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	<updated>2026-04-05T09:36:34Z</updated>
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	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20124</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20124"/>
		<updated>2023-05-14T21:25:09Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Players left base camp and set out into a swampy region west of the base camp. No known threats were identified so it was assumed that this excursion would most likely result in an uneventful stroll through the area.&lt;br /&gt;
* Adrian Tempest led the group into the swamp.&lt;br /&gt;
* The travel was uneventful until they saw a large 15&#039; tall figure standing in an open swamp area.&lt;br /&gt;
* As three of the party approached to investigate, two were attacked by large green tentacle-like creatures. The whole group engaged and began fighting the &amp;quot;tentacles&amp;quot; back. A third &amp;quot;tentacle&amp;quot; appeared as one of the first two was cut away. As the second &amp;quot;tentacle&amp;quot; was cut down a massive &amp;quot;head&amp;quot; like structure appeared and engaged the party. &lt;br /&gt;
* It was about this time that a cloaked figure was seen observing the party while perched on top of a toppled tree 30 feet above the swamp.&lt;br /&gt;
* The figure did nothing but observe as the group fought bitterly to gain the upper hand against the creature(s).&lt;br /&gt;
* When victory was had and the battle finished, the group looked over to see the figure now standing on the far shore of the swamp. The figure raised their hands and magical fire ignited, lighting a path out and away from the swamp. The figure then disappeared.&lt;br /&gt;
* Three of the group followed the lights while three stayed behind to rest and recover from the fight.&lt;br /&gt;
* The lights led to a small round stone cottage that looked as though it had been around for decades. It was simple, sturdy and serviceable. Light and smoke from a fire escaped from the chimney and the windows. The first group approached and knocked. They were invited in to find the individual sitting, still hooded, in front of the lit fire.&lt;br /&gt;
* After pleasantries were shared the individual introduced themselves as a Warden of the Wilds. They were blessed of a nature deity that had tasked them with caring for the natural order of things in this wild place. The Warden had forsaken a life among the mortal races and embraced the task given to them by their god.&lt;br /&gt;
* Soon enough the other three of the party made their way to the cottage. The Warden then informed the group that what they had encountered was an Oblex. These creatures are ooze like but have a special affinity of feeding on creatures memories and, if given enough time, can consume enough of a creatures memories to develop a sort of mimic of that creature. The Oblex the group defeated was one that the Warden had been battling for some time. The first sightings of Oblex in the Wardens space was some 20 years prior.&lt;br /&gt;
* After discussion, the group took their leave of the Warden but asked how they could contact them if need be. Though the Warden did not have an answer they said they would give it some thought. Some days later, individually wrapped gifts arrived at base camp for the group the Warden met.&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Gnolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]], [[Bulio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The players depart with fellow Tempest Brother Expeditionary employees to visit the basecamp of another expeditionary group, [[Perseus Company]].&lt;br /&gt;
*The players soon discover a destroyed Perseus Company watchtower and deduce that the site was attack by [[Gnolls]]. They also discover a body in the tower seller full of mysterious black feathers which suddenly bursts into flames.&lt;br /&gt;
*When camping for the night the players on watch encounter some strange occurrences, such as the trees around them appearing to move, and strange entities watching them from beyond the tree line.&lt;br /&gt;
*The players arrive at the Perseus Basecamp to find it had been raided by Gnolls the day before. They discover that the camp was plagued with madness and find some of the bodies deceased due to strange unnatural causes.&lt;br /&gt;
*The players encounter Bulio who had concealed his cart and shop, &amp;quot;Bulio&#039;s Bobbles and Boons,&amp;quot; under a large tarp. In exchange for informing Bulio of the location of the Tempest Brother&#039;s basecamp, he gifts the players with some magic items before taking his leave.&lt;br /&gt;
*Investigating the camp center inside a large temple, they discover survivors being held at the mercy of a band of Gnolls, all being overseen by a strange Green Knight&lt;br /&gt;
*The players defeat the Gnolls while the Green Knight is able to escape. The players also come into possession of the Zephyr Blade, the strange and magical weapon of Perseus Camp&#039;s now deceased leader&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;  Paul Fletcher, Lolth, Spiders&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Paul greets all the adventurers who arrived at basecamp, and acquires the team assigned to him to clear out the southern area of the wilds near camp and to explore some proposed ruins that were claimed to be there. &lt;br /&gt;
* Once there, they began clearing out the rooms. The first room was fairly empty, aside from a handful of normal wolf spiders. The second room was the main chamber of the temple, with a large statue of Lolth. The statue was dusty and run down, save for her outstretched palm, which was distinctly un-dusty. Paul informs them that typically sculptures like this has a gem or tribute in her hand. &lt;br /&gt;
* The hallways leading off of this room was covered in webs and a dark ichor. Magical sentinel goopey spider legs manifested from the ichor and hit the players if they ran past. After fighting through, they arrive to a small room, still with the ichor, and  a large nest. The party then fought the patriarch spider that resided there, the Haunter of the Night.&lt;br /&gt;
* After disposing of the spider, the party cut open the nest to find various dead bodies of adventurers past. The party also found a large deep red gem, which Paul took back and placed in the hand of Lolth, which causes a secret door to open, revealing a steep staircase going down. When the gem is removed, the door closes. The party took the gem, and left the temple otherwise alone.&lt;br /&gt;
&lt;br /&gt;
===Session 1d: Kickoff Megagame - ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 2: Curious Company ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Collector, Jack of Hearts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Black Jack]] (First Session), [[Nester Spitemore]] (First Session), [[Kompi]] (First Session), [[Dragonett]] (First Session), [[Marion Ette]] (First Session), [[Juno]] (First Session), [[Dothand Raki]] (First Session),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (5/1/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Cookie]], [[Velemar Decrye]], [[The Collector]], [[Jack of Hearts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 5040 (911 at Level 3, 792 at Level 4, 673 at Level 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The Tempest Brother&#039;s Expeditionary Company is contacted by a powerful and mysterious aristocrat by the name of the Collector to recover a specific tome for him out in the wilds, a First Edition copy of &#039;&#039;[[A Cosmos Compendium: An Academic&#039;s Guide to Quelmar Starcharting]]&#039;&#039;. He meets with the players and provides them with a map and a key to the cavern where it is held.&lt;br /&gt;
*The players depart into the jungle and continue their trek into the night, where they spot a small campfire in the distance. While some players remaining in hiding, the rest of the party meet the charismatic Jack of Hearts and his band of adventurers. Jack of Hearts&#039; crew included the individuals going by the names of [[Malakar the Maleficent|Malakar]], [[Commando Reconnaissance Unit Theta|Theta]], [[Yellana Eedryll]], [[Titan]], [[Tini]], and [[Wren]], along with two of the Pentulven Brothers.&lt;br /&gt;
*After the players leave, they discover that some of them were dosed with a sleeping poison and that Jack of Hearts had stolen the map and the key. Rushing to the cavern where the book is said to be, the player&#039;s find that Jack of Hearts and his team had already completed most of the dungeon themselves.&lt;br /&gt;
*The party pursues the thieves to the final room where the book is held and engage them in combat, only for the tome&#039;s guardian, a massive blue Behir by the name of Grimlight, to attack. The beast entered combat by consuming one of the Penulven Brothers and casting Greater Invisibility on themselves.&lt;br /&gt;
*The players came to a soft truce with Jack of Hearts and his team to defeat the Behir, and eventually came to the deal that the players could take the book as long as Jack of Hearts got to keep the treasure from the cave.&lt;br /&gt;
*On their way back to camp the player&#039;s discovered that the book had strange vertigo indusing effects before handing it over to the Collector. Before he left the Collector revealed that he had also been responsible for hiring Jack of Hearts to retrive the book.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=19827</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=19827"/>
		<updated>2023-05-02T02:03:54Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Session 1a: Kickoff Megagame - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Philosopher&#039;s Stone&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 1a: Kickoff Megagame - ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=19788</id>
		<title>Within the Wicked Wilds</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=19788"/>
		<updated>2023-05-01T01:50:32Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wicked Wilds Logo Design.png|center|[[PR]]]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is Quelmar’s 4th community D&amp;amp;D campaign. Based in central PA, Wicked Wilds follows behind [[Into the Greedy Green]] but picks up 66 years forward into the future, in 893 [[PR]], and shifts from Isonhound to the continent of [[Amusa]].&lt;br /&gt;
&lt;br /&gt;
Wicked Wilds began in April 2023 and is expected to run for approximately 2 years (based on previous community campaigns)&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
In the year 877 PR, airships filled the skies, the accomplishment of [[Tolme Pendergras]] spreading to all points in the realm.  As the need for airships in the war against [[Tiamat]] is satisfied, private and commercial construction begins. &lt;br /&gt;
&lt;br /&gt;
Now 15 years later in 893 PR on the continent of [[Amusa]], in [[Galik|The City of Galik]], one particular company by the name of [[Tempest Brothers Expeditionary Company]] has been the most recent recipient of two aged airships. They are earnestly looking for eager adventurers to join them and use this new technology and venture deeper into the heart of Amusa than was ever possible before. &lt;br /&gt;
&lt;br /&gt;
Those choosing to take up the challenge will find gold, glory and fame…within the Wicked Wilds&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/PCs|Player Characters]]==&lt;br /&gt;
&lt;br /&gt;
*Player Characters for Wicked Wilds start at 3rd level with 900 XP and all available starting equipment&lt;br /&gt;
*Any backgrounds that provide free feats are excluded&lt;br /&gt;
*This campaign requires the use of the latest version of any published material&lt;br /&gt;
*No UA is permitted due to potential balancing issues&lt;br /&gt;
*The world of Quelmar has unique racials available that are listed on the wiki at quelmarwiki.com  in the tab “Portals” &amp;gt; ”Gamemaster”&lt;br /&gt;
* Allowed Stat generation includes Standard Array, Point Buy, and rolling 4d6 (as per PHB pg 13).&lt;br /&gt;
* No child characters.&lt;br /&gt;
[[Within the Wicked Wilds/PCs|Current Player Roster]] (&amp;lt;-- Click)&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/NPCs|NPCs]]==&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/The Story So Far|The Story So Far]]==&lt;br /&gt;
&lt;br /&gt;
===[[Within the Wicked Wilds/Player Recaps|Player Session Recaps]]===&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/Player Resources|Wicked Wilds Player Resources]]==&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*All directions of movement, including diagonals, are 5 feet.&lt;br /&gt;
*Taking a critical hit while making death saving throws is 1 automatic fail, not 2.&lt;br /&gt;
* Ammunition and Carrying Capacity are not tracked. Though it may be determined on a case by case basis if you are carrying too much of something.&lt;br /&gt;
*It&#039;s assumed players are supplied basic components for spells at camp between sessions. Very expensive components (like diamonds) are still tracked and necessary.&lt;br /&gt;
* An inspiration point can be used to &amp;quot;De-Inspire&amp;quot; an enemy&#039;s check, save, or attack.&lt;br /&gt;
*Allies and Enemies in a line of fire do not provide half-cover (unless they actively choose to provide cover for someone else)&lt;br /&gt;
*The Flanking variant rule is in play, allowing players to get advantage if they attack an enemy from two opposing sides.&lt;br /&gt;
*Players can cast 2 spells on their turn as long as one is a bonus action, and is not limited to Cantrip actions only.&lt;br /&gt;
*Critical Hit Variant Rule: &lt;br /&gt;
**When a critical attack is rolled, gather the entire dice pool as per the standard rule.&lt;br /&gt;
**Remove one of the dice representing the weapons base damage and set it aside with its highest value facing up.&lt;br /&gt;
** Roll the rest of the dice pool.&lt;br /&gt;
**Total the rolled dice pool and then add the highest value of the die that was set aside.&lt;br /&gt;
** Then add any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
==Code of Conduct==&lt;br /&gt;
All participants (players, DMs, and organizers) are automatically expected to adhere to the following Code of Conduct, and consent to the use of the X-Card, when playing a Wicked Wilds Community table.&lt;br /&gt;
&lt;br /&gt;
#All Wicked Wilds Community Campaign participants are here to have fun and should feel safe and included at all times. Fun at others’ expense is no fun at all.  &lt;br /&gt;
#Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others at the event. Wicked Wilds is a public, community campaign, open to all State College players of ages 13 and up. Please avoid excessively vulgar, sexual, or overly mature themes when requested.&lt;br /&gt;
#Follow the DM’s lead, try to avoid extended arguments with the DM or other players over rules, as time is limited at these events. The Dungeon Master has the right to remove a disruptive player from the table. Disruptive behavior includes (but is not limited to):&lt;br /&gt;
##Speaking over other players.&lt;br /&gt;
## Excessive cross-talk that is not relevant to the adventure being played.&lt;br /&gt;
##Not sharing the spotlight with other players.&lt;br /&gt;
#No tolerance is given for aggressive behavior, and are grounds for immediate removal from the game.&lt;br /&gt;
##Aggressive behavior includes threats of or actual physical aggression against another player, disrespecting pronouns, using slurs, and otherwise harassing participants.&lt;br /&gt;
#Any player who oversteps a boundary, whether explicitly set or not, should be held accountable with the use of the X-Card. X-Carded behaviors will immediately be halted and discontinued at the present table.&lt;br /&gt;
#If a participant feels uncomfortable bringing an issue to the attention of the table via X-Card, the participant should notify a Dungeon Master or Quelmar Representative as soon as comfortably possible.&lt;br /&gt;
#Participants are required to have received their vaccine for the ongoing COVID-19 pandemic, to keep playing spaces at a level of safety expected by the community. The use of masks at the table is optional but encouraged.&lt;br /&gt;
&lt;br /&gt;
==[https://forms.gle/QZGGD4ir5zQ6ZFwk6 Wicked Wilds Feedback Form]==&lt;br /&gt;
Feel free to use the above document to submit any feedback, suggestions, or concerns you have about &#039;&#039;Within the Wicked Wilds&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Tempest Brothers Expeditionary Company]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=18746</id>
		<title>Within the Wicked Wilds</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=18746"/>
		<updated>2023-03-14T23:57:45Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wicked Wilds Logo Design.png|center]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is Quelmar’s 4th community campaign. Based in central PA, Wicked Wilds follows behind [[Into the Greedy Green]] but picks up 66 years forward into the future and shifts from Isonhound to the continent of Amusa.&lt;br /&gt;
&lt;br /&gt;
Wicked Wilds began in April 2023 and is expected to run for approximately 2 years (based on previous community campaigns)&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
In the year 877 PR, airships filled the skies, the accomplishment of [[Tolme Pendergras]] spreading to all points in the realm.  As the need for airships in the war against [[Tiamat]] is satisfied, private and commercial construction begins. &lt;br /&gt;
&lt;br /&gt;
Now 15 years later in 893 PR on the continent of [[Amusa]], in [[Galik|The City of Galik]], one particular company by the name of [[Tempest Brothers Expeditionary Company]] has been the most recent recipient of two aged airships. They are earnestly looking for eager adventurers to join them and use this new technology and venture deeper into the heart of Amusa than was ever possible before. &lt;br /&gt;
&lt;br /&gt;
Those choosing to take up the challenge will find gold, glory and fame…within the Wicked Wilds&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/PCs|Player Characters]]==&lt;br /&gt;
&lt;br /&gt;
* Player Characters for Wicked Wilds start at 3rd level with 900 XP and all available starting equipment&lt;br /&gt;
* Any backgrounds that provide free feats are excluded &lt;br /&gt;
* This campaign requires the use of the latest version of any published material&lt;br /&gt;
* No UA is permitted due to potential balancing issues&lt;br /&gt;
* The world of Quelmar has unique racials available that are listed on the wiki at quelmarwiki.com  in the tab “Portals” &amp;gt; ”Gamemaster”&lt;br /&gt;
* Allowed Stat generation includes Standard Array, Point Buy, and rolling 4d6 (drop low).&lt;br /&gt;
&lt;br /&gt;
== Player Character Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Characters will be rewarded with XP upon the completion of a game session. XP will be tracked on the Player Tracker spreadsheet and shared through the wiki. &lt;br /&gt;
* XP will be awarded on a sliding scale to help balance the disparity of character levels that may find themselves at the same session. Average character level of the party will be used to determine base XP for the session.&lt;br /&gt;
* XP will be rewarded for player contributions to the Quelmar Wiki. Thresholds will be established that will create diminished returns as players continue to write but the DMs do not, at this time, see a reason to put a cap on XP earned from Wiki contributions.&lt;br /&gt;
** An example of diminished returns would be as follows: &lt;br /&gt;
*** 1XP per word, up to a total of 2,000 words. &lt;br /&gt;
*** 1XP per 2 words from 2,001 words to 4,500 words&lt;br /&gt;
*** 1XP per 3 words from 4,500 words to 7,000 words&lt;br /&gt;
*** And so on…&lt;br /&gt;
* Should the level deviation in the player base begin to hinder the ability of the DMs or the general fun and challenge of sessions, the DM team reserves the right to increase starting level and bump all existing characters still at the starting level.&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/NPCs|NPCs]]==&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/The Story So Far|The Story So Far]]==&lt;br /&gt;
&lt;br /&gt;
===[[Within the Wicked Wilds/Player Recaps|Player Session Recaps]]===&lt;br /&gt;
&lt;br /&gt;
==[[Within the Wicked Wilds/Player Resources|Wicked Wilds Player Resources]]==&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
* All directions of movement, including diagonals, are 5 feet.&lt;br /&gt;
* Taking a critical hit while making death saving throws is 1 automatic fail, not 2.&lt;br /&gt;
* Ammunition and Carrying Capacity are not tracked. Though it may be determined on a case by case basis if you are carrying too much of something.&lt;br /&gt;
* It&#039;s assumed players are supplied basic components for spells at camp between sessions. Very expensive components (like diamonds) are still tracked and necessary.&lt;br /&gt;
* An inspiration point can be used to &amp;quot;De-Inspire&amp;quot; an enemy&#039;s check, save, or attack.&lt;br /&gt;
* Allies and Enemies in a line of fire do not provide half-cover (unless they actively choose to provide cover for someone else)&lt;br /&gt;
* The Flanking variant rule is in play, allowing players to get advantage if they attack an enemy from two opposing sides.&lt;br /&gt;
* Players can cast 2 spells on their turn as long as one is a bonus action, and is not limited to Cantrip actions only.&lt;br /&gt;
* Critical Hit Variant Rule: &lt;br /&gt;
** When a critical attack is rolled, gather the entire dice pool as per the standard rule.&lt;br /&gt;
** Remove one of the dice representing the weapons base damage and set it aside with its highest value facing up. &lt;br /&gt;
** Roll the rest of the dice pool. &lt;br /&gt;
** Total the rolled dice pool and then add the highest value of the die that was set aside.&lt;br /&gt;
** Then add any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
== Code of Conduct ==&lt;br /&gt;
All participants (players, DMs, and organizers) are automatically expected to adhere to the following Code of Conduct, and consent to the use of the X-Card, when playing a Wicked Wilds Community table.&lt;br /&gt;
&lt;br /&gt;
# All Wicked Wilds Community Campaign participants are here to have fun and should feel safe and included at all times. Fun at others’ expense is no fun at all.  &lt;br /&gt;
# Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others at the event. Wicked Wilds is a public, community campaign, open to all State College players of ages 13 and up. Please avoid excessively vulgar, sexual, or overly mature themes when requested.&lt;br /&gt;
# Follow the DM’s lead, try to avoid extended arguments with the DM or other players over rules, as time is limited at these events. The Dungeon Master has the right to remove a disruptive player from the table. Disruptive behavior includes (but is not limited to):&lt;br /&gt;
## Speaking over other players.&lt;br /&gt;
## Excessive cross-talk that is not relevant to the adventure being played.&lt;br /&gt;
## Not sharing the spotlight with other players.&lt;br /&gt;
# No tolerance is given for aggressive behavior, and are grounds for immediate removal from the game.&lt;br /&gt;
## Aggressive behavior includes threats of or actual physical aggression against another player, disrespecting pronouns, using slurs, and otherwise harassing participants.&lt;br /&gt;
# Any player who oversteps a boundary, whether explicitly set or not, should be held accountable with the use of the X-Card. X-Carded behaviors will immediately be halted and discontinued at the present table.&lt;br /&gt;
# If a participant feels uncomfortable bringing an issue to the attention of the table via X-Card, the participant should notify a Dungeon Master or Quelmar Representative as soon as comfortably possible.&lt;br /&gt;
# Participants are required to have received their vaccine for the ongoing COVID-19 pandemic, to keep playing spaces at a level of safety expected by the community. The use of masks at the table is optional but encouraged.&lt;br /&gt;
&lt;br /&gt;
==[https://forms.gle/QZGGD4ir5zQ6ZFwk6 Wicked Wilds Feedback Form]==&lt;br /&gt;
Feel free to use the above document to submit any feedback, suggestions, or concerns you have about &#039;&#039;Within the Wicked Wilds&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Tempest Brothers Expeditionary Company]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Tempest_Brothers_Expeditionary_Company&amp;diff=18638</id>
		<title>The Tempest Brothers Expeditionary Company</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Tempest_Brothers_Expeditionary_Company&amp;diff=18638"/>
		<updated>2023-03-12T17:30:45Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location}}A brief summary of the location.  &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Created in the year 892PR, and founded in the city of Galik on the continent of Amusa, The Tempest Brothers Expeditionary Company resides in one of the smaller private shipyards on the edge of the city. Two aged ships sit on moorings, older propeller engines off. A worn and rusty but serviceable two story hangar building, that can just fit either of the two ships in its single bay, stands on the street side of the yard. The freshly painted maroon and gold sign bearing the name of the company hanging over the front doorway.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Tempest_Brothers_Expeditionary_Company&amp;diff=18637</id>
		<title>The Tempest Brothers Expeditionary Company</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Tempest_Brothers_Expeditionary_Company&amp;diff=18637"/>
		<updated>2023-03-12T17:30:18Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Created page with &amp;quot;{{Infobox location|title = {{PAGENAME}}|type = Is it a town? Is it a bar? A castle?|location = Where is located? What continent? City?|Government = Oligarchy? Monarchy? Democr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Is it a town? Is it a bar? A castle?|location = Where is located? What continent? City?|Government = Oligarchy? Monarchy? Democracy?|inhabiting Race = What is the major race of this location?}}A brief summary of the location.  &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Created in the year 892PR, and founded in the city of Galik on the continent of Amusa, The Tempest Brothers Expeditionary Company resides in one of the smaller private shipyards on the edge of the city. Two aged ships sit on moorings, older propeller engines off. A worn and rusty but serviceable two story hangar building, that can just fit either of the two ships in its single bay, stands on the street side of the yard. The freshly painted maroon and gold sign bearing the name of the company hanging over the front doorway.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=18636</id>
		<title>Galik</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=18636"/>
