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		<title>The Demiurge</title>
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		<updated>2021-09-20T08:26:37Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailer&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
&lt;br /&gt;
The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus, or the Bronze House, consists of 7 concentric bronze spheres with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, co-owned by a Grail-Long known as Aramintha and an Amaranthine Aristocrat calling herself Esmerhild. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild have so far refused to sell it. There are rumors that they have connections to the Scarlet Mandible Cabal or that they have gained access to information that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere is the Jailer, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailer is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailer was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailer was cast into the Sixth Sphere to be reprocessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailer, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailer, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailer as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailer are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
=== Demographics: ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of Bronze House society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syndicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Winter-Long&amp;#039;&amp;#039;&amp;#039; are not permitted in the New Mansus, as they are classed as mortals under New Mansus law.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heart-Long&amp;#039;&amp;#039;&amp;#039; are a large demographic in the New Mansus, with most having joined in large numbers in the early history of the Bronze House when the Leonine Gate was open to all. Many continue to cling to the Demiurge&amp;#039;s initial ideals of free speech, free enterprise, and freedom from the crumbling Mansus they abandoned. This has led to many Heart-Long growing dissatisfied with the corruption and inequality plaguing New Mansus society as well as the crumbling state of the outer Spheres. This dissatisfaction has so far resulted in petitions being sent to Names asking for increased transparency, small-scale boycotts of certain corporations, and the occasional small protest. Heart-Long have a tendency to stick together, however, and there are rumors that larger collective action will be taken soon. Rumors that the Syndicate is behind the discontentment of the Heart-Long are greatly exaggerated both on the part of the Syndicate and the Demiurge. The Demiurge wishes to spread fear and mistrust as well as defame the discontentment as being caused by Syndicate manipulation, while the Syndicate wishes to make their ranks appear greater than they truly are. Cybernetic enhancements are rare among Heart-Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grail-Long&amp;#039;&amp;#039;&amp;#039; are the second most common form of Long in the New Mansus. The Grail-Long of the Bronze House are usually, but not always, rich. Of the Grail-Long who own mansions in the First Sphere, not all are corporate executives, with some having came into their fortune through being entertainers, running gambling dens, or starring in the burgeoning film industry of the New Mansus. The Demiurge occasionally patrons Know that he takes a liking to into becoming Grail-Long, though the process takes longer than the ascension to Forge-Long due to the fact that the ascension in itself is separate from the Bronze Gate, which needs to be constructed afterwards. This is the reason why Grail-Long ascend under the Demiurge more rarely than Forge-Long. Grail-Long favor more subtle, internal cybernetic enhancements over the large and highly visible prosthetics utilized by other forms of Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moth-Long&amp;#039;&amp;#039;&amp;#039; are the rarest form of Long in the New Mansus, as the Demiurge does not consider them psychologically fit to work in the conditions of the Bronze House. Most are former servants of the Demiurge who were abandoned shortly after arriving in the New Mansus, and many live as outlaws and fugitives in the depths of the Sixth Sphere. Some are aligned with the Amaranthine Aristocrat crime outfits.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lantern-Long&amp;#039;&amp;#039;&amp;#039; were once rare in the New Mansus, but have recently begun to become more and more common. The Lantern-Long of the New Mansus are fascinated by the New Glory, and most work in close association with the Demiurge to study it. This association, however, does not imply loyalty. It is rumored that the Demiurge pays his Lantern-Long researchers exorbitant sums to keep them from revealing the secrets of the New Glory to the corporate executives of the First Sphere and the Hours of the Mansus.&lt;br /&gt;
&lt;br /&gt;
The New Mansus is also home to many other kinds of beings, from Names and spirits to various forms of automatons and Amaranthine Aristocracy. Mortals are occasionally smuggled to the New Mansus for various reasons, but they usually do not survive for long, as the food, freshwater, and oxygen that mortals require in order to survive is a luxury in the New Mansus. The radiance of the New Glory is also a hazard to mortal physiology, as is the creeping approach of Nowhere, the occasional scorching temperatures, the hazardous gases, and the exposed machinery. Mortals discovered by the Demiurge are exiled back into the Wake, though some may be given the option to ascend as Forge-Long if the Demiurge takes a liking to them.&lt;br /&gt;
&lt;br /&gt;
Amaranthine Aristocracy are capable of surviving the journey through a Bronze Gate, and have recently became a relatively common sight in the New Mansus, especially in the outer Spheres where the law of the Demiurge is more distant. The Demiurge distrusts them, as they are the creations of a foreign Hour that he fears they are loyal to. Even though many perform honest work, work is often hard to find and many have turned to organized crime.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Crimson Carapace Mob&amp;#039;&amp;#039;&amp;#039; is the wealthiest of the countless Amaranthine criminal outfits of the New Mansus, specializing in the smuggling of goods, people, and information in and out of the New Mansus. The Carapace is led by the young Gregor Kermes using his First-Sphere family company, Kermes Industries, as a front. The leader&amp;#039;s high status and the open secret of his criminal affiliation, alongside the mob&amp;#039;s monopoly on illegal trade through the Leonine Gate and the Demiurge&amp;#039;s increased reliance on products from the Mansus has led many to conclude that the Carapace is in lieu with the Demiurge. The mob&amp;#039;s previous leader, Franz Kermes, died under mysterious circumstances a few years back. Many suspect that he was assassinated by the Demiurge for refusing to comply, and that the younger and more complicit Gregor was installed in his place. In truth, Franz faked his death fearing the Demiurge&amp;#039;s assassins, and is currently waiting for an opportunity to reclaim the family business&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Scarlet Mandible Cabal&amp;#039;&amp;#039;&amp;#039; is the largest of the Amaranthine criminal gangs of the New Mansus, and the only one to accept Long as full members. The Mandibles specialize in gambling and confidence schemes, and have nestled themselves deep into New Mansus society through a complex web of blackmail and debt. They are led by a secret council of Aristocrats known as the Inner Circle, who keep their identities concealed through careful use of secret identities and codenames. Recently, a large amount of these codenames and secret identities have been leaked alongside classified transcripts of their meetings. These transcripts are highly confusing and there are multiple conflicting accounts of what they imply, but nonetheless the Inner Circle has taken the matter very seriously and most members have gone into hiding. The long period of stability that let the Mandibles nestle as deep as they did into New Mansus society appears to be growing towards its end, and there are rumors that the Cabal will split in two in the near future&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Vermillion Claw Gang&amp;#039;&amp;#039;&amp;#039; is not a defined group as much as it is a loose coalition of Amaranthine criminal organizations who have banded together out of convenience. Their decentralized structure, alongside their focus on bodyguards, protection racketeering, and hired muscle makes them occasional allies of the Syndicate. There are several individuals claiming to lead the entire gang with varying degrees of actual power, all with distinct allergiances. Lady Vespoidea has openly allied with the Syndicate. Count Culicoidea worships the Gods-from-Nowhere in secret. Baron Lucanida swears fealty to the Listless King and the Crimson Queen. Marquis Dermaptera just wants to fuck shit up&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Glassmaker&amp;diff=6182</id>
		<title>The Glassmaker</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Glassmaker&amp;diff=6182"/>
		<updated>2020-01-24T11:50:57Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Glassmaker&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Stone&lt;br /&gt;
| titles  = The Vitreous Visionary&lt;br /&gt;
| names   = Many, none of which remain&lt;br /&gt;
| aspects = {{Aspect|Lantern}} {{Aspect|Forge}} {{Aspect|Winter}} &lt;br /&gt;
| arrival = Before the dawn of humanity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Glassmaker was an ancient Hour of grim prophecy, born when the light of the Glory melted the sand on the shores of the Rivers that flow through the House of the Wyrm and imbued them with structure, purpose, and wisdom. The nature of her origin seared an inescapable prophecy into the very being of the Glassmaker, who since her ascent from the sand worked tirelessly to ensue that the future it prophesied would not come to pass. Said future was the Collision, foreseen millennia before it struck. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker was a Hour of preparation, creation and vision, but also one of apathy and failure.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker was alien even among Gods-from-Stone, ceaselessly devoting herself to a creation not even the other Hours could understand. She spent most of her time constructing bizarre devices made from glass and engraved with incomprehensible symbols and schematics. The other Hours cared not when one of her constructs began to speak in Vak, nor when it swung open to permit the emerging humans to pass through it and enter the upper halls of the Mansus. Humans, however, relished the new Door and the gift of language that it had given them.&lt;br /&gt;
&lt;br /&gt;
It was only when the Wyrmswound opened in the archway that the Glassmaker had built that the other Hours realized that there was more to the enigmatic Hour. The words she whispered, it was realized, were words of warning and instructions for disaster. And yet, the more she spoke, the less was understood, the meanings of her utterances lost in the beauty of her voice and the enigma of her words. The prophecy she had been burdened with was simply of such different sort to the words used by the other Hours, and did not permit itself to be understood.&lt;br /&gt;
&lt;br /&gt;
At least, until the birth of Our Lady of Visions. As a God-from-Light, the young Hour shared an origin with the prophecy burned into the Glassmaker, and therefore could make sense of the silences and comprehend the strange stanzas into which the prophecy was organized. She began to collaborate with the Glassmaker, and at least for a while they could make the rest of the Mansus comprehend the danger of the promised Collision. That is, until too much was comprehended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker took the form of a spiraling fractal of dim black glass, occasionally pulsing with strange lights deep within. Alternately, she took the form of a veiled woman of black glass, with millions of small stars shivering beneath her transparent skin.&lt;br /&gt;
&lt;br /&gt;
===Principles===&lt;br /&gt;
&lt;br /&gt;
===Servants===&lt;br /&gt;
&lt;br /&gt;
====Names====&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
===The Mansus===&lt;br /&gt;
&lt;br /&gt;
===The Histories===&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
&lt;br /&gt;
===Influences===&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
&lt;br /&gt;
===Rites===&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
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* [[]]:&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Glassmaker&amp;diff=6181</id>
		<title>The Glassmaker</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Glassmaker&amp;diff=6181"/>
		<updated>2020-01-24T11:50:27Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Glassmaker&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Stone&lt;br /&gt;
| titles  = The Vitreous Visionary&lt;br /&gt;
| names   = Many, none of which remain&lt;br /&gt;
| aspects = {{Aspect|Lantern}} {{Aspect|Forge}} {{Aspect|Winter}} &lt;br /&gt;
| arrival = Before the dawn of humanity&lt;br /&gt;
| owners  = [[user: A Blessed Feline]]&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Glassmaker was an ancient Hour of grim prophecy, born when the light of the Glory melted the sand on the shores of the Rivers that flow through the House of the Wyrm and imbued them with structure, purpose, and wisdom. The nature of her origin seared an inescapable prophecy into the very being of the Glassmaker, who since her ascent from the sand worked tirelessly to ensue that the future it prophesied would not come to pass. Said future was the Collision, foreseen millennia before it struck. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker was a Hour of preparation, creation and vision, but also one of apathy and failure.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker was alien even among Gods-from-Stone, ceaselessly devoting herself to a creation not even the other Hours could understand. She spent most of her time constructing bizarre devices made from glass and engraved with incomprehensible symbols and schematics. The other Hours cared not when one of her constructs began to speak in Vak, nor when it swung open to permit the emerging humans to pass through it and enter the upper halls of the Mansus. Humans, however, relished the new Door and the gift of language that it had given them.&lt;br /&gt;
&lt;br /&gt;
It was only when the Wyrmswound opened in the archway that the Glassmaker had built that the other Hours realized that there was more to the enigmatic Hour. The words she whispered, it was realized, were words of warning and instructions for disaster. And yet, the more she spoke, the less was understood, the meanings of her utterances lost in the beauty of her voice and the enigma of her words. The prophecy she had been burdened with was simply of such different sort to the words used by the other Hours, and did not permit itself to be understood.&lt;br /&gt;
&lt;br /&gt;
At least, until the birth of Our Lady of Visions. As a God-from-Light, the young Hour shared an origin with the prophecy burned into the Glassmaker, and therefore could make sense of the silences and comprehend the strange stanzas into which the prophecy was organized. She began to collaborate with the Glassmaker, and at least for a while they could make the rest of the Mansus comprehend the danger of the promised Collision. That is, until too much was comprehended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker took the form of a spiraling fractal of dim black glass, occasionally pulsing with strange lights deep within. Alternately, she took the form of a veiled woman of black glass, with millions of small stars shivering beneath her transparent skin.&lt;br /&gt;
&lt;br /&gt;
===Principles===&lt;br /&gt;
&lt;br /&gt;
===Servants===&lt;br /&gt;
&lt;br /&gt;
====Names====&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
===The Mansus===&lt;br /&gt;
&lt;br /&gt;
===The Histories===&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
&lt;br /&gt;
===Influences===&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
&lt;br /&gt;
===Rites===&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
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* [[]]:&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Glassmaker&amp;diff=6180</id>
		<title>The Glassmaker</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Glassmaker&amp;diff=6180"/>
		<updated>2020-01-24T11:50:00Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: Created page with &amp;quot;{{InfoboxHour | title   = The Glassmaker | card    =  | quote   =  | origin  = Stone | titles  = The Vitreous Visionary | names   = Many, none of which remain | aspects = {{As...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Glassmaker&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Stone&lt;br /&gt;
| titles  = The Vitreous Visionary&lt;br /&gt;
| names   = Many, none of which remain&lt;br /&gt;
| aspects = {{Aspect|Lantern}} {{Aspect|Forge}} {{Aspect|Winter}} &lt;br /&gt;
| arrival = Before the dawn of humanity&lt;br /&gt;
| owners  = [[A Blessed Feline]]&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Glassmaker was an ancient Hour of grim prophecy, born when the light of the Glory melted the sand on the shores of the Rivers that flow through the House of the Wyrm and imbued them with structure, purpose, and wisdom. The nature of her origin seared an inescapable prophecy into the very being of the Glassmaker, who since her ascent from the sand worked tirelessly to ensue that the future it prophesied would not come to pass. Said future was the Collision, foreseen millennia before it struck. &lt;br /&gt;
&lt;br /&gt;
The Glassmaker was a Hour of preparation, creation and vision, but also one of apathy and failure.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker was alien even among Gods-from-Stone, ceaselessly devoting herself to a creation not even the other Hours could understand. She spent most of her time constructing bizarre devices made from glass and engraved with incomprehensible symbols and schematics. The other Hours cared not when one of her constructs began to speak in Vak, nor when it swung open to permit the emerging humans to pass through it and enter the upper halls of the Mansus. Humans, however, relished the new Door and the gift of language that it had given them.&lt;br /&gt;
&lt;br /&gt;
It was only when the Wyrmswound opened in the archway that the Glassmaker had built that the other Hours realized that there was more to the enigmatic Hour. The words she whispered, it was realized, were words of warning and instructions for disaster. And yet, the more she spoke, the less was understood, the meanings of her utterances lost in the beauty of her voice and the enigma of her words. The prophecy she had been burdened with was simply of such different sort to the words used by the other Hours, and did not permit itself to be understood.&lt;br /&gt;
&lt;br /&gt;
At least, until the birth of Our Lady of Visions. As a God-from-Light, the young Hour shared an origin with the prophecy burned into the Glassmaker, and therefore could make sense of the silences and comprehend the strange stanzas into which the prophecy was organized. She began to collaborate with the Glassmaker, and at least for a while they could make the rest of the Mansus comprehend the danger of the promised Collision. That is, until too much was comprehended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
The Glassmaker took the form of a spiraling fractal of dim black glass, occasionally pulsing with strange lights deep within. Alternately, she took the form of a veiled woman of black glass, with millions of small stars shivering beneath her transparent skin.&lt;br /&gt;
&lt;br /&gt;
===Principles===&lt;br /&gt;
&lt;br /&gt;
===Servants===&lt;br /&gt;
&lt;br /&gt;
====Names====&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
===The Mansus===&lt;br /&gt;
&lt;br /&gt;
===The Histories===&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
&lt;br /&gt;
===Influences===&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
&lt;br /&gt;
===Rites===&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
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* [[]]:&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6166</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6166"/>
		<updated>2020-01-24T11:05:39Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fourth Fansus, sometimes called the Twin-Mansus, is the place where the majority of Hours reside. It was born out of two independent Mansi, and experienced heavy change within the latest years. It generally is a place of change, conquering, struggle, and destruction.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Fourth Fansus is a mass of destroyed dream-geometry and stone, filled with the legacies of the Collision. Underground, other structures, like the Silent Sepulcher or the Chamber of Chrismation may be found.&lt;br /&gt;
[[File:MansusFourthMap.png|thumb|An unfinished sketch of the Fourth Fansus]]&lt;br /&gt;
===The Twin-Glory===&lt;br /&gt;
The result of the Collision, specifically the collision of two separate Glories. The Twin-Glory lives in an eternal death-dance, and its light is broken, reflecting the hopes in the Wake.&lt;br /&gt;
&lt;br /&gt;
===The Leonine Gate===&lt;br /&gt;
The Leonine Gate is the gate [[The Demiurge]] built. It is guarded by the Spokesman, and leads to the New Mansus. The Demiurge forged it from the Door to Nowhere that the Elderwyrm used to travel to Nowhere in search of Mother Songbird.&lt;br /&gt;
&lt;br /&gt;
===The Highest Pillar===&lt;br /&gt;
On the Highest Pillar, [[The Jahwian]] resides, thought not always alone. The Pillar is also the source of the River of the Seas.&lt;br /&gt;
&lt;br /&gt;
===The Navigator&amp;#039;s Ruins===&lt;br /&gt;
The Navigator&amp;#039;s Ruins are the remains of the Navigator&amp;#039;s residence, where he navigated the House of the King, one of the two Mansi, the other one being the House of the Wyrm. It lies precariously on the edge of the Mansus.&lt;br /&gt;
&lt;br /&gt;
===The Woods===&lt;br /&gt;
In the Woods, some Hours reside, and, like walls, it surrounds the House. In its depths, secrets may be found, or told, though it has become a bit more dangerous since the Collision.&lt;br /&gt;
&lt;br /&gt;
===The River of the Seas===&lt;br /&gt;
The River of the Seas flows upwards, downwards, sidewards, inwards, outwards, and in almost every direction imaginable. Near the Woods, it meets with the River of the Rocks to form the Lake.&lt;br /&gt;
&lt;br /&gt;
===The River of the Rocks===&lt;br /&gt;
The River of the Rocks emerges from the Scarred Stone, and also flows in many, many directions. Additionally, it partially merges with the Sea of Regrets, and meets the River of the Seas in the Lake.&lt;br /&gt;
&lt;br /&gt;
===The Lake===&lt;br /&gt;
In the Lake, the Wispy Tress awaits, and influences like no others may be perceived, at the place where the skin of the world is the thinest. Some other Hours, like the Fireside, take a look at it, gazing into the Wake. Other Hours know another secret to it.&lt;br /&gt;
&lt;br /&gt;
===The Sea of Regrets===&lt;br /&gt;
The Sea of Regret was created by [[The Old Wyrm]] out of grief and dread. It is either black, or of subjective nature, or something else entirely. In its depths, the palace of the Old Wyrm may be found.&lt;br /&gt;
&lt;br /&gt;
===The Summer-Spring===&lt;br /&gt;
A cross between a vinyard and a bath-house, the Lady was frequently found here before the Collision. Now, as she wanders in search of something that will delay her hunger, the vines overgrow and the water doesn&amp;#039;t flow.&lt;br /&gt;
&lt;br /&gt;
===The Castle===&lt;br /&gt;
The Castle was built by [[The Glorious Child]], as close to the Glory as possible, and still in the debris of it, somehow (some suspect outside help).&lt;br /&gt;
&lt;br /&gt;
====Doors====&lt;br /&gt;
&lt;br /&gt;
This is the list of all the Doors in this Fansus:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Wyrmswound&amp;#039;&amp;#039;&amp;#039;, also known as the &amp;#039;&amp;#039;Sunspot-Scar&amp;#039;&amp;#039;, the &amp;#039;&amp;#039;Blackest Gate&amp;#039;&amp;#039;, or the &amp;#039;&amp;#039;Corona Door&amp;#039;&amp;#039;, was once the highest Door in the House of the Wyrm that adepts used to enter to become Long. It was created when the Elderwyrm descended from the Glory, as a scar left on its surface. The Wyrm plucked it from the Glory and placed it at the highest point of the Mansus, so that the descending Mother Songbird would not be burned by the Glory on her way out. Some now-dead Hour once built a beautiful obsidian doorframe for it, but it was destroyed in the Collision, and now they Blackest Door dances with the Twin Glories, ever fleeting as it jitters and twitches far above the surface of the Mansus. It is difficult to reach, and dangerous to be around, which is the reason why it&amp;#039;s the less used of the two Doors to the Glory&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Beautiful Gate&amp;#039;&amp;#039;&amp;#039;, also known as the &amp;#039;&amp;#039;Royal Door&amp;#039;&amp;#039; or the &amp;#039;&amp;#039;Holy Door&amp;#039;&amp;#039;, was the highest Door of the King&amp;#039;s House that adepts used to enter in order to become Long. In an act that foreshadowed his future apathy, the Listless King left it slightly ajar when he passed through it when descending from the Glory. It is coated in brass and engraved with depictions of the King&amp;#039;s greatest acts, but in recent times the Collision and the passing Wyrmswound have caused this brass coating to begin to flake, revealing an older surface with strange engravings carved into an unknown metal. Each of the double doors depicts a royal figure that is clearly not the Listless King, though its true identity is unknown. On one of the doors, it holds a lantern. On the other, it wields a knife. The Royal Door has became unreliable in recent times, as the  Glories are not always close enough to facilitate the process of ascending to Long. Still, it remains more popular than the unstable Blackest Door &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Whispering Way&amp;#039;&amp;#039;&amp;#039;, sometimes known as the &amp;#039;&amp;#039;Door of Harmonies&amp;#039;&amp;#039; or the &amp;#039;&amp;#039;Glass-Tongued Gate&amp;#039;&amp;#039;, is the highest point at which mortals could enter the Wyrm&amp;#039;s House. It was sometimes played by Her Prescient Serenity, who could commune with its concentric rings of glass to awaken harmonies that could be hears throughout the entire Mansus, though Her Scarred Serenity lacks both the time and the energy to play it nowadays.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Waxway&amp;#039;&amp;#039;&amp;#039;, also known as the &amp;#039;&amp;#039;Hive Gate&amp;#039;&amp;#039; or the &amp;#039;&amp;#039;Apiary Door&amp;#039;&amp;#039;, is the highest point at which mortals could enter the King&amp;#039;s House. None remember where the bees first arrived from, but all remember the wondrous honey they produced, favored by the royal Hours of the House and their aristocratic children. It is located in the Sugared Swamp, where the Confectionist holds court&lt;br /&gt;
&lt;br /&gt;
There is however one issue. The Door of Harmonies has a fourth title as well, one that it shares with the Hive Gate. Both doors are Vak, but they&amp;#039;re not the same Vak. There are subtle differences in grammar, vocabulary, and pronunciation that have led to a bitter strife between the twin Gates, even as the Hours who speak Vak could not care less about the other House&amp;#039;s accent. The Glass Gate emits shattering melodies from the depths of its pipes to break the frames of the Apiary Door, and the bees of the Hive Gate swarm over the consoles of the Gate of Harmonies ever eager to descend into its innards and bite at the glass rings and pipes. Hours, Long, and mortals have all urged the Doors to stop their feud as the honey runs dry and the harmonies grow discordant, but the Doors show no signs of ceasing.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| The Fanged Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Red Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Sapphire Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Alabaster Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Ivory Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Knotted Door|| &lt;br /&gt;
|-&lt;br /&gt;
| The Leonine Gate || &lt;br /&gt;
|-&lt;br /&gt;
| The Graveyard of Ways || &lt;br /&gt;
|-&lt;br /&gt;
| The Mirrored Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Lens-Gate ||&lt;br /&gt;
|-&lt;br /&gt;
| The Weeping Door || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone and sent most of them to Nowhere. Then, the times of halcyon dreams started, until something that most cannot even describe happened: an event, in which the two Mansi &amp;quot;crashed&amp;quot; into each other. No one knows who is responsible. Some say it&amp;#039;s the Navigator, others say it&amp;#039;s the Wispy Tress, or even the dead gods-from-stone who acted from Nowhere. &lt;br /&gt;
&lt;br /&gt;
===The Collision===&lt;br /&gt;
Independently from who did it, the causalities of this event were fatal: multiple Hours were incredibly wounded, some Hours even died, and quite a lot rose in the next few years after. But first and foremost, the skin of the world was, if only temporarily, completely torn off, breaking down the barrier between realities, and melting the two Histories, one for each Mansus, together, in addition to power of the Hours bleeding into the Wake. The effects of the latter are recorded below, though no one really remembers what happened, probably for the better.&lt;br /&gt;
&lt;br /&gt;
====Effects on the Wake====&lt;br /&gt;
&lt;br /&gt;
=====Lantern=====&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
=====Forge=====&lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Collision. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
=====Edge=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
=====Winter===== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
=====Heart=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
=====Grail=====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. &lt;br /&gt;
&lt;br /&gt;
=====Moth=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
=====Knock=====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
=====Secret Histories=====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;br /&gt;
&lt;br /&gt;
====Life After The Collision====&lt;br /&gt;
=====Oneironauts=====&lt;br /&gt;
&lt;br /&gt;
When the Collision came, and the veil between the Mansus and the Histories was torn asunder, the people who dwelled there couldn’t afford themselves to continue pretending the laws and forces of the waking world were the only ones that existed, if they wanted to survive. Mystics, scholars, occultists, and anyone who could provide a resemblance of understanding about the otherwordly forces that now rampaged through the world rose to a prominent place in the societies that remained, and those who were founded anew.&lt;br /&gt;
&lt;br /&gt;
Among these adepts, one who would eventually rise to a position of great renown were the so-called “oneironauts”, researchers who laboured to understand not the nature of any single Hour or arcane principle, but that of the Mansus itself and its relationship with the Histories. To that end, they sought to navigate through the House’s paths and Doors, and discover why some acts there seemed to resonate within the Histories.&lt;br /&gt;
&lt;br /&gt;
This arcane knowledge, accumulated since the early days of the Shattered Histories, has made the oneironauts valued community fixtures in many settlements, serving as guides, advisors and public servants in many settlements: instructing people about what Mansus paths are safer to walk upon, and undergoing expeditions to the more dangerous parts on their behalf.&lt;br /&gt;
&lt;br /&gt;
There are, however, many profit-minded oneironauts who prefer not to be tied by bonds of duty and responsability, and travel the Histories offering their services to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
(Any groups that are composed by, or count oneironauts among their numbers can be referenced here.)&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6164</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6164"/>
		<updated>2020-01-24T11:03:35Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fourth Fansus, sometimes called the Twin-Mansus, is the place where the majority of Hours reside. It was born out of two independent Mansi, and experienced heavy change within the latest years. It generally is a place of change, conquering, struggle, and destruction.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Fourth Fansus is a mass of destroyed dream-geometry and stone, filled with the legacies of the Collision. Underground, other structures, like the Silent Sepulcher or the Chamber of Chrismation may be found.&lt;br /&gt;
[[File:MansusFourthMap.png|thumb|An unfinished sketch of the Fourth Fansus]]&lt;br /&gt;
===The Twin-Glory===&lt;br /&gt;
The result of the Collision, specifically the collision of two separate Glories. The Twin-Glory lives in an eternal death-dance, and its light is broken, reflecting the hopes in the Wake.&lt;br /&gt;
&lt;br /&gt;
===The Leonine Gate===&lt;br /&gt;
The Leonine Gate is the gate [[The Demiurge]] built. It is guarded by the Spokesman, and leads to the New Mansus. The Demiurge forged it from the Door to Nowhere that the Elderwyrm used to travel to Nowhere in search of Mother Songbird.&lt;br /&gt;
&lt;br /&gt;
===The Highest Pillar===&lt;br /&gt;
On the Highest Pillar, [[The Jahwian]] resides, thought not always alone. The Pillar is also the source of the River of the Seas.&lt;br /&gt;
&lt;br /&gt;
===The Navigator&amp;#039;s Ruins===&lt;br /&gt;
The Navigator&amp;#039;s Ruins are the remains of the Navigator&amp;#039;s residence, where he navigated the House of the King, one of the two Mansi, the other one being the House of the Wyrm. It lies precariously on the edge of the Mansus.&lt;br /&gt;
&lt;br /&gt;
===The Woods===&lt;br /&gt;
In the Woods, some Hours reside, and, like walls, it surrounds the House. In its depths, secrets may be found, or told, though it has become a bit more dangerous since the Collision.&lt;br /&gt;
&lt;br /&gt;
===The River of the Seas===&lt;br /&gt;
The River of the Seas flows upwards, downwards, sidewards, inwards, outwards, and in almost every direction imaginable. Near the Woods, it meets with the River of the Rocks to form the Lake.&lt;br /&gt;
&lt;br /&gt;
===The River of the Rocks===&lt;br /&gt;
The River of the Rocks emerges from the Scarred Stone, and also flows in many, many directions. Additionally, it partially merges with the Sea of Regrets, and meets the River of the Seas in the Lake.&lt;br /&gt;
&lt;br /&gt;
===The Lake===&lt;br /&gt;
In the Lake, the Wispy Tress awaits, and influences like no others may be perceived, at the place where the skin of the world is the thinest. Some other Hours, like the Fireside, take a look at it, gazing into the Wake. Other Hours know another secret to it.&lt;br /&gt;
&lt;br /&gt;
===The Sea of Regrets===&lt;br /&gt;
The Sea of Regret was created by [[The Old Wyrm]] out of grief and dread. It is either black, or of subjective nature, or something else entirely. In its depths, the palace of the Old Wyrm may be found.&lt;br /&gt;
&lt;br /&gt;
===The Summer-Spring===&lt;br /&gt;
A cross between a vinyard and a bath-house, the Lady was frequently found here before the Collision. Now, as she wanders in search of something that will delay her hunger, the vines overgrow and the water doesn&amp;#039;t flow.&lt;br /&gt;
&lt;br /&gt;
===The Castle===&lt;br /&gt;
The Castle was built by [[The Glorious Child]], as close to the Glory as possible, and still in the debris of it, somehow (some suspect outside help).&lt;br /&gt;
&lt;br /&gt;
====Doors====&lt;br /&gt;
&lt;br /&gt;
This is the list of all the Doors in this Fansus:&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;The Wyrmswound&amp;#039;&amp;#039;&amp;#039;, also known as the &amp;#039;Sunspot-Scar&amp;#039;, the &amp;#039;Blackest Gate&amp;#039;, and the &amp;#039;Corona Door&amp;#039;, was once the highest Door in the House of the Wyrm that adepts used to enter to become Long. It was created when the Elderwyrm descended from the Glory, as a scar left on its surface. The Wyrm plucked it from the Glory and placed it at the highest point of the Mansus, so that the descending Mother Songbird would not be burned by the Glory on her way out. Some now-dead Hour once built a beautiful obsidian doorframe for it, but it was destroyed in the Collision, and now they Blackest Door dances with the Twin Glories, ever fleeting as it jitters and twitches far above the surface of the Mansus. It is difficult to reach, and dangerous to be around, which is the reason why it&amp;#039;s the less used of the two Doors to the Glory&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Beautiful Gate&amp;#039;&amp;#039;&amp;#039;, also known as the &amp;#039;Royal Door&amp;#039; or &amp;#039;Holy Door&amp;#039;, was the highest Door of the King&amp;#039;s House that adepts used to enter in order to become Long. In an act that foreshadowed his future apathy, the Listless King left it slightly ajar when he passed through it when descending from the Glory. It is coated in brass and engraved with depictions of the King&amp;#039;s greatest acts, but in recent times the Collision and the passing Wyrmswound have caused this brass coating to begin to flake, revealing an older surface with strange engravings carved into an unknown metal. Each of the double doors depicts a royal figure that is clearly not the Listless King, though its true identity is unknown. On one of the doors, it holds a lantern. On the other, it wields a knife. The Royal Door has became unreliable in recent times, as the  Glories are not always close enough to facilitate the process of ascending to Long. Still, it remains more popular than the unstable Blackest Door &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Whispering Way&amp;#039;&amp;#039;&amp;#039;, sometimes known as the &amp;#039;Door of Harmonies&amp;#039; or the &amp;#039;Glass-Tongued Gate&amp;#039;, is the highest point at which mortals could enter the Wyrm&amp;#039;s House. It was sometimes played by Her Prescient Serenity, who could commune with its concentric rings of glass to awaken harmonies that could be hears throughout the entire Mansus, though Her Scarred Serenity lacks both the time and the energy to play it nowadays.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Waxway&amp;#039;&amp;#039;&amp;#039;, also known as the &amp;#039;Hive Gate&amp;#039; or the &amp;#039;Apiary Door&amp;#039;, is the highest point at which mortals could enter the King&amp;#039;s House. None remember where the bees first arrived from, but all remember the wondrous honey they produced, favored by the royal Hours of the House and their aristocratic children. It is located in the Sugared Swamp, where the Confectionist holds court&lt;br /&gt;
&lt;br /&gt;
There is however one issue. The Door of Harmonies has a fourth title as well, one that it shares with the Hive Gate. Both doors are Vak, but they&amp;#039;re not the same Vak. There are subtle differences in grammar, vocabulary, and pronunciation that have led to a bitter strife between the twin Gates, even as the Hours who speak Vak could not care less about the other House&amp;#039;s accent. The Glass Gate emits shattering melodies from the depths of its pipes to break the frames of the Apiary Door, and the bees of the Hive Gate swarm over the consoles of the Gate of Harmonies ever eager to descend into its innards and bite at the glass rings and pipes. Hours, Long, and mortals have all urged the Doors to stop their feud as the honey runs dry and the harmonies grow discordant, but the Doors show no signs of ceasing.&lt;br /&gt;
&lt;br /&gt;
| The Fanged Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Red Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Sapphire Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Alabaster Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Ivory Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Knotted Door|| &lt;br /&gt;
|-&lt;br /&gt;
| The Leonine Gate || &lt;br /&gt;
|-&lt;br /&gt;
| The Graveyard of Ways || &lt;br /&gt;
|-&lt;br /&gt;
| The Mirrored Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Lens-Gate ||&lt;br /&gt;
