stooped postures they adopt as they age somewhat diminishes their height. They have ashen-grey skin, like the [[Xuldorai]], but unlike their kin in the [[Aban Steppe]] do not culturally engage in any in scarification, tattooing, or other body ornamentation. Tgrea possess a great deal of hair, which most diligently groom and keep short.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Nearly all Tgrea live in the Monumon, in the narrow stretch along the ocean where trees and more lush foliage grows before the land turns to colder steppe to the north. They rarely leave this region, though some can occasionally be found in more southerly parts of the [[Land of the Sun and Moon]].&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
As the Tgrea tell their history, in the distant past they walked out of the sea, shaped by the turmoil of the waves. Seeking to learn and understand, they danced with the moons before waving farewell to the sister of the Twins, who had no choice but to depart. They then settled into their current peaceful, pastoral life, having tasted enough of adventure for generations.&lt;br /&gt;
&lt;br /&gt;
The giants follow a solar religion, one in which the Singing Sun is the Narrator of Paths, showing them where to walk through its movements across the horizon. While they still respect their sun god while it is high in the sky, only its actions near the termini of its route have significance. Tgrea religious figures are uncommon, an aspect of the giants&#039; general lack of interest in authority or definite answers. Very disparate yet long-cultivated religious practices are held by Tgrea families, taught by parent to child.&lt;br /&gt;
&lt;br /&gt;
Despite their size and strength, Tgrea are nearly universally pacifists, even amongst the surrounding often hostile tribes of the Monumon. One of the few acts that will spur them to violence, but only as much as is needed, are threats towards their udu, sheep-like creatures they tend to in small herds. Udu, who have blindingly white wool and the ability to quickly regenerate from injuries that would kill other animals, live nearly as long as the giants themselves, who are very proud and protective of the creatures. No udu are known to exist in the wild - any wild populations have long ago died out, with those kept by the Tgrea the only remaining.&lt;br /&gt;
&lt;br /&gt;
Tgrea traditionally travel in small nuclear family groups, and it is rare to see more than five in any one place. Solar festivals and remembrances of those who have died are the only reasons they may convene in greater numbers, though times of crisis can bring them together as well.&lt;br /&gt;
&lt;br /&gt;
They are master artisans, having immense time in which to practice their chosen crafts, which are typically those that can be done individually and on the move, such as woodcarving or weaving.&lt;br /&gt;
&lt;br /&gt;
Each Tgrea giant possesses two names yet only ever uses one. The first of their names, their remembrance or lunar name, is one picked for them by their mother, which only the mother and child ever know. The remembrance name is not for speaking or writing, but rather kept as a form of connection with their family even in adulthood when they may be hundreds of miles apart. The Tgrea solar name, chosen by each giant for themselves and changed as needed or desired, is the one used day to day instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Giants]]&lt;br /&gt;
[[Category:Heritages]]&lt;br /&gt;
[[Category:Giants/Heritages]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Celsus_Asullus&amp;diff=16770</id>
		<title>Celsus Asullus</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Celsus_Asullus&amp;diff=16770"/>
		<updated>2026-09-12T15:49:03Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Celsus Asellus |image =  |title = Governor of Carmora |ancestry = Human |gender = Male |homeland = Carmora, Viridia |affiliation = House Asellus }} &amp;#039;&amp;#039;&amp;#039;Celsus Asellus&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|KEL-soos ah-SELL-loos}} is a member of the Asellus Viridian senatorial family and, as of {{Year|6976}}, the governor of the city of Carmora. Though an astute merchant and negotiator, his skills at...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Celsus Asellus&lt;br /&gt;
|image = &lt;br /&gt;
|title = Governor of [[Carmora]]&lt;br /&gt;
|ancestry = Human&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Carmora]], [[Viridia]]&lt;br /&gt;
|affiliation = [[House Asellus]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Celsus Asellus&#039;&#039;&#039; {{Pronunciation|KEL-soos ah-SELL-loos}} is a member of the [[House Asellus|Asellus]] [[Viridia|Viridian]] [[Viridian senate|senatorial]] family and, as of {{Year|6976}}, the governor of the city of [[Carmora]]. Though an astute merchant and negotiator, his skills at bringing wealth to the city and his family have been offset by his penchant for funding ill-conceived projects, such as the half-complete Lighthouse of the Two Horizons that sits offshore from Carmora&#039;s port. Still, he is quite popular with the city&#039;s residents, and despite his follies has retained their strong support. &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=Novia_Asellus&amp;diff=16769</id>
		<title>Novia Asellus</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Novia_Asellus&amp;diff=16769"/>
		<updated>2026-09-12T15:32:16Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Novia Asellus&lt;br /&gt;
|image = &lt;br /&gt;
|title = Head of [[House Asellus]]&lt;br /&gt;
|alignment = Lawful neutral&lt;br /&gt;
|ancestry = Human&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Imorkan]], [[Izgrev]]&lt;br /&gt;
|affiliation = [[House Asellus]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Novia Asellus&#039;&#039;&#039; {{Pronunciation|NO-vee-ah ah-SELL-loos}} is a [[Viridia|Viridian]] noble and head of the [[Viridian senate|senatorial]] family [[House Asellus]]. In her younger age Novia Asellus served as an officer in the [[Legion of the West]] before returning to her family&#039;s estate in [[Imorkan]], from which she directs the family&#039;s activities in the protectorate of [[Izgrev]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Viridia]]&lt;br /&gt;
[[Category:Viridia/People]]&lt;br /&gt;
[[Category:Izgrev]]&lt;br /&gt;
[[Category:Izgrev/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=House_Asellus&amp;diff=16768</id>
		<title>House Asellus</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=House_Asellus&amp;diff=16768"/>
		<updated>2026-09-12T15:32:06Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = House Asellus&lt;br /&gt;
|image = &lt;br /&gt;
|type = Noble house, senatorial family&lt;br /&gt;
|leader = [[Novia Asellus]]&lt;br /&gt;
|alignment = Varies; primarily lawful&lt;br /&gt;
|headquarters = [[Carmora]], [[Viridia]]; [[Imorkan]], [[Izgrev]]&lt;br /&gt;
|scope = [[Viridia]], [[Izgrev]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;House Asellus&#039;&#039;&#039; {{Pronunciation|ah-SELL-loos}} is a [[Viridia|Viridian]] [[Viridian senate|senatorial]] family and one of the ruling families of the protectorate of [[Izgrev]]. Along with [[House Corvus]], [[House Laeva]], and [[House Russus]], the family was granted control of Izgrev when Viridia invaded the north coast of the [[Phiora Sea]] in the reign of the [[Avus Salonius IV|Sun King]].&lt;br /&gt;
