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	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JSEVERNS"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/JSEVERNS"/>
	<updated>2026-04-16T05:03:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=238672</id>
		<title>Category:Stormpeak creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=238672"/>
		<updated>2025-05-23T18:18:53Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
[[File:Storm Peaks Map.png|thumb|400px|Map of the Stormpeak hunting area. Map by Alosaka&#039;s player.]]&lt;br /&gt;
Stormpeak is a large hunting ground with creatures from base levels 16 to 85 located near [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
Titan&#039;s Deluge is a [[Spell Sever]] area.&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
There are five distinct hunting areas within Stormpeak.&lt;br /&gt;
&lt;br /&gt;
===Stormpeak Base===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[thunder troll]] (18)&lt;br /&gt;
&lt;br /&gt;
===Raining Caves===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[storm hound]] (24)&lt;br /&gt;
* a [[vapor hound]] (24u)&lt;br /&gt;
* a [[water hound]] (24)&lt;br /&gt;
&lt;br /&gt;
===Giant&#039;s Ridge===&lt;br /&gt;
* a [[swirling spectre]] (37u)&lt;br /&gt;
* a [[storm giant]] (39)&lt;br /&gt;
&lt;br /&gt;
===Thunder Plateau===&lt;br /&gt;
* a [[krag dweller]] (72)&lt;br /&gt;
* a [[storm griffin]] (73)&lt;br /&gt;
&lt;br /&gt;
===Titan&#039;s Deluge===&lt;br /&gt;
* a [[crackling lightning fiend]] (79)&lt;br /&gt;
* a [[stooped titan stormcaller]] (81)&lt;br /&gt;
* a [[titan tempest tyrant]] (83)&lt;br /&gt;
* a [[haggard Veiki herald]] (85)&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Stormpeak was released on December 17, 2023.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Stormpeak was designed and written with help from the [[Staff list|Development Team]] including:&lt;br /&gt;
* Creatures: Oscuro &amp;amp; Auchand&lt;br /&gt;
* Room Painting: Haliste &amp;amp; Reidyn&lt;br /&gt;
* Gemstones: Galene&lt;br /&gt;
* Storyline/Release Event: Netz, Marstreforn, Auchand, Thandiwe, Valyrka&lt;br /&gt;
&lt;br /&gt;
[[Category:Zul Logoth Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=238671</id>
		<title>Category:Stormpeak creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Stormpeak_creatures&amp;diff=238671"/>
		<updated>2025-05-23T18:17:45Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Added map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
[[File:Storm Peaks Map.png|thumb|400px|Map of the hunting area The Hinterwilds. Cartography and map by Mnar Akurion.]]&lt;br /&gt;
Stormpeak is a large hunting ground with creatures from base levels 16 to 85 located near [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
Titan&#039;s Deluge is a [[Spell Sever]] area.&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
There are five distinct hunting areas within Stormpeak.&lt;br /&gt;
&lt;br /&gt;
===Stormpeak Base===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[thunder troll]] (18)&lt;br /&gt;
&lt;br /&gt;
===Raining Caves===&lt;br /&gt;
* a [[wind witch]] (16)&lt;br /&gt;
* a [[storm hound]] (24)&lt;br /&gt;
* a [[vapor hound]] (24u)&lt;br /&gt;
* a [[water hound]] (24)&lt;br /&gt;
&lt;br /&gt;
===Giant&#039;s Ridge===&lt;br /&gt;
* a [[swirling spectre]] (37u)&lt;br /&gt;
* a [[storm giant]] (39)&lt;br /&gt;
&lt;br /&gt;
===Thunder Plateau===&lt;br /&gt;
* a [[krag dweller]] (72)&lt;br /&gt;
* a [[storm griffin]] (73)&lt;br /&gt;
&lt;br /&gt;
===Titan&#039;s Deluge===&lt;br /&gt;
* a [[crackling lightning fiend]] (79)&lt;br /&gt;
* a [[stooped titan stormcaller]] (81)&lt;br /&gt;
* a [[titan tempest tyrant]] (83)&lt;br /&gt;
* a [[haggard Veiki herald]] (85)&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Stormpeak was released on December 17, 2023.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Stormpeak was designed and written with help from the [[Staff list|Development Team]] including:&lt;br /&gt;
* Creatures: Oscuro &amp;amp; Auchand&lt;br /&gt;
* Room Painting: Haliste &amp;amp; Reidyn&lt;br /&gt;
* Gemstones: Galene&lt;br /&gt;
* Storyline/Release Event: Netz, Marstreforn, Auchand, Thandiwe, Valyrka&lt;br /&gt;
&lt;br /&gt;
[[Category:Zul Logoth Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Storm_Peaks_Map.png&amp;diff=238669</id>
		<title>File:Storm Peaks Map.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Storm_Peaks_Map.png&amp;diff=238669"/>
		<updated>2025-05-23T18:16:08Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Map of the Storm Peaks area. Uploaded by the creator.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Map of the Storm Peaks area. Uploaded by the creator.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Sleeping_Drake_Harbor_and_Bericsaba_Market.png&amp;diff=235662</id>
		<title>File:Sleeping Drake Harbor and Bericsaba Market.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Sleeping_Drake_Harbor_and_Bericsaba_Market.png&amp;diff=235662"/>
		<updated>2025-04-05T02:20:26Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: JSEVERNS uploaded a new version of File:Sleeping Drake Harbor and Bericsaba Market.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Line Map created by Alosaka for the Bericsaba Market &amp;amp; Sleeping Drake Harbor.  Posted with permission from the player.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Turamzzyrian_Empire&amp;diff=228262</id>
		<title>Turamzzyrian Empire</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Turamzzyrian_Empire&amp;diff=228262"/>
		<updated>2024-11-08T01:43:53Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Added modern full color map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turamzyr full color.jpeg|thumb|upright=1.5|Turamzzyrian Empire ca. 5100]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turamzzyr.jpg|thumb|upright=1.5|Turamzzyrian Empire ca. 5100]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tura map.jpg|thumb|upright=1.5|Provinces]]&lt;br /&gt;
|}&lt;br /&gt;
The &#039;&#039;&#039;Turamzzyrian Empire&#039;&#039;&#039; is a human empire which controls much of the land to the west of the [[Dragonspine Mountains]]. The capital city is [[Tamzyrr]] in the [[Selanthia|Duchy of Selanthia]] and its present ruler is Emperor [[Aurmont Chandrennin Anodheles]].&lt;br /&gt;
&lt;br /&gt;
The empire extends as far north as [[Talador]] and as far south as the [[Aldora]]n capital of [[Elstreth]] and the [[Estoria]]n city of [[Idolone]].  [[Vornavis]] and [[Solhaven]] are the two largest cities in the northwest region of the Empire.  The new [[Barony of Darkstone]] is located north of Vornavis, consisting of the land between it and [[Wehnimer&#039;s Landing]].  The small trading town of [[Wehnimer&#039;s Landing]] is a [[Protectorate]] of the Empire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
{{main|History of the Turamzzyrian Empire}}&lt;br /&gt;
&lt;br /&gt;
===Founding===&lt;br /&gt;
&lt;br /&gt;
By the end of the fourth millenium of the Modern Era, the [[Kannalan Empire]] had collapsed, and western Elanith dissolved into small independent provinces and city-states. Several successor states arose in the years that followed: the [[Kingdom of Torre]] around Fairport and Maelstrom Bay, the [[Kingdom of Hendor]] around Lolle and Waterford in the north, and the Turamzzyrian Empire around the southern port city of Tamzyrr.&lt;br /&gt;
&lt;br /&gt;
The Turamzyrrian state began as a trading alliance between the cities of Tamzyrr, Elstreth, and Kai Toka. [[Selantha Anodheles]], Overlord of Tamzyrr, united the three cities from 4273 to 4278 and was coronated as the first Empress of the Turamzzyrian Empire. Under Selantha&#039;s rule, the Empire began a more than 800 year long period of expansion. Selantha reigned until her death in 4302, having brought the former Kannalan regions of [[Bourth]], [[Honneland]], and [[Toullaire]] under imperial control. However, neither Selantha nor her immediate successors were able to defeat the Kingdom of Hendor. The rule of the House of Anodheles ended in 4309, when the young Emperor [[Verdel Anodheles|Veridel]] was deposed by regent [[Chaston Kestrel]].&lt;br /&gt;
&lt;br /&gt;
===Kestrel Dynasty===&lt;br /&gt;
&lt;br /&gt;
Emperor Chaston Kestrel signed a treaty of peace with Hendoran King Thurbon II in 4312.&lt;br /&gt;
&lt;br /&gt;
Under Chaston Kestrel&#039;s rule, the empire underwent a great racial change in which many non-humans, particularly those of elven heritage, were motivated to emmigrate out of the empire after the declaration of [[Chaston&#039;s Edict]].  The Empire began an expansion eastwards towards the [[Dragonspine Mountains]] under Chaston&#039;s rule to the region presently known as the [[Highmount|Barony of Highmount]] and established the Imperial outpost of [[Kragsfell]].  It was also under Chaston&#039;s rule that the Imperial Navy was expanded and improved to become the dominant naval force in the [[Great Western Sea]].&lt;br /&gt;
&lt;br /&gt;
In 4327, Mount Ysspethos, a volcano close to Tamzyrr, erupted and Chaston and his immediate heirs were wiped out.  His successor was [[Immuros Kestrel]].  Rather than focus on the expansion of the Empire, Immuros dedicated much of his reign to infrastructure development and supported road building and irrigation projects through out the empire.    Tamzyrr was rebuilt and in addition, Immuros began construction on [[Immuron]], a city built on the ruins of [[Gor&#039;nustre]].  As a side result to Immuros&#039; focus on matters within the empire at the expense of expansion, the Imperial Army at the time shrank in size.  Perhaps the most important event of Immuros&#039; rule was the establishment of the [[Hall of Mages]], as a magical academy for the empire.  The Hall of Mages has since become the leading producer of magical users in the Empire in the present day.&lt;br /&gt;
&lt;br /&gt;
Immuros died in 4375 and was succeeded by [[Celeste Kestrel]]. Her rule was challenged by her brothers and the Empire descended into a brief civil war.  Celeste emerged victorious only to drown when the imperial barge sank in 4402.  This was the last time a Kestrel ruled the empire.&lt;br /&gt;
&lt;br /&gt;
By deft maneuvering, the Burzost family successfully claimed the [[Sun Throne]].  The rule of the Burzosts was one of little accomplishment other than the annex of the [[Torre|County of Torre]] in 4417 under [[Jasdurel Burzost]].  Under the same ruler, the Barony of Highmount was overrun by [[giantmen]] of the [[T&#039;Kirem Bear Clan]].  However, by the death of the last of the Burzost, the giantmen had successfully been driven back into the Dragonspine and the Empire&#039;s control over Highmount permanently ensured.&lt;br /&gt;
&lt;br /&gt;
===Chandrennin Dynasty===&lt;br /&gt;
Upon the death of Jasdurel&#039;s heirs, which numbered in three successive short reigns, [[Levian Chandrennin]] assumed control of the throne to the Empire in 4402.  The first of the Chandrennin to do so, the family from this point ruled the Empire for more than two hundred years.  History flowed without great interruption in the Empire up until 4565, when in the reign of [[Verranna Chandrennin]] [[Toullaire]] was annihilated in a magical explosion that was believed to be the result of reckless experimentation by the [[Arcanum]], a rival magical school to the Hall of Mages.  As a result, Verranna ruled that the Hall of Mages to have a virtual monopoly on magical teachings in the Empire.  Also placed in effect was mandatory registration of all magic users in the Empire.  From this point on, the Kestrel family consolidated their control over magic in the empire.&lt;br /&gt;
&lt;br /&gt;
A decade later, Emperor [[Krellove Chandrennin]] initiated the [[First Elven War]] against the [[House of Nalfein]] in 4605.  The Empire was victorious and its armies, led by General [[Vaycero of Idolone|Vaycero]], Lord of [[Idolone]], took control of previously neutral territory on the Turamzzyrian-Nalfein frontier.  The war ended with the death of Krellove in 4610 and the construction of a fort at [[Barrett&#039;s Gorge]] two years earlier.&lt;br /&gt;
&lt;br /&gt;
Krellove was succeeded by [[Toscus Chandrennin|Toscus the Fat]].  Toscus immediately buried any plans to re-start the war and ruled until 4622, when he was assassinated for secretly plotting with the Nalfein.&lt;br /&gt;
&lt;br /&gt;
===Rysus Dynasty===&lt;br /&gt;
&lt;br /&gt;
The neighboring human [[Kingdom of Hendor]] fell to orcs in the [[Witch Winter]] of 4628 to 4632. Over the next two decades, Turamzzyrian armies gradually retook the former Hendorian lands, including Lolle, Waterford, Nydds, and Mensyl Pass.&lt;br /&gt;
&lt;br /&gt;
Resettlement of Hendor led to a shift in power away from the House of Chandrennin, with other imperial houses and former Hendorian nobility clamoring for more freedoms. In 4686, Emperor Baeronnar II abdicated and [[Perrinor Rysus]] was crowned as the new emperor. Under Perrinor, the [[Rysus Codex]] was established as the new legal foundation of the empire, with power distributed to the aristocracy in a feudal system.&lt;br /&gt;
&lt;br /&gt;
===Anodheles Restoration===&lt;br /&gt;
&lt;br /&gt;
The death of Emperor Feadros Rysus in 4715 led to a three-year war of succession. Several claimants were assassinated during the course of the war, and in the end most of the nobility threw their support to [[Lyssandra Anodheles]]. Her initially shaky rule was strengthened with the formal support of the [[Church of Koar]], and the next few decades saw great increases in the church&#039;s power and political influence.&lt;br /&gt;
&lt;br /&gt;
In 4679, at the behest of the Prelate Fzendoor of Immuron, Emperor Rallick marched against the [[House of Nalfein]] to the east in the [[Second Elven War]]. They were forced to retreat and sign a peace treaty following the death of Rallick in battle.&lt;br /&gt;
&lt;br /&gt;
In 4800, Emperor Ommindar moved to curb the Church of Koar&#039;s influence, ensuring that the church&#039;s Patriarch would henceforth be personally appointed by the emperor.&lt;br /&gt;
&lt;br /&gt;
In 4841, Empress Selantha II invaded the dark elven [[House of Faendryl]] in the [[Third Elven War]]. Despite initial successes, the Turamzzyrian army was routed by a horde of summoned demons at the battle known as The Breaking. Imperial remnants under Duke Nyrmont of Kezmon held the demons&#039; advance for a time but were ultimately forced to retreat back to Barrett&#039;s Gorge, and the war ended without a formal treaty. With demonic fiends still loose at the border, the [[Demonwall]] was constructed and fortified over the next several decades.&lt;br /&gt;
&lt;br /&gt;
The [[Horned Cabal]], a group of five liches, appeared as a major threat in the south in 4953. With imperial forces unable to destroy the undead menace, the formerly minor [[Order of Voln]] saw increasing membership in the following decades. The Cabal was finally defeated in 5074 during a great battle between imperial and undead armies when a small band of Voln monks was able to slip past the main forces and slay one of the five members of the Cabal. The remaining four members fled into the wastes.&lt;br /&gt;
&lt;br /&gt;
In 5092, amid a swelling of Turamzzyrian pride, Empress Mynal&#039;lyanna revived Chaston&#039;s Edict, reestablishing many of the old restrictions on non-humans, and cast the sights of the Empire on outside lands once more.&lt;br /&gt;
&lt;br /&gt;
=== Current State of the Empire ===&lt;br /&gt;
&lt;br /&gt;
The empire is currently in a relatively calm state. There is no current area of major conflict and the constant skirmishes in the Sea of Fire, the DragonSpine, and the Demonwall are by no means a prelude to war. The southern cities remain ever vigilant, prepared for the next major conflict with the Horned Cabal.&lt;br /&gt;
&lt;br /&gt;
With the failure of Baron Lerep Hochstib&#039;s conquests and his subsequent death, coupled with the assassination of Empress Mynal&#039;lyanna Anodheles in 5103, the newly anointed Emperor Aurmont Anodheles, first cousin to the late Empress, has appointed Earl Eddric Jovery of North Hendor as the new Northern Sentinel.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the Emperor has invested Hochstib&#039;s surviving sister, Lady Delphinuria, as the new Baroness of Jantalar effectively bringing the Barony&#039;s ambitious expansionism to an end. The former Barony of Mestanir was released from Jantalar&#039;s control, restored to sovereignty, and is now governed by the newly appointed Baron Seurdyn Moraughton Chydenar.&lt;br /&gt;
&lt;br /&gt;
With the current Emperor showing no interest in conquest or expansion, the Turamzzyrian Empire seems to have settled, for now.&lt;br /&gt;
&lt;br /&gt;
Under Aurmont, the Empire has been more conciliatory towards non-humans. In 5119, the [[Valley of Gold]] treaty declared cooperation between the Empire and the elven [[House of Illistim]], and Chaston&#039;s Edict was formally rescinded in 5122. In early 5123, however, the assassination of [[Kasendra Malwind]] and the presumed death of [[Sayilla Javilerre|Sayilla Javilerre Illistim]], high-ranking envoys between the two nations, again caused heavy tensions to rise.&lt;br /&gt;
&lt;br /&gt;
==Symbols of the Empire==&lt;br /&gt;
From at least 4718 M.E. to 5106, the symbol of the Turamzzyrian Empire was a golden sunburst, which was the symbol of the house of the Anodheles, who controlled the imperial throne in that time period.  It is unknown if the golden sunburst was a legacy of Selantha&#039;s initial reign or if it was brought back when the Anodheles regained the throne.&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
&lt;br /&gt;
=== Non-Humans ===&lt;br /&gt;
&lt;br /&gt;
After a wave of elven-led attacks on human cities in the early days of the Empire, Emperor Chaston decreed a series of laws restricting the rights of non-humans, which came to known as [[Chaston&#039;s Edict]]. The Edict was in effect from 4310 to 5122 Modern Era, and was rescinded by Emperor Aurmont.&lt;br /&gt;
&lt;br /&gt;
Under Chaston&#039;s Edict, non-humans were forbidden from owning land or businesses. The edict was more strictly enforced in the southern provinces, being nearer to both Tamzyrr and the elven-controlled lands to the east in [[Ta&#039;Nalfein]] and south in [[Ta&#039;Faendryl]]. Many elves who once lived in the empire have fled into [[Wyrdeep Forest]]. The policy extended as well to [[dwarves]], [[gnome]]s, and the occasional orc, half-orc, or [[half-krolvin]], collectively known as &#039;&#039;[[ordlyn]]&#039;&#039;. Half-elves, or &#039;&#039;[[hathlyn]]&#039;&#039;, were permitted more freedoms, and a few northern barons were known to have elven heritage.&lt;br /&gt;
&lt;br /&gt;
Within the empire, all elves are known as &#039;&#039;sylvan&#039;&#039;, but the reasons for this have been long forgotten, at least by the human population. There has never been any known formal contact between the empire and the [[sylvankind]].&lt;br /&gt;
&lt;br /&gt;
=== Wehnimer&#039;s Landing ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also:&#039;&#039; [[Protectorate]], and [[Northern Sentinel&#039;s Decree on the Imperial Protection of Wehnimer&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
The vibrant trading port of [[Wehnimer&#039;s Landing]] by Darkstone Bay on the northern frontier of the Empire was founded by [[Rone Wehnimer]] in 4873 Modern Era, approximate two hundred years before present day. Imperial attitudes towards the Landing have varied over the years depending on the leaders of the time. Overall, the Landing has been a part of the human sphere of influence in western Elanith and a key location for human interests, even if its status is that of a Protectorate instead of a Barony. About fifty years after its founding, the Landing was on the verge of being seized by the [[krolvin]] until the defenders were relieved by an Imperial army. More recently, the Landing has been attacked by some rogue elements of the Empire including [[Lerep Hochstib|Baron Hochstib]] of Jantalar and [[Chaston Griffin|Prelate Chaston Griffin]] of the Church of Koar, while being defended by others including [[Dunrith Malwind|Baron Malwind]] of Vornavis and [[Eddric Jovery|Earl Jovery]] of North Hendor. The Landing has also been used as a base by some adventurers to launch attacks on Imperial holdings, including the sacking of Winter Manor in [[Brisker&#039;s Cove]] and the assassination of [[Berniah Kestrel|Earl Kestrel]] of Chastonia.&lt;br /&gt;
&lt;br /&gt;
Formally, the Landing is considered a Protectorate of the Turamzzyrian Empire, and the Hendorans maintain a small outpost outside of town.&lt;br /&gt;
&lt;br /&gt;
In late 5122, a wave of settlers from the south, including those displaced by the destruction of [[Talador]], began to arrive in Darkstone Bay. Preparations were made for the creation of a new [[Barony of Darkstone]] which would encompass some of the lands near the Landing, but not including the town itself.&lt;br /&gt;
&lt;br /&gt;
== Noble Lands ==&lt;br /&gt;
&lt;br /&gt;
Listed in approximate order of influence:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location&lt;br /&gt;
! Ruling House&lt;br /&gt;
! Current Ruler&lt;br /&gt;
! Cities&lt;br /&gt;
! Location&lt;br /&gt;
! Historical Leaders&lt;br /&gt;
|-&lt;br /&gt;
|[[Selanthia|Duchy of Selanthia]] || [[Anodheles]] || [[Aurmont Chandrennin Anodheles]] || [[Tamzyrr]] || West || [[Selantha Anodheles]], many emperors&lt;br /&gt;
|-&lt;br /&gt;
|[[Aldora|Duchy of Aldora]] || [[Chandrennin]] || [[Gerjonn Chandrennin]] || [[Elstreth]] || South || [[Bannon Chandrennin]], many emperors&lt;br /&gt;
|-&lt;br /&gt;
|[[Kezmon Isle|Duchy of Kezmon]] || None || || [[Kai Toka]] || West || [[Nyrmont]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chastonia|Earldom of Chastonia]] || [[Kestrel]] || || [[The Swale]] || South || [[Chaston Kestrel]], many emperors and royal magisters&lt;br /&gt;
|-&lt;br /&gt;
|[[Honneland|Earldom of Honneland]] || [[Feurstein]] || || [[Immuron]] || East || Sentinel Happersett&lt;br /&gt;
|-&lt;br /&gt;
|[[Estoria|Earldom of Estoria]] || [[Hurrst]] || Earl Preskot Hurrst || [[Idolone]] || South || Sentinel Urgland Hurrst&lt;br /&gt;
|-&lt;br /&gt;
|[[South Hendor|Earldom of South Hendor]] || [[Weirlund]] || || [[Waterford]], [[Nydds]] || North || Kings of Hendor, Sentinel Weirlund&lt;br /&gt;
|-&lt;br /&gt;
|[[North Hendor|Earldom of North Hendor]] || [[Jovery]] || [[Eddric Jovery]] || Lolle || North || Kings of Hendor&lt;br /&gt;
|-&lt;br /&gt;
|[[Allace|County of Allace]] || [[Calquinor]] || || [[Ubl]] || South || Sentinel Kyr Calquinor, Sentinel Marcus Calquinor&lt;br /&gt;
|-&lt;br /&gt;
|[[Trauntor|County of Trauntor]] || [[Greythane]] || [[Merlonus Greythane]] || [[Brantur]], [[Barrett&#039;s Gorge]] || East || Sentinel Greythane&lt;br /&gt;
|-&lt;br /&gt;
|[[Seareach|County of Seareach]] || [[Tramini]] || [[Yedon Tramini]] || [[Brisker&#039;s Cove]], [[Phannus]] || North ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Torre|County of Torre]] || [[Claybourne]] || [[Clarence Claybourne]] || [[Fairport]], [[River&#039;s Rest]] || West || [[Vicalle Mestyr]], [[Glavedd]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Jantalar|Barony of Jantalar]] || [[Hochstib]] || [[Delphinuria Hochstib]] || [[Jantalar]] || [[Lerep Hochstib]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Talador|Barony of Talador]] || None || Uninhabitable: [[Bleaklands]] || [[Talador]] || North || [[Ciaran Donnebrugh]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mestanir|Barony of Mestanir]] || [[Chydenar]] || [[Seurdyn Chydenar]] || Mestanir || North || Mestanir&lt;br /&gt;
|-&lt;br /&gt;
|[[Bourth|Barony of Bourth]] || [[Caulfield]] || [[Breshon Caulfield]] || [[Krestle]], [[Gallardshold]] || East || [[Gallard Wilke]], [[Spensor Caulfield]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Vornavis|Barony of Vornavis]] || [[Malwind]] || [[Dunrith Malwind]] || [[Vornavis]]-[[Solhaven]] || North ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Highmount|Barony of Highmount]] || [[Hammarskal]] || || [[Maelligh]], [[Kragsfell]] || East || Urleth&lt;br /&gt;
|-&lt;br /&gt;
|[[Oire|Barony of Oire]] || [[Villaune]] || || [[New Myssar]] || West ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Riverwood|Barony of Riverwood]] || [[Helt]] || || [[Helt]] || North ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragach|Barony of Dragach]] || [[McGarry]] || [[Firmin McGarry]] || [[Connedale]], [[Krinklehorn]] || East ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[History of the Turamzzyrian Empire]] (official)&lt;br /&gt;
*[[:Category:Settlements of the Turamzzyrian Empire|Settlements of the Turamzyrian Empire]]&lt;br /&gt;
*[[A Traveler&#039;s Guide to the Turamzzyrian Empire]] (official)&lt;br /&gt;
*[[Rulers of the Turamzzyrian Empire]]&lt;br /&gt;
*[[The Crests of the Turamzzyrian Empire]] (official)&lt;br /&gt;
*[[Prestige and Prejudice in the Empire - On Imperial Rank and Titles]] (official)&lt;br /&gt;
*[[Orders of the Turamzzyrian Empire]] (official)&lt;br /&gt;
*[[Pathways to the Orders of the Turamzzyrian Empire]](official)&lt;br /&gt;
*[[Worship in the Turamzzyrian Empire]] (official)&lt;br /&gt;
*[[Travels in the Wizardwaste]] (official)&lt;br /&gt;
*[[The Empire&#039;s Expatriates: The Elves of Wyrdeep]] (official)&lt;br /&gt;
*[[Tale of Two Barons|A Tale of Two Barons]] (official)&lt;br /&gt;
*[[Torre/Torre Succession|County Torre: Lines of Succession]] (official)&lt;br /&gt;
*[[History of the Willowriches]]&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/human_history/turamzzyrian-state.asp Original Play.net document]&lt;br /&gt;
&lt;br /&gt;
{{Humans}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Human cultures| ]]&lt;br /&gt;
[[Category:Turamzzyrian Empire| ]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Turamzyr_full_color.jpeg&amp;diff=228261</id>
		<title>File:Turamzyr full color.jpeg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Turamzyr_full_color.jpeg&amp;diff=228261"/>
		<updated>2024-11-08T01:43:22Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: A full-color rendition of the Turamzzyrian Empire, by Alosaka. Uploaded by the creator.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A full-color rendition of the Turamzzyrian Empire, by Alosaka. Uploaded by the creator.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Imt-glaoveln.png&amp;diff=222365</id>
		<title>File:Imt-glaoveln.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Imt-glaoveln.png&amp;diff=222365"/>
		<updated>2024-07-10T01:09:17Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Summary */ Updated permissions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A map of Glaoveln and Glaeve, uploaded by the creator, JSEVERNS, player of the character Alosaka. Creative Commons License CC BY-SA: This license enables reusers to distribute, remix, adapt, and build upon the material in any medium or format, so long as attribution is given to the creator. The license allows for commercial use. If you remix, adapt, or build upon the material, you must license the modified material under identical terms.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Imt-glaoveln.png&amp;diff=222361</id>
		<title>File:Imt-glaoveln.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Imt-glaoveln.png&amp;diff=222361"/>
		<updated>2024-07-09T22:10:21Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: A map of Glaoveln and Glaeve, uploaded by the creator.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A map of Glaoveln and Glaeve, uploaded by the creator.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Northwatch_Preview.jpg&amp;diff=220218</id>
		<title>File:Northwatch Preview.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Northwatch_Preview.jpg&amp;diff=220218"/>
		<updated>2024-06-03T21:55:14Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Unofficial map of the Northwatch territory, compiled with inputs from players and game masters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Unofficial map of the Northwatch territory, compiled with inputs from players and game masters.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:JSEVERNS&amp;diff=212931</id>
		<title>User talk:JSEVERNS</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:JSEVERNS&amp;diff=212931"/>
		<updated>2024-01-18T02:41:13Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Modified Artwork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stormpeak map corrections:&lt;br /&gt;
:1. Giant&#039;s Ridge area from the Clearing (safe room) to the Juncture: JUMP LEDGE, WEST, JUMP TRAIL. Juncture to Clearing is correct: JUMP LEDGE, SHUFFLE LEDGE, JUMP CLEARING.&lt;br /&gt;
:2. In the Thunder Plateau area, the one way return to the Mist from the NE is CLIMB SLOPE not CLIMB WALL. I don&#039;t discord or Lich.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve created the [[swirling spectre]] page however, nothing is displayed with the DESCRIBE verb. Maybe you can relay that info to the appropriate GM responsible. I&#039;ve already included it in the article. And great, great work on the maps! [[User:SPYRIDONM1|Mark]] ([[User talk:SPYRIDONM1|talk]]) 22:06, 21 December 2023 (CST)&lt;br /&gt;
&lt;br /&gt;
==Modified Artwork==&lt;br /&gt;
Hi there, JSEVERNS.  Several years ago, you uploaded an image, [[:File:Teras Isle Regional final.jpg]].  Recently, another user modified your image to create [[:File:Teras Isle Discovery of Kragnek Dzu (Oro).png]].  The other user did note that your image was the original source, however there is no note that they have artist permission to make modifications for it.  I also was not able to find any remarks on your original image file or its related captions that you have given any sort of blanket permission for modifications by others.  Can you please clarify if permission was given?   While your image does depict a map, it is considered artwork for the purposes of [[Gswiki:Policy#Copyrights]] and is protected under that section.  If I don&#039;t hear back from you within 7 days, I will flag the new image for moderator review.  You can respond either here or on my user talk page. [[User:HOST-GSKEBECHET|HOST-GSKEBECHET]] ([[User talk:HOST-GSKEBECHET|talk]]) 11:15, 17 January 2024 (CST)&lt;br /&gt;
&lt;br /&gt;
Hello, thank you for asking! Yes, the user messaged me and got my permission. I have no issues with the reuse of my map in that manner. [[User:JSEVERNS|JSEVERNS]] ([[User talk:JSEVERNS|talk]]) 20:41, 17 January 2024 (CST)&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:The_Hive_creatures&amp;diff=211268</id>
		<title>Category:The Hive creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:The_Hive_creatures&amp;diff=211268"/>
		<updated>2023-12-13T23:50:34Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Added map, minor typo fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hive Iso Correct.jpg|thumb|600px|Isometric map of the Hive hunting area. Map by Alosaka.]]&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The Hive is a [[Ascension Skill System|challenging]] and large hunting ground with creatures from base levels 102 to 112 located near [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
There are four distinct hunting areas within The Hive.&lt;br /&gt;
&lt;br /&gt;
===Czeroth Subterrane===&lt;br /&gt;
* a [[kiramon worker]] (40)&lt;br /&gt;
* a [[roa&#039;ter]] (41)&lt;br /&gt;
* a [[kiramon defender]] (48)&lt;br /&gt;
&lt;br /&gt;
===Kresh Warrens===&lt;br /&gt;
* a [[chitinous kiramon myrmidon]] (102)&lt;br /&gt;
* a [[disfigured hive thrall]] (104)&lt;br /&gt;
* a [[corpulent kresh ravager]] (106)&lt;br /&gt;
* a [[sleek black kiramon stalker]] (108)&lt;br /&gt;
&lt;br /&gt;
===Seething Crescent===&lt;br /&gt;
* a [[chitinous kiramon myrmidon]] (102)&lt;br /&gt;
* a [[disfigured hive thrall]] (104)&lt;br /&gt;
* a [[corpulent kresh ravager]] (106)&lt;br /&gt;
* a [[sleek black kiramon stalker]] (108)&lt;br /&gt;
* a [[translucent kiramon strandweaver]] (110)&lt;br /&gt;
&lt;br /&gt;
===Crystalline Depths===&lt;br /&gt;
* a [[chitinous kiramon myrmidon]] (102)&lt;br /&gt;
* a [[disfigured hive thrall]] (104)&lt;br /&gt;
* a [[sleek black kiramon stalker]] (108)&lt;br /&gt;
* a [[translucent kiramon strandweaver]] (110)&lt;br /&gt;
* a [[bloated kiramon bloodtender|bloated kiramon broodtender]] (112)&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
===Gems===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4;background:#f3f3f9;border-style:solid;border-width:1px&amp;quot;&amp;gt;&lt;br /&gt;
* [[Ametrine#a lilac-crested molten gold ametrine|a lilac-crested molten gold ametrine]]&lt;br /&gt;
* [[Aquamarine#a fragment of pale green-blue aquamarine|a fragment of pale green-blue aquamarine]]&lt;br /&gt;
* [[Beryl#a hazy green sage beryl|a hazy green sage beryl]]&lt;br /&gt;
* [[Jasper#a variegated mushroom-hued jasper|a variegated mushroom-hued jasper]]&lt;br /&gt;
* [[Moonstone#a rainbow-swept royal blue moonstone|a rainbow-swept royal blue moonstone]]&lt;br /&gt;
* [[Quartz#a gilt-sprouted icy white quartz|a gilt-sprouted icy white quartz]]&lt;br /&gt;
* [[Starstone#a scintillating fiery scarlet starstone|a scintillating fiery scarlet starstone]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Hive was released on the [[test server]] on December 4, 2023. It is yet to be released.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Auchand wrote and designed The Hive with help from the [[Staff list|Development Team]] including:&lt;br /&gt;
* Wyrom: QC&lt;br /&gt;
* Casil: QC&lt;br /&gt;
* Oscuro: Original creature design&lt;br /&gt;
* Netz: Area Concept&lt;br /&gt;
* Gyres: Kresh Warrens&lt;br /&gt;
* Galene: New Gems&lt;br /&gt;
