View table: History
Table structure:
- Introduction - Wikitext
- History - Wikitext
- Geography - Wikitext
- Climate - Wikitext (allowed values: editor=visualeditor)
- Flora_and_Fauna - Wikitext
- Inhabitants - Wikitext
- Native_Spirits - Wikitext
- Factions - Wikitext
- Notable_Settlements - Wikitext
- Cultural_Significance - Wikitext
- Mythology_and_Legends - Wikitext
- See_Also - Wikitext
- Bibliography - Wikitext
This table has 15 rows altogether.
| Page | Introduction | History | Geography | Climate | Flora and Fauna | Inhabitants | Native Spirits | Factions | Notable Settlements | Cultural Significance | Mythology and Legends | See Also | Bibliography |
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| Aasila (edit) | Aasila is the boundless realm of water, a plane of endless ocean stretching far beyond mortal horizons. It is the domain of Aahi, the Primordial Spirit of Water, and serves as the source of all rivers, lakes, tides, and rain within the world of Adaris. |
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| Arânzeni Confederation (edit) | The Arânzeni Confederation is a confederation of Arânzeni city-states in the realm of Khamria. Founded in 450 ME, it occupies the Baviare Vale and also claims the Barerte Waste and the Șire Bișit. Each member city is governed by its own council, while the Council of Lavierin holds ultimate authority over the Confederation as a whole. Its capital and largest city is Lavierin. |
The Arânzeni arrived in Khamria in 300 ME and for the following 150 years lived as loose tribal bands. In 450 ME, a number of these bands united to form the Confederation. Not all of the tribes joined; tribal groups continue to inhabit the Barerte Waste, outside the Confederation's direct control. |
The Confederation is centered on the Baviare Vale, a highland basin in central Khamria lying between the Așdilu Mountains and the Ilergierze Mountains. The Vale includes the subregions of the Binzir Hills, the Ingur Basin, Lurțilia, and Vale’s Edge. The Confederation also claims the Barerte Waste, which remains under the control of its tribal inhabitants, and Șire Bișit, which is uninhabited. Settlements throughout the Confederation are connected by the Deep Roads, a network of subterranean passages beneath the mountains of Khamria. |
The spirits associated with the Confederation include Yairan, the Primordial Spirit of Earth; Yala, the Ascendant Spirit of history and memory; and the Ancestral Spirits Mount Arînzbianz, Iorie, and Săilean, the guardian of Lepigisțil. Biseri, the Ancestral Spirit of the Deep Roads, is also revered throughout the Confederation. |
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| Dalel (edit) | Dalel is the realm of earth in Adaris and the realm of Yairan, the Primordial Spirit of earth. It comprises all land: the continents, islands, and subterranean spaces inhabited by mortal peoples. Dalel was originally an unbroken expanse of stone and the first tangible realm. It was reduced to its present extent during the Great Erosion, when water, air, and fire entered it. It is surrounded by Aasila, the realm of water, and lies beneath Zayam, the realm of air, and above Píñáku, the realm of fire. Qaaniguaq, the realm of light, and Woncu, the realm of darkness, lie on either side. |
?'"`UNIQ--templatestyles-00000006-QINU`"'? Formation[edit source]Dalel came into being with Yairan from Ákyar, the chaotic energy of the Napadéh, and was the first tangible realm. During the Era of Isolation it was the whole of physical existence: an endless, featureless expanse of solid stone, without water, air, fire, or life. Light and darkness fell on it but had no place of their own. The era ended when they drew apart into Qaaniguaq and Woncu. Great Erosion[edit source]?'"`UNIQ--templatestyles-00000008-QINU`"'? Aahi, the Primordial Spirit of Water, had no realm of her own and forced her way into Dalel. Yavi and Metihi, the spirits of air and fire, followed. The resulting conflict between the elements is known as the Great Erosion. Water cut rivers, lakes, and seas into the stone, wind wore down its surface, and fire broke through from below. Dalel was reduced from an unbounded realm to separate landmasses surrounded by sea. During the conflict Yairan created the Namuril as warriors and protectors of the realm. Konmai, the Primordial Spirit of time, emerged near the end of this period, and his arrival made the changes to Dalel permanent. The conflict