&lt;br /&gt;
Of the four families, historically House Asellus has pushed the most for close integration between Izgrev and Viridia. Members of the family often become officers in the legions before returning to their estates near [[Carmora]] and [[Imorkan]].&lt;br /&gt;
&lt;br /&gt;
The current head of House Asellus is [[Novia Asellus]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Viridia]]&lt;br /&gt;
[[Category:Izgrev]]&lt;br /&gt;
[[Category:Noble Houses]]&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Senatorial families]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Perilous_Crown&amp;diff=16766</id>
		<title>Perilous Crown</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Perilous_Crown&amp;diff=16766"/>
		<updated>2026-09-09T16:18:02Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Perilous Crown |image =  |title = Aeon king of Hailkeep |ancestry = Tengu |gender = Female |homeland = Tazak }} &amp;#039;&amp;#039;&amp;#039;Perilous Crown&amp;#039;&amp;#039;&amp;#039; is an aeon king of Tazak, ruling from her fortified palace complex at Hailkeep. Highly reclusive, she has rarely been seen in public since violently taking over Hailkeep in {{Year|6955}}, preferring to stay within her magical laboratories where she performs arcane experiments of an unclear...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Perilous Crown&lt;br /&gt;
|image = &lt;br /&gt;
|title = [[Aeon king]] of [[Hailkeep]]&lt;br /&gt;
|ancestry = [[Tengu]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Tazak]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Perilous Crown&#039;&#039;&#039; is an [[aeon king]] of [[Tazak]], ruling from her fortified palace complex at [[Hailkeep]]. Highly reclusive, she has rarely been seen in public since violently taking over Hailkeep in {{Year|6955}}, preferring to stay within her magical laboratories where she performs arcane experiments of an unclear nature.&lt;br /&gt;
&lt;br /&gt;
Perilous Crown does not originally hail from Tazak, but here origins are unknown. Some believe she came to the [[Stormlands]] from across the [[Na-Gaesa Ocean]], primarily due to her unusual manners of speech and language, not known to others in the somewhat provincial lands of Tazak. &lt;br /&gt;
&lt;br /&gt;
[[Category:Tazak]]&lt;br /&gt;
[[Category:Tazak/People]]&lt;br /&gt;
[[Category:Tengu]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tiyaz&amp;diff=16765</id>
		<title>Tiyaz</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tiyaz&amp;diff=16765"/>
		<updated>2026-08-31T02:58:04Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Tiyaz&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = Unknown&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Brightmarch]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tiyaz&#039;&#039;&#039; {{Pronunciation|tey-YAZH}} was an itinerant prophet of the [[Blind Witness]] who lived in [[Brightmarch]] during the 34th century. Little information has survived on Tiyaz as a person - even aspects as basic as their ancestry are not known with certainty, though they are often thought of as [[elf|elven]] - but a significant corpus of his writing has endured the ages. Reproductions of his tablets are treated by followers of the Blind Witness as some of the most fundamental explanations of their beliefs, and Tiyaz as the closest the highly decentralized faith has to a religious authority. In fact there are no confirmed records of the Blind Witness prior to Tiyaz, though the prophet&#039;s writings are so often phrased as dialogues with the past works of others that the god is presumed to have had quite the history in earlier centuries as well.&lt;br /&gt;
&lt;br /&gt;
Towards the end of his life Tiyaz is said to have turned into an eagle and flown into the night sky, settling in the star-void of his god.&lt;br /&gt;
&lt;br /&gt;
[[Category:Brightmarch]]&lt;br /&gt;
[[Category:Brightmarch/People]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tiyaz&amp;diff=16764</id>
		<title>Tiyaz</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tiyaz&amp;diff=16764"/>
		<updated>2026-08-31T02:57:42Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Tiyaz |image =  |ancestry = Unknown |gender = Male |homeland = Brightmarch }} &amp;#039;&amp;#039;&amp;#039;Tiyaz&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|tey-YAZH}} was an itinerant prophet of the Blind Witness who lived in Brightmarch during the 34th century. Little information has survived on Tiyaz as a person - even aspects as basic as their ancestry are not known with certainty, though they are often thought of as elven - but a significant corpus of his writing has endur...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Tiyaz&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = Unknown&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Brightmarch]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tiyaz&#039;&#039;&#039; {{Pronunciation|tey-YAZH}} was an itinerant prophet of the [[Blind Witness]] who lived in [[Brightmarch]] during the 34th century. Little information has survived on Tiyaz as a person - even aspects as basic as their ancestry are not known with certainty, though they are often thought of as [[elf|elven]] - but a significant corpus of his writing has endured the ages. Reproductions of his tablets are treated as by followers of the Blind Witness as some of the most fundamental explanations of their beliefs, and Tiyaz as the closest the highly decentralized faith has to a religious authority. In fact there are no confirmed records of the Blind Witness prior to Tiyaz, though the prophet&#039;s writings are so often phrased as dialogues with the past works of others that the god is presumed to have had quite the history in earlier centuries as well.&lt;br /&gt;
&lt;br /&gt;
Towards the end of his life Tiyaz is said to have turned into an eagle and flown into the night sky, settling in the star-void of his god.&lt;br /&gt;
&lt;br /&gt;
[[Category:Brightmarch]]&lt;br /&gt;
[[Category:Brightmarch/People]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Anesidora&amp;diff=16763</id>
		<title>Anesidora</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Anesidora&amp;diff=16763"/>