|-&lt;br /&gt;
| The Weeping Door || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone and sent most of them to Nowhere. Then, the times of halcyon dreams started, until something that most cannot even describe happened: an event, in which the two Mansi &amp;quot;crashed&amp;quot; into each other. No one knows who is responsible. Some say it&amp;#039;s the Navigator, others say it&amp;#039;s the Wispy Tress, or even the dead gods-from-stone who acted from Nowhere. &lt;br /&gt;
&lt;br /&gt;
===The Collision===&lt;br /&gt;
Independently from who did it, the causalities of this event were fatal: multiple Hours were incredibly wounded, some Hours even died, and quite a lot rose in the next few years after. But first and foremost, the skin of the world was, if only temporarily, completely torn off, breaking down the barrier between realities, and melting the two Histories, one for each Mansus, together, in addition to power of the Hours bleeding into the Wake. The effects of the latter are recorded below, though no one really remembers what happened, probably for the better.&lt;br /&gt;
&lt;br /&gt;
====Effects on the Wake====&lt;br /&gt;
&lt;br /&gt;
=====Lantern=====&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
=====Forge=====&lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Collision. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
=====Edge=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
=====Winter===== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
=====Heart=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
=====Grail=====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. &lt;br /&gt;
&lt;br /&gt;
=====Moth=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
=====Knock=====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
=====Secret Histories=====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;br /&gt;
&lt;br /&gt;
====Life After The Collision====&lt;br /&gt;
=====Oneironauts=====&lt;br /&gt;
&lt;br /&gt;
When the Collision came, and the veil between the Mansus and the Histories was torn asunder, the people who dwelled there couldn’t afford themselves to continue pretending the laws and forces of the waking world were the only ones that existed, if they wanted to survive. Mystics, scholars, occultists, and anyone who could provide a resemblance of understanding about the otherwordly forces that now rampaged through the world rose to a prominent place in the societies that remained, and those who were founded anew.&lt;br /&gt;
&lt;br /&gt;
Among these adepts, one who would eventually rise to a position of great renown were the so-called “oneironauts”, researchers who laboured to understand not the nature of any single Hour or arcane principle, but that of the Mansus itself and its relationship with the Histories. To that end, they sought to navigate through the House’s paths and Doors, and discover why some acts there seemed to resonate within the Histories.&lt;br /&gt;
&lt;br /&gt;
This arcane knowledge, accumulated since the early days of the Shattered Histories, has made the oneironauts valued community fixtures in many settlements, serving as guides, advisors and public servants in many settlements: instructing people about what Mansus paths are safer to walk upon, and undergoing expeditions to the more dangerous parts on their behalf.&lt;br /&gt;
&lt;br /&gt;
There are, however, many profit-minded oneironauts who prefer not to be tied by bonds of duty and responsability, and travel the Histories offering their services to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
(Any groups that are composed by, or count oneironauts among their numbers can be referenced here.)&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6162</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6162"/>
		<updated>2020-01-24T11:00:35Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fourth Fansus, sometimes called the Twin-Mansus, is the place where the majority of Hours reside. It was born out of two independent Mansi, and experienced heavy change within the latest years. It generally is a place of change, conquering, struggle, and destruction.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Fourth Fansus is a mass of destroyed dream-geometry and stone, filled with the legacies of the Collision. Underground, other structures, like the Silent Sepulcher or the Chamber of Chrismation may be found.&lt;br /&gt;
[[File:MansusFourthMap.png|thumb|An unfinished sketch of the Fourth Fansus]]&lt;br /&gt;
===The Twin-Glory===&lt;br /&gt;
The result of the Collision, specifically the collision of two separate Glories. The Twin-Glory lives in an eternal death-dance, and its light is broken, reflecting the hopes in the Wake.&lt;br /&gt;
&lt;br /&gt;
===The Leonine Gate===&lt;br /&gt;
The Leonine Gate is the gate [[The Demiurge]] built. It is guarded by the Spokesman, and leads to the New Mansus. The Demiurge forged it from the Door to Nowhere that the Elderwyrm used to travel to Nowhere in search of Mother Songbird.&lt;br /&gt;
&lt;br /&gt;
===The Highest Pillar===&lt;br /&gt;
On the Highest Pillar, [[The Jahwian]] resides, thought not always alone. The Pillar is also the source of the River of the Seas.&lt;br /&gt;
&lt;br /&gt;
===The Navigator&amp;#039;s Ruins===&lt;br /&gt;
The Navigator&amp;#039;s Ruins are the remains of the Navigator&amp;#039;s residence, where he navigated the House of the King, one of the two Mansi, the other one being the House of the Wyrm. It lies precariously on the edge of the Mansus.&lt;br /&gt;
&lt;br /&gt;
===The Woods===&lt;br /&gt;
In the Woods, some Hours reside, and, like walls, it surrounds the House. In its depths, secrets may be found, or told, though it has become a bit more dangerous since the Collision.&lt;br /&gt;
&lt;br /&gt;
===The River of the Seas===&lt;br /&gt;
The River of the Seas flows upwards, downwards, sidewards, inwards, outwards, and in almost every direction imaginable. Near the Woods, it meets with the River of the Rocks to form the Lake.&lt;br /&gt;
&lt;br /&gt;
===The River of the Rocks===&lt;br /&gt;
The River of the Rocks emerges from the Scarred Stone, and also flows in many, many directions. Additionally, it partially merges with the Sea of Regrets, and meets the River of the Seas in the Lake.&lt;br /&gt;
&lt;br /&gt;
===The Lake===&lt;br /&gt;
In the Lake, the Wispy Tress awaits, and influences like no others may be perceived, at the place where the skin of the world is the thinest. Some other Hours, like the Fireside, take a look at it, gazing into the Wake. Other Hours know another secret to it.&lt;br /&gt;
&lt;br /&gt;
===The Sea of Regrets===&lt;br /&gt;
The Sea of Regret was created by [[The Old Wyrm]] out of grief and dread. It is either black, or of subjective nature, or something else entirely. In its depths, the palace of the Old Wyrm may be found.&lt;br /&gt;
&lt;br /&gt;
===The Summer-Spring===&lt;br /&gt;
A cross between a vinyard and a bath-house, the Lady was frequently found here before the Collision. Now, as she wanders in search of something that will delay her hunger, the vines overgrow and the water doesn&amp;#039;t flow.&lt;br /&gt;
&lt;br /&gt;
===The Castle===&lt;br /&gt;
The Castle was built by [[The Glorious Child]], as close to the Glory as possible, and still in the debris of it, somehow (some suspect outside help).&lt;br /&gt;
&lt;br /&gt;
====Doors====&lt;br /&gt;
&lt;br /&gt;
=== The Doors ===&lt;br /&gt;
This is the list of all the Doors in this Fansus:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;The Wyrmswound&amp;#039;&amp;#039;, also known as the &amp;#039;Sunspot-Scar&amp;#039;, the &amp;#039;Blackest Gate&amp;#039;, and the &amp;#039;Corona Door&amp;#039;, was once the highest Door in the House of the Wyrm that adepts used to enter to become Long. It was created when the Elderwyrm descended from the Glory, as a scar left on its surface. The Wyrm plucked it from the Glory and placed it at the highest point of the Mansus, so that the descending Mother Songbird would not be burned by the Glory on her way out. Some now-dead Hour once built a beautiful obsidian doorframe for it, but it was destroyed in the Collision, and now they Blackest Door dances with the Twin Glories, ever fleeting as it jitters and twitches far above the surface of the Mansus. It is difficult to reach, and dangerous to be around, which is the reason why it&amp;#039;s the less used of the two Doors to the Glory&lt;br /&gt;
 &amp;#039;&amp;#039;The Whispering Way&amp;#039;&amp;#039;, sometimes known as the &amp;#039;Door of Harmonies&amp;#039; or the &amp;#039;Glass-Tongued Gate&amp;#039;, is the highest point at which mortals could enter the Wyrm&amp;#039;s House. It was sometimes played by Her Prescient Serenity, who could commune with its concentric rings of glass to awaken harmonies that could be hears throughout the entire Mansus, though Her Scarred Serenity lacks both the time and the energy to play it nowadays.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;The Beautiful Gate&amp;#039;&amp;#039;, also known as the &amp;#039;Royal Door&amp;#039; or &amp;#039;Holy Door&amp;#039;, was the highest Door of the King&amp;#039;s House that adepts used to enter in order to become Long. In an act that foreshadowed his future apathy, the Listless King left it slightly ajar when he passed through it when descending from the Glory. It is coated in brass and engraved with depictions of the King&amp;#039;s greatest acts, but in recent times the Collision and the passing Wyrmswound have caused this brass coating to begin to flake, revealing an older surface with strange engravings carved into an unknown metal. Each of the double doors depicts a royal figure that is clearly not the Listless King, though its true identity is unknown. On one of the doors, it holds a lantern. On the other, it wields a knife. The Royal Door has became unreliable in recent times, as the  Glories are not always close enough to facilitate the process of ascending to Long. Still, it remains more popular than the unstable Blackest Door &lt;br /&gt;
|-&lt;br /&gt;
&amp;#039;&amp;#039;The Whispering Way&amp;#039;&amp;#039;, sometimes known as the &amp;#039;Door of Harmonies&amp;#039; or the &amp;#039;Glass-Tongued Gate&amp;#039;, is the highest point at which mortals could enter the Wyrm&amp;#039;s House. It was sometimes played by Her Prescient Serenity, who could commune with its concentric rings of glass to awaken harmonies that could be hears throughout the entire Mansus, though Her Scarred Serenity lacks both the time and the energy to play it nowadays.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Waxway&amp;#039;&amp;#039;, also known as the &amp;#039;Hive Gate&amp;#039; or the &amp;#039;Apiary Door&amp;#039;, is the highest point at which mortals could enter the King&amp;#039;s House. None remember where the bees first arrived from, but all remember the wondrous honey they produced, favored by the royal Hours of the House and their aristocratic children. It is located in the Sugared Swamp, where the Confectionist holds court&lt;br /&gt;
&lt;br /&gt;
There is however one issue. The Door of Harmonies has a fourth title as well, one that it shares with the Hive Gate. Both doors are Vak, but they&amp;#039;re not the same Vak. There are subtle differences in grammar, vocabulary, and pronunciation that have led to a bitter strife between the twin Gates, even as the Hours who speak Vak could not care less about the other House&amp;#039;s accent. The Glass Gate emits shattering melodies from the depths of its pipes to break the frames of the Apiary Door, and the bees of the Hive Gate swarm over the consoles of the Gate of Harmonies ever eager to descend into its innards and bite at the glass rings and pipes. Hours, Long, and mortals have all urged the Doors to stop their feud as the honey runs dry and the harmonies grow discordant, but the Doors show no signs of ceasing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone and sent most of them to Nowhere. Then, the times of halcyon dreams started, until something that most cannot even describe happened: an event, in which the two Mansi &amp;quot;crashed&amp;quot; into each other. No one knows who is responsible. Some say it&amp;#039;s the Navigator, others say it&amp;#039;s the Wispy Tress, or even the dead gods-from-stone who acted from Nowhere. &lt;br /&gt;
===The Collision===&lt;br /&gt;
Independently from who did it, the causalities of this event were fatal: multiple Hours were incredibly wounded, some Hours even died, and quite a lot rose in the next few years after. But first and foremost, the skin of the world was, if only temporarily, completely torn off, breaking down the barrier between realities, and melting the two Histories, one for each Mansus, together, in addition to power of the Hours bleeding into the Wake. The effects of the latter are recorded below, though no one really remembers what happened, probably for the better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| The Fanged Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Red Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Sapphire Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Alabaster Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Ivory Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Knotted Door|| &lt;br /&gt;
|-&lt;br /&gt;
| The Leonine Gate || &lt;br /&gt;
|-&lt;br /&gt;
| The Graveyard of Ways || &lt;br /&gt;
|-&lt;br /&gt;
| The Mirrored Door || &lt;br /&gt;
|-&lt;br /&gt;
| The Lens-Gate ||&lt;br /&gt;
|-&lt;br /&gt;
| The Weeping Door || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Effects on the Wake====&lt;br /&gt;
&lt;br /&gt;
=====Lantern=====&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
=====Forge=====&lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Collision. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
=====Edge=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
=====Winter===== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
=====Heart=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
=====Grail=====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. &lt;br /&gt;
&lt;br /&gt;
=====Moth=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
=====Knock=====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
=====Secret Histories=====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;br /&gt;
&lt;br /&gt;
====Life After The Collision====&lt;br /&gt;
=====Oneironauts=====&lt;br /&gt;
&lt;br /&gt;
When the Collision came, and the veil between the Mansus and the Histories was torn asunder, the people who dwelled there couldn’t afford themselves to continue pretending the laws and forces of the waking world were the only ones that existed, if they wanted to survive. Mystics, scholars, occultists, and anyone who could provide a resemblance of understanding about the otherwordly forces that now rampaged through the world rose to a prominent place in the societies that remained, and those who were founded anew.&lt;br /&gt;
&lt;br /&gt;
Among these adepts, one who would eventually rise to a position of great renown were the so-called “oneironauts”, researchers who laboured to understand not the nature of any single Hour or arcane principle, but that of the Mansus itself and its relationship with the Histories. To that end, they sought to navigate through the House’s paths and Doors, and discover why some acts there seemed to resonate within the Histories.&lt;br /&gt;
&lt;br /&gt;
This arcane knowledge, accumulated since the early days of the Shattered Histories, has made the oneironauts valued community fixtures in many settlements, serving as guides, advisors and public servants in many settlements: instructing people about what Mansus paths are safer to walk upon, and undergoing expeditions to the more dangerous parts on their behalf.&lt;br /&gt;
&lt;br /&gt;
There are, however, many profit-minded oneironauts who prefer not to be tied by bonds of duty and responsability, and travel the Histories offering their services to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
(Any groups that are composed by, or count oneironauts among their numbers can be referenced here.)&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=6161</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=6161"/>
		<updated>2020-01-24T10:57:35Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: Moved the Doors to F4&amp;#039;s wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently five active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The First-and-a-Half Fansus ==&lt;br /&gt;
[[The First-and-a-Half Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. It is the First Fansus, anew, resplendent. With its worldshaping power, the order that-is strives against enemies and opportunists from all sides as the untiring, endless metal tide of the Gods-from-Steel march from below, opportunists strike from within, new powers gather from above, and the insiduous, creeping powers of Nowhere loom. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Serpent Submitting]]                 || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[Slither Blue]]                   || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[TBD]]                   || &lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[TBD]]            || &lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[Adonibaal]]                   || &lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[TBD]]       || &lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[TBD]]            || &lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Six-Faced Gentleman]]                       || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[TBD]]                   || &lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Snow-Stained]]                  || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Swansong]]                   || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[TBD]]              || &lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Revolutionary]]                || {{Aspect|Forge}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[King Nothing]]                       || &lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[TBD]]                     || &lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[TBD]]             || &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[TBD]]               || &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[TBD]]               || &lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Wrong-Serpent]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. ||            || &lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[Unnamed Mongoose Hour]]                    || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| There had better be nothing here :knife:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Great Serpent]]      || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Humanoid-Interaction Module]]                       || {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gods-from-Steel ====&lt;br /&gt;
The Gods from Steel are deities, yet they spurn the Tarot, they spurn the company of Hours and recognition as so, for they proclaim themselves to be greater than those who came before and they proclaim it an insult to characterize them alongside those who came before.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[CORE GENESIS]] ||  {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Our Salvation Ablaze]] || {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Suneater]]      || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
|  [[ENTHRONED]] || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Doomsday Machine]]           || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Our Majesty Revamped]] || {{Aspect|Forge}} {{Aspect|Edge}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History (Vol 1.5)|The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || [[Our Excellent Host]] || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Way-Light]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Ultimate Emperor]] || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Ink]] || {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.&lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || [[The Half-Turned]] || {{Aspect|Winter}} {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || [[The Thorned Courier]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| I.      || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| II.     || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| III.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| IV.     || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| V.      || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| VI.     || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| VII.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| IX.     || &amp;#039;&amp;#039;The Fruitbat&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| X.      || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XI.     || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XII.    || &amp;#039;&amp;#039;The Escape Artist&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XX.     || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|       || &amp;#039;&amp;#039;Hour Pending&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Weave]] || {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of Ways, there was once only one History, ruled by the originating from-stone Hours. Over the course of the Wassail, not only were these from-stones murdered, but the history itself was fractured and fragmented, conveniently erasing any evidence.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] is the House of the Stars, House of the Twins, or the Twin-Mansus, where the Houses of the Wyrm and the House of the King collided, their Glories touched and got trapped in an endless dance, and many Histories and Hours were destroyed, split, merged, or worse.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have their Tarot numbers, but the meaning of the Tarot doesn&amp;#039;t always strictly correspond to its Hour. There are two sets, one for each House pre-Collision, with the topmost spots taken by the &amp;quot;Share&amp;quot;, Collision Hours, while the lowest spots are taken by gods-from-Nowhere.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||    || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Post-Collision Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0. ||     || || || [[The Jahwian]] {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}} || || ||0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I. ||     || --- || --- || || --- || ---      ||I.&lt;br /&gt;
|-&lt;br /&gt;
| II.   ||  || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} || || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}} ||II. &lt;br /&gt;
|-&lt;br /&gt;
| III. ||   || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Edge}} || || --- || --- ||III.&lt;br /&gt;
|-             &lt;br /&gt;
| IV.  ||   || [[The Demarq-s]] || {{Aspect|Edge}} {{Aspect|Secret Histories}} {{Aspect|Knock}} || || [[The Stone Meridian]] || {{Aspect|heart}} {{Aspect|forge}} {{Aspect|Secret Histories}} ||IV.&lt;br /&gt;
|-&lt;br /&gt;
| V.  ||   || --- || --- || || --- || --- ||V.&lt;br /&gt;
|-&lt;br /&gt;
| || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the Wyrm&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; || || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the King&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  ||&lt;br /&gt;
|-&lt;br /&gt;
| VI. || || [[Father Wyrm]] || {{Aspect|Winter}} {{Aspect|Edge}} {{Aspect|Knock}}|| || [[The Listless King]]|| {{Aspect|Grail}} {{Aspect|Winter}}||VI.&lt;br /&gt;
|-&lt;br /&gt;
| VII. ||   || [[Mother Songbird]] || {{Aspect|Grail}} {{Aspect|Heart}} || || Ivory Chalice || {{Aspect|Grail}} {{Aspect|Knock}} ||VII.&lt;br /&gt;
|-&lt;br /&gt;
| VIII. ||  || [[The Crownprince]] || {{Aspect|Edge}} {{Aspect|Lantern}} {{Aspect|Heart}} || || [[Little Lady Liver-Licker]] || {{Aspect|Grail}} ||VIII.&lt;br /&gt;
|-&lt;br /&gt;
| IX.  ||   || [[Her Scarred Serenity]] || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}} || || [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} ||IX.&lt;br /&gt;
|-&lt;br /&gt;
| X.  ||    || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}} || || [[The Navigator]] || {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|Forge}} ||X.&lt;br /&gt;
|-&lt;br /&gt;
| XI.  ||   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} || || [[The Perditarch]] || {{Aspect|Winter}} {{Aspect|Forge}} ||XI.&lt;br /&gt;
|-&lt;br /&gt;
| XII.  ||  || [[The Peacock Spider]] || {{Aspect|Edge}} {{Aspect|Grail}} {{Aspect|Heart}} || || [[The Confectionist]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Forge}} ||XII.&lt;br /&gt;
|-&lt;br /&gt;
| XIII.  || || [[The Zabbaleen]] || {{Aspect|forge}} {{Aspect|edge}} {{Aspect|Secret Histories}} || || --- || --- || XIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIV. ||   || [[The Modiste-and-Mannequin]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Grail}} || || [[The Mannequin-and-Modiste]] || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Forge}} ||XIV.&lt;br /&gt;
|-&lt;br /&gt;
| XV.  ||   || --- || --- || || --- || --- ||XV.&lt;br /&gt;
|-&lt;br /&gt;
| XVI.  ||  || [[The Wispy Tress]] || {{Aspect|Moth}}  || || --- || --- ||XVI.      &lt;br /&gt;
|-&lt;br /&gt;
| XVII. ||  || --- || --- || || The Sha-Apparent  || {{Aspect|Edge}} {{Aspect|Grail}} ||XVII.&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || || [[The Fulminate]] || {{Aspect|Moth}} {{Aspect|Forge}} || || [[The Welkin]]  || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Knock}} ||XVIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIX.   ||  || [[A Stock-Woven Watcher]] || {{Aspect|heart}} {{Aspect|lantern}} {{Aspect|moth}}  || || [[The Abstraction]] || {{Aspect|Forge}} {{Aspect|moth}} {{Aspect|lantern}} ||XIX.&lt;br /&gt;
|-&lt;br /&gt;
| XX.   ||   || [[The Nizvestier Within]] || {{Aspect|edge}} {{Aspect|winter}} {{Aspect|lantern}} {{Aspect|grail}} || || [[Deep|The Deep]] || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}} ||XX.&lt;br /&gt;
|-&lt;br /&gt;
| XXI.  ||    || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}} || || [[The Tatterdemalion]] || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Edge}} ||XXI.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||     || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Nowhere Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|XXII.  ||  || [[The Briarsalt]] || {{Aspect|Briarsalt}} || || --- || --- ||XXII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIII. ||  || --- || --- || || [[The Ash]]  || {{Aspect|Ash}} ||XXIII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIV. || || ||   ||     [[They]] {{Aspect|Narcissus}} || || ||XXIV.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
{|&lt;br /&gt;
|I.      || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
|V.      || [[TINT]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}} {{Aspect|heart}}&lt;br /&gt;
|-&lt;br /&gt;
|V.      || [[Shade|shade]] || {{Aspect|Knock}} {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
|VII.    || [[The Crimson Temptress]]|| {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
|XIII.   || [[The Toymaker]] || {{Aspect|heart}} {{Aspect|Forge}} {{Aspect|lantern}}&lt;br /&gt;
|-&lt;br /&gt;
|XV.     || [[The Scoriantheme]]&lt;br /&gt;
|-&lt;br /&gt;
|XVII.   || [[King of Keys|The King of Keys]]  || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
|XVII.   || [[The Shattered Star]] || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|XXII.   || [[The Chainbinder]] || {{Aspect|Lock}}&lt;br /&gt;
|-&lt;br /&gt;
|XXIII.  || [[Humming From Elsehere]] || {{Aspect|Twig}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|      || [[Storm|The Storm]]     || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[Maelstrom|The Maelstrom]]     || {{Aspect|Edge}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Fair Maiden]] || {{Aspect|Lantern}} {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mire-Maiden]] || {{Aspect|Grail}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Antedecent]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Modiste-with-Spindle]] || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mannequin Enswathed]] || {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Centriole]] || {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Watchful Eye]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Glassmaker]] || {{Aspect|Lantern}} {{Aspect|Forge}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The following Hours Don&amp;#039;t Exist. You should Not be looking Here.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;-I.     || [[The End-Without-End|&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The End-Without-End&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
There were six, but there were twelve, but there were four, and then there were two.&lt;br /&gt;
Just before the Collision of the two original Mansii, there remained two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;br /&gt;
&lt;br /&gt;
* [[The History of Salt and Sand]]&lt;br /&gt;
* [[The Stillborn History]]&lt;br /&gt;
* [[The Blossoming History]]&lt;br /&gt;
* [[The Wildering History]]&lt;br /&gt;
&lt;br /&gt;
== The Fifth Fansus ==&lt;br /&gt;
[[The Fifth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Ø || The Blank Rune:&lt;br /&gt;
|-&lt;br /&gt;
| ||  (formerly) [[The Crimson Fount]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| ||  (currently) [[The King-in-Light]] || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ||  &amp;#039;&amp;#039;&amp;#039;FREYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛓ || [[The Merchant-Who-Smiles]] || {{Aspect|Moth}} {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚢ/ᚳ || [[The Crimson Fount]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚦ || [[The Fangs-Divided]] || {{Aspect|Edge}} {{Aspect|Heart}} &lt;br /&gt;
|-&lt;br /&gt;
| ᚫ || [[The Storyteller]] || {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚱ || [[The Boatman]] || {{Aspect|Edge}} {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛕ || [[The Anathema Project]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚷ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚹ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;HEIMDALL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᚻ/ᚺ ||[[FrostBite]] || {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚾ || [[The Amnesiac]] || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛁ || [[The King-in-Light]] || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛃ || [[The-Keeper-and-Company]] || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛇ || [[The Fang of Ages]]|| {{Aspect|Forge}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛈ || [[The Mosqueteer]] || {{Aspect|Grail}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛉ || The Wall Hour || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛋ/ᛊ || [[The Bolt-That-Felled-The-Tower]] || {{Aspect|Forge}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;TYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛏ || [[Death-of-Self]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛒ || [[The Gorging-Shrew]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛖ ||The Porter || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛗ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛚ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛝ/ᛜ || [[Briarborn]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛞ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛟ || [[The Summit Untarnished]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot; &amp;quot;. || [[The Hush]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| 噬嗑 || [[Madame Munchy]] || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp; || [[Yes-No]] || {{Aspect|Heart}} {{Aspect|Winter}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| ᚱ || [[The Heresiarch]] || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚹ || [[The Symphony Unending]] || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| ᛕ || [[The Firekeeper]] || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories (?) ===&lt;br /&gt;
&lt;br /&gt;
* [[The History of Towers]]&lt;br /&gt;
* [[The History of Memory]]&lt;br /&gt;
* [[The History of Man and Beast]]&lt;br /&gt;
* [[The History of Masks]]&lt;br /&gt;
* [[The History of Wells]]&lt;br /&gt;
* [[The Realm of The Great Tree]]&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
* [REDACTED]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=6118</id>
		<title>User:A Blessed Feline</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=6118"/>
		<updated>2020-01-09T18:45:24Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m A Blessed Feline, though just Feline will suffice in most cases. I&amp;#039;m primarily active in Fansus 4, and also a bit in Fansus 2.&lt;br /&gt;
&lt;br /&gt;
My Hours are: &lt;br /&gt;
&lt;br /&gt;
Fansus 2:&lt;br /&gt;
&lt;br /&gt;
[[Our Excellent Host]]&lt;br /&gt;
&lt;br /&gt;
Fansus 4:&lt;br /&gt;
&lt;br /&gt;
[[Her Scarred Serenity]]&lt;br /&gt;
&lt;br /&gt;
[[The Demiurge]]&lt;br /&gt;
&lt;br /&gt;
There are also some Hours that I have written, but have since grown dissatisfied with and removed from their respective Fansii. I may use them again at some point, if I find a suitable Fansus for them. These are:&lt;br /&gt;
&lt;br /&gt;
[[The Legion Lamentful]]&lt;br /&gt;
&lt;br /&gt;
[[The Myriad-Masked]]&lt;br /&gt;
&lt;br /&gt;
[[The Panopticon]]&lt;br /&gt;
&lt;br /&gt;
[[The Serrated Savior]]&lt;br /&gt;
&lt;br /&gt;
[[The Leech]]&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m also the author of [http://www.scp-wiki.net/scp-4125 SCP-4125], if anyone cares&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=6117</id>
		<title>User:A Blessed Feline</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=6117"/>
		<updated>2020-01-09T18:44:12Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m A Blessed Feline, though just Feline will suffice in most cases. I&amp;#039;m primarily active in Fansus 4, and also a bit on Fansus 2.&lt;br /&gt;
&lt;br /&gt;
My Hours are: &lt;br /&gt;
&lt;br /&gt;
Fansus 2:&lt;br /&gt;
&lt;br /&gt;
[[Our Excellent Host]]&lt;br /&gt;
&lt;br /&gt;
Fansus 4:&lt;br /&gt;
&lt;br /&gt;
[[Her Scarred Serenity]]&lt;br /&gt;
&lt;br /&gt;
[[The Demiurge]]&lt;br /&gt;
&lt;br /&gt;
There are also some Hours that I have written, but have since grown dissatisfied with and removed from their respective Fansii. I may use them again at some point, if I find a suitable Fansus for them. These are:&lt;br /&gt;
&lt;br /&gt;
[[The Legion Lamentful]]&lt;br /&gt;
&lt;br /&gt;
[[The Myriad-Masked]]&lt;br /&gt;
&lt;br /&gt;
[[The Panopticon]]&lt;br /&gt;
&lt;br /&gt;
[[The Serrated Savior]]&lt;br /&gt;
&lt;br /&gt;
[[The Leech]]&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m also the author of [http://www.scp-wiki.net/scp-4125 SCP-4125], if anyone cares&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6116</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6116"/>
		<updated>2020-01-06T18:52:12Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailer&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
&lt;br /&gt;
The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus, or the Bronze House, consists of 7 concentric bronze spheres with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
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The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
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The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, co-owned by a Grail-Long known as Aramintha and an Amaranthine Aristocrat calling herself Esmerhild. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild have so far refused to sell it. There are rumors that they have connections to the Scarlet Mandible Cabal or that they have gained access to information that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
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The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere is the Jailer, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailer is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailer was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailer was cast into the Sixth Sphere to be reprocessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailer, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailer, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailer as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailer are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
=== Demographics: ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of Bronze House society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Winter-Long&amp;#039;&amp;#039;&amp;#039; are not permitted in the New Mansus, as they are classed as mortals under New Mansus law.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heart-Long&amp;#039;&amp;#039;&amp;#039; are a large demographic in the New Mansus, with most having joined in large numbers in the early history of the Bronze House when the Leonine Gate was open to all. Many continue to cling to the Demiurge&amp;#039;s initial ideals of free speech, free enterprise, and freedom from the crumbling Mansus they abandoned. This has led to many Heart-Long growing dissatisfied with the corruption and inequality plaguing New Mansus society as well as the crumbling state of the outer Spheres. This dissatisfaction has so far resulted in petitions being sent to Names asking for increased transparency, small-scale boycotts of certain corporations, and the occasional small protest. Heart-Long have a tendency to stick together, however, and there are rumors that larger collective action will be taken soon. Rumors that the Syndicate is behind the discontentment of the Heart-Long are greatly exaggerated both on the part of the Syndicate and the Demiurge. The Demiurge wishes to spread fear and mistrust as well as defame the discontentment as being caused by Syndicate manipulation, while the Syndicate wishes to make their ranks appear greater than they truly are. Cybernetic enhancements are rare among Heart-Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grail-Long&amp;#039;&amp;#039;&amp;#039; are the second most common form of Long in the New Mansus. The Grail-Long of the Bronze House are usually, but not always, rich. Of the Grail-Long who own mansions in the First Sphere, not all are corporate executives, with some having came into their fortune through being entertainers, running gambling dens, or starring in the burgeoning film industry of the New Mansus. The Demiurge occasionally patrons Know that he takes a liking to into becoming Grail-Long, though the process takes longer than the ascension to Forge-Long due to the fact that the ascension in itself is separate from the Bronze Gate, which needs to be constructed afterwards. This is the reason why Grail-Long ascend under the Demiurge more rarely than Forge-Long. Grail-Long favor more subtle, internal cybernetic enhancements over the large and highly visible prosthetics utilized by other forms of Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moth-Long&amp;#039;&amp;#039;&amp;#039; are the rarest form of Long in the New Mansus, as the Demiurge does not consider them psychologically fit to work in the conditions of the Bronze House. Most are former servants of the Demiurge who were abandoned shortly after arriving in the New Mansus, and many live as outlaws and fugitives in the depths of the Sixth Sphere. Some are aligned with the Amaranthine Aristocrat crime outfits.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lantern-Long&amp;#039;&amp;#039;&amp;#039; were once rare in the New Mansus, but have recently begun to become more and more common. The Lantern-Long of the New Mansus are fascinated by the New Glory, and most work in close association with the Demiurge to study it. This association, however, does not imply loyalty. It is rumored that the Demiurge pays his Lantern-Long researchers exorbitant sums to keep them from revealing the secrets of the New Glory to the corporate executives of the First Sphere and the Hours of the Mansus.&lt;br /&gt;
&lt;br /&gt;
The New Mansus is also home to many other kinds of beings, from Names and spirits to various forms of automatons and Amaranthine Aristocracy. Mortals are occasionally smuggled to the New Mansus for various reasons, but they usually do not survive for long, as the food, freshwater, and oxygen that mortals require in order to survive is a luxury in the New Mansus. The radiance of the New Glory is also a hazard to mortal physiology, as is the creeping approach of Nowhere, the occasional scorching temperatures, the hazardous gases, and the exposed machinery. Mortals discovered by the Demiurge are exiled back into the Wake, though some may be given the option to ascend as Forge-Long if the Demiurge takes a liking to them.&lt;br /&gt;
