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	<id>https://gronkfinder.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gronk</id>
	<title>gronkfinder - User contributions [en]</title>
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	<updated>2026-06-14T20:58:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Year:Y9915&amp;diff=16709</id>
		<title>Year:Y9915</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y9915&amp;diff=16709"/>
		<updated>2026-06-07T03:07:32Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{Yearbox|year=6915}}  == Events == * The sporemind Thunderhead dissipates, having not left the immediate surroundings of the city of Ar Belex.  Category:Years Category:History&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=6915}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* The [[sporemind]] [[Thunderhead]] dissipates, having not left the immediate surroundings of the city of [[Ar Belex]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&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:Y9909&amp;diff=16708</id>
		<title>Year:Y9909</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y9909&amp;diff=16708"/>
		<updated>2026-06-07T03:07:03Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{Yearbox|year=6909}}  == Events == * The sporemind Thunderhead appears in the city of Ar Belex.  Category:Years Category:History&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=6909}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* The [[sporemind]] [[Thunderhead]] appears in the city of [[Ar Belex]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Thunderhead&amp;diff=16707</id>
		<title>Thunderhead</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Thunderhead&amp;diff=16707"/>
		<updated>2026-06-07T03:06:21Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Thunderhead''' 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 s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Thunderhead''' 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'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/Current]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16704</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16704"/>
		<updated>2026-06-07T02:57:07Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survive and return from the process have described it as feeling like their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
Why the Numen does any of this is firmly in the realm of speculation. Some believe it is testing the abilities of the aerolith, and what it can do with the remaining structures and lingering magic, while others hold that its powers are inherent to the sporemind itself.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
{{Sporeminds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;br /&gt;
[[Category:Sporeminds]]&lt;br /&gt;
[[Category:Sporeminds/Current]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16703</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16703"/>
		<updated>2026-06-07T02:56:45Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survive and return from the process have described it as feeling like their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
Why the Numen does any of this is firmly in the realm of speculation. Some believe it is testing the abilities of the aerolith, and what it can do with the remaining structures and lingering magic, while others hold that its powers are inherent to the sporemind itself.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
{{Sporeminds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:Sporeminds&amp;diff=16702</id>
		<title>Template:Sporeminds</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:Sporeminds&amp;diff=16702"/>
		<updated>2026-06-07T02:56:29Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{Navbox | title = Sporeminds | listclass = hlist | bodyclass = hlist  | group1 = Current sporeminds | list1  = * The Numen * Sie  | group2 = Past sporeminds | list2  = * Thunderhead }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Sporemind|Sporeminds]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Current sporeminds&lt;br /&gt;
| list1  =&lt;br /&gt;
* The [[Numen]]&lt;br /&gt;
* [[Sie]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Past sporeminds&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Thunderhead]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Year:Y3000&amp;diff=16701</id>
		<title>Year:Y3000</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Year:Y3000&amp;diff=16701"/>
		<updated>2026-06-03T02:55:47Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Yearbox|year=0}}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
* The [[cyclops|cyclopean]] city-builder period ends and the contact period begins as the expansion of smaller peoples bring them into increasing contact with the cyclops (approximate).&lt;br /&gt;
* [[Garosau]] is established by a long-lost cyclopean nation as a frontier naval outpost (approximate).&lt;br /&gt;
* The various settled and nomadic peoples of [[Amshan]] begin to unify under the banners of the clan-kings (approximate).&lt;br /&gt;
* The first [[elf|elves]] arrive in the islands of [[Phersu]] (approximate).&lt;br /&gt;
* The [[aerolith]] Eis, more commonly known as the [[Numen]], crashes into the sea near the [[Spine]] and creates the [[Shatter]] (approximate).&lt;br /&gt;