		<updated>2023-03-12T17:22:43Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article is about the metropolis in Amusa, for the domain where the city is located, see [[Galik (Domain)]]&#039;&#039;&amp;lt;blockquote&amp;gt;&amp;quot;Welcome to Galik, the jewel city of Quelmar, also known as &amp;quot;The Entertainer&#039;s Paradise&amp;quot;. An urban monument, Galik is so massive it could take you a week to walk from one end to the other. It is the epicenter of strange activity and the headquarters of more than a thousand guilds. Galik is indeed the city that never sleeps. As we approach, you&#039;ll see up ahead the brilliant lights of the many magical, scholarly, and defensive towers that dot the metropolis, like stars in the night.&amp;quot; - Typical monologue given to approaching tourists in carts.&amp;lt;/blockquote&amp;gt;{{Infobox location|title = Galik|image = Galikcity.jpg|imagecaption = Monolithic structures tower over fields of houses and shops.|type = Massive City|Government = Council|location = [[Amusa]]|inhabiting Race = All}}&#039;&#039;&#039;Galik&#039;&#039;&#039;, also known as &#039;&#039;&#039;Entertainer&#039;s Paradise&#039;&#039;&#039;, is the largest city in [[Amusa]], and home to a massively assorted set of citizens. The city also gives name to the domain it is located in, also called [[Galik (Domain)|Galik]]&lt;br /&gt;
&lt;br /&gt;
Galik was founded some time before 364 [[BR]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Galik was home to its own form of cant, known as [[Galik Street Slang]]. &lt;br /&gt;
&lt;br /&gt;
Thanks to the great city watch of Galik, people who cause havoc or chaos can be easily influenced to get out of the city as places close their doors or raise their prices or stop providing services (free or otherwise). They become nobodies and the city passes them by, making them effectively become as notable or useful as the beggars. It is a stigma nobody risks, as as such, Galik is safe place to be during the day. &lt;br /&gt;
&lt;br /&gt;
However, at night, when faces can be hidden or concealed in the shadows, the good humor of the city paves way for danger and subterfuge. &lt;br /&gt;
&lt;br /&gt;
Etiquette is important in Galik, and if you aren&#039;t local, and aren&#039;t particularly popular or social, it&#039;s likely you will be avoiding the high circles and the social partying. The Burghesses of Galik don&#039;t tend to fraternize with the countless adventurers and oath-wielders who patrol the streets looking for adventure. Ultimately though, passing adventurers are still tourists, and to the locals, they won&#039;t attract the love and attention they might hope for, outside of a tavern of drunks. &lt;br /&gt;
&lt;br /&gt;
Everyone in Galik has a place, and doing their job right lets them enjoy the fruits of everyone else&#039;s job. That&#039;s how a working city gets by. &lt;br /&gt;
[[File:Galikcolormap.png|thumb|A Rough Map of Galik&#039;s districts, indicated by color]]&lt;br /&gt;
&lt;br /&gt;
== City Information ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Galik is run by an Oligarchy of Leaders, called the &#039;&#039;&#039;Galik Council of Burghers&#039;&#039;&#039; led by a High Burgher or Burghess. The Council contains the following members:&lt;br /&gt;
&lt;br /&gt;
* The High Burgher&lt;br /&gt;
* Maestro of the Arts&lt;br /&gt;
* Burgher of the Distillery&lt;br /&gt;
* Keeper of the City of the Dead&lt;br /&gt;
* Commisioner of the Docks&lt;br /&gt;
* Magistrate of the Great Speakers&lt;br /&gt;
* Head of Crafts&lt;br /&gt;
* Arch-herbalist of the Alchemical&lt;br /&gt;
* Keeper of the Bars&lt;br /&gt;
* Wrangler of the Stables&lt;br /&gt;
* Lord of Stoneworkers&lt;br /&gt;
* Lord of Woodworkers&lt;br /&gt;
* Lord of Metallurgists&lt;br /&gt;
* Archmage of the Wizards Guild&lt;br /&gt;
* Head Librarian of the Scribes&lt;br /&gt;
* Commander of the Lyregurad&lt;br /&gt;
* Madame of the Merciful Touch&lt;br /&gt;
* Lord Commander of the Free Defenders&lt;br /&gt;
* High Admiral of the Riverwatch&lt;br /&gt;
* The High Sheriff&lt;br /&gt;
The 13th High Burgher of Galik was [[James Tyler|James Tyler.]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Laws ===&lt;br /&gt;
* Only leather armor can be worn in public by non-militia&lt;br /&gt;
* Only one one-handed weapon can be visibly carried, and should be sheathed unless used in self defense. All other weapons must be wrapped and stowed, and polearms are not allowed at all. &lt;br /&gt;
* Outdoor spell casting is outlawed without a permit, spellcasting is allowed inside at the owner&#039;s discretion. &lt;br /&gt;
* Merchants always use &amp;quot;detect magic&amp;quot; potions when negotiating prices, to eliminate magical thievery or manipulation. &lt;br /&gt;
[[File:Northwardmap.png|thumb|A close up map of the North Ward, taken around the time of a city-wide blackout in 465 [[PR]]]]&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scribes and Librarians Guild&#039;&#039;&#039;&lt;br /&gt;
** Mostly [[Illumian (Player Race)|Illumian]], these libraries run [[the ArchCrystal Tower]]. The guild was founded in the 300s [[BR]] making it one of the oldest in the city. Duties include the detection of forgeries and transcription of legal procedures across the city and the realm. There is an oath of secrecy that scribes can never reveal that which is demeed a secret, and this is enforced by a number of geas spells cast by a member of the Wizards Guild.&lt;br /&gt;
** Also operate teams of seers and soothsayers.&lt;br /&gt;
*&#039;&#039;&#039;The Bard&#039;s College of Galik&#039;&#039;&#039; -  founded by &#039;&#039;&#039;Maestro Publius Teretinus&#039;&#039;&#039;, who also had a seat on the Council of Burghers.&lt;br /&gt;
** Publius&#039; famous quote: &amp;quot;&#039;&#039;I am a human, but in this great city nothing is more alien to me than humans&#039;&#039;&amp;quot;&lt;br /&gt;
** The college itself is mostly hands off, more of a quality control network of the other various individuals and groups in the city that offer bardic lessons. They certify schools, but don&#039;t try to run them. They get the most involved when politics and theatrics intertwine, both for good and bad reasons.&lt;br /&gt;
* &#039;&#039;&#039;The Beggar&#039;s Guild&#039;&#039;&#039;&lt;br /&gt;
** A mostly secret organization for beggars who use their position to give information and spy for those who can pay. They go on the streets mostly unnoticed but have eyes and ears on lots of things.&lt;br /&gt;
** Not all beggars are members of the guild, about 2 in 3 are just homeless citizens.&lt;br /&gt;
** Guild members pay 1 cp per week plus a percentage of their begging income. In return they are given a fairly substantial fortune in food, beverages, and other other goods hidden in various caches around the city. &lt;br /&gt;
* &#039;&#039;&#039;Brewers Guild -&#039;&#039;&#039; The three big brewers (Lute Stout, High Note Red Ale, and Tenker&#039;s tap) are all members of the guild, and form an organization that approves or shuts down other various startups, while keeping the competition stifled...and also monopolize tavern drinks.&lt;br /&gt;
* &#039;&#039;&#039;Innkeepers Association&#039;&#039;&#039; - Anyone who runs an Inn or Tavern in Galik &#039;&#039;must&#039;&#039; join the Innkeepers guild, and pay a small percentage of the inn&#039;s yearly income.  &lt;br /&gt;
** However, many know that inns and taverns are terrible at accurately accounting all income, and so payments are impossible to gauge accurately. The most important part of the guild is that they loan out money to members who need repairs or other loans, but charge a steep 15% interest. Occasionally the guild has also been known to organize sabotage of taverns that don&#039;t follow guild rules or risk revealing damaging activity or shady business. The guild knows taverns are shady fronts a lot of the times, but they merely want to manage the public facing side. Do NOT mess with this balance.&lt;br /&gt;
*&#039;&#039;&#039;Stoneworkers Guild&#039;&#039;&#039;&lt;br /&gt;
** Includes stonemasons, bricklayers&lt;br /&gt;
** The most incorruptible group, prompt, timely, and professional.&lt;br /&gt;
** Also includes the Underbuilders union which is a lot of dwarves and gnomes who do work under the city.&lt;br /&gt;
*Woodworkers Guild&lt;br /&gt;
**Including Wheelwrights&lt;br /&gt;
*&#039;&#039;&#039;Docks Guild&#039;&#039;&#039;&lt;br /&gt;
** Shipworkers and cargomen&lt;br /&gt;
** Rivermen and water folk&lt;br /&gt;
** Shipwrights&lt;br /&gt;
* &#039;&#039;&#039;Breeders Guild&#039;&#039;&#039;&lt;br /&gt;
** Stables, horses, animals&lt;br /&gt;
* &#039;&#039;&#039;Harlots Guild&#039;&#039;&#039;&lt;br /&gt;
** Called the &#039;&#039;Sisters of the Merciful Touch&#039;&#039;, but despite the name, there are also many men in their ranks as well.&lt;br /&gt;
** Main goal is to keep guildmembers safe.&lt;br /&gt;
* &#039;&#039;&#039;Fraternal Brotherhood of Lawyers&#039;&#039;&#039;&lt;br /&gt;
** Barristers, who do the intercourt work and set up all the judicial things&lt;br /&gt;
** Solicitors, who work with the clients&lt;br /&gt;
** These are all freelance, none of them are public defenders and if they become judges or public workers they must relinquish membership in the guild.&lt;br /&gt;
* &#039;&#039;&#039;The Dominion of the Arcane (Wizards Guild)&#039;&#039;&#039;&lt;br /&gt;
** Aloof from the political&lt;br /&gt;
** A number of towers across the city, towers come in three types: apprentice towers, adept towers, and a maximum of 1 mastery tower per district.&lt;br /&gt;
** Limited positions, and positions only open up with a member dies or resigns.&lt;br /&gt;
&lt;br /&gt;
=== Societies ===&lt;br /&gt;
These societies are distinct from the Guilds of Galik as they do not recognize themselves as city-wide political unions, and fall under different laws and rules than formal guilds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farseekers of Twilight&#039;&#039;&#039;&lt;br /&gt;
** Anti-Human, Anti-Industrial, concerned with the safety of natural lands&lt;br /&gt;
* &#039;&#039;&#039;Order of the Protectors&#039;&#039;&#039;&lt;br /&gt;
** Non-city endorsed group of battle clerics who are [[Helm]] enthusiasts and hope to make names for themselves as healers and protectors.&lt;br /&gt;
* &#039;&#039;&#039;Orphans of War&#039;&#039;&#039;&lt;br /&gt;
** A group of those who seek to recognize and honor those lost in [[the Holy War]], the [[Realm War I|Realm War]], and more.&lt;br /&gt;
* &#039;&#039;&#039;LongHunters&#039;&#039;&#039;&lt;br /&gt;
** Ranger enthusiasts&lt;br /&gt;
* &#039;&#039;&#039;Steelhelm Doorbargers&#039;&#039;&#039;&lt;br /&gt;
** Dwarves who used to own and operate in the land formerly known as Galik who fight and lobby for Dwarven recognition, a Dwarfen district, and maybe even a rename of the city to Steelhelm City. They also outside of political movements gather to celebrate Dwarven ubiquity and party and sing the old songs and speak in dwarven codes.  Affectionally known as &amp;quot;The damn dwarf society&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of The Scale Skinners&#039;&#039;&#039;&lt;br /&gt;
** A group that trains itself on the most effective ways to fight dragons in case they ever come back. A lot of conspiracists.&lt;br /&gt;
&lt;br /&gt;
=== Secret Societies and Criminal Organizations ===&lt;br /&gt;
Much like the societies, except these groups don&#039;t operate under ANY rules or laws of the city, typically operating illegally in the shadows or out of the oversight of the city&#039;s councils...or purposefully outside of city council jurisdiction.&lt;br /&gt;
&lt;br /&gt;
*Cults of [[Vecna]], [[Bane]], [[Tiamat]], [[Orcus]], [[the Raven Queen]], and other evil entities.&lt;br /&gt;
*&#039;&#039;&#039;[[ShadowGuild]]&#039;&#039;&#039; - a Thieves&#039; Guild that operates directly under the city in the sewer system. Mostly local scum, participating in smuggling of goods in and out of the city, including human and drug trafficking. &lt;br /&gt;
*[[Red Blades|The Red Blades]] - Assassins Guild&lt;br /&gt;
*&#039;&#039;&#039;Slavers&#039; Guild&#039;&#039;&#039;&lt;br /&gt;
** Work with the ShadowGuild and the ShadowMasks Brotherhood. The Slaver&#039;s guild has secret connections in a handful of temples of [[Sharess]]&lt;br /&gt;
** Founded by Half-Elf Wizard &#039;&#039;&#039;Makeesh.&#039;&#039;&#039; They Run &#039;&#039;&#039;The Exotic Gourmet Club&#039;&#039;&#039;, an eatery with meats you would not believe.&lt;br /&gt;
** The founder of the [[Shinardi]] (Deng Lo) worked with them to export slaves across the eastern ocean to Troverth.&lt;br /&gt;
** Works in sporadic ways, avoiding all patterns and has escaping notice.&lt;br /&gt;
*The Black Brotherhood&lt;br /&gt;
*The Shadow Masks&lt;br /&gt;
* Grey Deacons&lt;br /&gt;
*&#039;&#039;&#039;Throne of Arms&#039;&#039;&#039;&lt;br /&gt;
** Control of weapons, seizing and selling and trading of all sorts of weaponry and armors. Several vendors keep stock if you know the right way to ask.&lt;br /&gt;
* &#039;&#039;&#039;Knights of ScaleMail&#039;&#039;&#039;&lt;br /&gt;
** A group of secret members from within various trades, nobilities, and shops, participate in sharing secrets and having drinks. Pass information up to friends that could be viable in their side of the city, but otherwise keep a low profile. Natural citizens of Galik only. &lt;br /&gt;
&lt;br /&gt;
=== Publications/News ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[The Galik Gazette]]&#039;&#039;&#039; was a publication run by &#039;&#039;Squagly the Story Squire&#039;&#039;, a kobold with numerous city connections. The Gazette was a bit of a tabloid, running with rumors and stories that other publications would not run without proper investigation. The Gazette was not widely read, but the small base of readers it did have devoured each and every weekly issue ravenously. &lt;br /&gt;
&lt;br /&gt;
=== Performance Venues ===&lt;br /&gt;
* The House of Balthazar Impresario, the first Opera House in the realm&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
[[File:GalikGodsBR.PNG|thumb|242x242px|Galik&#039;s Most Worshiped Deities (BR Era)]]&lt;br /&gt;
&lt;br /&gt;
* The biggest church in the city is the &amp;quot;&#039;&#039;Auditorium of the Silver Harp&#039;&#039;&amp;quot; lead by Jared Strann and his priests, which doubles as a performance hall. The church worships [[Corellon]] and [[Oghma]].&lt;br /&gt;
* The market district is known to be one of the only economic centers in the realm with a prominent church on the grounds, the &#039;&#039;&#039;&amp;quot;&#039;&#039;&#039;&#039;&#039;Favored Coin Temple&#039;&#039;&amp;quot; is a place for merchants to make prayers to [[Waukeen]] the goddess of prosperity and merchandise.&lt;br /&gt;
*&#039;&#039;&amp;quot;The Ossuarium of [[Nerull]]&amp;quot;&#039;&#039; is a simple subterranean worship center for the god of death. When not partaking in religious ceremonies, the crypt offers luxury funerary services for those who can afford them. In later years the Ossuarium would primarily serve [[Raven Queen|The Raven Queen]].[[File:GalikGodsPR.PNG|thumb|239x239px|Galik&#039;s Most Worshiped Deities (PR Era)]]&lt;br /&gt;
*&#039;&#039;&amp;quot;Temple of Skilled Hands&amp;quot;&#039;&#039;, lead by Liserion, worships Tharmekhûl and [[Moradin]], gods of smelting and smithing.&lt;br /&gt;
*&#039;&#039;&amp;quot;House of the Ever Vigilant Guard&amp;quot;&#039;&#039; lead by Elissa Perinor, worships [[Helm]] the god of guards.&lt;br /&gt;
*&#039;&#039;&amp;quot;The High Sanctum of the Scroll&amp;quot;&#039;&#039;, a church originally built for Vecna worship but over time followed [[Ioun]], [[Ye&#039;Cind]], and [[Hat]].&lt;br /&gt;
*&#039;&#039;&amp;quot;The Exhalted Temple of [[Pelor]]&amp;quot;&#039;&#039;, lead by Bofred the Just&lt;br /&gt;
*&#039;&#039;&amp;quot;The Shrine of the Uplifted Sword&amp;quot;&#039;&#039;, lead by Barahil the Faitful and worshiping of the dragon god [[Bahamut]].&lt;br /&gt;
* Followers of the old god [[Bane]] were known to have frequented Galik in secret, especially around the era of his son [[Iyachtu]] in the late 400s [[PR]].&lt;br /&gt;
* Notable absent are places of worship to [[Mielikki]] or [[Obad-Hai]], Quelmar&#039;s largest nature deities. Though separated by many dogmas, worshipers of both religious believe thoroughly the heart of the realm&#039;s largest city in no place for nature&#039;s praise.[[File:Golik.jpg|thumb|463x463px|left]]&lt;br /&gt;
&lt;br /&gt;
=== Inns, Quarters, Pubs, Bars, Taverns ===&lt;br /&gt;
If you&#039;re looking for information on Galik Taverns, it&#039;s first important to know the &#039;&#039;staple&#039;&#039; Galik drinks. These [[List of Alcoholic Beverages|drinks]] are served nearly anywhere (that can afford to serve them), more info on them can be found on the drinks page: &#039;&#039;&#039;Lute Stout, High Note Red Ale, Tenker&#039;s Tap, Hospitaler&#039;s Mead, Lusty Mermaid Ale, Sell Sword Pale Ale,&#039;&#039;&#039; and &#039;&#039;&#039;Utter Moron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Felled Ogre, run by Durst Hammerhand&lt;br /&gt;
&lt;br /&gt;
* The Bloody Board&lt;br /&gt;
* The Aleman&#039;s Guild (it&#039;s not a guild at all)&lt;br /&gt;
* The Hidden Lady (also an underground brothel rink)&lt;br /&gt;
* The Inn of the Twelve Candles, an inn for rich merchants and pampered adventurers&lt;br /&gt;
* The Wizard&#039;s Familiar, specializes in serving wizards and mages&lt;br /&gt;
* The Black Viper, known for its discretion and private booths.&lt;br /&gt;
* The Cloak and Stagger, appropriately shady.&lt;br /&gt;
* The Pillar and Post, known for being a &amp;quot;child-friendly&amp;quot; bar.&lt;br /&gt;
*The Edesian, a second location opened modeled after the first Edesian in [[Nestle]].&lt;br /&gt;
&lt;br /&gt;
=== Other Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The White Blotter&#039;&#039;&#039;, Galik&#039;s largest hospital, employing nearly 90 clerics of various faiths, as well as over 200 doctors and medical experts.&lt;br /&gt;
*&#039;&#039;&#039;The Office of Commerce and Trade&#039;&#039;&#039; provides licenses. &lt;br /&gt;
*The City&#039;s Mint is called&#039;&#039;&#039;  The Keep&#039;&#039;&#039; and is by far the most secured building in the city. &lt;br /&gt;
&lt;br /&gt;
== Military and Protections ==&lt;br /&gt;
&#039;&#039;&#039;Sheriff Centers&#039;&#039;&#039; dotted in each district contain a handful of brig cells for temporary housing and interrogation. Watchtowers are found all along the city&#039;s walls, and are managed and maintained by a group known as &#039;&#039;&#039;Bymeran&#039;s Walls&#039;&#039;&#039;, a large contracted group who also hires out wall watchers and towerguards to patrol the city borders.&lt;br /&gt;
&lt;br /&gt;
=== Crisis Imperatives ===&lt;br /&gt;
When major events in the city or realm impact the day-to-day life of Galik, the Lyreguard (see below) enact an imperative, which changes the laws of the city. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Galik Minor Crisis Imperative&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
 &#039;&#039;In the event of a minor crisis in this district, the following actions have been taken by the LyreGuard, in cooperation with local forces and volunteer Defenders.  Your participation in the following laws, employed during high-risk situations, is appreciated.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;1. Light armor may be worn publicly, but no heavier protections may be employed lest you be assessed a risk against the city.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;2. Similarly, weapons should be wrapped, and stowed with the exception of (1) sheathed primary item.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;3. Spellcasting, as well as use of magical items, is forbidden outside or in public-use spaces, including taverns, brothels, shops, and forums.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Citizens found breaking Minor Crisis restrictions may be held by force until the crisis is resolved.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Lyreguard]]===&lt;br /&gt;
The Lyreguard are the elite leaders of the Galik Military&lt;br /&gt;
&lt;br /&gt;
===[[Free Defenders (Galik)|The &#039;&#039;Free Defenders&#039;&#039;]]===&lt;br /&gt;
The Free Defenders are made up of volunteers, and typically had a membership of over 4000 defenders at any given time. They are less trained but far more numerous, as the number of benefits that comes with enrolling (including able to carry more weapons and heavier armor) makes them an enticing side-hustle. Many wanna-be adventurers and young adrenaline junkies join the ranks to get their foot in the door of adventure. The Free Defenders all report to a Lord Commander. &lt;br /&gt;
&lt;br /&gt;
There are 300 free defenders at any given time at the city&#039;s citadel, and another 400 defenders at the city keep. The rest of the defenders are on patrol around the city, typically going about their own lives, only going into &amp;quot;Defender&amp;quot; mode if they witness a crime.  &lt;br /&gt;
&lt;br /&gt;
Free Defenders are also given free housing at barracks located over the cities, and meals in the mornings and evenings at communal meal bunkers. &lt;br /&gt;
&lt;br /&gt;
=== River Watch ===&lt;br /&gt;
There are 600+ members of the Galik River Watch (GRW) who sail 40+ ships in and around the Galik harbor and naval yard. They keep all eyes out on the water to see any incoming fleets, and to ensure passage of trading and passenger vessels.  They all report to the High Admiral.&lt;br /&gt;
&lt;br /&gt;
=== Sheriffs ===&lt;br /&gt;
Sheriffs are a very specific type of soldier in Galik who has been trained in the city&#039;s extensive laws and can formally arrest and charge criminals. Often times a Free Defender will do a &amp;quot;Citzen&#039;s Arrest&amp;quot; by keeping a criminal in place until a Sheriff can arrive to evaluate the damages and formally arrest the criminal. Sheriffs have spent years of their lives in courts and law schools, and live in Sheriff Centers found in every district. A number of sheriffs can also be found at important buildings such as the city citadel. Sheriffs have silver badges in the shape of Harps, and ultimately all follow the lead of the High Sheriff (and the UnderSheriff). &lt;br /&gt;
&lt;br /&gt;
Sheriffs also work as Investigators, and sometimes go by the title Investigator or Detective when working ongoing cases in the streets. &lt;br /&gt;
&lt;br /&gt;
=== Constables ===&lt;br /&gt;
Sometimes called &#039;&#039;&#039;Port Authorities,&#039;&#039;&#039; Constables in Galik work under the Chief of Constables (who in turn reports to the High Sheriff) and deal mostly with licenses, warrants, and other small time crimes. They tend to be quick to escalate things to Sheriffs.&lt;br /&gt;
&lt;br /&gt;
== Shops and Economy ==&lt;br /&gt;
Galik has its own local type of currency where Gold Pieces were &#039;&#039;&#039;Harps&#039;&#039;&#039;, Silver was &#039;&#039;&#039;Bards&#039;&#039;&#039;, and Copper was &#039;&#039;&#039;Horns&#039;&#039;&#039;. While the prices of things in the city were largely consistent, the actual price compared to the global economy was reflected in the exchange rate of GP-&amp;gt;Harps.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
* Bartholomew&#039;s Wand Pond, a magical shop watched over by a giant psionic owl and owned by the magical mystic Bart, who is one of the realms experts when it comes to synthesizing [[Quelmar Spells|new spells]]. &lt;br /&gt;
*The Torn Page, a magical service shop offering potions, sometimes including potions of unusual spells (such as a potion of Teleport)&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Spellcasting prices were typically fixed to a similar rate across the city thanks to most spellcasters being involved with the Wizards Guild of Galik (WGG). Typically the guild calculated prices based on an old mathmatical system of: &#039;&#039;&#039;(&#039;&#039;Spell Level Squared) times (Fifty) Plus (Consumed Material Costs Thrice) Plus one tenth cost of stuff not-consumed. Then Round up &#039;till the first two price digits are found in the sequence of Primes.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the formula, some spell costs included Cure Wounds at 53 Harps, Magic Mouth at 230 Harps, and Glyph of Warding at 1150 harps. Lazy or unintelligent shopkeeps would, however, defer to the lists below. &lt;br /&gt;
&lt;br /&gt;
* Level 1: 100 Harps&lt;br /&gt;
* Level 2: 1.000 Harps&lt;br /&gt;
* Level 3: 3.000 Harps&lt;br /&gt;
* Level 4: 9.000 Harps&lt;br /&gt;
* Level 5: 100.000 Harps&lt;br /&gt;
* Level 6: 200.000 Harps&lt;br /&gt;
* Level 7: 500.000 Harps&lt;br /&gt;
* Level 8: 1.000.000 Harps&lt;br /&gt;
* Level 9: 10.000.000 Harps&lt;br /&gt;
&lt;br /&gt;
== Persons of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Artists&#039;&#039;&#039; ===&lt;br /&gt;
[[File:DRegioletteSigil.png|thumb|&amp;quot;The Crown and Mule&amp;quot;, sigil of the D&#039;Regiolette house]]&lt;br /&gt;
&lt;br /&gt;
==== D&#039;Regiolette ====&lt;br /&gt;
The &#039;&#039;&#039;D&#039;Regiolettes&#039;&#039;&#039; were a noble family of song writers, who produced operas, arias, and cantors for innumerous singers of Galik. The D&#039;Regiolettes owned &#039;&#039;&#039;Rue Delour&#039;&#039;&#039;, a block of Galik which included a villa where they lived, as well as stables, and a set of housings for other artists which they sponsored at any given time. Rue Delour was the first structure to be nearly razed to the ground in the [[Galik Blackout of 465]], at which time it housed the artist [[The Crown of Empyrosis#A Flame|Radonis Calfenris]] (the latest heir to the [[Crown of Empyrosis]]) and another artist named [[Ancients Alive/NPCs|Brontalo]]. Both artists became the first (of many) casualties in the Crown&#039;s rampage, setting off the blackout and other events that culminated in [[The Arctic Autumn]].&lt;br /&gt;
&lt;br /&gt;
====[[Core]]====&lt;br /&gt;
The Core (pronounced &amp;quot;Core-Ay&amp;quot;) family was a famous bloodline of musicians and performers that landed in Galik early in the [[PR]] era &lt;br /&gt;
&lt;br /&gt;
== City Underbelly ==&lt;br /&gt;
Besides being dense with trade and commerce, Galik is equally populated by illicit operations on all levels of treachery. Underground socities and guilds lurk in every district, and black markets in shadowy corners can ensure that &#039;&#039;ANYTHING&#039;&#039; is available in Galik if you know where to look.&lt;br /&gt;
&lt;br /&gt;
* [[ShadowGuild]] was one of Galik&#039;s largest and notorious criminal organizations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Realm War I ===&lt;br /&gt;
[[File:GalikmapYear10.png|thumb|247x247px|A Map of the Galik Wards that were at least partially open again in the year 11 [[PR]]]]&lt;br /&gt;
During [[Realm War I]], Galik was still in reconstruction. As a major hot battleground during the [[Holy War]], much of Galik was still ashes and ruin going into the [[PR]] era. As seen in the map to the right, after the first decade of the era, many of Galik&#039;s wards were up and running again (primarily the port and trade adjacent areas) but by the second decade, Galik had reopened all of its districts and wards, finally repaired after the many wars.&lt;br /&gt;
&lt;br /&gt;
=== [[Arctic Autumn|The Arctic Autumn]] ===&lt;br /&gt;
