Founder
Those that have brought something of a
Particulars
Founders are those Lost that have found their way out of the Paths. They tend to gather up real-world items they find on the Paths that still have ties to Earth, so not having been lost items, and use these to bring the Paths down to Earth as well.<ref>There are some others that might interest you, once Lost, now called Found or Founders. They gather up mundane objects on the Paths that aren’t entirely Lost and that have traces of Earth on them, and like someone tied to a thousand balloons that picks up enough heavy stuff they can start drifting to solid Earth. Some make craters on impact, and craters can be like depressions. - [12.7 spoilers] Knots and Depressions</ref> <ref name=DWB>Founders are those who once were Lost but have 'found' their way back to the realm of man, sometimes by way of collecting things or people that are on their way to becoming lost and tracing their way back to reality. They tend to settle in knotted and isolated places; islands or places in deep forest. Scholars have debated whether they create their own special rules by some mechanism, or naturally find their way to suitable locations. A decrepit boarding school in deep forest overgrown with moss where the children rule and the 'staff' are little more than animals, including the bound and barely tame that children keep as pets and work animals, and the ones who escaped that roam the woods, the most aged periodically giving birth to full-grown adults. There, time doesn't properly pass - children stay children and adults get older by the day until they don't even resemble humans. A town in the desert where karmic rules are reversed and practice is impossible, where the masked inhabitants will punish truth-tellers and those not able to commit their daily violations with death - if they can't, then the knotted place itself will, often hurting both the truth teller and the locals both.
There are a few elements very common to founders and their regions (though no rule is ever 100%); they (singular or plural) are often camouflaged among others who've adapted to the area. If they didn't collect people on their way out of the Paths, as some of their breadcrumbs, then people will often get trapped there and adapt to the environment. They may maintain peculiar powers or have certain prominence, they play into the nature of knotted spaces and areas already hard to access and harder to escape, helping those areas become hard to escape. And for those who can't adapt or escape, both of which oft require dealing with the founder in some fashion, there is often only a harsh fate as the region turns against them, killing them or turning them monstrous. - Wildbow on Discord</ref>
A practitioner can be a "founder" but such people usually try to work with a specific founded realm.<ref>“Okay. You think they might do associated work? There’s other stuff that ties into Paths. So long as you’ve got resources, it’d be easy to sort out. Gatherers, grounded, whimsies, Lost souls, dream gardeners, the transient, Losers, the Curious. Hell, you’ve made your mark as a Founder, essentially. There’s some that do that professionally. Different scenario, usually they’re trying to capture and divert the power, not encourage it, but…” - Excerpt from Let Slip 20.9</ref>
Trying to intentionally "Found" a place was an act so unprecedented that the Page of Suns took an interest.<ref>- Excerpt from 100 Years Lost</ref>
Realm
The limited amount of space to hide a Knotted Place has lead to the creation of entire archipelagos of Found islands, each with their own set of rules.<ref>Because there’s a narrow band of places that fit the bill of being remote enough but not too distant from humans + human sentiment, they tend to cluster. This can give us Founder-inhabited island chains where each island has a rule, or areas with rules that overlap - [12.7 spoilers] Knots and Depressions</ref>
The effects on a specific realm are in part based on what Path the Founder descended from.
Foundlings
Creations in the knotted places that Founders settle in, they can become people onto themselves.<ref>“This is a founded location,” Mrs. Driscoll said. “We’ll give the rundown after, but understand, these are Foundlings, not Lost, they’re citizens, they’re props that will become people. I imagine a select few have. Control how much you interact with them.” - Excerpt from Gone and Done It 17.x</ref> Going through the motions of being a person helps them to grow. <ref> - Excerpt from Wild Abandon 18.a</ref>
Known Examples
- Others
- Archipelago
- Miss of Kennet Found
- Practitioners
- Peter Garrick<ref>“Hello? Peter Garrick. Finder, friend of founder, ferrier. Avery Kelly and opossum I assume?” - Excerpt from Wild Abandon 18.9</ref>(possibly)
- Kennet Trio of Kennet Found
Trivia
- An example brought up in story is Peter Pan