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'''{{PAGENAME}} magic''' deals with things which have become utterly lost and untethered from the normal rules of reality. Practitioners who concentrate on this school are called '''Finder''' or '''Chaos Mages'''.<ref name="Docs" /><ref>Practitioners who delve into the realms beyond the established are known as Finders, often among one another or to friends, or as Chaos Mages, to enemies and the ill-educated. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref> They were once known as '''Dreamers''', but that term has fallen out of favor and is considered misleading.<ref name=":0">Finders were originally known as Dreamers, working under the assumption that the realms they explored were dreamscapes or the dreams of now dead gods.  Many aspects of dreams run through the places and routes a Finder travels; time doesn’t necessarily have the same meaning, continuity is questionable, and areas and denizens of the far-flung realms can be sublime and fantastic in a way reality rarely matches.<br><br>This notion of dreams and dreamers is something Finders have been working hard to dispel.  In reality, it’s a dangerous sentiment, because it leads some to let their guards down, and worse, it allows Others who dwell in the far places to hitch a ride back with the unwary.- [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref>
'''{{PAGENAME}} magic''', or the '''[[Lost]] Practices''' deals with things that have become utterly lost and untethered from the normal rules of reality. Practitioners who concentrate on this sort of "magic" are properly termed '''Finder'''s and pejoratively as '''Chaos Mages''',<ref name="Docs" /><ref>Practitioners who delve into the realms beyond the established are known as Finders, often among one another or to friends, or as Chaos Mages, to enemies and the ill-educated. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref> They were once known as '''Dreamers''' or '''Dreamers of the Paths''',<ref>...the Dreamer of Paths or Chaos Mage ... - [[List of Books#Demesnes|Demesnes]], quoted in [https://palewebserial.wordpress.com/2020/11/12/demesnes-text/ Demesnes Text bonus] </ref> but that term has fallen out of favor and is considered misleading.<ref name=":0">Finders were originally known as Dreamers, working under the assumption that the realms they explored were dreamscapes or the dreams of now dead gods.  Many aspects of dreams run through the places and routes a Finder travels; time doesn’t necessarily have the same meaning, continuity is questionable, and areas and denizens of the far-flung realms can be sublime and fantastic in a way reality rarely matches.<br><br>This notion of dreams and dreamers is something Finders have been working hard to dispel.  In reality, it’s a dangerous sentiment, because it leads some to let their guards down, and worse, it allows Others who dwell in the far places to hitch a ride back with the unwary. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs FINDERS], document by Wildbow.</ref> There are a few different names for those practitioners whose practice dips into other areas, such as '''Path Runners''' who focus on exploration of the Paths.<ref>“Definitely.  Which overlaps with shamanism, dealing with spirits.  None of these things exist in their own completely unique sphere.  Your friend Avery’s gets close though.  Lost practices are out there, by definition.  Finders, path runners, collectors of Lost things, losers, envoys of the lost, yadda yadda.” - [https://palewebserial.wordpress.com/2021/07/24 Excerpt] from [[False Moves 12.9]]</ref><ref> - [https://docs.google.com/document/d/1ZxBpSXYo1sOSRR4Pq8EaC3WgCKjkdXd3cwPVECe4Tsc PATH RUNNERS], document by Wildbow.</ref>
 
==Methodology==
==Methodology==
These magi focus on interaction with the immaterial.<ref name="Docs">Interaction Schools [...] Immaterial: '''Finder/Chaos Mage'''<br>
These magi focus on interaction with the immaterial.<ref name="Docs">Interaction Schools [...] Immaterial: '''Finder/Chaos Mage'''<br>
Finders work with lost and forgotten things, unpinned from the realms of the physical and even of the spirit.  They tend to interact with the abyss in some form, but only in a tertiary sense - where the Abyss is where things settle when they fall through the cracks in the world, the Finder explores the spaces between realms, and the unformed void that lies beyond them.  In practice, they stray from and explore places beyond the defined paths and spaces, and interact with desperate, nameless, and forgotten things.  They mingle subtle transmutations, (especially of the abstract) with a collection of tricks and favors taken from nameless things that bear steep and unpredictable results.  Monkey paws and granted footholds. - [https://docs.google.com/document/d/1X7moMQUSO72u1Hkswewy15YqF8b-c1ocpxAXiLe8WRQ/edit Pact Dice: The Practices - Wbow Version]</ref> Unlike [[Scourges]] they deal with the spaces between realms and the primordial realm before it, rather then the [[Abyss|underside of reality]].<ref name="Docs" /><ref name="WDF">[https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref>
Finders work with lost and forgotten things, unpinned from the realms of the physical and even of the spirit.  They tend to interact with the abyss in some form, but only in a tertiary sense - where the Abyss is where things settle when they fall through the cracks in the world, the Finder explores the spaces between realms, and the unformed void that lies beyond them.  In practice, they stray from and explore places beyond the defined paths and spaces, and interact with desperate, nameless, and forgotten things.  They mingle subtle transmutations, (especially of the abstract) with a collection of tricks and favors taken from nameless things that bear steep and unpredictable results.  Monkey paws and granted footholds. - [https://docs.google.com/document/d/1X7moMQUSO72u1Hkswewy15YqF8b-c1ocpxAXiLe8WRQ/edit Pact Dice: The Practices - Wbow Version]</ref> Unlike [[Scourges]] they deal with the spaces between realms and the primordial realm before it, rather then the [[Abyss|underside of reality]].<ref name="Docs" /><ref name="WDF">[https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref> Those place that are outside of reality floating in a sea of nothingness.