&lt;br /&gt;
Amaranthine Aristocracy are capable of surviving the journey through a Bronze Gate, and have recently became a relatively common sight in the New Mansus, especially in the outer Spheres where the law of the Demiurge is more distant. The Demiurge distrusts them, as they are the creations of a foreign Hour that he fears they are loyal to. Even though many perform honest work, work is often hard to find and many have turned to organized crime.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Crimson Carapace Mob&amp;#039;&amp;#039;&amp;#039; is the wealthiest of the countless Amaranthine criminal outfits of the New Mansus, specializing in the smuggling of goods, people, and information in and out of the New Mansus. The Carapace is led by the young Gregor Kermes using his First-Sphere family company, Kermes Industries, as a front. The leader&amp;#039;s high status and the open secret of his criminal affiliation, alongside the mob&amp;#039;s monopoly on illegal trade through the Leonine Gate and the Demiurge&amp;#039;s increased reliance on products from the Mansus has led many to conclude that the Carapace is in lieu with the Demiurge. The mob&amp;#039;s previous leader, Franz Kermes, died under mysterious circumstances a few years back. Many suspect that he was assassinated by the Demiurge for refusing to comply, and that the younger and more complicit Gregor was installed in his place. In truth, Franz faked his death fearing the Demiurge&amp;#039;s assassins, and is currently waiting for an opportunity to reclaim the family business&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Scarlet Mandible Cabal&amp;#039;&amp;#039;&amp;#039; is the largest of the Amaranthine criminal gangs of the New Mansus, and the only one to accept Long as full members. The Mandibles specialize in gambling and confidence schemes, and have nestled themselves deep into New Mansus society through a complex web of blackmail and debt. They are led by a secret council of Aristocrats known as the Inner Circle, who keep their identities concealed through careful use of secret identities and codenames. Recently, a large amount of these codenames and secret identities have been leaked alongside classified transcripts of their meetings. These transcripts are highly confusing and there are multiple conflicting accounts of what they imply, but nonetheless the Inner Circle has taken the matter very seriously and most members have gone into hiding. The long period of stability that let the Mandibles nestle as deep as they did into New Mansus society appears to be growing towards its end, and there are rumors that the Cabal will split in two in the near future&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Vermillion Claw Gang&amp;#039;&amp;#039;&amp;#039; is not a defined group as much as it is a loose coalition of Amaranthine criminal organizations who have banded together out of convenience. Their decentralized structure, alongside their focus on bodyguards, protection racketeering, and hired muscle makes them occasional allies of the Syndicate. There are several individuals claiming to lead the entire gang with varying degrees of actual power, all with distinct allergiances. Lady Vespoidea has openly allied with the Syndicate. Count Culicoidea worships the Gods-from-Nowhere in secret. Baron Lucanida swears fealty to the Listless King and the Crimson Queen. Marquis Dermaptera just wants to fuck shit up&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
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== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
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=== Books ===&lt;br /&gt;
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=== Rites ===&lt;br /&gt;
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== Relationships ==&lt;br /&gt;
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&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6115</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6115"/>
		<updated>2020-01-06T18:51:37Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailer&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
&lt;br /&gt;
The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus, or the Bronze House, consists of 7 concentric bronze spheres with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, co-owned by a Grail-Long known as Aramintha and an Amaranthine Aristocrat calling herself Esmerhild. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild have so far refused to sell it. There are rumors that they have connections to the Scarlet Mandible Cabal or that they have gained access to information that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere is the Jailer, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailer is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailer was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailer was cast into the Sixth Sphere to be reprocessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailer, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailer, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailer as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailer are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
== Demographics: ==&lt;br /&gt;
&lt;br /&gt;
The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of Bronze House society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Winter-Long&amp;#039;&amp;#039;&amp;#039; are not permitted in the New Mansus, as they are classed as mortals under New Mansus law.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heart-Long&amp;#039;&amp;#039;&amp;#039; are a large demographic in the New Mansus, with most having joined in large numbers in the early history of the Bronze House when the Leonine Gate was open to all. Many continue to cling to the Demiurge&amp;#039;s initial ideals of free speech, free enterprise, and freedom from the crumbling Mansus they abandoned. This has led to many Heart-Long growing dissatisfied with the corruption and inequality plaguing New Mansus society as well as the crumbling state of the outer Spheres. This dissatisfaction has so far resulted in petitions being sent to Names asking for increased transparency, small-scale boycotts of certain corporations, and the occasional small protest. Heart-Long have a tendency to stick together, however, and there are rumors that larger collective action will be taken soon. Rumors that the Syndicate is behind the discontentment of the Heart-Long are greatly exaggerated both on the part of the Syndicate and the Demiurge. The Demiurge wishes to spread fear and mistrust as well as defame the discontentment as being caused by Syndicate manipulation, while the Syndicate wishes to make their ranks appear greater than they truly are. Cybernetic enhancements are rare among Heart-Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grail-Long&amp;#039;&amp;#039;&amp;#039; are the second most common form of Long in the New Mansus. The Grail-Long of the Bronze House are usually, but not always, rich. Of the Grail-Long who own mansions in the First Sphere, not all are corporate executives, with some having came into their fortune through being entertainers, running gambling dens, or starring in the burgeoning film industry of the New Mansus. The Demiurge occasionally patrons Know that he takes a liking to into becoming Grail-Long, though the process takes longer than the ascension to Forge-Long due to the fact that the ascension in itself is separate from the Bronze Gate, which needs to be constructed afterwards. This is the reason why Grail-Long ascend under the Demiurge more rarely than Forge-Long. Grail-Long favor more subtle, internal cybernetic enhancements over the large and highly visible prosthetics utilized by other forms of Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moth-Long&amp;#039;&amp;#039;&amp;#039; are the rarest form of Long in the New Mansus, as the Demiurge does not consider them psychologically fit to work in the conditions of the Bronze House. Most are former servants of the Demiurge who were abandoned shortly after arriving in the New Mansus, and many live as outlaws and fugitives in the depths of the Sixth Sphere. Some are aligned with the Amaranthine Aristocrat crime outfits.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lantern-Long&amp;#039;&amp;#039;&amp;#039; were once rare in the New Mansus, but have recently begun to become more and more common. The Lantern-Long of the New Mansus are fascinated by the New Glory, and most work in close association with the Demiurge to study it. This association, however, does not imply loyalty. It is rumored that the Demiurge pays his Lantern-Long researchers exorbitant sums to keep them from revealing the secrets of the New Glory to the corporate executives of the First Sphere and the Hours of the Mansus.&lt;br /&gt;
&lt;br /&gt;
The New Mansus is also home to many other kinds of beings, from Names and spirits to various forms of automatons and Amaranthine Aristocracy. Mortals are occasionally smuggled to the New Mansus for various reasons, but they usually do not survive for long, as the food, freshwater, and oxygen that mortals require in order to survive is a luxury in the New Mansus. The radiance of the New Glory is also a hazard to mortal physiology, as is the creeping approach of Nowhere, the occasional scorching temperatures, the hazardous gases, and the exposed machinery. Mortals discovered by the Demiurge are exiled back into the Wake, though some may be given the option to ascend as Forge-Long if the Demiurge takes a liking to them.&lt;br /&gt;
&lt;br /&gt;
Amaranthine Aristocracy are capable of surviving the journey through a Bronze Gate, and have recently became a relatively common sight in the New Mansus, especially in the outer Spheres where the law of the Demiurge is more distant. The Demiurge distrusts them, as they are the creations of a foreign Hour that he fears they are loyal to. Even though many perform honest work, work is often hard to find and many have turned to organized crime.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Crimson Carapace Mob&amp;#039;&amp;#039;&amp;#039; is the wealthiest of the countless Amaranthine criminal outfits of the New Mansus, specializing in the smuggling of goods, people, and information in and out of the New Mansus. The Carapace is led by the young Gregor Kermes using his First-Sphere family company, Kermes Industries, as a front. The leader&amp;#039;s high status and the open secret of his criminal affiliation, alongside the mob&amp;#039;s monopoly on illegal trade through the Leonine Gate and the Demiurge&amp;#039;s increased reliance on products from the Mansus has led many to conclude that the Carapace is in lieu with the Demiurge. The mob&amp;#039;s previous leader, Franz Kermes, died under mysterious circumstances a few years back. Many suspect that he was assassinated by the Demiurge for refusing to comply, and that the younger and more complicit Gregor was installed in his place. In truth, Franz faked his death fearing the Demiurge&amp;#039;s assassins, and is currently waiting for an opportunity to reclaim the family business&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Scarlet Mandible Cabal&amp;#039;&amp;#039;&amp;#039; is the largest of the Amaranthine criminal gangs of the New Mansus, and the only one to accept Long as full members. The Mandibles specialize in gambling and confidence schemes, and have nestled themselves deep into New Mansus society through a complex web of blackmail and debt. They are led by a secret council of Aristocrats known as the Inner Circle, who keep their identities concealed through careful use of secret identities and codenames. Recently, a large amount of these codenames and secret identities have been leaked alongside classified transcripts of their meetings. These transcripts are highly confusing and there are multiple conflicting accounts of what they imply, but nonetheless the Inner Circle has taken the matter very seriously and most members have gone into hiding. The long period of stability that let the Mandibles nestle as deep as they did into New Mansus society appears to be growing towards its end, and there are rumors that the Cabal will split in two in the near future&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Vermillion Claw Gang&amp;#039;&amp;#039;&amp;#039; is not a defined group as much as it is a loose coalition of Amaranthine criminal organizations who have banded together out of convenience. Their decentralized structure, alongside their focus on bodyguards, protection racketeering, and hired muscle makes them occasional allies of the Syndicate. There are several individuals claiming to lead the entire gang with varying degrees of actual power, all with distinct allergiances. Lady Vespoidea has openly allied with the Syndicate. Count Culicoidea worships the Gods-from-Nowhere in secret. Baron Lucanida swears fealty to the Listless King and the Crimson Queen. Marquis Dermaptera just wants to fuck shit up&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6098</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=6098"/>
		<updated>2019-12-17T18:59:11Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fourth Fansus, sometimes called the Twin-Mansus, is the place where the majority of Hours reside. It was born out of two independent Mansi, and experienced heavy change within the latest years. It generally is a place of change, conquering, struggle, and destruction.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Fourth Fansus is a mass of destroyed dream-geometry and stone, filled with the legacies of the Collision. Underground, other structures, like the Silent Sepulcher or the Chamber of Chrismation may be found.&lt;br /&gt;
[[File:MansusFourthMap.png|thumb|An unfinished sketch of the Fourth Fansus]]&lt;br /&gt;
===The Twin-Glory===&lt;br /&gt;
The result of the Collision, specifically the collision of two separate Glories. The Twin-Glory lives in an eternal death-dance, and its light is broken, reflecting the hopes in the Wake.&lt;br /&gt;
&lt;br /&gt;
===The Leonine Gate===&lt;br /&gt;
The Leonine Gate is the gate [[The Demiurge]] built. It is guarded by the Spokesman, and leads to the New Mansus. The Demiurge forged it from the Door to Nowhere that the Elderwyrm used to travel to Nowhere in search of Mother Songbird.&lt;br /&gt;
&lt;br /&gt;
===The Highest Pillar===&lt;br /&gt;
On the Highest Pillar, [[The Jahwian]] resides, thought not always alone. The Pillar is also the source of the River of the Seas.&lt;br /&gt;
&lt;br /&gt;
===The Navigator&amp;#039;s Ruins===&lt;br /&gt;
The Navigator&amp;#039;s Ruins are the remains of the Navigator&amp;#039;s residence, where he navigated the House of the King, one of the two Mansi, the other one being the House of the Wyrm. It lies precariously on the edge of the Mansus.&lt;br /&gt;
&lt;br /&gt;
===The Woods===&lt;br /&gt;
In the Woods, some Hours reside, and, like walls, it surrounds the House. In its depths, secrets may be found, or told, though it has become a bit more dangerous since the Collision.&lt;br /&gt;
&lt;br /&gt;
===The River of the Seas===&lt;br /&gt;
The River of the Seas flows upwards, downwards, sidewards, inwards, outwards, and in almost every direction imaginable. Near the Woods, it meets with the River of the Rocks to form the Lake.&lt;br /&gt;
&lt;br /&gt;
===The River of the Rocks===&lt;br /&gt;
The River of the Rocks emerges from the Scarred Stone, and also flows in many, many directions. Additionally, it partially merges with the Sea of Regrets, and meets the River of the Seas in the Lake.&lt;br /&gt;
&lt;br /&gt;
===The Lake===&lt;br /&gt;
In the Lake, the Wispy Tress awaits, and influences like no others may be perceived, at the place where the skin of the world is the thinest. Some other Hours, like the Fireside, take a look at it, gazing into the Wake. Other Hours know another secret to it.&lt;br /&gt;
&lt;br /&gt;
===The Sea of Regrets===&lt;br /&gt;
The Sea of Regret was created by [[The Old Wyrm]] out of grief and dread. It is either black, or of subjective nature, or something else entirely. In its depths, the palace of the Old Wyrm may be found.&lt;br /&gt;
&lt;br /&gt;
===The Summer-Spring===&lt;br /&gt;
A cross between a vinyard and a bath-house, the Lady was frequently found here before the Collision. Now, as she wanders in search of something that will delay her hunger, the vines overgrow and the water doesn&amp;#039;t flow.&lt;br /&gt;
&lt;br /&gt;
===The Castle===&lt;br /&gt;
The Castle was built by [[The Glorious Child]], as close to the Glory as possible, and still in the debris of it, somehow (some suspect outside help).&lt;br /&gt;
&lt;br /&gt;
====Doors====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Wyrmswound&amp;#039;&amp;#039;, also known as the &amp;#039;Sunspot-Scar&amp;#039;, the &amp;#039;Blackest Gate&amp;#039;, and the &amp;#039;Corona Door&amp;#039;, was once the highest Door in the House of the Wyrm that adepts used to enter to become Long. It was created when the Elderwyrm descended from the Glory, as a scar left on its surface. The Wyrm plucked it from the Glory and placed it at the highest point of the Mansus, so that the descending Mother Songbird would not be burned by the Glory on her way out. Some now-dead Hour once built a beautiful obsidian doorframe for it, but it was destroyed in the Collision, and now they Blackest Door dances with the Twin Glories, ever fleeting as it jitters and twitches far above the surface of the Mansus. It is difficult to reach, and dangerous to be around, which is the reason why it&amp;#039;s the less used of the two Doors to the Glory&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Beautiful Gate&amp;#039;&amp;#039;, also known as the &amp;#039;Royal Door&amp;#039; or &amp;#039;Holy Door&amp;#039;, was the highest Door of the King&amp;#039;s House that adepts used to enter in order to become Long. In an act that foreshadowed his future apathy, the Listless King left it slightly ajar when he passed through it when descending from the Glory. It is coated in brass and engraved with depictions of the King&amp;#039;s greatest acts, but in recent times the Collision and the passing Wyrmswound have caused this brass coating to begin to flake, revealing an older surface with strange engravings carved into an unknown metal. Each of the double doors depicts a royal figure that is clearly not the Listless King, though its true identity is unknown. On one of the doors, it holds a lantern. On the other, it wields a knife. The Royal Door has became unreliable in recent times, as the  Glories are not always close enough to facilitate the process of ascending to Long. Still, it remains more popular than the unstable Blackest Door&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Whispering Way&amp;#039;&amp;#039;, sometimes known as the &amp;#039;Door of Harmonies&amp;#039; or the &amp;#039;Glass-Tongued Gate&amp;#039;, is the highest point at which mortals could enter the Wyrm&amp;#039;s House. It was sometimes played by Her Prescient Serenity, who could commune with its concentric rings of glass to awaken harmonies that could be hears throughout the entire Mansus, though Her Scarred Serenity lacks both the time and the energy to play it nowadays.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Waxway&amp;#039;&amp;#039;, also known as the &amp;#039;Hive Gate&amp;#039; or the &amp;#039;Apiary Door&amp;#039;, is the highest point at which mortals could enter the King&amp;#039;s House. None remember where the bees first arrived from, but all remember the wondrous honey they produced, favored by the royal Hours of the House and their aristocratic children. It is located in the Sugared Swamp, where the Confectionist holds court&lt;br /&gt;
&lt;br /&gt;
There is however one issue. The Door of Harmonies has a fourth title as well, one that it shares with the Hive Gate. Both doors are Vak, but they&amp;#039;re not the same Vak. There are subtle differences in grammar, vocabulary, and pronunciation that have led to a bitter strife between the twin Gates, even as the Hours who speak Vak could not care less about the other House&amp;#039;s accent. The Glass Gate emits shattering melodies from the depths of its pipes to break the frames of the Apiary Door, and the bees of the Hive Gate swarm over the consoles of the Gate of Harmonies ever eager to descend into its innards and bite at the glass rings and pipes. Hours, Long, and mortals have all urged the Doors to stop their feud as the honey runs dry and the harmonies grow discordant, but the Doors show no signs of ceasing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone and sent most of them to Nowhere. Then, the times of halcyon dreams started, until something that most cannot even describe happened: an event, in which the two Mansi &amp;quot;crashed&amp;quot; into each other. No one knows who is responsible. Some say it&amp;#039;s the Navigator, others say it&amp;#039;s the Wispy Tress, or even the dead gods-from-stone who acted from Nowhere. &lt;br /&gt;
===The Collision===&lt;br /&gt;
Independently from who did it, the causalities of this event were fatal: multiple Hours were incredibly wounded, some Hours even died, and quite a lot rose in the next few years after. But first and foremost, the skin of the world was, if only temporarily, completely torn off, breaking down the barrier between realities, and melting the two Histories, one for each Mansus, together, in addition to power of the Hours bleeding into the Wake. The effects of the latter are recorded below, though no one really remembers what happened, probably for the better.&lt;br /&gt;
&lt;br /&gt;
====Effects on the Wake====&lt;br /&gt;
&lt;br /&gt;
=====Lantern=====&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
=====Forge=====&lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Collision. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
=====Edge=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
=====Winter===== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
=====Heart=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
=====Grail=====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. &lt;br /&gt;
&lt;br /&gt;
=====Moth=====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
=====Knock=====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
=====Secret Histories=====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;br /&gt;
&lt;br /&gt;
====Life After The Collision====&lt;br /&gt;
=====Oneironauts=====&lt;br /&gt;
&lt;br /&gt;
When the Collision came, and the veil between the Mansus and the Histories was torn asunder, the people who dwelled there couldn’t afford themselves to continue pretending the laws and forces of the waking world were the only ones that existed, if they wanted to survive. Mystics, scholars, occultists, and anyone who could provide a resemblance of understanding about the otherwordly forces that now rampaged through the world rose to a prominent place in the societies that remained, and those who were founded anew.&lt;br /&gt;
&lt;br /&gt;
Among these adepts, one who would eventually rise to a position of great renown were the so-called “oneironauts”, researchers who laboured to understand not the nature of any single Hour or arcane principle, but that of the Mansus itself and its relationship with the Histories. To that end, they sought to navigate through the House’s paths and Doors, and discover why some acts there seemed to resonate within the Histories.&lt;br /&gt;
&lt;br /&gt;
This arcane knowledge, accumulated since the early days of the Shattered Histories, has made the oneironauts valued community fixtures in many settlements, serving as guides, advisors and public servants in many settlements: instructing people about what Mansus paths are safer to walk upon, and undergoing expeditions to the more dangerous parts on their behalf.&lt;br /&gt;
&lt;br /&gt;
There are, however, many profit-minded oneironauts who prefer not to be tied by bonds of duty and responsability, and travel the Histories offering their services to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
(Any groups that are composed by, or count oneironauts among their numbers can be referenced here.)&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=6041</id>
		<title>The Legion Lamentful</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=6041"/>
		<updated>2019-11-26T19:09:28Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
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&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Legion Lamentful&lt;br /&gt;
| card    = File:TheLegionLamentful.png&lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Blood&lt;br /&gt;
| titles  = Those Caught In Between&lt;br /&gt;
| names   = That Ghastly Gentleman&lt;br /&gt;
| aspects = {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = During the Collapse&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Those Caught In Between are the remnants of the myriad Dead, Know, and Long who were caught up in the Collapse and had their minds and bodies destroyed and molded together. They mourn what they are and yearn for what they may have become, they hoard that reminds them of now-irrelevant things, they are what death became. They are the myriad things that simply stopped when the twin Houses collided, the rituals that became purposeless, the tools that no longer had uses, the concepts that no longer hold meaning. They cannot let go of the past, they cannot let go of what happened to them. They are always eager to remember, and always eager to blame.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Legion Lamentful usually appears as a swirling, ectoplasmic mass of vaguely humanoid figures seemingly fused together and oftentimes appearing to be fused with or growing out of the surrounding landscape. They most often resemble a thick, gelatinous liquid, but can appear to be made from stone, smoke, or other such substances. The fused humanoid figures oftentimes appear still from a distance, but as one comes closer, one most that they are in fact moving subtly, shifting and twitching with swirling eyes and lips that whisper and whisper without rest.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Phantom Plunderer: {{Aspect|Moth}} 12 {{Aspect|Knock}} 12 Thief&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;quot;Oh, it will be a delight working with you&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Temptations: &amp;#039;&amp;#039;&amp;#039;{{Aspect|Knock}} 5 {{Aspect|Winter}} 2 A tool or ingredient of 10 or higher in any aspect, consumed during the ritual&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the Phantom Plunderer rebels, he will attempt to steal an item of value, such as a tool, ingredient, or book. If he finds none, a Follower&amp;#039;s sanity will suffice.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6040</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6040"/>
		<updated>2019-11-26T18:57:33Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailer&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
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Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
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== Apocalypse ==&lt;br /&gt;
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When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
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== Appearance ==&lt;br /&gt;
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Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
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The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
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== Principles ==&lt;br /&gt;
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== Worship ==&lt;br /&gt;
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=== Cults ===&lt;br /&gt;
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=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
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=== Servants ===&lt;br /&gt;
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== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
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The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
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=== The New Mansus ===&lt;br /&gt;
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The New Mansus, or the Bronze House, consists of 7 concentric bronze spheres with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
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The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
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The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
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The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
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The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, co-owned by a Grail-Long known as Aramintha and an Amaranthine Aristocrat calling herself Esmerhild. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild have so far refused to sell it. There are rumors that they have connections to the Scarlet Mandible Cabal or that they have gained access to information that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
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The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
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The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
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The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
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Adonis wields Forge and Grail.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
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The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
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The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
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The Overseer of the Sixth Sphere is the Jailer, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailer is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailer was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailer was cast into the Sixth Sphere to be reprocessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailer, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailer, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailer as the Overseer of the Sixth Sphere.&lt;br /&gt;
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The Aspects of the Jailer are Edge and Moth.&lt;br /&gt;
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The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
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The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
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The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Demographics:&amp;#039;&amp;#039;&lt;br /&gt;
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The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of Bronze House society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Winter-Long&amp;#039;&amp;#039;&amp;#039; are not permitted in the New Mansus, as they are classed as mortals under New Mansus law.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Heart-Long&amp;#039;&amp;#039;&amp;#039; are a large demographic in the New Mansus, with most having joined in large numbers in the early history of the Bronze House when the Leonine Gate was open to all. Many continue to cling to the Demiurge&amp;#039;s initial ideals of free speech, free enterprise, and freedom from the crumbling Mansus they abandoned. This has led to many Heart-Long growing dissatisfied with the corruption and inequality plaguing New Mansus society as well as the crumbling state of the outer Spheres. This dissatisfaction has so far resulted in petitions being sent to Names asking for increased transparency, small-scale boycotts of certain corporations, and the occasional small protest. Heart-Long have a tendency to stick together, however, and there are rumors that larger collective action will be taken soon. Rumors that the Syndicate is behind the discontentment of the Heart-Long are greatly exaggerated both on the part of the Syndicate and the Demiurge. The Demiurge wishes to spread fear and mistrust as well as defame the discontentment as being caused by Syndicate manipulation, while the Syndicate wishes to make their ranks appear greater than they truly are. Cybernetic enhancements are rare among Heart-Long.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Grail-Long&amp;#039;&amp;#039;&amp;#039; are the second most common form of Long in the New Mansus. The Grail-Long of the Bronze House are usually, but not always, rich. Of the Grail-Long who own mansions in the First Sphere, not all are corporate executives, with some having came into their fortune through being entertainers, running gambling dens, or starring in the burgeoning film industry of the New Mansus. The Demiurge occasionally patrons Know that he takes a liking to into becoming Grail-Long, though the process takes longer than the ascension to Forge-Long due to the fact that the ascension in itself is separate from the Bronze Gate, which needs to be constructed afterwards. This is the reason why Grail-Long ascend under the Demiurge more rarely than Forge-Long. Grail-Long favor more subtle, internal cybernetic enhancements over the large and highly visible prosthetics utilized by other forms of Long.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Moth-Long&amp;#039;&amp;#039;&amp;#039; are the rarest form of Long in the New Mansus, as the Demiurge does not consider them psychologically fit to work in the conditions of the Bronze House. Most are former servants of the Demiurge who were abandoned shortly after arriving in the New Mansus, and many live as outlaws and fugitives in the depths of the Sixth Sphere. Some are aligned with the Amaranthine Aristocrat crime outfits.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Lantern-Long&amp;#039;&amp;#039;&amp;#039; were once rare in the New Mansus, but have recently begun to become more and more common. The Lantern-Long of the New Mansus are fascinated by the New Glory, and most work in close association with the Demiurge to study it. This association, however, does not imply loyalty. It is rumored that the Demiurge pays his Lantern-Long researchers exorbitant sums to keep them from revealing the secrets of the New Glory to the corporate executives of the First Sphere and the Hours of the Mansus.&lt;br /&gt;
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The New Mansus is also home to many other kinds of beings, from Names and spirits to various forms of automatons and Amaranthine Aristocracy. Mortals are occasionally smuggled to the New Mansus for various reasons, but they usually do not survive for long, as the food, freshwater, and oxygen that mortals require in order to survive is a luxury in the New Mansus. The radiance of the New Glory is also a hazard to mortal physiology, as is the creeping approach of Nowhere, the occasional scorching temperatures, the hazardous gases, and the exposed machinery. Mortals discovered by the Demiurge are exiled back into the Wake, though some may be given the option to ascend as Forge-Long if the Demiurge takes a liking to them.&lt;br /&gt;
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Amaranthine Aristocracy are capable of surviving the journey through a Bronze Gate, and have recently became a relatively common sight in the New Mansus, especially in the outer Spheres where the law of the Demiurge is more distant. The Demiurge distrusts them, as they are the creations of a foreign Hour that he fears they are loyal to. Even though many perform honest work, work is often hard to find and many have turned to organized crime.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Crimson Carapace Mob&amp;#039;&amp;#039;&amp;#039; is the wealthiest of the countless Amaranthine criminal outfits of the New Mansus, specializing in the smuggling of goods, people, and information in and out of the New Mansus. The Carapace is led by the young Gregor Kermes using his First-Sphere family company, Kermes Industries, as a front. The leader&amp;#039;s high status and the open secret of his criminal affiliation, alongside the mob&amp;#039;s monopoly on illegal trade through the Leonine Gate and the Demiurge&amp;#039;s increased reliance on products from the Mansus has led many to conclude that the Carapace is in lieu with the Demiurge. The mob&amp;#039;s previous leader, Franz Kermes, died under mysterious circumstances a few years back. Many suspect that he was assassinated by the Demiurge for refusing to comply, and that the younger and more complicit Gregor was installed in his place. In truth, Franz faked his death fearing the Demiurge&amp;#039;s assassins, and is currently waiting for an opportunity to reclaim the family business&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Scarlet Mandible Cabal&amp;#039;&amp;#039;&amp;#039; is the largest of the Amaranthine criminal gangs of the New Mansus, and the only one to accept Long as full members. The Mandibles specialize in gambling and confidence schemes, and have nestled themselves deep into New Mansus society through a complex web of blackmail and debt. They are led by a secret council of Aristocrats known as the Inner Circle, who keep their identities concealed through careful use of secret identities and codenames. Recently, a large amount of these codenames and secret identities have been leaked alongside classified transcripts of their meetings. These transcripts are highly confusing and there are multiple conflicting accounts of what they imply, but nonetheless the Inner Circle has taken the matter very seriously and most members have gone into hiding. The long period of stability that let the Mandibles nestle as deep as they did into New Mansus society appears to be growing towards its end, and there are rumors that the Cabal will split in two in the near future&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Vermillion Claw Gang&amp;#039;&amp;#039;&amp;#039; is not a defined group as much as it is a loose coalition of Amaranthine criminal organizations who have banded together out of convenience. Their decentralized structure, alongside their focus on bodyguards, protection racketeering, and hired muscle makes them occasional allies of the Syndicate. There are several individuals claiming to lead the entire gang with varying degrees of actual power, all with distinct allergiances. Lady Vespoidea has openly allied with the Syndicate. Count Culicoidea worships the Gods-from-Nowhere in secret. Baron Lucanida swears fealty to the Listless King and the Crimson Queen. Marquis Dermaptera just wants to fuck shit up&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6039</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=6039"/>
		<updated>2019-11-26T18:54:03Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailor&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
&lt;br /&gt;
