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	<id>https://gronkfinder.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karilopa</id>
	<title>gronkfinder - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gronkfinder.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karilopa"/>
	<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php/Special:Contributions/Karilopa"/>
	<updated>2026-04-30T19:03:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Auxesia&amp;diff=4852</id>
		<title>Auxesia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Auxesia&amp;diff=4852"/>
		<updated>2022-09-19T02:15:16Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Auxesia&lt;br /&gt;
|image = &lt;br /&gt;
|title = Ruler of [[Garosau]]&lt;br /&gt;
|alignment = Neutral good&lt;br /&gt;
|ancestry = Cyclops&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Garosau]]&lt;br /&gt;
}}&lt;br /&gt;
'''Auxesia''' {{Pronunciation|awk-SEE-zee-ah}} is the Seer, or ruler, of the [[Cyclops|cyclopean]] city of [[Garosau]]. Born with a particularly strong gift of foresight, Auxesia has long tried to use her brief flashes of insight to take actions that would most benefit her city.&lt;br /&gt;
&lt;br /&gt;
Auxesia was born in [[Alyma]] sometime around {{Year|6620}}, and moved to Garosau when she was young.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cyclops]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Garosau&amp;diff=4851</id>
		<title>Garosau</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Garosau&amp;diff=4851"/>
		<updated>2022-09-19T02:10:41Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityInfobox&lt;br /&gt;
|name = Garosau&lt;br /&gt;
|image = &lt;br /&gt;
|nation = Indepedent&lt;br /&gt;
|ruler = Seer [[Auxesia]]&lt;br /&gt;
|government = Autocracy&lt;br /&gt;
|demonym = Garosauan&lt;br /&gt;
|adjective = Garosauan&lt;br /&gt;
|population = ~5,100&lt;br /&gt;
|demographics = Primarily cyclops&lt;br /&gt;
}}&lt;br /&gt;
'''Garosau''' {{Pronunciation|gah-roo-SOWW}} is a small city located on a cluster of islands within the [[Sea of Khoros]], not far from the mainland. The city is one of the last major [[Cyclops|cyclops]] communities outside [[Alyma]]. Originally constructed as a frontier naval outpost sometime prior to {{Year|0}}, Garusau was abandoned and left to decay for millennia before it was reoccupied in {{Year|5630}} by a group of cyclops searching for a new home to call their own. &lt;br /&gt;
&lt;br /&gt;
Much of the intricate stonework of Garosau has been restored since being reinhabited, though some of the outer sections of the city remain rubble. The cyclops of the city accept outsiders as visitors, though warily - they wish to have nothing to do with the pirates that are widespread across the Sea of Khoros and frequently presuppose any visitor to have ill intentions.&lt;br /&gt;
&lt;br /&gt;
Rumors exist that a cyclopean codex is hidden somewhere in or under Garosau. Despite much searching, however, the inhabitants of the city have yet to uncover such an artifact.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Grand_Empire_of_Hellea&amp;diff=4850</id>
		<title>Grand Empire of Hellea</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Grand_Empire_of_Hellea&amp;diff=4850"/>
		<updated>2022-09-19T02:09:31Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Grand Empire of Hellea&lt;br /&gt;
|image = Flag_Grand_Empire_of_Hellea.webp&lt;br /&gt;
|capital = [[Elos]]&lt;br /&gt;
|ruler = [[Eurykrates]]&lt;br /&gt;
|government = Autocracy&lt;br /&gt;
|demonym = Hellean&lt;br /&gt;
|adjective = Hellean&lt;br /&gt;
|languages = [[Hellean]], [[Common]], others&lt;br /&gt;
|religions = Various&lt;br /&gt;
}}&lt;br /&gt;
The '''Grand Empire of Hellea''' {{Pronunciation|ha-LAY-ah}}, also known as the Hellean Empire, was a historical nation that briefly controlled the entire [[Hellea|Hellean peninsula]]. Under the rule of the hero-god [[Eurykrates]], this short-lived state existed from its formation in {{Year|1580}} until its leader's death in {{Year|1592}}. &lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
At its peak, the Grand Empire of Hellea encompassed the entire Hellean peninsula, from the southern islands to the [[Sentinel Peaks]] in the north, and as far west as the [[Naveza River]]. The empire included many of the islands of the [[Sea of Ersas]], and even expanded across the sea into parts of modern-day [[Viridia|Ertan]] and [[Hkarzda]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The history of the Grand Empire of Hellea is intrinsically tied with that of its founder and sole leader, Eurykrates. Born in what is now [[Ephardia]] around {{Year|1552}}, Eurykrates was the son of a minor local ruler. Full of ambition and a drive to bring together the disparate peoples of Hellea into something larger, in {{Year|1572}} he raised a loyal army and set about unifying the kingdoms and city-states of the peninsula under himself. These campaigns grew in scope over the next 18 years, as the strength of Eurykrates' army increased alongside his aspirations. Through his exploits Eurykrates attained the status of a [[Hero-gods|hero-god]] in {{Year|1584}}, and by {{Year|1590}} his empire reached its zenith.&lt;br /&gt;
&lt;br /&gt;
The fortunes of the empire would change in {{Year|1592}}. After declaring his intent to conquer the lands of [[Rothurland]], Eurykrates traveled with his army to the frontier at the Naveza River, near the modern town of [[Third Bridge]]. Following a prophecy delivered to him by one of his [[Cyclops|cyclopean]] seers, Eurykrates set off alone into the forests, believing a great power was there that could aid him in his next conquest. Instead, he met his end after he was unceremoniously slain by a tribe of giants.&lt;br /&gt;
&lt;br /&gt;
Without their leader, Eurykrates' army retreated in disarray. The former territories of the empire were divided between Eurykrates' 26 generals, who each claimed legitimate succession and used the forces loyal to them to carve out a part of the only briefly united peninsula. The resulting successor states, also known as diadochi, squabbled and fought amongst themselves as each attempted to reassert control. Nearly all eventually collapsed, eventually transforming into the patchwork of monarchies and republics that make up Hellea today. While some of these states would later reunify, Hellea has never again been under the control of one flag. &lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
The Grand Empire was as diverse as modern Hellea is today. Individuals of many ancestries lived under the empire, though the majority was human.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
The Grand Empire of Hellea was an autocracy under Eurykrates. Always more focused on his next conquest than on consolidation of his empire, Eurykrates did not set about centralizing his rule, preferring to allow existing local leaders to remain in control as long as they swore loyalty to him.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Nations/Historical]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Shu%27truk&amp;diff=4849</id>
		<title>Shu'truk</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Shu%27truk&amp;diff=4849"/>
		<updated>2022-09-19T01:58:47Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityInfobox&lt;br /&gt;
|name = Shu'truk&lt;br /&gt;
|image = &lt;br /&gt;
|nation = Independent&lt;br /&gt;
|ruler = [[Nlazak]]&lt;br /&gt;
|government = Autocracy&lt;br /&gt;
|demonym = -&lt;br /&gt;
|adjective = -&lt;br /&gt;
|population = Unkown&lt;br /&gt;
|demographics = Trolls&lt;br /&gt;
}}&lt;br /&gt;
'''Shu'truk''' {{Pronunciation|SHOO-trook}} is a city in the [[Allani Forest]], established and inhabited by trolls. Founded around {{Year|6840}} in the midst of the Great Absolution, the centuries-long war between [[Ramashal]] and [[Tertihar]], the trolls have taken advantage of the chaos to carve out a small realm for themselves. Shu'truk is led by [[Nlazak]], a particularly large and strong troll who has formed a cult of personality around himself. The few outsiders who have visited report that the social structure of the city is held together only by Nlazak's force of will and the trolls' personal loyalty to their leader.&lt;br /&gt;
&lt;br /&gt;
The city is built around the ruins of an old Ramashali fortress, which is now used as Nlazak's throne room. The rest of the city sprawls into the forest, mostly crudely constructed, semi-subterranean homes.&lt;br /&gt;
&lt;br /&gt;
Nlazak claims he created Shu'truk in order to have a land for the trolls to call their own, and that he does not wish for future conflict with the Tertihari settlements nearby. Though most non-trolls do not believe these claims, none can deny the Allani Forest has become far more peaceful since the city was established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Deluge&amp;diff=4848</id>
		<title>Deluge</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Deluge&amp;diff=4848"/>
		<updated>2022-09-19T01:56:22Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Deluge''' was the catastrophic flooding of [[Akhom]] in {{Year|6498}}. Great walls of water inundated the almost entirely coastal nation, washing entire cities out to sea. &lt;br /&gt;
&lt;br /&gt;
The Deluge was not a natural event, but rather was intentionally caused by the azarketi wizard [[Isfet]]. Seeking to drive out what she saw as the land-dwelling peoples slowly destroying her ancestral homeland and planning to establish her own watery dominion, Isfet opened rifts to the Plane of Water just offshore from Akhom, exploiting the thin planar boundaries at these locations. Water rushed into the Material Plane, quickly overwhelming the coast with massive tsunamis. &lt;br /&gt;
&lt;br /&gt;
Two years after the Deluge, Isfet was eventually apprehended by the gold dragon [[Zandroanyx]] and imprisoned in [[Atonement]], where she has remained to this day. The rifts have since been closed for the most part, though occasionally sailors in the [[Kilche Sea]] continue to see inexplicable spouts of water rising from the waves.&lt;br /&gt;
&lt;br /&gt;
After the Deluge, few survivors remained to rebuild the ruins of their cities. Most departed for new lives elsewhere - many headed south to [[Rudamun]], while others dispersed across the world.&lt;br /&gt;
&lt;br /&gt;
[[Category:Akhom]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Deluge&amp;diff=4847</id>
		<title>Deluge</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Deluge&amp;diff=4847"/>
		<updated>2022-09-19T01:54:35Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Deluge''' was the catastrophic flooding of [[Akhom]] in {{Year|6498}}. Great walls of water inundated the almost entirely coastal nation, washing entire cities out to sea. &lt;br /&gt;
&lt;br /&gt;
The Deluge was not a natural event, but rather was intentionally caused by the azarketi wizard [[Isfet]]. Seeking to drive out what she saw as the land-dwelling peoples slowly destroying her ancestral homeland and planning to establish her own watery dominion, Isfet opened rifts to the Plane of Water just offshore from Akhom, exploiting the thin planar boundaries at these locations. Water rushed into the Material Plane, quickly overwhelming the coast with massive tsunamis. &lt;br /&gt;
&lt;br /&gt;
Two years after the Deluge, Isfet was eventually apprehended by the gold dragon [[Zandroanyx]] and imprisoned in [[Atonement]], where she has remained to this day. The rifts have since been closed for the most part, though occasionally sailors in the [[Kilche Sea]] continue to see inexplicable spouts of water rising from the waves.&lt;br /&gt;
&lt;br /&gt;
After the Deluge, few survivors remained to rebuilt the ruins of their cities. Most departed for new lives elsewhere - many headed south to [[Rudamun]], while others dispersed across the world.&lt;br /&gt;
&lt;br /&gt;
[[Category:Akhom]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Ukalar_Apsir&amp;diff=4846</id>
		<title>Ukalar Apsir</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Ukalar_Apsir&amp;diff=4846"/>
		<updated>2022-09-19T01:53:37Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Ukalar Apsir&lt;br /&gt;
|image = &lt;br /&gt;
|title = Founder of the [[Apsium Magical Institute]]&lt;br /&gt;
|alignment = Chaotic good&lt;br /&gt;
|ancestry = Human&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Sarepta]], [[Tirione]]&lt;br /&gt;
|status = Deceased&lt;br /&gt;
}}&lt;br /&gt;
'''Ukalar Apsir''' {{Pronunciation|OO-kah-lar APP-seer}} was a renowned [[Tirione|Tirionite]] wizard who founded the [[Apsium Magical Institute]] in {{Year|5990}}. In his lifetime Apsir was known primarily as a master transmuter, with a particular focus on inducing abiogenesis from unliving matter. After he died in {{Year|6102}}, Apsir was buried on the grounds of the school he founded - while some visiting scholars have determined his tomb is actually a portal to a demiplane, the Institute forbids anyone from entering. &lt;br /&gt;
&lt;br /&gt;
[[Category:Tirione]]&lt;br /&gt;
[[Category:Tirione/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Eastbound&amp;diff=4845</id>
		<title>Eastbound</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Eastbound&amp;diff=4845"/>
		<updated>2022-09-19T01:52:35Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CityInfobox&lt;br /&gt;
|name = Eastbound&lt;br /&gt;
|image = &lt;br /&gt;
|nation = Independent&lt;br /&gt;
|ruler = -&lt;br /&gt;
|government = Republic&lt;br /&gt;
|demonym = Eastbounders&lt;br /&gt;
|adjective = Eastbound&lt;br /&gt;
|population = ~4,000&lt;br /&gt;
|demographics = Primarily humans, half-elves, orcs, and half-orcs&lt;br /&gt;
}}&lt;br /&gt;
'''Eastbound''' is a city located on the windswept plains north of the [[Sentinel Peaks]] and south of [[Laurentia]]. An important stop along the [[Asterian Trail]], the city marks the point where those traveling from [[Hellea]] to [[Asteria]] begin heading due east after making their way past the perils of the mountains.&lt;br /&gt;
&lt;br /&gt;
A cult to Ithaqua is known to exist in Eastbound, its members hiding amongst the inhabitants of the city. The remains of cannibalized travelers are occasionally discovered stashed away in hidden places, something the city's leadership is careful to cover up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Lodge_of_the_Lionhearted&amp;diff=4355</id>
		<title>Lodge of the Lionhearted</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Lodge_of_the_Lionhearted&amp;diff=4355"/>
		<updated>2022-08-10T23:57:23Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{OrganizationInfobox |name = Lodge of the Lionhearted |image =  |type = Adventuring |leader = Grandmaster Sigrun Wolftooth |alignment = Chaotic neutral |headquarters = Lodge of the Lionhearted, Rothurland |scope = Global |members = Adventurers, hunters }} The '''Lodge of the Lionhearted''' is an organization of renowned, glory-seeking adventurers and hunters who seek ever-greater prey. Though members hail from around the world, and are sent far and wide in searc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = Lodge of the Lionhearted&lt;br /&gt;
|image = &lt;br /&gt;
|type = Adventuring&lt;br /&gt;
|leader = Grandmaster [[Sigrun Wolftooth]]&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|headquarters = Lodge of the Lionhearted, [[Rothurland]]&lt;br /&gt;
|scope = Global&lt;br /&gt;
|members = Adventurers, hunters&lt;br /&gt;
}}&lt;br /&gt;
The '''Lodge of the Lionhearted''' is an organization of renowned, glory-seeking adventurers and hunters who seek ever-greater prey. Though members hail from around the world, and are sent far and wide in search of their quarry, the organization is based out of their longhouse just outside [[Bjorrstad]], [[Rothurland]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
== Interests and activities ===&lt;br /&gt;
&lt;br /&gt;
== Notable individuals ==&lt;br /&gt;
''See also: [[Sigrun Wolftooth]]''&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Rothurland/Locations]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4354</id>
		<title>Rothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4354"/>
		<updated>2022-08-10T23:41:45Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Rothurland&lt;br /&gt;
|image = Flag_Rothurland.svg&lt;br /&gt;
|capital = None&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = Multiple jarldoms&lt;br /&gt;
|demonym = Rothurlander&lt;br /&gt;
|adjective = Rothurlandic&lt;br /&gt;
|languages = [[Roeda]], [[Common]], [[Orcish]], [[Jotun]]&lt;br /&gt;
|religions = Various deities, especially Gorum, Gozreh, and Torag&lt;br /&gt;
}}&lt;br /&gt;
'''Rothurland''' {{Pronunciation|ROW-thur-land}} is a region that remains wild and relatively sparsely settled, populated by a people best known as great seafarers, explorers, and warriors. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
The geography of Rothurland varies greatly, from the rocky islands and fjords of the coast to the marshes, bogs, and forests of the interior. The region has a broadly cool climate, with extremely mild summers accompanying winters that can be bitterly cold.&lt;br /&gt;
&lt;br /&gt;
Most settlements in Rothurland are to the east of the [[Eyjara Bay]], where the coastline is significantly less rough than the fjords that characterize the north and west of the region. Forests cover much of Rothurland - while most of the forests are oak, birch, and other trees common elsewhere, it is the gigantic redwood trees for which the region's woodlands are famous. Hundreds of feet tall, these redwoods primarily grow in groves between the [[Minka River|Minka]] and [[Hvitna River|Hvitna]] rivers.&lt;br /&gt;
&lt;br /&gt;
Two mountain ranges surround much of Rothurland. To the south, the [[Sentinel Peaks]] separates the region from the land surrounding the [[Alkyonides Gulf]], though historically many Rothurlanders have sailed around to settle this coastline as well. In the north, the [[Ialgrike Peaks]] run along the coast of the [[Invelaust Ocean]], a spectacular landscape carved by glaciers. These mountains are broadly quite cold and rugged, with few permanent settlements.&lt;br /&gt;
&lt;br /&gt;
The rocky [[Serpent Islands]], to the west of the Eyjara Bay, are named after the sea serpents that are common in that part of the world. These oceanic creatures are simultaneously feared and respected by the inhabitants of the islands, and are frequently hunted to prove one's worth. &lt;br /&gt;
&lt;br /&gt;
Innumerable rivers begin in the mountains of Rothurland before flowing out to the Eyjara Bay or Invelaust Ocean. The most significant of these are the [[Vara River|Vara]], Hvitna, and Minka rivers, though they are joined by countless small tributaries and streams.&lt;br /&gt;
&lt;br /&gt;
Mundane animals that are common in Rothurland include moose, cave lions, bears, wolves, reindeer, and some megafauna that can also be found in nearby [[Laurentia]], especially giant elk, cave bears, and mammoths. The mountains, forests, wetlands, and waters of Rothurland teem with animals, and much of the region remains untouched by permanent habitation. &lt;br /&gt;
&lt;br /&gt;
Fey are extremely common in Rothurland, especially in the forested parts of the region. &lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Government==&lt;br /&gt;
Rothurland has no central government, nor has it ever. Instead, the region is ruled by a shifting series of jarls. Each jarl controls a part of Rothurland, called a jarldom, for as long as they are able to maintain their grasp. Rulership is usually highly contentious, with challengers to the jarls both inside and outside their realms. In this autocratic form of government, no standard method of succession exists. Some jarls manage to pass on their lands to their children, or to trusted friends, but if the new ruler is unable to keep control through force, or less likely through diplomacy, they soon find their realms divided by their rivals. The culture of Rothurland prioritizes rule by the strong, and the constant replacement of rulers and reorganization of realms is seen as a necessary consequence.&lt;br /&gt;
&lt;br /&gt;
Jarldoms are not fixed areas, like provinces or hereditary lands usually are elsewhere. Rather, they change regularly to reflect what a jarl is capable of controlling. If two jarls lay claim on the same territory, the inevitable conflict determines whose jarldom it falls within. Conflicts of these sorts may involve combat, but are just as likely to be resolved by trickery, payment, or some other method. Jarldoms usually follow natural geographic boundaries, but not always.&lt;br /&gt;
&lt;br /&gt;
Currently, Rothurland is split between eight jarls:&lt;br /&gt;
&lt;br /&gt;
* Jarl [[Bjorn Ironside]], a dwarven werebear who controls the forests and marshes around the Hvitna and Vara rivers&lt;br /&gt;
*Jarl [[Hrimnir]], a frost giant who has seized most of the redwood forests for himself&lt;br /&gt;
*Jarl [[Magni|Magni the Outlander]], an aging human werewolf and former viking from far away who rose to power through his own prowess&lt;br /&gt;
*Jarl [[Hrafn Ovarr]], the cunning tengu ruler of [[Icepeak Island]]&lt;br /&gt;
*Jarl [[Ingvild Stjornsamr]], the young human ruler of the Serpent Islands who refuses to allow the viking traditions to decline&lt;br /&gt;
*Jarl [[Ladgerda|Ladgerda the Swan]], daughter of [[Ragnarr|Ragnarr the Mad Boar]] and skilled hunter&lt;br /&gt;
*Jarl [[Aslaug|Aslaug the Star-Eyed]], seer and another daughter of Ragnarr&lt;br /&gt;
*Jarl [[Ivar|Ivar the Glass-Armed]], son of Ragnarr and talented military strategist&lt;br /&gt;
&lt;br /&gt;
Beneath the jarls, there is no standardized form of government. Historically almost all jarls have ruled as autocrats, a trend that continues to today. Many have advisors or commanders they delegate responsibilities to and rely upon heavily.&lt;br /&gt;
&lt;br /&gt;
== Economy==&lt;br /&gt;
While it has grown increasingly integrated into global trade, Rothurland remains largely self-sufficient economically. Most settlements produce much of what they need themselves, and trade with nearby communities for other goods. Farming, hunting, fishing, and other food production is central to the Rothurlandic economy. The furs gathered by Rothurlandic hunters are valued in the broader world and are widely traded.&lt;br /&gt;
&lt;br /&gt;
In the past, the vikings of Rothurland were very important to the region's economy, bringing back valuable goods and resources that could not be found in the area. With the decline of the raiding tradition this has become far less significant, and most goods that arrive in Rothurland are now brought by merchants under their own volition.{{CitiesRothurland}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Invelaust Ocean]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Hrafn_Ovarr&amp;diff=4353</id>
		<title>Hrafn Ovarr</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Hrafn_Ovarr&amp;diff=4353"/>
		<updated>2022-08-10T23:32:25Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Hrafn Ovarr |image =  |title = Jarl |alignment = Chaotic neutral |ancestry = Tengu |gender = Male |homeland = Kaldar, Rothurland }} '''Hrafn Ovarr''' {{Pronunciation|her-AF-en OH-var}} is a tengu jarl of Rothurland. Without the martial abilities or strategic prowess of the other jarls, Ovarr instead rules by cunning. Rather than fight other Rothurlandic jarls when disputes arise, Ovarr relies on espionage and trickery to blackmail, bri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Hrafn Ovarr&lt;br /&gt;
|image = &lt;br /&gt;
|title = Jarl&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|ancestry = Tengu&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Kaldar]], [[Rothurland]]&lt;br /&gt;
}}&lt;br /&gt;
'''Hrafn Ovarr''' {{Pronunciation|her-AF-en OH-var}} is a tengu jarl of [[Rothurland]]. Without the martial abilities or strategic prowess of the other jarls, Ovarr instead rules by cunning. Rather than fight other Rothurlandic jarls when disputes arise, Ovarr relies on espionage and trickery to blackmail, bribe, and otherwise coerce others to see his way.&lt;br /&gt;
&lt;br /&gt;
Ovarr is known for traveling his realm widely to see any ongoings himself. His constant travels have endeared him somewhat to those under his rule, though some wonder how the jarl manages to keep up the pace - sometimes it seems Ovarr manages to be in two places at once.&lt;br /&gt;
&lt;br /&gt;
As jarl, Ovarr controls [[Icepeak Island]], including the settlements of [[Orthmark]] and [[Kaldar]]. Despite some provocation from Jarl [[Ingvild Stjornsamr]], he has no desire to expand his realm, content with calling the mountainous island his own.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Rothurland/People]]&lt;br /&gt;
[[Category:Tengu]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Hrimnir&amp;diff=4350</id>
		<title>Hrimnir</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Hrimnir&amp;diff=4350"/>
		<updated>2022-08-10T23:22:38Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Hrimnir |image =  |title = Jarl |alignment = Chaotic evil |ancestry = Frost giant |gender = Male |homeland = Rothurland }} '''Hrimnir''' {{Pronunciation|her-IM-neer}} is a frost giant jarl of Rothurland. Aggressive and expansionist, Hrimnir sees the smaller jarls of Rothurland as unworthy rulers for the giant followers he has assembled. His ambition matches his abilities in combat and has a leader, and he has quickly expanded his realm ove...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Hrimnir&lt;br /&gt;
|image = &lt;br /&gt;
|title = Jarl&lt;br /&gt;
|alignment = Chaotic evil&lt;br /&gt;
|ancestry = Frost giant&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Rothurland]]&lt;br /&gt;
}}&lt;br /&gt;
'''Hrimnir''' {{Pronunciation|her-IM-neer}} is a frost giant jarl of [[Rothurland]]. Aggressive and expansionist, Hrimnir sees the smaller jarls of Rothurland as unworthy rulers for the giant followers he has assembled. His ambition matches his abilities in combat and has a leader, and he has quickly expanded his realm over eastern Rothurland.&lt;br /&gt;
&lt;br /&gt;
As jarl, Hrimnir controls most of the region's redwood forests, including the settlements of Akarn and [[Hollow Grove]]. While the frost, stone, and taiga giants under his command are generally quite loyal, the smaller folk are kept in line only by fear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Rothurland/People]]&lt;br /&gt;
[[Category:Frost giants]]&lt;br /&gt;
[[Category:Giants]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Bjorn_Ironside&amp;diff=4349</id>
		<title>Bjorn Ironside</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Bjorn_Ironside&amp;diff=4349"/>
		<updated>2022-08-10T23:16:22Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Bjorn Ironside&lt;br /&gt;
|image = &lt;br /&gt;
|title = Jarl&lt;br /&gt;
|alignment = Chaotic good&lt;br /&gt;
|ancestry = Dwarf&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Hreinholt]], [[Rothurland]]&lt;br /&gt;
}}&lt;br /&gt;
'''Bjorn Ironside''' {{Pronunciation|be-YORN}} is a dwarven werebear and jarl of [[Rothurland]]. He is known for being highly protective of the people living within his realm, to a greater degree than is considered typical for jarls. His realm is also one of the few in Rothurland that has a history of hereditary inheritance - before Bjorn, the territory was controlled by his grandfather and then his father.&lt;br /&gt;
&lt;br /&gt;
Bjorn has a number of trained cave bears that serve as companions and as guards to his longhouse.&lt;br /&gt;
&lt;br /&gt;