&lt;br /&gt;
[[Category:Zul Logoth Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:The_Hive_creatures&amp;diff=211267</id>
		<title>Category:The Hive creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:The_Hive_creatures&amp;diff=211267"/>
		<updated>2023-12-13T23:47:36Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hive Iso Correct.jpg|thumb|600px|Isometric map of the Hive hunting area. Map by Alosaka.]]&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The Hive is a [[Ascension Skill System|challenging]] and large hunting ground with creatures from base levels 102 to 112 located near [[Zul Logoth]].&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
There are four distinct hunting areas within The Hive.&lt;br /&gt;
&lt;br /&gt;
===Czeroth Suberrane===&lt;br /&gt;
* a [[kiramon worker]] (40)&lt;br /&gt;
* a [[roa&#039;ter]] (41)&lt;br /&gt;
* a [[kiramon defender]] (48)&lt;br /&gt;
&lt;br /&gt;
===Kresh Warrens===&lt;br /&gt;
* a [[chitinous kiramon myrmidon]] (102)&lt;br /&gt;
* a [[disfigured hive thrall]] (104)&lt;br /&gt;
* a [[corpulent kresh ravager]] (106)&lt;br /&gt;
* a [[sleek black kiramon stalker]] (108)&lt;br /&gt;
&lt;br /&gt;
===Seething Crescent===&lt;br /&gt;
* a [[chitinous kiramon myrmidon]] (102)&lt;br /&gt;
* a [[disfigured hive thrall]] (104)&lt;br /&gt;
* a [[corpulent kresh ravager]] (106)&lt;br /&gt;
* a [[sleek black kiramon stalker]] (108)&lt;br /&gt;
* a [[translucent kiramon strandweaver]] (110)&lt;br /&gt;
&lt;br /&gt;
===Crystalline Depths===&lt;br /&gt;
* a [[chitinous kiramon myrmidon]] (102)&lt;br /&gt;
* a [[disfigured hive thrall]] (104)&lt;br /&gt;
* a [[sleek black kiramon stalker]] (108)&lt;br /&gt;
* a [[translucent kiramon strandweaver]] (110)&lt;br /&gt;
* a [[bloated kiramon bloodtender]] (112)&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&lt;br /&gt;
===Gems===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4;background:#f3f3f9;border-style:solid;border-width:1px&amp;quot;&amp;gt;&lt;br /&gt;
* [[Ametrine#a lilac-crested molten gold ametrine|a lilac-crested molten gold ametrine]]&lt;br /&gt;
* [[Aquamarine#a fragment of pale green-blue aquamarine|a fragment of pale green-blue aquamarine]]&lt;br /&gt;
* [[Beryl#a hazy green sage beryl|a hazy green sage beryl]]&lt;br /&gt;
* [[Jasper#a variegated mushroom-hued jasper|a variegated mushroom-hued jasper]]&lt;br /&gt;
* [[Moonstone#a rainbow-swept royal blue moonstone|a rainbow-swept royal blue moonstone]]&lt;br /&gt;
* [[Quartz#a gilt-sprouted icy white quartz|a gilt-sprouted icy white quartz]]&lt;br /&gt;
* [[Starstone#a scintillating fiery scarlet starstone|a scintillating fiery scarlet starstone]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Hive was released on the [[test server]] on December 4, 2023. It is yet to be released.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Auchand wrote and designed The Hive with help from the [[Staff list|Development Team]] including:&lt;br /&gt;
* Wyrom: QC&lt;br /&gt;
* Casil: QC&lt;br /&gt;
* Oscuro: Original creature design&lt;br /&gt;
* Netz: Area Concept&lt;br /&gt;
* Gyres: Kresh Warrens&lt;br /&gt;
* Galene: New Gems&lt;br /&gt;
&lt;br /&gt;
[[Category:Zul Logoth Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Hive_Iso_Correct.jpg&amp;diff=211241</id>
		<title>File:Hive Iso Correct.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Hive_Iso_Correct.jpg&amp;diff=211241"/>
		<updated>2023-12-13T04:03:11Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: An isometric rendering of the Hive hunting area, showing its four descending levels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An isometric rendering of the Hive hunting area, showing its four descending levels.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elven_Nations&amp;diff=208232</id>
		<title>Elven Nations</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elven_Nations&amp;diff=208232"/>
		<updated>2023-10-03T22:36:41Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Changed to new map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EN 2023 2k.jpg|768px|right]]&lt;br /&gt;
The [[Elven Nations]] comprise much of the lands to the east of the [[Dragonspine Mountains]].&lt;br /&gt;
&lt;br /&gt;
They are divided into territories controlled by five major city-states, each ruled by one of the original [[elven]] noble houses—[[Ta&#039;Ardenai]], [[Ta&#039;Illistim]], [[Ta&#039;Loenthra]], [[Ta&#039;Nalfein]], and [[Ta&#039;Vaalor]]. Historically, these cities were once part of the [[Elven Empire]], but as of the Modern Era they have each become independent nations, loosely allied as the [[United City-States]].&lt;br /&gt;
&lt;br /&gt;
Passage between Western Elanith and the Elven Nations is controlled by the [[dwarves]] of [[Zul Logoth]]. Only the lands around Ta&#039;Illistim and Ta&#039;Vaalor are currently accessible to adventurers.&lt;br /&gt;
&lt;br /&gt;
== Places of interest ==&lt;br /&gt;
&lt;br /&gt;
=== Near Ta&#039;Vaalor ===&lt;br /&gt;
*[[Ravelin]] (minor settlement)&lt;br /&gt;
*[[Lake of Fear]] (ferry between Ta&#039;Vaalor and Ta&#039;Illistim)&lt;br /&gt;
*[[Aradhul Road]] (alternate path)&lt;br /&gt;
&lt;br /&gt;
=== Near Ta&#039;Illistim ===&lt;br /&gt;
*[[Sylvarraend]] (minor settlement)&lt;br /&gt;
*[[Whistler&#039;s Pass]] (road between Ta&#039;Illistim and Zul Logoth)&lt;br /&gt;
*[[Old Ta&#039;Faendryl]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
[[Category:Geography]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:EN_2023_2k.jpg&amp;diff=208231</id>
		<title>File:EN 2023 2k.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:EN_2023_2k.jpg&amp;diff=208231"/>
		<updated>2023-10-03T22:35:13Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Map of the Elven Nations and Eastern Elanthia, 2023, by Alosaka&amp;#039;s player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Elven Nations and Eastern Elanthia, 2023, by Alosaka&#039;s player.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Evermore_Hollow/Artwork_archive&amp;diff=208070</id>
		<title>Evermore Hollow/Artwork archive</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Evermore_Hollow/Artwork_archive&amp;diff=208070"/>
		<updated>2023-10-01T22:24:57Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Maps */  Added 2023 maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Yearly Promotional Artwork==&lt;br /&gt;
&amp;lt;section begin=promo /&amp;gt;&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;2022&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:EG2022.png|left|500px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;2023&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:EbonGate2023 1920x1080.jpg|left|500px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;section end=promo /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&amp;lt;section begin=maps /&amp;gt;&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Evermore Hollow 2023 by [[Alosaka (prime)|Alosaka]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Fest-naidem-part1-1696171838.png|left|500px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Evermore Hollow 2023, pt. 2 by Alosaka&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Fest-naidem-part2-1696131480.png|left|500px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Evermore Hollow 2022 by [[Alosaka (prime)|Alosaka]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:EG Final 1.png|left|500px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Evermore Hollow 2022, pt. 2 by Alosaka&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:EG Final 2.png|left|500px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;section end=maps /&amp;gt;&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Evermore_Hollow/shop_listing_2023&amp;diff=208069</id>
		<title>Evermore Hollow/shop listing 2023</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Evermore_Hollow/shop_listing_2023&amp;diff=208069"/>
		<updated>2023-10-01T22:20:22Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Updated maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;lt;BR&amp;gt;&amp;lt;br&amp;gt;&amp;lt;big&amp;gt;[[Ebon Gate Festival/services 2023|Services &amp;amp; Raffles]] · Ebon Gate 2023 Shop List · [[Ebon Gate Treasure Trove/2023|Treasure Trove]] · [[Ebon Gate Festival/saved posts 2023|Teasers]] · [[GHOUL/Evermore Hollow information|GHOUL]] &lt;br /&gt;
&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TOCright|limit=2}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Fest-naidem-part1-1696171838.png|left|700px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Fest-naidem-part2-1696131480.png|left|700px]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;All prices in [[soul shard]]s.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[EHShop:A. B. Witching|A. B. Witching]]==&lt;br /&gt;
{{:EHShop:A. B. Witching/2023}}&lt;br /&gt;
==[[EHShop:Adorned Endearment|Adorned Endearment]]==&lt;br /&gt;
{{:EHShop:Adorned Endearment/2023}}&lt;br /&gt;
==[[EHShop:All Dogs Go To Naidem|All Dogs Go To Naidem]]==&lt;br /&gt;
{{:EHShop:All Dogs Go To Naidem/2023}}&lt;br /&gt;
==[[EHShop:All Fingers and No Crumbs|All Fingers and No Crumbs]]==&lt;br /&gt;
{{:EHShop:All Fingers and No Crumbs/2023}}&lt;br /&gt;
==[[EHShop:Antiquarian Manor|Antiquarian Manor]]==&lt;br /&gt;
{{:EHShop:Antiquarian Manor/2023}}&lt;br /&gt;
==[[EHShop:Any Way You Wand It|Any Way You Wand It]]==&lt;br /&gt;
{{:EHShop:Any Way You Wand It/2023}}&lt;br /&gt;
==[[EHShop:Armaments of the Destroyer|Armaments of the Destroyer]]==&lt;br /&gt;
{{:EHShop:Armaments of the Destroyer/2023}}&lt;br /&gt;
==[[EHShop:The Art of the Drapery|The Art of the Drapery]]==&lt;br /&gt;
{{:EHShop:The Art of the Drapery/2023}}&lt;br /&gt;
==[[EHShop:Beneath the Philtrum|Beneath the Philtrum]]==&lt;br /&gt;
{{:EHShop:Beneath the Philtrum/2023}}&lt;br /&gt;
==[[EHShop:Beyond the Graver|Beyond the Graver]]==&lt;br /&gt;
{{:EHShop:Beyond the Graver/2023}}&lt;br /&gt;
==[[EHShop:The Blood Red Hand|The Blood Red Hand]]==&lt;br /&gt;
{{:EHShop:The Blood Red Hand/2023}}&lt;br /&gt;
==[[EHShop:Borrowed Plumes|Borrowed Plumes]]==&lt;br /&gt;
{{:EHShop:Borrowed Plumes/2023}}&lt;br /&gt;
==[[EHShop:Both Sides Now|Both Sides Now]]==&lt;br /&gt;
{{:EHShop:Both Sides Now/2023}}&lt;br /&gt;
==[[EHShop:Buckle Up|Buckle Up]]==&lt;br /&gt;
{{:EHShop:Buckle Up/2023}}&lt;br /&gt;
==[[EHShop:A Burning Desire|A Burning Desire]]==&lt;br /&gt;
{{:EHShop:A Burning Desire/2023}}&lt;br /&gt;
==[[EHShop:The Cloaked Eclipse|The Cloaked Eclipse]]==&lt;br /&gt;
{{:EHShop:The Cloaked Eclipse/2023}}&lt;br /&gt;
==[[EHShop:Collectors Calamity|Collectors Calamity]]==&lt;br /&gt;
{{:EHShop:Collectors Calamity/2023}}&lt;br /&gt;
==[[EHShop:Conjured Couture|Conjured Couture]]==&lt;br /&gt;
{{:EHShop:Conjured Couture/2023}}&lt;br /&gt;
==[[EHShop:Cooktop Conundrums|Cooktop Conundrums]]==&lt;br /&gt;
{{:EHShop:Cooktop Conundrums/2023}}&lt;br /&gt;
==[[EHShop:Covert Creatures|Covert Creatures]]==&lt;br /&gt;
{{:EHShop:Covert Creatures/2023}}&lt;br /&gt;
==[[EHShop:Cozy Little Friends|Cozy Little Friends]]==&lt;br /&gt;
{{:EHShop:Cozy Little Friends/2023}}&lt;br /&gt;
==[[EHShop:Derelict Abbey|Derelict Abbey]]==&lt;br /&gt;
{{:EHShop:Derelict Abbey/2023}}&lt;br /&gt;
==[[EHShop:Diabolically Chained|Diabolically Chained]]==&lt;br /&gt;
{{:EHShop:Diabolically Chained/2023}}&lt;br /&gt;
==[[EHShop:The Dancing Death Dirge|The Dancing Death Dirge]]==&lt;br /&gt;
{{:EHShop:The Dancing Death Dirge/2023}}&lt;br /&gt;
==[[EHShop:Discerning Stitch|Discerning Stitch]]==&lt;br /&gt;
{{:EHShop:Discerning Stitch/2023}}&lt;br /&gt;
==[[EHShop:Don&#039;t Bug Me!|Don&#039;t Bug Me!]]==&lt;br /&gt;
{{:EHShop:Don&#039;t Bug Me!/2023}}&lt;br /&gt;
==[[EHShop:Drowned Dreams Curiosities|Drowned Dreams Curiosities]]==&lt;br /&gt;
{{:EHShop:Drowned Dreams Curiosities/2023}}&lt;br /&gt;
==[[EHShop:Elemental Establishments|Elemental Establishments]]==&lt;br /&gt;
{{:EHShop:Elemental Establishments/2023}}&lt;br /&gt;
==[[EHShop:Ember Ridge Candy Apple Shop|Ember Ridge Candy Apple Shop]]==&lt;br /&gt;
{{:EHShop:Ember Ridge Candy Apple Shop/2023}}&lt;br /&gt;
==[[EHShop:Ember Ridge Cider House|Ember Ridge Cider House]]==&lt;br /&gt;
{{:EHShop:Ember Ridge Cider House/2023}}&lt;br /&gt;
==[[EHShop:Entranced|Entranced]]==&lt;br /&gt;
{{:EHShop:Entranced/2023}}&lt;br /&gt;
==[[EHShop:The Familiar Phantom|The Familiar Phantom]]==&lt;br /&gt;
{{:EHShop:The Familiar Phantom/2023}}&lt;br /&gt;
==[[EHShop:Fancy Wishbones|Fancy Wishbones]]==&lt;br /&gt;
{{:EHShop:Fancy Wishbones/2023}}&lt;br /&gt;
==[[EHShop:Farain&#039;s Shack|Farain&#039;s Shack]]==&lt;br /&gt;
{{:EHShop:Farain&#039;s Shack/2023}}&lt;br /&gt;
==[[EHShop:Fiendish Phantomes|Fiendish Phantomes]]==&lt;br /&gt;
{{:EHShop:Fiendish Phantomes/2023}}&lt;br /&gt;
==[[EHShop:Filigree and Whorls|Filigree and Whorls]]==&lt;br /&gt;
{{:EHShop:Filigree and Whorls/2023}}&lt;br /&gt;
==[[EHShop:The Final Iteration|The Final Iteration]]==&lt;br /&gt;
{{:EHShop:The Final Iteration/2023}}&lt;br /&gt;
==[[EHShop:Flasked with a Purpose|Flasked with a Purpose]]==&lt;br /&gt;
{{:EHShop:Flasked with a Purpose/2023}}&lt;br /&gt;
==[[EHShop:Flightless Dragonfly|Flightless Dragonfly]]==&lt;br /&gt;
{{:EHShop:Flightless Dragonfly/2023}}&lt;br /&gt;
==[[EHShop:The Four Humours|The Four Humours]]==&lt;br /&gt;
{{:EHShop:The Four Humours/2023}}&lt;br /&gt;
==[[EHShop:Ghastly Groceries|Ghastly Groceries]]==&lt;br /&gt;
{{:EHShop:Ghastly Groceries/2023}}&lt;br /&gt;
==[[EHShop:The Ghostly Lotus|The Ghostly Lotus]]==&lt;br /&gt;
{{:EHShop:The Ghostly Lotus/2023}}&lt;br /&gt;
==[[EHShop:The Glass House|The Glass House]]==&lt;br /&gt;
{{:EHShop:The Glass House/2023}}&lt;br /&gt;
==[[EHShop:Glisten and Gleam|Glisten and Gleam]]==&lt;br /&gt;
{{:EHShop:Glisten and Gleam/2023}}&lt;br /&gt;
==[[EHShop:The Gnome Depot|The Gnome Depot]]==&lt;br /&gt;
{{:EHShop:The Gnome Depot/2023}}&lt;br /&gt;
==[[EHShop:Goblin King Dolls|Goblin King Dolls]]==&lt;br /&gt;
{{:EHShop:Goblin King Dolls/2023}}&lt;br /&gt;
==[[EHShop:The Gouged Heart|The Gouged Heart]]==&lt;br /&gt;
{{:EHShop:The Gouged Heart/2023}}&lt;br /&gt;
==[[EHShop:Haunted Waters Artifacts|Haunted Waters Artifacts]]==&lt;br /&gt;
{{:EHShop:Haunted Waters Artifacts/2023}}&lt;br /&gt;
==[[EHShop:House of Twilight|House of Twilight]]==&lt;br /&gt;
{{:EHShop:House of Twilight/2023}}&lt;br /&gt;
==[[EHShop:Icewild Hall|Icewild Hall]]==&lt;br /&gt;
{{:EHShop:Icewild Hall/2023}}&lt;br /&gt;
==[[EHShop:Illusory Dreams|Illusory Dreams]]==&lt;br /&gt;
{{:EHShop:Illusory Dreams/2023}}&lt;br /&gt;
==[[EHShop:The Imprinter&#039;s Studio|The Imprinter&#039;s Studio]]==&lt;br /&gt;
{{:EHShop:The Imprinter&#039;s Studio/2023}}&lt;br /&gt;
==[[EHShop:In the Bag|In the Bag]]==&lt;br /&gt;
{{:EHShop:In the Bag/2023}}&lt;br /&gt;
==[[EHShop:Innoscents Lost|Innoscents Lost]]==&lt;br /&gt;
{{:EHShop:Innoscents Lost/2023}}&lt;br /&gt;
==[[EHShop:Ironmonger&#039;s Smithy|Ironmonger&#039;s Smithy]]==&lt;br /&gt;
{{:EHShop:Ironmonger&#039;s Smithy/2023}}&lt;br /&gt;
==[[EHShop:It&#039;s to Pie For|It&#039;s to Pie For]]==&lt;br /&gt;
{{:EHShop:It&#039;s to Pie For/2023}}&lt;br /&gt;
==[[EHShop:Kreapy&#039;s Krawliez|Kreapy&#039;s Krawliez]]==&lt;br /&gt;
{{:EHShop:Kreapy&#039;s Krawliez/2023}}&lt;br /&gt;
==[[EHShop:Lacquered Ungues|Lacquered Ungues]]==&lt;br /&gt;
{{:EHShop:Lacquered Ungues/2023}}&lt;br /&gt;
==[[EHShop:Luck of the Draw|Luck of the Draw]]==&lt;br /&gt;
{{:EHShop:Luck of the Draw/2023}}&lt;br /&gt;
==[[EHShop:Market Makers|Market Makers]]==&lt;br /&gt;
{{:EHShop:Market Makers/2023}}&lt;br /&gt;
==[[EHShop:Masqued Intentions|Masqued Intentions]]==&lt;br /&gt;
{{:EHShop:Masqued Intentions/2023}}&lt;br /&gt;
==[[EHShop:Materials Maketh Man|Materials Maketh Man]]==&lt;br /&gt;
{{:EHShop:Materials Maketh Man/2023}}&lt;br /&gt;
==[[EHShop:Moorlyn Cottage|Moorlyn Cottage]]==&lt;br /&gt;
{{:EHShop:Moorlyn Cottage/2023}}&lt;br /&gt;
==[[EHShop:Name of Thrones|Name of Thrones]]==&lt;br /&gt;
{{:EHShop:Name of Thrones/2023}}&lt;br /&gt;
==[[EHShop:Nana&#039;s Notes|Nana&#039;s Notes]]==&lt;br /&gt;
{{:EHShop:Nana&#039;s Notes/2023}}&lt;br /&gt;
==[[EHShop:Nether and Void|Nether and Void]]==&lt;br /&gt;
{{:EHShop:Nether and Void/2023}}&lt;br /&gt;
==[[EHShop:Nightfire Brews|Nightfire Brews]]==&lt;br /&gt;
{{:EHShop:Nightfire Brews/2023}}&lt;br /&gt;
==[[EHShop:The Other Daughter|The Other Daughter]]==&lt;br /&gt;
{{:EHShop:The Other Daughter/2023}}&lt;br /&gt;
==[[EHShop:Peace of Mind|Peace of Mind]]==&lt;br /&gt;
{{:EHShop:Peace of Mind/2023}}&lt;br /&gt;
==[[EHShop:Pierced Veil|Pierced Veil]]==&lt;br /&gt;
{{:EHShop:Pierced Veil/2023}}&lt;br /&gt;
==[[EHShop:Preserving Breads|Preserving Breads]]==&lt;br /&gt;
{{:EHShop:Preserving Breads/2023}}&lt;br /&gt;
==[[EHShop:Quinton Manse|Quinton Manse]]==&lt;br /&gt;
{{:EHShop:Quinton Manse/2023}}&lt;br /&gt;
==[[EHShop:Rack &#039;Em Up|Rack &#039;Em Up]]==&lt;br /&gt;
{{:EHShop:Rack &#039;Em Up/2023}}&lt;br /&gt;
==[[EHShop:Rodnir&#039;s Bait and Tackle|Rodnir&#039;s Bait and Tackle]]==&lt;br /&gt;
{{:EHShop:Rodnir&#039;s Bait and Tackle/2023}}&lt;br /&gt;
==[[EHShop:The Roof Over|The Roof Over]]==&lt;br /&gt;
{{:EHShop:The Roof Over/2023}}&lt;br /&gt;
==[[EHShop:Rub-a-Dub-Dub|Rub-a-Dub-Dub]]==&lt;br /&gt;
{{:EHShop:Rub-a-Dub-Dub/2023}}&lt;br /&gt;
==[[EHShop:Shadowplay|Shadowplay]]==&lt;br /&gt;
{{:EHShop:Shadowplay/2023}}&lt;br /&gt;
==[[EHShop:Sheets Gone Wild|Sheets Gone Wild]]==&lt;br /&gt;
{{:EHShop:Sheets Gone Wild/2023}}&lt;br /&gt;
==[[EHShop:Sizzle and Spice|Sizzle and Spice]]==&lt;br /&gt;
{{:EHShop:Sizzle and Spice/2023}}&lt;br /&gt;
==[[EHShop:Sleightest Hand|Sleightest Hand]]==&lt;br /&gt;
{{:EHShop:Sleightest Hand/2023}}&lt;br /&gt;
==[[EHShop:Smoldereye Lodge|Smoldereye Lodge]]==&lt;br /&gt;
{{:EHShop:Smoldereye Lodge/2023}}&lt;br /&gt;
==[[EHShop:The Sorrowwood Crypt|The Sorrowwood Crypt]]==&lt;br /&gt;
{{:EHShop:The Sorrowwood Crypt/2023}}&lt;br /&gt;
==[[EHShop:Spider Johnn&#039;s Tin Smoke Box|Spider Johnn&#039;s Tin Smoke Box]]==&lt;br /&gt;
{{:EHShop:Spider Johnn&#039;s Tin Smoke Box/2023}}&lt;br /&gt;
==[[EHShop:Stay Tuned|Stay Tuned]]==&lt;br /&gt;
{{:EHShop:Stay Tuned/2023}}&lt;br /&gt;
==[[EHShop:Templeton Shor&#039;toes&#039; Sugars|Templeton Shor&#039;toes&#039; Sugars]]==&lt;br /&gt;
{{:EHShop:Templeton Shor&#039;toes&#039; Sugars/2023}}&lt;br /&gt;
==[[EHShop:Tippy Toes|Tippy Toes]]==&lt;br /&gt;
{{:EHShop:Tippy Toes/2023}}&lt;br /&gt;
==[[EHShop:Tooth and Claw|Tooth and Claw]]==&lt;br /&gt;
{{:EHShop:Tooth and Claw/2023}}&lt;br /&gt;
==[[EHShop:Twisted Ways|Twisted Ways]]==&lt;br /&gt;
{{:EHShop:Twisted Ways/2023}}&lt;br /&gt;
==[[EHShop:The Two-Headed Dog|The Two-Headed Dog]]==&lt;br /&gt;
{{:EHShop:The Two-Headed Dog/2023}}&lt;br /&gt;
==[[EHShop:The Uncouth Wallflower|The Uncouth Wallflower]]==&lt;br /&gt;
{{:EHShop:The Uncouth Wallflower/2023}}&lt;br /&gt;
==[[EHShop:A Vague Inkling|A Vague Inkling]]==&lt;br /&gt;
{{:EHShop:A Vague Inkling/2023}}&lt;br /&gt;
==[[EHShop:The Vamped Vault|The Vamped Vault]]==&lt;br /&gt;
{{:EHShop:The Vamped Vault/2023}}&lt;br /&gt;
==[[EHShop:Wild Flailings|Wild Flailings]]==&lt;br /&gt;
{{:EHShop:Wild Flailings/2023}}&lt;br /&gt;
==[[EHShop:Winning Shriek|Winning Shriek]]==&lt;br /&gt;
{{:EHShop:Winning Shriek/2023}}&lt;br /&gt;
==[[EHShop:The Witch&#039;s Garden|The Witch&#039;s Garden]]==&lt;br /&gt;
{{:EHShop:The Witch&#039;s Garden/2023}}&lt;br /&gt;
==[[EHShop:The Witching Flower|The Witching Flower]]==&lt;br /&gt;
{{:EHShop:The Witching Flower/2023}}&lt;br /&gt;
==[[EHShop:The Witching House|The Witching House]]==&lt;br /&gt;
{{:EHShop:The Witching House/2023}}&lt;br /&gt;
==[[EHShop:Within Harm&#039;s Reach|Within Harm&#039;s Reach]]==&lt;br /&gt;
{{:EHShop:Within Harm&#039;s Reach/2023}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Evermore Hollow 2023 shops| ]]&lt;br /&gt;
[[Category:Ebon Gate shop listings - Full by Year]]&lt;br /&gt;
[[Category:Shop listing]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Fest-naidem-part2-1696131480.png&amp;diff=208068</id>
		<title>File:Fest-naidem-part2-1696131480.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Fest-naidem-part2-1696131480.png&amp;diff=208068"/>
		<updated>2023-10-01T22:17:13Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Ebon&amp;#039;s Gate 2023, part 2, by Alosaka&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ebon&#039;s Gate 2023, part 2, by Alosaka&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Fest-naidem-part1-1696171838.png&amp;diff=208067</id>
		<title>File:Fest-naidem-part1-1696171838.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Fest-naidem-part1-1696171838.png&amp;diff=208067"/>
		<updated>2023-10-01T22:16:53Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Ebon&amp;#039;s Gate 2023 map, part 1, by Alosaka&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ebon&#039;s Gate 2023 map, part 1, by Alosaka&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Ashrim_Isles_Large.jpg&amp;diff=207945</id>
		<title>File:Ashrim Isles Large.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Ashrim_Isles_Large.jpg&amp;diff=207945"/>
		<updated>2023-09-30T01:26:04Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: JSEVERNS uploaded a new version of File:Ashrim Isles Large.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player created artwork of the Ashrim Isles. Contains references to non-canon lore and history. Map by Alosaka&#039;s player.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Ashrim&amp;diff=207533</id>
		<title>Ta&#039;Ashrim</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Ashrim&amp;diff=207533"/>
		<updated>2023-09-24T23:11:37Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Added map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ashrim Isles Large.jpg|thumb|600px|right|Ashrim Isles map by Alosaka&#039;s player. Includes non-canon, player-created lore and history.]]&lt;br /&gt;
&#039;&#039;&#039;Ta&#039;Ashrim&#039;&#039;&#039;, home of the [[House of Ashrim]], was one of the seven original [[elven]] city-states. It was destroyed by the [[House of Faendryl]] during the [[Sea Elf War]] in the year 157 Modern Era, approximately five thousand years before the present time.&lt;br /&gt;
&lt;br /&gt;
The city was founded in year 990 of the Elven Calendar (48,117 years before the Modern Era) by [[Bhoreas Ashrim]] on the largest of the Ashrim Isles, a series of islands lying off the southeastern coast of Elanith. Other nearby islands included Tashel, Angral, and Aelv. The watery expanse between the Ashrim Isles and the southern tip of Elanith was named the Gulf of Bhoreas.&lt;br /&gt;
&lt;br /&gt;
There are few available records about the precise layout and size of Ta&#039;Ashrim. In written accounts of the attack, it took about twenty minutes for the Faendryl mages to fight their way from the harbor to the royal palace, so the city would likely not have been too expansive.&lt;br /&gt;
&lt;br /&gt;
After the attack, most of the isles sank into the sea, and new krags rose out of the water. Spectres and shadows drawn from other planes fed on the spirits of the fallen. The flows of magic were disrupted, leaving the area vulnerable to further tears in the veil between valences. Weather patterns across the southern half of the continent were deeply altered and remain so to the present day.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[Siege of Ta&#039;Ashrim]]&lt;br /&gt;
*[[War Stories: Fall of Ta&#039;Ashrim and the Third Elven War]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
{{Elves}}&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Ashrim_Isles_Large.jpg&amp;diff=207532</id>
		<title>File:Ashrim Isles Large.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Ashrim_Isles_Large.jpg&amp;diff=207532"/>
		<updated>2023-09-24T23:09:20Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Player created artwork of the Ashrim Isles. Contains references to non-canon lore and history. Map by Alosaka&amp;#039;s player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player created artwork of the Ashrim Isles. Contains references to non-canon lore and history. Map by Alosaka&#039;s player.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rumor_Woods/shop_listing_2023_part_1&amp;diff=200328</id>
		<title>Rumor Woods/shop listing 2023 part 1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rumor_Woods/shop_listing_2023_part_1&amp;diff=200328"/>
		<updated>2023-06-18T14:34:22Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright|limit=2}}[[File:Fest-RW2023-1687094965.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{big|&#039;&#039;&#039;All prices in [[raikhen]].}}&lt;br /&gt;
{{TOCright|limit=2}}&lt;br /&gt;
==[[RWShop:Barn with It|Barn with It]]==&lt;br /&gt;
{{:RWShop:Barn with It/2023}}&lt;br /&gt;
==[[RWShop:Baaarnyard Bounty|Baaarnyard Bounty]]==&lt;br /&gt;
{{:RWShop:Baaarnyard Bounty/2023}}&lt;br /&gt;
==[[RWShop:Been Shanked Lately?|Been Shanked Lately?]]==&lt;br /&gt;
{{:RWShop:Been Shanked Lately?/2023}}&lt;br /&gt;
==[[RWShop:Born to Adorn|Born to Adorn]]==&lt;br /&gt;
{{:RWShop:Born_to_Adorn/2023}}&lt;br /&gt;
==[[RWShop:Braid and Mane|Braid and Mane]]==&lt;br /&gt;
{{:RWShop:Braid and Mane/2023}}&lt;br /&gt;
==[[RWShop:The Brass Ring|Brass Ring, The]]==&lt;br /&gt;
{{:RWShop:The Brass Ring/2023}}&lt;br /&gt;
==[[RWShop:Bugs on Parade|Bugs on Parade]]==&lt;br /&gt;
{{:RWShop:Bugs on Parade/2023}}&lt;br /&gt;
==[[RWShop:Can&#039;t Stop That Weaving|Can&#039;t Stop That Weaving]]==&lt;br /&gt;
{{:RWShop:Can&#039;t Stop That Weaving/2023}}&lt;br /&gt;
==[[RWShop:Cervidae Corral|Cervidae Corral]]==&lt;br /&gt;
{{:RWShop:Cervidae Corral/2023}}&lt;br /&gt;
==[[RWShop:Channeled Affection|Channeled Affection]]==&lt;br /&gt;
{{:RWShop:Channeled Affection/2023}}&lt;br /&gt;
==[[RWShop:Charmed, I&#039;m Sure|Charmed, I&#039;m Sure]]==&lt;br /&gt;
{{:RWShop:Charmed, I&#039;m Sure/2023}}&lt;br /&gt;
==[[RWShop:Clodhoppers|Clodhoppers]]==&lt;br /&gt;
{{:RWShop:Clodhoppers/2023}}&lt;br /&gt;
==[[RWShop:Cog &amp;amp; Zephyr|Cog &amp;amp; Zephyr]]==&lt;br /&gt;
{{:RWShop:Cog &amp;amp; Zephyr/2023}}&lt;br /&gt;
==[[RWShop:The Colorful Carapace|The Colorful Carapace]]==&lt;br /&gt;
{{:RWShop:The Colorful Carapace/2023}}&lt;br /&gt;
==[[RWShop:Common Weaves|Common Weaves]]==&lt;br /&gt;
{{:RWShop:Common Weaves/2023}}&lt;br /&gt;
==[[RWShop:Container Yourself|Container Yourself]]==&lt;br /&gt;
{{:RWShop:Container Yourself/2023}}&lt;br /&gt;
==[[RWShop:Couturier&#039;s Retreat|Couturier&#039;s Retreat]]==&lt;br /&gt;
{{:RWShop:Couturier&#039;s Retreat/2023}}&lt;br /&gt;
==[[RWShop:Crafter&#039;s Hearth|Crafters Hearth]]==&lt;br /&gt;
{{:RWShop:Crafter&#039;s Hearth/2023}}&lt;br /&gt;
==[[RWShop:Curio Minds|Curio Minds]]==&lt;br /&gt;
{{:RWShop:Curio Minds/2023}}&lt;br /&gt;
==[[RWShop:Deerner Time|Deerner Time]]==&lt;br /&gt;
{{:RWShop:Deerner Time/2023}}&lt;br /&gt;
==[[RWShop:Devout Alloy|Devout Alloy]]==&lt;br /&gt;
{{:RWShop:Devout Alloy/2023}}&lt;br /&gt;
==[[RWShop:The Daily Dip|Daily Dip, The]]==&lt;br /&gt;
{{:RWShop:The Daily Dip/2023}}&lt;br /&gt;
==[[RWShop:Earthtones|Earthtones]]==&lt;br /&gt;
{{:RWShop:Earthtones/2023}}&lt;br /&gt;
==[[RWShop:Ewe Vixen|Ewe Vixen]]==&lt;br /&gt;
{{:RWShop:Ewe Vixen/2023}}&lt;br /&gt;
==[[RWShop:Fanfare|Fanfare]]==&lt;br /&gt;
{{:RWShop:Fanfare/2023}}&lt;br /&gt;
==[[RWShop:Ferocious Eyes|Ferocious Eyes]]==&lt;br /&gt;
{{:RWShop:Ferocious Eyes/2023}}&lt;br /&gt;
==[[RWShop:The Flanked Bag|Flanked Bag, The]]==&lt;br /&gt;
{{:RWShop:The Flanked Bag/2023}}&lt;br /&gt;
==[[RWShop:Flypaper Designers|Flypaper Designers]]==&lt;br /&gt;
{{:RWShop:Flypaper Designers/2023}}&lt;br /&gt;
==[[RWShop:The Folded Lotus|Folded Lotus, The]]==&lt;br /&gt;
{{:RWShop:The Folded Lotus/2023}}&lt;br /&gt;
==[[RWShop:The Gallant Groom|The Gallant Groom]]==&lt;br /&gt;
{{:RWShop:The Gallant Groom/2023}}&lt;br /&gt;
==[[RWShop:The Galloping Gait|The Galloping Gait]]==&lt;br /&gt;
{{:RWShop:The Galloping Gait/2023}}&lt;br /&gt;
==[[RWShop:GemStoned|GemStoned]]==&lt;br /&gt;
{{:RWShop:GemStoned/2023}}&lt;br /&gt;
==[[RWShop:The Gift Horse|Gift Horse, The]]==&lt;br /&gt;
{{:RWShop:The Gift Horse/2023}}&lt;br /&gt;
==[[RWShop:Gifts of Atan Irith|Gifts of Atan Irith]]==&lt;br /&gt;
{{:RWShop:Gifts of Atan Irith/2023}}&lt;br /&gt;
==[[RWShop:The Girlybird|Girlybird, The]]==&lt;br /&gt;
{{:RWShop:The Girlybird/2023}}&lt;br /&gt;
==[[RWShop:Gnomish Gnails|Gnomish Gnails]]==&lt;br /&gt;
{{:RWShop:Gnomish Gnails/2023}}&lt;br /&gt;
==[[RWShop:Goin&#039; Stag|Goin&#039; Stag]]==&lt;br /&gt;
{{:RWShop:Goin&#039; Stag/2023}}&lt;br /&gt;
==[[RWShop:Grand Stables|Grand Stables]]==&lt;br /&gt;
{{:RWShop:Grand Stables/2023}}&lt;br /&gt;
==[[RWShop:The Greater of Two Weevils|The Greater of Two Weevils]]==&lt;br /&gt;
{{:RWShop:The Greater of Two Weevils/2023}}&lt;br /&gt;
==[[RWShop:Holy Sheaths|Holy Sheaths]]==&lt;br /&gt;
{{:RWShop:Holy Sheaths/2023}}&lt;br /&gt;
==[[RWShop:Horn and Mane|Horn and Mane]]==&lt;br /&gt;
{{:RWShop:Horn and Mane/2023}}&lt;br /&gt;
==[[RWShop:Horsing Around|Horsing Around]]==&lt;br /&gt;
{{:RWShop:Horsing Around/2023}}&lt;br /&gt;
==[[RWShop:ImPressions|ImPressions]]==&lt;br /&gt;
{{:RWShop:ImPressions/2023}}&lt;br /&gt;
==[[RWShop:Irons in the Fire|Irons in the Fire]]==&lt;br /&gt;
{{:RWShop:Irons in the Fire/2023}}&lt;br /&gt;
==[[RWShop:The Kindred Plaid|The Kindred Plaid]]==&lt;br /&gt;
{{:RWShop:The Kindred Plaid/2023}}&lt;br /&gt;
==[[RWShop:The Knight Way|The Knight Way]]==&lt;br /&gt;
{{:RWShop:The Knight Way/2023}}&lt;br /&gt;
==[[RWShop:Lamb Among Wolves|Lamb Among Wolves]]==&lt;br /&gt;
{{:RWShop:Lamb Among Wolves/2023}}&lt;br /&gt;
==[[RWShop:Leaping Leezards|Leaping Leezards]]==&lt;br /&gt;
{{:RWShop:Leaping Leezards/2023}}&lt;br /&gt;
==[[RWShop:Legendairy|Legendairy]]==&lt;br /&gt;
{{:RWShop:Legendairy/2023}}&lt;br /&gt;
==[[RWShop:The Lesser of Two Weevils|The Lesser of Two Weevils]]==&lt;br /&gt;
{{:RWShop:The Lesser of Two Weevils/2023}}&lt;br /&gt;
==[[RWShop:The Lizard Nest|Lizard Nest, The]]==&lt;br /&gt;
{{:RWShop:The Lizard Nest/2023}}&lt;br /&gt;
&lt;br /&gt;
==[[RWShop:Lizard Vivarium|Lizard Vivarium]]==&lt;br /&gt;
{{:RWShop:Lizard Vivarium/2023}}&lt;br /&gt;
==[[RWShop:A Lofty Affair|Lofty Affair, A]]==&lt;br /&gt;
{{:RWShop:A Lofty Affair/2023}}&lt;br /&gt;
==[[RWShop:Milkin&#039; It|Milkin&#039; It]]==&lt;br /&gt;
{{:RWShop:Milkin&#039; It/2023}}&lt;br /&gt;
==[[RWShop:Mount&#039;N&#039;Cloak|Mount&#039;N&#039;Cloak]]==&lt;br /&gt;
{{:RWShop:Mount&#039;N&#039;Cloak/2023}}&lt;br /&gt;
==[[RWShop:Moving on Up|Moving on Up]]==&lt;br /&gt;
{{:RWShop:Moving on Up/2023}}&lt;br /&gt;
==[[RWShop:Notcher Style|Notcher Style]]==&lt;br /&gt;
{{:RWShop:Notcher Style/2023}}&lt;br /&gt;
==[[RWShop:Obsidian Raiment|Obsidian Raiment]]==&lt;br /&gt;
{{:RWShop:Obsidian Raiment/2023}}&lt;br /&gt;
==[[RWShop:Of Sand and Rain|Of Sand and Rain]]==&lt;br /&gt;
{{:RWShop:Of Sand and Rain/2023}}&lt;br /&gt;
==[[RWShop:Off_the_Chain|Off the Chain]]==&lt;br /&gt;
{{:RWShop:Off the Chain/2023}}&lt;br /&gt;
&lt;br /&gt;
==[[RWShop:On the Wing|On the Wing]]==&lt;br /&gt;
{{:RWShop:On the Wing/2023}}&lt;br /&gt;
==[[RWShop:Ostler&#039;s Den|Ostler&#039;s Den]]==&lt;br /&gt;
{{:RWShop:Ostler&#039;s Den/2023}}&lt;br /&gt;
==[[RWShop:Pigments of Memory|Pigments of Memory]]==&lt;br /&gt;
{{#section:RWShop:Pigments of Memory/2023}}&lt;br /&gt;
==[[RWShop:Poiret &amp;amp; Company|Poiret &amp;amp; Company]]==&lt;br /&gt;
{{:RWShop:Poiret &amp;amp; Company/2023}}&lt;br /&gt;
==[[RWShop:Purls of Wisdom|Purls of Wisdom]]==&lt;br /&gt;
{{:RWShop:Purls of Wisdom/2023}}&lt;br /&gt;
==[[RWShop:Quit Stallin&#039;|Quit Stallin&#039;]]==&lt;br /&gt;
{{:RWShop:Quit Stallin&#039;/2023}}&lt;br /&gt;
==[[RWShop:Robes of Resistance|Robes of Resistance]]==&lt;br /&gt;
{{:RWShop:Robes of Resistance/2023}}&lt;br /&gt;
==[[RWShop:Rollin&#039; In The Greens|Rollin&#039; in the Greens]]==&lt;br /&gt;
{{:RWShop:Rollin&#039; In The Greens/2023}}&lt;br /&gt;
==[[RWShop:Rolton Pens|Rolton Pens]]==&lt;br /&gt;
{{:RWShop:Rolton Pens/2023}}&lt;br /&gt;
==[[RWShop:Roundabout Racers|Roundabout Racers]]==&lt;br /&gt;
{{:RWShop:Roundabout Racers/2023}}&lt;br /&gt;
==[[RWShop:Saddle Me Up|Saddle Me Up]]==&lt;br /&gt;
{{:RWShop:Saddle Me Up/2023}}&lt;br /&gt;
==[[RWShop:The Silken Lotus|The Silken Lotus]]==&lt;br /&gt;
{{:RWShop:The Silken Lotus/2023}}&lt;br /&gt;
==[[RWShop:The Spirits Within|The Spirits Within]]==&lt;br /&gt;
{{:RWShop:The Spirits Within/2023}}&lt;br /&gt;
==[[RWShop:Sweetie Pies|Sweetie Pies]]==&lt;br /&gt;
{{:RWShop:Sweetie Pies/2023}}&lt;br /&gt;
==[[RWShop:The Starry Lotus|Starry Lotus, The]]==&lt;br /&gt;
{{:RWShop:The Starry Lotus/2023}}&lt;br /&gt;
==[[RWShop:The Steaming Mugs|Steaming Mugs, The]]==&lt;br /&gt;
{{:RWShop:The Steaming Mugs/2023}}&lt;br /&gt;
==[[RWShop:The Tartan Cloth|The Tartan Cloth]]==&lt;br /&gt;
{{:RWShop:The Tartan Cloth/2023}}&lt;br /&gt;
==[[RWShop:Tempered Threads|Tempered Threads]]==&lt;br /&gt;
{{:RWShop:Tempered Threads/2023}}&lt;br /&gt;
==[[RWShop:Tinkers Toys|Tinkers Toys]]==&lt;br /&gt;
{{:RWShop:Tinkers Toys/2023}}&lt;br /&gt;
==[[RWShop:Tiu &amp;amp; Qaiteke|Tiu &amp;amp; Qaiteke]]==&lt;br /&gt;
{{:RWShop:Tiu &amp;amp; Qaiteke/2023}}&lt;br /&gt;
==[[RWShop:Tortoise Holdings|Tortoise Holdings]]==&lt;br /&gt;
{{:RWShop:Tortoise Holdings/2023}}&lt;br /&gt;
==[[RWShop:Trim and Polish|Trim and Polish]]==&lt;br /&gt;
{{:RWShop:Trim and Polish/2023}}&lt;br /&gt;
==[[RWShop:View from a Stag|View from a Stag]]==&lt;br /&gt;
{{:RWShop:View from a Stag/2023}}&lt;br /&gt;
==[[RWShop:Unfurling Battle|Unfurling Battle]]==&lt;br /&gt;
{{:RWShop:Unfurling Battle/2023}}&lt;br /&gt;
==[[RWShop:Vaunt It and Flaunt It|Vaunt It and Flaunt It]]==&lt;br /&gt;
{{:RWShop:Vaunt It and Flaunt It/2023}}&lt;br /&gt;
==[[RWShop:Vintage Visions|Vintage Visions]]==&lt;br /&gt;
{{:RWShop:Vintage Visions/2023}}&lt;br /&gt;