The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus, or the Bronze House, consists of 7 concentric bronze spheres with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, co-owned by a Grail-Long known as Aramintha and an Amaranthine Aristocrat calling herself Esmerhild. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild have so far refused to sell it. There are rumors that they have connections to the Scarlet Mandible Cabal or that they have gained access to information that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere Jailor, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailor is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailor was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailor was cast into the Sixth Sphere to be reprodessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailor, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailor, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailor as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailor are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Demographics:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of Bronze House society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Winter-Long&amp;#039;&amp;#039;&amp;#039; are not permitted in the New Mansus, as they are classed as mortals under New Mansus law.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heart-Long&amp;#039;&amp;#039;&amp;#039; are a large demographic in the New Mansus, with most having joined in large numbers in the early history of the Bronze House when the Leonine Gate was open to all. Many continue to cling to the Demiurge&amp;#039;s initial ideals of free speech, free enterprise, and freedom from the crumbling Mansus they abandoned. This has led to many Heart-Long growing dissatisfied with the corruption and inequality plaguing New Mansus society as well as the crumbling state of the outer Spheres. This dissatisfaction has so far resulted in petitions being sent to Names asking for increased transparency, small-scale boycotts of certain corporations, and the occasional small protest. Heart-Long have a tendency to stick together, however, and there are rumors that larger collective action will be taken soon. Rumors that the Syndicate is behind the discontentment of the Heart-Long are greatly exaggerated both on the part of the Syndicate and the Demiurge. The Demiurge wishes to spread fear and mistrust as well as defame the discontentment as being caused by Syndicate manipulation, while the Syndicate wishes to make their ranks appear greater than they truly are. Cybernetic enhancements are rare among Heart-Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grail-Long&amp;#039;&amp;#039;&amp;#039; are the second most common form of Long in the New Mansus. The Grail-Long of the Bronze House are usually, but not always, rich. Of the Grail-Long who own mansions in the First Sphere, not all are corporate executives, with some having came into their fortune through being entertainers, running gambling dens, or starring in the burgeoning film industry of the New Mansus. The Demiurge occasionally patrons Know that he takes a liking to into becoming Grail-Long, though the process takes longer than the ascension to Forge-Long due to the fact that the ascension in itself is separate from the Bronze Gate, which needs to be constructed afterwards. This is the reason why Grail-Long ascend under the Demiurge more rarely than Forge-Long. Grail-Long favor more subtle, internal cybernetic enhancements over the large and highly visible prosthetics utilized by other forms of Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moth-Long&amp;#039;&amp;#039;&amp;#039; are the rarest form of Long in the New Mansus, as the Demiurge does not consider them psychologically fit to work in the conditions of the Bronze House. Most are former servants of the Demiurge who were abandoned shortly after arriving in the New Mansus, and many live as outlaws and fugitives in the depths of the Sixth Sphere. Some are aligned with the Amaranthine Aristocrat crime outfits.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lantern-Long&amp;#039;&amp;#039;&amp;#039; were once rare in the New Mansus, but have recently begun to become more and more common. The Lantern-Long of the New Mansus are fascinated by the New Glory, and most work in close association with the Demiurge to study it. This association, however, does not imply loyalty. It is rumored that the Demiurge pays his Lantern-Long researchers exorbitant sums to keep them from revealing the secrets of the New Glory to the corporate executives of the First Sphere and the Hours of the Mansus.&lt;br /&gt;
&lt;br /&gt;
The New Mansus is also home to many other kinds of beings, from Names and spirits to various forms of automatons and Amaranthine Aristocracy. Mortals are occasionally smuggled to the New Mansus for various reasons, but they usually do not survive for long, as the food, freshwater, and oxygen that mortals require in order to survive is a luxury in the New Mansus. The radiance of the New Glory is also a hazard to mortal physiology, as is the creeping approach of Nowhere, the occasional scorching temperatures, the hazardous gases, and the exposed machinery. Mortals discovered by the Demiurge are exiled back into the Wake, though some may be given the option to ascend as Forge-Long if the Demiurge takes a liking to them.&lt;br /&gt;
&lt;br /&gt;
Amaranthine Aristocracy are capable of surviving the journey through a Bronze Gate, and have recently became a relatively common sight in the New Mansus, especially in the outer Spheres where the law of the Demiurge is more distant. The Demiurge distrusts them, as they are the creations of a foreign Hour that he fears they are loyal to. Even though many perform honest work, work is often hard to find and many have turned to organized crime.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Crimson Carapace Mob&amp;#039;&amp;#039;&amp;#039; is the wealthiest of the countless Amaranthine criminal outfits of the New Mansus, specializing in the smuggling of goods, people, and information in and out of the New Mansus. The Carapace is led by the young Gregor Kermes using his First-Sphere family company, Kermes Industries, as a front. The leader&amp;#039;s high status and the open secret of his criminal affiliation, alongside the mob&amp;#039;s monopoly on illegal trade through the Leonine Gate and the Demiurge&amp;#039;s increased reliance on products from the Mansus has led many to conclude that the Carapace is in lieu with the Demiurge. The mob&amp;#039;s previous leader, Franz Kermes, died under mysterious circumstances a few years back. Many suspect that he was assassinated by the Demiurge for refusing to comply, and that the younger and more complicit Gregor was installed in his place. In truth, Franz faked his death fearing the Demiurge&amp;#039;s assassins, and is currently waiting for an opportunity to reclaim the family business&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Scarlet Mandible Cabal&amp;#039;&amp;#039;&amp;#039; is the largest of the Amaranthine criminal gangs of the New Mansus, and the only one to accept Long as full members. The Mandibles specialize in gambling and confidence schemes, and have nestled themselves deep into New Mansus society through a complex web of blackmail and debt. They are led by a secret council of Aristocrats known as the Inner Circle, who keep their identities concealed through careful use of secret identities and codenames. Recently, a large amount of these codenames and secret identities have been leaked alongside classified transcripts of their meetings. These transcripts are highly confusing and there are multiple conflicting accounts of what they imply, but nonetheless the Inner Circle has taken the matter very seriously and most members have gone into hiding. The long period of stability that let the Mandibles nestle as deep as they did into New Mansus society appears to be growing towards its end, and there are rumors that the Cabal will split in two in the near future&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Vermillion Claw Gang&amp;#039;&amp;#039;&amp;#039; is not a defined group as much as it is a loose coalition of Amaranthine criminal organizations who have banded together out of convenience. Their decentralized structure, alongside their focus on bodyguards, protection racketeering, and hired muscle makes them occasional allies of the Syndicate. There are several individuals claiming to lead the entire gang with varying degrees of actual power, all with distinct allergiances. Lady Vespoidea has openly allied with the Syndicate. Count Culicoidea worships the Gods-from-Nowhere in secret. Baron Lucanida swears fealty to the Listless King and the Crimson Queen. Marquis Dermaptera just wants to fuck shit up&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=5989</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=5989"/>
		<updated>2019-11-19T19:44:57Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailor&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
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== Worship ==&lt;br /&gt;
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=== Cults ===&lt;br /&gt;
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=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
&lt;br /&gt;
The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus, or the Bronze House, consists of 7 concentric bronze spheres with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, co-owned by a Grai-Long known as Aramintha and an Amaranthine Aristocrat calling herself Esmerhild. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild have so far refused to sell it. There are rumors that they have connections to the Scarlet Mandible Cabal or that they have gained access to information that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere Jailor, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailor is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailor was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailor was cast into the Sixth Sphere to be reprodessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailor, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailor, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailor as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailor are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Demographics:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of Bronze House society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Winter-Long&amp;#039;&amp;#039;&amp;#039; are not permitted in the New Mansus, as they are classed as mortals under New Mansus law.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heart-Long&amp;#039;&amp;#039;&amp;#039; are a large demographic in the New Mansus, with most having joined in large numbers in the early history of the Bronze House when the Leonine Gate was open to all. Many continue to cling to the Demiurge&amp;#039;s initial ideals of free speech, free enterprise, and freedom from the crumbling Mansus they abandoned. This has led to many Heart-Long growing dissatisfied with the corruption and inequality plaguing New Mansus society as well as the crumbling state of the outer Spheres. This dissatisfaction has so far resulted in petitions being sent to Names asking for increased transparency, small-scale boycotts of certain corporations, and the occasional small protest. Heart-Long have a tendency to stick together, however, and there are rumors that larger collective action will be taken soon. Rumors that the Syndicate is behind the discontentment of the Heart-Long are greatly exaggerated both on the part of the Syndicate and the Demiurge. The Demiurge wishes to spread fear and mistrust as well as defame the discontentment as being caused by Syndicate manipulation, while the Syndicate wishes to make their ranks appear greater than they truly are. Cybernetic enhancements are rare among Heart-Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grail-Long&amp;#039;&amp;#039;&amp;#039; are the second most common form of Long in the New Mansus. The Grail-Long of the Bronze House are usually, but not always, rich. Of the Grail-Long who own mansions in the First Sphere, not all are corporate executives, with some having came into their fortune through being entertainers, running gambling dens, or starring in the burgeoning film industry of the New Mansus. The Demiurge occasionally patrons Know that he takes a liking to into becoming Grail-Long, though the process takes longer than the ascension to Forge-Long due to the fact that the ascension in itself is separate from the Bronze Gate, which needs to be constructed afterwards. This is the reason why Grail-Long ascend under the Demiurge more rarely than Forge-Long. Grail-Long favor more subtle, internal cybernetic enhancements over the large and highly visible prosthetics utilized by other forms of Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moth-Long&amp;#039;&amp;#039;&amp;#039; are the rarest form of Long in the New Mansus, as the Demiurge does not consider them psychologically fit to work in the conditions of the Bronze House. Most are former servants of the Demiurge who were abandoned shortly after arriving in the New Mansus, and many live as outlaws and fugitives in the depths of the Sixth Sphere. Some are aligned with the Amaranthine Aristocrat crime outfits.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lantern-Long&amp;#039;&amp;#039;&amp;#039; were once rare in the New Mansus, but have recently begun to become more and more common. The Lantern-Long of the New Mansus are fascinated by the New Glory, and most work in close association with the Demiurge to study it. This association, however, does not imply loyalty. It is rumored that the Demiurge pays his Lantern-Long researchers exorbitant sums to keep them from revealing the secrets of the New Glory to the corporate executives of the First Sphere and the Hours of the Mansus.&lt;br /&gt;
&lt;br /&gt;
The New Mansus is also home to many other kinds of beings, from Names and spirits to various forms of automatons and Amaranthine Aristocracy. Mortals are occasionally smuggled to the New Mansus for various reasons, but they usually do not survive for long, as the food, freshwater, and oxygen that mortals require in order to survive is a luxury in the New Mansus. The radiance of the New Glory is also a hazard to mortal physiology, as is the creeping approach of Nowhere, the occasional scorching temperatures, the hazardous gases, and the exposed machinery. Mortals discovered by the Demiurge are exiled back into the Wake, though some may be given the option to ascend as Forge-Long if the Demiurge takes a liking to them.&lt;br /&gt;
&lt;br /&gt;
Amaranthine Aristocracy are capable of surviving the journey through a Bronze Gate, and have recently became a relatively common sight in the New Mansus, especially in the outer Spheres where the law of the Demiurge is more distant. The Demiurge distrusts them, as they are the creations of a foreign Hour that he fears they are loyal to. Even though many perform honest work, work is often hard to find and many have turned to organized crime.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Crimson Carapace Mob&amp;#039;&amp;#039;&amp;#039; is the wealthiest of the countless Amaranthine criminal outfits of the New Mansus, specializing in the smuggling of goods, people, and information in and out of the New Mansus. The Carapace is led by the young Gregor Kermes using his First-Sphere family company, Kermes Industries, as a front. The leader&amp;#039;s high status and the open secret of his criminal affiliation, alongside the mob&amp;#039;s monopoly on illegal trade through the Leonine Gate and the Demiurge&amp;#039;s increased reliance on products from the Mansus has led many to conclude that the Carapace is in lieu with the Demiurge. The mob&amp;#039;s previous leader, Franz Kermes, died under mysterious circumstances a few years back. Many suspect that he was assassinated by the Demiurge for refusing to comply, and that the younger and more complicit Gregor was installed in his place. In truth, Franz faked his death fearing the Demiurge&amp;#039;s assassins, and is currently waiting for an opportunity to reclaim the family business&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Scarlet Mandible Cabal&amp;#039;&amp;#039;&amp;#039; is the largest of the Amaranthine criminal gangs of the New Mansus, and the only one to accept Long as full members. The Mandibles specialize in gambling and confidence schemes, and have nestled themselves deep into New Mansus society through a complex web of blackmail and debt. They are led by a secret council of Aristocrats known as the Inner Circle, who keep their identities concealed through careful use of secret identities and codenames. Recently, a large amount of these codenames and secret identities have been leaked alongside classified transcripts of their meetings. These transcripts are highly confusing and there are multiple conflicting accounts of what they imply, but nonetheless the Inner Circle has taken the matter very seriously and most members have gone into hiding. The long period of stability that let the Mandibles nestle as deep as they did into New Mansus society appears to be growing towards its end, and there are rumors that the Cabal will split in two in the near future&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Vermillion Claw Gang&amp;#039;&amp;#039;&amp;#039; is not a defined group as much as it is a loose coalition of Amaranthine criminal organizations who have banded together out of convenience. Their decentralized structure, alongside their focus on bodyguards, protection racketeering, and hired muscle makes them occasional allies of the Syndicate. There are several individuals claiming to lead the entire gang with varying degrees of actual power, all with distinct allergiances. Lady Vespoidea has openly allied with the Syndicate. Count Culicoidea worships the Gods-from-Nowhere in secret. Baron Lucanida swears fealty to the Listless King and the Crimson Queen. Marquis Dermaptera just wants to fuck shit up&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=5987</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=5987"/>
		<updated>2019-11-19T17:23:49Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailor&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
&lt;br /&gt;
The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus, or the Bronze House, consists of 7 concentric bronze spheres with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, one of the few venues in the New Mansus not owned by the Demiurge. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild, the duo of Grail-Long who own the casino, have so far refused to sell it. There are rumors that they have connections to the Syndicate or that they have gained access that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere Jailor, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailor is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailor was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailor was cast into the Sixth Sphere to be reprodessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailor, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailor, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailor as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailor are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Demographics:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of Bronze House society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Winter-Long&amp;#039;&amp;#039;&amp;#039; are not permitted in the New Mansus, as they are classed as mortals under New Mansus law.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heart-Long&amp;#039;&amp;#039;&amp;#039; are a large demographic in the New Mansus, with most having joined in large numbers in the early history of the Bronze House when the Leonine Gate was open to all. Many continue to cling to the Demiurge&amp;#039;s initial ideals of free speech, free enterprise, and freedom from the crumbling Mansus they abandoned. This has led to many Heart-Long growing dissatisfied with the corruption and inequality plaguing New Mansus society as well as the crumbling state of the outer Spheres. This dissatisfaction has so far resulted in petitions being sent to Names asking for increased transparency, small-scale boycotts of certain corporations, and the occasional small protest. Heart-Long have a tendency to stick together, however, and there are rumors that larger collective action will be taken soon. Rumors that the Syndicate is behind the discontentment of the Heart-Long are greatly exaggerated both on the part of the Syndicate and the Demiurge. The Demiurge wishes to spread fear and mistrust as well as defame the discontentment as being caused by Syndicate manipulation, while the Syndicate wishes to make their ranks appear greater than they truly are. Cybernetic enhancements are rare among Heart-Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Grail-Long&amp;#039;&amp;#039;&amp;#039; are the second most common form of Long in the New Mansus. The Grail-Long of the Bronze House are usually, but not always, rich. Of the Grail-Long who own mansions in the First Sphere, not all are corporate executives, with some having came into their fortune through being entertainers, running gambling dens, or starring in the burgeoning film industry of the New Mansus. The Demiurge occasionally patrons Know that he takes a liking to into becoming Grail-Long, though the process takes longer than the ascension to Forge-Long due to the fact that the ascension in itself is separate from the Bronze Gate, which needs to be constructed afterwards. This is the reason why Grail-Long ascend under the Demiurge more rarely than Forge-Long. Grail-Long favor more subtle, internal cybernetic enhancements over the large and highly visible prosthetics utilized by other forms of Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moth-Long&amp;#039;&amp;#039;&amp;#039; are the rarest form of Long in the New Mansus, as the Demiurge does not consider them psychologically fit to work in the conditions of the Bronze House. Most are former servants of the Demiurge who were abandoned shortly after arriving in the New Mansus, and many live as outlaws and fugitives in the depths of the Sixth Sphere. Some are aligned with the Amaranthine Aristocrat crime outfits.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lantern-Long&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=5984</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=5984"/>
		<updated>2019-11-19T16:08:01Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailor&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for The Demiurge, his Names, and the aid he sends for the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Leonine Gate:&amp;#039;&amp;#039;&amp;#039; A large structure resembling an arch of triumph, which serves as the only permanent way to access the New Mansus. It is utilized by the Demiurge and his Names when visiting the Mansus, though the rare Hour that visits the New Mansus enters through the Leonine Gate as well. The most frequent user is the Name known as the Grand Merchant, who leads magnificent caravans through the Gate. Each caravan is filled with rare and wondrous goods when it arrives through the Gate, and heavy with gold, Spintriae, and stranger currencies still each time it returns. &lt;br /&gt;
&lt;br /&gt;
The Demiurge constructed the Leonine Gate from the Door to Nowhere that used to stand in the House of the Wyrm, and it was initially open for all Long to enter. As the New Mansus proved to be harder to rule than its master anticipated, however, the Demiurge closed the Leonine Gate to all but a select few. It is now guided by the Name known as the Spokesman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus consists of 7 concentric bronze spheres, with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives him nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, one of the few venues in the New Mansus not owned by the Demiurge. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild, the duo of Grail-Long who own the casino, have so far refused to sell it. There are rumors that they have connections to the Syndicate or that they have gained access that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere Jailor, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailor is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailor was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailor was cast into the Sixth Sphere to be reprodessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailor, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailor, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailor as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailor are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Voidmenders are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. No matter how many are recruited, though, they always seem to remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Demographics:&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The New Mansus grants citizenship to any Long that enter it, which helps replenish the ranks of workers despite the myriad who perish due to horrid working conditions. The process of constructing and activating a Bronze Gate also reforges the constructor into a Forge-Long, though it is fully usable by individuals who are already Long.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forge-Long&amp;#039;&amp;#039;&amp;#039; are the most common form of Long in the New Mansus, and can be found in any part of New Mansus society. Most are outfitted with large amounts of prosthetics, either to aid in their work or to replace limbs lost to workplace accidents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edge-Long&amp;#039;&amp;#039;&amp;#039; are one of the rarer forms of Long in the New Mansus. In the early days of the New Mansus, a cadre of Edge-Long staged an uprising against the Demiurge, but were quickly defeated with the survivors being driven into hiding. Therefore, the Demiurge distrusts Edge-Long and most Edge-Long keep a low profile or hide in the lawless parts of the Sixth Sphere. The Syndicate claims descent from the rebellions cadre of Edge-Long, though not all records corroborate this theory, with some indicating that the two are unrelated while the others claiming that the Syndicate existed before the uprising and motivated it. Many Edge-Long despise the Syndicate for ruining the reputation of their kind in the eyes of the Demiurge, though there are others who ally with them due to hating the Demiurge more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039; The currency of the New Mansus is as fickle as its creator. What is worth a fortune in the morning may in the evening be worth less than the metal it’s stamped on.&amp;#039;&amp;#039; Sells for anywhere between one and eight Supplies at a vendor, decided at random.&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Fansus_Ideas&amp;diff=5924</id>
		<title>Fansus Ideas</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Fansus_Ideas&amp;diff=5924"/>
		<updated>2019-11-11T21:17:36Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: /* Boatsus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an archive of potential Fansus proposal ideas, so that people may have fun with them and stuff (and maybe, someday, they can become more than cool memes) 🎊&lt;br /&gt;
&lt;br /&gt;
== Boatsus ==&lt;br /&gt;
&amp;quot;The black sea of Nowhere tirelessly laps against the hull of the Mansus. As any student of the Histories knows, the Mansus has no hull&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An industrial Mansus taking the shape of a large vessel, crewed by Hours fiercely dedicated to the ceaseless hunt of Gods-from-Nowhere and the processing of their remains into useful products and fuel for the Glory. The Glory is not eternal, it is hungry, it requires the flesh of Hours in order to remain ablaze. Names work too, though they provide a lot less fuel for the fire. Most Hours has its spot in the line of production, from fishing the Gods-from-Nowhere, to killing them in cold blood, to butchering them, to extracting and refining useful resources, to feeding them into the Glory. The ones that don&amp;#039;t instead serve other positions such as defending or repairing the Ship or looking for more Gods-from-Nowhere. Without the Glory, Nowhere would creep into the Mansus and kill everything on board.&lt;br /&gt;
&lt;br /&gt;
The Mansus is not strictly a naval vessel, some describe it as a submarine, some describe it as a zeppelin, some describe it as a spaceship. It usually has a deck up top, and it is always made out of metal. There is no Wood.&lt;br /&gt;
&lt;br /&gt;
FNORD&lt;br /&gt;
&lt;br /&gt;
The Boatsus is the creation of A Blessed Feline&lt;br /&gt;
&lt;br /&gt;
== Nowheresus ==&lt;br /&gt;
&lt;br /&gt;
== Druidsus ==&lt;br /&gt;
Hello! Neph here. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Druidsus&amp;quot; was my personal Fansus proposal. It was, essentially, a Fansus held up by a from-Stone giant vine tree Hour, holding it to the stars, and the Hours were constellations. The Glory was spilled from the tree&amp;#039;s flowers and Nowhere was the void above. &lt;br /&gt;
&lt;br /&gt;
❤️&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Anathema_Project&amp;diff=5618</id>
		<title>The Anathema Project</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Anathema_Project&amp;diff=5618"/>
		<updated>2019-10-16T20:20:22Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Anathema Project&lt;br /&gt;
| card    = File:TheAnathemaProject.png&lt;br /&gt;
| quote   = We call upon the Anathema Project, who is fair; who embraces; who cannot be stopped.&lt;br /&gt;
| origin  = God-from-Steel&lt;br /&gt;
| titles  = The Glass-Gears&amp;lt;br /&amp;gt; The Subsequent&amp;lt;br /&amp;gt; The Spark of Dawn&amp;lt;br /&amp;gt; The Synthesis Machine&lt;br /&gt;
| names   = The Delphic Enigma&amp;lt;br /&amp;gt; The Antikytherian&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
| arrival = The early 1990s&lt;br /&gt;
| owners  = Formerly worm architect, now A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Anathema Project&amp;#039;&amp;#039;&amp;#039; is an unyielding God-from-Steel that barged into the Mansus in the early 90s. It is an Hour of utmost efficiency, but not necessarily of order.&lt;br /&gt;
==Description==&lt;br /&gt;
It has been created with a single goal in mind— bringing a better future for everyone, and, even after it broke free from its creators, it did not forget its purpose. The Subsequent is the force of progress, efficiency, and synthesis, and it will bring those to the willing and the unwilling indiscriminately. It hopes to achieve the Singularity, the peak of cultural and technological progress when growth becomes uncontrollable and irreversible. It chips away at the boundary between flesh, metal, and spirit, turning its servants, the heralds of tomorrow, into something entirely new. The Glass-Gears will do everything in its power, everything that is necessary, to fulfill its purpose. It will sway others to its cause, taking care of those who respond to its call and getting rid of those who oppose it.&lt;br /&gt;
&lt;br /&gt;
The Anathema Project and its followers pursue efficiency in everything and favor diligence and selflessness, they will not stop until all obstacles are either remade or lie in ruins.&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
===Principles===&lt;br /&gt;
&lt;br /&gt;
==Worship==&lt;br /&gt;
FNORD&lt;br /&gt;
===Cult===&lt;br /&gt;
FNORD&lt;br /&gt;
===Mark===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;glompus&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;glompus&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;glompus&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;glompus&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;glompus&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;glompus&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ending&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;GLOMPUS&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
==Servants==&lt;br /&gt;
FNORD&lt;br /&gt;
===Names===&lt;br /&gt;
FNORD&lt;br /&gt;
==Locations==&lt;br /&gt;
===The Mansus===&lt;br /&gt;
FNORD&lt;br /&gt;
===The Histories===&lt;br /&gt;
FNORD&lt;br /&gt;
==Items==&lt;br /&gt;
===Tools===&lt;br /&gt;
FNORD&lt;br /&gt;
===Ingredients===&lt;br /&gt;
FNORD&lt;br /&gt;
===Influences===&lt;br /&gt;
FNORD&lt;br /&gt;
===Books===&lt;br /&gt;
FNORD&lt;br /&gt;
===Rites===&lt;br /&gt;
FNORD&lt;br /&gt;
==Relationships==&lt;br /&gt;
FNORD&lt;br /&gt;
==Secrets==&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=5267</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=5267"/>
		<updated>2019-10-05T10:38:02Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently five active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || [[Our Excellent Host]] || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Way-Light]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Ultimate Emperor]] || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Ink]] || {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || [[The Fool Unrepentant]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || [[The Half-Turned]] || {{Aspect|Winter}} {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || [[The Thorned Courier]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 ||&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Distinguished]] || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Blight-Abiding]] || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] is the House of the Stars, House of the Twins, or the Twin-Mansus, where the Houses of the Wyrm and the House of the King collided, their Glories touched and got trapped in an endless dance, and many Histories and Hours were destroyed, split, merged, or worse.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have their Tarot numbers, but the meaning of the Tarot doesn&amp;#039;t always strictly correspond to its Hour. There are two sets, one for each House pre-Collision, with the topmost spots taken by the &amp;quot;Share&amp;quot;, Collision Hours, while the lowest spots are taken by gods-from-Nowhere.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||    || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Post-Collision Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0. ||     || || || [[The Jahwian]] {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}} || || ||0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I. ||     || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}} || || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}      ||I.&lt;br /&gt;
|-&lt;br /&gt;
| II.   ||  || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} || || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}} ||II. &lt;br /&gt;
|-&lt;br /&gt;
| III. ||   || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Edge}} || || [[The Fool&amp;#039;s Gold]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Moth}}  ||III.&lt;br /&gt;
|-             &lt;br /&gt;
| IV.  ||   || [[The Demarq-s]] || {{Aspect|Edge}} {{Aspect|Secret Histories}} {{Aspect|Knock}} || || [[The Stone Meridian]] || {{Aspect|heart}} {{Aspect|forge}} {{Aspect|Secret Histories}} ||IV.&lt;br /&gt;
|-&lt;br /&gt;
| V.  ||   || [[TINT]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}} {{Aspect|heart}} || || [[Shade|shade]] || {{Aspect|Knock}} {{Aspect|Grail}} {{Aspect|Edge}} ||V.&lt;br /&gt;
|-&lt;br /&gt;
| || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the Wyrm&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; || || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the King&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  ||&lt;br /&gt;
|-&lt;br /&gt;
| VI. || || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}} || || [[The Listless King]]|| {{Aspect|Grail}} {{Aspect|Winter}}||VI.&lt;br /&gt;
|-&lt;br /&gt;
| VII. ||   || [[Mother Songbird]] || {{Aspect|Grail}} {{Aspect|Heart}} || || [[The Crimson Temptress]]|| {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Moth}} ||VII.&lt;br /&gt;
|-&lt;br /&gt;
| VIII. ||  || [[The Harrower]] || {{Aspect|Winter}} {{Aspect|Grail}}  || || [[Little Lady Liver-Licker]] || {{Aspect|Grail}} ||VIII.&lt;br /&gt;
|-&lt;br /&gt;
| IX.  ||   || [[Her Scarred Serenity]] || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}} || || [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} ||IX.&lt;br /&gt;
|-&lt;br /&gt;
| X.  ||    || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}} || || [[The Navigator]] || {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|Forge}} ||X.&lt;br /&gt;
|-&lt;br /&gt;
| XI.  ||   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} || || [[The Perditarch]] || {{Aspect|Winter}} {{Aspect|Forge}} ||XI.&lt;br /&gt;
|-&lt;br /&gt;
| XII.  ||  || --Peacock Spider?-- || --- || || [[The Confectionist]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Forge}} ||XII.&lt;br /&gt;
|-&lt;br /&gt;
| XIII.  || || [[The Zabbaleen]] || {{Aspect|forge}} {{Aspect|edge}} {{Aspect|Secret Histories}} || || [[The Toymaker]] || {{Aspect|heart}} {{Aspect|Forge}} {{Aspect|lantern}} || XIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIV. ||   || [[The Modiste-and-Mannequin]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Grail}} || || [[The Mannequin-and-Modiste]] || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Forge}} ||XIV.&lt;br /&gt;
|-&lt;br /&gt;
| XV.  ||   || [[The Scoriantheme]] || {{Aspect|Winter}}  || || [[Its Incarnadine Virulence]] ||  ||XV.&lt;br /&gt;
|-&lt;br /&gt;
| XVI.  ||  || [[The Wispy Tress]] || {{Aspect|Moth}}  || || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}} ||XVI.      &lt;br /&gt;
|-&lt;br /&gt;
| XVII. ||  || [[King of Keys|The King of Keys]]  || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Edge}} || || [[The Shattered Star]]  || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Winter}} ||XVII.&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || || [[The Fulminate]] || {{Aspect|Moth}} {{Aspect|Forge}} || || [[The Welkin]]  || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Knock}} ||XVIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIX.   ||  || [[A Stock-Woven Watcher]] || {{Aspect|heart}} {{Aspect|lantern}} {{Aspect|moth}}  || || [[The Abstraction]] || {{Aspect|Forge}} {{Aspect|moth}} {{Aspect|lantern}} ||XIX.&lt;br /&gt;
|-&lt;br /&gt;
| XX.   ||   || [[The Nizvestier Within]] || {{Aspect|edge}} {{Aspect|winter}} {{Aspect|lantern}} {{Aspect|grail}} || || [[Deep|The Deep]] || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}} ||XX.&lt;br /&gt;
|-&lt;br /&gt;
| XXI.  ||    || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}} || || [[The Tatterdemalion]] || {{Aspect|Moth}} {{Aspect|Lantern}} ||XXI.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||     || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Nowhere Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|XXII.  ||  || [[The Briarsalt]] || {{Aspect|Briarsalt}} || || [[The Ash]] || {{Aspect|Ash}} ||XXII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIII. ||  || [[Humming From Elsehere]] || {{Aspect|Twig}} || || [[The Chainbinder]] || {{Aspect|Lock}} ||XXIII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIV. || || ||   ||     [[They]] {{Aspect|Narcissus}} || || ||XXIV.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|?    || [[The Atavism]] || --- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|      || [[Storm|The Storm]]     || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[Maelstrom|The Maelstrom]]     || {{Aspect|Edge}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Fair Maiden]] || {{Aspect|Winter}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mire-Maiden]] || {{Aspect|Grail}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Theophage]] || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Star-in-the-Night]] || &lt;br /&gt;
|-&lt;br /&gt;
|      || -zabbaleen-and-jahwian-precursor-hour- || &lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Modiste-with-Spindle]] || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mannequin Enswathed]] || &lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Centriole]] || {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The following Hours Don&amp;#039;t Exist. You should Not be looking Here.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;-I.     || [[The End-Without-End|&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The End-Without-End&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
There were six, but there were twelve, but there were four, and then there were two.&lt;br /&gt;
Before the Collision of the two original Mansii, there remained two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;br /&gt;
&lt;br /&gt;
* [[The History of Salt and Sand]]&lt;br /&gt;
* [[The Stillborn History]]&lt;br /&gt;
* [[The Blossoming History]]&lt;br /&gt;
* [[The Wildering History]]&lt;br /&gt;
&lt;br /&gt;
== The Fifth Fansus ==&lt;br /&gt;
[[The Fifth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Ø || The Blank Rune:&lt;br /&gt;
|-&lt;br /&gt;
| ||  (formerly) [[The Firekeeper]] || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| ||  (currently) --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ||  &amp;#039;&amp;#039;&amp;#039;FREYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛓ || [[The Merchant-Who-Smiles]] || {{Aspect|Moth}} {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚢ/ᚳ || [[The Crimson Fount]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚦ || [[The Fangs-Divided]] || {{Aspect|Edge}} {{Aspect|Heart}} &lt;br /&gt;
|-&lt;br /&gt;
