Everything recorded about Aropria, the continent of the Fourth Epoch.
What Divinities are, how they differ from gods, and how the continent's faiths relate to them.
The Divinities a faith is built on — who their followers hold them to be, and where a whole religion has none at all.
The Divinities that answer to nobody — powerful beings in their own right, from Aropria and from far beyond it.
The family of Divinities, and the mortal Agents through whom they act on the continent.
A high-class resort on an island that kills the careless, and the Whioma Institute of Research, which nobody outside it can get into.
A small religion of service to the Earth, thought by some to be an offshoot of Eos.
The religion of the harvest, common among the independent farmers of Caliharah and turning with the seasons.
The state religion of Rowlem, built on human supremacy and enforced through a rigid clerical structure.
The beliefs, war culture and tribal customs of the Garshallan peoples of the island of Zingare.
The religion of adventurers and wanderers, whose Book of Mueta teaches that the horizon is worth answering.
A secretive order of the nobility, known by its closed chateaus, cross-body sashes and the Book of Rangal.
Alium doctrine of the lost ship, and the family collectives that trace their lineage to its original crew.
Prys and Alym, the Divinities called Alanesu, and the everyday religion of gratitude built around them.
The religion of explorers, whose prayer asks for light on the path and a way back home.
Those who follow the Well of Souls as a religion in its own right, rather than as a comfort alongside another.
A travelling community following a mysterious figure who fell from the sky and has been trying to return home since.
What the continent believes happens when you die, what is done with the body afterwards, and why roughly a million of them are still working.
Places across Aropria where something is held to be present — what travellers see, what they avoid, and what the local stories say about why.
The near-universal belief in where the dead go, held across the continent alongside almost every other faith.
The peoples of Aropria, the creatures that share the continent with them, and what grows on it.
Extraterrestrials stranded here long ago when their colony ship was lost, now some four million strong and a nation of their own.
A people defined by intensity of feeling, studied and catalogued by the scholar Dennian Aewhol.
The most numerous people of Aropria, and a scholar's admission of how poorly his attempt to define them went.
Ordinary animals woken into people by a wild growth, second only to humans in number, and the one species with no homeland and no lineage.
Rarely seen traders who will offer you the deal of a lifetime, provided you do not look too closely into the hood.
Beings born of congruence and the earthen elements, as mysterious to the people of Aropria as they are mystical.
An artificial people of about 100,000 worldwide but only 10,000 on Aropria, living roughly a thousand years each.
Bipedal canines with opposable thumbs and much of their dog-like nature intact.
Small and rarely welcome, introduced through a wanderer's soaked and indignant account of an inn common room.
Hybrid beings of the plains between Caliharah, Karg and Alvania, living in communities built around the Brown Beasts.
The Watcher: the creature behind the stories every people tells, which comes, destroys, and is then simply gone.
A semi-sapient species of mushroom-like creatures thriving in the wet dark, and closer to common fungi than they look.
The golden lion eagle: a common flying beast, and one of the few large predators most travellers will actually see.
A beast about the size of a large dog, and a common hazard rather than a rare one.
Enormous and usually lethal, though the Kitteri live alongside them and an amicable one is not unheard of.
A congruence-born monster ranging from the size of an apple to the size of a person.
Very small birds, and considerably more dangerous than that description suggests.
A rhino-sized herd monster, recorded by the wanderer Bevel Dart.
Not a body but a haze, fifty to a hundred feet across, that moves with intent through the mountain ranges.
Human-sized monsters defined by what they remove rather than what they do.
A cat-sized monster of defensive temperament, found around settlements across the continent.
Nocturnal hunters of twenty to thirty metres, native to the deep water of Lake Kea.
Small, plant-crowned and disarming enough that calling it a monster feels like a category error.
Shapeshifters that take human form and the shape of whatever monster their core came from.
A deep-water monster known affectionately as the sea puppy, a name that has misled more than one sailor.
A river monster roughly the size of a retriever, common enough that most river folk have a story.
The herbs, flowers and roots of Aropria, and what a knowledgeable and slightly clever person can do with them.
The continent's answer to sheep, and just as prone to running amok.
Toxic spores, allergenic fruit, spines and spikes: the flora that catches only the unwary or the unlucky.
A low wild bulb with purple-veined leaves that wakes the animals who eat it into people, and grows nowhere on purpose.
How the continent keeps its dates, who wrote the record down, and the regions and places worth looking up.