As jarl, Bjorn controls the area between the [[Hvitna River|Hvitna]] and [[Vara River|Vara]] rivers, including the settlements of [[Hreinholt]], [[Dyrfang]], [[Fornheim]], and [[Grimfell]]. The expansionist frost giant Jarl [[Hrimnir]] has begun pushing into Bjorn's northern territory, something that has enraged the werebear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Rothurland/People]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Werecreatures]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Midanism&amp;diff=4348</id>
		<title>Midanism</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Midanism&amp;diff=4348"/>
		<updated>2022-08-10T23:08:56Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: /* Tenets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = Midianism&lt;br /&gt;
|image =&lt;br /&gt;
|type = Philosophy&lt;br /&gt;
|leader = Grand Treasurer&lt;br /&gt;
|alignment = Lawful&lt;br /&gt;
|headquarters = [[Iareios]], [[Eretrebus]]&lt;br /&gt;
|goals = Accumulation of wealth&lt;br /&gt;
|scope = Primarily within Eretrebus&lt;br /&gt;
|structure = Hierarchical, with the Grand Treasurer leading the Tellers of the Bank-Temples&lt;br /&gt;
|members = Eretreban merchants and nobles&lt;br /&gt;
}}&lt;br /&gt;
{{PersonInfobox&lt;br /&gt;
|name = Midas&lt;br /&gt;
|image = &lt;br /&gt;
|alignment = Lawful neutral&lt;br /&gt;
|ancestry = Human&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Mount Kedros]], [[Eretrebus]]&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|text=Gold is an exceedingly malleable material. With the right application of force, one can always get the desired results.|sign=Midas|source=The Transcendence of Wealth}}&lt;br /&gt;
'''Midianism''' {{Pronunciation|MIH-dee-an-ism}} is a philosophy prevalent mostly within the [[Eretrebus|Kingdom of Eretrebus]]. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The name Midianism originated as an homage to Midas, the Eretreban noble whose collected writings shaped the philosophy.  &lt;br /&gt;
&lt;br /&gt;
Born in {{Year|5996}}, Midas had a reputation in his early life as a somewhat idiosyncratic individual. Following in the footsteps of his family, he was a moderately successful merchant, even if he attracted a reputation for creating contracts that were oddly specific and carefully worded to his advantage. Despite his wealth, Midas spent most of his life within his estate on [[Mount Kedros]]. He left effectively the entire mountain to rewild, even as returned wildlife encroached onto the grounds. In his early adulthood, after an extended years-long period of seclusion on his estate, Midas returned to Eretreban high society with the miraculous ability to magically transmute touched objects to gold.  &lt;br /&gt;
&lt;br /&gt;
For the next few years, Midas enjoyed a position of almost absurd wealth. However, it did not take long before he slowly began to retreat back to his seclusion, eventually refusing almost all visitors and isolating himself on Mount Kedros. When a curious family member attempted to locate Midas in {{Year|6040}}, they reportedly found him deceased, apparently for years at that point.  &lt;br /&gt;
&lt;br /&gt;
After his death, Midas' reputation became that of a clever alchemist, eventually becoming more of a slowly waning Eretreban legend. Almost one hundred years later, in {{Year|6133}}, a collection of writings purportedly by Midas was published by an unknown benefactor in [[Iareios]]. A remarkably brief volume, this book contained letters and short musings in which Midas explained his philosophies, beliefs, and understanding of magic. ''The Transcendence of Wealth'', as the book was titled, was initially regarded by most as only a curiosity, a collection of notes on matters of trade and lifestyle. A small circle of Eretreban merchants, however, saw something more in Midas' writings - they saw hints and clues in how to achieve a form of immortality.   &lt;br /&gt;
&lt;br /&gt;
One of the last letters in ''The Transcendence of Wealth'', addressed to an unnamed recipient, obliquely mentions a method of using vast amounts of riches to preserve the body and soul after death. The initial Midianites, as they came to call themselves, seized upon this fragment of information and believed they could complete Midas' notes. Though they initially attempted to maintain secrecy, they were unable to contain the news when one of their members, [[Adrastus]], determined the missing steps and underwent the process himself, preserving his body with molten gold and casting his soul into a private demiplane.   &lt;br /&gt;
&lt;br /&gt;
With their activities surfaced to the broader world, many of the wealthy on Eretrebus flocked to the new philosophy. While they faced significant resistance from traditional religious institutions and figures, especially the faithful of Pharasma, the Midianites grew rapidly.   &lt;br /&gt;
&lt;br /&gt;
In a process known as the Midian Transformation, by {{Year|6200}} Midianites were influential and powerful enough that effectively all of Eretrebus was at their command, at least indirectly. The monarchy of Eretrebus had become vestigial, with the newly established position of Grand Treasurer functionally controlling the kingdom.   &lt;br /&gt;
&lt;br /&gt;
==Tenets==&lt;br /&gt;
Above all else, Midianites prioritize wealth accumulation as the foremost tenet of their philosophy. Becoming wealthy, or further increasing one's existing wealth, is seen as the most righteous achievement in life. Methods of coming into possession of riches in ways that counteract their other tenets, however, are seen as far worse than having the status of a pauper.&lt;br /&gt;
&lt;br /&gt;
A true Midianite follows Midas' teachings closely, as they do with all laws. Stretching the law to one's own benefit is allowed, but doing so blatantly is frowned upon. Both excessively good and evil deeds are viewed with distaste by Midianites.&lt;br /&gt;
&lt;br /&gt;
Midianites prioritize personal cleanliness highly and bathe regularly. This belief has contributed to the development of central plumbing in many cities in Eretrebus.&lt;br /&gt;
&lt;br /&gt;
Conservation is of high importance to the Midianites. Drawn out of a desire to ensure resources exists for future profit, Midas' writings about his appreciation for his mountainside estate, and understanding of Eretrebus' resource-depleted position, Midianites ensure that their quests for prosperity do not result in damage to the natural world.&lt;br /&gt;
&lt;br /&gt;
Midianism is a secular philosophy - as long as one follows its tenets, worship of any and all gods is permitted. Some Midianites follow Abadar, and others Asmodeus or deities more broadly popular on the island kingdom. Many Midianites, however, do not profess any faith. For centuries, atheism has not only been tolerated but officially sanctioned by the Grand Treasurers.&lt;br /&gt;
&lt;br /&gt;
Officially, Midianism is open to all who wish to join, regardless of ancestry, background, or current social or financial status. In reality, however, most who are inducted into the Midianites are already somewhat affluent, and few outside Eretrebus see a significant pull towards the philosophy.&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
The vast majority of Midianites are wealthy figures in Eretreban society - the philosophy has seen little adoption by the lower classes, or by those living outside Eretrebus. &lt;br /&gt;
&lt;br /&gt;
Though Midianism is not formally structured, in practice the Grand Treasurer is seen as the foremost authority on the philosophy and arbiter of the meanings of Midas' writings. The Grand Treasurer also serves a role in Eretreban government. While officially only in charge of the kingdom's finances, in practice the Grand Treasurer has the ability to direct all aspects of the island's governance. Legends hold that some prior Grand Treasurers have had the same supernatural ability possessed by Midas, able to turn objects to gold with a simple touch.&lt;br /&gt;
&lt;br /&gt;
The Tellers, experts in divination and administrators of the Bank-Temples, occupy another important position to Midianites. Tellers are frequently consulted to foresee the best course of action in regards to trade deals and other matters of wealth accumulation. Those that seek their services are strongly encouraged to make generous donations to the Bank-Temples in return. While Midianism is wholly secular, the Bank-Temples treat financial business with almost a sense of reverence, turning loans and other forms of financial services into [https://www.youtube.com/watch?v=9k85_KKTaA8 almost spiritual matters]. &lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
Upon the conclusion of a Midianite's life, they prepare themselves for a ritual known as Purification. In a complex set of practices, their bodies are cleaned, both physically and magically, placed flat in a reclined position, and cast in molten gold. The Midianite is alive for this entire process - if they are already deceased, the Purification cannot be performed. Simultaneously, a demi-plane is created to the Midianite's exact specifications. Purification is always a fatal process, but once complete the soul of the Midianite is transported to their new, private demiplane, where they can enjoy an eternity in luxury. Unlike with petitioners, these souls retain their memories and personality from their prior lives. &lt;br /&gt;
&lt;br /&gt;
Not all Midianites wait until they are on their deathbeds to undergo Purification. Some choose to do so to escape severe consequences in life, and others when they believe they have come into possession of as many riches as they ever will.&lt;br /&gt;
&lt;br /&gt;
A significant aspect of the Purification that appeals to Midianites is how it neatly avoids sending the soul for judgement in the Boneyard. Regardless of their deeds or religious beliefs in life, wealthy Midianites can die knowing their will enjoy a luxurious afterlife, with a strong connection to their former selves. This is a major factor in why so many Midianites are atheists.&lt;br /&gt;
&lt;br /&gt;
Some Midianites that undergo this burial process have their bodies interred in their opulent residences, maintained as if they were still alive for as long as the remainder of their estate lasts. The burial practice itself is somewhat uncommon to perform, and maintaining an estate in this manner after death is even more so - in any case, this arrangement usually does not last long before the remaining family of the deceased find loopholes in their last will and claw the money back for themselves.&lt;br /&gt;
&lt;br /&gt;
The Purification is a significant part of the draw to join the Midianites - the ability to construct one's own afterlife is incredibly appealing to many.&lt;br /&gt;
&lt;br /&gt;
Knowledge about the intricate details of Purification is not known to all - for the most part, only the Grand Treasurer and the Tellers fully understand the process. As such, to receive Purification most Midianites must be on good terms with the authorities of their philosophy, and have been prosperous enough for them to take notice.&lt;br /&gt;
&lt;br /&gt;
Many Midianites regularly provide monetary donations to the Bank-Temples, under the belief that doing so will grant further prosperity. This is by and large true, if only because the Tellers favor and provide advantageous information towards those that support them the most.&lt;br /&gt;
&lt;br /&gt;
== Bank-Temples ==&lt;br /&gt;
Most Bank-Temples are broadly similar in design. Exterior doors usually open into a single, large chamber, typically an cross-arched dome. Fountains or [https://pbs.twimg.com/media/EaZblDdWAAA-5ap?format=jpg&amp;amp;name=large golden statues of a hand] are frequently used as centerpieces, with the rest of the of the chamber typically dimly lit and divided into areas for seclusion. Those of high standing within the Midians may be invited to the lower levels, below ground, where the vaults can be found.{{InspirationBox&lt;br /&gt;
|inspiration = Kind of a cross between the Prophecies of Kalistrade and the Corpus from Warframe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Philosophies]]&lt;br /&gt;
[[Category:Eretrebus]]&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Midianism]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Magni&amp;diff=4347</id>
		<title>Magni</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Magni&amp;diff=4347"/>
		<updated>2022-08-10T20:26:56Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Magni |image =  |title = Jarl, the Outlander |alignment = Neutral |ancestry = Human |gender = Male |homeland = Unknown - somewhere on the eastern coast of the Chaska Sea }} '''Magni''' {{Pronunciation|MAG-nee}}, often known as Magni the Outlander, is an aging jarl of Rothurland. Unlike the other current jarls, Magni does not hail from Rothurland but rather somewhere considerably farther afield. Though he has done much to adopt the culture...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Magni&lt;br /&gt;
|image = &lt;br /&gt;
|title = Jarl, the Outlander&lt;br /&gt;
|alignment = Neutral&lt;br /&gt;
|ancestry = Human&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = Unknown - somewhere on the eastern coast of the [[Chaska Sea]]&lt;br /&gt;
}}&lt;br /&gt;
'''Magni''' {{Pronunciation|MAG-nee}}, often known as Magni the Outlander, is an aging jarl of [[Rothurland]]. Unlike the other current jarls, Magni does not hail from Rothurland but rather somewhere considerably farther afield. Though he has done much to adopt the culture of the region, his enduring accent and knowledge of [[Telan]] makes some believe he is originally from [[Tirione]] or somewhere nearby. Magni is unwilling to share either his location of origin or his birth name, preferring to let his accomplishments in Rothurland define him rather than his past.&lt;br /&gt;
&lt;br /&gt;
Magni is a werewolf and former viking. Though he has long side put his raiding days behind him, in his youth he commanded a ship that struck up and down the western coast of [[Hellea]]. Many of the giant princes of the [[Philiraki Giant Princes|Philiraki peninsula]] know Magni by name, and he was one of the few that managed to steal from the storm giants' manors and escape alive. In his older age, Magni discourages others from following in his footsteps, preferring to open lines of trade with the broader world rather than take what they want by force.&lt;br /&gt;
&lt;br /&gt;
As jarl, Magni controls the southern coast of the [[Eyjara Bay]] from [[Bjorrstad]] in the east to [[Thorn]] in the west. He has relatively good and peaceful relations with the other jarls, though he and [[Ingvild Stjornsamr]] sometimes come into conflict over their opposing views on the viking traditions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Rothurland/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Werecreatures]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Headstitcher&amp;diff=4346</id>
		<title>Headstitcher</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Headstitcher&amp;diff=4346"/>
		<updated>2022-08-10T20:17:05Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Headstitcher |image =  |alignment = Chaotic evil |ancestry = Fleshwarp |gender = Female |homeland = Pela Huban }} The '''Headstitcher''' is an expert fleshwarper and grafter in Pela Huban. The Headstitcher's services are popular among the gangs of the city, especially amongst their leaders, but she is willing to work on any who pay the high prices she commands. Her workshop is located somewhere in the lower sewers of Pela Huban - hidden we...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Headstitcher&lt;br /&gt;
|image = &lt;br /&gt;
|alignment = Chaotic evil&lt;br /&gt;
|ancestry = Fleshwarp&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Pela Huban]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Headstitcher''' is an expert fleshwarper and grafter in [[Pela Huban]]. The Headstitcher's services are popular among the gangs of the city, especially amongst their leaders, but she is willing to work on any who pay the high prices she commands. Her workshop is located somewhere in the lower sewers of Pela Huban - hidden well enough from prying eyes, but not so much that her clients cannot find the location.&lt;br /&gt;
&lt;br /&gt;
The Headstitcher's appearance has shifted greatly in the decades that she has been active. Though she looked mostly human-like when she first started selling her services, she has since gained two more pairs of arms, gills, insectile eyes, and armor-like skin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pela Huban]]&lt;br /&gt;
[[Category:Pela Huban/People]]&lt;br /&gt;
[[Category:Fleshwarps]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4345</id>
		<title>Template:CitiesRothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4345"/>
		<updated>2022-08-10T20:06:18Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Rothurland]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Settlements&lt;br /&gt;
| list1  = {{Navbox|child&lt;br /&gt;
| group1 = Jarl [[Aslaug|Aslaug the Star-Eyed]]&lt;br /&gt;
| list1 = &lt;br /&gt;
* [[Anvil Rock]]&lt;br /&gt;
* [[Njarovik]]&lt;br /&gt;
* '''[[Svarheim]]'''&lt;br /&gt;
* [[Whiteraven]]&lt;br /&gt;
| group2 = Jarl [[Bjorn Ironside]]&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Dyrfang]]&lt;br /&gt;
* [[Fornheim]]&lt;br /&gt;
* [[Grimfell]]&lt;br /&gt;
* '''[[Hreinholt]]'''&lt;br /&gt;
| group3 = Jarl [[Hrafn Ovarr]]&lt;br /&gt;
| list3 = &lt;br /&gt;
* [[Kaldar]]&lt;br /&gt;
* '''[[Orthmark]]'''&lt;br /&gt;
| group4 = Jarl [[Hrimnir]]&lt;br /&gt;
| list4 = &lt;br /&gt;
* '''[[Akarn]]'''&lt;br /&gt;
* [[Hollow Grove]]&lt;br /&gt;
| group5 = Jarl [[Ingvild Stjornsamr]]&lt;br /&gt;
| list5 = &lt;br /&gt;
* '''[[Hvalstad]]'''&lt;br /&gt;
* [[Ormsker]]&lt;br /&gt;
| group6 = Jarl [[Ivar|Ivar the Glass-Armed]]&lt;br /&gt;
| list6 = &lt;br /&gt;
* '''[[Ormsa]]'''&lt;br /&gt;
| group7 = Jarl [[Ladgerda|Ladgerda the Swan]]&lt;br /&gt;
| list7 =&lt;br /&gt;
* [[Norheim]]&lt;br /&gt;
* [[Shivering Fjord]]&lt;br /&gt;
* '''[[Veden]]'''&lt;br /&gt;
| group8 = Jarl [[Magni|Magni the Outlander]]&lt;br /&gt;
| list8 = &lt;br /&gt;
* '''[[Bjorrstad]]'''&lt;br /&gt;
* [[Jaransvik]]&lt;br /&gt;
* [[Thorn]]&lt;br /&gt;
}}&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Eyjara Bay]]&lt;br /&gt;
* [[Hvitna River]]&lt;br /&gt;
* [[Ialgrike Peaks]]&lt;br /&gt;
* [[Icepeak Island]]&lt;br /&gt;
* [[Invelaust Ocean]]&lt;br /&gt;
* [[Minka River]]&lt;br /&gt;
* [[Sentinel Peaks]]&lt;br /&gt;
* [[Serpent Islands]]&lt;br /&gt;
* [[Vara River]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4344</id>
		<title>Template:CitiesRothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4344"/>
		<updated>2022-08-10T20:05:48Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Rothurland]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Settlements&lt;br /&gt;
| list1  = {{Navbox|child&lt;br /&gt;
| group1 = Jarl [[Aslaug|Aslaug the Star-Eyed]]&lt;br /&gt;
| list1 = &lt;br /&gt;
* [[Anvil Rock]]&lt;br /&gt;
* [[Njarovik]]&lt;br /&gt;
* '''[[Svarheim]]'''&lt;br /&gt;
* [[Whiteraven]]&lt;br /&gt;
| group2 = Jarl [[Bjorn Ironside]]&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Dyrfang]]&lt;br /&gt;
* [[Fornheim]]&lt;br /&gt;
* [[Grimfell]]&lt;br /&gt;
* '''[[Hreinholt]]'''&lt;br /&gt;
| group3 = Jarl [[Hrafn Ovarr]]&lt;br /&gt;
| list3 = &lt;br /&gt;
* [[Kaldar]]&lt;br /&gt;
* '''[[Orthmark]]'''&lt;br /&gt;
| group4 = Jarl [[Hrimnir]]&lt;br /&gt;
| list4 = &lt;br /&gt;
* '''[[Akarn]]'''&lt;br /&gt;
* [[Hollow Grove]]&lt;br /&gt;
| group5 = Jarl [[Ingvild Stjornsamr]]&lt;br /&gt;
| list5 = &lt;br /&gt;
* [[Hvalstad]]&lt;br /&gt;
* '''[[Ormsker]]'''&lt;br /&gt;
| group6 = Jarl [[Ivar|Ivar the Glass-Armed]]&lt;br /&gt;
| list6 = &lt;br /&gt;
* '''[[Ormsa]]'''&lt;br /&gt;
| group7 = Jarl [[Ladgerda|Ladgerda the Swan]]&lt;br /&gt;
| list7 =&lt;br /&gt;
* [[Norheim]]&lt;br /&gt;
* [[Shivering Fjord]]&lt;br /&gt;
* '''[[Veden]]'''&lt;br /&gt;
| group8 = Jarl [[Magni|Magni the Outlander]]&lt;br /&gt;
| list8 = &lt;br /&gt;
* '''[[Bjorrstad]]'''&lt;br /&gt;
* [[Jaransvik]]&lt;br /&gt;
* [[Thorn]]&lt;br /&gt;
}}&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Eyjara Bay]]&lt;br /&gt;
* [[Hvitna River]]&lt;br /&gt;
* [[Ialgrike Peaks]]&lt;br /&gt;
* [[Icepeak Island]]&lt;br /&gt;
* [[Invelaust Ocean]]&lt;br /&gt;
* [[Minka River]]&lt;br /&gt;
* [[Sentinel Peaks]]&lt;br /&gt;
* [[Serpent Islands]]&lt;br /&gt;
* [[Vara River]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Bjorn_Ironside&amp;diff=4342</id>
		<title>Bjorn Ironside</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Bjorn_Ironside&amp;diff=4342"/>
		<updated>2022-08-10T19:51:40Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Bjorn Ironside |image =  |title = Jarl |alignment = Chaotic good |ancestry = Dwarf |gender = Male |homeland = Hreinholt, Rothurland }} '''Bjorn Ironside''' {{Pronunciation|be-YORN}} is a dwarven werebear and jarl of Rothurland. He is known for being highly protective of the people living within his realm, to a greater degree than is considered typical for jarls. His realm is also one of the few in Rothurland that has a history of hered...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Bjorn Ironside&lt;br /&gt;
|image = &lt;br /&gt;
|title = Jarl&lt;br /&gt;
|alignment = Chaotic good&lt;br /&gt;
|ancestry = Dwarf&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Hreinholt]], [[Rothurland]]&lt;br /&gt;
}}&lt;br /&gt;
'''Bjorn Ironside''' {{Pronunciation|be-YORN}} is a dwarven werebear and jarl of [[Rothurland]]. He is known for being highly protective of the people living within his realm, to a greater degree than is considered typical for jarls. His realm is also one of the few in Rothurland that has a history of hereditary inheritance - before Bjorn, the territory was controlled by his grandfather and then his father.&lt;br /&gt;
&lt;br /&gt;
As jarl, Bjorn controls the area between the [[Hvitna River|Hvitna]] and [[Vara River|Vara]] rivers, including the settlements of [[Hreinholt]], [[Dyrfang]], [[Fornheim]], and [[Grimfell]]. The expansionist frost giant Jarl [[Hrimnir]] has begun pushing into Bjorn's northern territory, something that has enraged the werebear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Rothurland/People]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Werecreatures]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4341</id>
		<title>Rothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4341"/>
		<updated>2022-08-10T19:40:41Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Rothurland&lt;br /&gt;
|image = Flag_Rothurland.svg&lt;br /&gt;
|capital = None&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = Multiple jarldoms&lt;br /&gt;
|demonym = Rothurlander&lt;br /&gt;
|adjective = Rothurlandic&lt;br /&gt;
|languages = [[Roeda]], [[Common]], [[Orcish]], [[Jotun]]&lt;br /&gt;
|religions = Various deities, especially Gorum, Gozreh, and Torag&lt;br /&gt;
}}&lt;br /&gt;
'''Rothurland''' {{Pronunciation|ROW-thur-land}} is a region that remains wild and relatively sparsely settled, populated by a people best known as great seafarers, explorers, and warriors. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
The geography of Rothurland varies greatly, from the rocky islands and fjords of the coast to the marshes, bogs, and forests of the interior. The region has a broadly cool climate, with extremely mild summers accompanying winters that can be bitterly cold.&lt;br /&gt;
&lt;br /&gt;
Most settlements in Rothurland are to the east of the [[Eyjara Bay]], where the coastline is significantly less rough than the fjords that characterize the north and west of the region. Forests cover much of Rothurland - while most of the forests are oak, birch, and other trees common elsewhere, it is the gigantic redwood trees for which the region's woodlands are famous. Hundreds of feet tall, these redwoods primarily grow in groves between the [[Minka River|Minka]] and [[Hvitna River|Hvitna]] rivers.&lt;br /&gt;
&lt;br /&gt;
Two mountain ranges surround much of Rothurland. To the south, the [[Sentinel Peaks]] separates the region from the land surrounding the [[Alkyonides Gulf]], though historically many Rothurlanders have sailed around to settle this coastline as well. In the north, the [[Ialgrike Peaks]] run along the coast of the [[Invelaust Ocean]], a spectacular landscape carved by glaciers. These mountains are broadly quite cold and rugged, with few permanent settlements.&lt;br /&gt;
&lt;br /&gt;
The rocky [[Serpent Islands]], to the west of the Eyjara Bay, are named after the sea serpents that are common in that part of the world. These oceanic creatures are simultaneously feared and respected by the inhabitants of the islands, and are frequently hunted to prove one's worth. &lt;br /&gt;
&lt;br /&gt;
Innumerable rivers begin in the mountains of Rothurland before flowing out to the Eyjara Bay or Invelaust Ocean. The most significant of these are the [[Vara River|Vara]], Hvitna, and Minka rivers, though they are joined by countless small tributaries and streams.&lt;br /&gt;
&lt;br /&gt;
Mundane animals that are common in Rothurland include moose, bears, wolves, reindeer, and some megafauna that can also be found in nearby [[Laurentia]], especially giant elk, cave bears, and mammoths. The mountains, forests, wetlands, and waters of Rothurland teem with animals, and much of the region remains untouched by permanent habitation. &lt;br /&gt;
&lt;br /&gt;
Fey are extremely common in Rothurland, especially in the forested parts of the region. &lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Government==&lt;br /&gt;
Rothurland has no central government, nor has it ever. Instead, the region is ruled by a shifting series of jarls. Each jarl controls a part of Rothurland, called a jarldom, for as long as they are able to maintain their grasp. Rulership is usually highly contentious, with challengers to the jarls both inside and outside their realms. In this autocratic form of government, no standard method of succession exists. Some jarls manage to pass on their lands to their children, or to trusted friends, but if the new ruler is unable to keep control through force, or less likely through diplomacy, they soon find their realms divided by their rivals. The culture of Rothurland prioritizes rule by the strong, and the constant replacement of rulers and reorganization of realms is seen as a necessary consequence.&lt;br /&gt;
&lt;br /&gt;
Jarldoms are not fixed areas, like provinces or hereditary lands usually are elsewhere. Rather, they change regularly to reflect what a jarl is capable of controlling. If two jarls lay claim on the same territory, the inevitable conflict determines whose jarldom it falls within. Conflicts of these sorts may involve combat, but are just as likely to be resolved by trickery, payment, or some other method. Jarldoms usually follow natural geographic boundaries, but not always.&lt;br /&gt;
&lt;br /&gt;
Currently, Rothurland is split between eight jarls:&lt;br /&gt;
&lt;br /&gt;
* Jarl [[Bjorn Ironside]], a dwarven werebear who controls the forests and marshes around the Hvitna and Vara rivers&lt;br /&gt;
*Jarl [[Hrimnir]], a frost giant who has seized most of the redwood forests for himself&lt;br /&gt;
*Jarl [[Magni|Magni the Outlander]], an aging human werewolf and former viking from far away who rose to power through his own prowess&lt;br /&gt;
*Jarl [[Hrafn Ovarr]], the cunning tengu ruler of [[Icepeak Island]]&lt;br /&gt;
*Jarl [[Ingvild Stjornsamr]], the young human ruler of the Serpent Islands who refuses to allow the viking traditions to decline&lt;br /&gt;