One common practice is to use a [[Demesne]] as an anchor, connecting it to one or more Paths so that they can more easily leave and return to the same place.<ref>As a note on the kind of investment involved, many Finders will use their demesnes as a foothold and escape clause, picking an unexplored area and using their demesnes as an anchor or place they can automatically retreat to if things go south.  This enables them to make repeat visits to the same area and steadily explore it or figure it out.  A given demesnes may only allow for a set number of Lost places (a room with four sides might allow for one side to be an exit to reality, each of the three other doors opening to Lost places; a house might allow for more).  Families will often work together, with one practitioner securing the way from point A to point B, the next from B to C, and so on, to outline a longer way. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref>
To the practitioner community at large a Chaos magi deals with the really weird stuff you wouldn't expect a practitioner to know.<ref>For how practitioners interact with practitioner society, they tend to be problem solvers, riddle-managers, and have a lot of tools for handling the little, out-there crap. The items you find on the Paths tend to be weird and off the beaten track, but so is the information you get - it's like tapping into the universe's rumor mill. Sometimes you'll hear random chatter that means nothing to you, and sometimes you'll get a tidbit that indicates the location of a Grail or warns about an imminent Storm. Those things can be valuable.<br><br>The effects and boons of walking a path can be great too. The Finders can act as guides for others who want to walk the path. - [https://old.reddit.com/r/Weaverdice/comments/oumbiq/_/h75k101/Wildbow on Reddit]</ref>


In addition to the Lost, Finders tend to deal with the more abstract Others, such as [[Incarnation]]s, problematic [[Ghost]]s, and certain types of [[spirit]].<ref name=":3">As for the general Others that they'll run into & operate with, they're from the immaterial and interaction tracks. So...<br><br>'''Concept-driven Others''' - especially the riff-raff surrounding things like Incarnations.  The agents or soldiers of Dream, Death, Fate, Nature, Ruin, Innocence, etc.<br>'''Envoys''' -  These Others persist by making deals and furthering the ends of the incarnation they represent/are.  They may be urban legends or itinerant Others.  The deals are usually tricky or really loaded.  "Did you hear?  They say that there's a way to summon a little old man who will ask you for a name.  He'll destroy a person you name, but he'll take what you cherish most from you in exchange.  Everyone always regrets it."  A girl with strangely colored hair finds people in enough torment that they've lost their senses- the sleep deprived, the maddened, the drunken, and she offers them a deal.  She'll take the memory of whatever it is that is maddening them out of their head and the heads of everyone around them, but they're given the task of re-enacting or forcing that same agony on three other 'deserving' people, or she'll give them the memory she took from the ''last'' person she visited, and somehow it's always worse than (and somehow related to) what they were dealing with before.  These Envoys visit our world and seek out targets who fit their schema and generally push deals that net an overall positive contribution to [incarnation], but when they aren't here, they're somewhere, and that's often the Paths.  If found or visited, they may offer similar deals, or barter with whatever it is they've collected or done.<br>'''The Leftovers''' - these are like incarnations, but writ small.  Isolated bits of 'incarnation' that splintered off or exist in isolation.  Especially common in the Paths because there's a whole lot of isolation there.  Characters (and 'character' is the operative word here) that are defined by single attributes and personalities.  Shored up by spirits and other things.  A fragment of Regret splinters off due to circumstances, gets isolated in the Paths (where it naturally ends up), and gathers up enough pieces of other things, like a mask of a mouse and a party dress, picks up on ideas and the tatters of echos surrounding those things, and builds up a persona as the Cringing Mouse, a girl with a mouse head and a garish dress, who can't help but do cringeworthy things at the worst moments and then agonize over them.  Once they solidify as such, they tend to resist being absorbed elsewhere.  Leftovers love to attach themselves to others as traveling companions, or recur on the paths.  These form some of the 'wildlife' in the Paths.  Not all are sentient or sapient.  Unwittingly, they tend to further the cause of their parent Incarnation.<br>'''Pawns & Playing Cards''' - The forms these guys can take is impossibly varied.  Extensions of an Incarnation with some power that wanted soldiers, messengers, servants, builders, or whatever else, they end up in the Paths if their parent Incarnation dies and they don't go with it. Tend to congregate in groups, all with a theme.  The Victims of Innocence, who are wide eyed children, beautiful, all dressed in pristine white clothes, with a penchant for hurling themselves into the most horrible fates available, if there's any chance it'll break people's hearts to see it. The Rats of Plague, who wait and multiply in anticipation of a chance to deliver a plague worse than the Black Death upon humanity- except they're quarantined.  All they need is an open door or for one rat to sneak through and they can do just that.  Tend to be really, ''really'' stupid, however, while appearing in great number, leaving diplomacy as the key to dealing with them.<br><br>'''Echoes & remnants.'''  Ghosts, vestiges.  Because they intersect with the Paths, they might deal with other kinds of echo.<br>'''Wild Echoes''' - Overlaps with Incarnations, above.  Echoes (ghosts) of humans who were done away with by very dramatic Incarnation-type events. Tend to be flavorful, hard-to-deal-with echoes who don't follow the usual tropes or tools of necromancers, so most necromancers won't bother.  Tools and approaches with Death in mind don't apply if we're talking about an Other who was done away with by Ignonimity or Lust.<br>'''False Echoes''' - Echoes of people who didn't exist, except by rumor.  A real pain in the ass for necromancers, but not so much a problem for Finders.<br><br>'''Spirits''' - Spirits are bread & butter, and not exclusive to the Paths, but frequently found are...<br>'''Petitioner Spirits''' - Spirits consolidated around a question or set of questions.  They often ask people they see and then may get power to act if the answer is right or wrong.  Can be hooked into echoes or have echoes as central points, depending.<br>'''Abstract Spirits''' - Spirits of consolidated Path-trash, may be even less defined or consistent than usual spirits, but can be useful as a kind of wet clay for those looking to mold them.  The problem is that if these guys are a blender of weird, well, sometimes that blender has blades inside.  The trick is finding out what's at the center, holding them together. - [https://old.reddit.com/r/Parahumans/comments/f03xyr/_/fgs0o17/ Wildbow on Reddit]</ref>
Finders have a few base practices common to them, such as a specialized [[curse]] that is somewhat similar to a [[Skeptic]]s effect, [[Gate Goggles]] as useful tools for sharing and modifying [[Sight]], [[barometer]]s to track changes and [[Escape Rope|Escape Ropes]] to get off of specific Paths when needed.<ref> [https://palewebserial.wordpress.com/2021/02/18/9-3-spoilers-path-practicalities/ <nowiki>[9.3 Bonus] Path Practicalities</nowiki>]</ref> Tied with this last one, sometimes, is the common practice is to use a [[Demesne]] as an anchor, connecting it to one or more Paths so that they can more easily leave and return to the same place.<ref>As a note on the kind of investment involved, many Finders will use their demesnes as a foothold and escape clause, picking an unexplored area and using their demesnes as an anchor or place they can automatically retreat to if things go south.  This enables them to make repeat visits to the same area and steadily explore it or figure it out.  A given demesnes may only allow for a set number of Lost places (a room with four sides might allow for one side to be an exit to reality, each of the three other doors opening to Lost places; a house might allow for more).  Families will often work together, with one practitioner securing the way from point A to point B, the next from B to C, and so on, to outline a longer way. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs FINDERS], document by Wildbow.</ref>