The long chain of events that led to the realm-wide Arctic Autumn in 466 [[PR]] started with a magical blackout in the city the year prior. In late 465 [[PR]], a dwarf named [[Ancients Alive/NPCs#Thriskarn|Thriskarn]] living in the villa of &#039;&#039;&#039;Rue Delour&#039;&#039;&#039; got their hands on [[The Crown of Empyrosis]], which was revealed to have been lurking in Galik for possibly centuries. The Crown stole the city&#039;s fire, leading to a city-wide blackout. &lt;br /&gt;
&lt;br /&gt;
As the lamplighters of the massive city set about their work. Lighting the torches, sconces, and lamps of the streets, they were surprised to find their tinderboxes failing. All around them, the torches began to extinguish. Attempts to strike the flint back again led to sparks but nothing more. Inside countless taverns, the roar of the fire was silenced, and as the sun finally set, the city was plunged into an unfamiliar darkness and icy chill. Immediately, the panic had set in, folks rushing out into the pitch-black would trample each other in invisible riots that crushed creatures, destroyed storefronts, and toppled trees. The scheming thieves and assassin of the city had stumbled upon their perfect night, preying now on a city engulfed in dark madness.&lt;br /&gt;
&lt;br /&gt;
It was a merciless night no one would forget.&lt;br /&gt;
&lt;br /&gt;
Then in the sudden calmness of sunrise, the city began to make sense of what had happened. As an attempt to control the city on this second night, the elite Lyreguard and volunteer Free Defenders have gone on their highest alert. Posters around the city went up yesterday, declaring a state of &amp;quot;Crisis&amp;quot;, complete with several new rules to protect the masses.&lt;br /&gt;
&lt;br /&gt;
The following night, most people stayed indoors. Mages, legally allowed to illuminate their own houses with fire-less light, provided a light in the darkness to those looking for safety. But unfortunately heat was still a concern. Fire of all kinds continued to extinguish itself. Most refused to go out into the windy night, bundling for warmth with friends and family. This in turn led to a mostly peaceful night---But everyone in the district could still hear the occasional rumble or flash of magic in the darkness, hints that mysterious events may still be happening in the city.&lt;br /&gt;
&lt;br /&gt;
On the third night, the city guard had pieced together their intel, putting up Wanted&amp;quot; posters for an old looking Dwarf named &#039;&#039;&#039;Thriskarn&#039;&#039;&#039;. Thriskarn would go on to [[The Empyrosis of the Aegerian Temple|blow up the temples of Istishia and Aegir in the city]], and ultimately set off [[Ancients Alive|a chain of events]] that led to the whole realm freezing over for several months in the Arctic Autumn.&lt;br /&gt;
&lt;br /&gt;
=== Wicked Wilds Setting ===&lt;br /&gt;
In 827PR Tolmè Pendergras introduced Isonhound and eventually the greater world of Quelmar to the amazing technology of air ships. &lt;br /&gt;
&lt;br /&gt;
The development of this technology, driven by the need to support the war effort against Tiamat, quickly spread to the other continents at his behest. Cities and organizations undertook the arduous tasks of establishing their own airship construction. Resources, knowledge and manpower were all focused on supply and transport to the war front on Kiston. &lt;br /&gt;
&lt;br /&gt;
The construction processes were streamlined, designs and safety were improved as many more craftsmen rose to the challenge. Eventually as time went on, the need for the war effort was satisfied and maintained. Cities and companies, seeing great opportunity, began to turn their attention to the use of these ships for civilian use. &lt;br /&gt;
&lt;br /&gt;
In Galik in particular, the largest city on the continent of Amusa and all of Quelmar, being able to traverse the city’s length by air was adopted very quickly by the Lyreguard as a compliment to their Griffon riders. Air Skiffs (smaller airships) could carry a full complement of troops as well as prisoners and resources. They would also offer respite for an injured Griffon in an emergency.&lt;br /&gt;
&lt;br /&gt;
Soon after government officials and private ferrying companies formed and adopted air skiffs for moving people and resources quickly around the city.&lt;br /&gt;
&lt;br /&gt;
As the technology and innovation improved, older models were discarded and often sold off. A used ship business developed that made airship ownership available to those that were not very wealthy or government subsidized. &lt;br /&gt;
&lt;br /&gt;
Today, 15 years after their introduction for public use, in 892 PR, airships are a common presence in the skies over Galik. Large freighters come and go between ports all over Quelmar. Air docks were constructed over the water docks and a brisk import/export business on both air and water flows through the city. &lt;br /&gt;
&lt;br /&gt;
Smaller skiffs bearing cargo, people or a combination of both, zip over the rooftops of the city with the Lyreguard patrolling their flight lanes and keeping traffic orderly. The pattern of travel mirrors the roads below.  Landing ports throughout the city on both street level and rooftops allow for embarking.&lt;br /&gt;
&lt;br /&gt;
Larger ships, with a few notable exceptions, are restricted from travel over the city and are diverted around the perimeter. This rule gave rise to air ship ports being constructed encircling the city at various locations. &lt;br /&gt;
&lt;br /&gt;
The Tempest Brothers Expeditionary Company resides in one of the smaller private shipyards. Two aged ships sit on moorings, older propeller engines off. A worn and rusty but serviceable two story hangar building, that can just fit either of the two ships in its single bay, stands on the street side of the yard. The freshly painted maroon and gold sign bearing the name of the company hanging over the front doorway.&lt;br /&gt;
&lt;br /&gt;
=== [[New Galik]] ===&lt;br /&gt;
Shortly after the [[Cyber Renaissance]], the rebuilding of Galik was underway. This highly modern, reconstructed version of Galik would be deemed &#039;&#039;New Galik&#039;&#039; and build on the remains of what was left of the city. For more information on the city&#039;s history after this point, see [[New Galik]]. &lt;br /&gt;
&lt;br /&gt;
== Behind the Screen ==&lt;br /&gt;
&lt;br /&gt;
* Though Galik&#039;s maps and districts resemble [https://forgottenrealms.fandom.com/wiki/Waterdeep Waterdeep], sources for Galik&#039;s lore and history pull mostly from [https://www.montecookgames.com/welcome-to-ptolus/ Ptolus] and [https://www.froggodgames.com/product/the-lost-lands-bards-gate/ Bard&#039;s Gate]&lt;br /&gt;
&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Ancients Alive]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=18635</id>
		<title>Within the Wicked Wilds</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=18635"/>
		<updated>2023-03-12T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wicked Wilds Logo Design.png|center]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is Quelmar’s 4th community campaign. Based in central PA, Wicked Wilds follows behind [[Into the Greedy Green]] but picks up 66 years forward into the future and shifts from Isonhound to the continent of Amusa.&lt;br /&gt;
&lt;br /&gt;
Wicked Wilds began in April 2023 and is expected to run for approximately 2 years (based on previous community campaigns)&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
In the year 877 PR, airships filled the skies, the accomplishment of [[Tolme Pendergras]] spreading to all points in the realm.  As the need for airships in the war against [[Tiamat]] is satisfied, private and commercial construction begins. &lt;br /&gt;
&lt;br /&gt;
Now 15 years later in 893 PR, in [[Galik|The City of Galik]], one particular company by the name of [[Tempest Brothers Expeditionary Company]] has been the most recent recipient of two aged airships. They are earnestly looking for eager adventurers to join them and use this new technology and venture deeper into the heart of [[Amusa]] than was ever possible before. &lt;br /&gt;
&lt;br /&gt;
Those choosing to take up the challenge will find gold, glory and fame…within the Wicked Wilds&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* Player Characters for Wicked Wilds start at 3rd level with 900 XP and all available starting equipment&lt;br /&gt;
* Any backgrounds that provide free feats are excluded &lt;br /&gt;
* This campaign requires the use of the latest version of any published material&lt;br /&gt;
* No UA is permitted due to potential balancing issues&lt;br /&gt;
* The world of Quelmar has unique racials available that are listed on the wiki at quelmarwiki.com  in the tab “Portals” &amp;gt; ”Gamemaster”&lt;br /&gt;
* Allowed Stat generation includes Standard Array, Point Buy, and rolling 4d6 (drop low).&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
* All directions of movement, including diagonals, are 5 feet.&lt;br /&gt;
* Taking a critical hit while making death saving throws is 1 automatic fail, not 2.&lt;br /&gt;
* Ammunition and Carrying Capacity are not tracked. Though it may be determined on a case by case basis if you are carrying too much of something.&lt;br /&gt;
* It&#039;s assumed players are supplied basic components for spells at camp between sessions. Very expensive components (like diamonds) are still tracked and necessary.&lt;br /&gt;
* An inspiration point can be used to &amp;quot;De-Inspire&amp;quot; an enemy&#039;s check, save, or attack.&lt;br /&gt;
* Allies and Enemies in a line of fire do not provide half-cover (unless they actively choose to provide cover for someone else)&lt;br /&gt;
* The Flanking variant rule is in play, allowing players to get advantage if they attack an enemy from two opposing sides.&lt;br /&gt;
* Players can cast 2 spells on their turn as long as one is a bonus action, and is not limited to Cantrip actions only.&lt;br /&gt;
* Critical Hit Variant Rule: &lt;br /&gt;
** When a critical attack is rolled, gather the entire dice pool as per the standard rule.&lt;br /&gt;
** Remove one of the dice representing the weapons base damage and set it aside with its highest value facing up. &lt;br /&gt;
** Roll the rest of the dice pool. &lt;br /&gt;
** Total the rolled dice pool and then add the highest value of the die that was set aside.&lt;br /&gt;
** Then add any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
== Code of Conduct ==&lt;br /&gt;
All participants (players, DMs, and organizers) are automatically expected to adhere to the following Code of Conduct, and consent to the use of the X-Card, when playing a Wicked Wilds Community table.&lt;br /&gt;
&lt;br /&gt;
# All Wicked Wilds Community Campaign participants are here to have fun and should feel safe and included at all times. Fun at others’ expense is no fun at all.  &lt;br /&gt;
# Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others at the event. Wicked Wilds is a public, community campaign, open to all State College players of ages 13 and up. Please avoid excessively vulgar, sexual, or overly mature themes when requested.&lt;br /&gt;
# Follow the DM’s lead, try to avoid extended arguments with the DM or other players over rules, as time is limited at these events. The Dungeon Master has the right to remove a disruptive player from the table. Disruptive behavior includes (but is not limited to):&lt;br /&gt;
## Speaking over other players.&lt;br /&gt;
## Excessive cross-talk that is not relevant to the adventure being played.&lt;br /&gt;
## Not sharing the spotlight with other players.&lt;br /&gt;
# No tolerance is given for aggressive behavior, and are grounds for immediate removal from the game.&lt;br /&gt;
## Aggressive behavior includes threats of or actual physical aggression against another player, disrespecting pronouns, using slurs, and otherwise harassing participants.&lt;br /&gt;
# Any player who oversteps a boundary, whether explicitly set or not, should be held accountable with the use of the X-Card. X-Carded behaviors will immediately be halted and discontinued at the present table.&lt;br /&gt;
# If a participant feels uncomfortable bringing an issue to the attention of the table via X-Card, the participant should notify a Dungeon Master or Quelmar Representative as soon as comfortably possible.&lt;br /&gt;
# Participants are required to have received their vaccine for the ongoing COVID-19 pandemic, to keep playing spaces at a level of safety expected by the community. The use of masks at the table is optional but encouraged.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=18630</id>
		<title>Within the Wicked Wilds</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds&amp;diff=18630"/>
		<updated>2023-03-12T16:57:36Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Created page with &amp;quot;thumb &amp;#039;&amp;#039;&amp;#039;{{PAGENAME}} &amp;#039;&amp;#039;&amp;#039;is Quelmar’s 4th community campaign. Based in central PA, Wicked Wilds follows behind Greedy Green but picks u...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wicked Wilds Logo Design.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is Quelmar’s 4th community campaign. Based in central PA, Wicked Wilds follows behind Greedy Green but picks up 15 years forward into the future and shifts from Isonhound to the continent of Amusa.&lt;br /&gt;
&lt;br /&gt;
Wicked Wilds began in April 2023 and is expected to run for approximately 2 years (based on previous community campaigns)&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The year is 877PR, airships fill the skies, the accomplishment of Tolme Pendergras spreading to all points in the realm.  As the need for airships in the war against Tiamat is satisfied, private and commercial construction begins. &lt;br /&gt;
&lt;br /&gt;
In Galik, one particular company by the name of Tempest Brothers Expeditionary Company has been the most recent recipient of two aged airships. They are earnestly looking for eager adventurers to join them and use this new technology and venture deeper into the heart of Amusa than was ever possible before. &lt;br /&gt;
&lt;br /&gt;
Those choosing to take up the challenge will find gold, glory and fame…within the Wicked Wilds&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
* Player Characters for Wicked Wilds start at 3rd level with 900 XP and all available starting equipment&lt;br /&gt;
* Any backgrounds that provide free feats are excluded &lt;br /&gt;
* This campaign requires the use of the latest version of any published material&lt;br /&gt;
* No UA is permitted due to potential balancing issues&lt;br /&gt;
* The world of Quelmar has unique racials available that are listed on the wiki at quelmarwiki.com  in the tab “Portals” &amp;gt; ”Gamemaster”&lt;br /&gt;
* Allowed Stat generation includes Standard Array, Point Buy, and rolling 4d6 (drop low).&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
* All directions of movement, including diagonals, are 5 feet.&lt;br /&gt;
* Taking a critical hit while making death saving throws is 1 automatic fail, not 2.&lt;br /&gt;
* Ammunition and Carrying Capacity are not tracked. Though it may be determined on a case by case basis if you are carrying too much of something.&lt;br /&gt;
* It&#039;s assumed players are supplied basic components for spells at camp between sessions. Very expensive components (like diamonds) are still tracked and necessary.&lt;br /&gt;
* An inspiration point can be used to &amp;quot;De-Inspire&amp;quot; an enemy&#039;s check, save, or attack.&lt;br /&gt;
* Allies and Enemies in a line of fire do not provide half-cover (unless they actively choose to provide cover for someone else)&lt;br /&gt;
* The Flanking variant rule is in play, allowing players to get advantage if they attack an enemy from two opposing sides.&lt;br /&gt;
* Players can cast 2 spells on their turn as long as one is a bonus action, and is not limited to Cantrip actions only.&lt;br /&gt;
* Critical Hit Variant Rule: &lt;br /&gt;
** When a critical attack is rolled, gather the entire dice pool as per the standard rule.&lt;br /&gt;
** Remove one of the dice representing the weapons base damage and set it aside with its highest value facing up. &lt;br /&gt;
** Roll the rest of the dice pool. &lt;br /&gt;
** Total the rolled dice pool and then add the highest value of the die that was set aside.&lt;br /&gt;
** Then add any relevant modifiers.&lt;br /&gt;
&lt;br /&gt;
== Code of Conduct ==&lt;br /&gt;
All participants (players, DMs, and organizers) are automatically expected to adhere to the following Code of Conduct, and consent to the use of the X-Card, when playing a Wicked Wilds Community table.&lt;br /&gt;
&lt;br /&gt;
# All Wicked Wilds Community Campaign participants are here to have fun and should feel safe and included at all times. Fun at others’ expense is no fun at all.  &lt;br /&gt;
# Participants must conduct themselves in a manner that is conducive to the enjoyment and safety of others at the event. Wicked Wilds is a public, community campaign, open to all State College players of ages 13 and up. Please avoid excessively vulgar, sexual, or overly mature themes when requested.&lt;br /&gt;
# Follow the DM’s lead, try to avoid extended arguments with the DM or other players over rules, as time is limited at these events. The Dungeon Master has the right to remove a disruptive player from the table. Disruptive behavior includes (but is not limited to):&lt;br /&gt;
## Speaking over other players.&lt;br /&gt;
## Excessive cross-talk that is not relevant to the adventure being played.&lt;br /&gt;
## Not sharing the spotlight with other players.&lt;br /&gt;
# No tolerance is given for aggressive behavior, and are grounds for immediate removal from the game.&lt;br /&gt;
## Aggressive behavior includes threats of or actual physical aggression against another player, disrespecting pronouns, using slurs, and otherwise harassing participants.&lt;br /&gt;
# Any player who oversteps a boundary, whether explicitly set or not, should be held accountable with the use of the X-Card. X-Carded behaviors will immediately be halted and discontinued at the present table.&lt;br /&gt;
# If a participant feels uncomfortable bringing an issue to the attention of the table via X-Card, the participant should notify a Dungeon Master or Quelmar Representative as soon as comfortably possible.&lt;br /&gt;
# Participants are required to have received their vaccine for the ongoing COVID-19 pandemic, to keep playing spaces at a level of safety expected by the community. The use of masks at the table is optional but encouraged.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Wicked_Wilds_Logo_Design.png&amp;diff=18629</id>
		<title>File:Wicked Wilds Logo Design.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Wicked_Wilds_Logo_Design.png&amp;diff=18629"/>
		<updated>2023-03-12T16:55:59Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;main logo for the community campaign Wicked Wilds&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=16544</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=16544"/>
		<updated>2022-07-22T04:14:45Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Notable Places (As of 825 PR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.|image=Gammelgard_city_street.jpg}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039; ===&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a cluster of smaller buildings that stand along with the Great Hall that serve as barracks, a barn, a small smithy and a kitchen to support any persons working for the Order.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;High Market Commons&#039;&#039;&#039; ===&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts a large trade event known as Grand Market Day. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. Though this event is only once a month, it is common for the shops to host a smaller Market Day once a week that, while a bit smaller, draws in craftsmen and traders from the wider region around Gammelgard and commonly becomes a popular social gathering for townspeople.  &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039; ====&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Seaside District&#039;&#039;&#039; ===&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
=== Gammelgard Polyarcanae Insititute ===&lt;br /&gt;
Founded in 636PR by the dwarf sorcerer Akron Crowbender, GPI was founded on a dedication to training and advancement of the mystical arts and sciences.    &lt;br /&gt;
&lt;br /&gt;
The mascot of the school is the Amalthean Goat who is known to populate the mid and upper regions of the Northern snowy Mtns.       &lt;br /&gt;
&lt;br /&gt;
== Notable Events ==&lt;br /&gt;
&#039;&#039;&#039;April 825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the [[Northern Snowy Mountains|Northern Snowy Mountains.]] Adventurers heed the call and assemble at the barracks of the Order to receive missions. The Order requests that the groups investigate two locations that are suspected of providing access to the lost Dwarven holdings under the mountains. Two groups are assembled and sent into the mountains. They are given instruction on where to go and that the area is very likely populated by some sort of mutated or altered goblin. Additionally, they are to hunt down and eliminate any mutated goblins and bugbears that they should come across. Falgrim, the master alchemist of the Order, offers an additional reward if the group brings back one of these mutated goblins for him to study.&lt;br /&gt;
&lt;br /&gt;
Both groups are successful in locating the entrances, encountering and eliminating the goblins. Both groups were able to bring back bodies for Falgrim to study. In his examinations Falgrim was able to determine that another alchemist known to him by the name of Horatio Cheshire is very likely the source of these mutated goblins.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;May 825 PR&#039;&#039;&#039; - &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=16540</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=16540"/>
		<updated>2022-07-21T19:56:18Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Notable Places (As of 825 PR) */ added GPI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.|image=Gammelgard_city_street.jpg}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a cluster of smaller buildings that stand along with the Great Hall that serve as barracks, a barn, a small smithy and a kitchen to support any persons working for the Order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Market Commons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts a large trade event known as Grand Market Day. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. Though this event is only once a month, it is common for the shops to host a smaller Market Day once a week that, while a bit smaller, draws in craftsmen and traders from the wider region around Gammelgard and commonly becomes a popular social gathering for townspeople.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside District&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
Gammelgard Polyarcana Insititute   &lt;br /&gt;
&lt;br /&gt;
Founded in 636 by the dwarf sorcerer Akron Crowbender, GPI was founded on a dedication to training and advancement of the mystical arts and sciences.    &lt;br /&gt;
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The mascot of the school is the Amalthean Goat who is known to populate the mid and upper regions of the Northern snowy Mtns.       &lt;br /&gt;
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Notable Events   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;April 825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the [[Northern Snowy Mountains|Northern Snowy Mountains.]] Adventurers heed the call and assemble at the barracks of the Order to receive missions. The Order requests that the groups investigate two locations that are suspected of providing access to the lost Dwarven holdings under the mountains. Two groups are assembled and sent into the mountains. They are given instruction on where to go and that the area is very likely populated by some sort of mutated or altered goblin. Additionally, they are to hunt down and eliminate any mutated goblins and bugbears that they should come across. Falgrim, the master alchemist of the Order, offers an additional reward if the group brings back one of these mutated goblins for him to study.&lt;br /&gt;
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Both groups are successful in locating the entrances, encountering and eliminating the goblins. Both groups were able to bring back bodies for Falgrim to study. In his examinations Falgrim was able to determine that another alchemist known to him by the name of Horatio Cheshire is very likely the source of these mutated goblins.&lt;br /&gt;
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 &#039;&#039;&#039;May 825 PR&#039;&#039;&#039; - &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green/The_Story_So_Far&amp;diff=16271</id>
		<title>Into the Greedy Green/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green/The_Story_So_Far&amp;diff=16271"/>
		<updated>2022-06-20T15:03:46Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Session 18: */ added title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Session 1a: Velathidros ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: &#039;&#039;&#039;[[Trina]]&#039;&#039;&#039; (Starting XP 6500), &#039;&#039;&#039;[[Arlin]]&#039;&#039;&#039; (Starting XP 6500)&#039;&#039;&#039;, [[Varryn]]&#039;&#039;&#039; (Starting XP 1500), &#039;&#039;&#039;[[Kristef Smoothroar|Kris]]&#039;&#039;&#039; (Starting XP 1500), &#039;&#039;&#039;Mallen&#039;&#039;&#039; (RIP)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (1/9)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Velathidros]] (Slaughtered), [[Sro]], and [[Flame]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 3350 (670 each)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt; Welcome to [[Synàra]], a central hub of regrowth in the middle of the [[Woldlin]] domain of [[Isonhound]]. Every year, the great festival of [[Asar Ogalas]] brings together the locals, and brings in the curious. With countless activities to partake in, the fun is never ending....unless, of course, you hear the siren.&lt;br /&gt;
&lt;br /&gt;
When called to action, a group of five brave warriors, tasked with helping the town&#039;s own overwhelmed militia, stomped down to local [[Varryn&#039;]]&amp;lt;nowiki/&amp;gt;s neighborhood and help rescue his own kin from being extorted and attacked by the great dragon Velathidros. It took their combined forces (and the morale boost of trusty lionkin Kris) to tear him down, but dramatically they prevailed, opening the door now to further adventures...into the Greedy Green!&lt;br /&gt;
== Session 1b: Sro ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Tordek]] (Starting XP 6500), [[Durian]] (Starting XP 1500), [[Ulka]] (Starting XP 1500), [[Spinel]] (Starting XP 1500), [[Dancer of the Boreal Valley]] (Starting XP 1500), [[Grandmush]] (Starting XP 1500) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (1/21) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Sro]], [[Flame]], and [[Velathidros]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 2460 (410 each) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt; Welcome to [[Synàra]], a central hub of regrowth in the middle of the [[Woldlin]] domain of [[Isonhound]]. Every year, the great festival of [[Asar Ogalas]] brings together the locals, and brings in the curious. With countless activities to partake in, the fun is never ending....unless, of course, you hear the siren.&lt;br /&gt;
