Within the somber Empire of Stones, the glomes are those who forged the strongest of the early alliances with human folk. The strength of these pacts and embassies served the glomes well, for enough numbers srill survive in this age of banal darkness to be counted as a phylum. As the world grows colder, the heavy people grow increasingly sluggish — all the heavy peoples have become sleepy with the centuries, but this is seen in few places so poignantly as the older glomes.

In ancient times, members of this phylum served as emissaries and diplomats between the true nobility of the Great Stone Empire and other types of spirits, including humanity. The glomes comparatively tiny size (few grew larger than 11 feet tall, even before the Shattering) and energetic temperaments made them natural go-betweens for the more glacially minded dynasties. Also, in the first days of the world, it was common for glomes to travel along the trods in their stone ships and other fantastic vehicles as they carried messages from mountain to mountain.

Now that most of the great mountains have fallen asleep — perhaps for the last time — the little glomes are left to fill the centuries as best they can. As they are a deeply contemplative race, most glomes are content to spend the empty decades exercising their memory and exploring the shadowy epochs of Stone that lie behind the present. Slumber is also a powerful attraction for such slow creatures. The Glass Circle estimates that in an average century, a typical glome spends 80 years in Slumber, 18 years remembering, and two years interacting with one another and with less heavy folk. Even when active and social, many glomes feel occasional, profound pangs of shyness that borders on reclusiveness. They retreat to their Anchors, sometimes for weeks on end.

Few things are dearer to the glome spirit than tradition. Of all the major Inanimaic races that remain in the Earth, only the glomes can be bothered to make any sort of systematic study of & the history and lore of the meat world. This is not out of any drive to understand the meat or to answer the Heart Riddle — about which most glomes could not care less — but arises simply out of the fact that tradition is comforting to such slow creatures.

And slow they are. Glomes are deliberate about everything they do. They do not make friends quickly, much less fall in (or out) of love. Even when they do, it is the result of a minimum of several months of carefully reasoned consideration. Once they have made a decision, it is equally difficult for them to go back on it — as the saying goes, "a rock never changes its mind." Many currently extant glomes are still fiercely loyal to the memory of dear companions who departed the Earth during the Shattering and never returned.

This deep reluctance to do anything without thinking it through first does not mean that the heavy people are emotionless or completely rational beings. When a glome loves, it loves not only for the long term, but to the point of self-destruction. Many stories tell of glomes who fell so deeply in love that they suffered mutilation and even Undoing to aid the beloved. When a glome hates, it is with a pure and implacable hatred that makes the ordinarily placid glomes famous for being among the most frightening enemies imaginable in all the inanimate world. A glome that has been driven to the point of anger becomes a force of unyielding fury that will not stop attacking with every method at its disposal until his opponent is crushed beneath him.

Appearance: The subtleties of building a human Husk are often lost on the taciturn, introspective glomes, who consider themselves hospitable when they bother to put on even the semblance of a humanoid form. Glomes are uniformly massive, with Husks ranging from a lower limit of about six feet to a practical limit something over seven feet. Bigger glomes are possible, but they find it increasingly difficult to move about normally as their size increases, as well as becoming more susceptible to the need for Slumber. These Husks tend to have facial features and other fine details that are more or less roughly carved into the living stone, although extraordinarily social, glomes are known to form exquisite faces that appear nearly as delicate as meat itself. In Husk form, their eyes are like those of statues, unblinking and often pupil-less. While there is no natural "hair," individuals who wish to appear more human often mold an equivalent texture onto their heads or else make use of wigs. Build is always stocky, with wide shoulders and heavy joints.

Lifestyle: The natural density of glomish Husks requires them to Slumber for greater periods than most other phyla in phylum to conserve Glamour. When awake, glomes cultivate relationships with members of the other courts and even with the meat, sometimes paying humans with gems in exchange for serving as messengers and companions — reading, playing board games, and so on. Their preferred activities include designing and constructing architectural monuments and additions to existing urban tunnel systems, collecting lore (which they then painstakingly inscribe in their handmade books with stone pages) and continuing their seemingly interminable correspondence with one another. All glomes love to hear gossip about what their stony fellows are up to in various parts of the world, and any creature who can provide them with this information stands a good chance of being treated as a friend.


Kuberas — Their obsession with material wealth and physical pleasure will he their undoing.
Ondines — A kindly people.
Parosemes — Flighty and irresponsible. They cannot be relied upon for anything.
Solimonds — Though they claim to be our allies they are dangerous and fickle. Do not trust them.
Mannikins — Their ways are mostly unknown to us. In many ways, they are more alien than the meat Kithain, for they are neither of meat or Inanimae… they are something in between.
Kithain — We have more in common with the trolls of the Kithain than we do with many of the Inanimae. Perhaps we should seek an alliance with their kind.

Childlings are extremely cautious about the new world in which they have awoken. They spend much of their time carefully analyzing their new surroundings. They often have a very difficult time maintaining a Husk for extended periods of time.

Wilders find it far easier to keep to the human configuration, and are the blocky-shouldered, thick-jawed stony figures familiar to most Inanimae. Increasing numbers of glome wilders have been seduced by the Kroft into inhabiting statues carved by human artists — these Husks are prized among glomes for their smooth likenesses to the meat, a quality that only the finest Sessile huskcrafters can duplicate. These Kroft wilders, known as "golems," are still a distinct minority within glome society, as many more serious heavy ones consider the practice to be detrimental to intelligence.

Grumps spend much of their time searching out childling glomes (and other childling Inanimae) to make certain that they are properly cared for. Generally wise in the ways of the modem world, grumps are also the most likely to have contact with fae other than the Inanimae.

Affinity: Petros


Strength of the Stone — All glomes gain an additional two Health Levels (add two levels of Bruised) and two dots of Strength at character creation, even if this raises the Trait above 5. This Birthright functions at all times, even in the presence of mortals.

Immunity — Glomes are immune to the effects of all poisons and diseases.


Weight of the Stone — Even in their Husk forms, glomes are exceedingly heavy. The exact weight is up to the Storyteller, though glomes in excess of 1,000 pounds are not uncommon.

Quote: I apologize for leaving so suddenly, but I fear that the meat began renovations on the site of my building project some months ago. I should drop in to double-check their work.