==[[RWShop:What Remains|What Remains]]==&lt;br /&gt;
{{:RWShop:What Remains/2023}}&lt;br /&gt;
==[[RWShop:Whirl and Twirl|Whirl and Twirl]]==&lt;br /&gt;
{{:RWShop:Whirl and Twirl/2023}}&lt;br /&gt;
==[[RWShop:Woodn&#039;t Yew|Woodn&#039;t Yew]]==&lt;br /&gt;
{{:RWShop:Woodn&#039;t Yew/2023}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pay Events]]&lt;br /&gt;
[[Category:Rumor Woods Shop Listings - Full by Year‎]]&lt;br /&gt;
[[Category:Rumor Woods shops]]&lt;br /&gt;
[[Category:Shop listing]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Fest-RW2023-1687094965.png&amp;diff=200327</id>
		<title>File:Fest-RW2023-1687094965.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Fest-RW2023-1687094965.png&amp;diff=200327"/>
		<updated>2023-06-18T14:33:13Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Map of the 2023 Rumor Woods Festival.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the 2023 Rumor Woods Festival.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Ember_Vale_Reivers_--_Notes_for_Settlers&amp;diff=193001</id>
		<title>The Ember Vale Reivers -- Notes for Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Ember_Vale_Reivers_--_Notes_for_Settlers&amp;diff=193001"/>
		<updated>2023-03-29T22:08:35Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = The Ember Vale Reivers -- Notes for Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Disclaimer: This is an IC work by a character existing within the game world.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring has arrived and brought with it mud to the Imperial Settlement of Darkstone. By the medic’s tent, which has grown to encompass several additional tents over the past few weeks, a young pageboy hands out leaflets printed on cheap onionskin paper. They tear easily, dissolve when touched by a few drops of water, and the ink on them smears if read too vigorously. But the nurse in charge of the camp’s medical efforts keeps a stack by his side and passes one out to every settler he sees.&lt;br /&gt;
&lt;br /&gt;
=The Ember Vale Reivers=&lt;br /&gt;
&lt;br /&gt;
The people of the Landing join our friends in the Imperial Settlement in mourning for your dead. We hope for a peaceful resolution to the dispute with the Luinne Bheinn Reivers, and as a small part of our efforts to protect the lives of innocent settlers, we wish to share what we know of the new offshoot clan known as the Ember Vale Reivers, and how you can keep yourselves and your families safe from their war parties.&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==The Ember Vale Clan==&lt;br /&gt;
The Ember Vale Reivers are led by Warchief Haidan, the son of Hagga the Bone Witch. His faction of the Luinne Bheinn Reivers broke away from the larger clan due a combination of internal friction (his mother once led a similar break-away faction of Reivers who attacked the Landing) and a desire to wage open war against the new Barony of Darkstone. It was his shaman who slew several of your hunters by implanting their torsos with monstrous spiders, his warriors who slew your shepherds, and his war party that attacked and killed a wagon of settlers and then kidnapped several children. His warriors were punished for kidnapping the children.&lt;br /&gt;
&lt;br /&gt;
How fearsome Haidan’s warriors will be in combat remains to be seen, but they are exceptionally skilled at slaying helpless men and women. Please show extraordinary care when outside the settlement, and if you must venture out, remember the following:&lt;br /&gt;
&lt;br /&gt;
===Run, Hide, Fight===&lt;br /&gt;
If you encounter a Reiver war party, the three most important steps you can take are to “Run, Hide, and Fight.” Running should always be your first response – if you are in a group, try to split up, which may force the Reivers to let some of you go in order to chase the others down.&lt;br /&gt;
&lt;br /&gt;
If you cannot run, hide. The longer you can stay alive, the more likely the war party is to move on. If you have small children, try to distract them so they do not make any noise that might give away your position. &lt;br /&gt;
&lt;br /&gt;
As a last resort, if you cannot run or hide, you must fight back. The Ember Vale Reivers believe that any adult settler they find has made the choice to remain here, and therefore they are justified in killing you. They will not spare you if you attempt to surrender. By fighting back, you might give your friends a chance to escape.&lt;br /&gt;
&lt;br /&gt;
===Tell the Children to Run===&lt;br /&gt;
The Ember Vale Reivers have been reluctant to kill children, though it’s not clear at what age they consider children to be reasonable targets. If you have children with you, and you know they cannot outrun the Reiver war party or hide, tell them to run while you remain behind to fight. You might delay the Reivers long enough for your children to escape.&lt;br /&gt;
&lt;br /&gt;
===For Children: Remember Where the Reivers Attacked===&lt;br /&gt;
This may be hard to contemplate, but teach your children to remember as best they can where the Reivers attacked you. This will speed up rescue efforts and make locating your bodies easier.&lt;br /&gt;
&lt;br /&gt;
===Black Thorns===&lt;br /&gt;
Finally, be cautious when dealing with Landing citizens. While many have pledged to defend your settlement and will die to do so if necessary, a sizable number have no desire to take part in the conflict with the Ember Vale Reivers. A very small number have openly sided with the Ember Vale clan and are aiding them with magical weapons and other supplies. If you see a Landing resident wearing the symbol of the Black Thorns, don’t reveal any information to them about your travel plans, and be wary if you see them following you outside of town.&lt;br /&gt;
&lt;br /&gt;
=How to Recognize and Treat Wounds Inflicted by Magical Weapons – Notes for Medics=&lt;br /&gt;
&lt;br /&gt;
It is unfortunately necessary to share information about new weapons wielded by the Ember Vale clan. These mithril weapons are sharper and harder than steel and require different treatment methods. Please ensure your healers are aware of these new weapons, as well as previously known tactics such as spider implantation.&lt;br /&gt;
&lt;br /&gt;
-	Alosaka, on behalf of the Wehnimer’s Landing Empath’s Guild&lt;br /&gt;
&lt;br /&gt;
==Mithril Weapons==&lt;br /&gt;
Mithril blades are superior to steel in every way. They are harder, keep an edge longer, and can cut through armor easily. They are less likely to bind in the clothing your shepherds wear while tending their flocks. They are lighter and can be wielded with more finesse and speed than steel. Sticks or bare hands will be less effective against mithril swords.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
While steel weapons can cut, they more often result in ‘blunt dissection’ injuries that, while horrific, tend to cause the blood vessels to constrict and seize, limiting the immediate loss of blood.&lt;br /&gt;
&lt;br /&gt;
Mithril weapons are far sharper than steel weapons and can cut straight through flesh and even bone. While this produces ‘cleaner’ injuries than the tearing effect of steel, such wounds tend to be far more deadly. Blood vessels that are severed rather than torn will fail to constrict and will bleed without limit. This blood loss can rapidly lead to death even when the wound itself would not normally be considered mortal, such as a severed arm.&lt;br /&gt;
&lt;br /&gt;
Healers who encounter such wounds should focus first on staunching the loss of blood. Use compression and cordage to tie off the limb – bind the cords tight until bleeding stops.&lt;br /&gt;
&lt;br /&gt;
Punctures caused by mithril weapons will cause severe internal bleeding. Make the patient as comfortable as possible and attempt to summon a skilled herbalist or empath.&lt;br /&gt;
&lt;br /&gt;
Blunt injuries caused by mithril weapons are similar to those caused by steel weapons. Treat broken bones as best as you can with a splint and try to move the patient as little as possible. Bring the herbalist or empath to them if possible.&lt;br /&gt;
&lt;br /&gt;
==The Spider Curse==&lt;br /&gt;
The Ember Vale Reiver clan employs blood magic against its enemies. One method they are known to use is a curse that implants monstrous spider eggs in the torsos of their victims. After a short incubation period the spiders erupt from their hosts, killing them instantly, and then savagely attack anyone nearby.&lt;br /&gt;
&lt;br /&gt;
===Victims of the curse can be identified by several symptoms:===&lt;br /&gt;
- A cluster of red marks, even in number, on the neck&amp;lt;br&amp;gt;&lt;br /&gt;
- Disorientation&amp;lt;br&amp;gt;&lt;br /&gt;
- Abdominal pain&amp;lt;br&amp;gt;&lt;br /&gt;
- Inexplicable movement of large, anatomically impossible masses in their abdomen and torso&amp;lt;br&amp;gt;&lt;br /&gt;
- Extreme pain&amp;lt;br&amp;gt;&lt;br /&gt;
- Having recently been attacked or kidnapped by Reivers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no treatment for this curse. If you encounter someone who you believe has been cursed, make them comfortable outside of the settlement, away from other people, and summon aid from the Landing as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Ember_Vale_Reivers_--_Notes_for_Settlers&amp;diff=193000</id>
		<title>The Ember Vale Reivers -- Notes for Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Ember_Vale_Reivers_--_Notes_for_Settlers&amp;diff=193000"/>
		<updated>2023-03-29T21:55:19Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = The Ember Vale Reivers -- Notes for Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Spring has arrived and brought with it mud to the Imperial Settlement of Darkstone. By the medic’s tent, which has grown to encompass several additional tents over the past few weeks, a young pageboy hands out leaflets printed on cheap onionskin paper. They tear easily, dissolve when touched by a few drops of water, and the ink on them smears if read too vigorously. But the nurse in charge of the camp’s medical efforts keeps a stack by his side and passes one out to every settler he sees.&lt;br /&gt;
&lt;br /&gt;
=The Ember Vale Reivers=&lt;br /&gt;
&lt;br /&gt;
The people of the Landing join our friends in the Imperial Settlement in mourning for your dead. We hope for a peaceful resolution to the dispute with the Luinne Bheinn Reivers, and as a small part of our efforts to protect the lives of innocent settlers, we wish to share what we know of the new offshoot clan known as the Ember Vale Reivers, and how you can keep yourselves and your families safe from their war parties.&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==The Ember Vale Clan==&lt;br /&gt;
The Ember Vale Reivers are led by Warchief Haidan, the son of Hagga the Bone Witch. His faction of the Luinne Bheinn Reivers broke away from the larger clan due a combination of internal friction (his mother once led a similar break-away faction of Reivers who attacked the Landing) and a desire to wage open war against the new Barony of Darkstone. It was his shaman who slew several of your hunters by implanting their torsos with monstrous spiders, his warriors who slew your shepherds, and his war party that attacked and killed a wagon of settlers and then kidnapped several children. His warriors were punished for kidnapping the children.&lt;br /&gt;
&lt;br /&gt;
How fearsome Haidan’s warriors will be in combat remains to be seen, but they are exceptionally skilled at slaying helpless men and women. Please show extraordinary care when outside the settlement, and if you must venture out, remember the following:&lt;br /&gt;
&lt;br /&gt;
===Run, Hide, Fight===&lt;br /&gt;
If you encounter a Reiver war party, the three most important steps you can take are to “Run, Hide, and Fight.” Running should always be your first response – if you are in a group, try to split up, which may force the Reivers to let some of you go in order to chase the others down.&lt;br /&gt;
&lt;br /&gt;
If you cannot run, hide. The longer you can stay alive, the more likely the war party is to move on. If you have small children, try to distract them so they do not make any noise that might give away your position. &lt;br /&gt;
&lt;br /&gt;
As a last resort, if you cannot run or hide, you must fight back. The Ember Vale Reivers believe that any adult settler they find has made the choice to remain here, and therefore they are justified in killing you. They will not spare you if you attempt to surrender. By fighting back, you might give your friends a chance to escape.&lt;br /&gt;
&lt;br /&gt;
===Tell the Children to Run===&lt;br /&gt;
The Ember Vale Reivers have been reluctant to kill children, though it’s not clear at what age they consider children to be reasonable targets. If you have children with you, and you know they cannot outrun the Reiver war party or hide, tell them to run while you remain behind to fight. You might delay the Reivers long enough for your children to escape.&lt;br /&gt;
&lt;br /&gt;
===For Children: Remember Where the Reivers Attacked===&lt;br /&gt;
This may be hard to contemplate, but teach your children to remember as best they can where the Reivers attacked you. This will speed up rescue efforts and make locating your bodies easier.&lt;br /&gt;
&lt;br /&gt;
===Black Thorns===&lt;br /&gt;
Finally, be cautious when dealing with Landing citizens. While many have pledged to defend your settlement and will die to do so if necessary, a sizable number have no desire to take part in the conflict with the Ember Vale Reivers. A very small number have openly sided with the Ember Vale clan and are aiding them with magical weapons and other supplies. If you see a Landing resident wearing the symbol of the Black Thorns, don’t reveal any information to them about your travel plans, and be wary if you see them following you outside of town.&lt;br /&gt;
&lt;br /&gt;
=How to Recognize and Treat Wounds Inflicted by Magical Weapons – Notes for Medics=&lt;br /&gt;
&lt;br /&gt;
It is unfortunately necessary to share information about new weapons wielded by the Ember Vale clan. These mithril weapons are sharper and harder than steel and require different treatment methods. Please ensure your healers are aware of these new weapons, as well as previously known tactics such as spider implantation.&lt;br /&gt;
&lt;br /&gt;
-	Alosaka, on behalf of the Wehnimer’s Landing Empath’s Guild&lt;br /&gt;
&lt;br /&gt;
==Mithril Weapons==&lt;br /&gt;
Mithril blades are superior to steel in every way. They are harder, keep an edge longer, and can cut through armor easily. They are less likely to bind in the clothing your shepherds wear while tending their flocks. They are lighter and can be wielded with more finesse and speed than steel. Sticks or bare hands will be less effective against mithril swords.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
While steel weapons can cut, they more often result in ‘blunt dissection’ injuries that, while horrific, tend to cause the blood vessels to constrict and seize, limiting the immediate loss of blood.&lt;br /&gt;
&lt;br /&gt;
Mithril weapons are far sharper than steel weapons and can cut straight through flesh and even bone. While this produces ‘cleaner’ injuries than the tearing effect of steel, such wounds tend to be far more deadly. Blood vessels that are severed rather than torn will fail to constrict and will bleed without limit. This blood loss can rapidly lead to death even when the wound itself would not normally be considered mortal, such as a severed arm.&lt;br /&gt;
&lt;br /&gt;
Healers who encounter such wounds should focus first on staunching the loss of blood. Use compression and cordage to tie off the limb – bind the cords tight until bleeding stops.&lt;br /&gt;
&lt;br /&gt;
Punctures caused by mithril weapons will cause severe internal bleeding. Make the patient as comfortable as possible and attempt to summon a skilled herbalist or empath.&lt;br /&gt;
&lt;br /&gt;
Blunt injuries caused by mithril weapons are similar to those caused by steel weapons. Treat broken bones as best as you can with a splint and try to move the patient as little as possible. Bring the herbalist or empath to them if possible.&lt;br /&gt;
&lt;br /&gt;
==The Spider Curse==&lt;br /&gt;
The Ember Vale Reiver clan employs blood magic against its enemies. One method they are known to use is a curse that implants monstrous spider eggs in the torsos of their victims. After a short incubation period the spiders erupt from their hosts, killing them instantly, and then savagely attack anyone nearby.&lt;br /&gt;
&lt;br /&gt;
===Victims of the curse can be identified by several symptoms:===&lt;br /&gt;
- A cluster of red marks, even in number, on the neck&amp;lt;br&amp;gt;&lt;br /&gt;
- Disorientation&amp;lt;br&amp;gt;&lt;br /&gt;
- Abdominal pain&amp;lt;br&amp;gt;&lt;br /&gt;
- Inexplicable movement of large, anatomically impossible masses in their abdomen and torso&amp;lt;br&amp;gt;&lt;br /&gt;
- Extreme pain&amp;lt;br&amp;gt;&lt;br /&gt;
- Having recently been attacked or kidnapped by Reivers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no treatment for this curse. If you encounter someone who you believe has been cursed, make them comfortable outside of the settlement, away from other people, and summon aid from the Landing as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190508</id>
		<title>North by Northwest - Safely Navigating the Darkstone Bay Area, a Guide for New Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190508"/>
		<updated>2023-02-28T17:02:49Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* The Graveyard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Leaflets flutter from pins along the Imperial Settlement palisade. Settlers pass them around the bonfire in the center of the camp and converse in low tones with stern expressions. A few older children clutch them in grimy hands, lording them over their younger, illiterate siblings and regaling them with tales of all the dangerous monsters they have seen and dispatched. The blacksmith has a stack by his anvil, and distributes them freely with each new sword and staff he produces -- and business seems to be good.&lt;br /&gt;
&lt;br /&gt;
=Safely Navigating the Darkstone Bay Area=&lt;br /&gt;
&lt;br /&gt;
Welcome friends! Over the past several months, Wehnimer’s Landing has been honored by the arrival of hundreds of settlers, like you, seeking a new life in the north. Whether you’re moving into the town itself or starting a home in the Barony of Darkstone, this guide will highlight a few of the notable hazards of the area – and how to keep yourself and your family safe.&lt;br /&gt;
&lt;br /&gt;
Frontier life is fraught, characterized by hardship and sacrifice. But the Landing is filled with civic groups representing all walks of life who want to help you through these difficult months. If you have trouble, need help, or have a child who has wandered off and needs to be rescued, find the nearest town guard, militia member, Order of the Silver Gryphon member, or adventurer&#039;s guild representative. We are all here to help!&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The forests and grasslands immediately outside Wehnimer’s Landing are generally safe for commerce, agriculture, traffic and recreation. However, even within sight of the walls you may encounter dangerous animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Roltons and Velnalin&amp;lt;/b&amp;gt;: Both roltons and velnalin are kept as livestock by local herders, though velnalin are typically kept by the kobolds of Graendlor Pasture rather than the human herders in the grasslands south of town. Both animals can be ornery and defensive, especially if they think you are a threat to their young. Generally, if you leave them alone, they’ll leave you alone, but a sturdy staff is usually enough to dissuade them otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carrion Worms&amp;lt;/b&amp;gt;: Despite their repulsive appearance, these worms perform a service by keeping the coastal cliffs free of carrion washed up from the sea. They are not particularly fast and prefer to scavenge for food rather than hunt for it, but they’ve been known to attack passers-by who can’t get clear in time. Generally they are only hazardous in groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Giant Rats and Giant Ants&amp;lt;/b&amp;gt;: The catacombs and tunnels beneath the Landing are infested with abnormally large rats and ants. They almost never venture onto the surface, preferring the dank and claustrophobic confines of the catacombs. Unless you have some particular business there, you are likely to never encounter them. However, children frequently ‘explore’ the catacombs, and parents should warn them to be wary of these beasts. Both rats and ants occur in swarms that can overwhelm even prepared adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bears and Lions&amp;lt;/b&amp;gt;: Several species of bears and mountain lions live in the deeper forests and mountains around the Landing. You are unlikely to encounter them within sight of the town, but the bears sometimes appear on the path to Icemule Trace near the Glatoph. Unless you are confident in your abilities as a fighter, we recommend only travelling these routes with a seasoned guide. The best advice here, as in almost all circumstances, is not to travel the wilderness alone.&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
The kobolds of the Darkstone Bay region are similar to kobold tribes throughout Elanthia. They are territorial, social creatures capable of forming meaningful bonds with each other and other races – in other words, they are much like us. Within the Lower Dragonsclaw there is a kobold village west of the Imperial Settlement, and to the south kobold shepherds graze herds of velnalin in the Graendlor Pasture. Individually, kobolds range from aggressive to playful to intelligent and inquisitive. They have a reputation for causing trouble for visitors in the forest, but that should only be viewed as an expression of their territoriality. If you see a kobold, the best advice is to simply leave it be. Kobolds occasionally wander into the Landing, though they generally pose little threat and are simply searching for scraps. In the past it was considered acceptable to slay such kobolds on the spot in the name of “town defense,” but in more recent years the town and the militia have made an effort to escort them from the town unharmed.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids==&lt;br /&gt;
The Goblinoids encompass several different groups, including the true goblins and hobgoblins. They can both be found throughout the Landing area, but the most likely place you will encounter goblins is along the Old Mine Road, while Hobgoblins have a rough village in the Upper Trollfang to the south of the Imperial Settlement. Hobgoblins are by far the more dangerous of the two, and will aggressively attack anyone they encounter in their ‘territory’ (which is anywhere they happen to be). Hobgoblins can be nearly as large as a human and wield large weapons of war, unlike the smaller weapons favored by kobolds and goblins.&lt;br /&gt;
&lt;br /&gt;
==The Grimswarm==&lt;br /&gt;
The Grimswarm are present throughout the Darkstone Bay area. Various orc tribes populate the grasslands and plains around the town, a wide variety of trolls live in the forests and mountains, and the mountains are home to several tribes of giants. They were all present in the Darkstone Bay area long before the Landing was founded, and in many ways they are the true indigenous people of the area. They are informally at war with the settled peoples of the region, and if you encounter an orc, troll or giant outside of town, you should assume it means you harm.&lt;br /&gt;
&lt;br /&gt;
You may, very rarely, encounter Grimswarm camps concealed in the wilderness around the Landing – they can be identified by a strange shimmer in the air that conceals the path to the camp. Unless you are a seasoned adventurer, you should immediately flee from these camps, and notify the Guardians of Sunfist outpost near the Imperial Settlement.&lt;br /&gt;
&lt;br /&gt;
===Orcs===&lt;br /&gt;
Several orc tribes, including the cave-dwelling ‘burrow orc,’ reside in Melgorehn’s Valley south of the town, on the east side of the Locksmehr. They rarely stray onto the major roads near the Landing, but their cousins the Grey Orcs can be found on the mine road and the Trollfang. Lesser and Greater Orcs are in fact very similar to each other, differing only in size and strength. Orcs are the most social of the Grimswarm and will form expansive tribes.&lt;br /&gt;
&lt;br /&gt;
===Trolls===&lt;br /&gt;
When Landing residents think “monster,” very often they are imagining some sort of troll. All trolls are extremely dangerous and view humans, elves, dwarves and others as food. Forest and hill trolls can be found as near to the Landing as the Upper Trollfang around the Hanging Inn. They will attack and kill travelers on sight, and trolls in general are probably the single most dangerous monster found throughout the Darkstone Bay area.&lt;br /&gt;
&lt;br /&gt;
===Giants===&lt;br /&gt;
Frost and Storm giant tribes inhabit the Glatoph and Sentoph mountain ranges, and Stone giants have their own small kingdom in the Thanatoph range. Encounters between giants and the town are fortunately rare, as the giants tend not to leave their mountains. &lt;br /&gt;
&lt;br /&gt;
==The Graveyard==&lt;br /&gt;
The graveyard east of the Landing is more than a simple cemetery. A full accounting of the graveyard’s history is a matter for another time, but don’t think of it as a place to bury or honor your dead – it is a land of its own, a haunted necropolis wished into existence by an ancient, deathless evil to serve as the nexus of his undead empire. The soil writhes with bleeding flesh, and the tombs beneath are glazed with the icy breath of the abyss. The sun has no writ here; life is a fragile visitor in this land of the dead – stray by these paths only if you desire to see the bloody, devouring end that animates the pitiable, wretched minions of the Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The Graveyard also has several species of venomous snakes. The statue of Gosaena on the gate outside is generally considered a misrepresentation of her image, and citizen groups have pushed in the past to have it replaced.&lt;br /&gt;
&lt;br /&gt;
==The Krolvin==&lt;br /&gt;
Krol raiders are a frequent sight in the Darkstone Bay area, launching attacks on coastal settlements from their longboats. They are dangerous foes and almost always occur as war parties rather than individuals. Although their behavior and customs – including the reviled practice of slavery – often lead people to consider them savages, they are quite advanced in their own way, with mastery of both the martial arts and magic at their disposal. The Krolvin are the most dangerous threat most residents of the Darkstone Bay area will encounter on a routine basis, and you should be prepared to fight or flee immediately upon seeing them.&lt;br /&gt;
&lt;br /&gt;
==Reivers==&lt;br /&gt;
The Reivers are a tribe of humans settled in the Luinne Bheinn area. They are traders, hunters, trappers and fishers, and sometimes visit the Landing for various reasons. However, they are very defensive of their settlement in the Luinne Bheinn, and visitors who show up unannounced may find themselves on the wrong end of a Reiver spear. Unless you have business with them, it’s best to stay clear of the settlement.&lt;br /&gt;
&lt;br /&gt;
Note: Recently, elders from the Reiver settlement have expressed a distrust with the new Barony of Darkstone. While each Riever is an individual and should be treated as such, it is probably wise to not antagonize them by traveling into the Luinne Bheinn without good reason.&lt;br /&gt;
&lt;br /&gt;
==Darkstone Castle==&lt;br /&gt;
There is a haunted castle southwest of the Imperial Settlement. If you encounter centaurs in the woods, you’re getting too close. Just avoid this place.&lt;br /&gt;
&lt;br /&gt;
==Special Note: Children==&lt;br /&gt;
Children are rambunctious! It’s why we love them. [Author&#039;s note: I have been advised to add that we love our children for other reasons, too.] But sometimes children get a bit too courageous for their years and go off on imagined adventures that take them to all parts of the lands – and I do mean all parts of the lands. Please educate your children on the special dangers posed by the wilderness outside the Landing and encourage them to travel in pairs or groups whenever possible. Few things are more distressing for parents than to have a missing child, and while the adventurers of the Landing have experience recovering them from even the most dangerous places, it’s best if they don’t get stuck there in the first place.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
This is only a short survey of the hazards of the Darkstone Bay area. For some of you, coming from the Southron Wastes or the wilderness of the Dragonspine, these dangers may seem like little more than mild inconveniences, but to folks unfamiliar with frontier life, even a hobgoblin can be a dangerous threat. As always, the best way to keep yourself and your family safe is to travel with a companion, always carry a trusty weapon that you know how to use, and stick to the roads.&lt;br /&gt;
&lt;br /&gt;
The people of Wehnimer’s Landing are thrilled to have so many new residents, either inside our walls or building new homes in the forests around town. By coming here, you are helping us all build a new, prosperous future for generations to come.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190490</id>
		<title>North by Northwest - Safely Navigating the Darkstone Bay Area, a Guide for New Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190490"/>
		<updated>2023-02-28T12:53:04Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* The Graveyard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Leaflets flutter from pins along the Imperial Settlement palisade. Settlers pass them around the bonfire in the center of the camp and converse in low tones with stern expressions. A few older children clutch them in grimy hands, lording them over their younger, illiterate siblings and regaling them with tales of all the dangerous monsters they have seen and dispatched. The blacksmith has a stack by his anvil, and distributes them freely with each new sword and staff he produces -- and business seems to be good.&lt;br /&gt;
&lt;br /&gt;
=Safely Navigating the Darkstone Bay Area=&lt;br /&gt;
&lt;br /&gt;
Welcome friends! Over the past several months, Wehnimer’s Landing has been honored by the arrival of hundreds of settlers, like you, seeking a new life in the north. Whether you’re moving into the town itself or starting a home in the Barony of Darkstone, this guide will highlight a few of the notable hazards of the area – and how to keep yourself and your family safe.&lt;br /&gt;
&lt;br /&gt;
Frontier life is fraught, characterized by hardship and sacrifice. But the Landing is filled with civic groups representing all walks of life who want to help you through these difficult months. If you have trouble, need help, or have a child who has wandered off and needs to be rescued, find the nearest town guard, militia member, Order of the Silver Gryphon member, or adventurer&#039;s guild representative. We are all here to help!&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The forests and grasslands immediately outside Wehnimer’s Landing are generally safe for commerce, agriculture, traffic and recreation. However, even within sight of the walls you may encounter dangerous animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Roltons and Velnalin&amp;lt;/b&amp;gt;: Both roltons and velnalin are kept as livestock by local herders, though velnalin are typically kept by the kobolds of Graendlor Pasture rather than the human herders in the grasslands south of town. Both animals can be ornery and defensive, especially if they think you are a threat to their young. Generally, if you leave them alone, they’ll leave you alone, but a sturdy staff is usually enough to dissuade them otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carrion Worms&amp;lt;/b&amp;gt;: Despite their repulsive appearance, these worms perform a service by keeping the coastal cliffs free of carrion washed up from the sea. They are not particularly fast and prefer to scavenge for food rather than hunt for it, but they’ve been known to attack passers-by who can’t get clear in time. Generally they are only hazardous in groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Giant Rats and Giant Ants&amp;lt;/b&amp;gt;: The catacombs and tunnels beneath the Landing are infested with abnormally large rats and ants. They almost never venture onto the surface, preferring the dank and claustrophobic confines of the catacombs. Unless you have some particular business there, you are likely to never encounter them. However, children frequently ‘explore’ the catacombs, and parents should warn them to be wary of these beasts. Both rats and ants occur in swarms that can overwhelm even prepared adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bears and Lions&amp;lt;/b&amp;gt;: Several species of bears and mountain lions live in the deeper forests and mountains around the Landing. You are unlikely to encounter them within sight of the town, but the bears sometimes appear on the path to Icemule Trace near the Glatoph. Unless you are confident in your abilities as a fighter, we recommend only travelling these routes with a seasoned guide. The best advice here, as in almost all circumstances, is not to travel the wilderness alone.&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