=== The Paths ===
Of note is that fact that completing a Path will generally come with one or more "boons", which may be Lost [[Magic Item]]s or permanent magical enhancements. It is theorized that the universe sees that a Finder has accomplished a great many unrelated-seeming things, and attempts to reward them, not noticing that most of the "great personal journey" they went on was missing and so it only took a short time.<ref>The GOOD part of all of this is that it’s cool to explore, sure. But a journey that’s loaded with hidden meanings + obstacles + stuff is a cool story. Not like, ONLY as a thing you can tell people but also it’s kind of a hack or a trick that makes the universe go “Wait that person did all of that? They passed go + killed a dragon + ate a bag of garbage for some reason (Snowdrop’s contribution) + they won the lottery and turned down money? They need a whole lot of personal growth and adjustments and stuff!!! Or Lost magic items! Something!” Except we didn’t kill a dragon or eat garbage or turn down real fortunes for noble reasons… …What we actually might’ve done was figure out ways to get from A to B in a riddle of a place + skip ahead to do the journy of self discovery or the epic journey without actually doing something boring like growing as people or spending decades adventuring. And we get the weird treasure or new abilities that come with the same broken logic of free-association and dreamlike nonsense that the journeys did. - [https://palewebserial.wordpress.com/2021/02/18 9.3 Bonus: Path Practicalities]</ref> In addition, as they run Paths enough to become slightly Lost themselves and become marked to the universe as a skilled Finder, they gain a knack for finding things (especially things which are slightly Lost or disconnected) and grasping the rules of Paths, also seen in some Lost Others. This knack for finding things is the origin of the name Finder.<ref>But we’re Finders ’cause when we run a lot of Paths we kinda end up positioned a little bit out THERE even when we’re on Earth.  Which means that when something in our world gets Lost, too disconnected from everything or missing what it takes to get grabbed by the great nets of the Ruins or the Abyss, we can see or use it before it slips away. Every path we run makes us better at seeing those tattered connection-rules or things that are going to be Lost, along with other benefits like boons & Lost items. - [https://palewebserial.wordpress.com/2021/02/18 9.3 Bonus: Path Practicalities]</ref>
The '''Paths''', also known as the '''far places''' or the '''Reaches''',<ref name=":1">The places a Finder explores are typically categorized in two ways.  The first are termed the far places, the Reaches, or, most commonly, the Paths.  These are the places that have been explored and are mostly understood.  The key thing to keep in mind is that all have a logic, even if that logic isn’t yet known.  Finders work to codify the rules of a place, and the rules for interacting with Lost Others, and the Paths are more or less codified.
The other places are entered either by misstep or after exhaustive preparation and the collection of an assortment of tools and allies.  They are known as the Lost Rooms, the Forgotten Places, the Dark Reaches, or the like.  Once a path has been walked three times three times, by at least three separate practitioners, using the rules outlined, then the greater finder community will generally allow them to be entered into record and distributed, often to the great benefit of the Finder in question.  Until this point, they are considered exceptionally hazardous.  - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref> are realms which have become untethered from pretty much everything - unrecoverable even by [[the Abyss]]. They may once have been a part of the Abyss, ordinary reality, or even the collective unconscious.<ref name=":2">The reaches are realms which may have been a part of reality, a part of the abyss, or a fragment of collective unconsciousness, which has come untethered from just about everything.  Without history, human attention or human logic to help pin them down, these places and their denizens unspool.  A lesser god with no connection to reality will fall to the Abyss.  When she is entirely unrecoverable, she may find herself drifting across the Paths, where sustenance is so little and so far between that she is forced to hibernate for centuries at a time, insofar as time has any meaning in those places.  Beings such as this once-god often wake only when practitioners approach. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref> They are dreamlike in nature, with fluid reality and passage of time, and filled with the sorts of wonders rarely found in the real world.<ref name=":0" />  Every Path has it's own rules, but even knowing those rules, it's easy for them to shift and trap a Finder.<ref>The Paths are exceptionally dangerous, and for the majority of Finders, new areas are only explored by accident or with heavy investment.  Even with a set of instructions, the intersection of two areas or the passing of a Lost Other can throw one far place into upheaval.  Many a Finder has misstepped and found themselves trapped on a staircase that has ceased to have a beginning or end, in a room with no exit, or turned around to find the path had changed behind them, and that they had no way home. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref>


Newly-discovered Paths are known as the '''Lost Rooms''', the '''Forgotten Places''', the '''Dark Reaches''' etc, and are considered especially hazardous. To be considered among the known Reaches, a Path must have been walked at least 9 times by at least 3 Finders.<ref name=":1" />
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Mundane item bindings, scavenger hunt
New Finders will often be escorted on several trips by their family or circle before walking the Paths alone. A common initial and initiation Path in North America is the [[Forest Ribbon Trail]].<ref>A family or circle that is inducting a new Finder will often escort that Finder on several trips before sending them on their first finding alone.  This typically involves walking a path the family has thoroughly worked, or walking one of the more commonly traveled paths.<br><br>The most commonly recommended path to new North American Finders is the Forest Ribbon Trail, as it is the least hazardous, is very commonly traveled to the point it is well proven, and it is, by the logic that serves it, relatively straightforward. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDER] document, The First Finding: The Forest Ribbon Trail</ref> This can help to mark them as a Finder and improve their ability to interact with the Lost.<ref>Because it is a beginner path, there is a degree of inclusion or indoctrination that comes with walking it.  Walking the path as one’s first true ritual as a practitioner is common for a North American Finder, and being a Finder makes interaction with the Lost and Lost things or places easier.  Landmarks will be clearer, the Lost may be less hostile or more open to communicating, and journeys may be shorter or less taxing.  Successfully walking the path on one’s first visit without using the prey animal escape clause for something other than the conclusion of the ritual enhances this effect. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDER] document, The First Finding: The Forest Ribbon Trail</ref>


In addition to the Lost, the Paths can hold certain abstract beings when they aren't currently manifested.<ref name=":3" />