&lt;br /&gt;
[[Category:Years]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Amshan/History]]&lt;br /&gt;
[[Category:Phersu/History]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16700</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16700"/>
		<updated>2026-06-03T02:55:11Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* Inhabitants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survive and return from the process have described it as feeling like their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
Why the Numen does any of this is firmly in the realm of speculation. Some believe it is testing the abilities of the aerolith, and what it can do with the remaining structures and lingering magic, while others hold that its powers are inherent to the sporemind itself.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16699</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16699"/>
		<updated>2026-06-03T02:48:39Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survive and return from the process have described it as feeling like their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
Why the Numen does any of this is firmly in the realm of speculation. Some believe it is testing the abilities of the aerolith, and what it can do with the remaining structures and lingering magic, while others hold that its powers are inherent to the sporemind itself.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith structures over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16698</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16698"/>
		<updated>2026-06-03T02:45:45Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* Sporemind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survive and return from the process have described it as feeling like their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
Why the Numen does any of this is firmly in the realm of speculation. Some believe it is testing the abilities of the aerolith, and what it can do with the remaining structures and lingering magic, while others hold its powers inherent to the sporemind itself.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith structures over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16697</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16697"/>
		<updated>2026-06-03T02:24:35Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survived and returned from the process have described it as feeling like parts of their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of other sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
Why the Numen does any of this is firmly in the realm of speculation. Some believe it is testing the abilities of the aerolith, and what it can do with the remaining structures and lingering magic, while others hold its powers inherent to the sporemind itself.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith structures over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16696</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16696"/>
		<updated>2026-06-03T02:24:24Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survived and returned from the process have described it as feeling like parts of their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of other sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
Why the Numen does any of this is firmly in the realm of speculation. Some believe it is testing the abilities of the aerolith, and what it can do with the remaining structure and lingering magic, while others hold its powers inherent to the sporemind itself.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith structures over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16695</id>
		<title>Numen</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Numen&amp;diff=16695"/>
		<updated>2026-06-03T02:15:06Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The '''Numen''' is a crashed aerolith in the center of the Shatter, the island formed from said aerolith, and the sporemind that has taken up residence there.   == Description == The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished ansharite. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, bu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Numen''' is a crashed [[aerolith]] in the center of the [[Shatter]], the island formed from said aerolith, and the [[sporemind]] that has taken up residence there. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Numen is an island of stone and metal that rises out of the sea of the Shatter, visible from quite a distance from the light that reflects off the still-polished [[ansharite]]. Some soil has collected on it in the millennia since it landed and plants have grown atop that soil, but it remains still remarkably clean. It is roughly two miles in circumference, though its surface area is smaller than might be expected as its midpoint lies below the water and its western side long ago broke off and separated into the sea.&lt;br /&gt;
&lt;br /&gt;
== Sporemind ==&lt;br /&gt;