The kobolds of the Darkstone Bay region are similar to kobold tribes throughout Elanthia. They are territorial, social creatures capable of forming meaningful bonds with each other and other races – in other words, they are much like us. Within the Lower Dragonsclaw there is a kobold village west of the Imperial Settlement, and to the south kobold shepherds graze herds of velnalin in the Graendlor Pasture. Individually, kobolds range from aggressive to playful to intelligent and inquisitive. They have a reputation for causing trouble for visitors in the forest, but that should only be viewed as an expression of their territoriality. If you see a kobold, the best advice is to simply leave it be. Kobolds occasionally wander into the Landing, though they generally pose little threat and are simply searching for scraps. In the past it was considered acceptable to slay such kobolds on the spot in the name of “town defense,” but in more recent years the town and the militia have made an effort to escort them from the town unharmed.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids==&lt;br /&gt;
The Goblinoids encompass several different groups, including the true goblins and hobgoblins. They can both be found throughout the Landing area, but the most likely place you will encounter goblins is along the Old Mine Road, while Hobgoblins have a rough village in the Upper Trollfang to the south of the Imperial Settlement. Hobgoblins are by far the more dangerous of the two, and will aggressively attack anyone they encounter in their ‘territory’ (which is anywhere they happen to be). Hobgoblins can be nearly as large as a human and wield large weapons of war, unlike the smaller weapons favored by kobolds and goblins.&lt;br /&gt;
&lt;br /&gt;
==The Grimswarm==&lt;br /&gt;
The Grimswarm are present throughout the Darkstone Bay area. Various orc tribes populate the grasslands and plains around the town, a wide variety of trolls live in the forests and mountains, and the mountains are home to several tribes of giants. They were all present in the Darkstone Bay area long before the Landing was founded, and in many ways they are the true indigenous people of the area. They are informally at war with the settled peoples of the region, and if you encounter an orc, troll or giant outside of town, you should assume it means you harm.&lt;br /&gt;
&lt;br /&gt;
You may, very rarely, encounter Grimswarm camps concealed in the wilderness around the Landing – they can be identified by a strange shimmer in the air that conceals the path to the camp. Unless you are a seasoned adventurer, you should immediately flee from these camps, and notify the Guardians of Sunfist outpost near the Imperial Settlement.&lt;br /&gt;
&lt;br /&gt;
===Orcs===&lt;br /&gt;
Several orc tribes, including the cave-dwelling ‘burrow orc,’ reside in Melgorehn’s Valley south of the town, on the east side of the Locksmehr. They rarely stray onto the major roads near the Landing, but their cousins the Grey Orcs can be found on the mine road and the Trollfang. Lesser and Greater Orcs are in fact very similar to each other, differing only in size and strength. Orcs are the most social of the Grimswarm and will form expansive tribes.&lt;br /&gt;
&lt;br /&gt;
===Trolls===&lt;br /&gt;
When Landing residents think “monster,” very often they are imagining some sort of troll. All trolls are extremely dangerous and view humans, elves, dwarves and others as food. Forest and hill trolls can be found as near to the Landing as the Upper Trollfang around the Hanging Inn. They will attack and kill travelers on sight, and trolls in general are probably the single most dangerous monster found throughout the Darkstone Bay area.&lt;br /&gt;
&lt;br /&gt;
===Giants===&lt;br /&gt;
Frost and Storm giant tribes inhabit the Glatoph and Sentoph mountain ranges, and Stone giants have their own small kingdom in the Thanatoph range. Encounters between giants and the town are fortunately rare, as the giants tend not to leave their mountains. &lt;br /&gt;
&lt;br /&gt;
==The Graveyard==&lt;br /&gt;
The graveyard east of the Landing is more than a simple cemetery. A full accounting of the graveyard’s history is a matter for another time, but don’t think of it as a place to bury or honor your dead – it is a land of its own, a haunted necropolis wished into existence by an ancient, deathless evil to serve as the nexus of his undead empire. The soil writhes with bleeding flesh, and the tombs beneath are glazed with the icy breath of the abyss. The sun has no writ here; life is a fragile visitor in this land of the dead – stray here only if you desire to see the bloody, devouring end that animates the pitiable, wretched minions of the Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The Graveyard also has several species of venomous snakes. The statue of Gosaena on the gate outside is generally considered a misrepresentation of her image, and citizen groups have pushed in the past to have it replaced.&lt;br /&gt;
&lt;br /&gt;
==The Krolvin==&lt;br /&gt;
Krol raiders are a frequent sight in the Darkstone Bay area, launching attacks on coastal settlements from their longboats. They are dangerous foes and almost always occur as war parties rather than individuals. Although their behavior and customs – including the reviled practice of slavery – often lead people to consider them savages, they are quite advanced in their own way, with mastery of both the martial arts and magic at their disposal. The Krolvin are the most dangerous threat most residents of the Darkstone Bay area will encounter on a routine basis, and you should be prepared to fight or flee immediately upon seeing them.&lt;br /&gt;
&lt;br /&gt;
==Reivers==&lt;br /&gt;
The Reivers are a tribe of humans settled in the Luinne Bheinn area. They are traders, hunters, trappers and fishers, and sometimes visit the Landing for various reasons. However, they are very defensive of their settlement in the Luinne Bheinn, and visitors who show up unannounced may find themselves on the wrong end of a Reiver spear. Unless you have business with them, it’s best to stay clear of the settlement.&lt;br /&gt;
&lt;br /&gt;
Note: Recently, elders from the Reiver settlement have expressed a distrust with the new Barony of Darkstone. While each Riever is an individual and should be treated as such, it is probably wise to not antagonize them by traveling into the Luinne Bheinn without good reason.&lt;br /&gt;
&lt;br /&gt;
==Darkstone Castle==&lt;br /&gt;
There is a haunted castle southwest of the Imperial Settlement. If you encounter centaurs in the woods, you’re getting too close. Just avoid this place.&lt;br /&gt;
&lt;br /&gt;
==Special Note: Children==&lt;br /&gt;
Children are rambunctious! It’s why we love them. [Author&#039;s note: I have been advised to add that we love our children for other reasons, too.] But sometimes children get a bit too courageous for their years and go off on imagined adventures that take them to all parts of the lands – and I do mean all parts of the lands. Please educate your children on the special dangers posed by the wilderness outside the Landing and encourage them to travel in pairs or groups whenever possible. Few things are more distressing for parents than to have a missing child, and while the adventurers of the Landing have experience recovering them from even the most dangerous places, it’s best if they don’t get stuck there in the first place.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
This is only a short survey of the hazards of the Darkstone Bay area. For some of you, coming from the Southron Wastes or the wilderness of the Dragonspine, these dangers may seem like little more than mild inconveniences, but to folks unfamiliar with frontier life, even a hobgoblin can be a dangerous threat. As always, the best way to keep yourself and your family safe is to travel with a companion, always carry a trusty weapon that you know how to use, and stick to the roads.&lt;br /&gt;
&lt;br /&gt;
The people of Wehnimer’s Landing are thrilled to have so many new residents, either inside our walls or building new homes in the forests around town. By coming here, you are helping us all build a new, prosperous future for generations to come.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190457</id>
		<title>North by Northwest - Safely Navigating the Darkstone Bay Area, a Guide for New Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190457"/>
		<updated>2023-02-28T04:53:50Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* The Krolvin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Leaflets flutter from pins along the Imperial Settlement palisade. Settlers pass them around the bonfire in the center of the camp and converse in low tones with stern expressions. A few older children clutch them in grimy hands, lording them over their younger, illiterate siblings and regaling them with tales of all the dangerous monsters they have seen and dispatched. The blacksmith has a stack by his anvil, and distributes them freely with each new sword and staff he produces -- and business seems to be good.&lt;br /&gt;
&lt;br /&gt;
=Safely Navigating the Darkstone Bay Area=&lt;br /&gt;
&lt;br /&gt;
Welcome friends! Over the past several months, Wehnimer’s Landing has been honored by the arrival of hundreds of settlers, like you, seeking a new life in the north. Whether you’re moving into the town itself or starting a home in the Barony of Darkstone, this guide will highlight a few of the notable hazards of the area – and how to keep yourself and your family safe.&lt;br /&gt;
&lt;br /&gt;
Frontier life is fraught, characterized by hardship and sacrifice. But the Landing is filled with civic groups representing all walks of life who want to help you through these difficult months. If you have trouble, need help, or have a child who has wandered off and needs to be rescued, find the nearest town guard, militia member, Order of the Silver Gryphon member, or adventurer&#039;s guild representative. We are all here to help!&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The forests and grasslands immediately outside Wehnimer’s Landing are generally safe for commerce, agriculture, traffic and recreation. However, even within sight of the walls you may encounter dangerous animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Roltons and Velnalin&amp;lt;/b&amp;gt;: Both roltons and velnalin are kept as livestock by local herders, though velnalin are typically kept by the kobolds of Graendlor Pasture rather than the human herders in the grasslands south of town. Both animals can be ornery and defensive, especially if they think you are a threat to their young. Generally, if you leave them alone, they’ll leave you alone, but a sturdy staff is usually enough to dissuade them otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carrion Worms&amp;lt;/b&amp;gt;: Despite their repulsive appearance, these worms perform a service by keeping the coastal cliffs free of carrion washed up from the sea. They are not particularly fast and prefer to scavenge for food rather than hunt for it, but they’ve been known to attack passers-by who can’t get clear in time. Generally they are only hazardous in groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Giant Rats and Giant Ants&amp;lt;/b&amp;gt;: The catacombs and tunnels beneath the Landing are infested with abnormally large rats and ants. They almost never venture onto the surface, preferring the dank and claustrophobic confines of the catacombs. Unless you have some particular business there, you are likely to never encounter them. However, children frequently ‘explore’ the catacombs, and parents should warn them to be wary of these beasts. Both rats and ants occur in swarms that can overwhelm even prepared adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bears and Lions&amp;lt;/b&amp;gt;: Several species of bears and mountain lions live in the deeper forests and mountains around the Landing. You are unlikely to encounter them within sight of the town, but the bears sometimes appear on the path to Icemule Trace near the Glatoph. Unless you are confident in your abilities as a fighter, we recommend only travelling these routes with a seasoned guide. The best advice here, as in almost all circumstances, is not to travel the wilderness alone.&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
The kobolds of the Darkstone Bay region are similar to kobold tribes throughout Elanthia. They are territorial, social creatures capable of forming meaningful bonds with each other and other races – in other words, they are much like us. Within the Lower Dragonsclaw there is a kobold village west of the Imperial Settlement, and to the south kobold shepherds graze herds of velnalin in the Graendlor Pasture. Individually, kobolds range from aggressive to playful to intelligent and inquisitive. They have a reputation for causing trouble for visitors in the forest, but that should only be viewed as an expression of their territoriality. If you see a kobold, the best advice is to simply leave it be. Kobolds occasionally wander into the Landing, though they generally pose little threat and are simply searching for scraps. In the past it was considered acceptable to slay such kobolds on the spot in the name of “town defense,” but in more recent years the town and the militia have made an effort to escort them from the town unharmed.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids==&lt;br /&gt;
The Goblinoids encompass several different groups, including the true goblins and hobgoblins. They can both be found throughout the Landing area, but the most likely place you will encounter goblins is along the Old Mine Road, while Hobgoblins have a rough village in the Upper Trollfang to the south of the Imperial Settlement. Hobgoblins are by far the more dangerous of the two, and will aggressively attack anyone they encounter in their ‘territory’ (which is anywhere they happen to be). Hobgoblins can be nearly as large as a human and wield large weapons of war, unlike the smaller weapons favored by kobolds and goblins.&lt;br /&gt;
&lt;br /&gt;
==The Grimswarm==&lt;br /&gt;
The Grimswarm are present throughout the Darkstone Bay area. Various orc tribes populate the grasslands and plains around the town, a wide variety of trolls live in the forests and mountains, and the mountains are home to several tribes of giants. They were all present in the Darkstone Bay area long before the Landing was founded, and in many ways they are the true indigenous people of the area. They are informally at war with the settled peoples of the region, and if you encounter an orc, troll or giant outside of town, you should assume it means you harm.&lt;br /&gt;
&lt;br /&gt;
You may, very rarely, encounter Grimswarm camps concealed in the wilderness around the Landing – they can be identified by a strange shimmer in the air that conceals the path to the camp. Unless you are a seasoned adventurer, you should immediately flee from these camps, and notify the Guardians of Sunfist outpost near the Imperial Settlement.&lt;br /&gt;
&lt;br /&gt;
===Orcs===&lt;br /&gt;
Several orc tribes, including the cave-dwelling ‘burrow orc,’ reside in Melgorehn’s Valley south of the town, on the east side of the Locksmehr. They rarely stray onto the major roads near the Landing, but their cousins the Grey Orcs can be found on the mine road and the Trollfang. Lesser and Greater Orcs are in fact very similar to each other, differing only in size and strength. Orcs are the most social of the Grimswarm and will form expansive tribes.&lt;br /&gt;
&lt;br /&gt;
===Trolls===&lt;br /&gt;
When Landing residents think “monster,” very often they are imagining some sort of troll. All trolls are extremely dangerous and view humans, elves, dwarves and others as food. Forest and hill trolls can be found as near to the Landing as the Upper Trollfang around the Hanging Inn. They will attack and kill travelers on sight, and trolls in general are probably the single most dangerous monster found throughout the Darkstone Bay area.&lt;br /&gt;
&lt;br /&gt;
===Giants===&lt;br /&gt;
Frost and Storm giant tribes inhabit the Glatoph and Sentoph mountain ranges, and Stone giants have their own small kingdom in the Thanatoph range. Encounters between giants and the town are fortunately rare, as the giants tend not to leave their mountains. &lt;br /&gt;
&lt;br /&gt;
==The Graveyard==&lt;br /&gt;
The graveyard east of the Landing is more than a simple cemetery. A full accounting of the graveyard’s history is a matter for another time, but don’t think of it as a place to bury or honor your dead – it is a land of its own, a haunted necropolis wished into existence by an ancient, deathless evil to serve as the nexus of his undead empire. The soil writhes with bleeding flesh, and the tombs beneath are glazed with the icy breath of the abyss. The sun has no writ here; life is a fragile visitor in this land of the dead – stray here only if you desire to see the bloody, devouring end that animates the pitiable, wretched minions of the Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The Graveyard also has several species of poisonous snakes. The statue of Gosaena on the gate outside is generally considered a misrepresentation of her image, and citizen groups have pushed in the past to have it replaced.&lt;br /&gt;
&lt;br /&gt;
==The Krolvin==&lt;br /&gt;
Krol raiders are a frequent sight in the Darkstone Bay area, launching attacks on coastal settlements from their longboats. They are dangerous foes and almost always occur as war parties rather than individuals. Although their behavior and customs – including the reviled practice of slavery – often lead people to consider them savages, they are quite advanced in their own way, with mastery of both the martial arts and magic at their disposal. The Krolvin are the most dangerous threat most residents of the Darkstone Bay area will encounter on a routine basis, and you should be prepared to fight or flee immediately upon seeing them.&lt;br /&gt;
&lt;br /&gt;
==Reivers==&lt;br /&gt;
The Reivers are a tribe of humans settled in the Luinne Bheinn area. They are traders, hunters, trappers and fishers, and sometimes visit the Landing for various reasons. However, they are very defensive of their settlement in the Luinne Bheinn, and visitors who show up unannounced may find themselves on the wrong end of a Reiver spear. Unless you have business with them, it’s best to stay clear of the settlement.&lt;br /&gt;
&lt;br /&gt;
Note: Recently, elders from the Reiver settlement have expressed a distrust with the new Barony of Darkstone. While each Riever is an individual and should be treated as such, it is probably wise to not antagonize them by traveling into the Luinne Bheinn without good reason.&lt;br /&gt;
&lt;br /&gt;
==Darkstone Castle==&lt;br /&gt;
There is a haunted castle southwest of the Imperial Settlement. If you encounter centaurs in the woods, you’re getting too close. Just avoid this place.&lt;br /&gt;
&lt;br /&gt;
==Special Note: Children==&lt;br /&gt;
Children are rambunctious! It’s why we love them. [Author&#039;s note: I have been advised to add that we love our children for other reasons, too.] But sometimes children get a bit too courageous for their years and go off on imagined adventures that take them to all parts of the lands – and I do mean all parts of the lands. Please educate your children on the special dangers posed by the wilderness outside the Landing and encourage them to travel in pairs or groups whenever possible. Few things are more distressing for parents than to have a missing child, and while the adventurers of the Landing have experience recovering them from even the most dangerous places, it’s best if they don’t get stuck there in the first place.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
This is only a short survey of the hazards of the Darkstone Bay area. For some of you, coming from the Southron Wastes or the wilderness of the Dragonspine, these dangers may seem like little more than mild inconveniences, but to folks unfamiliar with frontier life, even a hobgoblin can be a dangerous threat. As always, the best way to keep yourself and your family safe is to travel with a companion, always carry a trusty weapon that you know how to use, and stick to the roads.&lt;br /&gt;
&lt;br /&gt;
The people of Wehnimer’s Landing are thrilled to have so many new residents, either inside our walls or building new homes in the forests around town. By coming here, you are helping us all build a new, prosperous future for generations to come.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190453</id>
		<title>North by Northwest - Safely Navigating the Darkstone Bay Area, a Guide for New Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190453"/>
		<updated>2023-02-28T04:10:38Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Special Note: Children */  Clarified that we love our children for many reasons, not just because they are rambunctious&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Leaflets flutter from pins along the Imperial Settlement palisade. Settlers pass them around the bonfire in the center of the camp and converse in low tones with stern expressions. A few older children clutch them in grimy hands, lording them over their younger, illiterate siblings and regaling them with tales of all the dangerous monsters they have seen and dispatched. The blacksmith has a stack by his anvil, and distributes them freely with each new sword and staff he produces -- and business seems to be good.&lt;br /&gt;
&lt;br /&gt;
=Safely Navigating the Darkstone Bay Area=&lt;br /&gt;
&lt;br /&gt;
Welcome friends! Over the past several months, Wehnimer’s Landing has been honored by the arrival of hundreds of settlers, like you, seeking a new life in the north. Whether you’re moving into the town itself or starting a home in the Barony of Darkstone, this guide will highlight a few of the notable hazards of the area – and how to keep yourself and your family safe.&lt;br /&gt;
&lt;br /&gt;
Frontier life is fraught, characterized by hardship and sacrifice. But the Landing is filled with civic groups representing all walks of life who want to help you through these difficult months. If you have trouble, need help, or have a child who has wandered off and needs to be rescued, find the nearest town guard, militia member, Order of the Silver Gryphon member, or adventurer&#039;s guild representative. We are all here to help!&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The forests and grasslands immediately outside Wehnimer’s Landing are generally safe for commerce, agriculture, traffic and recreation. However, even within sight of the walls you may encounter dangerous animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Roltons and Velnalin&amp;lt;/b&amp;gt;: Both roltons and velnalin are kept as livestock by local herders, though velnalin are typically kept by the kobolds of Graendlor Pasture rather than the human herders in the grasslands south of town. Both animals can be ornery and defensive, especially if they think you are a threat to their young. Generally, if you leave them alone, they’ll leave you alone, but a sturdy staff is usually enough to dissuade them otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carrion Worms&amp;lt;/b&amp;gt;: Despite their repulsive appearance, these worms perform a service by keeping the coastal cliffs free of carrion washed up from the sea. They are not particularly fast and prefer to scavenge for food rather than hunt for it, but they’ve been known to attack passers-by who can’t get clear in time. Generally they are only hazardous in groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Giant Rats and Giant Ants&amp;lt;/b&amp;gt;: The catacombs and tunnels beneath the Landing are infested with abnormally large rats and ants. They almost never venture onto the surface, preferring the dank and claustrophobic confines of the catacombs. Unless you have some particular business there, you are likely to never encounter them. However, children frequently ‘explore’ the catacombs, and parents should warn them to be wary of these beasts. Both rats and ants occur in swarms that can overwhelm even prepared adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bears and Lions&amp;lt;/b&amp;gt;: Several species of bears and mountain lions live in the deeper forests and mountains around the Landing. You are unlikely to encounter them within sight of the town, but the bears sometimes appear on the path to Icemule Trace near the Glatoph. Unless you are confident in your abilities as a fighter, we recommend only travelling these routes with a seasoned guide. The best advice here, as in almost all circumstances, is not to travel the wilderness alone.&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
The kobolds of the Darkstone Bay region are similar to kobold tribes throughout Elanthia. They are territorial, social creatures capable of forming meaningful bonds with each other and other races – in other words, they are much like us. Within the Lower Dragonsclaw there is a kobold village west of the Imperial Settlement, and to the south kobold shepherds graze herds of velnalin in the Graendlor Pasture. Individually, kobolds range from aggressive to playful to intelligent and inquisitive. They have a reputation for causing trouble for visitors in the forest, but that should only be viewed as an expression of their territoriality. If you see a kobold, the best advice is to simply leave it be. Kobolds occasionally wander into the Landing, though they generally pose little threat and are simply searching for scraps. In the past it was considered acceptable to slay such kobolds on the spot in the name of “town defense,” but in more recent years the town and the militia have made an effort to escort them from the town unharmed.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids==&lt;br /&gt;
The Goblinoids encompass several different groups, including the true goblins and hobgoblins. They can both be found throughout the Landing area, but the most likely place you will encounter goblins is along the Old Mine Road, while Hobgoblins have a rough village in the Upper Trollfang to the south of the Imperial Settlement. Hobgoblins are by far the more dangerous of the two, and will aggressively attack anyone they encounter in their ‘territory’ (which is anywhere they happen to be). Hobgoblins can be nearly as large as a human and wield large weapons of war, unlike the smaller weapons favored by kobolds and goblins.&lt;br /&gt;
&lt;br /&gt;
==The Grimswarm==&lt;br /&gt;
The Grimswarm are present throughout the Darkstone Bay area. Various orc tribes populate the grasslands and plains around the town, a wide variety of trolls live in the forests and mountains, and the mountains are home to several tribes of giants. They were all present in the Darkstone Bay area long before the Landing was founded, and in many ways they are the true indigenous people of the area. They are informally at war with the settled peoples of the region, and if you encounter an orc, troll or giant outside of town, you should assume it means you harm.&lt;br /&gt;
&lt;br /&gt;
You may, very rarely, encounter Grimswarm camps concealed in the wilderness around the Landing – they can be identified by a strange shimmer in the air that conceals the path to the camp. Unless you are a seasoned adventurer, you should immediately flee from these camps, and notify the Guardians of Sunfist outpost near the Imperial Settlement.&lt;br /&gt;
&lt;br /&gt;
===Orcs===&lt;br /&gt;
Several orc tribes, including the cave-dwelling ‘burrow orc,’ reside in Melgorehn’s Valley south of the town, on the east side of the Locksmehr. They rarely stray onto the major roads near the Landing, but their cousins the Grey Orcs can be found on the mine road and the Trollfang. Lesser and Greater Orcs are in fact very similar to each other, differing only in size and strength. Orcs are the most social of the Grimswarm and will form expansive tribes.&lt;br /&gt;
&lt;br /&gt;
===Trolls===&lt;br /&gt;
When Landing residents think “monster,” very often they are imagining some sort of troll. All trolls are extremely dangerous and view humans, elves, dwarves and others as food. Forest and hill trolls can be found as near to the Landing as the Upper Trollfang around the Hanging Inn. They will attack and kill travelers on sight, and trolls in general are probably the single most dangerous monster found throughout the Darkstone Bay area.&lt;br /&gt;
&lt;br /&gt;
===Giants===&lt;br /&gt;
Frost and Storm giant tribes inhabit the Glatoph and Sentoph mountain ranges, and Stone giants have their own small kingdom in the Thanatoph range. Encounters between giants and the town are fortunately rare, as the giants tend not to leave their mountains. &lt;br /&gt;
&lt;br /&gt;
==The Graveyard==&lt;br /&gt;
The graveyard east of the Landing is more than a simple cemetery. A full accounting of the graveyard’s history is a matter for another time, but don’t think of it as a place to bury or honor your dead – it is a land of its own, a haunted necropolis wished into existence by an ancient, deathless evil to serve as the nexus of his undead empire. The soil writhes with bleeding flesh, and the tombs beneath are glazed with the icy breath of the abyss. The sun has no writ here; life is a fragile visitor in this land of the dead – stray here only if you desire to see the bloody, devouring end that animates the pitiable, wretched minions of the Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The Graveyard also has several species of poisonous snakes. The statue of Gosaena on the gate outside is generally considered a misrepresentation of her image, and citizen groups have pushed in the past to have it replaced.&lt;br /&gt;
&lt;br /&gt;
==The Krolvin==&lt;br /&gt;
Krol raiders are a frequent sighting in the Darkstone Bay area, launching attacks on coastal settlements from their longboats. They are dangerous foes and almost always occur as war parties rather than individuals. Although their behavior and customs – including the reviled practice of slavery – often lead people to consider them savages, they are quite advanced in their own way, with mastery of both the martial arts and magic at their disposal. The Krolvin are the most dangerous threat most residents of the Darkstone Bay area will encounter on a routine basis, and you should be prepared to fight or flee immediately upon seeing them.&lt;br /&gt;
&lt;br /&gt;
==Reivers==&lt;br /&gt;
The Reivers are a tribe of humans settled in the Luinne Bheinn area. They are traders, hunters, trappers and fishers, and sometimes visit the Landing for various reasons. However, they are very defensive of their settlement in the Luinne Bheinn, and visitors who show up unannounced may find themselves on the wrong end of a Reiver spear. Unless you have business with them, it’s best to stay clear of the settlement.&lt;br /&gt;
&lt;br /&gt;
Note: Recently, elders from the Reiver settlement have expressed a distrust with the new Barony of Darkstone. While each Riever is an individual and should be treated as such, it is probably wise to not antagonize them by traveling into the Luinne Bheinn without good reason.&lt;br /&gt;
&lt;br /&gt;
==Darkstone Castle==&lt;br /&gt;
There is a haunted castle southwest of the Imperial Settlement. If you encounter centaurs in the woods, you’re getting too close. Just avoid this place.&lt;br /&gt;
&lt;br /&gt;
==Special Note: Children==&lt;br /&gt;
Children are rambunctious! It’s why we love them. [Author&#039;s note: I have been advised to add that we love our children for other reasons, too.] But sometimes children get a bit too courageous for their years and go off on imagined adventures that take them to all parts of the lands – and I do mean all parts of the lands. Please educate your children on the special dangers posed by the wilderness outside the Landing and encourage them to travel in pairs or groups whenever possible. Few things are more distressing for parents than to have a missing child, and while the adventurers of the Landing have experience recovering them from even the most dangerous places, it’s best if they don’t get stuck there in the first place.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
This is only a short survey of the hazards of the Darkstone Bay area. For some of you, coming from the Southron Wastes or the wilderness of the Dragonspine, these dangers may seem like little more than mild inconveniences, but to folks unfamiliar with frontier life, even a hobgoblin can be a dangerous threat. As always, the best way to keep yourself and your family safe is to travel with a companion, always carry a trusty weapon that you know how to use, and stick to the roads.&lt;br /&gt;
&lt;br /&gt;
The people of Wehnimer’s Landing are thrilled to have so many new residents, either inside our walls or building new homes in the forests around town. By coming here, you are helping us all build a new, prosperous future for generations to come.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190452</id>
		<title>North by Northwest - Safely Navigating the Darkstone Bay Area, a Guide for New Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190452"/>
		<updated>2023-02-28T04:09:34Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Special Note: Children */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Leaflets flutter from pins along the Imperial Settlement palisade. Settlers pass them around the bonfire in the center of the camp and converse in low tones with stern expressions. A few older children clutch them in grimy hands, lording them over their younger, illiterate siblings and regaling them with tales of all the dangerous monsters they have seen and dispatched. The blacksmith has a stack by his anvil, and distributes them freely with each new sword and staff he produces -- and business seems to be good.&lt;br /&gt;