==== Known Paths ====
https://palewebserial.wordpress.com/2022/01/01 [[Left in the Dust 16.6]]
* The [[Forest Ribbon Trail]], a initial and initiation regularly used for nascent Finders, a wood strewn with ribbons and treasures you get an animal companion but beware the wolf at the end.
* [[Falling Oak Avenue]] - a broken-up street in the middle of a clear blue sky. Intermediate path used to travel from any Path to any street named Oak Avenue, Oak Road etc.<ref>[https://www.reddit.com/r/Parahumans/comments/hp8xmw/pale_reflections_stolen_away_4/fy8jyl6/ Description by Wildbow]</ref>
* Stairwell Web - keep at least one foot on the stairs at all time, or something else might put their foot down in your place.<ref name=":6">“Were you there, once?  Were you a Wolf?”<br><br>“No,” Miss said.  “I was by the wayside.  A memory without anyone to have it, or a person forgotten even by the Abyss, or an echo forgotten even by the Ruins.  I waited by a place called the Stairwell Web.  Someone made a wrong turn, they panicked, they ran, and for a moment, neither of their feet touched a stair.  I put my foot down before they did.  I took their place, they took mine.  I walked the various Paths for a long time before I made my way to this world.  I was trapped for a long time in the Yellow Flower Spiral, and I walked the Forest Ribbon Trail by instinct alone.” - [https://palewebserial.wordpress.com/2020/07/04 Excerpt] from [[Stolen Away 2.8]]</ref>
* Yellow Flower Spiral - details unknown. Visited by [[Miss]].<ref name=":6" />
* [[Zoomtown]] - a path where one jumps from house to house as they zoom towards the horizon, used primarily for travel.
* The Amaranthine Conundrum - A place where everything's purple and one has to paint themselves purple to enter, which was used as a prison for tricky or problematic Others.<ref>“The Amaranthine Conundrum.  Everything’s purple.  Purple place balanced on a purple animal’s back.  We’d have to paint ourselves to blend in,” Avery said.<br><br>“Doable with glamour,” Verona said.<br><br>“The place was used as a prison for some Others that aren’t strong enough to break free, but are tricky or problematic.  Stuff like close this one door, another two open.  Move an object and doors disappear, and things move, accordingly.  They filled it up, then sold the instructions for visiting, with specific instructions.  Looks straightforward.” - [https://palewebserial.wordpress.com/2020/09/22 Excerpt] from [[Leaving a Mark 4.10]]</ref>
*Stuck-In Place - A place that Miss was nearly "defined" in. Consists of a building and a large field.
* Mug Mile - A footpath made of heads and faces of a bunch of people crammed in. There are redecorating crews on the path which one has to walk between, with a few spots where one can ask certain faces certain questions.<ref>“Mug Mile.  The footpath is heads and faces, from a ''bunch'' of people who are all crammed in, shoulder to shoulder, chest to chest, back to back.  You walk on their up-turned faces.  There’s a system for timing it.  Apparently a redecorating crew sits a certain distance up the path, and a crew sits behind. You don’t want to get redecorated, so you have to stay between the crews.”<br><br>“I like how casually that’s said,” Verona said.  “Get redecorated.”<br><br>“A lot of the time you get Lost.  Other times, you might get transformed.  Depending on the crews, a lot changes.  One puts masks on every face and paints the walls red.  The masked faces try to bite you while you walk.  Another washes the walls and drowns a lot of the faces, giving you really limited time because the water level rises faster if you’re far enough back.”<br><br>“I don’t know why you like these,” Lucy said.  “I get crazy anxiety imagining this.”<br><br>“There are a few spots where you can ask certain faces certain questions.  The treatments of the redecorating crews change how they behave.  If you can deal with the hazards and bystanders… it looks like Mug Mile has a ''lot'' of bystanders, huh.” - [https://palewebserial.wordpress.com/2020/09/22 Excerpt] from [[Leaving a Mark 4.10]]</ref>
* The Shining Bridge- Takes one from their world to an adjacent reality. Light in the Path is elastic and tactile, allowing one to walk on it. There's no ground below, but a lot of things to grab onto if one falls.<ref>“The Shining Bridge.  Apparently it either takes you from our world to an adjacent reality, or an adjacent reality to our world.”<br><br>“Not exactly what you’re looking to do,” Zed said.<br><br>“Share the grisly details,” Lucy said.<br><br>“Light in that area of the Path is elastic and tactile, at least for visitors.  There are a few paths to take, but they recommend the one where you tightrope-walk on the thin beams of light.  It’s apparently very kid-friendly, except for the part where you kinda have to get there by going through some scarier places, or it dumps you in one of those scary places, and there’s always some Lost hanging around.” - [https://palewebserial.wordpress.com/2020/09/22 Excerpt] from [[Leaving a Mark 4.10]]</ref>
*[[The Station Promenade]] - Path with around 200 Lost on it, trains regularly arrive and take them onto other Paths. The floor is tiled and Lost move from tile to tile based on the time.<ref>[https://palewebserial.wordpress.com/2021/02/18/9-3-spoilers-path-practicalities/ 9.3 Path Practices]</ref>