&lt;br /&gt;
When called to action, a group of five brave warriors, tasked with helping the town&#039;s own overwhelmed militia, fled to the city&#039;s capital building to evacuate any possible civilians, they learned just how powerful the Silver Greatwyrm Sro could be. And how easy it is to get lost in the rubble, destruction, and confusion that lays in the wake of a Silver dragon who REALLY wants something. Despite the odds being stacked against them, they used their ability to be non-threatening to sneak in and rescue the mayor at the last second!&lt;br /&gt;
== Session 1c: Flame ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Alenka]] (Starting XP 1500), [[Einari]] (Starting XP 1500), [[Jeb]] (Starting XP 1500), [[Violet]] (Starting XP 1500), [[Miles]] (Starting XP 1500) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (1/22) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Flame]], [[Velathidros]], and [[Sro]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 2890 (578 each) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt; Welcome to [[Synàra]], a central hub of regrowth in the middle of the [[Woldlin]] domain of [[Isonhound]]. Every year, the great festival of [[Asar Ogalas]] brings together the locals, and brings in the curious. With countless activities to partake in, the fun is never ending....unless, of course, you hear the siren.&lt;br /&gt;
&lt;br /&gt;
== Session 2: Azuspear ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Trina]], [[Arlin]], [[Kristef Smoothroar|Kris]], [[Violet]], [[Miles]], [[Buho]] (Starting XP 6500), &#039;&#039;&#039;[[Jeb]] (RIP)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (2/12)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Azuspear]] the Blue (+ His wyrmlings), [[The Green Stag]] (Mentioned)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 8700 (1242 each)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: In the city of Deeplake, important scientific progress is happening at the [[Church of Innovation]], but at this particular branch, all is not as it seems. When the scientists began to push harder on the players to kill all the blue dragons (even the babies) a series of interrogations showed that this Church was compromised by an unseen force---[[The Green Stag]]. However, besides uncovering conspiracies, the team also took the time to investigate the blue dragon&#039;s old lair, finding it inhabited by a dangerous [[Behir]], a monster who nearly wiped the team out before they put it six-feet-under. Having now taken some [[Caeruleam]] for themselves, the group begins to look more into its uses and benefits.&lt;br /&gt;
&lt;br /&gt;
== Session 3: Sro II ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Durian]], [[Ulka]], [[Spinel]], [[Dancer of the Boreal Valley]], [[Grandmush|Aman]], [[Einari]], [[Stan]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (2/18)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: The Great [[Sro]], Belle (technically a human but polymorphed into dragon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 6950 (992 each)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: Rising high in the Isonhound mountains, Sro keeps his own precious lair...of MAYORS. Sneaking up to Sro&#039;s home, the group of heroes rush into danger, alerting Sro&#039;s own ward along the way. Though tensions were high among the team, with Dragon Lovers vying for the praise and attention of the Great Sro, while the Dragon Slayers looked for any opportunity to slice him down. By Sro&#039;s own admission, perhaps the world IS ready to fight dragons again, and for passing his curated test (and lesson) of strength, the team took home Mayor Ludvater to his poor heartbroken wife.&lt;br /&gt;
&lt;br /&gt;
== Session 4: Prelnirith ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Varryn]], [[Tordek]], [[Einari]], [[Harold]] (Starting XP 6500), [[Mallen]] (Starting XP 1500), [[Junky]] (Starting XP 1500) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (2/20) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Prelnirith]] the Topaz Dragon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 3435 (573 each) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: A hoard is raided! Escorting the greedy Topaz dragon to his lair on the coast, the team fought alongside the dragon to tear up some goblins who had raided its lair in its absence, and when the dragon wasn&#039;t looking...took a little bit for themselves! However, when Mallen is caught raided a shelf, the once allied dragon turned on the group, quickly beginning the retreat! High tensions, epic stakes, and one magic arrow of blinding later...we were all alive, on the SS No Sink, and on our way out, with well over 500 GP worth of gems and artifacts successfully stolen.&lt;br /&gt;
== Session 5: Bleucorundum ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Trina]], [[Arlin]], [[Durian]], [[Grandmush]], [[Violet]], [[Amber]] (Starting XP 1500), [[Zevendell]] (Starting XP 1500)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (3/7)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;:  [[Bleucorundum]] the Sapphire Dragon, and an unknown gemstone dragon egg. The Green Stag (Mentioned) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 4150 (593 each)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: A child?! With an Egg!? You betcha. It wasn&#039;t Pelota, it wasn&#039;t Toblerone, it was TARIAN! After interviewing all 6 suspects, the heroic teams known as &amp;quot;The Awesome Tieflings&amp;quot;, &amp;quot;The Dragon Mushers&amp;quot;, and &amp;quot;Hot Blood&amp;quot; combined all the clues they had individually gathered in order to crack the case. Unfortunately for them, the Awesome Tieflings also happened to let Tarian&#039;s wiles and charms convince them to let him out of his house. So now instead of tracking him down at home, the team braved the wilds, tracking the child through the woods until they came very close to the lair of the great Sapphire guardian. Fighting one of the dragon&#039;s thralls, a PHASE GELATINOUS CUBE, everyone barely survived, and decided in the end, that the egg belonged with the dragon, and Tarian was doing the right thing after all.&lt;br /&gt;
&lt;br /&gt;
== Session 6: Kobold Dragonshields ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Ulka]], [[Spinel]]. [[Dancer of the Boreal Valley]], [[Stan]], [[Junky]], [[Mallen]], [[Ferris]] (Starting XP 1500)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (3/11)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: About 15 Kobold Dragonshields. You heard me, [https://5e.tools/bestiary.html#kobold%20dragonshield_mpmm,fbmt:sand~b1~b0,fbsr:kobold some Kobolds] are Dragons. Also the body of an unknown red dragon, and the sabotaged egg of said dragon. [[The Green Stag]] (Mentioned)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 2850 (407 each)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* Delving deep into the vault of King Glub, a group of heroes fought off a powerful set of Kobolds that were enhanced with draconic power. &lt;br /&gt;
* It turns out &amp;quot;King Glub&amp;quot; or whoever he was, has been dead, and the Kobolds were defending its egg, still nestled under the boney corpse of its mother. &lt;br /&gt;
* HOWEVER, the egg itself had already been compromised, having been destroyed by a creature calling himself &amp;quot;[[The Green Stag]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Session 7: Harkial ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Einari]], [[Indy]] (Starting XP 1500), [[Cyanocitta|Cyan]] (Starting XP 1500), [[Ophelia]] (Starting XP 1500), [[Joshua]] (Starting XP 1500), [[Tokax]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (3/20)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Harkial the Red]]   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 14,850 (2475 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Draconian armies&#039;&#039;&#039; sometimes escape into the world and cause terror in the name of the dragons as part of the big ongoing war against the realm.&lt;br /&gt;
* The coastal towns of &#039;&#039;&#039;Fasiltum&#039;&#039;&#039;  and &#039;&#039;&#039;Jakalla&#039;&#039;&#039; were attacked in this latest wave, Jakalla was a total loss, despite the best efforts of those present. &lt;br /&gt;
* This particular army of Draconians appeared to be led by Harkial, a destructive young red dragon.&lt;br /&gt;
* Legends of &amp;quot;&#039;&#039;[[Pinky the Dragon Slayer]]&#039;&#039;&amp;quot; are going around now, about a single soldier who slayed a dragon (in truth, he was just the one manning a cannon that happened to land a death blow) &lt;br /&gt;
&lt;br /&gt;
== Session 8: Hydrinth ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Búho]], [[Kris|Kris,]] [[Tordek]], [[Durian]], [[Violet]], [[Boros]] (Starting XP 2700) [[Dad-Bot]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (3/22)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Hydrinth|Hydrinth the Bronze]]   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 5940 (848 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* The team sailed the [[Titicaca River]] &lt;br /&gt;
* Some of the players learned about Wovenstone and Caeruleum. &lt;br /&gt;
* Kris is retired to side research on the power sources mentioned above.&lt;br /&gt;
* The team did encounter Hydrinth the Bronze Dragon, who was on a mission to destroy the slave-labor mines that were hiding out near Nightfall station. When [[Tordek]] discovers that the mines collapsed and people may be inside, the group melded underground to find and save the last survivors, including a very special Shifter.&lt;br /&gt;
&lt;br /&gt;
== Session 9: Lindwurms ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;:  [[Tordek]], [[Dancer of the Boreal Valley]], [[Boros]], [[Dur&#039;kalak|Dur’kalak]], (Starting XP 1500), [[Va’Dath]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Kyle (3/24)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Lindwurm]]’s x2   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;:  4180 (836 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Party caught word of a tavern owner in [[Seglock]] that was looking for a group to venture north for an escort mission.&lt;br /&gt;
* The tavern owner, a [[satyr]] named [[Into the Greedy Green/NPCs#Rory|Rory]], asked the party to travel North to [[Chillcrest Forest]] and bring his daughter home.  Rory’s daughter is a [[New Dryad]] named [[Into the Greedy Green/NPCs#Wisty|Wisty]].  She was part of a relief effort in Northern Sylvanry; in an area with a series of recent attacks by unknown creatures.&lt;br /&gt;
* The party traveled North to Chillcrest Forest, just as Wisty’s camp was under attack by [[Lindwurm|Lindwurms]].  The party engaged the Lindwurms on an icy pond just outside the camp.  The battle was hard fought and unfortunately Wisty was slain by a Lindwurm just as Va’dath(?) was lunging to protect her.&lt;br /&gt;
* The party vanquished the lindwurms and [[Tordek]] attempted to revive Wisty but it was too late.  It’s possible that something in the Lindwurm’s vile saliva prevented such healing.&lt;br /&gt;
* After the dryad perished, a purple sapling began to grow from the corpse.  Dancer cut the sapling from Wisty’s body and placed it in a container.  With Va’Dath(?) carrying the corpse itself, the party returned to Rory and gave the satyr his daughter’s corpse.  He didn’t seem too distraught; claiming that he can have her brought back because “i knows a guy”.  The Wisty Sapling…. Well…. It’s in good paws.&lt;br /&gt;
&lt;br /&gt;
== Session 10: Longfang ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Einari]], [[Violet]], [[Grandmush]], [[Arlin]], [[Trina]], [[Búho]], [[Dad-Bot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Dave (4/5)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Longfang]] (Mentioned)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;:  3661 (523 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* The party members heeded the request of the Order of the Watchful Eye and reported to the barracks outside their cloister in the town of [[Gammelgard]]. &lt;br /&gt;
* They met a dwarven alchemist by the name of &#039;&#039;&#039;[[Into the Greedy Green/NPCs#Falgrim Norest|Falgrim Norest]]&#039;&#039;&#039;. He is an alchemist in service to the Order and would act as their contact for the mission. He told them the background of why they were requested, what their objectives were and what they might encounter. &lt;br /&gt;
* The first thing they encountered was a group of three emaciated orcs.  emaciated, under dressed and under armed. They were completely submissive and answered all their questions without resistance. The orcs told them they were run off their land farther up in the mountains. A green dragon called &#039;&#039;&#039;[[Longfang, Dragon (NPC)|Longfang]]&#039;&#039;&#039; ran them off with a hoard of nasty odd looking goblins. The group ultimately let them go. &lt;br /&gt;
* Following the road, they came into a large clearing about the size of a small village with rough mountain walls rising up all around it. In this clearing they encountered a large group of goblins similar in look to what the orcs had described. And eventually came to a 25 foot statue of a Dwarf outside a massive sealed off stone archway. &lt;br /&gt;
&lt;br /&gt;
== Session 11: Tragdor ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Einari]], [[Dur&#039;kalak]], [[Durian|Durain]], [[Indy]], [[Tokax]], [[Delphi]] (Starting XP 2700)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Kyle (4/6)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: None (One very fake and hallucinatory dragon made by an old crochety wizard)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;:  3798 (633 each)     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* The group of adventurers found themselves in [[Indy]]&#039;s home town of [[Briar Glen]]. As the sheriff, she was informed that there was some trouble with Gertrude at the general store, so the party decides to go investigate. &lt;br /&gt;
* At the general store, Gertrude informs the group of a recent break-in and robbery attempt by a fairly young kobald. Gertrude managed to overpower the kobald and had him incapacitated in a back room, working off his crime. &lt;br /&gt;
* The group then decides to talk to the kobald, with [[Durian]] and [[Delphi]] leading the interrogation and acting as translators of sorts, with their Draconic and telepathic language abilities.&lt;br /&gt;
* The kobald identified himself as Do&#039;Ki, and informed the party that he was looking for loot and treasure to bring back to Tragdor, the dragon that ruled over his community. If they failed to appease him, then Tragdor would eat them. A deal was struck with Gertrude to allow Do&#039;Ki to go free, and the party then went to help the kobald community be free from Tragdor.&lt;br /&gt;
* Do&#039;Ki led the group to a walled off structure of ruins, claiming this is where his people lived. Here the party split, with [[Delphi]], [[Indy]], Tokax, and Do&#039;Ki deciding to sneak in through the sewer tunnels in the back, and [[Einari]], [[Dur&#039;kalak|Dur&#039;Kalak]], and [[Durian]] disguising themselves as sacrifices to Tragdor and going in the front. &lt;br /&gt;
* The plan quickly went awry, and a fight ensued between the kobald community and the party. Some of the kobalds ran away and surrendered, some got sliced to death, and many, many got burned. &lt;br /&gt;
* After dealing with the conflict, the group entered a nearby shack and found a concealed staircase, leading to a hidden attic. There the group discovered the true Tragdor, an old wizard looking for &#039;retirement&#039;&lt;br /&gt;
* The party then decided to take Tragdor&#039;s bribe of gold and loot, but still dismantled his fake kobald society, and put him under the careful watch of [[Indy]] and [[Briar Glen|Briar Glen.]]&lt;br /&gt;
&lt;br /&gt;
== Session 12: The Green Stag Pt. I ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Harold]], [[Cyan]], [[Ensign]] (Starting XP 2700), [[Reylendor]] (Starting XP 2700), [[Kihlek]] (Starting XP 2700), [[Herneldo]]  (Starting XP 2700)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (4/9)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: Unnamed White Dragon Wyrmling Orphans, and The Green Stag (file un-redacted)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 3696 (616 each)     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ensign&#039;s Log, Stardate 2.20.22, for Captain Saldani should it be recovered:&lt;br /&gt;
&lt;br /&gt;
Now that the threat has past and the need for discretion is over, I feel the need to recount the events as I remember them. I had traveled a small [[Loxo]] village deep in the forests on reports of a legendary tree that acted as a portal to far flung places. I believed that this tree could hold some potential of returning me to &#039;&#039;The Sextant&#039;&#039;  so I arrived to take readings and inquire about the phenomenon from the locals. Unfortunately, this effort proved fruitless for my intended goal. However, another opportunity took shape. &lt;br /&gt;
&lt;br /&gt;
A guardian of the village came through the gates carrying the unconscious form of another Loxo, loudly requesting medical assistance. I was closest, and first on the scene to administer aid. Following protocol, I first stabilized the patient&#039;s condition with an E.M.A. Since the patient was still unconscious, I began taking scans to determine next steps.&lt;br /&gt;
&lt;br /&gt;
It was then that Reylendor arrived, quickly followed by Cyan and Herneldo. Reylendor is also a medical practitioner (though in a way completely foreign to our way of thinking and more customary for this region) and through our combined efforts we were able to restore the patient to consciousness. He introduced himself as Admiral Herold, and recounted how he was sailing down a nearby river with his &amp;quot;first mate&amp;quot; (apparently the only other member of his crew) when he came under attack by a mysterious and powerful entity.&lt;br /&gt;
&lt;br /&gt;
The other group had come to town in an attempt to fulfill a bounty on a large Green Dragon, and they had heard rumors that it had been spotted in this area. Thankful for the rescue, the Admiral (though, by their own admission, they only had one ship, the status of which was unknown, so I believe the rank of Captain more fitting), invited us all to partake in an evening of alcohol consumption and general camaraderie. It was there, the Captain invited us all to join their crew and help them reclaim their ship. The group agreed on a temporary basis, hoping that the mysterious being that attacked the ship was the green dragon they were seeking.&lt;br /&gt;
&lt;br /&gt;
The next morning, after resolving some earlier misunderstandings, the group met with Kihlek who would act as the guide into this colder northern region. We traveled deep into the woods, and the temperature steadily declined. Being adapted for such conditions, I was not affected, the other members of the crew found the climate less hospitable. I lent the cloak I use to cover my uniform to Reylendor, though it did spark some questions regarding the origins of my clothing. &lt;br /&gt;
&lt;br /&gt;
We arrived at the lake where the Captain reported the attack, and though the ship could not be seen, some debris was found to confirm the location. For some time the group discussed the best plan to get to the island in the middle of the lake without disturbing whatever lurked under the waves. The group began to dig in, but could not figure out how to draw the creature/creatures out of the lake. Taking the initiative, I tossed a nearby stone into the water.&lt;br /&gt;
&lt;br /&gt;
Emerging from the murky lakebed were four adolescent white dragons. We engaged these creatures, but found that we were fairly outmatched and began to fall back. It was then that the green dragon that we had been searching for appeared out of the island in the middle of the lake. We were able to cripple/defeat most of the dragonlings as we fell back, but knowing that we could not take a full adult green dragon, we continued to cautiously retreat. The dragon offered a deal. In exchange for not revealing that we had seen or interacted with them, the dragon would allow us to live. In addition, we would be allowed to loot the cave of the former occupant of the lake, a white dragon (killed by the green dragon). &lt;br /&gt;
&lt;br /&gt;
Seeing this as the best outcome, the captain agreed, and the green dragon flew off, but not without warning us that it knew our scent now, so could track us down if knowledge of the green dragon was leaked. The crew crossed the lake to find  a cave system, and within, a considerable amount of currency as well as a few magical items. The body of the White dragon was also in preserved condition, so the crew recovered valuable parts of the beast as well.&lt;br /&gt;
&lt;br /&gt;
After diving up the loot, the group discussed the nearby terrain with local avian wildlife, who reported that a boat was seen run aground further downriver. Our crew was able to retrieve it and find the first mate alive.&lt;br /&gt;
&lt;br /&gt;
I would like to conclude with noting that a damaged artifact was recovered, a crystal orb. After some discussion, it was deemed not worth the risk of further damaging the orb, but it was given to me to repair. It will take time and resources, as I am more a doctor than an engineer, but I believe the orb could be repaired and adapted into our technology. If I am able to repair it, Reylendor and Herneldo have requested use of it.&lt;br /&gt;
&lt;br /&gt;
PROGRAM, end log.&lt;br /&gt;
&lt;br /&gt;
== Session 13: Longfang II ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Tordek]], [[Dancer of the Boreal Valley|Dancer]], [[Vadath]], [[Boros]], [[Kellen]], [[Akagane]], Khan&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Dave (4/12)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Longfang, Dragon (NPC)|Longfang]] (Mentioned, possibly it’s presence was sensed by party member)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 4200 (600 each)     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* The group was briefed by the dwarven alchemist [[Falgrim Norest (NPC)|Falgrim Norest]] in [[Gammelgard]] and informed that the first group that ventured forth into the foothills of the [[Northern Snowy Mountains]] were successful in finding both the entrance to the lost dwarven citadel and the odd, mutated goblins. The task of this group would be similar but in a different area of the foothills.&lt;br /&gt;
* The group had an uneventful travel during the two days into the mountains. The night before they reached the  suspected entrance, a heavy fog fell over the encampment and surrounding area. Dancer of the Boreal Valley cast Primal Awareness and detected a dragon in their wide vicinity. Even so, no attack came to them.&lt;br /&gt;
* The next day the group traveled on further and came to the remnants of  a road that snaked up into the mountains in the direction they were going. Following the road they came to a clearing where they found a hoard of goblins fighting a group of orcs. Sneaking into the area, the group attempted to covertly harass the two groups into fighting each other. This had partial success.&lt;br /&gt;
* Ultimately, the group was successful in defeating both of the groups which did take to fighting each other.&lt;br /&gt;
* Upon traveling farther along, they came to a 25ft statue of a dwarf and sealed stone archway similar to the one the first group found.&lt;br /&gt;
* Tordek cast Meld with Stone and merged with the wall. He came out a few moments later claiming that the wall was actually an earth elemental that was tasked with blocking the passage way.&lt;br /&gt;
&lt;br /&gt;
== Session 14: The Green Stag Pt. II ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Miles Ison|Miles]], [[Nockdus]], [[Stan]], [[Ulka]], [[Ferris]], [[Delphi]], [[Vadath|Vadeth]], &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (4/20)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: The Green Stag  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 1857 each     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;: RIP Ulka. MVP=Venombane Armor&lt;br /&gt;
&lt;br /&gt;
== Session 15: [[The Ten Heralds of Tiamat#Vezoth|Vezoth]] the White ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Tordek]], [[Violet Lorinda|Violet]], Varryn, Boros, Siobhin, [[Alenka]], [[Reylendor]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (4/30)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: None unless the soul of Vezoth the White is counted.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 512 each      &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
The Soul Star and the Star Child (4/30/22) &lt;br /&gt;
&lt;br /&gt;
This account of events comes from Reylendor Aspenmorrow. &lt;br /&gt;
&lt;br /&gt;
While on the road, Reylendor was ambushed by the Servants, something he feared and suspected would eventually come to pass. He ran into the nearby forest and thankfully stumbled into a band of adventurers, though his pursuers managed to knock him down in the impending conflict. This allowed Att-Annalo’s energy to briefly surge within him before he regained his senses. Two Servants died while two escaped when they saw the battle turning sour for them. When he awoke, he was fully introduced to the adventurers who rescued him: Tordek, Violet, Varryn, Boros, and Siohbhin. Reylendor told them of the Servants’ plots and, not wanting to risk running into them again, decided to accompany them. &lt;br /&gt;
&lt;br /&gt;
Upon arriving in the city to which the adventurers were summoned and rolling his eyes at the homes of wealthy wood elves, Reylendor was greatly put off by the Order. When they described the Soul Star and its origins in the Far Realm, all he saw was another arrogant, magic-obsessed sect determined to meddle with forces beyond their comprehension. Forgetting himself, he launched into a multi-language rant, during which he switched between Common, Elvish, and Abyssal before settling into Deep Speech. Ragnar the Red conversed with him, claiming to understand Reylendor’s hesitations as he had them too before he joined the order. Reylendor didn’t believe him, but chose to quiet himself. &lt;br /&gt;
&lt;br /&gt;
The group then departed for Relith Tower to seek out the means to make another Soul Star and transfer the 299 souls out of Alenka, a star child the Order had been holding at their base. They prevailed against the Bone Naha guarding the tower, but not before Alenka fell in battle. A strange rock held by the druid dwarf Tordek reacted with Alenka and the 299 souls swirled out of her before being infused into a new Soul Star. Unfortunately, Alenka died as her own spirit simply faded out of existence. &lt;br /&gt;
&lt;br /&gt;