Like all sporeminds, the Numen is fundamentally alien to other creatures. Its motivations, purpose, and actions are inscrutable, a matter not helped by its unwillingness to communicate, or at least in a manner that has been deciphered. Those who attempt to sail or swim to the Numen find themselves quickly under its sway, losing control of their actions and memory and only coming to their senses in another time and place. And yet it does not seem to harm those it does not assess to be a threat. The process of falling under its influence is rapid but not instantaneous - those who survived and returned from the process have described it as feeling like parts of their senses and perception of self were being sloughed away in parts, much like what has been reported by individuals who have briefly been under the control of other sporeminds before being freed. The Numen is the only sporemind known to do this with apparent willingness.&lt;br /&gt;
&lt;br /&gt;
Nearly all people living in the cities of the Shatter, surrounding the Numen at a healthy distance, are under some degree of influence of the sporemind. Its latent touch most obviously takes the appearance of persistent spots of blood in both eyes that nonetheless do not inhibit vision. Such spots are taken as a mark to recognize locals by some peoples of the island settlements.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most baffling aspect of the Numen are the odd effects that originate from or around it. Inexplicable events occur with some regularity, though waning and waxing on a basis of decades, with the aerolith-island as their foci. These have been too numerous to list all, but particularly enduring events in the collective memory of the Shatter include changes to the viscosity of the sea, a shrinking or contracting of the seafloor to change the distances between islands, bringing forth new floating islands and sending them back below the waves again, and flash-forging distant beaches into solid glass.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The origins of the Numen, the aerolith, are not widely known to the people of the Shatter or the surrounding [[Spine]]. It is broadly understood that it was constructed by the [[Eita|Eitans]], though to many this is merely an ancient people or place across the [[Na-Gaesa Ocean|sea]] of little relevance. Control of the asteroid was lost as it was entering the sky over the ocean - not an unknown occurrence, as others like [[Fires of Mlusna|Mlusna]] met the same fate - and it crashed into the archipelago with immense force, unmaking and reshaping the land and water alike. &lt;br /&gt;
&lt;br /&gt;
While all factually true, there is more to the history of the Numen, as learned figures investigating the scholar-halls of the [[Cradle]] and [[Brightmarch]] have discovered. The aerolith, much larger than any others, was captured and carved under the direct supervision of the [[Lunar Mandate]] with the intention of shaping it into the crown jewel of the fleet of flying cities. Given the name '''Eis''', it was brought to [[Kishar]] while still incomplete. Even with the combined strength of the most skilled [[aerotheurgy|aerotheurges]], its descent quickly turned disastrous, and Eis struck the sea. Dating of these events is imprecise but was sometime around {{Year|0}}.&lt;br /&gt;
&lt;br /&gt;
Centuries after its impact, as the islands-now-Shatter slowly recovered, a sporemind arrived at the aerolith. How is not certain, and neither is exactly when, but by the time the cities of the Shatter had reestablished themselves the sporemind, dubbed the Numen by the inhabitants of the islands, was already strong and rooted enough to have complete control of the aerolith and the seas around it.&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Despite its if not hostility then at least profound uncaring towards those who attempt to approach it, the Numen is not alone on its island, as reports from particularly brave explorers sometimes filter back of humanoids spotted on its metal and stone beaches. Apparently elven but with oddly lanky proportions, they seem to reside in spiraling structures that have slowly expanded across the partially complete aerolith structures over the centuries, which unlike the people are visible from quite a distance. Nothing more is known of these elves.&lt;br /&gt;
&lt;br /&gt;
{{CitiesAeroliths}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Islands]]&lt;br /&gt;
[[Category:Aeroliths]]&lt;br /&gt;
[[Category:Aeroliths/Landed]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Eis&amp;diff=16694</id>
		<title>Eis</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Eis&amp;diff=16694"/>
		<updated>2026-06-03T01:48:14Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Redirected page to Numen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Numen]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesAeroliths&amp;diff=16693</id>
		<title>Template:CitiesAeroliths</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesAeroliths&amp;diff=16693"/>
		<updated>2026-06-03T01:11:24Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Aerolith|Aeroliths]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Aloft aeroliths&lt;br /&gt;
| list1  =&lt;br /&gt;
* [[Ataiun]]&lt;br /&gt;
* [[Aulunthe]]&lt;br /&gt;
* [[Sethlan]]&lt;br /&gt;
* [[Teriasa]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Landed aeroliths&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Aivas]]&lt;br /&gt;
* [[Charax]]&lt;br /&gt;
* [[Etera]]&lt;br /&gt;
* [[Ethausva]]&lt;br /&gt;
* [[Lurath]]&lt;br /&gt;
* [[Nensa]]&lt;br /&gt;
* The [[Numen]]&lt;br /&gt;
* [[Priumne]]&lt;br /&gt;