=== The Lost ===
https://palewebserial.wordpress.com/2022/02/12 [[Gone and Done It 17.6]]
The Lost are beings which have become utterly lost and can be found on the Paths. Such beings are often the last of their kind, and are never bound to the [[Seal of Solomon]]. They include Finders who have been lost on the Paths long enough to no longer qualify as [[Practitioners]],<ref name=":4" /> beings [[the Abyss]] failed to hold onto,<ref name=":2" /> and the servants/extensions of [[Incarnation]]s who lost their connection to them;<ref name=":3" /> whatever they once were, they are no longer considered Practitioners or even [[Others]].<ref name=":4">The Lost Others and Finders who’ve lost their way to an extent that they are no longer practitioners (Others and Practitioner being included under the umbrella term ‘The Lost’) have ceased to have an easy classification or categorization.  If they were once part of a more diverse breed, they are often now the last of their kind.  Dealing with them is often high risk and high reward - it is impossible to know these Lost, they’re never bound by the Seal of Solomon (such a tie would keep them from being lost) and can thus lie or cheat, and they have nothing to lose.  On the flip side of things, they are often prepared to give over the entirety of themselves or their power in a gambit to re-enter more material worlds. - [https://docs.google.com/document/d/1Ti2MftECN9PloDlHdjTGlMbwXPxf0GGOyNl-c4OYKCs/edit FINDERS], document by Wildbow.</ref> This vagueness of classification is exacerbated by the tendency for Lost to absorb and borrow traits from other Lost.<ref name=":5">The Others of the Paths are defined by the difficulty in defining them.  Which is kind of circular and very problematic when it comes to dealing with them.<br><br>'''Major/Native Others of the Paths:'''<br>
*They (and the Paths themselves) tend to be subjective.  A spirit of the rat is going to wear any number of forms that relate to the rat, and may shift between several of those forms as convenience dictates - a little girl in a rat onesie, a giant rat, a human in a rat mask... contrast with a denizen of the Paths, which appears to wear one form for each person.  If you're on the Path of Black Doors and you run afoul of one of the Bone Men, then the appearance they (the path, the doors, the Bone Men) are going to take is going to be 'locked in' for you and doesn't really change, but if you were to draw your recollection of them, and another visitor were to draw the same, you'd both get very different pictures.
*They're often vague in label and crisp in identity & role.  They tend to take in aspects of spirits and other Finder Others (described below) and really consolidate around one particular role, set of rules, and approach.  Many may resemble fairy tale creatures from fairy tales we as a society no longer remember, or ubiquitous ones (the 'wolf', the 'witch', the 'foolish lad').  Keep in mind that they're subjective.  Everyone's 'Witch' is different.
*Dealing with them tends to involve using & playing with the specific means they use for contact.  Because they're so far removed from people and normal rules, the rules they do play by become the rules they're defeated by.  If they try to fight you, it means they can be fought.  If they try to trap you with words, it means they can be defeated with words.  Think of each one as its own encapsulated problem solving exercise.  They don't present a puzzle and then get defeated with swords, for example.
*They tend to be more about consistent abstract symbols or representations than anything.  Firm interpretations should be avoided, and if you think you have one, you're probably off-base.<br>
The Wolf is given as an example in the handbook - everyone's Wolf is different, but it always capital-h Hurts you deeply, but if you prepare right and negotiate right, you won't remember how and you get to carry your treasure from the Forest Ribbon Path away with you. - [https://old.reddit.com/r/Parahumans/comments/f03xyr/_/fgs0o17/ Wildbow on Reddit]</ref>


They commonly appear differently to every observer, based around a single symbol or archetype rather than anything rational, such as variations on a single "fairy-tale" role - the Wolf, the Witch, the Foolish Lad etc. (although these may be based on story archetypes lost to humanity.)<ref name=":5" /> They often only awake when Finders approach, to conserve energy, sleeping for centuries at a time.<ref name=":2" />


A key when dealing with the Lost is to determine which rules they follow, and can then be used to defeat them. For instance, a Lost which physically attacks you is revealing that it subscribes to the rules of physical combat, and so can probably be physically defeated.<ref name=":5" />
-->
 
One type of Lost are abstract [[Spirit]]s that have absorbed scraps of miscellaneous Lost material. Less well-defined than other spirits, which can make them useful as raw material. They generally have an original core at their heart that is the key to controlling them.<ref name=":3" />
 
===The found===
The Found are Lost things that have been brought down to earth, if a path or part of a path becomes Found then it's likely to end up as a [[Knotted Place]].<ref>when a Lost location or Path settles down on Earth it usually becomes pretty snarly to access- [https://palewebserial.wordpress.com/2021/07/15/12-7-spoilers-knots-depressions/ Excerpt] from [12.7 spoilers] Knots and Depressions</ref> They are known to have [[Founder]]s there.