		<updated>2026-08-30T00:41:29Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Anesidora |image =  |ancestry = Ratfolk |gender = Female |homeland = Rovakhit }} &amp;#039;&amp;#039;&amp;#039;Anesidora&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|ah-nee-sih-DOR-ah}} is a ratfolk caravaneer from the Rovakhit city of Rovakhad. After spending much of her early life as a merchant carrying goods across the Hundred Days Road from Rovakhit to the northern territories of Amshan, she retired to her home city to raise a family. In {{Year|6976}}, however, it was...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Anesidora&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Ratfolk]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Rovakhit]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Anesidora&#039;&#039;&#039; {{Pronunciation|ah-nee-sih-DOR-ah}} is a [[ratfolk]] caravaneer from the [[Rovakhit]] city of [[Rovakhad]]. After spending much of her early life as a merchant carrying goods across the [[Hundred Days Road]] from Rovakhit to the northern territories of [[Amshan]], she retired to her home city to raise a family. In {{Year|6976}}, however, it was this family that led to her traveling the [[Aban Steppe]] once more, after a mysterious evil figure calling himself [[Masyakata]] kidnapped her seventeen children and held them for random until a certain item, a lead box eight inches on each side, was retrieved from [[Narbanden]] and brought back to him. Anesidora agreed to this demand, and in Narbanden recruited a group of adventurers to aid her in her journey. She and the adventurers were successful, and several months later Anesidora was reunited with her children safely.&lt;br /&gt;
&lt;br /&gt;
Anesidora is intensely practical, especially during her quest to get her children back, willing to take whatever steps necessary to keep moving forward. A lifetime on the Hundred Days Road has given her a great deal of experience in the various peoples and environments of [[Abanir]], and while she tends to be a bit too blunt to be an effective diplomat, she nonetheless is rarely caught by surprise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovakhit]]&lt;br /&gt;
[[Category:Rovakhit/People]]&lt;br /&gt;
[[Category:Ratfolk]]&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=Yenfed&amp;diff=16761</id>
		<title>Yenfed</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Yenfed&amp;diff=16761"/>
		<updated>2026-08-30T00:35:26Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Yenfed&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Human]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Rovakhit]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Yenfed&#039;&#039;&#039; {{Pronunciation|YEN-fed}} is a [[human]] musician from [[Rovakhit]], a skilled performer of the zither. She studied under a master of the instrument in [[Rovakhad]] in her youth before setting off west along the [[Hundred Days Road]] in search of patronage amongst the [[Dynast-Prince|dynast-princes]] of [[Amshan]]. Finding life away from her home not to her liking, she soon sought to return, and in {{Year|6976}} joined a group of adventurers who were seeking allies and caravan members for a journey along the Hundred Days Road to Rovakhad, taking her back home. She accompanied them to their final destination, after which he remained in her home city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rovakhit]]&lt;br /&gt;
[[Category:Rovakhit/People]]&lt;br /&gt;
[[Category:Human]]&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=Year:Y9414&amp;diff=16760</id>
		<title>Year:Y9414</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y9414&amp;diff=16760"/>
		<updated>2026-08-25T00:12:04Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=6414}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* An alliance between the nobility of [[Prevela]] and the [[Malavisch|Malavischan]] church unites much of [[Razgovir]], forming the new nation of [[Koritan]].&lt;br /&gt;
* The [[Prince of Carrion]] first appears in the historical record.&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Koritan/History]]&lt;br /&gt;
[[Category:Razgovir/History]]&lt;br /&gt;
[[Category:Western Coast/History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Prince_of_Carrion&amp;diff=16759</id>
		<title>Prince of Carrion</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Prince_of_Carrion&amp;diff=16759"/>
		<updated>2026-08-25T00:11:37Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Prince of Carrion |image =  |ancestry = Unknown (presumed human) |gender = Male (presumed) |homeland = Western Coast }} The &amp;#039;&amp;#039;&amp;#039;Prince of Carrion&amp;#039;&amp;#039;&amp;#039; is an enigmatic pirate leader of the Western Coast. Very little is conclusively known about him - they are presumed to be male, given the name, and likely human, but none have ever seen the Prince in person. The Prince communicates exclusively by skeletal messenger birds, and efforts to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Prince of Carrion&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = Unknown (presumed [[human]])&lt;br /&gt;
|gender = Male (presumed)&lt;br /&gt;
|homeland = [[Western Coast]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Prince of Carrion&#039;&#039;&#039; is an enigmatic pirate leader of the [[Western Coast]]. Very little is conclusively known about him - they are presumed to be male, given the name, and likely [[human]], but none have ever seen the Prince in person. The Prince communicates exclusively by skeletal messenger birds, and efforts to track those are met with only frustration. From their hideout, wherever that might be, the Prince directs a vast network of resources, his influence stretching far and wide along the Western Coast. He seems concerned with wealth acquisition primarily, ordering his underlings to siphon gold, precious gems, and other materials from the smuggling networks across the [[Chaska Sea]]. Sometimes he commands the assassination of presumed rivals as well.&lt;br /&gt;
&lt;br /&gt;
Records of the Prince of Carrion date back to at least {{Year|6414}}. Some believe the moniker to have been adopted by a succession of figures, each calling themselves the Prince upon the death of the previous, but this is generally discarded by most owing to the remarkable stability in the Prince&#039;s demands and orders. So too is commonly rejected the theory the Prince is undead, as they seem to have material needs as if they were amongst the living.&lt;br /&gt;
&lt;br /&gt;
[[Category:Western Coast]]&lt;br /&gt;
[[Category:Western Coast/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=Mount_Pyrodes&amp;diff=16758</id>
		<title>Mount Pyrodes</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Mount_Pyrodes&amp;diff=16758"/>
		<updated>2026-08-21T20:32:29Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Mount Pyrodes&amp;#039;&amp;#039;&amp;#039; is a dormant volcano on Eretrebus Minor, located near the center of the island. Its tree-covered slopes are a popular hunting retreat for Eretreban elite, some of whom maintain summer &amp;quot;cabins&amp;quot; where they can play at poverty while still living in relative luxury.  {{CitiesEretrebus}}  Category:Locations Category:Geography Category:Eretrebus Category:Eretrebus/Locations Category:Eretrebus/Geography Category:Volcan...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mount Pyrodes&#039;&#039;&#039; is a dormant volcano on [[Eretrebus Minor]], located near the center of the island. Its tree-covered slopes are a popular hunting retreat for [[Eretrebus|Eretreban]] elite, some of whom maintain summer &amp;quot;cabins&amp;quot; where they can play at poverty while still living in relative luxury.&lt;br /&gt;
&lt;br /&gt;
{{CitiesEretrebus}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Eretrebus]]&lt;br /&gt;
[[Category:Eretrebus/Locations]]&lt;br /&gt;
[[Category:Eretrebus/Geography]]&lt;br /&gt;