*Jarl [[Ladgerda|Ladgerda the Swan]], daughter of [[Ragnarr|Ragnarr the Mad Boar]] and skilled hunter&lt;br /&gt;
*Jarl [[Aslaug|Aslaug the Star-Eyed]], seer and another daughter of Ragnarr&lt;br /&gt;
*Jarl [[Ivar|Ivar the Glass-Armed]], son of Ragnarr and talented military strategist&lt;br /&gt;
&lt;br /&gt;
Beneath the jarls, there is no standardized form of government. Historically almost all jarls have ruled as autocrats, a trend that continues to today. Many have advisors or commanders they delegate responsibilities to and rely upon heavily.&lt;br /&gt;
&lt;br /&gt;
== Economy==&lt;br /&gt;
While it has grown increasingly integrated into global trade, Rothurland remains largely self-sufficient economically. Most settlements produce much of what they need themselves, and trade with nearby communities for other goods. Farming, hunting, fishing, and other food production is central to the Rothurlandic economy. The furs gathered by Rothurlandic hunters are valued in the broader world and are widely traded.&lt;br /&gt;
&lt;br /&gt;
In the past, the vikings of Rothurland were very important to the region's economy, bringing back valuable goods and resources that could not be found in the area. With the decline of the raiding tradition this has become far less significant, and most goods that arrive in Rothurland are now brought by merchants under their own volition.{{CitiesRothurland}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Invelaust Ocean]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4340</id>
		<title>Rothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4340"/>
		<updated>2022-08-10T19:39:30Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Rothurland&lt;br /&gt;
|image = Flag_Rothurland.svg&lt;br /&gt;
|capital = None&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = Multiple jarldoms&lt;br /&gt;
|demonym = Rothurlander&lt;br /&gt;
|adjective = Rothurlandic&lt;br /&gt;
|languages = [[Roeda]], [[Common]], [[Orcish]], [[Jotun]]&lt;br /&gt;
|religions = Various deities, especially Gorum, Gozreh, and Torag&lt;br /&gt;
}}&lt;br /&gt;
'''Rothurland''' {{Pronunciation|ROW-thur-land}} is a region that remains wild and relatively sparsely settled, populated by a people best known as great seafarers, explorers, and warriors. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
The geography of Rothurland varies greatly, from the rocky islands and fjords of the coast to the marshes, bogs, and forests of the interior. The region has a broadly cool climate, with extremely mild summers accompanying winters that can be bitterly cold.&lt;br /&gt;
&lt;br /&gt;
Most settlements in Rothurland are to the east of the [[Eyjara Bay]], where the coastline is significantly less rough than the fjords that characterize the north and west of the region. Forests cover much of Rothurland - while most of the forests are oak, birch, and other trees common elsewhere, it is the gigantic redwood trees for which the region's woodlands are famous. Hundreds of feet tall, these redwoods primarily grow in groves between the [[Minka River|Minka]] and [[Hvitna River|Hvitna]] rivers.&lt;br /&gt;
&lt;br /&gt;
Two mountain ranges surround much of Rothurland. To the south, the [[Sentinel Peaks]] separates the region from the land surrounding the [[Alkyonides Gulf]], though historically many Rothurlanders have sailed around to settle this coastline as well. In the north, the [[Ialgrike Peaks]] run along the coast of the [[Invelaust Ocean]], a spectacular landscape carved by glaciers. These mountains are broadly quite cold and rugged, with few permanent settlements.&lt;br /&gt;
&lt;br /&gt;
The rocky [[Serpent Islands]], to the west of the Eyjara Bay, are named after the sea serpents that are common in that part of the world. These oceanic creatures are simultaneously feared and respected by the inhabitants of the islands, and are frequently hunted to prove one's worth. &lt;br /&gt;
&lt;br /&gt;
Innumerable rivers begin in the mountains of Rothurland before flowing out to the Eyjara Bay or Invelaust Ocean. The most significant of these are the [[Vara River|Vara]], Hvitna, and Minka rivers, though they are joined by countless small tributaries and streams.&lt;br /&gt;
&lt;br /&gt;
Mundane animals that are common in Rothurland include moose, bears, wolves, reindeer, and some megafauna that can also be found in nearby [[Laurentia]], especially giant elk, cave bears, and mammoths. The mountains, forests, wetlands, and waters of Rothurland teem with animals, and much of the region remains untouched by permanent habitation. &lt;br /&gt;
&lt;br /&gt;
Fey are extremely common in Rothurland, especially in the forested parts of the region. &lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Government==&lt;br /&gt;
Rothurland has no central government, nor has it ever. Instead, the region is ruled by a shifting series of jarls. Each jarl controls a part of Rothurland, called a jarldom, for as long as they are able to maintain their grasp. Rulership is usually highly contentious, with challengers to the jarls both inside and outside their realms. In this autocratic form of government, no standard method of succession exists. Some jarls manage to pass on their lands to their children, or to trusted friends, but if the new ruler is unable to keep control through force, or less likely through diplomacy, they soon find their realms divided by their rivals. The culture of Rothurland prioritizes rule by the strong, and the constant replacement of rulers and reorganization of realms is seen as a necessary consequence.&lt;br /&gt;
&lt;br /&gt;
Jarldoms are not fixed areas, like provinces or hereditary lands usually are elsewhere. Rather, they change regularly to reflect what a jarl is capable of controlling. If two jarls lay claim on the same territory, the inevitable conflict determines whose jarldom it falls within. Conflicts of these sorts may involve combat, but are just as likely to be resolved by trickery, payment, or some other method. Jarldoms usually follow natural geographic boundaries, but not always.&lt;br /&gt;
&lt;br /&gt;
Currently, Rothurland is split between eight jarls:&lt;br /&gt;
&lt;br /&gt;
* Jarl [[Bjorn Ironside]], a dwarven werebear who controls the forests and marshes around the Hvitna and Vara rivers&lt;br /&gt;
*Jarl [[Hrimnir]], a frost giant who has seized most of the redwood forests for himself&lt;br /&gt;
*Jarl [[Magni|Magni the Outlander]], an aging human werewolf and former viking from far away who rose to power through his own prowess&lt;br /&gt;
*Jarl [[Hrafn Ovarr]], the cunning tengu ruler of [[Icepeak Island]]&lt;br /&gt;
*Jarl [[Ingvild Stjornsamr]], the young human ruler of the Serpent Islands who refuses to allow the viking traditions to decline&lt;br /&gt;
*Jarl [[Ladgerda|Ladgerda the Swan]], daughter of [[Ragnarr|Ragnarr the Mad Boar]] and skilled hunter&lt;br /&gt;
*Jarl [[Aslaug|Aslaug the Star-Eyed]], seer and another daughter of Ragnarr&lt;br /&gt;
*Jarl [[Ivar|Ivar the Glass Bone]], son of Ragnarr and talented military strategist&lt;br /&gt;
&lt;br /&gt;
Beneath the jarls, there is no standardized form of government. Historically almost all jarls have ruled as autocrats, a trend that continues to today. Many have advisors or commanders they delegate responsibilities to and rely upon heavily.&lt;br /&gt;
&lt;br /&gt;
== Economy==&lt;br /&gt;
While it has grown increasingly integrated into global trade, Rothurland remains largely self-sufficient economically. Most settlements produce much of what they need themselves, and trade with nearby communities for other goods. Farming, hunting, fishing, and other food production is central to the Rothurlandic economy. The furs gathered by Rothurlandic hunters are valued in the broader world and are widely traded.&lt;br /&gt;
&lt;br /&gt;
In the past, the vikings of Rothurland were very important to the region's economy, bringing back valuable goods and resources that could not be found in the area. With the decline of the raiding tradition this has become far less significant, and most goods that arrive in Rothurland are now brought by merchants under their own volition.{{CitiesRothurland}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Invelaust Ocean]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4339</id>
		<title>Template:CitiesRothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4339"/>
		<updated>2022-08-10T19:33:59Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Rothurland]]&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;
* [[Akarn]]&lt;br /&gt;
* [[Anvil Rock]]&lt;br /&gt;
* [[Bjorrstad]]&lt;br /&gt;
* [[Dyrfang]]&lt;br /&gt;
* [[Fornheim]]&lt;br /&gt;
* [[Grimfell]]&lt;br /&gt;
* [[Hollow Grove]]&lt;br /&gt;
* [[Hreinholt]]&lt;br /&gt;
* [[Hvalstad]]&lt;br /&gt;
* [[Jaransvik]]&lt;br /&gt;
* [[Kaldar]]&lt;br /&gt;
* [[Njarovik]]&lt;br /&gt;
* [[Norheim]]&lt;br /&gt;
* [[Ormsker]]&lt;br /&gt;
* [[Orsa]]&lt;br /&gt;
* [[Orthmark]]&lt;br /&gt;
* [[Shivering Fjord]]&lt;br /&gt;
* [[Svarheim]]&lt;br /&gt;
* [[Thorn]]&lt;br /&gt;
* [[Veden]]&lt;br /&gt;
* [[Whiteraven]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Eyjara Bay]]&lt;br /&gt;
* [[Hvitna River]]&lt;br /&gt;
* [[Ialgrike Peaks]]&lt;br /&gt;
* [[Icepeak Island]]&lt;br /&gt;
* [[Invelaust Ocean]]&lt;br /&gt;
* [[Minka River]]&lt;br /&gt;
* [[Sentinel Peaks]]&lt;br /&gt;
* [[Serpent Islands]]&lt;br /&gt;
* [[Vara River]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Etyad&amp;diff=4338</id>
		<title>Etyad</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Etyad&amp;diff=4338"/>
		<updated>2022-08-10T01:56:51Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Etyad&lt;br /&gt;
|image = &lt;br /&gt;
|title = The Timemaker&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|ancestry = Gnome&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Abeyance]] (current); unknown (former)&lt;br /&gt;
}}&lt;br /&gt;
'''Etyad the Timemaker''' {{Pronunciation|ET-yad}} is an eccentric and reclusive chronomancer. Her origins and past are a conundrum, but she currently resides in [[Abeyance]], a demiplane of her own creation.&lt;br /&gt;
&lt;br /&gt;
Etyad's relationship with the passage of time is highly unusual. When on the Material Plane, time seems to speed up or slow down around her, or sometimes even stop altogether. Details about her past are difficult to determine, as evidence of her presence appears across such a long timeframe and variety of locations that would be impossible to all be correct. Certainly Etyad prefers not to divulge such information.&lt;br /&gt;
&lt;br /&gt;
Etyad is an talented chronomancer. Within Abeyance, she spends much of her time building clock-like magical devices that allow their users to warp time in certain ways, whether that be a temporary stop, an increase in the speed of its passage, or the ability to jump forward in time slightly. Etyad is willing to give these devices to those that make the journey to her demiplane, usually without payment, as long as she can be convinced of the necessity of their use.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gnomes]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Etyad&amp;diff=4337</id>
		<title>Etyad</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Etyad&amp;diff=4337"/>
		<updated>2022-08-10T01:54:56Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Etyad |image =  |title = The Timemaker |alignment = Chaotic neutral |ancestry = Gnome |gender = Female |homeland = Abeyance (current); unknown (former) }} '''Etyad the Timemaker''' {{Pronunciation|ET-yad}} is an eccentric and reclusive chronomancer. Her origins and past is a conundrum, but she currently resides in Abeyance, a demiplane of her own creation.  Etyad's relationship with the passage of time is highly unusual. When on the Materi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Etyad&lt;br /&gt;
|image = &lt;br /&gt;
|title = The Timemaker&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|ancestry = Gnome&lt;br /&gt;
|gender = Female&lt;br /&gt;
|homeland = [[Abeyance]] (current); unknown (former)&lt;br /&gt;
}}&lt;br /&gt;
'''Etyad the Timemaker''' {{Pronunciation|ET-yad}} is an eccentric and reclusive chronomancer. Her origins and past is a conundrum, but she currently resides in [[Abeyance]], a demiplane of her own creation.&lt;br /&gt;
&lt;br /&gt;
Etyad's relationship with the passage of time is highly unusual. When on the Material Plane, time seems to speed up or slow down around her, or sometimes even stop altogether. Details about her past are difficult to determine, as evidence of her presence appears across such a long timeframe and variety of locations that would be impossible to all be correct. Certainly Etyad prefers not to divulge such information.&lt;br /&gt;
&lt;br /&gt;
Etyad is an talented chronomancer. Within Abeyance, she spends much of her time building magical devices that allow their users to warp time in certain ways, whether that be a temporary stop, an increase in the speed of its passage, or the ability to jump forward in time slightly. Etyad is willing to give these devices to those that make the jump to her demiplane, usually without payment, as long as she can be convinced of the necessity of their use.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gnomes]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4336</id>
		<title>Abeyance</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4336"/>
		<updated>2022-08-10T01:47:26Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlaneInfobox&lt;br /&gt;
|name = Abeyance&lt;br /&gt;
|image = &lt;br /&gt;
|sphere = Demiplane&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|denizens = [[Etyad|Etyad the Timemaker]]&lt;br /&gt;
|description = Hourglass with an unpredictable passage of time&lt;br /&gt;
}}&lt;br /&gt;
'''Abeyance''' is a demiplane created by the chronomancer [[Etyad|Etyad the Timemaker]] to serve as her home and workshop. Etyad is the only resident of the highly unusual demiplane, though she will accept an audience with any who gain access to the plane in order to seek her expertise.&lt;br /&gt;
&lt;br /&gt;
Abeyance has the appearance of a massive yet intricate glass and bronze hourglass, thousands of feet tall - besides the contents of the hourglass, there is nothing else in the demiplane. Between the two halves of the hourglass, at the midpoint, lies a glass sphere roughly sixty feet across. This sphere serves as Etyad's living and working space, full of magical items in varying states of completion. Around the glass sphere sand flows between the two halves, visible to those inside.&lt;br /&gt;
&lt;br /&gt;
The hourglass takes an entire day for all the sand to fall to the bottom, after which point it automatically flips and the process begins again. Time is fluid and malleable in Abeyance, and a day might have the length of a minute in the Material Plane or many weeks, following Etyad's whims. &lt;br /&gt;
&lt;br /&gt;
[[Category:Planes]]&lt;br /&gt;
[[Category:Demiplanes]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4335</id>
		<title>Abeyance</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4335"/>
		<updated>2022-08-10T01:46:06Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlaneInfobox&lt;br /&gt;
|name = Abeyance&lt;br /&gt;
|image = &lt;br /&gt;
|sphere = Demiplane&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|denizens = [[Etyad|Etyad the Timemaker]]&lt;br /&gt;
|description = Hourglass with an unpredictable passage of time&lt;br /&gt;
}}&lt;br /&gt;
'''Abeyance''' is a demiplane created by the chronomancer [[Etyad|Etyad the Timemaker]] to serve as her home and workshop. Etyad is the only resident of the highly unusual demiplane, though she will accept an audience with any who gain access to the plane in order to seek his expertise.&lt;br /&gt;
&lt;br /&gt;
Abeyance has the appearance of a massive yet intricate glass and bronze hourglass, thousands of feet tall - besides the contents of the hourglass, there is nothing else in the demiplane. Between the two halves of the hourglass, at the midpoint, lies a glass sphere roughly sixty feet across. This sphere serves as Etyad's living and working space, full of magical items in varying states of completion. Around the glass sphere sand flows between the two halves, visible to those inside.&lt;br /&gt;
&lt;br /&gt;
The hourglass takes an entire day for all the sand to fall to the bottom, after which point it automatically flips and the process begins again. Time is fluid and malleable in Abeyance, and a day might have the length of a minute in the Material Plane or many weeks, following Etyad's whims. &lt;br /&gt;
&lt;br /&gt;
[[Category:Planes]]&lt;br /&gt;
[[Category:Demiplanes]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4334</id>
		<title>Abeyance</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4334"/>
		<updated>2022-08-09T03:38:25Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlaneInfobox&lt;br /&gt;
|name = Abeyance&lt;br /&gt;
|image = &lt;br /&gt;
|sphere = Demiplane&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|denizens = [[Etyad|Etyad the Timemaker]]&lt;br /&gt;
|description = Hourglass with an unpredictable passage of time&lt;br /&gt;
}}&lt;br /&gt;
'''Abeyance''' is a demiplane created by the chronomancer [[Etyad|Etyad the Timemaker]] to serve as his home and workshop. Etyad is the only resident of the highly unusual demiplane, though he will accept an audience with any who gain access to the plane in order to seek his expertise.&lt;br /&gt;
&lt;br /&gt;
Abeyance has the appearance of a massive yet intricate glass and bronze hourglass, hundreds of feet tall - besides the contents of the hourglass, there is nothing else in the demiplane. Between the two halves of the hourglass, at the midpoint, lies a glass sphere roughly forty feet across. This sphere serves as Etyad's living and working space, full of magical items in varying states of completion. Around the glass sphere sand flows between the two halves, visible to those inside.&lt;br /&gt;
&lt;br /&gt;
The hourglass takes an entire day for all the sand to fall to the bottom, after which point it automatically flips and the process begins again. Time is fluid and malleable in Abeyance, and a day might have the length of a minute in the Material Plane or many weeks, following Etyad's whims. &lt;br /&gt;
&lt;br /&gt;
[[Category:Planes]]&lt;br /&gt;
[[Category:Demiplanes]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4333</id>
		<title>Abeyance</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4333"/>
		<updated>2022-08-09T03:37:26Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlaneInfobox&lt;br /&gt;
|name = Abeyance&lt;br /&gt;
|image = &lt;br /&gt;
|sphere = Demiplane&lt;br /&gt;
|alignment = Chaotic neutral&lt;br /&gt;
|denizens = [[Etyad|Etyad the Timemaker]]&lt;br /&gt;
|description = Hourglass with an unpredictable passage of time&lt;br /&gt;
}}&lt;br /&gt;
'''Abeyance''' is a demiplane created by the chronomancer [[Etyad|Etyad the Timemaker]] to serve as his home and workshop. Etyad is the only resident of the highly unusual demiplane, though he will accept an audience with any who seek his expertise and can gain access to the plane.&lt;br /&gt;
&lt;br /&gt;
Abeyance has the appearance of a massive yet intricate glass and bronze hourglass, hundreds of feet tall - besides the contents of the hourglass, there is nothing else in the demiplane. Between the two halves of the hourglass, at the midpoint, lies a glass sphere roughly forty feet across. This sphere serves as Etyad's living and working space, full of magical items in varying states of completion. Around the glass sphere sand flows between the two halves, visible to those inside.&lt;br /&gt;
&lt;br /&gt;
The hourglass takes an entire day for all the sand to fall to the bottom, after which point it automatically flips and the process begins again. Time is fluid and malleable in Abeyance, and a day might have the length of a minute in the Material Plane or many weeks, following Etyad's whims. &lt;br /&gt;
&lt;br /&gt;
[[Category:Planes]]&lt;br /&gt;
[[Category:Demiplanes]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4332</id>
		<title>Abeyance</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Abeyance&amp;diff=4332"/>
		<updated>2022-08-09T03:37:06Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PlaneInfobox |name = Abeyance |image =  |sphere = Demiplane |alignment = Neutral |denizens = Etyad the Timemaker |description = Hourglass with an unpredictable passage of time }} '''Abeyance''' is a demiplane created by the chronomancer Etyad the Timemaker to serve as his home and workshop. Etyad is the only resident of the highly unusual demiplane, though he will accept an audience with any who seek his expertise and can gain access to the plane....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlaneInfobox&lt;br /&gt;
|name = Abeyance&lt;br /&gt;
|image = &lt;br /&gt;
|sphere = Demiplane&lt;br /&gt;
|alignment = Neutral&lt;br /&gt;
|denizens = [[Etyad|Etyad the Timemaker]]&lt;br /&gt;
|description = Hourglass with an unpredictable passage of time&lt;br /&gt;
}}&lt;br /&gt;
'''Abeyance''' is a demiplane created by the chronomancer [[Etyad|Etyad the Timemaker]] to serve as his home and workshop. Etyad is the only resident of the highly unusual demiplane, though he will accept an audience with any who seek his expertise and can gain access to the plane.&lt;br /&gt;
&lt;br /&gt;
Abeyance has the appearance of a massive yet intricate glass and bronze hourglass, hundreds of feet tall - besides the contents of the hourglass, there is nothing else in the demiplane. Between the two halves of the hourglass, at the midpoint, lies a glass sphere roughly forty feet across. This sphere serves as Etyad's living and working space, full of magical items in varying states of completion. Around the glass sphere sand flows between the two halves, visible to those inside.&lt;br /&gt;
&lt;br /&gt;
The hourglass takes an entire day for all the sand to fall to the bottom, after which point it automatically flips and the process begins again. Time is fluid and malleable in Abeyance, and a day might have the length of a minute in the Material Plane or many weeks, following Etyad's whims. &lt;br /&gt;
&lt;br /&gt;
[[Category:Planes]]&lt;br /&gt;
[[Category:Demiplanes]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Aerotheurgy&amp;diff=4331</id>
		<title>Aerotheurgy</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Aerotheurgy&amp;diff=4331"/>
		<updated>2022-08-08T20:32:11Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;'''Aerotheurgy''' is a set of ancient elven magical practices that involve levitation and the manipulation of airborne objects. Most notably, skilled aerotheurges were responsible for raising and flying the aeroliths.  Today, the details of the practice of aerotheurgy are almost entirely forgotten. Even in the era of the aeroliths, the reclusive and cloistered master aerotheurges were extremely reticent to allow their knowledge to spread beyond their chosen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Aerotheurgy''' is a set of ancient elven magical practices that involve levitation and the manipulation of airborne objects. Most notably, skilled aerotheurges were responsible for raising and flying the [[Aerolith|aeroliths]].&lt;br /&gt;
&lt;br /&gt;
Today, the details of the practice of aerotheurgy are almost entirely forgotten. Even in the era of the aeroliths, the reclusive and cloistered master aerotheurges were extremely reticent to allow their knowledge to spread beyond their chosen apprentices. Few remained interested in the secrets of aerotheurgy, especially as the practitioners of this magic spent almost all their time in the depths of the cities ensuring they remained in the air. Apprentices became fewer in number, and the masters of the magical art were not replaced. The aging aerotheurges of the four remaining aeroliths are the only individuals alive who retain knowledge about this form of magic.&lt;br /&gt;
&lt;br /&gt;
Despite attempts by well-trained and educated mages around the world, only fragments of the theoretical underpinnings behind aerotheurgy have been independently rediscovered.&lt;br /&gt;
&lt;br /&gt;
[[Category:Topics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Philiraki&amp;diff=4330</id>
		<title>Philiraki</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Philiraki&amp;diff=4330"/>
		<updated>2022-08-08T20:21:01Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: /* Geography, flora, and fauna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Philiraki Giant Princes&lt;br /&gt;
|image = Flag_Philiraki_Giant_Princes.webp&lt;br /&gt;
|capital = None&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = Monarchies&lt;br /&gt;
|demonym = Philiraki&lt;br /&gt;
|adjective = Philiraki&lt;br /&gt;
|languages = Jotun, [[Hellean]], [[Common]]&lt;br /&gt;
|religions = Storm giant and Common pantheons, especially Aegirran, Gozreh, and Erastil&lt;br /&gt;
}}&lt;br /&gt;
The '''Philiraki Giant Princes''' {{Pronunciation|fih-leh-RAH-kee}} are the storm giant rulers of the Philiraki peninsula and surrounding islands. These giants maintain vast coastal castles and estates, governing the population of smaller people that live there.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
Despite the craggy coastlines of the [[Philiraki Peninsula]] and surrounding islands, the interior is quite fertile and productive. Places that aren’t cultivated or settled are a mix of gentle hills, open canopy forests, and flat grasslands. The region has mild weather with a degree of seasonality - summers tend to be warm and while winters do see colder weather, snowfall tends to be sparse.&lt;br /&gt;
&lt;br /&gt;
Storms that form on the [[Sea of Khoros]] have a tendency to make landfall around the Philiraki Peninsula, and increase in frequency in the summer months. These usually bring large amounts of rainfall and high winds, but major damage to settlements is uncommon as the people living there know to anticipate such events.&lt;br /&gt;
&lt;br /&gt;
Though the forests of the region have a superficial appearance of being wild, in reality most are carefully cultivated to create an ideal environment for certain plants and animals. Many of the forests are more like expansive orchards of fruit- or nut-producing trees, though travelers should be wary that this does not necessarily mean they are free of dangerous creatures. In fact, many of the storm giants prefer to keep potentially dangerous animals, magical and otherwise, within their estates, in order to keep other animal populations under control.&lt;br /&gt;
&lt;br /&gt;
The forests of Philiraki are primarily deciduous trees, with some coniferous forests on the peninsula. Forest floors tend to be full of ferns, berry bushes, and other low growth, but rarely to a degree that they are difficult to travel through. The grasslands and hills of the region are primarily short grasses interspersed with wildflowers.&lt;br /&gt;
&lt;br /&gt;
The animals of the peninsula are similar to that of elsewhere in [[Hellea]], though with slightly fewer monstrous creatures. Rocs are kept by the storm giants and also live wild in the Philiraki region. One creature the giants try hard to eradicate is the krenshar, a strange and highly aggressive cat-like beast. Not native to the area, krenshars were introduced when a ship smuggling two pairs of them crashed on the peninsula’s western shores. They have since grown to be an uncommon but highly unwanted animal.&lt;br /&gt;
&lt;br /&gt;
One of the signature animals of the region is the firefoot fennec fox, which are often tamed by the inhabitants of the area and kept as pets. These foxes are thought to bring good luck to those that take good care of them. &lt;br /&gt;
