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The Fourth Fansus

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Author's Note: Nothing on this page 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 set in stone yeta place of change, conquering, struggle, it's all just my personal ideas free to be edited by anyoneand destruction.
==Appearance==The Fourth Fansus used to be two different Mansi, independent of one another, each inhabited by is a different group mass of Godsdestroyed dream-from-Stone geometry and each stone, filled with their own Glorythe legacies of the Collision. These Gods-from-Stone warred among each Underground, otherstructures, in a war whose ending has been lost to timelike the Silent Sepulcher or the Chamber of Chrismation may be found.[[File:MansusFourthMap. png|thumb|An unfinished sketch of the Fourth Fansus]]===The twin Mansi were desolate, warTwin-torn wrecks when Glory===The result of the first Hours of Humankind awokeCollision, as were specifically the Gods-from-Stone who inhabited themcollision of two separate Glories. The new Hours either killed them or Twin-Glory lives in other ways usurped the Godsan eternal death-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 dance, and its ending). Eventually, though, something super fucked up happened. The 2 Mansi crashed into each otherlight is broken, and nobody knew who was responsible. Did reflecting the Gods-from-Stone do it all the way from Nowhere? Did someone from within the Houses do it? Or something else entirely? Who hopes in the hell knowsWake.
===The Leonine Gate===
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.
 
===The Highest Pillar===
On the Highest Pillar, [[The Jahwian]] resides, thought not always alone. The Pillar is also the source of the River of the Seas.
 
===The Navigator's Ruins===
The Navigator's Ruins are the remains of the Navigator'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.
 
===The Woods===
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.
 
===The River of the Seas===
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.
 
===The River of the Rocks===
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.
 
===The Lake===
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.
 
===The Sea of Regrets===
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.
 
===The Summer-Spring===
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't flow.
 
===The Castle===
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).
 
====Doors====
 
This is the list of all the Doors in this Fansus:
 
'''The Wyrmswound''', also known as the ''Sunspot-Scar'', the ''Blackest Gate'', or the ''Corona Door'', 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's the less used of the two Doors to the Glory
 
'''The Beautiful Gate''', also known as the ''Royal Door'' or the ''Holy Door'', was the highest Door of the King'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'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
 
'''The Whispering Way''', sometimes known as the ''Door of Harmonies'' or the ''Glass-Tongued Gate'', is the highest point at which mortals could enter the Wyrm'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.
 
'''The Waxway''', also known as the ''Hive Gate'' or the ''Apiary Door'', is the highest point at which mortals could enter the King'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
 
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'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'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.
 
{|
| The Fanged Door ||
|-
| The Red Door ||
|-
| The Sapphire Door ||
|-
| The Alabaster Door ||
|-
| The Ivory Door ||
|-
| The Knotted Door||
|-
| The Leonine Gate ||
|-
| The Graveyard of Ways ||
|-
| The Mirrored Door ||
|-
| The Lens-Gate ||
|-
| The Weeping Door ||
|}
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:
==History==
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 "crashed" into each other. No one knows who is responsible. Some say it's the Navigator, others say it's the Wispy Tress, or even the dead gods-from-stone who acted from Nowhere.
 
===The Collision===
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.
 
====Effects on the Wake====
 
=====Lantern=====
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.
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.
=====Winter=====
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.