As Reylendor had no faith in the Order, he suggested they not relinquish the Soul Star to them and the others seemed to agree. Further exploration of Relith Tower revealed a room on the top floor with a complex circle of magic and several pillars with spaces to place something. The Star was placed into one of these pillars and all the souls it contained were shot out into the world, including the one the Order most feared the escape of: a powerful dragon and general of Tiamat. &lt;br /&gt;
&lt;br /&gt;
Since Reylendor was made aware that Relith Tower and the first Soul Star were crafted by a people who journeyed to the Material Plane from the stars, he wonders if a certain otherworldly artificer might have any input.  &lt;br /&gt;
&lt;br /&gt;
== Session 16: Drakkoths ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Arlin]], [[Vadath|Vadeth]], [[Nockdus]], [[Grandmush]], Tokax, Kihlek &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Kyle (5/10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 533 each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
So on may 10th a group of us went to Seglock. &lt;br /&gt;
&lt;br /&gt;
We were told some drakoth had destroyed a village not to far from Seglock by some survivors holed up in Seglocks library. An elderly woman spoke to us and warned us of the danger. A priest by the name of Echamus traveled with us from the library to the village. While fighting the Drakoths the priest joined the fight and turned into a &amp;quot;whitish dragon&amp;quot; and grabbed one of the Drakoth and flew up. Arguing could be heard in draconian from the two but couldn&#039;t be understood. Eventually the dragon dropped the drakoth and flew away. Another Drakoth mentioned that &amp;quot;The one that waits will see you soon. After killing the remaining Drakoth and returning to Seglock we conversed with the elderly woman yet again and asked her some questions. Her name is Madame Webe ,a lunalwn priest, and told us the Echamus was a name of legends. He is supposedly &amp;quot;the moon child&amp;quot; or also known as The son of the moon dragon Eros. We also question about &amp;quot;The one who waits&amp;quot; she told us that he is thier peoples boogeyman and nothing more than a creature of darkness ment to scare little kids. When asked where this creature dwells we were told.The tales claim that it lurks in the dark places, preying on those that stray from the blessed light of the moon. But one day it will no longer be satisfied with just that, and will come into the light, setting in motion a series of events that aren&#039;t good.&lt;br /&gt;
&lt;br /&gt;
== Session 17: Dragon Echoes ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Durian]], [[Ensign]], [[Delphi]], Herneldo, [[Silent]], Cynthia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (5/13)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Delphi made a deal and freed Tasha’s pet god of death.  After successfully killing Tasha’s 40 babies 2 out of the 3 nights. Ensign got half of a scrying orb to help fix his. And Durian learned about his egg. Oh and Cynthia now has a beetle mount.&lt;br /&gt;
&lt;br /&gt;
[[Ensign]]&#039;s log, stardate 5.13.22, for Captain Saldani, should it be recovered:&lt;br /&gt;
&lt;br /&gt;
I was requested to assist [[Delphi]], a friend who I had established communications with earlier, in a mission to return a trophy from a large green dragon to a female mage known as Ygilwiv. Delphi hoped to receive a promised reward, 3 &#039;&#039;wishes&#039;&#039; , for killing the dragon, but this required staying with the elder mage 3 consecutive nights. Hoping to recover the wishes for Delphi and her compatriots who eliminated the dragon, she, myself and [[Durian]] (another contact) enter the woods to find the mage&#039;s location. &lt;br /&gt;
&lt;br /&gt;
After searching for some time, we came across a strange wooden shack suspended in the air on avian legs. Upon finding a way on to the porch, we were able to enter the doorway, which acted like a portal to an inner dimension. Upon entering, we discover two other acquaintances, Herneldo and [[Cynthia]], who agree to assist us in whatever duties we need to perform over the next 3 nights.&lt;br /&gt;
&lt;br /&gt;
We are introduced to the two occupants of the hut. Ygilwiv (who we learn later is also known as Tasha, The Witch Queen, etc.) is a dimensional traveler and powerful user of local arcane magics. We also meet a being known as &amp;quot;Silence&amp;quot;, who we learn later is a spiritual entity associated with death, who had been bound to the hut by Ygilwiv. Ygilwiv needed us to feed a collection of 40 entities which had the body of large insectoid larva with the heads of humanoid infants. The infantile larva needed (by Ygilwiv&#039;s report) to feed on energy in a location known as Hades, then (due to their demonic origins and being bound to the hut) needed to be killed to return them to their enclosure. Each night we were able to successfully recover all the infants, we would be granted a wish.&lt;br /&gt;
&lt;br /&gt;
While we accomplished this, the non-corporeal entity known as &amp;quot;Silence&amp;quot; requested the aid of the away team. They needed us to invoke their name in order to recover strength, and in return they would assist us in the evening infant round-up. The team agreed, which seemed to bolster the entity&#039;s power.&lt;br /&gt;
&lt;br /&gt;
I will review the results of the tests and the wishes at the conclusion of this log, but I wanted to make note of other interesting facts gathered from the knowledgable mage Tasha. Tasha recounted about how many of the dimensions she had traveled to had beings of similar natures. Dragons, she used as an example, could be found in many types across the multi-verse and beyond. On a tapestry she referenced during this story, there were examples of many types of dragons (I should note, Captain, that there was an image which was obviously a Relic Dragon. This was the first time I had met someone who identified anything from our part of space).&lt;br /&gt;
&lt;br /&gt;
I informed Tasha the details of Relic dragons, and she became fascinated, having never seen a Relith before. She recounted having come across a tower known as the &amp;quot;Relith Tower&amp;quot;, but had not been there in millennia (I began at this point to theorize that this entity was more ancient and powerful than they appeared).  I agreed to a cloning procedure so that Tasha could expand their scientific knowledge of Relith species, and in exchange was given compensation to the amount that I had surmised would be needed to repair the damaged artifact recovered from our last adventure.&lt;br /&gt;
&lt;br /&gt;
After 3 nights, we were able to complete Tasha&#039;s task twice, and rewarded with 2 wishes. the first was used on behalf of one of Delphi&#039;s companions who was not there to gain their reward. It was wished that they would become very strong and smart (as well as other physical traits). The second wish was used to free the bound entity previously mentioned (Silence), who I cannot forsee ever becoming a problem in the future.&lt;br /&gt;
&lt;br /&gt;
PROGRAM, End log.&lt;br /&gt;
&lt;br /&gt;
== Session 18: Ambush the Ambushers ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Percy Giffard|Percy]], [[Cecil]], [[Arlin]], [[Vadath|Vadeth]], [[Reylendor]], [[Kellen]], Mumiy &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Dave (5/17)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 740 each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
On the events of 5/17/22, as recorded by Cecil T Puddingtonsworthshire XIX, Esq. &lt;br /&gt;
&lt;br /&gt;
Upon hearing of the dastardly deeds of a nearby Goblin Horde that was terrorizing the local countryside, the illustrious Cecil T Puddingtonsworthshire (of House Puddingtonsworthshire)  recruited a band of misfits and n’er-do-wells to confront the menace under his command. Under Cecil’s brave and inspiring leadership, a two pronged assault was launched against the cowardly and slow-witted goblins, who were easily outmatched by the stunning display of leadership and marksmanship of everyone’s favorite Gnome. Under his auspicious guidance, none of the rank and file of Cecil’s platoon suffered any serious injuries, except when they failed to heed the orders of their munificent leader. &lt;br /&gt;
&lt;br /&gt;
This battle action, which will be studied by Gnomish scholars for generations, resulted in the eradication of approximately 55 goblins, with their leader captured and delivered back to headquarters for interrogation.&lt;br /&gt;
&lt;br /&gt;
After the battle, a scouting party, bravely led by the venerable Cecil himself, located the base of operations of these goblins and their orcish compatriots.  However, cowardice of the band of misfits prevented a full scale assault, of which the Gnomish leader would most certainly have been successful. &lt;br /&gt;
&lt;br /&gt;
Post the Events of 5/17/22; Concerning Reylendor Aspenmorrow’s Actions &lt;br /&gt;
&lt;br /&gt;
Post battle debriefing, Reylendor asked around about Ensign’s location and learn he was in the Loxodon town where they had first met. Apparently, he had taken to helping the local Apothecary in exchange for space in the backroom. The two analyzed vials of mutant Goblin saliva Reylendor obtained from the lead Goblin. He also learned that Relith Tower shared the name of Ensign’s home, to which he wished to return. In exchange for his insight with both the saliva and tower, Reylendor marked Relith’s location on Ensign’s map, but not before warning him to be wary of any wandering spirits.&lt;br /&gt;
&lt;br /&gt;
== Session 19: Hunting Horatio ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Arlin]], [[Vadath|Vadeth]], [[Dancer of the Boreal Valley]], [[Spinel]], [[Violet Lorinda|Violet]], [[Nockdus]], [[Percy Giffard|Percy]],  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Dave (5/24)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: Longfang (mentioned)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 910 each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
From Vadeth: Vadath and several others were employed by the Order of the Watchful Eye to hunt down Horatio Chesire. The captured goblin boss had given good information on his whereabouts as well as a potential secret entrance. The compound was stormed by the adventurers and a very roided up Goliath Barbarian. All enemies were slaughtered without prejudice and Horatio Chesire himself was successfully captured and has been brought back to Gammelgard for questioning! &lt;br /&gt;
&lt;br /&gt;
Spinel&#039;s hastily scrawled notes: We gave a barbarian speed juice and Falgrim&#039;s fire while raging. I mostly watched the show. Dancer set a trap on the cave&#039;s secret exit. Horatio almost got away in a mechanical contraption, but instead he got stuck and then fell into the ocean. We muscled him out of there. Where did these cheshire orcs and goblins get their shiny armor? Maybe Horatio will know. I don&#039;t think I know enough to use this double-ended glaive well. Nockdus says cheshire goblin flesh tastes bad. &lt;br /&gt;
&lt;br /&gt;
== Session 20: Moon Touched ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Dancer of the Boreal Valley]], [[Búho|Buho]], Trina, [[Nockdus]], [[Ensign]], [[Dur&#039;kalak]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Kyle (5/25)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 900 each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
== Session 21: Sir Beren&#039;s Crypt ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Arlin]], [[Vadath|Vadeth]], [[Dancer of the Boreal Valley]], [[Percy Giffard|Percy]], [[Spinel]], [[Búho|Buho]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Dave (6/10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: Longfang (mentioned)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 810 each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Falgrim introduced the party to the elf Aldean El’Naddath of House Kessaria (Emissary of the Wold Order and member of the Sylvan Order), who shared how the renowned elven paladin (and Commander of the Sylvan Order) Sir Beren Cohnal&#039;s crypt had been desecrated. He gave the party amulets from his order, which later opened the tomb’s door. The party spoke to his spirit, who said that all but the entry room had been desecrated and only four  of his guardians remained. The party pushed on, clearing out cheshire goblins and orcs. The team discovered many empty, raided tombs in the crypts. It seems their armor and weapons had been taken and warped by the monsters. Beren&#039;s spirit gave the party his blessing to remove items from his remaining lieutenants in thanks for clearing out his crypt. On the party’s return, Aldean identified the impressive array of found items, and provided personalized letters to those with items marked by his order, so that no elf would question their use in non-elf hands.&lt;br /&gt;
&lt;br /&gt;
Spinel’s hastily scrawled notes: Fancy elf man talks a lot. Dancer really wanted to follow tracks around the crypt, but instead Percy just opened the door. Goblins are smelly. Vadeth really wanted to ride the goblin’s mount, but it didn’t end well. But we found where the cheshire armor was coming from. And now I have a nice fiery sword. Spirit man couldn’t eat Buho’s gift of chocolate. When we got back, Buho set a big fire trying to do more cooking. My fur smells like smoke. Maybe I’ll sleep outside tonight. &lt;br /&gt;
&lt;br /&gt;
== Session 22: Goblins and Drakkoths and Edge....Oh  MY! ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Nockdus]], [[Delphi]], [[Cecil]], [[Elric]], Ren, Barbie, Omni &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Kyle (6/16)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: None (That we know of....)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 785 each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* This adventuring party came together and met when they all independently answered a public posting to take care of a matter of national safety for Isonhound. The posting requested them to meet at an inn in [[Gammelgard]] called &#039;&#039;The Second Breakfast&#039;&#039;. &lt;br /&gt;
* Once there, they are greeted out of the rain, offered a table, asked about their food order, and all wait for their contact to arrive, an older dwarf named Dippy, whom all the staff in the inn seem to hate.&lt;br /&gt;
* Dippy reveals that he is a member of the Order of the Watchful Eye, and that the Order has been attempting to deal with some &#039;Gooby Goblin Creatures.&#039; Dippy also informs the group that the last known location of some of these creatures was in an underground &#039;blunker&#039; in a recently abandoned village known as Graften. &lt;br /&gt;
* The group finishes talking and gathering information before bidding Dippy a wishful goodbye and headed south towards Graften.&lt;br /&gt;
* When they got to the village, the group took a careful, stealthy approach. They investigated a few of the buildings through the windows, only to find them ransacked and abandoned as Dippy said they would be. Eventually, they narrowed down on a building that they believed to be the bunker, and used magic to open the door from the distance. It wasn&#039;t until Omni stood in front of the door that an ambush began. &lt;br /&gt;
* A few goblins filter out from the other buildings, closing in on the group. However, the party manages their own and stays in relative good health. Between intimidation from their sheer power, and actually killing some of the goblins, the party fares well.&lt;br /&gt;
* After a few rounds of combat, however, three Drakkoths appear. Nockdus recognised  one in particular, and informed the group to watch out for the Drakkoth&#039;s weapons in melee.&lt;br /&gt;
* The fight continues on, with the three factions fighting all  against one another. This time, however, the party doesn&#039;t fare quite as well, getting much more hurt this time.&lt;br /&gt;
* [[Cecil]], being the brave leader that he was, utilised a tactical retreat into one of the abandoned buildings, which the Drakkoths were too large to enter. There, he used his arcane abilities to throw a chair out a window, smacking one of them on their head. &lt;br /&gt;
* Meanwhile, Barbie used her intense strength and might to intimidate one of the goblins, effectively turning them into a minion to do her bidding, and convinced some other goblins to stay away from her and give her information on the location of the bunker. &lt;br /&gt;
* [[Elric|Elric Shadowslither Darkheart Overlord of Nightmares]] and his patron sword THE SLAAT graciously help [[Delphi]] in an altercation with one of the other Drakkoths. [[Elric]], using all of his swordsman might, delivers a death blow, leaving the body cleaved at his feet. &lt;br /&gt;
* Upon seeing their compatriot fall in addition to [[Elric|Elric Shadowslither Darkheart Overlord of Nightmares]]&#039; taunting, the other Drakkoths decide to rush him. This gives Omni an opportunity to attack, and delivers another death blow. &lt;br /&gt;
* The third and final Drakkoth, upon fully realising his situation, decides to flee off into the woods. [[Nockdus]] in one final act, decides to shoot blindly into the tree line and manages to clip the Drakkoth one final time. &lt;br /&gt;
* The group then heals up, and investigates the bunker to find many many dead bodies. They collect whatever loot they can, and return to [[Gammelgard]] to report back in to Dippy and collect their reward. &lt;br /&gt;
&lt;br /&gt;
== Session 22: Father of All Hoards ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Karl Anders|Karl]] (Starting XP 2700), Aesir (Starting XP 2700), [[Cyan]], [[Joshua|Joshua,]] [[Cynthia]], [[Silent]],  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James (6/19)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: 1 Pearl Dragon (The Father of the Pearl Dragon [[Cyanocitta|Tlayohualcoatl]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 1215 Each &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* The party responds to a posting by the Wold Order. We first spent a hot minute at the new temporary headquarters, a staging ground while the Greedy Greeners find their footing in city. They especially were interested in the dark altar that Delphi set up that invokes the death god of &#039;&#039;&#039;Silent&#039;&#039;&#039;. &lt;br /&gt;
* Silent met the adventurers and encouraged them to go on this quest, maybe she even anticipated some might die? Who knows! &lt;br /&gt;
* When they got there, it seemed very cut and dry: Traps, hallways, baddies in the form of Cult of the Dragon Cultists. But ultimately the team was green in a very different way: Their inexperience and susceptibility to impulsive decisions (playing loud music in the caves, brute forcing their way through traps, and attacking/blowing up suspicious things without hesitation) caused them to not only miss a short rest, but trigger a number of things that hurt them along the way. &lt;br /&gt;
* Eventually, 3 suspiciously dramatic Tiamat Cultists fought and tested them, and within 2 rounds, most of the team was dying no thanks to all the traps they had already triggered. They fought hard and took down one of the Cultists in a fiery rage of vengeance, causing all of the mages to flee. Cyan permanently went down in this battle. &lt;br /&gt;
* As the players reached the end of the dungeon, they realized the Dragon of this hoard was not a real dragon, but in fact a &#039;&#039;&#039;River Dragon&#039;&#039;&#039;, a type of sea-serpent like dragon, that was being used as a Stand-in over the hoard. However, the River Dragon taught the team how to take down the illusions of the dungeon (by de-attuning the Selune Splinter) and gave up the hoard to the victorious heroes.&lt;br /&gt;
*The River Dragon gave the team a mission to revive his daughter, but that&#039;s for the players to disseminate and we&#039;ll see if it ever actually comes up again. They have to collect all the missing bones of his daughter who have been collected by adventurers and dungeon delvers in the past&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=16086</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=16086"/>
		<updated>2022-05-19T01:47:47Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Notable Events */ Updated April&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.|image=Gammelgard_city_street.jpg}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a cluster of smaller buildings that stand along with the Great Hall that serve as barracks, a barn, a small smithy and a kitchen to support any persons working for the Order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Market Commons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts a large trade event known as Grand Market Day. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. Though this event is only once a month, it is common for the shops to host a smaller Market Day once a week that, while a bit smaller, draws in craftsmen and traders from the wider region around Gammelgard and commonly becomes a popular social gathering for townspeople.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside District&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&#039;&#039;&#039;April 825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the [[Northern Snowy Mountains|Northern Snowy Mountains.]] Adventurers heed the call and assemble at the barracks of the Order to receive missions. The Order requests that the groups investigate two locations that are suspected of providing access to the lost Dwarven holdings under the mountains. Two groups are assembled and sent into the mountains. They are given instruction on where to go and that the area is very likely populated by some sort of mutated or altered goblin. Additionally, they are to hunt down and eliminate any mutated goblins and bugbears that they should come across. Falgrim, the master alchemist of the Order, offers an additional reward if the group brings back one of these mutated goblins for him to study.&lt;br /&gt;
&lt;br /&gt;
Both groups are successful in locating the entrances, encountering and eliminating the goblins. Both groups were able to bring back bodies for Falgrim to study. In his examinations Falgrim was able to determine that another alchemist known to him by the name of Horatio Cheshire is very likely the source of these mutated goblins.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;May 825 PR&#039;&#039;&#039; - &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green/The_Story_So_Far&amp;diff=15893</id>
		<title>Into the Greedy Green/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green/The_Story_So_Far&amp;diff=15893"/>
		<updated>2022-04-21T21:29:01Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Session 13: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Session 1a: Velathidros ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: &#039;&#039;&#039;[[Trina]]&#039;&#039;&#039; (Starting XP 6500), &#039;&#039;&#039;[[Arlin]]&#039;&#039;&#039; (Starting XP 6500)&#039;&#039;&#039;, [[Varryn]]&#039;&#039;&#039; (Starting XP 1500), &#039;&#039;&#039;[[Kristef Smoothroar|Kris]]&#039;&#039;&#039; (Starting XP 1500), &#039;&#039;&#039;Mallen&#039;&#039;&#039; (RIP)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Velathidros]] (Slaughtered), [[Sro]], and [[Flame]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 3350 (670 each)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt; Welcome to [[Synàra]], a central hub of regrowth in the middle of the [[Woldlin]] domain of [[Isonhound]]. Every year, the great festival of [[Asar Ogalas]] brings together the locals, and brings in the curious. With countless activities to partake in, the fun is never ending....unless, of course, you hear the siren.&lt;br /&gt;
&lt;br /&gt;
When called to action, a group of five brave warriors, tasked with helping the town&#039;s own overwhelmed militia, stomped down to local [[Varryn&#039;]]&amp;lt;nowiki/&amp;gt;s neighborhood and help rescue his own kin from being extorted and attacked by the great dragon Velathidros. It took their combined forces (and the morale boost of trusty lionkin Kris) to tear him down, but dramatically they prevailed, opening the door now to further adventures...into the Greedy Green!&lt;br /&gt;
== Session 1b: Sro ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Tordek]] (Starting XP 6500), [[Durian]] (Starting XP 1500), [[Ulka]] (Starting XP 1500), [[Spinel]] (Starting XP 1500), [[Dancer of the Boreal Valley]] (Starting XP 1500), [[Grandmush]] (Starting XP 1500) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Sro]], [[Flame]], and [[Velathidros]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 2460 (410 each) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt; Welcome to [[Synàra]], a central hub of regrowth in the middle of the [[Woldlin]] domain of [[Isonhound]]. Every year, the great festival of [[Asar Ogalas]] brings together the locals, and brings in the curious. With countless activities to partake in, the fun is never ending....unless, of course, you hear the siren.&lt;br /&gt;
&lt;br /&gt;
When called to action, a group of five brave warriors, tasked with helping the town&#039;s own overwhelmed militia, fled to the city&#039;s capital building to evacuate any possible civilians, they learned just how powerful the Silver Greatwyrm Sro could be. And how easy it is to get lost in the rubble, destruction, and confusion that lays in the wake of a Silver dragon who REALLY wants something. Despite the odds being stacked against them, they used their ability to be non-threatening to sneak in and rescue the mayor at the last second!&lt;br /&gt;
== Session 1c: Flame ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Alenka]] (Starting XP 1500), [[Einari]] (Starting XP 1500), [[Jeb]] (Starting XP 1500), [[Violet]] (Starting XP 1500), [[Miles]] (Starting XP 1500) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Flame]], [[Velathidros]], and [[Sro]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 2890 (578 each) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt; Welcome to [[Synàra]], a central hub of regrowth in the middle of the [[Woldlin]] domain of [[Isonhound]]. Every year, the great festival of [[Asar Ogalas]] brings together the locals, and brings in the curious. With countless activities to partake in, the fun is never ending....unless, of course, you hear the siren.&lt;br /&gt;
&lt;br /&gt;
== Session 2: Azuspear ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Trina]], [[Arlin]], [[Kristef Smoothroar|Kris]], [[Violet]], [[Miles]], [[Buho]] (Starting XP 6500), &#039;&#039;&#039;[[Jeb]] (RIP)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Azuspear]] the Blue (+ His wyrmlings), [[The Green Stag]] (Mentioned)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 8700 (1242 each)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: In the city of Deeplake, important scientific progress is happening at the [[Church of Innovation]], but at this particular branch, all is not as it seems. When the scientists began to push harder on the players to kill all the blue dragons (even the babies) a series of interrogations showed that this Church was compromised by an unseen force---[[The Green Stag]]. However, besides uncovering conspiracies, the team also took the time to investigate the blue dragon&#039;s old lair, finding it inhabited by a dangerous [[Behir]], a monster who nearly wiped the team out before they put it six-feet-under. Having now taken some [[Caeruleam]] for themselves, the group begins to look more into its uses and benefits.&lt;br /&gt;