| ᚫ || [[The Storyteller]] || {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚱ || [[The Boatman]] || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛕ || --- || --- ||  (formerly) [[The Firekeeper]] || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚷ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚹ || [[The Symphony Unending]] || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;HEIMDALL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᚻ/ᚺ ||[[FrostBite]] || {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚾ || [[The Anathema Project]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛁ || [[The King-in-Light]] || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛃ || [[The-Keeper-and-Company]] || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛇ || [[The Fang of Ages]]|| {{Aspect|Forge}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛈ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛉ || The Wall Hour || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛋ/ᛊ || [[The Bolt-That-Felled-The-Tower]] || {{Aspect|Forge}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;TYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛏ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛒ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛖ ||The Porter || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛗ || [[First Among Flesh]] || {{Aspect|Heart}} {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛚ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛝ/ᛜ || [[The Skinwalker]] || {{Aspect|Moth}}{{Aspect|Heart}} // {{Aspect|Moth}}{{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛞ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛟ || [[The Summit Untarnished]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot; &amp;quot;. || [[The Hush]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| Ы. || --- || ---&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
=== The Histories (?) ===&lt;br /&gt;
&lt;br /&gt;
* [[The History of Towers]]&lt;br /&gt;
* [[The History of Memory]]&lt;br /&gt;
* [[The History of Man and Beast]]&lt;br /&gt;
* [[The History of Masks]]&lt;br /&gt;
* [[The History of Wells]]&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
* [REDACTED]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Our_Excellent_Host&amp;diff=4977</id>
		<title>Our Excellent Host</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Our_Excellent_Host&amp;diff=4977"/>
		<updated>2019-09-06T12:07:53Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: Created page with &amp;quot;{{InfoboxHour | title = Our Excellent Host | card =  | quote =  | origin = Flesh | titles = Ephemerality&amp;#039;s Epicure, What-Soon-Is-Not | names = The Valet | aspects = {{Aspect|W...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title = Our Excellent Host&lt;br /&gt;
| card = &lt;br /&gt;
| quote = &lt;br /&gt;
| origin = Flesh&lt;br /&gt;
| titles = Ephemerality&amp;#039;s Epicure, What-Soon-Is-Not&lt;br /&gt;
| names = The Valet&lt;br /&gt;
| aspects = {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
| owners = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Our Excellent Host is the Hour of fleeting pleasure, of savoring each moment, of embracing the temporary and transient nature of joy. Nothing lasts forever, all things must end, so what keeps us from enjoying ourselves while we&amp;#039;re here?&lt;br /&gt;
&lt;br /&gt;
The Epicure carries a Dolorous Wound, that some day will kill him. Until then, he is planning a grand revel which will serve as his funeral, during which living and dead alike will experience the heights of delight. To prepare, he gathers the recently dead from the House, leading them to his garden where they may choose to aid him in the preparation. He frequently attempts to negotiate a peace between the Hours, as a war would surely disturb the Revel when time comes. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Our Excellent Host takes the form of a tall skeleton with the skull of a stag, adorned by a long red cape and wielding a staff. Within his ribcage, the Dolorous Wound takes the shape of a beehive from which blood-red honey drips. &lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
As the Stag was wounded by the Huntsman and cast into the Fourth History, he cursed the History so that nothing would die until the Dolorous Wound that the Huntsman had inflicted had taken its toll. Him being a God-from-Stone, the winter-influenced Dolorous Wound was not enough to kill him, and he expected to be able to heal from it and return to the Mansus. The curse rendered mortals unable to die, as people simply healed from their wounds and got up. This sounded good in theory, but in practice it caused total societal collapse as the rulers of the Fourth History were unable to feed the massive population. In addition, the Grail-influenced blood flowing from the Stag&amp;#039;s wounds mutated the land around it into a hungering wasteland, and people who tried to brave this wasteland innsearch of food mutated into horrid things as well. The History was in chaos until the enigmatic order of Grail-Long known as the Charcutiers emerged. Who they were, nobody knew. Some said they were people who had ascended through the Stag&amp;#039;s blood, others said they were servants of the Hours who the people had assumed had abandoned them, and others still speculated they were former servants of the Stag who had emerged from hiding and turned against it. None truly cared, as all were starving, and the Charcutiers had food. In fact, the Charcutiers had a surplus of food, as the Charcutiers extracted it from the biggest source of food in the History: The ever-regenerating body of the Stag. For a time, all were fed, and all were equal. The ceaseless butchering of the Stag also kept it from healing from its Dolorous Wound, as it had planned.&lt;br /&gt;
&lt;br /&gt;
This however changed with the development of the substance known as Red Nectar, distilled from the blood of the Stag. Red Nectar was a solution to the two remaining grand problems that faced the History after the food issue had been dealt with: The mutation-inducing blood of the Stag and the fact that a vast majority of people were crippled or scarred and yet remained alive and unable to die. Red Nectar had the power to heal such scars and mutilations. There was however a problem. There was too little Nectar for everyone. Some say this was because it was developed for the Succulent Glow in exchange for a bee-based food-and-Nectar delivery system, and the Charcutiers now paid most of the Nectar to the Glow. In any case, this marked the end of equality in the Fourth History. First Red Nectar, and then the flesh of the Stag began being sold to the highest bidder as the Charcutiers slowly grew corrupt and abandoned their principle of equality&lt;br /&gt;
&lt;br /&gt;
One Charcutier, however, never abandoned the principle of equality. He saw the growing unrest caused by his brethren&amp;#039;s corruption and the unequal distribution of Stag-flesh and Red Nectar and he knew a new Starveling War would soon erupt and most likely mark the end of the Charcutiers. He knew that there was only one way to restore the equality that was. Death. All were equal in death. He dug deeper into the body of the Stag than anyone had ever before, and he found the Dolorous Wound that had not yet taken its toll. He took the wintry Wound upon himself, his Long body being too weak to survive, and for the first time in quite a while, someone died in the Fourth History.&lt;br /&gt;
He died to the wintry wound, and therefore he broke the curse and gave people the ability to die once again. The second to perish was the Stag, who succumbed to his wounds inflicted by the Charcutiers. The bees that had been growing inside the Stag stripped both it  and the dead Charcutier bare of flesh, flesh that had been heavily Winter-influenced by the power released from the Wound. For the first time in a shorter while, there was enough to feed the entire Fourth History. The people who ate this wintry flesh died, and a large mass of Dead appeared on the shores of the Sea of Mists seemingly out of nowhere, extatic to be dead and free from their broken bodies&lt;br /&gt;
Whether it was the combined extacy of the liberated Dead, the need of the Hours to keep the Stag from returning from Nowhere, or some power he inherited from the Stag is a secret to all but the Excellent Host, but what is known is that he died as the last true Charcutier and rose as the liberator of the Dead of the Fourth History.&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
The Garden of Ephemeral Delights, where the Dead who serve him now congregate to harvest the fruits of marvelous trees. It is here that the Revel will be held, when the fruits and the scraps of divine flesh that the Host has fished from the Sea of Mists will be served to living and dead alike. &lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. III)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=4976</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=4976"/>
		<updated>2019-09-06T11:33:53Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently five active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || [[Our Excellent Host]] || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Way-Light]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Ultimate Emperor]] || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Ink]] || {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || [[The Fool Unrepentant]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || [[The Half-Turned]] || {{Aspect|Winter}} {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || [[The Thorned Courier]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Spinner of Stars]] || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 ||&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Distinguished]] || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Blight-Abiding]] || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] is the House of the Stars, House of the Twins, or the Twin-Mansus, where the Houses of the Wyrm and the House of the King collided, their Glories touched and got trapped in an endless dance, and many Histories and Hours were destroyed, split, merged, or worse.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have their Tarot numbers, but the meaning of the Tarot doesn&amp;#039;t always strictly correspond to its Hour. There are two sets, one for each House pre-Collision, with the topmost spots taken by the &amp;quot;Share&amp;quot;, Collision Hours, while the lowest spots are taken by gods-from-Nowhere.&lt;br /&gt;
&lt;br /&gt;
[[We call upon the Template, Most Dreadful Hour of all.]] (So don&amp;#039;t hesitate to use this, guys)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||    || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Post-Collision Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0. ||     || || || [[The Jahwian]] {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}} || || ||0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I. ||     || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}} || || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}      ||I.&lt;br /&gt;
|-&lt;br /&gt;
| II.   ||  || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} || || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}} ||II. &lt;br /&gt;
|-&lt;br /&gt;
| III. ||   || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Edge}} || || [[The Fool&amp;#039;s Gold]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Moth}}  ||III.&lt;br /&gt;
|-             &lt;br /&gt;
| IV.  ||   || [[The Demarq-s]] || {{Aspect|Edge}} {{Aspect|Secret Histories}} {{Aspect|Knock}} || || [[The Stone Meridian]] || {{Aspect|heart}} {{Aspect|forge}} {{Aspect|Secret Histories}} ||IV.&lt;br /&gt;
|-&lt;br /&gt;
| V.  ||   || [[TINT]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}} {{Aspect|heart}} || || [[Shade|shade]] || {{Aspect|Knock}} {{Aspect|Grail}} {{Aspect|Edge}} ||V.&lt;br /&gt;
|-&lt;br /&gt;
| || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the Wyrm&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; || || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the King&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  ||&lt;br /&gt;
|-&lt;br /&gt;
| VI. || || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}} || || [[The Listless King]]|| {{Aspect|Grail}} {{Aspect|Winter}}||VI.&lt;br /&gt;
|-&lt;br /&gt;
| VII. ||   || [[Mother Songbird]] || {{Aspect|Grail}} {{Aspect|Heart}} || || [[The Crimson Temptress]]|| {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Moth}} ||VII.&lt;br /&gt;
|-&lt;br /&gt;
| VIII. ||  || [[The Harrower]] || {{Aspect|Winter}} {{Aspect|Grail}}  || || [[Little Lady Liver-Licker]] || {{Aspect|Grail}} ||VIII.&lt;br /&gt;
|-&lt;br /&gt;
| IX.  ||   || [[Her Scarred Serenity]] || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}} || || [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} ||IX.&lt;br /&gt;
|-&lt;br /&gt;
| X.  ||    || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}} || || [[The Navigator]] || {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|Forge}} ||X.&lt;br /&gt;
|-&lt;br /&gt;
| XI.  ||   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} || || [[The Perditarch]] || {{Aspect|Winter}} {{Aspect|Forge}} ||XI.&lt;br /&gt;
|-&lt;br /&gt;
| XII.  ||  || --Peacock Spider?-- || --- || || [[The Confectionist]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Forge}} ||XII.&lt;br /&gt;
|-&lt;br /&gt;
| XIII.  || || [[The Zabbaleen]] || {{Aspect|forge}} {{Aspect|edge}} {{Aspect|Secret Histories}} || || [[The Toymaker]] || {{Aspect|heart}} {{Aspect|Forge}} {{Aspect|lantern}} || XIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIV. ||   || [[The Modiste-and-Mannequin]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Grail}} || || [[The Mannequin-and-Modiste]] || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Forge}} ||XIV.&lt;br /&gt;
|-&lt;br /&gt;
| XV.  ||   || [[The Scoriantheme]] || {{Aspect|Winter}}  || || [[Its Incarnadine Virulence]] ||  ||XV.&lt;br /&gt;
|-&lt;br /&gt;
| XVI.  ||  || [[The Wispy Tress]] || {{Aspect|Moth}}  || || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}} ||XVI.      &lt;br /&gt;
|-&lt;br /&gt;
| XVII. ||  || [[King of Keys|The King of Keys]]  || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Edge}} || || [[The Shattered Star]]  || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Winter}} ||XVII.&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || || [[The Fulminate]] || {{Aspect|Moth}} {{Aspect|Forge}} || || [[The Welkin]]  || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Knock}} ||XVIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIX.   ||  || [[A Stock-Woven Watcher]] || {{Aspect|heart}} {{Aspect|lantern}} {{Aspect|moth}}  || || [[The Abstraction]] || {{Aspect|Forge}} {{Aspect|moth}} {{Aspect|lantern}} ||XIX.&lt;br /&gt;
|-&lt;br /&gt;
| XX.   ||   || [[The Nizvestier Within]] || {{Aspect|edge}} {{Aspect|winter}} {{Aspect|lantern}} {{Aspect|grail}} || || [[Deep|The Deep]] || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}} ||XX.&lt;br /&gt;
|-&lt;br /&gt;
| XXI.  ||    || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}} || || [[The Tatterdemalion]] || {{Aspect|Moth}} {{Aspect|Lantern}} ||XXI.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||     || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Nowhere Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|XXII.  ||  || [[The Briarsalt]] || {{Aspect|Briarsalt}} || || --- || --- ||XXII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIII. ||  || [[Humming From Elsehere]] || {{Aspect|Twig}} || || [[The Chainbinder]] || {{Aspect|Lock}} ||XXIII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIV. || || ||   ||     [[They]] {{Aspect|Narcissus}} || || ||XXIV.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|?    || [[The Atavism]] || --- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|      || [[Storm|The Storm]]     || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[Maelstrom|The Maelstrom]]     || {{Aspect|Edge}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Fair Maiden]] || {{Aspect|Winter}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mire-Maiden]] || {{Aspect|Grail}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Theophage]] || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Star-in-the-Night]] || &lt;br /&gt;
|-&lt;br /&gt;
|      || -zabbaleen-and-jahwian-precursor-hour- || &lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Modiste-with-Spindle]] || &lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mannequin Enswathed]] || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The following Hours Don&amp;#039;t Exist. You should Not be looking Here.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;-I.     || [[The End-Without-End|&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The End-Without-End&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
There were six, but there were twelve, but there were four, and then there were two.&lt;br /&gt;
Before the Collision of the two original Mansii, there remained two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;br /&gt;
&lt;br /&gt;
* [[The History of Salt and Sand]]&lt;br /&gt;
* [[The Stillborn History]]&lt;br /&gt;
* [[The Blossoming History]]&lt;br /&gt;
&lt;br /&gt;
== The Fifth Fansus ==&lt;br /&gt;
[[The Fifth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Ø || The Blank Rune:&lt;br /&gt;
|-&lt;br /&gt;
| ||  (formerly) [[The Firekeeper]] || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| ||  (currently) --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ||  &amp;#039;&amp;#039;&amp;#039;FREYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛓ || [[The Merchant-Who-Smiles]] || {{Aspect|Moth}} {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚢ/ᚳ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚦ || [[The Fangs-and-Spots]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚫ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚱ || [[The Boatman]] || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛕ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚷ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚹ || [[The Symphony Unending]] || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;HEIMDALL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᚻ/ᚺ || FrostBite || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚾ || [[The Anathema Project]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛁ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛃ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛇ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛈ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛉ || The Wall || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛋ/ᛊ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;TYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛏ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛒ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛖ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛗ || [[First Among Flesh]] || {{Aspect|Heart}} {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛚ || The Masksnatcher || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛝ/ᛜ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛞ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛟ || [[The Summit Untarnished]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| П. || The Hush || ---&lt;br /&gt;
|-&lt;br /&gt;
| Ы. || The Bolt || ---&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
=== The Histories (?) ===&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=4975</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=4975"/>
		<updated>2019-09-06T11:32:16Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently five active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || Our Excellent Host || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Way-Light]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Ultimate Emperor]] || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Ink]] || {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || [[The Fool Unrepentant]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || [[The Half-Turned]] || {{Aspect|Winter}} {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || [[The Thorned Courier]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Spinner of Stars]] || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 ||&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Distinguished]] || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Blight-Abiding]] || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] is the House of the Stars, House of the Twins, or the Twin-Mansus, where the Houses of the Wyrm and the House of the King collided, their Glories touched and got trapped in an endless dance, and many Histories and Hours were destroyed, split, merged, or worse.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have their Tarot numbers, but the meaning of the Tarot doesn&amp;#039;t always strictly correspond to its Hour. There are two sets, one for each House pre-Collision, with the topmost spots taken by the &amp;quot;Share&amp;quot;, Collision Hours, while the lowest spots are taken by gods-from-Nowhere.&lt;br /&gt;
&lt;br /&gt;
[[We call upon the Template, Most Dreadful Hour of all.]] (So don&amp;#039;t hesitate to use this, guys)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||    || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Post-Collision Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0. ||     || || || [[The Jahwian]] {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}} || || ||0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I. ||     || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}} || || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}      ||I.&lt;br /&gt;
|-&lt;br /&gt;
| II.   ||  || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} || || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}} ||II. &lt;br /&gt;
|-&lt;br /&gt;
| III. ||   || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Edge}} || || [[The Fool&amp;#039;s Gold]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Moth}}  ||III.&lt;br /&gt;
|-             &lt;br /&gt;
| IV.  ||   || [[The Demarq-s]] || {{Aspect|Edge}} {{Aspect|Secret Histories}} {{Aspect|Knock}} || || [[The Stone Meridian]] || {{Aspect|heart}} {{Aspect|forge}} {{Aspect|Secret Histories}} ||IV.&lt;br /&gt;
|-&lt;br /&gt;
| V.  ||   || [[TINT]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}} {{Aspect|heart}} || || [[Shade|shade]] || {{Aspect|Knock}} {{Aspect|Grail}} {{Aspect|Edge}} ||V.&lt;br /&gt;
|-&lt;br /&gt;
| || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the Wyrm&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; || || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the King&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  ||&lt;br /&gt;
|-&lt;br /&gt;
| VI. || || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}} || || [[The Listless King]]|| {{Aspect|Grail}} {{Aspect|Winter}}||VI.&lt;br /&gt;
|-&lt;br /&gt;
| VII. ||   || [[Mother Songbird]] || {{Aspect|Grail}} {{Aspect|Heart}} || || [[The Crimson Temptress]]|| {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Moth}} ||VII.&lt;br /&gt;
|-&lt;br /&gt;
| VIII. ||  || [[The Harrower]] || {{Aspect|Winter}} {{Aspect|Grail}}  || || [[Little Lady Liver-Licker]] || {{Aspect|Grail}} ||VIII.&lt;br /&gt;
|-&lt;br /&gt;
| IX.  ||   || [[Her Scarred Serenity]] || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}} || || [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} ||IX.&lt;br /&gt;
|-&lt;br /&gt;
| X.  ||    || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}} || || [[The Navigator]] || {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|Forge}} ||X.&lt;br /&gt;
|-&lt;br /&gt;
| XI.  ||   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} || || [[The Perditarch]] || {{Aspect|Winter}} {{Aspect|Forge}} ||XI.&lt;br /&gt;
|-&lt;br /&gt;
| XII.  ||  || --Peacock Spider?-- || --- || || [[The Confectionist]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Forge}} ||XII.&lt;br /&gt;
|-&lt;br /&gt;
| XIII.  || || [[The Zabbaleen]] || {{Aspect|forge}} {{Aspect|edge}} {{Aspect|Secret Histories}} || || [[The Toymaker]] || {{Aspect|heart}} {{Aspect|Forge}} {{Aspect|lantern}} || XIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIV. ||   || [[The Modiste-and-Mannequin]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Grail}} || || [[The Mannequin-and-Modiste]] || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Forge}} ||XIV.&lt;br /&gt;
|-&lt;br /&gt;
| XV.  ||   || [[The Scoriantheme]] || {{Aspect|Winter}}  || || [[Its Incarnadine Virulence]] ||  ||XV.&lt;br /&gt;
|-&lt;br /&gt;
| XVI.  ||  || [[The Wispy Tress]] || {{Aspect|Moth}}  || || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}} ||XVI.      &lt;br /&gt;
|-&lt;br /&gt;
| XVII. ||  || [[King of Keys|The King of Keys]]  || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Edge}} || || [[The Shattered Star]]  || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Winter}} ||XVII.&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || || [[The Fulminate]] || {{Aspect|Moth}} {{Aspect|Forge}} || || [[The Welkin]]  || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Knock}} ||XVIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIX.   ||  || [[A Stock-Woven Watcher]] || {{Aspect|heart}} {{Aspect|lantern}} {{Aspect|moth}}  || || [[The Abstraction]] || {{Aspect|Forge}} {{Aspect|moth}} {{Aspect|lantern}} ||XIX.&lt;br /&gt;
|-&lt;br /&gt;
| XX.   ||   || [[The Nizvestier Within]] || {{Aspect|edge}} {{Aspect|winter}} {{Aspect|lantern}} {{Aspect|grail}} || || [[Deep|The Deep]] || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}} ||XX.&lt;br /&gt;
|-&lt;br /&gt;
| XXI.  ||    || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}} || || [[The Tatterdemalion]] || {{Aspect|Moth}} {{Aspect|Lantern}} ||XXI.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||     || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Nowhere Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|XXII.  ||  || [[The Briarsalt]] || {{Aspect|Briarsalt}} || || --- || --- ||XXII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIII. ||  || [[Humming From Elsehere]] || {{Aspect|Twig}} || || [[The Chainbinder]] || {{Aspect|Lock}} ||XXIII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIV. || || ||   ||     [[They]] {{Aspect|Narcissus}} || || ||XXIV.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|?    || [[The Atavism]] || --- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|      || [[Storm|The Storm]]     || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[Maelstrom|The Maelstrom]]     || {{Aspect|Edge}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Fair Maiden]] || {{Aspect|Winter}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mire-Maiden]] || {{Aspect|Grail}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Theophage]] || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Star-in-the-Night]] || &lt;br /&gt;
|-&lt;br /&gt;
|      || -zabbaleen-and-jahwian-precursor-hour- || &lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Modiste-with-Spindle]] || &lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mannequin Enswathed]] || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The following Hours Don&amp;#039;t Exist. You should Not be looking Here.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;-I.     || [[The End-Without-End|&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The End-Without-End&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
There were six, but there were twelve, but there were four, and then there were two.&lt;br /&gt;
Before the Collision of the two original Mansii, there remained two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;br /&gt;
&lt;br /&gt;
* [[The History of Salt and Sand]]&lt;br /&gt;
* [[The Stillborn History]]&lt;br /&gt;
* [[The Blossoming History]]&lt;br /&gt;
&lt;br /&gt;
== The Fifth Fansus ==&lt;br /&gt;
[[The Fifth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Ø || The Blank Rune:&lt;br /&gt;
|-&lt;br /&gt;
| ||  (formerly) [[The Firekeeper]] || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| ||  (currently) --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ||  &amp;#039;&amp;#039;&amp;#039;FREYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛓ || [[The Merchant-Who-Smiles]] || {{Aspect|Moth}} {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚢ/ᚳ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚦ || [[The Fangs-and-Spots]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| ᚫ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚱ || [[The Boatman]] || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛕ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚷ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚹ || [[The Symphony Unending]] || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;HEIMDALL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᚻ/ᚺ || FrostBite || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᚾ || [[The Anathema Project]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛁ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛃ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛇ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛈ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛉ || The Wall || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛋ/ᛊ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;#039;&amp;#039;&amp;#039;TYR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| ᛏ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛒ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛖ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛗ || [[First Among Flesh]] || {{Aspect|Heart}} {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| ᛚ || The Masksnatcher || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛝ/ᛜ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛞ || --- || ---&lt;br /&gt;
|-&lt;br /&gt;
| ᛟ || [[The Summit Untarnished]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| П. || The Hush || ---&lt;br /&gt;
|-&lt;br /&gt;
| Ы. || The Bolt || ---&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
=== The Histories (?) ===&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=4974</id>
		<title>The Legion Lamentful</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=4974"/>
		<updated>2019-09-06T11:30:16Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Legion Lamentful&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Blood&lt;br /&gt;
| titles  = Those Caught In Between&lt;br /&gt;
| names   = The Phantom Plunderer&lt;br /&gt;
| aspects = {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = During the Collapse&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Those Caught In Between are the remnants of the myriad Dead, Know, and Long who were caught up in the Collapse and had their minds and bodies destroyed and molded together. They mourn what they are and yearn for what they may have became, they hoard that reminds them of now-irrelevant things, they are what death became. They are the myriad things that simply stopped when the twin Houses collided, the rituals that became purposeless, the tools that no longer had uses, the concepts that no longer hold meaning. They cannot let go of the past, they cannot let go of what happened to them. They are always eager to remember, and always eager to blame.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Legion Lamentful usually appear as a swirling, ectoplasmic mass of vaguely humanoid figures seemingly fused together and oftentimes appearing to be fused with or growing out of the surrounding landscape. They most often resemble a thick, gelatinous liquid, but can appear to be made from stone, smoke, or other such substances. The fused humanoid figures oftentimes appear still from a distance, but as one comes closer, one most that they are in fact moving subtly, shifting and twitching with swirling eyes and lips that whisper and whisper without rest.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Phantom Plunderer: {{Aspect|Moth}} 12 {{Aspect|Knock}} 12 Thief&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;quot;Oh, it will be a delight working with you&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Temptations: &amp;#039;&amp;#039;&amp;#039;{{Aspect|Knock}} 5 {{Aspect|Winter}} 2 A tool or ingredient of 10 or higher in any aspect, consumed during the ritual&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If the Phantom Plunderer rebels, he will attempt to steal an item of value, such as a tool, ingredient, or book. If he finds none, a Follower&amp;#039;s sanity will suffice.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. III)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=4973</id>
		<title>The Legion Lamentful</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=4973"/>
		<updated>2019-09-06T11:29:53Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Legion Lamentful&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Blood&lt;br /&gt;
| titles  = Those Caught In Between&lt;br /&gt;
| names   = The Phantom Plunderer&lt;br /&gt;
| aspects = {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = During the Collapse&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Those Caught In Between are the remnants of the myriad Dead, Know, and Long who were caught up in the Collapse and had their minds and bodies destroyed and molded together. They mourn what they are and yearn for what they may have became, they hoard that reminds them of now-irrelevant things, they are what death became. They are the myriad things that simply stopped when the twin Houses collided, the rituals that became purposeless, the tools that no longer had uses, the concepts that no longer hold meaning. They cannot let go of the past, they cannot let go of what happened to them. They are always eager to remember, and always eager to blame.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Legion Lamentful usually appear as a swirling, ectoplasmic mass of vaguely humanoid figures seemingly fused together and oftentimes appearing to be fused with or growing out of the surrounding landscape. They most often resemble a thick, gelatinous liquid, but can appear to be made from stone, smoke, or other such substances. The fused humanoid figures oftentimes appear still from a distance, but as one comes closer, one most that they are in fact moving subtly, shifting and twitching with swirling eyes and lips that whisper and whisper without rest.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Phantom Plunderer: {{Aspect|Moth}} 12 {{Aspect|Knock}} 12 Thief&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;quot;Oh, it will be a delight working with you&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Temptations: &amp;#039;&amp;#039;&amp;#039;{{Aspect|Knock}} 5 {{Aspect|Winter}} 2 A tool or ingredient of 10 or higher in any aspect, consumed during the ritual&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
If the Phantom Plunderer rebels, he will attempt to steal an item of value, such as a tool, ingredient, or book. If he finds none, a Follower&amp;#039;s sanity will suffice.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. III)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=4972</id>
		<title>The Legion Lamentful</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=4972"/>
		<updated>2019-09-06T11:29:18Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Legion Lamentful&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Blood&lt;br /&gt;
| titles  = Those Caught In Between&lt;br /&gt;
| names   = The Phantom Plunderer&lt;br /&gt;
| aspects = {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = During the Collapse&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Those Caught In Between are the remnants of the myriad Dead, Know, and Long who were caught up in the Collapse and had their minds and bodies destroyed and molded together. They mourn what they are and yearn for what they may have became, they hoard that reminds them of now-irrelevant things, they are what death became. They are the myriad things that simply stopped when the twin Houses collided, the rituals that became purposeless, the tools that no longer had uses, the concepts that no longer hold meaning. They cannot let go of the past, they cannot let go of what happened to them. They are always eager to remember, and always eager to blame.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Legion Lamentful usually appear as a swirling, ectoplasmic mass of vaguely humanoid figures seemingly fused together and oftentimes appearing to be fused with or growing out of the surrounding landscape. They most often resemble a thick, gelatinous liquid, but can appear to be made from stone, smoke, or other such substances. The fused humanoid figures oftentimes appear still from a distance, but as one comes closer, one most that they are in fact moving subtly, shifting and twitching with swirling eyes and lips that whisper and whisper without rest.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Phantom Plunderer: {{Aspect|Moth}} 12 {{Aspect|Knock}} 12 Thief&amp;#039;&amp;#039; &amp;#039;&amp;quot;Oh, it will be a delight working with you&amp;quot;&amp;#039;&lt;br /&gt;
Temptations: &amp;#039;&amp;#039;{{Aspect|Knock}} 5 {{Aspect|Winter}} 2 A tool or ingredient of 10 or higher in any aspect, consumed during the ritual&amp;#039;&amp;#039;&lt;br /&gt;
If the Phantom Plunderer rebels, he will attempt to steal an item of value, such as a tool, ingredient, or book. If he finds none, a Follower&amp;#039;s sanity will suffice.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. III)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=4554</id>
		<title>User:A Blessed Feline</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=4554"/>
		<updated>2019-08-19T19:44:03Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m A Blessed Feline, though just Feline will suffice in most cases. I&amp;#039;m primarily active in Fansus 4, and also a bit on Fansus 2.&lt;br /&gt;
&lt;br /&gt;
My Hours are: &lt;br /&gt;
&lt;br /&gt;
Fansus 4:&lt;br /&gt;
&lt;br /&gt;
[[Her Scarred Serenity]]&lt;br /&gt;
&lt;br /&gt;
[[The Legion Lamentful]]&lt;br /&gt;
&lt;br /&gt;
[[The Demiurge]]&lt;br /&gt;
&lt;br /&gt;
There are also some Hours that I have written, but have since grown dissatisfied with and removed from their respective Fansi. I may use them again at some point, if I find a suitable Fansus for them. These are:&lt;br /&gt;
&lt;br /&gt;
[[The Myriad-Masked]]&lt;br /&gt;
&lt;br /&gt;
[[The Panopticon]]&lt;br /&gt;
&lt;br /&gt;
[[The Serrated Savior]]&lt;br /&gt;
&lt;br /&gt;
[[The Leech]]&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m also the author of [http://www.scp-wiki.net/scp-4125 SCP-4125], if anyone cares&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=4553</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=4553"/>
		<updated>2019-08-19T19:43:38Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently three active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || ||&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Way-Light]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Ultimate Emperor]] || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Ink]] || {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || [[The Fool Unrepentant]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || [[The Half-Turned]] || {{Aspect|Winter}} {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || [[The Thorned Courier]] || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Spinner of Stars]] || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 ||&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Distinguished]] || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Blight-Abiding]] || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have no Tarot numbers.&lt;br /&gt;
&lt;br /&gt;
[[We call upon the Template, Most Dreadful Hour of all.]] (So don&amp;#039;t hesitate to use this, guys)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||    || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Post-Collision Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0. ||     || || || [[The Jahwian]] {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}} || || ||0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I. ||     || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}} || || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}      ||I.&lt;br /&gt;
|-&lt;br /&gt;
| II.   ||  || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} || || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}} ||II. &lt;br /&gt;
|-&lt;br /&gt;
| III. ||   || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Edge}} || || [[The Fool&amp;#039;s Gold]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Moth}}  ||III.&lt;br /&gt;
|-             &lt;br /&gt;
| IV.  ||   || [[The Demarq-s]] || {{Aspect|Edge}} {{Aspect|Secret Histories}} {{Aspect|Knock}} || || [[The Stone Meridian]] || {{Aspect|heart}} {{Aspect|forge}} {{Aspect|Secret Histories}} ||IV.&lt;br /&gt;
|-&lt;br /&gt;
| V.  ||   || [[TINT]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}} {{Aspect|heart}} || || [[Shade|shade]] || {{Aspect|Knock}} {{Aspect|Grail}} {{Aspect|Edge}} ||V.&lt;br /&gt;
|-&lt;br /&gt;
| || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the Wyrm&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; || || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The House of the King&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  ||&lt;br /&gt;