&lt;br /&gt;
Like with the surface, the giants carefully tend the seas around their lands. A variety of animals can be found off the coasts, including mundane fish, eels, and mollusks and others, as well as their magical variants. Tribes of grindylows are a nuisance and occasional threat to those that travel these waters.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
Despite the colloquial name, only the ruling elite of the Philiraki Peninsula are giants. The vast majority of the inhabitants are humans, half-elves, dwarves, tengu, or one of a few other races who have a sizable presence in the region. &lt;br /&gt;
&lt;br /&gt;
A handful of centaurs live in the interior forests, preferring to be left alone and given a respectful distance by the giant princes.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
{{MoreHellea}}&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The giants themselves mostly worship the deities of the storm giant pantheon - Aegirran, Bergelmir, Skode, Skrymir, and Tjasse. While the giants do not care for great temples to their gods, each estate usually has smaller shrines and holy places in which to worship them. Aegirran and Skode are especially venerated. &lt;br /&gt;
&lt;br /&gt;
While some non-giants have adopted the princes’ gods, the gods of the common pantheon remain in high regard. Gozreh and Erastil are especially popular among those that work the estates and castles. The tengu population has also introduced the worship of gods from farther-flung places, in particular Kofusachi and the Three Sisters.&lt;br /&gt;
&lt;br /&gt;
=== Traditions ===&lt;br /&gt;
For the humans and other non-giant peoples of the Philiraki peninsula, traditions tend to be an eclectic mix of practices from a diverse array of regions. Many commoners are not far removed, generationally speaking, from ancestors who moved to the peninsula, and old traditions are not only kept but combined with those of their neighbors. While the culture of the region is closest to that of Hellea in a broad sense, it remains quite distinct from that of the people across the [[Greenwall]]. To a large degree this is due to the relatively high tengu population, who have brought an eccentric mix of influences to Philiraki.&lt;br /&gt;
&lt;br /&gt;
Long distance communication is frequently performed by the use of Thunder Drums, an ancient practice of the giants. These drums can be heard for tens of miles (though are usually used on shorter scales), and are almost deafening up close. Messages are sent by converting words to complex sequences of drum beats - as each sequence corresponds to a word instead of a letter or sound, the full vocabulary is very large and takes a great deal of time to learn. The exact details of how to construct these drums are a closely guarded secret, which the Drum Masters only teach to carefully chosen apprentices. &lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
Even among non-giants, fluency in Jotun is common (and very useful) in the region. The storm giants’ dialect and manner of speaking makes heavy use of metaphors, particularly invoking the seas and skies - foreign visitors to giant courts sometimes find it hard to determine the princes’ exact meanings. [[Hellean]], Tengu, and [[Common]] are also widely spoken as well, as are [[Thadrian]] and [[Telan]] to much lesser degrees.&lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
Most of the common people of the region work in agricultural roles, though the giants’ preference for self-sufficiency means that settlements surrounding the estates tend to be home to skilled craftspeople and experts in a wide variety of fields. &lt;br /&gt;
&lt;br /&gt;
=== Food and cuisine ===&lt;br /&gt;
Cuisine in the Philiraki peninsula incorporates a variety of ingredients, including seafood (fish, crabs, etc), rabbits, deer, moles, grapes, fruits from orchards (apples, pears, etc), nuts, foraged mushrooms, and a range of vegetables. The wineries of the peninsula are famous for their ports, though comparatively little of their product makes it to foreigners.&lt;br /&gt;
&lt;br /&gt;
=== Architecture and urbanization ===&lt;br /&gt;
Larger settlements in the Philiraki peninsula usually feature reinforced structures, storm walls, and drainage systems in order to mitigate the regular storms from the Sea of Khoros. Many renowned fortification engineers are from the area, or else have experience in designing structures for the giants and their subjects. Most taller buildings also feature prominent lightning rods, usually with ornamentation relating to the crest of the ruling prince.&lt;br /&gt;
&lt;br /&gt;
The giants’ estates, or their castle-homes, are monumental fortifications of stone. While often appearing harsh and imposing from the outside, within they usually feature many comforts, including spacious interiors, gardens, and running water. As the castle-homes are usually built along the coastline, many also have watchtowers that serve a second purpose as lighthouses.&lt;br /&gt;
&lt;br /&gt;
The courtyards of castle-homes often house trees that are carefully tended to grow as tall as possible. These are a source of pride for the giants, who often maintain the same groves through generations. While some of these are trees that are native to the region, others are composed of redwoods from [[Rothurland]].&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
The giant princes greatly value self-sufficiency within their estates, and source food, materials, and expertise from within their domains to the highest degree possible. This is not done as a matter of necessity, as they certainly have the resources and ability to specialize and trade, but is rather a consequence of the giants preference for their mostly peaceful isolationism.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Casters among both the giants and their subjects tend to prefer magic that deals with weather and environmental alteration, and in combat frequently use electricity-based evocation spells. Some storm giants choose to become ascetic druids and move away from their estates, watching over their territory even more closely.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Each castle town is ruled by a giant prince, who, despite the name, are not necessarily male. The giants consider their castle, as well as the outlying communities, farms, and gardens, to be part of their broader estate and under their control. Despite exercising absolute authority within their territory, the giant princes have a reputation as being fair and just rulers though harsh on evil-doers. The title of prince is hereditary. Most princes have trusted advisors of other races who are relied upon to enforce the prince’s laws and provide and disseminate information.&lt;br /&gt;
&lt;br /&gt;
Once a year, the giant princes of Philiraki convene a moot to discuss common issues and determine solutions to them. Barring irregular circumstances, this is normally the only time the various princes meet - the giants are naturally reclusive, and prefer to run their estates rather than get involved in broader affairs. Wars between the storm giants are highly taboo and almost unheard of; in the rare event of conflict, the other princes are bound by tradition and the edict of the first moot to assist the defender.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
As the estates of the giant princes are largely self-sufficient, they see little use for extensive trade, either with each other or outsiders. While a degree of international trade is present, mostly facilitated by Hellean merchants, the giants make every attempt to acquire resources or materials from a local origin first. Estates typically do not overproduce and stockpile in the event they do, and as a result the giants have little they are willing to sell to foreigners.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
While the giant princes generally keep themselves removed from the affairs of others, they harbor a strong opposition to the raiders of Rothurland. &lt;br /&gt;
&lt;br /&gt;
{{CitiesPhiliraki}}&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Philiraki Giant Princes]]&lt;br /&gt;
[[Category:Monarchies]]&lt;br /&gt;
[[Category:Hellea]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Nations&amp;diff=4329</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Nations&amp;diff=4329"/>
		<updated>2022-08-08T20:20:09Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: /* Zakros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are short summaries of each major country or region. The term &amp;quot;nation&amp;quot; is used loosely here - some are defined by political boundaries, some by shared cultures, and others by geography.&lt;br /&gt;
&lt;br /&gt;
== Eastern Chaska ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Khapesh]]''' - An incredibly ancient land full of mysteries and remnants of the distant past, the Aur River provides the lifeblood of Khapesh within the inhospitable deserts of the Red Lands. Khapesh is one of the most densely populated regions of the world and has a rich history.&lt;br /&gt;
* '''[[Tirione]]''' - One of the most powerful trading states of the Chaska Sea, Tirione has become incredibly wealthy through its extractive colonial system.&lt;br /&gt;
* [[Arrajan Wilds|'''Arrajan Wilds''']] - Antimagic fields hang over the region of Arrajan, preventing almost all use of spells or magical items. The people that live there have instead learned other means of getting by, and have repurposed ancient infrastructure to assist in this. The antimagic fields are better, however, than the intense storms that occur in their occasional absence.&lt;br /&gt;
* '''[[Ishtar]]''' - The land around the Two Rivers have been inhabited since ancient times, and many Ishtaran city states can trace their histories back for millenia. This region has one of the more unique cultural understandings of the divine, which heavily permeates into their culture, society, and governance.&lt;br /&gt;
* [[New Sotosa|'''New Sotosa''']] - A far-flung rump state of the once much larger Dominion of Viridia, New Sotosa is located at the easternmost former extent of the empire. Separated for the last six hundred years, the region has since formed its own identity, though still with dreams of rejoining (or forming) a resurgent empire.&lt;br /&gt;
&lt;br /&gt;
== Western Chaska ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Western Coast]]''' - Far less of a unified nation and more of a collection of independent towns and small cities, the Western Coast of the Chaska Sea is known as a diverse place. The political and social affairs of the region are constantly shifting as various factions and individuals vie for power.&lt;br /&gt;
**'''[[Pliver (nation)|Empire of Pliver]]''' - The goblins of the recently established Empire of Pliver claim their nation to be the greatest and strongest of any around the Chaska Sea. Though they have certainly managed to carve out a small territory for themselves, to outsiders their cities are certainly not precisely as majestic as the goblins say.&lt;br /&gt;
**'''[[Barat Tor]]''' - A small number of dwarves from Barat Rkund moved to the Western Coast around six centuries ago, where they founded the new nation of Barat Tor. Though economically quite significant for their production of cold iron and other important metals, the dwarves have aggravated the towns downriver from them by carelessly dumping toxic runoff into the waters of the Silika River.&lt;br /&gt;
**'''[[Verdant Woods]]''' - Inhabited almost exclusively by arboreals as well as dryads and other fey, the Verdant Woods are a still quite wild region. Greenwood Landing is the only permanent settlement in the Woods, serving as a trading post for merchants from elsewhere who purchase valuable greenwood in exchange for guarantees to leave the forests alone.&lt;br /&gt;
**'''[[Scourgelands]]''' -  Once the domain of ancient elves, more recently settlers from the eastern and northern shores of the Chaska Sea founded small towns here. Today it is almost completely abandoned after the appearance of a strange type of insectoid creature.&lt;br /&gt;
**'''[[Plegadis]]''' - A group of Erastilian paladins have taken over the small town of Fallowshore, and now use the town as a base for their continued attempts to drive the bandit lords away from Lake Plegadis.&lt;br /&gt;
*'''[[Nionegrast]]''' - Through its natural resources, Nionegrast has played a key role in creating the wealth of Tirione. Charter companies dominate Nionegrastan society and politics.&lt;br /&gt;
* '''[[Argengrast]]''' - The breadbasket of Tirione, the colonial situation has been complicated by unrest - simmering tensions have recently given way to outright rebellion.&lt;br /&gt;
* '''[[Briathone]]''' - Originally a penal colony of Tirione and now controlled solely by the Nivarian Paradise Company, Briathone remains a location few willingly live. &lt;br /&gt;
* '''[[Nabopolassar's Host]]''' - This mercenary band has recently reoccupied the ancient forts of Meshach, Shadrach, and Abednego, and now seek to unify the Akrotirian Isles.&lt;br /&gt;
* [[Akrotirian Isles|'''Akrotirian Isles''']]  - Built around the ruins of an ancient civilization, the small communities of the Akrotirian Isles draw upon the powerful spiritual and occult forces of the islands for guidance.&lt;br /&gt;
* '''[[Arda-Mulissu]]''' - Arda-Mulissu is both the name of a region as well as the name of the colossus that protects it. Arda-Mulissu is a creation of the powerful elven caster Esarhaddon, known for being highly paranoid and secretive.&lt;br /&gt;
&lt;br /&gt;
== Hellea ==&lt;br /&gt;
While the [[Hellea|Hellean peninsula]] is home to many nations and peoples, the region has significant shared aspects of its culture and history. Hellea is often referred to as the land of prophecies and hero-gods.&lt;br /&gt;
&lt;br /&gt;
* '''[[Kyamita]]''' - Kyamita is a major center for the study of the arts, sciences, technology, and magic, full of institutions and individuals working to hone their knowledge. The land of Kyamita is strategically very valuable and has historically been under the control of Iaramnae, but the nation is currently thriving in its current period of independence. &lt;br /&gt;
* '''[[Magnia]]''' - Located to the north of Hellea, Magnia is one of the less urbanized regions in Hellea. This is in large part due to Magnia’s high population of fey and other protectors of the wild, who have shaped the kingdom’s history and culture.&lt;br /&gt;
* '''[[Iaramnae]]''' - As the last of the proper diadochi states, Iaramnae is still under the control of a military protectorate. While they style themselves as the last legitimate successors of Eurykrates' Grand Empire of Hellea, in reality they are little more than warlords shaking down merchants and travelers who pass through their lands.&lt;br /&gt;
* '''[[Metrya]]''' - Metrya has revived the ancient Hellean traditions of democracy, though the lingering inequality of this system has led to undercurrents that threaten this prosperous state. A nascent industrial revolution is underway in Metrya, as traditional cottage industries have begun to be replaced by [[wikipedia:Industrial_Revolution|centralized workshops]].&lt;br /&gt;
* '''[[Halakros]]''' - Halakros is the largest of the Hellean states, and the only proper feudal kingdom in the world. Many of the oldest cities, structures, and ruins of Hellea are located within Halakros. Under much of the kingdom, within the Darklands, lies a massive and elaborate labyrinth that has trapped many adventurers.&lt;br /&gt;
* '''[[Ephardia]]''' - Ephardia is led by the hero-goddess Phileia, who ascended after completing the Seven Challenges. Under her rule, Ephardia has become a major martial center in Hellea, with many prospective students travelling there to learn various methods of combat. While the interior of Ephardia is mostly safe, trolls and ogres become much more common as one travels farther away from the cities.&lt;br /&gt;
* [[Ersas City States|'''Ersas City States''']] - The Ersas City States are a loose alliance of disparate cities encompassing the [https://gronkfinder.com/w/index.php/Ten_Thousand_Islands Ten Thousand Islands]. These mercantile city-states have large aquatic populations, and the cities themselves usually include districts both on the surface and beneath the waves.&lt;br /&gt;
* '''[[Eretrebus]]''' - One of the major naval powers of the Chaska Sea, second only to Tirione, this mercantile state has become fabulously wealthy since the Midian Transformation.&lt;br /&gt;
* [[Alyma Confederation|'''Alyma Confederation''']] - Less a state and more a loose collection of towns and cities that occasionally work together, the islands of the Alyma Archipelago are home to most of the remaining Hellean cyclopean oracles. Dwelling in isolated caves and huts, these oracles make prophecies that few will ever hear, let alone understand.&lt;br /&gt;
* [[Philiraki Giant Princes|'''Philiraki Giant Princes''']] - The storm giant rulers of the Philiraki peninsula and surrounding islands maintain vast coastal castles and estates, governing the population of smaller people that live there.&lt;br /&gt;
&lt;br /&gt;
== Thadria ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Viridia]]''' - Though still wealthy and glorious, Viridia is an empire reckoning with its long, slow decline. Despite having lost over half its territory over the last centuries, Viridia still demands respect as it attempts to regain its lost prestige.&lt;br /&gt;
* '''[[Erenon]]''' - Once an important part of the Dominion of Viridia, Erenon has suffered under a series of terrible plagues that have drastically depopulated the region. A small number of inhabitants have remained, growing increasingly more culturally distinct. More recently local figures have sent out messengers declaring the region safe for resettlement…&lt;br /&gt;
* '''[[Hkarzda]]''' - Formerly a province of Viridia, the descendants of the orc janissaries who settled within the SIlverwood Hills have declared independence from the empire. The region is currently in a state of low level civil war, as those more independence-minded struggle against orcs who remain loyal to Viridia.&lt;br /&gt;
* [[Barat Rkund|'''Barat Rkund''']] - Barat Rkund is the last primarily dwarven region within Thadria. Its insular inhabitants carry on many of the ancient dwarven traditions and are renowned for their artistry and craftsmanship.&lt;br /&gt;
* [[Forloroth &amp;amp; Valadhel|'''Forloroth &amp;amp; Valadhel''']] - A union between two former provinces of Viridia, this region was once the a center of agriculture for the empire but broke away in the instability following the Viridian abandonment of Erenon. The two provinces maintain a shaky alliance that keeps them independent, for now.&lt;br /&gt;
* '''[[Mesollonia]]''' - The remnant of the once mighty force assembled during the Zakynthian Crusade, the Iomedian crusaders continue to have a small presence in their citadel on Mesollonia. Though the demonic invasion of eastern Thadria is long gone, the crusaders remain vigilant. The Keeper of the Light, the highest mortal authority among Iomedae's faithful, resides on Mesollonia.&lt;br /&gt;
&lt;br /&gt;
== Zakros ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Varastok]]''' - To outsiders, very little is known about this remote kobold realm deep within the Zakros Range. The few who have visited report surprisingly advanced and grand underground cities, built by the kobolds under the direction of a mysterious divine benefactor they know as Salavaxir.&lt;br /&gt;
&lt;br /&gt;
== Razgovir ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Izgrev]]''' - A tributary of Viridia, Izgrev is a relatively undeveloped kingdom in the northern part of the world. Viridian senatorial families continue to rule the region, relying on fragile relationships with local administrators to keep peace and order. The Green Faith and other druidic practices that were once widely followed in Koritan continue to be common in Izgrev today.&lt;br /&gt;
* '''[[Koritan]]''' - The rulers and upper classes of Koritan have come to believe in Hell as the most ordered society in existence, and seek to replicate its strict lawful hierarchies in their earthly realm.&lt;br /&gt;
* [[Talam Galta|'''Talam Galta''']] - After breaking away from the infernal rule of Koritan, Talam Galta has tried to chart its own way as a beacon of freedom. This endeavor has been stymied, however, by the large number of Asmodeans that still live within the nation and the ongoing revolutionary war that cooled but did not conclude.&lt;br /&gt;
* '''[[Razivia]]''' - Some have joked that Razivia is merely a military with a vestigial state attached, though in reality this is not too inaccurate. Razivia maintains a stance of strict neutrality while selling the services of its military to any that can pay. Individual Razivians frequently take up adventuring or mercenary work outside of the army as well.&lt;br /&gt;
&lt;br /&gt;
== Sea of Khoros ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Meklaw]]''' - The ancestral homeland of the tengu, the inhabitants of Meklaw have one of the most vibrant cultures of the world, an amalgamation of all others the tengu have encountered. Pirates also commonly make port in Meklovian coastal cities.&lt;br /&gt;
* '''[[Manukino]]''' - A paradise built around a volcanic island, Manukino is home to the isolationist syrinx. The syrinx largely occupy themselves with lives of learning and contemplation. Though of little concern to the rest of the world, rumors exist that this utopia only exists through sinister means.&lt;br /&gt;
* '''[[Corax]]''' - The strix live on this remote island in the Sea of Khoros. Largely content to remain in their close-knit communities, it it highly unusual to find strix elsewhere in the world.&lt;br /&gt;
* '''[[Kantarr]]''' - The technology and magic of Kantarr are utterly alien to most of the rest of the world. Kantarr was originally formed by a small group of explorers who uncovered an ancient underground complex within the Wastes of Yazdah, and now use the powerful technology found within.&lt;br /&gt;
&lt;br /&gt;
== Kilche Sea ==&lt;br /&gt;
&lt;br /&gt;
* [[Tarkuus|'''Eternal Empire of Tarkuus''']] - The powerful necromancer and vampire Tarkuus founded this eponymous state centuries ago, and they continue to at least nominally govern this empire of undead. Led by a ruling class of intelligent undead, Tarkuus is open for trade and travel to the living, though both can still be dangerous for the unwary. In the boredom of their very long lives, the culture of the upper class of undead in Tarkuus heavily emphasizes horticulture, fashion, and arts as pastimes. Tarkuus is the primary exporter of drugs and spices in the world, and their engineers are experts in massive earthworks.&lt;br /&gt;
*[[Blacksand League|'''Blacksand League''']] - The Blacksand League is an confederation of the major pirate factions of the Kilche Sea. Though they do not fully control the islands, the pirates use ports within the Blacksand Archipelago as their bases of operation. The League is tenuous at the best of times, though the fleets usually manage to keep each other in check.&lt;br /&gt;
* '''[[Rudamun]]''' - Established by former citizens of Akhom, Rudamun is located in rich if mostly undeveloped land. The dangerous beasts of the inland Untamable Lands prevents further expansion, limiting settlements mostly to the coastal region.&lt;br /&gt;
* [[Arnkelvik Magocracies|'''Arnkelvik Magocracies''']] - Followers of the demon lords Haagenti and Abraxas, outcasts from other parts of the world, have established fortified outposts in the Archipelago of Elebras. Though in constant tension with each other, they continue to pose a threat to the broader world by researching their forbidden interests. The cultists regularly hire pirates to raid the ports of the Kilche and kidnap unwilling test subjects.&lt;br /&gt;
* [[Dawnflower Refuge|'''Dawnflower Refuge''']] - Crusaders of Sarenrae established this state as part of their fight against Tarkuus. Despite not having made any progress in centuries, they remain, a thorn in the side of everyone.&lt;br /&gt;
&lt;br /&gt;
== Kea Racha ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Sangiran]]''' - The Sangiran Empire collapsed over two centuries ago, following the Eternal Suzerain’s death and seeming failure to reincarnate. Since then the draconic god-king’s loyal priests have dutifully awaited their return to usher in a new golden age.&lt;br /&gt;
*[[Vua Ran|'''Vua Ran''']] - The sovereign dragons of Vua Ran are known for their impartiality in enforcing the rule of law. The society of this nation is highly ordered in a caste system.&lt;br /&gt;
* '''[[Lelwani]]''' - Most of Lelwani’s inhabitants are aquatic, living either in vast underwater complexes, surface waterdomes, or partially submerged cities.&lt;br /&gt;
* [[Pela Huban|'''Pela Huban''']] - Pela Huban is one of the most densely populated cities in the world, home to roughly one and a half million people. Limited to an island between two forks in the Blackwater River, Pela Huban is a city-state in the most literal sense.&lt;br /&gt;
*'''[[Langkha]]''' - The expansive agricultural megaprojects in Langkha, begun under the Sangiran Empire, still feed much of Kea Racha. The various city states of Langkha have turned to internal squabbling since the collapse of the empire, and today the region is barely unified as the city leaders constantly compete amongst themselves.&lt;br /&gt;
*'''[[Koamun]]''' - Centuries of volcanic eruptions in Koamun have buried most of the old cities of the islands in ash. The people that remain mostly live in networks of underground settlements, protected from the harsh terrain and dangerous creatures above. From the surface Koamun appears desolate, but civilization thrives beneath the surface.&lt;br /&gt;
*'''[[Kintaka]]''' - Kintaka is ruled by a dynasty of philospher-monarchs who have priotized their people's safety above all else. Kintaka is a largely pacifist society, keeping guards only to protect from wildlife and magical beasts. Other Kea Rachan nations generally respect their neutrality and position as mediators.&lt;br /&gt;
* [[Barazar El|'''Barazar El''']] - This dwarven state encompasses a number of underwater fortresses, built in mineral-rich waters in the oceanic depths near hydrothermal vents. Forced to adapt in their extreme conditions, these dwarves have developed a number of highly distinct technological and magical advances.&lt;br /&gt;
&lt;br /&gt;
== Timakal ==&lt;br /&gt;
* '''[[Vothan]]''' - While the death of the Eternal Suzerain of Sangiran had drastic consequences for all former subjects of the empire, the people of Vothan took it particularly badly. Abandoned by their god, a large proportion of Vothans renounced faith entirely and now form a largely atheistic society.&lt;br /&gt;
*'''[[Bukuran]]''' - Located on the frontier of the Sangiran Empire before its collapse, the hobgoblin tribes the empire formerly fought against are now one of the few beacons of stability in the region. The gold mines within the Shields provide the hobgoblins with as much funding and leverage as they need.&lt;br /&gt;
*'''[[Marakkate]]''' - After the disintegration of Sangiran, Marakkate did not go through the same period of instability as did the other vassals and tributaries. Many credit the ruling Unseen Masters for their present prosperity, though centuries later still none are quite sure who rules their islands.&lt;br /&gt;
