The Groh
Grom Whitehands looked over his village after the passing of the recent storm, villagers going about their lives thankful for the old stone and priests that let the Groh avoid a complete disaster. The damage done to the old gardens would be repaired, and measures would be taken to make sure the Groh have what they will need. He himself had heard from the dreamers about some of the activities of what was happening in the Middle Sea, some of it interesting, most of it a challenge that would need to be faced, in particular the Ash Tribe's challenge was on his mind.
Walking down the thin pathway from one of the white tipped points of Groh, Grom saw the priestess Yida leading a group of priests to the Old Stoneworks. He thought of how it will be an interesting discussion with Yida later no matter what the discoveries she'll make from the sacred ruins are.
Along the thin shores of Groh a number of Sailors were seen leaving to gather what they could from the storm battered seas.
Spoiler: Groh
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To help make up somewhat for the damage to the gardens, and to collect resources faster, five villagers create a Hall of Weaving.
Yida Stoneseer will guide a group of (1) Priests to help her investigate the Old Stoneworks, particularly the Strange Statue that she found before. If they can they will bring along the Spirit of Stone.
Two Sailors will go off on adventure to try to find rare storm fish and other valuables.