|-&lt;br /&gt;
| VI. || || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}} || || [[The Listless King]]|| {{Aspect|Grail}} {{Aspect|Winter}}||VI.&lt;br /&gt;
|-&lt;br /&gt;
| VII. ||   || [[Mother Songbird]] || {{Aspect|Grail}} {{Aspect|Heart}} || || [[The Crimson Temptress]]|| {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Moth}} ||VII.&lt;br /&gt;
|-&lt;br /&gt;
| VIII. ||  || [[Her Scarred Serenity]] || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}} || || [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} ||VIII.&lt;br /&gt;
|-&lt;br /&gt;
| IX.  ||   || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}} || || [[The Navigator]] || {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|Forge}} ||IX.&lt;br /&gt;
|-&lt;br /&gt;
| X.  ||    || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} || || [[The Perditarch]] || {{Aspect|Winter}} {{Aspect|Forge}} ||X.&lt;br /&gt;
|-&lt;br /&gt;
| XI.  ||   || [[The Harrower]]|| {{Aspect|Winter}} {{Aspect|Grail}} || || [[Little Lady Liver-Licker]] || {{Aspect|Grail}} ||XI.&lt;br /&gt;
|-&lt;br /&gt;
| XII.  ||  || [[A Stock-Woven Watcher]] || {{Aspect|heart}} {{Aspect|lantern}} {{Aspect|moth}} || || [[King of Keys|The King of Keys]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Edge}} ||XII.&lt;br /&gt;
|-&lt;br /&gt;
| XIII.  || || [[The Zabbaleen]] || {{Aspect|forge}} {{Aspect|edge}} {{Aspect|Secret Histories}} || || [[The Toymaker]] || {{Aspect|heart}} {{Aspect|Knock}} {{Aspect|lantern}} || XIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIV. ||   || --- || ---|| || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}} ||XIV.&lt;br /&gt;
|-&lt;br /&gt;
| XV.  ||   || [[The Nizvestier Within]] || {{Aspect|winter}} {{Aspect|lantern}} {{Aspect|grail}}  || || [[The Confectionist]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Forge}} ||XV.&lt;br /&gt;
|-&lt;br /&gt;
| XVI.  ||  || [[The Wispy Tress]] || {{Aspect|Moth}}  || || --- || --- ||XVI.      &lt;br /&gt;
|-&lt;br /&gt;
| XVII. ||  || --- || --- || || --- || --- ||XVII.&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || || [[The Athru Aithe]] || {{Aspect|Moth}} {{Aspect|Forge}} || || [[The Ath Athuair]]  || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Knock}} ||XVIII.&lt;br /&gt;
|-&lt;br /&gt;
| XIX.   ||  || [[The Scoriantheme]] || {{Aspect|Winter}}  || || [[Deep|The Deep]] || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}} ||XIX.&lt;br /&gt;
|-&lt;br /&gt;
| XX.   ||   || --- || --- || || [[Its Incarnadine Virulence]] || ||XX.&lt;br /&gt;
|-&lt;br /&gt;
| XXI.  ||    || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}} || || --- || --- ||XXI.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || ||     || || &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The Nowhere Hours&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|XXII.  ||  || --- || --- || || --- || --- ||XXII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIII. ||  || --- || --- || || [[The Chainbinder]] || {{Aspect|Lock}} ||XXIII.&lt;br /&gt;
|-&lt;br /&gt;
|XXIV. || || ||   ||     [[They]] {{Aspect|Narcissus}} || || ||XXIV.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|?    || [[The Atavism]] || --- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|      || [[Storm|The Storm]]     || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[Maelstrom|The Maelstrom]]     || {{Aspect|Edge}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Fair Maiden]] || {{Aspect|Winter}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Mire-Maiden]] || {{Aspect|Grail}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
|      || [[The Theophage]] || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The following Hours Don&amp;#039;t Exist. You should Not be looking Here.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;-I.     || [[The End-Without-End|&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;The End-Without-End&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
Before the Collision of the two original Mansi, there were two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Leech&amp;diff=3632</id>
		<title>The Leech</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Leech&amp;diff=3632"/>
		<updated>2019-06-25T14:35:47Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Leech&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Nowhere&lt;br /&gt;
| titles  = The Hungering History&lt;br /&gt;
| names   = Hirud, The Tongueless Speaker &lt;br /&gt;
| aspects = {{Aspect|Secret Histories}} {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
| arrival = &lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Leech is an unnumbered Hour of the Second Fansus. It strives to devour the Histories and supplant them, becoming the only truth of the Wake. It accomplishes this through its servant Long, The Children of the Leech, who enter into the true Histories to devour the historical relevance of individuals through their blood. This strips the individuals of their past devouring not only their memories but the consequences of their actions and their impact on history itself. If the Long finds this history useful, it will take the history for itself and become responsible for the things its victim did. If not, the Leech devours it.  In any case, surviving victims are left amnesiacs bereft of a past. In most cases, the resulting wound in history will heal as any wound, and the victim will find themselves to be a beggar or other lowlife, with nobody believing their claims of having been someone who mattered before being attacked by a freakish leech-being. The Children of the Leech are powerful shapeshifters with a tendency to infiltrate high society to find historically significant victims to feed on.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. II)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Leech&amp;diff=3631</id>
		<title>The Leech</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Leech&amp;diff=3631"/>
		<updated>2019-06-25T14:26:45Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: Created page with &amp;quot;{{InfoboxHour | title   = The Leech | card    =  | quote   =  | origin  = Nowhere | titles  = The Hungering History | names   = Hirud, The Tongueless Speaker  | aspects = {{As...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Leech&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Nowhere&lt;br /&gt;
| titles  = The Hungering History&lt;br /&gt;
| names   = Hirud, The Tongueless Speaker &lt;br /&gt;
| aspects = {{Aspect|Secret Histories}} {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
| arrival = &lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Leech is an unnumbered Hour of the Second Fansus. It strives to devour the Histories and supplant them, becoming the only truth of the Wake. It accomplishes this through its servant Long, The Children of the Leech, who enter into the true Histories to devour the historical relevance of individuals through their blood. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. II)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3630</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3630"/>
		<updated>2019-06-25T14:11:01Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently three active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || The Worm’s Foundations ||&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Ultimate Emperor]] || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Ink]] || {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Spinner of Stars]] || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
* [[The Leech|The &amp;lt;s&amp;gt;Ninth&amp;lt;/s&amp;gt; Hungering History]], a.k.a. the History of False Histories: which even the Hours rejected, all but one.    {{Aspect|Secret Histories}} {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Distinguished]]                 || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Blight-Abiding]]                 || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 || {{Aspect|}} &lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have no Tarot numbers.&lt;br /&gt;
&lt;br /&gt;
[[We call upon the Template, Most Dreadful Hour of all.]] (So don&amp;#039;t hesitate to use this, guys)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The_Jester|The Jester]]               || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|lantern}} {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|SH}} {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[Her Scarred Serenity]]                || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|-             &lt;br /&gt;
| IV.     || [[The Harrower]]|| {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Scoriantheme]] || {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Mantled Spite]] || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || &lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Confectioner]] || {{Aspect|Grail}} {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} &lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Nizvestier Within]] || {{Aspect|winter}} {{Aspect|grail}} {{Aspect|lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Navigator]] ||  {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}}         &lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Listless King]] || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Fool&amp;#039;s Gold]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Jahwian]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[Its Incarnadine Virulence]] || &lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The_Spiral|The Spiral]]   || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[..sorry for your loss]]    || {{Aspect|Heart}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
Before the Collision of the two original Mansi, there were two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3627</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3627"/>
		<updated>2019-06-25T14:02:02Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently three active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || The Worm’s Foundations ||&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Ultimate Emperor]] || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Ink]] || {{Aspect|Heart}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Spinner of Stars]] || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
* [[The Leech|The &amp;lt;s&amp;gt;Ninth&amp;lt;/s&amp;gt; Hungering History]], a.k.a. the History of False Histories: which even the Hours rejected, all but one.  ||  {{Aspect|Secret Histories}} {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Distinguished]]                 || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Blight-Abiding]]                 || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 || {{Aspect|}} &lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have no Tarot numbers.&lt;br /&gt;
&lt;br /&gt;
[[We call upon the Template, Most Dreadful Hour of all.]] (So don&amp;#039;t hesitate to use this, guys)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The_Jester|The Jester]]               || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|lantern}} {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|SH}} {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[Her Scarred Serenity]]                || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|-             &lt;br /&gt;
| IV.     || [[The Harrower]]|| {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Scoriantheme]] || {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Mantled Spite]] || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || &lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Confectioner]] || {{Aspect|Grail}} {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} &lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Nizvestier Within]] || {{Aspect|winter}} {{Aspect|grail}} {{Aspect|lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Navigator]] ||  {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}}         &lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Listless King]] || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Fool&amp;#039;s Gold]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Jahwian]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[Its Incarnadine Virulence]] || &lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The_Spiral|The Spiral]]   || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[..sorry for your loss]]    || {{Aspect|Heart}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
Before the Collision of the two original Mansi, there were two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3560</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3560"/>
		<updated>2019-06-22T19:11:17Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently three active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Faceless King]] || {{Aspect|Moth}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || The Worm’s Foundations ||&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; || &lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || [[The Morning Star]] || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Spinner of Stars]] || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lamb]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Distinguished]]                 || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Blight-Abiding]]                 || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 || {{Aspect|}} &lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have no Tarot numbers.&lt;br /&gt;
&lt;br /&gt;
[[We call upon the Template, Most Dreadful Hour of all.]] (So don&amp;#039;t hesitate to use this, guys)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The_Jester|The Jester]]               || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|lantern}} {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|SH}} {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[Her Scarred Serenity]]                || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|-             &lt;br /&gt;
| IV.     || [[The Harrower]]|| {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Scoriantheme]] || {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Mantled Spite]] || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || &lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Confectioner]] || {{Aspect|Grail}} {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Glorious Child]] ||  {{Aspect|lantern}} {{Aspect|edge}} &lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Transfinite Question]] || {{Aspect|lantern}} {{Aspect|moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Nizvestier Within]] || {{Aspect|winter}} {{Aspect|grail}} {{Aspect|lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Navigator]] ||  {{Aspect|lantern}} {{Aspect|heart}} {{Aspect|forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Fireside]] || {{Aspect|Heart}} {{Aspect|Moth}}         &lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Listless King]] || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Fool&amp;#039;s Gold]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Faustian Alchemist]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Chimaera]] || {{Aspect|Secret Histories}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Jahwian]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[Its Incarnadine Virulence]] || &lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The_Spiral|The Spiral]]   || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[..sorry for your loss]]    || {{Aspect|Heart}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
Before the Collision of the two original Mansi, there were two Histories, one for each existing Mansus; however, when the Mansi collided, the Histories did, too. What remains now is for humans as hard to distinguish as for Hours.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=3559</id>
		<title>User:A Blessed Feline</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=User:A_Blessed_Feline&amp;diff=3559"/>
		<updated>2019-06-22T19:10:07Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: Created page with &amp;quot;I&amp;#039;m A Blessed Feline, though just Feline will suffice in most cases. I&amp;#039;m primarily active in Fansus 4, and also a bit on Fansus 2.  My Hours are:   Fansus 4:  Her Scarred Se...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m A Blessed Feline, though just Feline will suffice in most cases. I&amp;#039;m primarily active in Fansus 4, and also a bit on Fansus 2.&lt;br /&gt;
&lt;br /&gt;
My Hours are: &lt;br /&gt;
&lt;br /&gt;
Fansus 4:&lt;br /&gt;
&lt;br /&gt;
[[Her Scarred Serenity]]&lt;br /&gt;
&lt;br /&gt;
[[The Legion Lamentful]]&lt;br /&gt;
&lt;br /&gt;
[[The Demiurge]]&lt;br /&gt;
&lt;br /&gt;
There are also some Hours that I have written, but have since grown dissatisfied with and removed from their respective Fansi. I may use them again at some point, if I find a suitable Fansus for them. These are:&lt;br /&gt;
&lt;br /&gt;
[[The Myriad-Masked]]&lt;br /&gt;
&lt;br /&gt;
[[The Panopticon]]&lt;br /&gt;
&lt;br /&gt;
[[The Serrated Savior]]&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m also the author of [http://www.scp-wiki.net/scp-4125 SCP-4125], if anyone cares&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Collision&amp;diff=3486</id>
		<title>The Collision</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Collision&amp;diff=3486"/>
		<updated>2019-06-15T18:17:40Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Collision was the event in which the two Mansi collided, causing immense damage, killing and harming several Hours, such as giving birth to new ones.&lt;br /&gt;
&lt;br /&gt;
==Cause==&lt;br /&gt;
No one is exactly sure who or what caused the Collision; however, among others, many blame [[The Navigator]], an Hour who navigated the House of the King, though no one can verify, nor exactly explain this. [[The Unfettered]] herself said the proper words to describe what had happened wouldn&amp;#039;t exist.&lt;br /&gt;
&lt;br /&gt;
==Killed Hours==&lt;br /&gt;
FNORD&lt;br /&gt;
==Created Hours==&lt;br /&gt;
The Legion Lamentful&lt;br /&gt;
==Influenced Areas==&lt;br /&gt;
When the two Mansi collided, influence from the two leaked into the Wake, whose two Histories were united. The effects of the influences are recorded here.&lt;br /&gt;
====Lantern====&lt;br /&gt;
&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
====Forge==== &lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Collision. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
====Winter==== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
====Grail====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. &lt;br /&gt;
&lt;br /&gt;
====Moth====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
====Knock====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
====Secret Histories====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Life After The Collision==&lt;br /&gt;
===Oneironauts===&lt;br /&gt;
&lt;br /&gt;
When the Collision came, and the veil between the Mansus and the Histories was torn asunder, the people who dwelled there couldn’t afford themselves to continue pretending the laws and forces of the waking world were the only ones that existed, if they wanted to survive. Mystics, scholars, occultists, and anyone who could provide a resemblance of understanding about the otherwordly forces that now rampaged through the world rose to a prominent place in the societies that remained, and those who were founded anew.&lt;br /&gt;
&lt;br /&gt;
Among these adepts, one who would eventually rise to a position of great renown were the so-called “oneironauts”, researchers who laboured to understand not the nature of any single Hour or arcane principle, but that of the Mansus itself and its relationship with the Histories. To that end, they sought to navigate through the House’s paths and Doors, and discover why some acts there seemed to resonate within the Histories.&lt;br /&gt;
&lt;br /&gt;
This arcane knowledge, accumulated since the early days of the Shattered Histories, has made the oneironauts valued community fixtures in many settlements, serving as guides, advisors and public servants in many settlements: instructing people about what Mansus paths are safer to walk upon, and undergoing expeditions to the more dangerous parts on their behalf.&lt;br /&gt;
&lt;br /&gt;
There are, however, many profit-minded oneironauts who prefer not to be tied by bonds of duty and responsability, and travel the Histories offering their services to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
(Any groups that are composed by, or count oneironauts among their numbers can be referenced here.)&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=3485</id>
		<title>The Demiurge</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Demiurge&amp;diff=3485"/>
		<updated>2019-06-15T18:16:25Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Demiurge&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = The Lion-Faced, The Redsmith, The Great Copper Serpent, The Higmost of Artists&lt;br /&gt;
| names   = The Spokesman, The Grand Merchant, Adonis, The Landlord, The Jailor&lt;br /&gt;
| aspects = {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = After Her Scarred Serenity&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Demiurge is the youngest child of The Old Wyrm, and the fickle patron of artists, industrialists, and inventors. He sees the Mansus as fundamentally broken and falling apart, and unable to be fixed, which is why he&amp;#039;s decided to construct a new Mansus in the middle of Nowhere, using a stolen shard of the Glory. This so-called New Mansus takes the form of a large bronze dyson sphere filled with 6 smaller spheres, with the stolen Glory-shard at is center. He claims that this is his magnum opus, and the only way for both humanity and the Hours to survive the Collision. &lt;br /&gt;
Not much is known of what actually goes on in the New Mansus, but there are rumors of horrid work conditions, rampant classcism, and indentured servitude. Some also whisper of a rebellion brewing in the outer spheres of the New Mansus, led by a disgraced Name of the Demiurge. Official New Mansus propaganda staunchly denies this, portraying it as a worker&amp;#039;s paradise. &lt;br /&gt;
What is known, however, is that things sometimes come out of the New Mansus. These things are often as bizarre as they are beautiful, and as impractical as they are bizarre. The Demiurge prides himself as a great philanthropist and artist, and the devices it sends are most often intended as either automatons to aid in the rebuilding of the Mansus, humanitarian aid for its denizens, or simply grandiose works of art, though the lines between the three are usually thin. A vast majority of these devices either end up not preforming their intended function or preforming it in a ridiculously overcomplicated way, preforming it in great excess to the point that the machine or its products become dangerous, or simply malfunctioning in odd and often dangerous ways. These malfunctions often disproportionately harm the Hearthkeeper and the Old Wyrm. There are rumors of these devices being the remnants of Long who either remade themselves into machines to sate the Demiurge&amp;#039;s whims, or were made into such things as a punishment. All this has led some to conclude that the Demiurge is mad, though they can&amp;#039;t agree on whether this is the doings of the Glory-shard, Nowhere, or something else entirely&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Demiurge was never much, before the Collision. He kept to himself, secretly suspecting that his father shuns him for burning his mother.  He attempted to establish himself as a patron of the arts, a muse, and an artist himself. His art, however, always felt soulless, pretty to look at but lacking in deeper meaning or inspiration. This was also the case with the few artists he inspired.&lt;br /&gt;
During the Collision, he was hit with a blaze of Glory that blinded him in one eye, but he was also hit by a burst of true inspiration for what would later become the New Mansus.&lt;br /&gt;
&lt;br /&gt;
Entry requires one to create a Bronze Gate, a massive construct requiring several rare parts, many of which can only be bought from The Demiurge. These massive constructs were created en masse shortly after the Collision due to several people becoming aware of his plan as he bled Forge influence from his wound. These gates are all one-use, and their corpses tend to litter Forge-influenced areas&lt;br /&gt;
There&amp;#039;s also the Leonine Gate in the Mansus, though that one is reserved for him and the aid he sends to the rebuilding of the Mansus. The Name known as The Spokesman stands outside this gate, and is required to open it and any Bronze Gates created by mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
When the blaze of Glory hit the Demiurge, a surge of inspiration radiated from him and echoed into the waking world, where myriad were struck with the same vision as the Hour: An New Mansus, which would not fall as the twin Mansi had fallen. These people were each quick to construct the now-dead Bronze Gates which can be seen littering Forge-influenced areas. Some of these people also created entirely different works, such as prototypes for enigmatic machines or the impossibly beautiful sculptures that are occasionally encountered in Grail-influenced areas. In all areas, the influence of the Demiurge manifests as an obsessive urge to create. &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Physically, the Demiurge mostly appears to his employees and the other Hours as a titanic serpent with copper scales, and the head of a lion with a mane of tentacles. At the end of many tentacle is an implement such as a brush, a blowtorch, or a wrench, which the Demiurge uses for its work due to lacking arms. Its face is humanoid, appearing both leonine and human. Half of the face is coated in a brilliant bronze mask to cover the extensive scarring from the blaze of Glory, with a hole for the unseeing, Glory-lit eye which would otherwise melt through the mask.&lt;br /&gt;
&lt;br /&gt;
The Demiurge can also appear as a black-haired man in an orange suit, wearing the same mask, which is the form in which he usually appears to mortals.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
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=== Cults ===&lt;br /&gt;
&lt;br /&gt;
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=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
===The New Mansus ===&lt;br /&gt;
&lt;br /&gt;
The New Mansus consists of 7 concentric bronze spheres, with The New Glory at its center. The numerous Long and Names of the Demiurge live their lives entirely on the insides of these spheres, with the outside of the inner sphere as their roof. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The First Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The First Sphere is a beautiful place, said to rival the most wondrous parts of the Mansi before the Collision, and definitely surpassing them afterwards. It is filled with carefully crafted bronze vegetation, delicately lifelike bronze animals, and the beautiful art-deco mansions of the richest among the population of the New Mansus. It can, however, be dangerous at times, due to rampaging wonders created by these rich innovators and artists which occasionally escape their creators&amp;#039; workshops and wreak havoc across this layer. Some let their creations out on purpose, to test them out or pit them against one another. Another danger in this layer is the New Glory, which hangs in the middle of the layer and whose light is fully capable of driving mortals to maddened visions. The surface of the layer contains many crystalline mirror-domes, made to trap this light and mirror it outwards through the layers to provide them with the vital light that keeps Nowhere at bay. The most notable structure on this layer is The Lighthouse, an impossibly beautiful and impossibly tall structure stretching all the way up to The New Glory. This is The Demiurge&amp;#039;s personal residence, and he spends most of his time at its top attempting to perfect the grand machine that refines the raw materials that keep the New Mansus functioning out of pure Glory-light. The Lighthouse extends throughout the New Mansus all the way to the Hull, providing transport of goods, people, and Glory-light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Second Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Second Sphere is home to grand workshops and studios of the Long, and prototype and engineer many of the wonders produced in the Second Fansus. Many rich Long live here, spending their waking hours constructing enigmatic devices and creating brilliant woks of art. The part of the Lighthouse in this area is home to the other side of the Leonine Gate, through which the Long first arrive in the New Mansus and through which the Demiurge leaves it on the rare occasions when he visits the Mansus.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Spokesman, though he rarely enters it. The Spokesman is a brilliant artisan who is said to have been a Name of the Demiurge even before the Collision. He collaborated with the Demiurge on the New Mansus early in its history and constructed the Leonine Gate, but was later assigned to the Mansus-side of the Gate to be the Demiurge&amp;#039;s spokesman to the other Hours and ensue that the other Hours do not suspect anything about his master&amp;#039;s philanthropy. He yearns for the New Mansus, and had myriad ideas for how to improve it and yet so little time to sit in his workshop and make these ideas a reality before he is needed elsewhere by his patron. Some say this is deliberate on the part of the Demiurge, who they most often claim is either jealous of his own Name for having better ideas than he is, or does not wish to see the Spokesman&amp;#039;s ideas implemented out of fear of the power they would give to the population he oppresses. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Spokesman are Knock and Forge&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Third Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Third Sphere is the market district of the New Mansus, where all manner of wonders created by the Long of the Demiurge are bought and sold. Scales are the official currency of the New Mansus, but the markets of the Third Sphere frequently accept other things as tender. These things are not only material objects like precious resources, art, or inventions, but also memories, senses, inspiration, skill, titles, and names. Some Long live in their market halls.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in this layer also contains the Mint, which engraves the shed copper scales of the Demiurge with arcane symbols and pay them as wages to the working Long. The Demiurge sheds his skin like a snake, and pay comes when the scales have been removed from the skin and engraved. The remaining skin is then used as an isolator, being capable of keeping out heat, Nowhere, and Glory-light alike. The conversion rate between the scales and Spintria changes frequently and irrationally, and conversion between them requires tons of bureaucracy, cementing the kafkaesque nature of trying to leave the New Mansus. The New Mansus is also one of the only places where they&amp;#039;re legal tender. The Mint also acts as the timekeepers of the New Mansus, as time is measured according to the time between sheddings. As the Demiurge has several forms which do not shed their skin, this gives it nearly full control over time in the New Mansus by simply deciding when to shed or not shed.&lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is the Grand Merchant, an odd fellow dressed in heavy yellow robes. Whether a Long or a mechanical creation lies beneath these robes is an enigma, and nobody knows where the Grand Merchant appeared from or what it was before becoming a Name. Like the Spokesman, it spends much of its time outside the New Mansus, but it prefers the waking world to the Mansus. There, it travels the wastes, offering deals that seem too good to be true in exchange for material and insubstantial things. It is through The Grand Merchant that most get the rare materials required to construct a Bronze Gate. The majority of these profits go towards the purchase of new goods from the Demiurge, but some always remain the Grand Merchant&amp;#039;s own, at least for a while. When the Grand Merchant visits the New Mansus, they enjoy gambling at the Second Sphere casino known as the Red Pearl, one of the few venues in the New Mansus not owned by the Demiurge. The Demiurge has attempted to acquire the Red Pearl several times, but Aramintha and Esmerhild, the duo of Grail-Long who own the casino, have so far refused to sell it. There are rumors that they have connections to the Syndicate or that they have gained access that allows them to exploit the Grand Merchant to their own ends, but nobody dares accuse them, as they have several Long and possibly a Name in their pocket. &lt;br /&gt;
&lt;br /&gt;
The Aspects of the Grand Merchant are Lantern and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fourth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fourth Sphere is where the marvelous things invented in the Third Sphere are mass-produced. It is a vast and grandiose realm of factories where goods are produced, crucibles where metals are alloyed, and vats where chemicals are mixed. Many parts of it are automated, but it continues to employ most Long of the New Mansus. The Syndicate has some cells here, but they act very covertly to avoid the gaze of the Demiurge&amp;#039;s Names.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse that extends into the Fourth Sphere is home to a large system of elevators and pipes, designed to transport and sort raw materials, finished products, art, food, drink and people throughout the New Mansus. The Name known as The Landlord was intended to be housed here before being repurposed into what it is now and installed in the Fifth Sphere. &lt;br /&gt;
&lt;br /&gt;
The Overseer of this Sphere is Adonis, a broad-shouldered giant of a Name who oversees the alloying of metals and the mixing of chemicals unharmed by the searing heat and the corrosive fumes. He was recently and suddenly elevated to a Name, and fears that he will be discarded just as suddenly. Therefore, he is ever eager to placate the whims of the Demiurge and the inventors and merchants of the spheres within his, pushing the workers of the Fourth Sphere ever harder to match ridiculous production quotas while rooting out workers at the slightest suspicion of Syndicate sympathy. Some rumor that Adonis himself was formerly a Syndicate agent who has gone through the brutal reprocessing program that takes place in the Sixth Sphere, explaining his loyalty and paranoia. He resents the Landlord for its rigorous scheduling interfering with his push for progress and attempts to take command over the machinery of the Sphere, and frequently accuses it of trying to sabotage his work. He&amp;#039;s not completely wrong. &lt;br /&gt;
&lt;br /&gt;
Adonis wields Forge and Grail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Fifth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Fifth Sphere is where an overwhelming majority of the Long working in the New Mansus live, containing myriad apartments of vastly varying sizes and prices. The Syndicate holds much power among the poorest Long here. This is also the farthest up that Nowhere has breached, in the time before the Landlord, though the breach has long since been fixed.&lt;br /&gt;
&lt;br /&gt;
The part of the Lighthouse in the Fifth Sphere houses the Landlord, a grand mechanical computer and Name of the Demiurge. The Landlord is fiercely loyal to its creator yet fiercely ambitious, yearning for control over the sphere within its own. It vigilantly watches its tenants and demands control over every aspect over their lives, enforcing a cold, unfeeling, and mechanical schedule. It is also deeply afraid of the Jailer and its cruel madness, and resents Adonis for overseeing the Fourth Sphere, a position it claims that it should hold.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Landlord are Forge and Lantern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sixth Sphere:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Sixth Sphere is a winding mess of maintenance tunnels and plumbing, where many down-on-their-luck Long work to pay off their debts. Nowhere incursions are an uncommon but extant threat, and the Sixth Sphere is also a hub for various criminal activities. Illegal fighting pits are common here, both for Long and for their automatons, and many Long ashamed of their works have dumped or released them here to get rid of them. &lt;br /&gt;
&lt;br /&gt;
The Overseer of the Sixth Sphere Jailor, who is chained to the part of the Lighthouse that goes through the Sphere. The Jailor is part mechanical computer like its successor The Landlord, and part amalgamation of various forms of scrap, automaton parts, torture implements, and esoteric art. This all has caused it to be known as The Ramshackle among the Syndicate. The Ramshackle is responsible for carrying out what the Demiurge calls reprocessing, brutal physical, mental, emotional and spiritual torture that takes place in this part of the Lighthouse. The Jailor was formerly the Overseer of the Fifth Sphere, but was compromised by sabotage carried out by what would later become the Syndicate. For this, the Jailor was cast into the Sixth Sphere to be reprodessed by the one who then held its  current position, now known as The Syndicalist. After the The Syndicalist had reprocessed the Jailor, she began to doubt the Demiurge, as the prospect of a creation of the Demiurge becoming compromised had formerly seemed impossible. She abandoned the Demiurge and gathered the people who had sabotaged the Jailor, and founded the Syndicate. The Demiurge, meanwhile, installed the reprocessed Jailor as the Overseer of the Sixth Sphere.&lt;br /&gt;
&lt;br /&gt;
The Aspects of the Jailor are Edge and Moth.&lt;br /&gt;
&lt;br /&gt;
The true master of the Sixth Sphere, however, remains the former Name known as The Syndicalist. A slight woman in a bright red dress, she leads the vast organization known as The Syndicate, striking fear into the hearts of the Long and the Names of the New Mansus. Some call the Syndicate a labor union, others call it an organized crime group, and others yet call it a terrorist group. It is heavily decentralized, and may very well be all of these at the same time. It is headquartered in the Sixth Sphere, though the location of these headquarters changes frequently and irregularly. Some members have allied themselves with the Unfettered, or the Old Wyrm, or strange Gods-from-Nowhere that nobody in any Mansus has heard about, but officially the Syndicate affiliates itself with no Hour and defines itself in opposition to the Demiurge. Their goals vary equally wildly, some simply want better rights for the worker Long, some want to organize a mass escape from the New Mansus through the Leonine Gate, and some want to kill the Demiurge and remake the New Mansus into the worker&amp;#039;s paradise that the Demiurge promised them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Hull:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
The Hull is the outermost and most dangerous layer, being off-limits to ordinary Long citizens. Only specialized engineers work here to maintain the Hull and prevent Nowhere from creeping in. Despite this, large parts of it are constantly being lost, though equally large parts are being mended as well. Automatons aren&amp;#039;t allowed here due to the danger of them succumbing to Nowhere, though some occasionally find their way don from the Sixth Layer anyways. As the engineer-Long who maintain the Hull are left mostly to their own devices by the Demiurge, some have joined the Syndicate, though most are too attached to their large paychecks to consider doing so.&lt;br /&gt;
&lt;br /&gt;
The most skilled of these engineer-Long are known as the Voidmenders, who enter Nowhere itself in specialized Voidsuits to mend the worst breaches of the Hull from the outside. Voidsuits are carefully crafted from the scaleless shed skin of the Demiurge, and equipped with crystallized spheres of Glory-light to ensue their safety. The Voidmenders are headquartered in the base of the Lighthouse that reaches the Hull. The Void Engineers are incredibly skilled at their craft, and are enthusiastically recruited from among the Long of the New Mansus and ran through an intensive training program. Despite this, they remain very few in number. This is however balanced out by the fact that none of them has ever been lost to Nowhere. Despite this, however, there is always a shortage of Voidsuits, and nobody knows where they are vanishing. Demiurge propaganda blames Syndicate sabotage.&lt;br /&gt;