&lt;br /&gt;
=Safely Navigating the Darkstone Bay Area=&lt;br /&gt;
&lt;br /&gt;
Welcome friends! Over the past several months, Wehnimer’s Landing has been honored by the arrival of hundreds of settlers, like you, seeking a new life in the north. Whether you’re moving into the town itself or starting a home in the Barony of Darkstone, this guide will highlight a few of the notable hazards of the area – and how to keep yourself and your family safe.&lt;br /&gt;
&lt;br /&gt;
Frontier life is fraught, characterized by hardship and sacrifice. But the Landing is filled with civic groups representing all walks of life who want to help you through these difficult months. If you have trouble, need help, or have a child who has wandered off and needs to be rescued, find the nearest town guard, militia member, Order of the Silver Gryphon member, or adventurer&#039;s guild representative. We are all here to help!&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The forests and grasslands immediately outside Wehnimer’s Landing are generally safe for commerce, agriculture, traffic and recreation. However, even within sight of the walls you may encounter dangerous animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Roltons and Velnalin&amp;lt;/b&amp;gt;: Both roltons and velnalin are kept as livestock by local herders, though velnalin are typically kept by the kobolds of Graendlor Pasture rather than the human herders in the grasslands south of town. Both animals can be ornery and defensive, especially if they think you are a threat to their young. Generally, if you leave them alone, they’ll leave you alone, but a sturdy staff is usually enough to dissuade them otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carrion Worms&amp;lt;/b&amp;gt;: Despite their repulsive appearance, these worms perform a service by keeping the coastal cliffs free of carrion washed up from the sea. They are not particularly fast and prefer to scavenge for food rather than hunt for it, but they’ve been known to attack passers-by who can’t get clear in time. Generally they are only hazardous in groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Giant Rats and Giant Ants&amp;lt;/b&amp;gt;: The catacombs and tunnels beneath the Landing are infested with abnormally large rats and ants. They almost never venture onto the surface, preferring the dank and claustrophobic confines of the catacombs. Unless you have some particular business there, you are likely to never encounter them. However, children frequently ‘explore’ the catacombs, and parents should warn them to be wary of these beasts. Both rats and ants occur in swarms that can overwhelm even prepared adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bears and Lions&amp;lt;/b&amp;gt;: Several species of bears and mountain lions live in the deeper forests and mountains around the Landing. You are unlikely to encounter them within sight of the town, but the bears sometimes appear on the path to Icemule Trace near the Glatoph. Unless you are confident in your abilities as a fighter, we recommend only travelling these routes with a seasoned guide. The best advice here, as in almost all circumstances, is not to travel the wilderness alone.&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
The kobolds of the Darkstone Bay region are similar to kobold tribes throughout Elanthia. They are territorial, social creatures capable of forming meaningful bonds with each other and other races – in other words, they are much like us. Within the Lower Dragonsclaw there is a kobold village west of the Imperial Settlement, and to the south kobold shepherds graze herds of velnalin in the Graendlor Pasture. Individually, kobolds range from aggressive to playful to intelligent and inquisitive. They have a reputation for causing trouble for visitors in the forest, but that should only be viewed as an expression of their territoriality. If you see a kobold, the best advice is to simply leave it be. Kobolds occasionally wander into the Landing, though they generally pose little threat and are simply searching for scraps. In the past it was considered acceptable to slay such kobolds on the spot in the name of “town defense,” but in more recent years the town and the militia have made an effort to escort them from the town unharmed.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids==&lt;br /&gt;
The Goblinoids encompass several different groups, including the true goblins and hobgoblins. They can both be found throughout the Landing area, but the most likely place you will encounter goblins is along the Old Mine Road, while Hobgoblins have a rough village in the Upper Trollfang to the south of the Imperial Settlement. Hobgoblins are by far the more dangerous of the two, and will aggressively attack anyone they encounter in their ‘territory’ (which is anywhere they happen to be). Hobgoblins can be nearly as large as a human and wield large weapons of war, unlike the smaller weapons favored by kobolds and goblins.&lt;br /&gt;
&lt;br /&gt;
==The Grimswarm==&lt;br /&gt;
The Grimswarm are present throughout the Darkstone Bay area. Various orc tribes populate the grasslands and plains around the town, a wide variety of trolls live in the forests and mountains, and the mountains are home to several tribes of giants. They were all present in the Darkstone Bay area long before the Landing was founded, and in many ways they are the true indigenous people of the area. They are informally at war with the settled peoples of the region, and if you encounter an orc, troll or giant outside of town, you should assume it means you harm.&lt;br /&gt;
&lt;br /&gt;
You may, very rarely, encounter Grimswarm camps concealed in the wilderness around the Landing – they can be identified by a strange shimmer in the air that conceals the path to the camp. Unless you are a seasoned adventurer, you should immediately flee from these camps, and notify the Guardians of Sunfist outpost near the Imperial Settlement.&lt;br /&gt;
&lt;br /&gt;
===Orcs===&lt;br /&gt;
Several orc tribes, including the cave-dwelling ‘burrow orc,’ reside in Melgorehn’s Valley south of the town, on the east side of the Locksmehr. They rarely stray onto the major roads near the Landing, but their cousins the Grey Orcs can be found on the mine road and the Trollfang. Lesser and Greater Orcs are in fact very similar to each other, differing only in size and strength. Orcs are the most social of the Grimswarm and will form expansive tribes.&lt;br /&gt;
&lt;br /&gt;
===Trolls===&lt;br /&gt;
When Landing residents think “monster,” very often they are imagining some sort of troll. All trolls are extremely dangerous and view humans, elves, dwarves and others as food. Forest and hill trolls can be found as near to the Landing as the Upper Trollfang around the Hanging Inn. They will attack and kill travelers on sight, and trolls in general are probably the single most dangerous monster found throughout the Darkstone Bay area.&lt;br /&gt;
&lt;br /&gt;
===Giants===&lt;br /&gt;
Frost and Storm giant tribes inhabit the Glatoph and Sentoph mountain ranges, and Stone giants have their own small kingdom in the Thanatoph range. Encounters between giants and the town are fortunately rare, as the giants tend not to leave their mountains. &lt;br /&gt;
&lt;br /&gt;
==The Graveyard==&lt;br /&gt;
The graveyard east of the Landing is more than a simple cemetery. A full accounting of the graveyard’s history is a matter for another time, but don’t think of it as a place to bury or honor your dead – it is a land of its own, a haunted necropolis wished into existence by an ancient, deathless evil to serve as the nexus of his undead empire. The soil writhes with bleeding flesh, and the tombs beneath are glazed with the icy breath of the abyss. The sun has no writ here; life is a fragile visitor in this land of the dead – stray here only if you desire to see the bloody, devouring end that animates the pitiable, wretched minions of the Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The Graveyard also has several species of poisonous snakes. The statue of Gosaena on the gate outside is generally considered a misrepresentation of her image, and citizen groups have pushed in the past to have it replaced.&lt;br /&gt;
&lt;br /&gt;
==The Krolvin==&lt;br /&gt;
Krol raiders are a frequent sighting in the Darkstone Bay area, launching attacks on coastal settlements from their longboats. They are dangerous foes and almost always occur as war parties rather than individuals. Although their behavior and customs – including the reviled practice of slavery – often lead people to consider them savages, they are quite advanced in their own way, with mastery of both the martial arts and magic at their disposal. The Krolvin are the most dangerous threat most residents of the Darkstone Bay area will encounter on a routine basis, and you should be prepared to fight or flee immediately upon seeing them.&lt;br /&gt;
&lt;br /&gt;
==Reivers==&lt;br /&gt;
The Reivers are a tribe of humans settled in the Luinne Bheinn area. They are traders, hunters, trappers and fishers, and sometimes visit the Landing for various reasons. However, they are very defensive of their settlement in the Luinne Bheinn, and visitors who show up unannounced may find themselves on the wrong end of a Reiver spear. Unless you have business with them, it’s best to stay clear of the settlement.&lt;br /&gt;
&lt;br /&gt;
Note: Recently, elders from the Reiver settlement have expressed a distrust with the new Barony of Darkstone. While each Riever is an individual and should be treated as such, it is probably wise to not antagonize them by traveling into the Luinne Bheinn without good reason.&lt;br /&gt;
&lt;br /&gt;
==Darkstone Castle==&lt;br /&gt;
There is a haunted castle southwest of the Imperial Settlement. If you encounter centaurs in the woods, you’re getting too close. Just avoid this place.&lt;br /&gt;
&lt;br /&gt;
==Special Note: Children==&lt;br /&gt;
Children are rambunctious! It’s why we love them. [Author&#039;s note: I have been advised to add that we love children for other reasons, too.] But sometimes children get a bit too courageous for their years and go off on imagined adventures that take them to all parts of the lands – and I do mean all parts of the lands. Please educate your children on the special dangers posed by the wilderness outside the Landing and encourage them to travel in pairs or groups whenever possible. Few things are more distressing for parents than to have a missing child, and while the adventurers of the Landing have experience recovering them from even the most dangerous places, it’s best if they don’t get stuck there in the first place.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
This is only a short survey of the hazards of the Darkstone Bay area. For some of you, coming from the Southron Wastes or the wilderness of the Dragonspine, these dangers may seem like little more than mild inconveniences, but to folks unfamiliar with frontier life, even a hobgoblin can be a dangerous threat. As always, the best way to keep yourself and your family safe is to travel with a companion, always carry a trusty weapon that you know how to use, and stick to the roads.&lt;br /&gt;
&lt;br /&gt;
The people of Wehnimer’s Landing are thrilled to have so many new residents, either inside our walls or building new homes in the forests around town. By coming here, you are helping us all build a new, prosperous future for generations to come.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190450</id>
		<title>North by Northwest - Safely Navigating the Darkstone Bay Area, a Guide for New Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190450"/>
		<updated>2023-02-28T03:43:20Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Wildlife */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Leaflets flutter from pins along the Imperial Settlement palisade. Settlers pass them around the bonfire in the center of the camp and converse in low tones with stern expressions. A few older children clutch them in grimy hands, lording them over their younger, illiterate siblings and regaling them with tales of all the dangerous monsters they have seen and dispatched. The blacksmith has a stack by his anvil, and distributes them freely with each new sword and staff he produces -- and business seems to be good.&lt;br /&gt;
&lt;br /&gt;
=Safely Navigating the Darkstone Bay Area=&lt;br /&gt;
&lt;br /&gt;
Welcome friends! Over the past several months, Wehnimer’s Landing has been honored by the arrival of hundreds of settlers, like you, seeking a new life in the north. Whether you’re moving into the town itself or starting a home in the Barony of Darkstone, this guide will highlight a few of the notable hazards of the area – and how to keep yourself and your family safe.&lt;br /&gt;
&lt;br /&gt;
Frontier life is fraught, characterized by hardship and sacrifice. But the Landing is filled with civic groups representing all walks of life who want to help you through these difficult months. If you have trouble, need help, or have a child who has wandered off and needs to be rescued, find the nearest town guard, militia member, Order of the Silver Gryphon member, or adventurer&#039;s guild representative. We are all here to help!&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The forests and grasslands immediately outside Wehnimer’s Landing are generally safe for commerce, agriculture, traffic and recreation. However, even within sight of the walls you may encounter dangerous animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Roltons and Velnalin&amp;lt;/b&amp;gt;: Both roltons and velnalin are kept as livestock by local herders, though velnalin are typically kept by the kobolds of Graendlor Pasture rather than the human herders in the grasslands south of town. Both animals can be ornery and defensive, especially if they think you are a threat to their young. Generally, if you leave them alone, they’ll leave you alone, but a sturdy staff is usually enough to dissuade them otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carrion Worms&amp;lt;/b&amp;gt;: Despite their repulsive appearance, these worms perform a service by keeping the coastal cliffs free of carrion washed up from the sea. They are not particularly fast and prefer to scavenge for food rather than hunt for it, but they’ve been known to attack passers-by who can’t get clear in time. Generally they are only hazardous in groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Giant Rats and Giant Ants&amp;lt;/b&amp;gt;: The catacombs and tunnels beneath the Landing are infested with abnormally large rats and ants. They almost never venture onto the surface, preferring the dank and claustrophobic confines of the catacombs. Unless you have some particular business there, you are likely to never encounter them. However, children frequently ‘explore’ the catacombs, and parents should warn them to be wary of these beasts. Both rats and ants occur in swarms that can overwhelm even prepared adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bears and Lions&amp;lt;/b&amp;gt;: Several species of bears and mountain lions live in the deeper forests and mountains around the Landing. You are unlikely to encounter them within sight of the town, but the bears sometimes appear on the path to Icemule Trace near the Glatoph. Unless you are confident in your abilities as a fighter, we recommend only travelling these routes with a seasoned guide. The best advice here, as in almost all circumstances, is not to travel the wilderness alone.&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
The kobolds of the Darkstone Bay region are similar to kobold tribes throughout Elanthia. They are territorial, social creatures capable of forming meaningful bonds with each other and other races – in other words, they are much like us. Within the Lower Dragonsclaw there is a kobold village west of the Imperial Settlement, and to the south kobold shepherds graze herds of velnalin in the Graendlor Pasture. Individually, kobolds range from aggressive to playful to intelligent and inquisitive. They have a reputation for causing trouble for visitors in the forest, but that should only be viewed as an expression of their territoriality. If you see a kobold, the best advice is to simply leave it be. Kobolds occasionally wander into the Landing, though they generally pose little threat and are simply searching for scraps. In the past it was considered acceptable to slay such kobolds on the spot in the name of “town defense,” but in more recent years the town and the militia have made an effort to escort them from the town unharmed.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids==&lt;br /&gt;
The Goblinoids encompass several different groups, including the true goblins and hobgoblins. They can both be found throughout the Landing area, but the most likely place you will encounter goblins is along the Old Mine Road, while Hobgoblins have a rough village in the Upper Trollfang to the south of the Imperial Settlement. Hobgoblins are by far the more dangerous of the two, and will aggressively attack anyone they encounter in their ‘territory’ (which is anywhere they happen to be). Hobgoblins can be nearly as large as a human and wield large weapons of war, unlike the smaller weapons favored by kobolds and goblins.&lt;br /&gt;
&lt;br /&gt;
==The Grimswarm==&lt;br /&gt;
The Grimswarm are present throughout the Darkstone Bay area. Various orc tribes populate the grasslands and plains around the town, a wide variety of trolls live in the forests and mountains, and the mountains are home to several tribes of giants. They were all present in the Darkstone Bay area long before the Landing was founded, and in many ways they are the true indigenous people of the area. They are informally at war with the settled peoples of the region, and if you encounter an orc, troll or giant outside of town, you should assume it means you harm.&lt;br /&gt;
&lt;br /&gt;
You may, very rarely, encounter Grimswarm camps concealed in the wilderness around the Landing – they can be identified by a strange shimmer in the air that conceals the path to the camp. Unless you are a seasoned adventurer, you should immediately flee from these camps, and notify the Guardians of Sunfist outpost near the Imperial Settlement.&lt;br /&gt;
&lt;br /&gt;
===Orcs===&lt;br /&gt;
Several orc tribes, including the cave-dwelling ‘burrow orc,’ reside in Melgorehn’s Valley south of the town, on the east side of the Locksmehr. They rarely stray onto the major roads near the Landing, but their cousins the Grey Orcs can be found on the mine road and the Trollfang. Lesser and Greater Orcs are in fact very similar to each other, differing only in size and strength. Orcs are the most social of the Grimswarm and will form expansive tribes.&lt;br /&gt;
&lt;br /&gt;
===Trolls===&lt;br /&gt;
When Landing residents think “monster,” very often they are imagining some sort of troll. All trolls are extremely dangerous and view humans, elves, dwarves and others as food. Forest and hill trolls can be found as near to the Landing as the Upper Trollfang around the Hanging Inn. They will attack and kill travelers on sight, and trolls in general are probably the single most dangerous monster found throughout the Darkstone Bay area.&lt;br /&gt;
&lt;br /&gt;
===Giants===&lt;br /&gt;
Frost and Storm giant tribes inhabit the Glatoph and Sentoph mountain ranges, and Stone giants have their own small kingdom in the Thanatoph range. Encounters between giants and the town are fortunately rare, as the giants tend not to leave their mountains. &lt;br /&gt;
&lt;br /&gt;
==The Graveyard==&lt;br /&gt;
The graveyard east of the Landing is more than a simple cemetery. A full accounting of the graveyard’s history is a matter for another time, but don’t think of it as a place to bury or honor your dead – it is a land of its own, a haunted necropolis wished into existence by an ancient, deathless evil to serve as the nexus of his undead empire. The soil writhes with bleeding flesh, and the tombs beneath are glazed with the icy breath of the abyss. The sun has no writ here; life is a fragile visitor in this land of the dead – stray here only if you desire to see the bloody, devouring end that animates the pitiable, wretched minions of the Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The Graveyard also has several species of poisonous snakes. The statue of Gosaena on the gate outside is generally considered a misrepresentation of her image, and citizen groups have pushed in the past to have it replaced.&lt;br /&gt;
&lt;br /&gt;
==The Krolvin==&lt;br /&gt;
Krol raiders are a frequent sighting in the Darkstone Bay area, launching attacks on coastal settlements from their longboats. They are dangerous foes and almost always occur as war parties rather than individuals. Although their behavior and customs – including the reviled practice of slavery – often lead people to consider them savages, they are quite advanced in their own way, with mastery of both the martial arts and magic at their disposal. The Krolvin are the most dangerous threat most residents of the Darkstone Bay area will encounter on a routine basis, and you should be prepared to fight or flee immediately upon seeing them.&lt;br /&gt;
&lt;br /&gt;
==Reivers==&lt;br /&gt;
The Reivers are a tribe of humans settled in the Luinne Bheinn area. They are traders, hunters, trappers and fishers, and sometimes visit the Landing for various reasons. However, they are very defensive of their settlement in the Luinne Bheinn, and visitors who show up unannounced may find themselves on the wrong end of a Reiver spear. Unless you have business with them, it’s best to stay clear of the settlement.&lt;br /&gt;
&lt;br /&gt;
Note: Recently, elders from the Reiver settlement have expressed a distrust with the new Barony of Darkstone. While each Riever is an individual and should be treated as such, it is probably wise to not antagonize them by traveling into the Luinne Bheinn without good reason.&lt;br /&gt;
&lt;br /&gt;
==Darkstone Castle==&lt;br /&gt;
There is a haunted castle southwest of the Imperial Settlement. If you encounter centaurs in the woods, you’re getting too close. Just avoid this place.&lt;br /&gt;
&lt;br /&gt;
==Special Note: Children==&lt;br /&gt;
Children are rambunctious! It’s why we love them. But sometimes children get a bit too courageous for their years and go off on imagined adventures that take them to all parts of the lands – and I do mean all parts of the lands. Please educate your children on the special dangers posed by the wilderness outside the Landing and encourage them to travel in pairs or groups whenever possible. Few things are more distressing for parents than to have a missing child, and while the adventurers of the Landing have experience recovering them from even the most dangerous places, it’s best if they don’t get stuck there in the first place.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
This is only a short survey of the hazards of the Darkstone Bay area. For some of you, coming from the Southron Wastes or the wilderness of the Dragonspine, these dangers may seem like little more than mild inconveniences, but to folks unfamiliar with frontier life, even a hobgoblin can be a dangerous threat. As always, the best way to keep yourself and your family safe is to travel with a companion, always carry a trusty weapon that you know how to use, and stick to the roads.&lt;br /&gt;
&lt;br /&gt;
The people of Wehnimer’s Landing are thrilled to have so many new residents, either inside our walls or building new homes in the forests around town. By coming here, you are helping us all build a new, prosperous future for generations to come.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190449</id>
		<title>North by Northwest - Safely Navigating the Darkstone Bay Area, a Guide for New Settlers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=North_by_Northwest_-_Safely_Navigating_the_Darkstone_Bay_Area,_a_Guide_for_New_Settlers&amp;diff=190449"/>
		<updated>2023-02-28T03:36:18Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Created page with &amp;quot;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}  Leaflets flutter from pins along the Imperia...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Safely Navigating the Darkstone Bay Area -- A Guide for New Settlers | type = Flyer| author = Alosaka}}&lt;br /&gt;
&lt;br /&gt;
Leaflets flutter from pins along the Imperial Settlement palisade. Settlers pass them around the bonfire in the center of the camp and converse in low tones with stern expressions. A few older children clutch them in grimy hands, lording them over their younger, illiterate siblings and regaling them with tales of all the dangerous monsters they have seen and dispatched. The blacksmith has a stack by his anvil, and distributes them freely with each new sword and staff he produces -- and business seems to be good.&lt;br /&gt;
&lt;br /&gt;
=Safely Navigating the Darkstone Bay Area=&lt;br /&gt;
&lt;br /&gt;
Welcome friends! Over the past several months, Wehnimer’s Landing has been honored by the arrival of hundreds of settlers, like you, seeking a new life in the north. Whether you’re moving into the town itself or starting a home in the Barony of Darkstone, this guide will highlight a few of the notable hazards of the area – and how to keep yourself and your family safe.&lt;br /&gt;
&lt;br /&gt;
Frontier life is fraught, characterized by hardship and sacrifice. But the Landing is filled with civic groups representing all walks of life who want to help you through these difficult months. If you have trouble, need help, or have a child who has wandered off and needs to be rescued, find the nearest town guard, militia member, Order of the Silver Gryphon member, or adventurer&#039;s guild representative. We are all here to help!&lt;br /&gt;
&lt;br /&gt;
- Alosaka, for the Order of the Silver Gryphon&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The forests and grasslands immediately outside Wehnimer’s Landing are generally safe for commerce, agriculture, traffic and recreation. However, even within sight of the walls you may encounter dangerous animals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Roltons and Velnalin&amp;lt;/b&amp;gt;: Both roltons and velnalin are kept as livestock by local herders, though velnalin are typically kept by the kobolds of Graendlor Pasture rather than the human herders in the grasslands south of town. Both animals can be ornery and defensive, especially if they think you are a threat to their young. Generally, if you leave them alone, they’ll leave you alone, but a sturdy staff is usually enough to dissuade them otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Carrion Worms&amp;lt;/b&amp;gt;: Despite their repulsive appearance, these worms perform a service by keeping the coastal cliffs free of carrion washed up from the sea. They are not particularly fast and prefer to scavenge for food rather than hunt for it, but they’ve been known to attack passers-by who can’t get clear in time. Generally they are only hazardous in groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Giant Rats and Giant Ants&amp;lt;/b&amp;gt;: The catacombs and tunnels beneath the Landing are infested with abnormally large rats and ants. They almost never venture onto the surface, preferring the dank and claustrophobic confines of the catacombs. Unless you have some particular business there, you are likely to never encounter them. However, children frequently ‘explore’ the catacombs, and parents should warn them to be wary of these beasts. Both rats and ants occur in swarms that can overwhelm even prepared adults.&lt;br /&gt;
&lt;br /&gt;
Bears and Lions: Several species of bears and mountain lions live in the deeper forests and mountains around the Landing. You are unlikely to encounter them within sight of the town, but the bears sometimes appear on the path to Icemule Trace near the Glatoph. Unless you are confident in your abilities as a fighter, we recommend only travelling these routes with a seasoned guide. The best advice here, as in almost all circumstances, is not to travel the wilderness alone.&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
The kobolds of the Darkstone Bay region are similar to kobold tribes throughout Elanthia. They are territorial, social creatures capable of forming meaningful bonds with each other and other races – in other words, they are much like us. Within the Lower Dragonsclaw there is a kobold village west of the Imperial Settlement, and to the south kobold shepherds graze herds of velnalin in the Graendlor Pasture. Individually, kobolds range from aggressive to playful to intelligent and inquisitive. They have a reputation for causing trouble for visitors in the forest, but that should only be viewed as an expression of their territoriality. If you see a kobold, the best advice is to simply leave it be. Kobolds occasionally wander into the Landing, though they generally pose little threat and are simply searching for scraps. In the past it was considered acceptable to slay such kobolds on the spot in the name of “town defense,” but in more recent years the town and the militia have made an effort to escort them from the town unharmed.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids==&lt;br /&gt;
The Goblinoids encompass several different groups, including the true goblins and hobgoblins. They can both be found throughout the Landing area, but the most likely place you will encounter goblins is along the Old Mine Road, while Hobgoblins have a rough village in the Upper Trollfang to the south of the Imperial Settlement. Hobgoblins are by far the more dangerous of the two, and will aggressively attack anyone they encounter in their ‘territory’ (which is anywhere they happen to be). Hobgoblins can be nearly as large as a human and wield large weapons of war, unlike the smaller weapons favored by kobolds and goblins.&lt;br /&gt;
&lt;br /&gt;
==The Grimswarm==&lt;br /&gt;
The Grimswarm are present throughout the Darkstone Bay area. Various orc tribes populate the grasslands and plains around the town, a wide variety of trolls live in the forests and mountains, and the mountains are home to several tribes of giants. They were all present in the Darkstone Bay area long before the Landing was founded, and in many ways they are the true indigenous people of the area. They are informally at war with the settled peoples of the region, and if you encounter an orc, troll or giant outside of town, you should assume it means you harm.&lt;br /&gt;
&lt;br /&gt;
You may, very rarely, encounter Grimswarm camps concealed in the wilderness around the Landing – they can be identified by a strange shimmer in the air that conceals the path to the camp. Unless you are a seasoned adventurer, you should immediately flee from these camps, and notify the Guardians of Sunfist outpost near the Imperial Settlement.&lt;br /&gt;
&lt;br /&gt;
===Orcs===&lt;br /&gt;
Several orc tribes, including the cave-dwelling ‘burrow orc,’ reside in Melgorehn’s Valley south of the town, on the east side of the Locksmehr. They rarely stray onto the major roads near the Landing, but their cousins the Grey Orcs can be found on the mine road and the Trollfang. Lesser and Greater Orcs are in fact very similar to each other, differing only in size and strength. Orcs are the most social of the Grimswarm and will form expansive tribes.&lt;br /&gt;
&lt;br /&gt;
===Trolls===&lt;br /&gt;
When Landing residents think “monster,” very often they are imagining some sort of troll. All trolls are extremely dangerous and view humans, elves, dwarves and others as food. Forest and hill trolls can be found as near to the Landing as the Upper Trollfang around the Hanging Inn. They will attack and kill travelers on sight, and trolls in general are probably the single most dangerous monster found throughout the Darkstone Bay area.&lt;br /&gt;
&lt;br /&gt;
===Giants===&lt;br /&gt;
Frost and Storm giant tribes inhabit the Glatoph and Sentoph mountain ranges, and Stone giants have their own small kingdom in the Thanatoph range. Encounters between giants and the town are fortunately rare, as the giants tend not to leave their mountains. &lt;br /&gt;
&lt;br /&gt;
==The Graveyard==&lt;br /&gt;
The graveyard east of the Landing is more than a simple cemetery. A full accounting of the graveyard’s history is a matter for another time, but don’t think of it as a place to bury or honor your dead – it is a land of its own, a haunted necropolis wished into existence by an ancient, deathless evil to serve as the nexus of his undead empire. The soil writhes with bleeding flesh, and the tombs beneath are glazed with the icy breath of the abyss. The sun has no writ here; life is a fragile visitor in this land of the dead – stray here only if you desire to see the bloody, devouring end that animates the pitiable, wretched minions of the Lord of Lies.&lt;br /&gt;
&lt;br /&gt;
The Graveyard also has several species of poisonous snakes. The statue of Gosaena on the gate outside is generally considered a misrepresentation of her image, and citizen groups have pushed in the past to have it replaced.&lt;br /&gt;
&lt;br /&gt;
==The Krolvin==&lt;br /&gt;