&lt;br /&gt;
== Session 3: Sro II ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Durian]], [[Ulka]], [[Spinel]], [[Dancer of the Boreal Valley]], [[Grandmush|Aman]], [[Einari]], [[Stan]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: The Great [[Sro]], Belle (technically a human but polymorphed into dragon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 6950 (992 each)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: Rising high in the Isonhound mountains, Sro keeps his own precious lair...of MAYORS. Sneaking up to Sro&#039;s home, the group of heroes rush into danger, alerting Sro&#039;s own ward along the way. Though tensions were high among the team, with Dragon Lovers vying for the praise and attention of the Great Sro, while the Dragon Slayers looked for any opportunity to slice him down. By Sro&#039;s own admission, perhaps the world IS ready to fight dragons again, and for passing his curated test (and lesson) of strength, the team took home Mayor Ludvater to his poor heartbroken wife.&lt;br /&gt;
&lt;br /&gt;
== Session 4: Prelnirith ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Varryn]], [[Tordek]], [[Einari]], [[Harold]] (Starting XP 6500), [[Mallen]] (Starting XP 1500), [[Junky]] (Starting XP 1500) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Prelnirith]] the Topaz Dragon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 3435 (573 each) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: A hoard is raided! Escorting the greedy Topaz dragon to his lair on the coast, the team fought alongside the dragon to tear up some goblins who had raided its lair in its absence, and when the dragon wasn&#039;t looking...took a little bit for themselves! However, when Mallen is caught raided a shelf, the once allied dragon turned on the group, quickly beginning the retreat! High tensions, epic stakes, and one magic arrow of blinding later...we were all alive, on the SS No Sink, and on our way out, with well over 500 GP worth of gems and artifacts successfully stolen.&lt;br /&gt;
== Session 5: Bleucorundum ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Trina]], [[Arlin]], [[Durian]], [[Grandmush]], [[Violet]], [[Amber]] (Starting XP 1500), [[Zevendell]] (Starting XP 1500)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;:  [[Bleucorundum]] the Sapphire Dragon, and an unknown gemstone dragon egg. The Green Stag (Mentioned) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 4150 (593 each)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: A child?! With an Egg!? You betcha. It wasn&#039;t Pelota, it wasn&#039;t Toblerone, it was TARIAN! After interviewing all 6 suspects, the heroic teams known as &amp;quot;The Awesome Tieflings&amp;quot;, &amp;quot;The Dragon Mushers&amp;quot;, and &amp;quot;Hot Blood&amp;quot; combined all the clues they had individually gathered in order to crack the case. Unfortunately for them, the Awesome Tieflings also happened to let Tarian&#039;s wiles and charms convince them to let him out of his house. So now instead of tracking him down at home, the team braved the wilds, tracking the child through the woods until they came very close to the lair of the great Sapphire guardian. Fighting one of the dragon&#039;s thralls, a PHASE GELATINOUS CUBE, everyone barely survived, and decided in the end, that the egg belonged with the dragon, and Tarian was doing the right thing after all.&lt;br /&gt;
&lt;br /&gt;
== Session 6: Kobold Dragonshields ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Ulka]], [[Spinel]]. [[Dancer of the Boreal Valley]], [[Stan]], [[Junky]], [[Mallen]], [[Ferris]] (Starting XP 1500)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: About 15 Kobold Dragonshields. You heard me, [https://5e.tools/bestiary.html#kobold%20dragonshield_mpmm,fbmt:sand~b1~b0,fbsr:kobold some Kobolds] are Dragons. Also the body of an unknown red dragon, and the sabotaged egg of said dragon. [[The Green Stag]] (Mentioned)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 2850 (407 each)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* Delving deep into the vault of King Glub, a group of heroes fought off a powerful set of Kobolds that were enhanced with draconic power. &lt;br /&gt;
* It turns out &amp;quot;King Glub&amp;quot; or whoever he was, has been dead, and the Kobolds were defending its egg, still nestled under the boney corpse of its mother. &lt;br /&gt;
* HOWEVER, the egg itself had already been compromised, having been destroyed by a creature calling himself &amp;quot;[[The Green Stag]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Session 7: Harkial ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Einari]], [[Indy]] (Starting XP 1500), [[Cyanocitta|Cyan]] (Starting XP 1500), [[Ophelia]] (Starting XP 1500), [[Joshua]] (Starting XP 1500), [[Tokax]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Harkial the Red]]   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 14,850 (2475 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Draconian armies&#039;&#039;&#039; sometimes escape into the world and cause terror in the name of the dragons as part of the big ongoing war against the realm.&lt;br /&gt;
* The coastal towns of &#039;&#039;&#039;Fasiltum&#039;&#039;&#039;  and &#039;&#039;&#039;Jakalla&#039;&#039;&#039; were attacked in this latest wave, Jakalla was a total loss, despite the best efforts of those present. &lt;br /&gt;
* This particular army of Draconians appeared to be led by Harkial, a destructive young red dragon.&lt;br /&gt;
* Legends of &amp;quot;&#039;&#039;[[Pinky the Dragon Slayer]]&#039;&#039;&amp;quot; are going around now, about a single soldier who slayed a dragon (in truth, he was just the one manning a cannon that happened to land a death blow) &lt;br /&gt;
&lt;br /&gt;
== Session 8: Hydrinth ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Búho]], [[Kris|Kris,]] [[Tordek]], [[Durian]], [[Violet]], [[Boros]] (Starting XP 2700) [[Dad-Bot]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Hydrinth|Hydrinth the Bronze]]   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 5940 (848 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
* The team sailed the [[Titicaca River]] &lt;br /&gt;
* Some of the players learned about Wovenstone and Caeruleum. &lt;br /&gt;
* Kris is retired to side research on the power sources mentioned above.&lt;br /&gt;
* The team did encounter Hydrinth the Bronze Dragon, who was on a mission to destroy the slave-labor mines that were hiding out near Nightfall station. When [[Tordek]] discovers that the mines collapsed and people may be inside, the group melded underground to find and save the last survivors, including a very special Shifter.&lt;br /&gt;
&lt;br /&gt;
== Session 9: Lindwurms ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;:  [[Tordek]], [[Dancer of the Boreal Valley]], [[Boros]], [[Dur&#039;kalak|Dur’kalak]], (Starting XP 1500), [[Va’Dath]] (Starting XP 1500)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Kyle  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Lindwurm]]’s x2   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;:  4180 (836 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* Party caught word of a tavern owner in [[Seglock]] that was looking for a group to venture north for an escort mission.&lt;br /&gt;
* The tavern owner, a [[satyr]] named [[Into the Greedy Green/NPCs#Rory|Rory]], asked the party to travel North to [[Chillcrest Forest]] and bring his daughter home.  Rory’s daughter is a [[New Dryad]] named [[Into the Greedy Green/NPCs#Wisty|Wisty]].  She was part of a relief effort in Northern Sylvanry; in an area with a series of recent attacks by unknown creatures.&lt;br /&gt;
* The party traveled North to Chillcrest Forest, just as Wisty’s camp was under attack by [[Lindwurm|Lindwurms]].  The party engaged the Lindwurms on an icy pond just outside the camp.  The battle was hard fought and unfortunately Wisty was slain by a Lindwurm just as Va’dath(?) was lunging to protect her.&lt;br /&gt;
* The party vanquished the lindwurms and [[Tordek]] attempted to revive Wisty but it was too late.  It’s possible that something in the Lindwurm’s vile saliva prevented such healing.&lt;br /&gt;
* After the dryad perished, a purple sapling began to grow from the corpse.  Dancer cut the sapling from Wisty’s body and placed it in a container.  With Va’Dath(?) carrying the corpse itself, the party returned to Rory and gave the satyr his daughter’s corpse.  He didn’t seem too distraught; claiming that he can have her brought back because “i knows a guy”.  The Wisty Sapling…. Well…. It’s in good paws.&lt;br /&gt;
&lt;br /&gt;
== Session 10: Longfang ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Einari]], [[Violet]], [[Grandmush]], [[Arlin]], [[Trina]], [[Búho]], [[Dad-Bot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Dave  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Longfang]] (Mentioned)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;:  3661 (523 each)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* The party members heeded the request of the Order of the Watchful Eye and reported to the barracks outside their cloister in the town of [[Gammelgard]]. &lt;br /&gt;
* They met a dwarven alchemist by the name of &#039;&#039;&#039;[[Into the Greedy Green/NPCs#Falgrim Norest|Falgrim Norest]]&#039;&#039;&#039;. He is an alchemist in service to the Order and would act as their contact for the mission. He told them the background of why they were requested, what their objectives were and what they might encounter. &lt;br /&gt;
* The first thing they encountered was a group of three emaciated orcs.  emaciated, under dressed and under armed. They were completely submissive and answered all their questions without resistance. The orcs told them they were run off their land farther up in the mountains. A green dragon called &#039;&#039;&#039;[[Longfang, Dragon (NPC)|Longfang]]&#039;&#039;&#039; ran them off with a hoard of nasty odd looking goblins. The group ultimately let them go. &lt;br /&gt;
* Following the road, they came into a large clearing about the size of a small village with rough mountain walls rising up all around it. In this clearing they encountered a large group of goblins similar in look to what the orcs had described. And eventually came to a 25 foot statue of a Dwarf outside a massive sealed off stone archway. &lt;br /&gt;
&lt;br /&gt;
== Session 11: Tragdor ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Einari]], [[Dur&#039;kalak]], [[Durian|Durain]], [[Indy]], [[Tokax]], [[Delphi]] (Starting XP 2700)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Kyle  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;:  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;:  3798 (633 each)     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
== Session 12: The Green Stag Pt. I ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Harold]], [[Cyan]], [[Ensign]] (Starting XP 2700), [[Reylendor]] (Starting XP 2700), [[Kihlek]] (Starting XP 2700), [[Herneldo]]  (Starting XP 2700)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: Unnamed White Dragon Wyrmling Orphans, and ▇▇▇▇▇▇▇▇▇▇▇▇  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 3696 (616 each)     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;: ▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇&lt;br /&gt;
&lt;br /&gt;
▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇&lt;br /&gt;
&lt;br /&gt;
▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇&lt;br /&gt;
&lt;br /&gt;
▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇&lt;br /&gt;
&lt;br /&gt;
== Session 13: ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;: [[Tordek]], [[Dancer of the Boreal Valley|Dancer]], [[Vadath]], [[Boros]], [[Kellen]], [[Akagane]], Khan&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: Dave  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;: [[Longfang, Dragon (NPC)|Longfang]] (Mentioned, possibly it’s presence was sensed by party member)   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;: 4200 (600 each)     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
* The group was briefed by the dwarven alchemist [[Falgrim Norest (NPC)|Falgrim Norest]] in [[Gammelgard]] and informed that the first group that ventured forth into the foothills of the [[Northern Snowy Mountains]] were successful in finding both the entrance to the lost dwarven citadel and the odd, mutated goblins. The task of this group would be similar but in a different area of the foothills.&lt;br /&gt;
* The group had an uneventful travel during the two days into the mountains. The night before they reached the  suspected entrance, a heavy fog fell over the encampment and surrounding area. Dancer of the Boreal Valley cast Primal Awareness and detected a dragon in their wide vicinity. Even so, no attack came to them.&lt;br /&gt;
* The next day the group traveled on further and came to the remnants of  a road that snaked up into the mountains in the direction they were going. Following the road they came to a clearing where they found a hoard of goblins fighting a group of orcs. Sneaking into the area, the group attempted to covertly harass the two groups into fighting each other. This had partial success.&lt;br /&gt;
* Ultimately, the group was successful in defeating both of the groups which did take to fighting each other.&lt;br /&gt;
* Upon traveling farther along, they came to a 25ft statue of a dwarf and sealed stone archway similar to the one the first group found.&lt;br /&gt;
* Tordek cast Meld with Stone and merged with the wall. He came out a few moments later claiming that the wall was actually an earth elemental that was tasked with blocking the passage way.&lt;br /&gt;
&lt;br /&gt;
== Session 14: The Green Stag Pt. II ==&lt;br /&gt;
&amp;lt;u&amp;gt;Characters&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM&amp;lt;/u&amp;gt;: James  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dragons Encountered&amp;lt;/u&amp;gt;:  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained&amp;lt;/u&amp;gt;:     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Synopsis&amp;lt;/u&amp;gt;:&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Citadel_of_Huldus&amp;diff=15876</id>
		<title>The Citadel of Huldus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Citadel_of_Huldus&amp;diff=15876"/>
		<updated>2022-04-20T03:55:23Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Page Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = City|location = Under the Northern Snowy Mountains|Government = Monarchy till the Holy War, unknown after|inhabiting Race = Dwarves}}Not much is known about the Dwarven Citadel other than stories and descriptions that were passed among merchants and artisans who were lucky enough to experience it.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The dwarven citadel was a grand complex of buildings built inside of a large cavern under the Northern Snowy Mountains. Access into the citadel was closely guarded at a number of entrances in the upper foothills that spread out to the East from the mountains. &lt;br /&gt;
&lt;br /&gt;
Most trade that was conducted with the citadel was done at way stations just outside these entrances. Merchants would bring their wares to sell and be able to peruse what the citadel craftsmen had to offer in barter. While these way stations were in use every day, large trade events were conducted on the last day of the week that saw the arrival of caravans from both the citadel and merchants around Isonhound. This was often the best day for a patron who sought to hire a skilled dwarven craftsman to have the best chance of hiring someone. It was common for dwarves from the citadel to make their way to way stations on this day to demonstrate their skill and display their wares.&lt;br /&gt;
&lt;br /&gt;
Oftentimes items were a known need of the citadel and a trustworthy merchant would be engaged in negotiation to provide these goods to the citadel. These merchants were normally permitted access under the mountain and into the citadel to deliver what they were contracted for. The terms of the trade with these merchants was considered highly secretive and therefore only conducted by the king&#039;s exchequer in a closed forum. A merchant in good standing would not risk this lucrative deal so it was rare that anyone would learn the details.&lt;br /&gt;
&lt;br /&gt;
During days of celebration artisans and performers from around the realm would be invited to come perform for the dwarven people inside the citadel courts. This was a rare event and considered a high honor to anyone who received the invitation. Stories abound of players and bards who regaled in the beauty of the citadel. So much so that many of them were probably false. What better way to boost your appeal than to claim to have been an invited performer? &lt;br /&gt;
&lt;br /&gt;
The end of the Holy War&lt;br /&gt;
&lt;br /&gt;
At the height of the Holy War against the dragons, troops spilled forth from the mountain in response to Moradin’s call. His paladins and clerics formed ranks as all manner of people filled in behind to provide support. From carpenters to cooks, blacksmiths to enchanters, dwarves came out of the mountain to help. But what happened shortly after, little is known and even less is shared. &lt;br /&gt;
&lt;br /&gt;
It seems that the citadel shut itself away after the last of the crusaders left. The way stations outside the entrances were left abandoned. Anyone brave enough to venture in to the gates was bet with closed and barred doors. No response to any request for an audience was ever given. &lt;br /&gt;
&lt;br /&gt;
As best as can be determined, this was the same result when the survivors of the Holy War returned home to the mountain. They apparently could not get back in. With no way to return home those that did not choose other places to call home set out to the east and settled in a town that would be known as Gammelgard.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Order_of_the_Watchful_Eye&amp;diff=15875</id>
		<title>The Order of the Watchful Eye</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Order_of_the_Watchful_Eye&amp;diff=15875"/>
		<updated>2022-04-20T03:50:36Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = A monastic order of Dwarves|location = Gammelgard}}&lt;br /&gt;
==About==&lt;br /&gt;
The Order of the Watchful Eye came into existence shortly after the founding of the city of Gammelgard in 990 BR. The Order is based out of a walled cloister located on the outer edges of the town of Gammelgard. Access to the cloister is strictly forbidden to anyone but members of the Order.&lt;br /&gt;
&lt;br /&gt;
The Order is composed completely of dwarves. As of 825 PR, no non-dwarf has ever been admitted to the Order. The Order is run by a Dwarven Grand Master who oversees a committee made up of the Head Masters representing each of the Houses that the Order employs and offers training in. The Grand Master also holds the Order’s seat on the town Triumverat. The Grand Master in 825 PR is Behlmore Goldvein. 5 Grand Masters preceded him going all the way back to the founding of the Order around 990 BR.&lt;br /&gt;
&lt;br /&gt;
There are nine Houses within the Order. Each member will ultimately fall into one of these Houses based on their skill sets. Some members of the Order are accomplished masters of their trades who have traveled the world and refined their skill. These dwarves are recruited to join the Order with the promise of resources to experiment and stability in housing and board. Yet other members are drawn into the Order as acolytes looking for training from these masters and hopefully become masters in their own right. It is common for Head Masters of each House to be drawn from the ranks of Masters &lt;br /&gt;
&lt;br /&gt;
The six groups are:&lt;br /&gt;
&lt;br /&gt;
Smiths &lt;br /&gt;
&lt;br /&gt;
Alchemists&lt;br /&gt;
&lt;br /&gt;
Scholars&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
&lt;br /&gt;
Devout &lt;br /&gt;
&lt;br /&gt;
Arcanists &lt;br /&gt;
&lt;br /&gt;
When a decision is made by the council, the Grand Master only votes when a tie breaker is necessary.&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Order_of_the_Watchful_Eye&amp;diff=15874</id>
		<title>The Order of the Watchful Eye</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Order_of_the_Watchful_Eye&amp;diff=15874"/>
		<updated>2022-04-20T03:50:09Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Page Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = A monastic order of Dwarves|location = Gammelgard}}&lt;br /&gt;
==About==&lt;br /&gt;
The Order of the Watchful Eye came into existence shortly after the founding of the city of Gammelgard. The Order is based out of a walled cloister located on the outer edges of the town of Gammelgard. Access to the cloister is strictly forbidden to anyone but members of the Order.&lt;br /&gt;
&lt;br /&gt;
The Order is composed completely of dwarves. As of 825 PR, no non-dwarf has ever been admitted to the Order. The Order is run by a Dwarven Grand Master who oversees a committee made up of the Head Masters representing each of the Houses that the Order employs and offers training in. The Grand Master also holds the Order’s seat on the town Triumverat. The Grand Master in 825 PR is Behlmore Goldvein. 5 Grand Masters preceded him going all the way back to the founding of the Order around 990 BR.&lt;br /&gt;
&lt;br /&gt;
There are nine Houses within the Order. Each member will ultimately fall into one of these Houses based on their skill sets. Some members of the Order are accomplished masters of their trades who have traveled the world and refined their skill. These dwarves are recruited to join the Order with the promise of resources to experiment and stability in housing and board. Yet other members are drawn into the Order as acolytes looking for training from these masters and hopefully become masters in their own right. It is common for Head Masters of each House to be drawn from the ranks of Masters &lt;br /&gt;
&lt;br /&gt;
The six groups are:&lt;br /&gt;
&lt;br /&gt;
Smiths &lt;br /&gt;
&lt;br /&gt;
Alchemists&lt;br /&gt;
&lt;br /&gt;
Scholars&lt;br /&gt;
&lt;br /&gt;
Scouts&lt;br /&gt;
&lt;br /&gt;
Devout &lt;br /&gt;
&lt;br /&gt;
Arcanists &lt;br /&gt;
&lt;br /&gt;
When a decision is made by the council, the Grand Master only votes when a tie breaker is necessary.&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Horatio_Cheshire&amp;diff=15873</id>
		<title>Horatio Cheshire</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Horatio_Cheshire&amp;diff=15873"/>
		<updated>2022-04-20T03:45:50Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=The green dragon Longfang (suspected)|name={{PAGENAME}}|image=horatio.jpg|caption=Horatio Cheshire|relatives=unknown|languages=Common, possibly others|alias=unknown|marital=unknown|species=human|gender=male|height=6&#039;|weight=unknown|eyes=unknown}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This human alchemist is suspected of creating the mutated goblins that have been found in service to the green dragon Longfang. &lt;br /&gt;
&lt;br /&gt;
A Writ of Detainment has been issued for Horatio by the Order of the Watchful Eye and the city guard of Gammelgard. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
6 feet tall and slender build, dark salt and pepper hair &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Introverted but easily set to anger if pushed &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Studied Alchemy alongside Falgrim Norest. The rest is unknown&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, others suspected but unknown&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Horatio.jpg&amp;diff=15872</id>
		<title>File:Horatio.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Horatio.jpg&amp;diff=15872"/>
		<updated>2022-04-20T03:44:31Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Horatio_Cheshire&amp;diff=15871</id>
		<title>Horatio Cheshire</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Horatio_Cheshire&amp;diff=15871"/>
		<updated>2022-04-20T03:44:18Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=The green dragon Longfang (suspected)|name={{PAGENAME}}|image=|caption=|relatives=unknown|languages=Common, possibly others|alias=unknown|marital=unknown|species=human|gender=male|height=6&#039;|weight=unknown|eyes=unknown}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This human alchemist is suspected of creating the mutated goblins that have been found in service to the green dragon Longfang. &lt;br /&gt;
&lt;br /&gt;
A Writ of Detainment has been issued for Horatio by the Order of the Watchful Eye and the city guard of Gammelgard. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
6 feet tall and slender build, dark salt and pepper hair &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Introverted but easily set to anger if pushed &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Studied Alchemy alongside Falgrim Norest. The rest is unknown&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, others suspected but unknown&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Longfang&amp;diff=15870</id>
		<title>Longfang</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Longfang&amp;diff=15870"/>
		<updated>2022-04-20T03:34:42Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=unknown|name={{PAGENAME}}|image=|caption=|languages=unknown|alias=unknown|marital=unknown|birthPlace=unknown|species=dragon (green)|gender=male|height=15&#039; (est. based on tracks)|weight=unknown|eyes=unknown}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First identified in 825 PR, little is known about the green dragon named Longfang. The first known reference to him was during exploration missions into the foothills of the Northern Snowy Mountains. Adventurers were hired to investigate locations suspected to be the entrances into the lost Dwarven Citadel under the mountains. &lt;br /&gt;
&lt;br /&gt;
Mutated goblins were encountered who professed their loyalty to a green dragon named “Longfang”. Additionally, orcs living in the region were apparently given the opportunity to swear allegiance to the dragon and, when they wouldn’t, they were run out of the foothills by the goblins.&lt;br /&gt;
&lt;br /&gt;
Suspicion abounds as to what the dragon wants with the area in and around the Northern Snowy Mountains but the running hypothesis is that the dragon intends to move its lair into the area. &lt;br /&gt;
&lt;br /&gt;
The existence of the mutated goblins has been attributed to a human alchemist by the name of Horatio Cheshire. The connection between Longfang and Horatio is still unknown.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Unknown &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Assumed to be similar to other green dragons&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Longfang&amp;diff=15869</id>