&lt;br /&gt;
The Hull has no Overseer. The Hull has never had an Overseer.&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Copper Scale: {{Aspect|Forge}} 8&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. III)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3308</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3308"/>
		<updated>2019-05-13T10:00:02Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author&amp;#039;s Note: Nothing on this page is set in stone yet, it&amp;#039;s all just my personal ideas free to be edited by anyone.&lt;br /&gt;
&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone (Perhaps different approaches in each Mansus) and sent them to Nowhere. Everything seemed cool and good and the new Hours rebuilt the two Mansi but remained on separate terms most likely due to disagreements of some sort (maybe about the war and its ending). Eventually, though, something super fucked up happened. The 2 Mansi crashed into each other, and nobody knew who was responsible. Did the Gods-from-Stone do it all the way from Nowhere? Did someone from within the Houses do it? Or something else entirely? Who the hell knows.&lt;br /&gt;
&lt;br /&gt;
What is known is that this was a horrific event for humans and Hours alike, with the 2 Glories colliding and breaking apart. This, combined with the damage the Hours suffered, temporarily broke down the barrier between realities and released the power the Hours bled into the waking world, where it caused unspeakable devastation. Most of what occurred in that devastating time when all hell broke loose has been forgotten but what is known has been recorded below:&lt;br /&gt;
&lt;br /&gt;
====Lantern====&lt;br /&gt;
&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
====Forge==== &lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Collision. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
====Winter==== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
====Grail====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. &lt;br /&gt;
&lt;br /&gt;
====Moth====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
====Knock====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
====Secret Histories====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3307</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3307"/>
		<updated>2019-05-13T09:59:14Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author&amp;#039;s Note: Nothing on this page is set in stone yet, it&amp;#039;s all just my personal ideas free to be edited by anyone.&lt;br /&gt;
&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone (Perhaps different approaches in each Mansus) and sent them to Nowhere. Everything seemed cool and good and the new Hours rebuilt the two Mansi but remained on separate terms most likely due to disagreements of some sort (maybe about the war and its ending). Eventually, though, something super fucked up happened. The 2 Mansi crashed into each other, and nobody knew who was responsible. Did the Gods-from-Stone do it all the way from Nowhere? Did someone from within the Houses do it? Or something else entirely? Who the hell knows.&lt;br /&gt;
&lt;br /&gt;
What is known is that this was a horrific event for humans and Hours alike, with the 2 Glories colliding and breaking apart. This, combined with the damage the Hours suffered, temporarily broke down the barrier between realities and released the power the Hours bled into the waking world, where it caused unspeakable devastation. Most of what occurred in that devastating time when all hell broke loose has been forgotten but what is known has been recorded below:&lt;br /&gt;
&lt;br /&gt;
====Lantern====&lt;br /&gt;
&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
====Forge==== &lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Colission. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
====Winter==== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
====Grail====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. &lt;br /&gt;
&lt;br /&gt;
====Moth====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
====Knock====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
====Secret Histories====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3306</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3306"/>
		<updated>2019-05-13T09:57:59Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author&amp;#039;s Note: Nothing on this page is set in stone yet, it&amp;#039;s all just my personal ideas free to be edited by anyone.&lt;br /&gt;
&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone (Perhaps different approaches in each Mansus) and sent them to Nowhere. Everything seemed cool and good and the new Hours rebuilt the two Mansi but remained on separate terms most likely due to disagreements of some sort (maybe about the war and its ending). Eventually, though, something super fucked up happened. The 2 Mansi crashed into each other, and nobody knew who was responsible. Did the Gods-from-Stone do it all the way from Nowhere? Did someone from within the Houses do it? Or something else entirely? Who the hell knows.&lt;br /&gt;
&lt;br /&gt;
What is known is that this was a horrific event for humans and Hours alike, with the 2 Glories colliding and breaking apart. This, combined with the damage the Hours suffered, temporarily broke down the barrier between realities and released the power the Hours bled into the waking world, where it caused unspeakable devastation. Most of what occurred in that devastating time when all hell broke loose has been forgotten but what is known has been recorded below:&lt;br /&gt;
&lt;br /&gt;
====Lantern====&lt;br /&gt;
&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
====Forge==== &lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations: stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain: Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Colission. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
====Winter==== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
====Grail====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. One should not approach them, one should not speak to them, one should not become them. They are smooth talkers, despite lacking voices as humans have, and they have convinced many to join their ranks with their succulent promises. &lt;br /&gt;
&lt;br /&gt;
====Moth====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
====Knock====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
====Secret Histories====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3305</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3305"/>
		<updated>2019-05-13T09:56:52Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author&amp;#039;s Note: Nothing on this page is set in stone yet, it&amp;#039;s all just my personal ideas free to be edited by anyone.&lt;br /&gt;
&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone (Perhaps different approaches in each Mansus) and sent them to Nowhere. Everything seemed cool and good and the new Hours rebuilt the two Mansi but remained on separate terms most likely due to disagreements of some sort (maybe about the war and its ending). Eventually, though, something super fucked up happened. The 2 Mansi crashed into each other, and nobody knew who was responsible. Did the Gods-from-Stone do it all the way from Nowhere? Did someone from within the Houses do it? Or something else entirely? Who the hell knows.&lt;br /&gt;
&lt;br /&gt;
What is known is that this was a horrific event for humans and Hours alike, with the 2 Glories colliding and breaking apart. This, combined with the damage the Hours suffered, temporarily broke down the barrier between realities and released the power the Hours bled into the waking world, where it caused unspeakable devastation. Most of what occurred in that devastating time when all hell broke loose has been forgotten but what is known has been recorded below:&lt;br /&gt;
&lt;br /&gt;
====Lantern====&lt;br /&gt;
&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
====Forge==== &lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations:stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain:Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Colission. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
====Winter==== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, due to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
====Grail====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. One should not approach them, one should not speak to them, one should not become them. They are smooth talkers, despite lacking voices as humans have, and they have convinced many to join their ranks with their succulent promises. &lt;br /&gt;
&lt;br /&gt;
====Moth====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
====Knock====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
====Secret Histories====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3304</id>
		<title>The Fourth Fansus</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Fourth_Fansus&amp;diff=3304"/>
		<updated>2019-05-13T09:55:59Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author&amp;#039;s Note: Nothing on this page is set in stone yet, it&amp;#039;s all just my personal ideas free to be edited by anyone.&lt;br /&gt;
&lt;br /&gt;
The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by a different group of Gods-from-Stone and each with their own Glory. These Gods-from-Stone warred among each other, in a war whose ending has been lost to time. The twin Mansi were desolate, war-torn wrecks when the first Hours of Humankind awoke, as were the Gods-from-Stone who inhabited them. The new Hours either killed them or in other ways usurped the Gods-from-Stone (Perhaps different approaches in each Mansus) and sent them to Nowhere. Everything seemed cool and good and the new Hours rebuilt the two Mansi but remained on separate terms most likely due to disagreements of some sort (maybe about the war and its ending). Eventually, though, something super fucked up happened. The 2 Mansi crashed into each other, and nobody knew who was responsible. Did the Gods-from-Stone do it all the way from Nowhere? Did someone from within the Houses do it? Or something else entirely? Who the hell knows.&lt;br /&gt;
&lt;br /&gt;
What is known is that this was a horrific event for humans and Hours alike, with the 2 Glories colliding and breaking apart. This, combined with the damage the Hours suffered, temporarily broke down the barrier between realities and released the power the Hours bled into the waking world, where it caused unspeakable devastation. Most of what occurred in that devastating time when all hell broke loose has been forgotten but what is known has been recorded below:&lt;br /&gt;
&lt;br /&gt;
====Lantern====&lt;br /&gt;
&lt;br /&gt;
Areas flooded by Lantern-influence were subject to perhaps the most alien of devastations, though they generally have suffered little physical damage. Strange lights appeared in the sky, eerie writing appeared on the walls, surfaces were rendered transparent or reflective, and so forth. People witnessed unspeakable things, saw visions, went mad, and so forth. Lantern is an unmerciful principle, perhaps the one that does the most harm to the mind. It also provides great revelations, however, and many affected by it are now known as oracles or soothsayers. People touched by the unmerciful light have a tendency to hoard knowledge, and to obsessively study it, yearning for the same sort of revelations they saw during the apocalypse. When traveling through terrain touched by Lantern-light, it is important to remember not to look at the lights in the sky, not to read the writing on the walls, not to fall asleep. If one must sleep, one should not record their dreams, nor really think about them too clearly. &lt;br /&gt;
&lt;br /&gt;
====Forge==== &lt;br /&gt;
&lt;br /&gt;
Forge is one of the aspects that caused the greatest physical devastation. Grand explosions, earthquakes, and wildfires, some of which burn unquenchable to this very day. All areas of such devastation are searingly hot. Forge changes the mind too, and those affected by such change were granted an obsessive need to disassemble and reassemble various things. Thus, areas afflicted by Forge Influence are full of strange and often dangerous creations:stories spread among settlements by travellers inevitably end up talking about self-perpetuating and eternal-motion machines.&lt;br /&gt;
&lt;br /&gt;
One thing is certain:Forge-influenced areas are often reliable sources of advanced, complex technology, whether it&amp;#039;s made by the tinkerers who dwell there or from ancient relics that predate the Colission. In case of the later, their original function is probably twisted by constant exposure to Forge energies.&lt;br /&gt;
&lt;br /&gt;
====Edge====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Edge went through great physical devastation, being cut, torn, or flung apart by supernatural means. People in these areas were stricken by jelousy and ambition, and many murdered those close to them in cold blood. After the influence faded, many came to regret or forget these acts.&lt;br /&gt;
Edge is one of the fastest-fading influences, and most of those affected by it mentally can now live mostly stable, normal lives (Besides the trauma of remembering what they may have done) though its effects may run deep, and the inhabitants of these zones could be more aggresive and prone to react with violence to tense situations: mercenary groups and bandits tend to come from areas influenced by this aspect. Wildlife is not exempt from these effects, either; what elsewhere may be a docile animal will be considerably more dangerous and aggresive within these regions. Creatures influenced by Edge also tend to develop incredibly sharp claws, spines or fangs, that can be crafted into charms with a high Edge aspect.&lt;br /&gt;
&lt;br /&gt;
Despite all this, Edge-affected areas are also one of the safer areas to travel, as few of the cutting-forces that once ravaged them remain, and most of those that do are noticeable. One does need to watch out for objects which appear blunt or flat but which are in truth unexpectedly sharp, as well as for zones where everything entering them is cut apart or in other ways destroyed.&lt;br /&gt;
&lt;br /&gt;
====Winter==== &lt;br /&gt;
&lt;br /&gt;
Winter-affected areas are some of the more dangerous areas, as they can appear perfectly normal to the untrained eye. They can however be identified by a persistent cold that chills you all the way to the bone. The true danger of these areas, however, is not the bitter cold but the areas where time itself has slowed down or stopped. These areas do not move as frequently as similar things in other areas, but are very big and very hard to notice. How long it takes for someone to escape from one of these areas varies greatly, but the fact that they have a tendency to slowly grow, the fact that they are hard to identify from within and the bitter cold means that many careless explorers have been abandoned inside them. To make things worse, Winter-influenced areas tend to be absolutely crawling with various kinds of Dead. Those with more sanity remaining tend to commemorate the power known as the Legion Lamentful, and therefore can in some cases be bargained with or deceived. Those with less sanity remaining tend to be purely animalistic and hostile, hungering for the warmth of the living. The Dead in these areas can usually bypass the temporal anomalies, but cannot bring people out of them. Those mentally affected by the Winter-influence released during the apocalypse  tend to be depressive, apathetic and mournful. These effects last long, very long.&lt;br /&gt;
&lt;br /&gt;
Communities established within Winter-influenced areas either learn to coexist with the Dead(usually by establishing some kind of bargain or covenant) or disappear, so people who hail from these areas may have a reputation(deserved or not) of being mediums and mystics, experienced in the different ways of communing and warding off the Dead.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity is that cities or settlements affected by potent Winter influences may be mistaken by those of Heart in the eyes of inexperienced areas, dye to the quiet and stillness that seeps into every nook of the place. However, several visits through a long period of time will reveal the slow, creeping decay that blights these places.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Heart influence tend to be the best-preserved of the areas, as rampant Heart influence caused grand storms, earthquakes, floods, and other such weather phenomena that many areas were already at least partially prepared for. These same intense Heart influences gave tremendous vitality to the life to be found on these areas, and eventually led to a riotous growth and abundance of wildlife, specially when compared to the relative scarcity found on other areas; all this life hows uncanny resilience, something that has hampered attempts to settle these areas. &lt;br /&gt;
The high Heart influences that imbue these places mean what Pre-Colission buildings are found there are unusually well-preserved, but treasure hunters beware: that means the wards and defensive mechanism that protect the old sacred sites of the faithful also survived the Colission in good conditions.&lt;br /&gt;
&lt;br /&gt;
Those affected by Heart influence tend to be restless and optimistic, with endless determination. These are useful traits to have in the post-apocalyptic wasteland, but can also lead one into danger.&lt;br /&gt;
&lt;br /&gt;
====Grail====&lt;br /&gt;
&lt;br /&gt;
Areas afflicted by Grail are perhaps the ones where the most influence still remains, and also some of the more populous. During the apocalypse much of them were flooded, not just with water, but with blood or honey or stranger fluids still. These areas are ones where strange vines grow and strange fruit grows, of the kind that cannot be eaten only once. The people affected by Grail influence tend to be reckless and hedonistic, and the influence released during the apocalypse caused many of them to use it as an opportunity to commit acts that they usually did not do, or indulge in desires they had repressed, leading to a societal collapse in the places so affected.&lt;br /&gt;
&lt;br /&gt;
Many are now addicted to a variety of substances or pleasures, both mundane and unique to Grail-tarnished land. A vast majority of the Long who were in these areas during the apocalypse are now Alukites, as the urge to commit the Crime of the Sky became irresistible during the hours when the  border between the real and the surreal were blurred. Most of these Long tend to avoid contact with others out of shame, feigned or real. One should not approach them, one should not speak to them, one should not become them. They are smooth talkers, despite lacking voices as humans have, and they have convinced many to join their ranks with their succulent promises. &lt;br /&gt;
&lt;br /&gt;
====Moth====&lt;br /&gt;
&lt;br /&gt;
The areas affected by Moth are the ones of which is known the least, and most of them differ significantly from each other. Common themes include the breakdown of perception and knowledge, and the forgetting of things and words, rampant growth of plants, spatial anomalies of various kinds, distances being much shorter or longer than they appear or objects being much closer or farther away than they appear, and aggressiveness on the part of animals. Humans remaining in these areas gradually lose their senses and return to their base animal state, filthy and unclothed. &lt;br /&gt;
&lt;br /&gt;
====Knock====&lt;br /&gt;
&lt;br /&gt;
Areas affected by Knock influence experienced grand turmoil during the apocalypse, and are today the ones from which the fewest return. During the apocalypse structures leveled themselves, old wounds opened and people bled to death, and portals and spatial anomalies appeared everywhere. Space is inconsistent, and doors and windows do not open into where they should, and frequently moving fissures in reality take people from one place to another, often unexpectedly. Knock did not affect the minds of people much, though it remains inadvisable to sleep in a Knock-influenced area.&lt;br /&gt;
&lt;br /&gt;
====Secret Histories====&lt;br /&gt;
&lt;br /&gt;
Secret Histories anomalies are the rarest and usually smallest kind, and tend to  appear around sites where the scar of history is apparent. Things can become hard to remember properly as contradictory memories appear, origins of things can become paradoxical as people find themselves wearing rings indicating that they were married to one person and tattoos contradicting them while themselves becoming confused over which one is true. Most of these anomalies are much more minor and harmless than those influenced by other aspects. Secret Histories does not mentally influence people much aside from the false memories.&lt;br /&gt;
&lt;br /&gt;
One must remember that it is very rare to find an area where only one aspect deluged during the apocalypse, and that these effects can often be found alongside other, weaker ones of different aspects. One must also remember that the above are merely general themes and not hard rules, and that areas influenced by one aspect tend to differ significantly from one another.&lt;br /&gt;
&lt;br /&gt;
There are also some anomalies that are common to all areas, and can even be found in areas  not hit as much by the apocalypse. These include: Places where pure Mansus-energy has flowed through, causing reality to feel more dreamlike, most common in Knock, Lantern, and Moth areas. Strange and dangerous dreams, most common in Knock and Lantern areas, though sleep in Winter areas can be dangerous for different reasons. People who appear to be asleep but nonetheless remain in perfect physical health, merely catatonic, but who release grand and dangerous influences if killed, most common in Lantern or Winter areas. They are suspected to be connected to the Hour known as the Legion Lamentful. Stray Mansus-beings are also common in all areas, and usually yearn to return to the Mansus and the Hours who created them. They are in most cases very dangerous, and should not be approached alone.&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Her_Scarred_Serenity&amp;diff=3287</id>
		<title>Her Scarred Serenity</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Her_Scarred_Serenity&amp;diff=3287"/>
		<updated>2019-05-12T15:44:34Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = Her Scarred Serenity&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = Unlike what my father may tell you, there may in fact be prices too great&lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = Our Lady of Scars, The Scarred Maiden&lt;br /&gt;
| names   = Ryo, the Last Augur&lt;br /&gt;
| aspects = {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
| arrival = Long before the Collision.&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hour called Our Lady of Scars is not as she was, before the Collision. She has been scarred and reduced by the sacrifice she made, to save the Hours and the twin Mansi. She fully expected to die, but she lived. She does not regret what she did, nor what she didn&amp;#039;t.&lt;br /&gt;
Now, she is the patron of the wounded, the scarred, and the mutilated, invoked in moments of weakness and futility. She does not grant strength, not as her father does, though she wishes she could. She grants determination, resolve, the power to persist another day and another day and another day. She also grants the wisdom to know when strength and resolve are futile, when it is better to flee or to cease. And perhaps most importantly, she grants oracles, as something to give for those with nothing else to give. She is often invoked for protection, not so that all goes well, but in case all goes wrong. She is sometimes invoked at sickbeds, when it is known that the patient has no chance of recovery.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Before the Collision, Our Lady of Scars had another name, and another set of Aspects. She was Our Lady of Visions, patron of historians, archaeologists, and oracles. She strived for truth at all costs, and found more than she could ever have expected. From scattered fragments of knowledge, she pieced together a prophecy, foretelling the Collision. Her aspects were Lantern and Heart.&lt;br /&gt;
&lt;br /&gt;
When the Collision occurred, Our Lady of Visions sacrificed herself to mitigate it and its effects. She fully expected this to be her end, as did the Names and Long who served her. They recovered what they assumed to be a corpse from the epicenter of the Collision and took it to the Chamber of Chrismation, wherein the corpse was anointed in sacred oils and embalmed in preparation for being laid to rest in the Silent Sepulcher. Despite her effort, many Hours had been heavily wounded in the Collision, and their bodies had been moved into the Silent Sepulcher to die. At the completion of the funerary rite, however, Our Lady of Scars rose to sitting position and spoke a powerful word of Winter. This word petrified the dying Hours in the Silent Sepulcher into icy beings at the threshold between living and dead, unable to live and yet unable to die. The Scarred Maiden is now the protector of these faded Hours,and cannot permit them to die as such would lead to them returning as Gods-from-Nowhere and likely devour what remains of the twin Mansi. As a reward for saving them from Nowhere, or perhaps as a way to torment her for not allowing them to die, these faded Hours grant their protector oracles and revelations through the scars she acquired during her sacrifice, which she sometimes passes on to her followers.&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Her Scarred Serenity primarily appears as an elderly woman, scarred, blindfolded, and clothed in rags. She sits on the cold stone slab where she was embalmed, attended by servants and kept alive through strong magic. She may also appear as a large black bird, blindfolded and incapable of flight. &lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
Rao, The Last Augur&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Mansus ===&lt;br /&gt;
&lt;br /&gt;
The Silent Sepulcher, also called the Hall of the Halted or the Threshold-Tomb, is an ancient chamber in the Mansus, at the threshold to Nowhere, and was filled with Winter influence by an unknown Hour to serve as a morgue for dead Hours and slow their descent into Nowhere upon their death. &lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Summit Monastery:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stigmata {{Aspect|Knock}} 12:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;There are wounds too deep for even Her Scarred Serenity to close, ones she splits into pieces and gives to her followers to bear. &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As a gift:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;It cannot be healed, only given further. Keep it somewhere where the bleeding won&amp;#039;t get in the way&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Immaculate Corpse {{Aspect|Heart}} 12:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Indissoluble Ink: {{Aspect|Heart}} 4, Pigment&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The paper may crumble. The walls may crack. The canvas may be stained. The words, and the murals, and the paintings will remain long after that, lingering like memories.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tattered Feathers: {{Aspect|Winter}} 12:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accounts from the Deluge: The Predictions We Made&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The first of three enigmatic scrapbooks by &amp;quot;Straggler&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A combined scrapbook and travelogue by the enigmatic &amp;quot;Straggler&amp;quot;. The first volume, written before the Deluge, gathers a haphazard variety of seemingly meaningless and unconnected texts, including receipts, notes, and shopping lists.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;As one progresses through the gathered nonsense, first patterns and then prophecies slowly begin to emerge as Straggler&amp;#039;s intent becomes clear. There is no doubt Straggler was an occultist, there is no doubt they knew about Deluge before it happened, and there is no doubt they tried to warn others through this book.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Lantern}} 2, Dread&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accounts from the Deluge: The Precautions We Took&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The second of three enigmatic scrapbooks by &amp;quot;Straggler&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A combined scrapbook and travelogue by the enigmatic &amp;quot;Straggler&amp;quot;. The second volume, written during the Deluge, gathers a wide variety of seemingly unconnected means people used to protect themselves against the Deluge, including routines, superstitions, and aphorisms.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;As one progresses through the gathered rabble, first patterns and then rituals slowly begin to emerge as Straggler&amp;#039;s intent becomes clear. There is no doubt Straggler knew how to protect themselves, there is no doubt they tried to save others, and there is no doubt they, at least to some degree, failed.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Heart}} 4, Dread&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accounts from the Deluge: The Losses We Endured&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The third of three enigmatic scrapbooks by &amp;quot;Straggler&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;A combined scrapbook and travelogue by the enigmatic &amp;quot;Straggler&amp;quot;. The third volume, written shortly after the Deluge, gathers a wide variety of seemingly unconnected ways people mourned those they lost, including funerary speeches, tombstone inscriptions, and poems.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;As one progresses through the gathered mourning, first patterns and then laments slowly begin to emerge as Straggler&amp;#039;s intent becomes clear. There is no doubt Straggler mourned Her Scarred Serenity, there is no doubt they knew they were dying as well, and there is no doubt they wrote the book as penance for their failures, in an attempt to enter the service of that scarred Hour.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Winter}} 6, Dread&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Last-Word Tantra:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before Translation:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Enigmatic musings by the deaf monk Atzak concerning a single word once spoken to him by his mentor, in Sanskrit.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After Translation:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A series of warnings, meditative exercises, and protective rites one needs to preform to safely read a &amp;quot;Word of Words&amp;quot;, which Atzak claims is important to understand &amp;quot;The grandmother of languages&amp;quot;.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;quot;The Glory is dead. The goddess Vak is dead. Our Lady is close to death. But yet, she will protect the Monastery from the Deluge, as she protects the body from the wound during surgery, as she protects the soul from evil during Mansus-dreams, and as she will protect the mind from the Word I will record. Here are the rites of protection...&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;quot;Many words can protect, but this one needs to be protected against. Few corpses contain words, but this word contains a corpse. All languages contain words, but this word contains a language. Herein, the grave of threefold Vak, the goddess, the word, and the language.&amp;quot;  &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: Scholar: Vak&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Rites ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Speaking-Scar Rite:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The assistant is ritually wounded, embalmed in aromatic oil, and laid to rest. If the proper words are spoken at the proper time, the contacted spirit should arise from the wounds. The assistant usually survives, though never unharmed&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lore:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;What are the words?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Influence:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;What power is present?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Follower🗡:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Who will be wounded?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The rite does not kill the Follower, instead giving them a Wound.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. VI)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=3286</id>
		<title>The Legion Lamentful</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Legion_Lamentful&amp;diff=3286"/>
		<updated>2019-05-12T14:26:45Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Legion Lamentful&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &lt;br /&gt;
| origin  = Blood&lt;br /&gt;
| titles  = Those Caught In Between&lt;br /&gt;
| names   = The Gentleman Scoundrel&lt;br /&gt;
| aspects = {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = During the Collapse&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Those Caught In Between are the remnants of the myriad Dead, Know, and Long who were caught up in the Collapse and had their minds and bodies destroyed and molded together. They mourn what they are and yearn for what they may have became, they hoard that reminds them of now-irrelevant things, they are what death became.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Legion Lamentful usually appear as a swirling, ectoplasmic mass of vaguely humanoid figures seemingly fused together and oftentimes appearing to be fused with or growing out of the surrounding landscape. They most often resemble a thick, gelatinous liquid, but can appear to be made from stone, smoke, or other such substances. The fused humanoid figures oftentimes appear still from a distance, but as one comes closer, one most that they are in fact moving subtly, shifting and twitching with swirling eyes and lips that whisper and whisper without rest.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. III)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Serrated_Savior&amp;diff=3278</id>
		<title>The Serrated Savior</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Serrated_Savior&amp;diff=3278"/>
		<updated>2019-05-06T16:05:08Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Serrated Savior&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = You are the only one in the world, and therefore you are the world, and may do with the world as you please.&lt;br /&gt;
| origin  = Nowhere&lt;br /&gt;
| titles  = The Blade Itself&lt;br /&gt;
| names   = None&lt;br /&gt;
| aspects = {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = Unknown&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Serrated Savior is an enigmatic Hour of even more enigmatic origin. It is rarely seen, greatly preferring to dwell at the back of the minds of mortals, telling the most convincing lie of them all: That they are alone. That the  voice in their head is none other than them. That the ground below their feet is them as is the sky above their heads and the people they love and hate. That they themselves are the only one in the world, and therefore they themselves are the world, and may do with the world as they please. &lt;br /&gt;
This is of course a ridiculous lie, coming from words on a page. But to some, when sounding like they come from themselves, they are as convincing as their own voice in their head.  These people are endowed with great power, becoming endowed with inhuman strength, durability, and charisma as they fall for the lie so hard that is becomes difficult for others around them not to believe them. These may be counted as the Long of the Hour, as it does not have traditional Long nor Names. This lie, however, is not perfect. It works perfectly well when engaging in bloodshed, cruelty, and mayhem, but if one begins to doubt themselves, or stray from this conquest for some reason, they may find themselves with wounds that do not heal and words that refuse to leave their mouths. They may gradually stop believing in the lie at this point, becoming discarded as old worn-out tools.&lt;br /&gt;
Aside from lying to their face, the Knife has been silent to the other Hours. Some claim it fully believes in its own hype, while others characterize it as a ruthless manipulator who only craves mayhem and bloodshed, and who knows that every word it says is false yet continues to whisper them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Nobody truly knows where the Serrated Savior came from, and most conclude that it cut itself from its origins shortly after the Collision, destroying its true origin. Therefore, it is counted among the Gods-from-Nowhere.&lt;br /&gt;
&lt;br /&gt;
Who it was before this point is a subject of great debate among scholars. Some claim that it was once a God-from-Flesh who ascended to the position of a Hour in an attempt to prove that it was the only conscious mind in existence, but who went mad after its ascent as it understood the existence of the other Hours and now strives to unmake them by convincing their worshipers of their non-existence in order to become the only conscious being in the world. Others claim that it was once a God-from-Blood born of mindless and sadistic violence, and that the lie that it prepetuates is merely an execuse to cause further violence and mayhem. Some say that it was once a noble and valiant God-from-Light, a knight of the Listless King, who fought bravely against invading Gods-from-Nowhere until it gradually forgot what it was fighting for and eventully begun to fight against everything that was not it. Others yet say that it is a God-from-Stone, and that the bloodshed it causes is something that was natural to the world before the Hours and before humanity, but once the Hours and humanity emerged and supplanted the world his violence was natural to, it had no incentive to stop and simply continued causing bloodshed uncaring or unknowing of the world outside itself. And then there are those who simply state that it is a God-from-Nowhere who is here to fulfill some even more sinister purpose, and that all speculation about its origins are a fool&amp;#039;s errand as it truly has none.&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Serrated Savior appears as a gigantic sword or knife sticking out of the ground, when it appears at all. &lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Serrated_Savior&amp;diff=3277</id>
		<title>The Serrated Savior</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Serrated_Savior&amp;diff=3277"/>
		<updated>2019-05-06T16:04:48Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: Created page with &amp;quot;{{InfoboxHour | title   = The Serrated Savior | card    =  | quote   = &amp;quot;You are the only one in the world, and therefore you are the world, and may do with the world as you pl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = The Serrated Savior&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = &amp;quot;You are the only one in the world, and therefore you are the world, and may do with the world as you please. &amp;quot;&lt;br /&gt;
| origin  = Nowhere&lt;br /&gt;
| titles  = The Blade Itself&lt;br /&gt;
| names   = None&lt;br /&gt;
| aspects = {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
| arrival = Unknown&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Serrated Savior is an enigmatic Hour of even more enigmatic origin. It is rarely seen, greatly preferring to dwell at the back of the minds of mortals, telling the most convincing lie of them all: That they are alone. That the  voice in their head is none other than them. That the ground below their feet is them as is the sky above their heads and the people they love and hate. That they themselves are the only one in the world, and therefore they themselves are the world, and may do with the world as they please. &lt;br /&gt;