Krol raiders are a frequent sighting in the Darkstone Bay area, launching attacks on coastal settlements from their longboats. They are dangerous foes and almost always occur as war parties rather than individuals. Although their behavior and customs – including the reviled practice of slavery – often lead people to consider them savages, they are quite advanced in their own way, with mastery of both the martial arts and magic at their disposal. The Krolvin are the most dangerous threat most residents of the Darkstone Bay area will encounter on a routine basis, and you should be prepared to fight or flee immediately upon seeing them.&lt;br /&gt;
&lt;br /&gt;
==Reivers==&lt;br /&gt;
The Reivers are a tribe of humans settled in the Luinne Bheinn area. They are traders, hunters, trappers and fishers, and sometimes visit the Landing for various reasons. However, they are very defensive of their settlement in the Luinne Bheinn, and visitors who show up unannounced may find themselves on the wrong end of a Reiver spear. Unless you have business with them, it’s best to stay clear of the settlement.&lt;br /&gt;
&lt;br /&gt;
Note: Recently, elders from the Reiver settlement have expressed a distrust with the new Barony of Darkstone. While each Riever is an individual and should be treated as such, it is probably wise to not antagonize them by traveling into the Luinne Bheinn without good reason.&lt;br /&gt;
&lt;br /&gt;
==Darkstone Castle==&lt;br /&gt;
There is a haunted castle southwest of the Imperial Settlement. If you encounter centaurs in the woods, you’re getting too close. Just avoid this place.&lt;br /&gt;
&lt;br /&gt;
==Special Note: Children==&lt;br /&gt;
Children are rambunctious! It’s why we love them. But sometimes children get a bit too courageous for their years and go off on imagined adventures that take them to all parts of the lands – and I do mean all parts of the lands. Please educate your children on the special dangers posed by the wilderness outside the Landing and encourage them to travel in pairs or groups whenever possible. Few things are more distressing for parents than to have a missing child, and while the adventurers of the Landing have experience recovering them from even the most dangerous places, it’s best if they don’t get stuck there in the first place.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
This is only a short survey of the hazards of the Darkstone Bay area. For some of you, coming from the Southron Wastes or the wilderness of the Dragonspine, these dangers may seem like little more than mild inconveniences, but to folks unfamiliar with frontier life, even a hobgoblin can be a dangerous threat. As always, the best way to keep yourself and your family safe is to travel with a companion, always carry a trusty weapon that you know how to use, and stick to the roads.&lt;br /&gt;
&lt;br /&gt;
The people of Wehnimer’s Landing are thrilled to have so many new residents, either inside our walls or building new homes in the forests around town. By coming here, you are helping us all build a new, prosperous future for generations to come.&lt;br /&gt;
&lt;br /&gt;
[[Category: North by Northwest]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Reim_Fortress_Defense&amp;diff=189800</id>
		<title>Reim Fortress Defense</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Reim_Fortress_Defense&amp;diff=189800"/>
		<updated>2023-02-19T21:28:27Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Maps==&lt;br /&gt;
Map of the Fortress Defense, Empyrean Tower and Base Camp zones.&lt;br /&gt;
&lt;br /&gt;
[[File:Reim_Fortress_Tower_and_Town.png|1200px|center]]&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
The Consortium of Ethereal Magic was formed to help study and further understand [[Reim]] and the mysteries within. The Consortium operates out of a mysterious structure in an unknown region known as, the Empyrean Tower. The Consortium is conducting a new series of research that involves placing a Crystal Pylon within the heart of Fortresses within Reim. However, they lack the power to defend themselves while conducting said research. It is your job, with up to 5 of your friends, to protect the pylon at all costs! &lt;br /&gt;
&lt;br /&gt;
You will be able to find a new portal at the south end of the [[Reim Base Camp]] to gain admittance to the Empyrean Tower. Once inside the tower you will be able to join forces with other adventurers and seek out chambers. Once inside a chamber, prepare yourselves and initiate the QUEST by going through the portal. The instance scales to the highest level person in the party, and by the number of participants. Players can hang around and get a brief summary of how the event works or proceed in. Players will have 3 minutes to get ready for the upcoming defense. Once the portal is opened, the chamber outside will close, barring further access to stragglers. After the 3 minutes is up, the portal will also stop allowing players to enter.&lt;br /&gt;
&lt;br /&gt;
The event itself lasts for 30 minutes and will spawn waves of creatures whenever the players finish the previous waves. Waves come from 4 directions, 4 gates, and the waves increase in difficulty per round. Each wave, there is a small chance a sapper will spawn, these sappers race for the core and blow themselves up, damaging the core and any players nearby. Once every five waves, a Boss will spawn from a new and exciting array of denizens. You will also need to defend yourselves against the onslaught of catapult fire from the attackers.&lt;br /&gt;
&lt;br /&gt;
==Supplies and Traps==&lt;br /&gt;
You will be able to{{boldmono| [[SEARCH]] }}the supplies rooms within the quest. You and your party will be able to search both rooms once every few minutes. This will give you traps you can use against the creatures. &lt;br /&gt;
&lt;br /&gt;
Traps include:&lt;br /&gt;
:Plasma Trap - Damages everything in the room after a short period.&lt;br /&gt;
:Fire Trap - Damages everything in the room after a short period.&lt;br /&gt;
:Immobilize Trap - Immobilizes everything in the room after a short period.&lt;br /&gt;
:Bucket of Tar - Used in Cauldrons, can be pushed on creatures in the room below.&lt;br /&gt;
:Barricade - The barricades can be placed near a gate to block all creatures from advancing from this direction.&lt;br /&gt;
&lt;br /&gt;
You will be able to {{boldmono| [[LOOK]] }} at the traps to determine how to use them. Alternatively, {{boldmono| [[PUSH]] }} them.&lt;br /&gt;
==Success or Fail==&lt;br /&gt;
If all players die, the quest will end. If the pylon takes 20 points of damage, the quest will end.&lt;br /&gt;
If players make it 30 minutes, they win. Scoring is handled based on a number of factors and includes randomization. At this time, you will be rewarded with [[Ethereal scrip|Reim Scrip]] and Reim Reputation. You will also be able to earn exciting new titles and achievements. Track and compare your results and hard work!&lt;br /&gt;
&lt;br /&gt;
==Entry==&lt;br /&gt;
Entry is handled by using the same Reim Orbs used for entering the Settlement. You can also use your &amp;quot;freemium&amp;quot; access if you are Premium once a day.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Special thanks to the fantastic GMs who have helped on this project.&lt;br /&gt;
:Haliste, Elidi, Thandiwe, Necios, Tamuz, Kynlee, Elidi, Mazreth, Coase, Wyrom, Modrian, Sleken, Kaikala&lt;br /&gt;
&lt;br /&gt;
[[Category: Settlement of Reim]]&lt;br /&gt;
[[Category: Pay Quests]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Reim_Fortress_Defense&amp;diff=189799</id>
		<title>Reim Fortress Defense</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Reim_Fortress_Defense&amp;diff=189799"/>
		<updated>2023-02-19T21:28:15Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Maps==&lt;br /&gt;
Map of the Fortress Defense, Empyrean Tower and Base Camp zones.&lt;br /&gt;
&lt;br /&gt;
[[File:Reim_Fortress_Tower_and_Town.png|1200px|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
The Consortium of Ethereal Magic was formed to help study and further understand [[Reim]] and the mysteries within. The Consortium operates out of a mysterious structure in an unknown region known as, the Empyrean Tower. The Consortium is conducting a new series of research that involves placing a Crystal Pylon within the heart of Fortresses within Reim. However, they lack the power to defend themselves while conducting said research. It is your job, with up to 5 of your friends, to protect the pylon at all costs! &lt;br /&gt;
&lt;br /&gt;
You will be able to find a new portal at the south end of the [[Reim Base Camp]] to gain admittance to the Empyrean Tower. Once inside the tower you will be able to join forces with other adventurers and seek out chambers. Once inside a chamber, prepare yourselves and initiate the QUEST by going through the portal. The instance scales to the highest level person in the party, and by the number of participants. Players can hang around and get a brief summary of how the event works or proceed in. Players will have 3 minutes to get ready for the upcoming defense. Once the portal is opened, the chamber outside will close, barring further access to stragglers. After the 3 minutes is up, the portal will also stop allowing players to enter.&lt;br /&gt;
&lt;br /&gt;
The event itself lasts for 30 minutes and will spawn waves of creatures whenever the players finish the previous waves. Waves come from 4 directions, 4 gates, and the waves increase in difficulty per round. Each wave, there is a small chance a sapper will spawn, these sappers race for the core and blow themselves up, damaging the core and any players nearby. Once every five waves, a Boss will spawn from a new and exciting array of denizens. You will also need to defend yourselves against the onslaught of catapult fire from the attackers.&lt;br /&gt;
&lt;br /&gt;
==Supplies and Traps==&lt;br /&gt;
You will be able to{{boldmono| [[SEARCH]] }}the supplies rooms within the quest. You and your party will be able to search both rooms once every few minutes. This will give you traps you can use against the creatures. &lt;br /&gt;
&lt;br /&gt;
Traps include:&lt;br /&gt;
:Plasma Trap - Damages everything in the room after a short period.&lt;br /&gt;
:Fire Trap - Damages everything in the room after a short period.&lt;br /&gt;
:Immobilize Trap - Immobilizes everything in the room after a short period.&lt;br /&gt;
:Bucket of Tar - Used in Cauldrons, can be pushed on creatures in the room below.&lt;br /&gt;
:Barricade - The barricades can be placed near a gate to block all creatures from advancing from this direction.&lt;br /&gt;
&lt;br /&gt;
You will be able to {{boldmono| [[LOOK]] }} at the traps to determine how to use them. Alternatively, {{boldmono| [[PUSH]] }} them.&lt;br /&gt;
==Success or Fail==&lt;br /&gt;
If all players die, the quest will end. If the pylon takes 20 points of damage, the quest will end.&lt;br /&gt;
If players make it 30 minutes, they win. Scoring is handled based on a number of factors and includes randomization. At this time, you will be rewarded with [[Ethereal scrip|Reim Scrip]] and Reim Reputation. You will also be able to earn exciting new titles and achievements. Track and compare your results and hard work!&lt;br /&gt;
&lt;br /&gt;
==Entry==&lt;br /&gt;
Entry is handled by using the same Reim Orbs used for entering the Settlement. You can also use your &amp;quot;freemium&amp;quot; access if you are Premium once a day.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Special thanks to the fantastic GMs who have helped on this project.&lt;br /&gt;
:Haliste, Elidi, Thandiwe, Necios, Tamuz, Kynlee, Elidi, Mazreth, Coase, Wyrom, Modrian, Sleken, Kaikala&lt;br /&gt;
&lt;br /&gt;
[[Category: Settlement of Reim]]&lt;br /&gt;
[[Category: Pay Quests]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Reim_Fortress_Defense&amp;diff=189798</id>
		<title>Reim Fortress Defense</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Reim_Fortress_Defense&amp;diff=189798"/>
		<updated>2023-02-19T21:27:55Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Maps==&lt;br /&gt;
Map of the Fortress Defense, Empyrean Tower and Base Camp zones.&lt;br /&gt;
&lt;br /&gt;
[[File:Reim_Fortress_Tower_and_Town.png|1200px|left]]&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
The Consortium of Ethereal Magic was formed to help study and further understand [[Reim]] and the mysteries within. The Consortium operates out of a mysterious structure in an unknown region known as, the Empyrean Tower. The Consortium is conducting a new series of research that involves placing a Crystal Pylon within the heart of Fortresses within Reim. However, they lack the power to defend themselves while conducting said research. It is your job, with up to 5 of your friends, to protect the pylon at all costs! &lt;br /&gt;
&lt;br /&gt;
You will be able to find a new portal at the south end of the [[Reim Base Camp]] to gain admittance to the Empyrean Tower. Once inside the tower you will be able to join forces with other adventurers and seek out chambers. Once inside a chamber, prepare yourselves and initiate the QUEST by going through the portal. The instance scales to the highest level person in the party, and by the number of participants. Players can hang around and get a brief summary of how the event works or proceed in. Players will have 3 minutes to get ready for the upcoming defense. Once the portal is opened, the chamber outside will close, barring further access to stragglers. After the 3 minutes is up, the portal will also stop allowing players to enter.&lt;br /&gt;
&lt;br /&gt;
The event itself lasts for 30 minutes and will spawn waves of creatures whenever the players finish the previous waves. Waves come from 4 directions, 4 gates, and the waves increase in difficulty per round. Each wave, there is a small chance a sapper will spawn, these sappers race for the core and blow themselves up, damaging the core and any players nearby. Once every five waves, a Boss will spawn from a new and exciting array of denizens. You will also need to defend yourselves against the onslaught of catapult fire from the attackers.&lt;br /&gt;
&lt;br /&gt;
==Supplies and Traps==&lt;br /&gt;
You will be able to{{boldmono| [[SEARCH]] }}the supplies rooms within the quest. You and your party will be able to search both rooms once every few minutes. This will give you traps you can use against the creatures. &lt;br /&gt;
&lt;br /&gt;
Traps include:&lt;br /&gt;
:Plasma Trap - Damages everything in the room after a short period.&lt;br /&gt;
:Fire Trap - Damages everything in the room after a short period.&lt;br /&gt;
:Immobilize Trap - Immobilizes everything in the room after a short period.&lt;br /&gt;
:Bucket of Tar - Used in Cauldrons, can be pushed on creatures in the room below.&lt;br /&gt;
:Barricade - The barricades can be placed near a gate to block all creatures from advancing from this direction.&lt;br /&gt;
&lt;br /&gt;
You will be able to {{boldmono| [[LOOK]] }} at the traps to determine how to use them. Alternatively, {{boldmono| [[PUSH]] }} them.&lt;br /&gt;
==Success or Fail==&lt;br /&gt;
If all players die, the quest will end. If the pylon takes 20 points of damage, the quest will end.&lt;br /&gt;
If players make it 30 minutes, they win. Scoring is handled based on a number of factors and includes randomization. At this time, you will be rewarded with [[Ethereal scrip|Reim Scrip]] and Reim Reputation. You will also be able to earn exciting new titles and achievements. Track and compare your results and hard work!&lt;br /&gt;
&lt;br /&gt;
==Entry==&lt;br /&gt;
Entry is handled by using the same Reim Orbs used for entering the Settlement. You can also use your &amp;quot;freemium&amp;quot; access if you are Premium once a day.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
Special thanks to the fantastic GMs who have helped on this project.&lt;br /&gt;
:Haliste, Elidi, Thandiwe, Necios, Tamuz, Kynlee, Elidi, Mazreth, Coase, Wyrom, Modrian, Sleken, Kaikala&lt;br /&gt;
&lt;br /&gt;
[[Category: Settlement of Reim]]&lt;br /&gt;
[[Category: Pay Quests]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Reim_Fortress_Tower_and_Town.png&amp;diff=189797</id>
		<title>File:Reim Fortress Tower and Town.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Reim_Fortress_Tower_and_Town.png&amp;diff=189797"/>
		<updated>2023-02-19T21:25:35Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Updated map of the Reim Fortress Defense, Empyrean Tower and Base Camp zones. Cartography by Alosaka&amp;#039;s player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated map of the Reim Fortress Defense, Empyrean Tower and Base Camp zones. Cartography by Alosaka&#039;s player.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Alosaka_(prime)&amp;diff=183067</id>
		<title>Alosaka (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Alosaka_(prime)&amp;diff=183067"/>
		<updated>2022-11-24T21:30:38Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{characterprofile &lt;br /&gt;
|name= Alosaka&lt;br /&gt;
|image= [[File:Contemplation.jpg|thumbnail|center|400px]]&lt;br /&gt;
|caption= Alosaka. Artwork by the player.&lt;br /&gt;
|race= Human&lt;br /&gt;
|culture= Seareach&lt;br /&gt;
|class= Healer, Storyteller&lt;br /&gt;
|profession= [[Empath]]&lt;br /&gt;
|religion= Devotee of [[Kuon]]&lt;br /&gt;
|affiliations= Member of the [[Landing Defense Irregulars]], squire to the [[Order of the Silver Gryphon|Silver Gryphons]]&lt;br /&gt;
|word=&lt;br /&gt;
|disposition=&lt;br /&gt;
|demeanor= &lt;br /&gt;
|ptrait=&lt;br /&gt;
|strait=&lt;br /&gt;
|flaw= &lt;br /&gt;
|strength=&lt;br /&gt;
|weakness= &lt;br /&gt;
|habits= &lt;br /&gt;
|hobbies= &lt;br /&gt;
|soft=&lt;br /&gt;
|likes= &lt;br /&gt;
|dislikes= &lt;br /&gt;
|fears= &lt;br /&gt;
|loyalties= &lt;br /&gt;
|friend=&lt;br /&gt;
|spouse=&lt;br /&gt;
|loved=&lt;br /&gt;
|instance= Prime&lt;br /&gt;
|town= Mist Harbor&lt;br /&gt;
|town2= Wehnimer&#039;s Landing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Alo Z finishing.jpg|thumb|400px|Alosaka, upset again about something or other. By the player.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Alosaka.jpg|thumb|400px|Alosaka, in happier times. By the player.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka&#039;&#039;&#039; is a young empath and storyteller hailing from a coastal village near the Sea of Fire in the northern Turamzzyrian county of Seareach. Following the events of [[All That Remains]], during which [[Socius Leiffen]] led the monstrous armies of [[Vlashandra]] in assaulting Wehnimer&#039;s Landing, Alosaka became involved in the town&#039;s defense, and later placed a bounty on Socius&#039; head, precipitating the events of [[Equilibrium]].&lt;br /&gt;
&lt;br /&gt;
He is a member of the [[Guardians of Sunfist]], and as his thesis project for mastering developed [[Guide to Warcamps|extensive maps]] of Grimswarm encamping strategies across the western half of the world.&lt;br /&gt;
&lt;br /&gt;
He presented the prosecution&#039;s case against Socius Leiffen during [[Equilibrium - 5120-07-12 -The Trial|his trial in Mist Harbor]]&lt;br /&gt;
&lt;br /&gt;
===Stories and Fables===&lt;br /&gt;
&lt;br /&gt;
Although his primary avocation is healing, Alosaka is more widely known for his stories. While their subject matter and genre ranges widely, most trace their origin back to fables or allegories native to his home county, and deal with moral lessons such as loyalty, ephemerality, duty and friendship, with characters often personified by animals or spirits.&lt;br /&gt;
&lt;br /&gt;
He competed in the 25th Bardfest, performing &#039;&#039;&#039;&#039;&#039;[[Find the Beginning]]&#039;&#039;&#039;&#039;&#039; as his entry for the preliminaries, and &#039;&#039;&#039;&#039;&#039;[[Memories Like Snow]]&#039;&#039;&#039;&#039;&#039; in the finals, which placed fourth. He also won the Best New Voice award that year.&lt;br /&gt;
&lt;br /&gt;
===[[All That Remains]] and [[Equilibrium]]===&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;At the Mass Memorial Ceremony &amp;lt;/strong&amp;gt;-- Shortly after the events of [[All That Remains]].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
A drop of hot wax fell from the candle onto Alosaka’s fingers. It broke the reverie that had consumed his thoughts, and in the ensuing startled reaction a whole stream of wax dribbled over his fingers and splattered on the cobblestones, forming tiny white flowers between his feet. He cursed under his breath, mindful of the silence and solemnity the moment called for, and tried to peel the wax off his skin without looking anymore like an idiot than he already had.&lt;br /&gt;
&lt;br /&gt;
“Here. Give it here.” The voice was a dry, breathless whisper, as though the speaker’s lungs were paper mache. The old man beside him, an ancient, stooped human with a cragged face and hair like snow, took the candle from Alosaka before he could do any more damage. “You have to hold it so the wax drips off instead of running down your fingers.”&lt;br /&gt;
&lt;br /&gt;
“Right. Thank you.” He took the candle back and cradled it gingerly. The candle – a plain white votive from the cleric’s supply shop, like the others in the crowd around them – wasn’t meant for holding. It was supposed to be in a candelabra or lantern or atop a bier. But when thousands of people needed thousands of candles for a hasty ceremony, you took what you had. Even if it meant a few burned fingers.&lt;br /&gt;
&lt;br /&gt;
At the front of the crowd, in the shadow of the massive temple of Lorminstra, the priest was saying something. The wind stole her words before they reached more than halfway through the mass of humans and elves and giants and others all squeezed into Erebor Square, but Alosaka didn’t need to hear them to know what was being said. Pieties about faith and sacrifice. Remonstrations to remember the fallen and their families. The importance of fighting evil, et cetera, et cetera. He stopped trying to follow along after a while. The breeze blowing through the linden trees lining the square mattered more.&lt;br /&gt;
&lt;br /&gt;
“Did you lose anyone?” The old man didn’t bother to whisper. Quite possibly he didn’t realize the priest was talking. He too stared at the trees and their dancing leaves.&lt;br /&gt;
&lt;br /&gt;
“No.” Alosaka shook his head. He kept his voice down, in deference to the mourners around them, though like the old man they seemed unconcerned. “No. I was fortunate. And, um… yourself?”&lt;br /&gt;
&lt;br /&gt;
The old man grunted quietly, and that was it for a few minutes. Off in the crowd, someone wept. Odd – just from the timbre of her tears, Alosaka could tell it was an elf. The same way he could hear when someone was smiling.&lt;br /&gt;
&lt;br /&gt;
Finally: “My son. And his son. They were posted on the west wall.”&lt;br /&gt;
&lt;br /&gt;
Ah. Alosaka tried to speak, realized his throat wasn’t working, and swallowed. Silence was better anyway.&lt;br /&gt;
&lt;br /&gt;
The Landing was a human town, and humans preferred to bury their dead. But this disaster hadn’t left many bodies. The monsters were jealous with their kills, stealing all the parts of their victims away as pieces for their macabre play. What scraps the town recovered – a foot, a hand, a sleeve of skin – were generally indistinguishable. Unsuitable for individual plots or even funerals. Thus, this day. A mass ceremony for everyone who had been lost or lost someone. It seemed like half the town had packed into the square. Up ahead, in the shadow of the temple, the priest lowered her head and raised her arms in prayer.&lt;br /&gt;
&lt;br /&gt;
“It was my grandson’s idea,” the old man said. “The town put out the call for volunteers, and… I was young once, like you. I know that urge. Better to die on the wall than cowering in your home.”&lt;br /&gt;
&lt;br /&gt;
“He sounded very brave,” Alosaka said. He fixed his gaze on the tiny dots of wax patterning the stones between his feet.&lt;br /&gt;
&lt;br /&gt;
“And my son, my angel, my little Daniel, he went too, to keep him safe,” the old man continued. “Took my old crossbow. They found it later, you know. The crossbow. Had my name on the tiller.”&lt;br /&gt;
&lt;br /&gt;
Alosaka nodded. “I’m glad you were able to get it back. A way to remember—”&lt;br /&gt;
&lt;br /&gt;
“I tossed it in the bay.” The old man jerked his head toward the docks in the distance. “It was covered in blood.”&lt;br /&gt;
&lt;br /&gt;
Right. Well. Wasn’t this what he’d come to the ceremony for? To join in the mourning? He took a deep breath, and then another, and eventually the buzzing in his ears went away, replaced by the rustle of the wind in the linden trees.&lt;br /&gt;
&lt;br /&gt;
“I’m sorry,” he finally managed. “But we won. The people who did this are dead or gone, and someday we’ll catch them. We’ll justice for your family.”&lt;br /&gt;
&lt;br /&gt;
Silence again. It stretched out, filling the space between them, growing like spilled ink. And when at last Alosaka was certain hadn’t been heard at all, the man began to shake. A wheezing rattle bubbled out from his throat, grew, and he laughed out loud. Around them, townspeople turned and stared. The distant weeping trailed off.&lt;br /&gt;
&lt;br /&gt;
“Justice?” The old man rasped. The candle shook in his grip, and a great globule of wax splattered onto the cobbles. “Justice? This is justice, friend. This is the justice we get. A ceremony for us, and tears for the dead. And soon enough no one will remember either.”&lt;br /&gt;
&lt;br /&gt;
People grumbled. A giantkin behind Alosaka squeezed his candle so hard the wax deformed, spilling out like oil between his fingers. Further away, the elf started her crying again.&lt;br /&gt;
&lt;br /&gt;
They didn’t speak any more. A few minutes later, when the ceremony came to its end, the priests passed out little pastries dusted with sugar and nuts. A local tradition, Alosaka later learned. An offering of sweet memory in the mouths of the mourning host.&lt;br /&gt;
&lt;br /&gt;
It tasted like ash.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Afterward, in Town &amp;lt;/strong&amp;gt;-- Seeking stories in the ruins of the Landing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
The house was still a ruin when Alosaka arrived.&lt;br /&gt;
&lt;br /&gt;
Scavengers should have picked through it by now. Turned over by thieves searching for an easy score. There wasn’t even a front door to keep them out, just a splintered frame that looked on the cobbled, trash-strewn streets. Anyone could walk in, just like he had. He paused inside the entry, in what had once been the kitchen, and considered the destruction.&lt;br /&gt;
&lt;br /&gt;
The food in the pantry was untouched, though the door had been smashed in and bags of mouldering grain now soaked up rainwater seeping beneath the windows. The cloying aroma of a dozen different spices burned his nose. A huge tin of crushed tea lay broken beneath the table and now stained the floor a peculiar, rich shade of brown. None of the cereals or fruits were eaten -- the beasts that had ransacked this house, and many others in this neighborhood of Wehnimer’s Landing, preferred other food.&lt;br /&gt;
&lt;br /&gt;
Past the shattered kitchen and common area was the home’s only true room. They’d tried to block it with boards and a dresser, but such obstacles may as well have been wet paper to the monsters of Socius’s army. The door was torn off its crude hinges and tossed into the fireplace. He stepped over the broken remains of the barricade and tried to put the pieces back together in his mind.&lt;br /&gt;
&lt;br /&gt;
The parents had made their stand here. A bent fireplace poker and a stain in the center of the room suggested that. And at the far end of the room, opposite the door, a bed stood upturned against the wall. Dark smears discolored the wood beneath it.&lt;br /&gt;
&lt;br /&gt;
No stories left to find here. He stared at the stains for a while, then turned and left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fountain in Erebor Square was a modest thing, with a basin only a few meters around and a simple, dark stone plinth supporting a stylized black gate, out of which flowed a stream of frigid water. The basin sparkled in the sunlight, and beneath the rippling surface shone thousands of silver coins. Alosaka stood quietly as an old man walked up to the stone rim, fished a silver out from his robes, and tossed it in with a splash. The man bent his head for a few moments, and with some silent prayer complete, he sat down on the rim with a restrained grunt.&lt;br /&gt;
&lt;br /&gt;
Alosaka waited until he was settled, then sat beside him. “An offering for someone?”&lt;br /&gt;
&lt;br /&gt;
The old man wheezed. Fluid rattled in his lungs, and he pressed a small cotton bag against his face. The scent of dried roses and something fouler, something of decay and sickness, filled the air. The man hacked into the bag, took a deep breath, and shook his head.&lt;br /&gt;
&lt;br /&gt;
“No,” he said. “A hope.”&lt;br /&gt;
&lt;br /&gt;
“Oh.” A pause. “For, uh, for what?”&lt;br /&gt;
&lt;br /&gt;
The old man waved a gnarled hand at the fountain. “Before the monsters came, there was a girl who spent the day here. She didn’t mind the cold, and she would roll her pants up and walk in the fountain, collecting the coins. The temple let her keep a few every day, in exchange for the rest.”&lt;br /&gt;
&lt;br /&gt;
Hm. Alosaka dipped his fingers in the water. They went numb instantly. He glanced at the black gate atop the stone plinth, from which the waters flowed. Lorminstra was the goddess of winter as well as death.&lt;br /&gt;
&lt;br /&gt;
“Was she…” he trailed off.&lt;br /&gt;
&lt;br /&gt;
“I don’t know,” the old man said. The wheeze returned to his voice, and he pressed the bag of crushed roses against his face again. “I don’t know. But I haven’t seen her since that day… And ever since I’ve been tossing coins in the fountain, thinking that maybe when there’s enough she’ll come back to collect them. I know it’s silly, but…”&lt;br /&gt;
&lt;br /&gt;
“I don’t think it’s silly,” Alosaka said. He drew in a deep breath, held it until the tension in his chest eased, and slowly let it out. “It’s… it honors her, at the very least. What was her name?”&lt;br /&gt;
&lt;br /&gt;
There was no answer to this, not at first. Perhaps the old man hadn’t heard him. Alosaka leaned forward to ask again when the old man suddenly jerked. A wild, confused light filled his eyes, and his hand scrabbled at the stone rim for purchase.&lt;br /&gt;
&lt;br /&gt;
“Her name?” A lost note entered his voice. Lost and desperate. “I don’t know. I never asked her name. I never asked, and now…”&lt;br /&gt;
&lt;br /&gt;
“It’s fine,” Alosaka said. Quickly. His mouth was suddenly dry. “You can ask her when she returns.”&lt;br /&gt;
&lt;br /&gt;
“But what if she never does?” The old man reached out and gripped Alosaka’s shirt with a desperate, wretched strength. “I’ll never know her name. All these years and I never asked and now I will never know!”&lt;br /&gt;
&lt;br /&gt;
“It’s fine,” Alosaka said. Soothing tones, like one used with a wounded animal. He tried to gently prise the old man’s fingers apart, and when that failed he stood, pulling the man up with him. “It’s fine. Please, just, let go—”&lt;br /&gt;
&lt;br /&gt;
“Do you know?” The man’s voice cracked. Hysteria inflected each word with high, glasslike tones, ready to shatter. “Do you know? Tell me, damn it! Tell me!”&lt;br /&gt;
&lt;br /&gt;
“I’m sorry.” Brusque, now. They were drawing attention from the crowd. Men and women stopped to watch the pair of them tussle by the fountain. He forced the old man’s hands open as gently as he could, which was none too gentle. The ancient, papery skin around the man’s wrists tore, and dark, thick blood seeped out like sludge. “I don’t know. I’m sorry.”&lt;br /&gt;
&lt;br /&gt;
“Tell me!” Anything of reason in the man was gone now. Tears flowed freely down his cheeks. He stumbled to his knees, one arm gripping the edge of the fountain, the other clawing at the cobbles. He lunged after Alosaka with a sudden burst of strength, but it was the strength of a collapsing dam, and he ended in a pile beneath his robes. Still, though, from out the robes came his crying voice, no longer that of a man, but the moan of something broken. “Tell me! Tell me her name PLEASE TELL ME!”&lt;br /&gt;
&lt;br /&gt;
Alosaka turned. He pushed through the circle that had gathered to witness the spectacle. With enough distance the sound faded, and eventually he could no longer hear the sobs of an old man, grieving for the loss of something he’d never had.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Night Letters &amp;lt;/strong&amp;gt;-- The bounty that precipitated the events of [[Equilibrium]].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
A strange storm blew through Mist Harbor last night.&lt;br /&gt;
&lt;br /&gt;
It left in its wake not floods or drifts of snow, but thousands of tattered, yellowing papers, fluttering like leaves in the gentle breeze drifting from the ocean. Enough of them lay scattered across the town to pile in feathery heaps against the houses, to collect like snakeskins in the gutters, to cling damply to the trees. Their sepia tones and dry, rustling murmur lend a sense of autumn to the harbor, though summer has just arrived.&lt;br /&gt;
&lt;br /&gt;
Two local icons have come in for particular attention from the nighttime pamphleteer. In the commons, in the grand square where traffic flows from the port to businesses and back, the gorgeous marble fountain is hung with hundreds of the papers. Little daubs of tar glue them in place and leave dark stains when torn away. Wet shreds of them float in the fountain’s basin, slowly turning back into pulp.&lt;br /&gt;
&lt;br /&gt;