* [[Voltumari]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Lost aeroliths&lt;br /&gt;
| list3  =&lt;br /&gt;
* [[Prumathe]]&lt;br /&gt;
* [[Staitne]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Mycomancy&amp;diff=16692</id>
		<title>Mycomancy</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Mycomancy&amp;diff=16692"/>
		<updated>2026-05-31T00:47:21Z</updated>

		<summary type="html">&lt;p&gt;Gronk: /* Thrall magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mycomancy''' 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 focused 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'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=Ptolin&amp;diff=16691</id>
		<title>Ptolin</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Ptolin&amp;diff=16691"/>
		<updated>2026-05-25T18:49:51Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The '''Ptolin''' {{Pronunciation|TOW-linn}} are a catfolk people of the Spine. Though they originally resided in the western mountains of the Spine, the Ptolin were driven out of their traditional fog oases and into the Shatter after persistent conflicts with M-Taran. Today many act as mercenaries between the various city-states of the islands, using their well-honed skills to benefit their employers while also carefully maintai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Ptolin''' {{Pronunciation|TOW-linn}} are a [[catfolk]] people of the [[Spine]]. Though they originally resided in the western mountains of the [[Spine (mountain range)|Spine]], the Ptolin were driven out of their traditional fog oases and into the [[Shatter]] after persistent conflicts with [[M-Taran]]. Today many act as mercenaries between the various city-states of the islands, using their well-honed skills to benefit their employers while also carefully maintaining a balance of power.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Traditionally the Ptolin maintained semi-nomadic lifestyles in the westernmost stretches of the Spine, moving between seasonal camps in the lowlands and in the fog oases in higher elevations. As M-Taran expanded into their territories they presented the same offer to the Ptolin as they had to other peoples of the mountains - pay tribute in corvee labor and accept relocation when the empire deemed it necessary, and in return be left to their own means. To the Ptolin this was unacceptable. They prided themselves on their independence, and moreover held that forcing anyone to labor on behalf of anyone else was a great crime. Instead they turned towards guerilla warfare, harassing M-Taran armies as they moved through the mountains before retreating back to secret redoubts. While they were able to continue this war for decades, by the later years of the ninety-eighth century the Ptolin had been pushed back into a tiny remnant of their former territory. The outcome seeming obvious, most left the mountains and headed north, into the lowland rainforests and eventually to the Shatter. Most Ptolin now reside in and around the islands, though a small number are said to still remain in the mountains.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
The Ptolin are well-known and renowned for their martial ways. They greatly value physical prowess and ability in combat, and a great many join their various mercenary groups upon reaching adulthood. These mercenaries pledge their services largely to the city-states of the Shatter, though others sometimes find employment elsewhere in the [[Myg Rainforest]]. Unlike most other mercenaries and privateers of the islands, the Ptolin are generally regarded quite positively and as honorable allies or foes, with a high degree of discernment in for whom they work. They are careful to avoid upsetting the distributed balance of power in the Shatter too much, a goal made easier when the Ptolin often fight for opposing sides in any given conflict. Though their tactics were originally developed for hit and run combat in the mountains, they have managed to adapt to the semi-tropical islands and urban environments just as well.&lt;br /&gt;
&lt;br /&gt;
Ptolin leaders are skilled warriors and tacticians who often live ascetic lives apart from those they govern. To the Ptolin it is a virtue to observe and know from a distance without becoming involved unless absolutely necessary, and so their leaders are frequently absent in day to day governance, instead letting their trusted underlings take control.&lt;br /&gt;
&lt;br /&gt;
While the cuisine of the Ptolin has by now incorporated much influence from those around them in the Shatter, they still carry some traces of their past, such as their preference for game (especially boar and the like) and their conical clay cooking vessels, brought with them from the mountains. Meals in Ptolin houses and camps are both preceded and followed by elaborate tea ceremonies, especially when hosting guests, considered an important sign of hospitality.&lt;br /&gt;
&lt;br /&gt;
The Ptolin consider it evil to force any individual to perform an action they do not want, and so have taken strong stances against the slavers of the Shatter, sometimes working against them even when not in the employ of the city-states. So strongly do they hold these beliefs that they apply it to all creatures, and as such have no pack animals, beasts of burden, or any animal agriculture whatsoever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Heritages]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Thoughtless_Colossus&amp;diff=16690</id>