==Related Others==
*[[Lost]]
*[[Founder]]s - those lost that have found their place back in the real world.
*In addition to the Lost, Finders tend to deal with the more abstract Others, such as [[Incarnation]]s, problematic [[Ghost]]s, and certain types of [[spirit]].<ref name=":3">As for the general Others that they'll run into & operate with, they're from the immaterial and interaction tracks.  So...<br><br>'''Concept-driven Others''' - especially the riff-raff surrounding things like Incarnations.  The agents or soldiers of Dream, Death, Fate, Nature, Ruin, Innocence, etc.<br>'''Envoys''' -  These Others persist by making deals and furthering the ends of the incarnation they represent/are.  They may be urban legends or itinerant Others.  The deals are usually tricky or really loaded.  "Did you hear?  They say that there's a way to summon a little old man who will ask you for a name.  He'll destroy a person you name, but he'll take what you cherish most from you in exchange.  Everyone always regrets it."  A girl with strangely colored hair finds people in enough torment that they've lost their senses- the sleep deprived, the maddened, the drunken, and she offers them a deal.  She'll take the memory of whatever it is that is maddening them out of their head and the heads of everyone around them, but they're given the task of re-enacting or forcing that same agony on three other 'deserving' people, or she'll give them the memory she took from the ''last'' person she visited, and somehow it's always worse than (and somehow related to) what they were dealing with before.  These Envoys visit our world and seek out targets who fit their schema and generally push deals that net an overall positive contribution to [incarnation], but when they aren't here, they're somewhere, and that's often the Paths.  If found or visited, they may offer similar deals, or barter with whatever it is they've collected or done.<br>'''The Leftovers''' - these are like incarnations, but writ small.  Isolated bits of 'incarnation' that splintered off or exist in isolation.  Especially common in the Paths because there's a whole lot of isolation there.  Characters (and 'character' is the operative word here) that are defined by single attributes and personalities.  Shored up by spirits and other things.  A fragment of Regret splinters off due to circumstances, gets isolated in the Paths (where it naturally ends up), and gathers up enough pieces of other things, like a mask of a mouse and a party dress, picks up on ideas and the tatters of echos surrounding those things, and builds up a persona as the Cringing Mouse, a girl with a mouse head and a garish dress, who can't help but do cringeworthy things at the worst moments and then agonize over them.  Once they solidify as such, they tend to resist being absorbed elsewhere.  Leftovers love to attach themselves to others as traveling companions, or recur on the paths.  These form some of the 'wildlife' in the Paths.  Not all are sentient or sapient.  Unwittingly, they tend to further the cause of their parent Incarnation.<br>'''Pawns & Playing Cards''' - The forms these guys can take is impossibly varied.  Extensions of an Incarnation with some power that wanted soldiers, messengers, servants, builders, or whatever else, they end up in the Paths if their parent Incarnation dies and they don't go with it.  Tend to congregate in groups, all with a theme.  The Victims of Innocence, who are wide eyed children, beautiful, all dressed in pristine white clothes, with a penchant for hurling themselves into the most horrible fates available, if there's any chance it'll break people's hearts to see it.  The Rats of Plague, who wait and multiply in anticipation of a chance to deliver a plague worse than the Black Death upon humanity- except they're quarantined.  All they need is an open door or for one rat to sneak through and they can do just that.  Tend to be really, ''really'' stupid, however, while appearing in great number, leaving diplomacy as the key to dealing with them.<br><br>'''Echoes & remnants.'''  Ghosts, vestiges.  Because they intersect with the Paths, they might deal with other kinds of echo.<br>'''Wild Echoes''' - Overlaps with Incarnations, above.  Echoes (ghosts) of humans who were done away with by very dramatic Incarnation-type events.  Tend to be flavorful, hard-to-deal-with echoes who don't follow the usual tropes or tools of necromancers, so most necromancers won't bother.  Tools and approaches with Death in mind don't apply if we're talking about an Other who was done away with by Ignonimity or Lust.<br>'''False Echoes''' - Echoes of people who didn't exist, except by rumor.  A real pain in the ass for necromancers, but not so much a problem for Finders.<br><br>'''Spirits''' - Spirits are bread & butter, and not exclusive to the Paths, but frequently found are...<br>'''Petitioner Spirits''' - Spirits consolidated around a question or set of questions.  They often ask people they see and then may get power to act if the answer is right or wrong.  Can be hooked into echoes or have echoes as central points, depending.<br>'''Abstract Spirits''' - Spirits of consolidated Path-trash, may be even less defined or consistent than usual spirits, but can be useful as a kind of wet clay for those looking to mold them.  The problem is that if these guys are a blender of weird, well, sometimes that blender has blades inside.  The trick is finding out what's at the center, holding them together. - [https://old.reddit.com/r/Parahumans/comments/f03xyr/_/fgs0o17/ Wildbow on Reddit]</ref>
==History==
==History==
It used to be believed that Finders dealt with dreams, perhaps the dreams of dead [[god|gods]], hence the name Dreamers. However, it has become clear that the places they deal with are very real, and there has been a concerted effort to abandon the old term lest it mislead people into believing that e.g. the Others they meet on the Paths cannot manifest in reality.<ref name=":0" />
It used to be believed that Finders dealt with dreams, perhaps the dreams of dead [[god|gods]], hence the name Dreamers. However, it has become clear that the places they deal with are very real, and there has been a concerted effort to abandon the old term lest it mislead people into believing that e.g. the Others they meet on the Paths cannot manifest in reality.<ref name=":0" />
<!--
==Known & Notable Finders==
==Notable Users==
*[[Avery Kelly]] ([[Wild Practitioner]])
*Unknown
*[[Garrick family|Garrick Extended Family]]
**[[Jude Garrick]]
**[[Adorea Prescott-Garrick]]
*Rhymes Family<ref>The Rhymes family, led by Sergio Rhymes, manages a Path with riddling Others that, if walked, exchanges any curse on you for a random other curse. Maybe that's way, way worse, but maybe you're suffering enough you're willing to roll the dice. Sergio is a wealthy and well-connected practitioner, as a result. - [https://old.reddit.com/r/Weaverdice/comments/oumbiq/_/h75k101 Wildbow on Reddit]</ref>
*Elizabeth Narcisse<ref>Elizabeth Narcisse and her apprentice are experts in the Crash Course, a path where, from the moment the first step is taken, the world implodes. Flying dishes, knives, explosions, collapsing building, dam giving way to floodwater, car collisions with vehicles flipping through air- but there are places to stand at key times that let you navigate the disaster in progress, with arrangements and positions getting more complicated as more people are on the path at the same time. The Crash Course dumps people into deep Abyss or the Warrens, depending, after they finish walking the course, at least for a little while, but after they fall down or jump down once they'll find themselves at home again. - [https://old.reddit.com/r/Weaverdice/comments/oumbiq/_/h75k101 Wildbow on Reddit]</ref>
*Spadafora family<ref>The Spadafora family focuses heavily on the Cinderella's Run path, and focuses on gathering Others to their side. They have a small army of minor Lost and focus their energies on either gathering enough Lost in a place that it becomes a little Lost itself (and even float areas away to become part of the greater Paths as a pretty damn effective means of quarantine, once a decade or so), just having a lot of quirky foot soldiers (their demesnes anchor their homes and headquarters down so they don't float away), and as a secondary focus, specialize collect items that help specific Lost to become a Founder and get off the Paths - high value in trade for information and such. - [https://old.reddit.com/r/Weaverdice/comments/oumbiq/_/h75k101 Wildbow on Reddit]</ref>
*Schulte family<ref>[Example Wander]: </ref>
*Latimore family<ref name=":1">The lovely Latimore family, the Gadsens, and the Inconnue enclave have kindly contributed- [https://palewebserial.wordpress.com/2021/12/25/spoilers-16-3-100y/ Excerpt] from [[100 Years Lost, Excerpts]]</ref>
* Gadsens family<ref name=":1" />
*Inconnue Enclave<ref>“I’d tell you to talk to Jude, the Inconnue Enclave will pay fifty dollars if you fill out the form explaining the situation, the before and after, Jude could tell you where to go and how to do that, blah blah blah.- [https://palewebserial.wordpress.com/2022/02/12 Excerpt] from [[Gone and Done It 17.6]]</ref>
*[[Wonderkand]] - a company of Finders whose corporate approach makes them heavy hitters in the field.


==Trivia==
==Trivia==
*Add etymology of these things-->
*Path-Finder, geddit?
 
{{Reflist}}
{{Reflist}}


{{Practice Categories}}
{{Practice Categories}}
[[Category:Practices]]
[[Category:Practices]]

Latest revision as of 22:48, July 13, 2024

Finder magic, or the Lost Practices deals with things that have become utterly lost and untethered from the normal rules of reality. Practitioners who concentrate on this sort of "magic" are properly termed Finders and pejoratively as Chaos Mages,<ref name="Docs" /><ref>Practitioners who delve into the realms beyond the established are known as Finders, often among one another or to friends, or as Chaos Mages, to enemies and the ill-educated. - FINDERS, document by Wildbow.</ref> They were once known as Dreamers or Dreamers of the Paths,<ref>...the Dreamer of Paths or Chaos Mage ... - Demesnes, quoted in Demesnes Text bonus </ref> but that term has fallen out of favor and is considered misleading.<ref name=":0">Finders were originally known as Dreamers, working under the assumption that the realms they explored were dreamscapes or the dreams of now dead gods.  Many aspects of dreams run through the places and routes a Finder travels; time doesn’t necessarily have the same meaning, continuity is questionable, and areas and denizens of the far-flung realms can be sublime and fantastic in a way reality rarely matches.