The Stumbling Pebble Bar has been likewise decorated, though with far less care. Pages are crammed into the seams between the timbers. Shoved roughly under the door. The windows are shrouded with them, though these leaflets face inward rather than out. One is nailed to the door with a dagger.&lt;br /&gt;
&lt;br /&gt;
The leaflets are all the same. Printed on the paper so cheap it tears rather than folds. The pulpy fibers can barely hold the ink, so what script is printed on them has already smeared. But if one gathers and compares enough of them together, a message emerges.&lt;br /&gt;
&lt;br /&gt;
“WANTED,” it screams in letters that cover half the page. Below is a sketch of a middle-aged man, done in pencils and graphite, with exaggerated shading and a malicious sneer. An ugly scar traces its way from the man’s bald head down to his right cheek. Beneath, in smaller font, “SOCIUS LEIFFEN, 5 MILLION SILVERS.” In the bare inch of space that remains, a tight, cramped scribble offers a few final words for those who care to squint.&lt;br /&gt;
&lt;br /&gt;
“Socius Leiffen, known as the Butcher of Darkstone Bay, slaughtered thousands of innocents during his recent invasion of Wehnimer’s Landing. This monster, who has found refuge here, is wanted in that town for trial. A reward of five million silvers is offered to anyone who returns him to the Landing and its authorities, to be paid at the conclusion of the trial. A lesser, negotiable amount will be paid for indisputable proof of his death. Contact Alosaka for details.”&lt;br /&gt;
&lt;br /&gt;
A final word is appended beneath all this. It is not printed – it has been hand-written, apparently on every single one of the thousands of leaflets now mouldering across the town. On many the word is barely legible, as though written by a hand so cramped and numb that it could barely hold a quill.&lt;br /&gt;
&lt;br /&gt;
“Please.”&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Loose-leaf &amp;lt;/strong&amp;gt;-- Seeking more stories from the dead.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
It takes Alosaka several minutes to realize the sculpture hanging on the wall is alive.&lt;br /&gt;
&lt;br /&gt;
It holds a place of minor honor, just inside the front door and to the guest’s left. An elk, he thinks, though the difference between an elk and a deer has always escaped him. A polished cedar body about the size of both his hands outspread, with a grain so fine it seems to have been drawn with a razor. Its slender, graceful legs flow seamlessly up into the muscular body and its proud head, and only when he sees the antlers and the tiny green buds at their tips does it become clear that this is not merely carved wood but a still-living tree, coaxed into this shape. Tiny, hair-like roots extend from the elk’s cloven hooves and grip the oak wall, stabilizing and nourishing the artwork.&lt;br /&gt;
&lt;br /&gt;
He leans forward, so close that his breath fogs the polished wood, and jumps back when the quiet sound of a polite throat clearing breaks the silence. He spins around, blushing, and bows so quickly that his head swims for a moment. “I’m sorry, I didn’t hear you. I’m, uh, Alosaka. You are Llilaurel? I was told—”&lt;br /&gt;
&lt;br /&gt;
“Do you like it?” The elderly sylph gestures at the artwork. Not that Alosaka can tell the difference between an ancient sylph and one his own age, any more than he can tell the difference between an elk and a deer, but there is something refined about the man’s movements, the grace in his hand, that seems to speak of a thousand years practice with the limb.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;How clumsy we must look to them.&amp;lt;/i&amp;gt; He pushes the thought into the back of his mind where it joins the clutter of other distractions. “It’s… it’s gorgeous. Sublime.” He lets out the breath that has been digging at his lungs for escape. “Was it hers?”&lt;br /&gt;
&lt;br /&gt;
The sylph shakes his head and leads them further into the home. More sculptures hang from the walls, all the same living trees – a redwood king salmon, an ebony dragon in mid-flight, a bathing elf maiden pine – that lend the hall the air of a forest. It even smells like the woods after a rainstorm. They come to a small parlor, already laid out with cushions and tea, and take their seats.&lt;br /&gt;
&lt;br /&gt;
“Most of these are mine,” Llilaurel says. He picks up a tiny porcelain cup, barely larger than a thimble, and sips at the tea inside. There is, fortunately, a normal sized cup in front of Alosaka, and he takes it up. It smells of jasmine and is bitter. “Saphielle was by far the better arborshaper than I, but I know the basics. I’ve tried to carry it on, to remember her.”&lt;br /&gt;
&lt;br /&gt;
Right. Saphielle. The only sylvan resident of Wehnimer’s Landing known to have died in the Butcher’s assault. He takes another sip of the tea to wet his lips. “I hope you don’t mind. I know it hasn’t been long, but I need to ask about them while their memories are still fresh.”&lt;br /&gt;
&lt;br /&gt;
“I will never forget her, of course.” Llilaurel raises a hand to forestall Alosaka’s apology. “But I know what you mean. Life is so fleeting, and the temptation to forget is so strong. So, go on.”&lt;br /&gt;
&lt;br /&gt;
Alosaka nods. “Tell me about her?”&lt;br /&gt;
&lt;br /&gt;
For almost an hour, Llilaurel talks without interruption. How he met Saphielle during his first trip to Ta’Illistim, over eight-hundred years before. How they spent a decade courting, negotiating with the other’s parents, and when that failed how they simply eloped as all sylvans eventually did. How, after centuries together, the draw of a new adventure broke through the staid lull that engulfs so many elven lives, and they pioneered across the Dragonspine to the new town on Darkstone Bay. How they found peace here, somehow, in this mad town, in this melange of all tribes and peoples. This playground of gods and monsters. How Saphielle perfected her craft, the barely understood sylvan art of arborshaping, using not knives or wires or magic but the gentle touch of water and the ghostly weight of sunlight to coax an acorn into any form she could imagine. And, of course, that fateful day just weeks ago.&lt;br /&gt;
&lt;br /&gt;
“I don’t think she suffered,” Llilaurel says. He gazes down at his tiny teacup, refilled for the ninth or tenth time by now. “We were running from the square, trying to get to the barracks, where the guard was making a stand. I was holding her hand, and we were running, and then I felt something tug at my fingers, and when I looked again she was gone.” His gaze shifts to his hand, and silence fills the space between them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How much was left of her story?&#039;&#039; A queasy, hot anger builds in Alosaka’s chest. It bubbles up, trying to escape as a scream, but he pushes it back down into his heart and latches it shut. “I’m sorry,” he whispers.&lt;br /&gt;
&lt;br /&gt;
Llilaurel shakes his head. “It is not your fault, young man. You know, except for my neighbors, you’re the first to even come and ask about her.”&lt;br /&gt;
&lt;br /&gt;
Alosaka nods. “I’m collecting their stories.”&lt;br /&gt;
&lt;br /&gt;
“Ah.” Llilaurel sets the teacup down and leans back. He looks more at ease now, some of the lines of grief in his face erased. “How many of them?”&lt;br /&gt;
&lt;br /&gt;
“All of them, I hope. Eventually.”&lt;br /&gt;
&lt;br /&gt;
Llilaurel freezes for a moment. He tilts his head. “All of them? That must be hundreds.”&lt;br /&gt;
&lt;br /&gt;
“More than a thousand. Some are… shorter than others.” The family of three on Wisraith Lane, of whom nothing remained but blood on the floor of their ruined house. The girl who collected silvers from the fountain in Erebor Square. “I’m glad Saphielle’s story was so beautiful.”&lt;br /&gt;
&lt;br /&gt;
“Not half as beautiful as she was.” A long sigh escapes him, sounding like a wind through the trees. “I wish you could have met her.”&lt;br /&gt;
&lt;br /&gt;
“So do I.” Alosaka stands and folds his hands awkwardly. The art of farewells still escapes him. “Did… were any of these sculptures hers?”&lt;br /&gt;
&lt;br /&gt;
A tiny smile tugs Llilaurel’s lips. “Only one. You’re standing in it.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What?&#039;&#039; Alosaka turns, confused. All he sees is the simple house, the walls decorated with their gorgeous hangings, and… his eyes go back to the walls, which are wood but have no timbers. The ceiling that has no rafters. The sanded cypress beneath his feet is not planks. The portal windows that, now that he peers closer, seem almost like knots in wood—&lt;br /&gt;
&lt;br /&gt;
“It’s a tree,” he whispers. “The whole thing.”&lt;br /&gt;
&lt;br /&gt;
“It took her decades,” Llilaurel says. He rose at some point, and now stands at Alosaka’s elbow. He reaches out to touch the wall with gentle reverence. “She would be glad to know it survived the attacks. And I like to think that some part of her still lives in it.”&lt;br /&gt;
&lt;br /&gt;
They say no more after that. The sylph escorts Alosaka to the entry, and with a tiny bow closes the door. Outside, the sun has set, and the gloom of early twilight now swallows the town. It takes him most of an hour to walk home through the emptying streets. And overhead, the stars emerge like a thousand ghosts, witnessing the slow resurrection of night.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;A Hardening of Perspective &amp;lt;/strong&amp;gt;-- Correspondence with Faerinn, one of Socius&#039; allies and defenders.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
Alosaka sits on the north patio of Misty’s Teas, a cup of slowly cooling apple blossom tea forgotten on the wicker table. Beside it lay several of the tattered fliers he spent hours hanging around Mist Harbor a week before, and atop them the odd opossum-shaped card with its taunting message. He ignores them all, staring out past the patio balcony at the back of the Stumbling Pebble Bar, a bare hundred yards to the north. A flash of movement through one of the windows catches his eye – Greth, perhaps, preparing some meal for a guest.&lt;br /&gt;
&lt;br /&gt;
Well, no point in stalling. He picks up the cards and scans it again, stopping at the signature. Faerinn, Faerinn… He digs through his memories. The name is familiar, but… Oh, of course. The half-elf with the elven name. Apparently a friend of Socius. He takes a deep breath to forestall the bubble of rage trying to claw its way out of his heart. Deep breath in, hold, release. Just like his master taught. And, after a minute, he feels his heart begin to calm.&lt;br /&gt;
&lt;br /&gt;
When his hand is no longer shaking, he pulls out a plain sheet of parchment, and begins to write.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lord Faerinn,&lt;br /&gt;
&lt;br /&gt;
It seems that we must have different understandings of justice and vengeance. But you are a barrister, a lawyer, a scholar of the law, and I am merely a storyteller. So it may be that my understanding is the flawed one.&lt;br /&gt;
&lt;br /&gt;
I call it justice, to return a killer to the scene of his crimes for trial. You call it retaliation. But you are a lawyer, and I am merely a storyteller, so it may be that you are correct.&lt;br /&gt;
&lt;br /&gt;
I call the man who admitted to leading armies against Wehnimer’s Landing and slaughtering a thousand of its people a monster. You call him an ailing man. But you are a lawyer, and I am merely a storyteller, so it may be that you are correct.&lt;br /&gt;
&lt;br /&gt;
You say that Vlashandra tricked Socius into doing her “work,” which is an odd way of saying “murder.” He did not strike me as a man who is easily fooled, but rather quite satisfied with the job he did (again, by which we mean “murder”). But you are a lawyer, and I am merely a storyteller, so it may be that you are correct.&lt;br /&gt;
&lt;br /&gt;
You call what I am pursuing a vendetta. It does not feel that way to me – I lost nothing to Socius, after all. I had thought that justice was the calling and obligation of all people. But you are a lawyer, and I am merely a storyteller, so it may be that you are correct.&lt;br /&gt;
&lt;br /&gt;
You say that you stole Socius out from under us, spiriting him away to safe harbor on this island. I would call that a fugitive, escaping justice with the aid of his goons. But you are a lawyer, and I am merely a storyteller, so it may be that you are correct.&lt;br /&gt;
&lt;br /&gt;
As I review this list of my misconceptions, it is clear that I could never hope to understand justice as well as you. Perhaps no human lifetime could ever contain enough knowledge and experience to comprehend how calling for a murderer’s trial is revenge, while rescuing him to a quiet, opulent life on this island is justice. Certainly it is beyond me.&lt;br /&gt;
&lt;br /&gt;
So I will ask you, Lord Faerinn, to help me. Explain to me not as if I were a storyteller, but rather one of the many ghosts now wandering Wehnimer’s streets, why this is revenge. Explain to the countless dead left in Socius’s wake why he should not face trial. Address his victims and tell them what is proper, and right, and just. Dazzle the orphans with your brilliance.&lt;br /&gt;
&lt;br /&gt;
Your obedient servant,&lt;br /&gt;
&lt;br /&gt;
Alosaka&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He sets his quill aside and waits for the ink to dry. When an hour or so has passed, and the apple blossom tea just a memory, he carefully folds the page into threes, writes Faerinn’s name on the back, and passes it to Misty.&lt;br /&gt;
&lt;br /&gt;
“Would you deliver this to Greth’s?” he asks. “I would myself, but…” he trails off, searching for an excuse, then finally sighs.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Misty understands. She takes the note with a smile, tucks it in her apron, and passes him another cup of tea. He takes it back to the table on the north patio and resumes his silent vigil.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;The Fire Next Time &amp;lt;/strong&amp;gt;-- Temporarily suspending the bounty.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
The city’s taverns have seen happier nights.&lt;br /&gt;
&lt;br /&gt;
They are not, to be fair, happy places most of the time. Crowds of drunk, resentful men rarely are. But the past few days have been especially rough. Men cradle broken arms. Smashed noses make drinking the weak ale a challenge. There are, on average, fewer teeth per patron than one would expect. Such are the wages of attempting to claim the bounty on Socius.&lt;br /&gt;
&lt;br /&gt;
It hasn’t been going well. One man, that half-krolvin Erikson Eriksonson over there, came pretty close last night. But it turned out that ‘Socius’ was actually a gang of halfling muggers and Erikson Eriksonson was in fact incredibly drunk, and it ended about as well as you would expect. He still has all his fingers, and that’s a kind of victory.&lt;br /&gt;
&lt;br /&gt;
Most nights, the grumbling is over how difficult Socius has proven to corner, much less take down. But tonight the grumbling rises from a different complaint. Many men clutch fliers in their grimy fists, or wad them up and toss them on the floor. A stack of fresh copies sits on the bar.&lt;br /&gt;
&lt;br /&gt;
“ATTENTION,” the headline screams. It continues in smaller type: “In consideration of good-faith efforts by the people of Mist Harbor to recover the CRIMINAL and MONSTER SOCIUS LEIFFEN, the bounty of FIVE MILLION SILVERS offered by ALOSAKA for the return of Socius to Wehnimer’s Landing for trial is temporarily suspended. As such, no bounty will be paid prior to the sixth day of Koaratos for his return. Individuals who seek to claim this bounty after the sixth day of Koaratos are reminded that he is extremely dangerous, and to avoid harming innocents to the greatest extent possible.”&lt;br /&gt;
&lt;br /&gt;
The message, it seems, is not being well received. The offer of five million silvers was like a dream for too many of the town’s underclass — an honest-to-gods shot at making something for themselves. And now… stolen from them, like so much else. The air is filled with sullen talk and growls. More than one of them wonders how anyone would know what day, exactly, Socius was taken.&lt;br /&gt;
&lt;br /&gt;
Bounties, it seems, are a bit like fires. Easy to start; harder to put out.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;I Dreamed a Little Dream of Thee &amp;lt;/strong&amp;gt;-- Withdrawing the bounty in exchange for a trial of Socius in Mist Harbor.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
“You said you were going to bring him back here,” the little human girl says.&lt;br /&gt;
&lt;br /&gt;
She looks to be about eight or nine years old, with the serious expression that always comes across as charming when worn by young children. She sits across the small table from Alosaka, a tiny little teacup held in her delicate grip. The table is set out with the rest of the tea set, and stuffed animals sit at the other chairs. There is Mister Bear, with a missing button eye, and Madam Purrfect, the tortoiseshell cotton cat. The table is too small for Alosaka to use a chair, so he sits cross-legged on a blanket. It’s a comfortable position for him.&lt;br /&gt;
&lt;br /&gt;
“To &#039;&#039;face justice&#039;&#039;, you said,” she continues. A little frown appears on her lips, and she sets the teacup down on its saucer. “Well?”&lt;br /&gt;
&lt;br /&gt;
“I know it’s not perfect,” Alosaka says. He considers his own teacup, filled with some cloudy concoction that doesn’t resemble any tea he is familiar with, then looks back at the girl. “There will be a trial in Mist Harbor, and then he’ll be punished there. It’s better than nothing, isn’t it?”&lt;br /&gt;
&lt;br /&gt;
“No!” She smacks the table with her palm, rattling the tea set. To the side, Mister Bear tumbles out of his chair. “You said here! You lied!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kuon help me&#039;&#039;. He rubs his forehead with the back of his hand. A faint headache is already building there. “I know. I know what I said. But this is still justice. Everyone agreed—”&lt;br /&gt;
&lt;br /&gt;
“They agreed because they know they can cheat!” she interrupts. “Did you see how Faerinn was smiling? Because he knows! I’m surprised they didn’t all burst out laughing when you said yes!”&lt;br /&gt;
&lt;br /&gt;
“I…” The headache is building. A buzzing sound seems to build from somewhere, like a thousand cicadas singing in the trees outside. He stares down at his teacup and its dark contents. “How… how do you know that? You weren’t there.”&lt;br /&gt;
&lt;br /&gt;
“And Naamit.” A look of true fear passes across the girl’s face. She looks over her shoulder, as though the woman might have somehow snuck up on them. “That town is her home. You think they’ll care if she just makes you vanish? They’ll give her an award! And you’re just going to walk back there?!”&lt;br /&gt;
&lt;br /&gt;
“This… this is wrong.” The buzz is louder now. The little teacup spills out of his numb fingers and discharges its cargo of blood all over the table. “You weren’t there. You’re not even here—”&lt;br /&gt;
&lt;br /&gt;
“You promised!” the girls shrieks. She climbs up onto the table, and her arm fails, falling apart where the reapers’ teeth carved it away from her torso. A slick spur of bone protrudes from the gore. Still she continues, crawling across the table, pieces tumbling away with every inch, until all that remains is a three-fingered hand that grasps at Alosaka’s tunic and claws its way upward. In his head, in between the buzzing of the cicadas and his own horrified screams, he hears her still. &#039;&#039;You promised. You promised!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
YOU PROMISED YOU PROMISED YOU PROM—&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He tumbles back, away from the table, and lands on the sanded cedar floor beside his bed. Sweat-slick sheets tangle around his legs, and he kicks them away with a desperate cry. A word, a gesture, and light fills the room, blinding like the sun in its intensity, until his night-shocked eyes adjust and the glare resolves itself into the simple, hard shapes of his room in the Empath Guild’s dormitory.&lt;br /&gt;
&lt;br /&gt;
He lays there, panting, wedged in the small space between the bed and the wall. He is of high enough rank for a notionally private room, with its own desk, but there is no door, only a plain white sheet split down the middle, offering a small measure of separation from the hallway and the hospital beyond.&lt;br /&gt;
&lt;br /&gt;
Footsteps intrude on the silence, and the curtain across his doorway parts, revealing a gnomish attendant. She looks at the room, looks at him, then sighs and vanishes.&lt;br /&gt;
&lt;br /&gt;
A few minutes later she is back. Her little arms have more strength than one would expect, and she hoists him back onto the thin mattress. He’s not wearing much, not at night in the summer heat, and a flush crawls up his chest and face at the realization. But then, she’s a healer – it’s nothing she hasn’t seen before.&lt;br /&gt;
&lt;br /&gt;
“Here.” She presses a small cup into his hand. “Drink.”&lt;br /&gt;
&lt;br /&gt;
He takes a sip. Milk, hot, and a tang of bitterness. He lets it sit on his tongue for a moment. “Laudanum?”&lt;br /&gt;
&lt;br /&gt;
“Just enough to help you sleep. Drink.”&lt;br /&gt;
&lt;br /&gt;
He does. After a moment his tongue gets used to the unusual bitterness, and all he can taste is the milk.&lt;br /&gt;
&lt;br /&gt;
“Thank you.” His words slur. A fog seems to fill the room, and he realizes he’s looking up at the ceiling. The attendant whispers an arcane phrase, and the light vanishes as quickly as it came.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no leaflets this time. Perhaps their novelty was wearing off. Or the scrivener was simply closed for the day.&lt;br /&gt;
&lt;br /&gt;
Instead a man stands by the fountain in Gardenia Commons. He has a bell in one hand, and rings it regularly. When, after a few rings and enough people are staring in his direction, he raises his voice and shouts to all who will hear.&lt;br /&gt;
&lt;br /&gt;
“Hear ye, hear ye!” His voice is hoarse from hours of this, but he is still enthusiastic. He must be getting paid well. “Rejoice, citizens of Mist Harbor! The criminal and monster Socius Leiffen has surrendered for trial, for the murder of countless innocents! Now, at last, our own town may be free of his reign! We need no longer fear his dagger! And the bounty placed for his capture is cancelled!”&lt;br /&gt;
&lt;br /&gt;
The crier’s words generated mixed reactions. Most are neutral, their faces barely betraying any expression except curiosity. A few laugh and slap their friends on their backs. But a fair number glower darkly at the news. Whether they are friends of Socius’, or merely hoped to claim the bounty for themselves, is known only to them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Justice: Coda &amp;lt;/strong&amp;gt;-- After the trial of Socius in Mist Harbor.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre{{log2|font-size=100%|border=none|margin-right=25%}}&amp;gt;&lt;br /&gt;
The flagstones are still wet with dew in Erebor Square when Alosaka arrives. The tall row houses lining the east edge of the square conspire to block the morning sun’s warm rays, leaving the cool stones in shadow even as the sky grows brighter. Few other citizens are out so early – he has the square almost entirely to himself. A few acolytes, escaped from the massive temple that looms over the square, tend to the graceful modwirs whose leaves fill the air with a soft rustle.&lt;br /&gt;
&lt;br /&gt;
There is a wide fountain in the center of the square. He takes a seat on the basin’s rim, neverminding the damp of the stones, and fishes a silver coin out of his tunic. It’s an older stamping, worn smooth by the years, and he wonders for a moment how many of the hands that have held it over the years are dead now. Then he flips it into the fountain, where it sinks with a soundless ripple.&lt;br /&gt;
&lt;br /&gt;
On other days, the fountain’s bed would be carpeted in silver, each one a wish. Today, only a few other coins sparkle from below the water. It will be years before there are enough to bother collecting. The realization squeezes his throat shut, and he closes his eyes until the sensation passes.&lt;br /&gt;
&lt;br /&gt;
There is another beside him when he opens them again. An old man, wearing fine clothes, his face lined with hardship. He stands with the aid of a cane beside the fountain and carefully leans forward to dip his fingers in the water.&lt;br /&gt;
&lt;br /&gt;
“A fine morning,” the old man says. His voice is airy but deep. “You were the one collecting all those stories, weren’t you? Ever finish?”&lt;br /&gt;
&lt;br /&gt;
Alosaka shakes his head. “Not yet. Many of them are lost forever, I think.” His mind goes back to the house on Wisraith, torn apart during the invasion. Of the family that lived there, only stains on the floor remained. Their story would forever remain silent.&lt;br /&gt;
&lt;br /&gt;
“Not lost,” the old man says. He gestures at the statue in the center of the fountain. “She knows them.”&lt;br /&gt;
&lt;br /&gt;
“Maybe.” Alosaka looks up at the statue. It is a young likeness of the Goddess of Winter, not much more than a girl. “Do you think she cares? About how they died?”&lt;br /&gt;
&lt;br /&gt;
“I reckon it’s all the same to her.” The old man leans against the fountain’s basin. “Do you care where the coins in your pocket come from?”&lt;br /&gt;
&lt;br /&gt;
Hm. Alosaka glances back into the fountain, trying to find the coin he’d tossed earlier. From here, though, they all look the same. Was it that one?&lt;br /&gt;
&lt;br /&gt;
The silence between them stretches out, crowded around on all sides by the sounds of the waking square. Voices drift in from the row houses. Somewhere, a merchant pulls a cart across the cobblestones.&lt;br /&gt;
&lt;br /&gt;
The man speaks first. “I heard there was a trial. For the Fist.”&lt;br /&gt;
&lt;br /&gt;
Alosaka nods. He thinks he sees the coin, now. If he wanted, he supposes, he could just wade in and get it.&lt;br /&gt;
&lt;br /&gt;
“Heard you won it for us,” the man continues.&lt;br /&gt;
&lt;br /&gt;
“Yeah, I guess.”&lt;br /&gt;
&lt;br /&gt;
“You don’t sound so happy about it.”&lt;br /&gt;
&lt;br /&gt;
“Should I be?” The coins don’t matter, Alosaka decides. He turns away from the basin to stare at the temple instead. Whatever mordant architect designed the hulking facade loved tombstones a bit too much. “They’re barely even punishing Socius. ‘Exiled’ from the Landing, as if he ever planned to return here. Oh, and he’ll have to pay a few silvers for every person he killed. Ten coins for every man, perhaps, and five for every child.”&lt;br /&gt;
&lt;br /&gt;
A silence, again. A few children, rangy and wild, spill out from an alleyway and race across the square, shouting names and the rules of some hidden game. The old man watches them until they vanish around the corner.&lt;br /&gt;
&lt;br /&gt;
“You sound very angry, in fact,” the old man finally says.&lt;br /&gt;
&lt;br /&gt;
“Good. I am.” But it’s not anger he feels now, not any more. Just an emptiness. The hollowness of defeat. This bitter taste, he has come to realize, is nothing more than failure.&lt;br /&gt;
&lt;br /&gt;
The old man shakes his head. “Such dark feelings will poison you. What have you done to deserve them? Did you kill those children?”&lt;br /&gt;
&lt;br /&gt;
“No, of course not. Socius did that.”&lt;br /&gt;
&lt;br /&gt;
“And did you help Socius escape?”&lt;br /&gt;
&lt;br /&gt;
“No. Others did that.”&lt;br /&gt;
&lt;br /&gt;
“And did you do everything you thought was right?”&lt;br /&gt;
&lt;br /&gt;
“Yes.” It’s not much more than a whisper. “But it wasn’t enough. He’s still free. They’re all still dead. How can you just… accept that?”&lt;br /&gt;
&lt;br /&gt;
“You can’t control the world. You can only control one thing.” The man reaches out with a gnarled finger and jabs Alosaka hard in the chest. “Just this. Don’t let what others do determine your feelings, or you will always be sick at heart.”&lt;br /&gt;
&lt;br /&gt;
Alosaka rubs his chest. “You say that like it’s so easy.”&lt;br /&gt;
&lt;br /&gt;
“Oh, no.” The man chuckles, then pushes away from the fountain and adjusts his coat. “But in time you’ll understand. Good day, then.” He nods, and without a glance backward continues his slow amble across the square, whistling the refrain of some tavern ditty that was popular a generation before Alosaka was born.&lt;br /&gt;
&lt;br /&gt;
How wonderful it must be, to see a fallen world and still be happy. To not shake with fury when monsters triumph all around you. To take all these righteous feelings, bundle them up like a flower, and set them loose on a gently flowing river to drift away.&lt;br /&gt;
&lt;br /&gt;
To fail, and try again, with joy. He sighs and leans against the fountain, eyes closed, listening to the town slowly wake into life.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Contemplation.jpg&amp;diff=183066</id>
		<title>File:Contemplation.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Contemplation.jpg&amp;diff=183066"/>
		<updated>2022-11-24T21:28:27Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Alosaka, by the player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alosaka, by the player.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mnar_(prime)&amp;diff=183029</id>
		<title>Mnar (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mnar_(prime)&amp;diff=183029"/>
		<updated>2022-11-23T08:28:08Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{characterprofile &lt;br /&gt;
|name= Mnar Akurion&lt;br /&gt;
|image= [[File:Archer_and_Cat-Finished.jpg|thumbnail|center|400px]]&lt;br /&gt;
|caption= As drawn by his player&lt;br /&gt;
|race= Half-elf&lt;br /&gt;
|culture= Seareach&lt;br /&gt;
|class= Scout&lt;br /&gt;
|profession= [[Ranger]]&lt;br /&gt;
|religion= Devotee of [[Lorminstra]]&lt;br /&gt;
|affiliations= Member of the [[Obsidian Tower]]&lt;br /&gt;
|word=&lt;br /&gt;
|disposition=&lt;br /&gt;
|demeanor= &lt;br /&gt;
|ptrait=&lt;br /&gt;
|strait=&lt;br /&gt;
|flaw= &lt;br /&gt;
|strength=&lt;br /&gt;
|weakness= &lt;br /&gt;
|habits= &lt;br /&gt;
|hobbies= &lt;br /&gt;
|soft=&lt;br /&gt;
|likes= &lt;br /&gt;
|dislikes= &lt;br /&gt;
|fears= &lt;br /&gt;
|loyalties= &lt;br /&gt;
|friend=&lt;br /&gt;
|spouse=&lt;br /&gt;
|loved=&lt;br /&gt;
|instance= Prime&lt;br /&gt;
|town= Mist Harbor&lt;br /&gt;
|town2= Wehnimer&#039;s Landing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Mnar_Archer.jpg|thumb|Taking aim. By the player.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Kuluvein.jpg|thumb|Mnar&#039;s companion, the sapphire-eyed pale golden margay Kuluvein, by the player.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mnar Akurion&#039;&#039;&#039; is a half-elf ranger and scholar specializing in the history of the undead and the ways various cultures have interacted with them over the years. He is a master of the Order of Voln, devotee of Lorminstra, and member of the Obsidian Tower. He was the first non-Dark Elf to complete an apprenticeship with the Obsidian Tower and the first to be named Shorn-ri (cousin) by the Dhe&#039;nar. &lt;br /&gt;
&lt;br /&gt;
During the Vvrael Saga, he was a confident of and mostly hapless defender of Rayyne, Terate&#039;s beloved. At the conclusion of those events he became more closely involved in the defense of the Landing and Solhaven against the activities of agents aligned with Luukos and other dark gods. During the Griffin Sword Saga, he became increasingly radicalized by the seeming inability of the towns&#039; defenders to act forcefully, and committed several violent acts against his perceived enemies. &lt;br /&gt;
&lt;br /&gt;
In more recent times, people who know him say he has mellowed significantly, compared with the driven, sometimes impulsive partisan involved in the GSS.&lt;br /&gt;
&lt;br /&gt;
Companions over the years include Selfane, Alisaire, and his close friend Juspera. His animal companion is a sapphire-eyed pale golden margay called Kuluvein.&lt;br /&gt;
&lt;br /&gt;
Interesting fact: Mnar&#039;s player proposed the design and much of the functionality for Assume Aspect (650).&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Archer_and_Cat-Finished.jpg&amp;diff=183028</id>
		<title>File:Archer and Cat-Finished.jpg</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Archer_and_Cat-Finished.jpg&amp;diff=183028"/>
		<updated>2022-11-23T08:18:11Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Mnar and his companion Kuluvein. Artwork by the player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mnar and his companion Kuluvein. Artwork by the player.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:WL-Imperial_Campsite-1669098993.png&amp;diff=183001</id>
		<title>File:WL-Imperial Campsite-1669098993.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:WL-Imperial_Campsite-1669098993.png&amp;diff=183001"/>
		<updated>2022-11-22T08:02:05Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: JSEVERNS uploaded a new version of File:WL-Imperial Campsite-1669098993.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Field-expedient map of the Imperial Campsite in the Lower Dragonsclaw.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:WL-Imperial_Campsite-1669098993.png&amp;diff=183000</id>
		<title>File:WL-Imperial Campsite-1669098993.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:WL-Imperial_Campsite-1669098993.png&amp;diff=183000"/>