*'''[[Yadena]]''' - The Yadena Cartel has carved out a sizable territory for itself, supporting its operations through selling the odd [https://aonprd.com/Drugs.aspx?ItemName=Numerian%20Fluids drug-like fluids] that seep out of ancient structures in the hills. The Cartel has a close relationship with Tarkuus, which provides resources and security in exchange for a cut of the profits.&lt;br /&gt;
*'''[[Matarsah]]''' - The wood and river giants of Matarsah are content to tolerate the presence of smaller folk within their lands, as long as their traditional practices are respected. Non-giants are uncommon in Matarsah outside of the cities of River's End and Old Saden.&lt;br /&gt;
&lt;br /&gt;
== Idana ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Oscan]]''' - Once the site of a prosperous kingdom, today Oscan is home to roving hordes of mindless undead and little else. The living barely cling on in a small number of locations, most notably the northern city of Tasha. Rumors have it that the undead are the result of the kingdom’s rulers playing with forces beyond their control.&lt;br /&gt;
* '''[[Aesar]]''' - The survivors of the undead hordes that now wander Oscan have fled to the island of Aesar, which is now heavily overpopulated as a result. Undead regularly appear on the island, posing a continuing threat.&lt;br /&gt;
* [[Xatabra Marshes|'''Xatabra Marshes''']] - While they can be found throughout the world in smaller groups, a great number of lizardfolk call the Xatabra Marshes home.&lt;br /&gt;
* '''[[Laniobriga]]''' - The Eight Pillars, wizards of each school of magic (except universal), rule the highly unequal society of Laniobriga.&lt;br /&gt;
&lt;br /&gt;
== Aban Steppe ==&lt;br /&gt;
&lt;br /&gt;
* [[Druzda Khanate|'''Druzda Khanate''']] - The khanate is a loosely organized state within the ancestral homeland of the orcs. The orcs here adhere to ancient traditions, though they have adapted to current realities and have diplomatic ties to Viridia.&lt;br /&gt;
*'''[[Abanir]]''' - A loose group of nomadic shepherds well known for its horseback archers, the people of the Targai clans are ever moving. Larger permanent settlements dot the trade routes between Thadria and Rovakhit.&lt;br /&gt;
* '''[[Rovakhit]]''' - Located at the eastern terminus of the Hundred Days Road, Rovakhit produces large amounts of pearls, ivory, amber, petrified wood, and onyx. The region is ruled by a council of auguries who base their decisions on their divination of the future.&lt;br /&gt;
* '''[[Balikul]]''' - Balikul is inhabited primarily by tribes of wyvarans and kobolds. This region has one of the highest known concentrations of drakes in the world.&lt;br /&gt;
* '''[[Kalahan]]''' - The nomadic people of Kalahan, devote followers of Desna, keep watch for the qlippoth that sometimes crawl out from under the Northern Wall.&lt;br /&gt;
&lt;br /&gt;
== Taizzan Expanse ==&lt;br /&gt;
* '''[[Akhom]]''' - Almost uninhabited now, this once prosperous kingdom was annihilated by the Deluge, a magically induced tsunami that drowned the largely coastal cities. The survivors have mostly left the region and moved south to Rudamun.&lt;br /&gt;
*'''[[Mostagedda]]''' - A large population of catfolk live in this arid region within the Taizzan Expanse. Free-spirited yet communal, the catfolk here often set off to see the broader world as adventurers and explorers.&lt;br /&gt;
*'''[[Haltamti]]''' - Primarily inhabited by aasimar, the desert cities of Haltamti are renowned for their intricate and beautiful art - the region's glassworks and architecture is famous worldwide. Worship of the empyreal lords is particularly widespread in Haltamti.&lt;br /&gt;
*[[Dur Untash|'''Dur Untash''']] - Dur Untash is a series of mountain strongholds held by a particularly devout sect of the church of Zyphus. This sect (allegedly) covertly plans and executes assassinations via accident around the world. Though they sometimes accept payment for their services, these Zyphen zealots view their activities as a religious calling and the height of service to their god.&lt;br /&gt;
&lt;br /&gt;
== Kirnashal ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Amshan]]''' - This empire has a history stretching back centuries, and is well known for its ornate artwork, metalworking, calligraphy, and cavaliers.&lt;br /&gt;
*'''[[Kudurru]]''' - Since migrating south thousands of years ago, the orcs of Kudurru have developed a unique culture by fusing their traditional practices with those of Amshan and their other neighbors. From their castles clad in cast iron, the feudal rulers of Kudurru watch over their vibrant cities. Kudurru is a protectorate of Amshan, and social, cultural, and political ties between the two nations are close and well-established.&lt;br /&gt;
*'''[[Ramashal]]''' - Once much larger, the realm of Ramashal has greatly shrunk since Queen Zadiah, the last monarch of the cursed Atarxes dynasty, transformed into a Pale Sovereign in {{Year|6202}}. Unwilling to be ruled by an undead, Targos Zanir, viceroy of the province of Tertihar, launched a revolt to depose his overlord. Known as the Great Absolution, this war has continued to the current day as the once-great kingdom slowly withers and dies.&lt;br /&gt;
* '''[[Tertihar]]''' - Tertihar, formerly a province of Ramashal, is de facto independent but still seeks to reclaim and reunite the kingdom. Tertihar is still led by Targos Zanir, the viceroy that launched the Great Absolution - so dedicated was Zanir's drive to unseat Queen Zadiah that he has alchemically preserved his body and brain, in order to continue his efforts long after a natural death would have taken him.&lt;br /&gt;
* '''[[Shu'truk]]''' - Following the decline of Ramashalite authority in their forest, the trolls of Shu'truk have banded together to form a crude society. Though few travelers venture within, Shu'truk cities are reportedly quite orderly and well-established, at least by troll standards.&lt;br /&gt;
&lt;br /&gt;
== The Mire ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Sikrimon]]''' - To outsiders, very little is known about the jungle land of Sikrimon. Few journey there, and fewer return. Those that do bring with them fantastic tales of intelligent plants that guard the jungle.&lt;br /&gt;
* '''[[Exorrhiza]]''' - The origin of most of the gathlain in the world, the borders between the Material Plane and the First World are effectively nonexistent in Exorrhiza, to the point that the two planes bleed into each other and occupy the same physical space. The result of this is a very strange environment where the jungle flora and fauna mix with that of the realm of the fey.&lt;br /&gt;
* '''[[Nakazani]]''' - The great gold dragon Zandroanyx makes his lair on a small island near the Mire. A paragon of law and justice, Zandroanyx seeks out particularly dangerous individuals who have committed great crimes, imprisoning them within the seemingly impregnable fortress of Atonement.&lt;br /&gt;
&lt;br /&gt;
== Invelaust ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Rothurland]]''' - Known as great seafarers, explorers, and warriors, the people of Rothurland live in a region that remains wild and relatively sparsely settled. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.&lt;br /&gt;
&lt;br /&gt;
== Northern Wall ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Laurentia]]''' - Laurentia is a harsh landscape, with a hazardous climate and dangerous megafauna. Still, communities and tribes of humans, orcs, and giants manage to survive and thrive.&lt;br /&gt;
* '''[[Asteria]]''' - Settlers from Hellea have established themselves around Lake Aster, separated from their homeland by the Sentinel Peaks. Largely unorganized, the people of Asteria greatly value their personal independence and freedom.&lt;br /&gt;
&lt;br /&gt;
== Sangora Desolation ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Sahramina]]''' - A loose alliance of three oasis towns, travellers through the Sangora have learned water, food, and a surprising array of goods can be found in Sahramina.&lt;br /&gt;
* '''[[Xorshala]]''' - One of the exceptionally few places where drow live on the surface of the world, the inhabitants of Xorshala were forced above ground by an invasion of gugs. Their city of Siadrish is an imposing collection of black towers, obelisks, and pyramids rising above the desert.&lt;br /&gt;
&lt;br /&gt;
== Aserdus ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Kharakun]]''' - The cities of Kharakun tower high into the heavens, massive spires built on top of the mountain peaks. Sun giants live alongside the largely dwarven population of the region. Deep underground, the caves under the mountains provide a bounty of gems and crystals.&lt;br /&gt;
&lt;br /&gt;
* '''[[Eleivana]]''' - Eleivana is a land of incredible natural sights, intricate architecture, and elaborate magical practices. Since the long-ago destruction of their flying cities, most elves now live in Eleivana.&lt;br /&gt;
*'''[[Yarma]]''' - A bustling city just past the western edge of the Khurazar Mountains, Yarma is also an important destination or departure point for caravans along the trans-Sangora trade routes. The city is a major center of learning as well, with the House of Treasure possibly the largest publicly-accessible library in the world.&lt;br /&gt;
*'''[[Brightmarch]]''' - Brightmarch is a fluid and ever-changing region, a patchwork of city states, small communities, and nomadic peoples. &lt;br /&gt;
**'''[[Xelas]]''' - The impossibly old arboreal Imbanon guards a tear to the Abyss, watchful for any interplanar invaders. The city of Xelas slowly grew around the treant, a beautiful yet simultaneously militaristic community. The people of Xelas use plants heavily in construction, often growing trees, vines, and other flora as parts of their houses.&lt;br /&gt;
**'''[[Sharruma]]''' - The mines of Sharruma produce most of the platinum in circulation around the world. This highly authoritarian city-state has been remarkably stable for almost two millennia, using its vast wealth to buy its place in the world stage.&lt;br /&gt;
**'''[[Teshub]]''' - Built around the decaying remains of an ancient elven lightspire, Teshub is a major maritime city within Brightmarch. Though it no longer guides the now-defunct flying cities of the elves, on nights the lightspire is illuminated it can be seen by ships far away on the Gulf of Aserdus.&lt;br /&gt;
**'''[[Kiyashe]]''' - The cenotes of Kiyashe are home to aquatic peoples that would otherwise rarely be found so far inland. Complex political webs and feuds bind together the cities built into the watery caves.&lt;br /&gt;
&lt;br /&gt;
== Nomadic ==&lt;br /&gt;
&lt;br /&gt;
* [[Peleset Union|'''Peleset Union''']] - The Peleset Union is a collection of independent sea-faring peoples, originally from the island of Peleset in the Akrotirian Isles. Left within a permanent home following the destruction of their island, the Pelesetian fleet has slowly grown as they wander the seas.&lt;br /&gt;
*[[Akwarai|'''Akwarai''']] - The Akwarai, frequently also known as the Dunewalkers, are a loosely affiliated nation of nomadic dwarves that live within the Sangora Desolation. Experts in surviving and thriving in the harsh desert landscape, these dwarves are instrumental in maintaining the trade routes between Yarma, Sahramina, and Khapesh.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Varastok&amp;diff=4328</id>
		<title>Varastok</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Varastok&amp;diff=4328"/>
		<updated>2022-08-08T20:19:45Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Varastok&lt;br /&gt;
|image = &lt;br /&gt;
|capital = None&lt;br /&gt;
|ruler = Multiple chieftains&lt;br /&gt;
|government = Tribal chieftans&lt;br /&gt;
|demonym = Varokian&lt;br /&gt;
|adjective = Varok&lt;br /&gt;
|languages = Draconic, [[Undercommon]], [[Common]]&lt;br /&gt;
|religions = [[Salavaxir]], Dahak, Apsu&lt;br /&gt;
}}&lt;br /&gt;
'''Varastok''' {{Pronunciation|vah-rah-STOCK}} is a kobold realm deep within the [[Zakros Range]], hidden from the outside world by its remote location. The few who have visited report surprisingly advanced and grand underground cities, built by the kobolds under the direction of a mysterious divine benefactor they know as [[Salavaxir]].&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
Far beneath the Zakros Range, well within the [[Darklands]], the kobolds of Varastok have made their homes. Many cave systems wind through the rocks beneath the surface, sometimes opening up into larger caverns. Tunnels dug by the kobolds connect many of these caves, allowing for easier travel than would otherwise be possible. &lt;br /&gt;
&lt;br /&gt;
The [[Kirak River]] runs underground beneath the Zakros Range. Snowmelt from the mountains above makes its way down through waterfalls and cave systems, eventually forming a fast-moving torrent of water. The Kirak flows west, eventually into the vast underground [[Sea of Irkalla]] beneath [[Ishtar]]. The kobolds of Varastok sometimes fish in the calmer parts of the river, though they are not the only creatures to have such an idea.&lt;br /&gt;
&lt;br /&gt;
As with much of the Darklands, many magical beasts and aberrations live under the mountains in places few animals could survive. Most of these are highly unpleasant, and any travelers passing through the area should take care in who, or what, they run into.&lt;br /&gt;
== Demographics ==&lt;br /&gt;
Varastok is inhabited almost entirely by kobolds, mostly those of blue- or white-scaled heritage. Some mongrelmen live under the mountains as well, in small settlements apart from Varokian society.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
{{SeeAlso|Salavaxir}}&lt;br /&gt;
&lt;br /&gt;
Most Varokians worship Salavaxir above all other gods, even draconic deities like Dahak and Apsu. Prior to {{Year|6595}}, both Apsu and Dahak had large followings in Varastok, with endless wars between tribes aligning themselves on religious lines. Today both gods still retain some devotees in Varastok, but the conflicts of the past no longer matter as the kobolds now have new purpose.&lt;br /&gt;
&lt;br /&gt;
[[Akki|Akki the Truth Teller]], the first prophet of Salavaxir, arrived in Varastok in {{Year|6595}}. An unusual looking kobold with translucent scales, Akki came up from the depths near [[Lohik]] displaying great power and magical abilities he attributed to his god. Though many resisted the newcomer and his teachings, news of Salavaxir soon spread across the communities of Varastok. &lt;br /&gt;
&lt;br /&gt;
Since Akki, other kobolds have become prophets of Salavaxir as well. Those that are granted divine favor almost always receive this boon after becoming lost in the depths of the caves far below Varasok. Some kobolds have taken to suicidally venturing into the lower levels of the Darklands underprepared and underequipped in hopes of becoming a new prophet. Every time a new prophet appears, they display previously unrealized magical abilities and bear commandments from Salavaxir as to how he should be worshiped; usually this involves massive mining and construction projects or offerings of vast amounts of refined minerals to be deposited in remote caverns.&lt;br /&gt;
&lt;br /&gt;
The exact nature of Salavaxir is unclear. The Varokians refer to him as a god or a dragon interchangeably, but it is unclear if those are separable ideas to the kobolds. Salaxavir has only revealed himself to those chosen as his prophets, remaining hidden from the broader population. Varok clerics seem to be granted limited divine spells, proving there is at least a spark of the divine involved.&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
Following the commandments of Salavaxir, the kobolds of Varastok have abandoned their dens and snarls for magnificent, well ordered cities carved out of the caverns below ground. The large thoroughfares and edifices of these cities are highly unlike the communities usually built by kobolds. Followers of Salavaxir insist these cities and their often idiosyncratic features are built to the requirements of their god, and are intended more as temples in which the kobolds also happen to reside.&lt;br /&gt;
&lt;br /&gt;
Under Salavaxir's influence, the kobolds have changed from being suspicious of outsiders to outwardly hostile to those that would seek to visit their realm. As a result there is little known about much of the goings on of Varastok, mostly limited to knowledge imparted by the rare kobold who leaves the cities under the mountains.&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
Effectively all Varok kobolds speak Draconic as a first language - for many, it is the only language they understand. Others may know [[Undercommon]], [[Common]], or languages of other denizens of the Darklands. &lt;br /&gt;
&lt;br /&gt;
In the tunnels and caves away from their homes, the kobolds often communicate by banging on the stone walls and floors with specially crafted bone clubs. The patterns in these noises can quickly convey simple meanings, though the method falls short when it comes to more complicated ideas. These sounds can carry for quite a distance, ideal for alerting others of danger or valuable resources.&lt;br /&gt;
&lt;br /&gt;
=== Food and cuisine ===&lt;br /&gt;
Even so far underground, the kobolds find plenty to eat. Varok kobolds farm mushrooms and other fungi, as well as scavenge those growing wild. Fish are caught from the Kirak River and its tributaries, supplemented by meat obtained by hunting underground creatures. &lt;br /&gt;
&lt;br /&gt;
Some animals, like slurks, giant bats, and giant ants, are used by the Varok kobolds as pack animals or mounts.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Tribes of kobolds in Varastok are led by chiefs, who are usually particularly powerful and adept sorcerers. Clerics are usually high ranking figures in Varok society as well, as are particularly skilled builders. These tribes are hierarchical, though leadership is not hereditary. Instead, chiefs are usually simply those that can muster the force to back up their claim, whether that be through shrewd diplomacy or, more uncommonly, violence. Most Varok tribes recognize Salavaxir as their ultimate ruler, with the chieftains simply serving as intermediaries so the god doesn't have to concern himself with the trivial details of kobold life.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The kobolds tribes of Varastok are highly communal - possessions beyond what can be carried on one's person are uncommon. Instead, all resources and items are used to ensure the continued survival and success of the tribe.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Occasionally kobolds from Varastok venture out of the mountains to steal from the communities of Ishtar and [[New Sotosa]]. This used to be a relatively common practice when the kobolds' territory reached further south, but since the worship of Salavaxir began is now only done for special objects their god's prophets say the deity requires.{{CitiesVarastok}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Varastok]]&lt;br /&gt;
[[Category:Zakros]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4327</id>
		<title>Rothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4327"/>
		<updated>2022-08-08T20:15:10Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Rothurland&lt;br /&gt;
|image = Flag_Rothurland.svg&lt;br /&gt;
|capital = None&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = Multiple jarldoms&lt;br /&gt;
|demonym = Rothurlander&lt;br /&gt;
|adjective = Rothurlandic&lt;br /&gt;
|languages = [[Roeda]], [[Common]], [[Orcish]], [[Jotun]]&lt;br /&gt;
|religions = Various deities, especially Gorum, Gozreh, and Torag&lt;br /&gt;
}}&lt;br /&gt;
'''Rothurland''' {{Pronunciation|ROW-thur-land}} is a region that remains wild and relatively sparsely settled, populated by a people best known as great seafarers, explorers, and warriors. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
The geography of Rothurland varies greatly, from the rocky islands and fjords of the coast to the marshes, bogs, and forests of the interior. The region has a broadly cool climate, with extremely mild summers accompanying winters that can be bitterly cold.&lt;br /&gt;
&lt;br /&gt;
Most settlements in Rothurland are to the east of the [[Eyjara Bay]], where the coastline is significantly less rough than the fjords that characterize the north and west of the region. Forests cover much of Rothurland - while most of the forests are oak, birch, and other trees common elsewhere, it is the gigantic redwood trees for which the region's woodlands are famous. Hundreds of feet tall, these redwoods primarily grow in groves between the [[Minka River|Minka]] and [[Hvitna River|Hvitna]] rivers.&lt;br /&gt;
&lt;br /&gt;
Two mountain ranges surround much of Rothurland. To the south, the [[Sentinel Peaks]] separates the region from the land surrounding the [[Alkyonides Gulf]], though historically many Rothurlanders have sailed around to settle this coastline as well. In the north, the [[Ialgrike Peaks]] run along the coast of the [[Invelaust Ocean]], a spectacular landscape carved by glaciers. These mountains are broadly quite cold and rugged, with few permanent settlements.&lt;br /&gt;
&lt;br /&gt;
The rocky [[Serpent Islands]], to the west of the Eyjara Bay, are named after the sea serpents that are common in that part of the world. These oceanic creatures are simultaneously feared and respected by the inhabitants of the islands, and are frequently hunted to prove one's worth. &lt;br /&gt;
&lt;br /&gt;
Innumerable rivers begin in the mountains of Rothurland before flowing out to the Eyjara Bay or Invelaust Ocean. The most significant of these are the [[Vara River|Vara]], Hvitna, and Minka rivers, though they are joined by countless small tributaries and streams.&lt;br /&gt;
&lt;br /&gt;
Mundane animals that are common in Rothurland include moose, bears, wolves, reindeer, and some megafauna that can also be found in nearby [[Laurentia]], especially giant elk, cave bears, and mammoths. The mountains, forests, wetlands, and waters of Rothurland teem with animals, and much of the region remains untouched by permanent habitation. &lt;br /&gt;
&lt;br /&gt;
Fey are extremely common in Rothurland, especially in the forested parts of the region. &lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Government==&lt;br /&gt;
Rothurland has no central government, nor has it ever. Instead, the region is ruled by a shifting series of jarls. Each jarl controls a part of Rothurland, called a jarldom, for as long as they are able to maintain their grasp. Rulership is usually highly contentious, with challengers to the jarls both inside and outside their realms. In this autocratic form of government, no standard method of succession exists. Some jarls manage to pass on their lands to their children, or to trusted friends, but if the new ruler is unable to keep control through force, or less likely through diplomacy, they soon find their realms divided by their rivals. The culture of Rothurland prioritizes rule by the strong, and the constant replacement of rulers and reorganization of realms is seen as a necessary consequence.&lt;br /&gt;
&lt;br /&gt;
Jarldoms are not fixed areas, like provinces or hereditary lands usually are elsewhere. Rather, they change regularly to reflect what a jarl is capable of controlling. If two jarls lay claim on the same territory, the inevitable conflict determines whose jarldom it falls within. Conflicts of these sorts may involve combat, but are just as likely to be resolved by trickery, payment, or some other method. Jarldoms usually follow natural geographic boundaries, but not always.&lt;br /&gt;
&lt;br /&gt;
Currently, Rothurland is split between eight jarls:&lt;br /&gt;
&lt;br /&gt;
* LIST GOES HERE TODO&lt;br /&gt;
&lt;br /&gt;
Beneath the jarls, there is no standardized form of government. Historically almost all jarls have ruled as autocrats, a trend that continues to today. Many have advisors or commanders they delegate responsibilities to and rely upon heavily.&lt;br /&gt;
&lt;br /&gt;
== Economy==&lt;br /&gt;
While it has grown increasingly integrated into global trade, Rothurland remains largely self-sufficient economically. Most settlements produce much of what they need themselves, and trade with nearby communities for other goods. Farming, hunting, fishing, and other food production is central to the Rothurlandic economy. The furs gathered by Rothurlandic hunters are valued in the broader world and are widely traded.&lt;br /&gt;
&lt;br /&gt;
In the past, the vikings of Rothurland were very important to the region's economy, bringing back valuable goods and resources that could not be found in the area. With the decline of the raiding tradition this has become far less significant, and most goods that arrive in Rothurland are now brought by merchants under their own volition.{{CitiesRothurland}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Invelaust Ocean]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Tirgin&amp;diff=4326</id>
		<title>Tirgin</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Tirgin&amp;diff=4326"/>
		<updated>2022-08-08T01:07:34Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Tirgin |image =  |alignment = Neutral good |ancestry = Ifrit (human) |gender = Male |homeland = Amar-An, Ishtar }} '''Tirgin''' {{Pronunciation|TEAR-gin}} is an Ishtaran champion of Sarenrae who has devoted his life to redeeming his former friend Parshatar,  Tirgin witnessed the same event in the desert that turned Parshatar to evil. Their entire adventuring party, save for the two friends, died after venturing deep into the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Tirgin&lt;br /&gt;
|image = &lt;br /&gt;
|alignment = Neutral good&lt;br /&gt;
|ancestry = Ifrit (human)&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Amar-An]], [[Ishtar]]&lt;br /&gt;
}}&lt;br /&gt;
'''Tirgin''' {{Pronunciation|TEAR-gin}} is an [[Ishtar|Ishtaran]] champion of Sarenrae who has devoted his life to redeeming his former friend [[Parshatar]],&lt;br /&gt;
&lt;br /&gt;
Tirgin witnessed the same event in the desert that turned Parshatar to evil. Their entire adventuring party, save for the two friends, died after venturing deep into the [[Sangora Desolation]], into a part of the desert long ago cursed by devotees of Nurgal. There they watched their companions die from terrible causes - thirsts no water could sate, sunburns that cooked them alive, extremely fast-spreading skin growths, and so on. Tirgin was not affected by this nearly as strongly as Parshatar, who took a hard turn to evil after.&lt;br /&gt;
&lt;br /&gt;
Tirgin had long been Parshatar’s friend prior to the event in the desert. Always a devout follower of Sarenrae, Tirgin became a champion of his god after Parshatar’s turn to evil and since then has attempted to redeem him and show him the healing powers of the sun. Tirgin currently lives an itinerant life in [[Khapesh]] and the surrounding [[Red Lands]]. He refuses to work with those who seek to harm Parshatar, fully convinced his old friend can still be brought back to the side of good.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ishtar]]&lt;br /&gt;
[[Category:Ishtar/People]]&lt;br /&gt;
[[Category:Ifrit]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Parshatar&amp;diff=4325</id>
		<title>Parshatar</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Parshatar&amp;diff=4325"/>
		<updated>2022-08-08T01:05:38Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Parshatar&lt;br /&gt;
|image = &lt;br /&gt;
|alignment = Chaotic evil&lt;br /&gt;
|ancestry = Ifrit (human)&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Amar-An]], [[Ishtar]]&lt;br /&gt;