[[Category:Volcanoes]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesEretrebus&amp;diff=16757</id>
		<title>Template:CitiesEretrebus</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesEretrebus&amp;diff=16757"/>
		<updated>2026-08-21T20:29:58Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Eretrebus]]&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;
* [[Amphiaxo]]&lt;br /&gt;
* [[Aros]]&lt;br /&gt;
* [[Cora]]&lt;br /&gt;
* [[Crata]]&lt;br /&gt;
* [[Egis]]&lt;br /&gt;
* [[Iareios]]&lt;br /&gt;
* [[Marina]]&lt;br /&gt;
* [[Mosia]]&lt;br /&gt;
* [[Myrna]]&lt;br /&gt;
* [[Myta]]&lt;br /&gt;
* [[Odarta]]&lt;br /&gt;
* [[Ophos]]&lt;br /&gt;
* [[Tora]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Abythrae]]&lt;br /&gt;
* [[Chaska Sea]]&lt;br /&gt;
* [[Echaeus]]&lt;br /&gt;
* [[Eretrebus Major]]&lt;br /&gt;
* [[Eretrebus Minor]]&lt;br /&gt;
* [[Mendaea]]&lt;br /&gt;
* [[Mount Odarta]]&lt;br /&gt;
* [[Mount Pyrodes]]&lt;br /&gt;
* [[Sea of Ersas]]&lt;br /&gt;
* [[Theumea]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Didracan_coincidence_cults&amp;diff=16756</id>
		<title>Didracan coincidence cults</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Didracan_coincidence_cults&amp;diff=16756"/>
		<updated>2026-08-21T01:03:44Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Didracan coincidence cults&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|DID-rack-an}} were a historical collection of cults once prevalent in southern Thadria. Most followers of the faiths lived around the modern city of Aquissa, though the city was not founded until decades after the cults had withered and disappeared. The last known village to be home to the cultists, Didrac, lends the faith its name; Didrac was depopulated and abandoned by {{Year|4500|nolink=true}}.  The coincid...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Didracan coincidence cults&#039;&#039;&#039; {{Pronunciation|DID-rack-an}} were a historical collection of cults once prevalent in southern [[Thadria]]. Most followers of the faiths lived around the modern city of [[Aquissa]], though the city was not founded until decades after the cults had withered and disappeared. The last known village to be home to the cultists, Didrac, lends the faith its name; Didrac was depopulated and abandoned by {{Year|4500|nolink=true}}.&lt;br /&gt;
&lt;br /&gt;
The coincidence cults are effectively unknown outside scholarly circles, and even then poorly understood. They wrote no texts, preferring to keep their traditions orally, and left little in the way of relics behind save for stone sigils carved with double spiral patterns. Individuals of the faith lived ascetic lives with few comforts or possessions, believing that all events occurred for unknowable reasons and that all they could do was adjust and adapt. They drew connections between disparate happenings and omens, drawing together webs of intrigue in an effort to explain the world. There is no evidence of any worship of spirits or gods, but instead of an pervasive, all-connecting entity, which they considered worthy of respect but not reverence.&lt;br /&gt;
&lt;br /&gt;
It was the arrival of the [[Viridia|Viridian]] legions that led to the abandonment of Didrac and the surrounding villages, with the survivors most likely departing to coastal [[Dalbanu]], but they had been on decline for decades prior. Archeological evidence shows the villages had been razed continually every few years, likely by raiders borne by the [[Chaska Sea]], some never rebuilt each time.&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=Ten_Years_of_Fire&amp;diff=16755</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=16755"/>
		<updated>2026-08-07T03:17:23Z</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&#039;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 you to land on one condition. You will learn from this. You will respect the nests of my father and kin, 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=Sporemind&amp;diff=16754</id>
		<title>Sporemind</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Sporemind&amp;diff=16754"/>
		<updated>2026-08-07T03:02:17Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;sporemind&#039;&#039;&#039; is a form of [[meshmind]] created by the bioarcane connection between vast numbers of [[mycomancy|mycomantic]] spores. At its most basic a sporemind is a link that allows for the sharing of thoughts between far-distant people, but the term is more typically used to those sporeminds that manage to gain sentience and autonomy from their host organisms, their spores themselves carriers of enough magic to keep together a cohesive entity.&lt;br /&gt;
&lt;br /&gt;
Most unleashed sporeminds, as these independent meshminds are called, quickly find themselves without sufficient biomass to support themselves and fade away, but others, like [[Sie]], find ways to support themselves indefinitely.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
Sporeminds are created when mycomantic spore networks, cultivated for the purpose of communication, reach a critical mass in which they no longer must rest over the consciousnesses of others but rather gain an intelligence, in a certain manner of speaking, of their own. The birth of a new sporemind is rarely intentional, though they have been known to have been created as purposeful experiments by powerful mycomages or even for nefarious reasons.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
A sporemind&#039;s appearance depends on their medium. Some form what are effectively slime molds on surfaces, others remain airborne in vast clouds, and yet others form a suspension in water or rest as a thin but dry coating covering whatever the wind may blow them towards. None of these variations seem to be intrinsically better than any other, and it is seemingly a matter of choice to the sporemind.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
As simply a mass of spores, in whatever configuration they may take, sporeminds are not intrinsically able to interact with the material world directly, and so hijack biomass to do so. If they encounter a mind and body that would be useful to them, they incorporate it into themselves, the spores burrowing in deep enough to drive flesh and muscle towards the sporemind&#039;s own aims.&lt;br /&gt;
&lt;br /&gt;
Those aims are unusual and invariably obsessive. Fully fledged sporeminds fixate on specific places, phenomena, or especially systems, perhaps studying them or attempting to control them. They may focus on the water- and road-ways of a city, like [[Thunderhead]], or more fundamental aspects of the nature of matter, like the [[Numen]]. Their attentions are directed in ways and manners that only the sporeminds, presumably, understand. &lt;br /&gt;
&lt;br /&gt;
Their aims are so obsessive, in fact, that it causes most sporeminds to burn themselves out. They cannot create biomass, only absorb that of other entities, and so once that which they have subsumed is useless from damage or decay they are unable to continue. Such slow deterioration is the most common fate of a sporemind, declining until non-being as they focus on their preoccupation. Only a rare few find ways to continued existence.&lt;br /&gt;