This notion of dreams and dreamers is something Finders have been working hard to dispel.  In reality, it’s a dangerous sentiment, because it leads some to let their guards down, and worse, it allows Others who dwell in the far places to hitch a ride back with the unwary. - FINDERS, document by Wildbow.</ref> There are a few different names for those practitioners whose practice dips into other areas, such as Path Runners who focus on exploration of the Paths.<ref>“Definitely.  Which overlaps with shamanism, dealing with spirits.  None of these things exist in their own completely unique sphere.  Your friend Avery’s gets close though.  Lost practices are out there, by definition.  Finders, path runners, collectors of Lost things, losers, envoys of the lost, yadda yadda.” - Excerpt from False Moves 12.9</ref><ref> - PATH RUNNERS, document by Wildbow.</ref>

Methodology[edit]

These magi focus on interaction with the immaterial.<ref name="Docs">Interaction Schools [...] Immaterial: Finder/Chaos Mage
Finders work with lost and forgotten things, unpinned from the realms of the physical and even of the spirit. They tend to interact with the abyss in some form, but only in a tertiary sense - where the Abyss is where things settle when they fall through the cracks in the world, the Finder explores the spaces between realms, and the unformed void that lies beyond them. In practice, they stray from and explore places beyond the defined paths and spaces, and interact with desperate, nameless, and forgotten things. They mingle subtle transmutations, (especially of the abstract) with a collection of tricks and favors taken from nameless things that bear steep and unpredictable results. Monkey paws and granted footholds. - Pact Dice: The Practices - Wbow Version</ref> Unlike Scourges they deal with the spaces between realms and the primordial realm before it, rather then the underside of reality.<ref name="Docs" /><ref name="WDF">FINDERS, document by Wildbow.</ref> Those place that are outside of reality floating in a sea of nothingness.

To the practitioner community at large a Chaos magi deals with the really weird stuff you wouldn't expect a practitioner to know.<ref>For how practitioners interact with practitioner society, they tend to be problem solvers, riddle-managers, and have a lot of tools for handling the little, out-there crap. The items you find on the Paths tend to be weird and off the beaten track, but so is the information you get - it's like tapping into the universe's rumor mill. Sometimes you'll hear random chatter that means nothing to you, and sometimes you'll get a tidbit that indicates the location of a Grail or warns about an imminent Storm. Those things can be valuable.

The effects and boons of walking a path can be great too. The Finders can act as guides for others who want to walk the path. - on Reddit</ref>

Finders have a few base practices common to them, such as a specialized curse that is somewhat similar to a Skeptics effect, Gate Goggles as useful tools for sharing and modifying Sight, barometers to track changes and Escape Ropes to get off of specific Paths when needed.<ref> [9.3 Bonus] Path Practicalities</ref> Tied with this last one, sometimes, is the common practice is to use a Demesne as an anchor, connecting it to one or more Paths so that they can more easily leave and return to the same place.<ref>As a note on the kind of investment involved, many Finders will use their demesnes as a foothold and escape clause, picking an unexplored area and using their demesnes as an anchor or place they can automatically retreat to if things go south.  This enables them to make repeat visits to the same area and steadily explore it or figure it out.  A given demesnes may only allow for a set number of Lost places (a room with four sides might allow for one side to be an exit to reality, each of the three other doors opening to Lost places; a house might allow for more).  Families will often work together, with one practitioner securing the way from point A to point B, the next from B to C, and so on, to outline a longer way. - FINDERS, document by Wildbow.</ref>

Of note is that fact that completing a Path will generally come with one or more "boons", which may be Lost Magic Items or permanent magical enhancements. It is theorized that the universe sees that a Finder has accomplished a great many unrelated-seeming things, and attempts to reward them, not noticing that most of the "great personal journey" they went on was missing and so it only took a short time.<ref>The GOOD part of all of this is that it’s cool to explore, sure. But a journey that’s loaded with hidden meanings + obstacles + stuff is a cool story. Not like, ONLY as a thing you can tell people but also it’s kind of a hack or a trick that makes the universe go “Wait that person did all of that? They passed go + killed a dragon + ate a bag of garbage for some reason (Snowdrop’s contribution) + they won the lottery and turned down money? They need a whole lot of personal growth and adjustments and stuff!!! Or Lost magic items! Something!” Except we didn’t kill a dragon or eat garbage or turn down real fortunes for noble reasons… …What we actually might’ve done was figure out ways to get from A to B in a riddle of a place + skip ahead to do the journy of self discovery or the epic journey without actually doing something boring like growing as people or spending decades adventuring. And we get the weird treasure or new abilities that come with the same broken logic of free-association and dreamlike nonsense that the journeys did. - 9.3 Bonus: Path Practicalities</ref> In addition, as they run Paths enough to become slightly Lost themselves and become marked to the universe as a skilled Finder, they gain a knack for finding things (especially things which are slightly Lost or disconnected) and grasping the rules of Paths, also seen in some Lost Others. This knack for finding things is the origin of the name Finder.<ref>But we’re Finders ’cause when we run a lot of Paths we kinda end up positioned a little bit out THERE even when we’re on Earth. Which means that when something in our world gets Lost, too disconnected from everything or missing what it takes to get grabbed by the great nets of the Ruins or the Abyss, we can see or use it before it slips away. Every path we run makes us better at seeing those tattered connection-rules or things that are going to be Lost, along with other benefits like boons & Lost items. - 9.3 Bonus: Path Practicalities</ref>


Related Others[edit]

  • Lost
  • Founders - those lost that have found their place back in the real world.
  • In addition to the Lost, Finders tend to deal with the more abstract Others, such as Incarnations, problematic Ghosts, and certain types of spirit.<ref name=":3">As for the general Others that they'll run into & operate with, they're from the immaterial and interaction tracks. So...