was ended by the Enarei, who were created by Umalyu, and the four spirits agreed to a compromise. Yairan, having lost almost all of Dalel, withdrew to the Domain of Yairan, enclosed by the Așdilu Mountains within Khamria, and sealed himself off from the outside world. The Domain is regarded as the only part of Dalel that remains in its original state. Later history[edit source]After the Great Erosion, Ascendant Spirits settled in the regions of Dalel and shaped their terrain, plants, and animals. The first civilizations in Dalel were those of its non-human native peoples. Humans, whom Pavkanai placed on the island of Haberria, spread across Dalel after the Great Migration (0 – c. 60 ME) and developed into distinct peoples under the influence of the spirits of the regions where they settled. |
Dalel is a flat plane. Its land consists of three continents and the large island of Orhuart, separated by the seas of Aasila. The continents are Méniail, Luraskor, and Rohashe. Rivers, lakes, and seas within and between the landmasses are regarded as part of Aasila's intrusion into Dalel rather than as part of Dalel itself. Regions[edit source]Méniail Luraskor Rohashe Islands Subterranean regions[edit source]Parts of Dalel are inhabited below the surface. The largest known network is the Deep Roads, which runs beneath Khamria and Orinilure. |
The climate of Dalel is arranged in concentric rings rather than by latitude. Temperatures are highest at the center of the plane, which now lies under the sea, and fall with distance from it. The outermost ring is permanently frozen. A region's climate therefore depends chiefly on its distance from the center, and a single continent may extend across several rings. Daylight follows the same rings. Under the Great Equilibrium, the center of the plane lies in permanent daylight and the outermost reaches in permanent night, and regions nearer the center have longer days. Mountain ranges modify local conditions. The Așdilu Mountains and the Mazissage Mountains block moisture-bearing winds, producing rain shadows on one side and mist and heavy rainfall on the other. |
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| Free People's Army (edit) | The Free People's Army is the military of the Heialdyn Stratocracy and the ruling force in the government. The Free People's Army emerged from the revolutionary movement in which the Southern duchies of the Kingdom of Bóinbile rebelled. |
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| Goingieng (edit) | Goingieng is the realm of Pavkanai, the Primordial Spirit of imagination. It is an intangible realm and lies outside time, beyond Q'ommer. |
Goingieng came into being with Pavkanai in the Napadéh and is the oldest of the realms. Pavkanai formed the first humans there and, after the realms had stabilized following the Great Erosion, placed them on Haberria. After the Great Erosion, once the Dawn Wars had begun, she formed the Denyen to protect it. Because Goingieng lies outside time, these events are ordered only as they appear from the other realms. |
Goingieng has no physical extent. It is described as a shifting continuum of memory, emotion and potential, shaped by the dreams, fears and desires of sentient beings, and sometimes as "a sea of unshaped thought". |
The Denyen, the warden race of Pavkanai, are the protectors of Goingieng. Dreamers who reach it report meeting them there. |
Pavkanai dwells in Goingieng, which is often regarded as the medium through which she acts on the other realms. |
Goingieng cannot be entered physically, but it can be reached in dreams. Disciples of the Path of Pavkanai practice dreamwalking, entering Goingieng to study the forms that thought takes there; some who enter do not return. Cultures across Adaris interpret Goingieng in different ways. Some regard it as the realm the soul comes from and returns to; others regard it as a source of prophecy and art. |
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| Heialdyn Stratocracy (edit) | The Heialdyn Stratocracy is a state in southern Gosterra, on the northwestern coast of Méniail, governed by its army, the Free People's Army. It holds the whole of Southern Gosterra and the part of Central Gosterra between the Eals and Glanuf rivers. It was founded in 645 ME, when the southern duchies of the Kingdom of Bóinbile broke away at the end of the War of the Southern Duchies. Its capital, Baddaen, is the largest city in Gosterra. Its head of state is the Supreme General, currently Golas Hes. It has about 2,400,000 inhabitants, most of them Gostaldi who speak Heiosdyn. |