		<title>Thoughtless Colossus</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Thoughtless_Colossus&amp;diff=16690"/>
		<updated>2026-05-25T01:47:28Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;The '''Thoughtless Colossus''' is an immense mycomantic amalgam-form. A shambling fusion of flesh, bone, and fungus, the Thoughtless Colossus is all that remains of the Spine city-state of Bayokai, which was transformed into the Colossus in the later years of the ninety-eighth century.   The Thoughtless Colossus has no fixed form, but rather stretches and contorts itself as needed. At rest it typically retracts into a relatively compact mass, a moun...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Thoughtless Colossus''' is an immense [[mycomancy|mycomantic]] amalgam-form. A shambling fusion of flesh, bone, and fungus, the Thoughtless Colossus is all that remains of the [[Spine]] city-state of [[Bayokai]], which was transformed into the Colossus in the later years of the ninety-eighth century. &lt;br /&gt;
&lt;br /&gt;
The Thoughtless Colossus has no fixed form, but rather stretches and contorts itself as needed. At rest it typically retracts into a relatively compact mass, a mound roughly fifty to eighty feet high, while in motion it elongates into a more slug-like form. As a living entity, the Colossus requires food and water, which it consumes through countless mouths that can be found across its surface. It is undiscriminating in what it eats, largely subsisting on whatever plant and animal life is unfortunate enough to be caught in its path.&lt;br /&gt;
&lt;br /&gt;
Though evidently incapable of any means of coherent communication - setting aside the ceaseless moans, gasps, and wheezes from its thousands of mouths - the Thoughtless Colossus possesses at least some intelligence, as those who have unwisely tried to destroy it have learned. It remembers people, places, and objects of particular threat or nutrition to itself and avoids or returns to these based on past experiences. While the Colossus seems to have a distaste for saltwater, it is capable of swimming and surviving in it, and as such passes between the islands of the [[Shatter]] with some regularity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Giant&amp;diff=16689</id>
		<title>Giant</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Giant&amp;diff=16689"/>
		<updated>2026-05-18T23:09:36Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;'''Giants''' are one of the major ancestries found on Kishar. Giant heritages vary greatly from each other in form and appearance, to such a degree that giants of one heritage often consider themselves to have little in common with their kin of another. Nonetheless they are commonly grouped together by smaller folk, who often avoid giants due to their size and strength.  == Appearance == The only unifying aspect of giant-kind is their size. To take two examines, the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Giants''' are one of the major ancestries found on [[Kishar]]. Giant heritages vary greatly from each other in form and appearance, to such a degree that giants of one heritage often consider themselves to have little in common with their kin of another. Nonetheless they are commonly grouped together by smaller folk, who often avoid giants due to their size and strength.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
The only unifying aspect of giant-kind is their size. To take two examines, the [[Basharma]] giants of the [[Wounds]] and the [[Xuldorai]] of the [[Aban Steppe]] are physically, and physiologically, quite distinct, their height and bulk compared to those who live around them the only reason they are considered giants.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
Giants live across Kishar. They were historically especially prevalent around the [[Three Great Seas]], but the expansion of the societies of those smaller yet faster than them has led many giants cultures to be pushed to the margin. They still account for much of the population in [[Talgazan]], [[Abanir]], and other northerly regions of the world, as well as in [[Brightmarch]] and parts of the [[Laqto Rainforest]]. Elsewhere on Kishar, giants can be found across much of the [[Land of the Sun and Moon]], the [[Stormlands]], and to a smaller degree in the [[Spine]] and the [[Wounds]]. &lt;br /&gt;
&lt;br /&gt;
== Lifespan ==&lt;br /&gt;
The lifespan of giants varies wildly by heritage, but most are on the order of centuries.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ancestries]]&lt;br /&gt;
[[Category:Giants]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Gakark&amp;diff=16688</id>
		<title>Gakark</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Gakark&amp;diff=16688"/>
		<updated>2026-05-17T16:54:28Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''gakark''' {{Pronunciation|gah-KARK}}, also known as a '''ga-karaka''' {{Pronunciation|GAH-kah-RAH-kah}}, is a type of large flightless bird found in the [[Wounds]]. Though native to, and originally only found within, the [[Angry Kings]], their popularity amongst the [[dwarf|dwarves]] of [[Harv Taruhm]] has led to the establishment of a large population of the birds on the [[Grievous Islands]] as well.&lt;br /&gt;