    Concept-driven Others - especially the riff-raff surrounding things like Incarnations. The agents or soldiers of Dream, Death, Fate, Nature, Ruin, Innocence, etc.
    Envoys - These Others persist by making deals and furthering the ends of the incarnation they represent/are. They may be urban legends or itinerant Others. The deals are usually tricky or really loaded. "Did you hear? They say that there's a way to summon a little old man who will ask you for a name. He'll destroy a person you name, but he'll take what you cherish most from you in exchange. Everyone always regrets it." A girl with strangely colored hair finds people in enough torment that they've lost their senses- the sleep deprived, the maddened, the drunken, and she offers them a deal. She'll take the memory of whatever it is that is maddening them out of their head and the heads of everyone around them, but they're given the task of re-enacting or forcing that same agony on three other 'deserving' people, or she'll give them the memory she took from the last person she visited, and somehow it's always worse than (and somehow related to) what they were dealing with before. These Envoys visit our world and seek out targets who fit their schema and generally push deals that net an overall positive contribution to [incarnation], but when they aren't here, they're somewhere, and that's often the Paths. If found or visited, they may offer similar deals, or barter with whatever it is they've collected or done.
    The Leftovers - these are like incarnations, but writ small. Isolated bits of 'incarnation' that splintered off or exist in isolation. Especially common in the Paths because there's a whole lot of isolation there. Characters (and 'character' is the operative word here) that are defined by single attributes and personalities. Shored up by spirits and other things. A fragment of Regret splinters off due to circumstances, gets isolated in the Paths (where it naturally ends up), and gathers up enough pieces of other things, like a mask of a mouse and a party dress, picks up on ideas and the tatters of echos surrounding those things, and builds up a persona as the Cringing Mouse, a girl with a mouse head and a garish dress, who can't help but do cringeworthy things at the worst moments and then agonize over them. Once they solidify as such, they tend to resist being absorbed elsewhere. Leftovers love to attach themselves to others as traveling companions, or recur on the paths. These form some of the 'wildlife' in the Paths. Not all are sentient or sapient. Unwittingly, they tend to further the cause of their parent Incarnation.
    Pawns & Playing Cards - The forms these guys can take is impossibly varied. Extensions of an Incarnation with some power that wanted soldiers, messengers, servants, builders, or whatever else, they end up in the Paths if their parent Incarnation dies and they don't go with it. Tend to congregate in groups, all with a theme. The Victims of Innocence, who are wide eyed children, beautiful, all dressed in pristine white clothes, with a penchant for hurling themselves into the most horrible fates available, if there's any chance it'll break people's hearts to see it. The Rats of Plague, who wait and multiply in anticipation of a chance to deliver a plague worse than the Black Death upon humanity- except they're quarantined. All they need is an open door or for one rat to sneak through and they can do just that. Tend to be really, really stupid, however, while appearing in great number, leaving diplomacy as the key to dealing with them.

    Echoes & remnants. Ghosts, vestiges. Because they intersect with the Paths, they might deal with other kinds of echo.
    Wild Echoes - Overlaps with Incarnations, above. Echoes (ghosts) of humans who were done away with by very dramatic Incarnation-type events. Tend to be flavorful, hard-to-deal-with echoes who don't follow the usual tropes or tools of necromancers, so most necromancers won't bother. Tools and approaches with Death in mind don't apply if we're talking about an Other who was done away with by Ignonimity or Lust.
    False Echoes - Echoes of people who didn't exist, except by rumor. A real pain in the ass for necromancers, but not so much a problem for Finders.

    Spirits - Spirits are bread & butter, and not exclusive to the Paths, but frequently found are...
    Petitioner Spirits - Spirits consolidated around a question or set of questions. They often ask people they see and then may get power to act if the answer is right or wrong. Can be hooked into echoes or have echoes as central points, depending.
    Abstract Spirits - Spirits of consolidated Path-trash, may be even less defined or consistent than usual spirits, but can be useful as a kind of wet clay for those looking to mold them. The problem is that if these guys are a blender of weird, well, sometimes that blender has blades inside. The trick is finding out what's at the center, holding them together. - Wildbow on Reddit</ref>

History[edit]

It used to be believed that Finders dealt with dreams, perhaps the dreams of dead gods, hence the name Dreamers. However, it has become clear that the places they deal with are very real, and there has been a concerted effort to abandon the old term lest it mislead people into believing that e.g. the Others they meet on the Paths cannot manifest in reality.<ref name=":0" />

Known & Notable Finders[edit]

  • Avery Kelly (Wild Practitioner)
  • Garrick Extended Family
  • Rhymes Family<ref>The Rhymes family, led by Sergio Rhymes, manages a Path with riddling Others that, if walked, exchanges any curse on you for a random other curse. Maybe that's way, way worse, but maybe you're suffering enough you're willing to roll the dice. Sergio is a wealthy and well-connected practitioner, as a result. - Wildbow on Reddit</ref>
  • Elizabeth Narcisse<ref>Elizabeth Narcisse and her apprentice are experts in the Crash Course, a path where, from the moment the first step is taken, the world implodes. Flying dishes, knives, explosions, collapsing building, dam giving way to floodwater, car collisions with vehicles flipping through air- but there are places to stand at key times that let you navigate the disaster in progress, with arrangements and positions getting more complicated as more people are on the path at the same time. The Crash Course dumps people into deep Abyss or the Warrens, depending, after they finish walking the course, at least for a little while, but after they fall down or jump down once they'll find themselves at home again. - Wildbow on Reddit</ref>
  • Spadafora family<ref>The Spadafora family focuses heavily on the Cinderella's Run path, and focuses on gathering Others to their side. They have a small army of minor Lost and focus their energies on either gathering enough Lost in a place that it becomes a little Lost itself (and even float areas away to become part of the greater Paths as a pretty damn effective means of quarantine, once a decade or so), just having a lot of quirky foot soldiers (their demesnes anchor their homes and headquarters down so they don't float away), and as a secondary focus, specialize collect items that help specific Lost to become a Founder and get off the Paths - high value in trade for information and such. - Wildbow on Reddit</ref>
  • Schulte family<ref>[Example Wander]: </ref>
  • Latimore family<ref name=":1">The lovely Latimore family, the Gadsens, and the Inconnue enclave have kindly contributed- Excerpt from 100 Years Lost, Excerpts</ref>
  • Gadsens family<ref name=":1" />
  • Inconnue Enclave<ref>“I’d tell you to talk to Jude, the Inconnue Enclave will pay fifty dollars if you fill out the form explaining the situation, the before and after, Jude could tell you where to go and how to do that, blah blah blah.- Excerpt from Gone and Done It 17.6</ref>
  • Wonderkand - a company of Finders whose corporate approach makes them heavy hitters in the field.

Trivia[edit]

  • Path-Finder, geddit?

References[edit]

<references/>