Before the Stratocracy[edit source]?'"`UNIQ--templatestyles-00000006-QINU`"'? The Méniail armada of the Great Migration landed at Baddaen in 0 ME, and Baddaen was founded as the first city in Gosterra in 45 ME. In 151 ME the south became part of the Kingdom of Bóinbile, which governed it as two duchies, Baddaen and Fenu. By the 400s ME the speech of the south had become a separate language, Heiosdyn, and Baddaen grew into the largest and wealthiest city in Gosterra. War of the Southern Duchies[edit source]In the 600s ME a republican movement seeking a parliamentary government grew in the Kingdom. It was strongest in the southern duchies, and the power of Baddaen, which rivaled that of the capital, deepened the divide. In 640 ME the southern duchies rose in revolt and the Free People's Army was formed. The war stalled, the republican parties divided over whether to make peace or fight on, and the army took control. The peace treaty of 645 ME set the border on the Eals River and founded the Heialdyn Stratocracy. Since 645 ME[edit source]The army has kept control of the government without a break since 645 ME. The new state divided the former Duchy of Fenu, whose last duke had been particularly cruel, into two provinces: Enis inland and the South Coast, which kept the name by which the coast had long been known, as it lies at the southern end of Gosterra. The city of Fenu kept its name, though proposals to change it have been made. Trade agreements and agreements on border crossings with the Kingdom followed the treaty. The first railway in Gosterra opened between Baddaen and Urbala in 848 ME; it was joined to the Kingdom's lines in 863 ME, and branches to Fenu and Gorin followed in the 870s ME. |
The Stratocracy covers 103,760 mi² (268,737 km²). It runs from the Eals River in the north to the Mazissage Mountains in the south, which separate it from Balúrail. To the east the Bogh Mountains separate it from Khamria, and the sea lies to the west. North of the Glanuf River lie the Baddaen Hills, the Ardor Forest and Lake Felm. South of it the country is hillier, more forested and wilder: lake country along the Allso in the west, farmland around Urbala and Lakes Esbing, Bred and Esga in the center, and the Enis Hills in the southeast. The large forests include the Crosbar, Rhyche, Mona and Mineineo forests. Climate[edit source]The climate is oceanic, with frequent rain and fog on the coast. Winters are colder toward the mountains. ?'"`UNIQ--templatestyles-00000008-QINU`"'? |
Emerioa, the Ascendant Spirit of emotions, lives in the House of Emerioa beside Lake Mona in the Mona Forest in Enis. It is a place of pilgrimage and the center where followers of the Path of Emerioa train. The forest around it is dense with spirits of emotion. |
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| Kingdom of Bóinbile (edit) | The Kingdom of Bóinbile is an absolute monarchy in Gosterra, on the northwestern coast of Méniail. It holds the northern and central part of Central Gosterra and the Goirleach Islands, and is divided into four duchies. It was founded in 151 ME, when Bóinbile united central and southern Gosterra, and it was the only human state in the region until 645 ME, when its southern duchies broke away as the Heialdyn Stratocracy. Its capital is Bóinbile. It is ruled by the Suir Dynasty, and the current monarch is Safren Suir. It has about 1,750,000 inhabitants, most of them Gostaldi. |
Founding[edit source]From about 90 ME the settlements of Gosterra gathered into a number of small kingdoms. Bóinbile was founded on the Odhan in 125 ME. Its ruling house brought the neighboring kingdoms under its rule by conquest and alliance, and in 151 ME it united central and southern Gosterra as the Kingdom of Bóinbile. The royal houses of the former kingdoms became the ducal houses of the new state. The Goirleach Islands, settled since 115 ME, joined the Kingdom as a duchy in the same year. Until 640 ME the Kingdom had six duchies: Murbal, Uiniac and Uirsiriar in the center, Baddaen and Fenu in the south, and the Goirleach Islands. Emigration[edit source]Settlers from the Kingdom sailed down the coast to Balúrail in 201 ME and founded colonial towns there. In 289 ME those towns declared independence as the League of Balúrail; the Kingdom, distant and occupied