		<title>Longfang</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Longfang&amp;diff=15869"/>
		<updated>2022-04-20T03:34:19Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=unknown|name={{PAGENAME}}|image=|caption=|languages=unknown|alias=unknown|marital=unknown|birthPlace=unknown|species=dragon (green)|gender=male|height=15&#039; (est. based on tracks)|weight=unknown|eyes=unknown}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First identified in 825 PR, little is known about the green dragon named Longfang. The first known reference to him was during exploration missions into the foothills of the Northern Snowy Mountains. Adventurers were hired to investigate locations suspected to be the entrances into the lost Dwarven Citadel under the mountains. &lt;br /&gt;
&lt;br /&gt;
Mutated goblins were encountered who professed their loyalty to a green dragon named “Longfang”. Additionally, orcs living in the region were apparently given the opportunity to swear allegiance to the dragon and, when they wouldn’t, they were run out of the foothills by the goblins.&lt;br /&gt;
&lt;br /&gt;
Suspicion abounds as to what the dragon wants with the area in and around the Northern Snowy Mountains but the running hypothesis is that the dragon intends to move its lair into the area. &lt;br /&gt;
&lt;br /&gt;
The existence of the mutated goblins has been attributed to a human alchemist by the name of Horatio Cheshire. The connection between Longfang and Horatio is still unknown.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Unknown &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A brief history of your character&#039;s life.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Assumed to be similar to other green dragons&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Falgrim_Norest&amp;diff=15868</id>
		<title>Falgrim Norest</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Falgrim_Norest&amp;diff=15868"/>
		<updated>2022-04-20T03:30:12Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Order of the Watchful Eye (Master)|name={{PAGENAME}}|image=falgrim.jpg|caption=Falgrim Norest|languages=Dwarven, Common|species=dwarf|gender=male|height=5&#039; 2&amp;quot;|eyes=blue}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As of 825 PR Falgrim was serving as a Master Alchemist in service to the Order of the Watchful Eye in the town of Gammelgard. His services include protective and healing potions as well as experimental offensive concoctions such as Falgrim’s Fire. &lt;br /&gt;
&lt;br /&gt;
In 825 PR Falgrim was tasked with coordinating the adventuring groups that were hired by the Order to investigate the lost entrances to the Dwarven Citadel under the Northern Snowy Mountains. Additionally, the groups were to look into the presence of abnormal goblins seen in the area.&lt;br /&gt;
&lt;br /&gt;
Falgrim offered an additional reward on top of the payment the Order provided. This reward was for the return of a goblin specimen for Falgrim to study to determine its origin.&lt;br /&gt;
&lt;br /&gt;
Both groups that were hired were successful in their mission for the Order as well as recovering a corpse for Falgrim.Through the study of these corpses Falgrim deduced that the most likely creator of the abnormal goblins was a human Alchemist by the name of Horatio Cheshire, an alchemist he had studied with in their youth.&lt;br /&gt;
&lt;br /&gt;
Currently the Order of the Watchful Eye, in concert with the city guard of Gammelgard, has issued a Writ of Detainment for Horatio Cheshire. Adventurers are being sought to follow up on leads as to his whereabouts.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A stout dwarf with blond hair and a beard, Falgrim shows the scars and marks of someone who has spent their life in a lab pushing the limits on what should be done with volatile substances. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Falgrim has a welcoming air about him. He is always good for a laugh and a drink of good ale &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
At least Dwarven and Common&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Falgrim.jpg&amp;diff=15867</id>
		<title>File:Falgrim.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Falgrim.jpg&amp;diff=15867"/>
		<updated>2022-04-20T03:29:09Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Falgrim_Norest&amp;diff=15866</id>
		<title>Falgrim Norest</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Falgrim_Norest&amp;diff=15866"/>
		<updated>2022-04-20T03:28:44Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Order of the Watchful Eye (Master)|name={{PAGENAME}}|image=image.jpg|caption=Falgrim Norest|languages=Dwarven, Common|species=dwarf|gender=male|height=5&#039; 2&amp;quot;|eyes=blue}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As of 825 PR Falgrim was serving as a Master Alchemist in service to the Order of the Watchful Eye in the town of Gammelgard. His services include protective and healing potions as well as experimental offensive concoctions such as Falgrim’s Fire. &lt;br /&gt;
&lt;br /&gt;
In 825 PR Falgrim was tasked with coordinating the adventuring groups that were hired by the Order to investigate the lost entrances to the Dwarven Citadel under the Northern Snowy Mountains. Additionally, the groups were to look into the presence of abnormal goblins seen in the area.&lt;br /&gt;
&lt;br /&gt;
Falgrim offered an additional reward on top of the payment the Order provided. This reward was for the return of a goblin specimen for Falgrim to study to determine its origin.&lt;br /&gt;
&lt;br /&gt;
Both groups that were hired were successful in their mission for the Order as well as recovering a corpse for Falgrim.Through the study of these corpses Falgrim deduced that the most likely creator of the abnormal goblins was a human Alchemist by the name of Horatio Cheshire, an alchemist he had studied with in their youth.&lt;br /&gt;
&lt;br /&gt;
Currently the Order of the Watchful Eye, in concert with the city guard of Gammelgard, has issued a Writ of Detainment for Horatio Cheshire. Adventurers are being sought to follow up on leads as to his whereabouts.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A stout dwarf with blond hair and a beard, Falgrim shows the scars and marks of someone who has spent their life in a lab pushing the limits on what should be done with volatile substances. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Falgrim has a welcoming air about him. He is always good for a laugh and a drink of good ale &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
At least Dwarven and Common&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15850</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15850"/>
		<updated>2022-04-19T04:37:21Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Notable Places (As of 825 PR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.|image=Gammelgard_city_street.jpg}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a cluster of smaller buildings that stand along with the Great Hall that serve as barracks, a barn, a small smithy and a kitchen to support any persons working for the Order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Market Commons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts a large trade event known as Grand Market Day. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. Though this event is only once a month, it is common for the shops to host a smaller Market Day once a week that, while a bit smaller, draws in craftsmen and traders from the wider region around Gammelgard and commonly becomes a popular social gathering for townspeople.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside District&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&#039;&#039;&#039;825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the [[Northern Snowy Mountains|Northern Snowy Mountains.]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15849</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15849"/>
		<updated>2022-04-19T04:33:59Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: added picture, updated links to other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.|image=Gammelgard_city_street.jpg}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Market Commons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts a large trade event known as Grand Market Day. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. Though this event is only once a month, it is common for the shops to host a smaller Market Day once a week that, while a bit smaller, draws in craftsmen and traders from the wider region around Gammelgard and commonly becomes a popular social gathering for townspeople.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside District&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&#039;&#039;&#039;825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the [[Northern Snowy Mountains|Northern Snowy Mountains.]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Gammelgard_city_street.jpg&amp;diff=15848</id>
		<title>File:Gammelgard city street.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Gammelgard_city_street.jpg&amp;diff=15848"/>
		<updated>2022-04-19T04:32:34Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15847</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15847"/>
		<updated>2022-04-19T04:22:47Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Notable Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Market Commons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts a large trade event known as Grand Market Day. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. Though this event is only once a month, it is common for the shops to host a smaller Market Day once a week that, while a bit smaller, draws in craftsmen and traders from the wider region around Gammelgard and commonly becomes a popular social gathering for townspeople.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside District&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&#039;&#039;&#039;825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the Northern Snowy Mountains.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Northern_Snowy_Mountains&amp;diff=15846</id>
		<title>Northern Snowy Mountains</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Northern_Snowy_Mountains&amp;diff=15846"/>
		<updated>2022-04-19T04:20:57Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Added picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Natural land formation|location = North Western corner of Isonhound|image=Northern_Snowy_Mountains.jpg}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
This mountain range is situated on the north western most portion of the continent of [[Isonhound]]. The larger mountains are perpetually covered in snow on their upper regions. These barren jagged upper regions tower over the lush, tree covered lower foothills that stretch out from the mountains to the east and south. The foothills are teeming with both flora and fauna. &lt;br /&gt;
&lt;br /&gt;
On the North Western face of the mountains one would find only uninviting rocky outcroppings that plunge into the Viridant Sea that divides [[Isonhound]] from [[Breme]]. The waters that separate the two continents echo the wild activity of the weather that flows from Breme to the mountains. Many a ship have been lost in these waters as the winds wreak havoc on even the best sailors skills and send them smashing against the stone of the mountains.&lt;br /&gt;
&lt;br /&gt;
Snowy storms swirl constantly around the peaks of the mountains and they are, more than often, shrouded in fog due to this activity. The mountain range acts as a natural barrier from the strong winter weather that batters Isonhound from Breme.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Northern Snowy Mountains have existed as long as [[Isonhound]]. It would also seem that the dwarves that lived in the dwarven citadel beneath it have been there just as long. For hundreds of years trade routes through the foothills into the base of the mountains thrived as products of the races above such as cloth, wood and produce flowed into the dwarves. In return, a steady stream of precious stone, metal and gem artistry flowed out. The skill of the dwarven artists was well known and often unmatched. &lt;br /&gt;
&lt;br /&gt;
This was the case until the time of the [[The Holy War|Holy War]] against the dragon [[Tiamat]]. Many dwarves answered the call of the god [[Moradin]] to rally to battle against the dragon. But as soon as these crusaders left the mountain, trade with the outside world ceased. Messengers were sent to the mountain requesting aid from the dwarves that were battling Tiamat and her children. But each time the doors were found barred and no response was ever given. &lt;br /&gt;
&lt;br /&gt;
Any villages and way stations that had survived on the trade with the dwarves became obsolete and were abandoned by the residents. Many of these locations still pockmark the lower and upper foothills as shadows of their former selves. The natural landscape quickly reclaimed many of these locations as well as the roads between them and into the mountain citadel.&lt;br /&gt;
&lt;br /&gt;
When the war had ended and the remaining dwarven troops looked to return home, they either decided not to, or could not. The facts surrounding this circumstance are still unclear. In any case, the bulk of these troops settled about 2 days&#039; travel out of the foothills and founded a town by the name of [[Gammelgard]] on the remains of an abandoned coastal fishing village in approximately 990 BR. &lt;br /&gt;
&lt;br /&gt;
Since then, there has been little in the way of either exploration or settlement in the foothills. The locations of the entrances into the mountains are all but forgotten. The land itself is not worth settling seeing as anything that can be raised in the foothills can be done so on lower elevations, closer to civilization and away from many of the monsters that occupy the region.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
The Dwarven Citadel&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 990 BR - The closing off of the Citadel&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Northern_Snowy_Mountains.jpg&amp;diff=15845</id>
		<title>File:Northern Snowy Mountains.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Northern_Snowy_Mountains.jpg&amp;diff=15845"/>
		<updated>2022-04-19T04:19:40Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Northern_Snowy_Mountains&amp;diff=15844</id>
		<title>Northern Snowy Mountains</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Northern_Snowy_Mountains&amp;diff=15844"/>
		<updated>2022-04-19T04:19:17Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Page Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Natural land formation|location = North Western corner of Isonhound|image=image.jpg}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
This mountain range is situated on the north western most portion of the continent of [[Isonhound]]. The larger mountains are perpetually covered in snow on their upper regions. These barren jagged upper regions tower over the lush, tree covered lower foothills that stretch out from the mountains to the east and south. The foothills are teeming with both flora and fauna. &lt;br /&gt;
&lt;br /&gt;
On the North Western face of the mountains one would find only uninviting rocky outcroppings that plunge into the Viridant Sea that divides [[Isonhound]] from [[Breme]]. The waters that separate the two continents echo the wild activity of the weather that flows from Breme to the mountains. Many a ship have been lost in these waters as the winds wreak havoc on even the best sailors skills and send them smashing against the stone of the mountains.&lt;br /&gt;
&lt;br /&gt;
Snowy storms swirl constantly around the peaks of the mountains and they are, more than often, shrouded in fog due to this activity. The mountain range acts as a natural barrier from the strong winter weather that batters Isonhound from Breme.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Northern Snowy Mountains have existed as long as [[Isonhound]]. It would also seem that the dwarves that lived in the dwarven citadel beneath it have been there just as long. For hundreds of years trade routes through the foothills into the base of the mountains thrived as products of the races above such as cloth, wood and produce flowed into the dwarves. In return, a steady stream of precious stone, metal and gem artistry flowed out. The skill of the dwarven artists was well known and often unmatched. &lt;br /&gt;
&lt;br /&gt;
This was the case until the time of the [[The Holy War|Holy War]] against the dragon [[Tiamat]]. Many dwarves answered the call of the god [[Moradin]] to rally to battle against the dragon. But as soon as these crusaders left the mountain, trade with the outside world ceased. Messengers were sent to the mountain requesting aid from the dwarves that were battling Tiamat and her children. But each time the doors were found barred and no response was ever given. &lt;br /&gt;
&lt;br /&gt;
Any villages and way stations that had survived on the trade with the dwarves became obsolete and were abandoned by the residents. Many of these locations still pockmark the lower and upper foothills as shadows of their former selves. The natural landscape quickly reclaimed many of these locations as well as the roads between them and into the mountain citadel.&lt;br /&gt;
&lt;br /&gt;
When the war had ended and the remaining dwarven troops looked to return home, they either decided not to, or could not. The facts surrounding this circumstance are still unclear. In any case, the bulk of these troops settled about 2 days&#039; travel out of the foothills and founded a town by the name of [[Gammelgard]] on the remains of an abandoned coastal fishing village in approximately 990 BR. &lt;br /&gt;
&lt;br /&gt;
Since then, there has been little in the way of either exploration or settlement in the foothills. The locations of the entrances into the mountains are all but forgotten. The land itself is not worth settling seeing as anything that can be raised in the foothills can be done so on lower elevations, closer to civilization and away from many of the monsters that occupy the region.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
The Dwarven Citadel&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 990 BR - The closing off of the Citadel&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Cheshire%27s_Goblins&amp;diff=15843</id>
		<title>Cheshire&#039;s Goblins</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Cheshire%27s_Goblins&amp;diff=15843"/>
		<updated>2022-04-19T04:08:36Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Added picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=loyal to the dragon &amp;quot;Longfang&amp;quot;|name={{PAGENAME}}|image=Cheshire_Goblin.jpg|caption=A typical unarmored Cheshire Goblin|languages=goblin, Common}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;are a variant goblin that were first seen in Isonhound in 825 PR. In 825 PR strange mutated goblins began appearing in and around the foothills of the Northern Snowy Mountains. These goblins were discovered by scouts who were deployed by the Order of the Watchful Eye based in Gammelgard. The scouts had been sent into the mountains to determine if historical records, held by scholars of the order, accurately depicted the long forgotten entryways into the long great dwarven citadel under the mountains. &lt;br /&gt;
&lt;br /&gt;
Due to the presence of these goblins, adventurers were hired to continue the investigation of the entrances and clear them away from the area. A dwarf master alchemist in service to the order, Falgrim Norest, was assigned the responsibility of deploying the adventuring groups and overseeing their reports upon their return. Falgrim also tasked the groups with returning goblin specimens if possible so that he might study them and determine their origin.&lt;br /&gt;
&lt;br /&gt;
Two groups returned from their adventures successfully. Not only had they found the entrances but they also recovered goblin remains that were dissectable.&lt;br /&gt;
&lt;br /&gt;
== ORIGINS ==&lt;br /&gt;
It was determined that these goblins were not normally occurring creatures. Through Falgrin’s studies he recognized signs of alchemical modifications. Due to the unique nature of each alchemist’s techniques, Falgrim was able to determine a possible suspect in the creation of these modified goblins. The Order of the Watchful Eye, along with the city guard of Gammelgard issued a Writ of Detainment for one Horatio Cheshire, a human alchemist. &lt;br /&gt;
&lt;br /&gt;
Due to the information that the adventurers had brought back, it had been determined that these creatures were created for a green dragon that goes by the name Longfang&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Cheshire’s Goblins have distinctly different features from those of naturally occurring goblins. &lt;br /&gt;
&lt;br /&gt;
The most identifiable by far is the larger, oblong head. Additionally, three other aspects of their head that have been altered are their mouth, teeth and eyes. Their teeth have been significantly increased in size and sharpness. Poison glands have been grafted into their cheeks and jaw lines that secretes a toxin onto their teeth enhancing the damage of their bite. Their jaws have been expanded to accommodate these new teeth and glands as well as provide a shape that maximizes the effectiveness of their bites. Finally, their eyes are an unusual shade of red. The intent of this mutation is, as of 825, unknown.&lt;br /&gt;
&lt;br /&gt;
Though the height of Cheshire’s Goblins are comparable to traditional goblins, overall physique is much more svelte. Musculature findings suggest the strength of these goblins to be, on average, comparable or better than the strength of a trained guardsmen.&lt;br /&gt;
&lt;br /&gt;
With this strong frame though comes the issue of appetite. It is believed that these goblins require significantly more food to survive than their natural counterparts. Signs of their presence in the wild could very likely be seen in the overhunting of both small and large game animals.&lt;br /&gt;
&lt;br /&gt;
==Personality/Society==&lt;br /&gt;
Little is known of any societal aspects of these altered goblins. Based on encounters, it is assumed there is a hierarchy in place. “Bosses” or “Chiefs” have been seen ordering and commanding the goblins. Though their effectiveness at this is still in question. They are easily identifiable with a plumage of bone or wood on their backs that have been carved to represent long teeth. This may be in reference to the master they have claimed to serve, a dragon named Longfang. &lt;br /&gt;
&lt;br /&gt;
Some goblins have been shown to effectively wield armor and shields as well as coordinate their attacks with each other. Their effectiveness with this has varied. It would seem not all goblins take to fighting in concert with each other.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Cheshire&#039;s Goblins are known to speak both Goblin and Common. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Cheshire_Goblin.jpg&amp;diff=15842</id>
		<title>File:Cheshire Goblin.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Cheshire_Goblin.jpg&amp;diff=15842"/>
		<updated>2022-04-19T04:05:31Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Cheshire%27s_Goblins&amp;diff=15841</id>
		<title>Cheshire&#039;s Goblins</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Cheshire%27s_Goblins&amp;diff=15841"/>
		<updated>2022-04-19T04:02:40Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Created page with &amp;quot;{{Infobox_character|affilliation=loyal to the dragon &amp;quot;Longfang&amp;quot;|name={{PAGENAME}}|image=image.jpg|caption=A typical unarmored Cheshire Goblin|languages=goblin, Common}}  &amp;#039;&amp;#039;&amp;#039;{{...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=loyal to the dragon &amp;quot;Longfang&amp;quot;|name={{PAGENAME}}|image=image.jpg|caption=A typical unarmored Cheshire Goblin|languages=goblin, Common}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;are a variant goblin that were first seen in Isonhound in 825 PR. In 825 PR strange mutated goblins began appearing in and around the foothills of the Northern Snowy Mountains. These goblins were discovered by scouts who were deployed by the Order of the Watchful Eye based in Gammelgard. The scouts had been sent into the mountains to determine if historical records, held by scholars of the order, accurately depicted the long forgotten entryways into the long great dwarven citadel under the mountains. &lt;br /&gt;
&lt;br /&gt;
Due to the presence of these goblins, adventurers were hired to continue the investigation of the entrances and clear them away from the area. A dwarf master alchemist in service to the order, Falgrim Norest, was assigned the responsibility of deploying the adventuring groups and overseeing their reports upon their return. Falgrim also tasked the groups with returning goblin specimens if possible so that he might study them and determine their origin.&lt;br /&gt;
&lt;br /&gt;
Two groups returned from their adventures successfully. Not only had they found the entrances but they also recovered goblin remains that were dissectable.&lt;br /&gt;
&lt;br /&gt;
== ORIGINS ==&lt;br /&gt;
It was determined that these goblins were not normally occurring creatures. Through Falgrin’s studies he recognized signs of alchemical modifications. Due to the unique nature of each alchemist’s techniques, Falgrim was able to determine a possible suspect in the creation of these modified goblins. The Order of the Watchful Eye, along with the city guard of Gammelgard issued a Writ of Detainment for one Horatio Cheshire, a human alchemist. &lt;br /&gt;
&lt;br /&gt;
Due to the information that the adventurers had brought back, it had been determined that these creatures were created for a green dragon that goes by the name Longfang&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Cheshire’s Goblins have distinctly different features from those of naturally occurring goblins. &lt;br /&gt;
&lt;br /&gt;
The most identifiable by far is the larger, oblong head. Additionally, three other aspects of their head that have been altered are their mouth, teeth and eyes. Their teeth have been significantly increased in size and sharpness. Poison glands have been grafted into their cheeks and jaw lines that secretes a toxin onto their teeth enhancing the damage of their bite. Their jaws have been expanded to accommodate these new teeth and glands as well as provide a shape that maximizes the effectiveness of their bites. Finally, their eyes are an unusual shade of red. The intent of this mutation is, as of 825, unknown.&lt;br /&gt;
&lt;br /&gt;
Though the height of Cheshire’s Goblins are comparable to traditional goblins, overall physique is much more svelte. Musculature findings suggest the strength of these goblins to be, on average, comparable or better than the strength of a trained guardsmen.&lt;br /&gt;
&lt;br /&gt;