}}&lt;br /&gt;
'''Parshatar''' {{Pronunciation|PAR-shah-tar}} is an [[Ishtar|Ishtaran]] wizard who is currently attempting to remove the magic barrier around the world that protects against the sun’s harmful rays.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Parshatar, an ifrit from [[Amar-An]], Ishtar, originally made a name for himself as an adventurer of some repute. Those knowledgeable on the matter say Parshatar first witnessed the destructive power of the sun when his entire adventuring party, save for himself and his life-long friend [[Tirgin]], died after venturing deep into the [[Sangora Desolation]], into a part of the desert long ago cursed by devotees of Nurgal. There they watched their companions die from terrible causes - thirsts no water could sate, sunburns that cooked them alive, extremely fast-spreading skin growths, and so on. Something in Parshatar broke after this, and the former adventurer took a hard turn to evil.&lt;br /&gt;
&lt;br /&gt;
According to Tirgin, Parshatar now spends his days studying obscure magical rituals while attempting to permanently remove the layer around the atmosphere that protects from the sun’s rays. It is uncertain how close he has come to this goal, but it is understood among scholars that this barrier at least in part consists of divine magic put in place by powerful deities.&lt;br /&gt;
&lt;br /&gt;
Despite some shared interests, Parshatar is strongly opposed to followers of the demon lords Aldinach and Nurgal. He is said to view both as corruptions and impure forms of the sun’s power, as they have motives and edicts besides simply allowing the full power of the sun to reach the world. Parshatar remains vehemently opposed to Nurgal in particular, due to what the demon lord’s followers did to the former adventurer’s past acquaintances.&lt;br /&gt;
&lt;br /&gt;
== Current location ==&lt;br /&gt;
Parshatar dwells somewhere deep within the Sangora Desolation. Purportedly his friend Tirgin knows his location but will not divulge it to others.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ishtar]]&lt;br /&gt;
[[Category:Ishtar/People]]&lt;br /&gt;
[[Category:Ifrit]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Parshatar&amp;diff=4323</id>
		<title>Parshatar</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Parshatar&amp;diff=4323"/>
		<updated>2022-08-08T01:00:22Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: Created page with &amp;quot;{{PersonInfobox |name = Parshatar |image =  |alignment = Chaotic evil |ancestry = Ifrit (human) |gender = Male |homeland = Amar-An, Ishtar }} '''Parshatar''' {{Pronunciation|PAR-shah-tar}} is an Ishtaran wizard who is currently attempting to remove the magic barrier around the world that protects against the sun’s harmful rays.  == Description == Parshatar, an ifrit from Amar-An, Ishtar, originally made a name for himself as an adventurer of some...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Parshatar&lt;br /&gt;
|image = &lt;br /&gt;
|alignment = Chaotic evil&lt;br /&gt;
|ancestry = Ifrit (human)&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Amar-An]], [[Ishtar]]&lt;br /&gt;
}}&lt;br /&gt;
'''Parshatar''' {{Pronunciation|PAR-shah-tar}} is an [[Ishtar|Ishtaran]] wizard who is currently attempting to remove the magic barrier around the world that protects against the sun’s harmful rays.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Parshatar, an ifrit from [[Amar-An]], Ishtar, originally made a name for himself as an adventurer of some repute. Those knowledgeable on the matter say Parshatar first witnessed the destructive power of the sun when his entire adventuring party, save for himself and his life-long friend [[Tirgin]], died after venturing deep into the [[Sangora Desolation]], into a part of the desert long ago cursed by devotees of Nurgal. There he watched his friends die from terrible causes - thirsts no water could sate, sunburns that cooked them alive, extremely fast-spreading skin growths, and so on. Something in Parshatar broke after this, and the former adventurer took a hard turn to evil.&lt;br /&gt;
&lt;br /&gt;
According to Tirgin, Parshatar now spends his days studying obscure magical rituals while attempting to permanently remove the layer around the atmosphere that protects from the sun’s rays. It is uncertain how close he has come to this goal, but it is understood among scholars that this barrier at least in part consists of divine magic put in place by powerful deities.&lt;br /&gt;
&lt;br /&gt;
Despite some shared interests, Parshatar is strongly opposed to followers of the demon lords Aldinach and Nurgal. He is said to view both as corruptions and impure forms of the sun’s power, as they have motives and edicts besides simply allowing the full power of the sun to reach the world. Parshatar remains vehemently opposed to Nurgal in particular, due to what the demon lord’s followers did to the former adventurer’s past acquaintances.&lt;br /&gt;
&lt;br /&gt;
== Current location ==&lt;br /&gt;
Parshatar dwells somewhere deep within the Sangora Desolation. Purportedly his friend Tirgin knows his location but will not divulge it to others.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ishtar]]&lt;br /&gt;
[[Category:Ishtar/People]]&lt;br /&gt;
[[Category:Ifrit]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4322</id>
		<title>Template:CitiesViridia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4322"/>
		<updated>2022-08-08T00:56:22Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Viridia]]&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1 = Settlements&lt;br /&gt;
| list1 = {{Navbox|child&lt;br /&gt;
| group1 = Andera&lt;br /&gt;
| list1 = &lt;br /&gt;
* '''[[Arsarus]]'''&lt;br /&gt;
* [[Batrane]]&lt;br /&gt;
* [[Highwater]]&lt;br /&gt;
* [[Ilexacre]]&lt;br /&gt;
* [[Kurkan's Port]]&lt;br /&gt;
* [[Nahasse]]&lt;br /&gt;
* [[Sikaya]]&lt;br /&gt;
* [[Togarmah]]&lt;br /&gt;
* [[Tynius]]&lt;br /&gt;
* [[Urshu]]&lt;br /&gt;
| group2 = Attalea Major&lt;br /&gt;
| list2 =&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* [[Fort Solen]]&lt;br /&gt;
* '''[[Ilirnas]]'''&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
| group3 = Attalea Minor&lt;br /&gt;
| list3 = &lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* '''[[Felasan]]'''&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
| group4 = Ertan&lt;br /&gt;
| list4 = &lt;br /&gt;
* [[Adria]]&lt;br /&gt;
* [[Akras]]&lt;br /&gt;
* '''[[Antikaria]]'''&lt;br /&gt;
* [[Eryx]]&lt;br /&gt;
* [[Gadir]]&lt;br /&gt;
* [[Kallatis]]&lt;br /&gt;
* [[Kossyra]]&lt;br /&gt;
* [[Limyra]]&lt;br /&gt;
* [[Misai]]&lt;br /&gt;
* [[Naukratis]]&lt;br /&gt;
* [[Odrysal]]&lt;br /&gt;
* [[Pyrra]]&lt;br /&gt;
* [[Rhax]]&lt;br /&gt;
* [[Sabrala]]&lt;br /&gt;
* [[Sardis]]&lt;br /&gt;
* [[Sidake]]&lt;br /&gt;
* [[Symbra]]&lt;br /&gt;
* [[Tyras]]&lt;br /&gt;
* [[Volaterrae]]&lt;br /&gt;
| group5 = Herren&lt;br /&gt;
| list5 =&lt;br /&gt;
* [[Eastmount]]&lt;br /&gt;
* [[Kanesh]]&lt;br /&gt;
* [[Kussara]]&lt;br /&gt;
* [[Nerik]]&lt;br /&gt;
* '''[[Orhassu]]'''&lt;br /&gt;
* [[Samsun]]&lt;br /&gt;
| group6 = Penmaerd&lt;br /&gt;
| list6 = &lt;br /&gt;
* '''[[Felaveli]]'''&lt;br /&gt;
* [[Kasan]]&lt;br /&gt;
* [[Mulepost]]&lt;br /&gt;
* [[Telipinu]]&lt;br /&gt;
* [[Trabula]]&lt;br /&gt;
| group7 = Sivaran&lt;br /&gt;
| list7 = &lt;br /&gt;
* '''[[Alticalar]]'''&lt;br /&gt;
* [[Casabon]]&lt;br /&gt;
* [[Dakares]]&lt;br /&gt;
* [[Lakedo]]&lt;br /&gt;
* [[Mygdon]]&lt;br /&gt;
* [[Strabo]]&lt;br /&gt;
| group8 = Tumunzar&lt;br /&gt;
| list8 = &lt;br /&gt;
* [[Devun]]&lt;br /&gt;
* [[Haletsum]]&lt;br /&gt;
* [[Karch Mard]]&lt;br /&gt;
* [[Kaskatsel]]&lt;br /&gt;
* [[Khoranard]]&lt;br /&gt;
* '''[[Moruk]]'''&lt;br /&gt;
| group9 = Vitheoda&lt;br /&gt;
| list9 = &lt;br /&gt;
* [[Cehennum]]&lt;br /&gt;
* [[Fort Segesta]]&lt;br /&gt;
* [[Hadayan]]&lt;br /&gt;
* [[Hatarikka]]&lt;br /&gt;
* [[Hiera]]&lt;br /&gt;
* [[Ilaris]]&lt;br /&gt;
* [[Katakan]]&lt;br /&gt;
* '''[[Malhassal]]'''&lt;br /&gt;
* [[Patara]]&lt;br /&gt;
* [[Tudhaliya]]&lt;br /&gt;
* [[Uchisar]]&lt;br /&gt;
* [[Warha]]&lt;br /&gt;
* [[Xanthus]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Aeron River]]&lt;br /&gt;
* [[Afar River]]&lt;br /&gt;
* [[Amani River]]&lt;br /&gt;
* [[Argelean Isles]]&lt;br /&gt;
* [[Bay of Ertan]]&lt;br /&gt;
* [[Casabon River]]&lt;br /&gt;
* [[Dragonpeak River]]&lt;br /&gt;
* [[Ispar River]]&lt;br /&gt;
* [[Karve River]]&lt;br /&gt;
* [[Konar River]]&lt;br /&gt;
* [[Lake Gansal]]&lt;br /&gt;
* [[Lake Sivan]]&lt;br /&gt;
* [[Penmaerd Forests]]&lt;br /&gt;
* [[Phiora Sea]]&lt;br /&gt;
* [[Sea of Ersas]]&lt;br /&gt;
* [[Sotosa Woods]]&lt;br /&gt;
* [[Tanerde Strait]]&lt;br /&gt;
* [[Tumunzari Hills]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Viridia&amp;diff=4321</id>
		<title>Viridia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Viridia&amp;diff=4321"/>
		<updated>2022-08-08T00:42:32Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: /* Ertan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Dominion of Viridia&lt;br /&gt;
|image = Flag_Viridia.webp&lt;br /&gt;
|capital = [[Ilirnas]]&lt;br /&gt;
|ruler = King [[Sanctus III]]&lt;br /&gt;
|government = Bureaucratic monarchy&lt;br /&gt;
|demonym = Viridian&lt;br /&gt;
|adjective = Viridian&lt;br /&gt;
|languages = [[Thadrian]], [[Common]], [[Hellean]]&lt;br /&gt;
|religions = Common pantheon, especially Iomedae; other pantheons to lesser degrees&lt;br /&gt;
}}&lt;br /&gt;
'''Viridia''' {{Pronunciation|vuh-RIH-dee-ah}}, formally the Dominion of Viridia, is a large kingdom that stretches across [[Thadria]] and [[Hellea]]. Though still wealthy and glorious, Viridia is an empire reckoning with its long, slow decline. Despite having lost over half its territory over the last centuries, Viridia still demands respect as it attempts to regain its lost prestige.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
Even in its diminished state, the Dominion of Viridia sprawls across Thadria and Hellea. From the capital in [[Ilirnas]], the kings and queens of Viridia have ruled over a land that includes plains, forests, mountains, and innumerable lakes and islands.&lt;br /&gt;
&lt;br /&gt;
As with much of the surrounding region, Viridia has a warm to temperate climate, with moderate rainfall throughout the year, mild to warm summers, and cool winters. As Viridia is quite large, this of course varies by particular location. The southern and eastern coastal regions tend to be warmer, and the higher elevations of the mountains and uplands are in general colder.&lt;br /&gt;
&lt;br /&gt;
Centuries of expansion and development have pushed many of the larger animals away from the regions of Viridia where populations are concentrated, particularly in Attalea Major and Minor. Despite this, animals like deer, bears, wolves, badgers, hawks, and so on are common elsewhere within the Dominion. Smaller animals are widespread. A variety of magical beasts can be found in various regions of Viridia, but especially among the dense trees of the [[Sotosa Woods]] or [[Penmaerd Forests]].&lt;br /&gt;
&lt;br /&gt;
The Penmaerd Forests and the grasslands surrounding it are also home to a number of megafauna, specifically glyptodons and chalicotherium. It is unknown why the glyptodons have evolved such heavy armor, as they have no natural predators remaining in the region, though it has certainly helped protect them from the hunters who seek their bony plates. The chalicotherium, in addition to living wild, are sometimes tamed and used as mounts or pack animals within the provinces of Herren and Penmaerd, where the roads are of a lesser quality.&lt;br /&gt;
&lt;br /&gt;
The coastlines around Viridia are generally safe and easily navigable, without many dangerous oceanic creatures or natural hazards. As with much of the Sea of Ersas, fish populations in the west of Viridia have declined heavily from what they previously were, driven by increased populations needing more and more food.&lt;br /&gt;
&lt;br /&gt;
Innumerable lakes dot Viridia, both large and small, many of which have a good amount of aquatic life. The lakes in the Penmaerd Forests and Sotosa Woods in particular are notable for being inhabited by large insects like giant water striders.&lt;br /&gt;
&lt;br /&gt;
Much of Atallea Minor, especially around [[Lake Gansal]], is quite swampy, with differing flora and fauna as a result. A large number of birds, including cranes, egrets, and others, hide and make their nests in the reeds. Travelers are advised to beware the deceptive calls of the [[liarbird]], a carnivorous bird that mimics the sounds of people calling for help, drawing its victims into the marshlands and ambushing them. These birds are known to mimic multiple languages.&lt;br /&gt;
&lt;br /&gt;
Viridia straddles the Tanerde Strait, the long yet narrow strait that separates Hellea and Thadria. This geography is crucial to Viridian power, as it ensures they are able to control any ships leaving or entering the [[Phiora Sea]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Viridia is a quite old empire, having existed in some form for well over a thousand years. It has long been the dominant regional power of the area.&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* {{Year|6285}} - The &amp;quot;alliance&amp;quot; between Viridia and the [[Druzda Khanate]] began. See the Druzda timeline for more details.&lt;br /&gt;
* {{Year|6350}} - {{Year|6402}} - The Dominion of Viridia reached the zenith of its power under the rule of [[Avus IV]], also known as the Sun King.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
Though the population of Viridia is predominantly human, the Dominion is a heavily multicultural empire with citizens of a variety of ancestries. Besides humans, there are sizable populations of half elves, elves, ratfolk, dwarves, halflings, half-orcs, and orcs, and smaller numbers of other races.&lt;br /&gt;
&lt;br /&gt;
Orcs have become somewhat common in Viridia, though less so after the break away of [[Hkarzda]].&lt;br /&gt;
&lt;br /&gt;
Viridia has a high goblin population, especially in regions farther from the capital. While many are integrated into Viridia society, more or less, some of the more unruly and independent-minded goblin tribes pose a constant nuisance .&lt;br /&gt;
&lt;br /&gt;
Centaurs occasionally cross over Viridia’s western border from the [[Thunderlands]], one of the few remaining centaur ancestral lands still under their traditional rule. While mostly keeping to themselves, a small number of centaurs have joined Viridian society, most notably becoming some of the legendary cataphracts.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The people of Viridia primarily worship the gods of the common pantheon, though contact with travelers from all around the world has introduced other pantheons and deities to both the cities and countryside. Iomedae is the most often worshiped deity, and the church of Iomedae is patronized by the monarchy. However, though they will rarely say so directly, the high priests of the Lady of Valor have grown increasingly discontent with what they view as the increasing disregard of the goddess’s values by the monarchy.&lt;br /&gt;
&lt;br /&gt;
Other deities whose churches and temples can be commonly found include Abadar, Shelyn, Torag, and Gorum. More recently cults to Groetus have begun appearing throughout the Dominion - the state and religious figures keep a wary eye on the growing faithful of this god, but otherwise view the cults as harmless.&lt;br /&gt;
&lt;br /&gt;
=== Arts ===&lt;br /&gt;
Viridia is well known throughout the world for the artistic skill and body of work of its poets. While some poets are commissioned by the monarchy or nobility, many are also simply ordinary people with a degree of education who choose to write about their experiences. Similar to travelling bards, some poets journey between communities to write and recite their works for local audiences.&lt;br /&gt;
&lt;br /&gt;
One person shows are popular attractions within the Dominion. These bards are not only skilled in music or oration, but also carry with them small stages from which they act out all the characters in a play. Audience participation is a core part of this art form, either with audience members jumping in to play a character (often completely unscripted) or shouting out changes they would like to see in the performance. This impromptu nature means that the same play may take wildly different forms between each performance.&lt;br /&gt;
&lt;br /&gt;
=== Traditions ===&lt;br /&gt;
Festivals and celebrations within Viridia usually involve a large amount of music and dancing. Some visitors to the Dominion have remarked that the Viridian people take any opportunity they can to engage in these celebrations, especially in the more traditional regions of Thadria. Even more somber gatherings like funerals often feature musicians and dancing.&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
Depending on where one is within Viridia, a variety of languages can be heard. [[Thadrian]] is the most often spoken, but [[Hellean]] and [[Common]] are also widespread. Elven, Dwarven, and Orcish are also widely prevalent. Multilingualism is typical in the cities around the [[Sea of Ersas]] and near the Tanerde Strait, though less standard as one moves farther into Thadria.&lt;br /&gt;
&lt;br /&gt;
=== Food and cuisine ===&lt;br /&gt;
While the traditional Thadrian diet is centered around a number of staple foods, specifically bread, beer, other wheat-derived foods, olives, eggplants, fruits like apples and dates, and a variety of meat, the cuisine of Viridia today is a complex fusion of cultures. In addition to the above ingredients, foods originating from Hellea, Khapesh, and the eastern Chaska have all entered common use. Viridian food tends to use a complex blend of spices, depending on what can be afforded.&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
Especially among the urban populations, Viridian society has historically been held together by a sense of duty to the empire. With the slow decline of the Dominion, however, this has begun to falter. Corruption and graft, once rare as a matter of honor, have become much more common.&lt;br /&gt;
&lt;br /&gt;
Social status is incredibly important within the Dominion, and can be obtained in one of three ways. The easiest is to be born into the aristocracy, as even lower nobility are granted privileges that ordinary folk are not. Many have found that wealth buys access to higher social circles, and this is taken advantage of by Viridian merchants both for social reasons and to further their business interests. The only reliable method the common people have of increasing their social status is through an honorable and distinguished military career.&lt;br /&gt;
&lt;br /&gt;
Goblins have long been a nuisance to the people of Viridia, throughout the empire but especially in [[Herren]]. The last governor of Herren, [[Serim Onaral]], was convinced he could integrate these goblins into the rest of society. While initially having some success, he was removed as governor after the goblins he moved into a neighborhood of [[Orhassu]] burned a quarter of the city.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Many wealthy families in Viridia employ constructs as servants. Most are mindless, simply ordered to complete rote tasks, but others are given a degree of intelligence and judgement so they can assist in more complicated work. These constructs are frequently dressed in clothes befitting their roles.&lt;br /&gt;
&lt;br /&gt;
Viridian wizards and other learned arcane casters can find many opportunities to study and expand their skills, whether as an apprentice to a more experienced mage or in an educational institution. While these don't carry with them quite the prestige of universities elsewhere, they still provide a quality education.&lt;br /&gt;
&lt;br /&gt;
A guild of Viridian alchemists, the League of Potion-Makers carries with it a significant amount of social and political power. As their services are so useful to the upper classes of Viridia, the League is one of the only organizations able to bend the normally rigidly protectionist Viridian trade policy. Most of their League's membership is in the provinces of Attalea Major and Ertan, with their headquarters in Felasan.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
City-run schools are relatively commonplace in Viridia. Though not free, children can enroll for a marginal yearly fee. Education in basic literacy, math, and history is available until age fifteen, at which point children are expected to seek out an apprenticeship or other full time employment. Especially among the poorer peoples of Viridia, if children attend school at all they are frequently pulled out before reaching fifteen in order to help support their families. In smaller communities in the rural provinces, these schools often do not exist.&lt;br /&gt;
&lt;br /&gt;
Some major cities in Viridia publish regular newspapers alongside other written works.&lt;br /&gt;
&lt;br /&gt;
=== Architecture and urbanization ===&lt;br /&gt;
Viridian architecture tends to favor [[wikipedia:Romanesque_architecture|stone or brick structures]]. While the houses and shops owned by lower class people tend to be rather simple, some Viridian architecture can get [[commons:File:Exterior_of_Sultan_Ahmed_I_Mosque,_(old_name_P1020390.jpg).jpg|quite elaborate]]. The cities of the Dominion are full of spires and steeples rising from religious buildings and palaces. The [[Palace of the Kings]] in Ilirnas is a great complex of domes, massive arches, and spires, and it has long been popular for any nobility that can afford it to replicate the same architectural styles, albeit on a smaller scale.&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
The Dominion has an extensive and well maintained road network, designed chiefly to facilitate the travel of the military to the borders of the empire. Though these roads are smaller and less well maintained in the Thadrian interior and along the south coast, they have proved more than capable to allow the legions to swiftly crush local rebellions in the past. The roads are also widely travelled by merchants and ordinary people.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Viridia is a hereditary monarchy, ruled by several dynasties since it was established. The monarch, currently King [[Sanctus III]], delegates regional control to a governor of each province. Governorships are semi-hereditary positions; if one performs well, their child is likely to be chosen as the next governor when the need arises. On the other hand, if one does not perform well then they are likely to be unceremoniously removed from power and replaced with a trusted advisor of the monarch.&lt;br /&gt;
&lt;br /&gt;
A senate advises the monarch in the governance of their realm. Senators come from the historically important families of each province, though some have lost the wealth and prestige they once enjoyed. New senatorial families are rarely appointed, as to do so would require breaking tradition and expanding the size of the senate, or else removing another family from the position, a great slight. The senate has little codified power but a great deal of informal influence, and convention dictates that the senate’s recommendations should be followed by the monarch. &lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Viridia’s empire is built off the strength of its military, renowned or feared (depending on who you ask) throughout the region. Until relatively recently the imperial legions were entirely volunteer forces who underwent long training regimens before seeing service. However, conscription to increase the ranks has begun as part of an attempt to stem the decline of the empire, as imperial forces are sent throughout the realm. Viridia has taken the unusual step of not only conscripting foot soldiers but also casters to serve as combat healers and magical frontliners.&lt;br /&gt;
&lt;br /&gt;
Two branches of the Viridian military carry a particular prestige with them. The [[Viridian janissaries|janissaries]] are recruited from among the young orcs of Druzda and given years of training to drill them into being deadly and extremely loyal soldiers. The janissaries serve as the bodyguards for the monarch primarily, and as highly trained frontline soldiers secondarily, but only when the Viridian generals think their presence is required. The cataphracts, meanwhile, are heavily armored cavalry who can wreak havoc against infantry. Viridia is also known for having made great advances in siege engine designs.&lt;br /&gt;
&lt;br /&gt;
== Provinces ==&lt;br /&gt;
&lt;br /&gt;
=== Current provinces ===&lt;br /&gt;
==== Attalea Major ====&lt;br /&gt;
Attalea Major is the region of Thadria from the Tanerde Strait in the west, to the Konyar River in the east, and to the Tumunzari Hills in the south. Its capital is [[Ilirnas]].&lt;br /&gt;
&lt;br /&gt;
==== Attalea Minor ====&lt;br /&gt;
Attalea Minor is the only remaining province of Viridia in Hellea, encompassing all of the remaining Viridian territory west of the Tanerde Strait. Its capital is [[Felasan]].&lt;br /&gt;
&lt;br /&gt;
==== Sivaran ====&lt;br /&gt;
Sivaran is a province in Thadria between the Konyar and Casabon rivers. Its capital is [[Alticalar]].&lt;br /&gt;
&lt;br /&gt;
==== Herren ====&lt;br /&gt;
Herren is a province in southern Thadria, bordered to the north and west by the [[Amani River]] and to the east by the [[Karn Andur]] mountains. Its capital is [[Orhassu]].&lt;br /&gt;
&lt;br /&gt;
==== Andera ====&lt;br /&gt;
Andera is the province east of the Casabon river, bordering [[Erenon]] to the west. Its capital is [[Arsarus]].&lt;br /&gt;
&lt;br /&gt;
==== Penmaerd ====&lt;br /&gt;
Penmaerd is an only lightly inhabited province, encompassing the Penmaerd Forests and a small region to the east of the forests. Its capital is [[Felaveli]].&lt;br /&gt;
&lt;br /&gt;
==== Ertan ====&lt;br /&gt;
Ertan is a province encompassing the cities surrounding the Bay of Ertan in eastern Thadria. Along with Attalea Major and Attalea Minor, Ertan is one of the most populous provinces of Viridia. The leaders of the cities of Ertan frequently undermine the provincial leadership - the province has a reputation as being a haven for seedy types. Some pirates have agreements with mayors that both benefit from. Bribery is frequently used as the method of choice in diplomatic matters. Ertan's capital is [[Antikaria]].&lt;br /&gt;
&lt;br /&gt;
==== Tumunzar ====&lt;br /&gt;
Tumunzar is a small province in the Tumunzari Hills. The province is an autonomous region for the almost entirely dwarven population. Instead of a provincial governor, Tumunzar is led by the dwarven High Council.  The dwarves that live here are some of the greatest smiths in Viridia, assisted by the use of ancient forges they brought back to life. Compared to their cousins in [[Barat Rkund]], the dwarves of Tumunzar have adopted more of the culture of those surrounding them. Their culture and society is much like that of the primarily human regions of Viridia, and they de-emphasize the worship of their traditional gods in favor of those of the common pantheon. Tumunzar's capital is [[Moruk]].&lt;br /&gt;
&lt;br /&gt;
==== Vitheoda ====&lt;br /&gt;