How Aropria counts a 400-day year, the six days that belong to none of them, and why almost no record survives to count backwards through.
The fallen empire beneath the Urun Peaks, known now through three and a half months of careful excavation.
Why the libraries of Aropria hold so little of the past, examined by the scholar Virgil Shelton.
The writers whose accounts most of this wiki is drawn from — a wanderer, a traveller, a scholar, a cataloguer, an archivist and an explorer.
The Alium city wrapped around a volcano, silent from the outside and deafening at the door — the largest concentration of Alium on the continent.
The academies each great nation funds to train its future congruence wielders.
Karg's youngest settlement, two years old on the north-east frontier, where the nation's farmland gives out into the plains.
The great library at Dreza in Curath, and the one place a wanderer might consider ceasing to wander.
A city above the cloud line, and the lantern-glow that welcomes travellers who make the climb.
Nashriam's capital at the mouth of the Storjot — a city built in yellow stone by decree, around the greatest healing house on the continent.
The healing house at Rikjosom in Nashriam, where a frightened traveller is told to fear not.
The Oasis City at the heart of the Thundering Sands — unwalled, unreachable without a guide, and the one home every Vas'n tribe shares.
A vast region of plains and lakes at the centre of Aropria, holding the major city of Greenhome.
The Weeping Jungle of the southern coast: humid, oppressive, and ideal for anyone wishing to disappear.
The named rivers, ranges, forests and landmarks of the continent — the ones that come up often enough to need looking up, and briefly enough to fit here.
The great lake at the centre of Aropria — glowing at night, feeding a region, and holding something that takes people off the bank after dark.
Claimed in the north by Curath and the south by Nashriam, and in practice governed by neither.
A remote nation-tribe of the northern Rowlem valleys, wilder cousins to the warring people below.
A curl of land off the south-western shore, never rising more than a thousand feet above the sea.
The region a wanderer would tell you to begin in, boasting more wondrous places than any other.
Desert crossing the centre of the continent, and no place to travel without a guide.
The easternmost part of the continent, travelled only by the very brave or the very stupid.
The northern island most people call Garshallan, though it carried another name long before the Garshalla came.
The force everything on Aropria is steeped in, which answers to understanding — and turns deep enough understanding into magic.
Calcified congruence, formed slowly in the earth or grown inside a monster, and the standard the continent's money is minted against.
The eddies and currents of congruence as they occur without a wielder, limited only by imagination.
Centuries-old objects of uncertain provenance, described by a dealer who appraises them for a living.
Items common enough to encounter and to have heard of, which is not the same as common.
What each great power has built with congruence, and why that determines its standing.
Complicated masses of congruence combining several effects, or producing one overwhelming one.
The expedition nobody else wanted to make, undertaken with a pack mule and very little else.
Broken relics, mutated deviations and long-running side effects, scattered across the landscape.
What happened aboard the Swift when the sea went silent, and what the reef did to a crew.
The ten powers that divide Aropria, the guilds that operate across all of their borders, and where the friction is.
The tropical south-east corner of Aropria, and the most idyllic landscape one scholar had ever seen.
Farming territory that turns out to be worth far more attention than a passing traveller would give it.
A feudal empire on the northwestern coast, ruled by an elected Emperor and governed in practice by six noble estates.
One of the great powers of Aropria, recorded by the wanderer Bevel Dart.
An insular, war-mongering nation on the north-western coast, governed by its state religion and sealed behind a wall of fog.
The kingdom upon the Thundering Sands, and the source of much of the continent's archaeology.
Not a nation but a confederation of tribes on Zingare, raiding half the continent and answering to a warchief who rarely speaks.
A small, humble nation of idealists and vagabonds after a fresh start, depending on who you ask.
The Alium nation tucked into the corner of the continent, built by a people who arrived by accident.
The utopian city holding 28,000 Cryptum, more than half of every Cryptum on Aropria.
The mercantile guild, and a wanderer's observation that draas cannot buy happiness but can buy a feather bed.
The order that administers the Congruence Aptitude Test, and finds the children who pass it.
The ubiquitous guild of monster hunters, easy to pick out of a crowd and generally amiable enough.
The guild that finds newly woken kin and teaches them their first words, funded by the kin it raised and speaking for none of them.
Obtains and sells slaves across most of the continent, banned in some nations and operating there regardless.
A rare stretch of peace and prosperity, and the pressures already working against it.
Nashriam is governed by an elected council and run by its Great Houses — who own the farmland, guard the machines, and pay for everything worth having.