with problems at home, let them go peacefully. In 300 ME settlers from the Kingdom, the ancestors of the Arânzeni, crossed the Bogh Mountains into Khamria, and around 400 ME others sailed to Arezilur, where they became the Berturracioi. By the 400s ME the speech of the southern duchies had become a separate language, Heiosdyn. War of the Southern Duchies[edit source]In 640 ME a republican movement seeking a parliamentary government rose against the Crown. Its support was strongest in the southern duchies, with some in the city of Baddaen and in the center, and the wealth and power of Baddaen, which rivaled the capital's, deepened the divide. The northern duchies and the Goirleach Islands, whose ducal houses were old and powerful, stood with the Crown, as did the Yeparchist clergy. The war stalled, the republican parties divided over whether to make peace, and the Free People's Army took control of the southern side. The peace treaty of 645 ME set the border on the Eals River. The Duchies of Baddaen and Fenu passed to the new Heialdyn Stratocracy, which divided Fenu into the provinces of Enis and the South Coast. Modern period[edit source]Since the war the Kingdom and the Stratocracy have been rivals but have kept the peace. Trade agreements and agreements on border crossings followed the treaty, and the border is open. The railway from Bóinbile to Uirsiriar opened in 856 ME and was joined to the Stratocracy's lines in 863 ME. Safren Suir came to the throne as a child in 840 ME and reigned under a regency until about 849 ME. |
The mainland of the Kingdom covers 42,747 mi² (110,714 km²). It runs from Mount Croan and the Yeege Peninsula in the north to the Eals River in the south, with the sea to the west. To the northeast the Aráinia Mountains separate it from Aráinia, and to the east the Bogh Mountains separate it from Khamria. It is a green country of farmland, lakes and forested hills, with a cliffed coast broken by bays. The Odhan is the principal river; it flows west past Bóinbile and reaches the sea at Glibhe on Raos' Bay. Other rivers include the Malobh and the Bálg, and the Eals marks the border with the Stratocracy. The largest lakes are Lake Uirssiais on the border, Lake Leagh at Reas and Lake Duinear in Murbal. The Scairiof Hills cross the center, and the forests include the Uiniac, Grang and Meallum forests. The Goirleach Islands lie 281 miles (452 km) off the northwestern coast and cover 1,428 mi² (3,699 km²). Climate[edit source]The climate is oceanic, with mild winters, cool to warm summers and frequent rain. Fog is common on the coast, and the islands are windier and wetter than the mainland. ?'"`UNIQ--templatestyles-00000005-QINU`"'? |
No Ascendant Spirit has its house within the Kingdom. Gostaldi culture is closely associated with Emerioa, the Ascendant Spirit of emotions, whose house, the House of Emerioa, lies in the Mona Forest in the Stratocracy's province of Enis. Ettal, the spirit of cliffs and shores, lives in Yeege. |
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| League of Balúrail (edit) | The League of Balúrail is a country in the region of Balúrail on the continent of Méniail. It was founded in 289 ME, when the Tuzquão settlements of Balúrail declared independence from the Kingdom of Bóinbile. It has a population of 2.0 million. Its capital and largest city is Têr. The League is governed in public by elected officials and in fact by the Society of Truth, a secret society. |
Colony of Bóinbile (201–289 ME)[edit source]The first humans in Balúrail came from the Kingdom of Bóinbile in Gosterra, which was then the only human state in that region. They sailed down the coast and founded Saindo in 201 ME under Séan Beascar. Têr was founded in 210 ME. For the next eighty years the settlements were loosely governed colonial towns of the Kingdom. The settlers became the Tuzquão. Independence (289 ME)[edit source]The movement for independence was planned in secret, and the group that planned it became the Society of Truth. The League declared independence in 289 ME. The Kingdom of Bóinbile was distant and occupied with internal problems, and it let the settlements go peacefully. The League was founded with the District of Têr and the states of Gostiria and Ivaiê. Conquest of Balúrail[edit source]The League took control of the lowlands of Balúrail in two wars against the native Mifajene. In the First Mifajene War, c. 320–342 ME, it took the southern and coastal lowlands. In the Second Mifajene War, c. 590–612 ME, fought during the expansion into Ezinco, it claimed the rest of the lowlands. The Mifajene Reservation was established by treaty in 704 ME. Expansion[edit source]Ezinco was chartered as a state in 612 ME, and Gurverde, in the eastern highlands, in 786 ME. Eimbuver was organized as a territory in 790 ME. |