With this strong frame though comes the issue of appetite. It is believed that these goblins require significantly more food to survive than their natural counterparts. Signs of their presence in the wild could very likely be seen in the overhunting of both small and large game animals.&lt;br /&gt;
&lt;br /&gt;
==Personality/Society==&lt;br /&gt;
Little is known of any societal aspects of these altered goblins. Based on encounters, it is assumed there is a hierarchy in place. “Bosses” or “Chiefs” have been seen ordering and commanding the goblins. Though their effectiveness at this is still in question. They are easily identifiable with a plumage of bone or wood on their backs that have been carved to represent long teeth. This may be in reference to the master they have claimed to serve, a dragon named Longfang. &lt;br /&gt;
&lt;br /&gt;
Some goblins have been shown to effectively wield armor and shields as well as coordinate their attacks with each other. Their effectiveness with this has varied. It would seem not all goblins take to fighting in concert with each other.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Cheshire&#039;s Goblins are known to speak both Goblin and Common. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15783</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15783"/>
		<updated>2022-04-10T16:28:33Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Notable Places (As of 825 PR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Market Commons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts a large trade event known as Grand Market Day. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. Though this event is only once a month, it is common for the shops to host a smaller Market Day once a week that, while a bit smaller, draws in craftsmen and traders from the wider region around Gammelgard and commonly becomes a popular social gathering for townspeople.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside District&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&#039;&#039;&#039;825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the Snowy Northern Mountains.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15512</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15512"/>
		<updated>2022-03-24T02:21:34Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of 825PR:&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places (As of 825 PR)==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Market Commons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This area of the town is a collection of shops that sell all manner of wares. The shops surround a grassy, tree speckled commons that, once a month during the warmer seasons, hosts large trade events. Craftsmen and traders from all over the continent and sometimes from abroad will bring their wares to sell at this market. This market functions as an advantageous time for the local shops as well as the cloister to acquire sometimes hard to get items and materials. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Permanent craftsmen and shops in High Market Commons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Taniser&#039;s Scrolls and Spells&#039;&#039;&#039; - This shop is an ornate two-story building with brightly colored leaded stain glass windows. It is run by a female elf named Taniser.&lt;br /&gt;
* &#039;&#039;&#039;Naga&#039;s Vault&#039;&#039;&#039; - A simple stone building with small windows, this shop contains all manner of trinkets and potions that a traveler may need. It is run by a stout middle-aged halfling named Hone.&lt;br /&gt;
* &#039;&#039;&#039;The Iron Brace&#039;&#039;&#039; - This blacksmith shop seems to always have its fires stoked. Even in the middle of the night. Though thankfully, they have been restricted from working those late hours unless given emergency authorization by the triumvirate. They are known to make weapons from time to time but mostly service the day to day metal needs of the town. It is operated by Briggs Hammerfoot. An older grey-bearded dwarf.&lt;br /&gt;
* &#039;&#039;&#039;The Gilded Helm&#039;&#039;&#039; - This shop is THE place to go to for all manner of arms and armor as well as enchanting services. It is run by two people. A human man named Denethin and an elvin woman named Sara&#039;thil.&lt;br /&gt;
* &#039;&#039;&#039;Thunder and Smoke&#039;&#039;&#039; - The sign that hangs above this shop contains two crossed muskets with what looks like a smoking bomb in the middle.  Barret and Greegan, the dwarven brothers who operate this business have been known to push the boundaries of alchemical and artificer experimentation. So much so, that they have been restricted from experimenting in their shop and were ordered to move them to an old farmhouse and barn outside town. The shop is sometimes closed for days at a time while they immerse themselves in their trials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seaside District&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything that comes into Gemmelgard from the sea must come through the Seaside District. Few of the sailors even leave the district during their stay in port. The district has all manner of lodgings, ale halls, gambling parlors and other entertainment that a sailor may be looking for. This area of town has some of the lowest concentrations of dwarves in the area.   &lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&#039;&#039;&#039;825 PR&#039;&#039;&#039; - The Order of the Watchful Eye dispatches messengers to towns all over Isonhound with fliers calling for adventurers to help investigate the Snowy Northern Mountains.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15511</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15511"/>
		<updated>2022-03-24T01:42:03Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Notable Places */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In approximately 990BR, Gammelgard was founded on the remains of an abandoned fishing Hamlet the dwarves had discovered in their search for a new home after the Holy War.  As the story goes, these original founding dwarves hailed from some now lost dwarven stronghold that existed in the Snowy Northern mountains about two days travel east from the town. Why the dwarves could not or did not return to the mountain is unknown but the rumors abound. Some say the dwarves that remained behind were left unguarded and were slaughtered by monsters. When the dwarves returned, the stronghold was overrun and in ruins . Other stories say the dwarves who left to fight in the war had angered or dishonored Moradin somehow. They and all their descendants were banned from ever returning under the mountain. &lt;br /&gt;
&lt;br /&gt;
The vast majority of the dwarves that live in Gammelgard have ties to the mountains and will dreamily speak of returning there one day. But as to why they don&#039;t or why their ancestors couldn&#039;t. none of the dwarves in town really know. They turn to the Order of the Watchful Eye for guidance on all things regarding their society and confidently say &#039;&#039;&amp;quot;When it is time to go, they will know. Then, so will we.&amp;quot;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&#039;&#039;&#039;Cloister of the Order of the Watchful Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This collection of buildings surrounded by walls with high parapets overlooks the town of Gammelgard and the sea beyond. The cloister houses approximately 100 people that are exclusively dwarves. The occupants are a collection of Clerics, Paladins and Monks who follow and serve the causes of Moradin. Since the inception of  firearms, Artificers have found a prominent role in the Order as well. Many of the best dwarven crafters of firearms, weapons and armor come to collaborate in the Cloister and sell their wares in the market of Gammelgard.&lt;br /&gt;
&lt;br /&gt;
Access to the cloister by anyone not of the Order is restricted to the largest building in the complex, The Great Hall, which is accessed directly from the main gate. Any attempts to enter the cloister through another location or to leave the Great Hall and enter the cloister will be met with swift and harsh resistance.&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15510</id>
		<title>Gammelgard</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gammelgard&amp;diff=15510"/>
		<updated>2022-03-24T00:52:31Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Created page with &amp;quot;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = TOWN|location = Northern coast of Isonhound. East of the Snowy Northern Mountains and West of the Chilcrest Forest|Government = Triumvirate. One seat for the Order of the Watchful Eye and two that are democratically chosen by the townsfolk.|inhabiting Race = Dwarves: 58%&lt;br /&gt;
Humans 22%&lt;br /&gt;
&lt;br /&gt;
Halflings 6%&lt;br /&gt;
&lt;br /&gt;
Elves (all types): 4%&lt;br /&gt;
All Others: 10%|Population=Approx: 4500&lt;br /&gt;
Order of the Watchful Eye makes up approximately 100 of those.}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gammelgard is a town on the northern coast of [[Isonhound]]. It was founded by a large cohort of Dwarves sometime after the [[The Holy War|Holy War]].  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green&amp;diff=15235</id>
		<title>Into the Greedy Green</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green&amp;diff=15235"/>
		<updated>2022-03-13T04:06:19Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Players Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;quot;For Every Law and Rule that is Obeyed...there is a reward. For every law transgressed there is a punishment. Blessings and punishments may not come about immediately, but they occur eventually.&amp;quot; - The Law of Consequence&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Into the Greedy Green&#039;&#039;&#039; is Quelmar&#039;s 3rd community D&amp;amp;D campaign (following [[Towson Tabletop]] in 2014 and [[Ancients Alive]] in 2018).&lt;br /&gt;
&lt;br /&gt;
Greedy Green began in January 2022, with an expected run time of about 2 years (based on the length and duration of the previous community campaigns).&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
It has been 30 years since &#039;&#039;&#039;[[The Sundown]]&#039;&#039;&#039;, the year is 825 [[PR]], and the realm finds itself once again facing endless waves of Dragons, who have all been long released from their prison island of &#039;&#039;&#039;[[Kiston]]&#039;&#039;&#039;. While the realm as a whole struggles to come together to face its new common enemy, smaller towns, hamlets, and cities now face a pandemic of robberies.&lt;br /&gt;
&lt;br /&gt;
After centuries of having nothing good to horde, Dragons everywhere begin again---building hordes of treasures, weapons, materials, gems, books, and all other manner of collectibles.&lt;br /&gt;
&lt;br /&gt;
And in this new world, only those brave enough to call themselves &#039;&#039;&#039;Heroes&#039;&#039;&#039; are willing to track down the dens all over [[Isonhound]] and recover this loot, as they head....into the Greedy Green.&lt;br /&gt;
&lt;br /&gt;
== [[Into the Greedy Green/PCs|Players Characters]] ==&lt;br /&gt;
&lt;br /&gt;
* Alive&lt;br /&gt;
** [[Alenka]]&lt;br /&gt;
** [[Ulka]]&lt;br /&gt;
** [[Spinel]]&lt;br /&gt;
** [[Dancer of the Boreal Valley]]&lt;br /&gt;
** [[Trina]]&lt;br /&gt;
** [[Arlin]]&lt;br /&gt;
** [[Varryn]]&lt;br /&gt;
** [[Kristef Smoothroar|Kris]]&lt;br /&gt;
** [[Tordek]]&lt;br /&gt;
** [[Harold]]&lt;br /&gt;
** [[Einari]]&lt;br /&gt;
**[[Durian]]&lt;br /&gt;
**[[Miles Ison|Miles]]&lt;br /&gt;
**[[Stan]]&lt;br /&gt;
* Unalive&lt;br /&gt;
** Mallen&lt;br /&gt;
**Jeb&lt;br /&gt;
&lt;br /&gt;
== [[Into the Greedy Green/NPCs|NPCs]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Into the Greedy Green/The Story So Far|The Story So Far]] ==&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
A few variant rules are in place in this campaign, mostly to make it easier and more approachable for those in the community with less D&amp;amp;D experience:&lt;br /&gt;
&lt;br /&gt;
* All directions of movement, including diagonals, &#039;&#039;&#039;are 5 feet&#039;&#039;&#039;.&lt;br /&gt;
* Taking a hit while making life saves is &#039;&#039;&#039;1 automatic fail&#039;&#039;&#039;, not 2. &lt;br /&gt;
* &#039;&#039;&#039;Ammunition and Carrying Capacity are not tracked&#039;&#039;&#039;. Though it may be determined on a case by case basis if you are carrying too much of something.&lt;br /&gt;
* It&#039;s assumed &#039;&#039;&#039;players buy components&#039;&#039;&#039; for spells at towns between sessions. Very expensive components (like diamonds) are still tracked and necessary.&lt;br /&gt;
* An inspiration point can be used to &amp;quot;&#039;&#039;&#039;De-Inspire&#039;&#039;&#039;&amp;quot; an enemy&#039;s check, save, or attack.&lt;br /&gt;
* The &#039;&#039;&#039;Flanking&#039;&#039;&#039; variant rule is in play, allowing players to get advantage if they attack an enemy from two opposing sides.&lt;br /&gt;
*Players can cast 2 spells on their turn as long as one is a bonus action, and is &#039;&#039;not&#039;&#039; limited to Cantrip actions only.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green/PCs&amp;diff=15234</id>
		<title>Into the Greedy Green/PCs</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Into_the_Greedy_Green/PCs&amp;diff=15234"/>
		<updated>2022-03-13T04:04:17Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: changed character level of Stan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Character&lt;br /&gt;
!Class&lt;br /&gt;
!Race&lt;br /&gt;
!Status&lt;br /&gt;
!Player&lt;br /&gt;
!Level&lt;br /&gt;
!Wiki XP Count&lt;br /&gt;
|-&lt;br /&gt;
|[[Ulka]]&lt;br /&gt;
|[[Fighter]]&lt;br /&gt;
|[[Bugbear]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Max&lt;br /&gt;
|4&lt;br /&gt;
|1416&lt;br /&gt;
|-&lt;br /&gt;
|[[Alenka]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|[[List of Magic Items#S|Star Soul]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Claudia&lt;br /&gt;
|4&lt;br /&gt;
|1233&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyanocitta]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|[[Dhampir]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Matt&lt;br /&gt;
|3&lt;br /&gt;
|930&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinel]]&lt;br /&gt;
|[[Fighter]]&lt;br /&gt;
|[[Shifter]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Gail&lt;br /&gt;
|4&lt;br /&gt;
|888&lt;br /&gt;
|-&lt;br /&gt;
|[[Durian]]&lt;br /&gt;
|[[Sorcerer]]&lt;br /&gt;
|[[Dragonborn]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Jeff&lt;br /&gt;
|4&lt;br /&gt;
|861&lt;br /&gt;
|-&lt;br /&gt;
|[[Dancer of the Boreal Valley]]&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|[[Tabaxi]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Rich&lt;br /&gt;
|4&lt;br /&gt;
|826&lt;br /&gt;
|-&lt;br /&gt;
|[[Violet]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|[[Tiefling]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Jenn&lt;br /&gt;
|4&lt;br /&gt;
|825&lt;br /&gt;
|-&lt;br /&gt;
|[[Tordek]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Jake&lt;br /&gt;
|5&lt;br /&gt;
|728&lt;br /&gt;
|-&lt;br /&gt;
|[[Miles]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Tabaxi]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Ben H&lt;br /&gt;
|4&lt;br /&gt;
|705&lt;br /&gt;
|-&lt;br /&gt;
|[[Harold]]&lt;br /&gt;
|[[Barbarian]]&lt;br /&gt;
|[[Loxo]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Patrick&lt;br /&gt;
|5&lt;br /&gt;
|670&lt;br /&gt;
|-&lt;br /&gt;
|[[Grandmush]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|[[New Dryad (Player Race)|New Dryad]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Rachael&lt;br /&gt;
|4&lt;br /&gt;
|651&lt;br /&gt;
|-&lt;br /&gt;
|[[Trina]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|[[Tiefling]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Margarita&lt;br /&gt;
|5&lt;br /&gt;
|582&lt;br /&gt;
|-&lt;br /&gt;
|[[Stan]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|[[Human]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Dave&lt;br /&gt;
|4&lt;br /&gt;
|445&lt;br /&gt;
|-&lt;br /&gt;
|[[Kristef Smoothroar|Kris]]&lt;br /&gt;
|[[Artificer]]&lt;br /&gt;
|[[Leonin]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Bo&lt;br /&gt;
|4&lt;br /&gt;
|427&lt;br /&gt;
|-&lt;br /&gt;
|[[Arlin]]&lt;br /&gt;
|[[Cleric]]&lt;br /&gt;
|[[Firbolg]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Nick&lt;br /&gt;
|5&lt;br /&gt;
|295&lt;br /&gt;
|-&lt;br /&gt;
|[[Einari]]&lt;br /&gt;
|[[Paladin]]&lt;br /&gt;
|[[Loxo]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Dawson&lt;br /&gt;
|4&lt;br /&gt;
|241&lt;br /&gt;
|-&lt;br /&gt;
|[[Varryn]]&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|[[Elf]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Sam&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Búho]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Owlin]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Edelio&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mallen]]&lt;br /&gt;
|[[Artificer]]&lt;br /&gt;
|[[Changeling]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Mike&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Junky]]&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|[[Elf]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Evan&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Amber]]&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|[[Genasi]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Andrea&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Zevendell]]&lt;br /&gt;
|[[Barbarian]]&lt;br /&gt;
|[[Orc]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Ben A&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Ferris]]&lt;br /&gt;
|[[Druid]]&lt;br /&gt;
|[[Kender]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Kyle&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[Artificer]]&lt;br /&gt;
|[[Goblin]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Alex&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[Fighter]]&lt;br /&gt;
|[[Fairy]]&lt;br /&gt;
|Alive&lt;br /&gt;
|Sam&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|Alive&lt;br /&gt;
|Kat&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|Alive&lt;br /&gt;
|Nathanial&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Jeb&#039;&#039;&lt;br /&gt;
|[[Warlock]]&lt;br /&gt;
|[[Tiefling]]&lt;br /&gt;
|Dead&lt;br /&gt;
|RJ&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Mallen&#039;&#039;&lt;br /&gt;
|[[Cleric]]&lt;br /&gt;
|[[Tiefling]]&lt;br /&gt;
|Dead&lt;br /&gt;
|Mike&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stan&amp;diff=15176</id>
		<title>Stan</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stan&amp;diff=15176"/>
		<updated>2022-03-06T00:46:24Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=None, apparently…|name=Stanley Rummer|image=Stanley Rummer.jpg|caption=caption|relatives=Nephew: Lazlo|languages=Common, Dwarven, elven|alias=None, supposedly…|marital=Devoutly Single|birthPlace=Unknown|deathDate=Still alive!|deathPlace=Not dead yet!|species=Human|gender=Male|height=5’ 11”|weight=180|eyes=blue}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}ley Rummer &#039;&#039;&#039;is a 40-something human male who resides in the small town of Musso. He owns a small sundries and nicknacks shop in town that does enough business to keep him and his nephew fed. Lazlo, Stan’s teenage nephew has been helping with the shop since moving in with Stan about two years ago.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Stan is a well spoken yet rough around the edges man. Stan has always been a man of stories and enjoys retelling the children in the town of his escapades from when he was younger. How true any or all of these stories are is any ones guess. Most likely they hold a modicum of truth at their core but have morphed over the years to gain even more &amp;quot;oohs&amp;quot; and &amp;quot;aahs&amp;quot;  from the towns children.  &lt;br /&gt;
&lt;br /&gt;
In the past year, with Lazlo around, Stan has felt the call of his old wander-lust. His acquisition of magical powers has definitely emboldened him in this.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most recently Stan heeded the call to rescue the Mayor of Musso and lead a band of brave adventurers to the dragon&#039;s lair. Seeing as the Mayor and his wife are close personal friends, it was only appropriate that he lead the group.&lt;br /&gt;
&lt;br /&gt;
He sat for the better part of the following week recounting the tale of the training the dragons afforded him and how he was to carry the warning of dark days ahead to the people and that bad little kids would be the first on the evil dragons lists. Many parents complained about sleepless nights and the mayor asked Stan to tone it down. Additionally, he has warned all the townsfolk that any and all offerings for the dragon should be brought to him and he will bring them up the mountain. &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elven, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Stan has come into powers recently. For those who ask he tells them that he got them the way any good business man would get them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Through bartering! A good business man always comes out on top.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is clear he is a warlock but who his patron is is still unclear.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
&#039;&#039;&amp;quot;A properly placed meat shield is almost more important than what spell your using. But after that, Eldritch Blast stacked on Hex all DAY!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Stanley_Rummer.jpg&amp;diff=15166</id>
		<title>File:Stanley Rummer.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Stanley_Rummer.jpg&amp;diff=15166"/>
		<updated>2022-03-03T02:18:33Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stan&amp;diff=15160</id>
		<title>Stan</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stan&amp;diff=15160"/>
		<updated>2022-03-02T06:20:55Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Personality and History additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=None, apparently…|name=Stanley Rummer|image=|caption=caption|relatives=Nephew: Lazlo|languages=Common, Dwarven, elven|alias=None, supposedly…|marital=Devoutly Single|birthPlace=Unknown|deathDate=Still alive!|deathPlace=Not dead yet!|species=Human|gender=Male|height=5’ 11”|weight=180|eyes=blue}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}ley Rummer &#039;&#039;&#039;is a 40-something human male who resides in the small town of Musso. He owns a small sundries and nicknacks shop in town that does enough business to keep him and his nephew fed. Lazlo, Stan’s teenage nephew has been helping with the shop since moving in with Stan about two years ago.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Stan is a well spoken yet rough around the edges man. Stan has always been a man of stories and enjoys retailing the children in the town of his escapades from when he was younger. How true any or all of these stories are is any ones guess. Most likely they hold a modicum of truth at their core but have morphed over the years to gain even more &amp;quot;oohs&amp;quot; and &amp;quot;aahs&amp;quot;  from the towns children.  &lt;br /&gt;
&lt;br /&gt;
In the past year, with Lazlo around, Stan has felt the call of his old wander-lust. His acquisition of magical powers has definitely emboldened him in this.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Most recently Stan heeded the call to rescue the Mayor of Musso and lead a band of brave adventurers to the dragon&#039;s lair. Seeing as the Mayor and his wife are close personal friends, it was only appropriate that he lead the group.&lt;br /&gt;
&lt;br /&gt;
He sat for the better part of the following week recounting the tale of the training the dragons afforded him and how he was to carry the warning of dark days ahead to the people and that bad little kids would be the first on the evil dragons lists. Many parents complained about sleepless nights and the mayor asked Stan to tone it down. Additionally, he has warned all the townsfolk that any and all offerings for the dragon should be brought to him and he will bring them up the mountain. &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elven, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Stan has come into powers recently. For those who ask he tells them that he got them the way any good business man would get them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Through bartering! A good business man always comes out on top.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is clear he is a warlock but who his patron is is still unclear.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
&#039;&#039;&amp;quot;A properly placed meat shield is almost more important than what spell your using. But after that, Eldritch Blast stacked on Hex all DAY!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stan&amp;diff=15153</id>
		<title>Stan</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stan&amp;diff=15153"/>
		<updated>2022-03-01T23:03:03Z</updated>

		<summary type="html">&lt;p&gt;AlchemicalLuck: Created new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=None, apparently…|name=Stanley Rummer{{PAGENAME}}|image=image.jpg|caption=caption|relatives=Nephew: Lazlo|languages=Common, Dwarven|alias=None, supposedly…|marital=Devoutly Single|birthPlace=Unknown|deathDate=Still alive!|deathPlace=Not dead yet!|species=Human|gender=Male|height=5’ 11”|weight=|eyes=eyes}}&lt;br /&gt;
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&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a 40-something human male who resides in the small town of Musso. He owns a small sundries and nicknacks shop in town that does enough business to keep him and his nephew fed. Lazlo, Stan’s teenage nephew has been helping with the shop since moving in with Stan about two years ago.&lt;br /&gt;
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Stan has always been a man of stories and enjoys retailing the children in the town of his escapades from when he was younger.&lt;br /&gt;
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==Physical Appearance==&lt;br /&gt;
Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc.&lt;br /&gt;
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==Personality==&lt;br /&gt;
Is your character social? A drunk? Laid back? &lt;br /&gt;
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==History==&lt;br /&gt;
A brief history of your character&#039;s life.&lt;br /&gt;
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==Languages==&lt;br /&gt;
Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French&lt;br /&gt;
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==Powers and Abilities==&lt;br /&gt;
You don&#039;t have to give it all away. Just let us know what you&#039;re known to do in battle.&lt;br /&gt;
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==Attacks and Weapons ==&lt;br /&gt;
Your favorite weapons.&lt;br /&gt;
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[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>AlchemicalLuck</name></author>
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