&lt;br /&gt;
A fully grown gakark can reach 12 feet tall, though much if that is accounted for by their long necks. They are relatively stocky animals, especially in comparison to other birds, and quite hardy as well. Combined with their surety of foot in rough terrain, it is this hardiness that has popularized the creatures amongst the Taruhmite dwarves, who often tame them, outfit them with armor, and use them as mounts to help patrol their mountainous archipelago.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16687</id>
		<title>Meseta</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16687"/>
		<updated>2026-05-17T16:53:52Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Meseta''' {{Pronunciation|meh-SEH-tah}} is a type of parasitic ice crystal that feeds off the liquid within living creatures. Originally found in the southern [[Stormlands]] - they are somewhat common in [[Uulam]] and [[Akatzar]] - they have additionally spread to the [[Wounds]], where they have thrived despite, or perhaps because of, the tropical climate. &lt;br /&gt;
&lt;br /&gt;
Typically found in glacial crevasses and low-lying areas within the steppes of the Stormlands, and in volcanic caves in the Wounds, meseta wait for animals or people to approach before joining together to form a crystaline structure reaching out towards them. Should they grab the creature they then stab it to keep held, all while spreading over the surface of their skin, pulling blood out and incorporating it into the amalgamated form of the meseta. Victims are left as drained husks while the meseta retreats back to the darkness of its lair.&lt;br /&gt;
&lt;br /&gt;
Meseta are considered to grow in colonies, which can simultaneously be thought of as singular entities - a meseta large enough to fit in a palm and one as tall as a tree are equivalent in all ways but physical size, a divide that can be closed quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16686</id>
		<title>Meseta</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16686"/>
		<updated>2026-05-17T16:53:18Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Meseta''' {{Pronunciation|meh-SEH-tah}} is a type of parasitic ice crystal that feeds off the liquid within living creatures. Originally found in the southern [[Stormlands]] - they are somewhat common in [[Uulam]] and [[Akatzar]] - they have additionally spread to the [[Wounds]], where they have thrived despite, or perhaps because of, the tropical climate. &lt;br /&gt;
&lt;br /&gt;
Typically found in glacial crevasses and low-lying areas within the steppes of the Stormlands, and in volcanic caves in the Wounds, meseta wait for animals or people to approach before joining together to form a crystaline structure reaching out towards them. Should they grab the creature they then stab it to keep hold, all while spreading over the surface of their skin, pulling blood out and incorporating it into the amalgamated form of the meseta. Victims are left as drained husks while the meseta retreats back to the darkness of its lair.&lt;br /&gt;
&lt;br /&gt;
Meseta are considered to grow in colonies, which can simultaneously be thought of as singular entities - a meseta large enough to fit in a palm and one as tall as a tree are equivalent in all ways but physical size, a divide that can be closed quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Bent_In_The_Winds_As_The_Stars_Spin_Overhead&amp;diff=16685</id>
		<title>Bent In The Winds As The Stars Spin Overhead</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Bent_In_The_Winds_As_The_Stars_Spin_Overhead&amp;diff=16685"/>
		<updated>2026-05-17T16:04:07Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{PersonInfobox |name = Bent In The Winds As The Stars Spin Overhead |image =  |ancestry = Leshy (root) |gender = Male }} '''Bent In The Winds As The Stars Spin Overhead''' is a root leshy shaman who regularly acts as a mediator between the various tribes of Magnia, relying on his connection to his ancestral spirits for advice and guidance. Though neutral in all disputes between the Magnian tribes, Bent In The Winds As The Stars Spin Overhead most frequently...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Bent In The Winds As The Stars Spin Overhead&lt;br /&gt;
|image = &lt;br /&gt;
|ancestry = [[Leshy]] (root)&lt;br /&gt;
|gender = Male&lt;br /&gt;
}}&lt;br /&gt;
'''Bent In The Winds As The Stars Spin Overhead''' is a root [[leshy]] shaman who regularly acts as a mediator between the various tribes of [[Magnia]], relying on his connection to his ancestral spirits for advice and guidance. Though neutral in all disputes between the Magnian tribes, Bent In The Winds As The Stars Spin Overhead most frequently lives near or amongst the [[centaur]] tribes, as their peripatetic ways are most alike his own.&lt;br /&gt;
&lt;br /&gt;
[[Category:Leshies]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Magnia]]&lt;br /&gt;
[[Category:Magnia/People]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=House_Timachidoi&amp;diff=16684</id>
		<title>House Timachidoi</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=House_Timachidoi&amp;diff=16684"/>
		<updated>2026-05-13T23:45:28Z</updated>

		<summary type="html">&lt;p&gt;Gronk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = House Timachidoi&lt;br /&gt;
|image = &lt;br /&gt;