The breakaway khanate of [[Hkarzda]] now controls most of the territory that previously fell under Vitheoda. After a long period of unrest, the descendants of janissaries settled in this province seized the opportunity presented by Vidiria’s slow decline to declare themselves outside of human control. The region is currently engaged in a low-level civil war of sorts, with tensions between families (and in effect, clans) that remain loyal to the crown and those that desire independence. Many of the loyal clans receive some degree of support from Ilirnas. The province today only has control of a proportion of its de jure territory. Its capital is [[Malhassal]].&lt;br /&gt;
&lt;br /&gt;
=== Past provinces ===&lt;br /&gt;
==== Erenon ====&lt;br /&gt;
[[Erenon]] was abandoned centuries ago after plagues proved nearly impossible to contain. The region is now functionally independent. See [[Erenon]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Forloroth ====&lt;br /&gt;
After the collapse of order in Erenon, the eastern provinces of Viridia became keenly aware of how little bound them to central rule from Ilirnas, and also developed increasing concerns that they would be abandoned as well if Erenon's fate were to befall them. Forloroth was one of these provinces that broke away as a result in a nearly bloodless war for independence. See [[Forloroth &amp;amp; Valadhel]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Valadhel ====&lt;br /&gt;
Valadhel is another eastern province that separated from Viridia after the crisis in Erenon (see above). Unlike in Forloroth, the imperial forces fought hard to keep control, primarily spearheaded by the Legion of the East. See [[Forloroth &amp;amp; Valadhel]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Sarves ====&lt;br /&gt;
Sarves is now a region within [[Ishtar]]. This area was only briefly a province of Viridia during the reign of the Sun King. &lt;br /&gt;
&lt;br /&gt;
==== Terqa ====&lt;br /&gt;
Terqa is now a region within Ishtar. See above.&lt;br /&gt;
&lt;br /&gt;
==== Aqaran ====&lt;br /&gt;
Aqaran is now a region within Ishtar. See above.&lt;br /&gt;
&lt;br /&gt;
==== Enesur ====&lt;br /&gt;
Enesur is now a region within Ishtar. See above.&lt;br /&gt;
&lt;br /&gt;
=== Current tributaries ===&lt;br /&gt;
&lt;br /&gt;
==== Izgrev ====&lt;br /&gt;
''See also: [[Izgrev]]''&lt;br /&gt;
&lt;br /&gt;
Izgrev is a vassal state of Viridia led by monarchy of Viridia nobles.&lt;br /&gt;
&lt;br /&gt;
=== Past tributaries ===&lt;br /&gt;
&lt;br /&gt;
==== Razgovir ====&lt;br /&gt;
''See also: [[Koritan]], [[Talam Galta]]''&lt;br /&gt;
&lt;br /&gt;
Under the reign of the Sun King, Razgovir (modern Koritan and Talam Galta) were tributaries of Viridia. This arrangement collapsed soon after the king's death.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Historically, Viridia has dominated trade in the northern Sea of Ersas by controlling passage through the Tanerde Strait, a situation that continues to present. This has allowed the Dominion to favor its own merchants, and to enact high tariffs on merchant vessels flying the flags of other states. &lt;br /&gt;
&lt;br /&gt;
Viridia also has still plentiful yet declining natural resources, which is the second major source of the monarchy’s wealth. Viridian iron from the [[Tumunzari Hills]] is highly sought after due to its quality in particular.&lt;br /&gt;
&lt;br /&gt;
{{CitiesViridia}}&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Viridia]]&lt;br /&gt;
[[Category:Monarchies]]&lt;br /&gt;
[[Category:Thadria]]&lt;br /&gt;
[[Category:Hellea]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4320</id>
		<title>Template:CitiesViridia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4320"/>
		<updated>2022-08-08T00:29:30Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Viridia]]&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;
* [[Adria]]&lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Akras]]&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Alticalar]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Antikaria]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arsarus]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Batrane]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* [[Casabon]]&lt;br /&gt;
* [[Cehunnum]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* [[Dakares]]&lt;br /&gt;
* [[Devun]]&lt;br /&gt;
* [[Eastmount]]&lt;br /&gt;
* [[Eryx]]&lt;br /&gt;
* [[Felasan]]&lt;br /&gt;
* [[Felaveli]]&lt;br /&gt;
* [[Fort Segesta]]&lt;br /&gt;
* [[Fort Solen]]&lt;br /&gt;
* [[Gadir]]&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Hadayan]]&lt;br /&gt;
* [[Haletsum]]&lt;br /&gt;
* [[Hatarikka]]&lt;br /&gt;
* [[Hiera]]&lt;br /&gt;
* [[Highwater]]&lt;br /&gt;
* [[Ilaris]]&lt;br /&gt;
* [[Ilexacre]]&lt;br /&gt;
* [[Ilirnas]]&lt;br /&gt;
* [[Kallatis]]&lt;br /&gt;
* [[Kanesh]]&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Karch Mard]]&lt;br /&gt;
* [[Kasan]]&lt;br /&gt;
* [[Kaskatsel]]&lt;br /&gt;
* [[Katakan]]&lt;br /&gt;
* [[Khoranard]]&lt;br /&gt;
* [[Kossyra]]&lt;br /&gt;
* [[Kurkan's Port]]&lt;br /&gt;
* [[Kussara]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lakedo]]&lt;br /&gt;
* [[Limyra]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Malhassal]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Misai]]&lt;br /&gt;
* [[Moruk]]&lt;br /&gt;
* [[Mulepost]]&lt;br /&gt;
* [[Mygdon]]&lt;br /&gt;
* [[Nahasse]]&lt;br /&gt;
* [[Naukratis]]&lt;br /&gt;
* [[Nerik]]&lt;br /&gt;
* [[Odrysai]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Orhassu]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Patara]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Pyrra]]&lt;br /&gt;
* [[Rhax]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Sabrala]]&lt;br /&gt;
* [[Samsum]]&lt;br /&gt;
* [[Sardis]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Sidake]]&lt;br /&gt;
* [[Sikaya]]&lt;br /&gt;
* [[Strabo]]&lt;br /&gt;
* [[Symbra]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
* [[Telipinu]]&lt;br /&gt;
* [[Telmissus]]&lt;br /&gt;
* [[Togarmah]]&lt;br /&gt;
* [[Tokat]]&lt;br /&gt;
* [[Trabula]]&lt;br /&gt;
* [[Tudhaliya]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
* [[Tynius]]&lt;br /&gt;
* [[Tyras]]&lt;br /&gt;
* [[Uchisar]]&lt;br /&gt;
* [[Urshu]]&lt;br /&gt;
* [[Volaterrae]]&lt;br /&gt;
* [[Warha]]&lt;br /&gt;
* [[Xanthus]]&lt;br /&gt;
| group3 = Settlements&lt;br /&gt;
| list3 = {{Navbox|child&lt;br /&gt;
| group1 = Attalea Major&lt;br /&gt;
| list1 =&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* '''[[Ilirnas]]'''&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
| group2 = Attalea Minor&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* '''[[Felasan]]'''&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Aeron River]]&lt;br /&gt;
* [[Afar River]]&lt;br /&gt;
* [[Amani River]]&lt;br /&gt;
* [[Argelean Isles]]&lt;br /&gt;
* [[Bay of Ertan]]&lt;br /&gt;
* [[Casabon River]]&lt;br /&gt;
* [[Dragonpeak River]]&lt;br /&gt;
* [[Ispar River]]&lt;br /&gt;
* [[Karve River]]&lt;br /&gt;
* [[Konar River]]&lt;br /&gt;
* [[Lake Gansal]]&lt;br /&gt;
* [[Lake Sivan]]&lt;br /&gt;
* [[Penmaerd Forests]]&lt;br /&gt;
* [[Phiora Sea]]&lt;br /&gt;
* [[Sea of Ersas]]&lt;br /&gt;
* [[Sotosa Woods]]&lt;br /&gt;
* [[Tanerde Strait]]&lt;br /&gt;
* [[Tumunzari Hills]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4319</id>
		<title>Template:CitiesViridia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4319"/>
		<updated>2022-08-08T00:29:14Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Viridia]]&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;
* [[Adria]]&lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Akras]]&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Alticalar]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Antikaria]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arsarus]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Batrane]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* [[Casabon]]&lt;br /&gt;
* [[Cehunnum]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* [[Dakares]]&lt;br /&gt;
* [[Devun]]&lt;br /&gt;
* [[Eastmount]]&lt;br /&gt;
* [[Eryx]]&lt;br /&gt;
* [[Felasan]]&lt;br /&gt;
* [[Felaveli]]&lt;br /&gt;
* [[Fort Segesta]]&lt;br /&gt;
* [[Fort Solen]]&lt;br /&gt;
* [[Gadir]]&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Hadayan]]&lt;br /&gt;
* [[Haletsum]]&lt;br /&gt;
* [[Hatarikka]]&lt;br /&gt;
* [[Hiera]]&lt;br /&gt;
* [[Highwater]]&lt;br /&gt;
* [[Ilaris]]&lt;br /&gt;
* [[Ilexacre]]&lt;br /&gt;
* [[Ilirnas]]&lt;br /&gt;
* [[Kallatis]]&lt;br /&gt;
* [[Kanesh]]&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Karch Mard]]&lt;br /&gt;
* [[Kasan]]&lt;br /&gt;
* [[Kaskatsel]]&lt;br /&gt;
* [[Katakan]]&lt;br /&gt;
* [[Khoranard]]&lt;br /&gt;
* [[Kossyra]]&lt;br /&gt;
* [[Kurkan's Port]]&lt;br /&gt;
* [[Kussara]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lakedo]]&lt;br /&gt;
* [[Limyra]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Malhassal]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Misai]]&lt;br /&gt;
* [[Moruk]]&lt;br /&gt;
* [[Mulepost]]&lt;br /&gt;
* [[Mygdon]]&lt;br /&gt;
* [[Nahasse]]&lt;br /&gt;
* [[Naukratis]]&lt;br /&gt;
* [[Nerik]]&lt;br /&gt;
* [[Odrysai]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Orhassu]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Patara]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Pyrra]]&lt;br /&gt;
* [[Rhax]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Sabrala]]&lt;br /&gt;
* [[Samsum]]&lt;br /&gt;
* [[Sardis]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Sidake]]&lt;br /&gt;
* [[Sikaya]]&lt;br /&gt;
* [[Strabo]]&lt;br /&gt;
* [[Symbra]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
* [[Telipinu]]&lt;br /&gt;
* [[Telmissus]]&lt;br /&gt;
* [[Togarmah]]&lt;br /&gt;
* [[Tokat]]&lt;br /&gt;
* [[Trabula]]&lt;br /&gt;
* [[Tudhaliya]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
* [[Tynius]]&lt;br /&gt;
* [[Tyras]]&lt;br /&gt;
* [[Uchisar]]&lt;br /&gt;
* [[Urshu]]&lt;br /&gt;
* [[Volaterrae]]&lt;br /&gt;
* [[Warha]]&lt;br /&gt;
* [[Xanthus]]&lt;br /&gt;
| group3 = Settlements&lt;br /&gt;
| list3 = {{Navbox|child&lt;br /&gt;
| group 1 = Attalea Major&lt;br /&gt;
| list1 =&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* '''[[Ilirnas]]'''&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
| group2 = Attalea Minor&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* '''[[Felasan]]'''&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Aeron River]]&lt;br /&gt;
* [[Afar River]]&lt;br /&gt;
* [[Amani River]]&lt;br /&gt;
* [[Argelean Isles]]&lt;br /&gt;
* [[Bay of Ertan]]&lt;br /&gt;
* [[Casabon River]]&lt;br /&gt;
* [[Dragonpeak River]]&lt;br /&gt;
* [[Ispar River]]&lt;br /&gt;
* [[Karve River]]&lt;br /&gt;
* [[Konar River]]&lt;br /&gt;
* [[Lake Gansal]]&lt;br /&gt;
* [[Lake Sivan]]&lt;br /&gt;
* [[Penmaerd Forests]]&lt;br /&gt;
* [[Phiora Sea]]&lt;br /&gt;
* [[Sea of Ersas]]&lt;br /&gt;
* [[Sotosa Woods]]&lt;br /&gt;
* [[Tanerde Strait]]&lt;br /&gt;
* [[Tumunzari Hills]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4318</id>
		<title>Template:CitiesViridia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4318"/>
		<updated>2022-08-08T00:28:54Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Viridia]]&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;
* [[Adria]]&lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Akras]]&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Alticalar]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Antikaria]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arsarus]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Batrane]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* [[Casabon]]&lt;br /&gt;
* [[Cehunnum]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* [[Dakares]]&lt;br /&gt;
* [[Devun]]&lt;br /&gt;
* [[Eastmount]]&lt;br /&gt;
* [[Eryx]]&lt;br /&gt;
* [[Felasan]]&lt;br /&gt;
* [[Felaveli]]&lt;br /&gt;
* [[Fort Segesta]]&lt;br /&gt;
* [[Fort Solen]]&lt;br /&gt;
* [[Gadir]]&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Hadayan]]&lt;br /&gt;
* [[Haletsum]]&lt;br /&gt;
* [[Hatarikka]]&lt;br /&gt;
* [[Hiera]]&lt;br /&gt;
* [[Highwater]]&lt;br /&gt;
* [[Ilaris]]&lt;br /&gt;
* [[Ilexacre]]&lt;br /&gt;
* [[Ilirnas]]&lt;br /&gt;
* [[Kallatis]]&lt;br /&gt;
* [[Kanesh]]&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Karch Mard]]&lt;br /&gt;
* [[Kasan]]&lt;br /&gt;
* [[Kaskatsel]]&lt;br /&gt;
* [[Katakan]]&lt;br /&gt;
* [[Khoranard]]&lt;br /&gt;
* [[Kossyra]]&lt;br /&gt;
* [[Kurkan's Port]]&lt;br /&gt;
* [[Kussara]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lakedo]]&lt;br /&gt;
* [[Limyra]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Malhassal]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Misai]]&lt;br /&gt;
* [[Moruk]]&lt;br /&gt;
* [[Mulepost]]&lt;br /&gt;
* [[Mygdon]]&lt;br /&gt;
* [[Nahasse]]&lt;br /&gt;
* [[Naukratis]]&lt;br /&gt;
* [[Nerik]]&lt;br /&gt;
* [[Odrysai]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Orhassu]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Patara]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Pyrra]]&lt;br /&gt;
* [[Rhax]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Sabrala]]&lt;br /&gt;
* [[Samsum]]&lt;br /&gt;
* [[Sardis]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Sidake]]&lt;br /&gt;
* [[Sikaya]]&lt;br /&gt;
* [[Strabo]]&lt;br /&gt;
* [[Symbra]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
* [[Telipinu]]&lt;br /&gt;
* [[Telmissus]]&lt;br /&gt;
* [[Togarmah]]&lt;br /&gt;
* [[Tokat]]&lt;br /&gt;
* [[Trabula]]&lt;br /&gt;
* [[Tudhaliya]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
* [[Tynius]]&lt;br /&gt;
* [[Tyras]]&lt;br /&gt;
* [[Uchisar]]&lt;br /&gt;
* [[Urshu]]&lt;br /&gt;
* [[Volaterrae]]&lt;br /&gt;
* [[Warha]]&lt;br /&gt;
* [[Xanthus]]&lt;br /&gt;
| group3 = Settlements&lt;br /&gt;
| list3 = {{Navbox|child&lt;br /&gt;
| group 1 = &lt;br /&gt;
| list1 =&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* '''[[Ilirnas]]'''&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
| group2 = Attalea Minor&lt;br /&gt;
| list2 = &lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* '''[[Felasan]]'''&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Aeron River]]&lt;br /&gt;
* [[Afar River]]&lt;br /&gt;
* [[Amani River]]&lt;br /&gt;
* [[Argelean Isles]]&lt;br /&gt;
* [[Bay of Ertan]]&lt;br /&gt;
* [[Casabon River]]&lt;br /&gt;
* [[Dragonpeak River]]&lt;br /&gt;
* [[Ispar River]]&lt;br /&gt;
* [[Karve River]]&lt;br /&gt;
* [[Konar River]]&lt;br /&gt;
* [[Lake Gansal]]&lt;br /&gt;
* [[Lake Sivan]]&lt;br /&gt;
* [[Penmaerd Forests]]&lt;br /&gt;
* [[Phiora Sea]]&lt;br /&gt;
* [[Sea of Ersas]]&lt;br /&gt;
* [[Sotosa Woods]]&lt;br /&gt;
* [[Tanerde Strait]]&lt;br /&gt;
* [[Tumunzari Hills]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4317</id>
		<title>Template:CitiesViridia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4317"/>
		<updated>2022-08-07T19:53:35Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Viridia]]&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;
* [[Adria]]&lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Akras]]&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Alticalar]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Antikaria]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arsarus]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Batrane]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* [[Casabon]]&lt;br /&gt;
* [[Cehunnum]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* [[Dakares]]&lt;br /&gt;
* [[Devun]]&lt;br /&gt;
* [[Eastmount]]&lt;br /&gt;
* [[Eryx]]&lt;br /&gt;
* [[Felasan]]&lt;br /&gt;
* [[Felaveli]]&lt;br /&gt;
* [[Fort Segesta]]&lt;br /&gt;
* [[Fort Solen]]&lt;br /&gt;
* [[Gadir]]&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Hadayan]]&lt;br /&gt;
* [[Haletsum]]&lt;br /&gt;
* [[Hatarikka]]&lt;br /&gt;
* [[Hiera]]&lt;br /&gt;
* [[Highwater]]&lt;br /&gt;
* [[Ilaris]]&lt;br /&gt;
* [[Ilexacre]]&lt;br /&gt;
* [[Ilirnas]]&lt;br /&gt;
* [[Kallatis]]&lt;br /&gt;
* [[Kanesh]]&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Karch Mard]]&lt;br /&gt;
* [[Kasan]]&lt;br /&gt;
* [[Kaskatsel]]&lt;br /&gt;
* [[Katakan]]&lt;br /&gt;
* [[Khoranard]]&lt;br /&gt;
* [[Kossyra]]&lt;br /&gt;
* [[Kurkan's Port]]&lt;br /&gt;
* [[Kussara]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lakedo]]&lt;br /&gt;
* [[Limyra]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Malhassal]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Misai]]&lt;br /&gt;
* [[Moruk]]&lt;br /&gt;
* [[Mulepost]]&lt;br /&gt;
* [[Mygdon]]&lt;br /&gt;
* [[Nahasse]]&lt;br /&gt;
* [[Naukratis]]&lt;br /&gt;
* [[Nerik]]&lt;br /&gt;
* [[Odrysai]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Orhassu]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Patara]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Pyrra]]&lt;br /&gt;
* [[Rhax]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Sabrala]]&lt;br /&gt;
* [[Samsum]]&lt;br /&gt;
* [[Sardis]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Sidake]]&lt;br /&gt;
* [[Sikaya]]&lt;br /&gt;
* [[Strabo]]&lt;br /&gt;
* [[Symbra]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
* [[Telipinu]]&lt;br /&gt;
* [[Telmissus]]&lt;br /&gt;
* [[Togarmah]]&lt;br /&gt;
* [[Tokat]]&lt;br /&gt;
* [[Trabula]]&lt;br /&gt;
* [[Tudhaliya]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
* [[Tynius]]&lt;br /&gt;
* [[Tyras]]&lt;br /&gt;
* [[Uchisar]]&lt;br /&gt;
* [[Urshu]]&lt;br /&gt;
* [[Volaterrae]]&lt;br /&gt;
* [[Warha]]&lt;br /&gt;
* [[Xanthus]]&lt;br /&gt;
| group3 = Settlements&lt;br /&gt;
| list3 = {{Navbox|child&lt;br /&gt;
| group1 = Attalea Minor&lt;br /&gt;
| list1 = &lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* [[Felasan]]&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Aeron River]]&lt;br /&gt;
* [[Afar River]]&lt;br /&gt;
* [[Amani River]]&lt;br /&gt;
* [[Argelean Isles]]&lt;br /&gt;
* [[Bay of Ertan]]&lt;br /&gt;
* [[Casabon River]]&lt;br /&gt;
* [[Dragonpeak River]]&lt;br /&gt;
* [[Ispar River]]&lt;br /&gt;
* [[Karve River]]&lt;br /&gt;
* [[Konar River]]&lt;br /&gt;
* [[Lake Gansal]]&lt;br /&gt;
* [[Lake Sivan]]&lt;br /&gt;
* [[Penmaerd Forests]]&lt;br /&gt;
* [[Phiora Sea]]&lt;br /&gt;
* [[Sea of Ersas]]&lt;br /&gt;
* [[Sotosa Woods]]&lt;br /&gt;
* [[Tanerde Strait]]&lt;br /&gt;
* [[Tumunzari Hills]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4315</id>
		<title>Template:CitiesViridia</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesViridia&amp;diff=4315"/>
		<updated>2022-08-07T19:50:34Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Viridia]]&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;
* [[Adria]]&lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Akras]]&lt;br /&gt;
* [[Alatra]]&lt;br /&gt;
* [[Alticalar]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Antikaria]]&lt;br /&gt;
* [[Apamea]]&lt;br /&gt;
* [[Arsarus]]&lt;br /&gt;
* [[Arzawa]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Batrane]]&lt;br /&gt;
* [[Carmora]]&lt;br /&gt;
* [[Casabon]]&lt;br /&gt;
* [[Cehunnum]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* [[Dakares]]&lt;br /&gt;
* [[Devun]]&lt;br /&gt;
* [[Eastmount]]&lt;br /&gt;
* [[Eryx]]&lt;br /&gt;
* [[Felasan]]&lt;br /&gt;
* [[Felaveli]]&lt;br /&gt;
* [[Fort Segesta]]&lt;br /&gt;
* [[Fort Solen]]&lt;br /&gt;
* [[Gadir]]&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Hadayan]]&lt;br /&gt;
* [[Haletsum]]&lt;br /&gt;
* [[Hatarikka]]&lt;br /&gt;
* [[Hiera]]&lt;br /&gt;
* [[Highwater]]&lt;br /&gt;
* [[Ilaris]]&lt;br /&gt;
* [[Ilexacre]]&lt;br /&gt;
* [[Ilirnas]]&lt;br /&gt;
* [[Kallatis]]&lt;br /&gt;
* [[Kanesh]]&lt;br /&gt;
* [[Karakisa]]&lt;br /&gt;
* [[Karch Mard]]&lt;br /&gt;
* [[Kasan]]&lt;br /&gt;
* [[Kaskatsel]]&lt;br /&gt;
* [[Katakan]]&lt;br /&gt;
* [[Khoranard]]&lt;br /&gt;
* [[Kossyra]]&lt;br /&gt;
* [[Kurkan's Port]]&lt;br /&gt;
* [[Kussara]]&lt;br /&gt;
* [[Kydonia]]&lt;br /&gt;
* [[Lakedo]]&lt;br /&gt;
* [[Limyra]]&lt;br /&gt;
* [[Lycus]]&lt;br /&gt;
* [[Malhassal]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Misai]]&lt;br /&gt;
* [[Moruk]]&lt;br /&gt;
* [[Mulepost]]&lt;br /&gt;
* [[Mygdon]]&lt;br /&gt;
* [[Nahasse]]&lt;br /&gt;
* [[Naukratis]]&lt;br /&gt;
* [[Nerik]]&lt;br /&gt;
* [[Odrysai]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Orhassu]]&lt;br /&gt;
* [[Otreus]]&lt;br /&gt;
* [[Patara]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Pitassa]]&lt;br /&gt;
* [[Pyrra]]&lt;br /&gt;
* [[Rhax]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Sabrala]]&lt;br /&gt;
* [[Samsum]]&lt;br /&gt;
* [[Sardis]]&lt;br /&gt;
* [[Severn]]&lt;br /&gt;
* [[Sidake]]&lt;br /&gt;
* [[Sikaya]]&lt;br /&gt;
* [[Strabo]]&lt;br /&gt;
* [[Symbra]]&lt;br /&gt;
* [[Synnada]]&lt;br /&gt;
* [[Tecmessa]]&lt;br /&gt;
* [[Telipinu]]&lt;br /&gt;
* [[Telmissus]]&lt;br /&gt;
* [[Togarmah]]&lt;br /&gt;
* [[Tokat]]&lt;br /&gt;
* [[Trabula]]&lt;br /&gt;
* [[Tudhaliya]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
* [[Tynius]]&lt;br /&gt;
* [[Tyras]]&lt;br /&gt;
* [[Uchisar]]&lt;br /&gt;
* [[Urshu]]&lt;br /&gt;
* [[Volaterrae]]&lt;br /&gt;
* [[Warha]]&lt;br /&gt;
* [[Xanthus]]&lt;br /&gt;
| list2 = {{Navbox|child&lt;br /&gt;
| group1 = Attalea Minor&lt;br /&gt;
| list1 = &lt;br /&gt;
* [[Agoracrita]]&lt;br /&gt;
* [[Ancrana]]&lt;br /&gt;
* [[Aulos]]&lt;br /&gt;
* [[Cybele]]&lt;br /&gt;
* [[Felasan]]&lt;br /&gt;
* [[Gordium]]&lt;br /&gt;
* [[Marsyas]]&lt;br /&gt;
* [[Orcistus]]&lt;br /&gt;
* [[Phrygios]]&lt;br /&gt;
* [[Sabazios]]&lt;br /&gt;
* [[Tumuli]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Aeron River]]&lt;br /&gt;
* [[Afar River]]&lt;br /&gt;
* [[Amani River]]&lt;br /&gt;
* [[Argelean Isles]]&lt;br /&gt;
* [[Bay of Ertan]]&lt;br /&gt;
* [[Casabon River]]&lt;br /&gt;
* [[Dragonpeak River]]&lt;br /&gt;
* [[Ispar River]]&lt;br /&gt;
* [[Karve River]]&lt;br /&gt;
* [[Konar River]]&lt;br /&gt;
* [[Lake Gansal]]&lt;br /&gt;
* [[Lake Sivan]]&lt;br /&gt;
* [[Penmaerd Forests]]&lt;br /&gt;
* [[Phiora Sea]]&lt;br /&gt;
* [[Sea of Ersas]]&lt;br /&gt;
* [[Sotosa Woods]]&lt;br /&gt;
* [[Tanerde Strait]]&lt;br /&gt;
* [[Tumunzari Hills]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4314</id>
		<title>Template:CitiesRothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Template:CitiesRothurland&amp;diff=4314"/>
		<updated>2022-08-07T19:42:00Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| title = [[Rothurland]]&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;
* [[Akarn]]&lt;br /&gt;
* [[Anvil Rock]]&lt;br /&gt;
* [[Bjorrstad]]&lt;br /&gt;
* [[Dyrfang]]&lt;br /&gt;
* [[Fornheim]]&lt;br /&gt;
* [[Grimfell]]&lt;br /&gt;
* [[Hollow Grove]]&lt;br /&gt;
* [[Hreinholt]]&lt;br /&gt;
* [[Hvalstad]]&lt;br /&gt;
* [[Jaransvik]]&lt;br /&gt;
* [[Kaldar]]&lt;br /&gt;
* [[Njarovik]]&lt;br /&gt;
* [[Norheim]]&lt;br /&gt;
* [[Ormsker]]&lt;br /&gt;
* [[Orsa]]&lt;br /&gt;
* [[Orthmark]]&lt;br /&gt;
* [[Shivering Fjord]]&lt;br /&gt;
* [[Svarheim]]&lt;br /&gt;
* [[Thorn]]&lt;br /&gt;
* [[Veden]]&lt;br /&gt;
* [[Whiteraven]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Geography&lt;br /&gt;
| list2  =&lt;br /&gt;
* [[Eyjara Bay]]&lt;br /&gt;
* [[Hvitna River]]&lt;br /&gt;
* [[Ialgrike Peaks]]&lt;br /&gt;
* [[Invelaust Ocean]]&lt;br /&gt;
* [[Minka River]]&lt;br /&gt;
* [[Sentinel Peaks]]&lt;br /&gt;
* [[Serpent Islands]]&lt;br /&gt;
* [[Vara River]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4313</id>
		<title>Rothurland</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Rothurland&amp;diff=4313"/>
		<updated>2022-08-07T19:41:13Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Rothurland&lt;br /&gt;
|image = Flag_Rothurland.svg&lt;br /&gt;
|capital = None&lt;br /&gt;
|ruler = None&lt;br /&gt;
|government = Multiple jarldoms&lt;br /&gt;
|demonym = Rothurlander&lt;br /&gt;
|adjective = Rothurlandic&lt;br /&gt;
|languages = [[Roeda]], [[Common]], [[Orcish]], [[Jotun]]&lt;br /&gt;
|religions = Various deities, especially Gorum, Gozreh, and Torag&lt;br /&gt;
}}&lt;br /&gt;
'''Rothurland''' {{Pronunciation|ROW-thur-land}} is a region that remains wild and relatively sparsely settled, populated by a people best known as great seafarers, explorers, and warriors. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
The geography of Rothurland varies greatly, from the rocky islands and fjords of the coast to the marshes, bogs, and forests of the interior. The region has a broadly cool climate, with extremely mild summers accompanying winters that can be bitterly cold.&lt;br /&gt;
&lt;br /&gt;
Most settlements in Rothurland are to the east of the [[Eyjara Bay]], where the coastline is significantly less rough than the fjords that characterize the north and west of the region. Forests cover much of Rothurland - while most of the forests are oak, birch, and other trees common elsewhere, it is the gigantic redwood trees for which the region's woodlands are famous. Hundreds of feet tall, these redwoods primarily grow in groves between the [[Minka River|Minka]] and [[Hvitna River|Hvitna]] rivers.&lt;br /&gt;
&lt;br /&gt;
Two mountain ranges surround much of Rothurland. To the south, the [[Sentinel Peaks]] separates the region from the land surrounding the [[Alkyonides Gulf]], though historically many Rothurlanders have sailed around to settle this coastline as well. In the north, the [[Ialgrike Peaks]] run along the coast of the [[Invelaust Ocean]], a spectacular landscape carved by glaciers. These mountains are broadly quite cold and rugged, with few permanent settlements.&lt;br /&gt;
&lt;br /&gt;
The rocky [[Serpent Islands]], to the west of the Eyjara Bay, are named after the sea serpents that are common in that part of the world. These oceanic creatures are simultaneously feared and respected by the inhabitants of the islands, and are frequently hunted to prove one's worth. &lt;br /&gt;
&lt;br /&gt;
Innumerable rivers begin in the mountains of Rothurland before flowing out to the Eyjara Bay or Invelaust Ocean. The most significant of these are the [[Vara River|Vara]], Hvitna, and Minka rivers, though they are joined by countless small tributaries and streams.&lt;br /&gt;
&lt;br /&gt;
Mundane animals that are common in Rothurland include moose, bears, wolves, reindeer, and some megafauna that can also be found in nearby [[Laurentia]], especially giant elk, cave bears, and mammoths. The mountains, forests, wetlands, and waters of Rothurland teem with animals, and much of the region remains untouched by permanent habitation. &lt;br /&gt;
&lt;br /&gt;
Fey are extremely common in Rothurland, especially in the forested parts of the region. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Government==&lt;br /&gt;
&lt;br /&gt;
== Economy==&lt;br /&gt;
&lt;br /&gt;
{{CitiesRothurland}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Rothurland]]&lt;br /&gt;
[[Category:Invelaust Ocean]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Oscan&amp;diff=3133</id>
		<title>Oscan</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Oscan&amp;diff=3133"/>
		<updated>2022-06-08T03:53:41Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: /* Geography, flora, and fauna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Grand Kingdom of Oscan&lt;br /&gt;
|image = &lt;br /&gt;
|capital = [[Tasha]] (de facto); [[Lucair]] (former) &lt;br /&gt;
|ruler = General [[Tarchon Lasa]] (de facto);  Aril dynasty (former)&lt;br /&gt;
|government = Martial law (de facto); absolute monarchy (former)&lt;br /&gt;
|demonym = Oscan&lt;br /&gt;
|adjective = Oscan&lt;br /&gt;
|languages = [[Tabahan]], [[Common]]&lt;br /&gt;
|religions = Common pantheon, especially Torag; other pantheons to lesser degrees&lt;br /&gt;
}}&lt;br /&gt;
'''Oscan''' {{Pronunciation|OSS-kun}}, formally the Grand Kingdom of Oscan, was once the site of a prosperous kingdom but today is home to roving hordes of mindless undead and little else. The living barely cling on in a small number of locations, most notably the northern city of [[Tasha]]. Rumors have it that the undead are the result of the kingdom’s rulers playing with forces beyond their control.&lt;br /&gt;