The League covers most of Balúrail, at the southwestern end of Méniail. It borders Gosterra and, across the Mazissage Mountains, Khamria. The Western Lowlands are swamp and peat bog, with long freezing winters. Most of the population lives there. The Eastern Highlands are forested foothills of the Mazissage Mountains, with a milder and wetter climate. Lake Arrerem, in Gurverde, is the largest lake. |
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| Píñáku (edit) | Píñáku is the realm of fire. It sits below the physical world of Dalel. It occasionally interacts directly with Dalel through volcanoes, geothermal vents, and the populations' general use of fire. |
Píñáku emerged after the Era of Isolation, when Dalel remained an endless landscape of barren earth. Metihi emerged as chaotic energy, and a realm quickly formed beneath Dalel. Píñáku scale and position meant that it had less influence on Dalel during the Great Erosion. |
A land of endless flame, although geography does exist. Much like how Dalel is shaped by the other elements, so is Píñáku. |
Hot |
The Oxeyihlu are creatures born of flame. Essentially immortal, they exist in a relaxed state of play. Occasionally, some are rumored to have come to the surface, though sightings remain unconfirmed. |
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| Q'ommer (edit) | Q'ommer is the realm of time. Q'ommer is an intangible realm that encompasses the other realms of Adaris, except Goingieng, which lies outside time. |
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| Qaaniguaq (edit) | Qaaniguaq is the realm of light, the realm of Tñarilu, the Primordial Spirit of light. It lies beside Dalel, opposite Woncu, the realm of darkness. It is a vast expanse of light, and light there is a tangible force. |
Light has existed since the emergence of Tñarilu in the Napadéh. During the Era of Isolation, light and darkness fell on Dalel but had no bounded place of their own. When they drew apart, Tñarilu's light took shape as Qaaniguaq on one side of Dalel and Náiluv's darkness as Woncu on the other, ending the Era of Isolation. When time began, near the end of the Great Erosion, and the boundaries between the realms had collapsed, the Dawn Wars began: an endless conflict between Tñarilu and Náiluv for control of space. Tñarilu created the Inguik, its warden race, by gathering the consciousness present in light, to fight against Náiluv and the Nuworno. Neither side can win. The balance between light and darkness, the Great Equilibrium, constantly tips one way and then the other, and its shifting produces day and night on Dalel. |
Every surface in Qaaniguaq gives off light, and no shadows form. Its landscapes are made of luminous crystal, golden fields and rivers of light. Notable places include:
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The plants and animals of Qaaniguaq are made of light. They need no sustenance and follow no natural cycles. |
Qaaniguaq is home to the Inguik, the warden race of Tñarilu, and to other peoples. |
Tñarilu dwells in Qaaniguaq. |
Qaaniguaq is associated with clarity, truth and revelation, and is regarded as a realm where all things are seen in their true form. |
Some ancient texts tell of a time when Tñarilu's light nearly overwhelmed all of existence, before Náiluv drove it back. Prolonged exposure to the light of Qaaniguaq is said to strip away falsehood and illusion, and some legends tell of mortals who lost themselves in it, their bodies dissolving into light. |
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| Uansere (edit) | Uansere is a dense jungle land |
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| Woncu (edit) | Woncu is the realm of darkness, the realm of Náiluv, the Primordial Spirit of darkness. It lies beside Dalel, opposite Qaaniguaq, the realm of light. No light exists in Woncu, and darkness there is a tangible force. |
Darkness has existed since the emergence of Náiluv in the Napadéh. During the Era of Isolation it fell on Dalel but had no place of its own. Woncu formed when Náiluv and Tñarilu drew darkness and light apart, ending the Era of Isolation. It lies on one side of Dalel, opposite Qaaniguaq. |