		<updated>2022-11-22T06:37:53Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Field-expedient map of the Imperial Campsite in the Lower Dragonsclaw.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Field-expedient map of the Imperial Campsite in the Lower Dragonsclaw.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:EG_Final_2.png&amp;diff=180032</id>
		<title>File:EG Final 2.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:EG_Final_2.png&amp;diff=180032"/>
		<updated>2022-10-07T19:44:12Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: JSEVERNS uploaded a new version of File:EG Final 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Ebon Gate Festival for 2022, part 2. By Alosaka&#039;s player, for use for any purpose.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:EG_Final_1.png&amp;diff=180031</id>
		<title>File:EG Final 1.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:EG_Final_1.png&amp;diff=180031"/>
		<updated>2022-10-07T19:43:09Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: JSEVERNS uploaded a new version of File:EG Final 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Ebon Gate Festival for 2022, part 1. By Alosaka&#039;s player, for use for any purpose.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:EG_Final_2.png&amp;diff=179780</id>
		<title>File:EG Final 2.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:EG_Final_2.png&amp;diff=179780"/>
		<updated>2022-10-05T05:16:48Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Map of the Ebon Gate Festival for 2022, part 2. By Alosaka&amp;#039;s player, for use for any purpose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Ebon Gate Festival for 2022, part 2. By Alosaka&#039;s player, for use for any purpose.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:EG_Final_1.png&amp;diff=179779</id>
		<title>File:EG Final 1.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:EG_Final_1.png&amp;diff=179779"/>
		<updated>2022-10-05T05:16:26Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Map of the Ebon Gate Festival for 2022, part 1. By Alosaka&amp;#039;s player, for use for any purpose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Ebon Gate Festival for 2022, part 1. By Alosaka&#039;s player, for use for any purpose.&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ta%27Vaalor_Area_(map)&amp;diff=176584</id>
		<title>Ta&#039;Vaalor Area (map)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ta%27Vaalor_Area_(map)&amp;diff=176584"/>
		<updated>2022-09-12T02:23:12Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: /* Hunting Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of [[Ta&#039;Vaalor]] area maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==City and Town==&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:EN-tavaalor.png|thumb|Ta&#039;Vaalor]]&lt;br /&gt;
|[[Image:EN-tavaalor.gif|thumb|Ta&#039;Vaalor (old version)]]&lt;br /&gt;
|[[Image:Ravelin2.gif|thumb|150px|Ravelin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hunting Areas==&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:EN-Cemetery.png|thumb|Cemetery]]&lt;br /&gt;
|[[Image:Fearling_Pass.png|thumb|Fearling Pass and Ravelin]]&lt;br /&gt;
|[[Image:EN-fearling.gif|thumb|Fearling Pass (old version)]]&lt;br /&gt;
|[[Image:EN-victory.gif|thumb|Victory Road]]&lt;br /&gt;
|[[Image:En-ta_vaalor_port-1662946910.png|thumb|Port Road]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guilds==&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:TVClericGuild.jpg|thumb|130px|Cleric]]&lt;br /&gt;
|[[Image:TVEmpathGuild.jpg|thumb|Empath]]&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:RG-Vaalor.jpg|thumb|Rogue]] &lt;br /&gt;
|[[Image:TV_Sorc_Guild.png|thumb|Sorcerer]]&lt;br /&gt;
|[[Image:TVWizardGuild.jpg|thumb|Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Premium Neighborhoods==&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Homes5.gif|thumb|Elven Nations and Solhaven Premium Neighborhoods]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ta&#039;Vaalor| ]]&lt;br /&gt;
[[Category:Towns| ]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:En-ta_vaalor_port-1662946910.png&amp;diff=176583</id>
		<title>File:En-ta vaalor port-1662946910.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:En-ta_vaalor_port-1662946910.png&amp;diff=176583"/>
		<updated>2022-09-12T02:21:17Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: Map of the trail and port of Ta&amp;#039;Vaalor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the trail and port of Ta&#039;Vaalor&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ashes_to_Ashes_-_2022-03-19_-_The_Debate_(log)&amp;diff=163590</id>
		<title>Ashes to Ashes - 2022-03-19 - The Debate (log)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ashes_to_Ashes_-_2022-03-19_-_The_Debate_(log)&amp;diff=163590"/>
		<updated>2022-03-21T21:05:09Z</updated>

		<summary type="html">&lt;p&gt;JSEVERNS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Charlatos 19-20, 5122&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;by [[Alosaka (prime)|Alosaka]] of the [[Order of the Silver Gryphon|Silver Gryphons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Following the successful defense of the town from a marauding Krolvin fleet the night before, several of the town&#039;s defenders gather in Town Square Central to discuss recent events. The discussion quickly turns to the suspected target of the Krolvin invasion -- an alchemical formula rumored to be capable of destroying the Krolvin race entirely. After some elucidation of the background by Marshal Stormyrain, a debate ensues, primarily between Alosaka, who argues that the formula should be destroyed, and Xylador Fer&#039;Araun Faendryl, who argued that no matter how terrible the formula might be, it would be foolish to toss away such a potent weapon.&lt;br /&gt;
&lt;br /&gt;
The debate focused on the tension between upholding one&#039;s values (Alosaka) and the goal of survival, for oneself or one&#039;s family (Xylador).&lt;br /&gt;
&lt;br /&gt;
The crux of the debate can be summarized in this exchange:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Let me ask a different question. Imagine the most debased, despicable state you can imagine... whatever it might be for you --- weakness, cowardice, slavery, I don&#039;t know. Your choice.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka asks, &amp;quot;Would you rather submit to that, or perish?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador asks, &amp;quot;Perish, if not for another way. What is your point?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;For me, and I suspect for many others, to fall into the sort of evil we are describing -- using this weapon to eradicate an entire people, without regard for their actions -- is that degree of debasement.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Better to die ourselves than submit to it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;That is understandable... But you do not simply live for yourself here..&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;I live, and make decisions, based on the best for all those who I protect.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Log=&lt;br /&gt;
&lt;br /&gt;
==Discussing the Invasion==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[The perspective here is from Marshal Stormyrain]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka asks, &amp;quot;Did anything come out of the invasion last night except for a bunch of dead krol?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cryheart says, &amp;quot;Not that I know of.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blades says, &amp;quot;Seems the krol got what they wanted.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blades shrugs.&lt;br /&gt;
&lt;br /&gt;
Xylador nods once.&lt;br /&gt;
&lt;br /&gt;
Cryheart asks, &amp;quot;Oh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Xylador, you ask, &amp;quot;Have you not spoken to the Dread Lord?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You raise an eyebrow, your bloodjewel half-ring only enhancing your skeptical look.&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blades says, &amp;quot;Quite an abrupt departure.  They weren&#039;t finished.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alosaka furrows his brow.&lt;br /&gt;
&lt;br /&gt;
You casually glance at Blades.&lt;br /&gt;
&lt;br /&gt;
Xylador says, &amp;quot;I heard a few murmers, I also know that Sir Cryheart was on the ground here. So the intel may differ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka asks, &amp;quot;They were able to destroy the formula?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador shakes his head, totally at a loss.&lt;br /&gt;
&lt;br /&gt;
Alosaka furrows his brow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Perigourd says, &amp;quot;I do not know that it was found.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Perigourd says, &amp;quot;If it was, it&#039;s news to me.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alosaka nods at Perigourd.&lt;br /&gt;
&lt;br /&gt;
Serendepity says, &amp;quot;Where them krolvins now, now I can get them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cryheart says, &amp;quot;Long gone for now, we hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking slowly to Cryheart, you say, &amp;quot;I do not think that will be the case for long.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alosaka blinks.&lt;br /&gt;
&lt;br /&gt;
Cryheart nods to you.&lt;br /&gt;
&lt;br /&gt;
Alosaka says, &amp;quot;Well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I doubt a force of that strength and size will be turned so easily.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I believe they momentarily deemed their goal unobtainable in the short term. They likely fell back to regather and re-equip.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You ponder the meaning of Xylador&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;I still say we should offer to destroy the formula for them.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speaking to Eledryn, Alosaka asks, &amp;quot;Did you see any of the fireworks last night?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Alosaka, Eledryn confesses, &amp;quot;I was not around for yesterday&#039;s fireworks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alosaka nods at Eledryn.&lt;br /&gt;
&lt;br /&gt;
Speaking to Eledryn, Alosaka exclaims, &amp;quot;It was exciting!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;Ships arriving via portals! Ballista bolts arriving by portals! Demons arriving by portals! A lot of portals, really.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Eledryn asks, &amp;quot;When you send the ballista bolt through the portal it just... keeps going?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alosaka nods at Eledryn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Eledryn, Alosaka says, &amp;quot;Until it hits someone, usually.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Eledryn says, &amp;quot;Hopefully it was hitting Krolvin and not ours.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;Eh... our gunners didn&#039;t quite have the whole portal thing mastered.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You unsuccessfully try to stifle your grin.&lt;br /&gt;
&lt;br /&gt;
Alosaka says, &amp;quot;The Krol were the portal masters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Pathogen==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I have a question, borne completely of ignorance..&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador glances between Cryheart and yourself.&lt;br /&gt;
&lt;br /&gt;
You raise an eyebrow, your bloodjewel half-ring only enhancing your skeptical look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador asks, &amp;quot;Do we know the origin or goal of the Krolvin invaders..?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Somewhat, it seems.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;They are seeking something they call Blue Suffering.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Xylador asks, &amp;quot;Are we aware at all of what that is?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador arches a skeptical eyebrow as he takes in his surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;Falzcrow gave us the name of the Warlord, but I don&#039;t remember if he mentioned where they hail from? I would imagine not Glaoveln since Blue Suffering originated there.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you continue, &amp;quot;We know some--we know it is a pathogen created by Praxopius.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador inclines his ear, listening intently.&lt;br /&gt;
&lt;br /&gt;
Alosaka turns an inquisitive ear toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Xylador asks, &amp;quot;Do we know anything of the effects of the pathogen?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You say, &amp;quot;And that it was dispatched, the formula at least, to be delivered here..two years past the event where we first encountered it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;Oh yes, we&#039;ve seen it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You say, &amp;quot;We used it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alosaka blinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Alosaka asks, &amp;quot;We... we did?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You say, &amp;quot;It..for lack of a better word..kills and then disintegrates krolvin.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You fold your hands behind your back, waiting patiently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Xylador asks, &amp;quot;Specifically Krolvin?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, you say, &amp;quot;Yes we used it at Glaoveln.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking agitatedly to you, Alosaka asks, &amp;quot;When did we use it? Who used it?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;Specifically krolvin of a certain bloodline, I believe.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blades ponders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Xylador says, &amp;quot;I would be more concerned then, that it can be manipulated to target other things..&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;Yes, that is the over arching concern we all share.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Alosaka says, &amp;quot;I confess I am also concerned with the fact that we used it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Xylador asks, &amp;quot;Would it not make sense to destroy it, or at very least tell them that has happened?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador casually glances at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, you say, &amp;quot;We used it, all of us, against the krolvin at Glaoveln when we attacked with Praxopius years ago.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;They may not believe us.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;It is hard to discern the requirements of a battle that we were not a part of. Hind sight and things like that.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You ask, &amp;quot;..krolvin are not known for...their ability to--compromise?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gregnal stares at you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Xylador says, &amp;quot;Then the outcome would be the same had we not said it... I&#039;m not sure the risk in the gamble.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missoni says, &amp;quot;I would argue that it cannot be destroyed at this point. Too many know of it. Best to find a cure.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Eledryn says, &amp;quot;I too would not be much for compromises if something that could destroy my entire race was on the line.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pained expression crosses Alosaka&#039;s face.&lt;br /&gt;
&lt;br /&gt;
Alosaka nods at Eledryn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;They are utlizing mentalists to ascertain the location of the formula.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Missoni, Xylador says, &amp;quot;There is no guarantee that a cure for this variation would also cure whatever mutation they create from the pathogen.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You nod understandingly at Eledryn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;That formula is like a bell that has been rung. It cannot be unrung.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to you, Xylador says, &amp;quot;Who are, after last nights events, are clearly not infallible.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Eledryn, Missoni asks, &amp;quot;And would you kidnap and kill people who know nothing of it in your search for it?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You ponder the meaning of Xylador&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missoni flatly says, &amp;quot;Because that is what they did.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, you say, &amp;quot;I am not sure about that. I do not know what happened with Xorus, I have not spoken to him.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Missoni, Alosaka says, &amp;quot;Desperate people will do desperate things.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador nods slowly to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I am.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blades asks, &amp;quot;If it meant the survival of my bloodline?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blades glances at Missoni.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blades says, &amp;quot;I&#039;d do worse.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You nod understandingly.&lt;br /&gt;
&lt;br /&gt;
Xylador folds his hands behind his back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Blades, Missoni says, &amp;quot;That assumes you want the formula for altruistic purposes, and not simply to develop it for use as your own weapon.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I would just submit that again, the bluff has little recourse beyond possible success.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Debate==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Missoni, Alosaka says, &amp;quot;All the more reason to destroy or neutralize it ourselves.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missoni says, &amp;quot;I do not assume that people who enslave others are going to use it for altrustic purposes.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blades says, &amp;quot;Both could imply survival, just depends on...your perspective.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blades chuckles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missoni says, &amp;quot;A cure neutralizes it. Destroying it does not.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;You do not throw away your greatest weapon during a battle.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pained expression crosses Alosaka&#039;s face.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;A weapon that terrible, maybe you should.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missoni says, &amp;quot;Destroying it ensures that the next person who discovers it can use it to run rampant.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Eledryn says, &amp;quot;It does seem to me, though, that this battle would not have happened if that weapon did not exist.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;That is a childish viewpoint.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Missoni, Alosaka says, &amp;quot;Nothing says we cannot do both.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;And that is a butcher&#039;s.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missoni says, &amp;quot;I am fine with finding a cure and then destroying the poison.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Missoni shrugs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador asks, &amp;quot;If those I care about are in danger, I am not above a massacre. Can you say the same?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Yes.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missoni says, &amp;quot;I have no wish to see it used.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;That is no different.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;Them or us. I choose those I care about.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador shrugs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;There is nothing profound to the notion.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;You assume a false dichotomy. Destroying this formula will not necessarily save anyone, nor will our having it necessarily protect anyone.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;So then I present this...&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eledryn sits down next to an oak tree.&lt;br /&gt;
&lt;br /&gt;
You ponder.&lt;br /&gt;
&lt;br /&gt;
You ask, &amp;quot;Does anyone remember if the poison that Rysus drank was a version of the pathogen?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to you, Missoni says, &amp;quot;I do not know of that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador asks, &amp;quot;If you are in a position to choose who in your family dies, and who becomes slaves... Who do you choose?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Alosaka.&lt;br /&gt;
&lt;br /&gt;
Cryheart looks over at you and shakes his head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;I agree that it does not guarantee our survival, but it slims our enemies.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;The outcome was similar...death followed by--him disintigrating.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linmur says, &amp;quot;Death before Slavery every time.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You squint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;That is an immoral choice to participate in. I would refuse.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;Again you hide.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;If, in order to defeat monsters, we must become monsters ourselves, then the number of monsters in the world remains the same or increases.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;Not if I kill more than one.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador curls his lip at Alosaka, his face contorting in a disdainful smirk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Perigourd says, &amp;quot;Quite likely it would only ensure the rise of other more determined monsters in its wake.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;More assumptions.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;I have already killed more than one.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks lost in thought.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka asks, &amp;quot;Without this much-heralded formula, no less?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Perhaps you are quite capable enough without it, then.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;I am not posturing, I am making a point. I am telling you, these Krolvin will kill or enslave everyone in this city if given the opportunity. If we have a means to aid us, throwing it away for morality is foolish and irresponsible.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;We have always stopped the Krol before, using the tools available to us. We&#039;ve never had to resort to the slaughter of an entire people for it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gregnal glances at Alosaka.&lt;br /&gt;
&lt;br /&gt;
Blades folds his arms over his chest.&lt;br /&gt;
&lt;br /&gt;
Xylador shrugs at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perigourd says, &amp;quot;It wouldn&#039;t just kill pure blooded Krolvin either.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I believe it is specifically designed to do just that.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Perigourd says, &amp;quot;Any with Krolvin blood, including half-krolvin.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speaking to you, Drazaa notes, &amp;quot;A rather quieter night this evening.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Perigourd says, &amp;quot;Plenty of whom are decent folk.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;Of a specific bloodline.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speaking slowly to Drazaa, you say, &amp;quot;Stand here for five minutes, you will change your mind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Drazaa laughs softly, trying to hide his amusement.&lt;br /&gt;
&lt;br /&gt;
Blades says, &amp;quot;I&#039;m enjoyin myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Let me ask a different question. Imagine the most debased, despicable state you can imagine... whatever it might be for you --- weakness, cowardice, slavery, I don&#039;t know. Your choice.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka asks, &amp;quot;Would you rather submit to that, or perish?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador asks, &amp;quot;Perish, if not for another way. What is your point?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;For me, and I suspect for many others, to fall into the sort of evil we are describing -- using this weapon to eradicate an entire people, without regard for their actions -- is that degree of debasement.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Better to die ourselves than submit to it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;That is understandable... But you do not simply live for yourself here..&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;I live, and make decisions, based on the best for all those who I protect.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eledryn leans against an oak tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;The difference between us,&amp;quot; he gestures between the two of them, &amp;quot;is what we consider to be so horrifically debased that death is preferable.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perigourd says, &amp;quot;You might consider that those you claim to protect may feel differently as to being used as a reason to commit genocide.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;They will be alive to hate me. That is enough.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Perhaps I have just been lucky, but those I care about are still alive, and I have not had to turn my back on everything that makes me a good person.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;You act as though I seek to sneak upon their ships at night and dose the children in their sleep.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;My actions would be a last resort, when all else seems to fail.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;I&#039;ve heard very casual discussion of the use of this weapon. Not what I would consider &#039;a last resort&#039;.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speaking to Alosaka, Puptilian says, &amp;quot;Not all Krolvin are evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alosaka nods at Puptilian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;We have not discussed the use of the weapon. Only whether or not we should.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador shakes his head, totally at a loss.&lt;br /&gt;
&lt;br /&gt;
The coppery barn owl moves closer to Cryheart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;That said, your assumptions speak volumes.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Perspective here switches to Perigourd]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Alosaka.&lt;br /&gt;
&lt;br /&gt;
Alosaka raises an eyebrow in Xylador&#039;s direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador plainly says, &amp;quot;You assumed I was suggesting a forward assault utilizing the pathogen.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Short break as Perigourd moved]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;I do not know of any broadsword that can be weilded like a scapel.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;And as of now, destroying it out of ignorance, morality, and cowardess would be foolish.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Destroy it, yes, but not for any of those reasons. Destroy it because I fear it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;But not the fear you may suspect. I fear what using it would do to us.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;I included fear.. That is what cowardess means..&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alosaka raises an eyebrow.&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Alosaka.&lt;br /&gt;
&lt;br /&gt;
Gregnal stares at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka asks, &amp;quot;You are of the opinion that fear and cowardice are the same?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Xylador says, &amp;quot;Yes.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka says, &amp;quot;Hm.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador blinks.&lt;br /&gt;
&lt;br /&gt;
Alosaka glances at you.&lt;br /&gt;
&lt;br /&gt;
You cock your head at Alosaka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alosaka asks, &amp;quot;Lord Perigourd, are fear and cowardice the same?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, you say, &amp;quot;No.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador asks, &amp;quot;Could we all simply speak aloud?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xylador casually glances around the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking heartily to Xylador, Khoal says, &amp;quot;If one a coward.. they do not face danger...   but one could fear danger and still face it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Alosaka, Puptilian says, &amp;quot;I am sure someone will get the formula, create it, use it on the Krolvin and somehow we will get blamed for it.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Khoal grunts at Xylador and nods.&lt;br /&gt;
&lt;br /&gt;
Xylador shakes his head, totally at a loss.&lt;br /&gt;
&lt;br /&gt;
Alosaka glances around the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You say, &amp;quot;I would say cowardice is a failure to overcome ones fears in the moment and falter instead.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I am going to put this simply.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;I do not think we should throw away something that could save us from an invasion that cannot be repelled.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;To do so is dangerous, and ignorant.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaemyr says, &amp;quot;If the formula or poison still exists, it&#039;s going to be used at some point, and it&#039;ll probably be bad, the only real solution I see is to try to develop some type of cure.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bernadette nods at Vaemyr.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Vaemyr, Missoni says, &amp;quot;Why, that was my precise argument.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;I respect your opinion.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaemyr says, &amp;quot;If you have a cure, you have a much better bargoning chip, and can prevent it from then being used against you even if the poison does get taken.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speaking softly to Vaemyr, Bernadette says, &amp;quot;I grees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xylador says, &amp;quot;Again, there is no guarantee that a cure we create for this will be effective against a variant created by others.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alosaka tilts his head up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaemyr says, &amp;quot;Xylador that is true, but I would suspect a working cure could be modified in about the same effort as the poison being modified into a variant.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alosaka sighs.&lt;br /&gt;
&lt;br /&gt;
Alosaka leans on his lance.&lt;br /&gt;
&lt;br /&gt;
Alosaka stands up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Vaemyr, Xylador says, &amp;quot;The only issue is that is significantly harder to cure than to create the variant.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador nods once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking to Xylador, Alosaka says, &amp;quot;Regardless, I am glad we had this discussion. It helped me refine my thoughts.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xylador nods slowly at Alosaka.&lt;br /&gt;
&lt;br /&gt;
Khoal grunts, a quizzical look on his face.&lt;br /&gt;
&lt;br /&gt;
Alosaka nods at Cryheart.&lt;br /&gt;
&lt;br /&gt;
Alosaka nods at Missoni.&lt;br /&gt;
&lt;br /&gt;
Xylador looks thoughtfully at Khoal.&lt;br /&gt;
&lt;br /&gt;
Missoni smiles.&lt;br /&gt;
&lt;br /&gt;
Missoni nods at Alosaka.&lt;br /&gt;
&lt;br /&gt;
Alosaka says, &amp;quot;Friends, good evening. Be safe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: KST]]&lt;br /&gt;
[[Category: Ashes to Ashes]]&lt;br /&gt;
[[Category: Logs]]&lt;/div&gt;</summary>
		<author><name>JSEVERNS</name></author>
	</entry>
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