&lt;br /&gt;
The few remaining inhabitants of the region sometimes refer to the kingdom as the '''Deathlands''', and to themselves as Deathlanders.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
Located on the southernmost edge of the [[Sangora Desolation]], much of Oscan is dry and arid. Little rain falls in the northern half of the kingdom, though the southern half gets rather more precipitation. Rivers tend to be low year round, except when they overflow their banks during periods of sudden flash floods. Oscan farmers had learned over centuries to work with these conditions, however, and the old kingdom prospered.&lt;br /&gt;
&lt;br /&gt;
Oscan is bordered by water in three directions: by the [[Lukla Sea]] to the east and south and by the [[Tabaha Bay]] to the west. To the north, the region stretches only a short distance into the Sangora Desolation.&lt;br /&gt;
&lt;br /&gt;
In most of Oscan, the dominant flora are short grasses and shrubs, well suited to dry environments. Agave and yucca are quite common, and were used widely by the Oscans. Outside of the [[Tamera Forest]], trees grow in scattered locations. Mostly ironwood, laurel, and mesquite trees, these have adapted to the prolonged dry spells that are characteristic of the region.&lt;br /&gt;
&lt;br /&gt;
Most herbivores within Oscan are small, such as rabbits, small boars, and ground squirrels, and are attuned to the dry and hot climate. However, some larger animals live in the wetter south, where they have more to eat. Most notable are the rhinoceros and triceratops, as well as a some other megafauna, particularly dinosaurs. Hyenas, giant scorpions, and cheetahs can be dangerous, but generally leave the Oscans alone unless threatened. Smaller predators like foxes and coyotes are also widespread, as are a variety of snakes and lizards.&lt;br /&gt;
&lt;br /&gt;
A number of magical beasts call Oscan home. Cinder wolves travel in packs through the northern desert - though quite dangerous, some Oscan beast tamers subdue these creatures and train them to track down prey.&lt;br /&gt;
&lt;br /&gt;
While most of the undead of Oscan are humanoid, some were animals or magical beasts in their prior lives. In particular, some paladins have reported sighting horde leaders astride skeletal triceratops or nightmares, using them as massive mounts.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* {{Year|6940}} - The dead began to rise across Oscan. Though initially repelled and returned to the grave in some settlements, ultimately efforts to fight back the undead proved fruitless as they congregated into larger hordes, enveloping small communities as they moved. It is unknown for certain what caused this mass resurrection, though it is widely believed that the last king of Oscan, [[Verore|Verore the Unready]] of the Aril dynasty, played some role. Although there is some disagreement as to whether he raised the dead himself or made a pact he did not fully understand, many of the surviving Oscans blame their old monarch for their predicament.&lt;br /&gt;
* {{Year|6941}} - As much of the remaining population of Oscan as possible evacuated to [[Aesar]], the only part of the kingdom that had successfully kept itself clear of the undead.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
The population of Oscan are overwhelmingly undead, mostly of the mindless varieties. A small number of intelligent undead direct their hordes around the lands, but many hordes also just wander around by chance.&lt;br /&gt;
&lt;br /&gt;
A small living population still resides within the Deathlands. Most are within the northern city of Tasha, which includes humans, suli, ifrit, oreads, and others - the descendants of elementals were always more prevalent in Oscan than in most of the rest of the world. The few living inhabitants of the Deathlands that do not live in Tasha are either paladins and their companions, attempting to cleanse the land, or Oscans who were lucky enough to be spared from undeath, hiding in small outposts.&lt;br /&gt;
&lt;br /&gt;
Though not permanent residents, a number of gnoll tribes occasionally cross over the border into Oscan to hunt or scavenge.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
A variety of gods were worshiped in the days of the Kingdom of Oscan, with a particular emphasis on Torag and Nethys. While temples and clergy to the deities of the common pantheon were the most widespread, Oscan had also inherited many gods from their neighbors across the Lukla Sea. In particular, Kofusachi was widely venerated by the Oscans.&lt;br /&gt;
&lt;br /&gt;
Since the rise of the undead, religion has shifted quite drastically. The staunch opposition to the undead presented by Iomedae and Sarenrae has been quite popular, aided by the presence of paladins who have traveled to the Deathlands to fulfill their oaths. The worship of Kazutal, a goddess who had long held a very minor influence in Oscan, has become far more common as well.&lt;br /&gt;
&lt;br /&gt;
Some survivors, however, have come to the conclusion that their former kingdom cannot be saved, or is not worth saving. While the government of Tasha tries hard to quash these beliefs, underground cults to both Rovagug and Groetus have formed. While the former actively attempts to undermine the security of the city, the latter still pose a problem by refusing to work and proselytizing others to join their nihilistic religion.&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
The primary language spoken in the Kingdom of Oscan was [[Tabahan]], though a mix of other languages were also prevalent, including [[Common]], racial tongues, and the languages of [[Kea Racha]]. &lt;br /&gt;
&lt;br /&gt;
=== Architecture and urbanization ===&lt;br /&gt;
Oscan architecture tended to involve rectangular, flat roofed buildings, often set into the ground in order to keep the lower level cool. Walls were usually built of wattle and daub around wooden frames, frequently painted bright colors once the walls were dry. Residential buildings frequently featured small walled gardens facing the street, and trees were often grown around the house to provide shade and help keep the inside from getting too warm. Ceremonial buildings like palaces and temples featured large facades, ornate patterned walls that stretched up a ways past the roof of the highest floor.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Functionally, the Deathlands have had no government since the collapse of the Kingdom of Oscan. Tasha is under a military protectorate, led by General [[Tarchon Lasa]] and the remainder of his forces. Disobeying orders is punished harshly here, though most understand this is a consequence of the lack of resources and persistent undead threat they face.&lt;br /&gt;
&lt;br /&gt;
The old Kingdom of Oscan was a hereditary monarchy, subdivided into provinces governed by viceroys. &lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The living inhabitants of the Deathlands are too preoccupied with survival to have much of any economic goals that go beyond that. Most of the undead care little or not at all for wealth, though some of the intelligent undead are known to have amassed collections of looted artifacts as they travel the realm.&lt;br /&gt;
&lt;br /&gt;
Oscan was formerly one of the foremost producers of metal in the world, both in raw ore and in completed items. The mines of Oscan produced silver, gold, abysium, mithral, and others. Oscan metalworkers, jewelers, and weaponsmiths were world-renowned, and their finished wares greatly valued.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Despite their shared undead nature, the ruling class of [[Tarkuus]] looks down on the Deathlands, viewing the undead in Oscan as beneath them. Tarkuus refuses to have anything to do with the Deathlands and deeply resents any comparisons.&lt;br /&gt;
&lt;br /&gt;
While some paladins have arrived in the Deathlands from the [[Dawnflower Refuge]], crusader leadership maintains that Tarkuus, as a well-organized nation of intelligent undead, poses a much more imminent threat. They have been supportive of calls for paladins and clerics from elsewhere to travel to Oscan, but have not provided much aid themselves. They were, however, instrumental in organizing the evacuation to Aesar.&lt;br /&gt;
&lt;br /&gt;
{{InspirationBox&lt;br /&gt;
|inspiration = Oscan is basically dinosaurs and undead hordes in the landscape of the American southwest&lt;br /&gt;
|place_names = Oscan place names are pulled from the Etruscan language and Lusitanian deities&lt;br /&gt;
|character_names = Oscan character names are pulled from the Etruscan language and Lusitanian deities&lt;br /&gt;
}}&lt;br /&gt;
{{CitiesOscan}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Oscan]]&lt;br /&gt;
[[Category:Monarchies]]&lt;br /&gt;
[[Category:Military dictatorships]]&lt;br /&gt;
[[Category:Idana]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Oscan&amp;diff=3132</id>
		<title>Oscan</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Oscan&amp;diff=3132"/>
		<updated>2022-06-08T03:53:15Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: /* Geography, flora, and fauna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationInfobox&lt;br /&gt;
|name = Grand Kingdom of Oscan&lt;br /&gt;
|image = &lt;br /&gt;
|capital = [[Tasha]] (de facto); [[Lucair]] (former) &lt;br /&gt;
|ruler = General [[Tarchon Lasa]] (de facto);  Aril dynasty (former)&lt;br /&gt;
|government = Martial law (de facto); absolute monarchy (former)&lt;br /&gt;
|demonym = Oscan&lt;br /&gt;
|adjective = Oscan&lt;br /&gt;
|languages = [[Tabahan]], [[Common]]&lt;br /&gt;
|religions = Common pantheon, especially Torag; other pantheons to lesser degrees&lt;br /&gt;
}}&lt;br /&gt;
'''Oscan''' {{Pronunciation|OSS-kun}}, formally the Grand Kingdom of Oscan, was once the site of a prosperous kingdom but today is home to roving hordes of mindless undead and little else. The living barely cling on in a small number of locations, most notably the northern city of [[Tasha]]. Rumors have it that the undead are the result of the kingdom’s rulers playing with forces beyond their control.&lt;br /&gt;
&lt;br /&gt;
The few remaining inhabitants of the region sometimes refer to the kingdom as the '''Deathlands''', and to themselves as Deathlanders.&lt;br /&gt;
&lt;br /&gt;
== Geography, flora, and fauna ==&lt;br /&gt;
Located on the southernmost edge of the [[Sangora Desolation]], much of Oscan is dry and arid. Little rain falls in the northern half of the kingdom, though the southern half gets rather more precipitation. Rivers tend to be low year round, except when they overflow their banks during periods of sudden flash floods. Oskan farmers had learned over centuries to work with these conditions, however, and the old kingdom prospered.&lt;br /&gt;
&lt;br /&gt;
Oscan is bordered by water in three directions: by the [[Lukla Sea]] to the east and south and by the [[Tabaha Bay]] to the west. To the north, the region stretches only a short distance into the Sangora Desolation.&lt;br /&gt;
&lt;br /&gt;
In most of Oscan, the dominant flora are short grasses and shrubs, well suited to dry environments. Agave and yucca are quite common, and were used widely by the Oscans. Outside of the [[Tamera Forest]], trees grow in scattered locations. Mostly ironwood, laurel, and mesquite trees, these have adapted to the prolonged dry spells that are characteristic of the region.&lt;br /&gt;
&lt;br /&gt;
Most herbivores within Oscan are small, such as rabbits, small boars, and ground squirrels, and are attuned to the dry and hot climate. However, some larger animals live in the wetter south, where they have more to eat. Most notable are the rhinoceros and triceratops, as well as a some other megafauna, particularly dinosaurs. Hyenas, giant scorpions, and cheetahs can be dangerous, but generally leave the Oscans alone unless threatened. Smaller predators like foxes and coyotes are also widespread, as are a variety of snakes and lizards.&lt;br /&gt;
&lt;br /&gt;
A number of magical beasts call Oscan home. Cinder wolves travel in packs through the northern desert - though quite dangerous, some Oscan beast tamers subdue these creatures and train them to track down prey.&lt;br /&gt;
&lt;br /&gt;
While most of the undead of Oscan are humanoid, some were animals or magical beasts in their prior lives. In particular, some paladins have reported sighting horde leaders astride skeletal triceratops or nightmares, using them as massive mounts.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
* {{Year|6940}} - The dead began to rise across Oscan. Though initially repelled and returned to the grave in some settlements, ultimately efforts to fight back the undead proved fruitless as they congregated into larger hordes, enveloping small communities as they moved. It is unknown for certain what caused this mass resurrection, though it is widely believed that the last king of Oscan, [[Verore|Verore the Unready]] of the Aril dynasty, played some role. Although there is some disagreement as to whether he raised the dead himself or made a pact he did not fully understand, many of the surviving Oscans blame their old monarch for their predicament.&lt;br /&gt;
* {{Year|6941}} - As much of the remaining population of Oscan as possible evacuated to [[Aesar]], the only part of the kingdom that had successfully kept itself clear of the undead.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
The population of Oscan are overwhelmingly undead, mostly of the mindless varieties. A small number of intelligent undead direct their hordes around the lands, but many hordes also just wander around by chance.&lt;br /&gt;
&lt;br /&gt;
A small living population still resides within the Deathlands. Most are within the northern city of Tasha, which includes humans, suli, ifrit, oreads, and others - the descendants of elementals were always more prevalent in Oscan than in most of the rest of the world. The few living inhabitants of the Deathlands that do not live in Tasha are either paladins and their companions, attempting to cleanse the land, or Oscans who were lucky enough to be spared from undeath, hiding in small outposts.&lt;br /&gt;
&lt;br /&gt;
Though not permanent residents, a number of gnoll tribes occasionally cross over the border into Oscan to hunt or scavenge.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
A variety of gods were worshiped in the days of the Kingdom of Oscan, with a particular emphasis on Torag and Nethys. While temples and clergy to the deities of the common pantheon were the most widespread, Oscan had also inherited many gods from their neighbors across the Lukla Sea. In particular, Kofusachi was widely venerated by the Oscans.&lt;br /&gt;
&lt;br /&gt;
Since the rise of the undead, religion has shifted quite drastically. The staunch opposition to the undead presented by Iomedae and Sarenrae has been quite popular, aided by the presence of paladins who have traveled to the Deathlands to fulfill their oaths. The worship of Kazutal, a goddess who had long held a very minor influence in Oscan, has become far more common as well.&lt;br /&gt;
&lt;br /&gt;
Some survivors, however, have come to the conclusion that their former kingdom cannot be saved, or is not worth saving. While the government of Tasha tries hard to quash these beliefs, underground cults to both Rovagug and Groetus have formed. While the former actively attempts to undermine the security of the city, the latter still pose a problem by refusing to work and proselytizing others to join their nihilistic religion.&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
The primary language spoken in the Kingdom of Oscan was [[Tabahan]], though a mix of other languages were also prevalent, including [[Common]], racial tongues, and the languages of [[Kea Racha]]. &lt;br /&gt;
&lt;br /&gt;
=== Architecture and urbanization ===&lt;br /&gt;
Oscan architecture tended to involve rectangular, flat roofed buildings, often set into the ground in order to keep the lower level cool. Walls were usually built of wattle and daub around wooden frames, frequently painted bright colors once the walls were dry. Residential buildings frequently featured small walled gardens facing the street, and trees were often grown around the house to provide shade and help keep the inside from getting too warm. Ceremonial buildings like palaces and temples featured large facades, ornate patterned walls that stretched up a ways past the roof of the highest floor.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Functionally, the Deathlands have had no government since the collapse of the Kingdom of Oscan. Tasha is under a military protectorate, led by General [[Tarchon Lasa]] and the remainder of his forces. Disobeying orders is punished harshly here, though most understand this is a consequence of the lack of resources and persistent undead threat they face.&lt;br /&gt;
&lt;br /&gt;
The old Kingdom of Oscan was a hereditary monarchy, subdivided into provinces governed by viceroys. &lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The living inhabitants of the Deathlands are too preoccupied with survival to have much of any economic goals that go beyond that. Most of the undead care little or not at all for wealth, though some of the intelligent undead are known to have amassed collections of looted artifacts as they travel the realm.&lt;br /&gt;
&lt;br /&gt;
Oscan was formerly one of the foremost producers of metal in the world, both in raw ore and in completed items. The mines of Oscan produced silver, gold, abysium, mithral, and others. Oscan metalworkers, jewelers, and weaponsmiths were world-renowned, and their finished wares greatly valued.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Despite their shared undead nature, the ruling class of [[Tarkuus]] looks down on the Deathlands, viewing the undead in Oscan as beneath them. Tarkuus refuses to have anything to do with the Deathlands and deeply resents any comparisons.&lt;br /&gt;
&lt;br /&gt;
While some paladins have arrived in the Deathlands from the [[Dawnflower Refuge]], crusader leadership maintains that Tarkuus, as a well-organized nation of intelligent undead, poses a much more imminent threat. They have been supportive of calls for paladins and clerics from elsewhere to travel to Oscan, but have not provided much aid themselves. They were, however, instrumental in organizing the evacuation to Aesar.&lt;br /&gt;
&lt;br /&gt;
{{InspirationBox&lt;br /&gt;
|inspiration = Oscan is basically dinosaurs and undead hordes in the landscape of the American southwest&lt;br /&gt;
|place_names = Oscan place names are pulled from the Etruscan language and Lusitanian deities&lt;br /&gt;
|character_names = Oscan character names are pulled from the Etruscan language and Lusitanian deities&lt;br /&gt;
}}&lt;br /&gt;
{{CitiesOscan}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Oscan]]&lt;br /&gt;
[[Category:Monarchies]]&lt;br /&gt;
[[Category:Military dictatorships]]&lt;br /&gt;
[[Category:Idana]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Stoics_of_Iteru&amp;diff=1776</id>
		<title>Stoics of Iteru</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Stoics_of_Iteru&amp;diff=1776"/>
		<updated>2022-04-13T03:44:40Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: pronunciation guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrganizationInfobox&lt;br /&gt;
|name = Stoics of Iteru&lt;br /&gt;
|image = Flag_Stoics_of_Iteru.svg&lt;br /&gt;
|type = Militant order&lt;br /&gt;
|leader = None&lt;br /&gt;
|alignment = Lawful neutral&lt;br /&gt;
|headquarters = None&lt;br /&gt;
|goals = Protect Khapesh, advise Khapeshan rulers, protect [[Anchor Sites]]&lt;br /&gt;
|scope = [[Khapesh]]&lt;br /&gt;
|structure = None&lt;br /&gt;
|members = Living monoliths&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Stoics of Iteru''' (pronounced IH-tare-roo) are a [[Khapesh|Khapeshan]] order of living monoliths have served as protectors of the desert kingdom for millennia. As the need for their abilities has waned, they have gradually reoriented towards protecting the [[Anchor Sites]] that dot the kingdom.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
The Stoics of Iteru rarely leave the desert kingdom of Khapesh. They can most often be found guarding places of significant importance, such as the Anchor Sites and the mortuary complexes near [[Apis]]. Stoics have little reason to leave the locations under their protection and therefore do not commonly do so.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Stoics take their name from their ancient patron, the sphinx [[Iteru]]. Ancient legends, dating back to the early Second Dynastic Period, tell of Iteru's wisdom and beneficial guidance of the Khapeshan monarchs. Seeking to ensure future rulers would continue to have a source of insight with a long perspective on time, she created the first living monolith - a faithful servant of Khapesh imbued with the power of stone.&lt;br /&gt;
&lt;br /&gt;
Iteru chose [[Raherka]], the vizier of [[Saqqara]], to be the archetypal living monolith. Together they crafted the guidelines and requirements that would direct the living monoliths of the future, and sought out others to join their order as well. In their vision, the Stoics were to be both guards and trusted advisors of the Khapeshan kings and queens, able to impart lessons learned in the past to each successive ruler. Though referred to originally as only the Stoics, after Iteru eventually passed of old age her name was added to their moniker in memory of her role in their creation.&lt;br /&gt;
&lt;br /&gt;
Though outsiders eventually learned the secrets of becoming a living monolith, the Stoics have strict requirements on those who would seek to join them. Only the most loyal, capable, and respected soldiers, diplomats, and administrators of Khapesh are inducted into the Stoics. Very few have begun their transformation into living monoliths prior to joining the order.&lt;br /&gt;
&lt;br /&gt;
The membership of the Stoics has been in flux for their entire history. Never large in number, the Stoics included perhaps two hundred individuals at the absolute highest. At times, like during the Second Intermediate Period, the surviving Stoics could be counted on a single human hand.&lt;br /&gt;
&lt;br /&gt;
The Stoics of Iteru served a crucial role in pulling Khapesh out of the chaos and disunity of the Second Intermediate Period. By brokering a deal between the viziers of Apis, [[Semnu]], and [[Timinhor]], they were able to revive the monarchy and eventually bring the disparate warlords and local rulers into a reunited kingdom.&lt;br /&gt;
&lt;br /&gt;
Though Saqqara has long since left Khapeshan control, many Stoics continue to make regular pilgrimages to visit the grave site of Iteru. &lt;br /&gt;
&lt;br /&gt;
== Interests and activities ==&lt;br /&gt;
Over the course of the last two thousand years, the role of the Stoics has evolved significantly. Their position as advisors and throne room guards has been de-emphasized in favor of instead protecting important and valuable sites across Khapesh. This shift happened quite slowly, as political and social developments gradually rendered their prior positions less pressing and relevant. The Stoics remain eternally available in service to the Khapeshan rulers, but they are called upon less and less.&lt;br /&gt;
&lt;br /&gt;
The Stoics are most obviously visible near the Anchor Sites across Khapesh, where they keep a watchful eye to ensure none damage the structures or teleport through unnoticed. Stoics can also be found near the tombs of important figures of the past, particularly around the extensive temple-burials outside Apis. More recently, the Stoics have begun guarding the rock-cut tombs outside [[Faiyan]] as well, following the [[Campaigns#Automaton menace - 2020|automaton incursion]] that began there.&lt;br /&gt;
&lt;br /&gt;
== Notable individuals ==&lt;br /&gt;
The Stoics of Iteru do not have formal leadership positions - rather, all Stoics are relied upon to use their best judgement in whatever situations may arise. However, the eldest of the living monoliths are highly respected and frequently sought out for advice and guidance, even amongst themselves.&lt;br /&gt;
&lt;br /&gt;
[[Meresankh]] is the oldest of the Stoics, born at the tail end of the Second Dynastic Period. A close confidante of Raherka while he was alive, for the last two hundred years she has maintained a lonely vigil in the desert, watching over tombs long-forgotten by most. Even among the Stoics, Meresankh is thought of as incredibly wise, having seen much in her almost three thousand years of life. Time has worn on her, however, and at present she wishes for nothing more than the solace of her desert watch.&lt;br /&gt;
&lt;br /&gt;
[[Dakhamunzu]] is one of the extremely rare Stoics who are not native-born Khapeshans. Originally from the city of [[Yasmah-Adad]] in [[Ishtar]], during the late Second Intermediate Period Dakhamunzu was the ruler of Semnu, a position she acquired by leading a group of mercenaries that defeated the pirate lords that ran the city previously. Despite this foreign background, she proved herself in the reunification of Khapesh to such a degree that she was inducted into the Stoics. Dakhamunzu and Meresankh are the only surviving Stoics from before the Third Dynastic Period.&lt;br /&gt;
&lt;br /&gt;
[[Khashta]] is not only a Stoic, but is also the high priest of Anubis in Apis. He does not divide his time between these two roles but rather combines them - in protecting the mortuary complexes outside Apis, he also serves Anubis by protecting the remains of the dead. Khashta is one of the few Stoics who often interacts with the broader populace of Khapesh.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
The Stoics have close ties to the high priesthood of the deities of the Osirion pantheon, and regularly communicate and share information with leading religious figures. Stoics are widely respected by the broader population of Khapesh, though they often have a hands-off approach towards a society and culture that changed greatly over the course of their long lives.&lt;br /&gt;
&lt;br /&gt;
[[Category:Khapesh]]&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
	<entry>
		<id>https://gronkfinder.com/w/index.php?title=Sharpest_Of_Them&amp;diff=1775</id>
		<title>Sharpest Of Them</title>
		<link rel="alternate" type="text/html" href="https://gronkfinder.com/w/index.php?title=Sharpest_Of_Them&amp;diff=1775"/>
		<updated>2022-04-13T03:43:05Z</updated>

		<summary type="html">&lt;p&gt;Karilopa: pronunciation guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PersonInfobox&lt;br /&gt;
|name = Khashta&lt;br /&gt;
|image = &lt;br /&gt;
|alignment = Lawful neutral&lt;br /&gt;
|ancestry = Human&lt;br /&gt;
|gender = Male&lt;br /&gt;
|homeland = [[Khapesh]]&lt;br /&gt;
|class = Fighter 7, living monolith 10&lt;br /&gt;
}}&lt;br /&gt;
'''Khashta''' (pronounced KOSH-tah) is a [[Stoics of Iteru|Stoic of Iteru]] and the high priest of Anubis in [[Apis]]. He does not divide his time between these two roles but rather combines them - in protecting the mortuary complexes outside Apis, he also serves Anubis by protecting the remains of the dead. Khashta is one of the few Stoics who often interacts with the broader populace of Khapesh.&lt;br /&gt;
&lt;br /&gt;
[[Category:Khapesh]]&lt;br /&gt;
[[Category:Khapesh/People]]&lt;br /&gt;
[[Category:Humans]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>Karilopa</name></author>
	</entry>
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