Woncu is a world without light. Those who live there find their way by sound and reverberation rather than sight. |
Woncu has no sun, moon, or weather in the usual sense. |
Woncu is home to the Nuworno, the warden race of Náiluv, and to other peoples. None of its inhabitants see as the peoples of Dalel do; they perceive through vibration, sound, movement and presence. |
Náiluv dwells in Woncu. |
Woncu has cities. Built by peoples who perceive without sight, their structures are unfamiliar to those accustomed to light. |
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| Yeege Kingdom (edit) | |||||||||||||
| Zayam (edit) | Zayam is the realm of Yavi, the Primordial Spirit of air, encompassing the vast expanse of sky above Dalel and Aasila. It is a realm without solid ground, composed entirely of air, clouds, and wind currents that move in complex patterns. Zayam is the source of all winds in Dalel and Aasila and responsible for shaping the weather. It is inhabited by beings formed of mist and air, including the sentient cloud-like Shosior. The realm is defined by its intangible geography, with settlements formed from dense cloud masses and invisible air currents serving as natural pathways. Though in constant motion, Zayam is considered one of the fundamental realms of Adaris, tied to the natural cycles of the world. |
Zayam’s history is shaped by the creation of the atmosphere, the formation of its inhabitants, and the great storms that have influenced its balance. Yavi arose from the interaction of the consciousness of Umalyu and the imagination of Pavkanai. She emerged from the Napadéh, which created the first winds and filled the world with air. |
Zayam exists as a vast, atmospheric realm, composed of air currents, drifting cloud formations, and volatile wind patterns. The realm is in constant motion. Notable Regions[edit source]
Zayam lacks a fixed surface, and all travel within the realm depends on understanding its shifting atmospheric layers. The inhabitants of Zayam, have developed methods of navigating these regions by sensing subtle changes in air pressure, temperature, and current. |
Zayam’s climate is defined by continuous atmospheric movement, fluctuating air pressures, and localized weather phenomena. The realm lacks fixed seasons, instead experiencing cyclical shifts in wind intensity, temperature gradients, and cloud density. Climate Zones[edit source]
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The flora and fauna of Zayam are adapted to an existence without solid ground, thriving within air currents, cloud formations, and atmospheric pressure shifts. Many of these lifeforms are ephemeral, shifting with the winds, while others are semi-solid, composed of condensed mist and energy.
The ecosystem of Zayam is fluid and ever-changing, with its inhabitants relying on the currents and temperature shifts to sustain their existence. Many forms of life in the realm appear transient, existing only as long as conditions remain favorable before dissipating into the winds. |
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Zayam is inhabited by spirits that embody the forces of the atmosphere, existing within the currents of wind, storm, and air. These spirits are categorized into three stages of manifestation: Nascent, Mature and Ancestral. Nascent Spirits[edit source]These are newly formed spirits, often ephemeral and fleeting, bound to the smallest motions of air. They exist briefly before either dissipating or growing into more stable forms. Mature Spirits[edit source]More defined and stable, these spirits influence weather patterns, maintaining balance within Zayam’s shifting currents. They are commonly revered as caretakers of the realm’s natural order. Ancestral Spirits[edit source]Ancestral spirits are rare, powerful beings that have existed since Zayam’s earliest formation. They are tied to the fundamental forces of the realm. |
Zayam’s settlements are formed from dense cloud formations, wind-forged structures, and suspended atmospheric phenomena. These cities and sanctuaries drift through the sky, shaped by the ever-moving nature of the realm. Nimala – The Pillar of Winds[edit source]The largest and most well-known settlement in Zayam, Nimala is a sprawling metropolis of solidified clouds and condensed mist, held together by stabilizing wind currents. |