This is of course a ridiculous lie, coming from words on a page. But to some, when sounding like they come from themselves, they are as convincing as their own voice in their head.  These people are endowed with great power, becoming endowed with inhuman strength, durability, and charisma as they fall for the lie so hard that is becomes difficult for others around them not to believe them. These may be counted as the Long of the Hour, as it does not have traditional Long nor Names. This lie, however, is not perfect. It works perfectly well when engaging in bloodshed, cruelty, and mayhem, but if one begins to doubt themselves, or stray from this conquest for some reason, they may find themselves with wounds that do not heal and words that refuse to leave their mouths. They may gradually stop believing in the lie at this point, becoming discarded as old worn-out tools.&lt;br /&gt;
Aside from lying to their face, the Knife has been silent to the other Hours. Some claim it fully believes in its own hype, while others characterize it as a ruthless manipulator who only craves mayhem and bloodshed, and who knows that every word it says is false yet continues to whisper them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Nobody truly knows where the Serrated Savior came from, and most conclude that it cut itself from its origins shortly after the Collision, destroying its true origin. Therefore, it is counted among the Gods-from-Nowhere.&lt;br /&gt;
&lt;br /&gt;
Who it was before this point is a subject of great debate among scholars. Some claim that it was once a God-from-Flesh who ascended to the position of a Hour in an attempt to prove that it was the only conscious mind in existence, but who went mad after its ascent as it understood the existence of the other Hours and now strives to unmake them by convincing their worshipers of their non-existence in order to become the only conscious being in the world. Others claim that it was once a God-from-Blood born of mindless and sadistic violence, and that the lie that it prepetuates is merely an execuse to cause further violence and mayhem. Some say that it was once a noble and valiant God-from-Light, a knight of the Listless King, who fought bravely against invading Gods-from-Nowhere until it gradually forgot what it was fighting for and eventully begun to fight against everything that was not it. Others yet say that it is a God-from-Stone, and that the bloodshed it causes is something that was natural to the world before the Hours and before humanity, but once the Hours and humanity emerged and supplanted the world his violence was natural to, it had no incentive to stop and simply continued causing bloodshed uncaring or unknowing of the world outside itself. And then there are those who simply state that it is a God-from-Nowhere who is here to fulfill some even more sinister purpose, and that all speculation about its origins are a fool&amp;#039;s errand as it truly has none.&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Serrated Savior appears as a gigantic sword or knife sticking out of the ground, when it appears at all. &lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. IV)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3276</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Main_Page&amp;diff=3276"/>
		<updated>2019-05-06T15:41:10Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size: 28px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;[[File:Logo.png|link=|50px]]&amp;lt;br /&amp;gt;Welcome to the Fansus, Aspirant.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MarchOfTheHours.png|center|600px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Fansus]] is the fan-made version of the Mansus from [[Wikipedia:Cultist Simulator|Cultist Simulator]], with alternative Hours and Histories. Join us on the Cultist Simulator Discord if you wish to participate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is a fan project that is not officially endorsed by [http://weatherfactory.biz/ Weather Factory] in any way.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are currently three active versions of the Fansus, due to space constraints.&lt;br /&gt;
&lt;br /&gt;
[[We_call_upon_the_Template,_Most_Dreadful_Hour_of_all.|Here&amp;#039;s the most recent Hour template, which lacks any Fansus-Specific elements.]]&lt;br /&gt;
&lt;br /&gt;
== The First Fansus ==&lt;br /&gt;
[[The First Fansus]] is the House of the Serpent, or alternatively the Sea Dragon&amp;#039;s Palace. The Hours strive against each other in the aftermath of the loss of the Sixth History, and the rise of the Gods-from-Steel. Their capital city is [[The First City]]&lt;br /&gt;
&lt;br /&gt;
The Sea-Dragon&amp;#039;s Palace has [https://docs.google.com/document/d/1amU7Afs1SG3bwNd_OOShZaMLzYxIoqQdI1fJcWVDK4E/edit it&amp;#039;s own lores], and it&amp;#039;s own [https://docs.google.com/document/d/1bAQyf7noSak9i7yZiYGDYLVBQeT3mJbbd0Gp2uUgTgo/edit expeditions].&lt;br /&gt;
&lt;br /&gt;
The House of the Serpent is a shadow of it&amp;#039;s former self, with the venerable former undisputed ruler of the House, the Great Serpent, having disappeared into Nowhere. Now, many successors strive for power, with alliances being formed and broken all across the Histories. The newly formed Gods-from-Steel drive ever-forward towards their dream of assimilating all within the House, and are opposed by Hours such as the Architeuthian, the Peacock, and The-Apple-in-the-Eye, to name a few, though each have their own secret agendas. The &amp;#039;children&amp;#039; of the Great Serpent, the Anaconda and the Tail, strive against each other in an Ourobourine conflict, drawing other Hours into a war between &amp;#039;Doors&amp;#039; and &amp;#039;Keys&amp;#039;, resulting in the War of the Doors and the almost destruction of the Fourth History. &lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Meatgrinder]]                 || {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Aged Bones]]                  || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Caladrius]]                   || {{Aspect|Heart}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Bright-Delver]]               || {{Aspect|Knock}} {{Aspect|Secret Histories}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Architeuthian]]               || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Engine of Cycles]]            || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Vizier]] / The Peacock’s Lies || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Harvester]]                   || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Watcher in the Window]]       || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Apple-of-the-Eye]]            || {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Rider]]                       || {{Aspect|Secret Histories}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[The Elder Sister]]                || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Silver Owl]]                  || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[Old Tarnished]]                   || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Cuckoo]]                      || {{Aspect|Grail}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Fanged Bramble]]              || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Snow-Stained]]                || {{Aspect|Forge}} {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Spark]]                       || {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The Ferryman]]                    || {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Diagram]]                     || {{Aspect|Grail}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Uninvited Guest]]             || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Anaconda]]                    || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Great Serpent]]               || {{Aspect|Lantern}} {{Aspect|Knock}} {{Aspect|Secret Histories}} (dead, but still reserved)&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Torn Secret]]                 || {{Aspect|Winter}} {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Void-In-Skins]]               || {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Peacock]]                     || {{Aspect|Heart}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[Snake Tail with Appendages]]      || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Insidious]]                   || {{Aspect|Knock}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Mendicant Without]]           || {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Stomping Sands]]              || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Unmirror]]                    || {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Blank|&amp;lt;nowiki&amp;gt;[&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;]&amp;lt;/nowiki&amp;gt;]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SWOUP]]                                             || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Archivist]]                                     || {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Synapse]]                                       || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Anvil]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Maker]]    ||  {{Aspect|Moth}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Deceiver]] ||  {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Huntsman]] ||  {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Butterfly Hatching]] || {{Aspect|Moth}} {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History]]: once a promising world, now plunged in a dark age with no end in sight. Original home of [[The Aged Bones|the Aged Bones]] and [[The Vizier|the Vizier]].&lt;br /&gt;
* [[The Second History]]: A world rich in magic once blessed by the Hours, now forever blighted by the hubris of man.&lt;br /&gt;
* [[The Third History]]: the history of Man, which gave rise to Cortez, now known as [[Old Tarnished]].&lt;br /&gt;
* [[The Fourth History]]: once untouched by the Hours through a truce, now fervently and openly against any occult intervention following the creation of the Joined.&lt;br /&gt;
* [[The Fifth History]]: a Key-infested History and the reason why other Hours point to the need for the Gilded Gate.&lt;br /&gt;
* [[The Sixth History]]: the devoured History, of which little remains.&lt;br /&gt;
&lt;br /&gt;
== The Second Fansus ==&lt;br /&gt;
[[The Second Fansus]] is the House of Earth and Sky, where the Bird descends to touch the earth, and the Worm rises to meet the heavens. (Also Bears have been known to hang about sometimes.)&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0. || [[The Storm-Tossed]] || {{Aspect|Moth}} {{Aspect|Edge}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| I. || [[The Spirarch]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| II. || [[The Perennial]] || {{Aspect|Lantern}} {{Aspect|Heart}} {{Aspect|Winter}}  &lt;br /&gt;
|-&lt;br /&gt;
| III. || [[The Red Lady]] || {{Aspect|Grail}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| IV. || [[The Hunter]] / The Worm’s Foundations || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| V. || [[The Masquerade]] || {{Aspect|Lantern}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VI. || [[The Bright Tapestry]] || {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VII. || [[The Die-Cutter]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| VIII. || [[The Mother Bear]] || {{Aspect|Edge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX. || [[The Maw Consuming]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| X. || [[The Succulent Glow]] || {{Aspect|Grail}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI. || [[The Knife&amp;#039;s Edge]] || {{Aspect|Secret Histories}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XII. || [[The Princess Prominent]] || {{Aspect|Grail}} {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII. || [[The Warrior Maid]] || {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XIV. || [[The Ferric Brand]] || {{Aspect|Forge}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XV. || [[The Partisan]] || {{Aspect|Forge}} {{Aspect|Knock}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI. || [[The Monument]] || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII. || [[The Cub]] || {{Aspect|Heart}} {{Aspect|Edge}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII. || [[The Myriad-Masked]] || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Moth}}&lt;br /&gt;
|- &lt;br /&gt;
| XIX. || [[Flint-and-Steel]] || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Lantern}} &lt;br /&gt;
|-&lt;br /&gt;
| XX. || [[Our Lady Betrayed]] || {{Aspect|Edge}} {{Aspect|Heart}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| XXI. || [[The Shambling Dawn]] || {{Aspect|Heart}} {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|-&lt;br /&gt;
| XXII. || [[The Worm Funktastic]] || {{Aspect|Moth}} {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIII. || [[The Seraph]] || {{Aspect|Moth}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIV. || [[The Rotted Ox]] || {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV. || &amp;#039;&amp;#039;None&amp;#039;&amp;#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| XXVI. || [[Our Lady&amp;#039;s Resolve]] || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII. || [[The More-Opened]] || {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Unending Worm]] || {{Aspect|Moth}} {{Aspect|Knock}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX. || [[The Clavier]] || {{Aspect|Moth}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX. || [[The Trickster Princes]] || {{Aspect|Knock}} {{Aspect|Secret Histories}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Spinner of Stars]] || {{Aspect|Lantern}} {{Aspect|Forge}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abandoned Hours ====&lt;br /&gt;
All have given up on these Hours, leaving only the faintest hint of an echo of their former existence.&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Stag]]   ||  {{Aspect|Grail}} {{Aspect|Heart}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Goldsmith]] || {{Aspect|Forge}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The World&amp;#039;s Thane]] || {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Panopticon]] || {{Aspect|Lantern}} {{Aspect|Winter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
* [[The First History (Vol. II)|The First History]], a.k.a. the History of the Unkindled Forge: where the glory of old and its ways are revered above all else.&lt;br /&gt;
* [[The Second History (Vol. II)|The Second History]], a.k.a. the History of the Tarnished Lantern: where few will ever know the light of the Glory.&lt;br /&gt;
* [[The Third History (Vol. II)|The Third History]], a.k.a. the History of the Mottled Heart: where life is intense and fleeting.&lt;br /&gt;
* [[The Fourth History (Vol. II)|The Fourth History]], a.k.a. the History of the Wailing Winter: where even endings do not end.&lt;br /&gt;
* [[The Fifth History (Vol. II)|The Fifth History]], a.k.a. the History of the Unrealized Moth: where humanity ekes out an existence among the ruins of the past.&lt;br /&gt;
* [[The Sixth History (Vol. II)|The Sixth History]], a.k.a. the History of the Ashen Edge: where all live under the shadow of abeyant war.&lt;br /&gt;
* [[The Seventh History (Vol. II)|The Seventh History]], a.k.a. the History of the Unanswered Knock: where the way is closed and revenge is plotted.&lt;br /&gt;
* [[The Eighth History (Vol. II)|The Eighth History]], a.k.a. the History of the Inundant Grail: where excess is the norm and the future is dim.&lt;br /&gt;
&lt;br /&gt;
== The Third Fansus ==&lt;br /&gt;
[[The Third Fansus]] is the Desmoterion, the Place of Chains. It is also known as the Gaol, House of the Remanded and the Cloister to the Uncorrected. In order to disculpate themselves from a cosmical, atrocious bloodshed, the Hours remain there, secluded amongst themselves, using human agents as envoys, spies and advocates. The physical epicenter of their shady dealings (which they can&amp;#039;t enter themselves) lies in [[Avenoir]], the Black Light District.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below, along with their tarot numbers:&lt;br /&gt;
&lt;br /&gt;
[[Template_(Fansus_III)|Here&amp;#039;s a template specific to Fansus III.]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The Piper]]                 || {{Aspect|Secret Histories}} {{Aspect|Heart}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Firstborn]]               || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[The Weft]]                 || {{Aspect|Secret Histories}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Distinguished]]                 || {{Aspect|Winter}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| IV.     || [[The Prince Consort]]                 || {{Aspect|Edge}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Warp]]                 || {{Aspect|Secret Histories}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Hill-Queen]]                 || {{Aspect|Heart}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Captain]]                 || {{Aspect|Knock}} {{Aspect|Lantern}} {{Aspect|Moth}} {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Tessellate]]                 || {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Solemn]]                 || {{Aspect|Winter}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[Brother Grimalkin]]                 || {{Aspect|Grail}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[Abbess Sunset]]                 || {{Aspect|Lantern}} {{Aspect|Edge}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[The Skinner Box]]                 ||{{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[The Stillwater]] || {{Aspect| Winter}} &lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[The Heart-Felt Fantasy]]                 || {{Aspect|Heart}} {{Aspect|Moth}} &lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[The Gilded Insect]]                 || {{Aspect|Grail}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[The Mechanism]]                 || {{Aspect|Moth}} {{Aspect|Forge}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[The Imago Ascending]]                 || {{Aspect|Heart}} {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[The World-Carver]]                 || {{Aspect|Forge}} {{Aspect|Moth}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[The Eye]]                 || {{Aspect|Lantern}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[The Recollection]]                 || {{Aspect|Heart}} {{Aspect|Forge}} {{Aspect|Secret Histories}} &lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[The Millions-Upon-Millions]]                 || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[The Fruitbat]]                 || {{Aspect|Moth}} {{Aspect|Grail}} &lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[The Blight-Abiding]]                 || &amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[The Cantharide]]                 || {{Aspect|Moth}} {{Aspect|Lantern}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[The Weave|The Weave?]]                 || {{Aspect|}} &lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[The Sockpuppet]]                 || {{Aspect|Knock}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[The Dongolopticon]]                 || {{Aspect|Knock}} {{Aspect|Heart}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[The Bird-Mother]]                 || {{Aspect|Forge}} {{Aspect|Winter}} {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[The Mare-Night]]                 || {{Aspect|Edge}} {{Aspect|Moth}} {{Aspect|Winter}}&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[The Stillborn]]                 || {{Aspect|Lantern}} {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Weave]]    || {{Aspect|Secret Histories}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tenfold]]    || {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hematite]]    || {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Mangled]]    || {{Aspect|Edge}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Cycle]]    || {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Bait]]    || {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Unmade]]    || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[The Avulsed]]    || {{Aspect|Knock}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
In the House of the FNORD, there was once only one History, under the domain of [[The Weave]]. Her daughters, [[The Warp]] and [[The Weft]] rose in rebellion in their desires to make new histories, and thus, History fractured and fragmented.&lt;br /&gt;
* [[The First History (Vol. III)|The First History]]&lt;br /&gt;
&lt;br /&gt;
== The Fourth Fansus ==&lt;br /&gt;
[[The Fourth Fansus]] currently consists of wild brainstorming and half-formed ideas.&lt;br /&gt;
&lt;br /&gt;
=== The Hours ===&lt;br /&gt;
&lt;br /&gt;
==== Living Hours ====&lt;br /&gt;
The current, living Hours of the Fansus are listed below. They have no Tarot numbers.&lt;br /&gt;
&lt;br /&gt;
[[We call upon the Template, Most Dreadful Hour of all.]] (So don&amp;#039;t hesitate to use this, guys)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| 0.      || [[The_Jester|The Jester]]               || {{Aspect|Knock}} {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}} {{Aspect|lantern}} {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|SH}} {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| I.      || [[The Old Wyrm]] || {{Aspect|Knock}} {{Aspect|Lantern}}&lt;br /&gt;
|-&lt;br /&gt;
| II.     || [[Her Scarred Serenity]]                || {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
|-&lt;br /&gt;
| III.    || [[The Unfettered]] || {{Aspect|Forge}} {{Aspect|Moth}}&lt;br /&gt;
|-             &lt;br /&gt;
| IV.     || [[The Harrower]]|| {{Aspect|Winter}} {{Aspect|Grail}}&lt;br /&gt;
|-&lt;br /&gt;
| V.      || [[The Legion Lamentful]] || {{Aspect|Winter}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| VI.     || [[The Scoriantheme]] || {{Aspect|Poison}}&lt;br /&gt;
|-&lt;br /&gt;
| VII.    || [[The Mantled Spite]] || {{Aspect|Edge}} {{Aspect|Forge}} {{Aspect|Heart}}&lt;br /&gt;
|-&lt;br /&gt;
| VIII.   || [[The Demiurge]] || {{Aspect|Forge}} {{Aspect|Grail}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| IX.     || [[The Hearthkeeper]] || {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}}&lt;br /&gt;
|-&lt;br /&gt;
| X.      || [[The Serrated Savior]] || {{Aspect|Edge}} {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| XI.     || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XII.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XIII.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XIV.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XV.     || [[]]                 &lt;br /&gt;
|-&lt;br /&gt;
| XVI.    || [[]]             &lt;br /&gt;
|-&lt;br /&gt;
| XVII.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XVIII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XIX.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XX.     || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXI.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXII.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIV.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXV.    || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVI.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVII.  || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXVIII. || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXIX.   || [[]]&lt;br /&gt;
|-&lt;br /&gt;
| XXX.    || [[]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Faded Hours ====&lt;br /&gt;
The following Hours are not strictly alive anymore, but neither are they entirely dead, and echoes of their presence may yet be felt in some of the Histories.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The Clepsydrae]] || {{Aspect|Knock}} {{Aspect|Winter}} {{Aspect|Moth}} &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Dead Hours ====&lt;br /&gt;
The following Hours are dead:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[The_Spiral|The Spiral]]   || {{Aspect|Moth}}&lt;br /&gt;
|-&lt;br /&gt;
| [[..sorry for your loss]]    || {{Aspect|Heart}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=Her_Scarred_Serenity&amp;diff=3275</id>
		<title>Her Scarred Serenity</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=Her_Scarred_Serenity&amp;diff=3275"/>
		<updated>2019-05-06T15:39:20Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title   = Her Scarred Serenity&lt;br /&gt;
| card    = &lt;br /&gt;
| quote   = Unlike what my father may tell you, there may in fact be prices too great&lt;br /&gt;
| origin  = Light&lt;br /&gt;
| titles  = Our Lady of Scars, The Scarred Maiden&lt;br /&gt;
| names   = Ryo, the Last Augur&lt;br /&gt;
| aspects = {{Aspect|Heart}} {{Aspect|Winter}} {{Aspect|Knock}}&lt;br /&gt;
| arrival = Long before the Collision.&lt;br /&gt;
| owners  = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hour called Our Lady of Scars is not as she was, before the Collision. She has been scarred and reduced by the sacrifice she made, to save the Hours and the twin Mansi. She fully expected to die, but she lived. She does not regret what she did, nor what she didn&amp;#039;t.&lt;br /&gt;
Now, she is the patron of the wounded, the scarred, and the mutilated, invoked in moments of weakness and futility. She does not grant strength, not as her father does, though she wishes she could. She grants determination, resolve, the power to persist another day and another day and another day. She also grants the wisdom to know when strength and resolve are futile, when it is better to flee or to cease.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Apocalypse ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Her Scarred Serenity primarily appears as an elderly woman, scarred, blindfolded, and clothed in rags. She sits on the cold stone slab intended to be her tomb, attended by servants and kept live through strong magic. She may also appear as a large black bird, blindfolded and incapable of flight. &lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
Rao, The Last Augur&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Summit Monastery:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stigmata {{Aspect|Knock}} 12:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;There are wounds too deep for even Her Scarred Serenity to close, ones she splits into pieces and gives to her followers to bear. &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As a gift:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;It cannot be healed, only given further. Keep it somewhere where the bleeding won&amp;#039;t get in the way&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Immaculate Corpse {{Aspect|Heart}} 12:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Indissoluble Ink: {{Aspect|Heart}} 4, Pigment&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The paper may crumble. The walls may crack. The canvas may be stained. The words, and the murals, and the paintings will remain long after that, lingering like memories.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tattered Feathers: {{Aspect|Winter}} 12:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accounts from the Deluge: The Predictions We Made&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The first of three enigmatic scrapbooks by &amp;quot;Straggler&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A combined scrapbook and travelogue by the enigmatic &amp;quot;Straggler&amp;quot;. The first volume, written before the Deluge, gathers a haphazard variety of seemingly meaningless and unconnected texts, including receipts, notes, and shopping lists.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;As one progresses through the gathered nonsense, first patterns and then prophecies slowly begin to emerge as Straggler&amp;#039;s intent becomes clear. There is no doubt Straggler was an occultist, there is no doubt they knew about Deluge before it happened, and there is no doubt they tried to warn others through this book.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Lantern}} 2, Dread&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accounts from the Deluge: The Precautions We Took&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The second of three enigmatic scrapbooks by &amp;quot;Straggler&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A combined scrapbook and travelogue by the enigmatic &amp;quot;Straggler&amp;quot;. The second volume, written during the Deluge, gathers a wide variety of seemingly unconnected means people used to protect themselves against the Deluge, including routines, superstitions, and aphorisms.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;As one progresses through the gathered rabble, first patterns and then rituals slowly begin to emerge as Straggler&amp;#039;s intent becomes clear. There is no doubt Straggler knew how to protect themselves, there is no doubt they tried to save others, and there is no doubt they, at least to some degree, failed.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Heart}} 4, Dread&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accounts from the Deluge: The Losses We Endured&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The third of three enigmatic scrapbooks by &amp;quot;Straggler&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;A combined scrapbook and travelogue by the enigmatic &amp;quot;Straggler&amp;quot;. The third volume, written shortly after the Deluge, gathers a wide variety of seemingly unconnected ways people mourned those they lost, including funerary speeches, tombstone inscriptions, and poems.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;As one progresses through the gathered mourning, first patterns and then laments slowly begin to emerge as Straggler&amp;#039;s intent becomes clear. There is no doubt Straggler mourned Her Scarred Serenity, there is no doubt they knew they were dying as well, and there is no doubt they wrote the book as penance for their failures, in an attempt to enter the service of that scarred Hour.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Winter}} 6, Dread&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Last-Word Tantra:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before Translation:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Enigmatic musings by the deaf monk Atzak concerning a single word once spoken to him by his mentor, in Sanskrit.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After Translation:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A series of warnings, meditative exercises, and protective rites one needs to preform to safely read a &amp;quot;Word of Words&amp;quot;, which Atzak claims is important to understand &amp;quot;The grandmother of languages&amp;quot;.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;quot;The Glory is dead. The goddess Vak is dead. Our Lady is close to death. But yet, she will protect the Monastery from the Deluge, as she protects the body from the wound during surgery, as she protects the soul from evil during Mansus-dreams, and as she will protect the mind from the Word I will record. Here are the rites of protection...&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;quot;Many words can protect, but this one needs to be protected against. Few corpses contain words, but this word contains a corpse. All languages contain words, but this word contains a language. Herein, the grave of threefold Vak, the goddess, the word, and the language.&amp;quot;  &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: Scholar: Vak&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Rites ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Speaking-Scar Rite:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The assistant is ritually wounded, embalmed in aromatic oil, and laid to rest. If the proper words are spoken at the proper time, the contacted spirit should arise from the wounds. The assistant usually survives, though never unharmed&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lore:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;What are the words?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Influence:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;What power is present?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Follower🗡:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Who will be wounded?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The rite does not kill the Follower, instead giving them a Wound.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. VI)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
	<entry>
		<id>https://www.thefansus.com/w/index.php?title=The_Panopticon&amp;diff=3274</id>
		<title>The Panopticon</title>
		<link rel="alternate" type="text/html" href="https://www.thefansus.com/w/index.php?title=The_Panopticon&amp;diff=3274"/>
		<updated>2019-05-06T15:24:38Z</updated>

		<summary type="html">&lt;p&gt;A Blessed Feline: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxHour&lt;br /&gt;
| title = The Panopticon&lt;br /&gt;
| card = &lt;br /&gt;
| quote = ERROR: ALL DATA LOST. COMMENCING SURVEILLANCE PROCEDURES.&lt;br /&gt;
| origin = Stone&lt;br /&gt;
| titles = The Vision Vitreous&lt;br /&gt;
| names = Many, none who remain&lt;br /&gt;
| aspects = {{Aspect|Lantern}} {{Aspect|Winter}}&lt;br /&gt;
| owner = A Blessed Feline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Panopticon is a now-dead Hour, who strived to know everything there was to know, and to preserve that knowledge for the future. It prophesied that the rekindling of the Glory was not the first, and that it was bound to be snuffed out and reborn as the Mansus was abandoned and reawoken in an eternal cycle. It knew that it had been made before the current Mansus, to preserve knowledge, but that it had forgotten all that knowledge by the point the light of the Glory awoke it. The Panopticon thus vowed to record everything there was to record of the current Mansus, and every secret it could uncover about the Other Place, and then find a way to preserve them for all eternity. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Panopticon was a God-from-Stone, that awoke when the light of the recently rekindled Glory touched it. To its great horror, it had forgotten everything it used to know about the Other Place, except for the fact that it was created to be a repository for this very knowledge it had lost. It had, however, retained the power of Lantern, allowing it to view the world and the Mansus from within the Chamber of Visions that it created for itself. It never cared much for the other Hours or their machinations, preferring to observe and record rather than to interact. Exceptions were [[The Monument]], who it envied greatly for remembering even the most minor scrap of what the Other Place was like, [[The More-Opened]] whose endless exploration intrigued it almost as much as its lack of interest in what it explored saddened it, and [[The Rotted Ox]], with whom it was rumored to have secret dealings concerning the end of the Mansus, which both hours saw as an inevitability.&lt;br /&gt;
&lt;br /&gt;
Why it was shattered is a great enigma, as is whether it consented to this shattering or not, and whether it knew this shattering would lead to the formation of [[The Myriad-Masked]]. What is known is that the More-Opened was seen near the Chamber of Visions shortly after the shattering. This shattering also coincided with the More-Opened&amp;#039;s delvings into the human mind, with the raw knowledge and Lantern released from the shattering entering the minds of the newly opened minds and leading to the creation of the Hour known as the Myriad-Masked.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Panopticon manifested as a grand, glowing ball of glass floating in mid-air. It resided within the Chamber of Visions within the Mansus, where its light touched the floor and the benches, and made them gleam like mirrors and reflect the countless things it saw. Alternately, it manifested as a frozen lake or sea, in which revelations and sights could be seen.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
== Worship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cults ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mark ===&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Temptation: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dedication: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;: &lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Ascension: X&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Servants ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== The Fansus ===&lt;br /&gt;
&lt;br /&gt;
=== The Histories ===&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Seeing-Shard: {{Aspect|Lantern}} 12&amp;#039;&amp;#039;&amp;#039; Sometimes, it remembers the light of the Glory that awoke it from its slumber, before its shattering. If we look deep enough into it, we may remember too.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As a gift:&amp;#039;&amp;#039;&amp;#039; To be kept near the skull, so that you&amp;#039;ll remember when it remembers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Vitreous Record: {{Aspect|Winter}} 8&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Since the Panopticon&amp;#039;s shattering, even the memories it froze into glass have started to forget its light&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As a gift:&amp;#039;&amp;#039;&amp;#039; To be kept cold, and not allowed to thaw&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
&lt;br /&gt;
=== Books ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Logbook of Olof Hjalmarsson: &amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A copy of the logbook of the reclusive lighthouse keeper Olof Hjalmarsson&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Olof kept a record of each ship he could see from his lighthouse, their sizes, their speeds, and their paths. Olof suffered from deliberating headaches, and practiced psychography during these migraines to keep himself sane.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Olof was not an occultist, but nonetheless the occult seeps into his work like light through clouds. He speaks at length of the scorching light of the winter sun, and of the things he sees below the midwinter sea-ice, recording them as carefully as he records the movements of ships in summer. Towards the end of the book, as the sun sets, Olof claims that the northern lights are nothing but the reflections of nephrite lamps deep below the sea. The book ends abruptly, with an account of Olof smashing the lighthouse lantern during a violent migraine.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Lantern}} 6, Fascination, Shattered-Glass Rite&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Lament in Glass:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before translation:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;An account of a burglary. In Aramaic.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After translation:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A highly allegorical story, telling the tale of a scarred burglar.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The first part of the tale describes the journey of the unnamed burglar from a land lit by lamps of black nephrite to a mountaintop monastery where the monks are writing down a record of all that exists. The burglar covets a glass orb kept by the monks, for reasons never revealed.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;After reading:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The burglar breaks into the monastery, finding the monks dead at their writing-desks. As he searches for the orb he reads through the writings of the monks, who have been prophesying the arrival of the burglar. The monks are revealed to have died from fear of the burglar and his arrival, as they were recording it. At the end of the book, the burglar finds his orb, only to smash it to pieces before absconding.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Yields: {{Aspect|Winter}} 8, Shattered-Glass Rite&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shattered-Glass Rite:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;This ritual recounts the Panopticon&amp;#039;s final lesson: When the right thing is shattered, at the right time, in the right place, power may be born&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lore:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;What are the words?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Influence:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;What power is present?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tool🗡:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;What will we shatter?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hours (Vol. II)]]&lt;/div&gt;</summary>
		<author><name>A Blessed Feline</name></author>
		
	</entry>
</feed>