&lt;br /&gt;
There has never been any known successful communication between a sporemind and an entity of any other form. They are fundamentally alien consciousnesses to the peoples of the [[Spine]] where all sporeminds have formed, with evidently no shared reference or understanding of the world. They do not try to communicate either, or if they have, not in a way that has been deciphered.&lt;br /&gt;
&lt;br /&gt;
Sporeminds are rare enough that they almost never meet, but should one make contact with another, a curious process occurs. Nearly immediately they begin to act together, one seeming to either subsume the other, or else perhaps remaining separate but acting in exact accordance - the difference is hard to distinguish, if indeed there is one.&lt;br /&gt;
&lt;br /&gt;
Amongst scholars of mycomancy, it is disputed if sporeminds are sapient. They are conscious in some form, but it is unknown how they perceive themselves in interaction with the broader world, or even if a distinction of that type if meaningful to such an entity.&lt;br /&gt;
&lt;br /&gt;
{{Sporeminds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sporeminds]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Sporemind&amp;diff=16753</id>
		<title>Sporemind</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Sporemind&amp;diff=16753"/>
		<updated>2026-08-04T01:43:40Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;A &amp;#039;&amp;#039;&amp;#039;sporemind&amp;#039;&amp;#039;&amp;#039; is a form of meshmind created by the bioarcane connection between vast numbers of mycomantic spores. At its most basic a sporemind is a link that allows for the sharing of thoughts between far-distant people, but the term is more typically used to those sporeminds that manage to gain sentience and autonomy from their host organisms, their spores themselves carriers of enough magic to keep together a cohesive entity.  Most unleashed spo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;sporemind&#039;&#039;&#039; is a form of [[meshmind]] created by the bioarcane connection between vast numbers of [[mycomancy|mycomantic]] spores. At its most basic a sporemind is a link that allows for the sharing of thoughts between far-distant people, but the term is more typically used to those sporeminds that manage to gain sentience and autonomy from their host organisms, their spores themselves carriers of enough magic to keep together a cohesive entity.&lt;br /&gt;
&lt;br /&gt;
Most unleashed sporeminds, as these independent meshminds are called, quickly find themselves without sufficient biomass to support themselves and fade away, but others, like [[Sie]], find ways to support themselves indefinitely.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
Sporeminds are created when mycomantic spore networks, cultivated for the purpose of communication, reach a critical mass in which they no longer must rest over the consciousnesses of others but rather gain an intelligence, in a certain manner of speaking, of their own. The birth of a new sporemind is rarely intentional, though they have been known to have been created as purposeful experiments by powerful mycomages or even for nefarious reasons.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
A sporemind&#039;s appearance depends on their medium. Some form what are effectively slime molds on surfaces, others remain airborne in vast clouds, and yet others form a suspension in water or rest as a thin but dry coating covering whatever the wind may blow them towards. None of these variations seem to be intrinsically better than any other, and it is seemingly a matter of choice to the sporemind.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
As simply a mass of spores, in whatever configuration they may take, sporeminds are not intrinsically able to interact with the material world directly, and so hijack biomass to do so. If they encounter a mind and body that would be useful to them, they incorporate it into themselves, the spores burrowing in deep enough to drive flesh and muscle towards the sporemind&#039;s own aims.&lt;br /&gt;
&lt;br /&gt;
Those aims are unusual and invariably obsessive. Fully fledged sporeminds fixate on specific places, phenomena, or especially systems, perhaps studying them or attempting to control them. They may focus on the water- and road-ways of a city, like [[Thunderhead]], or more fundamental aspects of the nature of matter, like the [[Numen]]. Their attentions are directed in ways and manners that only the sporeminds, presumably, understand. &lt;br /&gt;
&lt;br /&gt;
Their aims are so obsessive, in fact, that it causes most sporeminds to burn themselves out. They cannot create biomass, only absorb that of other entities, and so once they have subsumed is useless from damage or decay they are unable to continue. Such slow deterioration is the most common fate of a sporemind, declining until non-being as they focus on their preoccupation. Only a rare few find ways to continued existance.&lt;br /&gt;
&lt;br /&gt;
There has never been any known successful communication between a sporemind and an entity of any other form. They are fundamentally alien consciousnesses to the peoples of the [[Spine]] where all sporeminds have formed, with evidently no shared reference or understanding of the world. They do not communicate either, or if they have, not in a way that has been deciphered.&lt;br /&gt;
&lt;br /&gt;
Sporeminds are rare enough that they almost never meet, but should one make contact with another, a curious process occurs. Nearly immediately they begin to act together, one seeming to either subsume the other, or else perhaps remaining separate but acting in exact accordance - the difference is hard to distinguish, if indeed there is one.&lt;br /&gt;
&lt;br /&gt;
Amongst scholars of mycomancy, it is disputed if sporeminds are sapience. They are conscious in some form, but it is unknown how they perceive themselves in interaction with the broader world, or even if a distinction of that type if meaningful to such an entity.&lt;br /&gt;
&lt;br /&gt;
{{Sporeminds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sporeminds]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Thunderhead&amp;diff=16751</id>
		<title>Thunderhead</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Thunderhead&amp;diff=16751"/>
		<updated>2026-08-04T01:21:53Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thunderhead&#039;&#039;&#039; was a [[sporemind]] that existed in the early years of the ten thousandth century. It appeared dramatically above the city of [[Ar Belex]] within the [[Myg Rainforest]] in {{Year|6909}}, a dense mass of spores with the appearance of a cloud before a storm, the source of its name. It soon consumed the residents of Ar Belex, save for a few who were upwind and far enough away in the outlying farms, after which it grew mycelial networks following the city streets and canals and directed the spore-carried bodies of the inhabitants along them. Thunderhead&#039;s obsession with the patterns of the city led to it failing to expand, and by {{Year|6915}} it had dissipated and disappeared.&lt;br /&gt;
&lt;br /&gt;