|type = Noble house, senatorial family&lt;br /&gt;
|leader = -&lt;br /&gt;
|headquarters = [[Cybele]], [[Viridia]]&lt;br /&gt;
|scope = [[Viridia]]&lt;br /&gt;
}}&lt;br /&gt;
'''House Timachidoi''' {{Pronunciation|tih-MAH-kih-doy}} is a [[Viridia|Viridian]] [[Viridian senate|senatorial]] family, one of the exceptionally few to hold guaranteed hereditary positions outside of their senatorial rights. Centuries ago, during the Reign of Light, a scholar from House Timachidoi assisted the king at the time with assembling the great imperial library in [[Felasan]], using their connections around the [[Chaska Sea]] to acquire books, scrolls, tablets, and other written material from far and wide. In exchange the family was granted, in perpetuity, the right to claim the title of Keeper of the Library, a position they have almost always held since.&lt;br /&gt;
&lt;br /&gt;
[[Category:Viridia]]&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=House_Gessius&amp;diff=16683</id>
		<title>House Gessius</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=House_Gessius&amp;diff=16683"/>
		<updated>2026-05-13T23:44:51Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;{{OrganizationInfobox |name = House Gessius |image =  |type = Noble house, senatorial family |leader = - |headquarters = Hatarikka, Viridia |scope = Viridia }} '''House Gessius''' {{Pronunciation|GEH-see-us}} is a Viridian senatorial family. Unusually for senatorial families, the individuals that now bear the family name are orcish in ancestry, having received the family's name and associated senatorial rights in the ea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = House Gessius&lt;br /&gt;
|image = &lt;br /&gt;
|type = Noble house, senatorial family&lt;br /&gt;
|leader = -&lt;br /&gt;
|headquarters = [[Hatarikka]], [[Viridia]]&lt;br /&gt;
|scope = [[Viridia]]&lt;br /&gt;
}}&lt;br /&gt;
'''House Gessius''' {{Pronunciation|GEH-see-us}} is a [[Viridia|Viridian]] [[Viridian senate|senatorial]] family. Unusually for senatorial families, the individuals that now bear the family name are [[orc|orcish]] in ancestry, having received the family's name and associated senatorial rights in the early ninety-ninth century as a reward for their service to a previous holder of the title. While this action was unconventional and caused some initial tension with other houses, it was permitted by the monarch at the time for being not legally distinct from the normal traditional of adoption practiced by many senatorial families.&lt;br /&gt;
&lt;br /&gt;
House Gessius are staunch allies of [[House Vatias]], the current holders of the Viridian throne, and some of the fiercest opponents of the frozen rebellion in [[Hkarzda]]. Though never officially recognized, it is widely known that this opposition is expressed not only through diplomatic efforts and lobbying within the senate, as mercenaries and armsmen in the employ of House Gessius regularly cross into the nascent khanate to punish those the house deems too aggressive in their push for independence.&lt;br /&gt;
&lt;br /&gt;
Though their estate in [[Hatarikka]] is modest compared to those of their peers, even those elsewhere in [[Talliastu]], House Gessius seems to possess a great deal of wealth, if in a form that they hide from the broader world.&lt;br /&gt;
&lt;br /&gt;
[[Category:Viridia]]&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=Gakark&amp;diff=16682</id>
		<title>Gakark</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Gakark&amp;diff=16682"/>
		<updated>2026-05-12T19:25:25Z</updated>

		<summary type="html">&lt;p&gt;Gronk: Created page with &amp;quot;A '''gakark''' {{Pronunciation|gah-KARK}}, also known as a '''ga-karaka''' {{Pronunciation|GAH-kah-RAH-kah}}, is a type of large flightless birds found in the Wounds. Though native to, and originally only found within, the Angry Kings, their popularity amongst the dwarves of Harv Taruhm has led to the establishment of a large population of the birds on the Grievous Islands as well.  A fully grown gakark can reach 12 feet tall, though much if tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''gakark''' {{Pronunciation|gah-KARK}}, also known as a '''ga-karaka''' {{Pronunciation|GAH-kah-RAH-kah}}, is a type of large flightless birds found in the [[Wounds]]. Though native to, and originally only found within, the [[Angry Kings]], their popularity amongst the [[dwarf|dwarves]] of [[Harv Taruhm]] has led to the establishment of a large population of the birds on the [[Grievous Islands]] as well.&lt;br /&gt;
&lt;br /&gt;
A fully grown gakark can reach 12 feet tall, though much if that is accounted for by their long necks. They are relatively stocky animals, especially in comparison to other birds, and quite hardy as well. Combined with their surety of foot in rough terrain, it is this hardiness that has popularized the creatures amongst the Taruhmite dwarves, who often tame them, outfit them with armor, and use them as mounts to help patrol their mountainous archipelago.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Gronk</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16681</id>
		<title>Meseta</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Meseta&amp;diff=16681"/>
		<updated>2026-03-31T01:59:45Z</updated>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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