{{Sporeminds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sporeminds]]&lt;br /&gt;
[[Category:Sporeminds/Past]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Mycomancy&amp;diff=16750</id>
		<title>Mycomancy</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Mycomancy&amp;diff=16750"/>
		<updated>2026-08-04T01:17:53Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* Spore magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mycomancy&#039;&#039;&#039; is a form of magic, found almost exclusively in the [[Spine]], that uses mushrooms as a conduit for the arcane.&lt;br /&gt;
&lt;br /&gt;
== Prevalence and practitioners ==&lt;br /&gt;
Mycomancy is an art that is known in the Spine but in few other places on [[Kishar]]. Mycomancers or mycomages, as those who learn its ways are called, are few in number and primarily reside in the [[Myg Rainforest]], though some can be found in [[M-Taran]] and amongst the peoples of the [[Shatter]] as well.&lt;br /&gt;
&lt;br /&gt;
While not considered entirely evil, those who engage in mycomancy are broadly shunned nonetheless, as the less experienced or careful can easily cause incredible damage by accident, and worse by intention. That most mycomages are very secretive of their craft and unwilling to teach others does not help matters - those who attempt to learn their ways through experimentation undoubtedly fall into the same traps, and make the same terrible mistakes and rediscoveries, as have many before.&lt;br /&gt;
&lt;br /&gt;
== Types of mycomancy ==&lt;br /&gt;
As a form of magic, mycomancy is broadly divided into three main types.&lt;br /&gt;
&lt;br /&gt;
=== Spore magic ===&lt;br /&gt;
{{SeeAlso|Sporemind}}&lt;br /&gt;
&lt;br /&gt;
Spore magic is a type of mycomancy that focuses on the use of magically-infused spores and fungi as a means of communication. This can range in magnitude from simple, short range telepathy through a bioarcane connection between spores implanted in two individuals to vast networks of linkages. At the pinnacle of spore magic is a form of [[meshmind]] called [[sporemind|sporeminds]] that allow for the sharing of thoughts between far-distant people. &lt;br /&gt;
&lt;br /&gt;
Though rare, and even then almost never done intentionally, sporeminds can reach such a size that they gain sapience and independence from their host organisms, the spores themselves carriers of enough magic to keep together a cohesive entity. Most unleashed sporeminds, as these liberated meshminds are called, quickly find themselves without sufficient biomass to support themselves and fade away, but others, like [[Sie]], find ways to support themselves indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== Thrall magic ===&lt;br /&gt;
Sometimes confused with [[necromancy]] by the unfamiliar, mycomantic thrall magic uses fungi to reanimate the bodies of the deceased. It differs from necromantic practices by the method of reanimation, as the magic is directed not towards the bodies themselves or the souls that once, or once again, inhabited them but rather towards parasitic fungi that grow through necrotic flesh. These fungi can even be directed to puppet the bodies of the living, though this is rarely done.&lt;br /&gt;
&lt;br /&gt;
Thrall magic is typically used to provide short-term, disposable laborers. Even compared to other types of mycomancy thrall magic is shunned, as those who take dead bodies for such purposes are considered by most to be no different than grave robbers. A few cultures of the Spine consider it an honor to allow their bodies to be consumed by fungus after their death, however, as a means of returning their flesh and mind to the world.&lt;br /&gt;
&lt;br /&gt;
=== Growth magic ===&lt;br /&gt;
Less pursued than the other two magic types of mycomancy, growth magic uses arcane arts to accelerate the already strong propensity of mushrooms for rapid growth. Mycomages skilled in this form most often use it in combat, rapidly shifting battlefields by building cover, platforms, and other defenses out of magically-infused spore pods. It can also be used offensively, to rapidly grow spores implanted in one&#039;s foes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Topics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Raem&amp;diff=16748</id>
		<title>Raem</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Raem&amp;diff=16748"/>
		<updated>2026-08-04T01:09:10Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Raem son of Raen |image =  |ancestry = Catfolk |gender = Male |homeland = Rudamun }} &amp;#039;&amp;#039;&amp;#039;Raem&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|RAME}}, son of Raen, is a wealthy catfolk writer who has found significant success chronicling his travels around the Three Great Seas. As of {{Year|6976}}, he was in northern Amshan, where he joined a group of adventurers on their journey east along the Hundred Days Road to Rovakhad. He accompanied them to th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Raem son of Raen&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Catfolk]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Rudamun]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Raem&#039;&#039;&#039; {{Pronunciation|RAME}}, son of Raen, is a wealthy [[catfolk]] writer who has found significant success chronicling his travels around the [[Three Great Seas]]. As of {{Year|6976}}, he was in northern [[Amshan]], where he joined a group of adventurers on their journey east along the [[Hundred Days Road]] to [[Rovakhad]]. He accompanied them to their final destination, after which he set off on his own again. His travels after that are unknown, as he seemingly ceased sending his writings back to [[Rudamun]] after this point.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rudamun]]&lt;br /&gt;
[[Category:Rudamun/People]]&lt;br /&gt;
[[Category:Catfolk]]&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=Yenfed&amp;diff=16747</id>
		<title>Yenfed</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Yenfed&amp;diff=16747"/>
		<updated>2026-08-04T01:03:34Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Yenfed&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Human]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Rovakhit]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Yenfed&#039;&#039;&#039; {{Pronunciation|YEN-fed}} is a [[human]] musician from [[Rovakhit]], a skilled performer of the zither. She studied under a master of the instrument in [[Rovakhad]] in her youth before setting off west along the [[Hundred Days Road]] in search of patronage amongst the [[Dynast-Prince|dynast-princes]] of [[Amshan]]. Finding life away from her home not to her liking, she soon sought to return, and in {{Year|6976}} joined a group of adventurers who were seeking allies and caravan members for a journey along the Hundred Days Road to Rovakhad, taking her back home. She accompanied them to their final destination, after which he remained in her home city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Human]]&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=Yenfed&amp;diff=16746</id>
		<title>Yenfed</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Yenfed&amp;diff=16746"/>
		<updated>2026-08-04T01:03:24Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Yenfed |image =  |ancestry = Human |gender = Female |homeland = Rovakhit }} &amp;#039;&amp;#039;&amp;#039;Yenfed&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|YEN-fed}} is a human musician from Rovakhit, a skilled performer of the zither. She studied under a master of the instrument in Rovakhad in her youth before setting off west along the Hundred Days Road in search of patronage amongst the dynast-princes of Amshan. Finding life away from her home not t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Yenfed&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Human]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Rovakhit]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Yenfed&#039;&#039;&#039; {{Pronunciation|YEN-fed}} is a [[human]] musician from [[Rovakhit]], a skilled performer of the zither. She studied under a master of the instrument in [[Rovakhad]] in her youth before setting off west along the [[Hundred Days Road]] in search of patronage amongst the [[Dynast-Prince|dynast-princes]] of [[Amshan]]. Finding life away from her home not to her liking, she soon sought to return, and in {{Year|6976}} joined a group of adventurers who were seeking allies and caravan members for a journey along the Hundred Days Road to [[Rovakhad]], taking her back home. She accompanied them to their final destination, after which he remained in her home city.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Human]]&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=Eqen&amp;diff=16745</id>
		<title>Eqen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Eqen&amp;diff=16745"/>
		<updated>2026-08-04T00:58:35Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Eqen |image =  |ancestry = Tengu |gender = Male |homeland = Viridia }} &amp;#039;&amp;#039;&amp;#039;Eqen&amp;#039;&amp;#039;&amp;#039; {{Pronunciation|EH-ken}} is a tengu healer and showman, his skills in the latter far greater and frequently used to disguise his lack of ability in the former. Originally from southern Viridia, he has traveled far from his home, crossing the Chaska Sea several times before finding his way across the Taizzan Expanse to Amshan and then north...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Eqen&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Tengu]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Viridia]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Eqen&#039;&#039;&#039; {{Pronunciation|EH-ken}} is a [[tengu]] healer and showman, his skills in the latter far greater and frequently used to disguise his lack of ability in the former. Originally from southern [[Viridia]], he has traveled far from his home, crossing the [[Chaska Sea]] several times before finding his way across the [[Taizzan Expanse]] to [[Amshan]] and then north to the [[Aban Steppe]], swindling and largely pretending to cure those he encounters along the way.&lt;br /&gt;
&lt;br /&gt;
In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the [[Hundred Days Road]] to [[Rovakhad]], encountered Eqen in [[Narbanden]] and recruited him for his medical expertise. He accompanied them to their final destination, after which he returned to the southern steppe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Tengu]]&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=Soft_Paws&amp;diff=16744</id>
		<title>Soft Paws</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Soft_Paws&amp;diff=16744"/>
		<updated>2026-07-24T02:47:19Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Soft Paws&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Gnoll]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Amshan]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Soft Paws&#039;&#039;&#039; is a [[Var-Tchukka]] [[gnoll]] scout and mercenary. Though raised in a clan that lived in the foothills of the [[Asvan Mountains]] of [[Amshan]], at some point in the past he headed north to [[Abanir]] where he has spent most of his adult life, finding employment in caravans or as a sell-sword. He rarely keeps any work for long, however, as despite long living outside Var-Tchukka tribes Soft Paws still retains the gnoll beliefs regarding personal property, or lack thereof, and has a habit of confiscating items from traders or his wards when he believes he could make better use of them. &lt;br /&gt;
&lt;br /&gt;
In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the [[Hundred Days Road]] to [[Rovakhad]], encountered Soft Paws in [[Narbanden]] and recruited him for his expertise as a forward scout. He accompanied them to their final destination, after which he returned to the southern steppe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Gnoll]]&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=In_Fire_Shaped&amp;diff=16743</id>
		<title>In Fire Shaped</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=In_Fire_Shaped&amp;diff=16743"/>
		<updated>2026-07-24T02:47:06Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = In Fire Shaped&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Leshy]] (pine)&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Abanir]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;In Fire Shaped&#039;&#039;&#039; is a pine leshy cook and artist. In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the [[Hundred Days Road]] to [[Rovakhad]], encountered In Fire Shaped in [[Narbanden]] where she was working as a cook for the local [[Amshan|Amshani]] [[Dynast-Prince|dynast-prince]], recruiting her for her expertise. She accompanied them to their final destination, after which hse returned to the southern steppe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Leshies]]&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=In_Fire_Shaped&amp;diff=16742</id>
		<title>In Fire Shaped</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=In_Fire_Shaped&amp;diff=16742"/>
		<updated>2026-07-24T02:46:49Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = In Fire Shaped&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Leshy]] (pine)&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Abanir]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;In Fire Shaped&#039;&#039;&#039; is a pine leshy cook and artist. In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the [[Hundred Days Road]] to [[Rovakhad]], encountered In Fire Shaped in [[Narbanden]] where she was working as a cook for the local [[Amshan|Amshani]] [[Dynasty-Prince|dynast-prince]], recruiting her for her expertise. She accompanied them to their final destination, after which hse returned to the southern steppe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Leshies]]&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=In_Fire_Shaped&amp;diff=16741</id>
		<title>In Fire Shaped</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=In_Fire_Shaped&amp;diff=16741"/>
		<updated>2026-07-24T02:46:35Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = In Fire Shaped |image =  |ancestry = Leshy (pine) |gender = Female |homeland = Abanir }} &amp;#039;&amp;#039;&amp;#039;In Fire Shaped&amp;#039;&amp;#039;&amp;#039; is a pine leshy cook and artist. In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the Hundred Days Road to Rovakhad, encountered In Fire Shaped in Narbanden where she was working as a cook for the local Amshani dynast-prince, recruiting her for her expertise. She ac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = In Fire Shaped&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Leshy]] (pine)&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Abanir]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;In Fire Shaped&#039;&#039;&#039; is a pine leshy cook and artist. In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the [[Hundred Days Road]] to [[Rovakhad]], encountered In Fire Shaped in [[Narbanden]] where she was working as a cook for the local [[Amshani]] [[dynast-prince]], recruiting her for her expertise. She accompanied them to their final destination, after which hse returned to the southern steppe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Leshies]]&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=Soft_Paws&amp;diff=16739</id>
		<title>Soft Paws</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Soft_Paws&amp;diff=16739"/>
		<updated>2026-07-24T02:44:08Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Soft Paws |image =  |ancestry = Gnoll |gender = Male |homeland = Amshan }} &amp;#039;&amp;#039;&amp;#039;Soft Paws&amp;#039;&amp;#039;&amp;#039; is a Var-Tchukka gnoll scout and mercenary. Though raised in a clan that lived in the foothills of the Asvan Mountains of Amshan, at some point in the past he headed north to Abanir where he has spent most of his adult life, finding employment in caravans or as a sell-sword. He rarely keeps any work for long, however, as despite l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Soft Paws&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Gnoll]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Amshan]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Soft Paws&#039;&#039;&#039; is a [[Var-Tchukka]] [[gnoll]] scout and mercenary. Though raised in a clan that lived in the foothills of the [[Asvan Mountains]] of [[Amshan]], at some point in the past he headed north to [[Abanir]] where he has spent most of his adult life, finding employment in caravans or as a sell-sword. He rarely keeps any work for long, however, as despite long living outside Var-Tchukka tribes Soft Paws still retains the gnoll beliefs regarding personal property, or lack thereof, and has a habit of confiscating items from traders or his wards when he believes he could make better use of them. &lt;br /&gt;
&lt;br /&gt;
In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the [[Hundred Days Road]] to [[Rovakhad]], encountered Soft Paws in [[Narbanden]] and recruited him for his expertise as a forward scout He accompanied them to their final destination, after which he returned to the southern steppe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Gnoll]]&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=Dalyan&amp;diff=16738</id>
		<title>Dalyan</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Dalyan&amp;diff=16738"/>
		<updated>2026-07-19T03:18:27Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityInfobox&lt;br /&gt;
|name = Dalyan&lt;br /&gt;
|image = &lt;br /&gt;
|nation = [[Erenon]]&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = None&lt;br /&gt;
|demonym = Dalyanite&lt;br /&gt;
|adjective = Dalyan&lt;br /&gt;
|population = ~150&lt;br /&gt;
|demographics = [[Human]] and [[ratfolk]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dalyan&#039;&#039;&#039; {{Pronunciation|dall-YON}} is a small village in [[Erenon]], west of the [[Caerno River]]. Most inhabitants of the village are recent immigrants to Erenon, and find work in agriculture or useful trades.&lt;br /&gt;
&lt;br /&gt;
== Notable individuals ==&lt;br /&gt;
Dalyan is the home of the Roquefort family.&lt;br /&gt;
&lt;br /&gt;
A cleric of [[Taliash]], [[Atana Costel]], serves as a spiritual and moral guide to the townsfolk.&lt;br /&gt;
&lt;br /&gt;
{{CitiesErenon}}&lt;br /&gt;
[[Category:Erenon]]&lt;br /&gt;
[[Category:Thadria]]&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Erenon/Settlements]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Erenon/Towns]]&lt;br /&gt;
[[Category:Campaign 4]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Lorakh&amp;diff=16737</id>
		<title>Lorakh</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Lorakh&amp;diff=16737"/>
		<updated>2026-07-19T03:12:20Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Lorakh&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Orc]]&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Druzda]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Lorakh&#039;&#039;&#039; {{Pronunciation|LORE-ack}} is a elderly [[Druzda|Druzdan]] cleric of [[Agtazu]]. Though her faith, and those of the [[Orcish pantheon]] more broadly, almost never engage in proselytizing, Lorakh has for most of her life traveled across the [[Aban Steppe]] constructing shrines and teaching others of her goddess. In doing so she has collected a large numbers of stories, legends, and beliefs of others, which she has sewn into her clothing. Her robes, armor, and cloak are therefore her most valuable possessions, as they represent her life&#039;s work. Through these travels and endless conversations Lorakh has taken much influence from those she has met, altering her own worship of Agtazu with elements from the [[Abanir pantheon|religion]] of the steppe.&lt;br /&gt;
&lt;br /&gt;
In {{Year|6976}} a group of adventurers, seeking allies and caravan members for a journey along the [[Hundred Days Road]] to [[Rovakhad]], encountered Lorakh in [[Narbanden]] and recruited her for her expertise with the disparate peoples of the steppe. She accompanied them much of their way, but departed after learning they were transporting a [[necromancy|necromantic]] artifact. Lorakh then returned to the western steppe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Orcs]]&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=Vuuran_Tarhesh_Kol&amp;diff=16736</id>
		<title>Vuuran Tarhesh Kol</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Vuuran_Tarhesh_Kol&amp;diff=16736"/>
		<updated>2026-07-19T03:09:24Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Vuuran Tarhesh Kol&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Dwarf]]&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Urkhaim]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Vuuran Tarhesh Kol&#039;&#039;&#039; {{Pronunciation|VOO-rahn TAR-hesh KOLL}} is an aged [[Urkhaim]] [[dwarf|dwarvan]] hunter and scout. Cast out from his homeland as punishment for crimes against the gods, Vuuran Tarhesh has since found employment with caravans along the [[Hundred Days Road]]. He has attracted something of a reputation as hot-headed and impulsive, with a tendency to be the only survivor of expeditions that otherwise met a grisly end.&lt;br /&gt;
&lt;br /&gt;
As of {{Year|6976}} Vuuran Tarhesh was living in the northern [[Amshan|Amshani]] city of [[Narbanden]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Abanir]]&lt;br /&gt;
[[Category:Abanir/People]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Campaign 8]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
</feed>